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Credits

Producer
Scott Gladstein

Lead Designers
Scott Gladstein, Ian Sisson

Editors
Ian Sisson, Brynn Petano

Contributing Designers
Christos Gurd, Dayton Johnson

Art
Rui Ferreira, Tiny Klepon, Miguel Santos

Graphic Design/Layout
Scott Gladstein, Kirk Felton

Special Thanks
Dayton Johnson, Chad Middleton, Sean Connolly,
Kevin Glusing, Kenneth Zike, Joshua Marcus

LITTLE RED GOBLIN GAMES


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Beta Test v1.2
The following document is a playtest for our upcoming tabletop
roleplaying game “Gestalt”.

BETA VERSION 1.2


It’s been a labor of love at our studio for the last few years and, after many internal and alpha
playtests, we are looking for external feedback. Please, take and use this book to run your own games. We’d
love your feedback and will be updating the game based on what we get back.

You may not publicly distribute this or sell this product.

All content is © 2023 by Little Red Goblin Games LLC, All Rights Reserved.

Feedback Form
Link

A Product of Little Red Goblin Games, LLC


Questions? Comments? Contact us at:
ScottGladstein@littleredgoblingames.com
http://littleredgoblingames.com/
https://www.gestaltrpg.net/
© 2023, All Rights Reserved

GESTALT CORE RULES- BETA V 1.2


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Introduction
What can you say that hasn’t already been said in love damage, and just whatever weird thing we could
another introduction to an RPG? What can you say think of that day. Gestalt encapsulates that energy
when presented with an empty “introduction” section and is fed by it.
that will sum everything up? It’s all been said and it’s
GESTALT CORE RULE

all been done and nothing can sum up the love, time, But it’s also not our freshman offering. It’s something
and energy that designing this game has consumed. we put a lot of time, effort, and playtesting into. It’s
something that took the efforts of a lot of people
This game took a little over two years to develop, but inside the studio and out of it. Our external artists,
it draws on experiences that we have had over our last playtesters, and fans are as much of a part of this as
decade or so developing for various tabletop RPGs. the core design team in a lot of ways. It was a labor of
Even more than that, it draws from experiences love, and it was created with a genuine hope that you
we’ve had at our table, going back to our earliest days will play this game with your friends and tell amazing
of roleplaying. It’s a reflection of the hundreds of stories, tell terrible jokes, and thoroughly enjoy
games, dozens of campaigns, and uncountable fond yourselves.
memories we’ve had playing games together. No
matter what we played there were always things we From our gaming table to yours, we genuinely hope
wanted to change, rules we ignored, things we just that you enjoy Gestalt.
“assumed worked that way”, homebrewed content
we used, some thinly veiled expy of something from Scott Gladstein
our GM’s new favorite TV show or comic that got Producer
dropped in, and things we added to our games that Little Red Goblin Games LLC
made them more fun to play. A lot of our design was
driven by our desire to make “the game we always
wanted to play”.
What is Gestalt?
And Gestalt comes from a place that is very much “Gestalt” is a roleplaying game of high adventure
“Little Red Goblin Games”. While we’ve done original where you and your friends take on the role of
works, the majority of what we’ve published has been powerful and clever adventurers who embark on epic
third-party content. I got my start writing homebrew quests, plumb the depths of deadly dungeons, and
content on forums back in the day and imagined the face an endless array of adventurers. Helping you in
weird and wonderful things that could be added to this shared storytelling experience is a Game Master
an RPG. We started developing where the original (GM) who acts as both narrator and controls the foes
publishers ended. We got to write the “wouldn’t it your party will face.
be cool”s and “what if we did this”s, not the original
mainline stuff. We also didn’t set out to write
“thirteen regional variants of elf ” - we wanted to write
the weird stuff, the stuff people hadn’t seen before.
We wanted to write about bombastic clam-headed
people, precognitive space monks wielding bone
knives fighting bone golem mechs, classes based
on nonce words like the “Bizzelwhack”, axe-guitars,
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The Most Important Rules
“WHENEVER RULES COME INTO CONFLICT WITH ‘WHAT IS FUN’,

WHAT IS FAIR’, OR ‘WHAT MAKES SENSE’ (IN THAT ORDER), THE

BETA VERSION 1.2


RULES SHOULD ALWAYS BE REGARDED AS SUBSERVIENT AND

MAY BE DISREGARDED OR ALTERED (EITHER TEMPORARILY OR

PERMANENTLY). THAT IS TO SAY, THE SPIRIT OF THE RULES AND THE

STORY BEING TOLD ALWAYS TRIUMPHS OVER ANY RULES.”

While playing this game, use the rules as guidelines to tell the stories you wish to tell and have fun. They
are there to provide a dramatic backdrop and sense of mechanical balance. You are not only encouraged but
expected to create your own rules, play fast and loose with the rules when appropriate, and make allowances
for good storytelling when it conflicts with the rules. If you are not having fun, change something to make it
so you are.

Furthermore, we not only encourage but expect and assume that you will take the rules into your hands,
modify them, and add new material for your game.

“WHATEVER IS DEEMED FAIR AND EXCITING BY THE

CONSENSUS OF ALL PLAYERS IS ACCEPTABLE.”

This game is largely governed by the consensus of those who play the game. This game has cooperative
storytelling elements at its core.

This is not a “design philosophy” - this is a codified and expected part of play. It is our mechanical intention
that this be honored as much as things like “AC” and “HP”.

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Chapter 1: Getting Started
Overview A player always controls their character and states the
Gestalt is a tabletop roleplaying fantasy game set intent of their actions. The dice and the GM describe
GESTALT CORE RULE

in a golden age of adventure. It is a collaborative the outcome of those actions. This book provides a
storytelling experience where dice rolls determine framework for building characters, adventures, and
the outcome of chancy endeavors. Playing this game resolving dramatic moments (like combat) with dice.
involves two kinds of people: a Game Master (GM) The Gestalt “Book of Beasties” contains enemies and
and a number of players. The GM is the narrator allies for GMs to use and future books will contain
for the world and represents the environment, the ever more content. Remember though, the most
inhabitants of the world (other than the players), important rule surmounts all other rules in this book
setting, and the greater narrative. The players create and the content in this book is meant to serve as a
and control characters, heroic adventurers (though framework for the kinds of stories and challenges
how heroic they are is a matter of debate), who your group collectively wants to tell and experience.
undertake challenges, adventures, and progress
through the various narratives and scenarios the GM Supplies
lays out for them. You’ll need the following things, at minimum, to play
a game of Gestalt.

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IF YOU’RE A GM YOU’LL ALSO
AS A PLAYER YOU’LL NEED... NEED...
• Dice: You’ll need at least one twenty-sided die • Other Books: If you are running a game of Gestalt
(d20), a twelve-sided die (d12), a ten-sided die as a GM, you’ll also need the Monster Manual so
(d10), an eight-sided die (d8), a six-sided die (d6), you have some enemies to throw at your players.
and a four-sided die (d4). Multiples can be useful The Game Master’s Guide is also suggested.

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to make rolling easier. • Playspace: Be it an erasable mat, a virtual
• This Book: Congratulations! You already have playspace, or some scrap paper you need an area
something on this list! This is the core rulebook the GM can use to draw a square grid to represent
that gives you all the information you’ll need to the environment around you. This is primarily
play a game of Gestalt. used during tactical play.
• A Game Master (GM): A Game Master, or “GM”, is • Players: You need multiple players. The average
the narrator, world builder, rules arbiter, and the expectation is between 2-5 players, though you
one who controls the world around the players. can have a solitary adventure or even larger
A GM’s duty is to provide a fair and fun game for groups than this. Yes, you need friends to play
everyone involved, including themselves! Gestalt (or at least people who will tolerate you).
• Character Sheets: These are character sheets that
players record their character’s statistics and Modes of Play
particulars on. There are two main modes of play for Gestalt: the first
• Consent & Expectations Checklist: Please fill being “narrative” and the second being “tactical”.
out one of these forms or have a conversation
about topics you’d rather not be covered in the Narrative Play is more freeform and is used to
game and lay out your expectations you have for describe scenes, while traveling over an extended
them/the game in general. (This can be found in period of time, during a free exchange of dialogue,
Chapter 15: Game Mastery). or when the particulars don’t really matter. During
narrative play characters can just describe their
actions without any need for dice or a map indicating
where they are. If a dice roll is required it can be done
so long as the GM and players agree it is relevant and
fair.

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Tactical Play is when things are at their most dicey, Rolling Dice
when things like combat occurs or when the exact When a situation arises where the outcome is unclear
location of creatures and objects matter to each other. the roll of a dice is called for. The basic method of
During this characters will need to determine the resolving a dice roll is as follows:
order they are taking actions in (called the “Initiative Roll one twenty-sided dice, add any bonuses or
GESTALT CORE RULE

Order”), place tokens or miniatures on a gridded map penalties, and compare it to a Difficulty Class (DC).
to indicate where they are, and follow the particulars This is the most basic way to resolve something in the
laid out in this book. Players and the GM take turns game. Some characters are better at certain things,
taking actions like fighting, casting spells, deducing either due to some innate ability based on how
information, and disarming traps until the dramatic strong or smart they are or due to some equipment or
situation has passed and the players are safe (or... dead training they have. What is being added or subtracted
we suppose. That ends a challenge too.). The players can change and is covered in each Action described
each control their character during tactical play but later in this section and in more detail in Chapter 6 of
the GM controls all the NPCs (non-player characters), this book.
the environment, and anything else that hasn’t been
expressly delegated to the players. Rolling damage is a little different. It will often
require rolling a specific number and kind of dice
Sidebar: System Neutrality and adding or subtracting something based on
This game is written in a relatively setting-neutral your abilities. For example, the damage of a knight
fashion. This means that it can be used independent swinging a longsword at a dragon would look
of the setting we have written for Gestalt with little like this: one-eight sided dice plus your Strength
adjustment. That being said, there are elements modifier. You’d find this by looking at the weapon’s
inherent to the setting of “Clade” that are baked into entry on the weapon chart in Chapter 11 and adding
the game. Oaths, the way monsters work, some of your Strength modifier, which is described on your
the specific class options (a cleric can be dedicated to character’s sheet.
“The Storyteller” the only true “god” in Clade), etc.
You are free to disregard, change, or embrace any of READING DICE
these elements. Most entries in this book use this format: #d#.
It might look like “1d6” or “3d8”. The first number is
how many dice are rolled and the number after the
d indicates the number of sides of each dice. “1d6”
means “one six-sided dice” and “3d8” means “three
eight-sided dice”.

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Using this Book CHAPTER OVERVIEW
This book has 16 chapters, many charts, and a lot Chapter 1 covers the basic stuff you’ll need to know
of sidebars. Each section covers a different topic of when it comes to how to play the game. It goes
note for this book. Sidebars are best thought of as over basic terms, formulas, and key elements of the
commentary on each section and may offer GMs system on a high level to familiarize you with them in
insight into what the design intent is or even hints general (rather than in specific).

BETA VERSION 1.2


for players on how to best utilize information in a
given section. Chapter 2 covers character creation. This also delves
into the specifics you’ll find both on a character
Deeper Rules sheet and an NPC’s entry. It also covers things like
Certain sections of this book have a “deeper rules” character advancement and other topics related to
subsection. These rules are used to cover specific both updating and understanding your character.
instances, rules interactions, and granular mechanical
rulings. Generally, you can safely ignore them. You Chapter 3 is all about the lineages. Your character’s
only really need to use them if there is some dispute “lineage” is the physical traits and abilities they
or weirdness that is impacting play (“That ability inherited from their ancestors (or at least from the
seems really strong, does it work like that?”) or the circumstances of their birth).
enjoyment of the party. Otherwise, just follow your
best interpretation of the rules. We’d actually prefer Chapter 4 covers cultures. If lineage is your physical
that you not read them unless they are relevant as traits, your culture represents the social, communal,
they can slow down play. educational, economic, and even religious aspects of
your character. Each character selects one, even if it’s
FORMATTING AND TEXT not linked to their lineage.
We use specific styles of formatting to highlight
certain game elements to the reader. Here is a brief Chapter 5 covers character classes. These are
list of relevant formatting styles to help you read the essentially your “adventuring profession” and, in
book. Gestalt, you get to pick two! In this book we cover
• Spells are Like This: fireball. 10 character classes: Bard, Berserker, Cleric, Druid,
• Feats are Like This & are capitalized: Toughness.
Toughness Fighter, Paladin, Ranger, Rogue, Warlock, and
• Honors are Like This & are capitalized: Knight.
Knight Wizard.
• Class Features are Like This & are not capitalized:
the fighter’s deadly class feature. Chapter 6 goes into the rules for combat. It covers
• Talents use the same style as class features. encounter layouts, the statistics you’ll need for
• Class names are just capitalized: “The Fighter” combat, death, and a big list of actions your character
rather than “The fighter”. can take.
• Skill names are just capitalized: “Stealth” rather
than “stealth”. Chapter 7 goes into details on skills. These are the
• Magic items are always Capitalized. “Magic (largely) non-combat skills your characters possess.
Carpet” rather than “magic carpet”. These cover things like how acrobatic your character
is to their knowledge of military tactics or arcane
lore.

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Chapter 8 lists feats. A “feat” is an amazing ability Common Terms
your character is granted outside their classes. Ability Modifiers
Each creature has 6 ability modifiers that represent
Chapter 9 is a list of honors. An “honor” is a social a creature’s most basic attributes: Constitution,
advancement or other way your character has grown Dexterity, Strength, Wisdom, Charisma, and
GESTALT CORE RULE

their cultural or social influence. Intelligence. The higher the modifier, the more raw
potential and talent your character possesses.
Chapter 10 explains exploration and environmental
related topics. These are topics one normally Absolute
encounters during narrative play and covers stuff like An infinite value, unless opposed by another
traveling, searching, traps, survival, diseases, falling, Absolute value (such as an Absolute attack roll vs
and how to break stuff. Absolute AC).

Chapter 11 dives deep on mundane equipment. Action


It covers things like money, armor and weapons, An action is something done during a round of
adventuring gear, services your characters might combat. Using abilities, using an item, and making
need (like hiring a boat), to more obscure things like attacks all require actions to perform. A character has
poisons and special materials. This section does not 3 actions and 1 reaction (an action that can be used on
cover magical equipment. someone else’s turn) per turn.

Chapter 12 gives rules for magic items as well as Armor Class (AC)
provides a list of them. It also covers how magical A numeric representation of how well a creature
equipment works and how you can enchant objects. avoids damage and how well they can take a hit. This
is the number you must meet with an attack roll to
Chapter 13 is all about magic. It goes over what mana damage a creature.
is, how to cast magic, the kinds of magic in the world.
Bonus
Chapter 14 is a list of spells. These are the core spells A bonus is a numerical modifier to a dice roll.
and future releases will include many more. Bonuses that apply to the same thing do not stack.

Chapter 15 is for GMs and covers deeper topics of Class


running a game. It covers topics like designing a A broad representation of one’s adventuring
campaign, building encounters, how bosses work, profession, granting special abilities and combat
gives some really specific answers to questions no one prowess.
asks, and gets nitty-gritty on some topics related to
Gestalt’s system. Check
A check is a d20 roll which may or may not be
Chapter 16 is the appendix. It contains important modified by another value. The most common types
lists like the list of conditions, a list of defined terms, are attack rolls, skill checks, spellcasting checks, and
conditions, and even a random character maker. saving throws.

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Creature Initiative
A creature is an active participant in the story or A check that measures how quickly one reacts to
world. This includes PCs, NPCs, and monsters. A combat beginning. The higher they roll, the sooner in
creature is expressly not an “object” or part of the a round a creature will act.
environment.
Keywords

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Difficulty Class (DC) These are things that describe your character. A dwarf
When the outcome of an action isn’t certain and fighter/wizard will have keywords like: “Humanoid,
requires some sort of check, this is the numerical Dwarf, Fighter, Wizard, Spellcaster”. These are largely
value the check needs to meet or exceed to be used for effects and qualifying for things like feats.
successful.
Level
Feat A creature’s level represents their general level of
Supplemental abilities you gain which are not power and prowess.
specific to your classes. You can select any feat you
qualify for when your class chart indicates you gain Non-Player Character (NPC)
one. A creature controlled by the GM.

Game Master (GM) Oaths (Compulsions/Natures)


A GM is the narrator, world builder, rules arbiter, and The driving force behind your character’s sense
the one who controls the NPCs. A GM’s duty is to of morality. A character’s oaths are the rules they
provide a fair, fun, and engaging game. cannot bring themselves to break. Some creatures
may also have a Compulsion (a fundamental drive
Hero Dice that a creature with the monster keyword cannot go
A 6-sided dice you can use to add to a d20 roll or against) or a Nature (a guiding principle or concept
activate certain class features. that underlines the purpose of a creature with the
outsider keyword).
Hit Points (HP)
Hit points are an abstraction that represent one’s Player Character (PC)
ability to sustain wounds and continue to function. Any character portrayed and controlled by a person
playing the game other than the GM.
Honor
Social honors or rewards bestowed on characters Penalty
which are not specific to their class. You can select Penalties are numerical values that are subtracted
any honor you qualify for (both mechanically and in from a check.
a narrative sense) when your class chart indicates you
get it.

Innate Spell
A spell cast through means other than spellcasting
ability.

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Proficiency Skill
This is how proficient you are with a given skill, A skill represents a creature’s ability to complete a
armor, or weapon. task other than combat (or something directly related
You are either “Unskilled”, “Skilled”, “Professional”, to it). A higher value is always better and the most
or “Exceptional” at something. Depending on relevant skill.
GESTALT CORE RULE

how skilled you are at something, you are either:


Unskilled (Add a relevant ability modifier), Skilled Stacking
(Add a relevant ability modifier + your level), Stacking refers to the act of adding together bonuses
Professional (Add a relevant ability modifier + your or penalties that apply to a particular check. Things
level + 3), Exceptional (Add a relevant ability modifier normally do not stack in Gestalt, so just use the
+ your level + 6). highest value.

Resist. (Resistance) Sundries


Some creatures are more resistant to particular types A collection of unspecified and unlisted items on
of damage. Resistance reduces the indicated damage your person whose total worth does not exceed a
type by an indicated amount. given value.

Round Threshold
An encounter is measured in rounds. During an Some creatures are resilient to damage, up to a
individual round, all creatures may take a turn to act. point. If you take the listed damage or less, you take
A round represents 6 seconds in the game world. no damage. If you take more damage than your
When the rules refer to a “full round”, it means a span threshold, you take all of it.
of time from the start of the first creature to go’s turn
to the end of the last creature’s turn. Turn
In a round, each participating creature receives one
Rounding turn, during which it can perform a wide variety of
Occasionally, the rules will ask you to round a result actions. A character can perform 3 actions on their
or value. Unless otherwise stated, always round down turn.
to the nearest whole number (Gestalt does not use
fractional numbers). For example, if you are asked to
take half of 7, the result would be 3.

Saving Throw
A saving throw represents a creature’s resistance to
specific kinds of special attacks; they are a creature’s
natural, passive resistance to certain things and are
made automatically. There are three kinds of saving
throws: Fortitude (your resistance to illnesses, poison,
exhaustion, etc), Reflex (your split second reactions,
and ability to avoid area attacks) and Will (your
resistance to mental effects).

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Ability Modifiers
The term “ability modifiers” describes the relevant “Negative Absolutes”
physical and mental capacities of a character. Ability A modifier of - is treated as “negative infinity” and
modifiers add to or subtract from rolls you make. serves as the opposite to an Absolute. A “-” is an
There are 6 ability modifiers; 3 are physically based infinite penalty on a roll. Unlike with an Absolute,
and 3 are mentally based. They are Constitution, two scores of - do not cancel each other out (they

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Dexterity, Strength (the physical abilities), both just fail); two corpses placed next to a chess
Intelligence, Wisdom, and Charisma (the mental board will never play the game. Things derived from
abilities). a “-” have a listed bonus a +0. They simply can’t do the
action.
MAXIMUM BONUS (FOR PLAYERS)
A character can’t get more than a +10 in an ability kABILITY DESCRIPTIONS
modifier.
STRENGTH
Sidebar: Modifiers (Not Derived Your Strength is your physical power. It is how much
Bonuses) force your body can impart on others.
Other d20 systems derive a character’s bonus on • - STR: The creature lacks a Strength modifier. This
actions due to their ability score modifier from generally reflects a creature lacking a physical
their “ability score” (The typical rule is: “For every 2 body or means of impacting the world around
above 10, you get a +1 on relevant rolls and derived them.
statistics”.) This system skips that entirely and just • -5 STR: The creature cannot meaningfully
gives bonuses to a character based on their ability exert prolonged force, though it may be able to
score (“You have a +2 Strength Score”.) We just call contract or expand occasionally.
the bonus an “Ability Modifier” in this system. • -3 STR: This is someone you’d describe as “weak”
or “feeble”.
LOWEST POSSIBLE VS “-” • +0 STR: This is the physical strength of an average
The lowest penalty a creature can have in ability person.
modifier is a -5. If it goes below that, they cease • +3 STR: This is the Strength modifier of a soldier
to function in some fashion and are considered or other professional who works with their body.
defeated. • +5 STR: This is the Strength modifier of a
bodybuilder or Olympian.
Some creatures totally lack the need for an ability • +10 STR: This is the Strength modifier of a
modifier. This is denoted with a “-” symbol. This mythological figure like Hercules.
means the creature is without this ability score. A
table doesn’t have a Dexterity modifier since it just
sits there, and a zombie doesn’t have Intelligence as it
just follows its master’s orders mindlessly.

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DEXTERITY INTELLIGENCE
Your Dexterity is your physical accuracy and Your Intelligence is how much information you
flexibility. It is how physically precise you can be. know and how precise you are mentally.
• - DEX: The creature lacks a Dexterity modifier. • - INT: The creature lacks an Intelligence modifier.
This reflects an inability to move. This means the creature lacks the ability to think
GESTALT CORE RULE

• -5 DEX: The creature cannot be expected to stay or act on its own. This often means the creature is
upright for very long (think of a toddler) or do a construct or commanded undead.
anything with any degree of precision. • -5 INT: This means there is no meaningful
• -3 DEX: This is someone you’d describe as thought occurring, but the creature can still
“clumsy”. respond to stimuli.
• +0 DEX: This is the accuracy and flexibility of an • -3 INT: Creatures of -3 INT or below are not
average person. sapient but are still sentient. A sentient creature is
• +3 DEX: This represents the bodily control of a like an animal, it can feel, perceive, or experience
circus performer or professional dancer or the subjectively. A sapient creature is capable of
precision of a trained marksman. abstract thought and deeply understands things.
• +5 DEX: This is the Dexterity modifier of a master A creature with -3 or lower INT cannot speak a
surgeon or the agility of a world class acrobat. language.
• +10 DEX: This sort of Dexterity modifier • -2 INT: This is a special category reserved for
would describe someone with unerring aim or animals that have some level of awareness above
superhuman agility. that of your average animal, but not quite that of
a human. An incredibly drunk person might be
CONSTITUTION aware of what is happening around them, but will
Your Constitution is your physical resistance to not process it as quickly as a sober person.
hardships. It is how much punishment you can take • +0 INT: This is the breadth of knowledge your
and keep going. average person has.
• - CON: The creature lacks a Constitution • +3 INT: This person is a well-trained scholar with
modifier. Such creatures often lack lifeforce or a great deal of training.
vitality. • +5 INT: This person is a certified genius and is
• -5 CON: The creature is sickly or frail. They rivaled by few in the world.
cannot survive any disease and are winded by • +10 INT: A creature like this transcends
simple tasks. normal concepts of academic intelligence and
• -3 CON: This is a friend you’d describe as “frail” or information storage and reaches out to truly
“sickly”. exotic forms of thought. They might have multi-
• +0 CON: This is the average person’s dimensional reasoning down pat, be able to
Constitution. untangle causal knots tied by time-travelers,
• +3 CON: This is the endurance of a long distance advance fields of science by decades in their
runner, a trained soldier, or a professional athlete. lifetime, and be able to connect concepts totally
• +5 CON: A world-class ultra marathon or unrelated.
triathlon athlete might have +5 CON. This is also
the sort of person who can get hit with a hatchet,
shrug it off, and punch their attacker back.
• +10 CON: This sort of creature could survive a
14 house being dropped on them.

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WISDOM CHARISMA
Your Wisdom is how clever you are, how observant Your Charisma is how forceful your will and persona
you are, and how well you utilize the information you is. It is how much you can impose your will on others.
know. • - CHA: The creature lacks any means to impose
• - WIS: The creature is unable to observe its itself on its surroundings or to influence others.
surroundings, and cannot discern between itself • -5 CHA: Such creatures are all but mindless

BETA VERSION 1.2


and its surroundings. with little will of their own. They will follow
• -5 WIS: The creature is only dimly aware of its whatever is told to them by anyone with any sort
surroundings. Some animals of limited awareness of authority.
have -5 WIS. • -3 CHA: You would describe someone like this as
• -3 WIS: This represents a naive, unaware, or “rude”, “tactless”, or “socially inept”.
absent-minded person. • +0 CHA: This is the average person’s Charisma.
• +0 WIS: This is the average person’s Wisdom. • +3 CHA: This is the Charisma of a “charming” or
• +3 WIS: This is a worldly traveler, a sentry, or a “intimidating” person.
cryptologist’s Wisdom. • +5 CHA: This is the level of Charisma displayed
• +5 WIS: The Wisdom of world-famous detectives, by cult leaders, expert con men, tremendous
gentleman-thieves, and cunning polymaths. leaders, world-class performers, and demagogues.
• +10 WIS: This level of Wisdom represents the • +10 CHA: Such creatures are masters of wit
supernaturally aware, the cosmically gifted, and word to the point where you can feel their
and those able to make staggering leaps of logic magnetism. They are typically supernaturally
correctly. gifted or are such unique and influential
individuals that they serve as the face of nations,
entire religions, or empires. They are social
juggernauts who define (or re-define) the cultural
landscape in their wake.

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Proficiency Other
This is how proficient you are with a given skill, There are other instances where a proficiency roll
armor, or weapon. may be required. Such instances are spelled out in
You are either “Unskilled”, “Skilled”, “Professional”, their description and the ability modifier utilized is
or “Exceptional” at something. Depending on how called out.
GESTALT CORE RULE

skilled you are at something, you use a different


formula: Sidebar: What Ability Score Modifier
• Unskilled: Add a relevant ability modifier. To Use for Spellcasting?
• Skilled: Add a relevant ability modifier + your Multiple Sources
level. If you gain Spellcasting from multiple sources, use
• Professional: Add a relevant ability modifier + the ability score defined in each of the sources for
your level + 3. their respective spells.
• Exceptional: Add a relevant ability modifier + • Example: Betty the Blessed is a Wizard-Cleric.
your level + 6. Wizards use Intelligence for their Spellcasting
• Negatives: If you have a negative modifier, it and Clerics use Wisdom. For her Wizard spells
imposes a penalty to your proficiency. she’ll use her Intelligence but for her Cleric spells
she’ll use her Wisdom.
kCOMMON USES FOR
PROFICIENCY ROLLS Unspecified
Attacking When you gain spellcasting the source of that should
You roll a proficiency roll, typically using Strength tell you what ability modifier to use. If it does not,
for melee attacks and Dexterity for ranged attack, to discuss with your GM as to what is most thematically
hit an opponent. appropriate.

Skills Sidebar: Negatives


You roll a proficiency roll for skills. The skill’s You can have negative values in something. For
entry will tell you what ability modifier to use. example, if you are Unskilled in your Reflex save
(For example: Stealth uses Dexterity, Athletics uses with a penalty to your Dexterity, you could have a
Strength, etc.) negative Reflex save. That would mean you’d just
roll a d20 and your modifier would lower that value
Spellcasting rather than add to it!
When attacking with a spell, casting under adverse
conditions, attempting to apply metamagics to a
spell, or a spellcasting check is called for, you roll
a proficiency check. Such a check uses the mental
ability modifier (Charisma, Intelligence, or Wisdom)
indicated by the class or other source that grants you
Spellcasting.

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kCAPACITY VS PROFICIENCY TIES
One’s ability to do something (“capacity”) and one’s In the result of a tie, when the result of a roll exactly
skill at someone (“proficiency”) are two different equals the DC opposing it, the tie goes to the one
concepts. A character who is not a spellcaster has no initiating the action (the “attacker”).
capacity to cast magic. It cannot be bestowed upon
them without training (AKA selecting some class,

BETA VERSION 1.2


feat, etc., that would grant them the capacity to use Difficulty (DC)
magic). When you attempt to do something, the GM decides
how hard that task is. Often this book will lay out
Skills exactly how hard something is; other times, the
You can attempt to use any skill even if you are GM will have to use their judgment to determine
untrained. how hard it is. The number that represents this is its
“Difficulty Class”.
Weapons
You can attempt to use any weapon, even if you are kUNIVERSAL DCS
untrained in its use. This game uses “universal DCs”, meaning that GMs
can quickly decide on a DC for any given action
Armor based on some simple tenets. The basic ideas are:
You cannot wear armor your class doesn’t allow you • Trivial (5): These are things that are simple to do
to. You lack the capacity. If you somehow end up and generally don’t require a roll.
in it (or lose the capacity) you are debuffed and the • Easy (10): These are tasks an average person can
max Dexterity of the armor becomes zero until you do with concentration.
remove it. • Average (15): These are tasks an average person
might find difficult but could do with some skill
Spellcasting or if they tried long enough.
You do not have the capacity to cast spells unless a • Challenging (20): These are tasks that people with
class (or something else) grants you the ability to do special skills or professionals in a craft commonly
so. do.
• Dire (25): These tasks are at the limit of what
Example: The most common place this shows up is people can do with. It represents peak fitness,
in a character’s ability to use armor. A fighter has the world-class mental abilities, etc.
capacity to use light, medium, and heavy armor, while • Heroic (30): These are supernatural abilities that
a wizard only has the capacity to use light armor. The require supernatural or heroic skill.
wizard’s defense proficiency determines how good • Legendary (40): Checks like this are beyond the
they are at defending themselves, which relies on abilities of even most adventurers. They write
that armor, but having a higher skill at defending stories about doing things like this.
oneself doesn’t bestow the capacity to use heavier • Godlike (50): Such checks are thought
armor. impossible, left solely to the domains of the gods.
Use: “This has a Legendary (40) DC.”

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General & Vague Hero Dice
These Universal DCs are intentionally vague and able The Storyteller loves stories, mystery, romance,
to be stretched to cover a wide array of situations. The drama, and acts of daring. To represent his favor or
GM has discretion over these DCs and may even push disfavor, as well as the heroic nature of the party,
them up or down to suit their needs. Something that there is a pool of “Hero Dice”. You can spend 1 Hero
GESTALT CORE RULE

only a professional at the top of their field could do Dice to add 1d6 to any d20 roll.
but isn’t quite supernatural could be a 27 (instead of a
30 for something truly supernatural or 25 for dire). You may do this either before you roll, or after you
roll (even after the result is known) but before play
Sidebar: Can You Attempt An continues.
Impossible Thing?
There are certain things that are impossible. The There are two kinds of Hero Dice pools: yours and the
giant-sized creature can’t hide behind a normal-sized party’s. You can only spend 1 Hero Dice on a given
palm frond. There are two schools of thoughts on action, unless otherwise stated. Hero Dice pools reset
this; the first being “if it’s impossible, you just can’t at the beginning of each session.
even attempt it” and the second being “let the player
roll for anything and fit the narrative to the results”. The bonus from a Hero Dice can stack with anything
Generally, Gestalt is more in line with the second other than other Hero Dice.
school of thought: let the players roll and try to
explain it. Sidebar: “I Recommend You Use a Hero
Dice”
However, a GM needs to balance these two extremes It’s perfectly acceptable and even encouraged for a
when determining the tone of their game. When GM to encourage a player to use a Hero Dice if the
a successful result would impact the tone of the player is already close to success (within 4 of the
game they can disallow it but, generally, the spirit DC). If this would undercut the story or destroy the
of this game is that the players are “heroic” and can tension - don’t do it.
do things normal people can’t. Don’t take it easy
on them, though! Make them explain how they do HEROIC SAVES
the impossible thing - it’s a great opportunity for Any player can spend 2 Hero Dice to reduce Absolute
roleplaying and shenanigans! damage to normal damage or attempt a save with an
Absolute bonus. This can be done before or after the
result of the dice roll is known. This can only be used
by players, not NPCs, and represents The Storyteller’s
favor, their unwillingness to let the story end, or just
dumb luck.
Deeper Rules
• “No, I’m Making This Save!”: If a player has
already added 1 Hero Dice to saving throw but
still failed, it is acceptable to allow them to spend
1 more Hero Die to activate a Heroic Save.

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YOUR PERSONAL DICE POOL VS FREE HERO DICE
THE PARTY’S DICE POOL Certain abilities say you get to add a “free Hero Die”
There are two “pools” of dice you as a player can to a roll. This is just an extra d6 that doesn’t come
use. One is your “personal” one that only you can from your pool. Free Hero Dice don’t stack with other
use; the other is the “party’s”, which is governed by Hero Dice (free or otherwise). A Free Hero Die is a
the consensus of all players. Your personal pool can Hero Die, and thus stacks with everything other than

BETA VERSION 1.2


never go above a total of 10 Hero Dice. Any Hero hero dice.
Dice gained over that maximum just go to the party’s
pool. The party’s pool has no maximum size. To use GM HERO DICE
Hero Dice from the party’s pool, you must have GMs get hero dice too! These can be used to spice up
unanimous agreement. Any time you are awarded encounters but should not be used if the enemies are
Hero Dice for something, it goes to your personal “winning” (mostly use these if the enemy is “boring”
pool unless otherwise stated. Hero Dice pools reset at or “too weak”). The exception to this is for particularly
the beginning of each session. strong or important NPCs; use those like they were
normal player characters!
GAINING HERO DICE
Starting Hero Dice This GM pool of Hero Dice starts at 2 per player and
At the start of each session, each player gets 5 Hero has no maximum limit. A GM cannot gain additional
Dice in their personal pool and the party’s Hero Dice Hero Dice to this pool. Like other Hero Dice pools,
pool gets 2 Hero Dice for each player in there. the GM Hero Dice pool resets at the beginning of
each session.
GM Hero Dice
The GM starts with 2 Hero Dice per player.

Rest
If you are out of Hero Dice and take a short rest, you
recover up to 3 Hero Dice in your personal pool (if
you were below that value). If you take a long rest,
you recover up to 5 in your personal pool (if you were
below that value).

Good Roleplaying
A GM can reward players or the party in general for
good roleplaying, dramatic actions, creative problem-
solving, and staying true to their oaths. A GM should
be liberal with their awarding of such dice as it helps
them move the game in a positive direction. Reaching
certain plot milestones should also be rewarded with
Hero Dice!

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Armor Class (AC) Sidebar: It’s OK To Tell Your Players
“Armor Class” or “AC” is a numeric value that the Enemy’s AC
represents how hard it is to hit someone. This is a It’s OK to tell players an enemy’s AC if they hit it a
combination of how agile a character is and how few times to speed things up. It shows trust in your
much armor they have. When you make an attack roll players and is pretty reasonable in game because after
GESTALT CORE RULE

against a target, you must meet or beat their AC to a few rounds you have a pretty good idea how strong
hit them. To find your AC you start with 10, add your the enemy is. If you’re still a little iffy about it, have
Proficiency with your defense, using your Dexterity them make an identification check!
as the relevant modifier, and then add any other
bonuses or penalties you might have. In other words: 3 Actions
You have 3 actions on your turn. Everything takes 1
AC = 10 + Defense Proficiency (Dex) + Armor Bonus action to do, unless otherwise noted.
+ Shield Bonus + Other Bonuses
Oaths
For more information on AC, see Chapter 6: Combat. When making a character, the player makes two
oaths that they cannot break. These oaths should be
kDEFENSE PROFICIENCY personal, be broad, and have bearing on the story.
This is the score that determines how good you are They don’t have to be “good”; they can be selfish or
at defending yourself. Your defense proficiency ambitious, but breaking them should be something
is determined by your class. This doesn’t always your character would only do under the most dire
correlate with how well you can fight; a barbarian of circumstances. The GM is the final arbiter of if an
attacks recklessly while a paladin has a more oath is appropriate.
measured response. Try balancing out your class
choices to make sure you have a solid defense! Some examples of good oaths are:
• “I cannot stand to see people enslaved.”
kUNAWARE AC • “I will not suffer to see nature despoiled.”
If you are unaware of an attacker or otherwise can’t • “I will find the Sword of Kings or die trying.”
meaningfully resist an attack against you. Unaware • “I will not hurt innocent people or let others do
AC is your AC but is capped at 15 (if it is higher than the same.”
15, it is set to 15). • “I will slay the dread dragon Eldgrimr.”
• Some classes will add additional oaths.
If you have fortified armor this cap is raised to 20.

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kOATH BREAKING Sidebar: Fun With Oaths
A character that willingly breaks an oath is debuffed Oaths can be more than just a code your character
(they cannot spend Hero Dice) until they have lives by. They can be things like “a family curse”, a
repented, atoned, or made amends. This requires great religious/philosophical doctrine you adhere to, or a
personal sacrifice, or at least deep self-reflection and “tragic influence on my life that guides me”. Imagine
growth. If a character unknowingly or unwillingly being a dwarven cleric-berserker who is cursed to

BETA VERSION 1.2


breaks an oath, the character is not punished so only pay for things with ancient currency or an elven
long as they take some steps towards remedying the fighter-bard who is compelled by an ancient oath
situation. Only willingly breaking an oath repeatedly of service to serve a particular fey house! That said,
or in a dramatic fashion causes an oath to truly break. please make sure that an oath won’t blatantly interfere
with the enjoyment of others.
A GM should never needlessly place players in
positions where they are forced to violate their Absolutes
oaths. If the party is placed in a position where a An “Absolute” describes an infinite value, unless
single member would be forced to violate an oath, opposed by another Absolute value (such as an
the GM is encouraged to provide that character an Absolute attack roll vs Absolute AC). If you have
alternative means of resolution. You don’t have to be an Absolute value in something - don’t roll, you just
“dumb” or “slavishly follow” your oaths - they are not succeed! If two absolutes meet, resolve the action
compulsions. normally as if neither was an absolute.

Example: If a player who has an oath against taking Deeper Rules


slaves unknowingly guards a caravan that was • One Per Action: Any given action can only
transporting slaves, they would not have broken have a single Absolute applied to it. If multiple
their oath if they free the slaves or punish the slavers Absolutes would be applied, you can pick which
once they know. If they willingly bought a slave for one is used.
their own benefit or helped slavers capture people to • Example: If you made an attack with an Absolute
enslave, they would have broken their oath. bonus to hit and an Absolute bonus to damage,
you could pick which Absolute you’d use.
• Partial Absolutes: If something would reduce an
Absolute (such as “taking half damage”) it is still
an Absolute value. (It’s still half of “infinite”).
• “Immunity” Means Absolute: An immunity to
something is an Absolute value against it.
• Absolutes & Critical Hits: Absolutes are treated
as if they were critical hits for the purpose of
triggering effects. However, you do not modify
damage (there is no “double Absolute damage”).
If the Absolute part is negated, it is no longer
treated as a critical hit.

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Criticals Bonuses
kNATURAL 20 A “bonus” is an improvement on a roll of the dice. It
(Critical Success) often comes in the form of an extra dice (a Free Hero
When you roll a natural 20 on a d20 roll, this is Dice or a bonus damage dice, for example) and less
a critical success. A critical success still needs to commonly as a numerical addition (“+2”). Bonuses to
GESTALT CORE RULE

beat the DC (or equivalent). It is not an “automatic” the same thing are not additive in this system (they
success. don’t “stack”) unless otherwise specified. Only the
• Attacking: Your attack is a critical hit. You deal highest bonus applies on a given roll.
double whatever damage you roll for your
weapon plus the critical effect listed on the kBONUS DAMAGE DICE
weapon (if it has one). A bonus damage dice is an additional iteration of the
• Skills: You add 5 to the result of the skill check. damage dice of your weapon. If you had a weapon
• Saves: You add 5 to the result of the save check. that dealt 1d8 damage and had 1 bonus damage dice,
you’d deal 2d8 instead. Bonus damage dice do not
kNATURAL 1 stack (unless otherwise noted), instead you use the
(Critical Failure) highest bonus damage dice you have on an attack roll.
The roll of a natural 1 on a d20 roll always results in a (Example: If a paladin ability granted you 2 bonus
failure regardless of the roll. If you spend a Hero Dice damage dice and a fighter ability granted you only
on a roll of a natural 1, it is no longer an automatic 1, you’d only roll the 2 bonus damage dice from the
failure. paladin ability.) Bonus damage dice are, specifically,
not Hero Dice.
Sidebar: “Only On A Critical”
There are some instances where only random dumb Deeper Rules
luck (or the influence of The Storyteller) will let you • Don’t Stack: Bonus damage dice do not stack
succeed at something. In such cases, it’s ok for the with other bonuses to damage (numerical or
GM to say “this only succeeds on a critical hit”. For otherwise).
example: a blind creature wildly swinging around a
dagger trying to hit someone only hits on a critical kNO STACKING BONUSES
hit. Bonuses don’t stack. At all. Period. On any given roll
you can add 1 bonus. If you have multiple, you can
decide which you prefer.

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kMULTIPLE BONUSES Example of Play
You can have multiple effects. If it provides an effect Scott, Ian, Brynn, and Christos are all playing a game
rather than a bonus, they can both apply. of Gestalt. Scott is the group’s GM, Ian is playing
Examples: “Harrad The Untamed” (a Halfish Ranger-Berserker),
• If I have a sword that deals fire damage and a class Brynn is playing Estora of the Sunshowers (a
feature that adds a bonus damage dice, I could Dwarven Druid-Cleric) who has a pet wolf, and

BETA VERSION 1.2


have both on a damage roll. Christos is playing as Frank the Fancy (Human Bard-
• If I had a sword that added a bonus damage dice Fighter).
of fire damage and a class feature that added a
normal bonus damage dice, they would not stack. GM (Scott): As you enter the western dining hall
By the same token, if I had the option to add a of the ancient manor, you see it is in the shape of a
damage dice or a flat numerical bonus, I would have pentagram. Four torches immediately light up, a 5th
to decide which I would like. remaining unlit in the northern corner. There aren’t
only torches, there are also 5 skeletal warriors who
kHERO DICE STACK stand vigilant but unmoving in alcoves along the
A Hero Dice stacks with any bonus (other than other walls. A raised dais sits in the center, containing a
Hero Dice). blood red gem on a necklace.
Harrad (Ian): So that’s the phylactery I guess...
Frank (Christos): It sure looks like it.
Deeper Rules Estora (Brynn): Yeah, but let’s be smart about this.
• Source vs Bonus: When rolling dice, you need Can I make a Religion check to see if it matches
to be aware of the “source” and the “bonus”. The what’s in the Book of the Elder Verses?
“source” is what you’re using (a sword, an Eldritch GM (Scott): Sure. Roll for it.
Blast, spell, etc.) plus whatever modifier is applied
Blast Estora (Brynn): I rolled a 15. I have a +12 on Religion
and a “bonus” is a modification/enhancement to checks so that brings my total to 27.
that. GM (Scott): Yep, that’s good. It does in fact match
• “This Stacks”: Specific bonuses may allow you to the exact description of the item down to the kind of
stack with other bonuses. silver it has on it.
• When In Doubt, It Doesn’t Stack: There may be Estora (Brynn): Ok. I relay it to the group. Estora
instances where you’re unsure of if something reminds everyone of the exact description from the
stacks or not. Book of the Elder Verses.
• Absolute Bonuses: Absolute bonuses to rolls Frank (Christos): Well, that settles it. Frank says,
replace all other bonuses until they run up “Damn the consequences, we’re adventurers!” and
against an opposing Absolute; at this point, after then he walks up to the dais to grab it.
the Absolutes have canceled each other out, any GM (Scott): As you advance a few steps the undead
previous bonuses apply. warriors step from their alcoves. Roll initiative. You
had to know that was going to happen.
Sidebar: The GM Bonus Frank (Christos): Obviously but Frank has an oath to
The GM can always assign a bonus to something always act boldly and dramatically when confronted
if they wish. This stacks with other bonuses. They with indecision.
could do this because something was cool/dramatic,
because the player was intelligent, or just because.
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GM (Scott): Fair enough. I’ll actually give you a Hero GM (Scott): Looks good. That’s enough to kill it. It’s
Dice for playing to your oath. Anyway, what did their turn now though and the other ones are not
everyone roll for their initiative? happy. The first will move up to Frank and try to hit
Harrad (Ian): 26. him with two attacks. It’s using a longsword and
Estora (Brynn): 12, I rolled a 2... it rolled a... well it’s 18. It rolled low. I assume that
GESTALT CORE RULE

Frank (Christos): 20. doesn’t hit Frank?


GM (Scott): Ok, the skeletons got an 18, 16, and Frank (Christos): Nope.
14. That means the turn order is Harrad, Frank, the GM (Scott): TING! It glances off your armor as you
skeletons, then Estora. Harrad, you’re up first. draw your sword from the defeated undead. You turn
Harrad (Ian): Harrad sighs like an exasperated dad around to glare at it. The undead attacks you again
and shakes his head. He says “Watch it lad! You’ve and this time... well that’s different.
roused a bad crowd. You gotta’ get yer’ impulses under Frank (Christos): What?
control!” to Frank. I use my first action to Hunt the GM (Scott): Well, it rolled a natural 20.
undead over there (a ranger ability) and my 2nd Frank (Christos): Oh no.
action to Rage
Rage. Mouth now frothing, Harrad hurls a GM (Scott): Total of 31. That hits you right?
hatchet at his hunted target. Frank (Christos): Yup. I’m dead.
GM (Scott): Ok, go for it. GM (Scott): Na, it rolls 12 on damage. A critical
Harrad (Ian): I rolled a 33 on my attack roll. hit just doubles it so that’s just 24 damage. You can
GM (Scott): That hits, what’s the damage? survive that.
Harrad (Ian): It’s 18 slashing damage. Frank (Christos): Frank yelps and staggers back a bit,
GM (Scott): Ok, the hatchet embeds itself in the “Uh, Estora. Little help here?”
undead’s chest and it jerkily staggers backwards a bit Estora (Brynn): Estora rolls her eyes, “It’s just a flesh
before recovering. It looks like you hurt it badly! wound you coward! Tough it out!”
Harrad (Ian): Awesome! I’ll throw 3 next round, you GM (Scott): Right, so the next one draws a javelin and
two can move in. I’ll provide cover. throws it at Estora.
Frank (Christos): Sounds like a plan. I’m up next Estora (Brynn): Oh bother.
right? GM (Scott): Does a 28 hit you.
GM (Scott): Yep. Estora (Brynn): You know it does.
Frank (Christos): Ok so I’ll take my first action to start GM (Scott): Does 8 damage phase you at all?
my Song of Prowess so everyone gets a Free Hero Estora (Brynn): No?
Dice on attack rolls. My second action is to move up GM (Scott): Good because here come 2 more attacks
to the undead Harrad hit. I have 30 feet of movement with javelins! One hits with another 28 and the 3rd
so it puts me in range. My third action is to make a misses, I assume, because it was an attack roll of 18.
measured attack with my sword. Estora (Brynn): Yep.
GM (Scott): Looks good. Go for it. GM (Scott): Ok so that’s another 10 damage for a total
Frank (Christos): I rolled a 34 to hit and... add 2 from of 18.
the Free Hero Dice. 36 total. Estora (Brynn): Estora rips one of the javelins out of
GM (Scott): Oh you definitely hit them. her leg and throws it to the ground. She yells, “SON
Frank (Christos): Awesome. So because I used the OF A-”
measured attack action I deal average damage. That’s... Frank (Christos): Frank cuts in and shouts back, “It’s
20 for me. just a flesh wound! Tough it out!”

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GM (Scott): Well, Estora is up. What are you going to That was an example of a round of combat. You’ll note
do? the frequent back and forth between the GM and
Estora (Brynn): Well as my two compatriots have players where they are essentially checking to make
been bashing in the skulls of those undead, I’ll have sure something resolves and everyone is on board
Estora actually remember what our objective is. with it. Another thing to note is the delineation of
Frank (Christos): Fame? in game and out of game communication. Christos

BETA VERSION 1.2


Harrad (Ian): Money? might ask if he’s up next but Frank wouldn’t (as turn
Estora (Brynn): Killing Starsoul the Elder Lich. order is an abstraction for the sake of gameplay).
Frank (Christos): Right. I knew there was a reason we Rounds go back and forth like this until they’ve
came here... reached their resolution; in this case the (re)death of
Estora (Brynn): Anyway, I’m going to use the the undead and the retrieval of the lich’s phylactery.
transform action to shift into a bird of prey thanks The players and GM may have engaged in some
to my “circle of the beast” wild aspect. My second narrative play before reaching the manor but once
action is going to be flying over to the phylactery and they got in and things got dangerous they switched
picking it up. My third action is going to be flying to tactical play. This is to maximize the agency of all
back to the door. parties involved and enhance the clarity of a situation
GM (Scott): Well that works up to the point where so people can avoid disputes.
you pick it up. It turns out that touching it sets off a
trap.
Estora (Brynn): Knew it... should have made a
Perception check.
GM (Scott): Yeah, well, let’s have Estora make a Reflex
save.
Estora (Brynn): 21?
GM (Scott): Good enough. You avoid being shocked
as you pick it up, just getting some tingly talons.
Since it interrupted your plans, I’ll let you change
your last action.
Estora (Brynn): Ok, I’ll use it to order my animal
companion. That gives it 2 actions right?
GM (Scott): Right.
Estora (Brynn): Alright so my wolf is going to rush in
and try to rip that undead apart. One action to move,
one to attack.
GM (Scott): Ok.
Estora (Brynn): 19 to hit and 8 damage if it hits.
GM (Scott): Sorry, that’s not enough but he’s still a
very good boy.
Estora (Brynn): He always is!

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Chapter 2: Character
Creation & Advancement
GESTALT CORE RULE

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Character Creation k6. CLASSES
k1. CONCEPT You get two classes in Gestalt, one is your “primary”
Come up with a general character concept. This will and the other is your “secondary”.
help guide the rest of your character creation. Classes give class features as well as defining things
like HP per level, your proficiencies, skills, and
k2. OATHS certain keywords.

BETA VERSION 1.2


You must select 2 oaths (minimum) your character Your primary class gives you a special “signature”
lives by. Be aware that certain classes, such as paladin, ability.
will add their own oaths your character must follow.
k7. HIT POINTS
k3. ABILITY MODIFIERS You gain hit points each time you level up. Each time
These define your character’s physical and mental you level up you gain:
abilities. Select from any of the following arrays: HP Per Level + Constitution
• Gestalt: +0, +1, +1, +2, +3, +3 Your “HP Per Level” is determined by your class. Use
• Well-Rounded: +1, +1, +2, +2, +2, +2 the higher HP Per Level of your 2 classes.
• Triumvirate: -1, +1, +1, +3, +3, +3 Lineage HP: At 1st level your lineage gives you some
• SAD (Single Attribute Dependent): -2, +1, +1, +2, bonus HP; don’t forget to add that!
+2, +6
• Power-Hungry: -2, +0, +2, +2, +4, +4 k8. SKILLS
Class Skills: Both of your classes give you a few skills
k4. LINEAGE (often picked from a list) that you are proficient
Select a lineage. This represents your biological traits. in the use of. These thematically relevant skills are
Are you a dwarf or an elf? normally Professional or better.
This will give you some bonus HP, tell you how Bonus Skills: You’re also Skilled in any 1 skill of your
fast you move, how big you are, and give you some choice for every +1 in Intelligence you have.
“lineage traits” based on your body. Negative Intelligence: You don’t lose class skills for
having a low Intelligence modifier. Temporarily
k5. CULTURE losing an Intelligence modifier does not remove a
Select your culture. This is generally linked to your skill but permanently having it lowered does cause
lineage but you could select one linked to a more you to lose one.
generic cultural umbrella. This gives you 1 “culture
trait” and your starting language(s).

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k9. FEATS You can take ~20 GP worth of the ammunition in
If you are starting above 1st level, select your feats. exchange for a weapon.
You gain 1 feat at 2nd level, and an additional feat
every 5 levels thereafter. Your starting equipment does not take into account
items drawn from your Sundries. Such items
k10. HONORS
GESTALT CORE RULE

generally account for anything not listed as starting


If you are starting above 1st level, select your honor equipment.
(these are kind of like “social feats”).
You gain 1 honor at 4th level, and an additional honor LUMP SUM (ALTERNATE RULE)
every 5 levels thereafter. You can use the following values if you just want
to buy your starting equipment. This should not be
k11. STARTING GEAR mixed with the normal starting equipment rules.
You start with the following equipment. (If you are
starting above level 5 see “Starting Equipment” for Level Lump Sum
more information.) 1-5 500 GP
2 weapons (50 GP or less)
6-10 4,200 GP
1 suit of armor or a shield (100 GP or less)
11-15 9,500 GP
kSTARTING EQUIPMENT 16-20 15,000 GP
You get the following starting equipment as well as a
full Sundries reserve (50 GP). All equipment must be
mundane unless otherwise noted. If something is set
in [Brackets] this is the maximum price for the piece
of equipment (it can be lower). You must be proficient
in the use of anything you take as starting equipment.

If you want to substitute something (for example;


taking a wand in place of a few mundane things)
discuss your plan with the GM.

Level Weapons Defensive Equipment Magic Items


1-5 2 Weapons [50 GP each] 1 suit of armor or a shield [100 GP] -
6-10 4 Weapons [100 GP each] 2 suits of armor or shields [500 GP] 1 magic item or enchantment
[1,000 GP]
11-15 5 Weapons 2 suits of armor or shields [1,000 GP] 2 magic items or
enchantment [2,500 GP each]
16-20 5+ Weapons 2 suits of armor or shields 3 magic items or
(within reason) enchantments
[5,000 GP each]

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kEXPECTATIONS, STEREOTYPES, CLASSES
AND SUBVERSION IN FANTASY Stereotypes about classes are often less harmful than
ROLEPLAYING ones about biology. Sometimes though they have odd
Tropes exist for a reason. They create a common historical background, for example we elected to go
ground that forms the basis for a shared fantasy with “berserker” rather than “barbarian” because a lot
experience; orcs are strong and brutal, elves are of the tropes associated with barbarians historically

BETA VERSION 1.2


graceful and keen, dwarves are hearty and speak with were “big, dumb, uncivilized outsider” where we
a Scottish accent, paladins are law-abiding pricks, could draw from a much richer and deeper well when
wizards are bookish, etc. This is the language of looking at berzerkers.
linked concepts that we use to articulate the stories
we tell in the games we play but characters are more EMBRACING & SUBVERTING
than that. What we have also inadvertently created There are two primary ways to deal with stereotypes
are stereotypes. Stereotypes are an external force - in terms of character creation: embrace them or
they are what others think we should be, not who we subvert them. There is absolutely nothing wrong
are. playing a lithe, sharp-witted, magical, elven archer.
You have a picture painted in your head of what you
LINEAGES AND CULTURES wanted to play and you played exactly what you
In many ways these parallel the harmful stereotypes wanted to. It’s easy to communicate, it fits in with
we find in the real world, “all elves are smart” is akin the world nicely, and the rules probably make it easy
to “all Asians are good at math”. In fantasy though, for you to play. Doing that would be embracing the
these stereotypes do have more credence to them; stereotype.
there are far greater biological differences between
the various species of humanoids in a fantasy world The other option is to subvert it. Orcs in this
vs. between ethnicities in the real world. With this in game are seen as big, loud, and passionate but
mind we approached Gestalt in a way that allows the that’s the expectation others have of orcs, not how
best of both worlds: each individual orc is. You could play a quiet and
introverted orc or one who is just “a guy” who is as
Lineages represent the physical characteristics of passionate and loud as the next person. While the
a given character. Orcs are bigger than a human expectations of others do influence us, our will is
physically and have tusks. what ultimately defines us.

Cultures represent the upbringing and cultural We encourage you to play around with this as you
norms of a given character. An elf raised in the forest build your character. Maybe you embrace some
primarily among elves with a history of producing aspect of it and subvert others. Maybe you’re an
skilled archers could take a cultural trait that gave introverted bookish wizard-cleric elf who likes their
them extra skill with a bow. However, a dwarf raised time to themselves... but is also a bodybuilder and
in similar circumstances could as well. An elf raised can bench press a shelf full of books. Find ways to
in a diaspora culture (one displaced from their home) make your character your own and you’ll never find
might learn skills that allow them to recall their yourself with a boring character.
people’s ancient stories better. The same could be said
of a dwarf raised in a diaspora culture.

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Sidebar: Combining Multiple Power SAME OR SIMILAR CLASS
Sources & Origins FEATURES
If you find that your character has multiple sources If you are playing two class features who provide the
or origins for their power- combine them! This may same or similar class features, you can make a case to
change a few things, particularly relating to oaths, but your GM to replace the second class feature with a
GESTALT CORE RULE

have fun with it! Always check with your GM before bonus feat.
doing this. For example: As a paladin-druid you would have 2
For example: different abilities that make you immune to poison;
Warlock-Paladin: You might decide your supernatural Divine Health from the paladin, and Nature’s Blessing
paladin powers do not come from your noble purpose from the druid. You could ask your GM to replace one
but from the same angelic patron that grants you your of those class features with a bonus feat. The GM is
warlock abilities. the final arbiter of what is appropriate in this matter.
Cleric-Wizard: You might be someone who has
broken down the walls between divine and arcane Any Other Reason
energies in a scientific way. If something just doesn’t work thematically,
Cleric-Warlock: You may have a more direct pact with conceptually, or even is just too confusing you can
a New God that draws its power from a part of the always just speak with your GM and swap a class
Divine Tempest you hold dear. feature for an appropriate feat. This shouldn’t be
Fighter-Rogue: On the more mundane side of the norm but we’d rather you have a freer hand in
things you might have got your martial and thievery bringing your character concept to life.
training in the same place when the mercenary army
you were part of suddenly found itself without a key The Talented Class Feature
political backer and were forced to become bandits! Several classes have a class feature called “Talented”,
which grants the feat of the same name. This class
k PLAYING TWO CLASSES feature that stacks with itself. Each instance of
BETTER OF BOTH WORLDS Talented affects a different skill, so despite being
When first building a character, both classes will offer identical you don’t need to replace one with a feat.
proficiencies in the same areas; things like weapons,
defense, and saving throws. They’ll also offer different SPELLCASTING
amounts of HP each level. When both classes offer If two classes give you the ability to cast spells the
different levels of proficiency in a given area, use the mana from those two classes don’t stack (they’re not
higher level of proficiency. “pooled together”). You simply have 2 pools of mana
that you can cast specific spells from.
For example, a fighter-rogue looking at their weapon For Example: If you were a cleric-wizard you’d have a
proficiencies would see that rogue gives them pool of “cleric mana” that you could use to cast cleric
Professional with all simple weapons and a martial spells and a pool of “wizard mana” that you could use
weapon of their choice, while fighter gives them to cast wizard spells.
Exceptional with all manufactured weapons. Since
Exceptional is higher than Professional, the fighter The same is true for a spell’s DC. If you are a wizard-
proficiency would override the rogue proficiency cleric, your wizard spells will have one DC while your
when it comes to weapons. cleric spells will have a different one.

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Character Advancement HONORS
kLEVELING UP At the indicated level you get an honor. A list of
Characters advance as they become more honors can be found in Chapter 9 of this book.
experienced, worldly, and competent in the skills
they use to progress in their adventuring career. ABILITY MODIFIER INCREASE
While this often involves spilling some poor mook’s At the indicated levels you increase your ability

BETA VERSION 1.2


blood on the cobblestones, it doesn’t always. modifiers. You can improve two of them by +1 and
one of them by +2. All improvements from a given
Gestalt uses milestone advancement. This means increase must go into different abilities. Unless
when you hit certain “milestones” in the story you are otherwise indicated, an ability modifier cannot go
rewarded by gaining a character level. Deciding how above +10.
to measure what constitutes a milestone and when to
give a character a level can be challenging for a GM Sidebar: Level-Based Abilities
so we have a section for the GM on that! Check to make sure your abilities are calculated
correctly based on your new level!
Each time you level up, check the Character
Advancement Chart and see what you get!
Level Benefit
HIT POINTS 1 Lineage, Culture, Signature, Class Feature
You gain your hit points per Level from the class with
2 Feat
the highest hit points per Level each level. You also
3 Talent/Order
gain your Constitution modifier in extra HP each
level. 4 Honor
5 Ability Score Increase
CLASS FEATURES 6 Class Feature
You gain the associated class features for both your 7 Feat
classes.
8 Talent/Order

FEATS 9 Honor
At the indicated levels you get a feat. A list of feats 10 Ability Score Increase
can be found in Chapter 8 of this book. 11 Class Feature
12 Feat
TALENTS/ORDERS 13 Talent/Order
Classes have options that you can select. These are
14 Honor
generally referred to as “talents” (if they are a list
you can pick from) or “order” (if they are a linear 15 Ability Score Increase
progression of abilities you gain). If your class(es) 16 Class Feature
grant talents, you gain 1 from each class you have at 17 Feat
the indicated levels. If your class(es) have an order, 18 Talent/Order
you gain the order’s indicated ability for that level.
19 Honor
A given talent can only be selected once unless
otherwise noted. 20 Capstone, Ability Score Increase
Capstone

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WHAT MAKES A GOOD COMMUNICATING MILESTONES
MILESTONE? The single most important thing about using
A milestone is a point that is important to the overall a milestone-based leveling system is to clearly
progress of the story of your game. communicate what constitutes a milestone and for a
GM to make it clear what the next milestone should
GESTALT CORE RULE

Generally you want a party to have 5-10 “challenging be. It can be something as simple as saying, “OK, so
encounters” per level. These are things that are: you defeated the villain’s army. Every time you defeat
• An appropriate challenge for the party, its skills, a stronghold, you gain a level.” The GM can throw
and resources. in some bonus level ups, but the next milestone
• Has an element of risk and/or danger. This risk should be clearly communicated to the players and
doesn’t need to be strictly physical in nature the players should not be struggling to decide where
(though it often is). They could risk their to go next in order to progress. When in doubt,
reputation, their money, the lives of someone give them an out of game hint to facilitate in-game
they care about, etc. progress.
• Has narrative significance. The challenge should
further the story or goals of the characters. FREQUENCY OF ENCOUNTERS &
LEVEL UPS
Remember, not every encounter needs to be a The system assumes you’ll have 1-4 encounters
“challenging encounter” and sometimes a milestone between each long rest and expects players to take a
can have nothing to do with a fight. short rest after every encounter or two. The general
assumption is that the party will be leveling up every
EXAMPLE MILESTONES few sessions (roughly every 2-4 sessions), though this
• A game that focuses on exploration could will vary depending on the game.
use “points of interest” that a party explores
as milestones and set up some challenging WINNING COMBAT VS
encounters along the way to add to the threat. OVERCOMING ENCOUNTERS
• A game that is about collecting certain magical Any sort of encounter can be a challenging encounter
items could reward the party with a level when and so long as you “overcome” the encounter, that
they collect another item while the guardians of is sufficient to justify “victory” for the characters.
those items could be the challenging encounters Sometimes that means killing the enemies down
or even bosses. to the last man, sometimes that means brokering a
• A game about hunting mythical beasts could peace, sometimes that can be sneaking around it and
reward the party with a level after slaying one of using clever spells to avoid an encounter, and other
the beasts with its minions and the encounters times that means talking the enemy down and paying
they meet along the way. them to join you. If you overcome an encounter- you
have won.

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kRETRAINING
A character may “retrain” aspects of their character.
This means that they may alter choices related to
options presented by their character class (such as
feats, class feature choices, spells, etc), though it
takes time and money. A character may retrain any

BETA VERSION 1.2


aspect of their character with 1 month of downtime
provided they spend 100 GP per level of their
character and have access to appropriate facilities/
personnel. For example: a paladin/wizard who wants
to re-select some of their feats may need to go to their
order’s headquarters and have a priest perform a ritual
while studying with older knights to learn their arts.

Certain choices say “once this choice has been made


it cannot be altered” (or something similar) and
such choices cannot be retrained without express
permission from your GM (and then only if it is
thematically and narratively appropriate).

Optionally, a character can retain more fundamental


things about their characters like cultural traits. This
comes at the discretion of the GM and must make
sense. A dwarf fighter/explorer may want to re-train
their “Crafter” cultural trait for “Stonecunning” when
they get to level 7 (as the Experienced class feature
does something similar). On the other hand, an orc
shouldn’t be able to re-train their “Tusk” lineage trait,
as it is a physical characteristic.

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Chapter 3: Lineage
GESTALT CORE RULE

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A character’s lineage and culture tells a story of where ASSUMPTIONS AND STEREOTYPES
they’ve been, where their roots lay, and tells the story Every entry here is phrased as how others perceive
that comes before them. Many are the heroes that and stereotype the various lineages and cultures.
came before your character and many that will follow These are often untrue, far more nuanced than
in your footsteps. they let on, and challenged on a per-person basis.
Remember that you are playing an individual rather

BETA VERSION 1.2


Gestalt is a game that acknowledges that not than a stereotype. You can choose to embrace or
everyone has a straightforward ancestry; it’s not subvert whatever aspects of your lineage/culture you
uncommon at all for characters to have members wish.
of other species in their family history. While you
may be an elf, it’s possible that a dwarf or even a COMMON, UNCOMMON, AND
wind elemental might be found somewhere in the RARE LINEAGES
branches of your family tree. In fact, “humans” are You’ll note that some lineages are indicated as being
not so much a species as the term for someone of common, uncommon, or rare. This is what that
an indeterminate species, though “humans” have means:
gravitated to a certain general physical appearance • Common: You’ll find people like this in every
over time. There are, of course, those of “pure elven major city and they won’t look out of place
lineages” (or any species) reaching back to the wherever you find them.
dawn of time. For this reason, Gestalt uses the term • Uncommon: You’ll encounter folks like this
“lineage” rather than “species”, “ethnicity”, or “race”. mostly in isolated pockets or settlements. They
can occasionally be found in metropolitan places
LINEAGE TRAITS VS CULTURAL from time to time but are a rarity. People may
TRAITS stare a bit, but it’s not that big a deal.
A lineage trait is a physical characteristic granted by • Rare: A creature with a “rare” lineage is the result
your lineage. Dwarves can see in the dark because of a set of circumstances rather than a true-
of how their eyes and optic nerves physically work. breeding stable population. Maybe they are a line
A cultural trait is a societal influence, skill, or norm of cursed half-devils or a paladin who was born
that many members of this lineage tend towards. of an outsider and a mortal. People are going to
A character from a unique culture can select their gawk.
cultural trait instead. (Example: an elf from a
diasporic culture could select the Memory Steward HUMANOID SKIN TONE, EYE
cultural trait rather than one of the default elven COLOR, AND HAIR COLOR
ones.) Any skin tone, eye color, and hair color found in
humanity is perfectly acceptable for any lineage. This
applies to all aspects of one’s body; everything is valid
and worthy of love.

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Common Lineages
kDWARVEN
Common Descriptors: Bombastic, gregarious, Physical
stout, loud, confident, hearty, lazy, quick to anger, Dwarven folk are short, squat, stocky, and built like
GESTALT CORE RULE

superstitious, shrewd. rolling thunder sounds. A common saying about


dwarves is that “everything is bigger, but packed
Societal Assumptions into a smaller container”. They also are quite hairy
Dwarves are bombastic, gregarious, loud, confident, and take pride in it. If your dwarven heritage is
quick to anger, superstitious, shrewd, and lazy. A particularly pronounced you can grow a great flowing
lot of comedies about dwarves say that they cook or beard that can reach the ground. Dwarven beards are
craft to express their feelings; dwarven courting is as strong as braided rope and can grow all the way to
said to involve many instances of a curt “I made you the ground. They can also grow copious amounts of
this” before shoving a handmade gift into the hands hair on their head that can be styled into impressive
of their crush. They never forget a grudge until it hairdos. Current dwarven fashion has a lot of “updos”
has been appeased and are famous for their ability to and braids.
complain about things. They also never forget a debt
or an honor bestowed upon them. They say that if two things could survive the
apocalypse it would be two dwarves fighting over
People think dwarves are all about money. They are the last cockroach leg. Their immune system is so
stereotyped as bankers, merchants, craftsmen, and impressive that it can stand up to regular exposure
mercenaries. They have an eye for quality and an to the grime and dirt that they have to encounter in
obsession with finer things. They supposedly give their underground kingdoms. Dwarves have a higher
lavish gifts and their homes are often as much a caloric requirement than other lineages and this
treasure horde as they are dwellings. causes them to both eat a great deal and feel almost
constantly hungry. Even just 20 minutes after a full
There is a rich tradition of warriors in dwarven meal a dwarf might say, “Another meat pie? Sure, I
culture but what a “warrior” means has changed could eat.” A curious side effect of their dwarmen
over time. It used to be an iconic ax-swinging, elf- calcification is that old dwarves can actually eat
killing, armored infantryman with a grudge, but it minerals for sustenance, and may over time come to
has since evolved. Dwarves exalt anyone engaged prefer such ‘earthy’ meals.
in a challenge: athletes, competitive eaters, wizards,
debaters, etc., who embody the bombastic ideals of Bones of Steel
the dwarven spirit (regardless of their lineage). Dwarven bones are unique in that they change over
time into a unique material called “dwarmen” that
Dwarven Cities is akin to steel. Because of this ancestral dwarven
Many predominantly dwarven cities are built under weapons and symbols of office are made with the
hills and mountains or in large subterranean aquifers. bones of a fallen ancestor. This transmutation spreads
Not all exist underground though and many trading with age and the process of converting their entire
ports and industrious cities were originally dwarven skeleton to dwarmen is achieved by adulthood.
outposts or settlements. Ancient dwarves eventually undergo a living
“golemification” with age where their entire bodies
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slowly becomes made of dwarmen. Such dwarves, Sidebar: Ability Score Bonuses?
known as “Ancients”, resemble nothing so much as a Unlike a lot of other d20 systems, your lineage does
dwarf-shaped stone golem. not provide an adjustment to your ability scores. This
is largely represented by the lineage traits you have.
Origins Instead, we suggest you select your ability scores
The dwarven creation myth holds that they were based on what you think your lineage/class combos

BETA VERSION 1.2


“created” artificially by someone or something in should have.
the early years of the world. The mystery of their
creator is a matter of cultural importance among kELVEN
some dwarves and is a hotly debated theological Common Descriptors: Cutthroat, loyal, political,
topic. Some think it was The Storyteller himself, graceful, noble, opportunistic, magical, haughty,
others blame a crafting god, and some think it intellectual.
was a powerful and ancient wizard. This “Sculptor
Uncertainty” has remained unresolved, despite Societal Assumptions
petitions to The Storyteller. Most don’t put much Elves have a reputation for being kind of cutthroat.
stock in it except as a fun little myth. They are not viewed as “evil”, just “out for
themselves”. People expect an elf to put themselves
Average Adult Height: ~4’0-4’7 feet. first and their friends at a far second. That being
Average Adult Weight: ~175-300 lbs. said, people believe elves to be very invested in
Land Speed: 20 feet (4 squares) per round. family politics and think they place more emphasis
Size Category: Small. on blood-ties over found family. They are viewed
Keywords: Humanoid, Dwarf. as stealthy, guarded opportunists who are master
Rarity: Common. plotters and planners. In stories, elves will help their
Bonus Starting HP: +30 at 1st level. friends from the shadows, never wanting to impose a
debt upon their friends.
Lineage Traits
Darkvision People often describe elves as “haughty” but an elf
You can see in the dark quite well. This lets you see would describe themselves as having a “long-view of
in the dark up to 120 feet out as if it were normal history”. They often appear to have an innate nobility
lighting (though nothing beyond that). and seriousness about them that lends gravity to their
words and can come off as pretentious.
Hearty
You are Professional with Fortitude saves. If you’d Everyone says elves appreciate music, poetry, and art
already be Professional from your classes, you become in general; the way to an elf ’s softer side is supposedly
Exceptional instead. through a well-written poem, a moving piece of
music, or an opera they can really sink their teeth
Steady into. Beyond that they are stereotyped as having a
Your speed is never modified by armor or deep intellectual and academically curious. Charity
encumbrance (until you are over your maximum is seen as a mark of pride, if you have that much to
encumbrance, then it applies fully). “waste”, how much must you have? It is an elven
custom that only the rich pay taxes.

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Elves seem to be loners when they are outside their Average Adult Height: ~5’0-5’7 feet.
family, and such lone wolves are often believed to be Average Adult Weight: ~100-200 lbs.
assassins (though few actually are). Land Speed: 30 feet (6 squares) per round.
Size Category: Medium.
They seem to be loyal to a fault and have a reputation Keywords: Humanoid, Elf.
GESTALT CORE RULE

for always honoring their oaths and contracts. Rarity: Common.


Politically, elven houses are viewed as a stabilizing Bonus Starting HP: +20 at 1st level.
force in the world. There is a line in a famous
historical book that says that elves ultimately do Lineage Traits
what’s good for the world, even if they do so with Flexible
a scowl. Many attribute this to their long-lives and You can move at normal speed when squeezing
the “I’m going to be here longer than the rest of you” through tight spaces or over difficult terrain.
attitude it creates.
Graceful
Physical You are Professional with Reflex saves. If you’d
Elves are creatures of outstanding beauty and poise. already be Professional from your classes, you become
Those of elven lineage tend to be frail-looking, Exceptional instead.
graceful, and waifish. They have long ears and
expressive features. If someone has pronounced Acute Senses
elven heritage they’ll be naturally flexible and they The range of all your senses are double that of a
can easily put their feet behind their head as a fun normal creature. If you are granted a sense, such as
party trick or walk in a backbend. darkvision, its range is still double what it normally
would be.
In addition to the normal range of skin tones, hair
colors, and eye colors, elves will often have subdued
blue or purple skin, white hair, and may have dull red kGNOMISH (“WEIRDLINGS”)
or purple eyes. Societal Assumptions
If there is one trait people ascribe to gnomes it is
Elves have “negligible senescence”. Once they “curious”. They are expected to have such an obsessive
reach maturity they do not age and can only die if drive to discover new things that it overrides their
killed. This is because there is some low-level magic survival instincts.
involved in the gestation of a new elf and part of
an elf ’s biological functions are magical in nature They are also stereotyped as being bookish, having
because of this (elves get indigestion when in areas of an obsession with “data points”, an urge to tinker
anti-magic, for example). or meddle with everything, and a tendency to
obsess over whatever they are passionate about in
an unhealthy way. Most are believed to have an ego
inversely proportional to their diminutive size and
they supposedly can’t accept being wrong. They are
expected to be cynical and sarcastic.

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The worst rumors say they are devious thieves who Origins
don’t mind double-crossing you if it means they get Gnomes are fey who fled to the mortal world.
new data or intel. They’re said to be manipulative and Mythology has it that they were once a fey court that
like to use blackmail so there is a prejudice that keeps “flew too close to the sun” and got kicked out by the
people from telling gnomes secrets. other fey and were cursed to mortality. Because of
They are supposed to be a constant force for change: this some gnomes seek to return to the fey realm. Fey

BETA VERSION 1.2


“forget the old, embrace the new” is the motto of a like to lure gnomes in with promises of return and
famous gnomish family. They are at the forefront either use them or play pranks on them.
of fashion and are only interested in the latest and
greatest trends. Average Adult Height: ~3’8-4’5 feet.
Average Adult Weight: ~75-125 lbs.
Physical Land Speed: 20 feet (4 squares) per round.
Gnomes are very short in stature and have non- Size Category: Small.
humanoid proportions. They have large hands, feet, Keywords: Humanoid, Fey, Gnome.
and heads (typically about 25% larger than human Rarity: Common.
proportions). Their hair and eye color match and Bonus Starting HP: +20 at 1st level.
are famous for their vibrant colors. Things like
bright reds, electric blues, eye-catching oranges, Lineage Traits
and supersaturated pinks are common. Gnomes are Bioluminescent
also bioluminescent; their hair can glow brightly You can channel your fey magic through your hair,
while their skin faintly glows. This can be controlled causing it to glow. As a free action, you cast either dim
physically, though it is a magical process. or normal light in a 15 feet radius, or stop producing
such light.
Because of their fabulous hair gnomes often grow
exotic and stylish facial hair: great glowing blue Gnomish Aura
mustaches, wispy styled eyebrows, pink goatees that Your fey ancestry gives you an expanded magical
are as sharp as a knife, and even artfully trimmed aura. You gain 1 additional magic item slot.
body hair that creates unique shapes when it glows in
the dark. Weirdling
You are Exceptional with a special “4th save”
Magical used against magic called the “Weirding Save”. It
Gnomes and magic have a unique relationship. When is Charisma based. You can use this special save
magic scholars examine a gnome, the most common whenever targeted by a spell or other magical effect.
phrases used are, “Oh... oh my”, “...what?!”, “HOW?!”,
and upset grumbling noises. Gnomes are sometimes
called “Weirdlings” as their presence influences
magic in strange, unpredictable, and baffling ways.
Despite this (or perhaps because of this) gnomes
have a natural cultural proclivity towards magic. They
seem to understand this weirding of magic naturally
and it doesn’t interfere with them casting magic, but
does when others try to cast magic on them.
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kGOBISH
Societal Assumptions Goblins breed very quickly and many die
Everyone “knows” that every goblin has a collection comparatively young. On average children gestate
of bugs, oddly shaped stones, and favorite sticks (... in as little as a month or two and goblins live 15-20
they’re not often wrong). They also have a reputation, years. “Ancient goblins” are rare but sometimes they
GESTALT CORE RULE

perhaps undeserved, as cowards who are submissive just have weirdly long lifespans (though this may be
to anyone with an ounce of brutality or authority inherited from a non-goblin ancestor). Some have
and are believed to be mischievous to a fault. People theorized that this lifecycle lets goblins evolve to
see poor goblins living in super-crowded rooms and adapt to environmental conditions much quicker
believe they are “just like that”. While goblins do have than other species.
a strong instinct towards grouping up, they’d much
rather live in normal houses with their immediate or Origins
extended family. Goblin history is short when compared to other
lineages. They only appeared after the Ragewar and
Physical then only after The Storyteller took over. There is
Goblins are small, have giant ears, overcrowded nothing beyond the timing to suggest that they
needle-like teeth, and long prehensile tongues. In have a connection to The Storyteller but many
addition to the normal phenotypes goblins can have are suspicious of this young lineage because of
green, orange, or red hues to their skin. that. Some believe they are his spies or that they
are somehow under his direct control. Goblins
Their tongue is one of their defining characteristics: themselves generally are of one of two schools of
it is proportionally twice as long as a human tongue thought on the matter: “I don’t know” or “I don’t care”.
and goes to a tip. It is extremely sensitive to both taste
and texture. Because of this many goblins exhibit an Average Adult Height: ~3’5-4’3 feet.
oral fixation and, because of that, people make lewd Average Adult Weight: ~75-150 lbs.
or inappropriate jokes about them that are often in Land Speed: 20 feet (4 squares) per round.
very poor taste. This is one, if not the primary, way Size Category: Small.
goblins explore the world (they put a lot of things in Keywords: Humanoid, Goblin.
their mouths). One result of this is that goblins often Rarity: Common.
like extremely complex flavors and have an aversion Starting Languages: Common or Trade and Gobish.
to very spicy or pungent things. Goblin teeth grow Bonus Starting HP: +20 at 1st level.
back if removed, though it can take a few months if
too many are lost at once.

There is an ancient urge in goblins to stick close


together. Their bodies are poor at regulating their
body temperatures so many will sleep together or
move in groups to share warmth, particularly in cold
environments. This also leads many goblins to wear
thick clothing when traveling to even seasonably
chilly places.

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Lineage Traits are also supposed to always have snacks on them.
Chompers There is a supposed custom in halfish households
You have an extra-large set of chompy teeth. You gain where anyone is welcome to their table, despite the
a bite attack you are Skilled in the use of. This is a 1d6 halfish supposedly also being “highly suspicious of
natural attack that deals piercing damage. outsiders”.

BETA VERSION 1.2


Shared Space They are famous for their strange work-ethic. They
You are immune to the crowded condition. In don’t seem to mind doing a hard day’s work so long as
addition, you may end your movement in an ally’s they get frequent breaks, don’t work for too long, and
space. When you occupy the same space as an ally, can govern their own schedules. They seem to think
you count as flanking any enemy you both threaten. everything “gets done when it gets done” and aren’t in
A goblin never imposes the crowded condition on an a rush. Despite this, halfish laborers are highly sought
ally they share a square with. after for their surprising efficiency.

Taste and Texture The halfish are expected to be overwhelmingly


You always succeed on attempts to identify creatures loving and kind. They supposedly pry too deep about
and objects with a DC of 15 or less so long as you can personal matters, and that makes those unfamiliar
either fit the item in your mouth or lick the item/ with them uncomfortable sometimes. There is a term,
creature in question. “Halfish Family”, which means “a big family that
includes both the family one chooses and the ones
Stronger Together you’re related to”. Because of this, every halfkin has
If you have at least 2 allies adjacent to you, you get 1 what they call “cousins”. A “cousin” in halfish culture
Free Hero Dice on all saving throws. If you are in the is someone you vaguely know but treat like family.
same space as an ally, it counts as being adjacent to
you. People pigeonhole halfish folk as “pacifists” who want
nothing more than to live boring lives. They say you
kHALFISH have to bring a halfkin kicking and screaming on any
Societal Assumptions adventure. Those people have not met many halfkin.
The most common words people would use
when describing those of halfish ancestry are: Physical
curmudgeonly, polite, cowardly, lazy, bucolic, secretly Those of halfish ancestry are short but proportionally
two-faced, and warm. similar to humans. They are famous for their “Three
Bs”: bellies, bosoms, and butts. Halfish folk then have
They have a reputation as homebodies who like to ample amounts of all three of these, though that is
gossip almost as much as they like to complain. They the norm rather than the rule. Halfkins are famously
often like to debate, often just for the sake of debate hairy everywhere but their faces, though many
(frequently playing “Devil’s advocate). Semantics and regularly shave themselves and some clans are almost
technicalities are good. entirely devoid of body hair.

Most stereotypes about halfkins regard food and


eating. People believe that every halfkin has a five-
course dinner every night and six meals a day. They
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Their feet are their most prominent characteristic: Lineage Traits
they are tough, wooly, and have thick leather bottoms Lucky
that have more in common with military boots You add 3 Hero Dice to your personal Hero Dice
than human feet. They can walk over brambles and pool at the start of each session and recover up to 5
even caltrops without issue and can endure extreme Hero Dice with a short rest (if you were below that
GESTALT CORE RULE

temperatures without issue; halfish footprints can be number).


seen in arctic snow and on the hottest desert sands.
Marching On Your Stomach
Halfish bodies also require an absurd amount of So long as you have had a meal within the last hour
calories, though they use them quite efficiently. you reduce any Tired and Impaired effects by 1, to a
Because of this, halfkins eat several meals each day. A minimum of Tired or Impaired 1.
well-fed halfkin can walk indefinitely (so long as they
get a little sleep). The incredible vitality and bursts of Thick Feet
energy a well-fed halfkin is able to achieve is the stuff You gain threshold 10 against caltrops, dangerous
of legends. terrain, and other things that cause damage to the
feet. At 10th level this improves to threshold 20.
Actual Luck
Halfish have quantifiably better luck than others. If kHUMAN
they flip a coin and try to call what side is facing up, Everybody’s Cousin
they’ll guess significantly more correct answers than What you might call a human, others might call
if anyone else guessed randomly (typically 55-65% “someone of mixed heritage” and are the closest
right). People can’t explain it and it defies all logic, but thing to the “common ancestor” everyone had.
it’s just something inherent to all halfish folk. Humans aren’t really a “lineage” so much as they are a
hodgepodge of other lineages who all slept together
Origins over the centuries. Because of this they sometimes
Halfkins are believed to be a true-breeding line have keywords found in other lineages- small tips on
of humans that developed in isolation for many their ears, an extra-bushy beard, little tusks, etc.
centuries. Their first contact with the wider world
goes back to just before the start of the Ragewar. Humans are by far the most common lineage.
Some myths say that their luck was “won” by a clever Humans do have some defining traits however;
culture hero, while others believe a divine being with all this interbreeding they tend to snag all the
cursed them to live “boring lives”. immunities to diseases that their various ancestors
had and get influences and training from all over the
Average Adult Height: ~3’8-4’5 feet. place. A human likely has talked to their dwarven
Average Adult Weight: ~75-125 lbs. grandpa about working the forge, knows swear words
Land Speed: 20 feet (4 square) per round. in every local language, made a few bombs with their
Size Category: Small. gobish cousin, and remembers a few old elven songs
Keywords: Humanoid, Halfkin. from their elven mother.
Rarity: Common.
Bonus Starting HP: +20 at 1st level.

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Societal Assumptions Average Adult Height: ~5’2-6’2 feet.
As no two humans are really alike it’s very hard to Average Adult Weight: ~130-250 lbs.
make an assumption about any given human but Land Speed: 30 feet (6 squares) per round.
there are some common stereotypes. Size Category: Medium.
Keywords: Humanoid, Human.
Most see humans as cosmopolitan, accepting, and Rarity: (Extremely) Common.

BETA VERSION 1.2


are “everybody’s friends”. Some people see them as Bonus Starting HP: +25 at 1st level.
wheelers and dealers with an unsavory connotation.
People tend to double check deals they do with Lineage Traits
humans because they are always trying to get ahead. Hybrid Vigor
Select a save (Fortitude, Reflex, or Will) and improve
“Human fashion” is a derogatory term that means “to your proficiency in it by 1 step (Unskilled> Skilled>
clash”. A healthy appreciation has developed around Professional> Exceptional).
this and people wear things like a polka-dot jacket
over a pinstripe tunic and checkerboard pants. This Mixed Heritage
intentional clashing, while attributed to humans, is Select 1 lineage trait from any other common lineage.
probably a myth. Still, some humans embrace it and You also gain a keyword relevant to that lineage.
wear exceedingly loud clothing as a way of expressing (Example: If you picked an eleven lineage trait you’d
their cultural pride. also have the keyword “elf ”.)

Human Pride: A Troubling Tale Cultural Traits


A small but vocal minority of humans have taken to Humans have no inherent cultural traits. Select a
the belief that they are “superior” to other lineages. cultural trait from any other lineage or a general
They believe they are “physically better” and are culture trait. The cultural trait should reflect a culture
the “next step in evolution”. They believe others are you are part of or have strong ties to.
“below them”, genetic antiques that will soon be left
behind. Another vocal group believe they are “the Sidebar: “Half-Elves”
true, original species” that all humanoid species This system deals with your “general lineage” so
supposedly descended from. They believe that characters with parents from two (or more) different
returning to the “true ancestor” grants them the right lineages simply take the lineage they more physically
to rule over others and bestows upon them a cultural resemble (or prefer). A “half-elf ” in this setting
or perhaps divine mandate to rule. would either just use the elven lineage or human
lineage, whichever their character identifies with
In reality, this is a delusion. Humans may have their more closely. A half-elf might take the human lineage
advantages but they also have their disadvantages. but the elven culture to represent their upbringing
They lack the longevity of elves, the impressive or partial ancestry. Characters with a truly complex
resilience of dwarves, the magical insight of gnomes, lineage are simply humans.
the physical might of orcs, etc. Humans often find
themselves overmatched in key areas, though those
who have succumbed to the delusion will never
accept this.

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kORCISH
Societal Assumptions Origins
Orcs are assumed to be boastful, intimidating, There is a pervasive stereotype of them being “evil”
passionate, loud, courageous, brutish, and or “brutish” that is unearned but nonetheless persists.
industrious. They are famous for their intensity and There are stories about how orcs were in service to a
GESTALT CORE RULE

“have no chill”. They have a reputation as something dark lord way back when but no one can really agree
of a “bull in a porcelain shop”. People believe that all on who or what or when. It’s probably BS but, I mean,
orcs have an appreciation for fragile things because orcs probably fought in some bad causes at some
they can’t really do it themselves. This is something times (like everyone else).
of a myth, since while orcs are large they are just as
capable of being delicate, careful, and gentle. Most Average Adult Height: ~7’0-8’5 feet.
of the reputation comes from the size difference; Average Adult Weight: ~200-300 lbs.
orcs tend to be bigger than everyone else, and suffer Land Speed: 30 feet (6 squares) per round.
because few are willing to accommodate their need Size Category: Large.
for more space to move, larger furnishings, etc. Keywords: Humanoid, Orc.
Rarity: Common.
They are assumed to act rashly: constantly jumping Bonus Starting HP: +30 at 1st level.
ahead and acting on nothing but hunches. In
reality many orcish cultures do prize those who can Lineage Traits
improvise well but also exalt the wise orc who doesn’t Built
need to do just as much. You begin play with the Bodybuilder feat.

In large cities orcs seem to make friends easily Tusks


and are expected to be the “life of the party”. They You gain a bite attack. (See the natural attack chart for
are often depicted taking on a “older sibling” role more information.)
for smaller people and are protective of their little
friends. Heavy Hide
You gain Threshold 5. At 10th level this becomes
Physical Threshold 10.
There is a saying, “Everything’s bigger in orc
country”. Those of orcish stock are big (over 7 feet.
tall), sometimes sport tusks, and occasionally have
porcine noses. Orcs have tougher skin (more akin to
boar’s hide) and a layer of subcutaneous fat that gives
them natural protection. In addition to the normal
array of skin pigments they also sometimes manifest
green or blue hues.

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Rare Lineages
A “rare lineage” is generally how a specific character Empathic Animal
would describe their lineage, rather than it You are Professional with Animal Husbandry. If
representing a society or culture. If one of your you’d be Professional from your classes, you become
parents was an angel, you’d probably have the celestial Exceptional instead. Additionally, you gain 1 Free
lineage. There is no “society of people who are half Hero Dice on any Animal Husbandry check related

BETA VERSION 1.2


angels”, and if there is one in your game the celestial to your animal type.
lineage would become a common lineage.
Fight Or Flight
As they don’t represent a society or something with Choose either Reflex or Fortitude. You are
a history, rare lineages don’t have cultural traits. You Professional in the chosen save. (This does
select one from the culture that you were raised in. not improve to Exceptional if you are already
Professional.)
Rare Lineages and Cultures: When selecting a rare
lineage you must select a culture. This can be from a Animal Traits
different lineage or from a general culture. Pick 2 of the following options. Once the choices are
made they cannot be changed. You may pick the same
kANIMAL-KIN option more than once.
Someone who is born an “animal-kin” has the traits • Natural Attack: You gain one of the following
of an animal. While this isn’t quite “lycanthropy” natural attacks: bite, claw, slam, or wing. You are
it may represent a curse, some shenanigans by The Skilled with your natural attack.
Storyteller, or simply some sort of rare parentage. • Sense: Darkvision, Detect (blood), Keen (smell),
While still generally humanoid in form you have Keen (sight), or Keen (hearing).
many physical traits and abilities in line with a • Movement Type: climb 15 feet, swim 30 feet, fly
particular kind of animal. 15 feet, or burrow 10 feet.

Average Adult Height: Varies. Bonus Language


Average Adult Weight: Varies. You learn one animal language appropriate to their
Land Speed: (Varies by size) animal type.
• Small- 20 feet (4 squares) per round
• Medium- 30 feet (6 squares) per round.
Size Category: Varies (Small or Medium)
Keywords: Humanoid, Animal
Rarity: Rare.
Bonus Starting HP: +25 at 1st level.

Lineage Traits
Select a kind of animal. This is your “animal type”. Do
your best to select lineage traits that represent your
choice.

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kCELESTIAL LINEAGES Celestial Attributes
On the rare chance that someone from the moral Pick 1 of the following options. Once the choices are
realm hooks up with a being from the divine realms made they cannot be changed.
or in the employ of a New God (angels, devils, • Wings: You gain feathery or leathery wings. They
archons, devas, etc.) their lineage tends to “stick” give you a 15 foot (3 squares) fly speed.
GESTALT CORE RULE

for quite a while - even popping up unexpectedly • Horns: You gain a slam natural attack. You are
generations down the line. Godlings take traits from Skilled in this natural attack.
their divine heritage; sometimes they have a forked • Halo/Crest: You may summon a halo of light or
tongue, horns, or a spade-tipped tail from demonic burning sigil that hovers above your head. This
heritage, or they might retain small vestigial wings, a cast light in a 15 feet radius. You may summon or
halo, or glowing eyes from an angelic ancestor. Those dismiss the effect as a free action.
of godling stock are commonly employed by various • Claws: You gain a claw natural attack. You are
churches though being of godling ancestry doesn’t Skilled in this natural attack.
really impart any divine power. Sometimes godling • Prehensile Tail: You gain a 3rd hand of effort. You
characters get a visit from their ancestor or find cannot use it to help wield a 2-handed item, but
themselves embroiled in divine conflicts simply by otherwise this functions as a hand.
virtue of their birthright. • Divine Essence: You have Resist divine equal to
twice your level.
Average Adult Height: Varies.
Average Adult Weight: Varies. Sidebar: Specific vs General Lineages
Land Speed: In the future we will release more specific lineages.
• Small- 20 feet (4 squares) per round The lineages presented here are designed as toolboxes
• Medium- 30 feet (6 squares) per round. for you to create characters that reflect a broad range
Size Category: Varies (Small to Medium) of themes and origins in your character. For example:
Keywords: Humanoid, Outsider, 1 relevant divine an aasimar, tiefling, and even dhampir could be
descriptor (Holy or Unholy). lineages in their own right but they’d have more
Rarity: Rare. specific rules while the celestial lineage is a more
Bonus Starting HP: +25 at 1st level. general one. You can play a tiefling with the celestial
lineage, but you could also use the more specific
Lineage Traits one (whichever fits your character concept better).
Child of the Cosmos The same can be said for things like the animal-kin
You gain the Horizon Walker feat, even if you don’t lineage: more specific lineages include things like
meet the prerequisites. the Hottah (moose-kin), Grippli (frog-kin), and
Manameg (whale-kin) as well as lineages based on
Divine Nature classic monsters or fantasy animals.
You are Professional with Will saves. If you’d already
be Professional from your classes, you become
Exceptional instead.

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kELEMENTAL LINEAGE
Those with an elemental lineage are far and few Lineage Traits
between but every now and then someone with a Elemental Nature
deep tie to a specific element is born. This is often You have Resist equal to twice your level against your
the result of a curse, a deal with some elemental chosen elemental type.
creature, or (rarely) they are made the old-fashioned

BETA VERSION 1.2


way. Those with an elemental heritage are tied to Child of the Cosmos
some specific element (typically one of the four You gain the Horizon Walker feat, even if you don’t
fundamental elements: earth, fire, storm, or water). meet the prerequisites.
This manifests physically in various and unexpected
ways: someone with connection to fire might have Elemental Furnace
inexplicable burns covering 25% of their body and When you deal unarmed strike damage or energy
shock-red hair, someone with a connection to earth damage, you may convert the damage to your chosen
could have grass for hair and have moss grow in energy type. This may be done on a case-by-case basis.
unpleasant places, and someone with an electric
lineage might get glowing eyes and find themselves Sidebar: Exotic Elemental Lineages
regularly struck by lightning (to no ill effect). Those Typically an Elemental-Kin must pick one of the
with an elemental lineage get tapped to be mages a four fundamental elements (earth, fire, storm, or
lot and have a strong natural urge to seek out their water). Players can, with their GM’s approval, select
element as it brings some sense of mental peace to an element that is not listed there. They must pick a
them. Elemental lineages are sometimes famous and damage type that it is associated with. This can create
several dynasties have been established on the basis challenges for the GM and the implementation of
of an elemental lineage. the elemental-kin’s lineage traits (as some damage
types may not come up or allowing a player to deal
Average Adult Height: Varies. that damage type early on may provide an unfair
Average Adult Weight: Varies. advantage).
Land Speed:
Small- 20 feet (4 squares) per round
Medium- 30 feet (6 squares) per round.
Size Category: Varies (Small to Medium)
Keywords: Humanoid, Outsider, 1 relevant elemental
keyword (earth, fire, etc).
Rarity: Rare.
Bonus Starting HP: +25 at 1st level.

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Chapter 4: Cultures
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This section offers a number of cultures that GENDER NORMS
characters can select their cultural traits from, as an While some cultures may or may not have gender
alternative to their lineage’s. norms, it is not important to gameplay.

A culture is a way of life and includes a people’s Lineage Cultures


beliefs, knowledge, history, art, and other institutions The following cultures are related to a given lineage.

BETA VERSION 1.2


passed down from generation to generation. Typically a character with a common lineage can
Not all characters come from a culture that is select either the corresponding lineage culture or a
inexorably linked to their species. An elf raised in general lineage. (Example: A Dwarf could select the
a cosmopolitan metropolis would be very different dwarven culture or any of the general cultures.)
from an elf raised in the woods among other elves.
kDWARVEN CULTURE
Many times, a “cultural trait” will equate with a Cultural Traits
“national” or “regional” trait. Cultures often are Crafter
the nuclei for the development of nations or You are Professional with 1 Profession skill of your
communities, so this is not unreasonable. choice. If you’d already be Professional in that skill
from your classes, you become Exceptional instead.
CULTURE TRAITS
When creating a character, players can take culture Dwarven Armor Training
traits based on a culture rather than cultural traits You can wear light, medium, and heavy armors.
based on racial norms.
Dwarven Warrior
LINEAGES WITH CULTURAL You are Professional with all hammers and axes.
TRAITS VS HUMANS & RARE Stonecunning: You gain Detect (strange stonework)
LINEAGES 10 feet. This covers things such as sliding walls,
A dwarf can only select from their own dwarven secret doors worked into it, stonework traps, new
cultural traits and the list of general cultural traits. construction, unsafe stone surfaces, shaky stone
A rare lineage, or a human, can select from any ceilings, and the like.
cultural trait. This means a dwarf has fewer options
to pick from. This is partially intentional, but a GM Starting Languages
should be understanding enough that a player with Dwarven and either Common or Trade.
a strong narrative reason to select for a different
lineage (a dwarf raised among elves, for example)
should be allowed. However, this can be sidestepped
by a character taking the Cultural Influence honor,
as it allows a character to take a cultural trait from a
different lineage.

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kELVEN CULTURE kGNOMISH CULTURE
Cultural Traits Cultural Traits
Dilettante Books & Barns
Given their long lifespan, elves are able to develop a You are Professional with either Academia or Animal
patchwork quilt of unmatched talents. You become Husbandry. If you’d already be Professional with
GESTALT CORE RULE

Skilled in 3 skills of your choice. You may not select the chosen skill from your classes, you become
the Focused Talent cultural trait if you select this Exceptional instead.
cultural trait.
Exotic Collector
Elven Archer You are Professional with a single exotic weapon of
You are Professional with all bows. your choice.

Elven Wits Feylore


You are Professional in Investigation. If you’d already When making skill checks to recall information
be Professional from your classes, you become about fey, to socially interact with fey, or detect fey
Exceptional instead. you get 1 Free Hero Dice. Additionally, you get 1 Free
Hero Dice on saves against effects caused by fey.
Focused Talent
Elves are absurdly long-lived and some choose a Magical
pensive, quiet, reflective, dedication to a specific You are Professional with Spellcasting (highest
pursuit for ages. This long exploration of a talent is mental ability modifier) and can cast minor magic at
timid and expansive, not explosive and exuberant, will as an innate spell (Arcane Lore).
but yields bounties. Choose a skill of your choice.
You become Professional in that skill. If you’d already Trickster
be Professional from your classes, you become You are Professional with either Stealth or Bluff. If
Exceptional instead. You may not select the Dilettante you’d already be Professional from your classes, you
cultural trait if you select this cultural trait. become Exceptional instead.

Magical Starting Languages


You are Professional with Spellcasting (highest Dwarven and either Common or Trade.
mental ability modifier) and can cast minor magic at
will as an innate spell (Arcane Lore).

Poisoner
You may start with the Mithridatism feat as a cultural
trait.

Starting Languages
Common and Elven.

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kGOBISH CULTURE kHALFISH CULTURE
Cultural Traits Cultural Traits
Junk Drawer Cousin Tongues
You begin play with the Quartermaster feat. You also You learn 4 languages.
have a habit of picking up odds and ends like bugs,
oddly shaped stones, and favorite sticks. You are Eternally Hopeful

BETA VERSION 1.2


always assumed to have one of these things in a place When making a save vs. a spell or fear effect, you add
you can draw them quickly. 1 Free Hero Dice.

Vermin-Friend Gossip
You gain a familiar (as per the wizard hidden After spending 1 day in a settlement and interacting
knowledge) but it must be something polite society with the locals, you automatically pass any attempt to
considers to be a pest or vermin (typically a rat, Gather Information or Recall Information about the
opossum, etc). area or its residents with a DC of 15 or less. If you’re at
least 10th level, this improves to DC 20.
Spunky
You are Professional in either Technology Lore or Halfkin Slingers
Intimidate. If you’d already be Professional from your You are Professional with all thrown weapons.
classes, you become Exceptional instead. (Please note that this does not grant them skill with
“weapons you throw” but with “weapons with the
Victory Through Volume thrown quality, when thrown”.)
Your voice is exceptionally loud. Your voice carries
twice as far as normal, and you gain 1 Free Hero Dice Packrat
on all opposed Charisma checks. You begin play with the Quartermaster feat. You also
always seem to have food squirreled away in hidden
Starting Languages places. Once per day you can produce a full meal fit
Common and Fey Nonse. for a humanoid. This food is always located in a place
where it can be drawn quickly.

Starting Languages
Common or Trade and Halfish.

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kORCISH CULTURE General Cultures
Cultural Traits General cultures are not tied to specific lineages and
Thundering Persona can generally apply to multiple cultures in a given
You are Professional in either Animal Husbandry or setting.
Intimidate. If you’d already be Professional from your
kDIASPORA CULTURE
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classes, you become Exceptional instead.


A diaspora culture is one that has been displaced
Legacy Of Might from their homeland and cannot presently return.
You gain the martial keyword. You become This often occurs due to the forcible removal or
Professional with any one simple or martial weapon destruction of a homeland while a cultural identity
of your choice. still persists. They diffuse across the world and
are forced to live among other cultures, often in
Look Before Leaping pockets or among larger populations where they risk
You gain the Improved Initiative feat. losing their identity. They bring their culture and
history with them wherever they go and often blend
Starting Languages elements of their traditions with those of their host
Common and Orcish. country.

Members of diaspora cultures often find themselves


as a perpetual “out group”- an “other” that people
can blame for their problems and are frequently
persecuted. Their story is often one of fighting
oppression and bigotry while trying to find a way
to both embrace their unique identity and “blend
in”. Most will walk in two worlds and have two
identities but all will grapple with their birthright at
some point in their lives. Some of the most heartfelt,
hopeful, and spiritually powerful people can be
found among the people of a diaspora- there are those
among them who carry a lantern for their people and
light the way to a future when all hope is lost.

Sidebar: Exiles
Most people who are exiled from their culture would
still retain their culture (in a gameplay sense) but
those who are born in exile either adopt the culture
of wherever they are from or could take the diaspora
culture (though, under certain circumstances, the
survivalist culture could work too).

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Cultural Traits kCOSMOPOLITAN CULTURE
Inner Hope The term “cultural melting pot” gets thrown around a
You gain 1 Free Hero Dice on saves against fear lot but in places where there are a lot of people from
effects. At 10th level, you become immune to fear. a lot of different cultural backgrounds living and
interacting, a lot of cultural exchange does happen.
Memory Steward Cosmopolitan cultures often form in metropolises

BETA VERSION 1.2


Your job is to commit to memory valuable or in cities where international trade or exchange
information. You are a repository of sacred texts, occurs regularly. Because of this cosmopolitan cities
important stories, cultural norms, legends, and other regularly form in cities on ports, along trade routes,
pieces of the oral tradition. You are the steward of or in another sort of nexus of trade.
cultural knowledge - the latest living link in a chain
that reaches back generations and connects your Such cultures often are more tolerant than others
people with their ancestors. Once per short rest you of cultural differences and benefit from their
can record up to 1 hour of conversation or read text. multiculturalism. They can have identity problems,
You can always perfectly recall this information. You with so many influences and being so permeable
can also gain 1 Free Hero Dice on any attempt to by new ideas they can succumb to indifference or
recall information or identify things related to your indecision due to their many conflicting points of
culture. view. However, history has ultimately shown the
value of more cosmopolitan societies and if treated
Way of the World with an empathetic hand and wisdom can become
You have traveled far and wide and have friends true world powers.
(and enemies) in every trading hub. You become
Professional in Merchant Lore. If you’d already Cultural Traits
be Professional from your classes, you become Foreign Tongues
Exceptional instead. You speak 3 additional common or lineage languages.

Starting Languages Cultural Exchange


Common and 1 appropriate to your lost homeland. You become Professional with Merchant Lore. If
you’d already be Professional from your classes, you
become Exceptional instead.

Port Trader
You become Professional with the Aquatic skill. If
you’d already be Professional from your classes, you
become Exceptional instead.
Technological Familiarity: You become Professional
with Technology Lore. If you’d already be Professional
from your classes, you become Exceptional instead.

Starting Languages
Common and Trade.

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kISOLATIONIST CULTURE kTHEOCRATIC CULTURE
A culture that isolates often has a reason to fear Some cultures have a strong religious affiliation
external influence. It is often due to war, a controlling that underpins their cultural identity. While
dictator, for theocratic reasons, or due to external many cultures have religious affiliations, not all
instability. Such cultures become internally focused, are dependent on them for part of their identity.
GESTALT CORE RULE

for better and for worse; they often have exceptional They often have a religious hierarchy or religious
internal support like public works, regulated leadership, and their ethnographies are often
monetary systems, strictly enforced laws, and a reflected in their religious texts. That is to say that
smaller sphere of influence means people often know their religious texts serve as a moral and even quasi-
what’s going on within their culture more. They can historical account of their culture.
also be very nationalistic and adopt an “us vs the
outsiders” stance that often results in an inflated Cultural Traits
sense of power or importance (“We are better than Legacy of Faith
them”). Centralized power is very important to an You become Professional with Religion, and have
isolationist culture and military power is required to your faith’s religious text committed to memory
keep a country isolated, even if that means turning and can recite it perfectly without need to reference
against its own people to maintain order. anything. If you’d already be Professional from your
Isolationist Oath classes, you become Exceptional instead. Finally, you
All members of an isolationist culture gain the may use Religion checks to recall information related
following extra oath: “I will believe in and uphold the to your culture.
glory and prestige of my culture at all costs (even in
the face of evidence to the contrary).” People of the Faith
You begin play being Professional with Spellcasting
Cultural Traits (using your highest mental ability modifier) and can
Legacy of Service cast minor magic at will as an innate spell (Religion).
You hold a notable rank within your culture’s military
or government. You begin play with an appropriate Cosmological Studies
prestige feat. When making skill checks to recall information
about outsiders, to socially interact with outsiders,
Thought Police or detect outsiders, you get 1 Free Hero Dice.
You become Professional with Investigation. If you’d Additionally, you get 1 Free Hero Dice on saves
already be Professional from your classes, you become against effects caused by outsiders.
Exceptional instead.
Starting Languages
Biased Historian Common and 1 language appropriate to the
You become Professional with Military Lore or predominant religion.
Academia. If you’d already be Professional from your
classes, you become Exceptional instead.

Starting Language
Starting Languages: Select 1 language appropriate to
your culture.
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kSURVIVALIST CULTURE
Some people live far from civilization and thrive in
the relative isolation but are at the mercy of nature.
They often develop a hard-bitten life where rugged
self-reliance and utilitarian skills are essential for
survival. Cultural knowledge is often passed down

BETA VERSION 1.2


the generations or shared among families that live
near one another.

Cultural Traits
Rugged Self-Reliance
You become Skilled in Animal Husbandry, Fieldcraft,
and Medicine.

Faithful Companion
You begin play with an animal companion (as per the
Animal Companion feat). It must be an animal that
would help you on a farmstead or while hunting.

Wilds Hunter
You become Professional with non-exotic bows, and
gain a Free Hero Dice on Fieldcraft checks made to
find food and set a camp.

Starting Language:
Common.

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Chapter 5: Classes
Each player character in Gestalt has two “character kKEYWORD IN THIS SECTION
classes”. These represent a profession or kind of MARTIAL
GESTALT CORE RULE

discipline that is related to the adventuring lifestyle. These classes are better with weapons and/or armor
Some are professions you’ve trained in for years, than others. They also typically get bonuses to
others are fantastic powers you’re born with, or damage rolls. Many start off as Exceptional in some
supernatural abilities you were gifted. aspect related to combat.

kTYPES OF CLASSES SPELLCASTER


There are 2 kinds of classes in Gestalt. These classes can cast spells.

BASE CLASSES TALENTED


Base classes are professions relevant to the These classes are better with certain skills than
adventuring lifestyle that can stand up on their own. others. Many start off as Exceptional in a skill.
They can fight and survive without relying on any
other classes. kREADING A CLASS
Proficiencies
SUPPORT CLASSES This is your level of expertise with certain things
A support class is a class that might be relevant to thanks to your character’s training and life
the adventuring lifestyle, but can’t quite hold its own experiences. You are Unskilled in anything not
in a fight. They might go into a subsystem deeper mentioned in this section.
(such as a crafting class) or add mastery over a specific
aspect of the game (such as being amazing at riding Weapons
mounts). Two support classes combined together This is your skill in weapons.
would not allow a character to fully participate in an
adventure because they are inherently not as well- Defense
rounded as a core class. In the Core Rulebook there This is your proficiency in Defense.
are 2 support classes: bard and rogue.
Armor
These are armor weights your class has the capacity to
use.

Saves
These are your proficiencies in the 3 core saves
(Fortitude, Reflex, and Will).

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Spellcasting Warlock
If your class is able to cast spells, this is your A person who made a pact for supernatural abilities
proficiency with spells. If your class’s entry doesn’t with a powerful being.
have this, you do not have the capacity to cast spells.
Wizard
Bonus Languages A peerless spellcaster who seeks to uncover lost

BETA VERSION 1.2


These are languages you get for free for taking this magics.
class.
SUPPORT CLASSES
kCORE CLASS LIST These classes may only be taken as yor secondary
BASE CLASSES class.
These classes may be taken either as your primary or Bard
secondary class. An inspiring performer and jack-of-all-trades.
Berserker
A warrior who fights with reckless abandon, fueled Rogue
by their rage and passion. A crafty opportunist who likes coloring outside the
lines.
Cleric
A divine agent of a major power and powerful
spellcaster.

Druid
A spellcaster connected to flora and fauna on a
spiritual level, able to take on a powerful new form to
savage their foes.

Fighter
A formally trained soldier of unerring skill with their
equipment.

Paladin
A chivalric knight whose noble purpose grants them
the supernatural ability to defend the weak and
punish the corrupt.

Ranger
A cunning hunter who is in harmony with nature.

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Bard
HP PER LEVEL: 7.
KEYWORDS: BARD, TALENTED, SUPPORT CLASS

Bards are troubadours, minstrels, and performers who ply their talents and wits as adventurers. They are part
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poet, part diplomat, and part renaissance man capable of inspiring their friends, appeasing allies, and solving
any puzzle before them. Their words are like honey, their quips cut like a knife, and their minds work in
mysterious ways. A bard’s true talent lies in their wide array of experiences and skills which
make them useful in any situation.

Sidebar: Support Class


These are classes that wouldn’t stand up on their own
without a normal class and are very reliant on your
primary class. For example: the rogue is a support
class that allows you to bypass all sorts of traps and
skill checks exceptionally well. On your
average adventure you’d need more skills
than JUST that so the system forces you to take
another class, better suited to adventuring, as your
primary class.

Training
While there is no one path to being a bard, they all
have two things in common: artistic training of some
sort, and a wide breadth of experiences. In short,
bards are both artistic and extremely worldly. Many
times, they have some formal kind of instruction in
the arts, often at a formal bardic college, but without
the experiences of exploring the world widely and
gaining practical experience in the field a bard just
isn’t a true bard. Some worked as merchants traveling
to all points on the map and experiencing many
cultures, others are former (or current) con men and
thieves who learned a whole host of skills as they
made their way, others still are nobles with a very
cosmopolitan education, and others still are traveling
troubadours who play for their coin and have lived a
thousand lives’ worth of stories before even joining
the party.

Farooq the Fancy


Cosmopolitan Human Fighter-Bard
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Level Class Features Cultural Expectation: The Nomad
1 Bardic Performance, Bardic Lore, Bardic Bards are seen as the “perpetual temporary”, a mayfly
College who flits from one society to another without ever
putting down roots. Everything is ephemeral to them:
2 (Feat)
relationships, debts, responsibilities, truth, identity,
3 Bardic College Benefit etc. People think them to be flighty - tourists in

BETA VERSION 1.2


4 (Honor) whatever town they find themselves and unwilling to
5 (Ability Score Increase) ever dedicate themselves to anything other than their
6 Silver Tongue, Repertoire art. Bards also have a bad reputation as seducers who
break hearts and treat people as props in their lives.
7 (Feat)
8 Bardic College Benefit
Gameplay
9 (Honor) A bard excels at using mental skills to overcome
10 (Ability Score Increase) challenges. Typically you’ll spend 1 action per turn
11 Loremaster on your Bardic Performance class feature to provide
12 (Feat) buffs to your allies and the remainder on the area of
expertise of your primary class. Your college selection
13 Bardic College Benefit
has a big impact on what you can do in the game and
14 (Honor) can be used to shore up deficiencies in your build.
15 (Ability Score Increase)
16 Repertoire Class Combinations
Bards excel at shoring up classes with poor skill
17 (Feat)
selections like fighter, cleric, or berserker; their
18 Bardic College Benefit
Bardic Lore ability means they’ll always be at least
19 (Honor) Skilled in a variety of skills. Keep in mind that
20 Capstone: Epic Performance, (Ability spending 1 action per turn means you typically only
Score Increase) have 2 left; that’s enough to cast a spell so spellcasters
are an attractive choice to pair with bard. Fighters and
Exalted Bards rangers get an extra action with their signature ability
The most renowned bards are like the rock stars of so that offsets the bard’s performance, effectively
the real world. They have legions of adoring fans, making it “free” so long as you have Hero Dice to
have composed famous works (they’ve probably made spend.
their Mona Lisa, Romeo & Juliet, or “Despacito”).
Bards of extreme talent will attract the attention of a
muse - a powerful spirit of creativity and art that both
inspires their bards and feeds on the power created
by the works they create. They are sometimes called
on to perform for deities, to compose epic works for
kings, and to write histories that will serve as the
definitive account of events for thousands of years.

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Bard Proficiencies Deeper Rules
kWEAPONS • Handedness: You must play music on an
All Simple Weapons (Professional) instrument, often accompanied by song and
dance. Despite an instrument normally requiring
kDEFENSE hands to perform, it’s assumed that you have
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Skilled some way of playing your instrument that is


convenient and conducive to the adventuring
kARMORS life. This means instruments don’t take up hands
Light to play during combat.
• Clearly Hear You: Your allies need to be able to
kSAVES clearly hear you - typically within about 1,000 feet
Fortitude Save (Skilled) (or about 300 feet in combat or other similarly
Reflex Save (Skilled) noisy scenarios).
Will Save (Professional)
Sidebar: Bards, Hands, and Singing
Option: You may change your Reflex save to Bards run into an interesting problem: a Bardic
Professional in exchange for making your Will save Performance typically takes 2 hands. If you had to
Skilled. take out, play, and then put away instruments every
time you want to use the class feature, it would
kBONUS LANGUAGE be a bit of a mess. One option is to just have your
High Speech and any 1 language of your choice. character sing, recite poetry, or dance, as these don’t
involve an instrument (or hands), but we think a
kBARD SKILLS character shouldn’t be penalized for wanting to play
You are Professional in 2 skills of your choice. a cool or thematically appropriate instrument. To
In addition, you are Exceptional with Perform and mitigate this, we think that a bard can “spend their
Politique. action” at a certain point in their turn by the actual
making of music which might occur throughout
Class Features their turn. Maybe your guitar-playing bard strums
BARDIC PERFORMANCE their guitar between sword slashes and a bit of bardic
(1ST LEVEL) magic helps it keep playing while your hands are not
With a song, the strum of a lute, or beat of a drum, on the instrument. Alternatively, maybe your spear
you lift spirits and entice onlookers with your music. has a built-in flute and you play it by swinging it. The
Benefit: Once per turn as a single action, you can use possibilities are endless, and we encourage you to
any Bardic Performance you know. explore them in a way that is thematically appropriate
At 1st level you know the following songs: Song of to your character.
Courage and Song of Prowess.

For a complete list of songs, see the “Bardic


Repertoire” section at the end of this class.

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BARDIC LORE (1ST LEVEL) Sidebar: Bards Don’t Get Talented
You know a bit about everything. A bard is a talented class (keyword and all) but does
Benefit: You are Skilled in any Int/Cha/Wis skills you not have the “Talented” class feature others have. This
were not already skilled (or higher) in. is because this is replaced by the Bardic Lore and
Loremaster class features (many colleges also make
BARDIC COLLEGE (1ST LEVEL) you Exceptional in certain skills) that have a similar

BETA VERSION 1.2


Benefit: Choose which bardic college you are part of. (if not greater) effect.

SILVER TONGUE (6TH LEVEL) REPERTOIRE (16TH LEVEL)


You could talk the wings off a bee, a miser out of his Benefit: You learn a bardic song.
gold, and a king off his throne.
Benefit: You can use charm as an innate (Perform) CAPSTONE: EPIC PERFORMANCE
spell at will. This is specifically a mundane effect, is (20TH LEVEL)
not corrupting, and does not require touch. Your songs are the stuff of legend and will echo down
Boost: You gain an Absolute bonus on any skill check through the ages.
made to change the attitude of a creature. Benefit: You gain the song “Epic Performance”.

Sidebar: Changing Attitude Takes Time Sidebar: No Spellcasting?!


Using a skill to change a creature’s attitude requires Classes that are not dedicated spellcasters do not
you to spend extended time talking to them, and thus have spellcasting. Their magic abilities are, instead,
normally can’t be done in combat. A GM may rule supernatural abilities built into their class. If you’d
that certain offers or targeting certain creatures (e.g., like to have spellcasting with a class, it is a good
offering a mercenary money to stop) is permissible in idea to take a spellcasting class as your secondary
combat (taking 1 action). class. For example: if you wanted to be a spellcasting
ranger, picking a druid would give you a thematically
REPERTOIRE (6TH LEVEL) relevant style of spellcasting and for a paladin that
Benefit: You learn a bardic song. channels the mystic energy of their deity, a paladin/
cleric is a great fit!
LOREMASTER (11TH LEVEL)
You can replace knowledge with experience and fill
in any gaps with gumption.
Benefit: You become Professional in any Int/Cha/Wis
skill you are Skilled in.

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Bardic Colleges
kTHE COLLEGE OF THE CLASSICS
The College of the Classics trains the most *Deeper Rules
“traditional” bards. They see themselves as the • The information obtained by Absolute checks
GESTALT CORE RULE

historians and archivists of the world. They wander from this college is detailed and may lay out
the land in search of knowledge for their college’s a path to obtain something but is still just
grand library, and in search of heroes to immortalize theorycraft. If you tried to theorize how to raise
in song. the dead you might learn the science behind it
but not necessarily how to implement it. You
STUDENT (3RD LEVEL) need to find a way to do it- you simply understand
You become Exceptional with Academia. the fundamental idea of how to do it.
• You need to have a reasonable reason to ask such
ENLIGHTENING ELOCUTION a question. While this ability can explain dark
(8TH LEVEL) matter, you’d need to have a basis in modern
You gain the following song: physics before asking such a question.
Enlightening Elocution
Pick a topic or creature. Any ally who attempts to
make a Recall Information about that subject or
Identify the creature gets and Absolute bonus so long
as the DC is Heroic (30) or below.

EUREKA!* (13TH LEVEL)


Once per long rest you can ask a single question to
the GM that could be answered with a Recall: History,
Recall: Science, Recall: Math, or Recall: Archeology.
You are treated as if you had an Absolute bonus on
this check. Be careful what you ask though…down
some avenues of inquest lie madness. (Remember:
There are impossible checks.)

PERFECT RECALL (18TH LEVEL)


You have perfect recall. You never need to make any
checks to recall information you have personally
experienced (treat yourself as if you had a permanent
Absolute bonus). You can recall every word you’ve
ever read, every painting you’ve ever seen, and every
conversation you’ve ever heard. This does not grant
you the ability to apply the knowledge presented
in these memories, but you can recall everything in
exact detail - exactly how you perceived it.

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kTHE RENEGADES OF ROCK you first wield an instrument, speak with your GM
Seen as the least “respectable” bardic college, the and come up with what you think a good fit for a
renegades remain a popular branch of bards for their weapon would be. You count as being proficient
dramatic, in-your-face attitude. These warrior-bards with that sort of weapon. Because of this you are
refuse to hide behind others while singing, preferring effectively treated as if you were Exceptional with a
to smash out tunes while they tear through their foes. set of simple and martial weapons. You can use this to

BETA VERSION 1.2


qualify for things like feats.
BATTLE BARD (3RD LEVEL)
You treat any musical instrument you wield as kTHE LODGE OF LEGENDS
though it were an appropriate manufactured weapon They’re about big drama, epic stories, “enhancing” the
of the same handedness as the instrument. This only situation, and even a bit of luck. They throw caution
allows you to replicate simple or martial weapons. to the wind for the sake of the story! Some accuse
A GM has discretion over what an appropriate them of being pawns of The Storyteller, and some are
weapon is but they should be flexible. In addition, to be sure, but the Lodge of Legends stands alone as a
you become Exceptional with such “instrument powerful and influential college of bards!
weapons”. You also gain the “martial” keyword.
MORALE BOOSTER (3RD LEVEL)
SONG OF BATTLE (8TH LEVEL) Each player begins play with 1 extra Hero Dice in
You gain the following song: their personal pool. Additionally, after a short or long
Song of Battle rest all players in the party recover 1 extra Hero Dice.
All allies gain a bonus on damage rolls equal to 1/2
their level. This bonus damage is sonic damage. FLATTERING ODE (8TH LEVEL)
Roaring Cry (13th Level): Once per turn as an action, You gain the following song:
you may unleash a forceful shout so powerful it tears Flattering Ode
through your foes. All creatures within a 30-foot cone Target ally gains 1 Hero Dice that they must use
or a 60-foot line (your choice) take 1d6 sonic damage before the end of their next turn.
per 2 levels. A Reflex save (DC 10 + your proficiency
in Perform) negates the damage. PARTY MASCOT (13TH LEVEL)
Each player begins play with 2 extra Hero Dice in
SHOWSTOPPER (18TH LEVEL) their personal pool. Additionally, after a short or
You may spend a Hero Dice to grant your Roaring long rest all players recover 2 extra Hero Dice. This
Cry either Absolute damage or an Absolute Reflex replaces the benefit of the morale booster bardic
save. college benefit.

Sidebar: Battle Bard and LEGACY OF LEGENDS (20TH LEVEL)


Proficiency Prerequisites Any time your party takes a short rest they recover to
The Battle Bard ability allows you to become their maximum Hero Dice value.
Exceptional with all “instrument weapons”. Using
this ability, instruments are able to replicate certain
manufactured simple or martial weapons (i.e a guitar
could be a great axe or great club, a conductor’s baton
could be a wand, a flute could be a dagger, etc). When
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Sidebar: Multiple Lodge of Legends kDANCE COMMANDERS
Bards Part drill instructors, part party dudes, Dance
If there are multiple bards from the Lodge of Commanders are the bombastic general of groove,
Legends, their Morale Booster and Party Mascot the undisputed dukes of dance, and the lordly
abilities do not stack. masters of musical coordination. They drill to drill
GESTALT CORE RULE

others- organizing people along their musical lines


kTHE COURT OF FOOLS and turning even the most undisciplined rabble
The Court of Fools are masters of mockery and into a formation that any marching band would be
distraction.They regard the entire universe as some envious of.
kind of cosmic joke and we’re all the punchline. They
are as merry as they are black-humored and never NOW MOVE! (3RD LEVEL)
miss a chance at a jibe You gain the following bardic song:
. Now Move!
TRICKSTER (3RD LEVEL) This counts as the direct minions action except
You may use any combat maneuver with Bluff or it gives 1 action to each minion you have (to a
Perform instead of what is normally required. maximum of your Charisma modifier).

CUTTING REMARK (8TH LEVEL) DANCE DRILLS (8TH LEVEL)


You gain the following song: When you use Song of Skill you can roll Perform. The
Cutting Remark result can be used for any skill check by your allies.
Pick a creature that can hear you. They must make a They must dance, boogie, get funky, or otherwise get
Will save (DC 10 + your Perform proficiency). If they down with their bad selves as part of the action.
fail the save they become Impaired 3 until the start
of your next turn. This is a mind-affecting, language- MOVE WITH ME! (13TH LEVEL)
dependent effect. You gain command as an innate (Perform) spell,
usable once per short rest. You can only use this
SHARP WIT (13TH LEVEL) to cause creatures to start dancing, singing, or
Once per round, you may make a Goad or Feint performing other theatrical actions.
action as a free action.
PIED PIPER (18TH LEVEL)
VICIOUS MOCKERY (18TH LEVEL) Creatures who are fascinated with you count as
You gain the following song: minions and are under your direct control while
Vicious Mockery fascinated with you..
All enemies who can currently hear or see must make
a Will save (DC 10 + your Perform proficiency). If
they fail the save they are immobilized with laughter
until the start of your next turn (treat as helpless). A
given creature can only be affected by this once per
day. This is a mind-affecting, language-dependent
effect.

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Sidebar: Dance Commanders are RILE UP (13TH LEVEL)
Minion Masters When you make a Goad action, you choose who
A dance commander’s key ability is its “Now Move!” your target is hostile towards. Any creature that is
song. It lets you command a large number of minions attacking a target you’ve directed them to with this
all at once. The dance commander interacts with ability is considered an ally for the purpose of your
minion rules a lot but doesn’t inherently gain the bardic songs.

BETA VERSION 1.2


ability to make minions. It relies on its other class to
provide it with minions to command so you shouldn’t HERO’S VOICE (18TH LEVEL)
take it without a class that can provide that. The You, and all allies who are currently under the effect
wizard class with the necromancer specialization of one of your songs, are immune to the silenced
is a great choice. If you are lacking options you can condition. As an action, you may attempt to dispel
always take the Animal Companion feat a few times a silence or quieting effect. Make a Legendary (DC
or the Leadership honor to get a few minions! 40) Perform or Intimidate check. If you succeed, the
effect ends (even if it was a permanent effect).

kFIREBRAND COLLECTIVE FROM THE TOP (18TH LEVEL)


Less a formal college and more a collective of Once per short rest, you can attempt a Dire (25)
passionate freedom fighters, protestors, and Perform check as a free action. If you succeed, you
anarchists, the firebrand collective teaches bards may use Direct Minions an additional time this turn.
how to raise hell. They become the igniting spark
that starts revolutions, the indomitable voice of the PIED PIPER (20TH LEVEL)
people, and the rallying cry that won’t be silenced! Creatures who are fascinated with you count as
Special: Cannot have ties to formal authority or minions and are under your direct control while
nobility. fascinated with you.

RABBLE ROUSER (3RD LEVEL)


You become Exceptional with Intimidate.

DOWN WITH TYRANTS!


(8TH LEVEL)
You gain the following song:
Down With Tyrants!
Pick a creature you can see. All allies, including
yourself, gain a Free Hero Dice on damage rolls
against that creature.

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Bardic Repertoire SONG OF AWAKENING
The following are bardic songs. You can only use You send out sharp, staccato, disruptive waves
bardic songs you know. You can only use 1 bardic of emotional power with your song that shatters
song per round and using a bardic song takes an illusions, awakens the sleeping, and snaps people out
action. of mental dazes!
GESTALT CORE RULE

Prerequisites: None.
COUNTERSONG Benefit: All creatures within 30 feet are cured of the
Your music cuts through other sounds, canceling following condition so long as the DC is Heroic (30)
them out. Victory through volume. or less: charmed, confused, fascinated, scared, or
Prerequisites: 6th level. sleeping.
Benefit: Until the start of your next turn, you can take
a Counter action to counter corruption spells, effects SONG OF THE BELOVED
that deal sonic damage, and language-dependent Music can claim the heart of the most savage beast.
Skill uses (as per the Counter action). You use your Prerequisites: 16th level.
Perform skill opposed by the most relevant skill or Benefit: Enemies must make a Will save (DC 10 +
proficiency of your target. If you’re successful, the your proficiency in Perform) or become charmed
effect is negated. You can still only counter 1 action towards you for 1 minute.
per round.
SONG OF COURAGE
EPIC PERFORMANCE Courage is not the absence of fear but the will to
This absolute showstopper of a song can bring out the overcome it.
best in anyone. Prerequisites: None (This is a starting song).
Prerequisites: 20th Level Benefit: Creatures are immune to fear.
Benefit: Select 1 creature. They gain an Absolute
bonus on a d20 roll. They must use this before the SONG OF FASCINATION
end of their next turn. A given creature can only You can enthrall a target creature with your music,
benefit from this ability once per long rest you take. ensnaring their attention.
Prerequisites: None.
HERO’S BALLAD Benefit: The creature must make a Will save (DC
A bolstering song to drive away doubt, this theme 10 + your proficiency in Perform) or be fascinated
tune is a precursor to victory! with you until the start of your next turn. A creature
Prerequisites: 16th level. fascinated by you or who succeeds on the Will save
Benefit: All allies affected by this ability are immune cannot be the target of this ability by you for 24
to fear effects for 1 hour, and gain 1 bonus Hero Dice. hours.
You can only use Hero’s Ballad once per combat.

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SONG OF LABOR SONG OF SLEEP
Just whistle while you work, You’ve managed to sonically weaponize boredom.
And cheerfully together we can tidy up the place Prerequisites: 16th level.
So hum a merry tune, Benefit: All enemy creatures must make a Will save
It won’t take long when there’s a song to help you set (DC 10 + your proficiency in Perform) or fall asleep
the pace. until the end of their next turn. Creatures targeted by

BETA VERSION 1.2


Prerequisites: None. this cannot be targeted by this for 24 hours.
Benefit: You can play this song while others attempt
a Skill challenge. The DC of the Skill challenge is 5 SONG OF TERROR
lower while you play. Honestly, just play a well-meaning children’s rhyme
slowly in a minor key.
SONG OF PROWESS Prerequisites: None.
Inspiring words and an upbeat tune are sometimes all Benefit: All enemy creatures must make a Will save
it takes to turn the tide of battle. (DC 10 + your proficiency in Perform) or be scared of
Prerequisites: None (This is a starting song). you until the end of their next turn.
Benefit: All allies, including yourself, gain a Free
Hero Dice on attack rolls. SONG OF THE IRRESISTIBLE
DANCE
SONG OF SKILL You fill the surrounding air with a catchy tune that
Show them how it’s done. Or tell them, with song. endlessly lingers in the mind.
Prerequisites: None. Prerequisites: 16th Level
Benefit: Roll a Skill check that you are at least Skilled Benefit: Enemies within 30 feet must attempt a Will
in. If an ally rolls below that when attempting to use save (DC 10 + your proficiency in Perform). On a
that skill, they use your result instead. This does not failed save, affected creatures have to spend 1 action
function with all skills, such as Stealth, and it is up to on their next turn dancing. Dancing provokes an
the GM’s discretion. attack of opportunity. This is a corruption effect.

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NOT FOR PUBLIC DISTRIBUTION OR RESALE
College Specific Songs Sidebar: Stacking and Free Hero Dice
The following are songs granted by certain bardic Remember - Free Hero Dice stack with other
colleges. They cannot be normally selected and are bonuses! They don’t stack with other Hero Dice (free
only granted when the college specifies. or otherwise). “Song of Battle” is great for a party with
few martial classes (as they tend to get flat bonuses
GESTALT CORE RULE

SONG OF BATTLE to damage) while “Down with Tyrants!” is better for a


“Let the bodies hit the floor! party that has martial classes in the mix!
Let the bodies hit the floor!”
Prerequisite: Renegades of Rock. CUTTING REMARK
Benefit: All allies gain a bonus on damage rolls equal Sticks and stones may break your bones, but these
to 1/2 their level. This bonus damage is sonic damage. words cut even deeper.
Prerequisite: Court of Fools.
FLATTERING ODE Benefit: Pick a creature that can hear you. They must
Sweet nothings will get your everywhere. make a Will save (DC 10 + your Perform proficiency).
Prerequisite: Lodge of Legends If they fail the save, they become Impaired 3 until
Benefit: The target ally gains 1 Hero Dice that they the start of your next turn. This is a mind-affecting,
must use before the end of their next turn. language-dependent effect.

ENLIGHTENING ELOCUTION VICIOUS MOCKERY


“In short in knowledge vegetable, animal, and “Make ‘em laugh, make ‘em laugh!”
mineral Prerequisite: Court of Fools.
You really are the model of a bard from College Benefit: All enemies who can currently hear
Classical!” or see must make a Will save (DC 10 + your
Prerequisite: College of the Classics. Perform proficiency). If they fail the save, they are
Benefit: Pick a topic or creature. Any ally who immobilized with laughter until the start of your next
attempts to make a Recall Information check about turn (treat as helpless). A given creature can only be
that subject, or Identify the creature, gets an Absolute affected by this once per day. This is a mind-affecting,
bonus so long as the DC is Heroic (30) or below. language-dependent effect.

DOWN WITH TYRANTS!


Sic semper tyrannis!
Prerequisite: Firebrand Collective.
Benefit: Pick a creature you can see. All allies,
including yourself, gain a Free Hero Dice on damage
rolls against that creature.

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Sidebar: Are Bard Abilities & Songs
Corrupting?
Bard abilities songs that suppress a creature’s free
will can absolutely be corrupting. While they aren’t
spells, compelling someone to do something against
their will is still a corrupting action. You might

BETA VERSION 1.2


register as corrupt while performing certain songs,
and your targets may register as suppressed. While
some songs are kind of borderline and could go
either ways (like Song of Terror) some songs are more
clearly corrupting songs like Song of Irresistible
Dance, Song of Fascination, and Song of The Beloved.
Keep in mind that the application of effects that
control someone are important. So, compelling a
troll to go sit down and think about what they’ve
done is probably not a misuse of the bard’s abilities,
while charming someone via a bard’s supernatural
charm to fall in love with you, and manipulating
the relationship into an unhealthy power dynamic,
absolutely is.

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Berserker
HP PER LEVEL: 10.
KEYWORDS: BERSERKER, MARTIAL.

A berserker is a warrior who fights not just with steel, but with their passion. They are reckless warriors whose
GESTALT CORE RULE

fury and explosive attacks are as devastating as they are unexpected. They turn their bodies into weapons and
their minds into storms, able to enter a heightened battle frenzy at a moment’s notice. While in this state they
shrug off mortal wounds, swing with the power of 10 men, and gain the senses of a predatory beast.
Dare you stand before the storm?

Training
Berserkers are often informally trained, gaining
experience through practical combat experiences.
Some dabble in formal training, but many buck
disciplined attempts to control them.
Berserkers will often learn master-to-student
and may have many masters and many students
over the course of their life.

Many are warriors from informal military units,


marauders, brigands, or even dedicated warrior
traditions that exalt the battle rage they engage in.
Some may have been on the path to be a soldier, like
many fighters, but are blown off course and onto the
path of the berserker by the winds of fate. Others
may be dedicated to a deity, often a god of war or
passion, but some follow the Mad God
himself.

Exalted Berserkers
Some will say that a “master berserker is one
who has failed to find a good death”, but that is to
fundamentally misunderstand their art. No one
can truly master the storm that rages within them;
that is one of the core tenets of a berserker. But an
exalted berserker has become the storm. They can
arm-wrestle a giant and win, take a ballista bolt to the
chest and come out swinging, sunder mountains, and
intimidate hurricanes.

Natalia of Nature’s Fury


70 Elven Berserker-Druid
She/Her
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Gameplay Level Class Features
A berserker is a combatant who assumes they will 1 Signature - Battle Frenzy, Rage, Fast
be hit and fights on despite that. Their main combat Movement
trick, raging, actively lowers their AC. Their style of
2 (Feat)
combat involves taking a blow so they can dish out
a fatal one. They are tough enough to take the hit 3 1st Wild Way

BETA VERSION 1.2


but they will get hit. The higher the level, the more 4 (Honor)
assured this is. A smart berserker will stop raging 5 (Ability Score Increase)
when their HP gets too low. 6 Hardy
7 (Feat)
Class Combinations 8 2nd Wild Way
Berserkers make a good strong base for most class
combinations as they have fantastic martial abilities 9 (Honor)
and a lot of hit points. If you pair them with another 10 (Ability Score Increase)
martial class like a fighter or paladin, you’ll make an 11 Instincts
excellent front line fighter, but you may find some of 12 (Feat)
your abilities overlapping and lacking in versatility.
13 3rd Wild Way
If paired with a talented character like a rogue or
ranger, you’ll find that you’ll never run out of tricks, 14 (Honor)
and you can still hold your own solidly as a martial 15 (Ability Score Increase)
character. (Example: Fafhrd from the Lankhmar 16 Deathless
series is well-represented as a berserker-rogue.) 17 (Feat)
Magical berserkers benefit most from spells that
18 4th Wild Way
empower themselves; for example, a berserker-cleric
19 (Honor)
can remain on the front line while being able to fill
other roles. 20 Capstone - Eternal Rage, (Ability Score
Increase)
Cultural Expectation: The Savage
People expect berserkers to be savage, uncultured, Design Note: What is a Berserker?
barely restrained, and slaves to their passion. They We elected to move away from the “barbarian” as
expect berserkers to wear pelts, have tattoos, revel the basis for this class because, historically, they
in violence, and hardly be able to string two words are simply one group’s idea of what a “less civilized
together. This is often reflective of a culture’s warrior” looks like. We chose the term “berserker”
ignorance of other cultures and their own ill- because it elicits exactly what we wanted: the idea of
conceived self-superiority. Berserkers are not always a warrior who can whip themselves into a true battle
dim-witted brutes and, if a culture examines itself, frenzy, who are as fearsome as they were skilled, and a
they may find berserkers in their own midst. concept with more meat on the bone than the “strong
but dumb” character.

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Berserker Proficiencies RAGE (1ST LEVEL)
kWEAPONS Tapping into deep wells of storming emotion, you can
All Natural Attacks (Exceptional) whip yourself into a powerful frenzy.
All Simple Weapons (Exceptional) Benefit: Take a “Transform” action to Rage
Rage. While in
All Martial Weapons (Skilled) this state you gain a bonus on damage rolls that rely
GESTALT CORE RULE

on Strength equal to your level. While raging you


kDEFENSE become Off-Guard 3 (this reduces your AC by 3). This
Skilled state lasts for 3 rounds. Once it ends you cannot enter
it for 2 rounds.
kARMORS
Light While raging, you can’t take actions that require
concentration or presence of mind, and your speech
kSAVES is limited to short answers and guttural grunts.
Fortitude Save (Professional) Additionally, you cannot make use of anything
Reflex Save (Skilled) technological* or that requires presence of mind to
Will Save (Skilled) operate. Finally, you are prohibited from making skill
checks that rely on Dexterity or Intelligence.
kBONUS LANGUAGES Boost: You can spend 1 Hero Dice to cause a
None. successful attack to deal Absolute damage with a
Strength-based manufactured weapon or natural
kBERSERKER SKILLS attack.
You are Professional at 2 of the following skills:
Acrobatics, Animal Husbandry, Aquatic, Athletics, Deeper Rules
Investigation, or Intimidate. • Technological*: This is anything that has a
Technological Lore requirement to use. This is
Class Features often abbreviated as “Tech. Lore”.
SIGNATURE ABILITY: • Spellcasting & Rage: If your other character class
BATTLE FRENZY (1ST LEVEL) can cast spells, you can cast spells while in Rage
Rage.
You were born to the rage, able to whip yourself into a However, you still can’t take other actions that
deeper frenzy than most. require concentration or presence of mind.
Benefit: Your Rage lasts for 6 rounds instead of 3.
FAST MOVEMENT (1ST LEVEL)
Your steps are light and your movement as fleet as a
deer.
Benefit: Your land speed improves by 20 feet.

HARDY (6TH LEVEL)


When you get going in a fight, your sense of pain
dulls.
Benefit: You gain Resist (all) equal to 5 + your level
while raging.

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INSTINCTS (11TH LEVEL) Wild Ways
You have a 6th sense about danger. The following are Wild Ways that you can select
Benefit: You gain Detect (hostile) 30 feet. This allows as a berserker. These are (sometimes supernatural)
you to “sense” the presence of a hostile creature effects brought on by the sheer rage and power of a
within 30 feet of you, but can also be used to detect berserker’s tremendous emotional energy. A Wild
traps that are set to cause harm. You must state you Way activates when you enter your Rage and subside

BETA VERSION 1.2


are using this. when your Rage ends (unless otherwise noted).
You can choose which Wild Way to activate when
DEATHLESS (16TH LEVEL) you begin your Rage
Rage. Once started, they cannot be
Sometimes, you’re just too angry to die. changed until you start a new Rage
Rage.
Benefit: You are immune to death effects while
raging. CORROSIVE SPIT
Boost: If you would be reduced below 1 HP while While raging you gain highly acidic spit!
raging, as a free action you can spend a Hero Dice to Benefit: While raging you gain a ranged natural
remain at 1 HP. attack that doesn’t provoke an attack of opportunity.

CAPSTONE- ETERNAL RAGE DESTROYER


(20TH LEVEL) You have mastered the fine art of breaking your
Your rage is as endless as your thirst for violence. enemies’ toys.
Benefit: You can remain in your Rage state Benefit: While you are raging you deal double
indefinitely. When you cease to Rage
Rage, you can start damage to objects and you ignore the Threshold of
again instantly. objects if it is 20 or less.

HEEDLESS
Your bad habit of leaping before you look has paid off
and made you immune to many of the consequences
of your actions.
Benefit: While raging you become immune to fear
effects and poisons.

HULK
They won’t like you when you’re angry.
Benefit: You grow one size category, to a maximum
size of Giant (3x3), while raging.

Weapon Damage Damage Critical Qualities


Dice Type Effect
Corrosive Spit d8 Acid None Ranged (15 feet), Penetration equal to your level.

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HURLER RIPPER
Throwing things; for when your enemy is too scared “Against all the evil that the Storyteller can conjure,
to fight you properly. all the wickedness that we as a society can produce,
Benefit: While raging you gain the “hurler” special we will send unto them... only you. Rip and tear, until
monster trait. Creatures with a hurler trait may it is done.”
GESTALT CORE RULE

use Strength instead of Dexterity as the relevant Benefit: While raging, your fingers become
ability score modifier for thrown ranged attack rolls. sharpened claws or talons; you gain a claw attack.
Additionally, they add their Strength modifier to
damage rolls with thrown weapons. SPONTANEOUS COMBUSTION
Ever been so mad your blood literally boiled?
IRON BULL Benefit: Your Rage causes you to literally combust,
Some people say ‘headbutting a man until he coughs a great shield of flame engulfing you. While raging,
up blood is not a martial arts style’. Those people are you benefit from a fire shield as an innate (Fortitude
wrong. save) spell. When your Rage ends, the spell’s effect
Benefit: You become Exceptional with the Iron Bull ends too. While this innate spell is active, you may
martial arts style (even while not raging). Once per choose to have your unarmed strikes deal fire damage
round, when you hit with an iron bull martial arts in place of their normal damage type.
attack while raging, you may make a sunder attempt
against that target as a free action. TAVERN BRAWLER
Eschewing proper weapons, you’ve learned to fight
PANTHER with junk, detritus, and whatever comes to hand
You’ve learned a bit of feral cunning, and learned to (even if that’s a chicken thigh).
hunt like the greatest of beasts. Benefit: You become Exceptional with improvised
Prerequisites: Skilled in Stealth. weapons while raging. When you pick up a new
Benefit: You gain darkvision (even while not raging) improvised weapon you can designate an extra
and can use Dexterity-based skills while raging. weapon quality appropriate to the weapon (with your
GMs approval).
RAGE-MAGE
Your rage fuels your magic, replacing fine arcana with TOUGHER STUFF
raw power. Dumb enough to walk through fire and tough
Prerequisites: Spellcaster keyword enough to survive it.
Benefit: While raging you can use your Strength in Benefit: You gain 1 extra HP for each total character
place of a mental ability modifier for spells. This does level you have (or gain). This stacks with other
not affect your allotment of mana, only the DC and bonuses to HP. This does not require you to be raging.
damage dealt by your spells.
Example: If a spell deals 1d4 damage + your highest UNSTOPPABLE
mental ability modifier it would instead deal 1d4 When you rage you turn into an ATB- an All Terrain
damage + your Strength modifier. Berserker.
Benefit: You gain a climb and swim speed equal to
your land speed while raging. In addition, you do not
need to breathe while raging.

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BETA VERSION 1.2

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NOT FOR PUBLIC DISTRIBUTION OR RESALE
HP PER LEVEL: 7.
Cleric
KEYWORDS: CLERIC, SPELLCASTER, DIVINE MAGIC. A CLERIC ALSO
GAINS THE KEYWORD “DEDICATED - DOMAIN” (“DOMAIN” IS REPLACED
BY THEIR DOMAIN’S NAME).
GESTALT CORE RULE

Clerics are powerful divine spellcasters who channel miracles with the power of their beliefs. They draw
strength from the tumultuous, roiling storm of divine energy that was left behind by the Ragewar known as
the “Divine Tempest”. Many of them are members of formal religions or at least represent a formal study of
theological texts and practices.

Training
A cleric receives formal instruction, either in a formal
religious institute or in a master-apprentice format.
The call to the cloth is not always so simple though:
some start with divine visions or other religious
experiences before joining a church while others
go about it in reserve. It is often during the study
of theology that one experiences
divine inspiration and becomes a
cleric. The Divine Tempest is a strange
and unpredictable force but if one thing
is constant it is that it empowers those with
a strong belief with the power to enact that
belief. In this way clerics are not unlike
lightning rods and their training can be a bit
of a “chicken or the egg” paradox at times.

Exalted Clerics
Most clerics go on to found centers of worship
Reeca the D
or take up senior positions within their
Orcish Storytelle
religions. As vessels of the power of the divine
She/H
tempest they can channel tremendous power to
support their causes and will have supernatural aid
in their endeavors. Some even ascend and become
angels or demons themselves when their task on
Clade is done.

Reeca the Dramatic


Orcish Storyteller Cleric-Bard
76 She/Her

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Level Class Features Sidebar: Storyteller Clerics &
1 Signature: Chosen, Spellcasting, Warlocks
Domain The only true deity in Clade is The Storyteller. Clerics
follow either him or pull from the Divine Tempest;
2 (Feat)
the mass of divine energy left behind by the dead
3 Blessing gods. Those who follow the so-called “New Gods”

BETA VERSION 1.2


4 (Honor) (powerful, but not truly divine, beings) are known
5 (Ability Score Increase) as warlocks and they exchange power with pacts and
6 Channel Energy deals.
7 (Feat)
8 Blessing
Gameplay
Clerics are primarily spellcasters, so you can expect to
9 (Honor) spend a fair amount of time casting spells. The divine
10 (Ability Score Increase) spells clerics have access to are generally reactionary
11 Prayer of Return or supportive in nature, so you’ll probably be casting
12 (Feat) spells before a fight (in preparation) or after (to heal
back up). Your choice of domain will also dictate a bit
13 Blessing
of your gameplay, since the blessings they provide
14 (Honor) can give you new options in combat.
15 (Ability Score Increase)
16 Armor of Faith Class Combinations
17 (Feat) Cleric works well with any class looking for an extra
bit of staying power; their ability to heal means a
18 Blessing
cleric can keep fighting that much longer. Add to
19 (Honor)
the equation the divine spell list’s abundance of
20 Capstone: Miracle Worker, (Ability supportive enhancement spells, and clerics can really
Score Increase) give martial classes a boost. Alternatively, clerics
can be paired with other spellcasters for exceptional
Cultural Expectation: The Priest versatility, though we do recommend taking the
Clerics are seen as kind people, drawn to a calling Mystic Theurge feat to consolidate your mana in this
beyond themselves and using their gods-given case.
Dramatic
abilities to help those in need. They can also be seen
er Cleric-Bard
as sanctimonious hypocrites by those with a more
Her
jaded worldview, or those loyal to another calling.

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Cleric Proficiencies Class Features
kWEAPONS SIGNATURE ABILITY:
All Simple Weapons (Professional) CHOSEN (1ST LEVEL)
Domain’s Favored Weapon (Professional) You have been granted a great power; whether you
Caster Weapons (Professional) use it responsibly depends on who granted it to you.
GESTALT CORE RULE

Benefit: You become Exceptional in Spellcasting.


kDEFENSE
Professional Sidebar: Caster Weapon Proficiency
Remember! Your proficiency with weapons with the
kARMORS caster quality (like staves and wands) is equal to your
Light, Medium proficiency in Spellcasting!

kSAVES SPELLCASTING (1ST LEVEL)


Fortitude Save (Skilled) Benefit: You can cast spells drawn from the divine
Reflex Save (Skilled) spell list. You have 5 + your Wisdom modifier in
Will Save (Professional) mana to cast cleric spells. Casting a spell costs 1 mana.
You recover all mana after a long rest. Your cleric
Option: You may change your Fortitude save to Spellcasting is based on your Wisdom.
Professional in exchange for making your Will save
Skilled. You start with 3 spells of your choosing from the
divine spell list and the spell cleanse corruption. At
kSPELLCASTING 3rd level, and every odd level thereafter, you gain 1
Professional new spell from the divine spell list.

kBONUS LANGUAGE DOMAIN (1ST LEVEL)


You learn 1 of the following languages: Accursed, Benefit: Choose which domain you draw divine
Cosmic, Exalted, or Gravespeech. power from.

kOATHS CHANNEL ENERGY (6TH LEVEL)


You get an extra oath, as defined by your domain. You can flood the area around you with divine energy.
Benefit: Once per round you can take 1 action to
kCLERIC SKILLS release an explosion of energy in a 30 feet radius that
You are Professional in 1 of the following skills: deals 1d6 points of damage per 2 levels + your highest
Academia, Arcane Lore, Medicine, or Politique. mental ability score modifier. Enemies get a Reflex
In addition, you are Exceptional with Religion. save (DC 10 + your proficiency in Religion) and if
successful they take no damage.

The nature of this energy is indicated in your


domain’s entry; it can either deal damage or heal. If it
causes damage, the kind of damage is also indicated.
If your domain causes healing instead of damage, this
effect instead heals the amount listed.
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PRAYER OF RETURN (11TH LEVEL) The Gods, Domains, and Their
You beseech the Divine Tempest to restore life, or Blessings
grant unlife, to the fallen. k THE STORYTELLER
Benefit: You can cast either resurrect or create undead Follower Oath: “I swear to always make things as
as an innate (Religion) spell once per long rest. This interesting and dramatic for The Storyteller as I can.”
takes 3 actions (rather than the normal time of a Favored Weapon: Double Sword.

BETA VERSION 1.2


ritual). Symbol: World in a Bottle (Often Carry things like
Boost: You can spend a Hero Dice to cast one of those Ships in a Bottle or other dioramas in them)
spells additional times per long rest. Channel Energy: Damage (Magic).
Worship: Followers of The Storyteller find not only
ARMOR OF FAITH (16TH LEVEL) a bored deity who enjoys imperiling others, but a
You are so adept at channeling the power of the being obsessed with drama, mystery, excitement,
Divine Tempest that divine power no longer harms stories, humor, joy, beauty, wonder, and even pranks.
you. That having been said, The Storyteller seldom
Benefit: You are immune to Divine damage. communes with anyone and that silence extends
even to his dedicated followers. Those dedicated to
CAPSTONE: MIRACLE WORKER The Storyteller do not speak with him directly but
(20TH LEVEL) through his lesser agents, angels and devils who
Miracles are like pimples, because once you start interpret his will and moods to direct his flock. Still,
looking for them you find more than you ever The Storyteller is far and away the most powerful
dreamed you’d see. deity on all of Clade and any who suggest otherwise
Benefit: Once per long rest, you request direct are madder than The Storyteller himself. Clerics of
intervention from the domains or their agents. Make The Storyteller are often sent on perilous journeys
a Legendary DC (40) Religion check. If you succeed, for the amusement of their insatiable overlord,
a great power provides direct aid with your current used as agents to bring larger plans to fruition, play
issue. The GM is the final arbiter of what form this pranks on elder gods, or simply to sow a little joy or
aid takes, but it should be significant. mystery into the world. They say a life of service to
The Storyteller earns one a seat in the balcony behind
his throne where he watches all the wonders of the
world. While he doesn’t ask the peanut gallery for
commentary, the reward of getting to watch all the
most interesting things in all the cosmos unfold for
all time is an alluring fate.

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Blessings kHEALING DOMAIN
INTERESTING TIMES (3RD LEVEL) Follower Oath: “I will never turn down an earnest
The Storyteller gives their clerics both a blessing and request for aid.”
a curse - they live extremely interesting lives. They Favored Weapon: None. (A healing domain cleric
experience the highest highs and the lowest lows. cannot take abilities that require a favored weapon.)
GESTALT CORE RULE

You add 3 extra Hero Dice to your pool at the start Symbol: A Caduceus.
of each session. The GM adds an extra 2 to theirs. If Channel Energy: Healing.
multiple clerics of The Storyteller are in the same Worship: Followers of the healing domain offer
party, this effect stacks. healing and succor to those who are suffering the
most. They see self-sacrifice and charity as necessary
JOKERS WILD (8TH LEVEL) aspects of life and will never turn down a genuine
You gain a Free Hero Dice on Bluff and Stealth request for help. They are granted the ability to
checks. magically heal creatures for their worship. Using this
freely, even on enemies who swear off violence, is
BOLT OF INSPIRATION seen as the highest calling.
(13TH LEVEL)
As an action you can hurt a literal bolt of inspiration Blessings
at any ally within 30 feet of you. It hits automatically FULL HEAL (3RD LEVEL)
if the ally is willing, causing your Wisdom modifier When you heal an allied creature with a divine spell,
in magic damage but granting them a Hero Dice they you can spend 1 Hero Dice to cause it to heal an
must use before the end of their turn. This can be Absolute amount of healing. This can only be done
used as a reaction if an ally fails a check (applying the once per short rest.
Hero Dice retroactively).
STRONG MEDICINE (8TH LEVEL)
DAMN THE ODDS (18TH LEVEL) When you use Channel Energy to heal, the d6s
Whenever you roll a 6 on a Hero Dice, roll again and become d8s.
add the result to the initial dice roll. This may trigger
any number of times on a given roll but only once per CADUCEUS (13TH LEVEL)
dice. When you heal a creature they are automatically
cured of all Impaired conditions they have.

ANGEL OF MERCY (18TH LEVEL)


Allies within 30 feet of you automatically return to 1
HP at the start of their next turn if they were below it.

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kINFINITY DOMAIN TIME CONTROL (18TH LEVEL)
Follower Oath: “I will seek to understand infinity, Add time stop to your list of divine spells known.
the fundamental forces of the universe, and universal Additionally, you can affect other creatures during
truths.” the duration of a time stop spell.
Favored Weapon: Nunchaku
Symbol: An ouroboros twisted into an infinity *Deeper Rules (Loop)

BETA VERSION 1.2


symbol. • To the Best of Their Ability: The creature
Channel Energy: Damage (Force). obviously isn’t under the exact same
Worship: “Infinity” is a nebulous and somewhat circumstances so they may not be able to do it
abstract domain. It represents the fundamental exactly the same, but they should attempt to do so
forces of the universe like space and time. Those who in spirit.
worship it are often scientists, philosophers, or other • Unable to Take the Action: If the creature is
abstract thinkers. Their form of faith often revolves unable to take the action (such as casting a spell
around proving and experimenting with these while out of mana) they simply waste the action.
fundamental forces as well as educating others. • Actions Remaining: Be mindful of how many
actions they have left. If you force them to try
Blessings to repeat something that takes 2 actions (such as
DISTORTION (3RD LEVEL) casting a spell), chances are they’ll simply waste a
You create a subtle shift in local space-time around single action.
you, causing glancing blows to miss instead.
Creatures now need to have their attack roll exceed Sidebar: Clerics Don’t Always Have
your AC to hit you, instead of being able to hit you by Absolutes
meeting your AC. Additionally, add haste to your list Clerics don’t always have access to Absolute damage,
of divine spells known. skill checks, or attack rolls like other classes. They
often get weirder abilities that can create interesting
LOOP* (8TH LEVEL) situations. For example, while the healing cleric gets
When an enemy creature within 30 feet of you takes to heal for an Absolute amount, the infinity cleric can
an action you can, as a reaction, create a time paradox abuse the time stop spell in ways that will frustrate
that forces them to immediately repeat that action to your enemies and chain together with abilities from
the best of their ability. A Will save (DC 10 + Religion your other (non-cleric) class.
proficiency) negates this effect. A creature can only
be affected by your loop class feature once per long
rest.

WARP SPACE (13TH LEVEL)


Spells and ranged attacks must travel an extra 30
feet to hit you. This has no impact on melee or touch
spells. If this would create so much space that you’re
no longer in their range, their action fails (and is still
spent).

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kMYSTERY DOMAIN FORBIDDEN KNOWLEDGE
Follower Oath: “I will seek the unknown and explore (13TH LEVEL)
it, even if it is dangerous or hazardous to my health.” 5 times per short rest you gain an Absolute bonus on
Favored Weapon: Stave. a Spellcasting check to use a metamagic effect or a
Symbol: A Blind Eye Religion check.
GESTALT CORE RULE

Channel Energy: Damage (Mental).


Worship: Those who seek the mysteries plumb GRAND APOCRYPHA (18TH LEVEL)
the depths of the unknown for new truths and When you finish a long rest, you may choose a single
hidden knowledge. They seek wisdom in strange spell from any spell list and temporarily add it to your
and forbidden places, uncovering what was lost and list of spells known. The spell is treated like a divine
discovering new information. They have a reputation spell. You count as knowing this spell until you finish
for rather recklessly experimenting with things, another long rest (you lose all knowledge of how to
often to the dismay of others (putting their arm in cast the spell after the long rest).
a previously unknown trap, letting themselves get
bit by an unknown creature, drinking an unknown *Deeper Rules (Glorious Madness)
potion, etc). Those who follow the mystery domain • Permanent Madness: You can use Glorious
do so by ritualized research, recitations of ancient Madness permanently by using it to avoid a
scripts, the communing with unknowable beings permanent effect. This can be good, you get
from beyond time and space, and acquiring forbidden permanent Detect (Magic) and Detect (Illusions).
knowledge. Mystery clerics have a complex After 24 hours of this you can be cured by a
relationship with The Storyteller: on the one hand cleanse corruption spell. The DC to cure it is
they both love a good mystery but on the other hand Heroic (30) DC.
The Storyteller likes limits on what people know... • Absolutes: Yes, this can be used to effectively
negate something with an Absolute Will save DC.
Blessings You take the effect but instead of the intended
DIVINE KNOWLEDGE (3RD LEVEL) effect you instead become gloriously mad. Is it
You learn 2 languages of your choice, and add 1 spell worth it? That’s up to you!
from the arcane or nature spell list to your list of
spells known as a divine spell.

GLORIOUS MADNESS* (8TH LEVEL)


When you fail a Will save you may spend a Hero
Dice to ignore that effect. Instead, you enter a state
of a sort of madness that grants you an obscene
sort of clarity, gaining Detect (magic) and Detect
(illusion) but only being able to speak in cryptic lines
and pretentious mutterings. This state (known as
“Glorious Madness”) lasts for the same duration of the
effect you are avoiding. You cannot use this if you’re
already blessed with Glorious Madness.

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kSUN DOMAIN kWAR DOMAIN
Follower Oath: “I shall not let an undead or unholy Follower Oath: “I will never turn down a challenge
creature go unpunished.” issued in good faith.”
Favored Weapon: Longsword. Favored Weapon: Greataxe.
Symbol: A fiery sun. Symbol: A stormcloud with an axe through it.
Channel Energy: Damage (Fire). Channel Energy: Damage (Electricity).

BETA VERSION 1.2


Worship: Followers of the sun domain are crusading Worship: Followers of the war domain see combat
warrior-priests, seeking to expunge the wicked and and challenge as the only true form of worship.
corrupt from the world. They view the burning While this is often literal deadly combat, arguments,
sun as a purifying force, one able to wipe away the debates, competitive displays of artistry, and other
impurities of the world. They tend to have a very kinds of challenges are also acceptable forms of
black and white view on morality. worship. A war domain cleric must push themselves
to be better today than they were yesterday by
Blessings overcoming their limits. They are sagacious voices
CLEANSING FIRE (3RD LEVEL) on the battlefield, offering guidance and compassion
When you deal fire damage to a creature, you may to those faced with life-or-death situations and are
convert it to life damage. You may not use this ability often sought out as tacticians and for blessings before
to heal creatures, only to damage creatures harmed battle.
by healing effects such as undead. Additionally, add
fireball to your list of divine spells known if you Blessings
didn’t know it already. WAR-PRIEST (3RD LEVEL)
You are Exceptional with your favored weapon
EXORCISM (8TH LEVEL) (typically a greataxe). Additionally, you gain the
You gain cleanse corruption as an at will innate martial keyword.
(Religion) spell.
SPIRIT OF COMPETITION
BURN THE WICKED (13TH LEVEL) (8TH LEVEL)
When you deal fire or life damage to an undead or As an action you may declare a challenge against a
unholy creature, you may spend 1 Hero Dice to deal creature. For the next minute, any time that creature
Absolute damage to them. hits you or beats you in a skill check you get a Free
Hero Dice on your next d20 roll. You may only
SOLAR MAJESTY (18TH LEVEL) challenge a given creature once per long rest.
The area within 120 feet of you turns to day. Any
room is treated as if it were bathed in natural DIVINE MIGHT (13TH LEVEL)
sunlight. This ability automatically bypasses any sort 3 times per short rest, you can spend a Hero Dice to
of magical darkness, overcoming it. You may suppress deal Absolute damage on a successful attack with
or activate this ability as an action. your favored weapon. While doing so you must yell a
slogan, prayer, or statement reflecting your faith.

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BLESSING OF THE STORM KING
(18TH LEVEL)
You are immune to electricity damage and gain Resist
physical damage 10.
GESTALT CORE RULE

Sidebar: Religious Variations


Sometimes there are variations within the worship of
a certain divine power. A GM may alter aspects of a
domain to suit the specifics of their world. Common
changes include favored weapons, symbols, and
oaths; try to avoid changing the actual blessings. (It’s
better to re-write the domain at that point.) This most
commonly happens with domains who are more
nebulous and attract many sects of followers. New
Gods tend to be more picky about their worship.
Example: If the Warrior Cult of Redmass makes
pre-war battle rites part of their cultic traditions,
they are probably worshiping the greater concept of
“war”. As the Warrior Cult of Redmass has its roots
in a nomadic society that used lots of cavalry, their
favored weapon might be a lance instead of a battle
axe (or change their element from electricity to, say,
fire or even acid). This is perfectly acceptable.

Sidebar: Druid vs “Nature Cleric”


We are not including a “nature” domain because the
differentiation between “a cleric that draws their
power from the concept of nature” and a “druid” is
kind of splitting hairs. If you feel your cleric should
draw from the nature spell list rather than the divine
one to better represent your vision for your character,
speak with your GM.

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BETA VERSION 1.2

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HP PER LEVEL: 7.
Druid
KEYWORDS: DRUID, SPELLCASTER, NATURE MAGIC.

Defenders of the balance between the natural world and the people who live in it, druids wield tremendous
GESTALT CORE RULE

magical power. They commune and command powerful nature spirits, rain destruction down with elemental
fury, and call upon the very forces of nature to change their very form into things like living lightning storms,
animals, or even spirits.

Training
The training of a druid starts young and
is sometimes a hereditary position.
Rural communities will often have
a druid or two as their spiritual/
natural advisor and the current
druid(s) will teach pupils they select
based on a number of qualities. It takes
many years of study and training to become a
druid and a young druid must develop a rapport
with many spirits of nature in order to earn their
respect (often involving doing services for the spirits
or questing on their behalf ). This mutual respect is
what empowers a druid to act and serve as a spiritual
guardian of nature.

Druids are part of “circles”, which are formal (or


fairly informal) organizations. Circles tend to be 3-10
members with all members being fairly equal. They
are regional and reflect things prevalent in
the cultures and geography around them; a
Circle of the Beast might exist in an area
where fierce predators are common,
a region with high peaks probably
has a Circle of the Mountain, and a
Circle of the New Age will only exist in
communities where its philosophy is widely
embraced. There are many versions of each
circle (i.e there are many “Circles of the Storm”)
and a druid-in-training will spend time learning from
all the members of their circle if possible.

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Theocratic Dwarven Strorm Druid-Sun Cleric
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Exalted Druids Level Class Features
While all members of a circle are equal, some 1 Signature: Enduring Spirit, Wild
ancient and powerful druids transcend their circles Aspect, Spellcasting, Druid Circle
and become welcome whenever they traverse as
2 (Feat)
respected mentors and speakers for the nature’s will.
Ancient druids become immortal, unable to be killed 3 Circle Power

BETA VERSION 1.2


without careful preparation. Even when finally killed 4 (Honor)
(or when they chose to pass on) they may eventually 5 (Ability Score Increase)
become part of the natural world: an ancient living 6 Commune with Nature
oak whose magic protects an entire forest, an
7 (Feat)
enchanted stag who kills hunters seeking to poach
8 Circle Power
in a sacred grove, or even a living storm that strikes
down those who would disrupt a sleeping mountain’s 9 (Honor)
peace. 10 (Ability Score Increase)
11 Cleanse Nature
Cultural Expectation: The Hermit 12 (Feat)
A druid is expected to have a strong connection with
13 Circle Power
nature and exist outside of what urban communities
consider “civilized”. Druids often represent and 14 (Honor)
engage with smaller, communal, lives where the 15 (Ability Score Increase)
focus isn’t so much on “productivity” as it is on self 16 Nature’s Blessing
improvement, deep connections with their kin, 17 (Feat)
survival, and living in accordance with nature. While
18 Circle Power
some incorrectly see druids as “recluses” or “wild
19 (Honor)
people”, a druid understands that they exist in largely
incomparable cultural paradigms. 20 Capstone: Ancient One, (Ability Score
Increase)
Gameplay
While druids are primarily spellcasters, their Wild Sidebar: What is “Not In An Urban
Aspect ability means they always have a distinct way Environment”?
to approach combat, though their druid circle will It’s one of those “you know it if you see it” sort of
define what that approach is. A storm druid will enjoy things. It generally means you’re not in a town or
having endless lightning bolts, while a stargazer city or other actively urbanized area. Is a dungeon
druid will suddenly become untouchable. When not “non-urban”? Possibly. If it’s uninhabited or maybe
using Wild Aspect,
Aspect druids can rely on nature spells to just guarded by ancient guardians, for sure. If it’s the
deal elemental damage, manipulate the world around base of operations for an enterprising (and heedless)
them, and traverse the environment. group of merchants and their family? In that case, it’d
be urban. A GM should use their discretion but err in
favor of letting the druid use their abilities whenever
there is a shadow of a doubt. Mostly they should just
note when they don’t apply.

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Class Combinations Druid Proficiencies
Druids can work with a variety of classes, though kWEAPONS
different circles will work better with certain classes All Simple Weapons (Professional)
than others. Circle of the Beast is a great choice for Caster Weapons (Professional)
martial characters, especially berserkers, given their
kDEFENSE
GESTALT CORE RULE

focus on natural weapons. Spellcasters will enjoy the


DC-boosting power of the Circle of the Mountain. Professional
Of special note is the cleric; as fellow Wisdom-based
spellcasters, druids and clerics both rely on the same kARMORS
modifiers for power. This makes choosing which Light
modifier to focus on fairly easy.
kSAVES
Sidebar: Not Just Celtic. Fortitude Save (Skilled)
The term “druid” specifically refers to a religious Reflex Save (Skilled)
leader in ancient Celtic societies but has taken on a Will Save (Professional)
more general modern cultural definition that is more
akin to a practitioner of nature worship, ceremonial Option: You may change your Fortitude save to
magic, and/or traditional healers. Many cultures have Professional in exchange for making your Will save
similar concepts and the name of this class can (and Skilled.
should) be adjusted to reflect a player’s (or character’s)
preferred spiritual or religious views. Consider kSPELLCASTING
“druid” a placeholder for a specific title more fitting to Professional
your vision of your character. If elements of the class
need to change to reflect that, that is encouraged- kBONUS LANGUAGE
please consult with your GM to make sure the You learn Druidic and 1 Animal language of your
changes are in line with “The Most Important Rule”. choice.

kOATHS
You gain the following oath: “I will honor and respect
nature while attempting to maintain its balance.”

kDRUID SKILLS
You are Professional in 2 of the following skills:
Animal Husbandry, Aquatic, Medicine, Perception,
Politique, Religion.
Additionally, you are Exceptional with Fieldcraft.

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Class Features COMMUNE WITH NATURE (6TH
SIGNATURE ABILITY: LEVEL)
ENDURING SPIRIT (1ST LEVEL) Everyone wants to ask plants about creatures that just
You are highly receptive to the natural world and went by, never how their day is going.
are thus able to maintain your empowered state far Benefit:You can freely speak with any plant, animal,
longer than normal. or geographic feature that is not hostile to you as

BETA VERSION 1.2


Benefit: You can spend a Hero Dice to enter your though you shared a language with them (even if
Wild Aspect.
Aspect This allows you to enter it more than they lack a language or the ability to converse).
once per short rest. You can also use this class feature Boost: You can spend a Hero Dice to gain an Absolute
as a free action at the start of your turn to extend your bonus on an Animal Husbandry check..
Wild Aspect by 6 more rounds.
CLEANSE NATURE (16TH LEVEL)
WILD ASPECT (1ST LEVEL) It is the solemn duty of every druid to keep the
You flood your body with natural magic, gaining new natural world free from taint and corruption.
powers based on your druid circle. The exact benefits Benefit: You may use cleanse corruption at will as an
of your wild aspect will vary, but always come with innate (Animal Husbandry or Fieldcraft) spell. You
superficial changes to your appearance. may only target animals, plants, and other natural
Benefit: To transform into your Wild Aspect you must features (for example, you could use it on a corrupted
use the transform action and the effect lasts for 6 mountain).
rounds. You may only enter a Wild Aspect once per
short rest. NATURE’S BLESSING (16TH LEVEL)
You know that nature’s power can sustain you;
SPELLCASTING (1ST LEVEL) everyone else just thinks you’ve suddenly developed
Benefit: You can cast spells drawn from the nature chlorophyll.
spell list. You have 5 + your Wisdom modifier in Benefit: While not in an urban environment you do
mana to cast druid spells. Casting a spell costs 1 mana. not need to eat, sleep, drink, or even breath. You are
You recover all mana after a long rest. Your druid also immune to poison.
Spellcasting is based on your Wisdom.
CAPSTONE: ANCIENT ONE
You start with 3 spells of your choosing from the (20TH LEVEL)
nature spell list. At 3rd level and every odd level Your spirit is older than dirt, and only slightly
thereafter you gain 1 new spell from the nature spell younger than time.
list. Benefit: You become ageless and immortal. While
taking a long rest you may change your age to that of
DRUID CIRCLE (1ST LEVEL) a young person, an adult, or an elderly person.
Benefit: You select which circle you are part of. This
affects your Wild Aspect class feature, and later grants Additionally, when you die, you awaken a week later
you different class features. in the heart of the oldest tree nearest to where you
fell. You can only be truly slain if the grove you are
recovering in is destroyed down to the last tree.

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Druid Circles
Aspect: This part of each circle’s entry describes the benefit of the Wild Aspect class feature. This is what
occurs when you take the transform action. These benefits only last as long as the will aspect does.

kCIRCLE OF THE ASH TREE Sidebar: The Revivalists


GESTALT CORE RULE

The Circle of the Ash Tree takes its name from the In Clade they are part of the “Phoenix Revival”
image of a burnt tree after a wildfire. They believe the movement, a loose affiliation of organizations like
world must be cleansed before it can be healed. Some the Knights of the Phoenix and the Ruby Tower.
see them as eco-terrorists while others believe them Sometimes categorized as a philosophy and other
to be a necessary evil; surgically purging the tainted times called a religion they believe “The world ended
part of the world so that life may yet again flourish. long ago. We must burn the embers and start over
once again.” They believe Clade was destroyed by
Aspect: At the start of your turn and when you first the Rage War and us clinging on is just preventing
enter Wild Aspect,
Aspect foes adjacent to you become a cycle of rebirth and renewal from occurring. This
vulnerable to fire until the start of your next turn. core belief is filtered through many lenses though
A Fortitude save (DC 10 + Spellcasting proficiency) and there are dozens of different groups who hold
negates this effect for the turn. Revivalist ideals.

WILDFIRE (3RD LEVEL) kCIRCLE OF THE BEAST


While you are in Wild Aspect,
Aspect you can cast Often the first circle brought up when discussing
disintegrate as an innate (Fieldcraft) spell at will, druids, the Circle of the Beast focuses on kinship
though you may only target objects. Unlike the with the wild; each initiate is required to raise a
normal spell, this deals fire damage. wild beast as a sibling. They are the first to rankle at
being constrained, and the first to break the cage that
SCORCHED EARTH (8TH LEVEL) confines another. Their wild spirit can coalesce into a
Creatures who fail a save against a spell you cast that bestial form, blending together druid and beast.
deals fire damage also become blighted for 1 minute.
Aspect: You gain the benefits of an innate animal
FROM THE ASHES (13TH LEVEL) aspect spell (Animal Husbandry). You may choose
While you are in Wild Aspect,
Aspect allies who end their different benefits each time you enter Wild Aspect.
Aspect
turn adjacent to you are healed an amount of HP Sibling of Beasts (3rd Level): You gain an animal
equal to your Wisdom modifier. Additionally, add companion (it can be any animal appropriate to
resurrect to your list of spells known as a nature spell. your setting). Your animal companion becomes
Professional with its Will save.
ASHEN OBLIVION (18TH LEVEL)
While in Wild Aspect,
Aspect fire damage you deal to objects STRONG LIKE BEAR (8TH LEVEL)
and constructs becomes Absolute fire damage. Both you and your animal companion gain a bonus
on damage rolls with natural attacks equal to 1/2 your
level.

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GREAT BEAST (13TH LEVEL) CLAN LEADER (13TH LEVEL)
When you enter Wild Aspect,
Aspect you may choose to Define a single group of people who are either
have yourself and your animal companion grow 0-2 related to you by blood, station, or oath. This is your
size categories. You may choose different growth sizes “clan” and they can number no more than 10 willing
for you and your companion. This effect lasts for as creatures. Establishing your clan is a 2 hour ritual that
long as you remain in your Wild Aspect.
Aspect requires all who wish to join to be present. You can

BETA VERSION 1.2


reforge/redefine the clan with another ritual. A clan
KING OF BEASTS (18TH LEVEL) member can:
Once per short rest while in your Wild Aspect you • Telepathy: Communicate telepathically with each
may activate this ability as a free action. This grants other so long as they are on the same plane.
you and your animal companion Absolute HP until • Injury: Feel when one another is injured or when
the start of your next turn. Once you’ve done this, they pass.
you and your companion return to your previous HP • Self-Sacrifice: You, as the founder of the clan,
totals. can take a death effect intended for any other
member of your clan so long as you are aware of
kCIRCLE OF THE ELDER the death effect.
Found in societies where wisdom is more valuable
than strength, the Circle of the Elder creates KNOWLEDGE OF THE AGES (18TH
enlightened druid-kings with knowledge of the LEVEL)
past to help them direct the future. Such druids You have an Absolute bonus on all checks made to
inherit memories for their past lives or from their Recall Information.
own lineage to help them guide others to their full
potential. kCIRCLE OF FROST
Hailing from windswept tundras and snow-capped
Aspect: You rapidly age, appearing ancient even for mountains, frost druids reflect on the harshness of
a member of your species (though you lose none of winter and the bitter cold. Often displaying a rugged
your abilities). While in Wild Aspect you can use survivalist bent, druids of the circle are depicted
1 action to cast whispers of the past as an innate as being as cold and bitter as a blizzard. Able to
(Fieldcraft or Religion) spell instead of as a ritual. This wrap themselves in a blizzard storm, they can bring
takes a single action to use (rather than 1 minute). winter’s icy embrace to bear against their foes.

ELDER WISDOM (3RD LEVEL) Aspect: While in Wild Aspect,


Aspect foes adjacent to you
You become Exceptional with Animal Husbandry take 1d4 + your Wisdom modifier in cold damage
and Religion. at the start of your turn or when you transform. A
Fortitude save (DC 10 + Spellcasting proficiency)
TALENTED (8TH LEVEL) negates the damage. The damage is increased by +1d4
You gain the Talented feat. at 3rd level and every odd level after 3rd.

DEEP CHILL (3RD LEVEL)


Cold damage you deal has Penetration equal to your
level.

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SNOWSHOES (8TH LEVEL) BLESSING OF STONE (8TH LEVEL)
While in Wild Aspect,
Aspect you ignore naturally occurring While in your Wild Aspect,
Aspect you can spend an action
difficult terrain, and enemies treat spaces adjacent to to grant all allies within 30 feet of you Resist 10
you as difficult terrain. against all physical damage until the start of your
next turn.
GESTALT CORE RULE

ICE OVER (13TH LEVEL)


As an action, you attempt to partially encase a LEY CONDUIT (13TH LEVEL)
creature in an icy tomb. Choose a creature within As a reaction to an adjacent ally casting a spell you
30 feet; they must attempt a Fortitude save (DC 10 + can spend a Hero Dice and increase the DC of that
Spellcasting proficiency). If they fail, they are Tired spell being cast by 3.
(2) until the end of their turn. Creatures immune to
cold are immune to this effect. MEGALITHIC (18TH LEVEL)
Once per short rest while in your Wild Aspect you
ABSOLUTE ZERO (18TH LEVEL) may activate this ability as a free action. This grants
While in your Wild Aspect,
Aspect you can spend a Hero you Absolute AC until the start of your next turn.
Dice to cause an instance of cold damage to deal
Absolute damage. Creatures killed in this fashion are kCIRCLE OF THE NEW AGE
frozen solid forever, nothing more than icy statues The Circle of the New Age represents so-called
locked in their last moments before death. “Neo-Druid” or “Hippy” teachings and is a co-opting
of older traditions, blending them with modern
kCIRCLE OF THE MOUNTAIN tastes and more approachable cultural norms. They
Drawing power from rock and soil, mountain circle are informal, laid back, all about loving your fellow
druids are stoic, hard-faced purveyors of magic. beings, and just being one with nature. In a way they
Deeply aware of the flow of natural power within the represent the “humanoid” part of nature and how
world, these druids are able to tap into this flow to interactions are handled, a sort of bridge between
empower their own spells. the natural and the cosmopolitan. Some druids look
down upon them as forgetting the old ways, but
Aspect: You wrap yourself in a cloak of hardened ley- members of the Circle of the New Age feel they are
charged rock and take on the appearance of a living fools for not seeing the path to the future.
statue. Though your body can move, your feet remain
fused with the ground. You gain Resist 10 against all Aspect: While in this form you are able to speak
damage, but your movement speed is reduced to 0. and understand all languages; additionally, sapient
You may still take other actions, such as attacking, creatures appear to have an aura around them that
casting spells, etc. you can easily read. This tells you the current most
powerful emotion of that creature. It takes 1 action to
LEY LINE (3RD LEVEL) read a creature’s aura.
While in your Wild Aspect,
Aspect you can spend a Hero
Dice to increase the DC of a spell you are casting by 3. Unlike other wild aspects, a Circle of the New Age’s
Wild Aspect lasts for 10 minutes (100 rounds). If
you are a primary druid you can spend Hero Dice to
extend it by 10 minutes per Hero Dice (rather than 6
rounds).
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NATURAL CONNECTION kCIRCLE OF THE STARGAZER
(3RD LEVEL) These druids always have their eyes on the skies. They
You can feel bonds between people. You become prefer open plains and high peaks, anywhere with
Exceptional in Politique. Additionally, you can use the best view, high above the clouds. These druids
Wisdom rather than Charisma on skill checks made can see the future in the stars, and even manipulate it
to influence a creature’s attitudes, change opinions, when necessary. Their predictions and actions always

BETA VERSION 1.2


and lie. seem vague, until they aren’t. Non-druids see them as
intentionally frustrating; other druids wouldn’t dare
RELAXATION (8TH LEVEL) insult those who could change their fate forever.
While in Wild Aspect you can cast calm emotions at
will as an innate (Politique) spell. Aspect: Your body fades away into an amorphous blob
of darkness speckled with tiny stars throughout it.
PEACE & LOVE (13TH LEVEL) You become intangible.
All sapient creatures are helpful towards you until
you or an ally takes a hostile or disreputable action. ASTROLOGY (3RD LEVEL)
This only applies to creatures who have not met you At the start of each short rest, roll 5 d20s and record
before and have no specific relationship with you. the result. Any time before the next short rest you
take you or your ally can simply choose to take the
Examples: result of one of the rolled dice instead of rolling a
• A hit man hired to kill you would still be hostile d20. Once a given roll has been used it is consumed
towards you, though he might still compliment and cannot be used again.
your shoes while strangling you to death.
• A random passerby would be helpful to you by REMOTE VIEWING (8TH LEVEL)
default but if you or your friend did something While in Wild Aspect you can cast scry as an innate
to anger them, their attitude could still shift to spell (Fieldcraft) at will. This takes you 3 actions
neutral or hostile. (rather than a 10 minute ritual).

GREEN UTOPIA (18TH LEVEL) FÉTH FÍADA (MAGIC MIST)


Select a city or other settled area. This area is blessed (13TH LEVEL)
by a harmonious relationship with nature. Its crop While in Wild Aspect you can cast creeping fog as an
yields improved 10 fold, its water always seems to innate spell (Fieldcraft) at will. Allies within this fog
run clean, and people feel more relaxed, fulfilled, and are invisible to all enemies, but not to each other.
at peace with themselves. To grant this blessing to
the place, you must reside there for at least a week. ALTER FATE (18TH LEVEL)
In effect, this place gains “Absolute quality of life”. Once per round when a creature (including yourself )
The blessing lasts until you declare a new city as your rolls a d20 you may spend a Hero Dice to have that
“green utopia”. creature re-roll it and take the new result. You may do
this after the result is known.

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Sidebar: Intangible Creatures REND THE SKY (18TH LEVEL)
Remember, intangible creatures can’t affect other While in your Wild Aspect,
Aspect you can spend a Hero
things physically without an ability that expressly Dice to cause an instance of electricity damage to deal
allows them to do so. Weapons like rainbow weapons, Absolute damage. Creatures destroyed in this fashion
spectral weapons, astral glass weapons, and weapons have their bodies vaporized, leaving nothing behind.
GESTALT CORE RULE

that deal divine, magic, or mental damage can also


affect them. A spectral weapon is going to be your Sidebar: Circles of Ash Tree, Frost, &
best friend as it will allow you to strike tangible Storm
creatures while intangible. You’ll note that the Circles of Ash Tree, Frost, and
Storm are similar. They’re not identical, but they all
kCIRCLE OF THE STORM focus on dealing elemental damage of a specific sort.
These druids channel the rage of the storm itself. This sort of “elementalism” is common for the druid
Found anywhere from the highest plateaus to the but isn’t universal. Each has their own thematic and
deepest rainforests, they seem simultaneously philosophical implications but their core focus on
detached and connected to everything around a single kind of elemental damage is notable. A GM
them. When commanding their element, lightning can, of course, change the element to create their own
crackles around them, and their eyes turn as gray as relevant circles.
threatening clouds. Praise the sky!
Aspect: You ignore difficult terrain and are effectively
weightless, allowing you to ‘walk’ on liquids and
avoid setting off weight-sensitive things like pressure
plates. Additionally, you can cast lightning bolt at will
as an innate (Fieldcraft) spell in this form.

WINDFORM (3RD LEVEL)


While in your Wild Aspect,
Aspect you gain a 30 foot fly
speed.

LIGHTNING ROD (8TH LEVEL)


While in your Wild Aspect,
Aspect you are immune to
electricity damage.

GALEFORCE (13TH LEVEL)


Any time you cause electricity damage with a spell an
accompanying gust of wind hits the creature and they
are automatically knocked 10 feet back away from
you. A creature may choose to be knocked prone to
avoid the forced movement.

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Fighter
HP PER LEVEL: 10.
KEYWORDS: FIGHTER, MARTIAL.

Peerless martial masters, fighters are skilled soldiers whose military might lends itself well to the adventuring
GESTALT CORE RULE

lifestyle. A fighter is able to use any weapon they pick up and use it better than anyone else due to their years
of martial training. They are fearless, deadly, and resolute; when you challenge a fighter you’re gambling with
your life.

Training
A fighter almost always has formal military
training. They may be a literal infantry or cavalry
soldier from a large military, an aristocratic martial
society, or a warrior lodge that one needs to earn
entry into. Whatever the origin, a fighter has
spent many years training to be a fighter and is adept
at many forms of warfare. Even a level 1 fighter has
seen combat a few times, knows how to use their
weapons, has been drilled by a superior, and has a
good sense of discipline.

Exalted Fighters
There is something almost
oxymoronic about saying an
“ancient fighter”; anyone who
lives that long despite using
only a sword, some armor, and a shield
to fight things like dragons, titans, liches, and
demons must be a true legend. Such individuals
are often resounted in histories as master monster
slayers, “strongmen” (of various genders), terrifying
warlords, famous generals, or heroic knights.

Desmerelda of the Eternal Revolt


Diaspora Human Fighter-Warlock
She/Her
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Cultural Expectation: The Soldier Level Class Features
The term “fighter” and “soldier” are not synonymous. 1 Signature - Seasoned Soldier,
However, when someone sees a skilled and Warrior-at-arms, Soldier
disciplined warrior with conventional military gear
2 (Feat)
their mind goes to “soldier” immediately before
anything else. Most fighters have spent time in 3 1st Warrior’s Way

BETA VERSION 1.2


some kind of formal military (or at least martial) 4 (Honor)
organization and have a taste for the “military 5 (Ability Score Increase)
lifestyle”. Loyalty is a big part of a fighter’s lifestyle: 6 Deadly
who and what they fight for is a big part of their lives.
7 (Feat)
A knight fights for their country, mercenaries fight
8 2nd Warrior’s Way
for coin, and some even fight for revenge; everyone
has an origin story. 9 (Honor)
10 (Ability Score Increase)
Gameplay 11 Bravery
A fighter is a martial character that has a focus on 12 (Feat)
their equipment. They can use every kind of weapon
13 3rd Warrior’s Way
and every kind of armor (outside of superheavy
armor) right off the bat. Take advantage of this, exotic 14 (Honor)
weapons can have myriad benefits and your “warrior’s 15 (Ability Score Increase)
ways” grant you the ability to use equipment in 16 Master-at-arms
ways other characters could not. For example: 17 (Feat)
Doppelsöldner lets you wield a two-handed weapon
18 4th Warrior’s Way
in one hand, Bowman lets you use bows without
19 (Honor)
provoking attacks of opportunity and you can add
your Strength to damage with them. Finding your 20 Capstone- Deathstrike, (Ability
niche with equipment is going to be your first job Score Increase)
when building a fighter and then adding things that
exploit that niche to maximum effect. and talented). A fighter-bard is interesting because a
fighter’s signature ability lets you gain an extra action
Class Combinations so using 1 action to do your bardic perform is offset
Because of their excellent hit points, weapon (it just costs a Hero Dice). Bard as a support class also
& armor options, and Exceptional skill with all compensates for a fighter’s lack of skill options and
weapons a fighter is a good contender for any class makes them into an interesting “front line support
combination. On the other hand, fighter’s lack good class”.
skill options and are very much a “I have a hammer
(martial damage) and thus every problem is a nail” If you mix a fighter with another martial class, like
class. They are the go-to martial class if you don’t berserker or paladin, you’ll find a lot of their abilities
have a specialty. Fighter-Wizards round out their overlap. This is ok but you’ll be missing out on some
martial versatility with magical versatility and they more versatile options (though being able to swap
become relevant in every situation (not to mention duplicate abilities out for feats is always an option).
you gain all 3 class keywords; martial, spellcaster, There are some very powerful builds if you mix two
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martial classes, they can fill in gaps like a paladin’s Class Features
lack of damage against non-unholy/non-corrupt SIGNATURE ABILITY:
targets with the fighter’s blanket bonus damage. SEASONED SOLDIER (1ST LEVEL)
In exchange though you become very focused on You are a veteran of many battles and have
exclusively dealing martial damage. exceptional battlefield awareness; allowing you to
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exploit moments of weakness in your opponent’s


Fighter Proficiencies strategy.
kWEAPONS Benefit: Spend 1 Hero Dice to grant yourself 1
All Manufactured Weapons (Exceptional) additional action this turn. This can only be done
once per turn and this action must be made to use the
kDEFENSE “attack”, “combat maneuver”, “measured attack”, or
Professional “rapid shot” actions.
This action can be combined with unspent actions to
kARMORS allow the fighter to use the following other actions:
Light, Medium, Heavy “charge”, “knockout!”, “power attack”, and “slay”.

kSAVES Deeper Rules


Fortitude Save (Professional) • Dramatic Situations: This only functions while in
Reflex Save (Skilled) combat or similarly dramatic situations.
Will Save (Skilled) • No Hero Dice: You can only spend 1 Hero Dice
per action. You can’t add a Hero Dice on this extra
kBONUS LANGUAGES action because you spent one to get it.
None.
WARRIOR-AT-ARMS (1ST LEVEL)
kFIGHTER SKILLS Your skill at arms makes you unerring in your strikes.
You are Professional in 2 of the following skills: Benefit: You gain a +3 bonus on attack rolls with
Athletics, Technological Lore, or Military Lore. manufactured weapons.
Boost: You can expend 1 Hero Dice to cause an attack
Sidebar: Fighter Weapon Proficiency roll with a manufactured weapon to have an Absolute
Fighters are proficient in all manufactured weapons. bonus.
They are even proficient in the use of things like
exotic weapons and improvised weapons. They are Sidebar: Bonuses Don’t Stack
not proficient in the use of natural attacks or martial Remember, in Gestalt bonuses don’t stack. So a
arts styles by default. fighter’s bonus on attack rolls from their Warrior-At-
Arms class feature won’t stack with other things that
increase your bonus on attack rolls.

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SOLDIER (1ST LEVEL) Warrior’s Ways
You know how to deal with the weight of armor and
move without difficulty. BOWMAN
Benefit: You ignore the movement speed reductions Headshot.
of armor and all armors have their maximum Benefit: You no longer provoke attacks of opportunity
Dexterity cap increased by 3. for making a ranged attack while in an area that a foe

BETA VERSION 1.2


threatens. Additionally, you can choose to add your
DEADLY (6TH LEVEL) Strength modifier to damage rolls made with bows.
You’ve learned how to get the most out of your
weapon; how to make the blade dig that much COMMANDO
deeper, the cut that much worse, and to break their Fight smarter, not harder.
bones that little bit more. Benefit: You gain an additional reaction each round
Benefit: You gain a bonus on damage rolls with so long as you are armed with a weapon that you are
manufactured weapons equal to 1/2 your level. Skilled in the use of. This stacks with other bonus
Additionally, all your attacks with manufactured reactions (such as Combat Reflexes).
Reflexes
weapons have penetration equal to your level.
DEFENDER
BRAVERY (11TH LEVEL) You can hurt a lot of things with a sword but a wall
You’ve faced death too many times to be scared now. isn’t one of them.
Benefit: You are immune to fear effects. Benefit: While wielding a shield that counts as at
least medium or heavy armor, all adjacent allies get +1
MASTER-AT-ARMS (16TH LEVEL) shield bonus to their AC. If the shield is superheavy
You wield a weapon the same way an artist uses a armor it grants a +2 shield bonus instead.
paint brush, however you only paint in red.
Benefit: Deadly gains the following effect. DOPPELSÖLDNER
Boost: You can expend 1 Hero Dice to deal Absolute The fine art of wielding giant weapons one-handed.
damage with a manufactured weapon. Benefit: You can wield a single two-handed melee
You may use either the boost effect from Warrior-At- weapon in one hand. You cannot wield more than 1
Arms or from deadly, but not both, on a given attack. two-handed weapon in 1 hand at a time. If you are at
least 10th level, you can wield two at a time (one in
CAPSTONE: DEATHSTRIKE each hand).
(20TH LEVEL)
Decapitation is a wonderful thing. HAFT STRIKE
Benefit: 5 times per short rest you may choose to deal Just because the sharp bit is on the other end doesn’t
Absolute damage on a successful attack (before the mean the blunt end can’t be a weapon.
damage is rolled). Benefit: While you wield a polearm or club in two
hands it gains the double trait. The other end has a
d8 damage dice and deals Bludgeoning damage with
no special qualities (besides now being a double
weapon). This cannot be used on hinged or double
weapons.

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MARTIAL VERSATILITY THROWN WEAPON MASTER
Swing, stab, flat of the blade, pommel strike; you have “Bet ‘cha I can hit him from here.”
options on how to hit somebody. Benefit: When using thrown weapons, double their
Benefit: Manufactured melee weapons you wielding range and add your Strength modifier to damage rolls
that deal slashing, piercing, or bludgeoning damage with them.
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can have their damage type freely changed to


slashing, piercing, or bludgeoning damage on a per- WEAPON MASTER
attack basis. War is like golf: you need a weapon for every
occasion.
PRESSURE SLASH Benefit: So long as your weapons are stored in an easy
You’ve mastered the impossible; you’ve turned your to access place like a sheath or even upon your back,
melee sword into a ranged weapon. you can switch between such weapons as a free action
Benefit: You gain the Sword Beam feat. (even multiple times per turn). Additionally, you no
longer provoke attacks of opportunity when drawing
PUGILIST a weapon (not other things). Finally, increase your
“Put up your dukes!” bulk limit by 4.
Benefit: Your fighter class features (including
Warriors Ways) that specify “manufactured weapons”
now also apply to unarmed strikes (and martial arts
styles). You become Exceptional in any one common
martial art style.

SHIELD BEARER
You can always find room for a life-saving shield.
Benefit: You can wield a shield, no heavier than
medium armor, without it taking up a hand.
Effectively, you gain a third wielded item slot that can
only be taken up by a shield.

SWORDSMAN’S SPIRIT
You have embraced a rich martial tradition,
combining elements of culture, spirituality, and
magic into your martial discipline.
Benefit: You gain an additional magic item slot; this
can only be used to equip a magic weapon.

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BETA VERSION 1.2

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Paladin
HP PER LEVEL: 10.
KEYWORDS: PALADIN, MARTIAL, HOLY.

Paladins are warriors who fight against corruption and unholy beings in all their forms. The nobility of their
GESTALT CORE RULE

purpose supernaturally empowers their actions. They are paragons who seek to decrease suffering in the
world, even if that means smiting a few sinners along the way.

Training Sidebar: Sir Silmadil


A paladin is not trained but made. Their power Sir Silmadil is a semi-mythical figure in Clade’s
comes from their noble purpose, instinctually mythology. They were a questing knight who became
calling down the power of the Divine Tempest to the role model for all future paladins. They wrote an
empower them in their action. Often a paladin will influential moral parable about their life called “The
first become empowered by the Divine Tempest (an Canticles”, which has become a guidebook for many
act called “Ennobling”) during a moment of stress aspiring paladins and nobles. After their passing
and great personal self-sacrifice or when facing down they became an angel of honor and charity; they are
insurmountable odds. After becoming a paladin they invoked by the meek in their times of need. Known
often seek out or are sought out by as the “The Oathkeeper”, they are dogmatic in the
an order of paladins who can offer keeping of oaths; any oath sworn
them more training, insight into before them or in their
their new powers, and guidance on
moral and spiritual matters. Paladins
are not inherently religious, but
most are to some degree and many
orders offer religious (or at least
philosophical) education are part of
their training.

Exalted Paladin
Paladins who achieve great fame are
thenceforth referred to as “Companions
of Sir Silmadil” or simply “Companions”.
They take on quests that are of global or
cosmic importance and may conspire
with angels or other agents of the Divine
Tempest. Upon death they may choose
to become angels and continue their fight
against the forces of corruption in the world.

Squire Yrrbish
Gobbish Paladin-Wizard
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name carries divine retribution if broken. Some Level Class Features
have tried to elevate them to the position of “God of 1 Signature- Discretion, Smite, Order
Paladins” or “God of Honor & Charity” but they are Selection
aloof from such pursuits, wishing only to improve the
2 (Feat)
world. In life Sir Silmadil had many companions in
their lifetimes and commentaries written by them, or 3 Order Ability

BETA VERSION 1.2


at least ascribed to them, have become much sought 4 (Honor)
after. Among their retinue were several penitents, 5 (Ability Score Increase)
ascetic monks, warriors, former slaves, philosophers, 6 Sense Wickedness
and bards.
7 (Feat)

Cultural Expectation: The White 8 Order Ability


Knight 9 (Honor)
Paladins are stereotyped as being morally upright 10 (Ability Score Increase)
and morally uptight stiffs with a penchant for killing 11 Lay on Hands
anyone who doesn’t fit some black and white morality 12 (Feat)
they hold. In reality paladins are often some of
13 Order Ability
the most morally conflicted people, continuously
testing their own morality against the situations 14 (Honor)
they find themselves in. A paladin is taught to follow 15 (Ability Score Increase)
the Canticles, yes, but they must also understand 16 Divine Health
flexibility, compassion, and that justice wears many 17 (Feat)
masks. A paladin must walk the tightrope of being
18 Order Ability
morally vigilant but also sensitive to the conditions
they find themselves in. 19 (Honor)
20 Capstone- Holy Knight, (Ability Score
Gameplay Increase)
A paladin is really good at killing corrupt and unholy
creatures but are only so-so when they are faced with Class Combinations
general foes. Additionally, with their Exceptional Pick a class combination that will allow your
defense proficiency, they excel on the front line; able character to engage enemies and solve problems
to soak up to attacks so their allies won’t have to. A with the unholy or corrupt keyword is not at play.
paladin can also make an effective backup healer but A fighter, berzerker, or ranger can make you a more
they will never be able to steal the spotlight from a generalist martial character, a wizard, druid, cleric,
dedicated healer like a cleric. When a paladin gets or warlock can give you magic that makes you more
their chance to shine there are few things on par with universal, a bard or rogue can give you support
them so you will want to speak with your GM about and skill options. Paladins are exceptionally good
your expectations with the class and you’ll need to defensive characters and can be the defensive half
listen to their plans for the game (If a game is going of a great class combination for a class that is lacking
to be about a zombie apocalypse, it would probably that (wizards, bards, warlocks, etc).
behoove you to select the “Order of the Undead
Hunters” rather than the “Order of Dragon Slayers”).
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Paladins and Power Sources Paladin Proficiencies
A paladin does not have to follow a deity or other kWEAPONS
entity, they are empowered by the righteousness of All Simple Weapons (Professional)
their actions by the Divine Tempest. A paladin who All Martial Weapons (Professional)
does not act nobly soon finds themselves without
kDEFENSE
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their supernatural power. Some orders of paladins do


follow a domain, religion, or even have patrons. There Exceptional
is a general reverence for the divine among most
paladins, though it is hardly universal. kARMORS
Light, Medium, Heavy
However, not all paladins come not from the
nebulous mass of divine power that infuses the kSAVES
cosmos but from something else. So called “slave- Fortitude Save (Professional)
knights” dedicate themselves to a New God who Reflex Save (Skilled)
grants them the same or similar powers. The most Will Save (Skilled)
common patrons are angels but even things like
fey or elementals have been known to make slave- Option: You may change your Will Save to
knights. Slave-Knights will have an extra oath to Professional. In exchange your Fortitude Save
follow their master (Something like “I swear loyalty, changes to Skilled.
honesty, and fealty to my master and will follow their
commands.”). kBONUS LANGUAGE
Exalted.
Sidebar: Evil Paladins?
A paladin is a class empowered by the nobility of kOATHS
their actions and thus doesn’t cover profane beings. A You must additionally swear to follow “The
class known as a “Dark Knight” is something akin to Canticles”, a chivalric text that dictates how an
an “evil paladin” in that it uses curses and dark magic honorable person should act
to similar mechanical ends.
kPALADIN SKILLS
You are Professional in 1 of the following skills:
Animal Husbandry, Athletics, Investigation, or
Medicine.
Additionally, you are Professional with Religion.

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Sidebar: The Canticles Class Features
The Canticles are the written form of an ancient SIGNATURE ABILITY:
hymn. It lays out how an honorable warrior should DISCRETION (1ST LEVEL)
conduct themselves. They are a moral parable that Morality is only black and white to the fools.
describes the journey of Sir Silmadil, an ancient Benefit: Once per short rest, you may designate
knight who encounters many challenges at the hands a creature that is not a valid target for your Smite

BETA VERSION 1.2


of their king who is testing their loyalty. class feature to become a valid target for Smite for 1
Some of the most important aspects are: minute. This ability implies some level of discretion
• Give up your life before your honor. and if you abuse it you may find yourself violating the
• Suffer no unholy abominations to live and, with oath to follow The Canticles.
pity, lay the undead back to rest.
• Honor, then victory. (HOW you win is more SMITE (1ST LEVEL)
important than IF you win.) Divine wrath, the power of the Divine Tempest
• Honor your oaths once they’ve been made. focused by your will, is channeling into your every
• Honor your rightful rulers, their laws, and their blow. Woe to those with wicked hearts, for they shall
peace. Suffer not tyrants or the corrupt to rule. fall before you.
• Honor your heart’s true morality. Benefit: When you hit a single target with the
• Find your calling in life and follow it with all Unholy and/or Corrupt keyword, you can choose to
your passion. gain a bonus on that damage roll equal to your level.
• Respect your peers, offer charity to your lessers, This bonus damage is divine damage. Striking such a
and venerate your betters. foe causes a small burst of holy light.
• A fast resolution to a fight is more noble than Boost: You can spend a Hero Dice upon successfully
protracted suffering. hitting a valid target of your Smite to deal Absolute
Damage instead of your normal damage.
Sidebar: “Good” vs “Evil”
There is no “good” vs “evil” in Gestalt. There is a vague Deeper Rules
“holy” and “unholy” that denotes connections with • “Hit”: Hitting a target means any effect that
angels or demons but even that is a bit of a gray area. involves an attack roll, including spells that
Strong convictions and beliefs can pull down power require a Spellcasting roll to hit.
from the Divine Tempest however and, like clerics, a • Single Target: This is a single target effect and
paladin’s own passion for some selfless or noble cause does not work in conjunction with area of effects,
is what gives them power. This is an interesting space even if they normally involve an attack roll.
to play in: a paladin who strongly believes they’re
doing “good” can be empowered even if they’re ORDER SELECTION (1ST LEVEL)
actually misguided. Hopefully their mentors and Benefit: You select your paladin order at 1st level.
peers will guide them onto a more virtuous path but
it is ultimately the sincere belief in the righteousness Sidebar: But I Don’t Want An Order!
of their cause that gives a paladin their power. The Knight-Errant is a great choice for those who do
not want to be tied to a specific order.

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SENSE WICKEDNESS (6TH LEVEL) Sidebar: What are Holy & Unholy
“The wicked cannot hide from my sight.” Creatures?
Benefit: You gain Pinpoint (Unholy) and Detect Holy and unholy creatures are beings conceived for
(Corrupt). This offers no special insight into what a specific purpose by the universe: angels, devils, etc.
they are suffering from or if they are simply Unholy They lack the free will mortals enjoy and are thus
GESTALT CORE RULE

and/or Corrupt. slavishly tied to a certain morality and have a specific


purpose, even if that purpose is simply to follow the
LAY ON HANDS (11TH LEVEL) commands of a specific part of the divine tempest.
“Hands that destroy must be equally skilled at healing While a dwarf can choose to do good or evil deeds, a
if one wants to walk a just path.” devil cannot as they are beings literally the physical
Benefit: Once per short rest, you may take an action manifestation of evil. Such creatures that are good-
to touch an adjacent ally or yourself. This restores aligned are known as “holy” creatures while those
them to 1/2 their total hit points value (rounded up) conceived of evil are “unholy” creatures. Such beings
if they were below that. are often jealous and resentful of the free will being
Boost: You can spend a Hero Dice to use Lay on a mortal brings and this has been the subject of more
Hands additional times per short rest. than one poem or epic song.

DIVINE HEALTH (16TH LEVEL) Mechanically this means creatures with the “holy” or
Your dedication and the power of the divine shield “unholy” keyword.
you from mortal ailments.
Benefit: You are immune to poisons, diseases, and
corruption effects.

CAPSTONE: HOLY KNIGHT


(20TH LEVEL)
“In the name of all that is pure, I banish thee back to
the pit from whence thou came!”
Benefit: You have an Absolute AC against attacks
made by valid targets of your Smite
Smite. This has no effect
on creatures with the Boss keyword.

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Paladin Orders
kGRAY GUARDIANS kKNIGHT-ERRANT
The danger of corruption is great, and even the purest Some paladins eschew the formal call of an order
soul may tarnish and corrode to reveal the darkest and instead dedicated themselves to a more private
heart. The Grey Guardian are the ones who watch the divine calling. These are the self-trained knights,

BETA VERSION 1.2


watchmen; waiting to see if good men fail in their the barely trained at all, or, those guided by divine
moral duties, and striking down those who hide visions. Referred to as “Knight-Errants”, “Bogatyr”,
behind a shield of false purity. Some churches will or even “Ronin”, they wander on a personal crusade
employ Grey Guardians as inquisitors to police the against evil and corruption. Many a tale has been told
faithful, and not even the Grey Guardians themselves of these knights, with famous ones becoming culture
are safe from thor brother’s watchful eyes. heroes in their own right.
Oath: “I shall watch the watchmen and be there to Oath: Knights-Errant swear to a personal code of
punish good people when they fall.” conduct, in addition to The Canticles. Discuss with
Smite Targets: Your Smite also affects creatures with your GM and come up with a new oath that you
the Holy keyword. must follow that reflects your journey/ideology as a
paladin.
INQUISITOR (13TH LEVEL) Smite Targets: Select a specific creature type or
You become Exceptional in Investigation if you were keyword (such as “animal”, “undead”, or “monster”).
not already. This is now a valid target for your Smite ability. Please
discuss with your GM to come up with a thematically
HIDDEN PRESENCE (8TH LEVEL) relevant creature type.
Choose one keyword that applies to you. Detect and
Pinpoint effects that sense this keyword don’t detect Special
your presence. You may change what keyword this is Unlike other “orders” you select one of the following
after a long rest. abilities at 3rd, 8th, 13th, and 18th level. You cannot
select any option more than once unless it expressly
JUDGMENT (13TH LEVEL) says so.
Using 1 action, you can use discern oath as an innate
(Investigation) spell against a touched creature. BANNER OF PEACE
You gain a Free Hero Dice on attempts to improve a
SHADES OF GRAY (18TH LEVEL) creature’s attitude towards you.
With an ancient and terrible practice known only to
the gray guardians you may temporarily free yourself DEDICATION & SKILL
from your oaths. Once per long rest, as a free action Select a skill that most reflects the oath you created
you can enter a state of moral ambiguity for 1 minute. with your GM. You become Professional with that
While active this allows you to take any action skill. If there is no particularly relevant skill, you
without violating an oath. You must live with the should select one from the list of paladin skills.
consequences of your actions afterwards however...

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FEAT kKNIGHTS OF THE ROUND
You gain a feat in lieu of an order ability. You must TABLE
meet the prerequisites. This may be taken multiple This order is a loosely affiliated order of questing
times. knights who seek artifacts and adventure in equal
measure. They have a passion for traveling, seeing
GESTALT CORE RULE

PRAY FOR GUIDANCE new places, and risking their lives for wondrous
You gain foresight as an innate spell (Religion) usable artifacts and magic items. Despite this, as an order,
once per long rest, requiring a 1-minute ritual prayer they place the “journey” before the “destination” and
to cast. believe an item of value without a good story behind
it is worthless.
SELFLESS HANDS Oath: “I shall never turn down the offer of a good
You can use your Lay on Hands class feature 3 adventure.”
additional times per short rest. However, these Smite Targets: You can select 1 keyword that defines
extra uses can only be used on someone other than a type of creature (“Giant”, “Construct”, etc.) and your
yourself. You must be at least 13th level to select this Smite class feature now works against them.
option.
TREASURE HUNTER (3RD LEVEL)
STRONG FAITH You gain Detect (Magic) and can equip 1 more magic
You become Professional with your Will saves if you item at a time (normally you can only equip 3).
weren’t already.
QUESTING KNIGHT (8TH LEVEL)
You may change the bonus enemy keyword that your
Smite affects during a long rest.

GALLANTRY & ADVENTURE


(13TH LEVEL)
Increase your Reflex save proficiency by 1 step (to a
maximum of Exceptional).

GRAIL KNIGHT (18TH LEVEL)


You can use the seek item spell as an innate
(Religion) spell at will. Casting this takes only a
single action for you.

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kORDER OF THE DRAGON kORDER OF THE PROLETARIAT
SLAYER Stemming from oppressed communities and those
Standing guard against the ancient beasts known as who toiled long under the jackboots of the absurdly
dragons, the Order of the Dragon Slayer is composed wealthy for little reward, the Order of the Proletariat
of the brave, the foolhardy, and those with nothing fights for the common man. They are very focused on
left to lose. Dedicating themselves to slaying wicked building and repairing communities, punishing those

BETA VERSION 1.2


dragons and limiting the influence of “noble” who economically exploit the weak and the poor,
dragons, they believe that greed of these monsters and help with things like infrastructure projects.
means they can never truly be trusted. Some go to extremes though and believe in radical
Oath: “I shall slay all wicked dragons and stem their redistribution of wealth and power in addition to
influence in the world.” radical equality to the point of bland homogeneity.
Smite Targets: Your Smite also affects creatures with Oath: “I will fight for the rights of the worker, slay
the Dragon keyword. the rich, and redistribute their wealth.”
Smite Targets: Nobles, those of the highest classes of
SCALEBREAKER (3RD LEVEL) society, and the ultra wealthy are viable targets for
All your attacks that deal slashing or piercing damage your Smite
Smite.
gain the penetration weapon quality, ignoring an
amount of Resist (physical) equal to your level. EAT THE RICH (3RD LEVEL)
You gain detect (Smite
Smite targets).
WURM HUNT (8TH LEVEL)
You gain Detect (dragon) 10 miles and Pinpoint STRENGTH OF THE MASSES
(dragon). (8TH LEVEL)
When doing work on a Skill Challenge with a group
BASTION (13TH LEVEL) of at least 3 allies, everyone involved (including
You gain Resist 10 against damage dealt by creatures yourself ) does 10 more work with each check.
with the dragon keyword.
REDISTRIBUTION (13TH LEVEL)
WYRMBANE (18TH LEVEL) When an ally within 30 feet of you receives healing
Dragons struck by your Smite suffer your level in of at least 20 points, all allies within 30 feet of you
persistent divine damage per round for 3 rounds. (including you) are healed for 10 HP. This can occur
no more than once per effect and no more than once
per turn.

STRONGER TOGETHER (18TH


LEVEL)
Allies within 60 feet of you receive a Free Hero Dice
on saves so long as they are adjacent to an ally.

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kORDER OF THE UNDEAD
HUNTERS
An aggressive and militant order, the Order of
Undead Hunters has taken it upon themselves to
wipe out the scourge of the undead. They take a
GESTALT CORE RULE

very “us or them” view of undeath, seeing it as an


unforgivable evil. This extends to those who would
create, command, or even shelter the undead. This
uncompromising approach makes them popular in
areas plagued by the undead, but less so in areas with
sentient and non-violent undead.
Oath: “Suffer not any undead to ‘live’, and seek out
and destroy those who would make them.”
Smite Targets: Your Smite also affects creatures with
the Undead keyword.

RITES OF REST (3RD LEVEL)


Any creature you kill cannot be raised as an undead.
Additionally, you may take 1 minute to perform a
small ritual to make any corpses within 30 feet of you
immune to being raised as an undead.

UNDEAD SLAYER (8TH LEVEL)


Undead you Smite also gain impaired 2 for the length
of combat.

CLOAK OF LIGHT (13TH LEVEL)


You are immune to necrotic damage.

FINAL PUNISHMENT (18TH LEVEL)


Any time you kill an undead, the one who corrupted
them takes your level in divine damage. It doesn’t
matter where they are - they automatically suffer the
damage as a piece of their soul burns away.

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BETA VERSION 1.2

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RANGER
HP PER LEVEL: 9.
KEYWORDS: RANGER, MARTIAL, TALENTED.

Rangers are cunning hunters of both men and monsters, equally at home in the wild as they are in a dungeon.
GESTALT CORE RULE

They have mastered the bow, tracking, survival, and know every monster by the smell of their urine. You may
evade them but you’ll never escape them except in a coffin...

Training
Rangers don’t have formal training, or at least nothing
planned. They learn by experience, occasionally from
mentors, sometimes from short tenures in various
jobs, and a lot by learning from their mistakes.
Rangers are normally hunters who gain some level
of martial experience. Forest wardens, former
thieves, raiders, and trappers are the most common
rangers. Occasionally soldiers will end up as rangers
but more rangers come from militias and irregular
military units than formal orders of knights. A ranger
themselves have exceptional skill with a bow or other
ranged weapon and are at home in the wilderness so
those two aspects should be forefront in the sort of
experiences they had.

Exalted Rangers
True lords of the hunt are rare but are famous for the
many foes they’ve felled. They often have trophies
on their wall: everything from the head of a new
god to the fang of a vampire lord and probably a
few feathers from an angel. They live for the next
challenge and they seek the cosmos looking for
prey that can provide them that challenge. Others
become guardians of nature who are responsible for
protecting vast regions and maintaining the balance,
serving as guardians to druids and nature spirits.
While some settle down in their old age, rangers are a
rugged lot and few can stay out of the game for long.

Harrad the Untamed


Survivalist Halfish Ranger-Berserker
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CULTURAL EXPECTATION: THE Level Class Features
WOODSMAN 1 Signature- Determined Hunter, Hunt,
Rangers are believed by most to be solitary Track
woodsmen or hunters who don’t bathe, live rough
2 (Feat)
lives, are “uncultured”, have a violent side, and prefer
the company of animals to people. While it’s true 3 1st Ranger’s Trick

BETA VERSION 1.2


rangers grow up and spend much of their time in 4 (Honor)
the woods and other rural places, rangers are people 5 (Ability Score Increase)
too. Rangers subvert these expectations regularly; 6 Archer, Talented
they often become the emotional core or leader of
7 (Feat)
parties, are at home in the wilderness and urban
8 2nd Ranger’s Trick
environments, and can be quite wise and crafty.
9 (Honor)
Gameplay 10 (Ability Score Increase)
Rangers are a good mix of a talented and martial class. 11 Master Hunter
They are able to provide a wide range of skills to the 12 (Feat)
party and are experts at dealing single-target damage
13 3rd Ranger’s Trick
with their Hunt ability. They are also some of the best
ranged characters in the game and have many talents 14 (Honor)
that blend their utility with their martial abilities. On 15 (Ability Score Increase)
the other hand they also have a little less hit points 16 Talented
than other martial characters, lack heavy armor, are 17 (Feat)
only Exceptional in ranged weapons, and have to
18 4th Ranger’s Trick
kind of split their build between martial and talented
19 (Honor)
options. A ranger isn’t going to outshine a fighter
in raw numbers: a ranger’s motto is “fight smarter” 20 Capstone: Lord of the Hunt, (Ability Score
rather than “hit harder”. Increase)
Class Combinations
Rangers provide fertile grounds for strong class
combinations. They have a very diverse chassis which
makes them great for combinations with classes that
are hyper-specialized or who have holes in their base
abilities (like the wizard and rogue). Rangers are one
of the few martial characters that are fine to pair with
over martial classes as the ranger doesn’t have many
abilities that will overlap with other martial abilities.
They should be paired with something you want to
specialize in: a ranger-paladin will be great at fighting
corrupt and undead creatures, while a necromancer
wizard-ranger will have minions galore that they can
sit behind while they snipe enemies. There are very
few bad combinations with a ranger.
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Ranger Proficiencies
kWEAPONS Deeper Rules
All Simple Weapons (Professional) • This can only be used on single-action actions.
All Martial Weapons (Professional) • This can be used to move but only if it is directly
All Ranged Weapons (Exceptional) towards the target of your Hunt
Hunt.
GESTALT CORE RULE

• This only functions while in combat or similarly


kDEFENSE dramatic situations.
Professional • This only functions while you have a hunted
target.
kARMORS
Light, Medium HUNT (1ST LEVEL)
“You. You will make fine prey.”
kSAVES Benefit: As a single action you can select a creature
Fortitude Save (Professional) you can see and make it the target of your Hunt Hunt.
Reflex Save (Skilled) You get a +3 on attack rolls and skill checks directly
Will Save (Skilled) targeting (or pertaining to) the target of your Hunt
Hunt.
You cannot Hunt another target until your current
Option: You may change your Reflex Save to target is dead, flees (i.e., is no longer relevant), or 1
Professional. In exchange, your Fortitude Save hour passes.
changes to Skilled.
TRACK (1ST LEVEL)
kBONUS LANGUAGES You can always find your prey, wherever they run.
Select 1 Animal Language or Far-Call. Benefit: You gain Detect (hunted).
Boost: You can spend a Hero Dice to gain an Absolute
kRANGER SKILLS bonus on a check to track the target of your Hunt
Hunt.
You are Professional in 2 of the following skills:
Animal Husbandry, Athletics, Medicine, Perception, ARCHER (6TH LEVEL)
Stealth, or Technological Lore. You know how to get the most out of a bow; where to
Additionally, you are Exceptional with Fieldcraft. place shots, how to aim under pressure, even how to
fire in close quarters.
Class Features Benefit: You are innately skilled with a bow. You do
SIGNATURE ABILITY: not provoke attacks of opportunity when firing a bow,
DETERMINED HUNTER add your Dexterity to damage rolls with bows, and
(1ST LEVEL) add 1/2 your level to damage with bows. This bonus
The thrill of the hunt drives you onward, giving you damage is precision damage.
the energy to go just that little bit farther, to fire off
that one last shot, to resolve the chase that much TALENTED (6TH LEVEL)
quicker. Benefit: You gain the Talented feat.
Benefit: Spend 1 Hero Dice to grant yourself 1
additional action this turn. This can only be done
once per turn and this action must exclusively target
an enemy creature you’re hunting.
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MASTER HUNTER (11TH LEVEL) Ranger’s Tricks
Find that moment of zen, that point where you have
all the time in the world to line up the perfect shot. ARROW STORM
Once you can find that point whenever you want, When told that the ranger’s arrows would block out
then you can call yourself a true marksman. the sun the warrior remarked with a laugh, ‘Good.
Benefit: As a free action once per turn you can spend Then we will fight in the shade.” These were his last

BETA VERSION 1.2


a Hero Dice to grant yourself an Absolute bonus on words.
attack rolls against the target of your Hunt and skill Prerequisites: Professional in Military Lore.
checks directly pertaining to the target of your Hunt Benefit: With supernatural skill and speed, you can
until the start of your next turn. This has no effect on launch a torrent of arrows. You spend 3 actions and
creatures with the Boss keyword. decide if you are doing a 15-foot cone of arrows. Then
you make a single attack roll and compare it to the
TALENTED (16TH LEVEL) AC of all creatures within the affected area. Likewise,
Benefit: You gain the Talented feat. you roll damage once; all affected creatures receive
the same damage (each creature takes a maximum of
CAPSTONE: LORD OF THE HUNT 1 hit).
(20TH LEVEL)
In all the hunts and fights you’ve been through, Deeper Rules
you’ve come to one conclusion; an arrow through the • Uniform Ammunition: You must use 20 of the
neck tends to kill just about anything. same kind of ammunition.
Benefit: While using your Hunt class feature, your • Slow Reload: This may not be done with weapons
attacks gain with the Slow Reload trait.
• Boost: Spend a Hero Dice to deal Absolute • Drawing the Ammunition: All 20 pieces of
damage against the target of your Hunt
Hunt. ammunition must be in an easy-to-draw location,
such as a quiver.

BEAST SPEAKER
“I’m fluent in bear, bird, cat, and horse, and semi-
fluent in snake and fish. I’m a little rusty on my
chipmunk though...”
Benefit: You gain 3 animal languages of your choice.
This may be selected multiple times. Each time it
applies to 3 new animal languages of your choice.

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BOW AND BLADE FAVORED ENEMY
You can’t always rely on a bow to be useful all the You’ve studied a foe long and hard and your training
time, so it’s helpful to have training in another has paid off.
weapon to fall back on. Benefit: Select 1 keyword that defines a category
Benefit: Pick a manufactured melee weapon. Any of enemy (GM has final approval over what is
GESTALT CORE RULE

ranger class feature that requires the use of a bow can appropriate). You are always considered to be
be used with that manufactured melee weapon. This “hunting” such creatures, in addition to whichever
is provided that your manufactured melee weapon creature you are currently hunting.
can reach the target in question.
MOBILE SCOUT
Deeper Rules You know how to get around the woods... and lakes...
• Dex to Damage: The Archer class feature lets and the mountains... and everywhere else.
you add your Dexterity to damage with ranged Prerequisite: Skilled in Athletics.
weapons. As melee weapons already have your Benefit: You gain a climb speed and a swim speed
Strength added to damage, your Dexterity can be equal to half your move speed.
added in place of your Strength modifier (not in
addition to). RANGER SENSE
Different prey can require special means of
DISCIPLE OF THE LEAF perception to track, so you’ve trained your senses to
You’ve picked up a few tricks in the wilds, and can tap their limit.
into old magical practices. Benefit: You gain darkvision (120 feet), blindsense
Benefit: Select a nature spell. You can cast that spell 3 (movement) 120 feet, and Scent (1 mile).
times per short rest as an innate (Fieldcraft) spell.
RAPID RELOAD
EAGLE EYE You’ve drilled day in and day out to shave precious
Nothing escapes your sight. seconds off your reload time because you know the
Prerequisite: Professional in Perception. only good archer is an archer with a ready arrow.
Benefit: All your senses that allow you to “Detect” Benefit: Bows with the slow reload quality (including
something now allow you to Pinpoint them at the crossbows) lose the slow reload quality. This does not
same range. apply to weapons that deal d12 damage (or more).
Boost: You may spend a Hero Dice to apply this effect
EVADE PURSUIT to normally excluded bows until the end of your turn.
You leave no trace as you pass, not even a snapped
twig or boot print in deep mud. SENTRY
Benefit: You leave no tracks unless you wish to. This You’re trained as a sentry and are better than anyone
means the DC to track you is Absolute. at serving as a lookout.
Boost: You can spend 1 Hero Dice to extend this Prerequisite: Professional in Perception.
benefit to your party’s track for 1 hour as you obscure You can choose to roll your proficiency with
their passing. Perception, rather than a Reflex save, to determine
your initiative. Additionally, allies with lower
initiative rolls may choose to go directly after you in
the initiative order, regardless of their roll.
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SNIPER
Adjust for the wind, aim a little higher to make up for
the distance, and… perfect.
Prerequisite: Professional in Perception.
Benefit: Your range with all bows doubles.

BETA VERSION 1.2


Sidebar: Bows & Crossbows
Crossbows are part of the bow weapon group.

SURE FOOTED
With swift strides, sure feet, years of experience, and
the grace of a cat you flow over the group like water
down a hill. No briar will snag you, no root ensnare
you, no tree block you, no loose earth tumble you.
Benefit: You treat naturally occurring difficult terrain
as normal terrain. Additionally, while in the wild you
automatically pass any Acrobatics check with a DC of
Heroic (30) or less.

TIRELESS PURSUIT
Pursuit predation at its finest.
Benefit: You take no penalty when tracking at speed
and cannot tire while tracking a foe. This means you
do not need to sleep, suffer from the Tired condition
due to travel, or need to pass other checks required
to continue moving. The foe in question should pose
a significant threat to the ranger or have narrative
relevance (GM discretion).

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Rogue
HP PER LEVEL: 9.
KEYWORDS: ROGUE, TALENTED, SUPPORT CLASS.

One part con artist, one part puzzle solver, one part automatic door opener, and all outlaw; a rogue is an expert
GESTALT CORE RULE

thief with talents in a dozen useful skills and an underhanded style of fighting. They’re your connection to the
seedy underbelly of the world and the shady friend who’ll get you whatever you need so long as you pay them
and don’t ask questions about how they got it.

Training
Rogues all graduate from the most grueling college
imaginable: the school of hard knocks. While rogue’s
guilds and thief training schools exist, 99% of all
rogues grow up rough and learn their trade on the
streets. Some start as simple grifters, enforcers, con
artists, or thieves before aspiring to higher levels of
skulduggery. A rogue has many skills and they dabble
in even more than that so no two rogues will
have the same sort of training. Most
pick up criminal talents or trades
and polish them, often with the help
of mentors or companions, so they
can be useful on heists.

Exalted Rogues
Think of the most famous gangsters in history;
they’re 2nd class when it comes to high level rogues.
Exalted rogues, sometimes called “crimelords”, are
famous the world over for the heists they’ve pulled,
the criminal empires they reside over, and the
incalculable value of the things they’ve stolen.
They’re always out for more though, like sharks in
the ocean they’re looking for their next meal. Will
it be the crown jewel of a Fey Prince? The horde of
an elder dragon? The heart of a Queen? A city’s drug
market? A famous landmark? No one will know until
it’s already too late!

Grotard ben Kora’Machin


Dwarven Ranger-Berserker
He/Him
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Cultural Expectation: The Outlaw Level Class Features
Rogues violate the social contract; they are bad actors 1 Sneak Attack
who operate on the wrong side of the law. Even when
2 (Feat)
they’re doing good they’re putting “polite society” at
risk, something that both needs to be continuously 3 1st Rogue’s Con
challenged but also largely maintained so we don’t 4 (Honor)

BETA VERSION 1.2


risk societal collapse. They are often part of an 5 (Ability Score Increase)
organized criminal organization that they may or may 6 Talented, Exploit
not have wanted to join or be affiliated with; criminal
7 (Feat)
organizations don’t always give people choices.
8 2nd Rogue’s Con
Gameplay 9 (Honor)
A rogue is a crafty, intelligent, skilled character. 10 (Ability Score Increase)
They can hold their own in combat, particularly 11 Cunning
when relying on the character’s abilities from their 12 (Feat)
other class, but do not inherently shine in combat.
13 3rd Rogue’s Con
Their time in the limelight comes when they get
to attempt skill checks, solve puzzles, or engage in 14 (Honor)
social challenges. A rogue will fly through these like 15 (Ability Score Increase)
a fighter will fly through combat; don’t judge yourself 16 Talented, Exploit
by how many enemies you kill, but by how many 17 (Feat)
locks you pick and hearts you break.
18 4th Rogue’s Con

Class Combinations 19 (Honor)


Rogues are a support class who specialize in skill 20 Capstone: Legendary Cunning, (Ability
checks, particularly physical and social skill checks. Score Increase)
They make a good support class for primary classes
that aren’t talented classes or that have limited skill Sidebar: Support Class
options. They also have abilities that let them “color These are classes that wouldn’t stand up on their own
outside the lines” (like violating their oath) and inflict without a normal class and are very reliant on your
conditions on foes with their exploits. This pairs well primary class. For example: the rogue is a support
with classes that might have troublesome oaths (like class that allows you to bypass all sorts of traps and
paladins or clerics) or want some nasty effects on skill checks exceptionally well. On your average
their attacks (like most martial classes). adventure you’d need more skills than JUST that so
the system forces you to take another class, better
suited to adventuring, as your primary class.

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Rogue Proficiencies Valid Targets for Sneak Attack
kWEAPONS The creature must be suffering from one of the
All Simple Weapons (Professional) following conditions: Blind, Confused, Fascinated,
1 Martial Weapon of your choice (Professional) Flanked, Off-Guard, Prone, Tired, Scared, Sleeping,
Unaware, or Helpless (others may be added at the
kDEFENSE
GESTALT CORE RULE

GM’s discretion).
Professional
Deeper Rules
kARMORS • Ranged Sneak Attacks: You can make ranged
Light Sneak Attacks.
Attacks
• Magical Sneak Attacks: If a spell requires an
kSAVES attack roll, you can add Sneak Attack effects to it.
Fortitude Save (Skilled) • Critical Hits: Critical hits multiply the total
Reflex Save (Professional) damage of the attack. Sneak Attack is explicitly
Will Save (Skilled) included in this total damage.

kBONUS LANGUAGE TALENTED (6TH LEVEL)


Thieves Cant Benefit: You gain the Talented feat.

kROGUE SKILLS EXPLOIT (6TH LEVEL)


You are Professional in 4 skills of your choice. Benefit: You gain an Exploit
Exploit.
Additionally, you are Exceptional with Stealth.
CUNNING (11TH LEVEL)
Class Features “Trust me, I’m an expert at this.”
SNEAK ATTACK (1ST LEVEL) Benefit: You can make an Absolute check with any
“Some people think raw skill wins fights. They’re skill you are Exceptional in. This can be done once
wrong. ‘Opportunism’ and kicking them where it per short rest on a per-skill basis (once per skill). Any
hurts is what wins fights.” skill you can make an Absolute skill check in because
Benefit: Whenever you successfully make an attack of the Talented feat can be used twice instead of once.
roll against a target who is at your mercy you can take
advantage of them in various ways. Add any 1 Exploit TALENTED (16TH LEVEL)
you know to the attack. Benefit: You gain the Talented feat.

You start with the following 3 Exploits


Exploits: EXPLOIT (16TH LEVEL)
• Vicious: You gain a bonus on this damage roll Benefit: You gain an Exploit
Exploit.
equal to 1/2 your level (round up).
• Slick: Inflict the Impaired 2 condition for 1
minute.
• Crafty: Make a free Disarm, Steal, or Trip combat
maneuver.

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CAPSTONE: LEGENDARY Rogue’s Cons
CUNNING (20TH LEVEL)
“How good am I? I can cheat a cheater, con a con
artist, steal from a thief, and even outfox a fox.” ACROBAT
-Crimelord Bindlebort “That’ll teach them to not lock those second-story
Benefit: You can make an Absolute skill check 5 times windows.”

BETA VERSION 1.2


per short rest (collectively) with any skill you are at Prerequisite: Professional in Acrobatics or Athletics.
least Professional in the use of. This is in addition to Benefit: Double the resulting distance of any check
your Cunning class features. made to jump (you may choose to move less than
your result). Additionally, you do not provoke an
Sidebars: attack of opportunity for standing up or on your 1st
Rogues and Combat Maneuvers square of movement each round.
Rogues can potentially get some of the highest
number of Absolutes per short rest with skills. While BLENDING IN
specific skill checks aren’t always going to come up, Just another face in the crowd.
combat maneuvers are always useful. Being able Prerequisite: None.
to make an Absolute trip, steal, or interfere check Benefit: You learn a new language. This must be a
multiple times per fight can be a total game-changer. language you have encountered before. Additionally,
When paired with your other (non-rogue) class this you get a Free Hero Dice on any attempt to blend
can create amazing opportunities! into a culture or role. This is typically a Bluff check to
impersonate someone or a Stealth check to disguise
yourself.

DOPPELGANGER
Two parts quick-change artist and one part illusionist.
Prerequisite: Professional in Bluff
Benefit: Using 3 actions, you can cast disguise as an
innate spell (Bluff ) at will.

EXTRA EXPLOIT
Benefit: You gain a rogue Exploit
Exploit.

FLEXIBLE MORALS
You know life isn’t all hard black and white, but
shades of gray. Sometimes you really do need to
compromise.
Prerequisite: Professional in Politique or Bluff.
Benefit: Once per short rest you may take an action
that violates an oath without suffering the normal
consequences. This indiscretion should be as quick
and subtle as possible.

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LIGHT STEP SLAYER
Light as a feather. Really twist the knife, and add injury to injury.
Prerequisite: Professional in Acrobatics Prerequisite: Martial keyword.
Benefit: You don’t set off traps based on pressure Benefit: When making a Sneak Attack,
Attack you may
plates, weight, or similar triggers that you are aware select 2 Exploits to the attack. You cannot select the
GESTALT CORE RULE

of. Additionally, you aren’t detected by Detect and/or same effect twice, or select 2 similar effects (such as
Blindsense (movement), (vibration), or (tremor). dealing 2 instances of bonus damage).

LOOKOUT STREET SMARTS


Paranoia is only a problem when you’re wrong. For an Let the sages and scholars concern themselves with
adventurer, oftentimes danger really IS everywhere. theory and debate lore; you’re more concerned with
Prerequisite: Professional in Perception. practical applications of what you know.
Benefit: You always act during a surprise round and Prerequisite: Talented feat
gain Detect (invisible). Benefit: You gain a Free Hero Dice on skill challenges
when using a skill you have selected with the
MISDIRECTION Talented feat.
“Look over there! A distraction!”
Prerequisite: Professional in Bluff or Perform. SUBTLE MISDIRECTION
Benefit: With a dramatic gesture and exaggerated “His hands can’t hit what they can’t see.”
cry, you trick your foes into looking away. This takes Prerequisite: 5th level
1 action to perform. All enemies within 10 feet Benefit: You can use Stealth to counter a melee or
must make a Will save (DC 10 + your proficiency in ranged attack. Unlike normal counters you can
Bluff or Performance). Those who fail the save are attempt to do this retroactively, after it has been
fascinated by a creature or object you designate for determined if you were hit. You can’t use it on the
1 round. All targeted creatures are then immune to same creature twice in a day.
your misdirection for 1 hour.
Reminder: Fascinated creatures are valid targets for THIEF
Sneak Attack.
Attack Take the coins from their purse, their sword from
their sheath, and everything else right out from
NIMBLE under their nose.
The best defense against an attack is not to be there Benefit: You can use the Steal combat maneuver to
when it lands. steal anything on a creature that isn’t being actively
Prerequisite: Professional in Acrobatics or Athletics. wielded or worn (even something buried deep in a
Benefit: Whenever you are missed by an attack an backpack). You simply must be aware of its presence
enemy makes or successfully make a Reflex save and general location. Additionally, you can palm
against an enemy’s action you make a free 5-foot step objects up to a bulk of 1 (though you must describe
as a free action. how it’s hidden).

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TRAP MASTER Rogue Exploits
“I’m going to make a quick snare… does anyone have The following are Exploits
Exploits, effects that modify how
spare rope, an avocado pit, and some pre-chewed your Sneak Attack works.
gum?” VICIOUS
Prerequisite: Exceptional in Technological Lore. “I got you a surprise, it’s a knife to the gut!”
Benefit: You can craft traps as a full-round action Prerequisites: None (Starting Exploit)

BETA VERSION 1.2


so long as you have the supplies on hand and an Benefit: You gain a bonus on this damage roll equal to
appropriate place to lay the trap. The GM is the final 1/2 your level.
arbiter of what is appropriate.
SLICK
TWO-FACED Sand in the eyes, a punch to the gut, tangle their gear;
You’ve mastered the art every politician knows: how anything to slow the other guy down.
to speak a lot and say nothing except what they want Prerequisites: None (Starting Exploit)
to hear. Benefit: Inflict the Impaired 2 condition for 1 minute.
Prerequisite: Professional in Politique or Bluff.
Benefit: While speaking, you can state “Two-Faced” CRAFTY
and then proceed to say two different sentences. The Fight smarter.
GM will then react briefly to both of them and the Prerequisites: None (Starting Exploit)
player can pick which option they’d prefer to have Benefit: Make a free Disarm, Steal, or Trip combat
said. They may always choose to have said neither. maneuver.
Their character has no knowledge of the events of the
option(s) they did not pick. This may be done once BAIT
per short rest. Prerequisites: Professional in Bluff.
Benefit: Your target is rendered unaware to the next
Sidebar: The Rogue is Kinda Meta successful attack delivered by a creature other than
Yes, absolutely! The rogue plays with the barrier yourself before the start of your next turn.
between player and character a bit, and it can require
a deft hand to handle well. Abilities like wild card and BLEEDING
cons like flexible morals and two-faced really blur You don’t always need to kill them; sometimes blood
that line. When in doubt, particularly as a rogue, err loss will do it for you.
on the side of not metagaming. Playing a rogue with Prerequisites: None.
these abilities requires a lot of candid communication Benefit: Deal your Dexterity modifier as bleed
with the rest of your party and trust with your GM. damage for 3 rounds. (This does not count as a bonus
As such, a GM is allowed to rule that, if handled in a to damage.)
fashion that violates the spirit of a game or intrudes
on the enjoyment of other players, an ability simply HOBBLING
does not work or would not be appropriate. It’s hard to run with a knife in your leg.
Prerequisites: None.
If you’re not sure where the line is, just remember - Benefit: The creature is hobbled (has their base speed
don’t be a jerk. halved) for 3 rounds.

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INTIMIDATING
Piling insult on injury, you mock your victim for
letting you get too close.
Prerequisites: Professional in Intimidate.
Benefit: Make an Intimidate check against the
GESTALT CORE RULE

creature as a free action.

MISHAP
“Shame about those toys. Those wonderful, broken
toys…”
Prerequisites: Skilled in Technology Lore.
Benefit: Select a piece of technology (something with
a Tech. Lore requirement) your target is wielding
or wearing; it gains the broken condition. This
condition can be removed with a Challenging (20)
DC Technology Lore check as an action.

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BETA VERSION 1.2

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HP PER LEVEL: 9.
Warlock
KEYWORDS: WARLOCK, SPELLCASTER. A WARLOCK ALSO GAINS THE
KEYWORD “DEDICATED- PATRON”
(“Patron” is replaced by their patron’s name).
GESTALT CORE RULE

*This may charge to another kind of magic, depending on your pact.

Those who bargain for power with forces greater than their comprehension best be both smart and devious.
Warlocks are those brave souls who trade their service to a greater being for magical power. Theirs is a life of
staying one clause ahead of their patron, one step ahead of danger, and one moment ahead of demise all in
exchange for fantastic powers few can dream of!

Fate
Training Isolationist Human Warlock-Paladin
Warlocks are not trained
They/Them
but made; a warlock’s
power comes from a pact
they made with a powerful
entity. This entity is not a
“god” (though some may
claim to be) but may be on the verge of
becoming one (one of the so-called “New
Gods”) or simply a powerful being like an
angel or demon. Warlocks practice with
their powers in various ways but most
end up as adventurers, learning as
they go.

Exalted
Warlocks
Warlocks of extreme
power hit a bit of a
tipping point; they
risk becoming more
powerful than their
patrons. A warlock really
has two ways to go about this, the
first being empowering their patron to the
point where they never really catch up and
the second being supplanting their patron. This
second option is extremely dangerous and makes
the warlock themselves effectively one of the new
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gods. Those who take the first path end up pushing Level Class Features
their own patron along, increasing their power and 1 Signature: Patron’s Favor, Warlock’s Pact,
the number of followers until they have dominion Spellcasting, Eldritch Blast
over vast lands and spoils. Heavy weighs the crown
2 (Feat)
but heavier still weighs the coin purse of the one who
keeps them in power... 3 Patron’s Reward

BETA VERSION 1.2


4 (Honor)
Cultural Expectation: The Cultist 5 (Ability Score Increase)
You are subservient to a powerful being who is not 6 Invocation
the main focus of a major religion and that’s pretty
7 (Feat)
much the textbook definition of a “cultist”. You court
8 Patron’s Reward
what some would consider heretical, or at the very
least dangerous, powers and are willing to serve them. 9 (Honor)
People will treat you warrily because of who you 10 (Ability Score Increase)
serve and will wonder what your true motives really 11 Invocation
are. 12 (Feat)

Gameplay 13 Talent/Order

A warlock has two main class features: their 14 (Honor)


invocations and their Eldritch Blast.
Blast Innovations are 15 (Ability Score Increase)
spells you can cast at will with no cost to you, think 16 Invocation, Eldritch Cannon
of them kind of like superpowers your character 17 (Feat)
can freely use. You only get a few of them but they
18 Patron’s Reward
are really fundamental to your character so be smart
19 (Honor)
when making your invocation choices. Your Eldritch
Blast is a huge blast of raw energy that is your 20 Lord of the Pact, (Ability Score Increase)
primary means of causing damage. It’s great at hitting
wide areas but you’ll need to be careful not to take out Class Combinations
your party members! Warlocks work well when you want constant access
to a particular spell or effect. Given their ability to
endlessly cast their invocations, they can ensure
that you always have access to that one spell that
makes your build “work”. This could be a fighter-
warlock wanting spell shield to help close the
distance towards enemy mages, a cleric-warlock
looking for infinite cure spells so they don’t have to
waste their cleric mana healing, or even a warlock-
rogue that supplements their magical utility with a
huge assortment of skills to make for the ultimate
inexhaustible utility character who always has a trick
up their sleeve.

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Sidebar: The New Gods (“Patrons”) kWARLOCK SKILLS
New gods are powerful beings who aspire to You are Professional in 1 of the following skills:
godhood. These are things like immortal wizards Arcane Lore, Bluff, Intimidate, Politique, Religion, or
who have lived for thousands of years and mastered Stealth.
every spell in existence, elder dragons whose Additionally, you are Professional with your Pact’s
GESTALT CORE RULE

understanding of the cosmos and lore rivals that of indicated skill.


the old gods themselves, alien beings of supreme
power, beasts like the Tarrasque, a fey queen, or even Class Features
a demon prince who has carved out a kingdom for SIGNATURE ABILITY:
themselves and commands hundreds of unholy PATRON’S FAVOR (1ST LEVEL)
legions. A New God can draw power from the divine Your patron plays favorites and you, you have their
tempest, a step below being the personification of its affection. Because you’re their favorite you’ve been
power. New Gods, sometimes called “Patrons”, make given extra special attention and privileges that
“pacts” with those who wish to dedicate themselves others lack.
to their service in exchange for a sliver of the patron’s Benefit: You become Exceptional in Spellcasting.
power. Patrons are more personal than gods and those
who serve them have direct connection with their ELDRITCH BLAST (1ST LEVEL)
patron. Their relationships are very “transactional”; You unleash a torrent of raw magical energy from
they give power to those who serve them and expect your hand, a manifestation of the power of your
more in return than they gave. patron!
Benefit: You can spend an action to unleash a
Warlock Proficiencies tremendous blast of magical energy in a 30-foot cone
kWEAPONS or 60-foot line. This causes 1d6 points of damage +
All Simple Weapons (Skilled) Charisma modifier + 1d6 additional damage at 3rd
Caster weapons (Exceptional) level and every odd level thereafter. The damage
type is based on your warlock pact. Creatures within
kDEFENSE the area of effect can attempt a Reflex save (DC 10 +
Skilled your proficiency bonus in Spellcasting) to negate the
damage. A warlock may only do this once per round.
kARMORS Boost: You can spend 1 Hero Dice to deal Absolute
Light damage to a single target of your choice within the
affected area.
kSAVES
Fortitude Save (Skilled) Deeper Rules
Reflex Save (Skilled) • Ranged Attack: An Eldritch Blast,
Blast as it is a ranged
Will Save (Professional) attack, provokes an attack of opportunity.
• Single Target AoE Effect: The boost explicitly
kSPELLCASTING allows you to use a specific single target effect
Professional (the Absolute damage) within an area of effect.
• Boss Monsters: Remember, bosses are immune to
kBONUS LANGUAGES Absolute damage.
None.
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SPELLCASTING (1ST LEVEL) ELDRITCH CANNON (16TH LEVEL)
Benefit: You can cast arcane spells drawn from your Benefit: You can unleash a massive concentrated blast
patron’s spell list. You start with 1 spell (known as of magic, obliterating anything that gets caught in
an “invocation”) of your choosing from your patron’s the way. Gathering energy for this takes 1 minute.
spell list. Warlock invocations don’t cost mana to cast After charging for that long, you can unleash the
and can be freely cast any number of times between energy. It causes Absolute damage in a 60 feet cone or

BETA VERSION 1.2


rests, though you can only cast warlock spells you a 120 feet line. You can move while charging this so
know in this fashion. Your warlock Spellcasting is long as at least two of your hands remain free. Should
based on your Charisma. you lose concentration or otherwise need use of your
hands, the energy dissipates. While charging this, you
Deeper Rules shed light like a torch.
• Invocations vs Innate Spells: Invocations are not
“innate spells”. They are simply “spells you can Once per long rest you can use Eldritch Cannon
cast at will”. They used your Spellcasting and are without needing to charge it using a full-round
Charisma based. action.
• Rituals: A warlock can cast rituals as invocations
but they are rare to find on invocation lists. CAPSTONE: LORD OF THE PACT
• Warlocks Don’t have Mana: Warlocks don’t have (20TH LEVEL)
mana. Invocations don’t work with abilities that You’ve grown powerful enough to pact with others,
require mana. like your patron does.
Benefit: You have achieved sufficient mystic power
WARLOCK’S PACT (1ST LEVEL) and may now forge pacts with others, operating
Benefit: You have forged a pact with one of the as an intermediary between your patron and new
New Gods (a being who serves as your “patron”); in followers. Any being who pacts with you (referred to
exchange for some of their power, you become their as a pactee) must select the same pact as you. When
agent, working for them and towards their goals. The you pact with someone you define a contract (often
exact nature of the pact is up to you and your GM their loyalty and service for your power) and that
to discuss, but the benefits are laid out later in this contract becomes an oath you both take.
class’s entry. Select the kind of pact you want and add • Your Benefit: You gain +1 Hero Dice and the
an appropriate oath of service to your patron. maximum number of Hero Dice you can store
increases by 1. You may also always use the spell
INVOCATION (6TH LEVEL) scry on your pactees as if it were an invocation
Benefit: You learn 1 new invocation from your you knew.
patron’s spell list. • Pactee Benefit: They gain 1 invocation of your
choice (as per your Spellcasting class feature). If
INVOCATION (11TH LEVEL) they didn’t have Spellcasting before, they become
Benefit: You learn 1 new invocation from your Skilled in Spellcasting. (Note: This is a great way
patron’s spell list. to create a new warlock!)
• Maximum Number of Pactees: 1 per Charisma
INVOCATION (16TH LEVEL) modifier (minimum 1).
Benefit: You learn 1 new invocation from your
patron’s spell list.
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Warlock Pacts
The following are warlock pacts that you can take. The oaths presented are options that can guide you in
the creation of your own pact (with the GM’s approval). You can also simply take one of the oaths presented
wholesale.

kARCHMAGE PACT
GESTALT CORE RULE

ARCANE DICTATE (13TH LEVEL)


You are the servant of a powerful arcane spellcaster or Your proficiency in Spellcasting becomes
other magical being. Common patrons include liches, Exceptional. If you are already Exceptional you gain:
elder dragons, archmages, or even powerful demonic • Boost: Once per short rest you can spend 1 Hero
spellcasters. Dice to give yourself an Absolute bonus on a
Invocation List: Dispel magic, fly, fireball, invisibility, Spellcasting check.
mage armor, magic missile, minor magic, spell shield,
telepathy, teleport, transmutation. HIGH ARCANE INVOCATION
Eldritch Blast Damage Type: Magic. (18TH LEVEL)
Pact Skill: Arcane Lore. Gain an extra invocation. This invocation may be
Keyword Granted: Arcane Magic. selected from any spell on the arcane spell list,
Oaths: pending your GM’s approval.
• Option 1: “I will not cause harm to come to any
spellcaster who does not harm me first.” Sidebar: Multiple Patrons/Deities
• Option 2: “I will hunt down magical creatures and In Gestalt you can potentially run into situations
either gift them to my patron or gift my patron where you have multiple powerful beings you follow.
extensive notes on them.” For example: a cleric/warlock has to select a greater
• Option 3: “I will seek out arcane knowledge and power they follow (for cleric) and a New God they
items for my patron and deliver it to them.” follow (as their warlock patron). We encourage you
to select the same being to follow in such instances
MANA BURN (3RD LEVEL) (unless it is part of the story you’re trying to tell).
Any spellcasters who are struck by your Eldritch Beings of power don’t exactly enjoy competing for
Blast risk having their magic drained from them! your attention and are more amenable to granting
They must make a Fortitude save (DC 10 + your you multiple boons.
Spellcasting proficiency) or be unable to cast spells
on their next turn. For example: for a cleric/warlock you might be a
favored soul of a specific New God and they are
ARCANE INVOCATION willing to give you both divine spellcasting and some
(8TH LEVEL) supernatural power to reflect your position of favor
Gain an extra invocation from the archmage pact’s in their hierarchy. Alternatively you could be the
invocation list. offspring of said god and, while you still revere your
patent like a cleric, your heritage might manifest
itself as your warlock powers.

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kASTRAL PACT REALITY ASUNDER (18TH LEVEL)
You have formed a pact with an aloof and distant You ignore immunity to mind-affecting effects, even
being from the astral plane. These are incalculable in mindless creatures. This specifically allows you to
beings of madness and strangeness who are totally target mindless creatures with mind-affecting effects.
alien to our comprehension.
Invocation List: Curse, entangling vines, fear, fly, Sidebar: Benefiting from Reality

BETA VERSION 1.2


keen vision, madness, scry, teleport, tether gravity. Asunder
Eldritch Blast Damage Type: Mental. Remember, things like intimidating a creature is a
Pact Skill: Arcane Lore. mind-affecting effect. You can demoralize a door, a
Keyword Granted: Arcane Lore. plant, or a mindless undead. Combine this ability
Oaths: with your other class for some real fun!
• Option 1: “I will spread the word and gospel of
my strange and magnificent patron, preparing
reality for their coming.”
• Option 2: “I will suppress all knowledge of my
patron, and keep their existence a secret.”
• Option 3: “I will do all I can to bring my patron to
this realm.”

STRANGE MUTATION (3RD LEVEL)


You gain an extra limb. This limb can be any strange,
fleshy, protrusion you wish. This functions like a fully
dexterous hand but is quite unsightly to behold. This
additionally functions as either a slam or claw natural
attack (your choice).

ASTRAL CHAOS (8TH LEVEL)


Creatures who fail the Reflex save against your
Eldritch Blast are unceremoniously teleported 10 feet
in a direction determined by a scatter dice roll. You
may choose to not teleport a creature.

UNTHINKABLE (13TH LEVEL)


When you successfully save against a mind-affecting
effect, the source of the effect must make a Will save
(at your Spellcasting DC). If they fail, they become
confused for 24 hours. They may attempt a new save
to end the effect at the start of every round.

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kCOMMUNAL PACT Oaths:
A “communal pact” is not a formal pact between you • Option 1: “I will serve my many masters,
and a New God but is essentially an open invite for negotiating with them but always keeping their
any being of power to contribute a part of their power interests at heart.”
for some degree of access to you or influence you. You • Option 2: “I will amuse and entertain those who
GESTALT CORE RULE

might have an angel watching you, a fey looking to support me with power.”
get a part-time mortal agent, a coven of power liches • Option 3: “I’m a magical mercenary who will do
giving you a bit to see through your eyes now and anything for power.”
then, and a New God donating a little of their power
to spread their influence. MANY MASTERS (3RD LEVEL)
As a free action at the start of a combat or similarly
Their patrons are fickle though and their powers dire situation you may ask your collective benefactors
a little erratic. Communal pact warlocks often for a command. This becomes an oath for the
feel pulled in 20 directions and find their powers duration of the combat/situation and you gain Resist
fluctuating. (all) 5 for the same duration. If you violate that oath
Invocation List: Charm, calm emotions, cursed favor, or do not work towards its furtherance you lose this
elemental touch, elemental weapon. madness, reveal, benefit.
transmutation, vital link.
Eldritch Blast Damage Type: Roll 1d8 to determine FLUCTUATING INVOCATION
your damage type. Once per turn you may roll 1d8 (8TH LEVEL)
as a free action to change your damage type. During One of your lesser benefactors gives you a random
a short rest you may select which damage type you invocation. After a long rest, you must pick 1 spell
prefer from the chart. from the arcane spell list and treat it as an invocation.
Result Damage Type Each time you use it, roll 1d8 minus the times you’ve
1 Acid used it since your last long rest. If you ever get a
result of 0 or less, the invocation fails and you can’t
2 Cold
use it again until your next long rest. You can never
3 Divine select the same spell for this class feature twice in a
4 Electricity row.
5 Fire
6 Magic MAGIC SPILLAGE (13TH LEVEL)
Whenever you deal damage with your Eldritch Blast,
Blast
7 Necrotic
the creature suffers 1/4th of the damage you dealt
8 Sonic
(rounding up) as persistent damage for 5 turns.

Pact Skill: Perform.


Keyword Granted: Arcane Magic.

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THE BIG TIME (18TH LEVEL) Sidebar: The Needs of Many Masters
You have attracted the attention of several powerful A Communal Pact warlock has many patrons and
patrons who all vie for your benefit. Select one of needs to keep them all happy. While there may be
them each time you have a long rest, and decide many lesser benefactors they are largely unaware
with your GM on an appropriate damage type and of, the warlock will become aware of their major
keyword (tied to what creature type they are) to benefactors. They can ask things of the warlock, and

BETA VERSION 1.2


represent that. You gain immunity to that damage refusing these demands may upset the benefactors.
type, and can always choose to deal that damage This may not have immediate consequences (maybe
type with your Eldritch Blast (rather than rolling a temporary debuff or impaired condition) but
randomly). You also get 1 bonus Hero Dice on all displaying powerful beings is dangerous. They
Politique and Perform checks with creatures that may send their agents after you or hunt you down
share the creature type with your chosen patron. You themselves. A GM should use this to enhance the
may change this each long rest. narrative, not be unnecessarily cruel or hinder the
progress of the warlock’s story or advancement.
Example: I select a powerful devil. My GM and I
decide that Divine damage is the most appropriate kELEMENTAL PACT
and the “devil” keyword will represent him (as he is You have forged a pact with an elemental force or
a devil). I am now immune to all divine damage, can nature itself (or at least a powerful representative of
decide my Eldritch Blast deals divine damage, and I it).
get a bonus Hero Dice on any Politique and Perform Invocation List: Elemental touch, elemental weapon,
checks involving devils. entangling vines, fireball, fire shield, frost breath, life
bubble, lightning bolt.
Sidebar: Ask the Audience Eldritch Blast Damage Type: Pick 1- Acid, Cold,
The GM should have fun with the oath and consider Electricity, Fire, or Poison. This is referred to as your
their patrons to be looking for some entertainment chosen element. Once the choice has been made, it
rather than being vicious, mean, or twisted. Things cannot change.
like “Kill that orc using only your feet!” or “Try to say Pact Skill: Fieldcraft.
the alphabet backwards while disarming that trap!” Keyword Granted: Nature Magic.
are ok. Asking them to kill their friend or commit Oaths:
bodily harm is not. A good idea is to give the warlock • Option 1: “Maintain the balance of nature and
3 options and let them pick, or ask the table for some heal her wounds.”
suggestions. • Option 2: “Protect the land from harm, misuse, or
over-taxation on its natural resources.”
• Option 3: “Drive back civilization and destroy
those who oppose nature.”

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ELEMENTAL CONVERSION Oaths:
(3RD LEVEL) • Option 1: “I will follow to the letter any contracts
You may freely change any elemental damage you or agreements I make.”
deal with an invocation to that of your chosen • Option 2: “When asked thrice, I shall speak
element. honestly.”
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• Option 3: “I will not allow harm to come to any


FULL POWER ELDRITCH BLAST fey who does not harm me first.”
(8TH LEVEL)
You can spend 3 actions when performing an Eldritch FEY COURTS (3RD LEVEL)
Blast (instead of 1) to add a bonus 3d6 to the damage You become Professional with Politique. Additionally,
Eldritch Blast deals. you have an Absolute bonus on checks to identify fey
or recall information about fey.
ELEMENTAL IMMUNITY
(13TH LEVEL) CURSED BLAST (8TH LEVEL)
You become immune to your chosen element. Any creatures who fail to save against your Eldritch
Blast are cursed not to harm you (as per the curse
ELEMENTAL EATER (18TH LEVEL) spell)! The curse effect is not permanent; it ends after
Any time you would have taken damage from your 3 rounds. If you take a hostile action towards a foe
chosen element, you instead are healed by it. You cursed like this, the effect ends prematurely.
regain hit points equal to the damage you would have
taken before Resist or immunity. FICKLE GIFTS (13TH LEVEL)
As part of casting an invocation on a creature, you
Sidebar: “I Want a Spell Not on the may choose to give them 1 of your Hero Dice. If the
List!” creature accepts the Hero Dice, any saving throw
If a spell is thematically appropriate for your against the spell is debuffed, and they roll twice and
character and the pact you made, speak with your GM take the lower result.
about swapping in that spell. You should exchange a
spell for another one on your pact’s invocation list. THE CYCLE (18TH LEVEL)
If you are slain, you return to life after 24 hours (as
k FEY PACT per a resurrect spell) but are given a request you can’t
You have foolishly entered into a pact with a powerful refuse by your patron. The price can be steep, and this
fey. You will inevitably become embroiled in their class feature cannot be used again until you fulfill
politics, love of contracts, and mischief. that request.
Invocation List: Charm, curse, curse of glass, cursed
favor, disguise, dominate, fly, flora form, fumble,
grease, invisibility, pollen storm, polymorph,
teleport.
Eldritch Blast Damage Type: Magic.
Pact Skill: Arcane Lore.
Keyword Granted: Arcane Magic, Fey.

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kHOLY PACT kPACT OF THE THRONE
Though they don’t often empower mortals, A very worldly form of pact, these warlocks draw
sometimes angelic powers will grant one of the truly power from the divinely ordained ruler of a kingdom,
faithful a taste of heavenly might. empire, or other powerful political institution. These
Invocation List: Bless, break curse, circle of royal bloodlines will sometimes grant boons to their
protection (Holy), cleanse corruption, cure wounds, most loyal servants, empowering them so they may

BETA VERSION 1.2


detect divinity, dictate (Holy), discern oath, life better serve their lord.
bubble, light, regeneration. Invocation List: Charm, command, dictate, divine
Eldritch Blast Damage Type: Divine. bolt, forbid, J’Accuse!, phantom servants, rebuke,
Pact Skill: Religion. silence.
Keyword Granted: Divine Magic, Holy. Eldritch Blast Damage Type: Divine.
Oaths: Pact Skill: Politique.
• Option 1: “I will follow The Canticles.” (See Keyword Granted: Divine Magic.
Paladin for more information.) Oaths:
• Option 2: “I will bring light and joy to the world, • Option 1: “I will serve my liege to my dying day.”
improving it with my presence and actions.” • Option 2: “I will shield the throne from its
• Option 3: “I will act with charity, mercy, and enemies.”
kindness in all things.” • Option 3: “The needs of my liege supersede my
• Option 4: “I will be the light that stands against own.”
the darkness, corruption, and wickedness.”
COURT POLITICS (3RD LEVEL)
DEMONBANE (3RD LEVEL) You become Professional in 2 of the following skills:
Unholy creatures hit by your Eldritch Blast are also Academia, Bluff, or Investigation.
Impaired 2 for 3 rounds. Being hit multiple times
doesn’t increase the impaired value, and only resets ROYAL AUDIENCE (8TH LEVEL)
the duration. By performing a 1-minute ritual, you may commune
with your patron as if by telepathy, though there is
SACRED SHIELD (8TH LEVEL) no maximum distance. Your patron may choose to
You gain Resist equal to your level against damage ignore you or end the conversation prematurely, and
dealt by unholy creatures. repeatedly pestering them may invoke their ire.

SOUL CALLER (13TH LEVEL) BLAMELESS COG (13TH LEVEL)


You add resurrect to your list of invocations known. When you cast a corrupting effect, such as a charm
spell, you don’t gain the corrupt trait. It is instead
CELESTIAL JUDGEMENT passed on to your patron. Your patron is made aware
(18TH LEVEL) of this transpiring.
Your Eldritch Blast deals Absolute damage against
unholy creatures. WILL OF THE KING (18TH LEVEL)
While operating within territory ruled by your
patron, you may increase the DC to Absolute on an
invocation you cast. You may do this once per short
rest.
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UNHOLY PACT PRINCE OF HELL (18TH LEVEL)
You have chosen a path where you will take lives, You can issue commands to those who serve your
step over others, and cause as much harm as possible patron. The DC for such a servant to resist your
in the name of your demonic benefactors. If you can commands is Absolute. You are assumed to have a
handle it, there is tremendous power to be found, at relative position in the hierarchy of “just below your
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the cost of any hope of salvation you once had. patron”.


Invocation List: Bane, circle of protection (Unholy),
command, curse, curse of glass, darkness, dictate Sidebar: Doing Services For Your
(Unholy), fireball, inflict wounds, madness. Patron
Eldritch Blast Damage Type: Divine. Your patron can ask you to do things. Doing so
Pact Skill: Religion. generally results in you gaining a Hero Dice.
Keyword Granted: Divine Magic, Unholy. Different patrons have different levels of interests
Oaths: and access to your senses (something you can discuss
• Option 1: “My well-being is more important than with your GM).
others, except my patron’s.”
• Option 2: “I am my patron’s knife, causing harm Let’s say your devil patron notices that you’re fighting
so that they might strive for both of us.” an angel. She might ask you to cut off its head and
• Option 3: “I will advance the unholy agenda of offer it up in her name. A communal pact warlock
my patron.” might have their various patrons ask them to punt
that evil badger into a volcano. Whatever the request
HELLFIRE (3RD LEVEL) is, if you do it, it would make sense to get a Hero Dice.
You may choose to deal either fire or divine damage
with your Eldritch Blast.
Blast Creatures who fail to save
against your Eldritch Blast are also blighted until the
start of your next turn.

PACT FOR POWER (8TH LEVEL)


As an action, regain up to 3 Hero Dice. You take 15
divine damage per Hero Dice restored (not taking the
full damage causes you not to regain the Hero Dice).
You may use this ability 3 times per short rest.

DARKENED SOUL (13TH LEVEL)


You are immune to effects that would suppress you.
You are permanently corrupted. Your patron may
bypass this.

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HP PER LEVEL: 5.
Wizard
KEYWORDS:WIZARD, SPELLCASTER, TALENTED, ARCANE MAGIC.

Wizards are magical archeologists who are uncovering and piecing together the lost art of arcane magic after
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it was thought to have died with the god of magic. With tremendous magical power at their fingertips these
arcane academics are the foremost experts on spell-slinging the world over.

Training
The training of a wizard must start early in one’s
academic career and many scholars of magic aspire to
join their ranks. It is a long journey to piece together
the lost fragments of magical knowledge that was lost
when the god of magic died in the Ragewar. After a
long period of study, either at a magical academy or
under the tutelage of a powerful wizard, a fledgeling
wizard will find themselves having to
do research in the field to advance their
knowledge and power. Through questing,
exploration, and long hours of study wizards
eventually gain the lost knowledge and
magical might they seek.

Exalted Wizards
Archmages are the most powerful wizards
in all the land and they command tremendous
magical energy and vast collections of forgotten
lore. Archmages have dozens if not hundreds of
spells at their fingertips and can be expected to have
deep understanding of some of the universe’s most
profound and esoteric mysteries. They will often have
jobs as heads of academies, as cosmic protectors, or
librarians of sacred arcane libraries.

Katalina the Curious


Gnomish Wizard-Rogue
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Cultural Expectation: The Scholar Level Class Features
Wizards are bookish, or at least according to the 1 Signature: Emergency Spells,
prevailing expectations people have. While not Spellcasting, Wizardry
always true wizards must spend time pouring over
2 (Feat)
scrolls and tomes to uncover the knowledge they
seek but equally are sent to explore things in person. 3 1st Secret Knowledge

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They can be found in the courts of the Fey, asking 4 (Honor)
demons for the best methods of torture, conversing 5 (Ability Score Increase)
with spirits, entering into poetry contests with fire 6 Detect Magic, Talented
elementals, and playing chess with angels- if there
7 (Feat)
is knowledge to be gained a wizard will seek it. Your
8 2nd Secret Knowledge
party will turn to you for answers to questions and
you should be ready; the only sin as a wizard is to not 9 (Honor)
have an answer handy!. 10 (Ability Score Increase)
11 High Wizardry
Gameplay 12 (Feat)
Wizards are the best pure spellcasters in the game,
13 3rd Secret Knowledge
at least on a technical level. They have access to the
most spells (and can gain access to more), generally 14 (Honor)
have the highest spellcasting proficiency in a party, 15 (Ability Score Increase)
and are unparalleled masters of metamagic. If your 16 Talented
wizard doesn’t have a spell that can help in any given 17 (Feat)
situation, you’re not playing them right. Wizards
18 4th Secret Knowledge
can suffer a little in terms of damage though but
19 (Honor)
that can be circumvented tactics like using area of
effect damage spells to cause more damage across 20 Capstone: Archmage, (Ability Score
multiple creatures. A wizard shouldn’t focus on Increase)
dealing damage though, they’re about causing chaos Class Combinations
and controlling the battlefield. If you toss the right Wizards are the go-to class for being good at magic.
curse on an enemy they’re out of the fight, making a Much like a fighter is going to be better with a sword
pit can render certain enemies unable to contribute, than anyone else, a wizard is going to be better at
and counterspelling enemy spellcasters can shut magic than anyone else. To this end, wizards can
them down. You generally aren’t looking to deal raw help strengthen other spellcaster classes like druid
damage; you’re looking to overcome an encounter or cleric by boosting their Spellcasting. Additionally,
with magical means. the sheer variety of arcane spells means that wizards
can add a lot of utility to whichever class they pair
with; being able to cast helpful spells like fly, haste,
and portal is never a bad thing. Giving utility to a
relatively straightforward class like berserker or
fighter can give your character a lot of strategic
depth on the battlefield and put a lot of tools in your
toolbox!
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Sidebar: The Arcane Decimation Class Features
The art of magic was sundered from the world for SIGNATURE ABILITY:
a time when the god of magic died in the Ragewar. EMERGENCY SPELLS (1ST LEVEL)
Because of this, much was forgotten, and that which You’ve learned of the importance of keeping a little
was remembered has been heavily mythologized extra bit of magical power in reserve, just in case you
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and ritualized. Those known as “wizards” seek to really end up needing it.
rediscover that which was lost and bring magic back Benefit: In a pinch, you can draw upon your deep
to the world. reserves of magic. Once per short rest, you can spend
1 Hero Dice as an action to regain mana. You regain
Wizard Proficiencies mana equal to 1 + the number rolled on the Hero
kWEAPONS Dice. This cannot bring your total mana over your
All Simple Weapons (Skilled) maximum.
Caster weapons (Exceptional)
SPELLCASTING (1ST LEVEL)
kDEFENSE Benefit: You can cast arcane spells drawn from the
Skilled arcane spell list. You have 5 + your Intelligence
Armors: Light modifier in mana to cast wizard spells. Casting a
spell costs 1 mana. You recover all mana after a
kSAVES long rest. Your wizard Spellcasting is based on your
Fortitude Save (Skilled) Intelligence.
Reflex Save (Skilled)
Will Save (Professional) You start with 3 spells of your choosing from the
arcane spell list. At 3rd level, and every odd level
kSPELLCASTING thereafter, you gain 1 new spell from the arcane spell
Exceptional list.

kBONUS LANGUAGES Sidebar: Mana


Arcane Mana is the magical academic term for the base unit
of magical power, like a “gram” or “watt”. All spells
kWIZARD SKILLS (unless otherwise noted) cost 1 mana to cast.
You are Professional in 1 of the following skills:
Academia, Investigation, Profession, Politique, WIZARDRY (1ST LEVEL)
Religion, or Technological Lore. All that time spent studying arcane theory and
Additionally, you are Exceptional with Arcane Lore. magical lore has really paid off.
Benefit: You gain a +3 bonus on Arcane Lore and
Sidebar: Casters & Caster Weapons Spellcasting checks.
Remember, if you are at least Skilled in Spellcasting,
you are proficient with caster weapons like wands SIDEBAR: SPELLCASTING CHECKS
and staves! Since these weapons use your Spellcasting Wizardry applies to dice rolls you make. It doesn’t
proficiency, you are exceptional with them off the bat! increase your spell DC or anything that doesn’t
require a die roll.

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DETECT MAGIC (6TH LEVEL) TALENTED (16TH LEVEL)
You’ve spent enough time studying magic that you Benefit: You gain the Talented feat.
can sense its presence.
Benefit: You gain Detect (magic). CAPSTONE: ARCHMAGE
Boost: You may spend 1 Hero Dice to gain Pinpoint (20TH LEVEL)
(magic) for 1 minute. “Of course I know that spell. Who do you think I

BETA VERSION 1.2


am?”
TALENTED (6TH LEVEL) Benefit: You know all spells from the arcane spell list
Benefit: You gain the Talented feat. you did not already know.
Special: If you have taken the “Fount of Arcane
HIGH WIZARDRY (11TH LEVEL) Knowledge” secret knowledge, select new secret
You have flashes of brilliance, where everything knowledges to replace them (as they are no longer
magical just makes sense. You must rush to apply the relevant).
insight before the feeling and the knowledge can
fade.
Benefit: 5 times per short rest, you gain an Absolute
bonus on a Spellcasting check to use a metamagic
effect or an Arcane Lore check.

Sidebar: Wizards Don’t Have Access to


Absolute Damage... or Do They?
Wizards don’t inherently have access to Absolute
damage or the ability to gain an Absolute bonus on
an attack roll like other classes do. However, the
Apocalyptic Spell metamagic effect causes Absolute
damage. With a DC of 50 to cast, most spellcasters
can only use it some of the time. By using your High
Wizardry class feature you can absolutely cause
Absolute damage.

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Secret Knowledges FOUNT OF ARCANE KNOWLEDGE
BLOOD MAGIC You have researched long and hard and have
There is power hidden in blood, for those willing to rediscovered spells lost to history.
pay the price. Benefit: You discover the echo of a trove of spells
Benefit: Once per short rest, as an action you may in the aether, rediscover a long forgotten spell, etc.
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regain up to 3 mana as a free action. However, you Learn 3 spells from the arcane spell list. You may
lose 10 HP per mana recovered. select this multiple times, each time you learn
different spells.
EXOTIC MAGIC RESEARCH
Your professors advised you not to read ahead. This is NECROMANCER
good advice for cowards but not for progress. Who cares if everyone thinks it’s creepy; you’ve found
Benefit: You have twisted the laws of spellcraft to your own way to make some new friends…
learn 1 spell from a spell list other than the arcane Benefit: You learn the create undead spell if you didn’t
spell list. The chosen spells are still cast as if they already know it. Additionally, when you cast the spell,
were arcane spells. You may select this multiple it has the following changes:
times; each time you learn a different spell. • Undead you create are never mooks.
Each casting of create undead allows you to make up
FAMILIAR to 3 undead. The corpses need to all be adjacent to the
You will love it and hug it and involve it in your caster.
schemes to break reality with magic.
Benefit: You gain a familiar. A familiar is a magical RITUALIST
being or guide creature that is formed from your You have a PHD in ritual magic from an esteemed
soul to act as an extension of your will. This being magical college. Your mastery of rituals is surpassed
functions like an animal companion with the by few in the world.
following modifications: Benefit: Once per long rest, you can cast a ritual as a
• The animal selected must be small or tiny. full-round action instead of the normal casting time.
• The animal can cast spells as if they were you.
(It uses your stats and abilities when casting; the SUMMONER
only difference is the origin point of the spell.) Turn the tides of battle by bringing an extra army
• If killed, the animal can be re-conjured during a with you.
long rest with no ill effects. Benefit: You may have up to 3 instances of summoned
A wizard may close their eyes and see through the creatures/objects at a time (rather than 1). If you
eyes of their familiar. attempt to summon more than this limit, you choose
which creature/object is dismissed.

WARMAGE
You’ve learned to channel more energy into your
magical implements of battle, giving them that extra
“oomph”.
Benefit: You gain a bonus on damage rolls with caster
and crystal weapons equal to 1/2 your level.

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Chapter 6:
Combat
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Adventurers often find themselves


embroiled in combat, be it with a
power-mad wizard slinging spells
and summoning minions, a magical
monstrosity with 13 limbs and 47
eyes from the outer planes, a phalanx
of soldiers, or even just an
unfortunate town guard who
decided to try to arrest the rogue-
wizard for their misconduct. This
chapter covers the ways in which
you can go about the deadly art of
dismembering your foes- combat.

How an Encounter Works


The following chapter defines how an
“encounter” works. An encounter is any
dramatic event where the moment to
moment details are important and there is a
very real chance of failure. The most common kind of
encounter is combat. k2. THE INITIATIVE CHECK
All creatures make a Reflex check to determine turn
In an encounter each player and NPC takes a turn. order; arrange players in the order of their results
Once everyone has taken 1 turn the round has been (high to low). Players roll for themselves, while NPCs
completed. A round represents about 5-10 seconds of are all rolled for by the GM. They may do so secretly.
real time. An encounter generally takes a few rounds This order is called the Initiative Order.
to resolve. “A minute” is 10 rounds. Deeper Rules
• Other Kinds of Rolls: Some options give players
The following is how an encounter unfold: ways to make alternative checks for their
initiative checks.
k1. THE ENCOUNTER BEGINS • Mooks: “Mook” type enemies always go last.
The GM defines that combat has begun and lays out • Ties: A tie between a player and an NPC always
the circumstances, as the players understand them. goes to the player. Players can decide who goes
first in a tie between players. The GM decides
who goes first in the event of a tie between NPCs.

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k3. THE ROUNDS Combat Statistics
After the surprise round (if any), all combatants are kATTACKING
ready to begin the first normal round of combat. The principal action in combat is attacking; taking
Players and NPCs act in initiative order (highest to a hostile action against an opponent in an effort to
lowest). When everyone has had a turn, the next cause them harm. When attacking, you make an
round begins with whoever has the highest initiative attack roll and compare the result against your target’s

BETA VERSION 1.2


(sometimes called the “Top of the Initiative”). Armor Class

k4. THE RESOLUTION Melee Attack Roll = d20 + Weapon


Rounds progress until the encounter has been Proficiency (Strength) + Bonus
resolved in one form or another.
Ranged Attack Roll = d20 + Weapon
kENCOUNTER MINUTIA Proficiency (Dexterity) + Bonus
• A GM may rule that a certain character goes
first during the first round of combat due to Spell/Caster Weapon Attack Roll: d20
preparation, position, or other circumstance. (e.g., + Spellcasting Proficiency + casting
Steve was ready and next to the door when the modifier*
goblin ran in, so he gets to go first). They may also
use a surprise round for this. Deeper Rules
• If there is a tie amongst players, they can decide • *Casting Modifier: This is the ability modifier that
who goes first. your Spellcasting is based on (such as Wisdom for
• If there is a tie between a player and an NPC, the a cleric or Intelligence for a wizard). If you have 2
player goes first. classes with spellcasting, you may choose which
ability modifier to use.
The Surprise Round • Multiple Attacks Per Round: You can attack
“It’s an ambush!” multiple times per round without a penalty.
Sometimes someone gets the drop on someone else. • Line of Sight and Effect: Attacks require that you
If you catch your enemy unaware during combat, or have line of sight and line of effect to your target
otherwise in a situation where they cannot react, you (i.e nothing blocking you from attacking your
and your allies who are engaged in the ambush can target) unless otherwise noted.
take a full turn before the other side goes. Beware • Targeting Terrain: Sometimes you need to target
though! The enemy can use this against you as well. terrain or an object that’s not moving. A GM
should determine how difficult it is and use
During a surprise round anyone who is unaware of the appropriate Universal DC as its AC. Under
the ambush gains the unaware condition. Anyone normal conditions it is assumed to have a Trivial
who is not unaware may act in the surprise round. (10) AC and the player doesn’t need to roll for
it unless failure is very impactful to the story or
there are circumstances that make that harder.

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• Called Shots: When you make an attack you are OTHER MODIFIERS
allowed to specify a specific location. There is no • Shields: Wielding a shield adds to your total
penalty for doing this. This may have an effect, as armor bonus
defined in your target’s entry. You must be able • Off-Guard: If you are suffering from the off-guard
to focus and have a clear presence of mind while condition, your AC is lower by the indicated
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doing this (example: a raging berserker cannot value.


make a called shot). • Defensive Action: Taking the Defensive Action
• Redirecting Attacks: If a player makes multiple action gives you +2 AC until the start of your next
attacks and kills their target before running out turn.
of attacks, even if they’ve already rolled them it’s kDAMAGE
ok to let them redirect those unspent attacks to a If you successfully hit your target, you deal damage.
different target. You deal damage based on the weapon used to attack.
The damage dealt reduces the target’s HP.
kARMOR CLASS (AC)
Your armor class, or AC, is a numeric representation Melee Weapons: Weapon Damage Dice +
of how hard it is to squarely hit you. This is the Strength Modifier + Bonus Damage
number that opponents will need to match or exceed
in order to hurt you. Your AC is: Ranged Weapons: Weapon Damage Dice +
Bonus Damage
10 + your Defense Proficiency + Armor
Bonus + Misc Modifiers ADDING ABILITIES MODIFIERS TO
DAMAGE ROLLS
ARMOR Typically, you will only add an ability modifier to a
If you are wearing armor you are proficient with, you damage roll if you’re attacking with a melee weapon;
add the armor’s armor bonus to your AC. You can in this case, you add your Strength modifier to the
only benefit from a single armor bonus at a time; if damage roll. You don’t add any modifier to damage
you get a second armor bonus, use the higher bonus rolls with ranged weapons.
between the two.
Certain abilities may allow you to add other modifiers
DEXTERITY MODIFIER to damage rolls instead of Strength. In this case, you
As part of your Defense Proficiency, you add your pick which available modifier you wish to add. Only a
Dexterity modifier to your AC. Depending on what single ability modifier can be added to a damage roll.
armor you are weaning, you may only be able to add
up to a certain value to your AC. This is referred to as Negative Modifiers
an armor’s Maximum Dexterity Bonus. A negative Strength modifier lowers damage rolls
with melee weapons. It cannot reduce your damage
Negative Dexterity Modifier below 0.
If you have a negative Dexterity modifier, it lowers
your AC!

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BONUS DAMAGE Null: Damage caused by the destructive entropy of
Certain class features or actions (such as a paladin’s “The Nothing”. Normally caused by Weird Magic.
Smite, berserker’s Rage
Smite Rage, or using Power Attack) Null damage always has Absolute penetration.
will add bonus damage to damage rolls. Only a Creatures destroyed by null damage don’t leave a
single instance of bonus damage can be applied to a corpse.
damage roll. If more than one effect would add bonus Poison: Damage caused by a poison or venom. All

BETA VERSION 1.2


damage, you choose which effect applies. Unless poison damage is, by default, biological in nature.
otherwise mentioned, bonus damage is the same (Note: Immunity to poison means immunity to both
damage type as the base weapon used. poisons (the effect) and poison damage.)
Sonic: Damage based on sound or vibrations.
kDAMAGE TYPES
PHYSICAL Sidebar: Poison vs Venom
Bludgeoning: Crushing damage or damage dealt by Yes, poison and venom are different in the real world
blunt objects. but their effects are similar enough to combine into a
Force: Damage that is just raw kinetic energy without single damage type.
a physical component. (A blast of kinetic energy that
knocks you back, damage from falling, etc.) MODIFIERS
Piercing: Damage dealt by weapons designed to Damage can be modified in the following ways:
pierce things. Biological: This damage is based on creatures having
Slashing: Damage dealt by weapons that cut or slice generally mundane biology. Things like poisons,
things open. diseases, bleeding, etc., all cause biological damage.
Non-biological creatures, such as constructs, are
ENERGY immune to this.
Acid: Damage caused by something being dissolved. Keyword: Some damage types have a keyword
Bleed: Damage caused by unhealed wounds. All bleed appended to them. For example, “Divine (Unholy)
damage is persistent damage and is biological in damage” is divine damage with the unholy keyword
nature. added on. This often describes the source or more
Cold: Damage caused by cold. specific nature of the kind of damage.
Divine: Damage resulting from a divine source (holy Non-Lethal: This damage cannot cause death. If non-
or unholy). lethal damage would reduce the target below 0 HP,
Electricity: Damage caused by electrical disarches. it instead leaves them at 0 HP and they are knocked
Life: Damage caused by an explosion of life energy. out. All damage is considered to be lethal unless
This does not harm living creatures, instead healing otherwise mentioned.
them, but does cause damage to undead. Precision: This is damage that only works if the
Fire: Damage caused by heat or combustion. creature can be critically hit as it is based on
Magic: Damage caused by raw magical force. delivering an attack in an exact fashion.
Mental: Damage caused to the mind or emotions of a Persistent: This is damage that is taken every turn at
creature. This does not harm mindless creatures. the end of their turn until some stated point in time
Necrotic: Damage caused by the draining or (if unlisted it lasts for 3 rounds). Persistent damage
suppression of one’s life force. This does not harm ignores Threshold.
undead creatures, instead healing them, but does
cause damage to living creatures.
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Material: This damage was done with certain Deeper Rules
material. While this usually doesn’t provide a benefit • Multiple Resistances: If a damage source would
by itself, certain creatures may be vulnerable to be covered by more than one instance of Resist,
particular materials. For example, a silver weapon only the highest Resist applies.
injures werewolves more effectively. • Overcoming: If something would bypass a
GESTALT CORE RULE

Mixed: A mixed damage type indicates multiple creature’s resistance, they are in a parenthetical
damage types. The total damage dealt is equally following it. “Resist slashing 5 (overcome by
divided amongst the listed damage type. silver)” means you reduce all damage from
Example: If I had an attack that dealt “Mixed Fire, slashing weapons, unless they are silver slashing
Cold, and Acid Damage” and I dealt 60 damage, my weapons.
target would take 20 fire damage, 20 cold damage, • Order of Operations: Resist applies before
and 20 acid damage. This is still regarded as a single Threshold.
attack and single total lump-sum of damage for the • Penetration: If a weapon has the Penetration
purpose of things like resistance, threshold, or other quality, it ignores the listed value of Resist (i.e.
reductions to damage. Penetration 5 ignores the first 5 points of Resist)
Sacrifice: Hit points you sacrifice for something is • Falling Damage: Falling damage ignores Resist
damage that you willingly take on yourself. This and Threshold.
damage cannot be mitigated or negated by any
normal means. If it is, the triggering effect fails. A kTHRESHOLD
GM is the final arbiter of how sacrifices are resolved. Some characters gain “threshold”, a representation of
their ability to power through damage up to a point.
kRESISTANCE This means if you take the listed damage or less, you
Some creatures are unusually hard to hurt, or more take no damage. If you take more damage than your
resilient against a particular damage type. In these threshold, you take all of it.
instances the damage they would take is reduced by a
certain amount. Example: A halfling has threshold 10 against caltrops
What it applies to is spelled out after the word (or other things that harm their feet). If a caltrop
“Resist”. “Resist fire 5” means you reduce all fire dealt 10 damage or less, the halfling would take 0
damage by 5. If something says “Resist all”, or simply damage from it as their tough feet prevented the
“Resist” without giving a damage type, that means it damage. If they took 11 damage (or more) from it,
applies against all damage types. they’d take all 11 points.

The most common source of threshold is medium or


heavier armor.

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Deeper Rules only be injured by salted fish wrapped around a mace
• Order of Operations: Resist applies before on specific holidays might as well not even have a
Threshold. vulnerability.
• Example: I have Resist 5 and Threshold 10. If I
took 12 damage I would first reduce it by 5 due kSAVING THROWS
to my Resist. I would then compare it to my Sometimes unusual or magical effects must be

BETA VERSION 1.2


Threshold of 10. As the damage was reduced to 7, resisted or avoided, since they don’t target your AC.
I would take no damage from the attack. In this case, you must make a saving throw; this
• Penetration: Penetration reduces both Resistance functions similarly to making an attack roll versus
and Threshold. AC, except you’re the one rolling to meet an attacker’s
• Falling Damage: Falling damage ignores Resist value.
and Threshold.
• Persistent Damage: Persistent damage ignores When you make a saving throw, you roll;
Threshold. d20 + Your save proficiency + the saving
throws ability modifier
kVULNERABILITY
Sometimes a particular damage type is especially There are three different kinds of saving throw:
effective against a target. These weaknesses are • Fortitude: Your resistance to biological effects
referred to as “vulnerabilities”. When a creature takes (illnesses, poison, strong drink, exhaustion, etc).
damage they are vulnerable to, they take double the You add your Constitution modifier to Fortitude
normal damage. saving throws.
• Reflex: Your split second reactions (avoidance
Deeper Rules of area attacks). You add your Reflex modifier to
• Vulnerability & Resistance: You can have both Fortitude saving throws.
vulnerability and resistance at the same time. • Will: Your resistance to mental effects (fear,
Resistance applies before vulnerability, reducing charm, illusions, etc). You add your Wisdom
the total damage before it is doubled. modifier to Fortitude saving throws.
• Vulnerability & Immunity: You cannot be made
vulnerable to something you are immune to or UNWILLING TARGETS
have an Absolute bonus on. A creature always gets a save (or some way to resist)
against an effect if they are unwilling. This applies
Sidebar: GM- Vulnerability is Scary! to saves, attacks, having their opinion swayed, being
Don’t give it to everything! It makes everything take touched, etc. If no save is given, the GM is the final
double damage and that can cause something to arbiter of what kind of save this is.
go down quickly. It’s even worse on players. It’s an
awesome tool to make an encounter very memorable
but if misused it’ll ruin one or make it far easier
than you intended. Also be aware of how common
the thing that triggers the vulnerability is and if the
players have access to it. That is to say a werewolf who
is vulnerable to silver is terrifying if none of your
players have silver weapons and a creature that can
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Space and Movement BURROWING
MOVEMENT (ON GROUND) A creature that can quickly dig can burrow.
Each square on a map represents 5 feet. You can only Burrowing can only be done when the soil (or other
move in 5 foot increments. Diagonals do not cost medium) is soft or easily moved (sand, soft earth, etc).
additional squares of movement. Only creatures with a listed burrow speed can use
GESTALT CORE RULE

this movement type and move the amount indicated


Moving Through Allies by their burrow speed per action.
You can move allies squares but cannot end your
square occupied by another creature. Deeper Rules
• Attacking Underground: Aboveground
CLIMBING creatures cannot attack underground creatures
You can use Athletics to climb. Climbing something and underground creatures cannot attack
like a ladder under normal conditions doesn’t require aboveground creatures, since the ground
a skill check but climbing up a siege ladder while breaks both line of sight and line of effect. An
under fire would (Average (15) DC). Scaling a cliff underground creature must fully come to the
face would probably be an Average (15) to Dire (25) surface to attack creatures aboveground.
check depending on the material and availability
of handholds. Scaling a wall or fortification would FLYING
likewise pose an Average (15) to Dire (25) check. A creature that can fly can freely move in any
Truly legendary feats like scaling a sheer surface direction while in the air. Moving upward (even at a
might be a Heroic (30) check. diagonal) costs 2 squares of movement while going
in any other direction just costs 1. An unconscious
While climbing, each square requires 2 squares of creature or creature who is otherwise unable to fly
movement. (such as having their wings bound) plummets to
the ground. (See the section on “Falling Damage”.
Deeper Rules: Only creatures with a listed fly speed can use this
• Creatures with a climb speed move at the listed movement type.
speed while climbing, ignoring the normal “2
squares of movement per square” rule. Deeper Rules
• Strength While Flying: If you have to apply force
SQUEEZING to something while flying (particularly upward
When moving through squares in an area that is too force) you use half your normal Strength as you
small for your body to easily fit it takes 3 squares of don’t have something to push off of/ground
movement to go through 1 square. While squeezing yourself with.
you gain the “crowded” condition, limiting you only
to natural attacks and light weapons. RIDING
Your mount is a minion. You can compel it to take a
move action while you are riding it and move up to its
movement speed. If your mount moves while you are
riding it, you cannot also take a move action yourself.

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SWIMMING TELEPORTATION
A creature can swim by making an Aquatic or If you are moving via teleportation you instantly
Athletics check. If you beat the DC you can move via cease to exist in one location and appear at the new
swimming for a turn. Swimming costs 2 squares of target location. The distance you can travel is defined
movement to move. by the ability that lets you teleport.
In deep water, swimming works similarly to flying,

BETA VERSION 1.2


in that moving up or down costs 1 additional space of Deeper Rules
movement. • No Actual Travel: You do not “travel” through the
DC Example intervening space even for an instant. There is no
Easy (10) to Average A lake, the shore, calm “path of movement” that you must define.
(15) ocean. • Line of Sight & Effect: By default, you must have
line of sight and line of effect to your destination.
Challenging (20) to Swimming in a storm, giant
• Occupied Squares: You cannot teleport into
Heroic (30) swells, rapids.
an occupied square. If you would do so the
teleportation effect simply fails and is still
Deeper Rules expended.
• Holding Your Breath: You can hold your
• Blocked Teleportation: If you attempt to teleport
breath for 1 minute without issues. For
into an area you can’t move into (such as the area
more information on suffocation, see the
blocks teleportation) the teleportation effect fails
environmental rules.
and is still expended.
• Swim Speed: Creatures with a listed swim speed
• Teleporting into Danger: If you teleport into a
use that speed when swimming, ignoring the
space that causes damage (such as into a pit of
“2 squares of movement” restriction imposed by
spikes or lava) you still teleport and take damage.
normal swimming.
(Your spell doesn’t save you from poor planning.)
• Fighting Underwater: While fighting underwater
or while partially submerged you are impaired
FORCED MOVEMENT
(1). If you are Professional in the Aquatic skill you
“Forced movement” is any sort of movement that
ignore this.
isn’t fully of your own volition. This could be things
like being shoved, thrown about with a spell, falling,
whisked down a river by the current, the ground
moving under you, etc. Forced movement occurs
immediately (they don’t wait until your turn).

Use a good sense approach to see if it should


consume movement on the character’s turn. If it is
being used to gain additional movement, it should
cost movement. If it’s something unexpected or
undesirable- it shouldn’t.

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Generally, this is a good metric: Size Categories
• Forced by an Ally or Yourself: If you are forced Size Category Reach Space
to move by an ally or by your own choice (such Tiny 0 feet 1 square
as jumping onto a conveyor belt), any movement
Small 5 feet 1 square
you are forced to do is subtracted from the next
GESTALT CORE RULE

move action you take either this turn or next Medium 5 feet 1 square
turn. Large 10 feet 2x2 space
• Forced by an Enemy or the Environment: If you Giant Special Special
are forced to move by the enemy or an undesired
environmental effect, it is not subtracted from TINY
your next movement. A tiny creature is one that does not fully occupy a 5
• Forced Movement & Attacks of Opportunity: foot square. They can only attack creatures who share
Forced movement doesn’t cause an attack of a square with them. Multiple tiny creatures can share
opportunity, but can be the basis for readied the same square without needing to make a check.
actions (this is because you are expectantly Pixies and house cats are iconic tiny creatures.
waiting and watching, not just exploiting an
opportunity). Example: If an enemy spellcaster SMALL
shoves their friend the troll out of the party’s A small creature fully occupies a 5 foot square but is
reach, it would not provoke an attack of significantly smaller than a typical human. Mid-sized
opportunity for leaving a threatened square. dogs or dwarves are iconic small creatures.
However, if you had a readied action to hit the
troll if it fled you could do it. MEDIUM
A medium creature is the size of a typical human.
MOVEMENT ACTIONS AND
SPECIAL MOVEMENT TYPES LARGE
In general any kind of action you can use with This represents something significantly larger than a
basic movement you can use with other forms of typical human, while not being excessively massive.
movement like climbing, burrowing, swimming, Orcs and trolls are iconic large creatures.
riding or flying. This means you can do a flying
charge or take a guarded step while climbing. GIANT
The size category of “giant” creatures is a variable
A GM has discretion over what is reasonable however definition meant to encompass creatures larger
and if something doesn’t make sense (such as making than what a typical “large” creature entails. You can
a “guarded teleportation” or something) a discussion increase a creature’s size by 1 step above large by
can be had over its viability. adding 5 feet to its reach and increasing its space by
1x1. Giant creatures typically start around the size of a
walrus or an elephant.
Note: Giant is typically stated as “Giant (# x # space, X
feet. reach)”. If a creature is just “Giant” it is assumed
to be “Giant (3x3 space, 15 feet. reach)”.

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Example Giant Creatures DELICATE ACTIONS
Reach Space You can’t take delicate actions while riding. This
15 feet. 3x3 space includes things like writing, playing an instrument,
assembling a technological device, etc. If the
20 feet. 4x4 space
bumping and jostling of a horse would cause
25 feet. 5x5 space problems for you then you can’t do it while riding

BETA VERSION 1.2


30 feet. 6x6 space - unless you attempt a Dexterity check (or relevant
35 feet. 7x7 space skill check). This is typically a Challenging (DC 20)
40 feet. 8x8 space check.

ATYPICAL REACH MOVEMENT


Some creatures have different reaches than those Your mount is a minion. You can compel it to take a
listed. This is often due to some oddity of their move action while you are riding it and move up to its
biology- the above size categories assume a humanoid movement speed. If your mount moves while you are
frame. A horse, for example, only has a reach of 5 feet. riding it, you cannot also take a move action yourself.
This is because they are a quadruped rather than a 12 Example: If Yolanda the Eternal rides her trusty
foot tall orc. horse Silver-Toes 50 feet, she cannot then dismount
and move her normal speed. She must choose other
EQUIPMENT & SIZE actions.
You can use equipment so long as it is within a size
category of you. A small creature can use things TARGETING A MOUNT
designed for a medium, small, or tiny creature and You can freely decide between hitting a mount or its
a large creature can use stuff for a medium, large, or rider (as it’s a minion).
giant creature. It might require a little modification
but it’s generally accepted that a human and a halfling MOUNTING/DISMOUNTING
can make use of the same equipment. When in doubt- You can mount or dismount a creature with a single
players can freely swap equipment unless it would be action.
ridiculous.
REFLEX SAVES
Mounts & Riding While riding, use the higher Reflex save for actions
ATTACKING that involve the pair avoiding physical things. If it’s
Single Attack: While mounted, you can only make 1 something that targets the rider or mount specifically,
attack (of any sort) per round. you may use the target’s Reflex save specifically.
Ranged Attacks: You can’t make ranged attacks while A failed Reflex save (by mount or rider) normally
mounted unless you are at least Professional in the results in a rider being thrown from their mount.
use of the weapon.

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WHAT CAN YOU MOUNT? SINGLE TARGET EFFECTS & AREAS
You can mount and ride any domesticated creature or OF EFFECT
vehicle that is at least 1 size category larger than you. Single target effects do not trigger when used in
A “domesticated creature” must be one that is willing conjunction with areas of effect.
and able to accept commands from you. They must
GESTALT CORE RULE

be sapient (think “horse” or “dog”) and not sentient BURSTS


(think “human” or “elf ”). Any vehicle needs to be A “burst” effect affects all valid targets that you can
designed for travel with an easy method of control. draw a line of the specified length (or shorter) to. The
origin space is included in the length of the line.
OCCUPYING THE SAME SQUARE Deeper Rules:
You cannot share the same space as another creature, • Example: If I have a 10-foot burst effect it affects
except in the following circumstances: all creatures I can draw a 10 feet line to (or less)
• Ally: You can occupy the same square as an ally if from the point of origin.
both creatures are willing. Both creatures become • Radius: This is effectively the radius of a circle
crowded. centered on the point of origin.
• Grappled: If you’ve grappled someone you can
enter their square. Sidebar: A Square is a Circle
• Tumble: You can move through an occupied Because we count the number of squares on a grid
square if you make an Acrobatics check to do (and aren’t using something cool like a hex map)
so. (You can’t begin or end your movement in an without any concern if something is diagonal, “circle”
occupied square with this however.) effects look like squares. The same is true for spheres
Also, your GM has some wiggle room with this. Can a and cubes (as they are 3D versions of circles and
pixy the size of a teacup and a halfling share the same squares). Because it could be a square or a circle we
square? Probably. Could two orcs? Probably not. If call it a “burst”. This is an oddity brought on by a
you’re locked in a tiny 5x5 cell with someone- you’re desire to simplify other areas of the game. Embrace it.
sharing a square technically. Use your best judgment!
CONES
kAREA OF EFFECTS Cones are equilateral triangles that contain a certain
Effects that target an area in Gestalt come in several number of total squares listed below. To the best
varieties. All areas of effect target squares, objects, or of your ability (subject to GMs approval) create a
creatures within those squares (Not grid coordinates/ triangle whose point of origin is adjacent to you.
the intersection of squares). If a creature or object • 15 feet: 9 squares
occupies multiple squares, select a square as close to • 30 feet: 36 squares
the center of the occupied squares as possible. Unless • 60 feet: 144 squares
otherwise specified, an adjacent space of your choice
is the source of an effect you generate; this is called LINE
the “point of origin”. A line is a straight line with its point of origin in a
square adjacent to you.
Typically, areas of effect are blocked by solid objects,
such as walls.

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OTHER SHAPES Actions
Sometimes other shapes are mentioned. For example, kTHE THREE ACTION SYSTEM
Disintegrate destroys a 10-feet cube of material. For You have 3 actions and 1 reaction per round. You
such oddities use your best judgment given the rules regain all actions at the start of your turn. Actions can
above. be any of the following sorts, or actions specifically
listed elsewhere.

BETA VERSION 1.2


kLINE OF SIGHT & LINE OF
EFFECT kSPECIAL KINDS OF ACTIONS
Most actions require that you have a clear path to REACTIONS
both detect and effect something. Your ability to A reaction is a special kind of action that is used
perceive something is called your “line of sight”, when it’s not your turn. A reaction typically resolves
even if it’s not strictly “sight” (for example; if you before the action that triggers it.
have a special sense that lets you pinpoint a creature’s
location, you have line of sight). Your ability to affect FREE ACTIONS
something is called your “line of effect”. To determine All characters have access to “free actions”, actions
your line of effect, draw a line from you to your target that take no time at all. This might be saying a single
and if it is blocked by anything, you do not have a line of dialogue, dropping something, etc. A GM is
line of effect to the target. the final arbiter of how many free actions you can
take in a round.
Certain abilities do not require one or the other. For
example, to communicate with someone mentally FULL ROUND ACTIONS
across the continent a psychic would not need a line Some kinds of actions take all your effort on a given
of sight or effect to their target so long as they could turn. These are called “full round actions” and they
picture them in their mind. An ethereal arrow that take all 3 of your actions on your turn. Taking a full
can pass through things might not require you to round action precludes you from using things like
have a strictly physical line of effect to the target (as it bonus actions as well: it takes up all your actions. You
could just pass through physical barriers) but would can still take free actions however.
still require you to have line of sight to aim the arrow.
ADDITIONAL ACTIONS
Some classes and abilities give you an extra action on
your turn to do a specific thing. (Example: A primary
fighter can spend a Hero Dice to make an extra attack
action.) You can only ever get 1 additional action per
turn.

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kLIST OF ACTIONS Example: Efraim is Exceptional with archery and
The following are the actions you can take during wants to help Skylar hit a target far away. He could
combat. You cannot combine them unless otherwise spend an action and grant Skylar +1d6 to their attack
noted. roll by fixing their stance, giving them a quick
pointer, and mentioning the wind conditions. Efraim
GESTALT CORE RULE

AID [1 ACTION OR REACTION] could not use an aid action to distract the dragon to
You can help someone else when they attempt to do grant Skylar the same bonus because that involves
something. You then add 1 Free Hero Dice to their the dragon (an enemy).
roll. Taking an aid action ends your turn.
ATTACK [1-ACTION]
To aid someone, it simply requires you to spend You make an attack against a target within your reach.
an action, say what you are specifically helping on You make a proficiency roll with whatever you are
(“Skylar’s attack roll with a bow against that dragon”), making the attack with.
and be in a place where you could conceivably help.
ATTACKS OF OPPORTUNITY
In order to aid someone on a check (skill check, [SKILLED] [REACTION]
a Spellcasting check, an attack action, etc) you If you see an opening, you can make an attack against
must be at least Skilled in doing whatever you are an opponent. You can only make one per round. You
undertaking. If someone is unskilled in Medicine, can only make an attack of opportunity with a melee
they can’t offer much aid to a professional. weapon you are skilled in the use of (be it unarmed
strikes, natural attacks, or a manufactured weapon).
Example: If Skylar the Cleric-Rogue wants to help You cannot make an attack of opportunity against
their friend Efraim the Fighter-Wizard climb and opponents you are unaware of.
Skylar is a Professional with Athletics, they could
offer Efraim a boost and some pointers as the old man The following situations trigger an attack of
in plate armor tried to climb the steep ravine walls. opportunity from a foe:
Skylar’s action grants Efraim +1d6 on the d20 roll Drawing a Weapon: If a creature draws a one- or two-
they make a climb check. handed weapon within your threatened area. Light
weapons do not provoke an attack. Reloading does
Deeper Rules not provoke an attack of opportunity.
• Reaction: You can aid someone as a reaction. If Ranged Attack: If a creature makes an attack with a
you do so, you must make the decision to do so ranged weapon within your threatened area.
before the result is known. Cast a Spell: If a creature casts a spell within your
• Bonus to a Friend, Not a Penalty to an Enemy: An threatened area.
aid check can’t be an action that imposes a penalty Moving: If a creature leaves a square you threaten.
on the enemy, only a bonus to allies and this Standing Up: If a creature stands up from being
should be reflected narratively (you help your prone within the area you threaten.
friend stab the troll, you don’t hamper the troll). Touch: A touch action provokes an attack of
Multiple allies cannot aid a single check. If the opportunity.
aid is not used before your next turn, it is wasted. Grapple or Shove: If a creature attempts a grapple or a
If you wish to impose a penalty on an enemy with shove/pull combat maneuver.
a check, use the interfere combat maneuver.
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Charging: If a creature charges and your weapon has COUNTER [REACTION]
the “brace” property. You can attempt an opposed roll against an incoming
You only threaten a foe if you are armed with a melee attack, be it parrying a sword, countering a spell, or
weapon you are skilled in the use of (be it unarmed similar threat-negating actions. To do this an enemy
strikes, natural attacks, or a manufactured weapon). must declare you as the target of their action. You
then get to roll your Counter, using whatever type

BETA VERSION 1.2


Deeper Rules of roll is specified by the ability you are using. If it is
• Creatures Who Have Not Gone: Such creatures higher, you avoid the effect of the action. Regardless
can still make an attack of opportunity so long as of the number of reactions you have, you can only
they are aware of you. attempt a counter once per round.

CHARGE [2-ACTIONS] You cannot use the counter reaction unless you have
You move up to twice your speed in a straight, an ability that lets you use it.
unobstructed line towards a target and make a single
melee attack, you get 1 bonus damage dice on the Example: Gary the Greyheart is facing a dire wolf.
attack. You must move at least 20 feet before you He has an ability that lets him counter an attack roll
make the attack. This bonus damage dice stacks with his sword. The wolf decides to make a bite attack
with other bonuses to damage. Charging a creature against him. Gary makes an attack roll to counter. He
provokes an attack of opportunity if the opponent’s gets a 26. The dire wolf rolls its attack roll, and it’s a
weapon has the “brace” property. You cannot charge 24. Because Gary got higher, the dire wolf ’s attack was
with a finesse weapon. negated (as if the wolf had failed to hit Gary’s AC).

Mounted Charge Deeper Rules:


If you are mounted you can take the charge action to • Parrying a Ballista Bolt with a Dagger: You cannot
move at twice your mount’s speed (as if you’d issued counter oversized ammunition with typical
a command to them) as part of the charge instead of weapons (i.e. you cannot counter a ballista bolt
moving twice your own speed. with an arrow).
• Before the Attack Resolves: You must decide to
COMBAT MANEUVER [1-ACTION] counter something before determining if the
A combat maneuver is an attack or action made with enemy hit their target. After they declare they’re
a goal other than simply causing damage. Generally attacking but before they roll to hit. It cannot be
you make a weapon proficiency roll against a done retroactively.
creature’s AC within your reach and it imparts the • Counter-Counters: You cannot counter the attack
effect of the combat maneuver. roll of a Counter reaction.
• Counter-Reactions: You cannot counter a
Some combat maneuvers have other reaction, such as an attack of opportunity.
implementations (such as using skills instead of • Reaction Cost: Remember, this costs 1 reaction.
attack rolls) and can even target things other than AC You (generally) only have 1 reaction and cannot
(such as a feint attack targeting your opponent’s Will use more than one counter action per round
save). See the section on Combat Maneuvers for more anyway.
information.

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• Counterspell: Learning the spell counterspell DRAWING A WEAPON [1-ACTION]
grants you the ability to counter incoming Drawing a weapon takes an action but can be done as
spells with counterspell. See the spell for more part of an action made to attack or move (including
information. charging). As drawing a weapon provokes an attack
• Spells, Actions, and Mana: If you successfully of opportunity, the enemy’s attack resolves before the
GESTALT CORE RULE

counter a spell that took 2 or 3 actions to cast, rest of your action is taken. While moving you may
your target only expends 1 action and 1 mana decide the square you draw your weapon in.
(regardless of how many the spell would have Light weapons can be drawn as a free action and do
taken to cast) as the spell is cut off before they get not provoke an attack of opportunity.
too far into casting it. Deeper Rules
• Aware: You must be aware of an action taken • Objects like potions can be drawn in the same
against you to counter it. fashion as a non-light weapon.
• You may swap between easily available weapons
You can use magic or a weapon to counter something with this same action.
of the same sort. This action lets you use a bow to
snipe an arrow in mid-flight, interject your spear DEFENSIVE ACTION [1-ACTION]
between an attacker, or counterspell a spell being You adopt a defensive stance, preparing to block
cast. In each instance you can expend a reaction to incoming blows. Raise your AC by +2 until the start
counter an action by making an opposed roll. of your next turn. This expressly stacks with other
AC bonuses. Taking this action ends your turn. If
DIRECT MINION [1 ACTION] you have some sort of cover (something protecting
Once per turn you can give orders to a creature or at least 50% of your body in a meaningful way) this
creatures under your command, granting them 3 improves to +4.
collective actions this turn. They cannot act without
you taking this action. DISBELIEVE ILLUSION[FREE
ACTION]
Deeper Rules Once per turn you can attempt to disbelieve an
• Multiple Action Commands: Using this action illusion. You get a Will save against the Spellcasting
you can relay commands for your minion(s) DC of the caster. You must have a reason to disbelieve
to undertake multiple actions (such as 3 (such as having interacted with it or seen the spell
movements, two attacks and a move, etc) cast).
• Multiple Minions: A single Direct Minions
action allows you to issue commands to multiple This can also be used to disbelieve mundane illusions
minions under your control. All minions draw created by sleight of hand or other sorts of stage
from the same pool of 3 actions. magic so long as you have an idea of how it was done.
• Minion Attacks: A given minion can only attack
once per round. FLEE! [3-ACTIONS]
• Minions of Minions: Minions cannot have You can move up to 5 times your movement speed
minions. away from any hostile creatures and give yourself the
scared condition against all hostile creatures until the
start of your next turn. You do not provoke attacks of
opportunity for the first 10 feet of movement.
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HIDE [1-ACTION] MOVE [1-ACTION]
You make a concerted effort to hide and may move up Move a number of squares up to your maximum
to half your movement speed. You gain the “hidden” speed. If you move through a square threatened by an
condition so long as there is sufficient cover to enemy, you provoke an attack of opportunity.
provide it.
Ride

BETA VERSION 1.2


Hide in Plain Sight (Exceptional) Your mount is a minion. You can compel it to take a
If you are Exceptional at Stealth you may hide while move action while you are riding it and move up to its
not in cover so long as you begin and end your turn movement speed. If your mount moves while you are
in cover. riding it, you cannot also take a move action yourself.

IDENTIFY [1 ACTION] Fly


It takes 1 action to attempt a skill check to identify a A creature that can fly can freely move in any
creature, spell, or item. direction while in the air. Moving upward (even at a
diagonal) costs 2 squares of movement while going
INFLUENCE [2 ACTIONS] in any other direction just costs 1. An unconscious
Typically you cannot influence a creature’s attitude creature or creature who is otherwise unable to fly
with a skill check while in combat, though in certain (such as having their wings bound) plummets to
GM-approved circumstances (such as trying to the ground. (See the section on “Falling Damage”.
convince a neutral mercenary to join a battle for pay) Only creatures with a listed fly speed can use this
it takes 2 actions. movement type.

KNOCKOUT! [1 ACTION] Swim


You can make an attack that deals non-lethal damage A creature can swim by making an Aquatic or
with this action. Athletics check. If you beat the DC you can move via
swimming for a turn. Swimming costs 2 squares of
MEASURED ATTACK movement to move.
[PROFESSIONAL] [1-ACTION]
You are so skilled that you can make an attack with In deep water, swimming works similarly to flying,
an even and measured level of force, prioritizing a in that moving up or down costs 1 additional space of
successful attack over damage. When you make a movement.
measured attack you always deal average damage
with your weapon (do not roll for it). Roll additional
damage from other sources, such as spells, normally.
You can’t use the power attack or rapid shot actions
with this.

Sidebar: Measured Attack for


Quickplay
Measured attack is not only a great way to get reliable
damage but it can also speed up combat!

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Deeper Rules Teleportation
• You can hold your breath for 1 minute without If you are moving via teleportation you instantly
issues. For more information on suffocation, see cease to exist in one location and appear at the new
the environmental rules. target location. The distance you can travel is defined
• Creatures with a listed swim speed use that by the ability that lets you teleport.
GESTALT CORE RULE

speed when swimming, ignoring the “2 squares


of movement” restriction imposed by normal Deeper Rules
swimming. • You do not “travel” through the intervening
• While fighting underwater or while partially space even for an instant. There is no “path of
submerged you are impaired (1). If you are movement” that you must define.
Professional in the Aquatic skill you ignore this. • By default, you must have line of sight and line of
effect to your destination.
Burrow • You cannot teleport into an occupied square. If
A creature that can quickly dig can burrow. you would do so the teleportation effect simply
Burrowing can only be done when the soil (or other fails and is still expended.
medium) is soft or easily moved (sand, soft earth, etc). • If you attempt to teleport into an area you can’t
Only creatures with a listed burrow speed can use move into (such as the area blocks teleportation)
this movement type and move the amount indicated the teleportation effect fails and is still expended.
by their burrow speed per action.
Climb
Deeper Rules You can use Athletics to climb. Climbing something
• Attacking Underground: Aboveground like a ladder under normal conditions doesn’t require
creatures cannot attack underground creatures a skill check but climbing up a siege ladder while
and underground creatures cannot attack under fire would (Average (15) DC). Scaling a cliff
aboveground creatures, since the ground face would probably be an Average (15) to Dire (25)
breaks both line of sight and line of effect. An check depending on the material and availability
underground creature must fully come to the of handholds. Scaling a wall or fortification would
surface to attack creatures aboveground. likewise pose an Average (15) to Dire (25) check.
Truly legendary feats like scaling a sheer surface
might be a Heroic (30) check.

While climbing, each square requires 2 squares of


DC Example movement.
Easy (10) to Average A lake, the shore, calm
(15) ocean. Deeper Rules:
• Creatures with a climb speed move at the listed
Challenging (20) to Swimming in a storm,
speed while climbing, ignoring the normal “2
Heroic (30) giant swells, rapids.
squares of movement per square” rule.

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Squeezing POWER ATTACK [1-ACTION]
When moving through squares in an area that is too You can make a powerful melee attack that risks
small for your body to easily fit it takes 3 squares of leaving yourself open, add 1/2 your level to the
movement to go through 1 square. While squeezing damage for this attack. After making a Power Attack
you gain the “crowded” condition, limiting you only (successful or not), you are Off-Guard 2 until the start
to natural attacks and light weapons. of your next turn.

BETA VERSION 1.2


5-FOOT STEP [1-ACTION] Deeper Rules
Move 1 square. This doesn’t provoke an attack of • Stacking Off-Guard: Unlike other Off-Guard
opportunity. conditions, this penalty specifically stacks
with existing Off-Guard conditions (i.e. power
Deeper Rules attacking while Off-Guard 3 would render you
• You cannot use a 5-Foot Step to move via Off-Guard 6 until the start of your next turn). This
alternative forms of movement like flying, penalty does not stack with itself (multiple power
burrowing, or swimming. You can use a 5-Foot attacks don’t impose an increasing penalty).
Step while mounted if you command your mount • Prohibited Power Attacks: You can’t make power
to do that. attacks with finesse weapons if you choose to
use your Dexterity for your attack rolls and you
POTION [1-ACTION] can’t power attack with weapons wielded in 1
Drinking or applying a potion takes an action if you hand. Remember that you can two-hand any one
have it in your hand. Drawing one can be done in the handed weapon.
same action (so long as it’s easily accessible).
Sidebar: Martial Characters Don’t
Need to Power Attack
Power attacking is almost an act of desperation as it
leaves you open. A skilled martial character knows
how to best attack without compromising themselves
(or in the berserker’s case, embrace it). In effect a
mid level fighter is “always power attacking” but
isn’t leaving themselves open. This is represented
mechanically as bonuses to damage for martial
characters and, remember; bonuses don’t stack.

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RAPID SHOT [PROFESSIONAL] RECOVER [1 ACTION]
[1-ACTION] You can attempt to remove a condition that is
You can knock arrows quickly and make multiple affecting you. This gives you a new save against an
attacks per round at the expense of accuracy. You can ongoing condition. You need to describe to your GM
make 2 ranged attacks with a single action. You can how you are attempting to remove the condition in a
GESTALT CORE RULE

only make one Rapid Shot attack per round. You can reasonable way.
only make rapid shots with ranged weapons you are
Professional in the use of. Deeper Rules
• Mundane: This is a mundane (non magical)
Deeper Rules attempt at recovery in short order.
• Damage is resolved independently for each • Means to Recover: This cannot be attempted if
attack. you don’t have the means to remove the source
• You cannot use rapid shot with thrown weapons. of the condition. (Example: A curse is upon your
• You cannot use rapid shot with weapons with the soul and you don’t have a means of magically
Slow Reload trait. removing it.)
• You cannot use rapid shot via multiple weapons. • What’s the DC?: If there is no relevant DC,
For example you could fire 2 arrows from the consult your GM. It should be on par with the
same bow but not fire 2 different pistols with the save or dice roll that inflicted the condition.
same attack. When in doubt use a Challenging (20) DC.
• Permanent: This cannot remove permanent
READIED ACTION [1 ACTION] conditions. If you are missing a leg you can’t take
You prepare yourself to take a specific action if a a Recover action to regrow it.
specific scenario unfolds. You spend 1 action to give
yourself 1 extra reaction. You can use this reaction to RELOAD [FREE ACTION OR 1
use any action that takes 1 action so long as it meets ACTION]
a condition you set. You may only do this once per Loading a weapon with ammunition that is easily
round and using this action ends your turn. If unused accessible (in a quiver, a sling pouch, etc) is a free
by the start of your next turn, it is wasted. action.
Example: “I will attack the next creature that comes A weapon with the “Slow Reload” quality takes 1
through the door, unless it is a friend.” would allow action to reload.
you to spend your reaction to make a single attack.
SLAY [2 ACTIONS]
Deeper Rules You can deliver a deathblow to a helpless creature,
• A readied action cannot be used to counter. slaying them. This attack is an automatic critical hit
(regardless of what is rolled) and automatically hits
RECALL INFORMATION unless the creature has some special defense. This can
[1-ACTION] only be used on a helpless creature.
A character can attempt to recall information with
a skill check with 1 action, though if something
requires more in-depth research or access to certain
books it may take many hours or days.

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Sidebar: Narrative Death Sidebar: Other Actions
HP is a weird abstraction. It is meant to show Despite all our efforts, there are going to be times a
that when you’re at the top of your game you’re player wants to take actions we as designers didn’t
tough enough to take SEVERAL blows that would foresee. In this event, we encourage you to talk to the
otherwise fell a lesser hero than you. If someone is player and discuss what they are trying to do and how
set up to be basically helpless and the foe can execute they want to go about it.

BETA VERSION 1.2


them- the character will probably die. The slay action • Simple Action: Fast or simple actions should take
might be the best way to represent this if the tone 1.
of your game suggests that they should be able to • Complex Actions: Something that takes all of
survive an execution by something like a guillotine someone’s focus or energy (such as casting a spell
but if not, it’s totally ok to do Absolute damage in or making an involved check) should take 2-3
that instance. This should be used to serve the greater actions.
narrative and tone rather than an easy combat victory. • Involved Skills: If they need to make a check,
decide what skill is involved and how hard the
SPENDING HERO DICE [FREE DC is (check against the universal DC chart for
ACTION] ideas).
If you wish to spend a Hero Dice from your pool • Dealing Damage: If it deals damage, it should
or the party’s pool (with their consent) it does not probably require an attack roll.
take an action to do so and can be done at any time, • Hostile, But Not Damage: If it is a hostile action
interrupting the normal flow of turn order. that doesn’t cause grievous bodily harm, like
tripping someone or throwing them, it should
STANDING/LYING PRONE [FREE probably be a combat maneuver.
ACTION] • Magic: If it involves magic of some sort you
You can stand up or go prone once per turn as a free probably should use your Spellcasting.
action. If you wish to do it multiple times, each time
after the first costs 1 action. TOUCH [1 ACTION]
You touch a hostile creature or evasive object.
SKILL CHECK [VARIES]
The kind of action required when skill check is This requires an attack roll with your unarmed strike,
determined by the skill itself. The most common though it doesn’t cause damage. A touch action is
action cost associated with skill checks is 1, but many often made as part of another action (such as casting
skill checks cannot be done in combat (as they take a touch spell); the “1 Action” described above is for
“minutes” to perform). when it’s done alone.

Doing Work [2 Actions] Deeper Rules


When attempting to do work on a challenge in • Touch Spells: When casting a touch spell you can
combat (or a similarly stressful situation) it takes 1 chose to use your Spellcasting proficiency.
action to do the relevant skill check but you can only • Willing Targets: You don’t need to roll if the target
attempt it once per turn. is consenting to your touch.
• Hostile: Yes, touching a creature without their
consent is a hostile action.

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TRANSFORM [1 ACTION] Health, Injury, and Death
You shift from one form to another. kHIT POINTS
Hit points, or HP, are a numeric representation of
Lots of classes and abilities use this action to change how much it takes to kill a creature. Whenever you
states; barbarians use the transform action to Rage
Rage, take damage from any source, subtract that amount
GESTALT CORE RULE

druids use it to enter their Wild Aspect,


Aspect lycanthropes from your current HP. When you have 0 HP, you
use it to enter their animalistic form, etc. begin dying.

Deeper Rules HEALING AND HP


• Multiple Alternate Forms: If you have multiple Just because you’ve lost HP doesn’t mean it’s gone
independent alternate forms, you may use a forever; healing refers to the act of regaining HP.
single Transform action to enter multiple forms. When you are healed, you regain HP based on the
• For example: if you are a berserker/druid, you can effect, up to your maximum possible HP. Healing
use a single Transform action to enter both your can’t increase your HP above your maximum value;
Rage state and your Wild Aspect.
Aspect any excess healing is wasted.

USING A SCROLL [VARIES] Some common sources of healing include


Using scroll consumes 1 more action than casting the • Resting: When you take a break, you regain HP.
spell itself. You do not need to be able to cast spells You regain up to your level in HP during a short
to cast a scroll but you must be at least Skilled in the rest, and regain all lost HP when you take a long
relevant skill; rest.
• Arcane: Arcane Lore • Magical Healing: Spells with the healing keyword
• Divine: Religion can restore lost HP by channeling life energy.
• Nature: Fieldcraft • Medicine Checks: With some time, training, and
• Psychic: Arcane Lore access to a medical kit you can use the Medicine
• Weird: Arcane Lore skill to restore lost HP.

TEMPORARY HP
Some effects can grant temporary hit points; a
separate pool of HP that is used before your normal
HP. This usually reflects a supernatural level of vigor,
or magical protection. Temporary HP is lost before
normal HP; if the incoming damage exceeds your
temporary HP, any remaining damage is then applied
to your normal HP. Healing cannot restore temporary
HP.

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Rest & Recovery NO REST
Slinging swords and casting spells takes a lot out If a creature goes without rest for a prolonged period
of a person and sometimes you need to rest. When of time, see the rules in the “Sleep & Exhaustion”
resting you can either take a “short rest” or a “long section.
rest”. A short rest is a brief break to catch your breath
and make short-term preparations. A long rest is an Sidebar: Multiple Rests

BETA VERSION 1.2


extended rest, typically involving sleep. You recover If you take multiple short rests in a row, it still just
the following things when you take a short or long counts as a single short rest. If you take a bunch of
rest) in addition to anything specifically described in short rests in a row, it’s just a long rest.
other sections).
kDEATH & DYING
SHORT REST Unconscious: When you are at 0 HP (or lower), you
If you get at least 30 minutes of peace and relaxation are helpless and prone due to being unconscious (as
that is dedicated to preparation and recovery you gain per the condition). You regain consciousness after
the following benefits: reaching 1 HP.
• Hit Points: You recover up to your level in hit Dying: If you are reduced to below 0 HP, you are
points. dying (as well as being helpless and knocked prone).
• Non-Lethal Damage: Any non-lethal damage you A dying creature must make a Fortitude save, DC 10 +
are suffering is automatically healed. the amount they are below 0 immediately. If they get
• Mana: You do not recover any mana during a a success they are returned to 0 HP. If they fail they
short rest. take 1 damage. If they reach -10 HP, they are dead. If
• Hero Dice: Set your personal hero dice pool to 3 if you are returned to above 0 HP by any means, you are
it was below that. no longer dying.
Death by Massive Damage: If you are reduced to -10
LONG REST HP or more by an attack, you die instantly.
If you get at least 6 hours of good sleep you gain the
following benefits:
• Hit Points: You recover up to your maximum hit
points after a long rest.
• Non-Lethal Damage: Any non-lethal damage you
are suffering is automatically healed.
• Mana: You recover all your mana.
• Hero Dice: Set your personal hero dice pool to 5 if
it was below that.
• Diseases and Poisons: You get a Fortitude save
against any ongoing disease or poisons.
• Short Rest: Abilities that trigger based on taking a
short rest also trigger upon taking a long rest.

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Sidebar: What HP Represents The GM is the final arbiter of if a combat maneuver
The exact nature of what HP represents has been can be made in a certain fashion given how the action
debated, especially in how it interacts with leveling is described.
up (you gained a level, and suddenly you feel
tougher?). Here are a few ideas of how to represent DOING OTHER THINGS WITH
GESTALT CORE RULE

HP in game. COMBAT MANEUVERS


• Typical Robustness: You are just that tough, but It would be impossible to write an exhaustive list of
you have your limits. HP represents the collective every single thing or action you can do in combat.
scars, cuts, bruises, and burns it takes to bring you Every style of combat, every situation, every era,
down. and every kind of terrain are going to present
• Diminishing Luck: You’re as mortal as the rest, unique options that someone in the real world could
but your luck keeps you alive. HP represents take advantage of. With that in mind we not only
all the times it wasn’t quite as bad as you feared; encourage but expect you to attempt other things
the sword cut a little wide, your clothes took with combat maneuvers.
the brunt of the fire, and the deadly spell wasn‘t
quite so potent. But your luck has to run out To do this, propose something to your GM (“I want
eventually… to hit that container of sawdust in such a way that it
• Mitigation: You’re mortal, but you’re able to lessen blinds the giant-eyed frog!”). You’ll need to hash out
blows a bit to avoid the worst of it. HP represents the best thing for you to roll (“Uses” in the entry of a
your stamina, how long you can keep going and combat maneuver) and what it should target before
keep the incoming blows from being lethal. moving onto the roll. In the preceding example it
might go something like this:
Combat Maneuvers
If you take the “Combat Maneuver” action you can Sarah: “I want to hit that container of sawdust in
attempt the following combat maneuvers. such a way that it blinds the giant-eyed frog! I think I
• Each combat maneuver has certain things you should use my attack roll because I’m hitting it with
can use to do it. These are called “Uses”. For my hammer.”
example, for “Feint” you can make an attack roll GM: “Ok and let’s let them try to duck out the way. A
or use your Bluff skill. Reflex save ok?”
• Each combat maneuver can also target a different Sarah: “Sure. If I hit, maybe blind him for a round?”
kind of defense, depending on how you do it. GM: “Sounds good, give me your attack roll.”
These are called their “targets”. If it target’s a save
(such as Reflex) the DC is 10 + the save. (Example: They have effectively made a combat maneuver that
If I had a +5 bonus on my Will save my opponent looks like this:
would have to beat a 15 with their feint check.) BLIND
• The effects of a combat maneuver last until the Uses: Attack Roll
end of the target’s next turn if not stated. Targets: Reflex Save
The attacker decides what they use and what they Effect: Your opponent is blind for 1 round.
target with a combat maneuver.
It doesn’t always have to work like this but that is
what was agreed upon for this particular action.

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kLIST OF COMMON COMBAT SHOVE/PULL
MANEUVERS Uses: Attack Roll, Athletics
DISARM Targets: AC, Reflex Save
Uses: Attack Roll Effect: You move your opponent 5 feet. On a
Targets: AC, Reflex Save successful shove/pull you may choose to deal
Effect: Your opponent drops their weapon in an bludgeoning damage equal to your Strength modifier

BETA VERSION 1.2


adjacent square of their choice. to the target. This provokes an attack of opportunity.
Dangerous Terrain: If this moves a creature onto
FEINT dangerous terrain the creature can spend a Hero
Uses: Attack Roll, Bluff Dice to retroactively raise their AC/Save against this
Targets: AC, Will Save action.
Effect: You attempt to distract, confuse, or otherwise
mislead a foe. This renders the target unaware against Sidebar: Can You Shove a Ghost?
your next attack, so long as it is made before the start (Immunities and Combat Maneuvers)
of your next turn. Feinting is a mind-affecting effect. Let’s say you’re fighting a creature that is immune
to all physical damage but you decide to not deal
GRAPPLE damage but instead just push them. Could you do it?
Uses: Attack Roll, Athletics That’s going to be up to the GM but a good general
Targets: AC rule of thumb is: does the combat maneuver require
Effect: You and your opponent gain the grappled physical contact or manipulation? You shouldn’t be
condition. On a successful grapple you may choose able to shove a ghost with your hammer but you
to deal bludgeoning damage equal to your Strength could misdirect them with a feint.
modifier to the target. This provokes an attack of
opportunity. Sidebar: Shoving Creatures Into Each
Other
INTERFERE If you shove a creature into another creature, it tends
Uses: Attack Roll, Stealth to stop. However, it’s not unreasonable for the shoved
Targets: AC, Reflex Save creature or the target they’re shoved into to make a
Effect: You do your best to fight dirty and hamper Challenging (20) Reflex save or be knocked prone.
an enemy’s actions by harrying them, and generally
make anything they do more difficult. This either STEAL
inflicts the Impaired 2 status on them until the start Uses: Attack Roll, Stealth
of your next turn. Targets: AC, Reflex Save
Effect: You steal a clearly visible object that your
target is not wielding. The object must be small
enough to be wielded by you.

Sidebar: Why No Perception Defense?


Noticing you are being stolen from is different
than preventing it. A steal combat maneuver is just
blatantly grabbing something - it doesn’t matter if the
person notices or not.
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SUNDER TRIP
Uses: Attack Roll, Athletics Uses: Attack Roll, Athletics
Targets: AC Targets: AC, Reflex Save
Effect: You attempt to break, damage, or shatter Effect: Your opponent falls prone.
an object worn, carried, or wielded by your target.
Other Combat Topics
GESTALT CORE RULE

Resolve this like a normal attack, except the damage


is dealt to the object instead of the creature wielding kCOVER
it. If this targets an unattended object the attack hits Cover is a physical barrier protecting at least 50% of
automatically. your body in a meaningful way. If you are protected
by cover you can hide and gain an increased benefit
Weight Item HP Item HP Threshold from a defensive action.
(Normal) (Magic)
Light 10 30 10 Cover is relative- if you are standing behind a chest-
high wall but are exposed from behind, you have
1 10 30 10
cover from attacks that come from your front but
2 20 60 10 are not covered from attacks from behind. This is
3 30 90 10 ultimately up to the GM’s discretion.

Sidebar: Breaking Objects Total Cover


Unless otherwise noted, objects have 10x their If you are fully blocked by cover (100% protected in a
weight in hit points. Light weapons count as if they meaningful way) your foes don’t have “line of effect”
had a weight of 1 for this purpose. If they are magical, to you, thus rendering you unable to be attacked.
triple this value. Relevant Profession checks can (Aka: “There is a wall in the way- they can’t hit you.”)
repair damaged equipment.

TRAMPLE
Uses: Attack Roll (unarmed strike), Athletics, Animal
Husbandry (While Mounted)
Targets: AC, Reflex Save
Effect: You move up to your speed in a straight line
and can deal your Strength in bludgeoning damage
to all creatures whose space you move through.
This only works against creatures of at least one size
category smaller than you.

Roll once for this combat maneuver and compare it


to the same thing on all enemies. Failure ends your
movement just before the target you failed against.
You cannot exclude targets from the path of your
trample.

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MINIONS kFLEEING
Sometimes a character gains the service of creatures Historically, during battles people would not fight
who will unfailingly carry out their orders. This until every last combatant was dead. So too it is in
might be a loyal animal companion, a summoned Gestalt- creatures should regularly flee if the situation
monster, a faithful mount, or the mind-thrall a is dire enough. Certain enemies will flee when they
wicked psychic. Minions are different from other have suffered sufficient damage or if enough of their

BETA VERSION 1.2


NPCs in the following ways: allies have been killed. This is spelled out in their
Control: The player directly controls their minions. enemy.
Command: A player never needs to make a skill
check to command a minion to do something. An enemy who is fleeing can only take the Flee!
Turn: Minions take their turn at the same time as the action until they are out of impending danger
player. (typically this means that they are out of the range
Direct Minion: To control a minion/minions the they expect their foes to be able to hit them from).
character needs to take the “Direct Minion” action Mook-type enemies have special rules on fleeing, see
(which costs 1 action) each turn. their entry for more information.
3 Collective Actions: All of a specific player’s minions
share just 3 collective actions on their turn, though kSTRONG WINDS
the player can allocate them however they like. In general, it’s ok to ignore the wind for gameplay
• For example: If a character summons 3 creatures mechanics. Anything less than extreme wind that can
with the summon monster spell (who are bowl you over (such as a hurricane or tornado) largely
minions) they could either have 1 of those isn’t relevant to gameplay. A GM can always decide to
creatures take 3 actions, all 3 of the creatures each give a Free Hero Dice or cause you to be debuffed for
take 1 action, or perhaps 1 of the creatures take 2 an attack or action where a particularly strong wind
actions and another just take 1. matters.
Reactions: If at least 1 of these actions go unused they
may be reserved as a reaction usable by any minion. kFIGHTING UNDERWATER
Attack Limit: A given minion may not attack more While fighting underwater or while partially
than once per round. submerged you are Impaired (1). If you are
Out Of Combat: Outside of combat, minions will Professional in the Aquatic skill you ignore this.
follow you without needing to be ordered, but will
otherwise take no actions without being ordered to.
Minions of Minions: Minions cannot have minions.
Hero Dice: You can spend your Hero Dice on your
minion’s actions.

These are the default stipulations of minions. Specific


rules can override these stipulations (as per normal).
Abilities that grant minions are specific about the fact
that they grant the player minions and all creatures
should be assumed to be normal NPCs rather than
minions by default.

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Chapter 7: Skills
Skills represent one’s training in various non-combat Using Skills
arts. These are commonly things like education in Skills are how you overcome challenges in the game
GESTALT CORE RULE

certain fields of study, experience in certain skill sets that don’t directly involve combat. They represent
(like performing, living in the wilds, etc), or athletic how skilled and experienced you are in certain areas
skill at something. Some of these have some combat of study or training. In this system, some skills have
applications but largely they are for overcoming overlapping benefits (For example: you can identify a
challenges that require more finesse, intelligence, magic sword with a Profession (Blacksmith), Arcane
and lateral thinking than simply “sword goes into the Lore, Merchant Lore, or even a Military Lore check).
other guy until they stop swinging back”.
Each skill has 1 or more associated ability modifiers
and you add the most applicable one to your
proficiency roll with the skill. For example: Animal
Husbandry you can use Dexterity or Wisdom. When
training an animal you’d use your Wisdom but when
riding a horse you’d use your Dexterity. If it is not
specifically called out in a particular use of the skill,
the GM should make a call, with your input.

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A GM should only call for skill checks when: kLIST OF SKILLS
• Success or failure matters to the story. Skills Associated Modifier(s)
• It is not a task one could do with ease (typically a
Academia Int
DC Easy (10) or less).
Acrobatics Str/Dex
When a skill check is based on a particular ability Animal Husbandry Dex/Wis

BETA VERSION 1.2


score, it will be mentioned after the skill name in Aquatic Dex/Int
parentheses. For example, when making an Athletics Arcane Lore Int
check to keep running over a long distance, a GM Athletics Str/Con
could call for an Athletics (Con) check. Someone
Bluff Cha
who is a skilled carpenter doesn’t need to make a
check when crafting a chair unless how good it turns Fieldcraft Wis
out is relevant to the story. Intimidate Str/Cha
Investigation Int/Wis
kMULTIPLE SKILLS, SAME Medicine Int/Wis
RESULT Merchant Lore Int/Cha
You will find that some situations allow for multiple
Military Lore Int
skills to apply; if you find yourself in this situation,
use the skill you have the highest bonus in. For Perception Wis
example: both Athletics and Aquatic allow a character Perform Int/Cha
to swim. If you are better at Aquatic than Athletics, Profession Int/Wis/Cha
use Aquatic! This is an intentional design choice: Politique Int/Cha
certain skills are intended to overlap, this allows for
Religion Int/Wis
more robust characters and solutions to come from
multiple areas of expertise! Stealth Dex
Technological Lore Dex/Int
kTAKING YOUR TIME
If you take your time doing something, typically
10-20 times as long, you can ensure a better result.
Doing this lets you treat your roll as if it were a 15 and
you can spend up to 3 Hero Dice on the skill check.
Typically, you can only take your time when there is
no immediate danger, there is no significant chance
of failure, and you are not likely to be interrupted.
You also can’t take your time on actions that would
normally take more than 1 hour to perform (such as
crafting or researching) as you are already assumed
to be taking your time on that. A GM may rule that
certain instances don’t allow you to take your time on
a skill check.

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kCHALLENGES & WORK Common Skill Uses
Not everything can be solved with a sword. kCOMBAT MANEUVERS
Sometimes you have to dig a tunnel under a bank Some combat maneuvers allow you to use a skill in
vault, stop a renegade ritual, do days or weeks of place of an attack roll. The combat maneuvers you can
research to find some long-forgotten information, or use a given skill for are listed in each of the skills.
GESTALT CORE RULE

craft a masterpiece. While many non-combat things


can be overcome with simple skill checks, some Skill Combat Maneuvers
require more work. Animal Husbandry Trample (while mounted)
Athletics Grapple, Shove/Pull, Sunder,
“Challenges”, as they are called, have a certain
Trample, Trip
amount of “work” that must be done. It’s best to think
of work as hit points for a challenge. To do work on Bluff Feint
a challenge you make a relevant skill check and the Stealth Interfere, Steal
result of that skill check is how much work you get
done on it. (If “work” is analogous to “hit points”,
the skill check’s result is analogous to damage.) kCONTROLLING A VEHICLE
Challenges also have a DC to them that the player When you are using a vehicle you may need to make
must beat to do work on a challenge. When enough checks to properly control it. To use a vehicle you
skill checks have been made, the challenge has been must be at least skilled in its use. As with all skills you
overcome! do not need to make skill checks for trivial things:
you can steer a canoe without much difficulty but
FAILING A CHALLENGE you’d need to make a check to take one through some
Failing a skill check during a challenge has one of 2 rapids.
outcomes that depends on the kind of challenge:
Failing the Challenge: The challenge is totally failed The skill you’re using depends on the kind of vehicle
and you must either start from scratch again if you you’re controlling. If something falls into multiple
are able to restart at all. categories, the GM is the arbiter of what skill is
Recovering Work: The challenge recovers twice the required. Please note that we included “mounts”
DC of the challenge in work (this is essentially “work because they work in much the same way.
you must do over”). Some challenges of this sort have
a certain number of failures before you just fail the
challenge.

Type Skill Example


Unpowered/Simple Acrobatics or Athletics Surfboard, glider, etc.
Technological Technological Lore Bicycles, wagons, etc.
Magical Arcane Lore Magic carpet, flying broomstick, etc.
Watercraft Aquatic Boats of all sorts: from canoes to galleons.
Mount Animal Husbandry Horses, a flying pegasus, etc.

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USING VEHICLES FOR MOVEMENT kCRAFTING AN ITEM
A player piloting a personal vehicle uses the vehicle’s Common Skill Checks: Profession, Medicine,
movement. For example: a surfing on a flying carpet Academia, Fieldcraft, Technological Lore
would use the magic carpet’s movement instead of To craft an item you must spend money on material
their own and gain the ability to fly. Moving a vehicle (the cost of the base item), spend time to craft it,
only costs an action for the player controlling it. and then attempt a skill check. If you succeed, the

BETA VERSION 1.2


item is crafted. If it fails you can attempt it again by
Only 1 creature can control the movement and spending more time. You must always have a means
direction of a given vehicle at a time, though multiple of performing the craft (a forge for a blacksmith, a
creatures may need to contribute to the upkeep, loom for a weaver, etc).
continued movement, or other functions of a vehicle.
You must spend actions to move a vehicle. If you WHAT DOES IT COST?
move a vehicle, you cannot take an action to move Crafting an item costs the full cost of the base item
yourself. plus any additions for things like a special material.

MOVEMENT RESTRICTIONS HOW LONG DOES IT TAKE?


Use common sense when it comes to the kind of For the purpose of determining how many items you
movement you can perform with a given vehicle. It can craft in a day, items that can be crafted in a short
may be impossible for a kayak to go against a swift rest can be crafted in ~30 minutes and those that take
current in a river for example (without supernatural a long rest can be crafted in ~4 hours. Those that take
feats or magical means) and a surfboard is probably 2 long rests take about a day to make.
not too good on cobblestones.
Keep in mind adventurers are exceptionally skilled-
TURNING not your average Joe! Most tradesmen take 10 times
As movement is largely an abstraction anyway, as long to craft things!
vehicles are assumed to be able to move in the same
fashion as players normally can. CRAFTING MAGIC ITEMS
As part of the creation of the magic item the magic
TARGETING A VEHICLE item must meet certain requirements (typically
You can freely decide between hitting the vehicle or being created in a special place or with some special
the one controlling it. material). Crafting a magic item adds 10 to the DC
(this stacks with other increases to the DC).
GETTING IN/OUT OF A VEHICLE
You can typically get in or out of a vehicle, preparing CRAFTING SPECIAL MATERIALS
it for use, with a single action (unless otherwise As part of the crafting process the player must have
noted). an amount of the material equal to the bulk of the
item being crafted. A mithril greatsword requires 2
REFLEX SAVES bulk of mithril because a greatsword has 2 bulk. The
While using a vehicle you use your own Reflex save DC increases by 5 (this stacks with other increases to
for actions that involve the pair avoiding physical the DC).
things.

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Item Type Approximate DC Time Per Item Example
Common Trade Goods Trivial (5) 1 Per Short Shirts, boots, a utility knife, etc.
Rest
Simple Weapons or Light Easy (10) 1 Per Short A dagger, 10 arrows, etc.
Armor Rest
GESTALT CORE RULE

Martial Weapons, Medium Average (15) 1 Per Long Rest A breastplate.


Armor, or Heavy Armor
Exotic Weapons or Super Challenging (20) 1 Per 2 Long A suit of full plate.
Heavy Armor Rests
Wondrous Item Dire (25) 1 Per Short A Healing Potion.
Rest
Scribe a Scroll Dire (25) 1 Per Short A Scroll of fireball.
Rest
Trap Varies 1 Per Short A bear trap or hidden spiked pit.
Rest
Item is Magic +10 - A flaming longsword. This does not
apply to scrolls or wondrous items.
Item is a Special Material +5 - A mithril chain shirt.
Has An Extra Weapon +5 - Nunchucks with reach.
Quality
Item is Technologically +5 - A heavy crossbow.
Advanced

ADDING AN EXTRA WEAPON CRAFTING A TECHNOLOGICALLY


QUALITY ADVANCED ITEM
You can add 1 extra weapon quality to a weapon by An item that has a “Tech. Lore” requirement is more
increasing DC increases by 5 (this stacks with other difficult to craft and requires special knowhow and
increases to the DC). This should be a weapon quality tools. You can only attempt to craft a technologically
that is appropriate to the weapon and the GM is the advanced item if you could use the item. The DC
final arbiter of what is appropriate. You can only increases by 5 (this stacks with other increases to the
ever add 1 extra quality to a weapon. You can only DC).
ever add 1 extra quality to a weapon. Fundamentally
changing the weapon’s nature (such as adding the REPAIRING AN ITEM
“ranged” or “caster” quality) is ill-advised. Items with the broken condition can have it removed.
Repairing an item works similarly to crafting but
requires only a short rest with no additional skill
checks and doesn’t consume materials.
The “Mundane Crafting” section of the chapter on
equipment has more modifications you can make to
an item you can craft.
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CRAFTING A SCROLL • Enchanting Specifics: Weapons that have
You can imbue a spell into a piece of talisman paper various states, conditions, or uses only have their
(which costs 100 GP). Doing so requires someone to enchantment apply under the states, conditions,
cast the spell onto the talisman paper. You must then or uses where it would be applicable. For
make a crafting check using the correct kind of skill example: a thrown dagger with an enchantment
check for your type of casting. The DC is Dire (25). that only works on thrown weapons could be

BETA VERSION 1.2


placed on a dagger but would only function when
CRAFTING A COMBINATION thrown.
WEAPON
A combination weapon is a technological marvel CRAFTING “NON-ITEMS”/
that melds together 2 different weapons into a ABSTRACT THINGS
single package, allowing you to swap between the 2 You can use craft checks to do things like compose
weapons without needing to stow or draw anything. songs, write a story, and even create cyphers. Unlike
A combination weapon has two different “modes”. items you can attempt to craft them without a target
Each mode represents a different weapon. Switching DC. The result is “how good” it is. If you attempted to
between modes is a free action that can be done compose a song and got a result of a 7... most people
once per turn. The two weapons you select for this would not enjoy hearing it. A song composed with a
weapon’s modes must be of the same handedness result of a 25? That’s something that’ll catch on!
and you must be at least Skilled in both. The overall
weapon gains the Tech. Lore (Skilled) quality. How long something like this takes to make is up to
Example: I could have a sword-whip. In one mode the GM as it entirely depends on what it is you are
it is a sword. In the other mode it is a whip. I could making. Typically adventurers can do things ~10x
switch freely between them once per round. faster than the average tradesmen though.
Deeper Rules
• One Base Weapon: With a combination weapon
you can only enchant and add an extra weapon
quality to the base weapon, not the one you
are combining it with. This is for the sake of
simplicity.
• Example: If I had an axe I turned into an axe-
whip I could only add the extra quality, materials,
and enchantment to the axe part of the weapon.
• Enchanted Combination Weapons: Combination
weapons can be enchanted based on the
qualities of either of the component weapons.
If an enchantment is only valid on one of
the combination weapons modes, such as a
windborne longbow-greatsword, it simply fails to
function when in the other mode.

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Result Quality Example kEARNING A LIVING
5< Terrible You failed to make You can earn money with certain skills. To do this you
anything of value. simply make a skill check with a relevant skill and
earn the result in GP per week. To make such a check
10 Passable No one will praise your
you must have appropriate supplies/resources at your
Quality work but it got the job
GESTALT CORE RULE

disposal and be in a location where people can easily


done. It is of poor quality.
patronize you. There must also be some need for your
15 Commercial People would buy or sell skill.
Quality the thing you made. The following modifiers apply:
20 High People regard what you
Quality made as being of top Modifier Description Result
quality.
In Need The skill or craft is in dire x5 the
25 Famous You’ve made something need or the settlement normal
that can (and probably will) GP.
become famous.
Saturated The skill or craft is not in 25%
30 Historic People will remember what Market demand due to too many of the
Quality you made for generations. people practicing it. normal
40 Legendary Everyone knows of what GP.
Quality you’ve made and even Facility If you’re using the facilities 1/2 the
beings from other planes Use or supplies of someone else. normal
may be aware of it. It causes GP.
awe.
Rich/ You are performing your x3 the
50 Divine The gods marvel at what Large craft in a metropolis, rich normal
Quality you have made. Area area, or other areas where GP.
there are a lot of people with
money to spend.
Poor/ You are in a destitute area 10%
Small where people don’t have of the
Area much to pay. normal
GP.

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kIDENTIFICATION Identification Quick References
Identifying a creature or item gives the player insight (Not All Inclusive)
into the creature or item. The GM should reveal basic Type of Creature Skills
information to them, including methods of activation Undead Religion
for items and weaknesses for creatures. A GM should
Humanoids Military Lore
provide a basic statistical overview of a creature,

BETA VERSION 1.2


though perhaps not in mechanical terms. A GM Soldiers Military Lore
might say, “This foe is strong enough to fling a horse Nobles Politique
as though it were a small stone” rather than saying, “It Animal Animal Husbandry, Fieldcraft
has a +10 Strength modifier”. Plants Fieldcraft
Aquatic Creatures Aquatic
If you identify a creature, you learn its level
Magical Creatures Arcane Lore
comparative to your own (“This troll is 2 levels higher
(Slimes, Fey,
than you.”). If it is more than 3 levels higher than
Dragons, etc)
you it is simply reported as “significantly higher level
than you”. Outsiders/Divine Religion
Creatures
It takes 1 action to attempt a skill check to identify a Machines & Technological Lore
creature or item. Constructs
Type of Identification DC
Creature 10 + the creature’s level
Sidebar: It’s Ok To Tell Your Players
Mundane Item Easy (10)
the Enemy’s AC
Technological Item Challenging (20) It’s ok to tell players an enemy’s AC if they hit it a
Magical Item* Challenging (20) few times to speed things up. It shows trust in your
Scroll Challenging (20) players and is pretty reasonable in game because after
*You must have some means of detecting magic. a few rounds you have a pretty good idea how strong
the enemy is. If you’re still a little iffy about it, have
them make an identification check!

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kINFLUENCE A CREATURE’S kPARKOUR
ATTITUDE If there is an object in your way like a fence or
You can influence a creature’s attitude with several boulder you can vault over it without breaking your
skills. stride (treating it like it’s not there). Failing this check
means you stop your movement the square before the
GESTALT CORE RULE

The attitudes used are: object. An Average (15) check can get you over most
Hostile: The creature is actively attempting to harm things but more difficult things require a Challenging
you or is more than willing to do you harm. (20) check. If it’s more than 20, it’s probably too much
Neutral: The creature has no strong opinions of an impasse for this skill use and probably requires
regarding you or is conflicted. you to go around it or climb over it.
Helpful: The creature views you favorably and is
generally willing to aid you (particularly if it doesn’t
present much danger to them). kRECALL INFORMATION
Multiple skills give insight into particular subjects,
You can adjust a creature’s attitude by 1 step with a from Fieldcraft imparting the lay of the land to
skill check opposed by 10 + the target’s Will save. Merchant Lore grantings information of trade
If for whatever reason a Will save is not possible/ deals. Recalling information gives the player that
relevant this is a Challenging DC (20). information.

Influencing a creature’s attitude is not mind control, COMMON KNOWLEDGE


nor is it supernatural. Only reasonable shifts in (EASY DC 10)
one’s attitude are possible. You cannot, for example, This is information the average person might know
befriend someone you are actively harming. It may off the top of their heads, particularly if it relates
be appropriate to grant you a Free Hero Dice based on to their vocation. You could learn this information
your relationship and interactions with your target (if simply by talking to some people.
such a check is possible at all). “The next town over has famous vineyards.”

If a skill improves the attitude of the creature it BASIC SKILLED INFORMATION


moves towards being helpful. If a skill worsens the (AVERAGE DC 15)
attitude of a creature it moves towards hostile. This is information you could get out of a book in any
well-stocked library. You’d have to read a book or at
Typically you cannot influence a creature’s attitude least a few papers to get this information.
with a skill check while in combat (Intimidate being “Let’s see a map of the local area with exact
the exception), though in certain circumstances measurements.”
(such as trying to convince a neutral mercenary to
join a battle for pay) it takes 2 actions.

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UNCOMMON INFORMATION kTRACK
(CHALLENGING DC 20) You can use skills to track or follow creatures. This
This is information that requires research, conjecture, skill can be hampered by your target’s Stealth or
and/or information gleaned from multiple sources. Fieldcraft skill.
Researching uncommon information may require
you to look up information at its source and it may It is an Easy DC (10) to track a creature under ideal

BETA VERSION 1.2


exist in repositories specifically designed for such circumstances: you know what your target looks like,
knowledge (knowledge of an ancient saint might be you know the direction they went, you know the
found in a cathedral’s private library rather than the means of travel, and they don’t have much of a head
local noble’s personal collection). start (within an hour). You need to make a check to
“Why does the wine produced by the vineyards from track every 24 hours.
the next town have traces of gold in it?”
Description DC Description
BURIED LORE (DC +5) Duration (~1 +2 If it’s been more than an
This knowledge is obscure, not recorded widely, day) hour or so and no less than
suppressed, or otherwise difficult to get your hands a day.
on.
Duration (+1 +2 per For each day after the 1st,
“Who is the leader of the secretive order of Golden
Day) day add 2 to the DC.
Grapes that protects the vineyards of the next town
over?” Poor +5 If you are missing any of
Information the following information,
FORGOTTEN/FORBIDDEN add 5 to the DC: what they
KNOWLEDGE (DC +10) look like, the direction of
This sort of information is generally only found in their travel, and how they
one location or is jealousy guarded. It may require are traveling.
inquest, investigation, and experimentation to find Obscured +5 If a creature successfully
the answer. Trail makes a check to obscure
“How can I craft the famous life-giving Wine of their passage the DC
Immortality that the order of the Golden Grapes increases by 5.
produces once every 100 years?”

Once you attempt a Recall Information check, you


generally can’t attempt the check again (you know
what you know, nothing more). However, a GM
may allow you to make a check again once time has
passed or more relevant information has been found/
revealed.

A character can attempt to recall information using


a skill check with 1 action, though if something
requires more in-depth research or access to certain
books it may take many hours or days.
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List of Skills Recall: Archeology (Int)
kACADEMIA (INT) You can examine ancient objects and discern their
Covers academic and scholarly topics of interest, general historical place, importance, and context.
particularly the humanities, natural sciences, and For example, you might examine pottery shards to
mathematics. It also covers scribery and aspects of identify which culture and time period some ruins
GESTALT CORE RULE

language (though it does not teach languages). are from. This skill can be used to identify the use and
function of ancient objects.
GM Note: Academia covers a wide variety of topics
and can eclipse other ones if you are not careful. Craft: Write a Paper (Int)
Academia specifically covers topics that do not fit You can write an academic paper or summary
better into other skills, which are normally more of a topic. This lets you “craft” academic papers,
concerned with theory over practice. Academia pamphlets, books and other sorts of information that
gives people very technical, verging on pedantic people might pay for.
or semantic, information that may lack a practical
application. For example: someone with Academia Craft: Scroll (Int)
could tell you how, in theory, to build the best kind You can scribe a magic scroll using Academia.
of shelter in a desert. Someone with Fieldcraft could
actually build one. OTHER SKILL USES
Create Cipher (Int)
COMMON SKILL USES This can also be used to create a code to obscure
Recall: History (Int) your meanings in text. It takes 6 hours to make a
You can recall general historical events. cipher and all ciphers have a “root language”. Once
deciphered someone can understand your message.
Recall: Science (Int) When you attempt to create a cipher, make a Scribery
You can recall and apply basic scientific principles check. This becomes the DC needed to decipher it. If
and axioms. The typical DC is between Easy (10) you give someone a “cipher solution”, they can read
and Heroic (30). It’s Easy (10) when you’re trying to the message without a check.
recall fundamental physical laws while a Heroic (30)
check might be something like recalling the formula Create Forgery (Int)
to describe interactions between different states of To create a written forgery (typically of a legal
exotic matter. document) you’d use this skill. The result of your
forgery is opposed by all who attempt to ascertain if it
Earn a Living (Int) is real or fake.
You can earn a living as a tutor, advisor, researcher, or
teacher. (Example: If you got a 20 on your Scribery check to
create a forgery someone could attempt to detect it as
Recall: Math (Int) being fake with Investigation. The DC they’d have to
You can solve math or logic problems with this skill. beat would be 20.)
The typical DC is between Easy (10) and Heroic (30).
An Easy (10) solves a basic algebraic equation while a
Heroic (30) check might involve complex proofs.

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Decipher (Int) Record Text (Int)
You can use this skill to crack a written cipher. This An Easy (10) check allows you to accurately record
can be used to crack written code that a local gang about a minute of speech to text. For every minute
is using to pass messages or a thousand year old after the first increase the DC by 2. Failure means the
word riddle. This is opposed by the check made to transcription has errors and omissions. Recording
create the cipher. You can only decipher text from a spoken information must be done as the target is

BETA VERSION 1.2


language you know. Deciphering something takes speaking or shortly after. To accurately record text to
hours. text the DC is still Easy (10). If it is not in a language
you speak it jumps to Average (15).
Detect Forgery (Int)
You can attempt to ascertain if a document presented Teach/Advise
as genuine has been falsified. It is opposed by the This skill can be used to properly educate and advise
check made to make the item. others. While anyone can offer advice, this lets you
do so as a profession. You might make a check each
Discern Academic Paper week to represent how sound your academic advice
You can parse/decipher the linguistic jargon used to a ruler is regarding social and legislative problems
by an obtuse piece of writing that others would or to impart a certain skill, knowledge, or craft to a
have trouble following. The DC of a typical piece group of students.
of writing is Average (15), which increases to
Challenging (20) if the writing is being intentionally Translate (Int)
obtuse. This takes 1 minute per page (or equivalent) This can be used to translate text from a language
of writing. you do not know. This requires a DC Dire (25) check
for common and lineage languages. If the language
Make Map (Int) is a rare one it is Heroic (30). If it is a dead language
An Average (15) check allows you to quickly jot down (no speakers/writers for a century) it is Legendary
a map as you travel. This might be the route through (40) or higher. It takes several hours to attempt such
the woods, the path you took through a maze, the a translation and doesn’t guarantee a perfect accurate
general layout of a dungeon you’re exploring, or a translation. It gives you “the jist” of it- a general
sea-chart cataloging your voyage. Certain areas are understanding of the text’s concepts but not its
harder to map, since they lack distinguishing marks specifics (proper names and proper nouns are often
or are hard to make out, and thus the DC increases unable to be translated at all). Translating something
by 5. Any map you make only reflects the area as does not teach you the language but may be a good
you traveled through it, and thus cannot reflect any starting point for learning a new language.
changes that occurred after you left.

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kACROBATICS (DEX OR STR) Flying (Dex)
This skill represents your trained and practiced You can control your aerial movement in adverse
ability to balance, jump, dodge, wriggle, and perform conditions. The DC to control your flight is generally
acts of flexibility. given by the effect. If you have the ability to fly no
special check is required for normal movement. A
GESTALT CORE RULE

COMMON SKILL USES check is only required under adverse conditions, akin
Drive: Unpowered Transport (Dex) to how you don’t need to make a check to walk or run
You can control your movement when using a simple but would need to make a check to balance on a thin
personal means of transportation with little to no ledge.
technological components, such as a set of skis, a
surfboard, or bicycle. Jumping (Str)
When attempting to jump, you use Acrobatics. A
Parkour (Dex) character can jump 5 feet (from 1 square to another)
without a check.
OTHER SKILL USES • Horizontal Jumps: Roll an Acrobatics check. The
Balance (Dex) result is how many feet you jump. Round down to
When attempting to balance on something, avoid the nearest 5 foot increment.
falling from a precarious place, or to remain standing • Vertical Jump: Roll an Acrobatics check. Cut the
on a surface (such as a wet sloped rooftop). Use the result in half. That’s how far up the top of your
Universal DCs to determine how difficult something head reaches above your normal height (allowing
is. Failing this check causes you to fall, either falling you to reach that far up).
off whatever you were balancing on (if it is too small When you jump horizontally you move a few feet
to support you) or falling prone in your square. off the ground, typically avoiding any ground-based
traps. You cannot “fail” a jump check but you can only
Compete in a Sport (Dex) move less than your result. You must have a stable
When competing in a sport you make an opposed place to make a jump check from (i.e the ground, not
skill check against your opponent or to indicate how mid-air or while swimming, etc)
well you did. For sports that rely on endurance, sheer
physicality, or power you would use Athletics. For Soften Fall (Dex) (Skilled)
sports that rely on grace, precision, and focus use If you fall more than 20 feet, when you hit the ground
Acrobatics. you take 1 point of force damage for every foot you
fell. You can attempt an Acrobatics check to reduce
Escape Restraints (Dex) the amount of damage you take by the result of your
You can wriggle free of restraints with an Acrobatics check. (Example: If you’d take 25 damage from falling
check. The typical DC for most handcuffs is and got a 15 on your Acrobatics check you’d take 10
Average (15) while something of a higher grade is damage instead of 25.)
Challenging (20). Something like a full-body restraint
might be as high as Heroic (30). Tumble (Dex)
You can tumble through an enemy’s square,
allowing you to move past them, with a Dire (25) DC
Acrobatics check. The square they occupy counts as
2 squares of movement. You can also tumble to avoid
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provoking an attack of opportunity once per turn. Tame (Wis)
The DC is also Dire (25). You may take a wild animal and attempt to tame it -
making it safe to live among humanoids. This means
kANIMAL HUSBANDRY they will generally “stay put”, won’t be spooked by
(WIS OR DEX) common humanoid sounds or practices, and will not
This represents your skill at training, interacting attack them. It also moves their default attitude to

BETA VERSION 1.2


with, riding, and communicating with animals. neutral with all humanoids.
This takes 1 week and a Dire (25) skill check.
COMMON SKILL USES
Identify: Animals (Wis) Train an Animal (Wis)
You can learn the properties and weaknesses of You are able to use this skill to train a tame animal
animals with this skill. to do tricks or impart a conditioned response. You
could, for example, train a dog to guard a particular
Earn a Living (Wis or Dex) building and bark at intruders (Average (15) DC). At a
You can earn a living rearing animals/working in higher DC you could train a monkey to press a button
such a profession. on command (Dire (25) DC 25). You can only train
an animal to do something they are mentally able to
OTHER SKILL USES accomplish. An animal can only be trained with one
Calm an Animal (Wis) trick or general set of skills. Retraining them often
You may improve the attitude of animals by soothing confuses them and increases the DC by +10.
them with this skill.
Trick Riding (Dex)
Convey a Message to an Animal (Wis) You are able to spur your mount to perform special
You can emotionally convey a simple message to an actions without throwing you off.
animal. This is a general emotion; typically something
that can be summed up in 1-3 simple words (“Peace”, Action Description DC
“Helping You”, “Sleep”, “It’s Safe”, etc.). Leap Attempt a long or As per
high jump Acrobatics
Judge Animal (Wis)
Rear Up/ Stand on two legs and Average
You can make an Average (15) DC check to correctly
Handstand moving 1/2 speed (15)
judge the attitude of the creature.
and Walk
Ride An Animal (Dex) Perform Counting, ”talking”, Easy (10)
You are able to control the movements of another Simple Trick basic responses
animal in adverse conditions.

Riding Conditions DC
During Combat Average (15)
In the presence of the unnatural Challenging (20)
Unwilling Mount +3
Active danger +3
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kAQUATIC (INT OR DEX) Predict Weather at Sea (Int)
The aquatic skill covers a number of seafaring You can predict local weather with fair accuracy. An
techniques as well as knowledge of the ocean and its Average (15) check will reveal the weather for the
denizens. next day, and you can increase the DC by +5 to extend
this forecast by an additional day (up to 4 days out).
GESTALT CORE RULE

COMMON SKILL USES Your forecast does not take into account supernatural
Identify: Aquatic Creatures (Int) weather or magical changes.
You can learn the properties and weaknesses of
ocean-going creatures with this skill. Swim (Dex)
You can use this skill to swim. Swimming in a lake
Recall: Aquatic Lore (Int) probably doesn’t require a skill check but swimming
You can recall info about aquatic creatures, in the ocean might be an Easy (10) or Average (15)
underwater cultures, as well the history of such check depending on how calm it is. Swimming in
creatures and cultures. You can also use this skill difficult conditions like a storm, in giant swells, or
to recall information on ocean currents, ports, in rapids might be anywhere from Challenging (20)
coastlines, navigational hazards, fishing spots, sea- to Heroic (30). If you are swimming for an extended
bird migration, and other things related to the sea and period of time you may need to make Swim (Con)
sailing. checks.

Drive: Ships & Watercraft (Dex) kARCANE LORE (INT)


You can use this skill to pilot and navigate all sorts This represents your knowledge of arcane magic, the
of watercraft. This skill can also be used to do tasks cosmos, and esoterica related to strange phenomena.
related to piloting a ship such as hoisting sails, taking
depth readings, etc. Remember that trivial tasks do COMMON SKILL USES
not require skill checks so basic maintenance can Identify: Magical Creatures and
be done without a check, only ask for a check if it is Items (Int)
difficult and/or something important hinges on the You can learn the properties and weaknesses
outcome of a check. of creatures inherently tied to magic (dragons,
elementals, fey, oozes, etc) with this skill. You can
OTHER SKILL USES also identify the properties of magic items. Unlike
Aquatic Combat (Exceptional) other skills that identify, Arcane Lore specifically
If you are Exceptional in Aquatic you can ignore any doesn’t tell you how much it’s worth.
penalties imposed by fighting underwater.
Recall: Magic and Phenomena (Int)
Fishing (Int) Any time you are attempting to recall information
You can fish for food with the proper tools. An Easy on magic itself, it is an arcane lore check. This also
(10) check will get you enough fish to feed a person covers things adjacent to magic like “how can a ghost
in an hour or two. A Challenging (20) check might fly” and supernatural phenomena and other mystic
get enough to feed a party, and it might take a Heroic things. It could be an Arcane Lore check to figure out
(30) check to hook a legendary fish! that ectoplasm is what ghosts bleed, to read fortune
telling cards, or to predict the alignment of the stars.

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Recall: The Cosmos (Int) Detect Magic (Exceptional)
You can use this skill to recall information about the If you are Exceptional in Arcane Lore you
various planes of existence, how they all work, and on automatically gain Detect (magic) with a range of 10
planar travel. feet.

Craft: Scroll (Int) Use a Magic Item (Arcane) (Int)

BETA VERSION 1.2


You can scribe a magic scroll using Arcane Lore. You can blindly activate a magic item with this
skill. Once the method of use is known, if it is not
Drive: Magical Conveyance (Int) automatic, you don’t need to make a check.
You can use this skill to control magical vehicles
(flying carpets, brooms, cauldrons, etc). Remember Figuring out how to use a particular item may require
that trivial tasks do not require skill checks so basic a check though. Figuring it out takes an hour or so
maintenance can be done without a check, only per check If there is no trick and it can be figured out
ask for a check if it is difficult and/or something relatively easily, it is an Average (15) check but if the
important hinges on the outcome of a check. item is particularly complex it may require a higher
DC. One with a hidden switch or unconventional
OTHER SKILL USES method of activation may require a Challenging (20)
Identify a Spell (Int) check. One with a truly bizarre or highly situational
As a free action, you can attempt a Challenging (20) use may require a Dire (25) check. Artifacts typically
check to identify a spell being cast. The DC is reduced have very specific activation requirements and are
to Easy (10) if you know the spell. If you do not know typically Heroic (30).
the spell you may not be given the spell’s formal
name but the GM may tell you what its effect is. kATHLETICS (STR OR CON)
The athletics skill represents your strength and
Use Metamagic (Int) endurance in physical activities. It overlaps the
You can make use of metamagics by making an most with Acrobatics but the key difference is that
Arcane Lore check. The DC varies depending on Acrobatics is about your grace and precision and
the metamagic you are trying to use. If you fail your Athletics is about your sheer physicality.
Arcane Lore check the spell is still successful but the
metamagic just isn’t applied. If you roll a natural 1 COMMON SKILL USES
on a check to use a metamagic effect the spell goes Combat Maneuver (Str)
horribly awry and you take your level in damage. Grapple, Shove/Pull, Sunder, Trip.

Applying a metamagic effect is treated as part of the Parkour (Dex)


same action as casting the spell.
Earn a Living (Str or Con)
See the metamagic section for more information. You can earn a living doing physical, manual, labor
or performing in sports or other competitions of
physical might or endurance.

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OTHER SKILL USES Compete in a Sport (Str or Con)
Swim (Str or Con) When competing in a sport you make an opposed
You can use this skill to swim. Swimming in a lake skill check against your opponent or to indicate how
probably doesn’t require a skill check but swimming well you did. For sports that rely on endurance, sheer
in the ocean might be an Easy (10) or Average (15) physicality, or power you would use Athletics. For
GESTALT CORE RULE

check depending on how calm it is. Swimming in sports that rely on grace, precision, and focus use
difficult conditions like a storm, in giant swells, or Acrobatics.
in rapids might be anywhere from Challenging (20)
to Heroic (30). If you are swimming for an extended Deadlift (Str)
period of time you may need to make Swim (Con) If something requires sheer physical might to lift
checks. or drag you can use an Athletics (Str) check to do so
instead of a more generalized Strength check. This
Climb (Str) is only good for short bursts like lifting a dumbbell,
You can use this skill to climb. Climbing something holding up a descending stone wall so your teammate
like a ladder under normal conditions doesn’t require can slip through, or holding two ropes together to
a skill check but climbing up a siege ladder while stop a gale from bursting your riggings.
under fire would (Average (15) DC). Scaling a cliff
face would probably be an Average (15) to Dire (25) kBLUFF (CHA)
check depending on the material and availability This is your ability to lie, deceive, fool, or otherwise
of handholds. Scaling a wall or fortification would misrepresent yourself. This is more social and mental
likewise pose an Average (15) to Dire (25) check. in nature than the Stealth skill, which represents
Truly legendary feats like scaling a sheer surface one’s physical ability to do so. (Bluff if lying, stealth is
might be a Heroic (30) check. hiding.)
COMMON SKILL USES
While climbing, each square requires 2 squares of Combat Maneuver (Str)
movement. Feint.

Occasionally feats may require a Climb (Con) Earn A Living (Cha)


check. These checks are more like endurance You can earn a living using your talent for bending
outdoorsmanship: climbing a mountain with little to the truth by doing things like performing cons,
no rest could be a Climb (Con) check. taking advantage of people’s ignorance, or writing
political speeches. Earning a living with this skill is
Long Distance Travel (Con) often illegal or at least unsavory. Anything more than
If you want to run for a long period of time you can petty crime should be roleplayed.
make a Athletics (Con) check. This covers things
like forced marches, marathons, or other tests of OTHER SKILL USES
endurance linked to movement. Lie (Cha)
You can bend the truth or invent an outright
fabrication. After talking to a creature you can make
a Bluff check. A creature can attempt a Will save or
a sense motive check via the Investigation skill to
spot a lie. If you succeed, the creature accepts your
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statement as factual, or at least palatable, for 1 minute Creatures attempting to understand an advanced or
or until shown evidence to the contrary. Failure complex hidden message must have been provided
means the creature doesn’t accept your statement. a cipher or meaning key to understand the message.
Creatures without a key will recognize the presence
The GM may rule that certain lies are harder to of a hidden message but will be unable to decipher
swallow and have an increased DC, and that certain it without an Investigation or Politique check at the

BETA VERSION 1.2


lies are flat out impossible to believe. same DC.

Convey Hidden Message (Cha) Impersonation (Cha)


You can hide a second meaning in your words, be You can copy the mannerisms and speech patterns of
they spoken or written. Conveying a spoken hidden someone you know. You must have interacted with or
message requires 1 at least minute of conversation, observed the person in question. When you declare
while crafting a written hidden message takes about the impersonation, make a Bluff check; anyone trying
3 minutes. to determine the authenticity of your persona must
make an opposed Investigation check (though the
Complexity Example DC GM may allow other skills, such as Perception or
Basic Conveying a short Average (15) Politique).
sentence that
conveys simple While this lets you act like someone, making a
instructions. physical disguise is covered by the Stealth skill.

Advanced Convey no more Challenging


than 3 sentences (20)
of information.
The nature of the
information can
be fairly accurate
and include proper
nouns.
Complex Convey up to a Heroic (30)
page’s worth of
hidden text with
exact and specific
information.
Convey complex
plans via hidden
instructions
described using
codenames

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kFIELDCRAFT (WIS) OTHER SKILL USES
This skill is related to your ability to survive and Discern Direction (Wis)
thrive in the great outdoors. A character without You can attempt an Easy (10) Fieldcraft check as 1
ranks in Fieldcraft probably finds camping action to discern what direction you are facing. You
unpalatable and can’t so much as set up a pup-tent let automatically succeed on this if you are Exceptional
GESTALT CORE RULE

alone fish for their food or start a fire. in Fieldcraft and are constantly aware of your
directional orientation.
COMMON SKILL USES
Recall: Geography (Wis) Set A Camp (Wis)
You can recall geographic information. You can You can set up a well run camp and manage it. Setting
picture maps in your mind, estimate distances, recall up a camp for an entire party is an Easy (10) check
specific dangers in those areas, provide insight into that normally doesn’t require any special roll if you’re
the flow of rivers, and figure out what sort of flora or at least Skilled in Fieldcraft. Not setting up a proper
fauna can be found in certain areas. camp means you and your party are exposed to the
elements and may not fully recover.
Identify: Animals & Plants (Wis)
You can identify animals and plants. Setting up a temporary shelter that can protect you
from inclement weather is an Average (15) check and
Identify: Poison (Wis) building a permanent shelter from the wilderness is a
You can identify the effects of a poison or detect a Challenging (20) check. It may take hours of days to
poison in something (such as food or drink). make such shelters.

Craft: Poison (Wis) Find Food (Wis)


You can craft poisons with Fieldcraft. You can find food, if there is food to be found, in the
wilds. Finding food takes 30 minutes to an hour. If
Track (Wis) you pass an Easy (10) check you get enough food
You can use this skill to track creatures with physical to feed 1 person for 1 day and for every 3 you beat
evidence (footprints, broken twigs, etc). This it by, you get enough food for 1 additional person.
wouldn’t allow you to track creatures with non- This might involve scavenging for berries, fishing,
physical means (context clues, inferences, hunches, hunting small game, locating edible plants, etc. A
reviewing documents, and interviewing others)- this successful check also involves preparing food so that
specifically applies to tracking based on physical, it’s edible. It may not taste good if you are preparing a
natural, information and is particularly relevant when meal with Fieldcraft, but at least you won’t die.
tracking animals. If either this or Investigation would
apply, use the one you are better at.

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Preparing for the Elements (Wis) Geographic Survey (Wis)
You can take 1 minute to help a creature better An Average (15) check allows you to make a general
endure adverse natural conditions. A successful topographic/geographic map of an area. This is a
check allows the creature to endurance the weather general survey of the land, its natural formations, and
or other environmental effect they are affected by. things like natural resources and animal populations.
This skill either fully prevents the environmental This takes several hours.

BETA VERSION 1.2


condition or does not work. If the means of properly
preparing someone is not present, you cannot use kINTIMIDATE (CHA OR STR)
this skill. This skill is primarily concerned with your ability to
impose your will on someone forcefully. It is rarely
This might be an Easy (10) check to prepare kind or considerate, though it can be employed
someone’s winter gear and make it more waterproof politically or used judiciously.
with some salve you have. An Average (15) check
might be making a shelter or windbreak in a COMMON SKILL USES
windstorm to allow your party to sleep through the Influence A Creature’s Attitude (Cha
night. On the upper ends of Challenging (20) and or Str)
above, this can allow characters to survive in places You can influence a creature’s attitude with overt
people were not meant to live: in the sweltering heat or subtle threats of harm, violence, or personal
of the deepest, driest deserts, or atop the world’s misfortune. This also covers blackmail and extortion.
tallest mountains where the air is super thin. This If you use Intimidate to improve someone’s attitude
ability is mundane in nature and does not allow you the effects do not last long, generally only so long
to perform supernatural feats of resistance. as you are threatening them. Once that ends their
attitude towards you worsens. Unlike normal
Predict Weather (Wis) attempts to influence a creature, Intimidate can be
You can use natural signs to predict the weather. An used in combat.
Easy (10) check gets you the weather for the next 24
hours, an Average (15) check gets you the next few OTHER SKILL USES
days, and a Challenging (20) gives you the weather Bark Orders (Cha) (Exceptional)
for the next week. This information is correct unless You can establish order and issue commands. As an
something changes it (magic, a god, some previous action, make an Intimidate check (typically a Dire
unknowable but dramatic complication, etc). Your (25) DC, but the GM may adjust). If you succeed, all
information is only for the general region around you allied creatures within 30 feet that can hear you have
(anything within a few day’s walk). any fear effects suppressed until the end of their next
turn so long as they are generally following the orders
Obscure Tracks (Wis) you bark at them. (Example: “Get off your butts and
You can attempt an Average (15) check to obscure fight!” would suppress the fear effect so long as they
your tracks in the wild. Doing so increases the DC of fight.)
checks made to track you and your party by +5.

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Demand (Cha or Str) kINVESTIGATION (WIS OR INT)
You can force your will upon other creatures, Your skill at Investigation represents your reasoning,
ordering them to do as you say. Using an Influence witt, ability to read people, ability to solve puzzles,
action (which takes 2 actions) you can make an and your ability to discern hidden information.
Intimidate check opposed by a Will save from the If you’re skilled in Investigation you don’t miss
GESTALT CORE RULE

target. If you succeed, the creature treats your order anything and are hard to fool.
as a reasonable request and attempts to carry it out
so long as they aren’t hostile. However, the creature’s COMMON SKILL USES
attitude towards you worsens by one step (this has no Track (Wis)
bearing on whether or not they do the task). This is a You can track a person of interest through context
mind-affecting, language-dependent effect. clues, inferences, hunches, reviewing documents,
and interviewing others. You can’t use this to track by
Demoralize (Cha or Str) physical evidence alone (that is Fieldcraft). You could
You can break the spirit of your foes, rendering them use this to track down a hideout via financial records
unwilling to fight you. As an action, select a signal and gossip but not a fleeing suspect. If either this or
target and make an Intimidate check opposed by a Fieldcraft would apply, use the one you are better at.
Will save from the target. If you succeed, the creature
becomes scared of you for 1 round. This is a mind- OTHER SKILL USES
affecting effect. A creature who successfully resists Detect Forgery (Int)
your demoralization cannot be demoralized again by You can attempt to ascertain if something presented
you for 24 hours. as genuine is indeed fake. This may be a painting,
a legal document, or any other mundane item. It is
Demoralize (Exceptional) opposed by the check made to make the item.
If you are least Exceptional in Intimidate, creatures
you successfully scare must spend 1 action each turn Search (Wis or Int)
moving away from you. This effect lasts as long as the This allows you to search for something in particular.
creature remains scared by you. See “Searching” in the adventuring section of this
book.
Goad (Cha) (Exceptional)
You can goad a creature who is suffering from a bout Hunch (Wis or Int)
of rage or fear (or similar emotion) into fixating on If you’ve lost the plot and aren’t really sure what to
you. As an action, make an Intimidate check against do next you can use this skill to get a hint from your
such a creature. If they fail an opposed Will save GM as to where to go. A hunch is a hail mary- you
they are compelled to take a hostile action towards take some time (typically about 1-15 minutes) to go
you on their next turn. This also works on creatures over everything you know and see if you can make
who have -1 or less Intelligence, regardless of their sense of anything. A result of 15 will typically get you
emotional state. A creature who makes their save is on the right track while a result of 20 will give you a
immune to your goading for 24 hours. more concrete plan of action. You need to focus on a
specific challenge or situation when trying to get a
hunch.

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Sidebar: When The Players Are Lost, kMEDICINE (INT OR WIS)
Give the a Hunch Check This skill represents your knowledge of and skill in
If the players don’t know what to do and are just the medical profession. You might be a rural healer
kinda lost, have them make an Investigation check to with knowledge of herbs and salves or a properly
get a hunch! That’s what the skill is for. trained physician but the result is often the same- you
can mend the body, cure illnesses, and purge toxins.

BETA VERSION 1.2


Sense Motive (Wis) Depending on how you approach medicine you can
You can gauge if someone has ulterior motives based use either Intelligence or Wisdom.
on information and evidence. This can be used to
oppose a check made to lie, instead of a Will save. COMMON SKILL USES
Earn A Living (Int or Wis)
It can also be used to figure out someone’s general You can earn a living as a healer, herbalist, apothecary,
motives for a statement. A merchant may offer to sell doctor, caretaker, or other medical professional.
you weapons on the cheap without telling you a lie
but you can make a check to sense their motive and Recall: Medical Knowledge (Int)
ascertain that they probably stole the weapons or got You can recall information on diseases, medical
them illegally. This is a Average (15) check, though a practices, famous doctors, various kinds of toxins,
creature can attempt an opposed Bluff check. Success medical tools and apparatus, and information about
means you get the general motivation of a creature the biology of common humanoid creatures.
for an action. Failure means you don’t detect anything
conclusive, but you are still allowed to have whatever Identify: Poison (Int)
suspicions you already have. You can identify the effects of a poison or detect a
poison in something (such as food or drink).
Sense Mind Control (Wis or Int)
You can attempt a Challenging (20) check to see if Craft: Poison (Int)
someone is under a mind-affecting effect or not. This You can craft poisons with Medicine.
gives no special insight into what it is, just that they
are under the influence of something else. OTHER SKILL USES
Detect Malady (Int or Wis) (Skilled)
By taking 5 minutes to examine a creature, you can
determine if they are suffering from a poison or
disease. Make a Medicine (Challenging (20) DC, rarer
afflictions have a higher DC). If you succeed you are
able to identify any natural afflictions the creature is
suffering from.

Detect Malady (Exceptional)


You can use Detect Malady to identify supernatural
and/or magical poisons and diseases as well as all
curses.

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Heal Wound (Int or Wis) (Skilled) kMERCHANT LORE (INT OR
By taking 5 minutes and expending 1 dose of CHA)
medicine you can heal someone for an amount of HP This skill covers your ability to trade, apprise goods,
equal to the result of your Medicine check. knowledge of commerce, ability to barter, and
manage a business.
GESTALT CORE RULE

Heal Wound (Exceptional)


If you are at least Exceptional in Medicine, when you COMMON SKILL USES
use Heal Wound you instead heal an amount of HP Earn a Living (Wis or Cha)
equal to twice your Medicine check. You can earn a living as a merchant or trader.

Post-Mortem Analysis (Int or Wis) Identify: Value (Int)


(Exceptional) You can identify any item. If successful, you get the
By taking 5 minutes to examine a corpse, you can item’s value but not its function. You can also use this
attempt to determine the cause of death. Make a skill to identify things like services.
Medicine check (DC 15 + 2 per day). The GM may
adjust the DC for common or rare sources. Recall: Business (Int)
You can recall information on business matters,
Resuscitation (Int or Wis) famous merchants/traders, trade routes, trade
(Exceptional) restrictions and laws, where items are produced, and
You can take a full round action and spend 1 dose of trivia about common trade goods, etc.
medicine on a dead creature who died within the last
minute. The DC is Heroic (30). If you are successful OTHER SKILL USES
they are restored to 0 HP. Barter (Cha) (Skilled)
You can barter to increase or decrease the sale price
Stabilize (Int or Wis) of items and services. This is either a Challenging
You can attend to a dying creature. As a full round (20) check or, when bartering with a person at least
action, you dedicate all your attention to them Skilled in Merchant Lore, an opposed Merchant Lore
and make an Easy (10) Medicine check. If you are check. If you’re successful your target will accept
successful, you can roll 1 Hero Dice to add to their reasonable trade offers that favor you. This is typically
Fortitude saves against death. + or - 5-10% of the price of what you are bartering
over but it can include favors or other boons (you
Treat Illness or Poison (Int or Wis) get a free meal at the inn, you negotiate for 1 extra
(Skilled) hireling, etc).
By taking 5 minutes and expending 1 dose of
medicine you can attempt to cure someone’s disease You can only make reasonable requests with
or poison. The DC of the skill check is equal to the bartering, you need some leverage and it has to
DC of the save of the disease or poison. If successful, benefit the person you are bartering somehow too.
the effects of the poison or disease ends. If you want to force someone into a terrible deal, use
Bluff, Intimidate, or maybe even Politique.

If you’ve bartered with someone for a discount or


sold your goods at a higher price people tend to get
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wise quickly. Even with a great barter result you Identify: Arms and Armor (Int)
can’t buy goods in one town and resell them in the You can identify the use and worthiness of found
same town at a markup- people talk and know each weapons and armor. This gives no indication of their
other. This extends to your entire party and people monetary value, instead focusing on their ability to
you are known to affiliate with. The best use of this work in combat. It specifically gives the weapon’s
skill is to buy something in a specific place and travel profile as well as weapon qualities it possesses.

BETA VERSION 1.2


somewhere that the goods you bought are needed
and sell them for a tidy profit. Recall: Historic Heroes and Battles
(Int)
This skill also doesn’t work on things of extreme You are able to recall information related to notable
individual value or rarity. While you can barter 10% historic battles, wars, and sieges. Additionally, you
off the price of purchasing grain or a 5% discount at can recall information about famous/infamous
the inn, you can’t negotiate for the church to sell you soldiers, famed generals, military tyrants, the rules of
a holy relic on the cheap. warfare, tactics, and notable weapons.

Black Market Discount (Int or Cha) OTHER SKILL USES


(Exceptional) Siege (Int)
A savvy merchant doesn’t pay marked up prices on You can identify weaknesses in fortifications, walls,
black market goods (rather than 3-5x the normal buildings, or other structures. This takes at least 5
price). Buying black market goods carries its only minutes of observation of the visible structure (larger
problems however. structures take more time, up to 1 hour). Then make
a Challenging (20) Military Lore check. If successful,
Detect Forged Currency / Forge you identify the likely points of failure; unguarded
Currency (Int or Cha) points on the walls, cracks in foundations, etc. This
You can use this skill to detect defaced or counterfeit information may be used to plan an attack (hit here),
currency or notes. You can also use this skill in place or prepare for one (they’re probably going to hit us
of a crafting check to make counterfeit currency. here).

Tactical Analysis (Int)


kMILITARY LORE (INT) You can make a Challenging (20) check to discern if
You can use this skill in instances where your a plan of attack feels tactically sound after 5 minutes
knowledge of military protocol, tactics, and the of analysis. This is an excellent opportunity for the
weapons of war is relevant. GM to point out any glaring flaws in your plan. This
can also be used to analyze any enemy plans you
COMMON SKILL USES are aware of. The result of this check is based on
Identify: Humanoids and Soldiers the information you have at the time of making the
(Int) check.
You can determine the common weaknesses and
abilities of humanoid creatures, and recognize
military standards, heraldry, and signs of military
rank.

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kPERCEPTION (WIS) Detect: Hidden (Exceptional)
This represents your overall awareness of your If you are Exceptional with Perception, if you succeed
surroundings, and your ability to spot things hidden a Heroic (30) Perception check you gain an intense
or out of place. awareness of your immediate surroundings. You are
COMMON SKILL USES aware of all of the following within 30 feet of you;
GESTALT CORE RULE

None • The number of creatures


• The direction and distance each creature is to you
OTHER SKILL USES • The direction each creature is moving (if at all)
Detect: Hidden (Wis) • The location of walls/barriers
You are able to spot the tell-tale signs that give away • The rough location (+/- 5ft) of all doors/
hidden creatures, objects (including traps), and windows/trapdoors/etc , secret or otherwise
passageways. This is typically a Challenging (20) DC, This effect lasts for 3 rounds.
though creatures actively trying to hide instead make
an opposed Stealth check to remain hidden. A GM Danger Sense (Wis) (Exceptional)
may increase or decrease the DC as needed or desired. If you are attacked while unaware, as a reaction you
This check is against one specific hidden thing (not a may attempt a Challenging (20) Perception check. If
“general check”). you succeed, you aren’t unaware until the start of your
next turn.
Success on a roll doesn’t reveal the exact location of
hidden creatures or objects, but instead confirms Search (Wis)
their presence and gives the rough direction they are This allows you to search for something in particular.
relative to you. See “Searching” in the adventuring section of this
book.
A GM may limit a Perception check to a particular
sense, such as a visual, auditory, or smell-based check. kPERFORM (CHA OR INT)
Creatures with the appropriate Keen Sense ability Your ability to perform artistic displays is governed
increase their proficiency by 1 step for the check, and by this skill. This covers all forms of physical artistry:
creatures lacking the appropriate sense can’t make the music, dance, song, comedy, theater, poetry, etc.
check.
GM Note:
Perform is a singular skill. A player should specify
what their main method of performance is but it
does cover a large array of related skills and some
leeway should be given. For example a musician
might also be able to sing and dance, a thespian could
probably recite poetry pretty well, the dancer might
have a favorite instrument they play, etc. The higher
their proficiency with this skill, the more leeway
you should give them: an Exceptional musician can
probably sing, dance, and can probably hold their
own on the stage.

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COMMON SKILL USES kPROFESSION (CHA, INT, WIS)
Earn a Living (Cha) This skill covers crafts or vocational skills you
You can earn a living as a performer. have. When you select this skill, select 1 profession
that this skill will apply to. An example would
Recall: Art & Artists (Int) be Profession (Blacksmith). Your use of this skill
You can recall information on artistic subjects such as expressly applies to that profession. What ability

BETA VERSION 1.2


famous artists, the date a specific painting was made, modifier it used is determined by your vocation:
famous lines from plays, the art of past civilizations, • Charisma: This is typically used for things
which play is popular, etc. that require social comprehension, artistry, or
charm. Professions like public speakers, painters,
OTHER SKILL USES sculptors, politicians, and courtesans would use
Performance (Cha) Charisma.
As part of a rest (or by doing ~30 min performance) • Intelligence: An Intelligence-based profession
you can increase the amount of Hero Dice recovered requires intellectual or academic intelligence.
by resting creatures by 1. To achieve this you must Common Intelligence-based professions include
make a Challenging (20) Perform check. bankers, clerks, scientists, librarians, midwives,
and architects.
• Wisdom: If a profession requires Wisdom
it probably requires cunning, insight, and/
or empathy. This covers stablehands, cooks,
managers, law enforcement, writers, shepherds,
etc.
If a profession doesn’t fit neatly under another
mental ability modifier , use Wisdom. If it falls under
multiple, use whichever mental ability modifier you’d
like (with your GM’s approval).

COMMON SKILL USES


Earn a Living (Cha, Int, Wis)
You can earn a living in your profession.

Recall: Professional Knowledge (Int)


You can recall information about your specific job:
people, hierarchies, specifics, laws, best practices, etc.

Identify: Items of Your Profession


(Cha, Int, Wis)
You can identify items produced by your profession.

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OTHER SKILL USES Identify: Nobility & Politics (Int)
Crafting (Cha, Int, Wis) You can recognize persons of importance, the crest of
If your profession is related to crafting items, you can noble families, and other items of political or noble
use this skill to craft items related to your profession. importance. This also represents your understanding
You can use this skill to craft magic and/or of political theory and humanoid customs.
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technological items provided you meet the crafting


requirements of the item. Recall: Laws and Norms (Int)
You can call up information about a region’s laws,
Repair (Cha, Int, Wis) cultural values, taboos, and societal norms.
If your profession is related to crafting or repairing
items, you can use this skill to repair items related to OTHER SKILL USES
your profession. Change Opinion (Cha)
You can attempt to cause a creature to like something
kPOLITIQUE (INT OR CHA) more. This could be making a specific political
One’s Politique skill describes how adept they are in candidate look more appealing, convincing them
social situations, in political matters, and how well- to shop at one shop rather than another, or enticing
versed they are in things like law and nobility. them to spend money at a specific inn. This is done
like you are trying to improve their attitude towards
COMMON SKILL USES you: a creature can be hostile, neutral, or helpful
Influence A Creature’s Attitude towards an idea.
(Cha)
You can influence a creature’s attitude with flattery, You can spend 10 minutes trying to convince
honeyed words, and general banter. someone to change their opinion on something.
A Polique check, opposed by their Will save, will
Sidebar: Seduction improve their attitude towards whatever you are
Seducing a creature is a tricky topic that not everyone trying to change their opinion on. A creature’s
is okay with having in game. Always talk with your attitude can only be moved 1 step in this fashion per
GM and your party at large regarding their feelings week.
on seducing other creatures. If everyone is ok with
those elements in the game, seduction is typically Sidebar: Trials
a Charisma-based Politique check (though other In feudal societies trials could take many forms
skills may be appropriate in certain situations). Only but the most common, for the layperson, would be
conscenting creatures who already have romantic judgment via a noble or some other person in charge
inclinations towards you can be seduced or otherwise (a formally trained judge, a religious official, etc) in
romantically engaged. Always treat this topic with accordance with the law of the land. This judge had a
sensitivity and tact. wide latitude in their ruling (larger still if corruption
is in place) so largely it was about proving to them
that you were innocent (or the other party guilty).

In many instances an opposed Politique check made


by both parties is sufficient for a trial after arguments
are made.
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Gather Information (Cha or Int) Pardon (Exceptional) (Cha)
If you spend a few hours you can gather information Your silver tongue can help you escape tricky political
from the general public. This might involve you situations (approximately) once per minute. Using
gossiping with some of the courtiers, bragging this ability allows you to state “PARDON” (loudly and
down at the tavern, or just listening to the gossip inclearly), allowing you to “take something back” that
the market square for an hour while talking to the you just said (generally the previous sentence) and

BETA VERSION 1.2


vendors. the scene continues as if you had never said that. For
example, if you accidentally said something tasteless
This particular skill use should not be used in lieu about a guard you may say “PARDON- what I actually
of roleplaying if you are talking with a specific meant to say was...” before they raise their weapon
individual, but instead is meant to be used when to kill you for the offense. This must be used as
you are “casting a wide net” and sourcing your quickly as possible and shouldn’t be used to move the
information from the general public. The information conversation back by more than a few seconds.
you seek must be known to the people you are
speaking with. Sidebar: Appropriate Use
This is not an excuse to say something offensive and
Results then take it back. This is to be used tastefully and
An Easy (10) check gets you what the common spontaneously to correct an in-game social faux pas
thoughts and fears of the general populace are (“What you have committed that your character would not
would appear in the headlines of a newspaper in this have. Out of game you will still have stated whatever
area?”). you stated in character; be mindful and use this
An Average (15) check gets you gossip on specific prudently.
people, groups, or situations you are interested in
(“What would a gossip magazine have on this?”). k RELIGION (INT OR WIS)
A Challenging (20) check will get you specific and This skill is used to represent your understanding of
useful knowledge of whatever you are looking into the divine. It covers things like rituals, deities, divine
(“What would an interview with someone familiar to servants, morality, and the cosmos.
the situation yield?”).
A Dire (25) or higher result could get you COMMON SKILL USES
compromising or otherwise private information Earn A Living (Int or Wis)
on what you are looking into (“What would a You can earn a living as a priest or religious figure.
governmental report on the matter reveal?”).
Identify: Divine Creatures (Int or
Gauge Politics (Cha or Int) Wis)
If you spend a few hours you can determine the You can learn the properties and weaknesses of
political lay of the land in a region with an Average creatures inherently tied to the divine, such as
(15) check. This informs you of persons of note, major outsiders, with this skill.
events (historical and recent), and important laws.

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Recall: Church and Divinity (Int) The answers you get are up to the GM and may be
You are able to recall information about gods, vague and mysterious (as divine entities often are).
outsiders, relics, and matters related to organized The answer may not come directly from a divine
religions. The more heretical or secret the knowledge, power you serve but from one that serves them. This
the higher the DC. is particularly the case with clerics who follow the
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divine tempest; they will likely receive a response


Recall: Morality/Philosophy from an outsider who serves them directly. Those
(Int or Wis) who follow one of the New Gods (like a warlock)
This skill also covers matters of morality and may in fact receive direct communication from their
philosophy. This does not grant you absolute patron (though not always). Information received is
knowledge of good and evil but might give you based on the information known to the being you
insight into how various divine powers or earthly speak to.
philosophies might view a situation.
kSTEALTH (DEX)
Recall: The Cosmos (Int or Wis) The stealth skill covers all manner of physical
You can use this skill to recall information about the concealment, misdirection, and obfuscation.
various planes of existence, how they all work, and on
planar travel. COMMON SKILL USES
Combat Maneuver
Craft: Scroll (Int or Wis) Interfere, Steal.
You can scribe a magic scroll using Religion.
Earn A Living (Dex)
OTHER SKILL USES You can earn a living by pickpocketing and
Identify a Spell (Int) performing minor burglary. Earning a living with
As a free action, you can attempt a Challenging (20) this skill is often illegal or at least unsavory. Anything
Religion check to identify a spell being cast. The DC more than petty crime should be roleplayed.
becomes Easy (10) if you know the spell. If you do
not know the spell you may not be given the spell’s OTHER SKILL USES
formal name but the GM may tell you what its effect Hide (Dex)
is. This skill allows you to hide from others. You can
attempt the Hide action while moving up to half your
Commune (Wis) (Exceptional) speed. You gain the “hidden” condition so long as
You can communicate with a divine power you serve. there is sufficient cover to provide it.
This takes 10 minutes to prepare and generally only
allows you to ask a handful of questions. Communing Hide in Plain Sight (Exceptional)
is a Challenging (20) Religion check that may only be If you are Exception at Stealth you may hide while
attempted once per day. not in cover so long as you begin and end your turn
in cover.

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Steal (Dex) While this provides a physical disguise you’ll
You may use Stealth while attempting the Steal probably need to use another skill like Bluff,
combat maneuver. This skill use also governs your Politique, or even Perform (actor) to impersonate
ability to generally steal from creatures outside of your target if they have unique mannerisms and
combat. Typically you are only able to grab items in knowledge.
a place where they can be easily accessed (you can

BETA VERSION 1.2


snag something out of a pocket but not buried deep Concealed Carry (Dex) (Skilled)
in a bag). It is typically opposed by a Perception or You may carry objects in such a way that a basic
Investigation check. search will not find them. You may store objects in
this fashion so long as their total bulk collectively
Palm Object (Dex) does not exceed 2. Items stored in this fashion require
A Stealth check allows you to make an object no a Challenging (20) Investigation or Perception check
longer than your palm that is held in your hand to uncover. How they are stored is up to the player-
“disappear”. Such an object is deftly moved to another maybe they are sewn into the lining of their jacket,
place on your body (often up a sleeve, in your pocket, hidden under the skin, stored in a secret boot pocket,
etc). This covers a lot of sleight of hand and basic made to look like your trail rations, etc.
legerdemain skills. This is typically opposed by a
Perception or Investigation check. Avoid Attention (Dex)
When in a crowd or in a well-traveled public area, you
Disguise (Dex) can attempt to blend into the crowd. This is not an
This allows you to make a convincing physical attempt to hide, but instead an attempt to ‘act natural’
disguise. This might allow you to put together an and avoid undue attention. This acts in the same
outfit that makes you look like a particular noble, a manner as the Hide action, but may be performed
costume that looks like a monster, making a horse while observed and doesn’t grant the hidden
look like a zebra, or even a cart look like a dragon. condition.
Disguising something requires some resources (a fake
nose, glue, paint, etc). Obscure Tracks (Dex)
You can attempt an Average (15) Stealth check to
When you attempt to disguise something, make a obscure your tracks in the wild. Doing so increases
Stealth check. This is the DC of the check someone the DC of checks made to track you and your party by
would have to beat, typically with an Investigation or 5.
Perception check, to see through your disguise. For
context an Average (15) result is a passable disguise
that will fool your average person while a Dire
(25) result is seamless. A GM may rule that certain
dramatic changes (like adding feet to your height or
making a bucket look like a living creature) have a
minimum DC you must make.

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kTECHNOLOGICAL LORE (INT Identify: Exotic Material (Int)
OR DEX) You can identify rare metals, exotic woods, and other
This skill covers your knowledge of modern unusual crafting and building materials, along with
technology, its uses, the principles of engineering, their applied properties.
and your ability to repair complex objects like
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machines. Recall: Engineering & Science (Int)


Note: The name of this skill is commonly abbreviated You can recall information on engineering and
to “Tech. Lore”. scientific principles as well as famous scientists
and engineers. This also gives you insight into
COMMON SKILL USES architectural matters such as buildings, architecture,
Detect: Trap (Dex or Int) forts, etc.
You can use this skill to recognize the presence of
traps. Craft: Technological Items (Int)
You can use this skill to craft technological items.
Identify: Machines and Constructs
(Int) Craft: Traps (Dex or Int)
You can learn the properties and weaknesses of You can use this skill to craft traps.
constructs and other mechanical creations with this
skill. Repair: Technological Items (Int)
You can use this skill to repair technological items.
Identify: Technological Items & Siege
Weapons (Int) Drive (Dex)
You can identify items with a Tech. Lore requirement. You can use this skill to control technological
You do so automatically if the required level of vehicles (buggies, alien crafts, motorbikes, etc).
proficiency is equal to your own. (Example: You’d Remember that trivial tasks do not require skill
automatically recognize a heavy crossbow if you checks so basic maintenance can be done without
were Skilled in Technology Lore as a heavy crossbow a check, only ask for a check if it is difficult and/or
requires you to be Skilled in Tech. Lore.) something important hinges on the outcome of a
check.
Identify: Trap (Int)
You can use this skill to gain special insight into a
trap that you have detected. A successful check will
tell you the general properties and effect of the trap.
The DC to identify a trap is the same as it is to spot
it. You do not need to identify a trap to attempt to
disable it. Identifying a trap takes about 5 minutes of
careful and upfront scrutiny. This also gives you their
value.

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OTHER SKILL USES
Disable Traps or Locks (Dex or Int)
(Skilled)
This is the skill you use to disable a trap or a lock
that you have already spotted. The DC of the check is
described on the trap. This takes 1 minute.

BETA VERSION 1.2


Sabotage Trap (Exceptional)
If you are at least Exceptional in Tech. Lore, when you
use Disable Traps, you may instead alter the trigger
mechanism, disable mechanism, or both. The DC to
sabotage a trap is the DC to disable the trap + 5.

Sidebar: Destroying Chests


If you destroy or overcome something that contains
treasure, anything that is delicate breaks. This
includes stuff like paper, glassware, etc. Even gems
and jewels might get scuffed up and damaged,
decreasing their value. This is ultimately up to your
GM but it is the “price” for not being able to open a
chest by bypassing the lock.

Fix Construct (Skilled) (Int)


By taking 5 minutes and expending 10 GP worth of
spare parts you can heal a construct for an amount of
HP equal to the result of your Technology Lore check.

Fix Construct (Exceptional)


If you are at least Exceptional in Technology Lore,
when you use Fix Construct you instead heal an
amount of HP equal to twice your Technology Lore
check.

Sense Trap (Dex or Int) (Exceptional)


When you are within 30 feet of a trap whose spot DC
Challenging (20) or less, you are automatically aware
of the presence of such a trap (though not its exact
location or nature).

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Chapter 8: Feats
“Feats” are fantastic abilities that your character kMEETING FEAT
develops over time in tandem with their class PREREQUISITES
GESTALT CORE RULE

abilities. These are expressly abilities related to the For the purpose of meeting prerequisites, having a
adventuring lifestyle and represent fantastic abilities greater value than the prerequisite counts as meeting
developed for use in that lifestyle. These are meant it. Thus, if you are Professional in medium armor, you
to be on par with class features and represent unique meet the prerequisite of being Skilled in medium
flares and abilities that make your character stand out armor.
from another member of their class.
kMULTIPLES OF THE SAME
FEAT
Unless otherwise noted, you can’t take a given feat
more than once.

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A
kADVANCED COMPANION kARMOR TRAINING
Prerequisites: have an animal companion, Prerequisites: None.
Professional in Animal Husbandry. Benefit: You can use light and medium armor.
Benefit: Your animal companion gains one of the
following benefits: Design Note: Armor Training vs Heavy

BETA VERSION 1.2


• Armor Use: Your animal gains the ability to use Armor Training
light and medium armor. Most characters will not have use for the Armor
• Size: Your animal companion grows by 1 size Training feat as many classes have access to at least
category. medium armor. This feat is mostly designed for
• Speed: Your animal companion gains +10 feet of characters who lack any armor proficiency or only
movement. light. To get something like that you’d have to play
• Training: Your animal companion becomes something like a wizard-bard or a warlock-berserker.
Professional in 3 appropriate skills.
• Weapon Use: Select a single kind of weapon. Your kATTRACTIVE
animal can now use it and uses its proficiency Prerequisites: None.
with its natural attacks as its proficiency with Benefit: You are a work of art, a look carefully
the weapon. A GM must approve of the specific cultivated through refinement, education, and daily
weapon as the animal must have the means to use preparation. You add 1 Free Hero Dice to any check
it. that involves your appearance (typically checks made
Special: This may be taken multiple times. Each time to influence a creature’s attitude and Bluff checks).
a different option must be selected.

kANIMAL COMPANION B
Prerequisites: Professional in Animal Husbandry. kBLADE DANCER
Benefit: You gain an animal companion. Prerequisites: Professional in Acrobatics, Martial
Keyword.
kANIMAL TRAINING Benefit: Your movement speed increases by 10 feet.
Prerequisites: have an animal companion, This stacks with other increases to your movement
Professional in Animal Husbandry. speed. Additionally, in your hands any manufactured
Benefit: Select two of the following for your animal melee weapon gains the finesse quality.
companion:
• Save: Any 1 save. kBLIND FIGHTING
• Natural Weapon: Natural weapon attack Prerequisites: None.
proficiency. Benefit: You gain Blindsense 15 feet as the result of
• Defense: Defense proficiency. a 6th sense. Additionally, you are never considered
• Skill: A skill. (This may be selected twice.) unaware while blind.
Increase your animal companion’s level of proficiency Special: If you become Exceptional in Perception the
in your choices by 1 step. range of your Blindsense improves to 30 feet.
Special: This may be taken multiple times. Its effect
stacks if the same option is selected, to a maximum of
Exceptional.
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kBODYBUILDER C
Prerequisites: +2 Strength or Constitution. kCOMBAT REFLEXES
Benefit: Triple your carrying capacity. Your fighting Prerequisites: Martial keyword.
weight is now ~15 + your Strength modifier worth of Benefit: You gain an additional reaction each round. A
bulk, and you can drag ~60 bulk + 2 bulk per Strength given action can only trigger 1 reaction.
GESTALT CORE RULE

modifier.
kCLEAVE
kBREATH WEAPON Prerequisites: Professional with martial weapons.
Prerequisites: Spellcaster Keyword OR Dragon Benefit: Once per turn you can attack two adjacent
Keyword OR an Elemental keyword. creatures within your reach. Roll once and compare
Benefit: Through ritual and study you have unlocked the result to both of their ACs. This can only be done
the ability to cultivate within you great elemental with a non-light melee weapon. This modifies an
powers. With a mighty exhale you can bathe your attack, power attack, or measured attack action.
foes in a torrent of your chosen element.
This feat grants you a 2-action breath weapon in the Additionally, if you have this feat you can spend 1
form of a 30-foot cone of damage you can use once extra action while attacking a swarm with a melee
per short rest. When taking this feat you must select weapon to deal full damage to them.
one of the following elements (whichever is most
appropriate to your character’s concept/theme): acid, Deeper Rules
cold, divine, electricity, fire, magic, poison or sonic. • Criticals: If the attack results in a critical hit, only
This attack deals 1d8 damage per 2 character levels the original creature takes the increased damage.
+ your highest mental ability modifier. A Reflex save • Single Target Effects: Any effect, ability, or class
(DC 10 + proficiency in Spellcasting or Arcane Lore) feature that is used on the primary attack also
negates the damage. impacts the secondary target of this ability, except
Special: If you qualified for this feat using an for critical hits or if something specifies a “single
elemental keyword, the damage type matches your creature” (i.e., a spell with a single target).
keyword. • Damage vs Swarms: This only works with attacks
that would be reduced in damage due to the
creature being a swarm. Normally swarms take
half damage from Force, Slashing or Piercing
damage. This bypasses that expressly.

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D kDIMENSIONAL DERVISH
kDEFENSIVE CASTING Prerequisites: Spellcaster Keyword.
Prerequisites: None. Benefit: You can move via teleportation when you
Benefit: As an action, you can focus your mind and take a move action. You are still limited by your
body in preparation to cast a spell. If your next action normal movement speed (you can’t teleport farther
would be to cast a spell, that spell doesn’t provoke an than you could normally move). You can only

BETA VERSION 1.2


attack of opportunity. collectively move up to 100 total feet via teleportation
per short rest. You may break up this total movement
kDEFLECT ARROWS across multiple move actions (though always in 5-foot
Prerequisites: Professional with a melee weapon. increments).
Benefit: You may counter ranged weapons attacks
with an attack roll with a melee weapon (including Deeper Rules
unarmed strikes). • Line of Sight/Effect: You need both line of sight
If you are Exceptional in the use of unarmed strikes and line of effect to teleport in this fashion.
(or a martial arts style) you can catch the ammunition
shot or thrown at you. kDOUBLE JUMP
Prerequisites: Exceptional in Acrobatics.
Deeper Rules Benefit: Once per turn, you can spend 2 actions to
• Destroyable Ammo: You can’t catch ammunition make 2 Acrobatics checks to jump. Combine the
that is destroyed when used. Bullets, for example, results together to determine the total distance
can’t be caught and neither could a ball of slime. traveled. These 2 actions can be either vertical or
horizontal jumps (or a mix). The distance traveled
kDIEHARD does not need to be in a straight line; you may
Prerequisites: Constitution +2 make a single turn during the jump. This represents
Benefit: If you would be reduced below 1 HP by some kind of supernatural, magical, or otherwise
a damaging effect, you are instead reduced to a extraordinary ability to jump twice.
minimum of 1 HP. This effect resets after a short
rest. In addition, you gain a Free Hero Dice on saves kDUELIST
against death effects and to recover HP while dying. Prerequisites: Martial Keyword
Benefit: When engaged in a duel, if your opponent
misses you with a melee attack you can spend a
reaction to make an attack of opportunity.
You count as “engaged in a duel” if no other enemy
or ally is within 30 feet of you or your target
or, alternatively, you have established a formal
agreement to a duel.

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E G
kEXTREMOPHILE kGROWTH
Prerequisites: +2 Constitution AND either Prerequisites: +2 Constitution.
Professional in Fieldcraft OR Ranger. Benefit: You permanently grow 1 size category: small
Benefit: > medium> large> giant (3x3). This can’t bring your
GESTALT CORE RULE

• Food: You can go without eating for 1 week base size category above giant.
without negative effects (treat the 8th day of
starvation like “day 1” of starvation). Sidebar: Bigger Isn’t Always Better
• Water: You can go without drinking for 3 days Being large has its advantages: your reach increases
without negative effects (treat the 4th day of and you occupy more squares so you can threaten
starvation like “day 1” of thirst). more creatures. Being bigger also means that its
• Sleep: You can go without sleep for 3 days harder to squeeze into places, particularly in areas like
without negative effects (treat the 4th day of dungeons. Being “large” sized is probably the biggest
starvation like “day 1” without sleep). You must you’ll functionally need to be. Becoming “giant” may
still rest (as per a short or long rest) to gain the make things impractical for you. Check with your
benefits provided by a rest but need not sleep. GM before taking this feat.
Additionally you can hold your breath for 10
minutes before needing to make a save. H
• Suffocation: You can hold your breath for 10 kHARD WORKER
minutes without negative effects (treat the 11th Prerequisites: None.
minute like you’ve held your breath for a minute). Benefit: When you participate in a skill challenge
using a skill you are at least Skilled in, you perform +5
F bonus work.
kFADE Special: If you are Exceptional in the skill used in the
Prerequisites: Professional in Stealth, Spellcaster. challenge, your bonus work increases to +10.
Benefit: When you are hit by an enemy you can
expend 2 mana to turn invisible and move 5 feet. This kHEAVY ARMOR TRAINING
may only occur once per turn. On the start of your Prerequisites: Proficiency in the use of medium
next turn you are Tired (1). You become visible at the armor or the Armor Training feat.
start of your next turn. Benefit: You can use heavy armor.

kFRIGHTENING PRESENCE kHORIZON WALKER


Prerequisites: Exceptional in Intimidate. Prerequisites: Spellcaster Keyword.
Benefit: You may use Intimidate to Counter attacks Benefit: You are an explorer of the cosmos, or are
made against you (Intimidate roll vs attack roll). This at least well-versed in cosmic theory. You gain
is a fear effect. You may only do this successfully to a the benefit of a constant life bubble spell when
given creature once per day. you are on a plane other than the mortal plane.
Additionally, you automatically pass any check to
recall information about other planes, planar travel,
or to identify creatures from other planes if the DC is
15 or less.

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I M
kIMPROVED INITIATIVE kMAGE HUNTER
Prerequisites: None. Prerequisites: Inability to cast spells (innate or
Benefit: You gain a Free Hero Dice when rolling for otherwise) and Professional in Arcane Lore.
initiative. Additionally, you gain a +10 foot bonus to Benefit: You can cast spell shield as an innate spell
your base speed. This stacks with other increases to (Arcane Lore) by expending a Hero Dice.

BETA VERSION 1.2


movement speed. Note: Gaining this ability does not violate the
prerequisite of this feat (it is an exception). If you
kIMPROVISED MAGIC later gain the ability to cast magic you lose the benefit
Prerequisites: Skilled in Arcane Lore. of this feat until you also lose the ability to cast magic
Benefit: You gain 5 cantrips of your choice, from any (retraining may be required).
school, as innate spells (Arcane Lore) that you can
cast at will. kMAGICAL RESEARCH
Note: If a spell loses its cantrip keyword when casting Prerequisites: Spellcaster Keyword.
a spell at a certain level of proficiency (such as magic Benefit: Select one spellcaster class you have. You
missile), it can only be cast in its most basic form. gain 3 additional mana for that class.
Special: This can also apply to a feat granting spells,
J like Spellcasting Adept.
Adept
kJUGGLER
Prerequisite: Professional with a thrown weapon. k MAGIC KNIGHT
You can use the Rapid Shot action with thrown Prerequisites: Spellcaster Keyword, ability to cast
weapons. In addition, double the range of all thrown spells.
weapons. Finally, you may draw thrown weapons as Benefit: When you take a short rest, you can imbue
a free action. These benefits only apply to thrown a single weapon with a single spell by casting it on
weapons you are at least Professional in the use of. the weapon. The target must be a single target spell.
After you successfully hit a valid target of that spell
L with the imbued weapon you may then decide to cast
kLEAPS AND BOUNDS the spell as part of the attack. The spell triggers as per
Prerequisites: Skilled in Acrobatics or Athletics. normal. If the target needs to make a save, they still
Benefit: You gain a +10 feet. bonus to your base speed. get a chance to do so. Casting a spell in this fashion
This stacks with other increases to your movement does not provoke an attack of opportunity.
speed. Additionally, add 5 feet to any horizontal
jumps you attempt and 2 feet to any vertical jumps
you attempt.

kLINGUIST
Prerequisites: None.
Benefit: You learn 2 languages of your choice.
Special: If you are or become Professional in Politique
you gain 1 additional language of your choice (total of
3). If you become Exceptional you gain a 2nd bonus
language (for a total of 4).
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NOT FOR PUBLIC DISTRIBUTION OR RESALE
Deeper Rules kMARTIAL ARTS TRAINING
• Merged Attack Rolls: For this feat when you Prerequisites: None.
make your attack roll with your weapon, it also Benefit: You become Skilled with a common martial
serves as the attack roll for the spell (if it requires arts style of your choice.
one). Special: If you have the martial keyword you become
GESTALT CORE RULE

• YOUR Weapon: This can only be cast upon your Professional in that martial arts style instead.
own weapon and if it leaves your person for any Additionally, you can select from the list of “rare”
significant length of time (a few seconds) or if it styles in addition to common styles.
is wielded by anyone else, the spell is wasted.
• Stacking: The spell is considered a separate kMETAMAGIC TRAINING
“source” of damage from your weapon. You Prerequisites: Spellcaster keyword, Professional in
effectively have the weapon and the spell. You can Arcane Lore, Fieldcraft, or Religion.
add a single bonus to this mix. Benefit: When attempting to use metamagic to
• Essentially this means the formula is: (Weapon + modify a spell, you may make a skill check in place of
Modifier) + (Spell Damage + Modifier) + Bonus. a Spellcasting check.
• Metamagic: You can apply metamagic to a spell • Arcane Spells: Arcane Lore
cast in this fashion. • Divine Spells: Religion
• Ranged Weapons: If being used with a ranged • Nature Spells: Fieldcraft
weapon that uses ammunition, the ammunition is Normal: You make a Spellcasting check when
what must be enchanted to have an effect. attempting to apply a metamagic effect to a spell.
• Wands: Wands can be used to deliver attacks.
• Natural Attacks: Natural attacks and style attacks kMITHRIDATISM
are valid methods of delivery for this feat. Prerequisites: You must have made 10 successful
• Weapons Only: This cannot be added to things saves vs poisons with a DC of at least 15.
that are not weapons or natural attacks. For Benefit: You are immune to poison.
example: you couldn’t use on an Eldritch Blast or Note: “Mithridatism” is the practice of ingesting
another spell. small amounts of poison over a long period of time
• Warlock Incantations and Innate Spells: Innate to develop something close to immunity. It is named
spells and incantations don’t have mana per se. after Mithridates VI, the King of Pontus who was
They can still use this ability but become Tired 1 famous for doing this.
on their next turn.
• Mana Expended: The mana you expend to cast kMOBILITY
the spell is expended from your post short rest Prerequisites: Skilled in Acrobatics.
pool of mana. Benefit: After moving at least 10 feet you gain the
• When Does It Trigger: You can decide when this benefits of having taken a Defensive Action. This
spell triggers. It doesn’t have to be the first hit you does not end your turn or consume an additional
deal with the weapon. action. Additionally, reduce the DC to tumble
• Valid Target for the Spell: The target of your attack through an opponents space or avoid provoking an
must be a valid target for the spell you are casting. attack of opportunity to Challenging (20).
Normal: The DC to tumble through an occupied
space or avoid provoking is Dire (25).

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kMYSTIC STRIKE P
Prerequisites: Martial Keyword, Spellcaster Keyword kPERFECT BALANCE
Benefit: When making an attack roll with an Prerequisites: Professional in Acrobatics.
unarmed strike or a manufactured weapon you can Benefit: You do not need to roll to keep your balance
expend 1 mana to convert damage done with this on checks up to and including a Challenging (20) DC.
attack to any of the following damage types: acid, Additionally, you automatically pass Parkour checks

BETA VERSION 1.2


cold, electricity, fire, magic, necrotic, or sonic. The (as their maximum DC is 20). Finally, you get a Free
damage type can be chosen per attack. Hero Dice on saves to avoid falling prone.

If you are Exceptional with Spellcasting you can kPERCUSSIVE BARRAGE


add 1 bonus damage dice to attack rolls made with a Prerequisites: Professional in a weapon.
mystic strike that you convert the damage of. Benefit: When you find a gap in your foe’s defenses,
you break it wide open. You gain the “Percussive
kMYSTIC THEURGE Barrage” special action.
Prerequisites: Professional in Spellcasting, 2 classes Percussive Barrage (3 actions)
with the Spellcaster keyword. Make 3 attack actions (melee or ranged) against
Benefit: If you have two spellcasting classes you the same creature. All attacks made as part of
combine the total mana you have into a single pool of this action have Penetration 10. If you have a
mana that can be used for spells from either class. weapon that has the penetration quality it instead
Example: If you were a 15th level cleric/wizard improves by 5 (minimum 10).
without this feat you could cast 10 cleric spells per
day and 10 wizard spells per day. With this feat you kPROFESSIONAL
could cast 20 spells per day and could cast spells from COMMUNICATION
either spell list. Prerequisites: Professional in a Skill that provides a
language on the chart below.
Sidebar: Spells are Contextual to Benefit: You gain any language listed on the following
their Class chart if you are (or later become) Professional in the
A wizard casts wizard spells using all the guidelines associated skill.
(lore and mechanical) established for a wizard. A
cleric casts cleric spells using all the guidelines (lore Skills Bonus Language
and mechanical) established for a cleric. Even with Animal Husbandry Farm Tongue
feats like Mystic Theurge a cleric using wizard mana
Arcane Lore Arcane
to cast a cleric spell must still obey the rules of clerics
casting cleric spells. Bluff Thieves Cant
Merchant Lore Trade
Profession Trade
Politique High Speech
Religion Exalted or Accursed
(Pick One)

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Q S
kQUARTERMASTER kSACRED ARMS
Prerequisites: None Prerequisites: Divine spellcaster.
Benefit: They say an army marches on their stomachs Benefit: Weapons you wield can deal divine damage
and an adventuring party is no different. You are a so long as the weapon is either acting as your holy
GESTALT CORE RULE

master of adventuring logistics and are your party’s symbol or is a favored weapon of your domain.
go-to for supplies. The price limit on Sundries for you
is equal to 100 GP per level and you can take magical Additionally, if you cast a divine spell while holding
items. The item’s value can be no more than 50 GP per such a weapon that weapon gains 1 Free Hero Dice
level. The items you produce must follow the other on its next attack roll as it resonates with the divine
restrictions set forth for Sundries. If you are at least energy. This must be used within 1 minute.
10th level you may take items with 1 bulk, rather
than just light items. kSKILL TRAINING
Normal: Your Sundries are normally limited to 50 GP Prerequisites: None.
worth of non-magical items of light bulk. Benefit: Select a skill you are Unskilled in. You
become Skilled in that skill. If you have the talented
R keyword you become Professional in that skill
kRAPID RECOGNITION instead.
Prerequisites: Professional in a skill that can identify. Special: You may take this feat more than once; each
Benefit: Once per round you may attempt to identify time it applies to a different skill.
a creature or object as a free action. Additionally, you
automatically identify any creature if the DC to do so kSPELLCASTING ADEPT
is 15 or less. This is a free action, simply state you are Prerequisites: Arcane Lore or Religion (Professional)
doing this. This feat only functions for checks related and No Spellcasting
to skills you are Professional in. Benefit: You have studied spellcasting for a long time
and have managed to unlock its basic secrets. You
kRITES OF POWER gain the ability to cast a few spells.
Prerequisites: Spellcaster keyword.
Benefit: Select a damage type. Anytime you You need to select the spell list you’ll draw from
successfully deal that kind of damage with a spell you (Arcane, Divine, Nature, etc) and a mental ability
can spend 1 additional mana to roll the damage twice modifier to use (Int, Wis, Cha) for your spellcasting.
and use the value you prefer. You gain 3 mana and know 3 spells from your chosen
spell list. You also gain the Spellcaster keyword, and
become Skilled in Spellcasting.

Note: You cannot select this multiple times to


gain spells from different spell lists. This feat may,
expressly, only be taken once.

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kSUPERHEAVY ARMOR T
TRAINING kTALENTED
Prerequisites: Proficient in the use of Heavy Armor, Prerequisites: None.
10th Level. Benefit: Select a skill and increase your base
Benefit: You can use superheavy armor. proficiency by 1 step. If you are at least 10th level
and this would cause you to become more than

BETA VERSION 1.2


kSWORD BEAM Exceptional, once per long rest you can make an
Prerequisites: Martial Keyword AND either the Absolute skill check using that skill.
Spellcaster Keyword OR Professional in Arcane Lore. Special: You may take this feat more than once; each
Benefit: You can charge up magical energy and time it applies to a different skill. You cannot select
unleash it as a beam or wave of magic energy. This the same skill more than once.
allows you to use two actions to make a single melee
attack at a range of 30 feet, though all damage that is kTHROW ANYTHING
dealt is magic damage. You must have line of effect to Prerequisites: None.
your target. Benefit: All one-handed and light weapons you wield
Special: If you are at least Exceptional with your gain the thrown (10 feet) quality. Additionally, all
wielded weapon, increase the range of this attack to thrown weapons gain the returning quality if you are
60 feet. Exceptional in their use.

Sidebar: Other Damage Types kTOUGHNESS


Normally the Sword Beam feat causes magic damage. Prerequisites: None.
If it is thematically appropriate to your character Benefit: You get 1 additional hit point per level (this
concept, speak to your GM about changing the also applies retroactively). Additionally, you no longer
damage type. A character with an elemental lineage fall unconscious (becoming prone and helpless)
could probably make a good case to have their sword when you reach 0 HP. You still begin dying when you
beam damage match their element and a sword beam fall below 0 HP.
from a cleric-fighter of the sun domain could be fire
damage if the GM thought it was appropriate. kTRASH PANDA
Prerequisites: None.
Benefit: Treat your proficiency with all improvised
weapons as if they were simple or martial weapons
(whichever type you are better at using). In any
civilized area or area where the presence of trash
is common, you can fill your sundries with up to
your level in GP of supplies per long rest (this is in
addition to any you purchase). You also have a knack
for finding shiny rocks and interesting doodads -
while looking for such things, you get a Free Hero
Dice on the check.

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kTRICK RIDER V
Prerequisites: Professional in a skill that controls a kVENTRILOQUISM
vehicle. Prerequisites: Professional in Stealth, Perform
Benefit: You are skilled at performing tricks, daring (something vocal), or Bluff.
actions, and dangerous leaps from your mounts or Benefit: You may throw your voice so it sounds like
GESTALT CORE RULE

vehicles. After taking an action to move a vehicle or it is coming from any point within 30 feet of you. A
mount, you may still move yourself. Additionally you successful opposed Perception check reveals you as
automatically pass all checks made to control vehicles the source. While this has its own benefits it can also
and mounts, and on Acrobatics checks made to move be used to change the origin point of any language-
on or off vehicles and mounts so long as the DC is 15 dependent effects that can be reasonably assumed to
or less. employ your voice. This also, specifically, includes
Bardic Performances.
Performances
kTUTOR
Prerequisites: Professional in Academia. Additionally, you get a Free Hero Dice on any attempt
Benefit: Once per long rest you may make a to impersonate the voice of another person.
Challenging (20) Academia check to teach an ally
something, tutoring them in a topic. Until their W
next short rest they count as “Skilled” in a skill they kWAND ADEPT
are normally Unskilled in. You must be at least Prerequisites: Professional in Spellcasting.
Professional in the skill in question. Benefit: When wielding a wand or stave you
can freely change the damage type to any of the
If you are Exceptional in Academia you can do this to following: acid, cold, electricity, fire, magic, or sonic.
up to 10 allies at a time. Additionally, you can spend 1 mana to grant yourself
a bonus on the damage roll equal to 1/3rd your level
kTWO WEAPON FIGHTING (minimum +1) with such weapons for 1 minute.
Prerequisites: Martial Keyword, Professional with a
manufactured weapon kWEAPON TRAINING
Benefit: If you are wielding 2 manufactured weapons Prerequisites: None.
you are Professional in the use of, once per round you Benefit: You become Professional in 3 weapons of
can take the following action: your choice.
Double Attack [1-Action]
Make 1 attack with each weapon you are wielding
against the same target.
Deeper Rules
• Double Weapons: This also works with a weapon
with the “double” quality. Treat each end of the
weapon as a separate manufactured weapon.
• Ranged Weapons: You can use this feat with
ranged weapons so long as you can fire each
weapon simultaneously.
• Fists: This, specifically, cannot be used with
natural attacks, unarmed strikes, or style attacks.
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Chapter 9: Honors
The following “honors” are social advancements
granted to your character. They represent social
mobility, earning ownership of something (like a

BETA VERSION 1.2


castle or lands), etc.; they are not “learned talents” but
“earned privileges”.

k*TITLES
Any honor that has an asterisk (*) grants a “title”. A
title is something you are recognized by. While not
prohibited by the rules, it is strange for someone to
have multiple titles. Someone with multiple titles
has often lived a very storied life.

kAPPROPRIATENESS &
ACQUISITION
If you’re killing trolls in a dungeon, you aren’t
suddenly going to exclaim, “Oh! I am noble
now!”- an honor should be appropriate to the story.
Taking an honor can kind of force it to manifest in
game, maybe your GM adds “...and for their brilliant
leadership, I am bestowing Grax a Noble Title!”
Title to
their list of rewards for slaying trolls. That being said,
they don’t dictate the story. Always check with your
GM before taking an honor to see if it is appropriate.

kHONORS VS NATURAL SOCIAL


MOBILITY
You can be knighted in game for service or a gallant
deed. You do not need to take the Knight honor to
formalize this. However, taking the Knight honor
after being knighted allows you to capitalize on
your station and benefit in ways others would not. It
shows you putting effort into your station, and you
reap greater rewards as a result. Think of it like this:
anyone can be given a sword but few learn to wield it.

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kLOSING HONORS List of Honors
It is possible that your in-game actions may cause kARCHMAGE*
you to lose an honor. A castle can be sacked, political Prerequisites: Spellcaster keyword, 10th level
infighting might deprive you of a title, etc. If such character.
a thing happens, you have two choices: retrain it Benefit: The term “Archmage” is herein used to
GESTALT CORE RULE

(as you can do with a feat or feat equivalent) or describe a person who has earned a noble title
work with your GM to gain another similar benefit through arcane prowess. This might be a mage who is
(if it is appropriate to the story). Your honor isn’t afforded a noble title for their service to the crown, an
automatically or instantly restored but you should get arcane scholar given a hereditary title for their work,
a replacement relatively soon after losing it. or a heroic spellslinger who is recognized for their
prowess. Archmages are respected, generally as lesser
Sidebar: Why Do Honors Exist? nobles, but are shown extreme deference in arcane
Because we believe that the world should react circles where they are held as exemplars of magical
to players and the players should be involved in conduct and excellence. Archmages are typically
communities they impact. Honors introduce a social referred to by the honorific “Archmage” or “Lord/
aspect to the game that shows the players aren’t just Lady Magister”.
“getting better at stabbing things” with each level but Note: While this title is usually given to arcane
are growing socially and as people in their own right. spellcasters, it can be applied to those who use other
types of magic as well.

kCASTLE
Prerequisites: A title, 7th level
Benefit: You gain the ownership of a keep, castle,
or similar fortified settlement as well as some
surrounding lands. A castle generally requires
upkeep, though if managed well it can be sustained
by the bounty of the lands around it. Owning a castle
typically comes with a requirement for you to manage
its affairs, protect those on the surrounding land, and
offer military aid or service to whatever nation that
castle is part of.

The staff of the castle is generally loyal to you,


though they are functionally employees of the nation
who have been placed at your service. Most have a
majordomo (“major do-mo”) who manages the affairs
of the castle as well as a captain who will marshal and
lead forces for you. Soldiers are stationed in castles,
though they may not always be your soldiers. Such
NPCs are not under your command directly but you
can order them to take certain actions as befits their
duty.
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The management and use of a castle varies widely kFEARSOME REPUTATION
however so please discuss with your GM how they’d Prerequisites: Skilled in Intimidate.
like to approach it. Day to day management is Benefit: You are feared by everyone who hears your
generally delegated to your majordomo or some other name. You have a reputation of violence, ferocity, and
advisor/functionary but large decisions should be left terror that you’ve cultivated. When you walk into a
up to you. Castles may reward those who manage it bar people clear out, when you step on the battlefield

BETA VERSION 1.2


well with allies, wealth, and prestige but can just as enemy soldiers think twice about stepping up to fight
easily become burdensome if not ruled justly. you, and even nobility tries to appease you lest they
suffer your wrath.
kCULTURAL INFLUENCE
Prerequisites: None. kIRONCLAD REPUTATION
Benefit: As time goes on, the interesting bits of your Prerequisites: Skilled in Politique.
heritage and culture sometimes make themselves Benefit: Your reputation is unimpeachable and people
known. You gain a cultural trait of your choice from will be very skeptical of reported wrongdoings
any lineage or general culture. You must have a and will defend your honorable reputation. This
plausible reason for gaining its use such as a close doesn’t mean with enough evidence people won’t
association with a member of that culture, the deep see the truth but you’ve cultivated a persona (real or
and respectful study of that culture, a genuine otherwise) that is beyond reproach in the mind of the
immersion in that culture for a prolonged period public.
of time, a previously unknown connection to the
lineage, or even a formal adoption into that culture. kKNIGHT*
Prerequisites: Martial keyword, 10th level character.
kCULTURED Benefit: The term “Knight” is herein used to describe
Prerequisites: None. a person who has earned a noble title through
Benefit: You have dove deep into your own culture. strength of arms. This might be a champion who is
You gain a second cultural trait from your own afforded a noble title for their service to the crown,
culture. a general given a hereditary title for a successful
campaign, or a heroic swordsman who is recognized
Sidebar: Culture Related Feats for their prowess. Knights are respected, generally
If you take both Cultured and Cultural Influence you as lesser nobles, but are shown extreme deference in
can have: 1 cultural trait from character creation, a martial circles where they are held as exemplars of
2nd cultural trait from your own culture (Cultured
Cultured), martial conduct and excellence. Knights are typically
and 1 cultural trait from any culture (Cultural
Cultural referred to by the honorific “Sir”, “Ser”, or “Don/
Influence).
Influence Donna”.

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kLAND GRANT kMASTER*
Prerequisites: None. Prerequisites: Talented keyword, 10th level character.
Benefit: You are granted ownership over a large Benefit: The term “Master” is herein used to describe
tract of private land. It does not contain others on it a person who has earned a noble title through their
(who might otherwise be obliged to pay you taxes mastery of an art, skill, profession, or trade. They may
GESTALT CORE RULE

or require your governance), though you may allow have risen through the ranks of a guild and become a
others to settle there with your permission. This may guildmaster, have made such astounding works of art
or may not come with facilities already existing on that their kingdom cannot help but recognize them
the land. This may or may not come with a lesser title for it (Michelangelo and the Sistine Chapel), or have
(such as “landowner”, “yeoman”, “freeholder”, “laird”, added so much to a field of study that their name
etc) that recognizes your place in a local community. has become synonymous with the field itself (Louis
The exact size and nature of this land grant is a Pasteur and “Pasteurization”). Masters are respected,
discussion between you and the GM. generally as lesser nobles, but are shown extreme
deference in their field where they are sought after
kLEADERSHIP as teachers. Masters are typically referred to by the
Prerequisites: None. honorific “Master/Mistress”, “Sensei”, or “Provost”.
Benefit: You gain the service of several loyal retainers.
These retainers are commoners and you gain the kMILITARY RANK*
service of 1 such retainer per character level. Should Prerequisites: Martial keyword OR Profession in
you lose your retainers (to death, desertion, or other Military Lore.
unfortunate circumstances) you may take 24 hours Benefit: You have a military commission or have been
in a suitable settlement to recruit up more retainers. granted a rank in the military. This is typically outside
You are expected to provide for the basic necessities the normal entry level ranks, this honor refers to
of your retainers as well as any notable equipment those of officer status or equivalent. This generally
you wish them to use. If you develop an unsavory comes with duties as well as privileges and soldiers
reputation you may find it difficult to recruit more from your armed force will show both respect to you
retainers. and follow your legitimate orders. You likey will be
assigned a task or station (for narrative sake often in
A GM may allow you to gain special retainers though line with your adventure) and can benefit from your
the total character levels of all your minors may not rank while in service to those goals. This normally
exceed your own and no retainer may have a level involves requisitioning weapons, getting an armed
greater than 1/2 your own. This means that if you escort, or issuing orders to allied troops.
were level 10 you might have a level 5 bodyguard and
5 level 1 laborers following you around.

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kNOBLE TITLE* kRELIGIOUS AUTHORITY*
Prerequisites: Professional in Politique. Prerequisites: Professional in Religion, active member
Benefit: You are granted a noble title. This must fall of a religious order/organization.
within the power structure of your culture or the Benefit: You achieve a position of moderate authority
culture of the one who bestows it upon you. You will within your religious order/organization. This
likely have obligations, often civil or administrative provides you with the ability to rule on certain

BETA VERSION 1.2


ones, but also privileges. In many lands even foreign matters, preside over ceremonies, and initiate new
nobles are afforded greater deference, trust, and members of the faith. You are expected to either serve
authority. Local laws may vary but nobles effectively a particular area or help spread your religion. This
act as an extension of their governing body and generally comes with a title and responsibilities as
as such are often above the law (or at least receive well as accommodations like a salary, gifts/tithes, a
special considerations, even if informally). The place to live, etc.
honorific used for a noble varies wildly based on what
the title is but it is generally safe to use “Lord/Lady”. kRENOWN
Prerequisites: 4th level character.
Sidebar: Gendered Honorifics Benefit: Your accomplishments are spoken about
Feel free to use any honorific for any gender identity. far and wide. People recognize you and know who
you are, even in places you haven’t been before. You
kOATHBOUND may be asked to talk about past exploits, current
Prerequisites: None. plans and adventures, or to help solve local issues.
Benefit: When an outside effect would force you to You are generally given favorable status and respect,
act against one or more of your oaths, you add your unless you give reason to act otherwise. Some foes
highest mental ability score to the save. If it is the (especially mooks) may decide they are unwilling to
same ability score as the check normally uses, add confront you, or offer alternatives to conflict. If you
it twice. Additionally, once per long rest when you have a title, you are generally referred to by your title.
take an action that exemplifies an oath you get 1 Free
Hero Dice on that roll. kSYMBOL OF OFFICE
Example: If a mental effect would cause you to violate Prerequisites: 4th level character.
an oath and Wisdom is your highest mental ability Benefit: You have some symbol of office, writ, badge
score, you’d add your Wisdom twice to the save. or icon that establishes you as being largely above the
law or otherwise answerable only to a particularly
high authority. Flashing your symbol of office will let
you into many places as if you had express permission
from the authority you represent. Misuse of this is
punished harshly. Those of an equal status to you
(typically senior officials) and those who are ignorant
of the authority granted by your symbol of office are
largely immune to this.

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Example: You are appointed as the “King’s Watchdog” kWEALTH
and are allowed to investigate any crimes you Prerequisites: Title OR Professional in Merchant Lore
come across. You could show the pin you wear on Benefit: You are granted a stable income. This could
your lapel, a golden bulldog, to be granted access be due to a tithe or tax that must be paid to you, a
to crime scenes and look at evidence even if it is large investment or trust fund, or simply a stipend
GESTALT CORE RULE

being investigated by the town guard. A random granted by an authority. Such a stream of income
monster wouldn’t care about this authority, nor would generally needs some kind of investment, upkeep, or
someone from a far off land, but in the lands where oversight.
your king reigns you can largely investigate what you
want. You receive 100 GP per month. If you are at least
Example: You are the “Warden of the Roads” and 10th level this increases to 250 GP per month. At
are able to pass freely on any road in the Hundred 20th level this becomes 500 GP per month. You
Kingdoms (and possibly beyond) without tax, toll, or must be in a position to collect this money, though
any local forces impeding your progress. Your job is several months of money can be held for you if you
to evaluate the roads and record their conditions. Any are unavailable. You must designate the method and
who attempt to molest you on them faces the wrath means of delivery.
of all the local lords and steep fines.
Note: While this is a good way to fill your pockets
kUNTOUCHABLE* it is also a great way to fund projects or things like a
Prerequisites: Known association with a crime Castle’s upkeep.
Castle
organization, 7th level character
Benefit: You are a recognized, respected, and honored Special: Depending on the timescale of your games
player in the underworld. You have been named as an you may need to adjust the amount or frequency of
“untouchable” person and if you are injured by any payment. A game that deals in days or weeks might
major player in the underworld there will be blood benefit from a daily tithe being paid to you while one
to pay. This doesn’t grant you immunity from reprisal that takes place over years might need to payout a
but there will be steep, likely fatal, consequences for little less and have it delivered to you yearly.
whoever harms or offends you (often to the point
where their associates may be harmed/shunned
as well). You are treated like royalty when in the
underworld and many people want to curry favor
with you.
Special: This is an honor that grants a title. However,
this title may be hard to wield in polite company.
Even if you technically should be addressed as “Don
Draven of Illmarch, Head of the Illmarch Crime
Family” you probably shouldn’t say it too loud. Can
you get the Castle honor with this title? Technically,
but it would require some special circumstances and
maybe a puppet who rules in name only.

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kWRIT OF MARQUE
Prerequisites: None.
Benefit: You are given express permission to loot and
plunder within a certain region so long as you follow
certain guidelines and pay a percentage of all goods
taken to a higher authority, referred to as your patron.

BETA VERSION 1.2


Typically you are expected to harass the merchants
and trade of rival nations/states while giving safe
passage to the merchants of your patron. In return,
you are given safe haven in lands controlled by
your patron and have political immunity from the
repercussions of attacking those specified in the writ.
Note: Though this is traditionally something done
on the high seas, such a writ (or equivalent) can
be granted in any region. Such writs are generally
only granted in contested areas, borderlands, or
areas where no one can claim uncontested authority
(attacking in a contested area is called “war”).

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Chapter 10: Exploration
& The Environment
Not all threats to an adventuring party come from the kFORCED MARCH
GESTALT CORE RULE

enemies themselves. Sometimes it is the adventurer’s For each hour you wish to run you need to make a
own bad choices. Often it is a matter of the terrain, Con check. This allows you to move at twice your
the environment, or even things like diseases or normal movement speed for the duration. The DC
traps. While a core concept of any story is “character starts at 15 and goes up by 3 for every hour after the
vs character” conflict, “character vs environment” 1st. A character trained in Athletics can make an
is another very prevalent one and should not be Athletics (Con) check instead.
ignored.

Overland Travel Senses


In general, travel takes as long as it should narratively. Basic Sense
For general context: the average person can do about By default, all creatures, unless otherwise stated, are
10 miles per day and horses can manage about 30 assumed to have senses similar to a typical human.
miles a day.
Sidebar: Typical Human Vision &
kMORE SPECIFIC Hearing
If you need to be more specific, characters can do 10 The farthest a creature (like a normal human) can see,
miles per day and for every 5 feet per round they can unaided and unmodified, is about 3 miles and even
move you can go another 3 miles each day. When then only in extremely imprecise detail. A creature’s
traveling as a group, use the slowest character’s speed. normal effective distance for perception of any sort
If using mounts, use the mount’s speed. is about 300 feet, or a little shorter than the length
of a football field. Extremely detailed perception is
normally limited to about 60 feet. In game terms,
you can probably detect something with reasonable
skill within 300 feet but probably suffer
penalties beyond that (though the
effects of this are up to the GM).

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For hearing, people can hear a conversation under Keen (Sense)
ideal conditions at about 600 feet. For shouting or You have an exceptionally acute sense in a particular
whistling, it tends to be about 5 miles. Obviously regard. Creatures with this trait get a Free Hero Dice
louder or quieter things can be heard at a greater on with their Perception abilities when it comes to
distance and acoustics and environmental conditions using this sense.
can modify that.

BETA VERSION 1.2


Blindsense (Sense)
Please keep in mind that you are playing adventurers You can perceive creatures using an atypical sense
and are not typical but exceptional. You can do things (echolocation, vibration, spiritual pressure, etc).
in excess of your more mundane peers: it’s perfectly You can sense anything within the list area by using
reasonable for a keen elven ranger-rogue to be able to that sense. (Example: “Blindsense (vibration) 15
hear a pin drop 1,000 feet away with a good enough feet.”). This sense has depth and directionality- it can
check or a dwarf to spot something in the dark that “pinpoint” something like typical vision can.
no one else could have hoped to. Use the preceding
discussion to gauge what is “normal”, not as a hard Scent
limit. You can perceive creatures by smell up to a certain
range (indicated by the ability). This is effectively
Special Senses “Detect (smell)” but at half the listed range it instead
Unless otherwise noted, it is assumed that all special functions as Pinpoint (smell).
senses have a 30 feet reach.
DETECTING HIDDEN/OBSCURED
Darkvision TARGETS
This lets you see (or otherwise perceive) in the dark Creatures who attempt to hide are still given a
up to 30 feet out as if it were normal lighting (though chance to do so even if you have things like detect or
nothing beyond that). darkvision. The ability to do something like Detect
(magic) doesn’t allow you to automatically spot a
Detect (Keyword) rogue-ranger with a magic sword who is attempting
This makes you aware of the presence of a creature or to sneak up on you. This also applies in situations
object with a specific keyword within a specified area. where things are obscured, such a hidden magic
You do not trigger your own Detect senses. portal. Having Detect (magic) would let you make a
• Example: “Detect (unholy)” would let you know check to detect the magic, but does not automatically
if there were unholy creatures within 30 feet pinpoint it for you.
or you. This lets you “sense” them but does not
automatically pinpoint their location, it just alerts
you to their presence.

Pinpoint (Keyword)
This is a stronger version of “detect”. It allows you to
know the location of the keyword when you lay eyes
on it (or whatever you’re using to perceive it).

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Light Searching
Dark If players are searching a given area in detail, use the
This lightning condition represents pitch-black: the following guidelines to determine approximately
lightning condition deep in a cave without light or how long it takes. Most of the time you search with
in a forest on a moonless night. Creatures without the Perception or Investigation skill (though things
GESTALT CORE RULE

darkvision are blind under these conditions. Even like Aquatic or Fieldcraft may apply).
characters with darkvision cannot spend Hero Dice
on visual Perception checks in the darkness. Basic Search
This takes about 1 minute to search a 30 feet x 30
Dim feet room, both directions in a hallway, etc. This lets
This is the level on a moonlit night, the hour before a player roll a skill check on anything important in
sundown, or in a cave with only occasional torches. the room. When in doubt- searching an area takes 1
Characters without darkvision cannot spend Hero minute.
Dice on visual Perception checks in dim light.
Quick Search
Normal It takes about an action to search a 5 foot area. This
This is the average light level of a typical sunny day. lets a player roll a relevant skill check in that area.

Bright Deep Search


The light is excessive and glaring, forcing creatures to If players want to go over an area with a fine-toothed
squint or shield their eyes. This level of light causes comb, it takes about 1 minute per 5 foot square.
creatures to squint or otherwise shield their eyes Doing a deep search gives you a Free Hero Dice that
from the excessively bright light. Creatures are blind you must spend on the check to search the area.
while in bright light and cannot spend Hero Dice on
visual Perception checks. Modifiers
• Organized/Scant: If things are very orderly, such
Common Adventuring Light Sources as looking for a book in a well-organized library,
Most adventurers use torches, candles, or lanterns. or if there isn’t a whole lot to look at (such as a
Torches and lanterns shed light in a 30 feet radius desert or clearing) it takes half the indicated time.
and a candle sheds a 10 feet radius. When in doubt, a • Messy/Cluttered: If the area is intentionally
lightsource sheds between a 10-30 foot radius of light. thrown into chaos or there is just a whole lot of
stuff (such as looking for a needle in a haystack) it
might take 2-5 times as long to search an area.

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HIDDEN kFOOD & STARVATION
The DC to spot something is based on how well In general, people need a minimum of 1,200 calories
hidden it is. If it’s out in the open it’s a DC 10 of food per day. For a general idea of what that looks
(and that’s only required under times of duress). like: that’s about 7 potatoes worth of calories, 4 loaves
Something that could create visual concussion (such of bread, 25 oz of chicken, 15 oz of steak, or about 32
a basic camouflage), has an effort made to obscure it oz of rice each day minimum. Humanoids of some

BETA VERSION 1.2


(such a gold cup among a set of brass ones), is a DC lineages require more calories than that (such as
15. A DC 20 check would be something that is well dwarves and halflings).
hidden. This means skill and care was used in its • After 1 day without food you become Impaired
obfuscation- a hidden door, a trap, etc. Something (1).
that is all but imperceptible would be a DC 25 or even • For each day after that the level of impairment
30. increases by 1.
• If you go for more than a week without food you
Sidebar: The Paranoid Approach need to make a Challenging (20) Fortitude save or
Approaching a door in a dungeon or other dangerous die. This check must be made twice a day.
environment can be a harrowing experience. We’ve • For each day after that the DC you must make to
noticed that, under duress, players tend to resort to avoid death increases by 5.
what we call the “Paranoid Approach”. This means
they have their character “Approach the door quietly, kWATER & THIRST
listen at the door, check to see if it is locked, check People typically need between 2 and 3.5 liters of
for traps.” And only then, if everything seems ok, water per day with a minimum somewhere below
attempt to open the door (the lock picked and traps that. People get some of their liquids from the food
disabled). they eat so not all of this needs to be consumed.
• After 1 day without water you become Impaired
This can involve several checks: a Stealth check to (2).
approach, a Perception check to listen, and Tech. Lore • After 2 days without water you become Impaired
checks to disable a trap or pick a lock. While not (4). You must make a Challenging (20) Fortitude
every GM will allow you simply saying, “I’m taking save or die. This check must be made twice a day.
the paranoid approach to this door” you can use this • For every day after that the Impaired value
sidebar to remember what steps to take! increases by 2 and the DC you must make to
avoid death increases by 5.
Survival
The rules presented in this section are only relevant
in extreme cases or if a GM makes it clear that they
are implementing strict control over such things. It
is perfectly fine to handwave most of this as having
generally appropriate supplies as a matter of course.

Impairment from starvation and thirst stack.

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kSLEEP & EXHAUSTION Languages
You need between 6-8 hours of sleep per night to COMMON LANGUAGES
function fully. Common
• After 1 day without sleep you become Tired (1). This is the language spoken by most humanoids,
You must make a save every few hours against though accent and regional dialects may drastically
GESTALT CORE RULE

falling asleep (DC 15). vary. Its use is heavily centered on urban settlements,
• After 2 days without sleep you become Tired (2). though there are always a few people that can speak it
You must make a save every few hours against even in remote humanoid settlements.
falling asleep (DC 20).
• After that the DC to stay awake increases by 5 for Trade
each subsequent day. The second most common language in the world
• After about a week without sleep the DC of save is “Trade”. This is a simple language that is used by
against falling asleep becomes Absolute. traders, merchants, and others looking to buy or sell
This resets after you get a full night’s sleep (6-8 goods; every shopkeeper knows Trade, even if they
hours). don’t know Common. The language of Trade is not
very elaborate and it is mostly concerned with items
kSUFFOCATION and prices, such that using Trade for conversation is
In general you can hold your breath for up to a sometimes considered an insult (particularly when
minute. discussing a person).
• After 1 minute you become Tired (1).
• After 2 minutes you become Tired (2). LINEAGE LANGUAGES
• After 3 minutes you must make a Challenging Dwarven
(20) Fortitude save or die. This must be done Spoken by those of Dwarven lineage.
every round.
Different creatures resperate in different fashions and Elven
suffocation rules generally apply to any creature who Spoken by those of Elven lineage.
cannot resperate properly (such as fish out of water).
Gobish
Spoken by those of Gobish lineage. The gobish
language has a great disdain for vowels and will only
use them grudgingly.

Halfish
Spoken by those of Halflish lineage.

Orcish
Spoken by those of Orcish lineage.

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ANIMAL LANGUAGES Spider Singing
There are no written versions of these languages. The language of spiders. Unlike other animal
They are actually primordial languages that one can languages there is a written version of this language
use to communicate simply with animals. Animals that is subtly woven into a spider’s web. It can tell you
are not typically sapient so they don’t have a lot to basic information about them (species, age, favorite
say but their information can be useful. There are snack, etc).

BETA VERSION 1.2


potentially more animal languages and the animal
languages presented here are an incomplete list. A Ursine
GM may add more languages as they see fit. The language of bears.

Aquatic RARE LANGUAGES


You speak the language of creatures of the sea and Accursed
other aquatic biomes. Spoken by unholy creatures, those related to them,
and those who serve them.
Bird Call
The language of birds and other flying creatures. Arcane
Spoken by wizards and other spellcasters. It is
Burrowand the language arcane scrolls are written in and is
The language of things that burrow or live in the dirt. a complex language designed to articulate the
intricacies of magic.
Canine
The language of dogs and wolves. Cosmic
The language of multiversal creatures or those who
Deer frequent the outer planes. It is somewhat akin to a
The language of deer, moose, elk, and related “Universal Common” language, though it is difficult
creatures. Creatures who speak this typically have if not impossible for mortals to learn.
antlers.
Druidic
Farm Tongue A hidden language spoken only in secret by druids.
The language of large domesticated animals like
horses, pigs, goats, cows, and sheep. This language is Earthen
heavily influenced by interactions with humanoids. Spoken by those affiliated with the elemental plane
of earth and earth elementals. Sapient burrowing
Feline animals sometimes speak this but they more
The language of cats big and small. commonly speak Burrowand on the mortal plane.

Insectoid Exalted
The language of non-mindless insects. Spoken by holy creatures, those related to them, and
those who serve them. Many clerics and paladins
Reptilian speak this language.
The language of reptiles (amphibious or otherwise).

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Far-Call Flametongue
This is a simple whistle-language used by sailors Spoken by those affiliated with the elemental plane
and rangers alike who need to communicate over of fire and fire elementals. Speaking this language
great distances. It can only convey simple words or also allows you to listen to the crackling and popping
concepts (the language itself only contains about 300 of fire to discern some information about it: how well
GESTALT CORE RULE

words) but it can be heard, under ideal conditions, as the flame is burning, about how long it’s been going,
far as 10 miles away. the general kind of fuel it’s burning, etc.

Fey Nonse Prime Elemental


The language spoken by fey. It is rather sing-songy, A simple language used by sapient elementals and
devilishly complex, and has a shifting set of rules that those who are involved with them to speak to each
only the most dedicated can truly follow. They have other. It’s a bit crude, very inaccurate, but it can be
a very pretty name for their language in their own used to communicate across elemental lines. It has
tongue but everyone else calls it something like “fey been compared to “Trade” for elementals.
nonsense” or, colloquially, “fey nonse”.
Stormtongue
Gardenian Spoken by those affiliated with the elemental plane
The language of Gardenia and, particularly, the of earth and earth elementals. Speaking this language
Garthrelle movement. It is commonly spoken in the also allows you to listen to the sounds of rushing
province of Gardenia, but is a rare language outside of winds or storms to determine their general ferocity
there. and expected duration. Sapient flying animals
sometimes speak this but they more commonly speak
Giant Bird Cry on the mortal plane.
The language of giants and their kin.
Thieves Cant
Gravespeech A complex dialect of Common that has a series of
The language of sentient undead, necromancers, and ever-changing slang terms, in-jokes, and references,
(occasionally) those who work close to death (grave that only professional criminals know. It uses secret
diggers, embalmers, etc). codes, often simple symbols, to convey simple
concepts (“easy mark”, “good security”, “this house
High Speech has dogs”, etc), though beyond that it has no formal
Used by nobles and courtiers. It’s an extremely writing system.
formal form of communication that is quite flowery
and verbose. Technically every language has a “high
speech” variant and learning this allows you to speak
the languages you already know in a “high speech
fashion”.

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Wavecall Creole
Spoken by those affiliated with the elemental A “creole” (in the linguistic sense) is an evolved
plane of water and water elementals. Speaking this pidgin that results in a new language. Many
language also allows you to listen to the crashing of languages start life as a creole. Common is a creole of
waves upon the shore, the babbling of a brook, or most humanoid languages (you might find Gobish
similar water sounds to discern some information words with Elven grammar said with a dwarven

BETA VERSION 1.2


about it: the approximate temperature of the body accent for example). Trade is technically a creole,
of water, if it is saltwater or freshwater, etc. Sapient though it is more akin to a pidgin due to its simplified
aquatic animals sometimes speak this but they more grammar and limited vocabulary.
commonly speak Aquatic on the mortal plane. It is
difficult for humanoids to replicate its effect without Transitional Languages
external devices to do so. Some languages use the script from one language
with the phonetics of another. This is particularly
DIALECTS, PIDGINS, AND CREOLES common if two cultures overlap or one conquerors
Languages are an evolving and ever-changing thing. the other. (Example: A dwarven city that has
The aforementioned languages represent broad sheltered elves for a hundred years might develop a
language groups and there are many variants on all version of Elven that uses a Dwarven script.)
of them (some subtle, some quite noticeable). A GM
may choose to implement this on whatever level Mechanically this has no impact on the game. If
they’d like (even not at all). it is relevant to your story you may roleplay not
understanding some words or speaking with a
Dialect particular accent when representing a dialect. A
A “dialect” is the version, often with particular useful tip for in-person play is to hold up an agreed
vernacular and pronunciations, of a language. upon sign-language symbol (“E” for elven, for
This is often tied to geography or culture though, example) when speaking a certain language. If a
particularly in the case of diaspora cultures, this is not situation arises where a simple pidgin needs to be
always the case. (Example: Aquatic spoken with an developed it can be developed with a week of regular
accent unique to a dwarven port city.) attempts to communicate. A Challenging (20) check
by both parties can reduce this to a day (skills like
Pidgin Politique, Academia, and even Merchant Lore are
A “pidgin” is a simplified language constructed so applicable).
people who speak two (or more) different languages
can communicate (a Dwarven and an Elven speaker
may create a pidgin based on shared words to
communicate). These may grow quite complex and
eventually evolve into a creole.

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kILLITERACY, NON-VERBAL Because of differences like this there is a very
LANGUAGES, & SIGN LANGUAGES big difference between direct translation and
Players may, at their discretion, elect to modify how localization. One captures the literal words (even if
their language is communicated. Any language may it’s almost incomprehensible) and the other captures
be converted to a sign language, written-only, or the spirit of what is being said (at the cost of literal
GESTALT CORE RULE

spoken-only with player and GM agreement. Players accuracy) This means there doesn’t always have to
may also optionally elect to be illiterate, non-verbal, be a perfect translation. You can say, “Well, they’re
or communicate in another way they’re comfortable roughly saying ‘I don’t much like you’ but it’s... polite
with if they wish, but this should not be imposed on and formal.” or “It’s an idiom that means ‘I don’t take
them. bribes unless the price is a princely sum’ but it has
some religious context.” Have fun with it! Or, if it’s
REAL WORLD LANGUAGE VS IN too much or is not appropriate to the situation- a
GAME LANGUAGE straight translation is perfectly fine.
There is no correlation between real world languages
and in-game languages (“Dwarven” isn’t “Gaelic” and
“Exalted” isn’t “Latin”, for example). Players may speak Encumbrance
any language or use any form of communication in In Gestalt, we don’t pinch pennies or worry about
the real world. This game is for everyone. every ounce of weight. What your character can
wield is the baseline for what you can fight in. Gestalt
NO TRANSLATION uses a “bulk” system that roughly defines how heavy
Language is heavily influenced by the people and something is.
communities that speak them. Because of this
there isn’t always a direct translation between Some things are “light” and are inconsequential in
languages for every word. For example, in Georgian terms of weight (a pin, a necklace, a small dagger, etc).
there is the word “ზეგ” or “Zeg” which means “the Light objects weigh “about a pound or two”. Other
day after tomorrow” (in 3 days) which we don’t things have a numerical value. Something with “Bulk
have in common English (there is an older term 1” is “about 5 lbs or less”, “Bulk 2” is “about 10 lbs or
“overmorrow” but no one uses that today). Idiomatic less”, and each value higher than that adds roughly
expressions also don’t translate really well. For 5 lbs. Something that is exceptionally unwieldy or
example, in English we might say “it’s raining cats very large might have a higher bulk value while
and dogs” but that’s because of a popular poem in something small yet very dense might have a higher
English from the 1700s (“A Description of a City bulk value as well.
Shower” by Jonathan Swift). In Greek the equivalent
is “βρέχει καρεκλοπόδαρα” (“raining chair legs”) and FIGHTING WEIGHT
in almost every language there is some equivalent You can fight in whatever your character can wield
that’s a bit different. and wear, unless it is egregiously heavy. Beyond that
you can carry ~5 bulk worth of gear + bulk equal to
your Strength modifier.

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HITTING THE LIMIT kDANGEROUS TERRAIN
If you are over your fighting weight (and a GM Dangerous or hazardous terrain is an area where it
should be understanding regarding this) your is actively hazardous to be. This can be pools of acid
maximum proficiency with anything based on a or magma, a burning room, or a thicket of sharp
physical ability modifier (Con, Dex, or Str) is Skilled brambles. Most forms of dangerous terrain lists how
and all your movement speeds are halved. much damage it deals, or what other effect it has on

BETA VERSION 1.2


those that enter the area. Creatures suffer the effect of
DRAGGING dangerous terrain when they first enter the area, and
If you HAVE to try to drag something you can do at the start of their turn on subsequent rounds until
~20 bulk + 2 bulk per Str modifier, on top of worn they leave the affected area.
equipment. You can’t move more than 5 feet per
round while dragging something. An area can be both dangerous terrain and difficult
terrain, if the GM deems it appropriate.
COMPENSATING
A smart idea is to have someone or something to
lug around your gear like a peasant/hireling or pack Traps
animal. Alternatively, you could have a particularly Traps are a key part of adventure design and present
strong party member lug your stuff around and just challenges to adventurers without the need for
drop it (a free action) when combat begins. creatures. A trap is defined as any hidden mechanism
(natural, mechanical, or otherwise) designed to
Terrain Perils waylay or harm those who trigger them. These can be
kDIFFICULT TERRAIN as simple as a snare made out of a pulled back tree-
Sometimes moving through an area takes a little branch or a quickly covered pit and can be as complex
more work; these are referred to as areas of difficult as magical or technologically advanced devices of
terrain. This could be because of knee-deep snow tremendous power.
or water that you need to trudge through, mud or
muck that tries to hold you in place, or [example 3]. kHOW TRAPS WORK
When moving through difficult terrain, each square TRIGGERING A TRAP
of movement costs double. This means moving 5 feet A trap is triggered by the means described in its entry.
requires 10 feet of effort. If you don’t have enough This could be a creature entering a particular area,
movement available to compensate for the increased opening a particular door or chest, or failing a puzzle.
movement costs, you can’t move into a new space. Upon triggering it imparts the damage or other effect
upon the target of the trap.

THE TRAP’S EFFECT


This is the effect the trap has when triggered. While
this is most commonly damage imparted to the
creature who triggered it, it can also be other things
like spells, conditions, opening or closing doors, etc.

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kTHE “GENERIC TRAP” Deeper Rules
A “generic trap” is one that is hidden in some fashion, • Damage Type: Traps deal either slashing,
can be disabled, and deals damage. bludgeoning, or piercing damage.
It has a level, bonus, DC, cost, trigger, target(s), and • Bonus Explanation: A trap is assumed to be
damage. “Professional” at whatever it is doing and is
GESTALT CORE RULE

Level: This is the level of the trap. assumed to have a 2 in its relevant stat. Therefore
Bonus: This is the value used for any roll the trap its bonus is Level + 5.
makes. It is a measure of its quality. • Traps Making Checks: If a trap is supposed to do
• A generic trap’s bonus is: Level + 5. something (it’s part of its form or function) it is
DC: This is used when you try to spot, disarm, or craft treated as if it were Professional and has a +2 in
a trap. the ability modifier. If it isn’t something it was
• A generic trap’s DC is: Bonus + 10 (or level + 15) made to do, it automatically fails such a check. A
Cost: This is how much a trap costs to make or buy. scythe lashing out from the wall trap can make an
• A generic trap’s cost is: Level x 50 GP. attack roll, but it can’t play someone in chess.
Trigger: How the trap is triggered. • Object: A trap is an object.
• A generic trap is triggered by a creature touching • Unaware: If you are unaware of a trap, it targets
an object. your unaware AC.
Target(s): Who the trap affects when it is triggered.
• A generic trap affects the person who triggered it.
Effect: This is how much damage a trap deals or what
effect it has when triggered.
• A generic trap deals 1d8 damage per 2 levels.
Reset?: Does the trap reset, and how long does it take
to reset. Does it require some resources? Does it only
reset under certain circumstances? Etc.
• A generic trap does not reset. It can be used once
and then fails.

This “generic trap” can be modified in various ways to


make a near infinite number of deadly contraptions.
See “Creating Traps” in this chapter for ways to
modify a generic trap. You can also find premade
traps later on too!

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kCREATING A TRAP
You can modify a generic trap in the following ways:

Modification Effect Notes


Spell Effect Rather than deal damage it triggers a spell. A A spell trigger trap is considered a

BETA VERSION 1.2


spell is cast at the level of the trap. It cannot cast “spell”. It can be detected via things
personal spells. like “Detect (magic)” and dispelled.
The Spellcasting check must beat the
trap’s DC.
Magical Trap The trap creates a magical effect that doesn’t Base cost x3.
recreate a particular spell.
Seal the Room When triggered, the trap closes and locks all doors +500 GP.
in the room in addition to any other effect.
Damage Type The damage dealt by the trap is changed to any x1.5 base cost.
other damage type.
Exceptional An exceptionally well crafted trap gains a higher Base cost x2.
Trap bonus (and thus DC). Its bonus is equal to its
level + 8. (It is treated as if it were exceptional at
whatever it is doing.)
Obvious Trap The trap, or at least its trigger mechanism, is Reduce the DC to spot the trap by 5.
painfully obvious. (But not the other bonus.)
Resetting Trap The trap automatically re-arms itself after being This effectively means you can pay
triggered. Such traps require some expenditure of 1GP extra per reset you’d like the trap
resources (ammunition, material, clockwork, etc) to be able to perform.
costing at least 1GP to be expended when used.
Wider Area The trap hits a broader area, ranging from “trigger Base cost x2-x10.
point and adjacent” to “the entire room”.

kSPOTTING A TRAP kDEALING WITH TRAPS


Very few traps will be obvious and out in the open; The most direct way to avoid a trap is to not trigger
their designers want to catch people off guard after it. Once you figure out what sets the trap off you can
all. Most of the time you’ll have to make a skill check simply not do that; don’t step on the pressure plate,
in order to spot a trap. This can be accomplished don’t take the ruby off the pedestal, and avoid the rug
using Perception (Detect: Hidden) or Technology that covers the pit trap.
Lore (Detect: Trap). It should be noted that
Perception won’t directly point out a hidden trap, just
let you know that there is one nearby.

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If avoiding the trap isn’t an option, you’re going to CROSSBOW TRAP
have to try to disable it. This involves a Technology A crossbow secretly mounted in a wall fires when
Lore (Disable Traps or Locks) check, taking 1 minute someone steps on the corresponding pressure plates.
of time. A GM can decide that a particularly complex Level: 6
trap takes more time to disable. If time is an issue, we Bonus: +11
GESTALT CORE RULE

recommend making the disabling of the trap a skill DC: 21


challenge (see Skill Challenges for more details). Cost: 305 GP
Trigger: A creature steps on a pressure plate.
If all else fails, figure out if the trap resets; if it doesn’t, Target(s): First creature between the pressure plate
you can have someone in the party set it off and hope and the firing wall.
they survive. Of course, if the trap seals off routes or Effect: Makes an attack roll at +11, dealing 1d10+6
does something other than dealing damage, this may Piercing damage on a hit.
not be a popular option. Reset?: 1 round reset, has enough ammunition for 6
shots.
kCRAFTING A TRAP
You use Technological Lore to craft traps. Like with THIEF CATCHER PIT
all items you spend the cost of the item in materials In the center of the room is a jewel-encrusted golden
and then set to work. Crafting one trap can be done chalice atop a pedestal.
during a short rest. Level: 9
Bonus: +17
In some instances you can use other skills to craft DC: 27
traps. For example, it might be appropriate to use Cost: 9,000 GP
Fieldcraft to craft basic hunting traps (typically with Trigger: The chalice on the pedestal is removed.
a level of 5 or less) out of the environment or the Target(s): All creatures in the room.
Aquatic skill to rig up something like crab pots to Effect: Closes and locks all doors in the room. Next
catch crustaceans at sea. round, the floor falls away and drops everyone 60 feet
into a new area.
kEXAMPLE TRAPS Reset?: No.
ALCHEMIST’S FIRE TRIPWIRE
A bundle of alchemist’s fire flasks rigged to shatter RIDDLE TRAP
when a tripwire is tugged on. A ritual circle with a raised dais stands before a large
Level: 1 dragon statue, it;’s head craned to face the dais. An
Bonus: +6 open tome with a riddle lies on dais.
DC: 16 Level: 14
Cost: 150 GP Bonus: +19
Trigger: A creature moves across the trigger area, DC: 29
breaking a tripwire. Cost: 6,300 GP
Target(s): Creatures within a 10’ burst. Trigger: A creature within the ritual circle fails to
Effect: 1d8+1 fire (Reflex negates) answer the riddle correctly.
Reset?: No. Target(s): All creatures within the ritual circle.
Effect: 7d8+14 Fire damage (Reflex negates)
Reset?: Instant.
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FALSE RIDDLE TRAP NIMIXIAN DEATH PLAGUE
A ritual circle with a raised dais stands before a large DC: Heroic (30)
dragon statue, it;’s head craned to face the dais. An Vector: Physical contact with a creature or corpse
open tome with a riddle lies on dais. infected with Nimixian Death Plague.
Level: 14 Effect: You are blighted and take 30 necrotic damage
Bonus: +22 per minute.

BETA VERSION 1.2


DC: 32
Cost: 12,600 GP POLTERGEIST POX
Trigger: A creature speaks (except the words of the DC: Dire (25)
riddle) within the indicated ritual circle. Vector: You live in a building haunted by a poltergeist
Target(s): All creatures within the ritual circle. for at least 1 year.
Effect: 7d8+14 Fire damage (Reflex negates) Effect: You become confused until cured.
Reset?: Instant.
Special: A Dire (25) Intelligence check can spot the WASTING ROT
riddle being unsolvable, with no correct answer. DC: Dire (25)
Vector: Exposure to fetid, polluted water
Diseases Effect: You are Impaired 3 and take 1d4 poison
A disease is an infection (bacterial, viral, magical, or damage per minute.
otherwise) that can afflict a creature. A creature that
fails a Fortitude save against a disease suffers its effect. WATER LUNG
During a long rest a creature can attempt a new save DC: Challenging (20)
against the disease. If they are successful, the disease Vector: Inhaling dust from working with sacred solid
ceases. Otherwise, it remains with them until their seafoam (typically takes about a month) or ingesting
next long rest, when they must attempt a new save large quantities.
against the disease. Diseases last until you cure them. Effect: You are Impaired 1 and lose the ability to
breath air, only being able to breath underwater.
The “vector” for a disease is how you catch it. This
could be damage, inhalation of dust, contact with a ZOMBIE VIRUS
person with it, etc. DC: Challenging (20)
Vector: If you take damage from a creature’s natural
kEXAMPLE DISEASES attack who is infected with the zombie virus.
ASHEN COUGH Effect: You take 1 poison damage per minute while
DC: Average (15) suffering from this. If you die while infected by
Vector: Inhalation of ash, thich dust, or other the zombie virus you cannot be resurrected- you
particulates. immediately turn into a viral zombie.
Effect: You are Impaired 1, and must make a Fortitude
save each minute or lose 1 action to a coughing fit
(treat as Tired 1).

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Falling Damaging the Environment
If you are in the air without the means to control kITEM HP (GEAR)
yourself, you begin to fall. You immediately fall 500 Unless otherwise noted, objects have 10 x their bulk
feet... or less than that if you hit something first. in hit points. Light weapons count as if they had
Falling itself doesn’t normally take up an action, a weight of 1. If they are magical, triple this value.
GESTALT CORE RULE

though if someone is attempting to exploit this the Relevant Profession checks can repair damaged
GM may elect to have it take an action. equipment.
Weight Item HP Item HP Threshold
FALLING DAMAGE (Normal) (Magic)
If you fall from a great height you suffer damage. If Light 10 30 10
you fall more than 20 feet you take 1 point of force
1 10 30 10
damage for every foot you fall. You can attempt an
Acrobatics check to reduce the amount of damage 2 20 60 10
you take by the result of your check. You must be at 3 30 90 10
least Skilled in Acrobatics to attempt this.
kOBJECT HP
Falling damage ignores Resist and Threshold. Unattended objects or parts of the environment have
more generalized values. Use the following chart to
(Example: If I would have taken 50 force damage give you a good basis for your decisions.
for falling 50 feet, I could do an Acrobatics check to
reduce that. If I got a 20 on my Acrobatics check, I BREAKING OBJECTS WITH
would take 30 damage instead.) SUNDER
In some instances an object can just be bashed open
with brute strength; a door can be kicked in, a tree
bent aside, a chest’s lock broken off, etc. This should
have negative impacts for the players, particularly if
there are items inside or the construction is delicate.
To bypass an object (i.e breaking it enough to get
around it) you must destroy it fully.

Sidebar: Destroying Chests


If you destroy or overcome something that contains
treasure, anything that is delicate breaks. This
includes stuff like paper, glassware, etc. Even gems
and jewels might get scuffed up and damaged,
decreasing their value. This is ultimately up to your
GM but it is the “price” for not being able to open a
chest by bypassing the lock.

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kMAGIC ENVIRONMENTAL
OBJECTS
If something is magic, typically multiply its HP by
3 though this will largely depend on what is magic
about it.

BETA VERSION 1.2


One’s skill, spells, and strength of arms can get you
only so far without the right equipment. A master
duelist without her rapier can’t win any duels, a crafty
bribe can’t be paid without coin, and no one wants to
be caught without wearing some for of armor when
they are facing down a dragon. This section covers
mundane equipment and services that an adventure
might need on their travels (Chapter 12 covers magic
items).

Object HP Threshold DC to Overcome


Door (Wooden) 10 - Challenging (20)
Door (Fortified) 25 10 Heroic (30)
Chest (Simple) 20 5 Challenging (20)
Chest (Fortified) 25 10 Heroic (30)
Tree (Hardwood) 50 5 Dire (25)
Chain (Metal) 10 10 Heroic (30)
Rope 3 - Average (15)
Hardcover Book (Thick) 5 - Dire (25)
Wall (Tavern/ House) 10 per inch 5 Absolute (20)
Wall (Fortified/ Castle) 100 per inch 10 Absolute (30)
Soil / Wood 1 per inch - -
Stone 5 per inch 5 -
Metal 10 per inch 10 -
Raw Magical Force 10 per inch 15 -

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Chapter 11: Equipment
Wealth & Money kCURRENCIES
kBUYING & SELLING STUFF The world has many different currencies and
GESTALT CORE RULE

Buying on the Market denominations. Functionally however, the entire


Typically you can buy things for the price listed next world runs on three generally accepted metals
to each item. This is the same price as crafting items for their use as currency: copper, silver, and gold.
(though not all items are available everywhere). Some places have different coins worth different
amounts (A Gardanian Silver Coin, for example,
Selling is worth roughly 2.5 silver pieces) but money
You can typically sell items for half their listed price. lenders and merchants in every town are able to
roughly determine the value by testing its quality
Barter and weighing it. Thus prices are listed in this book
Using the “Merchant Lore” skill you can increase the in “pieces”. A “silver piece” is worth the value of 1
sale price of items and get discounts by 5-10%. coin made of silver that weighs the same as 1 of the
standard measuring pieces (the same for copper and
Illegal Goods gold). Some societies use other metals (platinum,
The cost to purchase, rather than craft, things like iron, etc) or even promissory notes but they can all
poisons and other illegal goods tends to be between generally be converted to their value in copper, silver,
5-10x the normal price. or gold pieces.

Availability of Magic Items CONVERTING CURRENCIES


Magic items are common enough that you can find 10 Copper (CP) = 1 Silver (SP)
most in major cities so long as they are under ~500 10 Silver (SP) = 1 Gold (GP)
GP. Things that cost more than that are generally 1 Gold (GP) = 100 Copper (CP)
found or crafted rather than bought or sold.
ABBREVIATIONS
Copper = CP
Silver = SP
Gold = GP

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Sidebar: Coins of the Realm People tend to clip coins into smaller denominations.
In Clade the most common coin is a “gold piece” A full, unaltered, coin is often called a “round” or
(Abbreviated as a “GP”). While each region and “rounder”, a coin clipped in half is called a “half ” or
kingdom has their own currency a gold piece is the “halfsie”, and a quarter of a coin is called a “shard”
general term for a coin containing about a gram of or “tooth”. Clipping coins is largely illegal, a petty
gold (typically with other alloys for strength and offense, but goes largely overlooked.

BETA VERSION 1.2


security). In a city a day’s wage is about 1 gold piece
for a laborer. In some places precious metals other Some areas have larger denominations, often made
than gold are used but the value of a gold piece is of more precious metals, but they always have
always the value of “1 gram of gold” or “a day’s wage”. their equivalence in gold pieces. For example, a
Merchants and bankers know about how much Dramarkian Platinum Piece is worth roughly 100 GP.
gold or other precious metals each coin in their area
contains and can weigh them against each other.
While they may be dubious about coins from other
kingdoms/areas, so long as they are stamped with a Approximate Prices
recognized royal symbol few coins will be refused. Note: “Real World” is largely based on 2023 USD.

Money Real World Weapon Armor Services Other


1 CP $1 - - Local letter delivery Candle, 10 feet rope,
a ration, soap, cheap
beer
1 SP $10 Light simple/ - A meal, a few hours Paper, ink, a shirt, a
improvised of labor, regional bedroll/blankets, glass
delivery of wine, whistle
1 GP $100 Simple - A night at an inn Dog, Book, a complete
weapons outfit, a tent, a saddle,
bottle of wine,
instrument
10 GP $1,000 Martial Light Booking passage on a Horse, a saddle,
weapons Armor ship, distant delivery instrument, spyglass
100 GP $10,000 Technologically Heavy Consulting a lawyer, Healing Potion, Horse
advanced Armor professional or
weapons dangerous work, how
much a quest gives.
1,000 GP $100,000 Technologically Superheavy - Magic items.
advanced Armor
weapons
5,000 GP $500,000 - Superheavy - Magic items.
Armor
10,000 GP $1,000,000 - - - -

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Sundries Sundries Specifics
“Sundries” are “items not important enough Value: 5 GP or less
to mention” and represent things you totally Size: Can fit easily into a backpack (with room for
remembered to buy back in the last town. other items)
Bulk: Light
GESTALT CORE RULE

Sundries have to be cheap items that can fit in your Non-Magical: The object is non-magical and non-
backpack and aren’t specific or magical. This allows alchemical.
players to not have to worry about keeping track of Non-Specific: You can have a skeleton key but not
things like torches, rations, a sleeping bag, chalk, etc “the key to the king’s bedroom”.
and allows inventory to be a little more flexible (“Of
COURSE I bought a climbing pick, I’m a seasoned Refilling Sundries
adventurer... did you REALLY think I’d forget that?”) You can either spend money to refill your reserves of
Sundries or you can use treasure to do so. A GM may
When you are in a town you can spend GP to buy an have “non-descript treasure” or piles of “Sundries”
unspecified amount of Sundries. As you use these with a certain gold value that the players can use to
Sundries, subtract the total from however much you refill their stores of Sundries.
spent on Sundries. You can refill this total in any
town with a market but only up to your maximum Sidebar: Sundries & Challenge Design
value of sundries (by default, 50 GP). If you lose your Because Sundries are part of the game a GM can
backpack (or whatever you use to carry things) you comfortably assume that players have access to
lose your sundries. most pieces of small adventuring gear. This shifts
the design away from “did the players pre-plan” to
A GM has discretion over what can be produced, “how can the players creatively solve this problem”.
particularly if it stretches beyond what is reasonable In other words you don’t need to worry if players
to carry. brought ice picks or warm blankets on their arctic
expedition and should focus on challenges like “are
Example: Norox the Destroyer buys 50 GP worth of the players smart enough to use ice picks to help
Sundries when she is browsing the market in the them climb the ice wall”.
Duchy of Thornhill. During her adventure she needs
a length of rope that is worth 5 GP. She subtracts the
2 GP from the 50 GP spent in the market. She later
needs a dagger that costs 3 GP, a lock pick that costs
10 GP, and a drinking horn that costs 15 GP. She’s
now spent a total of 30 GP of the 50 GP she spent on
Sundries. If she wanted to pull a fine necklace worth
45 GP from her bag to bribe a noble, she couldn’t
because she doesn’t have enough left. When she
gets to the next town, she can refill her Sundries by
spending another 20 GP to get it back to the max of
50 GP.

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Weapons kWEAPON GROUPS
A weapon is an implement of violence. Weapons are broadly grouped together for the
purpose of class features and some effects.
kMELEE VS RANGED WEAPONS Each weapon falls into 1 (or more) group of weapons.
Weapons fall into two categories based on their
method of inflicting wounds. Ammunition

BETA VERSION 1.2


A melee weapon is one that relies on someone or This is ammunition used by a range weapon.
something swinging it and inflicting damage on
someone nearby. Stabbing someone with a sword is Axe
an example of using a melee weapon. These are chopping weapons with their weight
A ranged weapon is one that relies on throwing a towards the end of their length and a distinct bladed
projectile at a distance into your target to inflict “head”.
damage. Shooting someone with a bow is an example
of using a ranged weapon. Blade
These are edged weapons that are able to cut, pierce,
kHANDEDNESS or chop with the majority of their length. This
How many hands are required to properly wield the includes swords, knives, sickles, etc.
weapon in combat. Hands used to wield a weapon,
unless otherwise noted, can’t be used to hold other Bow
items. These are ranged weapons that shoot arrows with
pressure applied by a string. This group includes
TWO-HANDING ONE-HANDED bows and crossbows.
WEAPONS
You can wield a one-handed or light weapon in two Club
hands. It doesn’t have any inherent benefit (like extra These are hand held bludgeoning weapons.
damage) but it technically counts as a “two-handed
weapon” while you’re doing that. For example: if you Dart
were two-handing a short spear, you could benefit These are largely small, thrown, projectiles.
from the fighter’s “Haft Strike” ability.
Firearm
Sidebar: More Than Two Arms These are ranged weapons that use explosive force to
If you have more than two arms you can hold more fire a bullet or other projectile.
weapons, items, equipment, etc., at a time. You still
only have 3 actions a turn and having extra hands Improvised
doesn’t mean you can carry extra weight. Keep your These are weapons not typically suitable for use as a
bulk limits in mind when trying to use large weapons weapon but have been employed in such a way that it
in multiple limbs. causes damage (i.e a chair swung at someone).

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Other kIMPROVISED WEAPONS
Not every weapon falls into a predefined category. You can use an implement that is not designed as a
These are normally strange weapons. “Other” is not a weapon in combat. You are always Unskilled with an
true group of weapons and cannot be used for things improvised weapon. An improvised weapon’s damage
that rely on a weapon group. (For example: If you is linked to its size/handedness: A light one only
GESTALT CORE RULE

had an ability that let you gain a bonus if you were deals 1 damage, a one-handed improvised weapon
wielding a weapon from a certain group, a weapon deals d4, and a two-handed improvised weapon deals
with “other” would grant no bonus.) d6s.

Polearm Thrown improvised weapons can be thrown 15 feet


These are weapons whose striking point or surface is if they are light, 10 feet if they are one handed (or 1
at the end of a long hafts, designed to strike enemies bulk), and 5 feet (adjacent) if they are two handed (or
at a distance. 2 or more bulk).

Shield kCOMPLEXITY
These are shields and their entry as a weapon group How much training is required to wield the weapon
covers the offensive use of shields (e.g. shield properly. There are three categories of complexity:
bashing).
Simple
Stave Simple weapons require little formal training and
These are weapons designed to allow spellcasters to are primarily used as self-defense weapons. You can
release small bursts of magical energy to attack their generally carry a simple weapon into a town freely
foes without spending mana. without causing undue distress.

Whip Martial
These are weapons that are largely flexible or A martial weapon is one that requires formal training
otherwise non-rigid. or experience to fully utilize. A martial weapon is a
military weapon one brings to war, so you cannot
Sidebar: Combination Weapons generally walk into a peaceful place with one of them
When using a combination weapon, or a weapon that without causing commotion.
can shift between 2 distinct weapons, the weapon
falls into the category of whichever form the weapon Exotic
is currently in. For example; if I have a sword-whip in An exotic weapon is a strange one with a unique
sword form, it counts as a blade weapon. If I switch it design; it also requires training that is not
to its whip form, it counts as a whip weapon. This will transferable to other weapons. For example: learning
typically only matter for particular class features or to use a rapier is a fairly good basis for learning the
magical weapon qualities. shortsword or even a spear, but nunchucks don’t
relate to many other weapons in quite the same way.
These unique weapons are often a mystery to those
who don’t use them.

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USING WEAPONS YOU AREN’T ELEMENTAL WEAPONS
TRAINED IN Weapons that deal elemental damage have their
You can use weapons you aren’t trained in the use damage type set at the time of their creation and
of. In such a case, you are Unskilled in the weapon; cannot be changed unless otherwise noted.
rolling 1d20 + the relevant modifier (usually
Strength). OTHER POTENTIAL DAMAGE

BETA VERSION 1.2


TYPES
kDAMAGE DICE There may be other damage types listed on weapons
This describes the damage dealt with attack. The size beyond what is mentioned here in future products.
of dice in Gestalt are: d4, d6, d8, d10, and d12. Such damage types will be fully written out in
weapon entry. See Chapter 6 for more information on
kDAMAGE TYPE other damage types.
This describes the kind of damage dealt. The
following abbreviations are used: kWEAPON QUALITIES
S: Slashing These reflect any physical properties inherent to
P: Piercing the weapon or the attack. While these are largely
B: Bludgeoning employed by weapons, they can sometimes be listed
Elemental: Any of the following damage types - Acid, on special attacks or class features.
Cold, Electricity, Fire. Elemental damage is always
fully written out. If there is a choice it is listed as Ammo
“Elemental”. This weapon requires ammunition to be loaded into it
Pick 1: Pick either Slashing, Piercing, or Bludgeoning, (via the Reload action) to be used.
whatever is most applicable. This is typically found
on improvised weapons. Aquatic
You take no penalty for attacking with this weapon
If a damage type says “or” (“S or P”) the attack can deal while underwater.
any of those types of damage. You can choose on a per
attack basis. (Example: A short sword can deal either Bastard
slashing or piercing damage with a given attack.) This weapon can be wielded in one hand, but if you
wield it in two hands the damage dice goes up by 1
If a damage type has a double slash between them step (d4> d6> d8> d10> d12).
(“S // P”) that means the weapon is a double weapon
or multiple modes of attack. Each damage type is Blocking
associated with the corresponding damage dice. If you wield this weapon in both hands, you get a
(Example: A Kusarigama, which is a chain with a +1 bonus to your AC. This stacks with the bonus
sickle on one end and weight on the other, deals “S // provided by shields and armor (it is a separate
B” and has “d8 // d4” for its damage type. This means “blocking” bonus).
it deals d8 slashing damage with the sickle end and
d4 bludgeoning damage with its weighted end.) Brace
If your weapon has this quality, charging creatures
provoke an attack of opportunity when they enter a
square you threaten.
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Burst (Radius) Disarm
This means your weapon or effects hits an area. If you successfully disarm an opponent, you pick
Roll once and compare the attack roll to the AC of which adjacent square their weapon lands in (rather
everyone in the area. All creatures who fail take the than letting them decide).
damage (or effect).
GESTALT CORE RULE

Finesse
Caster You can use your Dexterity, rather than your
This weapon uses Spellcasting proficiency instead of Strength, modifier when making attack rolls (this
your normal weapon proficiency. If you are at least does not apply to damage rolls) with this melee
Skilled in Spellcasting, you have the capacity to use weapon if you choose. You can’t power attack with
caster weapons. If more than one modifier would this weapon if you do this.
apply to your Spellcasting (such as being a wizard-
cleric), you use the higher modifier. Grapple
Weapons with this quality may be used in a grapple
Cavalry regardless of handedness, and using the weapon
This weapon can be wielded 1 handed while you are to initiate a grapple doesn’t provoke an attack of
riding a mount. opportunity.

Charge Hinged
This weapon adds 2 bonus damage dice when making When attacking with this weapon, you ignore your
an attack at the end of a charge rather than the opponent’s shield bonus to AC if they have one.
normal 1 you’d get for charging.
Martial Art
Critical (x-20) Weapons with this quality count as unarmed strikes
You treat a roll of the indicated numbers or higher as for the purpose of effects and class features. These are
typically weapons that augment or directly interact
if it were a critical, so long as you still hit. Example:
If a weapon had Critical (18-20) and you rolled an 18, with one’s unarmed strikes.
you’d count that as a critical hit so long as you hit your
opponent with that attack. Non-Lethal
This weapon can only deal non-lethal damage.
Double
You can strike with either end of the weapon and Penetration
either end can be enchanted separately. You ignore the listed amount of Resist and Threshold
with attacks made using this weapon.
Deadly
When performing a slay action, you always deal Ranged
maximum weapon damage. Additional damage from This weapon is a ranged weapon. The distance
other sources is unaffected and rolled normally. indicated is the weapon’s maximum range.

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Reach Tool
You can strike opponents up to 10 feet away. If you This weapon can be used as a tool of the same name
have a reach greater than 5 feet, this instead improves or as part of a profession. The indicated profession or
your reach by +5 feet when using this weapon. tool is discussed in the weapon’s description.
You can still attack adjacent creatures with a reach
weapon. Trip

BETA VERSION 1.2


On a successful trip attempt you may deal damage
Sidebar: You Can’t Swing a Greatsword as though you had made a successful attack with the
in the Forest (And We Don’t Care) weapon.
Reach weapons are big with a capital B. Keep that in
mind when you imagine how your character is using kCRITICAL EFFECT
it in confined spaces. We’d rather you enjoy the game This describes any effects that occur on a critical hit
and not worry if you can technically get the full arc in addition to dealing double damage. A critical effect
out of your halberd in a dungeon. That being said, get that increases the critical damage (such as a weapon
creative in your descriptions. Maybe you choke up on that deals triple damage on a critical hit) simply
your weapon, only work with thrusts, etc. overrides the normal double damage.

Returning Bleed
This weapon safely returns to your character The creature gains the bleed condition with the
immediately after being thrown (returning before indicated damage amount.
your next action). You must have a free hand to catch
the weapon, otherwise it lands in your space. Free [Combat Maneuver]
You can attempt the indicated combat maneuver as a
Sunder free action after your attack.
You deal double damage against items when using
the sunder action. Triple Damage
This critical hit deals triple damage rather than
Slow Reload double.
Add 1 to the number of actions you need to spend to
reload this weapon. Entangle
The creature gains the entangled condition until the
Tech. Lore end of their next turn.
Your character must have Technology Lore at the
indicated level to make use of this weapon. Knockdown
The creature is automatically knocked prone.
Thrown Impaired: The creature gains the impaired condition
This weapon is designed to be hurled at your foes, at the indicated value until the end of their next turn.
with their maximum range indicated by the quality.

Thrown Only
This weapon can only be thrown and cannot be used
as a melee weapon.
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kBULK A martial arts attack may be made with no concern
The rough ‘weight’ of the weapon. Weapons typically for handedness or what you are wielding so long as
weigh between light (L) and 3 bulk. you are not entangled or bound and a part of your
body is free enough to deliver lethal force. Martial
kNATURAL ATTACKS arts attacks count as attacks with “weapons” but not
GESTALT CORE RULE

A “natural attack” is an attack with an organic part of “manufactured weapons”.


your body. This could be quills, claws, a striking tail,
gnashing teeth, etc. Natural attacks count as attacks LEARNING MARTIAL ARTS STYLES
with “weapons” but not “manufactured weapons”. If A character can learn a martial arts style through class
you have a natural attack you automatically become features.
Skilled in its use (as it’s part of your body).
kAMMUNITION
Every creature has a natural attack called an RECOVERING AMMUNITION
“Unarmed Strike”. This is an unskilled punch, kick, If you spend a minute or so searching, you can
slap, etc. The skilled application of an unarmed strike recover ~75% of the ammunition you shot or threw, so
is referred to as “martial arts”. long as it isn’t something that is destroyed by the act
A natural attack may be made with no concern for of firing it. Things like firearm bullets are destroyed
handedness, or what you are wielding, so long as you on impact. A GM is the final arbiter of what can be
are not entangled or bound and a part of your body is recovered.
free enough to deliver lethal force.

kMARTIAL ARTS
The skilled application of unarmed combat is referred
to as “martial arts”.
Characters can become skilled in a “style” of martial
arts. Each style of martial arts has an entry like a
weapon that defines how you attack (like you were
wielding a weapon). Attacks made using a martial arts
style are referred to as “style attacks”. Using a martial
arts style to attack is called a “style attack”. These are
considered natural attacks and, more specifically, a
kind of unarmed strike.

You can decide to employ a style of martial arts as a


free action once per turn, at the start of your turn. You
can only ever benefit from one style of martial arts at
a time (though you may learn multiple styles).

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List of Weapons
kMELEE WEAPONS DOUBLE SWORD
A two-bladed sword with twin blades extending
BATTLEAXE from either side of a central, short haft, allowing the
These are axes designed for combat, typically about wielder to attack with graceful but deadly flourishes.
3-4 feet in length. They could be lighter than wood-

BETA VERSION 1.2


cutting axes as they were not cleaving into trees FLAIL
(limbs are far easier to cleave). They often had spiked A flail is a short hand weapon, consisting of a spiked
tips and the reverse of the blade also typically had an metal ball (or several), connected to a handle by a
edge, hammer head, or pick. short, sturdy chain. Other materials (like studded
wooden blocks or weights) can be used for flails as
BOOMERANG well.
The boomerang is primarily a hunting tool, but it is
not uncommon for these versatile thrown weapons to GAUNTLET/FIST WEAPON
be carried into battle. A boomerang is made of wood Having your fists covered in a metal striking surface
and is flat, with a long haft, a pronounced forward enhances both your ability to strike and protects your
curve, and a sharp backward bend at the head. hand from damage.

BOW-SWORD GLAIVE
A technological wonder, this weapon consists of a A glaive is a simple blade, mounted to the end of a
pair of curved swords connected at the hilt, with pole about 7 feet in length.
a drawstring connecting the tips of the blades. A
skilled wielder can employ it both as a bladed weapon GREATAXE
and use it to fire arrows. A long hafted axe with a massive head.

CHAIN WHIP GREATCLUB


A length of chain with a flail-head at one end and A military evolution of the club, greatclubs have long
a handle at the other. It is largely controlled via hafts with a wooden or metal striking surface covered
momentum and the wielder can employ both the in heavy studs.
handle and the length of the chain itself to direct its
deadly force. GREATFLAIL
A hefty flail head mounted on a long polearm.
CLUB
A simple piece of word fashioned in such as to cause GREATSWORD
injury (edges, studs, bolts, etc). This immense two-handed sword is about 5 feet in
length. Many have a small false grip section above the
DAGGER hilt.
A dagger has a blade that is about 1 foot in length.
HALBERD
DOUBLE AXE, ORCISH A halberd is similar to a 5-foot-long spear, but it also
A weapon consisting of double axe heads placed on has an axe-like head mounted near the tip.
opposite ends of a long haft.
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Weapon Cost Damage Damage Critical Qualities Bulk Complexity Group Handedness
Dice Type Effect
Improvised Free 1 Pick 1 None Improvised L N/A Improvised Light
Light
Weapon
GESTALT CORE RULE

Dagger 1 GP d4 S or P None Finesse, Thrown L Simple Blade Light


(15 feet.)
Katar / 1 GP d4 P None - L S Blade Light
Punching
Dagger
Kukri 5 GP d6 S Bleed (1d4) Finesse, Critical L Martial Blade Light
(18-20)
Kama/ Sickle 1 GP d4 S None Tool, Deadly L Simple Axe Light
Handaxe 1 GP d4 S None Tool, Thrown (15 L Simple Axe Light
feet.)
Gauntlet / 1 GP d4 B Free Disarm Free with a set of L Simple Other Light
Fist Weapon heavy armor or
heavier.
Club 1 sp d4 B None - L Simple Club Light
Rock in a 1 sp d4 B None Hinged L Simple Club Light
Sock
Sap 1 GP d4 B None Non-Lethal L Simple Club Light
Shortsword 5 GP d6 S or P None Critical (19-20) L Martial Blade Light
Wand 250 GP d4 ELEMENTAL None Caster, Range (50 L Exotic Stave Light
feet.)
Sai 5 GP d4 B Free Disam Disarm, Can Count L Exotic Club Light
as an Unarmed
Strike on a Per
Attack Basis
Parrying 5 GP d6 P Free Disam Disarm Martial Blade Light
Dagger
Improvised Free d4 Pick 1 None Improvised L N/A Improvised One-
One-Handed Handed
Weapon
Longsword 10 GP d8 S or P None Critical (19-20), 1 Martial Blade One-
Bastard Handed
Katana 10 GP d8 S Bleed (1d6) Critical (19-20), 1 Martial Blade One-
Bastard Handed

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Weapon Cost Damage Damage Critical Qualities Bulk Complexity Group Handedness
Dice Type Effect
Shield - d4 B - - 1 Martial - One-
(Light) Handed
Shield - d8 B - - 2 Martial - One-
(Medium) Handed

BETA VERSION 1.2


Shield - d8 B - - 2 Martial - One-
(Heavy) Handed
Shield - d8 B - - 3 Martial - One-
(Superheavy) Handed
Multiweapon 25 GP d4 Pick 1 None Tool (Hammer, 2 Simple Improvised One-
Crowbar, Saw) Handed
Mace 6 GP d6 B Knockdown - 2 Simple Club One-
Handed
Flail 10 GP d8 B None Hinged, Critical 1 Martial Club One-
(19-20) Handed
Hammer 5 GP d6 B Free Sunder Sunder 2 Simple Club One-
Handed
Pick 10 GP d6 P Triple Sunder, Critical 1 Martial Club One-
Damage (19-20), Tool (Pick) Handed
Morningstar 10 GP d8 B or P Bleed (1d6) - 1 Martial Club One-
Handed
Rapier 10 GP d6 P None Finesse, Critical 1 Martial Blade One-
(18-20) Handed
Saber/ 10 GP d6 S None Finesse, Critical 1 Martial Blade One-
Scimitar (18-20) Handed
Battleaxe 10 GP d8 S None Charge 1 Martial Axe One-
Handed
Shortspear 5 GP d6 P None Brace, Bastard 1 Simple Polearm One-
Handed
Madu 15 GP d6 / d6 P None Blocking (can be 1 Exotic Shield One-
done in 1 hand), Handed
double
Whip 10 GP d6 S Entangle Hinged, Non- 1 Exotic Whip One-
Lethal, Trip, Handed
Finesse, Reach
Trident 15 GP d6 P None Aquatic, Tool 1 Exotic Polearm One-
(Fishing Spear), Handed
Thrown (15 feet.)

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Weapon Cost Damage Damage Critical Qualities Bulk Complexity Group Handedness
Dice Type Effect
Tonfa 10 GP d6 B None Grapple 1 Exotic Other One-
Handed
Boomerang 5 GP d6 B None Thrown (100 feet.) 1 Simple Club One-
GESTALT CORE RULE

Handed
Improvised Free d6 Pick 1 None Improvised 2 N/A Improvised Two-
Two-Handed Handed
Weapon
Chain Whip 50 GP d8 B Disarm Hinged, Trip, 1 Exotic Whip Two-
Finesse Handed
Glaive 50 GP d10 S None Brace, Reach, 2 Martial Polearm Two-
Critical (19-20) Handed
Greatclub 50 GP d10 B Free Sunder Reach, Sunder 3 Martial Club Two-
Handed
Warhammer 50 GP d10 B or P Knockdown Sunder 3 Martial Club Two-
Handed

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Weapon Cost Damage Damage Critical Qualities Bulk Complexity Group Handedness
Dice Type Effect
Greataxe 50 GP d10 S Free Sunder Charge 2 Martial Axe Two-
Handed
Greatsword 50 GP d10 S or P None Critical (19-20) 2 Martial Blade Two-
Handed

BETA VERSION 1.2


Greatflail 50 GP d10 B None Hinged, Reach 2 Martial Club Two-
Handed
Halberd 50 GP d10 S or P None Reach, Critical 2 Martial Polearm Two-
(19-20) or Axe Handed
Lance 50 GP d10 P None Reach, Brace, 2 Exotic Polearm Two-
Cavalry, Charge Handed
Longspear 10 GP d8 P None Reach, Brace 2 Simple Polearm Two-
Handed
War Pick, 75 GP d8 P Triple Sunder, Tool (Pick) 2 Exotic Club Two-
Dwarven Damage Handed

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Weapon Cost Damage Damage Critical Qualities Bulk Complexity Group Handedness
Dice Type Effect
Pike 25 GP d8 P None Reach (15 feet), 3 Martial Polearm Two-
Brace, Cannot Handed
attack adjacent
GESTALT CORE RULE

squares
Quarterstaff 10 GP d8 B None Double, Finesse 2 Simple Polearm Two-
Handed
Scythe 50 GP d8 S Bleed (1d6) Reach, Deadly, Tool 2 Exotic Axe Two-
Handed
Stave 500 GP d8 ELEMENTAL None Caster, Ranged (100 2 Exotic Stave Two-
feet.) Handed
Nunchaku 25 GP d8 B None Hinged, Finesse 2 Exotic Club Two-
Handed
Double 75 GP d8 / d8 S or P None Double, Finesse, 2 Exotic Blade Two-
Sword Critical (19-20) Handed
Bow-Sword 250 GP d8 / d8 S/S/P None Double, Ranged 2 Exotic Other Two-
/ d8 (300 feet), Ammo Handed
(ranged) (Arrows), Critical
(19-20), Tech. Lore
(Skilled)
Double Axe, 75 GP d10 / S None Double 2 Exotic Axe Two-
Orcish d10 Handed
Hook-Crook, 75 GP d8 B None Double, Trip 2 Exotic Club Two-
Halfling Handed
Spiked Chain 50 GP d8 P None Double, Hinged, 2 Exotic Whip Two-
Trip, Finesse Handed
Kusarigama 50 GP d8 / d4 S/B Bleed (1d6) / Double, Trip, 2 Exotic Whip Two-
Entangle Hinged, Finesse, Handed
Critical (18-20)
Hand 150 GP d8 P None Ranged (50 feet), 1 Martial Bow Two-
Crossbow Ammo (Bolts), Handed
Slow Reload, Tech.
Lore (Skilled)
Light 100 GP d10 P None Ranged (300 feet), 2 Martial Bow Two-
Crossbow Ammo (Bolts), Handed
Slow Reload, Tech.
Lore (Skilled)

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Weapon Cost Damage Damage Critical Qualities Bulk Complexity Group Handedness
Dice Type Effect
Heavy 250 GP d12 P None Ranged (500 feet), 2 Martial Bow Two-
Crossbow Ammo (Bolts), Handed
Slow Reload, Tech.
Lore (Skilled)

BETA VERSION 1.2


Shortbow 25 GP d8 P None Ranged (300 feet), 1 Martial Bow Two-
Ammo (Arrows), Handed
Critical (19-20)
Longbow 50 GP d10 P None Ranged (500 feet), 2 Martial Bow Two-
Ammo (Arrows), Handed
Critical (19-20)
Grandbow 500 GP d12 P Knockdown Ranged (500 feet), 3 Exotic Bow Two-
Ammo (Glaive Handed
Bolt), Slow Reload,
Critical (19-20)
Blowgun 5 GP 1 P None Ranged (50 feet), L Simple Other Two-
Ammo (Darts), Handed
Critical (19-20)
Sling 1 GP d4 B None Ranged (300 feet), L Simple Other Two-
Ammo (Sling Handed
Stones), Slow
Reload, Critical
(19-20)
Bolas/ 10 GP d6 B Entangle Non-Lethal, Trip, 1 Exotic Dart One-
Weighted Thrown (100 feet.), Handed
Net Thrown Only
Flask Varies Varies Varies Varies Thrown (15 feet), L Simple Dart Light
Thrown Only
Shuriken 2 GP d4 S Off-Guard 1 Thrown (30 feet), L Martial Dart Light
Thrown Only,
Critical (19-20)
Javelin 5 GP d8 P None Thrown (50 feet.) 1 Martial Polearm One-
Handed
Arrow (x20) 1 GP - - - - 2 - Ammo -
Glaive Bolt 5 GP - - - - 2 - Ammo -
(x1)
Bolts (x10) 1 GP - - - - 2 - Ammo -
Sling Stones 1 GP - - - - 2 - Ammo -
(x100)

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Natural Attacks Damage Dice Damage Type Critical Effect Qualities
Unarmed Strike d4 B None Nonlethal
Bite d6 P Bleed -
Claw d6 S Bleed -
Slam d6 B Knockdown -
GESTALT CORE RULE

Gore / Horn d6 P Knockdown -


Wing d4 B Knockdown -
Sting d4 P Impaired 2 (2 turns) -

Common Martial Arts Damage Dice Damage Type Critical Effect Qualities
Styles
Aikido d6 B Free Disarm If you took no hostile
actions on your last turn
enemy attacks provoke
attacks of opportunity
from you.
Boxing d8 B Triple Damage Arms Only, Critical 19-20
Katate d6 B or P or S Knockdown Blocking, Finesse
Kickboxing d8 B Triple Damage Feet Only, Critical 19-20
Tai Chi d6 B Knockdown Blocking, Non-lethal,
Can Use Spellcasting
proficiency rather than
Martial Arts proficiency.
Wing Chun d6 B Knockdown 1 additional reaction
per round that must be
spent on an attack of
opportunity.
Wrestling d6 B Free Disarm Grapple, Add your damage
dice to successful grapple
results (not just Str).

Rare Martial Arts Styles Damage Dice Damage Type Critical Effect Qualities
Iron Bull d8 B Knockdown Sunder, Charge

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BETA VERSION 1.2

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HAMMER KAMA/ SICKLE
A light hammer can be held in one hand. It resembles Similar to a sickle, a kama is a short, curved blade
the civilian workman’s tool- though it has been attached to a simple handle.
adapted for combat.
KATANA
GESTALT CORE RULE

HANDAXE Katanas are curved cutting swords that can be


A single bladed hatchet designed for combat. It is as wielded in one hand or two. They are noted for their
good at felling foes as it is at felling trees. wickedly sharp yet slender, gently curved blades,
designed to make graceful hacking strokes capable of
HOOK-CROOK, HALFLING severing opponents’ heads and limbs. Though finely
This weapon is a wooden staff with a C-shaped crook balanced, these blades are difficult to master.
at each end, facing opposite directions. It is made of
stout and snarled wood and is designed to snag the Sidebar: Can Katanas Thrust?
legs and trip foes larger than you. It should be noted that there is a great deal of debate
about thrusting with a katana. The general consensus
is that, yes, you can thrust and there are historical
sources and even living traditions that employ
thrusting with a katana. They are not, however,
thrusting weapons.

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KATAR/ PUNCHING DAGGER KUSARIGAMA
A thick-bladed punching dagger is gripped via This weapon has a single sickle held in the off-hand
a crossbar in the center of two sidebars. Unlike attached by 10 feet of fine chain to a weighted metal
smaller punching daggers, the katar was not only ball. The sickle is used to make trips, jabs, and blocks
an excellent thrusting weapon but was often used while the ball is whipped around at high speeds and
as a slashing weapon (as many Gatka weapons do). then smashed into the opponent.

BETA VERSION 1.2


Its fat blade could deliver enough force to pierce
the ring-mail of the period, but many katars actually LANCE
had subtly curved blades to help with their cutting. This weapon resembles a tall cone with a sharp point
They obviously lacked reach so they were commonly mounted on a handle. Incredibly difficult to use as
employed with a buckler or as a weapon of last resort. a traditional infantry weapon, lances are primarily
designed to be used as part of a mounted charge.
KUKRI
A kurki is an inwardly curving blade that’s about 16 LONGSPEAR
in long and weighs 1-2 lbs. It makes a great hand tool A roughly 8-foot length of wood with a sharp metal
and its unique weighting allows it to chop with more point at one end.
force than a typical knife.

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LONGSWORD MACE
Longswords have a blade length of about 3 feet and A mace is made up of an ornate metal head attached
an overall length of about 3 1/2 feet. While there was to a simple wooden or metal shaft.
a great deal of variance they were typically double
bladed swords with cruciform hilt designed to be Sidebar: What’s the Practical
GESTALT CORE RULE

used in one hand or with a hand and a half grip. Difference Between a Mace, a Pick,
and a Hammer Weapon?
Sidebar: A Longsword by Any Other Maces, hammer, a picks were all anti-armor weapons.
Name There are exceptions to this, but by in large that was
Like the shortsword, the term “longsword” is their role. Essentially the difference comes down to
not specific. It is a “sword that is longer than my planes of attack. A hammer and pick has 2 sides of
shortsword”. The “iconic” longsword is the Type the weapon they could strike with (and most period
XIII in Oakeshott typology. Those were the sort of depictions have them as being on the same weapon:
swords commonly used during the Crusades. They a hammer head on one side and a pick head on the
are double edged, long, wide (as opposed to rapier other) and thus their attacks were largely related to
thin) blades with a thrusting tip on them. Their cross sword-like motions. These were often: vertically or
guards were straight (cruciform) and they had rather “fendente”, horizontal or “tando”, diagonally down
long handles for their blade length. If you had a small or “squalembrato”, and diagonally up or “ridoppio”
hand you could fit two of them, they were about 6” and their reverse or “reverso” versions (all terms
long, but were designed for use in just one hand. Italian). A mace, which could strike equally well on
all sides, was able to employ a wider number of areas
to strike with (like with stick fighting) but lost that
advantage provided by a single edge. Largely they
were employed in a similar fashion but there was that
small difference.

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MADU PARRYING DAGGER
The madu, also called a “maduvu”, is a round, light This is a dagger designed to provide the maximum
shield with two animal horns, usually from an defensive benefit to its wielder. It features a large
antelope, extending from opposite sides of the shield. guard (often a “clamshell” or “bell” guard) more
suitable for a sword, large quillons for parrying, and
MORNINGSTAR a wide blade. They may also include other gimmicks

BETA VERSION 1.2


A morningstar is a spiked metal ball, affixed to the top like toothed “blade catchers” or complex hilts that are
of a long handle. designed to catch an opponent’s weapon; making it
easier to bind or disarm them.
MULTIWEAPON
A multiweapon is a weapon with multiple other PICK
weapons incorporated into it. It largely looks like A hammer like weapon with a spiked tip rather than
a flat curved sword (though it is a bit thicker), a a blunt one. Used to puncture armor and stone.
serrated edge along the bottom, a protruding “spike”
over the handle, a blunt reverse edge, a second PIKE
“handel” on the blunt side, and can be wielded A polearm resembling a spear with an incredibly long
in multiple positions. Simply put, it’s a mess. It haft. Designed to be used by infantry to stand against
can be used to do any sort of combat but it makes enemy charges, especially cavalry charges.
compromises so it’s not the best at any of them.
QUARTERSTAFF
NUNCHAKU A quarterstaff is a hearty but thin piece of wood,
A nunchaku is made up of two wooden or metal bars between 5-6 feet in length. They can be wielded in
connected by a small length of rope or chain. This many different grips and are quite versatile in their
weapon is a double weapon with the bastard quality; use. They were able to fight both at a very close range
this means you can use it one handed or two, and if by gripping about 2/3rds up the length and using
you wield it in two hands the damage dice goes up it like a polearm to hit distant opponents. They are
by one step. This affects both “ends” of the double traditionally made of the trunk of hardwood trees.
weapon- you can always decide on a per attack basis
which end you’re striking with.

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RAPIER it is carried by an equal number by highwaymen who
A rapier is a civilian defense and dueling weapon. wanted to knock people out without killing them
They are characterized by a complex guard with (perhaps for ransom).
quillons (crossguard), a long thin blade with a
(comparatively) short and heavy hilt. A rapier has SCYTHE
GESTALT CORE RULE

a blade 3-4 feet long, is wielded in one hand, and A reinforced, weapon-grade version of a farming tool,
weighs about 2 lbs. They are specialist thrusting a scythe is a curved blade grafted perpendicular to
weapons, though the top third of the blade was the end of a curved haft. It is designed to be swung in
sharpened (either on one side or the other). They wide threshing arcs.
were not particularly good at percussive blows,
though running the sharp tip of a rapier along an SHIELDS (LIGHT)
opponent could result in a deep cut. Light shields are traditionally “held” rather than
“strapped” to your arm so they can be an “active
ROCK IN A SOCK defense” rather than a more “passive defense”. They
A pouch, sack, sock, glove, or other one-ended sleeve are best represented by bucklers, roundels, dhals, and
filled with heavy, solid, weights. Spinning it up and smaller targes.
slapping someone with it can be fatal. Rocks, sling
bullets, and coins are a favorite stuffing for such Sidebar: Historical Shield Bashing
weapons. In almost all period combat manuals, shields of all
sizes are shown being used offensively (the Ms. I.33
SABER/ SCIMITAR combat manual is a great example of this). It is a
These are single-edge, (comparatively) thin, slightly curiosity that they are depicted as being an almost
curved swords with large hand guards. They were entirely defensive weapon in many games.
often used as cavalry weapons and their curve made
them great for cutting motions. SHIELDS (MEDIUM)
SAI A medium shield is a shield crafted of material
A sai is a metal spike flanked by a pair of prongs used lighter than a heavy shield. This means they generally
to trap an enemy’s weapon. While sais themselves are crafted of things like boiled leather, thin layers
were not a common sight there are a fair number of of wood, lacquer, etc. They are best represented by
weapons used for disarming, binding, and parrying. things like aspis and larger targes.
This was the concept behind many with large
quillons (crossguard) and a sai can easily represent SHIELDS (HEAVY)
such a weapon. Heavy shields are represented by metal or heavy
wooden shields. They are large traditionally enough
SAP to cover from your collarbone to your thigh or knees.
A “sap” is basically a flat, leather-covered, lead rod on Heavy shields are commonly strapped to your arm
a somewhat flexible handle. This was designed so rather than held in a grip. They are best represented
that, though it could impart a hefty blow, it wouldn’t by heater, kite, or even some scutum.
kill the person. The flat profile, the little bit of give,
and bit of leather distributed the blow enough that
it rarely cracked bone. This is often carried by law
enforcement officers as a less lethal option. However,
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Sidebar: Blocking with a Shield SHIELD (SUPERHEAVY)
Despite depictions in fantasy, when blocking an These shields verge on the fantastic. Superheavy
attack it is poor form to hold a shield up in front of shields are solid (metal or heavy wood) shields that
your face as this blind you. The preferred method can cover a person from chin to the ground and the
of blocking such an attack is to change your body width of their body in armor. They are designed to
position and move it just enough to be in the way of be rested on the ground. They are best represented

BETA VERSION 1.2


attacks. With a heater shield it was enough to just lift by large pavise, larger scutum, and even exotic
the back top corner up enough to protect the head if a things like judicial dueling shields (aka the Talhoffer
horizontal shot was thrown. This technique, however, “longshield”).
does not work particularly well against a blast of
dragon’s fire. Another note about shields was that SHORTSPEAR
they were largely a temporary benefit. They would A shortspear is a short wooden thrusting weapon
often take such a beating during a battle that they with a metal tip about 3 feet in length.
were discarded. One of their primary benefits was in
defense against projectiles as thrown/shot weapons SHORTSWORD
were often responsible for a large part of casualties A double edged straight sword 2-3 feet in length.
during combat.

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SPIKED CHAIN kRANGED AND THROWN
A length of chain about 4 feet in length, with the far WEAPONS
ends covered in wicked barbs. BLOWGUN
A short, hollow wooden or reed tube, used to fire
STAVE darts using air power. Fired by holding up to your
GESTALT CORE RULE

A staff with a magical focus at one end, often mouth and forcefully exhaling into it.
ornately carved and embellished. When swung by a
spellcaster, the focus can fire energy bolts. BOLAS/ WEIGHTED NET
A bolas is a pair of weights, connected by a thin
TONFA rope or cord. This also covers nets that are thrown to
These L-shaped fighting sticks are good for striking entangle a foe.
and blocking in combination. The wielder holds the
handle and either spins the stick or strikes with the DART
stick covering the forearm. Feathered throwing weapons that have a long, keen,
metal tip that can be thrown quite accurately.
TRIDENT
A trident has three metal prongs at the end of a FLASK
4-foot-long shaft. A small vial, designed to hold a liquid. Fragile enough
to shatter and spill its contents upon impact when
WAND thrown.
A small, one-handed, thin magical foci. They are often Special: Flasks cannot be recovered after being
created with ritualistic and artistic embellishments thrown; they are destroyed upon use.
like crystals, wards, runes, and filigree.
GRANDBOW
WARHAMMER An excessively large and reinforced longbow,
A weaponized version of a large sledgehammer. designed to fire very large arrows with great force.

WAR PICK, DWARVEN GRENADE


Fashioned in the same way a heavy-duty mining pick This is an explosive device that uses shock and
was, this dwarven invention sports a spike on the butt shrapnel to cause wounds. They are often made
of the weapon and is longer and lighter (overall) than of clay or light metal with a wick on top and an
the traditional mining tool. explosive inside.
Special: Grenades cannot be recovered after being
WHIP thrown; they are destroyed upon use.
A whip is a non-rigid length of leather or similar
material that is used to inflict pain on its victim. It is HAND CROSSBOW
best represented by a bullwhip. While they can vary A more compact crossbow that can be fired using
in length a whip is assumed to be able to reach about 1 hand, though reloading it requires both hands.
10 feet. Versions vary between pistol-like and mounted
gauntlet assemblies.

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HEAVY CROSSBOW LONGBOW
Also called an “arbalest”, a heavy crossbow is a At almost 5 feet in height, a longbow is made up of
devastating weapon. Unlike a light crossbow, the one solid piece of carefully curved wood. You need
large bow assembly is made of metal (usually steel). two hands to use a bow, regardless of its size.
You draw a heavy crossbow back by turning a small
winch. Operating a heavy crossbow requires two SHORTBOW

BETA VERSION 1.2


hands. A shortbow is made up of one piece of wood, about
3 feet in length. You need two hands to use a bow,
JAVELIN regardless of its size.
A thin throwing spear. Lighter than a shortspear, and
not as suitable for melee combat. SHURIKEN
A shuriken is a small piece of metal with sharpened
LIGHT CROSSBOW edges, designed for throwing.
A weapon consisting of a wooden bow-like assembly Special: Although they are thrown weapons, shuriken
mounted horizontally against a wooden frame. are treated as ammunition for the purposes of
You draw a light crossbow back by pulling a lever. drawing them, crafting masterwork or otherwise
Normally, operating a light crossbow requires two special versions of them, and what happens to them
hands. after they are thrown. Shuriken cannot be used as
melee weapons

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SLING
A sling is little more than a leather cup attached
to a pair of strings, though some also have a crude
U-shaped frame used to pull back against.

kAMMUNITION
GESTALT CORE RULE

ARROW
A straight wooden shaft with fletching and a pointed
metal tip. Arrows come in a leather quiver that holds
20 arrows.

BOLTS
A straight wooden shaft with fletching and a pointed
metal tip, normally a little shorter than an arrow.
Bolts come in a case or quiver that holds 10 bolts.

GLAIVE BOLTS
A large, nearly javelin-sized, arrow designed to be
fired from a grandbow. Unlike most ammunition,
glaive bolts are crafted and purchased individually.

SLING STONES
A smoothed stone or metal ball. Sling stones come in
leather pouches holding 100 stones.

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Armor
kUNDERSTANDING ARMOR ARMOR CATEGORIES
AC BONUS Armor is categorized as either being light, medium,
This is the value the armor adds to your character’s heavy, or superheavy. Your class defines what kind of
AC. armor you can use. You can’t use armor you are not

BETA VERSION 1.2


proficient in the use of.
MAXIMUM DEX
This is the maximum Dexterity modifier you can Using Armor Your Aren’t Trained In
apply to your AC. It does not limit other Dexterity- If, for whatever reason, you wind up wearing armor
based things, such as skill checks, unless specified in you aren’t capable of wearing due to lack of training,
the armor’s entry. you become debuffed and the armor’s maximum
Dexterity bonus becomes 0. This lasts for as long as
QUALITIES you wear the armor, unless you somehow become
Some armors have special qualities. These are passive capable of properly wearing the armor.
benefits your character has while wearing the armor.
GETTING INTO/OUT OF ARMOR
Bunker It takes 1 minute to get into or out of armor. Heavy
When you take a defensive action, you count as armor or superheavy armor takes 10 minutes.
having “some sort of cover”, increasing the bonus Drawing or stowing a shield takes the same action as
from +2 to +4. drawing or stowing a weapon.

Fortified SHIELDS
Armors with this quality raise your unaware AC cap Shields provide an AC bonus. This bonus stacks with
from 15 to 20. the bonus provided by armor and blocking weapons.

Sealed Sidebar: Can You Dual Wield Shields?


Armors with this quality protect you from poisoned Yes. But as bonuses from the same source don’t stack,
weapons. You are immune to weapon poisons, unless the second shield wouldn’t provide an additional AC
delivered using precision damage. bonus.

THRESHOLD BLOCKING WEAPONS


Some armor grants you “Threshold” while you wear Weapons with the blocking quality provide +1 AC
it. If you take damage equal to or less than your while wielded in 2 hands. This bonus stacks with the
threshold, the effect deals no damage to you. If you bonus provided by armor and shields. It is called a
take more damage than your threshold, you take all “blocking” bonus.
of it.

MOVEMENT PENALTY
If you are wearing particularly heavy or limiting
armor it may slow you down a bit. This is indicated in
the armor’s description.
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Armor Cost AC Max Dex Qualities Threshold Movement Bulk Armor Subcategory
Bonus Bonus Penalty Category
Clothing 1 sp +0 - None - None L - Armor
(Unarmored)
GESTALT CORE RULE

Padded 1 GP +1 - None - None L Light Armor


Hide 5 GP +1 +6 None - None 1 Light Armor
Leather 7 GP +2 +6 None - None 1 Light Armor
(Boiled)
Light 10 GP +2 +6 None - None 1 Light Armor
Chainmail
Buckler 10 GP +1 - None - None 1 Light Shield
Heavy 25 GP +2 +5 None 1 None 2 Medium Armor
Chainmail
Brigandine / 50 GP +3 +4 None 1 None 2 Medium Armor
Coat of Plates
Scale Armor 75 GP +4 +4 Fortified 2 None 2 Medium Armor
Light Shield 50 GP +2 +6 None - None 2 Medium Shield
Breastplate 100 GP +4 +4 Fortified 3 None 2 Heavy Armor
Half Plate 200 GP +5 +3 Fortified, 5 -5 feet. 2 Heavy Armor
Sealed
Fullplate 500 GP +6 +2 Fortified, 5 -5 feet. 3 Heavy Armor
Sealed,
Bunker
Heavy Shield 250 GP +3 +4 Bunker - -5 feet. 3 Heavy Shield
Maximilian 1,000 +6 +1 Fortified, 7 -5 feet. 4 Superheavy Armor
Plate GP Sealed,
Bunker
Castle Armor 2,000 +7 +0 Fortified, 10 -10 feet. 4 Superheavy Armor
GP Sealed,
Bunker
Power Armor 5,000 +7 +2 Tech Lore 10 -0 feet. 4 Superheavy Armor
GP Professional,
Fortified,
Sealed,
Bunker
Tower Shield 500 GP +4 +0 Bunker - - 5 feet. 4 Superheavy Shield

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BETA VERSION 1.2

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List of Armors
kARMOR DESCRIPTIONS
CLOTHING (UNARMORED)
GESTALT CORE RULE

This represents commonly worn clothing that doesn’t


provide meaningful armored defense. Everyone,
regardless of class, has the capacity to use clothing.

PADDED HIDE
This kind of armor relies on batting, layers, or other This armor is made of soft but thick layers of animal
forms of soft protection from attacks. Gambisons, skin. Tanned and semi-rigid, it is a good mix of
quilted frocks, and layered cloth are common forms flexibility, weight-saving, and protection.
of padded armor.

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LEATHER (BOILED) LIGHT CHAINMAIL
Boiled, thick, leather is a mainstay sort of armor. It This is chainmail worn as your primary form of
has some give to it but is often thick enough to block protection. Often padded armor is worn under light
even dedicated thrusting or slashing attacks. It can armor.
even be studded or augmented by metal elements.

BETA VERSION 1.2

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BUCKLER HEAVY CHAINMAIL
A small shield traditionally “held” rather than Heavy chainmail is mail worn with solid elements
“strapped” to your arm so they can be an “active added to it. These plates are often worn on the torso,
defense” rather than a more “passive defense”. Also over the kidneys, and/or on the head.
includes roundels, dhals, and smaller targes.
GESTALT CORE RULE

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BRIGANDINE/COAT OF PLATES SCALE ARMOR
This is a long coat (often leather or thick cloth) with a This is an armor comprised of a series of overlapping
series of plates affiliated to it. The plates can be worn metal plates. It is often worn primarily as torso
on the inside or outside. This was primarily done on protection but skirts were regularly affixed to it
the torso while other areas were left to be protected too. Metal elements are also added to other parts of
by more flexible forms of armor like chainmail, the body; primarily in the form of a gorget (neck

BETA VERSION 1.2


leather, or even padded armor. protection) and helmet.

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LIGHT SHIELD BREASTPLATE
A light shield is a shield crafted of material lighter This is a solid metal breastplate like a cuirass with
than a heavy shield (hence the name). This means similar head and neck protection. It employs lighter
they generally are crafted of things like boiled armors elsewhere.
leather, thin layers of wood, lacquer, etc. They are best
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represented by things like aspis and larger targes.

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HALF PLATE FULLPLATE
A half plate is a full suit of plate armor that left room A character in fullplate is covered head to toe in solid
between plates that was covered with lighter armor metal, with rare exception for places like the back of
with a bit more flexibility (like chain, a padded the legs, inside of the elbow, and armpit for the sake
gambison, etc). of mobility (often covered up with chainmail).

BETA VERSION 1.2

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MAXIMILIAN PLATE HEAVY SHIELD
Boiled, thick, leather is a mainstay sort of armor. It Heavy shields are represented by metal or heavy
has some give to it but is often thick enough to block wooden shields. They are large traditionally enough
even dedicated thrusting or slashing attacks. It can to cover from your collarbone to your thigh or knees.
even be studded or augmented by metal elements. Heavy shields are commonly strapped to your arm
GESTALT CORE RULE

rather than held in a grip. They are best represented


by heater, kite, or even some scutum.

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CASTLE ARMOR
Castle armor is absurdly thick armor with pauldrons that come up to nearly the sides of the wearer’s head.
It is as protective as maximilian plate but with added inches of steel or stone protection on top of that. It is
frequently decorated with crenelation or embattlement motifs.

BETA VERSION 1.2

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TOWER SHIELD
These shields verge on the fantastic. Superheavy shields are solid (metal or heavy wood) shields that can cover
a person from chin to the ground and the width of their body in armor. They are designed to be rested on the
ground. They are best represented by large pavise, larger scutum, and even exotic things like judicial dueling
shields (aka the Talhoffer “longshield”).
GESTALT CORE RULE

Sidebar: A Lot of These Armors Don’t Exist


We are broadly categorizing thousands of years of personal protective gear used in war and there is no perfect
way to represent that. Things like breastplate and a coat of plates might be comparable in certain timeframes
and locations. The distinction between half plate, fullplate, and maximilian plate is entirely pedantic
and a given suit of armor might even have been able to be modified to be less protective under certain
circumstances. These broadly represent different levels of sacrificing mobility for protection at an increasing
cost.

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POWER ARMOR
This is magically enhanced armor that is reactive to its wearer. Despite its coverage being comparable to castle
armor this technological marvel allows the wearer to bear far less weight and more easily move around.

BETA VERSION 1.2

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Special Materials
Some items can be crafted out of special materials kASTRAL GLASS
that are not usually used in the creation of a standard Usable With: Any weapon made mostly of metal.
piece of equipment. A given piece of equipment can This orange obsidian-like material is created in areas
only have 1 special material. Most metal adventuring where strong spiritual presences are present. It is a
GESTALT CORE RULE

equipment is made of steel in Gestalt and it is a safe material that is partially stuck on the Astral Plane and
assumption that things not made of a special material as such can affect creatures that reside there. They are
are made of steel. cherished as trinkets to ward off things like ghosts or
as weapons to defeat them.
kADAMANTINE Benefits: Weapons made of astral glass are more
Usable With: Any item made mostly of metal. fragile than normal but can affect both intangible and
Also called “Star Metal” (as it’s found in the hearts tangible creatures.
of stars that fell to earth) or “King Metal” (as it can Cost: +1,000 GP.
cut other metals), adamantine is beyond hard and is
supernaturally resilient. Weight Item HP Item HP (Magic Astral
Benefits: Adamantine has a very high hardness (Astral Glass) Glass)
(high item HP) and Absolute threshold. Adamantine Light 5 15
weapons have absolute penetration against objects.
1 5 15
Cost: +10,000 GP.
2 10 30
Weight Item HP Item HP 3 15 45
(Adamantine) (Magic Adamantine) Env. 5 per inch, -
Light 50 100 threshold 0
1
2
50
100
100
200
kDRAGONHIDE
Usable With: Any item made of leather or animal
3 150 300 hide.
Env. 50 per inch, - The hide of dragons is notable not only for its
threshold toughness but the elemental energies they have
Absolute absorbed. Dragonhide cannot be made from dragons
that have not reached the wyvern stage in their
development.
Benefits: Items made from dragonhide are immune
to the elemental damage type dealt by the breath
weapon of the origin dragon (i.e. if a dragon has
a fire breath weapon, dragonhide made from that
dragon would be immune to fire damage). This does
not protect you, just the item. Armor made from
dragonhide grants Resist 10 against the associated
elemental damage type to its wearer.
Cost: +1,000 GP.

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Weight Item HP Item HP (Magic Sidebar: “A Drink from a Dreg Iron
(Dragonhide) Dragonhide) Flask”
Light 10 30 There is a famous bar-song called “A Drink from a
Dreg Iron Flask” that warns against taking chances.
1 10 30
Dreg iron is known to be nasty stuff and it’s best
2 20 60 inflicted on your enemies- not yourself.

BETA VERSION 1.2


3 30 90
Env. 10 per inch, - kDWARMEN
threshold 10 Usable With: Any item made mostly of metal.
The calcified bones of ancient dwarves are
occasionally collected and made into working relics.
kDREG IRON Dwarmen-craft items are revered by the dwarves as
Usable With: Any item made mostly of metal. an ancestral connection, and are often handed down
This rough pig-iron like material is pulled from the the family line for generations.
Dregs. It grows teal lichen-like patches over time Benefits: Items made out of Dwarmen are harder
on its surface and it always looks a bit misshapen than traditional metals and also glow faintly like
or worn. Wounds caused by dreg iron weapons the embers in a hearth in the presence of dwarven
sometimes fester and become blighted. nobility or when in the presence of a strong and
genuine family bond (blood or otherwise). While
While dreg iron can be used to fashion other things holding an item made of dwarmen, you gain a Free
like armor or flasks, it is ill-advised. They tend to Hero Dice on checks to recall information pertaining
blight the owner with prolonged use. to dwarves.
Benefits: On a critical hit, a dreg iron weapon inflicts Cost: Not Sold. Dwarmen items are considered family
the blighted condition for 1 minute in addition to heirlooms.
any other effect. Wearing dreg iron armor or making
regular use of dreg iron equipment (other than Weight Item HP Item HP (Magic
a weapon) causes the owner to become debuffed (Dwarmen) Dwarmen)
when attempting to make any Fortitude saves (GM’s Light 20 60
choice).
1 20 60
Cost: +1,000 GP.
2 30 90
Weight Item HP (Dreg Item HP (Magic Dreg 3 40 120
Iron) Iron) Env. 20 per inch, -
Light 10 30 threshold 20
1 10 30
2 20 60 Sidebar: “Not Sold”
3 30 90 Items that are listed as having a cost of “not sold”
Env. 10 per inch, - are simply not available for sale. These are generally
threshold 10 exceedingly rare or totally unique items that a GM
can introduce in their game.

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kGODBONE kQUIESCENT LEAD
Usable With: Any item. Usable With: Any item made mostly of metal.
Rarely some weapon or armor is crafted from This heavy, dull, lead-like material has a faint purple
the remains of one of the gods who died during tinge and is permanently matte, refusing to shine no
the Ragewar. These are often ancient artifacts or matter how much it is polished. Quiescent lead has
GESTALT CORE RULE

masterworks of exceptional quality due to the rarity mild mundane anti-magic properties and is the bane
of the material. of many casters. This is a favored material for mage
Benefits: Godbone items have Absolute threshold hunters and those employed by the Adventurer’s
and Absolute HP. While godbone weapons do not Guild to stop powerful adventurers.
normally deal Absolute damage, they deal Absolute Benefits: You are unable to cast magic and it makes
damage against targets that have Absolute HP, you never count as a “willing” target for any magical
Resistance, or Threshold. effect, requiring you to attempt a save against all
Cost: Not Sold. incoming magic.
Weight Item HP (Godbone) Item HP (Magic If worn as armor it grants you a Free Hero Dice on all
Godbone) saves against magical effects.
Light 50 (Absolute) 100 (Absolute) Creatures wounded by a quiescent lead weapon with
a critical hit cannot cast spells on their next turn.
1 50 (Absolute) 100 (Absolute)
Manacles or other restraints made of quiescent lead
2 100 (Absolute) 200 (Absolute) simply render you unable to cast magic and it makes
3 150 (Absolute) 300 (Absolute) you never count as a “willing” target for any magical
Env. 50 per inch, - effect, requiring you to attempt a save against all
threshold Absolute incoming magic.
Cost: +2,000 GP.
kMITHRIL
Usable With: Any item made mostly of metal.
This light, shiny, silvery metal seems to reflect Weight Item HP Item HP (Magic
dim rainbows even when in the shade. This metal (Quiescent Quiescent Lead)
is difficult to work with, requiring extreme heat, Lead)
but produces a metal as hard as steel while being Light 10 30
considerably lighter.
1 10 30
Benefit: Anything made of mithril has its bulk
reduced by 2 to a minimum of Light. 2 20 60
Cost: +500 GP. 3 30 90
Weight Item HP Item HP (Magic Env. 10 per inch, -
(Mithril) Mithril) threshold 10
Light 15 45
1 15 45
2 30 90
3 45 135
Env. 15 per inch, -
threshold 15
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kRUSTLAND METALWOOD kSACRED SOLID SEAFOAM
Usable With: Any item normally made of metal. Usable With: Any item normally made of metal.
Rustland metalwood is used to describe a variety of This is seafoam produced by the wake of
woods harvested from the forests of the Rustlands. tremendously powerful sea creatures (typically 15+
This exceptionally robust and durable timber can level). This material resembles nothing so much as
be used as a substitute for metal in the construction billions of tiny bubbles connected into a shape. It

BETA VERSION 1.2


of items. While steelwood is the most commonly drifts down to great depths where it solidifies under
found wood, rarer varieties like mithrilwood or pressure to become a workable material. When
adamantimber have been found. properly treated it is pearlescent.
Benefits: Rusland Metalwood counts as wood but Benefits: Sacred Solid Seafoam weapons gain the
is as hard as metal. It has the HP and Threshold of aquatic quality. Sacred Solid Seafoam armor allows
whatever kind of metal proceeds the -wood suffix. you to breathe underwater.
So “Steelwood” would count as wood but would Cost: +1,000 GP.
otherwise be treated as steel.
Cost: x1.5 the normal price of the item, after price Weight Item HP Item HP (Magic
increases for exotic metals. (Sacred Solid Sacred Solid
Seafoam) Seafoam)
Light 10 30
1 10 30
2 20 60
3 30 90
Env. 10 per inch, -
threshold 10

kSLEEPING STEEL
Usable With: Any item made mostly of metal.
This material is made of ore from the Resting Lands
and has proven disruptive to undead. It has a pure
white appearance with a faint dayglow and causes
mild irritation to the living but is highly destructive
to the undead. It is a favored tool of undead hunters
and small tokens made of this metal are sometimes
used to ‘ensure proper rest’ of the dead.
Benefit: Undead killed with a sleeping steel weapon
can never be raised as undead again (it forces their
soul to move on). Staking an undead creature with
sleeping steel for 1 minute has the same effect.
Cost: +1,000 GP.

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Weight Item HP Item HP (Magic
(Sleeping Steel) Sleeping Steel)
Light 10 30
1 10 30
GESTALT CORE RULE

2 20 60
3 30 90
Env. 10 per inch, -
threshold 10

Sidebar: Sleeping Steel vs Immortal


Undead
Sleeping steel doesn’t keep immortal undead dead.
However, when the creature is resurrected they will
return with, at maximum, half their total hit points
restored. This means killing a vampire or a lich with
sleeping steel will probably piss them off but it won’t
ultimately prevent them from returning.

kVASTWOOD
Usable With: Any item made of wood.
The verdant lands of the Vast are home to trees
that aggressively grow in order to outperform their
neighbors. Because of this they continue to grow,
although at a slower pace, even when fashioned into
things like chests, weapons, and armor.
Benefits: Each time you rest, a piece of vastwood
equipment is healed for 10 HP. If it was at or above its
maximum HP it sprouts branches each time you rest.
If this happens the equipment ceases to be functional
until you take 5 minutes to prune it.
Cost: +500 GP.

Weight Item HP Item HP (Magic


(Vastwood) Vastwood)
Light 10 30
1 10 30
2 20 60
3 30 90
Env. 10 per inch, -
threshold 10
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Adventuring Gear
kLACK OF GEAR/ USING Sidebar: Approximate “~”
IMPROVISED EQUIPMENT The tilde (~) is often used to mean “approximately” or
If you do not have a tool that you’re normally “similarly”. We often use it when giving approximate
required to undertake an action (picking a lock numbers.
without a lock pick) you cannot do it. You can

BETA VERSION 1.2


however, with a GM’s approval, take such an action if Remember: Most simple tools are available by
you have something that could be improvised to take “buying” them via your Sundries.
the place of the missing tool. On such a check you are
treated as if you were, at maximum, Skilled. Throwing Alchemical Flasks
Alchemical items that are thrown count as the “flask”
Pricing weapon. Not all deal damage, some simply have an
All the pricing here is intentionally generalized. A effect on hit. All such weapons are destroyed upon
bottle of fancy wine might cost 50 GP on the chart use. You need to roll to hit a creature but if you’re just
but a particularly good one could cost 2 or 3 times targeting a square in your range the AC is typically
that. We also tried to keep things listed in GP. Items Trivial (10). In such cases you don’t need to roll unless
that are worth 1 GP may actually be worth less than 1 the outcome is in question or there are extenuating
GP under certain circumstances (as 1 GP is simply the circumstances.
minimum price).

Alchemic Consumables Cost Bulk Description


Alchemist’s Fire Flask 5 GP L When poured or thrown, it catches objects on fire. It
ignites on contact with air.
Acid Flask 5 GP L About 12 oz of acid.
Dose of Medicine 5 GP L A single dose of medicine. This represents general
medical supplies, tonics, herbs, and/or remedies.
Oil/Grease Flask 5 GP L About 12 oz of flammable oil or grease.
Smokestick 5 GP L Acts like a smoke signal.
Tanglefoot bag 5 GP L Bag of glue
Thunderstone 5 GP L Flashbang stone
Tindertwig 5 GP L Flint + tinder all in one. Poke a flammable object and it
will spark.
Holy Water 5 GP L A flask of blessed water. Burns undead, corrupt, and
unholy creatures.
Profane Water 5 GP L A flask of cursed water. Burns holy creatures.

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Light Sources Cost Bulk Description
Candle (x10) 1 GP L Each candle burns for about 4 hours without outside
interference. It sheds a 10 feet radius of light.
Torch 1 GP 1 A stick with one end wrapped in cloth and pitch. A lit
torch burns for about a half hour and sheds a 30 feet
GESTALT CORE RULE

radius of light. Goes out in a strong wind.


Lantern 10 GP 1 An oil lamp. Protected from the wind. Lasts for 3 hours
per dose of oil. It sheds a 30 feet radius of light or a 60
feet cone of light.
Magic Torch 500 GP 1 Lasts indefinitely. Can be snuffed out and relit. It sheds a
30 feet radius of light.
Sun Crystal 500 GP L A gem that sheds a 100 feet radius bright light for 3
rounds once vigorously shook.

Containers Cost Bulk Description


Backpack 5 GP 1 Also covers things like saddlebags, rucksacks, etc. It can
store 10 bulk of items, not exceeding ~1 cubic feet.
Pouch 1 GP L Storable on a belt. Also covers sacks. It can store 2 bulk of
items that can fit in your hand.
Barrel / Casket 10 GP 3 Can hold about 30 gallons.
(empty)
Chest 10 GP 2 An empty lockable chest. About 5 x 2 x 5 feet. Can store
about 10 bulk worth of items.
Bucket 1 GP 1 A large metal or wooden bucket. Can hold about 4
gallons of liquid.
Waterskin 1 GP L A sealable bladder made for traveling. It can hold about 1
gallon of liquid.
(Note: Containers do not include bulk from sundries. Sundries are essentially 0 bulk until used.)

Martial Aids Cost Bulk Description


Globe of Marbles 5 GP 1 A glass globe filled with small metal or glass beads,
enough to cover 10 feet square. Creatures that enter the
area fall prone if they fail a Challenging (DC 20) Reflex
save.
Caltrops 20 GP L Enough to cover a 5 feet square. Any creature who enters
such a square is subject to an attack roll (1d20 + 15). If
they are hit they take 1d6 points of piercing damage and
they are Impaired 1. Spreading caltrops takes 1 action.
(Note: These items are destroyed upon use.)

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Kits Cost Bulk Description
Sewing Kit 1 GP 2 Needle, thread, yarn, scraps of fabric, etc. Good for
producing/repairing ~10 articles of typical clothing or
blankets.
Climbing Kit 5 GP 2 Pitons, common rope, climbing harness, etc., for 1

BETA VERSION 1.2


person.
Salting Kit 5 GP 2 Supplies for making jerky and preserves. Good for
preserving ~100 lbs of food.
Disguise Kit 10 GP 2 A pack with makeup, false facial features, hair dyes, etc.
Good for ~20 unique disguises.
Thieves’ Tools 50 GP 1 A collection of lockpicks, glass cutters, long-nosed pliers,
etc.
Medical Kit 50 GP 2 A collection of bandages, gauze, vials of ointment, swabs,
and a needle and thread for sutures. This has 10 doses of
medicine as well.
Alchemist’s Tools 50 GP 3 A mortar and pestle, some brewing glassware, and
brewing stand. This does not include crafting materials,
just the tools.
Weapon Maintenance Kit 50 GP 3 Whetstones, oil, tools, cleaning cloth, etc. This is
required for repairing weapons and can repair ~10
weapons before it is expended.
Portable Forge 50 GP 4 A forge that’s the size of a barrel. It can reach the high
heats required for most forging.
Fishing Kit 2 GP 2 A kit containing a fishing rod and line, tools for
preparing fish, bait, etc. Good for catching ~50 fish.
Firestarter Kit 1 GP L Flint and tinder. Enough to light ~100 fires.

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Tools Cost Bulk Description
Bell 1 GP L A hand bell with a clapper. Useful for signaling others.
Canvas (per 5 sq. yds.) 1 GP 1 This is the price for an unworked bolt of fabric. This also
covers similar fabrics.
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Chain (10 feet.) 3 GP 1 This describes a linked chain but can also cover similar
metal chains.
Lock 5 GP L DC 15. +100 GP for every 5 DC above 15. Max DC of 30.
Manacles 5 GP 1 DC 15 to escape. +100 GP for every 5 DC above 15. Max
DC of 30.
Whistle 1 GP L A small metal whistle that produces a sharp note. Useful
for getting people’s attention.
Farming / Mining Tools 1 GP 1 This covers hand tools like shovels, hoes, picks, lumber
axes, etc.
Hand Saw 1 GP 1 A small saw suitable for cutting wood.
Magnifying Glass 10 GP L A hand-sized magnifying glass.
Hand Mirror 5 GP L A hand-sized mirror.
Telescope 50 GP 1 This covers things like spyglass, binoculars, etc. A
typical naval spyglass of the day is capable of about 70x
magnification.
Crowbar 1 GP 1 A length of metal bent at one end designed to apply
leverage against closed doors, chests, walls, and other
obstacles.
Hammer 1 GP 1 A hand hammer or mallet. Not strong enough to be a real
weapon.
Nails (50) 1 GP 1 This is the price for about 50 metal nails suitable for
crafting.
Chalk (5 sticks) 1 GP L This is the price for 5 sticks of chalk suitable for marking
stone or a chalkboard.
Ladder 2 GP 3 This is the price for a 10 feet wooden hinged ladder. This
can fold in the middle for a more stable 5 feet ladder.
Multitool 50 GP 1 This fist-sized complex tool can fold out many extending
arms. It can serve in place of any mundane toolkit,
though it can never be used on checks that have a DC
greater than 15.
Rope (Common) 5 GP 1 100 feet of ~1” diameter manila hemp rope. It can support
~700 lbs safely.

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Rope (Fine) 100 GP 1 100 feet of ~1” diameter finely woven rope. It can support
~2,000 lbs safely. Such rope is normally woven of special
materials like spider silk, special elven weaves, and other
supernatural material.
Talisman Paper 10 GP L A roll of magically prepared parchment. Used to scribe
scrolls.

BETA VERSION 1.2


Bar of Soap 1 GP L This is about 8 oz of soap.
Ink and Pen 5 GP L A vial of ink and a quill pen. Good for writing ~50 pages.
Parchment (10 sheets) 1 GP L This covers most forms of simply produced paper.
(Roughly 8.5 x 11 inches.)
Hourglass 5 GP 1 A device for measuring the passage of time, though it
only works when held still. Uses falling sand. Tracks 1
hour.
Musical Instrument 10 GP 1 Covers personal, hand-held instruments (lutes, horns,
violins, small drums, etc).
Merchant’s Scale 5 GP 1 For measuring comparative weight between 2 items.
Typically maxes out at about 5 lbs.
Grappling Hook 1 GP 1 A four-pronged anchor, designed to be tied to a length of
rope to aid in climbing. Does not include rope.
Grapple Arrow/Bolt 5 GP 1 A special projectile used to launch a length of rope a great
distance. To use it you must shoot it at a piece of terrain
that could be snagged by a grappling hook. Does not
include rope.
Portable Ram 10 GP 4 A metal-capped length of timber with handles along its
length. Used to break down doors and weak walls.
Compass 5 GP L Used to determine the direction of true north. Only
functions on planes with a consistent magnetic field.
Astrolabe 10 GP 2 Used to navigate, determining latitude and longitude.

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Food and Cookware Cost Bulk Description
Ale / Beer (per gallon) 8 GP 2 5 GP if it’s on discount. About 1 GP per pint.
Bottle of Wine 12 GP 1 About 24 oz of your average wine.
(Common)
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Bottle of Wine (Fancy) 100 GP 1 About 24 oz of fine, aged, sophisticated wine.


Mug/Tankard (x3) 1 GP L Other common drinking vessels.
Cooking Vessel 1 GP 1 Larger cookware like pots, pans, serving plates, teapots,
etc.
Mess Kit 3 GP 1 A metal plate, small skillet, utensils, a coffee cup. It can
be packed tightly and is quite hearty.
Survival Ration (1 week) 2 GP 1 Essentially hardtack with a bit of dried salted meat.
Meal (Cheap) for 2 1 GP - A basic meal for 2.
Meal (Fancy) for 1 5-10 GP - A fancy meal per person.
Feed (1 week) 2 GP 5 Per animal. Typically used for a horse but appropriate for
a working dog or two.

Shelter and Housing Cost Bulk Description


Tent, small (personal) 5 GP 1 A small canvas tent held up with rope or small poles and
open on the ground. Normally suitable for 1 person or 2
in a pinch.
Tent, medium 10 GP 2 A canvas tent, suspended using poles, that is suitable for
3-5 people.
Tent, large 50 GP 5 This is a small pavilion able to be set up by a group of
people. Sleeps ~10 people.
Hammock 5 GP 1 A length of canvas or webbing designed to be hung
between 2 trees. Useful for when you don’t want to sleep
on the ground.
Bedroll 1 GP 1 Blankets, a pillow, a mat, and other sleeping
accouterments for 1 person traveling. Can be rolled
together for travel convenience.
Inn, Common (per day) 1 GP - Price for a bed. Room is probably shared or is in a
common space.
Inn, Fancy (per day) 10 GP - Price for a private room per person.

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Travel & Transport Cost Bulk Description
Carriage or Wagon 1 GP - Carriage or cart for transport.
(per mile)
Rowboat/Lake Transport 1 GP - Travel on a rowboat or other small watercraft. This price
(per mile) is also suitable for travel across a lake or other small body

BETA VERSION 1.2


of calm water.
Keelboat/River Transport 5 GP - Travel on a medium ship. This price is also suitable for
(per day) travel on a river. You can often work off some of your
travel price if you are skilled.
Galley/Open Ocean 10 GP - Travel on a large commercial or military ship. This price
Transport (per day) is also suitable for travel on the open ocean. You can
often work off some of your travel price if you are skilled.
Sled/Icy Terrain - Travel on icy terrain. Typically big enough for 1 or 2
(per day) people and provisions.
Road or Gate Toll 1 GP - Typical price for 1 person to travel through protected
lands or upon a private road per day.

(Travel prices are listed on a per-person basis. They assume you will be traveling with your equipment.)

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Riding Animals Cost Bulk Description
Horse, Standard 100 GP - Riding horses, donkeys, mules, etc.
Horse, Greater 500 GP - Warhorse, Clydesdales, Destriers, Draft Horses
GESTALT CORE RULE

Clothes and Accessories Cost Bulk Description


Jewelry 5 GP L Non-magical rings, necklaces, amulets, bracelets, etc. For
embellishments.
Winter Clothes 1 GP 1 Furrs, cloaks, shawls, jackets, snow-proof boots, etc.
Fancy Outfit 10 GP 1 Suitable for noble courts and high class parties.

Service Cost Bulk Description


Hireling, Unskilled 1 GP - Labor that does not require advanced or special training.
Often manual labor though things like cooking,
cleaning, basic administrative work, etc are also covered.
Hireling, Skilled 3 GP - Labor that requires special or formal training, often with
certification or licenses. Doctors, lawyers, accountants,
heraldic consultants, etc.
Messenger 1 GP - Covers ~8 hours of a messenger traveling to a destination.
(Often on horseback.)
Spellcasting Varies - 25 GP x the spellcaster’s level per casting of a spell.
Cantrips cost 5 GP to cast. This assumes an academic or
commercial setting.
Bodyguard / Mercenary 5 GP - For a day’s protection or service. (They typically use
“guard” stats in the bestiary.)
(Note: These services cover ~6-8 hours of labor unless otherwise stated.)

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Poisons Armor & Poisons
Poisons, venoms, toxins, and other chemicals that Some heavier armors render you immune to weapon
have adverse reactions on the body are referred to as poison. This immunity can be bypassed if the weapon
“poisons”. poison is delivered by an attack that deals precision
damage.
Crafting Poisons

BETA VERSION 1.2


You can craft a poison in the same fashion you craft POISON EFFECTS
any object. The most relevant skills for crafting The following is a list of the most common poison
poisons are: Fieldcraft or Medicine. See Crafting an effects. There are other effects out there but these
Item in the Common Skill Uses section of Chapter 7. should serve as a good basis for defining their DC and
To craft one you must pick the effect that poison has GP.
on its target. This defines how much it costs and its
DC. Please note that the GP value listed it strictly for its
Delivery Method value to craft rather than to buy. Poison is mostly
By default all poisons can be crafted as either illegal and the market largely manages the price of
“ingested” or “weapon” poisons. poisons. Because of this they are often 5x-10x times
Ingested Poison: An ingested poison is one that this value when sold.
someone must eat or drink to take effect. If left for
more than 1 week after activation it loses its potency. Effect Base DC GP Value
Weapon Poison: A weapon poison is applied to a
Blind Challenging (20) 250 GP
weapon and, if it strikes a target successfully deals its
effect in addition to the weapon’s blow. If a weapon Confused Challenging (20) 250 GP
coated in poison touches something (a sheath, the Deafened Average (15) 100 GP
ground, a shield, armor, another blade, etc) its poison Impaired (1) Average (15) 100 GP
is expended. Impaired (2) Challenging (20) 250 GP
When you craft a poison, specify which delivery
Tired (1) Challenging (20) 250 GP
method you are crafting. A poison is not “activated”
Tired (2) Dire (25) 500 GP
until it is removed from the container it was placed in
during the crafting (done to preserve its effect). Paralyzed Heroic (30) 750 GP
Sleeping Dire (25) 500 GP
Sidebar: Natural Attacks, Martial 5 Persistent Poison Challenging (20) 100 GP
Arts, and Poison or Bleed Damage
You cannot poison your natural attacks or martial arts 10 Persistent Dire (25) 500 GP
attacks unless it is a biological feature. For example: Poison or Bleed
a snake with venomous fangs can deliver a poisoned Damage
bite but a bear can’t slather its claws in poison and
20 Persistent Heroic (30) 750 GP
make a poisoned claw attack.
Poison or Bleed
Damage
Sidebar: Immunity to Poison
Immunity to poison means immunity to both Death (1 save, base Legendary (40) 5,000 GP
poisons (the effect) and poison damage. DC of save is 20
rather than 40.)

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Combining Effects RESISTING POISONS
You can add multiple effects to a single dose of When you are affected by a poison you get a Fortitude
poison. Take the highest DC of the effects you wish to save immediately. If you fail the save you are affected
use and for every additional effect, add 5 to the DC to by the poison and get a new save every minute until
craft it. This also increases the cost to craft it by 50% you either resist it or die. Its effect ends when you
GESTALT CORE RULE

of the original price for each effect after the first. You have successfully saved against the poison once.
cannot have multiple applications of the same effect.
The DC of a poison is equal to the base DC to craft
it. Unless otherwise noted, special modifiers do not
increase the save DC.

Special Modifiers Description Craft DC Cost


Modifier Modifier
Strong +X to the save DC. +X +(X x 50)
GP
God Venom The DC becomes Absolute. +20 1 million
GP
Weak -X to the save DC. -X +X GP
Slow Releasing The target only gets a save once per hour rather than once +10 +500 GP
per minute.
Inhaled The poison is released as a gas cloud. Creatures within a 10 +5 +250 GP
feet. x 10 feet. area must save against the poison. Inhaled
poisons have the same potency period as ingested poisons.
Subtle The DC to identify the poison with detect malady or post- +5 +250 GP
mortem is increased by +10. A subtle poison has no external
effects on the victim, though they may feel the effects
(Example: 1 persistent bleed damage might be entirely
internal).
Tasteless/Odorless The poison has no taste or smell. It cannot be detected by +5 +250 GP
these means.
Highly Resistant The target has to be subject to two spells or effects that +10 +500 GP
remove a poison effect (or the condition) to remove it. 10x
the amount of damage must be healed to remove damage
caused by such a poison (rather than just the normal
amount).
Enduring The potency period of an ingested poison is increased +5 +250 GP
to 1 month. Weapon poisons last for 3 touches (if caught
quickly) but is expended upon a successful strike.

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Deeper Rules
• Treating either the poison effect or the condition
directly ends the effect.
• (Example: If I drink an anti-poison it would cure
my blindness caused by poison or if I received a
spell that cured blindness it would end the poison

BETA VERSION 1.2


causing my blindness.)
• If a poison deals ongoing damage, receiving
healing greater than the ongoing damage heals
the effect.
• If treating only 1 condition of a poison that has
multiple effects, the other effects still persist.

It wouldn’t be a true adventure without some


fantastical magic items. This section covers the
fantastic equipment that adventurers often come into
possession of. Everything from flaming swords to
rings of power fall into this category and this section
not only covers them but how to use, buy, craft, and
equip said items.

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Chapter 12: Magic Items
Obtaining, Buying, and Selling Magic Enchanting Items
Items Making a piece of equipment magic is called
kCHARMS, TRINKETS, AND
GESTALT CORE RULE

“enchanting” and the effect that is put on it is


STUFF called an “enchantment”. An item can only have
Anything under about 500 GP can be found in magic 1 enchantment on it. Items are crafted with an
shops in major cities. Smaller settlements generally enchantment in place (you can’t add one to an
have a value cap of around 250 GP. existing item).

kPROPER “MAGIC ITEMS” kSTRANGE CRAFTING


Weapons, armor, and things of power generally cost REQUIREMENTS
more than 500 GP. These cannot be bought in game. Some crafting requirements are intentionally vague
They are generally quested for, crafted, or obtained such as requiring you to do things like “sew a cloud
through narrative convenience. into the sole of the boots”. How do you do this? These
requirements are supposed to be narrative hooks. A
GM should be permissive with these and if the player
kGAINED AT CHARACTER has a reasonable idea it should work. If they come up
CREATION with an idea to get a cloud giant to help them: yeah,
Items can be selected as part of character creation; sure, it works.
when doing so use the base cost of the weapon (a
bane weapon would count as if it cost 1,000 GP for As with everything, if something gets in the way
that). of having fun or slows things down too much- feel
free to skip this and maybe come up with a simpler
kBUYING/SELLING requirement (spend an extra 5,000 GP or something).
“What’s the street value of Excalibur?”
If your players need to buy a magic item, you want kCURSED ITEMS
to change this system norm, or you simply need to Cursed items are items with a magically-imposed
know how much a magic item would cost to buy, mechanical or roleplaying drawback. Such items will
they’re generally 3-5x the crafting cost and you can return if thrown away without removing the curse.
sell it for about half of what it’s worth on the open The one afflicted with the curse will simply find it
market. among their possessions within a day or so. Messing
with cursed items (such as regularly throwing them
For Example: A bane weapon costs 1,000 GP but has away) may attract unsavory things; particularly fey.
other crafting requirements. If it were for sale it’d cost
3,000-5,000 GP to buy. It could be sold for 1,500-2,500
GP.

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Magic Item Slots & Attuning Legs (x1)
Some powerful magic items need to be “attuned” to Boots, pants, magic underwear, etc. This slot is mostly
you. This can be done during a short rest. You can for magic items but things like cleats, climbing boots,
only have 3 magic items attuned to you at a time. In flippers, etc., can take up the leg slot.
addition, most magic items occupy a particular slot
on the body, and 2 magic items can’t occupy the same Exotic

BETA VERSION 1.2


item slot. This is a catchall “slot” used for unusual items that
affect your person but don’t take up one of the
Magic weapons and armors are always required to be aforementioned item slots. These items aren’t worn
attuned to be used. or wielded, but still provide a benefit. A common
example of exotic items are bags, quivers, and
kEQUIPMENT SLOTS trinkets.
Characters have 8 equipment slots. It should be
noted that sometimes things overlap (such as “rings” Stored Items
as hand slot items or accessories). This is ok, use This refers to anything not actively in use, such as
whatever is more advantageous. the items in your backpack. Stored magic items don’t
They are: provide a benefit.

Head (x1) Deeper Rules


This covers things like crowns, helms, circlets, • Rings: So rings are cool because they can either
glasses, etc. take up your hand slot or your accessory slot.
Can’t have more than 2 rings.
Hands (x2) • “Modified”: Some items list a slot and then say
This is used for gloves, rings, etc. (Modified). This means they change the item that
is already in that slot. So for example: the Paladin’s
Accessory (x1) banner is hung on a wielded weapon. So it is
This generally applies to necklaces, rings, earrings, listed as “Wielded (modified)”.
accent pieces, cloaks, etc. • How Many Magic Items?: We get into this more
in the section on magic items but you can, by
Worn (x1) default, have 3 magic items active at a time.
This is what you are wearing for protection, typically • Extra Limbs: No matter how many limbs you
armor. Some magic items can take up this slot have, you only have 2 hands worth of effort you
(preventing you from wearing armor). can apply to anything unless otherwise noted.
• Not-Wielded: If you don’t have a hand to hold
Wielded (x2) something, you don’t get the item’s magic benefit
This is what you are wielding in your hands and is even though you have a slot for it.
typically taken up by weapons or shields. • Equipment & Size: You can use equipment
so long as it is within a size category of you (+
or -). When in doubt, players can freely swap
equipment unless it would be ridiculous.

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• Yes, You Can Wear Clothes: If your “worn” slot Artifacts
is taken up by something, yes, you can still wear An artifact is a unique magical item that cannot
clothing (so long as it provides no benefit beyond be modified- its nature is set. It is immune to
being clothed). disenchantment and effects that render things non-
• Deactivation: A magic item (such as an armor magical. Artifacts cannot be “crafted” but can be
GESTALT CORE RULE

or weapon) that is deactivated still functions found or obtained in other fashions. They can only be
as a mundane equivalent (example: a flaming destroyed in a very specific way.
longsword becomes a normal longsword).
• Cursed Item: You cannot de-attune a cursed item SINGULAR
without first removing the curse. Unless otherwise noted, only a single instance of an
• Consumable: Consumables (like potions or artifact exists.
scrolls) do not need to be attuned to be used.
• Minor Magic Items: Minor magic items do not UNBREAKABLE
require attunement. An artifact is normally immune to damage as it has
Absolute threshold and cannot be disenchanted
kADDING EXTRAS TO YOUR by conventional means (the DC to disenchant it is
EQUIPMENT Absolute).
A given piece of equipment can be modified in the
following ways simultaneously: OVERPOWERING
x1 Base Weapon/Armor/Equipment A character can only have 1 artifact.
The following can be added with Mundane Crafting:
• x1 Special Material ACHILE’S HEEL
• x1 Extra Weapon Quality An artifact has a special way in which it can be
• x1 Combination Weapon* destroyed. This is defined in its entry.
x1 Poison for weapons
• (Or other expendable deliverable to the weapon’s PRICELESS
surface) An artifact is not for sale, and is considered to have an
x1 Enchantment Absolute GP value for the purpose of crafting.

Example: You can theoretically make an adamantine KEYWORD


sword-whip with the thrown quality, the bane All artifacts have the “artifact” keyword.
enchantment, coated in death poison.

*Note: With a combination weapon you can only


enchant and add an extra weapon quality to the base
weapon, not the one you are combining it with. This
is for the sake of simplicity.

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Scrolls kLIST OF ENCHANTMENTS
A scroll is a piece of talisman paper that can be BANE WEAPONS
imbued with a single magic spell. Each bane weapon is linked to an oath to destroy
a specific creature or type of creature. On attacks
kCRAFTING A SCROLL against such creatures you can add 1 stacking
Using the crafting rules, you can craft a scroll. The bonus damage dice to any damage rolls made with

BETA VERSION 1.2


DC is Dire (25). this weapon against such creatures. While actively
wielding a bane weapon you temporarily gain the
kIDENTIFYING A SCROLL weapon’s oath.
You can use an identify check with a Challenging DC
(20) to identify a scroll. Additionally, bane weapons faintly glow while within
30 feet of their specific target. This isn’t enough to
kUSING A SCROLL shed light like a torch, but can be used to alert you to
Using scroll consumes 1 action more than actually the presence or absence of the target.
casting the spell itself (most spells take 2 actions Cost & Creation
meaning most scrolls take 3). 2,500 GP. You must finish the weapon by stabbing
it into an enemy of the chosen type, or otherwise
You do not need the capacity to cast spells to cast a quenching it in its blood.
scroll but you must be at least Skilled in the relevant
skill. Once used, the talisman paper burns away. Sidebar: Expanding Bane Targets
A “bane” weapon is just a weapon that causes extra
Magic Weapons damage against a specific target. A GM can make a
The following enchantments can be applied to bane weapon that targets any definable group. This
weapons. Unless specified, a weapon can only have 1 could be something as abstract as people who share
enchantment applied to it. a certain strongly held belief, members of a specific
kingdom or region, or even members of a particular
Deeper Rules familial bloodline. Always consider the deeper
• Magic Ranged Weapons: Magic on a bow or narrative implications though and be mindful of a
firearm bestows it to fired ammunition but not weapon that harms a specific outgroup as it can be
vice versa. Thrown weapons are still enchanted used in bad taste pretty easily.
individually.
• Crafting Magic Ammunition: Unless otherwise
noted, crafting magic ammunition creates
multiple items. The number of items created is
indicated by the normal amount of an item you’d
buy at a time: Arrow (x20), Glaive Bolt (x1), Bolts
(x10), Sling Stones (x100), Bullet (x1), etc.
• Constant: Enchantments are constant unless they
specify otherwise. An enchantment cannot be
suppressed unless it states that it can be.
• At Will: Enchantment abilities are at will unless
otherwise specified.
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CRATERING WEAPONS ELEMENTAL BALANCE
This enchantment can only be placed on melee This enchantment can only be placed on staves and
weapons with a bulk of at least 2. wands.
These over-sized melee weapons are magically These weapons can deal your choice of cold,
imbued with even more weight, so that when swung electricity, or fire damage. This can be chosen on a
GESTALT CORE RULE

they create devastating impacts. per-attack basis. This weapon cannot cause damage to
As an action, you may strike the weapon against the elementals or plants and while wielding the wand/
ground. All adjacent enemies must make a Reflex stave you must adhere to the following bonus oath,
save (DC 10 + weapon proficiency) or be knocked “I will honor and respect nature while attempting to
prone. Additionally, all squares adjacent to you maintain its balance.”
become difficult terrain after doing this (provided
you can damage the ground). If it is a wand it deals 1d6 damage (instead of 1d4) and
Cost & Creation if it is a stave it deals 1d10 damage (instead of 1d8).
1,000 GP. Must be forged in a place of extreme Cost and Creation
gravity (at least 3 times that of normal) or forged by a 5,000 GP. You must seek a spirit of nature or powerful
creature of at least giant or larger size. elemental to bless your crafting.

CRYSTAL WEAPONS ELEMENTAL WEAPONS


Much of this weapon is transmogrified into magically Any weapon that deals physical damage can be
attuned crystals (this has no effect on any effects turned into an elemental weapon. While they take
granted by the weapon’s material). This weapon adds many different forms the most common is a relatively
your highest mental ability score to damage rolls mundane weapon adorned in iconography associated
in place of Strength (only when Strength would be with the weapons element that, when drawn or
added to a damage roll). Crystal weapons always deal readied, transforms (entirely or partially) into a mass
magic damage. of that element.
Crafting & Cost
5,000 GP. You must be at least Professional in Elemental weapons change the damage type of the
Spellcasting or Arcane Lore to craft crystal weapons. weapon wielded (a fiery longsword would only deal
fire damage for example). Despite this, they have a
DANCING WEAPONS physical form and otherwise function as their base
Weapons with this enchantment can be made to weapon.
float in the air and attack on their own. As an action,
you may command the weapon to dance (or stop
dancing). This functions as if it were under the effects
of a base dancing weapon spell. This specifically
counts against your summon limit.
Cost and Creation
2,500 GP. You must bind a spirit, ghost, or elemental
to the weapon as part of crafting.

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Cost & Creation Necrotic: 2,500 GP. You must use the bones of a
Acidic: 1,000 GP. You must forge the weapon on the sentient creature to create this weapon or craft the
plane of acid or with the essence of an acid elemental. weapon in either Heaven or Hell.

Divine (Holy): 2,500 GP. You must have a blessing Venomous: 2,500 GP. You must forge the weapon on
from a holy creature of at least 10th level or a divine the plane of poison, with the tooth of a venomous

BETA VERSION 1.2


character with the holy keyword of at least 10th level. creature (or other part of the body that envenomates)
of at least 5th level, or quench the weapon in a poison
Divine (Unholy): 2,500 GP. You must have a blessing with a DC of at least 25. As part of the act of forging
from an unholy creature of at least 10th level or a the weapon the crafter must inflict a poison upon
divine character with the unholy keyword of at least themselves with a DC of at least 15. Creatures who
10th level. are immune to poison may not craft a poisoned
weapon.
Electric: 1,000 GP. You must forge the weapon on
the plane of storms, within the eye of a hurricane (or Sonic: 1,000 GP. You must either compose a song or
other significant weather event), or with the essence have one composed for the express purpose of the
of a storm elemental. creation of this weapon. The song must have a DC of
at least 20 to create.
Flaming: 1,000 GP. You must forge the weapon on the
plane of fire, within a volcano, or with the essence of Sidebar: Crafting a Flaming
a fire elemental. Longsword
To craft a flaming longsword I would first find the
Frost: 1,000 GP. You must forge the weapon on the total cost and the DC (representing how difficult that
plane of ice, in a place with extremely cold weather work is). A longsword is worth 10 GP. Making it an
year-round (such as a polar tundra), or with the elemental “fire” weapon costs 1,000 GP. The DC of
essence of an ice elemental. crafting a longsword, which is a martial weapon, is
Average (15). The item is magic so I add 10 to the DC,
Magical: 2,500 GP. You must be a spellcaster of at least making it Dire (25). A flaming weapon needs to be
5th level and must be forged on the Astral Plane, in a forged in a place of fire so I head to a nearby volcano
place of great magic (such as on a leyline or a wizard’s to do so.
academy), or with the essence of a magical creature of
at least 5th level. Crafting a martial weapon can be done during a long
rest so each time I take a long rest I could attempt
Mental: 2,500 GP. You must forge the weapon on the that Dire (25) check. If I mess up and don’t make it,
Astral Plane or while in a dream. I can try again during my next long rest. I decide to
use my Profession (Blacksmith) and get it in my first
shot- forging a flaming sword!

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Sidebar: Essence of Enemies Sidebar: Getting Weird With Weapons
Some crafting requirements state that you must have Always remember the most important rules of this
the “essence” of a certain creature. That means you game: “Whenever rules come into conflict with
must defeat them and take a core part of them. Is ‘what is fun’, ‘what is fair’, or ‘what makes sense’ (in
that their soul (partially or fully)? Their heart? Their that order), the rules should always be regarded as
GESTALT CORE RULE

power? Their entire body? It’s up to your GM. Is this subservient and may be disregarded or altered (either
healable or reversible? That’s also a narrative choice temporarily or permanently). That is to say, the spirit
your GM can make. It’s all a matter of how edgy you of the rules and the story being told always triumphs
want to be! over any rules.”

GIANT WEAPONS (CURSED) If you want to have a hover weapon made of two
This magic weapon property can only be applied to hover daggers that clip onto your boots and work
2-handed weapons. These weapons cannot be wielded like magical flying rollerblades: ask your GM. That
in 1 hand, regardless of proficiency or class abilities. is absolutely within the spirit of the game and we
The weapon’s damage dice increase by one step, to a encourage you to use the weapon enchantments we
maximum of d12 (d4> d6> d8> d10> d12). have put here as a starting point, not an end point.
• Curse- Heavy: Giant weapons can’t make normal
attacks- they must make Power Attacks when LIVING WEAPONS
attempting to strike an opponent with their A living weapon is crafted primarily from organic
weapon. flesh or wood. They have musculature within them
Cost and Creation that allow them to flex, twist, or extend. A living
2,500 GP. You must forge this weapon from weapon requires 1 meal a day, 4 hours of rest, and can
something with an absurd density. Possible materials be healed as if it were a living creature rather than an
include things like “the concept of weight”, neutron object.
star matter, hyper-compressed adamantine, or even A living weapon gains the following benefit:
the exercise weights of a titan. • Self-Healing: It heals 10 HP per long rest.
• Pinpoint (Life): It has Pinpoint (life) 10 feet and
HOVER WEAPONS makes Perception checks with a +4 bonus. (This
This magic weapon property can only be applied to doesn’t give you a bonus but the weapon can
2-handed weapons. communicate its findings to you.)
You can take a transform action to convert a two- • Communication: It can communicate through
handed weapon to a hovering mode. While in this simple sounds, not unlike an animal. This allows
hovering mode you can hover 5 feet off the ground it to convey simple emotions.
and “surf ” on it, treating it as a mount. Riding a • Thinking: It can think, though it effectively has -5
hovering weapon is normally trivial but doing so in INT and WIS.
combat requires an Average (15) check per round • Extra Quality: You may add 1 weapon quality
(typically Arcane Lore or Athletics). (such as brace, charge, penetration, etc) to it to
Cost & Creation reflect its musculature and physical abilities.
1,000 GP. The weapon must be crafted by someone Check with your GM before selecting this quality
Exceptional in Athletics or someone who has to make sure it makes sense.
achieved great things in the field of extreme sports.

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Unlike normal magic items, living weapons retain NAMED ARROWS
their effect when stored. A deactivated living weapon This enchantment can only be placed on ammunition
becomes inert but doesn’t die (it still needs food and (arrows, bolts, sling bullets, etc).
rest). It recovers when reactivated. Living weapons These arrows have runic arrowheads designed to
don’t like to be deactivated or left stored for long hunt down particular foes. As an action, you may
periods. whisper the name of a particular foe (“Yani the

BETA VERSION 1.2


Crafting & Cost Butcher”) to a named arrow. If you fire that arrow
2,500 GP. You must be at least Professional in within the next minute, it attempts to find and strike
Medicine to craft living weapons. To craft a living that creature, turning corners as needed. It travels
weapon you must be in an area of an abundance of a maximum distance equal to its maximum range,
life (such as deep within the Land Without Death), turning and swerving to find its target. You gain a
on the Plane of Life, or have the spell resurrect cast Free Hero Dice on attack rolls if you use an active
on it as part of the crafting. named arrow to attack the creature you named. The
named arrow automatically knows the location of the
MORTAL WEAPONS creature (as if it had an Absolute bonus to detect it) so
A mortal weapon is one that can kill immortal long as the creature is clearly indicated (you need to
creatures by robbing them of their immortality. This know the target’s name, some details about them, etc).
weapon is mundane until it detects the presence of an
immortal within 1 mile of it. A mortal weapon deals While traditionally called named arrows, this
Absolute damage to immortals. If a mortal weapon magic item exists as all forms of ranged weapon
reduces an immortal to 0 or lower HP, the creature is ammunition (crossbow bolts, sling stones, etc).
destroyed utterly and leaves no trace. Mortal weapons Crafting & Cost
specifically interrupt mechanics designed to cause 1,000 GP. You must either compose a song about
a creature to resurrect (such as a lich or immortal vengeance or hunting or have one composed
slimes). Upon killing an immortal with a mortal for the express purpose of the creation of this
weapon you become immortal for 1 hour, so long as ammunition. The song must have a DC of at least 20
you remain in contact with the weapon. to create. Crafting this item creates a single piece of
Crafting & Cost ammunition.
10,000 GP. The weapon must be forged with the
blood, willingly given, of an immortal or forged deep
in the Plane of Death.

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HERO’S WEAPONS PENITENT WEAPONS
A hero’s weapon is an extremely useful weapon This enchantment can only be placed on a flail or a
devised by ancient adventurers to be as versatile as whip.
possible. Hero’s weapons are universally well-worn, Penitent weapons resemble nothing so much as an
laden with semiprecious gems that faintly glow as the ornate cat-of-nine-tails and they deal life damage. The
GESTALT CORE RULE

weapon switches between its various uses. They are collective total amount of HP healed by this weapon
often called “venerable” or “veteran” weapons. cannot exceed 10x your level per long rest. Creatures
Any weapon can be crafted into a hero’s weapon not healed by life damage, such as the undead, are
(hero’s axe, hero’s spear, etc). A hero’s weapon comes damaged normally.
with the following abilities: Crafting & Cost
• 1 spell from the divine spell list that can be cast 2,500 GP. You must be Professional in Religion to
once per long rest. craft this weapon. Additionally this weapon must
• 1 spell from the arcane spell list that can be cast either be crafted by someone who has gone through
once per long rest. a period of genuine penance (often a reformed
• The ability to convert its damage to one of the criminal) or forged in a place of incarceration or
following damage types for 1 minute, once per penance (a jail, a convent, Hell, etc).
short rest: acid, cold, divine, electricity, fire,
magic, necrotic, or sonic. This damage conversion RAINBOW WEAPONS
is chosen when activated and cannot be changed The weapon’s striking surface is a dull, glowing
for 1 minute. This conversion may be ended as a rainbow. Most will lazily cycle through 2-3 colors at a
free action. time but when their wielder gets riled up they begin
When casting the spells from a hero’s weapon, use to quickly cycle through the entire spectrum. Under
your highest mental ability score for any variables great duress and in moments of great heroism it will
and the highest of your: Spellcasting, Arcane Lore, cycle so fast it looks like a blade of blinding white
Religion, or Fieldcraft. light!

The spells are chosen at the time of crafting and This weapon deals magic damage, has Absolute
cannot be changed. penetration, deals double damage to objects on
Cost & Creation sunder attempts, and can strike intangible targets.
5,000 GP. The base weapon must be a well-loved and Cost & Creation
long-used weapon. You must have someone cast the 5,000 GP. You must forge the weapon on the Astral
chosen divine spell and the chosen arcane spell into Plane or while in the presence of a beautiful rainbow.
the weapon when crafting it.

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REPELLING WEAPONS SHINING WEAPONS
A repelling weapon is one that can strike with waves The weapon’s striking surface sheds a brilliant light,
of gravity to repel things. They sport a dark, ominous, which flares up when the weapon is swung. This
purple or turquoise glow with a black striking counts as daylight for the purpose of interaction
surface. Little fragments or dust motes sometimes with creatures sensitive to it. As an action, you may
orbit around it. raise the weapon and cry a command word to release

BETA VERSION 1.2


This magic weapon property can only be applied to a blinding light; foes within 30 feet must make a
melee weapons with a bulk of at least 2 or a ranged/ Challenging Fortitude save (DC 20) or become blind
thrown weapon with at least 3 bulk. for 1 round. Finally, when drawn, this weapon sheds
like a torch.
If used with a melee weapon, as an action you may Cost and Creation
strike the ground with the weapon to produce a 1,000 GP. You must forge this weapon only during
blast of concussive force. Enemies within 15 feet of the noon hour and the hour of dawn’s first light. This
you must make a Fortitude save (DC 10 + weapon limits how much work can be done each day when
proficiency) or be pushed back 10 feet directly away trying to craft it. If you are in a place where the sun
from you. never sets, you may work on it continuously.

If used with a ranged/thrown weapon, as an action SILVERSTEEL WEAPONS


you can fire the weapon at a space of your choice Made of living quicksilver, a silversteel weapon
within your range. Enemies adjacent to that space can assume the form of any other weapon of its
must make a Fortitude save (DC 10 + weapon handedness as a free action. The weapon may
proficiency) or be knocked 10 feet away from that only assume the form of a weapon you are at least
space. Professional in the use of and can only replicate
Cost and Creation base weapons found on the weapon table in this
1,000 GP. You must forge this item in an area of high book (others may be allowed by your GM). It takes a
gravity (at least 3x normal gravity) or have someone transform action to switch the form of this weapon.
cast tether gravity as part of the crafting.
The weapon itself resembles a glinting silver replica
of whatever weapon it is taking the form of until,
upon a mental command from its wielder, turns
into flowing mercury for a second as it gracefully
transforms into a new kind of weapon. When not
wielded it flows into a bottle where it sloshes and
dances, forming itself into artistic shapes. Upon a
mental command it can flow out into your hand
(the same kind of action as drawing a weapon). If
rendered non-magical it reverts to its base form, a
mercury-like liquid.

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NOT FOR PUBLIC DISTRIBUTION OR RESALE
A DC 15 Arcane Lore, Investigation, Merchant Lore, TIMESHIFTED WEAPONS
or Military Lore check can identify its true nature This enchantment can only be placed on ranged
while wielded (no check is required when it is not). weapons with a Tech. Lore requirement.
Cost & Creation Through time magic you shift a weapon into a form
A silversteel weapon costs 1,000 GP (there is no of higher technology found in the future. These
GESTALT CORE RULE

“base weapon”) and requires the creation of living weapons lose their slow reload quality and increase
quicksilver. This can be done by casting a spell that their range by +100 feet. The weapon also gains a
bestows some level of intelligence such as awaken or distinctly “out of time” appearance; it may look more
animate object on 5 GP worth of mercury (included like weapons from the early 20th century. Finally, the
in the price). There are several types of silversteel weapon gains the Tech Lore (Professional) quality.
weapons (the type determines the DC): Cost and Creation
• Light Melee Weapons: This includes all light 5,000 GP. You must cast haste and time stop as
melee weapons. part of the creation of this weapon and be at least
• One-Handed Melee Weapons: This includes all Professional in Tech. Lore.
one-handed melee weapons.
• Two-Handed Melee: This includes all two-handed
melee weapons. TWIN-GRAVE WEAPONS (CURSED)
• Bows: This includes all bows and crossbows. This weapon inflicts wounds against those who have
• Firearms: This includes all firearms. wronged you. Treat a single, specific, named creature
• Ammunition: This includes all kinds of as being vulnerable to this weapon. Instead of taking
ammunition and thrown weapons with a light x2 damage though, they take x5. However, if the
bulk. Silversteel ammunition costs only 50 GP target of your vengeance is slain by your hands (or
each. if you have contributed significantly) you too die
without a save. A Twin-Grave Weapon glows faintly
SPECTRAL WEAPONS when within 1 mile of the one who wronged them;
The weapon trails a ghostly afterimage and is a this functions as Detect (target of vengeance).
little transparent. This weapon can strike intangible
targets when in the hands of a tangible creature. This If you willingly and sincerely renounce your
weapon can strike tangible targets when in the hands vengeance the weapon shatters and you are freed of
of an intangible creature. It also glows dimly when an the curse. This counts as breaking an oath.
intangible creature is within 30 feet of it; it has Detect • Curse-Bonded Fate: Once you have slain your
(intangible) with an Absolute bonus. It does not glow enemy you will die without a save. This effect
in the presence of its wielder if they are intangible. occurs even if the weapon is stored or otherwise
Cost and Creation not on your person.
1,000 GP. You must forge this weapon in a graveyard Cost & Creation
while intangible or while on the astral plane. 5,000 GP. To forge such a weapon you must have
suffered a grievous injustice or indignity at the hands
of a single creature, or you must possess a litter of
blood from a creature who has been so offended. An
oath of vengeance must be sworn over the weapon
by the offended party- adding a new oath to your
character.
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VENGEFUL WEAPONS Additionally, this weapon deals electricity damage
This weapon is filled with unbridled petty rage. instead of its normal damage type.
You gain 1 bonus damage dice to any damage rolls
made with this weapon against the last creature who Finally, lightning that strikes within 1 mile of you
hit you. This bonus damage dice stacks with other strikes your weapon instead if it is being wielded.
bonus damage dice, but not with itself. You are also This does not harm its wielder but does cause the

BETA VERSION 1.2


compelled by oath to take hostile actions towards weapon to shed light like a torch for 1 hour.
the last creature who hit you. This compulsion and Cost & Creation
the bonus damage dice last for 1 minute or until the 2,500 GP. The weapon must be crafted while you are
target is dead. in an extreme storm (a tornado, hurricane, etc) or
with the remains of 3 powerful outsiders (at least
You gain an oath of vengeance against those who 10th level) fueled by weather or electricity.
have struck you while wielding this weapon.
Cost & Creation VORTEX WEAPONS
2,500 GP. The weapon must be crafted while you are A vortex weapon is one that can strike with sucking
in a stage of irate rage or while you recite a genuine waves of gravity. They sport a dark, ominous, red
and sincere oath of vengeance. or yellow glow with a black striking surface. It
frequently attracts dust and other small fragments.
SEAFOAM WEAPONS
A seafoam weapon is one crafted of sacred solid This magic weapon property can only be applied to
seafoam, pearl, and razor sharp coral. The weapon hinged melee weapons or ranged/thrown weapons.
gains aquatic quality. Additionally, while wielding it
you can breathe underwater (as well as normally), and If used with a melee weapon, as an action you may
while wielding it you gain a 15 foot swim speed (as it swing the weapon wildly to produce a wave of
drags you in the direction you mentally command it). suction. Enemies within 10 feet of you must make
a Fortitude save (DC 10 + weapon proficiency) or be
Finally, while fighting underwater you can use your moved adjacent to you.
proficiency in the Aquatic skill in place of your
weapon proficiency to make attack rolls. If using a ranged/thrown weapon, as an action you
Cost & Creation can fire the weapon at a space of your choice within
2,5500 GP. Must receive a blessing from some great your range. Enemies within 10 feet of that space must
and powerful sea-creature or forge the weapon with make a Fortitude save (DC 10 + weapon proficiency)
an abundance of sacred solid seafoam (harvestable or be pulled adjacent to the space.
only at the deepest depths of the ocean). Cost and Creation
1,000 GP. You must forge this item in an area of high
STORM WEAPONS gravity (at least 3x normal gravity) or have someone
Your weapon resonates with the thrum of dangerous cast tether gravity as part of the crafting.
weather. While in an area of storms (high winds,
thunderstorms, etc) or on a turn after an enemy
dealt electricity damage while within 100 feet of you
can cast lightning bolt as an innate spell (weapon
proficiency).
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WARMAGE’S SCEPTER/STAFF kLIST OF ARTIFACT WEAPONS
This enchantment can only be placed on wands and FIRE AND ICE
staves. This Crystal Combination Nunchuck-Stave with
These reinforced wands and staves are designed to be reach is in truth a set of linked staves. One head deals
equally viable melee weapons. fire damage, and the other deals cold damage; you
GESTALT CORE RULE

• A warmage’s scepter counts as a combination may swap between the damage types on a per-attack
crystal wand-club basis. You may swap between using Fire and Ice as
• A warmage’s staff counts as a combination crystal nunchucks or as a stave that deals your choice of fire
stave-quarterstaff. or ice damage as a free action. Additionally, you may
Unlike a normal combination weapon, a warmage’s use the Counter reaction against effects that deal fire
weapon has a requirement of being at least Skilled in or cold damage using your choice of Spellcasting or
Arcane Lore instead of Tech Lore. weapon proficiency. You can counter spell effects
even if you can’t cast spells.
(Being a crystal weapon means a warmage’s scepter Obtaining
or staff adds your highest mental ability score to Fire and Ice is often in the hands of powerful martial
melee damage rolls in place of Strength (only when artists, often on the astral plane. It is passed as a mark
Strength would be added to a damage roll) and always of mastery from one mystical martial arts champion
deals magic damage.) to the next.
Cost and Creation Destroying
7,500 GP. You must be at least Professional in Arcane Can only be destroyed by a powerful fire and
Lore to craft his weapon. powerful ice elemental swearing eternal love and
friendship while holding onto each end of the
WINDBORNE WEAPONS nunchuck-stave.
This enchantment can only be placed on weapons
with the ranged or thrown property.
This weapon is adorned with many feathers and
swirling embellishments. Double the maximum
range of the weapon, and it ignores the effects of
powerful winds on its projectiles.
Cost and Creation
1,000 GP. You must craft the weapon in an area of
high winds, such as a windswept mountain or a
tornado.

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SHATTERED UNION THE SKYHAMMER
There once was a vase known as the “Vase of Union” This long-hafted ornate Cratering Storm Warhammer
forged by one of the old gods. It is said to have is said to be able to “call down the sky”. You gain the
depicted all beings and all things upon its surface in following special action(s)
paint. During the Ragewar this vase was smashed but
because of its connection to the concept of “unity” Skyhammer (1-action): You call forth a blast of power

BETA VERSION 1.2


the fragments stayed together. from the sky to smite a foe. Make an melee attack
against a foe within 100 feet of you. You do not need
Now the “Shattered Union” is a weapon. The various line of effect.
fragments of the vase can form together into a rough
approximation of any melee weapon you are at least Skyhammer (2-actions): You rend the sky, calling
Skilled in the use of. It can also take the form of a forth a great column of energy to blast your enemies.
large vase with noticeable cracks in it. Make a melee attack against all creatures within a 30
foot burst, centered on a point within 60 feet of you.
Shattered Union is made of a material that predates Make a single melee attack roll, comparing the result
Clade and counts as if it were made of godbone. against all creatures within the affected area.
Obtaining
Additionally, you can enchant the 5 largest fragments The Skyhammer is seen as a symbol of ancient noble
with separate enchantments (treat each of them as if authority, and is found in the hands of those still
they were a one-handed melee weapon). You can only ruling the sky-bound ruins of once-powerful magic
have 1 enchantment active at a time. kingdoms.
Destroying
Switching the weapon’s form and/or its active The Skyhammer must be brought to the throne of
enchantment can be done as a transformation action. the floating empire, and used to destroy the floating
island it rests upon.
Obtaining
Shattered Union is considered a religious artifact
from before the Ragewar and appears in the religious
texts of many religions and cults. It is regularly
fought over, when it can be found. At some points in
history its 23 fragments are scattered across the world
and must be collected to be re-assembled.
Destroying
Shattered Union is a creation of “unity”. Only in the
presence of true chaos can its pieces be scattered (a
demon, a ritual performed during a riot, etc), though
they can never be destroyed fully.

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THE MOUNTAINBREAKER Magic Armor
This massive greatsword is as rough-hewn as it is kLIST OF ARMOR
powerful. This perfect killing tool has been used to ENCHANTMENTS
slay over a thousand worthy foes over the course of a ARMOR OF THE OWL
hundred years. Though it looks old and battered, this This enchantment can only be added to medium
GESTALT CORE RULE

massive, flat, dense claymore was made with such armor or light armor.
skill that it has stood the test of time. The weapon This armor is silent, not making any audible sound.
weighs almost 1,000 lbs though even then the only Additionally you gain darkvision while wearing this
one who may even attempt to lift it is its master- armor. Finally while wearing this armor in an area of
to everyone else who tries its weight is Absolute darkness, as an action you may spend a Hero Dice to
(though it may be moved, though not wielded as if it become invisible for a number of rounds equal to 1 +
weighed ~1,000 lbs). It counts as a greatsword but has your roll.
the properties listed above. Cost & Creation
Obtaining 2,500 GP. You must craft this armor in an area of
Only a truly powerful warrior can claim the complete darkness without making a sound during
Mountainbreaker for themselves. The only way the forging.
to claim it is to defeat its current wielder. Those
unworthy of it cannot lift it. GAZING SHIELD
Destroying This enchantment can only be applied to shields.
The rightful wielder of the Mountainbreaker must These shields have a variety of monstrous face motifs
willingly retire and live a quiet life for at least a embossed on them, with glittering gemstone eyes.
decade, leaving the weapon undrawn and unwieldy. The nature of the shield must be selected upon the
When that person passes, so too will the sword. item’s creations.
Alternatively, the Mountainbreaker may be destroyed
if its rightful wielder sincerely forgives their greatest Once per short rest, as an action, you may fire beams
foe. of magic energy from the shield’s “eyes” at a creature
within 30 feet. This is your choice of a ranged martial
weapon attack or a Spellcasting attack roll. This is a
gaze attack. If you hit, the target suffers one of the
following conditions, based on the type of face on the
shield;
• Medusa: Paralyzed for 1 round.
• Basilisk: Blighted for 1 minute.
• Lumen-Eye Toad: Fascinated for 1 round.
• Cockatrice: Impaired 3 for 1 minute.

Damage Damage Critical Qualities Bulk Complexity Group Handedness


Dice Type Effect
d20 S or P Triple Reach, Critical (19-20), 12 Martial Blade Two-Handed
Damage Deadly, Penetration 20

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Cost and Creation MIRROR SHIELD
2,500 GP. You must provide 2 specially preserved eyes This enchantment can only be added to shields.
taken from the appropriate creature. This shield is covered in a shimmering mirror finish.
Once per short rest if you successfully save against a
Sidebar: Gaze Attacks spell that only targets you, you may reflect the spell
A gaze attack or effect is an action dependent on back at the caster. The reflected spell uses the caster’s

BETA VERSION 1.2


a creature meeting the eyes of another creature. A proficiency and ability modifiers, just as they had first
“gaze” is a modification to an action or effect. The cast it.
target must be able to see to receive a gaze effect.
Shutting your eyes renders you immune to gaze Additionally, when targeted with a gaze attack, the
attacks but also renders you blind. effect is reflected back at the attacker rather than
affecting you.
INTANGIBLE ARMOR Cost & Creation
This armor has a faintly ghostly look to it, although it 2,500 GP. You must soak the shield in a river on the
remains completely solid. While you wear the armor, Astral Plane for 1 week before attempting to craft it.
intangible creatures treat you as a solid, impassible
object. Additionally, you may spend a Hero Dice to RESTLESS (CURSED)
become intangible for a number of rounds equal to 1 This enchantment cannot be added to shields.
+ your roll. Whenever you are put to sleep or paralyzed, as a
Cost & Creation reaction you can spend a Hero Dice to cause the
2,500 GP. You must use the trapped soul of a ghost or armor to spring to life and start moving on its own.
other intangible specter to forge it. Alternatively, the For a number of rounds equal to 1 + your Hero Dice
armor can be forged on the Astral Plane. result, you can continue to act on your turn, although
you are Tired (1) during this time. Additionally, you
MIMIC ARMOR may sleep in the armor with issue or penalty.
Your armor is formed out of small mimics that
modify themselves to fit their wearer. This organic Curse- Sleepwalker: The armor has a habit of walking
armor heals itself, restoring 10 HP per minute. You around when you fall asleep naturally. While it won’t
can also have your mimics consume mundane armor, maliciously put you in harm’s way, when you fall
a process that takes about an hour, and have it assume asleep while wearing the armor there is 50% chance
that form. Mimic armor remembers the last 3 kinds you wake up someplace else (typically a 5-10 minute
of armor it ate and can shift forms given 1 minute. walk from where you were). There are many stories of
Mimic armor may also be worn comfortably at all hilarious (but ultimately harmless) escapades restless
times as it morphs to fit your needs; you can sleep in armor gets up to.
it just fine and it can also be stored in a space half as Cost and Creation
large as you’d expect for an armor of that size. If in 1,000 GP. You must bind a ghost, elemental, or other
your space or adjacent, mimic armor can form onto type of spirit into the armor as part of the crafting.
your body as armor as an action.
Cost & Creation
2,500 GP worth of “mimic powder” (the powered
remains of mimics) and 5 suits of heavy or
superheavy armor (for it to eat, so it can learn).
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SHIELD AGAINST WARDED ARMOR
This enchantment can only be added to shields. Your armor is covered in heavy wards that give you
Select a damage type, such as fire, sonic, or cold. Resist (all). The value depends on the kind of warded
This shield grants you resistance equal to your armor you are wearing:
level against that damage type. The shield’s name is • Light: Resist (all) 1
GESTALT CORE RULE

typically “Shield Against” followed by the damage • Medium: Resist (all) 5


type (“Shield Against Fire”). This is typically done • Heavy: Resist (all) 10
with elemental damage types but rare variants exist • Superheavy: Resist (all) 15
for physical ones. Warded armor takes strange magic to craft it and is
Cost & Creation quite frequently haunted, minorly cursed, or attracts
1,000 GP. Select a damage type. You must subject the unsavory magic creatures to it. Because of this, if
materials you are going to use to craft the shield to be you wear warded armor you seem to be sending out
resistant against for 1 week (leaving them on a frigid fireworks or burning like a bonfire to creatures with
glacier, leaving them in the desert or in a furnace, Detect (magic). This effectively makes hiding an
soaking them in acid, etc). Then you can attempt to impossibility from them.
craft it. Cost & Creation
2,500 GP, and the soul of a creature with the
Sidebar: Expanding Shield Against spellcaster or intangible keyword who was at least
Targets level 5. Alternatively a magic item of similar power
If it worked in your narrative you can expand the worth at least 500 GP can be sacrificed in the creation.
kind of damage a Shield Against applies to. For
example, a werewolf hunter might make a silver kLIST OF ARTIFACT ARMORS
“Shield Against Werewolves” that grants resistance NEMEAN HIDE
against all damage caused by creatures with the This treated hide of a golden lion can be worn as
werewolf keyword. To craft it maybe you bathe it in a cloak or wrapped about the waist, occupying the
wereworld blood or bury it on land sacred to them for worn (worn) item slot. While worn, it functions as
a week. Get creative with it and see where your story a set of light chainmail, except it has the fortified,
takes you! sealed, and bunker armor qualities, and grants
threshold 10. Additionally, whenever you spend a
SWORDBREAKER Hero Dice to increase the result of a saving throw,
Armor and shields with this property are covered you gain twice the result you rolled.
in knobs, prongs, and snags that resonate with Obtaining
destructive sonic power when squarely struck. Long before the Ragewar there was a powerful lion of
Once per short rest, when struck by a manufactured gold that hunted the gods and was slain by a powerful
weapon, you can cause a weapon to harm itself as hero. Its hide is now revered by cults and religious
well. The weapon takes the same damage it dealt to orders alike. Many druidic circles seek to claim it to
you, ignoring the item’s threshold. lay it to rest while warriors the world over ache for it
Cost and Creation to protect them in their heroic endeavors.
1,000 GP. You must forge the armor or shield from
broken weapons.

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Destroying Wondrous Items
The Nemean Hide must be soaked in a mixture of kLIST OF WONDROUS ITEMS
venom and hero’s blood, then worn as the wearer dies AETHER MANTLE
of poison damage. This will cause the hide to burst Keywords: -
into flames, which also cremates the wearer. Item Slot: Accessory.
Attune?: Yes.

BETA VERSION 1.2


This threadbare cloak is almost transparent, though
it bends light in strange ways. Once per short rest,
you can spend a Hero Dice as an action to become
intangible. This effect lasts for a number of rounds
equal to 1 + your Hero Dice result. You may end the
effect prematurely as an action.
Cost and Creation
1,000 GP. You must craft this out of pure spider silk
on the Astral Plane.

ANIMATE SCARF
Keywords:
Item Slot: Accessory.
Attune?: Yes.
This fine scarf always has one end hanging down,
no matter how it is wrapped. This end can actually
be commanded to act as an extra limb. The scarf is
incapable of fine dexterity, but otherwise is able to
perform any task you could do with an open hand.

An animate scarf can carry weapons but not wield


them or make attacks. It can help you with unskilled
labor tasks, retrieve stored or nearby items, and even
make gestures or slap someone (without causing
damage). This cannot be used to deliver spells.
Cost and Creation
1,000 GP. You must bind an outsider or spirit of at
least 3rd level to this scarf as part of crafting it (dead
or willingly). Alternatively you may cast an Animate
object or awaken spell on the scarf as part of the
crafting of this item.

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NOT FOR PUBLIC DISTRIBUTION OR RESALE
BAG OF HOLDING BAG OF SUNDRIES
Keywords: - Keywords: -
Item Slot: Exotic. Item Slot: Exotic.
Attune?: No. Attune?: No.
This silky sack, about the size of a saddlebag, contains This heavy woolen bag has hundreds of pockets
GESTALT CORE RULE

an extra-dimensional space. It can hold up to 20 bulk, inside that seem to appear, disappear, and move over
though it never weighs more than 1 bulk, and has time. You always find some strange stuff in the bag.
an internal area of approximately 10 feet by 10 feet. This bag increases the GP limit of your sundries by
Living things cannot enter a bag of holding. When 250 GP.
you put your hand into a bag of holding you can Cost and Creation
feel around to any item in the bag, drawing it with 1,000 GP. The wool from this bag must be from a
relative ease. sheep that is over 50 years old or is a magical sheep.
Cost and Creation
2,500 GP. A bag of holding must be sewn on the BANE TORCH
Astral Plane and then brought back through a portal Keywords: Consumable
to the mortal realm. The portal becomes the mouth of Item Slot: Wielded
the bag as it passes through. Attune?: No.
This torch is lined with warding runes, and smells
Sidebar: Extra-Dimensional Spaces in faintly of dried blood. While crafting a bane torch,
Extra-Dimensional Space choose a creature keyword (if found, the GM can
Geometry can be weird with extra-dimensional choose or roll randomly). While lit, it creates a 30 feet
spaces and becomes extra weird when one extra- radius area that frightens away creatures with that
dimensional space is placed within another. You can keyword. Creatures with the chosen keyword that
play this one of a few ways: enter the area are targeted with a fear effect (DC 20,
• Nothing: Who cares. Let the players have fun and as per the spell). Applicable creatures that leave and
let them interact. You can always revert to one of re-enter the area must make a new save. It lasts for 30
the other implementations of this if they abuse it. minutes.
(With fair warning.) Cost and Creation
• Explosion!: The spaces interact in an interfering 1,000 GP. You must soak the head of the torch in a
way and one or both of the items (or portals) fails mixture of pitch and the blood of the chosen creature
spectacularly- causing one or both to be destroyed type.
(or simply ceasing to function).
• Non-Interaction: The extra-dimensional space
simply “bounces off ” the other, refusing to enter.
• Chaos: Some totally random effect happens. This
most commonly involves magical displacement
or teleportation of some sort. Maybe putting a
bag of holding into another causes the first one to
appear 10 feet away, suspended in the air. Maybe
it causes one to teleport 36.2 miles east, maybe it
teleports everyone to the astral plane, or maybe
just turns your skin translucent for 30 seconds.
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BOUNTIFUL QUIVER CHALICE OF MERCY
Keywords: - Keywords: Healing
Item Slot: Exotic. Item Slot: Wielded.
Attune?: Yes. Attune?: Yes.
You can attune the quiver to a particular type of This golden goblet has symbols of healing engraved
ammunition with a 1-minute ritual. Once attuned, upon it. While you hold the chalice, you can cast the

BETA VERSION 1.2


the quiver can produce up to 75 GP worth of that base form of cure wounds as an innate spell (Religion
ammo per short rest. Ammo drawn from the quiver or Medicine). The chalice allows for up to 5 innate
vanishes a few rounds after being drawn or fired, and spells to be cast this way per short rest.
has a faintly etheric, conjured appearance.
Cost and Creation Alternatively, you may use the chalice to cast
1,000 GP. You must fit 100 arrows (or equivalent resurrect as a 1-minute ritual. Using it this way
items) at once into the quiver typically designed for destroys the chalice.
about 20 as part of the process of crafting this. You Cost and Creation
must not break either the arrows or the quiver while 7,500 GP. You must cast resurrection on the chalice as
crafting it. How you manage this is up to you (and part of the creation of the item or get the blessing of a
your GM). (The cost of the arrows are part of the powerful holy creature (at least 10th level).
1,500 GP crafting price.)
CLOUDSTEPPER BOOTS
BRACERS OF INVINCIBILITY Keywords: -
Keywords: - Item Slot: Legs.
Item Slot: Worn. Attune?: Yes.
Attune?: Yes. These boots allow you to linger in the air, treating
These golden bracers are adorned with runic symbols open space as solid ground for a brief moment. You
etched into them. They generate a weak magical field may run across water, liquids, and open air as if they
that softens attacks, providing a +3 armor bonus to were solid ground so long as you begin and end your
AC. This can only be used while unarmored. This turn on solid ground.
does not count as a piece of armor, it merely provides Once per short rest, as a free action, you can create a
an armor bonus. 5 feet. x 5 feet. cloud under your feet that lasts until
This can also take the form of a belt. the end of your next turn. You treat this cloud as solid
Cost & Creation ground.
2,500 GP. You must forge the bracers from a set of Cost and Creation
heavy or superheavy armor to craft this item. The cost 1,000 GP. You must sew a cloud into the sole of the
of this equipment is not worked into the 1,000 GP boots. How you actually get a cloud that can be sewn
base cost. into a boot is up to you (and your GM).

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NOT FOR PUBLIC DISTRIBUTION OR RESALE
DWARVEN POWER SHOVEL FLYING CARPET
Keywords: - Keywords: -
Item Slot: Wielded. Item Slot: Exotic.
Attune?: Yes. Attune?: Yes.
This enchanted shovel can dig through any material This finely woven carpet can, with a command
GESTALT CORE RULE

as if it were dirt. Any material with less than 10 phrase, rise into the air. The carpet covers a 10 feet. x
threshold can be dug through as if it were dirt, 10 feet. area, can carry up to 4 medium-size creatures
though anything with a higher threshold is treated or their equivalents, and has a fly speed of 90 feet. The
normally. If used as a weapon it is treated as if it were person who speaks the command word is considered
a dwarven war pick with penetration 10. the ‘pilot’, and treats the carpet as a minion. Typically
Cost and Creation Acrobatics or Arcane Lore is used to “pilot” the carpet.
1,000 GP. You must forge this shovel in an Cost and Creation
underground dwarven hearth. 2,500 GP. You must weave feathers or scales of flying
creatures of at least 5th level into the carpet as part
ELEMENTAL RINGS OF POWER of the crafting, and the carpet must display an image
Keywords: - of the creatures used. Though it does not require
Item Slot: Hand or Accessory. the essence of such a creature it will take on the
Attune?: Yes. characteristics/personality of the creature you craft it
These rings grant you sovereignty over a particular from.
elemental force. You become immune to damage
caused by that element each long rest and can speak 1
language associated with that element while wearing HEARTH OF WARMTH
the ring. Finally, you suffer no ill-effects due to the Keywords: -
environment of an elemental plane that is of the same Item Slot: Exotic.
element as your ring. Attune?: No.
Cost & Creation This small ember box contains a small glowing ember
7,500 GP. Additionally, you must forge into the that never goes out (if snuffed out it relights in 24
ring with the essence of a creature who meets the hours). A fire lit with this ember causes a soothing,
following qualifications: healing, restful sleep to those who are near it.
• Has the elemental keyword of the element you
are seeking to claim sovereignty over. A party who spends a long rest around a Hearth of
• Is immune to the element in question. Warmth has its members recover an extra 5 HP, and
• Is at least level 10. the party pool recovers 1 Hero Dice.
Alternatively you may forge such a ring if you are
given express permission to do so from a divine It also creates a 15 feet. x 15 feet. area whose
power who claims dominion over that element (in temperature is constantly pleasant, is kept free of
lieu of the essence of a creature). vermin, lesser weather conditions seem to “avoid”
it, and the like. This is frail magic and anything of
note (a strong storm, excessively cold temperatures, a
horde of vermin, etc) breaks this effect.

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NOT FOR PUBLIC DISTRIBUTION OR RESALE
Cost and Creation LAST STAND SASH
5,000 GP. You must craft this item around a campfire Keywords: -
with friends who are loyal to you. This item only Item Slot: Accessory.
works for those who were there during the forging. Attune?: Yes.
This can be expanded to anyone who later joins This ragged sash is made from a piece of a banner
the circle of friends so long as they have proven taken from a valiant but doomed defense. When

BETA VERSION 1.2


themselves loyal. draped across your shoulders or wrapped around your
waist, it grants you strength to stand tall in your final
HORN OF WRATH moments.
Keywords: Corruption. While wearing this you remain conscious while
Item Slot: Wielded. below 0 HP, though you must attempt a Fortitude
Attune?: Yes. save at the start of your turn (see Death & Dying in
This warhorn, carved from a horn of a great beast, the Core Rules).
is imbued with a maddening power. Once per short Additionally, once per long rest, when you would be
rest, using 2 actions you can blow into the horn to reduced to 0 HP or less, you instead fall to 1 HP.
produce a rage-inducing sound. Enemies within 30 Cost and Creation
feet must make a Will save (DC 10 + your proficiency 5,000 GP. The sash must be crafted from the outfit,
in Bluff or Intimidate) or become hostile to all uniform, or banner of a fallen defender(s). While
creatures until the start of your next turn. Creatures crafting this item, you must repeatedly recite the
can only be affected by a horn of wrath once per day. story of the fallen defender(s) to the item so it learns
This is a sound-based, mind-affecting effect. of their tenacity.
Cost and Creation
2,500 GP. You must carve the horn from a great beast LOST AND FOUND BOX
(at least level 10) while in a fit of rage yourself or Keywords: -
while amidst a battle (even on the outskirts). Item Slot: Exotic.
Attune?: No.
JAUNTER’S CLOAK This small, odd-looking chest is a magnet for lost
Keywords: - items. Once per short rest you may open it to reveal
Item Slot: Accessory. an item or items lost by someone over the years.
Attune?: Yes. When opened, roll 1d100. That is the GP value of
While you wear this bright red cloak, you can fold the item (or items) you find in the box. It could be
space around you, seeming to fall in on yourself until anything! A lost manuscript or a pile of lost socks!
you disappear only to show up again somewhere else. On a roll of 100 (00 on some dice), you discover
You gain the Dimensional Dervish feat while you something important or otherwise relevant to your
wear the cloak. If you already had the feat, double the current adventure or plight.
distance you can collectively teleport per short rest Cost and Creation
using the feat. 500 GP. A lost and found bag must be sewn from
Cost and Creation scraps of fabric you have found (i.e ones others have
2,500 GP. You must craft this out of the essence of a lost).
powerful creature (at least level 10) that can naturally Note: A GM may elect that the result is simply “junk”.
teleport. This may replenish the sundries of the owner or their
party members.
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LUCKY COIN MASK OF DISGUISE
Keywords: Consumable Keywords: Illusion
Item Slot: Exotic. Item Slot: Head.
Attune?: No. Attune?: Yes.
These double-sided coins carry a bit of good luck While you wear this nondescript blank white mask,
GESTALT CORE RULE

with them. When you make a d20 roll, as part of the you can cast the base form of disguise as at-will an
roll you may choose to add a Free Hero Dice to the innate spell (Stealth or Bluff ).
roll. If you do, the coin shatters or melts. A given Cost and Creation
character can only benefit from a lucky coin once per 1,000 GP. You must craft the mask either disguised
long rest. as another creature or dressed in nondescript
Cost and Creation concealing garb.
500 GP. You must mint the coin on a blessed day,
under a fortuitous star sign, or when otherwise MONSTROSITY ACID
“lucky”. Keywords: -
Item Slot: Exotic.
MAGIC-DETECTION STONE Attune?: No.
Keywords: - This unassuming violently green acid will slowly
Item Slot: Wielded. eat through anything it touches. When placed on
Attune?: No. something it causes 1 point of acid damage per
This plain-looking stone has a rune carved into one round with Absolute penetration. Under normal
side. When held up to an object, the stone glows circumstances it never evaporates or boils off; it will
if the object is magical. The strength of the glow is burn a coin sized hole through the planet if you leave
directly proportional to the magical power of the it long enough. When exposed to extremely high
object; common charms and trinkets produce the heat (above 500 degrees) it is instantly destroyed.
faintest glows, while artifacts result in an almost Monstrosity acid is typically stored in a container
blinding light. made of vastwood (regenerating wood from the Vast)
and comes in a 2 ounce dose. You can sometimes
The stone gives no clues or indications of the object’s capture spent monstrosity acid back in its vial (a
magical properties, function, or method of use; it only Reflex save is generally required).
gives a binary response of whether it is magical or Cost and Creation
not. 5,000 GP. You must be Exceptional in Fieldcraft or
Cost and Creation Medicine to craft this. It requires at least 1 gallon of
500 GP. You must surround the stone with 7 magic blood from a monster of at least 5th level to craft this.
items for a week before attempting to craft it.

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HEALING POTION PRAYER CHARM
Keywords: Consumable Keywords: Divine.
Item Slot: - Item Slot: Exotic.
Attune?: No. Attune?: No.
A healing potion heals 1d6+1 damage of healing This small talisman is a religious charm that has been
per “tier”. When healed by a healing potion you prepared to ward off bad luck and curses. When you

BETA VERSION 1.2


can spend a Hero Dice to heal additional hit points. are targeted with a curse, the effect automatically
Healing potions come in various strengths, with fails (as if you had an Absolute save). This causes the
stronger potions healing for more. prayer charm to burn, destroying itself so that you
Cost and Creation are not affected by the curse. If you have more than
The cost of a potion is listed on the preceding chart. one prayer charm on your person when targeted by
A healing potion must be crafted by someone who is a curse, only 1 prayer charm is consumed. You must
at least Professional in Medicine and Arcane Lore. It declare you’re wearing the prayer charm for it to be
requires 1 dose of medicine to craft (already factored active (it cannot be stored). A given character can
into the price). only use a prayer charm once per long rest.
Tier Cost Healing Cost and Creation
Weak 100 GP 1d6+1 500 GP. You must be Professional in Religion to craft
this.
Standard 250 GP 2d6+2
Hearty 500 GP 3d6+3 RING OF CONCEALMENT
Grand 1,000 GP 4d6+4 Keywords: Illusion
Item Slot: Hand or Accessory.
Sidebar: Healing Potions Are Attune?: Yes.
Seductive... This nondescript ring seems to possess no magic,
While a few healing potions won’t have a dramatic though in truth it is a powerful tool of stealth.
effect on a person and they are not addictive, people While you wear the ring, your mind cannot be read.
sometimes become dependent on healing potions. Additionally, your keywords aren’t detected by Detect
The idea that, no matter what you do, you can fix effects.
yourself with a swig from a vial is seductive. The Cost and Creation
wealthy will often stockpile them and drink one with 2,500 GP. You must craft the ring alone and unseen by
every meal (as they are believed to “foster a healthy anyone else.
body”) and down them upon the tiniest scratch or
paper cut.

Sidebar: Potions vs Scrolls


From a mechanical perspective, a scroll is an item
that replicates a spell. You cast a spell on it and it is
stored for later. A potion is expressly not based on a
spell and is a consumable wondrous item.

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NOT FOR PUBLIC DISTRIBUTION OR RESALE
RING OF INVISIBILITY STAFF OF COMMAND CONSTRUCT
Keywords: Illusion. Keywords: Corruption.
Item Slot: Hand or Accessory. Item Slot: Wielded.
Attune?: Yes. Attune?: Yes.
While you wear this ring, as an action you can spend This ornate metallic staff functions as a stave that
GESTALT CORE RULE

a Hero Dice to become invisible. You are invisible deals magic damage. Additionally, as an action
for a number of rounds equal to 1 + your Hero Dice you may present the staff and give a command to
result. If you attack or take a hostile action you a construct within 30 feet. Make a Bark Orders
immediately become visible again, wasting any (Intimidate) or Arcane Lore check against a DC of
rounds of remaining invisibility. 10 + the construct’s Will save. If you succeed, the
Cost and Creation construct follows your order for 1 turn as though it
5,000 GP. You must craft this using the remains of a were your minion.
powerful creature (at least 10th level) who can turn Cost and Creation
invisible naturally. 2,500 GP. You must craft the staff out of a destroyed
construct of at least 5th level.
RING OF SPELL STORING
Keywords: - THIEFBANE LANTERN
Item Slot: Hand or Accessory. Keywords: -
Attune?: Yes. Item Slot: wielded
This ring can hold the magic of spells within its Attune?: Yes.
woven silver confines. A spell willingly and cast on This lantern has a wide, vertical, eye-shaped pane
the ring for the express purpose of storing it allows of glass. When lit, the lantern sheds a 30 feet radius
you to cast that same spell, exactly as it was cast on of light that also disrupts invisibility effects. At the
the ring. A spell storing ring can store up to 3 spells start of each turn, the lantern casts a base reveal spell,
at a time. Casting a spell on a full spell storing ring except it affects all creatures within the lantern’s lit
has no effect and the spell is wasted. No mana is area. This lasts for 3 hours per dose of mundane oil.
consumed as the ring “holds onto” the spell cast on it. Cost and Creation
1,000 GP. You must forge the lantern from a
Deeper Rules guardsman or watchman’s helmet.
• Unused Spells: A spell that goes unused for 24
hours is wasted.
• Casting Time: Casting a spell from the ring
(“unleashing it”) takes the same number of
actions as casting it took.
• Rituals: Rituals cannot be stored in a ring of spell
storing.
Cost and Creation
5,000 GP. Must be Exceptional in Arcane Lore or
Spellcasting to forge the item.

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WANDERER’S MAP Iconic Items
Keywords: - These magic items are iconography that have become
Item Slot: Wielded. so linked to a particular class, lineage, or culture that
Attune?: No. they provide a fraction of their power. You can only
This dingy-looking map can give you the general have a single Iconic (item) equipped at a time.
physical layout of the land within 10 miles of you.

BETA VERSION 1.2


It takes the form of a thinly sketched topographical kLIST OF ICONIC ITEMS
map, centered on you, with a compass rose. It doesn’t BANNER OF THE PALADIN
include any man-made objects, just the terrain. A Keywords: Iconic (item), paladin
command word can be spoken and it will sketch out Item Slot: Wielded (modified).
the surrounding area over the course of a short rest. Attune?: Yes.
The next time the map is put away and retrieved it is This brilliant gilded war banner billows majestically
blank again, ready to sketch out a new area. in an unseen breeze. It can be held on its own, or
Cost and Creation attached to a weapon from the polearm group. While
1,000 GP. You must take the paper you wish to use to equipped, you gain the paladin’s Sense Wickedness
make this map on a journey of a hundred miles or ability; the banner glows in the presence of anything
more that takes no less than 1 week. that would trigger Sense Wickedness.
Wickedness

WHISPER EARRINGS If you have the paladin class, as an action you may
Keywords: - touch the banner to a creature; you learn if the
Item Slot: Accessory. creature is a valid target of your smite even if the
Attune?: No. creature has some kind of disguise or spell that
These small earrings allow any whispered would confuse your senses. This reveals them with
communication to be sent to all other synced whisper an Absolute bonus. If the creature is suppressed,
earrings within one mile as a gentle whisper in the creature corrupting it suddenly sheds unnatural
one’s ear. To sync earrings together they must be left green light like a torch for 1 minute.
together, touching, for 24 hours. You can unsync Cost and Creation
a whisper earrings by tossing them in a fire for 30 2,500 GP. You must be a paladin of at least 10th level
seconds. Deeper Rules
• Yes, hitting a creature with a weapon adorned
Cost and Creation with the “Banner of the Paladin” can trigger the
500 GP. You must actively hold a conversation with at paladin-specific benefit.
least 2 other people simultaneously while crafting the
earrings.

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BARDIC INSTRUMENT CLERGY’S MANTLE
Keywords: Iconic (item), bard Keywords: Iconic (item), cleric
Item Slot: Wielded (see “Bards, Hands, and Singing” Item Slot: Accessory.
in the bard class entry.) Attune?: Yes.
Attune?: Yes. This fine mantle is emblazoned with the holy symbol
GESTALT CORE RULE

This exquisite instrument is a masterpiece that is a of The Storyteller, New God, or domain, magically
work of art in its own right. Once per short rest, you altering itself as needed. While wearing the mantle,
may use Bardic Performance to create a particular you count as wielding a holy symbol, though it does
bardic song; each bardic instrument contains a single not occupy a wielded item slot.
bardic song with no prerequisites.
Once per short rest you can use cure wounds as an
If you have the bard class, select 1 bardic song that innate (Religion) spell. If you are a cleric the amount
you don’t know but otherwise qualify for. While healed is automatically maximized and you may
playing this instrument you count as having the song spend a Hero Dice to use it additional times per short
in your Repertoire
Repertoire. Once the choice is made it can’t rest.
be changed. Cost and Creation
Cost and Creation 2,500 GP. You must be a cleric of at least 10th level.
1,000 GP. You must be a bard of at least 10th level,
and know the song you wish to imbue into the bardic DRUID’S FURS
instrument. Keywords: Iconic (item), druid
Item Slot: Accessory.
BERSERKER’S SKULL TROPHY Attune?: Yes.
Keywords: Iconic (item), berserker This hooded mantle is made up of a predatory
Item Slot: Worn. animal’s fur, with you gazing out from under its jaw.
Attune?: Yes. Once per long rest, you can enter a Wild Aspect that
This skull of a defeated foe is worn as a pauldron, lasts for 3 rounds. Your druid circle is assumed to be
belt buckle, or even proudly displayed in the the Circle of the Beast for the purpose of your Wild
center of your chest and counts as leather armor. Aspect (though you gain no other benefits related to
A non-berserker wearing this skull can Rage for 3 it).
consecutive rounds once per long rest as if they were If you are a druid you always count as being in a non-
a berserker of their level. You gain no other berserker urban environment.
class features. Cost and Creation
2,500 GP. You must be a druid of at least 10th level.
If you are a berserker you can extend the duration of
your Rage by 3 rounds.
Cost and Creation
2,500 GP. You must be a berserker of at least 10th
level.

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ELVEN HONOR BLADE FIGHTER’S GAUNTLETS
Keywords: ironic (item), elf Keywords: Iconic (item), fighter
Item Slot: wielded Item Slot: Hand.
The curved kris knife made of a dragon’s tooth that Attune?: Yes.
is inscribed with elven oaths of loyalty and vendetta These heavy armored gauntlets instill a warrior’s skill
in equal measure. Elves sometimes wear them as in those who wield it. When these gauntlets are worn

BETA VERSION 1.2


a fashion statement on their hip and as a warning- you become Professional in all martial weapons.
“cross me and I will draw my honor blade and utter
your name”. It functions as a magical kukri that If you have the fighter class, once per short rest you
deals d8 damage (rather than d6). When drawn may declare a successful attack with a manufactured
by its owner they can say a name (or otherwise weapon to be a critical hit, regardless of what you
unambiguously indicate a target) and swear an oath rolled.
to kill them. Killing that person becomes an oath for Cost and Creation
you and you gain no benefits from resting while it is 2,500 GP. You must be a fighter of at least 10th level,
unfulfilled. However, while attacking the indicated and craft the gauntlets from scraps of various martial
creature you gain a Free Hero Dice on attack and weapons.
damage rolls. You can end the oath by stating so
outloud and doing 24 hours of meditation. GNOMISH CONTRAPTION
Keywords: iconic (gnome)
The weapon also makes no sound and while attuned Item Slot: wielded (see description)
to it you do not age (though may otherwise die). This metal pole is dotted in odd protrusions, buttons,
slides, knobs, and small valves. In fact, it never seems
An elf who is attuned to this may have up to 3 to have the same number of protruding buttons,
vendettas sworn on this weapon at the same time. slides, etc from day to day (and you’re pretty sure they
Cost and Creation are never in the same place twice). During a short
2,500 GP. You must use the tooth of a dragon and rest, you may attempt a Dire (25) Arcane Lore or Tech
swear an oath of vengeance that you then fulfill to Lore check. If you are successful it becomes an item
forge an Elven Honor Blade. that you could produce from your sundries (though
the price is not drawn from there). If wielded as an
item or weapon, a gnomish contraption always takes
up 2 hands and functions as a quarterstaff (though if
not wielded it takes up the appropriate item slot).

A gnomish contraction cannot become the same


item twice in a row (though you may return to it after
transforming it into a different item).

If you are a gnome, once per short rest when targeted


by a spell as a reaction you may gain the effects of a
5th level spell shield.

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Cost and Creation HAMMER OF THE DWARVEN
1,000 GP. You must be a gnome and craft the item out HALLS
of 5 or more items you have failed to properly craft. Keywords: Iconic (item), dwarf
Item Slot: wielded.
HALFISH MESS KIT This magical dwarmen warhammer can be wielded in
GESTALT CORE RULE

Keywords: iconic (halfling) one hand. Additionally, while attuned you gain +1 HP
Item Slot: - per level you have.
A set of enchanted cooking implements. This
campfire set of cookware can be commanded to A dwarf attuned to this weapon is held in high
create a small fire suitable for cooking without prestige among their peers. It is a symbol of power
requiring wood or tinder. It can also produce 1 meal and office among the dwarves. You gain the Symbol
for each friendly creature that sits around it during a of Office honor while attuned among dwarves as it
rest and 2 meals for each halfkin (it’s a little biased). indicates a position of respect.
You can activate the mess kit with a Challenging (DC Cost and Creation
20) Profession (Cook) check during a short or long 5,000 GP. A Hammer of the Dwarven Halls must be
rest. Failure means the mess kit doesn’t produce any crafted by a dwarven ancient using a piece of their
food, though it still creates the cooking fire. When own body. This item is not typically sold (though it is
the mess kit is packed up, the fire extinguishes itself not a true artifact).
and the cookware is magically cleaned of grime, soot,
and leftovers. RANGER’S CLOAK
Keywords: Iconic (item), ranger
If you are a halfkin attuned to the mess kit, when Item Slot: Accessory.
using the mess kit during a short rest recover all lost Attune?: Yes.
HP and up to 5 Hero Dice (rather than the normal This heavy cloak has a fur collar, and attached hood.
HP and Hero Dice recovery of a short rest). While wearing the cloak, you gain the base effects
Cost and Creation of a life bubble spell. Once per long rest, as an action
1,000 GP. You must be a halfkin and during the you may designate a single creature as the target of a
creation of this item you must throw a party with at Hunt, as though you were a ranger.
Hunt
least 50 people and collectively consume the 2,000
GP crafting cost in food and/or drink. The leftover Additionally, if you are a ranger, all bows you wield
cookware becomes the Halflish Mess Kit. have their critical hit range expanded by 1 (a normal
weapon becomes 19-20, a 19-20 becomes an 18-20,
etc).
Cost and Creation
2,500 GP. You must be a ranger of at least 10th level.

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ROGUE’S GLOVES TUSK RING OF THE ORCISH HERO
Keywords: Iconic (item), rogue Keywords:
Item Slot: Hand. Item Slot: worn (ring)
Attune?: Yes. This knobby adamantine ring can be worn around the
These supple, black, leather gloves with attached finger or on a tusk. If attuned by a non-orc it causes
bracers have extensive hidden pockets, leave no them to grow a set of impressive tusks, granting them

BETA VERSION 1.2


discernible marks, and can produce tools from the a natural bite attack.
tips of their fingers. While you wear these gloves If attuned by an orc it causes their tusks to deal
you always count as having thieves’ tools on hand. d8 damage rather than d6 and become clad in
Additionally, you gain a Free Hero dice on any adamantine. They are coated in scrimshaw-style
attempt to detect, disarm, or create traps while reliefs depicting glorious actions of orcish heroes.
wearing them. Cost and Creation
2,500 GP. You must be an orc and you must craft the
If you have the rogue class, select 1 Exploit that you ring from the armor or weapons of no less than 10
don’t know but otherwise qualify for. While wearing defeated enemies who put up a good fight.
these gloves you count as having that Exploit
Exploit. Once
the choice is made it can’t be changed. WARLOCK’S TOTEM
Cost and Creation Keywords: Iconic (item), warlock
2,500 GP. You must be a rogue of at least 10th level. Item Slot: Exotic.
Attune?: Yes.
SHINY GOBISH TOOTH These small totemic items are blessed with the
Keywords: iconic (goblin) insight granted by pact patrons, whispering secrets to
Item Slot: accessory the bearer. Each totem is associated with a particular
This gobish canine tooth is made from precious warlock pact. While you have one equipped, you
magical materials, when attuned, magically replaces gain a Free Hero Dice on skill checks made using the
one of your canine teeth (or equivalent). It causes associated pact’s pact skill. Getting a warlock’s totem
your mouth to become a little wider, and your may require an oath of service to that patron (GM’s
tongue to lengthen. Notably, you gain a small discretion).
pocket dimension accessed through your cheeks; by
reaching a hand in you may store or retrieve items If you have the warlock class, once per long rest you
of up to 1 bulk. You can store up to 10 bulk worth of may cast foresight as a 3-action innate spell (Pact
items in this space. Skill).
Cost and Creation
If you are a goblin, in addition to the normal benefits 2,500 GP. You must be a warlock of at least 10th level.
you can store and retrieve items of up to 2 bulk, You may only make a warlock’s totem of your own
and you become Professional with your natural bite pact.
attack.
Cost and Creation
2,500 GP. You must be a goblin and gild one of your
own teeth to craft this item.

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WIZARD’S HAT kMINOR MAGIC ITEMS
Keywords: Iconic (item), wizard, spellcaster A minor magic item is something that just has a
Item Slot: Head. glimmer of magic on it. To make a minor magic item
Attune?: Yes. just take any item and roll once on the magic item
This wide-brimmed, conical hat is made of fine cloth. quirk table. It’s typically worth 2-5x its normal price.
GESTALT CORE RULE

While wearing the hat, you can speak and understand If you want to make an item more interesting, roll
the Arcane language. If you have the Spellcaster two or even three times on the table. Minor magic
keyword, you have 1 additional mana. This bonus items do not need to be attuned.
mana is only granted upon attuning the item during
a long rest. Unlike other magic items, this hat cannot MAGIC ITEM QUIRKS
be re-attuned for 24 hours after being attuned, nor All magic items are created through mystical or
can you attune to a different wizard’s hat during this otherwise supernatural means and no two are exactly
period. the same. When you get a magic item or are creating
one you can roll once on this chart or come up with a
If you have the wizard class, you have 3 additional similar “quirk” it has. If a quirk doesn’t work for your
mana (instead of 1). magic item or is just boring, you can reroll it with
Cost and Creation your GM’s permission.
2,500 GP. You must be a wizard of at least 10th level.
Note: This is just one table! There will be more
published in the future- use whichever one you’d like!

1d20 Quirk Description Example


1 Talking The item talks to its wielder. This is generally done A magic-detection stone that
via telepathy or flashes of emotions. The attitude and whispers to your mind when
personality are up to the GM. things are magic rather than
glowing.
2 Glowing Upon the utterance of a certain phrase the item sheds A suit of chainmail that
light like a torch. glows brightly when the
name of the smith who
forged it is shouted.
3 Trail When swung, the item leaves behind a trail. This A flaming spear that leaves
could be a wisp trail of etheric light, smoke, ghostly a trail of mirage-like
music notes, etc. distortions when swung.
4 Collapsible Upon the utterance of a certain phrase the item A dagger that can collapse
shrinks or transforms into a version of itself that can into a locket.
be stored in a pocket. Sometimes it takes on the shape
of a different item.

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5 Lightweight The item is crafted in such a way that it is way lighter A bane (vampire) spear that
than it would normally be. Reduce the item’s bulk, but is hollow so it can drain
not the handedness, by 1 (minimum of light). the remaining blood from
vampires.
6 Pristine The item always looks immaculate; it resists A mirror shield that cannot
stains, discoloration, minor tears, etc. This doesn’t be stained thanks to a tiny

BETA VERSION 1.2


prevent the item from being forcefully damaged or magical barrier just above its
supernaturally dirtied but it always restores itself to surface.
being clean eventually.
7 Weirdness The item calls to strange creatures and those who A warlock’s totem that
Magnet serve them. Pick a creature keyword (typically unholy, always seems to attract those
undead, or aberration) and such creatures can sense who hate your patron.
the presence of the magic item when it is within 1
mile of them. They find themselves drawn to it.
8 Handy The item always seems close at hand; it’s at the top of A bow that is always at the
your pack, the first thing you grab in your bag, and top of your bag.
angled just right to draw out. This item is drawn as
though it were a light weapon.
9 Memorable The item is exceptionally, even supernaturally, A Banner of the Paladin
alluring. Those who lay eyes on it will remember it for that a murderer can never
the rest of their life. forget seeing. It haunts their
dreams from time to time.
10 Clearly This item couldn’t be more obviously magical; it’s A rune-covered set of leather
Magical covered in runes, it’s glowing with a weird light, and armor that has 6 large
you’re pretty sure it’s making a weird chanting noise charms tied to the belt and
at night… sometimes attracts little
motes of lights like fireflies.
11 Trophy The item is made of clearly organic parts (horns, shell, A staff made from the bones
hoofs, feathers, bone, etc) from a creature. While this of a devil with their horned
does not affect its material, it is clear what creature skull serving as an ornament
(or person) was used to make the item. This may have on top of it.
roleplaying implications.
12 Unremarkable This item has a dull, plain appearance, and is easily A dull wooden bardic
overlooked. You gain a Free Hero Dice on attempts to instrument that looks like
palm or conceal this item. any other but has been
handed down, master-to-
student, for 600 years and is
inhabited by a minor muse.

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13 Alternate The item doesn’t look like what it normally does. It A sonic greatclub that looks
Form looks like some other mundane object of no special like an exceptionally large
value (of the same size category) but functions like tuning fork.
the base item.
14 Living Eye The item has animated eye(s) featured prominently A bow bedecked with a
GESTALT CORE RULE

on it, whose gaze darts about to track movement. number of eyes along its
Once per short rest you get a Free Hero Dice on a length. They always focus on
check made to spot something. your target before firing.
15 Gaudy The item has an over-the-top, excessive appearance; Warded full plate covered
it’s gilded, has an attached ribbon, and has just the in prominent, mis-matched
most obnoxious mix of colors. gemstones, and painted a
bright orange and neon
green. No matter what you
do, the color always shows
through.
16 Floating If dropped, the item falls at half the normal speed. A Elemental Ring of Power
Once per short rest, it can hold up your weight worth (wind) that is surrounded
of bulk in the air for 3 rounds. in a small tempest. When it
falls it can support itself for
a bit.
17 Iridescent The item changes color in different lights. It does not A clergy’s mantle with an
shed light on its own but it can reflect bright light. almost metallic sheen.
18 Communicator The item has a paired item. When you speak into the A holy longsword that allows
item the person with the other item can hear you. You you to speak with a specific
may also select a creature and the item allows you to angel that created the sword.
speak with that creature freely.
19 Paired These items are always linked to another one, often A bag of holding that is
with runic symbols of the other on each. As an action, actually a tunnel to another
you can hold the item and concentrate to learn the bag of holding, creating a
direction of the paired item and roughly for far away sort of “tunnel of holding”.
it is.
20 Transient The item sometimes disappears, teleporting to a A pair of rogue’s gloves that
specific location when not in use. However, when a conveniently are never on
certain phrase is spoken it is teleported to your hand. your person when you’re
caught. You can call them
back by swearing out loud
that you’re up to mischief.
Sidebar: Subtly Magic Items
Some items are just “magic”. The practicality of these items are very limited, hardly even raising them to the
level of a minor magic item. These could be things like a tea kettle that warms up quicker, a pottery shard that
glows a bit due to magical exposure, or a shirt that is suspiciously easy to clean. A GM should use these
324 sorts of magic items to enhance the world in fun ways and weave a more interesting story.

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Chapter 13: Magic
Magic is the exciting lifeblood
of any fantasy story and
Gestalt is no exception.

BETA VERSION 1.2


Adventurers call upon the
powers of the mana within
their body and from the divine
tempest itself to cause miraculous
effects to happen. Anything from a
fireball to levitation and even resurrecting the
dead are possible with magic.

Mana
Mana is the magical academic term for the base unit
of magical power like a “gram” or “watt”. All spells
cost 1 mana to cast unless otherwise noted. All mana
is recovered after a long rest.

If you have mana from different sources, such as 2


different spellcasting classes, each source uses its own
pool. You cannot, for example, use mana from your
“cleric” pool to cast wizard spells, and vice versa.

Casting Magic
You may cast a spell if you are a member of a class
with the spellcasting keyword. Casting a spell
typically takes 2 actions (unless otherwise noted) and When casting a spell you do not need to roll any dice
provokes an attack of opportunity. to do so, though the effects of the spell might have
you roll dice. Any dice roll related to casting a spell
You can cast any spell you know and what spells you uses your Spellcasting proficiency unless otherwise
know is defined by your class’s spellcasting class noted.
feature. Spellcasting classes grant “mana”, and it costs
1 mana to cast a spell unless otherwise noted. All kCANCELING A SPELL
mana is recovered after a long rest. You can take 1 action to prematurely end an ongoing
spell’s effect that you cast. You must be able to draw
Certain spells have requirements, typically needing light of sight and line of effect to the ongoing magical
you to be of a certain character level or higher to cast. effect to do so.
Other spells get stronger when you cast them at a
certain character level or higher.

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Deeper Rules Cantrips
• Backlash: If the ongoing effect has a “price you A cantrip is a simple spell that costs 0 mana to cast.
paid” for casting a spell (such as if a spell you cast
caused damage to a target but poisoned you), you Innate Spells
cannot end the negative effect on yourself. This is Sometimes a creature replicates the effect of a spell by
GESTALT CORE RULE

entirely up to the GM’s discretion. means other than casting a spell. An innate spell can
• Permanent: You cannot end a permanent spell, represent something outside the formal definition
even if you are the one that cast it. of “magic” or “spells” (a more supernatural or even
strange biological effect).
kSPELL FAILURE
Like a boulder rolling down a hill, once started Innate spells do not rely on the creature’s Spellcasting
magic is difficult to stop or interrupt. A spell cannot proficiency but instead the most relevant skill or
be interrupted or made to fail unless something proficiency they have. The most relevant skill is
expressly says it does. The only thing that stops a sometimes suggested in a parenthetical. Use this
spell mid-casting is if the caster cannot continue proficiency to determine the DC of the innate spell,
to take the actions required to cast the spell before and you can use the skill in place of Spellcasting if
completing itt. the spell allows you to roll Spellcasting for particular
effects (such as dispel magic).
For example: a wizard-rogue that is knocked
unconscious can’t continue to cast a spell. The same Innate spells do not require mana to cast, and having
would be true if the caster died mid-spell (though one doesn’t grant you mana. They expressly do not
this would present some interesting narrative options work with abilities that require the expenditure of
for the GM). mana.

Spell interruptions most often occur when casting a Example: “Once per day, you may spend 5 doses
ritual. If you take any action other than “casting the of medicine to cast resurrect as an innate spell
ritual”, it fails. You can’t take a nap or cook dinner (Medicine).”
while casting a ritual and you sure as heck can’t have
a swordfight. Spells don’t get interrupted by taking Deeper Rules
damage (so long as you’re alive) but you can’t do • Scaling: If a spell has a benefit for being at least a
anything else while casting a spell. certain level, an innate spell also benefits from it
if the user of it is of the appropriate level.
If you willingly take an action that causes a spell to • Multiple Ability Modifier Skills: If a skill has
fail (you try to fight while doing a ritual, for example) more than 1 ability modifier tied to its use, the
you lose the mana used to cast it. If it was outside highest those ability modifiers for your character.
your control (i.e you died while casting the spell) you Example: Acrobatics uses Strength or Dexterity. If
don’t. an innate spell was tied to Acrobatics and you had
higher Dex, you’d use that.

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Sidebar: Intelligence and Magic RITUAL TO REPAIR REALITY
There is some variance regarding if magic requires CRACK
sentience to be cast. Things like divine magic and This ritual is a Skill Challenge with a Heroic (30) DC
even nature magic do not; so long as the Divine and requires 500 points of work to close. Arcane Lore,
Tempest, nature, The Storyteller, or some other Religion, and Fieldcraft can be used to complete this
patron says that a creature can have it, they can. Skill Challenge.

BETA VERSION 1.2


Arcane and psychic magic require some kind of
intelligence, normally sapience if not sentience, WEIRD MAGIC AND DAMAGE
to cast. Weird magic is its own chaotic mess of All weird magic spells that cause some kind
intentional self-contradictions and idiosyncrasies so elemental damage instead cause “null damage”. A
any definitive statement is impossible to make. weird mage can use the Shifted Element metamagic
to change their null damage to one of the listed
Types of Magic damage types (but not vice versa).
There are primarily 5 types of magic in Gestalt:
arcane, divine, nature, psychic, and weird, with Metamagic
arcane and divine being the most commonly When casting a spell you can attempt to apply a warp
encountered. Magic interacts with each other or twist the spell’s energy, turning it into something
without issue; the division of magic is in its origin different than its normal form. Casting spells using
rather than its effect. metamagic costs more mana than normal spells.

kWEIRD MAGIC USING METAMAGICS


Magic drawn from the entropic plane of destruction, Once per round, when casting a spell you can
also called “The Nothing” is very dangerous magic. attempt to apply a metamagic effect to the spell. This
Whenever a character casts Weird Magic they must is done as part of the action used to cast the spell.
roll 1d20. On a roll of a 1 there is a “crack” that breaks This requires you to make a Spellcasting proficiency
reality, letting in some of the entropic energy of The check and beat the DC listed on the metamagic effect
Nothing. Weird cantrips do not risk causing cracks. below. A given spell can only have 1 metamagic effect
applied to it (you can’t combine them).
REALITY CRACK • Success: If you meet or beat the DC, the spell is
A crack is a 30 feet line centered on the caster and cast with the metamagic effect applied.
positioned by the GM. Visually it looks like you are • Failure: If you get lower than the DC, the spell
wearing glasses with a large crack on the lens. Any is cast without the metamagic effect applied.
creature that ends their turn on the crack is hit with Additionally, the spell goes horribly awry and you
a disintegrate spell (as if cast by the creator of the take your level in magic damage.
crack). Things are pulled towards it as if pushed by a
strong breeze. This crack lasts until a ritual to repair While use can apply metamagic effects to any kind of
it is performed. Aberrations begin to spawn from this magic, all metamagic checks rely on the Arcane Lore
(the rate and sort defined by the GM). skill.

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kOTHER METAMAGIC TOPICS Apocalyptic
LEARNING METAMAGICS Mana: +3
A character knows how to use all metamagics so long DC: Godlike (50)
as they are at least Skilled in Spellcasting or Arcane Requirements: The spell deals damage with the
Lore. instant keyword.
GESTALT CORE RULE

Effect: The spell’s damage becomes Absolute.


METAMAGIC RITUALS Note: Casting an apocalyptic spell can only be done
You cannot use metamagics on ritual spells. safely once per short rest. You can cast it additionally
times per day but casting it causes a crack (per Weird
METAMAGIC CANTRIPS magic).
A cantrip can be modified by metamagic, however
doing so generally has a cost (as metamagic increases Sidebar: Apocalyptic Consequences
mana costs). If a cantrip has a cost greater than 0 it Casting an apocalyptic spell is serious magic. It’s
loses the cantrip keyword. akin to using heavy ordinance. You can use it with
good reason, but if you go about casually setting off
kMETAMAGICS AND high explosives people are going to notice. Magic
INVOCATIONS & INNATE SPELLS academies or the Adventurer’s Guild may censor you
You cannot apply metamagics to invocations, innate or even dispatch mage hunters to deal with you. This
spells, or other spells not reliant on spending mana. is mostly because apocalyptic spells are akin to using
Weird Magic and can crack the bottle that contains
PAYING THE EXTRA COST reality. Once in a while is fine, but use it responsibly
The mana cost paid for the metamagics must be from (or not, I’m not your dad).
the same pool of mana used to cast the spell.
Example: If you’re casting a wizard spell modified Baleful
with the baleful metamagic you’d need to spend 3 Mana: +2
wizard mana. DC: Heroic (30)
Requirements: The spell must be a personal spell.
kLIST OF METAMAGIC EFFECTS Effect: The spell becomes a touch spell and can affect
HOW TO READ A METAMAGIC unwilling targets. The creature receives a save, even
EFFECTS if the spell normally doesn’t allow for one. The kind
Name of save (Fortitude, Reflex, or Will) is up to the GM’s
Mana: This is the increase in mana cost to cast a spell discretion, though it is assumed to be a Will save by
with this metamagic feat. default.
DC: The Spellcasting DC to utilize the effect.
Requirements: These are requirements that the spell
you are casting must meet to have this metamagic
effect applied to it.
Effect: The text here describes the effect on the spell.
Professional/Exceptional Bonus: If the effect has a
stronger version gained upon reaching a higher level
of proficiency, it is listed here.

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Delayed Minimized
Mana: +0 Mana: -1 (Minimum 0)
DC: Challenging (20) DC: Godlike (50)
Effect: The effect of your spell you cast occurs after Requirements: The spell is not a ritual.
you cast it. At the time of casting you can decide how Effect: All variable numeric effects of a spell modified
long the spell will wait to go off. This can be any time by this effect are treated as if they had rolled the

BETA VERSION 1.2


between “next round” and “1 hour from now”. Roll for minimum value possible and the DC is reduced by 5.
all the variables when you cast it. It originates from This spell uses the base form of the spell regardless
the same physical location you cast it from. of your level. This spell gains the “cantrip” keyword
when cast with this metamagic feat.
Empowered
Mana: +1 Non-Lethal
DC: Challenging (20) Mana: +0
Requirements: The spell deals lethal damage. DC: Challenging (20)
Effect: Treat yourself as being 3 levels higher for the Requirements: The spell deals lethal damage.
purposes of determining the effects of this spell. Effect: The spell deals non-lethal damage instead of
lethal damage. This otherwise doesn’t change the
Lingering damage type (i.e. fire damage becomes non-lethal fire
Mana: +1 damage).
DC: Challenging (20)
Requirements: The spell has a non-instantaneous Permanent
duration. Mana: +3
Effect: The duration of the spell is doubled. DC: Godlike (50)
Special: You may instead attempt a Heroic (30) Requirements: The spell must have a listed duration
Spellcasting check to make the spell last for 24 hours. of at least 1 minute.
Only personal spells may benefit from this effect. Effect: This spell becomes permanent (though it can
be dispelled). Casting a spell with this metamagic
Maximized causes it to become a ritual that takes 4 hours to cast.
Mana: +2 Once it has been cast you must make the Spellcasting
DC: Legendary (40) check to apply this metamagic. If successful the spell
Requirements: The spell is not an enhancement spell is cast with all the variables that were determined at
or ritual. the time of casting lasts indefinitely.
Effect: All variable numeric effects of a spell modified
by this effect are treated as if they had rolled the
maximum value possible.

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Deeper Rules Selective
• Limited Number: If a spell has a limit imposed on Mana: +0
it, such as a spell with the “summon” keyword, it DC: Challenging (20)
no longer applies. Requirements: This spell needs to affect an area or
• Expendables: If the spell is expendable in any way multiple targets.
GESTALT CORE RULE

(such as a spell shield spell that triggers upon the Effect: You can excuse any number of creatures, areas,
next casting of a spell upon you) it is permanent or objects from the area of the spell you are casting.
until expended.
• Enhancement: Permanent enhancements still Shared
take up your enhancement slot (i.e you can’t have Mana: +2
a second one cast on you). DC: Challenging (20)
• Longer Cast Time: If the spell has a longer casting Requirements: This spell needs to affect a single
time than 4 hours, use that casting time instead. creature.
• Death and Permanency: If you cast a permanent Effect: If the spell had the personal keyword, it
spell on a creature, the spell ends when the instead has the touch keyword. Otherwise, you may
creature dies. target up to your highest mental ability score worth
• Permanency and the Narrative: The GM is of creatures with the spell. This only works on willing
encouraged to come up with inventive methods creatures.
for ending permanent spell effects that stymie
the players. Shifted Element
Piercing Mana: +0
Mana: +1 DC: Challenging (20)
DC: Average (15) Requirements: The spell deals elemental damage
Effect: This spell ignores Resistance up to the result (acid, cold, electricity, fire, poison, sonic).
of the check you made to apply this metamagic effect. Effect: Choose a different elemental damage type
from this list: acid, cold, electricity, fire, poison, or
Quickened sonic. The spell deals the chosen damage type instead.
Mana: +2 Special: With a Heroic (30) check, add the following
DC: Dire (25) elements to the lists of elements you can alter and/or
Requirements: The spell must take between 2 and 3 select; divine, magic, mental, necrotic
actions to cast.
Effect: Reduce the action cost to cast the spell by 1. Silent
Mana: +1
Reach DC: Average (15)
Mana: +1 Requirements: The spell cannot have an effect that
DC: Average (15) requires noise as a component of its effect (Example:
Requirements: The spell has a single target and is not a sonic boom or an illusionary sound.)
a personal spell. Effect: This spell is cast without you having to make
Effect: This metamagic effect turns a touch spell into any noise. If you are silenced you can still cast it.
a spell with a 30 feet reach. Alternatively, if the spell
is not a touch spell and has a listed range, double it.

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Still Widen
Mana: +1 Mana: +1
DC: Average (15) DC: Challenging (20)
Effect: You don’t need to move as part of casting the Requirements: The spell affects an area.
spell. This allows you to cast the spell while bound, Effect: The area affected by the spell is increased by
grappled, or otherwise restrained without penalty. +50%, rounded down (i.e. a 30 feet radius becomes

BETA VERSION 1.2


45 foot radius, and a 15 foot cone becomes a 20 foot
Stylish cone).
Mana: +0 Special: With a Heroic (30) check, you instead double
DC: Easy (10) the spell’s area.
Effect: You can change inconsequential stylistic and
cosmetic effects of your spell. This might change
the spell’s color, make the fireball you have gain a
grinning demon’s face, add the smell of cherries to a
healing spell, etc. The effects are very clearly artistic
in nature.
Failure: Unlike other metamagic effects, you do not
take damage for failing this metamagic.

Thrown
Mana: +1
DC: Challenging (20)
Requirements: A willing ally is within 30 feet of you.
Effect: The spell originates from a willing creature
within 30 feet you designate and have line of sight
and effect to. The spell still uses you as the actual
caster, but calculates range, line of sight, and cover
from the ‘origin’ creature.
Special: With a Legendary (40) check, you may have
unwilling creatures act as your origin point. They
receive a Will save to resist this effect. The DC of this
save is equal to the result of your check to use this
metamagic.

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Chapter 14: Spells
Adventurers use their mastery of magic to create 5th Level / 15th Level Bonus
powerful magic effects to aid them in their various Certain spells will add new effects or alter their
GESTALT CORE RULE

quests. Spells are split into various schools (arcane, nature as you get stronger. At the indicated levels,
divine, nature, psychic, and weird) that different the spell improves in power. The effect of these spells
practitioners of magic can use. There is some overlap stack, unless otherwise noted. You can always cast
but, regardless of the school of magic, spells are a a spell using a less powerful version (this is called
powerful tool in the arsenal of adventurers. “undercasting” a spell).

Spellcasting Terms Base Spell


Casting Time The “base version of a spell” is a spell cast at its lowest
Unless otherwise noted, a spell takes 2 actions to cast. level, that is to say it lacks any bonuses for being cast
at a higher level. Variables dependent on level still
Saves scale.
Unless otherwise noted, the save for a
spell is DC 10 + your proficiency bonus in Willing Targets
Spellcasting. The target of a spell may always elect to simply take
the effect.

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Unwilling Targets Death
If they don’t want to have a spell affect them, a target A spell that kills without dealing damage, or directly
of a spell may always elect to attempt to save against targets the vital force of a target. A death spell is
an effect, even if it would not obviously cause them always a death effect.
harm (if no save is given, the GM is the final arbiter of
what kind of save this is). Enhancement

BETA VERSION 1.2


This spell magically enhances you. You can only have
Compelled Actions 1 enhancement effect on you at a given time. If you
Any time a spell gives you command over another gain another, you can select which enhancement
creature’s actions you cannot cause the creature you’d like to keep.
to knowingly and/or willingly harm themselves
(directly or indirectly). The command simply fails Healing
unless the spell specifies otherwise. A spell that heals a creature.

Relevant Checks Illusion


Sometimes a spell will require a skill check (rather A spell that creates a false image, sound, or sensation
than a spellcasting check). What skill that is depends (or combination thereof ). Recognizing an illusion
on your school of magic. as such usually weakens it or ends it. A creature can
• Arcane: Arcane Lore take a free action to disbelieve it if they have some
• Divine: Religion reason to suspect it’s not real. This disbelief is on a
• Nature: Fieldcraft per-creature basis (the creature making the save is
• Psychic: Arcane Lore not affected) but one creature disbelieving may allow
• Weird: Arcane Lore others to do so (such as attempting to walk though a
wall).
COMMON KEYWORDS
Cantrip Instant
A basic utilitarian spell that does not consume a daily A spell without a prolonged duration or effect. (Less
spell use when cast. These spells can be cast as often than a round.) A fireball or lightning strike is an
as one pleases. instant spell.

Corruption Level Restriction


These spells bind the will of the subject, forcing (5th Level, 10th Level, 15th Level, 20th Level): Spells
them to act as the caster wishes. This ends when the with a level restriction indicates the minimum level
corruptor dies. required to cast such a spell.
Luck
Curse This is a spell that impacts a creature’s fate/luck.
A spell that negatively affects the target without These typically modify one’s ability to spend dice in
causing direct damage. some fashion.

Mental
This is a mind-affecting effect.

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Personal Summon
This spell can only be cast on yourself. These spells temporarily summon a creature or
object. Casting a summon spell automatically ends
Polymorph any other effect you have conjured by a summon
This transforms a creature’s body into a different spell. You cannot summon something into an
GESTALT CORE RULE

form. While polymorphed all your gear melds into occupied space. For example: if you summon a wall
your body, becoming unusable until you resume your with the wall spell and then summon an imp with a
normal form. On your death you resume your normal summon monster spell, the wall would instantly be
form. de-summoned.
Deeper Rules
Quick • Summoners: Some creatures can summon more
This spell only takes 1 action to cast. than one thing. Things like the summoner
wizard secret knowledge, magic items, and even
Ritual potentially feats could allow you to violate this
A ritual is a spell with a very long casting time limit. Your average spellcaster can only have 1
(typically longer than 1 minute). You can take no summon at a time however.
other action while casting a ritual. Taking another • “Permanent Summons”: A summon that is made
action ends the ritual and you must start again. permanent by any effect causes it to lose the
summon keyword.
• The Summoner Died: A summon is not dismissed
(i.e the spell is not canceled) if the caster dies or is
rendered unconscious. However, the summon is
no longer in the control of the caster and defaults
to its own nature/compulsion/etc.

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Touch Spell Descriptions
Spells that say you need to touch someone require
you to take the “touch” action as part of casting A
the spell, though you can use your Spellcasting kANIMAL ASPECT
proficiency in place of your unarmed strike. You don’t Keywords: Enhancement, Polymorph, Personal
Schools: Nature

BETA VERSION 1.2


DIVINE CASTERS Effect: Your form ripples and shifts as animal-like
A character who casts divine spells draws their power traits form onto you. Pick one animal you are familiar
from a patron or belief in an ideal drawn from the with. You gain 2 of the following effects from that
divine tempest. You can’t cast divine spells without animal for 30 minutes. Options can be selected more
the implicit approval of the one granting you their than once if the animal has multiple of a particular
power or against the ideals you hold strongly. If it choice.
goes against your patrons best interest or violates a • Natural Attack: Gain 1 natural attack the animal
tenant of your belief (often an oath) the divine spell possesses.
will fail. • Sense: Gain 1 of the senses (scent, darkvision, etc)
the animal possesses.
Examples: Trying to cast a divine spell that inflicts • Movement: Gain one movement type the animal
great suffering with divine energies from the healing possesses, with a speed equal to your highest
domain will probably fail. Likewise, trying to turn the speed.
divine power of a demon lord against itself (or their 5th Level Bonus: This spell loses the personal
minions) would fail. keyword and gains the touch keyword.
15th Level Bonus: Gain up to 3 benefits.
READING A SPELL
All spell entries use the following format;
The Spell’s Name
Keywords: Any important keyword or trait associated
with the spell. Certain effects may interact with spells
with a given keyword.
School: Which spell list(s) the spell shows up on.
Effect: The description of the spell.
5th/15th Level Bonus: If the spell becomes stronger
as you gain class levels, the stronger versions of the
spell are described here.

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kANIMATE OBJECT kANTIMAGIC FIELD
Keywords: Summon, Corruption Keywords: Summon
Schools: Arcane, Divine Schools: Arcane
Effect: You bestow part of your own soul and mind Effect: You warp the flow of magic within a small area,
upon an object of medium size or smaller within 30 preventing it from functioning. This creates a 10-foot
GESTALT CORE RULE

feet of you. Using this spell you can turn an object radius field around a point you choose within 30 feet
into a lesser animated object of the appropriate size of you. Creatures within that area have any active
(see the bestiary for its full description). This creature magic effects on them suppressed while they are in
acts as your minion for 1 minute. there (they lose access to them and lose benefits from
5th Level Bonus: You can create (non lesser) animated them), and cannot be targeted or affected by spells
objects of an appropriate size. cast outside the effect. Magic items within the area
15th Level Bonus: You can create greater animated likewise have their magic properties suppressed,
objects of an appropriate size. though they may still function as their base item.
If your character is at least 15th level they can create Attempting to cast a spell while located within an
masterwork animated objects if the object they target antimagic field requires an Absolute Spellcasting
is of remarkable quality or value. This version of the check. The field lasts 1 minute.
spell can target up to giant objects. 5th Level Bonus: The field’s radius increases to 30
Deeper Rules feet.
• Form: If the object you animate lacks them 15th Level Bonus: You may choose to cast this spell as
it gains rough, rudimentary limbs without a curse; if cast this way it loses the summon keyword
appendages like fingers. These often take the and gains the curse keyword. Choose a creature
form of existing parts of the object being made within 30 feet, which must attempt a Will save. If
pliable or able to bend. they fail, they become the center of a moving 5 feet
diameter antimagic field for 1 minute.
Sidebar: Not All Corruption Spells Deeper Rules
are “Evil” • What Does This Dispel: This dispels/suppresses
When you create an animated object you are magic items and active magic effects. An “active
technically puppeting a creature, though in this magic effect” is defined as any effect created by a
case it’s an extension of your own soul. While this spell (innate or otherwise).
is technically a corrupting spell, it’s mostly you
imposing your will... on yourself. Few would fault
you for temporarily animating a scarecrow to go do
some farm work. You may have to explain what you’re
doing to a paladin who happened to be walking by
and sensed some corruption but this spell is not
something anyone would reasonably object to. While
most spells that corrupt the caster are considered
immoral, not all of them are.

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kASTRAL PROJECTION kAWAKEN
Keywords: Ritual, 5th Level, Personal Keywords: Ritual, 5th Level
Schools: Divine, Psychic Schools: Arcane, Nature, Psychic
Effect: You create and project a purely psycho- Effect: You perform a 1-day ritual over an animal
spiritual manifestation of yourself, your literal soul, or plant, slowly raising them to a humanoid level
onto the Astral Plane where you can touch other of awareness. The creature’s mental abilities scores

BETA VERSION 1.2


minds and places with yours. This is a ritual that takes are increased to +0, if any were lower than that.
10 minutes to cast but allows you to teleport your Additionally, the target gains the ability to speak
senses to any point in the Astral Plane. You may speak Common.
(via projecting thoughts) while in this form and have
all of your normal senses but cannot be physically B
harmed while in this state. You may freely move to kBANE
any point on the astral plane or cognitive realm at any Keywords: Enhancement, Touch
time via teleportation. Your consciousness can still be Schools: Divine
subject to spells (though you are immune to all forms Effect: Specify a creature type. You or a target you
of damage) while in this state. touch gains 1 bonus damage dice on the next attack
made against that sort of creature within the next
While in this state your body is asleep and you can minute. These bonus damage dice deal divine damage
only be awakened when your astral projection ends; instead of their normal damage type. These bonus
normal stimuli do not awaken you as there is no soul damage dice do not stack with other bonus damage
left in your body. dice.
Deeper Rules 5th Level Bonus: You add 2 bonus damage dice to the
• Your Presence: On such planes you appear as damage roll.
a glowing orb of flickering colors, though it is 15th Level Bonus: You add 3 bonus damage dice to
apparent to all who you are (if they see the orb the damage roll.
and then see you later, they would recognize you
the same as if they’d seen your face before). kBARRIER
• Targeting the Soul: Your soul is you. If it dies, Keywords: Personal, Summon
you die. If your body doesn’t have a soul in it for Schools: Arcane, Divine
too long... some things may try to inhabit your Effect: You conjure a shimmering barrier of magical
body; it’s wise to leave someone to watch over force to shield yourself from harm. Choose 1 edge of
your body. If your soul has no body to return to it your space; you create a 5x5 vertical barrier along that
will be trapped on the astral plane for all eternity edge that lasts until the start of your next turn. This
(or until you find a new vessel). This has been grants you cover and blocks line of effect (but not line
the tragic end of many astral projectors and their of sight). As part of casting this spell, you may take
souls might very well wish to claim your body as a Defensive Action as a free action; doing so doesn’t
their own... end your turn.
• Planar Weirdness: If your soul ever leaves the 5th Level Bonus: This spell lasts 1 minute. You may
astral plane while in this state you instead return change which edge your barrier occupies once per
to your body. If you do not have a body to return turn as a free action.
to you die as your soul is scattered to the astral 15th Level Bonus: You may cast the spell as a reaction.
winds. It lasts until dismissed or dispelled.
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kBLESS C
Keywords: Enhancement, Luck, Quick, Touch kCALM EMOTIONS
Schools: Divine Keywords: Corruption, Mental
Effect: You touch a willing ally and grant them great Schools: Psychic
fortune in the future. This lets them add 1 Free Hero Effect: Choose a creature within 30 feet; they must
GESTALT CORE RULE

Dice to the next d20 roll they make within 1 minute. attempt a Will save. If they fail, any strong emotions
A blessed character cannot spend Hero Dice in any they are feeling are suppressed for 1 round (though
other way on this action, though they can forgo the they restart afterwards). This doesn’t necessarily force
benefit of being blessed in favor of adding Hero Dice any specific actions (such as combat ending) or end
normally. any effects (it just suppresses them), though it does
give a creature time to reflect on their actions free of
kBREAK CURSE any mental influence. If they successfully make the
Keywords: Touch save, the creature is not affected.
Schools: Divine 10th Level Bonus: This spell can affect up to half your
Effect: You touch a creature and attempt to end a casting modifier worth of creatures (minimum 1
curse or corruption effect currently affecting them. creature).
Make a Spellcasting check. The touched creature 15th Level Bonus: This lasts for 1 minute rather than
receives a new save against the effect, and may use 1 round.
your Spellcasting result in place of their roll.
5th Level Bonus: You may attempt to cleanse an area kCHAMPION’S FEAST
of a curse or corruption effect. Make a Spellcasting Keywords: Ritual, Summon
check against a DC of 10 + the caster’s Spellcasting Schools: Divine, Nature
bonus. If you succeed the effect ends. Effect: With a 15-minute ritual, you conjure enough
15th Level Bonus: You may always add dice from your hearty quality food to feed up to a dozen creatures.
Hero Dice pool to the Spellcasting checks made as The exact nature of the food is up to you, but it always
part of casting this spell, even while debuffed. appears ready to eat along with bowls, spoons, and
serving utensils. You may cast this spell as part of
taking a short rest; this does not disrupt the short
rest. After 2 hours, or when the food is finished being
eaten, the mess, utensils, and vessels for eating/
serving magically evaporate - leaving only full bellies.
5th Level Bonus: Creatures who partake in the food
over a short rest are restored up to their maximum
number of Hero Dice.
15th Level Bonus: Creatures who partake in the food
over a short rest count as having benefited from a
long rest. A given creature may only benefit from this
particular effect once in a given 24 hour period.

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Deeper Rules kCIRCLE OF PROTECTION
• 15th Level Bonus & Time: Things that take a long Keywords: Holy or Unholy
time but can be done within a day are generally Schools: Divine
described as being able to be done during a long Effect: You pray for protection and create a runic
rest. The 15th level version of this spell doesn’t circle in a 10-foot radius burst that protects you from
allow you to do them faster- if it would take a long antagonistic forces while you reside in the radius.

BETA VERSION 1.2


rest to craft something it still takes an actual long When cast, you must decide if this is cast as a “Holy”
rest to craft something. The 15th level benefit spell or an “Unholy” spell. If cast as a Holy spell, you
really just provides the benefits associated with gain Resist 10 against Unholy creatures and spells,
taking a long rest like HP recovery, Hero Dice and vice versa. This lasts for 1 minute or until you
recovery, spell recovery, etc. leave the circle.
5th Level Bonus: All allies within the area of this spell
kCHARM are granted the same resistance as you.
Keywords: Corruption, Touch, Mental 15th Level Bonus: The spell’s radius increases to 20
Schools: Arcane, Psychic feet, the resistance it grants is increased to Resist 15,
Effect: You magically warp a creature’s perception of and the spell’s duration lasts for up to 1 hour.
you, forcing them to act in a friendly manner towards
you, as per the charmed condition, for 1 minute. The kCLEAN
creature receives a Will save to negate the effect. A Keywords: Cantrip
creature that makes their Will save is immune to your Schools: Arcane, Divine, Nature
charm spells for 24 hours. Any hostile action taken by Effect: A 30-foot radius burst is instantly cleaned of all
you or your allies immediately ends the effect, acting grime, grease, or filth. This has no effect on unwilling
as though the creature had made their save (making creatures (it doesn’t kill a slime for example) and
them immune to subsequent applications for 24 never causes damage.
hours). 5th Level Bonus: This spell has up to a 100-foot
5th Level Bonus: You may target any number of radius. Items in this area are also generally tidied up;
creatures within 30 feet of you, with each receiving the limits being what the effort of a commoner doing
its own Will save. The spell loses the touch keyword. 5 minutes of labor could do.
Additionally, the effect lasts 1 hour. 15th Level Bonus: Items within the affected area
15th Level Bonus: The effect lasts 24 hours. are meticulously tidied up and organized; the limits
being what the effort of a dozen trained domestic
staff could do with 30 minutes of labor. Cutlery is
buffed and polished, table cloths are set, dishes are
hand-washed, books are put away and alphabetized,
corners are dusted, candles are lit, clothing is folded
with care, horses are groomed, floors are mopped,
perfumes are sprayed, etc. If cast in this way the spell
loses the cantrip keyword.

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kCLEANSE CORRUPTION kCONJURE PIT
Keywords: Instant, Touch Keywords: Summon
Schools: Divine, Nature Schools: Arcane, Nature, Weird
Effect: Select one creature or item that has been Effect: You warp space to create a deep pit. Designate
suppressed. Make a Spellcasting check against a DC an unoccupied 10 feet x 10 feet space within 30 feet
GESTALT CORE RULE

15 + the highest mental ability score of the creature of you. You create a pit that is 20 feet deep plus 10 feet
that suppressed your target. If you succeed, the effect per 2 levels (minimum of 30 feet deep), and lasts for 1
that suppressed your target immediately ends. If it is minute.
not caused by a creature (e.g., a “natural corruption”) 5th Level Bonus: You can create the pit in occupied
the DC is assumed to be Challenging (20). spaces; creatures in the area must make a Reflex save
5th Level Bonus: This spell can target any number to avoid falling into the pit. On a successful save they
of creatures or items within 30 feet of you. Make move into an empty space adjacent to the pit, or fall
a single check against the highest DC. If you are prone next to the pit if no empty space exists.
successful, all suppressing conditions end. The spell 15th Level Bonus: You can choose to create a
loses the touch keyword. bottomless pit. A creature caught in a bottomless pit
15th Level Bonus: The DC to end the effects is simply falls until they manage to catch themselves
reduced to DC 10 + the highest mental ability score on the walls (a Reflex save or Acrobatics check).
of the creature that suppressed your target. If it is not Additionally, this spell’s effect now lasts for up to 1
caused by a creature (e.g., a “natural corruption”) the hour.
DC is assumed to be Average (15). Deeper Rules
• Climbing Out: It is an Average (15) check to
kCOMMAND climb the walls of such a pit. Grabbing the side of
Keywords: Corruption, Mental a pit (a Reflex or Acrobatics check) is a Dire (25)
Schools: Arcane, Psychic check.
Effect: You overpower the will of a single creature • Ending the Spell: Creatures still in the pit when
within 30 feet, attempting to dictate their next course the spell ends are safely returned to the surface.
of action. You may command a creature to stop • Fall Damage: Remember- if you fall more than 20
moving, run away, approach, drop all held items, or feet you take 1 point of force damage for every
fall prone. On a failed Will save, the creature spends foot you fall!
its next available action on its next turn performing
the chosen action. If they successfully make the save,
the creature is not affected. This is a mind-affecting
effect.
5th Level Bonus: You may target any number of
creatures within 30 feet of you with this spell.
15th Level Bonus: On a failed save, affected creatures
spend 2 actions following your chosen command.
If the command isn’t repeatable (e.g., they already
fell prone or dropped their weapon), they spend the
second action doing nothing.

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kCOUNTERSPELL kCREATE UNDEAD
Keywords: Instant, Quick Keywords: Corruption, Ritual, Touch
Schools: Arcane, Divine, Psychic, Nature, Weird Schools: Divine
Effect: This spell may be cast as a reaction. When Effect: You touch the corpse of a creature who has
targeted by a spell that you are aware of that has you been dead for less than 1 month. This ritual takes 1
as a target, you can counter it (as per the Counter hour to perform. That creature is raised as an undead

BETA VERSION 1.2


action) with this spell. You must expend 1 mana to with all its skills and abilities with the following
cast this spell as a counter action. You and the spell’s exceptions. It gains the undead, minion, mook,
caster make opposed Spellcasting Proficiency rolls and mindless special traits. They are corrupted into
(1d20 + Spellcasting Proficiency). If yours is higher, following any commands you issue them as per the
the enemy’s spell fails. If the enemy’s roll is higher, rules for minions (including self-destructive ones).
their spell goes off without issue. You can only use this on creatures whose level is
no greater than half of yours. You must re-cast this
Deeper Rules spell on an undead every 24 hours for it to remain
• Aware: You must know a spell is being cast and animated.
that it’s targeting you. You don’t need to know 5th Level Bonus: The creature does not have the
what kind of spell. This caveat is largely to mook special rule. Creatures you use this spell on
prevent you from attempting to counter spells need to have this spell re-cast on them every week to
that were done stealthily or in a way you are remain animated.
otherwise unaware of. 15th Level Bonus: The creature targeted can be equal
• Counter Action: Casting this spell is technically to your level. Creatures you use this spell on need to
2 kinds of actions at once: the “casting a spell” have this spell re-cast on them every year to remain
action and the “counter” action. It only consumes animated.
1 reaction however.
• Requires Mana: Spellcasters who cast spells
without using mana, such as a warlock, cannot
learn this spell.

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kCREEPING FOG kCURE WOUNDS
Keywords: Summon Keywords: Healing, Touch, Instant
Schools: Nature Schools: Divine
Effect: You summon a 30-feet diameter cloud of fog Effect: You can touch an adjacent creature and heal
into a space within 60 feet of you. Creatures within them for 1d6 points of damage per 2 character
GESTALT CORE RULE

the cloud are hidden. The cloud functions as a minion levels (minimum 1d6) + your highest mental ability
with a fly speed of 10 feet. The cloud lasts 1 minute. modifier. This is “life damage” (which heals living
5th Level Bonus: When casting this spell, you can creatures and causes damage to things like undead).
choose to have the cloud be made of noxious gas; If a creature does not wish to be healed (or if healing
creatures within the cloud at the start of their turn would hurt them) they can attempt a Will save to
must make a Fortitude save or become Impaired (2) avoid the spell entirely.
until the start of their next turn. 5th Level Bonus: The amount healed increases to 1d8
15th Level Bonus: When casting this spell, you per 2 character levels.
can choose to have the cloud be made of toxic gas; 15th Level Bonus: You can heal all willing creatures
creatures within the cloud at the start of their turn within a 30-foot radius, centered on you, with this
must make a Fortitude save or take 1d4 acid damage spell. If used in this fashion, the spell loses the touch
and 1d4 poison damage per 2 levels and become keyword.
blighted for 1 minute. A successful Fortitude save
negates both the damage and the blighted condition. kCURSE
Deeper Rules Keywords: Curse
• Blowing It Away: A strong gust of wind over at Schools: Divine
least half of the area covered by this spell can Effect: You can target a creature within 30 feet of you
disperse it. with a curse if they fail a Will save. You must state
• Choice Of Effects: You cannot combine the 5th a restriction or request some action under penalty
and 15th level effects of this spell. You can choose of the curse (“If you look at me, you will suffer this
one or the other effect. curse!” or “Leave this place and never return!”). If the
creature willingly takes such an action, they become
kCURE AILMENT Impaired 2 for 1 hour (A GM may approve other
Keywords: Healing, Instant. appropriate results for curses). A curse is permanent
Schools: Divine, Nature until it is broken. If the curse has a condition that
Effect: One creature within 30 feet of you is instantly can be met (such as “Fetch me the Sword of Lies or
cured of a poison or disease whose save DC is 20 or suffer this curse!”), the curse is lifted once the order
less. has been fulfilled. A creature who makes their save
5th Level Bonus: This affects up to 3 creatures and against this spell cannot be targeted by a curse from
can cure poisons or diseases whose save DC is 25 or the same spellcaster for 1 week.
less. 5th Level Bonus: The result becomes Impaired 3.
15th Level Bonus: The maximum DC of diseases 15th Level Bonus: The result becomes Impaired 5 and
or poisons you can cure is equal to 20 + your lasts for 24 hours.
Spellcasting or Medicine proficiency (whichever is
higher).

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kCURSED FAVOR D
Keywords: Curse, Enhancement kDANCING WEAPON
Schools: Divine Keywords: Summon, Touch
Effect: The target is “gifted” with a magical sigil of a Schools: Arcane, Divine
white elephant that appears on their forehead. The Effect: Select a weapon you are wielding and it
target gets a subtle feeling of power and confidence, becomes animated and fights by your side for 1

BETA VERSION 1.2


but the spell is otherwise useless. Target creature minute. Your weapon becomes a minion (as per the
within 30 feet must attempt a Will save. If they fail minion rules) and uses your proficiency bonuses,
this spell fills their enhancement slot for 1 minute, saves, and ability modifiers. As with all minions you
replacing their current enhancement effect if must take the “Direct Minion” action to give it a
necessary. This spell cannot be replaced by another command. A dancing weapon has 20 AC, is mindless,
enhancement without a successful Spellcasting check and has a fly speed of 30 feet.
(DC 10 + your Spellcasting proficiency). 15th Level Bonus: The dancing weapon lasts for 1
5th Level Bonus: You may target any number of hour.
creatures within 30 feet of you with this spell.
15th Level Bonus: The Spellcasting DC to replace this Deeper Rules
enhancement is Absolute. • Line of Sight/Effect: If you ever lose line of sight
or line of effect with your weapon this spell’s
Deeper Rules effect ends prematurely.
• Order of Operations: If you cast this spell on • Bonuses: A dancing weapon doesn’t get any bonus
someone with a spell shield the spell shield damage dice or other bonuses from things like
would apply first as cursed favor requires the spells, class features, feats, etc. For example: a
target to make a Will save. berserker’s Rage won’t grant the attacks a dancing
weapon makes extra damage. Just the base
kCURSE OF GLASS abilities.
Keywords: Curse • When In Doubt, Use Your Stuff: There are strange
Schools: Arcane, Divine edge cases where you’d need to know things
Effect: You curse your foe to become exceptionally like “What is the Acrobatics skill of the dancing
frail, suffering greatly from their next wound. Target weapon?”. When in doubt, look at the caster’s
creature within 30 feet becomes Vulnerable to the abilities.
next instance of physical damage they take within • No Combat Maneuvers: A dancing weapon
the next minute. A Will save negates this effect. cannot do combat maneuvers.
Creatures damaged while under the effect of this
have odd wounds that seem to crack in spider web
patterns out along the surface of their body, like glass.
5th Level Bonus: The target becomes Vulnerable to
all physical damage types until the end of their next
turn.
15th Level Bonus: The target becomes Vulnerable to
all physical damage types for 1 minute.

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kDARKNESS Deeper Rules
Keywords: - • Climbing Out: It is an Average (15) check to
Schools: Arcane, Nature, Weird climb the walls of such a pit. Grabbing the side of
Effect: You magically darken an area with a radius of a pit (a Reflex or Acrobatics check) is a Dire (25)
30 feet for 1 minute, dropping the light level by 1 step check.
GESTALT CORE RULE

(bright> normal> dim> dark). • Ending the Spell: Creatures still in the pit when
5th Level Bonus: You can lower the light levels by up the spell ends are safely returned to the surface.
to 2 steps. • Fall Damage: Remember- if you fall more than 20
15th Level Bonus: You and any ally you designate at feet you take 1 point of force damage for every
the time of casting are immune to the effects of this foot you fall!
spell, treating the area as if it had the normal light
level. kDEATH CURSE
Keywords: Curse, Death, 10th Level, Instant
kDEADLY PIT Schools: Arcane, Divine
Keywords: Summon Effect: You channel dark power through a foe
Schools: Arcane, Nature, Weird within 30 feet of you, attempting to snuff out their
Effect: You warp space creating a dangerous pit. life force. The target must make a Fortitude save.
Designate an unoccupied 10 feet x 10 feet space If they succeed, your target takes no damage and
within 30 feet of you; you create a pit that is 30 feet becomes immune to your death curse spell for 24
deep and lasts for 1 minute. The pit has sharp rocks, hours. Otherwise, if they fail they are killed outright.
spikes, or other dangerous implements at the bottom. Undead and creatures without a life force are not
In addition to falling damage the target suffers 1d6 valid targets for this spell.
piercing damage for every 2 levels you have if they
hit the bottom. kDEATH WARD
5th Level Bonus: You can create 3 deadly pits with a Keywords: Enhancement, Personal
single casting of the spell. These collectively count as Schools: Divine
1 summoned object for the purpose of determining Effect: You gain Resist necrotic 20 and Absolute saves
how many summoned objects you can have active. against death effects for 1 minute.
Adjacent deadly pits don’t make a larger one- they are 5th Level Bonus: This spell loses the personal
simply adjacent to each other. keyword and gains the touch keyword.
15th Level Bonus: The pits are also full of acid gas. 15th Level Bonus: This spell lasts 1 hour.
Creatures take 2d6 acid damage each round they are
within the confines of a deadly pit. kDETECT DIVINITY
Keywords: Personal, Instant.
Schools: Divine
Effect: You can see the divine auras of creatures with
the holy or unholy keyword. This happens in a flash.
You get a momentary vision of the souls of creatures
you can perceive: either a saintly aura that signifies
a holy creature or an ominous one that signifies an
unholy one. Creatures without such keywords have
nothing revealed about them. A creature who wishes
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to conceal this can attempt a Stealth or Bluff check vs kDICTATE
a DC of 10 + your proficiency bonus in Spellcasting. Keywords: Holy or Unholy, Instant, Mental, Fear
5th Level Bonus: The spell’s effect lasts for 1 hour. Schools: Divine
The spell loses the instant keyword and becomes an Effect: Channeling divine power into your voice, you
enhancement. release an awe-inspiring shout. When cast, you must
15th Level Bonus: The spell’s effect lasts for 24 hours. decide if this is cast as a “Holy” spell or an “Unholy”

BETA VERSION 1.2


The spell loses the instant keyword and becomes an spell. Affected creatures must make a Will save or fall
enhancement. prone and become scared of you for 1d4+1 rounds.
This is a mind-affecting fear effect.
kDETECT INVISIBLE Holy: This affects Unholy creatures and the spell
Keywords: Enhancement, Personal gains the Holy keyword.
Schools: Arcane, Psychic Unholy: This affects Holy creatures and the spell
Effect: Your eyes cloud over and the world fills with gains the Unholy keyword.
oily white clouds. You gain Detect (invisible) 60 feet 5th Level Bonus: You may treat enemies without the
for 1 minute, but have a hard time seeing anything Holy/Unholy tag as if they had that tag. You cannot
else. You only see white on white approximations of give a Holy creature the Unholy tag, and vice versa.
the real world while in this form and no creatures There must be some reason that the tag is applied.
who are not invisible. You are Debuffed on any 15th Level Bonus: Affected creatures that fail their
actions that don’t involve an invisible creature. save are additionally paralyzed for 3 rounds.
5th Level Bonus: You retain your ability to see the
real world and invisible creatures (you are no longer kDIMENSIONAL ANCHOR
Debuffed). Keywords: Curse
15th Level Bonus: You gain Blindsense (invisible) Schools: Arcane, Divine
with a range of 60 feet. Effect: Target creature within 60 feet must make
a Will save. On failure, the creature is unable to
kDETECT MAGIC teleport or travel between planes for 1 minute.
Keywords: Cantrip, personal 5th Level Bonus: The effect lasts 1 hour. The range is
Schools: Arcane now 120 feet.
Effect: You gain Detect (magic) for 1 minute. 15th Level Bonus: The effect lasts for 1 month. The
5th Level Bonus: The spell now grants Pinpoint range is now simply any creature you have both line
(magic) with a range of 30 feet of sight and line of effect to.
15th Level Bonus: The range of the effect increases to
60 feet.

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kDISCERN OATH kDISGUISE
Keywords: Ritual Keywords: Personal, Enhancement, Illusion
Schools: Arcane, Divine, Psychic Schools: Arcane
Effect: You meditate on the moral nature of a creature Effect: You can change your appearance to that of
you have met. After 1 hour of doing so you may make another creature for 1 hour. This may not make you
GESTALT CORE RULE

a Challenging (20) Spellcasting check to discern one appear as a specific creature, but one of that category.
of their oaths. If the target is at least Professional in Creatures wishing to identify you must beat a check
Bluff it is instead a Heroic (30) check. of DC 10 + your proficiency bonus in Spellcasting,
Special: If you have something deeply personal to the Stealth, or Bluff (whichever is higher).
subject of this spell and destroy it as part of the ritual, You may make Spellcasting checks in place of Bluff
you automatically succeed in the attempt to discern when attempting an Impersonate.
their oath. 5th Level Bonus: You can disguise yourself as specific
15th Level Bonus: Casting this spell only takes 1 individuals rather than a general type of creature.
minute. Additionally, the spell loses the personal keyword and
gains the “touch” keyword. It only works on willing
Sidebar: Oaths in the Game World creatures.
An “oath” is not so much a “thing” in the actual game; 15th Level Bonus: Until provided evidence of the
it is a mechanical abstraction. It is called different deception, creatures attempting to identify you treat
things by different people but ultimately represents the DC as Absolute. The duration also increases to 24
their sense of morality. It might be their formal code hours.
of conduct, their religious beliefs, their personal Deeper Rules
philosophy, a literal oath they have sworn, what • Known Targets: You must have intimate
drives them, or even something as fluid as “just how knowledge of what you are trying to appear as.
they do things”. The discern oath spell is actually You can appear as an orc only if you know what
giving the caster insight into their heart, their an orc looks like.
underlying morality and what is important to them. • General Form: This cannot change your size
category or general form. For example: you could
turn from an elf to a human but turning from an
elf to a giant or an elf to a dog would not work.

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kDISINTEGRATE Deeper Rules
Keywords: Instant • Magic items require a Heroic (30) Spellcasting
Schools: Arcane, Weird check to dispel.
Effect: You fire a ray of destructive force at a target, • Artifacts have dispel DC of Absolute.
tearing it apart on a fundamental level. Make a • If there is no “caster” of the spell, the GM should
Spellcasting attack at a range of 60 feet. If you hit, use their discretion. Most spells that aren’t cast by

BETA VERSION 1.2


the target takes 1d6 null damage per 2 levels + your a spellcaster have a Challenging (20) DC.
highest mental ability modifier. Creatures killed by
this damage are reduced to a pile of ash. If you target kDIVINE BOLT
an object, it destroys up to a 10-feet cube of material. Keywords: Instant
5th Level Bonus: Increase the range of this spell to Schools: Divine
120 feet. and the damage gains penetration 20. Effect: You conjure a divine bolt of power to strike
15th Level Bonus: The spell ignores Resist and your foes from above. Designate a 10 feet x 10 feet
Threshold, unless these values are Absolute. area within 30 feet of you. Creatures in that area take
1d6 divine damage per 2 character levels (minimum
Sidebar: What is Null Damage? 1d6) + your highest mental ability modifier. A Reflex
Null damage is a special kind of damage focused on save negates the damage.
in future works. If you are just playing with the basic 5th Level Bonus: The range of the spell increases to
rules we suggest you use force damage instead of null 120 feet.
damage. 15th Level Bonus: Select the Holy or Unholy
keyword and grant it to this spell. Any creature who
kDISPEL MAGIC has the opposite keyword takes double damage from
Keywords: Instant this spell.
Schools: Arcane, Divine
Effect: Select an ongoing magical effect or magic kDOMINATE
item that you are aware of within 30 feet of you. Keywords: Curse, Corruption, 5th Level, Mental
Make a Spellcasting check (DC 10 + the Spellcasting Schools: Arcane, Psychic
proficiency of the source of the spell). If you beat it, Effect: You overwhelm the will of the target,
the effect ends. Magic items become non-magical for enslaving them to your whim. Choose a target within
1 hour. 30 feet; that creature must attempt a Will save. On a
5th Level Bonus: You can select up to your highest failed save, the creature becomes your minion for 1
mental ability score in magic items and/or effects hour. If given no orders, it will attempt to follow you.
within a 15-feet radius burst. Decide the highest DC The enslaved creature receives 1 new Will save every
and compare your result to that. minute to end the effect prematurely. Ordering an
15th Level Bonus: Your bonus to dispel effects is enslaved creature to take a hostile action grants it a
Absolute. new save at the start of each round.
15th Level Bonus: The spell now lasts 24 hours.

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Sidebar: Players, Consent, and E
Dominate kELEMENTAL TOUCH
Spells like dominate are some of the most horrifying Keywords: Touch, Instant
and upsetting spells in the world. You don’t kill Schools: Arcane, Nature
someone, you steal their will and enslave them Effect: Your hand shimmers with pure elemental
GESTALT CORE RULE

while they watch, horrified, as their body does energy: ablaze with fire, seething with frigid cold,
things without their control. This robs the person cracking with electricity, humming with a violent
you dominate of their consent and casting it is very sonic edge, or even oozing with caustic acid. This
corrupting, as well as morally repugnant. There are spell allows you to touch a creature, causing 1d6
almost no “moral” ways to use this spell, perhaps damage per 2 character levels (minimum 1d6) + your
using it to stop someone from committing murder highest mental ability modifier. At the time of casting
and have them take a seat, and doing so will likely you can choose one of the following damage types:
still upset people in game. acid, cold, electricity, fire, or sonic.
5th Level Bonus: You may additionally pick from
From an out of game perspective, using dominate mental, necrotic, or poison damage.
needs to be a conversation about boundaries. Are 15th Level Bonus: The damage dice for this spell
players okay with having their character dominated? become d8s rather than d6s.
Are they okay with others in game losing agency due Critical: x2 damage.
to magic? This is a tricky topic and deeply personal
topic and should be handled with the utmost care. kELEMENTAL WEAPON
The game won’t break if you don’t involve spells like Keywords: Personal, Enhancement
dominate but your friendships might if you don’t take Schools: Arcane, Nature
care. Effect: Choose one of the following damage types;
acid, cold, electricity, or fire. A single weapon you
kDRAGON’S BREATH wield has its damage type change to the chosen
Keywords: Fire, Personal, Enhancement element for 1 minute. Ranged weapons confer this
Schools: Arcane, Nature effect onto fired ammunition.
Effect: Like a dragon, you can belch forth a torrent 15th Level Bonus: This spell loses the personal
of fire as smoke and ash escape your nostrils. For keyword, and can affect any number of weapons
the next minute you gain a breath weapon. It deals within 30 feet. A creature unwilling to have their
1d4 fire damage per 2 character levels + your highest weapon affected may attempt a Will save to negate
mental ability modifier to all creatures within a the effect for them.
15-foot cone. A Reflex save negates the damage.
Exhaling this cone of fire takes 1 action but can only
be done once per round.
5th Level Bonus: Increase the damage to 1d6 per
2 character levels + your highest mental ability
modifier.
15th Level Bonus: Increase the duration of this spell
to 1 hour.

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kENTANGLING VINES kEXPLOSIVE WEAPON
Keywords: Summon Keywords: Personal, Enhancement
Schools: Nature Schools: Arcane, Nature
Effect: You conjure a mass of grasping vines, roots, Effect: You wrap your weapon in volatile explosive
and bushes with a 10-foot diameter anywhere within force. The next time you strike an enemy with the
30 feet of you. Creatures who touch this mass need weapon within the next minute, you deal bonus fire

BETA VERSION 1.2


to make a Reflex save or become entangled (only damage equal to your level to the struck creature.
a single save is required each turn). The DC to The bonus fire damage is also dealt to all creatures
escape the plants is DC 10 + your proficiency bonus adjacent to the target (excluding you). Adjacent
in Spellcasting. The mass lasts for 1 hour or until creatures can attempt a Reflex save (DC of your
removed. The plants can be destroyed: it has 3 HP Spell DC or 10 + weapon proficiency) to negate the
per character level of the caster. This is considered damage.
difficult terrain. 15th Level Bonus: The explosion effect now affects all
5th Level Bonus: The mass can be cast anywhere creatures (other than you) within a 30 foot burst of
within 50 feet and has a malleable shape of up to 5 the initial target. You may choose if this happens on a
contiguous squares of plants. per-casting basis.
15th Level Bonus: Creatures who fail the Reflex
save against this spell are bound for 1 round, then F
entangled until they are removed. kFEAR
Keywords: Corruption, Curse, Mental, Fear
kEXHAUST Schools: Nature, Psychic, Weird
Keywords: Curse Effect: A target within 30 feet of you gains the scared
Schools: Arcane, Divine, Nature condition against you for 3 rounds. The target gets a
Effect: Target creature within 30 feet becomes Tired Will save to resist this.
(2) until the end of their next turn. A successful 5th Level Bonus: You can target any number of
Fortitude save negates this effect. creatures within 30 feet of you.
15th Level Bonus: The target is Tired (3) on a failed 15th Level Bonus: The duration of the scared
save. condition increases to 1 minute.
Note: As with all scared conditions the creature
gets a new save every round to attempt to end it
prematurely.

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kFIREBALL kFLOATING DISK
Keywords: Fire, Instant Keywords: Summon, Cantrip
Schools: Arcane, Nature Schools: Arcane, Divine
Effect: You conjure a ball of fire that you hurl at Effect: You conjure a 5ft diameter disk that hovers ~2
your foes, causing it to violently explode. You hurl a feet off the ground. As an action, a creature can grab
GESTALT CORE RULE

fireball up to 100 feet and it causes 1d8 fire damage the disk, in which case it follows their movement so
per 2 character levels (minimum 1d8) + your highest long as no other creature is holding it as well. The
mental ability modifier in a 10-foot radius burst. All disk can carry up to 3 + your highest mental ability
creatures in this area must attempt a Reflex save. If modifier worth of bulk; attempting to apply more
they are successful, they take no damage. This spell weight ends the spell. The disk lasts for 1 hour.
causes anything flammable to burn. 5th Level Bonus: You gain the ability to command
5th Level Bonus: The radius increases to 30 feet. and the disk as a minion; it has a fly speed of 10 feet. If
the range increases to 120 feet. you move the disk while standing on it, it counts as a
15th Level Bonus: You can exclude any number of mount.
creatures in the area from taking damage from the 15th Level Bonus: Triple the disk’s bulk limit. The
effect. disk can last for up to 12 hours.

kFIRE SHIELD kFLORA FORM


Keywords: Enhancement, Fire, Personal Keywords: Polymorph, Personal, Enhancement
Schools: Arcane, Nature Schools: Nature
Effect: You cloak yourself in a wreath of fire for 1 Effect: Vines, thorns or other plantlike qualities form
minute that badly burns anyone who strikes you with over your body. You are treated as if you’re wearing
a melee attack. Creatures that do so take 1d6 points of a breastplate made of wood (overriding any lighter
fire damage automatically. Attacks with manufactured armor you are currently wearing). While in this form
reach weapons are immune to this effect. you gain vulnerability to fire damage and may use
5th Level Bonus: This damage increases to 2d6. your Spellcasting proficiency on Stealth checks to
15th Level Bonus: This damage increases to 3d6. hide in natural overgrowth. This lasts for 30 minutes.
5th Level Bonus: This spell loses the personal
keyword and gains the touch keyword. It can only be
used on willing creatures.
15th Level Bonus: You may pick any light, medium,
or heavy armor for this spell to replicate. (It cannot
replicate shields.)

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kFLY kFORESIGHT
Keywords: Personal, Enhancement Keywords: Ritual
Schools: Arcane, Nature Schools: Divine
Effect: You begin to float in the air. You gain a fly Effect: You can commune with the divine tempest or
speed equal to your speed for 1 hour. your patron to ask if a course of action will ultimately
5th Level Bonus: The spell loses the personal turn out well or badly for you. Casting this spell takes

BETA VERSION 1.2


keyword. You may affect any number of creatures 1 hour and a specific question must be asked whose
within a 10-foot radius of yourself. Additionally, this answer applies to events within the next 24 hours.
spell now lasts for up to 5 hours. You will then get either a “good feeling” about it
15th Level Bonus: This spell’s granted fly speed (signifying that it will work out well for you), a “bad
becomes twice the target’s speed speed. Additionally, feeling” (implying things won’t work out so good),
this spell now lasts for up to 24 hours. or a “slight numbing sensation” (which implies the
results will not dramatically influence you).
kFORBID
Keywords: Curse, Metal, Corruption The information is accurate unless a dramatic and
Schools: Divine, Psychic unforeseen (typically divine) influence intervenes.
Effect: A creature within 30 feet of you gains an oath It also assumes that you will follow through on
not to do a specific thing for the next 3 rounds. This your current course of action. The spell grants no
oath should be simple (~10 words or less) and cannot additional information on the outcome.
directly conflict with existing oaths they have. The Example: A cleric may ask if a heist tomorrow will
target gains a Will save to negate the effect. work out well. If they get a bad feeling about it and
15th Level Bonus: You may target any creature you call off the heist, the ill fate may be avoided.
can draw line of sight and line of effect to. 5th Level Bonus: The spell grants one sentence’s
worth of important information about why the
situation will end as it does. (“The guards know.”,
“The backdoor is unlocked.”, “The goblins will be
fighting amongst themselves tomorrow.”.)
15th Level Bonus: The spell can be used to foresee
events up to a month away.

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kFREEDOM OF MOVEMENT kFUMBLE
Keywords: Enhancement, Personal Keywords: Curse, Luck
Schools: Arcane, Divine, Nature Schools: Arcane, Divine
Effect: For 1 minute, you are supernaturally limber. Effect: You curse a creature with bad luck. The target
You gain a Free Hero Dice on saves against effects must make a Will save or be Impaired 2 for 1 round.
GESTALT CORE RULE

that cause the bound, entangled, grappled, or 5th Level Bonus: You may target any number of
paralyzed conditions. When you attempt to escape creatures within a 30-foot radius of yourself.
a grapple, you gain a Free Hero Dice on the attempt. 15th Level Bonus: Targets who fail their save are
Finally, while squeezing you don’t have to spend extra also debuffed for 1 minute. Additionally this inflicts
movement. Impaired 3 instead of Impaired 2.
5th Level Bonus: The spell lasts for 1 hour.
Additionally, you may end the effect of this spell as a G
free action to gain a retroactive Absolute save against kGASEOUS FORM
an effect that inflicts bound, entangled, grappled, or Keywords: Enhancement, Personal, Polymorph
paralyzed. Schools: Arcane, Nature
15th Level Bonus: While under the effects of this Effect: You turn into a gaseous cloud of vapor with
spell you gain an Absolute bonus on saves or checks roughly the same mass as yourself until the end of the
made to resist or overcome the bound, entangled, next turn. While in gaseous form you can’t interact
grappled, or paralyzed conditions. with anything and can only drift forward at a rate of 5
feet per move action. You can pass through anything
kFROST BREATH that a cloud of vapor can pass through. You cannot
Keywords: Cold, Instant take anything that requires a physical form to do and
Schools: Arcane, Nature can’t cast spells.
Effect: You exhale a voluminous cloud of billowing
cold and rhime. All creatures within a 15-foot cone You are immune to physical damage while in this
take 1d8 cold damage per 2 character levels + your form but are vulnerable to fire damage.
highest mental ability modifier. All creatures in the
area must make a Reflex save. If they are successful, As a translucent cloud of mist it’s also fairly easy to
they take no damage. hide. You gain a Free Hero Dice on all attempts made
5th Level Bonus: Increase the size of the cone to 30 to hide.
feet. 5th Level Bonus: This effect lasts for 3 rounds (ending
15th Level Bonus: You can exclude any number of at the end of your 3rd turn).
creatures in the area from taking damage from the 15th Level Bonus: This effect lasts for 1 minute.
effect.

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kGHOSTFORM 5th Level Bonus: The spell’s area is now shapeable;
Keywords: Enhancement, Personal, Polymorph select up to 20 contiguous squares that the grease will
Schools: Arcane, Divine occupy. Additionally, the spell now lasts for up to 1
Effect: You become intangible for 1 minute. After the hour.
first hostile action taken by or against you, you return 15th Level Bonus: You may select up to 50 contiguous
to your normal, tangible, self. (Example: If someone squares that the grease will not occupy. Additionally,

BETA VERSION 1.2


attempts to stab you, you are immune to that stab but the spell’s effect is permanent and loses the summon
then return to normal immediately after.) You appear keyword.
a little transparent, your skin looks a bit like you’re
dead (a human’s skin would look kind of pallid), and kGROW
you sometimes let off tiny wisps of smoke. Keywords: Personal, Enhancement
5th Level Bonus: This spell lasts for 1 hour at Schools: Arcane, Nature
maximum and you no longer appear ghostly. A Effect: You can cause yourself to grow 1 size category
Challenging (20) Perception check could spot the (tiny> small> medium> large> giant) for 1 minute.
subtle tells though. 5th Level Bonus: You can grow up to 2 size
15th Level Bonus: This spell allows you to remain categories. Additionally, this spell loses the personal
intangible for the entire duration of the spell, keyword and gains the touch keyword instead. An
regardless of how many hostile actions are taken unwilling creature may resist the effects of this spell
against you. This spell still ends prematurely if you with a successful Will save.
take hostile actions however. 15th Level Bonus: You can grow up to 3 size
Note: See the “intangible” condition in the section on categories and the spell lasts for up to an hour.
conditions in the Core Rulebook.
kGUST OF WIND
kGREASE Keywords: Instant
Keywords: Summon Schools: Nature
Schools: Arcane, Nature Effect: You create a 30-foot cone of wind. All creatures
Effect: You create a 30-foot radius puddle of oily within it must make a Reflex save or be knocked
grease that causes people to slip and fall when prone. Unsecured items of 1 or less bulk are blown to
attempting to move through it. This puddle can be the end of the cone.
placed anywhere within 30 feet of you. A creature 5th Level Bonus: Unsecured items of 2 or less bulk
that begins or ends their turn in this area must make are blown to the end of the cone.
a Reflex save for fall prone. The area of this spell is 15th Level Bonus: The cone is now 60 feet. Creatures
considered difficult terrain. within the affected area also take 1d6 points of Force
damage per 3 levels if they fail the save. Unsecured
The grease in this area is flammable; if ignited, items of 3 or less bulk are blown to the end of the
creatures who end their turn in an area of grease take cone.
1d6 fire damage (no save) at the end of their turn.
This spell lasts for 1 minute before drying up. The oil
is a magical substance that vanishes when removed
from the main body of the puddle.

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H kINVISIBILITY
kHASTE Keywords: Illusion, Personal, Enhancement
Keywords: Enhancement, Quick, Personal Schools: Arcane
Schools: Arcane Effect: You become invisible for 1 minute. If you
Effect: You become lightning fast after tampering make a hostile action, the spell ends.
GESTALT CORE RULE

with the flow of time around yourself. You get 1 5th Level Bonus: The spell loses the personal
extra action on your next turn and increase your keyword and gains the touch keyword.
movement speed by 10 feet. 15th Level Bonus: Taking a hostile action no longer
5th Level Bonus: You get 1 extra action for the next ends the spell.
3 turns (rather than 1 turn). Additionally, this spell
loses the Personal keyword, and gains the Touch J
keyword. k J’ACCUSE!
15th Level Bonus: You get 1 extra action for the next 5 Keywords: Curse
turns (rather than 3 turns). Schools: Divine
Deeper Rules Effect: Pick a target within 300 feet that has exhibited
Extra actions granted by other sources, such as the some dramatic behavior. Choose a keyword that
fighter’s signature ability, do not stack. You may only you and the GM believe appropriately reflects that
ever have 1 extra action per turn. behavior; holy, unholy, fey, or monster. The creature
gains that keyword until the end of your next turn. A
I Will save negates this effect.
k INFLICT WOUNDS 5th Level Bonus: The effect lasts 1 minute.
Keywords: Divine, Touch, Instant 15th Level Bonus: The spell gains the quick keyword.
Schools: Divine
Effect: You can touch an adjacent creature and cause Sidebar: J’Accuse! and Appropriate
their body to spontaneously develop horrific wounds Actions
all over. This causes 1d6 points of divine damage per Using “J’Accuse!” on a target is meant to link their
2 character levels (minimum 1d6) + your highest actions with a specific keyword. If someone is
mental ability modifier. acting in a way that you might expect a demon to
5th Level Bonus: The damage increases to 1d8 per 2 (duplicitously, ragefully, etc) you could use J’Accuse!
character levels. Additionally, creatures hit by this to grant them the “unholy” keyword. You could not
take 1d8 points of bleed damage. use it to cause random soldier #4 to gain the unholy
15th Level Bonus: You can cause wounds to all keyword just because you don’t like them or because
creatures within a 30-foot radius, centered on you, they were fighting you.
with this spell. Creatures receive a Will save to negate
the damage. If used in this fashion, the spell loses the The holy keyword tends to be associated with
touch keyword. selflessness, protection, and charity. The fey keyword
is most often paired with mischievousness, pedantry,
and spite. “Monstrous” actions are harder to pin
down. Monsters always have a compulsion so if
someone is hyper fixated on something, is slavishly
following an order, or doing something to wild excess
they would be a good target for that keyword.
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This should, expressly, not be used just to grant the 15th Level Bonus: This allows you to exist
paladin the ability to Smite anything they wish. comfortably, as though you were in ideal mundane
(If you really want to do that, pick paladin as your living conditions for yourself, on any plane. This
primary class and enjoy the Discretion ability!) only wards off “normal” environmental hazards; for
example, you don’t burn alive on the plane of fire but
k a fireball will still cause damage to you. The effects

BETA VERSION 1.2


kKEEN VISION now last for 24 hours.
Keywords: Personal, Enhancement
Schools: Arcane, Nature kLIGHT
Effect: Your vision sharpens for 1 hour, granting you Keywords: -
“keen vision”; this doubles the effective range of your Schools: Arcane, Divine, Nature
senses. Additionally, you get 1 Free Hero Dice on Effect: Select an unattended object you can see with a
Investigation and Perception checks. bulk of 3 or less. It sheds light like a torch for 1 hour.
5th Level Bonus: You gain darkvision for the 5th Level Bonus: The light shed by the spell
duration. Additionally, you may target up to 4 can increase the light level by up to 2 steps
creatures with this spell (including yourself ). This (bright<normal<dim<dark). This is chosen at the
spell loses the personal keyword and gains the touch time of casting. Alternatively, you may cast this spell
keyword instead. as a ritual and it can be used to cause up to a dozen
15th Level Bonus: Your Investigation and Perception unattended objects to shed light like torches for 1
checks cannot be debuffed. hour.
15th Level Bonus: Light shed by this spell counts as
L natural sunlight for the purpose of affecting creatures
kLIFE BUBBLE weakened or harmed by sunlight. The duration can
Keywords: Nature, Personal, Enhancement now last up to 1 day.
Schools: Nature
Effect: You coat yourself in a thin veil of magic, kLIGHTNING BOLT
creating a comfortable environment for yourself Keywords: Electricity, Instant
to carry wherever you go. This allows you to exist Schools: Arcane, Nature
comfortably in most reasonable temperatures (-20 Effect: You send a crackling tether of electricity
F to 120 F) and under mundane weather effects from your palm, causing 1d8 electricity damage per
common to the mortal plane. It keeps you dry and 2 character levels (minimum 1d6) + your highest
warm in the rain, stable on a gusty day, and cozy mental ability modifier in a 30-foot line. All creatures
in a blizzard. This also allows aquatic creatures or in this area must attempt a Reflex save. If they are
creatures with other mundane environmental needs successful, they take no damage.
for survival to survive in inhospitable environments. 5th Level Bonus: The distance of the line of this spell
Finally, it provides clean air and relative cleanliness increases to 60 feet.
(e.g., your robes look nice even if you walked through 15th Level Bonus: The distance of the line of this
a mud field) for the recipient. spell increases to 120 feet.
This lasts for 6 hours.
5th Level Bonus: This spell affects any number of
creatures within 30 feet, loses the personal trait, and
its effects now last for 12 hours.
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NOT FOR PUBLIC DISTRIBUTION OR RESALE
M kMAGIC ARMOR
kMADNESS Keywords: Summon
Keywords: Curse, Corruption, Mental Schools: Arcane, Divine
Schools: Psychic Effect: You can summon a suit of otherwise mundane
Effect: You muddle the mind of a creature, addling armor that resembles nothing so much as solid
GESTALT CORE RULE

their thoughts. On a failed Will save, the creature smoke. This can be any mundane armor or shield
becomes confused for 1 minute. If attacked, the costing 200 GP or less. It is summoned onto yourself
creature will automatically retaliate on its turn. A or a willing target within 30 feet of you in a fashion
creature gains a new save at the end of each turn to that is fit to wear. You can only summon armor the
end the effect early. target has the capacity to use. This armor vanishes
5th Level Bonus: This spell lasts for 1 hour. into smoke after 1 minute.
15th Level Bonus: This spell lasts until removed or 5th Level Bonus: You can cast this spell on a target
dispelled. that is already wearing armor. That armor is covered
in a fine layer of smoke and no longer imposes any
kMAGE ARMOR movement speed penalty for 1 minute. If cast in this
Keywords: Enhancement, Personal fashion the spell loses the summon keyword and
Schools: Arcane gains the enhancement keyword.
Effect: A shimmering barrier of force coats your body, 15th Level Bonus: The duration of the effect of this
protecting you from harm for 1 hour. You gain a +3 spell lasts for 24 hours. Additionally, the GP value of
armor bonus to AC while unarmored. the armor you can summon increases to 1,000 GP.
5th Level Bonus: This spell may now be cast on
someone else, losing the personal keyword and Deeper Rules
gaining the touch keyword instead. Additionally, this • Breaking Magic Armor: Despite being from a
spell now lasts 12 hours. spell magic armor creates mundane armor. It is
15th Level Bonus: When cast this spell can target up damaged like a non-magical item.
to 5 creatures that you designate. Additionally, this • Material: The summoned armor is always treated
spell now lasts 24 hours. like the most common material the armor would
be made out of. (Metal for most armor.)

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kMAGIC MISSILE kMINOR MAGIC
Keywords: Magic (damage), Cantrip, Instant Keywords: Cantrip, Quick
Schools: Arcane Schools: All
Effect: You fire a number of small darts of raw arcane Effect: You perform one of a number of lesser magic
force that home in on your foe. These magical energy effects. This only works on unattended, unprotected,
darts have a range of 30 feet. and automatically hit (so and unrestrained objects.

BETA VERSION 1.2


long as there is no cover or miss chance) the creature • Light a candle, torch, or lantern within 30 feet for
you target. Each dart causes only 1 magic damage 24 hours.
and, by default, you fire 1d4 darts when you cast this • Make a small etheric noise. This has the volume
spell. of a yelled word, is indistinct, and can be made to
5th Level Bonus: This spell conjures 1d4 darts per 2 originate anywhere within 30 feet. of you.
character levels you have and has its range extended • Change the color of a touched object. This lasts
to 60 feet. This spell loses the cantrip keyword when indefinitely and can change anything that can be
cast in this way. changed with a simple dye or paint. The object
15th Level Bonus: You conjure 1d4 darts per character cannot be attended or otherwise be in use. The
level you have. The range of this spell is extended to recoloring is simple and generally uniform. For
120 feet. This spell loses the cantrip keyword when example, you could change a shirt from blue to
cast in this way. red.
• You can take a simple image that you have in
kMIND CRUSH your mind and project it in your hand. It is very
Keywords: Mental clearly magical (it is somewhat see-through and
Schools: Psychic. sparkles) and doesn’t have much detail but is
Effect: You send a powerful wave of psychic energy sufficient to convey a person’s general features,
into the mind of a single creature within 30 feet of crudely reproduce an image, or display a simple
you. It physically squeezes their mind and damages mask. This lasts until you move your hand or stop
their psyche. The creature gets a Will save and if they focusing.
fail they take 1d8 mental damage per 2 character
levels (minimum 1d6) + your highest mental ability
modifier and are confused on their next turn. A
successful save negates the damage and the confusion
effect.
5th Level Bonus: The confusion lasts for 3 rounds.
15th Level Bonus: On a failed save, this spell also
deals persistent mental damage equal to your highest
mental ability score for 3 rounds.

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kMINOR TELEKINESIS Deeper Rules
Keywords: Cantrip, Quick • I See You: Creatures that have the ability to detect
Schools: All you via nonvisual means roll the 1d6 twice and
Effect: You perform one of a number of lesser magic take the result they prefer.
effects. This only works on unattended, unprotected, • Hero Dice?: You can spend a Hero Dice on the
GESTALT CORE RULE

and unrestrained objects. roll made to detect the real person. Take the result
• Apply 5 lbs of force to an object or surface within you prefer between the d6 rolls.
30 feet. of you.
• Lift an object of light bulk into the air and move P
it. This object must be within 30 feet and cannot kPARALYZE
be attended by anyone or otherwise restrained. Keywords: Curse
This allows you to move the object up to 10 feet Schools: Arcane, Divine, Psychic
per action. Effect: Shackling chains of power wrap around the
• You can cause a light object to remain suspended target, binding or outright paralyzing them. Pick
in the air for 10 minutes. a target within 30 feet; that creature must make
• You can cause a light object to orbit you lazily for a Fortitude save. On a failed save, the creature
10 minutes. is entangled until the end of their turn. If they
successfully make the save, the creature is not
kMIRROR IMAGE affected.
Keywords: Enhancement, Personal, Illusion 5th Level Bonus: You may choose to inflict the
Schools: Arcane, Weird paralyzed condition instead of the entangled
Effect: You split into a swarm of duplicate images condition. If you do, the spell gains the corruption
and fractal clones. When you cast the spell, you gain keyword.
2 illusory copies (plus yourself ). They mimic your 15th Level Bonus: The effect of this spell lasts for 3
actions and movements with subtle and confusing rounds.
differences. When you are attacked or targeted by
a hostile effect, the GM rolls 1d6; on the roll of a
5 or 6 the attack hits you. Otherwise, one of your
illusory copies is destroyed (even if the effect would
not normally cause damage). Area of effect effects
automatically destroy all illusory copies. If unused,
your copies vanish after 1 minute.
5th Level Bonus: You gain 5 illusory copies of
yourself.
15th Level Bonus: You gain 10 illusory copies of
yourself.

358

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kPHANTOM SERVANTS kPLANE SHIFT
Keywords: Summon Keywords: Ritual
Schools: Arcane Schools: Arcane, Divine, Nature
Effect: You summon a pair of humanoid phantasmal Effect: You punch a hole through the cosmos and
apparitions to serve you for 1 hour. These phantom travel to a different plane of existence. This spell
minions have a 10 feet fly speed, can move up to 30 takes 1 hour to cast and you may take up to 10 willing

BETA VERSION 1.2


feet away from you, can each carry up to 3 bulk or creatures. You must visualize the location you wish to
push up to 5 bulk, and can perform mundane labor. arrive at and make a Spellcasting check. If you make
The phantoms cannot attack or take hostile actions a DC 20 you arrive at that destination in a safe place
and are instantly dismissed when the subject of a (or as safe as it can be - at the very least, unoccupied).
hostile action or any harm befalls them. When the If you fail the check you arrive 1d100 miles from
spell ends, anything the phantoms were carrying falls your intended destination in a randomly determined
to the ground in the space the phantoms was in. direction.
5th Level Bonus: You summon 3 phantom minions,
and they each can carry up to 5 bulk or push up to 8 If you are trying to enter a plane that is the personal
bulk. They last up to 12 hours. dominion of a being, this spell automatically fails if
15th Level Bonus: You summon 5 phantom minions, the one who rules over that plane is hostile towards
and they can move up to 60 feet from you. They last you.
up to 24 hours. 5th Level Bonus: You never miss the destination (no
need for a Spellcasting check). The casting time of
Deeper Rules this spell is now 1 minute.
• What Do They Look Like?: Each one is subtly 15th Level Bonus: This spell is no longer a ritual.
different but are all vaguely humanoid “sheet Its casting time is now 3 actions. You may cast this
ghosts” with hands and a blank face. They aren’t spell, instead targeting 1 unwilling creature within
invisible but are slightly transparent. 30 feet of you. They can make a Will save, opposed
• What Are They?: They are magical creations of by a Spellcasting check, and if they fail they are
force with no soul or mind. transported to the plane of your choice.
• Are They Skilled?: While they are largely
unskilled in all skills present in the game they
are assumed to be able to undertake Trivial (5)
or Easy (10) tasks without issue and can manage
Average (15) tasks with a little time. If a GM
allows it, a few working together may be able to
get a Challenging (20) task over a period of time.

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NOT FOR PUBLIC DISTRIBUTION OR RESALE
kPOCKET DIMENSION kPOISON
Keywords: Ritual, 5th Level Keywords:
Schools: Arcane, Divine, Psychic, Weird Schools: Nature
Effect: Using a 1-day ritual, you create a small Effect: You inflict a target within 30 feet of you with
permanent dimensional bubble within the Astral a deadly poison. They must make a Fortitude save or
GESTALT CORE RULE

Plane, a personal plane crafted to your design. Each take 10 persistent poison damage per round at the
casting creates a 100 feet x 100 feet x 100 feet cube of start of their turn for 5 rounds.
space, with additional castings expanding the space.
The spell creates a breathable atmosphere and dirt Alternatively, you can expend 1 dose of a poison you
floor, and the pocket plane generally follows the hold in your hand when casting this spell to replace
physical laws of the Mortal Plane. As part of casting this spell’s poison damage with the poison’s effect.
the spell, choose an L bulk item or trinket to serve as Use the higher DC between the poison and your
the key to the space; while holding the key you may Spellcasting.
access the space via plane shift or similar spells. 5th Level Bonus: The poison damage improves to 20
Deeper Rules per round.
• Renovating: Multiple castings of the spell may 15th Level Bonus: The poison damage on a failed save
create multiple pocket dimensions, or increase improves to 30 per round.
the size of an existing pocket dimension.
• Decorations: You can bring objects into your kPOLLEN STORM
pocket dimension. Like any other physical space, Keywords: Curse, Biological
objects left in the pocket dimension stay there. Schools: Nature
• Coming and Going: To enter or exit a pocket Effect: A silvery wind blows from your outstretched
dimension you must use a spell like plane shift. hands, coating everything in an irritating powder.
Alternatively you can cast pocket dimension Creatures within a 30-foot cone must make a
to allow yourself (and only you) to re-enter a Fortitude saving throw or become Impaired 1. Plants,
previously created pocket dimension. constructs, and undead are immune to this effect.
This lasts until your next turn and is a biological
Sidebar: Thematic Dimensions effect.
Your school of magic may determine some things 5th Level Bonus: This penalty becomes Impaired 2.
about your pocket dimensions, though the specifics 15th Level Bonus: On a failed save the creature still
are up to your GM. A divine pocket dimension becomes Impaired 1.
may shed light from the divine tempest (and you
keep hearing this constant disembodied singing!),
an arcane one might have some strange geometry,
a psychic one may subtly reflect your mood, and
a weird one might have strange cracks in reality
lancing through it (probably not a good thing...).
These are all superficial changes that a GM may
approve or deny.

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kPOLYMORPH kPORTAL
Keywords: Personal, Polymorph, Enhancement Keywords: Ritual
Schools: Arcane, Nature Schools: Arcane, Divine, Weird
Effect: You transform yourself into a non-humanoid Effect: You perform a ritual that rips a hole in the
creature. You must be familiar with this creature fabric of reality itself, opening a gateway between
(having identified it previously) and the creature your plane of existence and another one that you

BETA VERSION 1.2


must have a CR no higher than your level -5 specify. The ritual takes 1 hour and creates a 10 feet
(minimum CR 1/2). Casting this spell takes 1 minute x 10 feet temporary “window” of sorts that links one
and lasts for 1 hour. You cannot turn into a specific plane to another that lasts for 1 hour. You must clearly
individual (such as “Night Stalker - The King of the picture a location on the plane where you wish to
Tigers”) but rather into a general creature of that sort open the portal. If you do not have a place in mind,
(“A Tiger”). This gives you their physical body, not any the portal opens to a random place on that plane.
equipment or the like. All your equipment merges 5th Level Bonus: The portal stays open for 1 day.
into you. 15th Level Bonus: The portal remains open until the
5th Level Bonus: This spell lasts for up to 12 caster wills it closed.
hours. Additionally, you may perfectly assume the
appearance of an individual creature rather than a kPRECOGNITION
general member of the species. Keywords: Personal, Enhancement, 5th Level, Quick
15th Level Bonus: Additionally, this spell loses the Schools: Psychic
personal keyword and gains the touch keyword Effect: You can foresee an action an enemy will take
instead. Creatures targeted with this ability may that will occur before the start of your next turn.
attempt to resist the spell with a successful Will save. Any time before the start of your next turn, you can
declare an action an enemy takes against you was
Sidebar: Your Mental Faculties “foreseen” as a free action. You gain either Absolute
While Polymorphed AC or an Absolute save against that foreseen action.
Just because you polymorph into a bunny doesn’t If unused by the start of your next turn, the vision did
mean you are as dumb as a bunny, nor do you not come true (or fates changed) and its effect ends.
forget about the deadly mission you’re on. While 15th Level Bonus: You can cast this spell as a reaction.
polymorphed you are assumed to have the same
cognitive capacity as you have in your normal R
form. However, you do not need to re-calculate kREBUKE
the animal’s stats, simply use your own stats for Keywords: Divine, Holy/Unholy, Instant
skills, proficiencies, and saves that are based on Schools: Divine
mental ability modifiers (Intelligence, Wisdom, or Effect: You channel the divine wrath of the Divine
Charisma). If an odd edge case arises from this, please Tempest into a powerful blast that burns your foes.
discuss it with your GM. If cast as a Holy spell this affects creatures with the
Unholy keyword, and vice versa. Affected creatures
within 30 feet take 1d6 divine damage per 2 character
levels + your highest mental ability modifier. A Will
save negates the damage.

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5th Level Bonus: Holy creatures that fail their save kRESIST ENERGY
are scared for 1d4 rounds. Unholy creatures that fail Keywords: Enhancement, Touch
their save are blinded for 1d4 rounds. This gains the Schools: Divine, Nature
fear keyword. Effect: Choose one of the following damage types;
15th Level Bonus: You may treat enemies without the acid, cold, electricity, or fire. Touched creature gains
GESTALT CORE RULE

Holy/Unholy tag as if they had that tag. You cannot Resist 10 against that damage type for 1 minute.
give a Holy creature the Unholy tag, and vice versa. 5th Level Bonus: The Resist improves to 20. In
There must be some reason that the tag is applied- addition, add the following damage types to your list
for example, if a cleric witnesses someone commit of choices; necrotic, poison, sonic.
murder they can assign them the Unholy tag for the 15th Level Bonus: The Resist improves to 30 and the
purpose of this spell. duration increases to 1 hour.

kREGENERATION kRESURRECT
Keywords: Healing, Personal, Enhancement Keywords: Life, Healing, Ritual
Schools: Divine, Nature Schools: Divine
Effect: You fill yourself with a surge of vital energies, Effect: You return a recently slain creature to life
causing your body to mend wounds and regrow with a 10-minute ritual. The creature must have been
limbs. This spell grants you regeneration 5 for 5 dead for no more than 1 minute at the beginning of
rounds. Additionally, you regrow 1 missing limb casting, and not killed by old age or a death effect.
lost within the last 24 hours. The regained body part You must have the creature’s remains (or a significant
functions as normal, but is devoid of any previous portion of the remains). The creature returns to life
injuries or markings (e.g., scars and tattoos). You can with 1 HP.
regenerate any missing limbs within 1 day, per day. 5th Level Bonus: The creature can have been dead
5th Level Bonus: This spell loses the personal for up to 1 week. Additionally, you may resurrect
keyword, gains the touch keyword, and grants creatures slain by death effects.
regeneration equal to your character level (minimum 15th Level Bonus: The creature can have been dead
5) for 10 rounds. Additionally, you can regenerate one for up to 1 year. Additionally, you no longer need the
targeted ally’s body part per day. creature’s remains to cast the spell.
15th Level Bonus: This spell’s regeneration effect
now lasts for 10 minutes. You can regenerate up to 5 Sidebar: Excessive Resurrections
targeted allies’ body parts per day. Resurrection is hard on the soul. Characters who are
resurrected too frequently (more than once every
few sessions) may find it harder to come back or they
may attract... unwanted attention. This might be a
fey who is looking to harvest a bit of spiritual energy
each time you pass between this world and the next,
a demon who has some ancient claim to souls who
return to life more than 20 times, something hitches
a ride on your soul when you return to the mortal
realm, or an upset psychopomp who feels you are not
respecting death.

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Death has gravity and defiling it is like desecrating kROPE TRICK
sacred ground. It should be viewed as a permanent Keywords: Quick, Cantrip
and grave event; transgressing its borders is dramatic Schools: Arcane
and in many ways “against the natural order of Effect: This spell can be used to target an unattended
things”. Even if the magic were widely available many length of rope (not chain) of up to 50 feet in length
would not partake as it is often looked at suspiciously that is within 60 feet of you. Once cast it takes a

BETA VERSION 1.2


or with fear, it is unnatural and seen as distasteful. A single action at your command.
hero returning once or twice might be seen as heroic • Tie Up: The rope slithers like a snake onto an
and sacrificial but to abuse such a thing? Few would adjacent helpless, entangled, or grappled creature
dare and fewer would celebrate such an act. to them and ties them up in such a way as to
restrain them. It takes a Challenging (20) check
k REVEAL to escape such restraints.
Keywords: Quick, Instant • Climb & Fasten: The rope gains a 30 feet climb
Schools: Divine, Nature speed and slithers up to a point you designate
Effect: All creatures within 30 feet of you who are and fastens itself securely on the best possible
hidden or invisible suddenly become visible to you protrusion.
until the end of your turn. After your turn ends they • Whip: The rope fashions itself into a whip for 1
return to being hidden or invisible, though you retain minute.
knowledge of their approximate location, provided • Coil: The rope coils (or uncoils) itself neatly.
they don’t move. • Knot: The rope knots itself to a designated point
5th Level Bonus: Creatures you reveal are highlighted adjacent to it. This can also be used to untie any
by magical light (Will negates). This reduces their knot whose DC would be Challenging (20) or
proficiency with Stealth to Unskilled for 1 minute. A less.
creature marked in this fashion can take 3 actions to
clean themselves of the effect. This is a curse effect. 5th Level Bonus: You can give the following
15th Level Bonus: This spell now applies to all command, though doing so causes the spell to lose
creatures within 120 feet of you. the “Cantrip” keyword.
• Trick Space: The rope levitates 30 feet into the
k ROB SENSES air (or as far up as it can go) and secures itself on
Keywords: Curse thin air; anyone who climbs up its length finds
Schools: Nature, Psychic, Weird an extra-dimensional pocket dimension large
Effect: Target creature within 30 feet must attempt a enough for 5 creatures. Its entrance (about 5x5) is
Fortitude save. On a failed save the creature becomes invisible to anyone until they reach the top of the
either blind or deafened (your choice) for 3 rounds. rope. There is no way to close this entrance but
5th Level Bonus: The condition’s duration is increased the rope can be pulled up and coiled within. This
to 1 minute, or until the end of their next turn on a pocket dimension lasts for 1 minute.
successful save. 15th Level Bonus: The pocket dimension of “Trick
15th Level Bonus: The condition becomes permanent Space” can last for up to 1 hour and the DC to escape
on a failed save, or until the end of their next turn on the restraints of “Tie Up” improves to Heroic (30).
a successful save.

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S kSILENCE
kSANCTUARY Keywords: Curse
Keywords: Enhancement, Personal Schools: Arcane, Divine, Psychic
Schools: Divine Effect: Target creature or object within 30 feet
Effect: You inundate yourself with divine power, becomes silenced for 1 minute (Will negates).
GESTALT CORE RULE

creating a palpable aura of sanctity few dare breach. 5th Level Bonus: This affects any number of creatures
Creatures attempting a directly hostile action against or objects within 60 feet of you.
you must succeed a Will save. If they fail, they must 15th Level Bonus: This spell lasts 1 hour.
take a different action instead of attacking you. This Alternatively, you may cast the spell as a 1 minute
spell lasts for 1 minute, and taking a hostile action ritual; in this case it affects 1 creature or object and
ends the effect early. has a permanent effect.
5th Level Bonus: If a creature succeeds their Will
save and takes a hostile action against you, you can kSEEK ITEM
take a Counter action against that hostile action using Keywords: Ritual
Spellcasting. If you do so, this spell ends after the Schools: Divine
attempt. Effect: Declare 1 specific item (“The King of the
15th Level Bonus: Attempting to Counter an effect North’s Crown”). After a 5 minute ritual, you gain
using this spell no longer ends the spell. Detect (that item) 1,000 feet. for 24 hours. If the item
you are looking for does not exist or is not on your
k SCRY plane, the spell fails. You must know enough about
Keywords: Ritual the item to distinguish it from other similar items
Schools: Arcane, Divine, Psychic (though you do not need to have seen it).
Effect: With a 10 minute ritual, you project your 5th Level Bonus: You get a feeling of faint mental
senses into a magical sensor that spawns in a place pressure in the direction of the item. You also can
you specify, within 1 mile of your location. The sensor gauge how far it is relative to you by the intensity of
lasts up to 10 minutes, though you may switch your the pressure. If it is within 1,000 feet the pressure is
attention between the sensor and your immediate “strong”, if it is within 10 miles it is “average”, if it is
surroundings during this time. You can see and within 100 miles or beyond that it is “faint”.
hear things as though you were standing there, 15th Level Bonus: If you close your eyes you can see
though you become blind and deaf to your body’s the object, as if by a scry spell, plus an area ~5 feet
immediate surroundings. You must have some degree around it (viewed from above).
of knowledge of the target location, such as having
visited before or having an item from that place. k SHELTER
Special: If you use a large mirror, scrying crystal, Keywords: Ritual
water basin, or other magic viewing vessel as part of Schools: Arcane, Divine, Nature
the spell, what you see and hear is shown through the Effect: Each casting of this creates enough food
medium. Otherwise, only you can see and hear what for 1 filling but flavorless meal for each creature in
the spell shows you. your party, a rudimentary shelter (a 10 feet x 10 feet
5th Level Bonus: The range of the spell increases to wooden hut) as well as a small, safely constructed, lit
any point on the same plane. fire in the center of the hut. As part of the ritual you
15th Level Bonus: The range of the spell increases to and your party (all who wish to benefit from it) must
include any plane, even if you aren’t on the same plane. walk in a circle for 1 minute around something that
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obscures your vision of your starting point (walking kSLEEP
around a low hill, walking through the forest, etc). Keywords: Curse
When you return to your destination you find the Schools: Arcane, Nature, Psychic
hut fully built and food prepared. The hut vanishes Effect: You cause one creature within 30 feet to
as soon as everyone leaves or 12 hours pass (anything become increasingly drowsy. That creature must
left inside remaining on the ground where it was). make a Will save or fall asleep at the end of their next

BETA VERSION 1.2


5th Level Bonus: The food is of commercial quality, turn.
the “hut” is now a small 3 room house with stone 5th Level Bonus: You can target up your casting
walls (30 feet x 30 feet), with 1 bed of hay for each modifier worth of creatures within 30 feet of you.
party member. 15th Level Bonus: Targeted creatures that fail their
15th Level Bonus: The food is of exquisite quality save fall asleep right away.
and the hut is instead a well-appointed manor. It is
100 feet x 100 feet but has 2 floors with a half dozen kSPELL SHIELD
rooms. It is well lit with torches, has a kitchen, and a Keywords: Enhancement, Touch
nice bed suited for each of your party members. Schools: Arcane
Deeper Rules Effect: The target of this spell gains 1 Free Hero Dice
• Size & Style Available: The size and style of the on their save against the next spell cast on them (or
building reflects the area you make it in. If there that includes them). This lasts for 1 hour if unused.
is not enough room (say you cast the 15th level The spell is “unintelligent” and reacts to the next
version of this spell in a dungeon) it adapts to spell, regardless of what it is. This spell has no visual
the size available. It also reflects the school used appearance on the person it was cast on but anyone
to cast it. A druid casting this spell, for example, with Detect (magic) can see it as a shimmering aura
might have their building made of twisted vines around them.
and shaped earth rather than an urbanite worked 5th Level Bonus: The target of this spell gains an
stone. Absolute bonus on their next save against a spell. This
• Removal: Anything removed from a shelter will replaces the original benefit of the spell. This lasts for
quickly deteriorate (except the food you eat), 1 hour if unused.
turning to ash within a minute. 15th Level Bonus: This becomes a quick spell,
requiring only a single action to cast.
kSHRINK
Keywords: Personal, Enhancement kSPIDER CLIMB
Schools: Arcane, Nature Keywords: Personal, Enhancement
Effect: You can cause yourself to fall 1 size category Schools: Nature
(tiny<small<medium<large<giant) for 1 minute. Effect: You develop the ability to scale walls without
5th Level Bonus: You can fall up to 2 size categories. the use of gear or natural climbing enhancements.
Additionally, this spell loses the personal keyword You have a base climb speed of 30 feet for 1 minute. A
and gains the touch keyword instead. An unwilling creature may attempt to remove you from the surface
creature may resist the effects of this spell with a against an opposed Strength check.
successful Will save. If cast on an unwilling creature, 5th Level Bonus: Your base climbing speed increases
shrink loses the enhancement keyword and gains the to 60 feet, and you can stand on ceilings without
curse keyword. falling. Additionally, this spell loses the personal
15th Level Bonus: You can fall up to 3 size categories. keyword and gains the touch keyword instead.
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15th Level Bonus: Any part of your body can be used creatures, or 4 level 1 creatures and 1 level 2 creature.
to climb without the chance of slipping or losing 15th Level Bonus: The creature(s) last for 1 hour
your grip. rather than 1 minute.

kSUMMON BEAST kSUMMON MONSTER


GESTALT CORE RULE

Keywords: Summon Keywords: Summon


Schools: Nature Schools: Arcane
Effect: You can summon an animal or elemental Effect: You can summon a monster to your aid.
creature to your aid. The creature’s level must not The creature summoned must have the “monster”
be greater than your level -2 and be one you have keyword and be one you have encountered before
encountered before and identified (typically with and identified (typically with a skill check). The
a skill check). The creature appears in an adjacent creature’s level must not be greater than your level
square, gains the minion keyword, and remains for -2. The creature appears in an adjacent square, gains
1 minute. The creature will attempt to follow any the minion keyword, and remains for 1 minute. The
commands you issue to the best of its ability, though creature will attempt to follow any commands you
it refuses to take actions that violate its nature. issue it to the best of its ability, even to its doom (this
5th Level Bonus: You may divide the maximum CR of allows you to control it directly).
creatures you can summon among the creatures you 5th Level Bonus: You may divide the maximum CR of
summon, allowing you to summon multiple creatures creatures you can summon among the creatures you
of a lower CR. Example: If you were 8th level you summon, allowing you to summon multiple creatures
could summon 6 level 1 creatures, or 2 level 3 of a lower CR. Example: If you were 8th level you
creatures, or 4 level 1 creatures and 1 level 2 creature. could summon 6 level 1 creatures, or 2 level 3
15th Level Bonus: The creature(s) last for 1 hour creatures, or 4 level 1 creatures and 1 level 2 creature.
rather than 1 minute. 15th Level Bonus: The creature(s) last for 1 hour
rather than 1 minute.
kSUMMON DIVINE ALLY
Keywords: Summon
Schools: Divine
Effect: You can summon an outsider to your aid. The
creature summoned must be one appropriate to your
outlook and relationship with the Divine Tempest.
The creature’s level must not be greater than your
level -2. The creature appears in an adjacent square,
gains the minion keyword, and remains for 1 minute.
The creature will attempt to follow any commands
you issue to the best of its ability, though it refuses to
take actions that violate its nature or divine tenets.
5th Level Bonus: You may divide the maximum CR of
creatures you can summon among the creatures you
summon, allowing you to summon multiple creatures
of a lower CR. Example: If you were 8th level you
could summon 6 level 1 creatures, or 2 level 3
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T Deeper Rules
kTELEPATHY • Lines Of...: The base spell does not need line of
Keywords: Personal, Enhancement, Mental effect but does need line of sight. The 5th level
Schools: Arcane, Psychic upgrade to this spell means you no longer need
Effect: You can communicate mentally with a single line of sight or line of effect, just a clear vision of
creature within 30 feet of you for 1 minute and you the destination.

BETA VERSION 1.2


can hear any replies directed at you. Your target can
attempt a Will save to resist the messages. kTETHER GRAVITY
5th Level Bonus: You can communicate with up to Keywords: Personal, Enhancement
10 creatures at a time and this mental bond lasts for Schools: Arcane, Nature
1 hour. The creatures may all speak via telepathy Effect: You gain a limited degree of control over your
amongst themselves, though you act as a moderator own personal gravity; you can jump a little farther
and can remove anyone from the connection as a free and can “stick” a little harder. This has 3 benefits and
action. last for 1 minute:
15th Level Bonus: Increase the number of creatures Add 5 feet to any height you try to jump.
you can communicate with at once to any creatures You take no fall damage.
within 30 feet of you. The duration is increased to 24 You gain a Free Hero Dice to your AC when targeted
hours. by a Shove, Pull, or Trip combat maneuver.
5th Level Bonus: Designate a surface. Its orientation
kTELEPORT becomes “down” for you. This causes you to “fall” at
Keywords: Personal a rate of 30 feet towards that surface. Ranged attacks
Schools: Arcane, Divine you make obey this new gravity for about a second
Effect: You bend space and time around you, or two after leaving your person (enough to make an
transporting yourself to a location on the same plane attack).
that you specify. Choose a space within 120 feet you 15th Level Bonus: The 5th level benefit is extended
can see. You move to that space and end your turn. If to all creatures within 30 feet of you. Only creatures
that space is occupied, the spell fails. you designate get the benefits of the basic effect of
5th Level Bonus: You no longer need to see the space this spell. Unwilling creatures get a Will save to
you are moving to, though you must have a clear negate the effect. The spell loses the personal and
vision of where you are going. If the destination enhancement keywords.
doesn’t exist or is blocked, the spell fails. Additionally,
you can move up 1 mile. Finally, you may bring kTIME STOP
up to 8 medium-sized, willing, touched creatures Keywords: 10th Level, Personal, Quick
(or equivalent) along with you. The spell loses the Schools: Arcane, Weird
personal keyword and gains the touch keyword. Effect: Take another turn after this one; you count as
15th Level Bonus: If you would attempt to move into having entered into a new round (though others do
an occupied space, you instead move into the nearest not). You cannot affect other creatures during this
empty space. Additionally, you can move anywhere additional turn, nor can you cast another time stop
on the same land mass so long as you have a clear spell.
vision of the destination.

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Sidebar: Messing With the Flow of kTRAP SOUL
Time Keywords: Curse, Corruption, 5th Level, Ritual
Hey! The Storyteller doesn’t like beings (other than Schools: Arcane, Divine
himself ) messing with the flow of time. In fact, lots Effect: You perform a 1 hour ritual, during which you
of powerful entities take offense when a mortal starts must produce a small amount of blood of your target
GESTALT CORE RULE

messing with time. The universe particularly dislikes and a ritual vessel (such as a canopic jar, hollow gem,
it and may send creatures to “send a message” to any skull covered in runes, etc). When the ritual ends,
mage that abuses time magic. You can use it, but use it the vessel is charged with powerful magics designed
responsibly and sparingly! to trap and hold the soul of your target. If the target
should die within 120 feet of the ritual vessel, their
kTRANSMUTATION soul becomes trapped within the vessel. While their
Keywords: Touch soul is trapped, they cannot be resurrected and the
Schools: Arcane, Nature vessel counts as “them” for all intents and purposes.
Effect: You can land your hands on a piece of Destroying the vessel frees the soul.
unattended, contiguous, solid material that is 15th Level Bonus: If the target dies on the same plane
approximately 5 feet x 5 feet x 5 feet and transmute of existence, the ritual vessel traps their soul.
it to another kind of material. You can transmute any
of the following materials into any other of those V
materials: dirt, stone, lead, bronze, iron (not steel), kVITAL LINK
or wood. This does not shape the material, simply Keywords: Enhancement, Curse*
change something to something else. Schools: Divine, Nature
Effect: You link your vital essence to another creature,
This material reverts to its original form after 1 hour. allowing you to share wounds between you and your
Any pieces that break off or are worked/shapes causes target. This spell always counts as an enhancement
the effect to end and revert to its original form. on you. When you cast this spell, you choose to either
5th Level Bonus: You can transmute roughly 10 feet cast it as a curse or an enhancement (depending on
x 10 feet x 10 feet per casting. You also add bone, your target).
horn, leather, and steel to the list of materials you can
transmute. Now the material reverts to its original If cast as a curse, choose a creature within 30 feet; that
form after 1 day. creature must attempt a Will save. On a failed save,
15th Level Bonus: You can transmute roughly 30 feet that creature is “linked” to you for 1 minute. Any time
x 30 feet x 30 feet per casting. You also add salt, sand, you would take damage, the linked creature takes half
water, silver, gold, and flesh to the list of materials the damage for you, rounded down. Each time after
you can transmute. Now you may now set any the creature takes damage it receives a new save to
duration you wish for it to remain in its new shape end the effect. Non-damage effects still apply to you.
(breaking or shaping it still reverts it to its original The spell gains the curse keyword.
form). You may set a permanent duration.
Note: Later materials like salt, sand, and water are not
solids but are acceptable targets at that level despite
this.

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If cast as an enhancement, choose a willing creature kWEB
within 30 feet; that creature becomes “linked” to you Keywords: Summon
for 1 minute. Any time you take damage, the linked Schools: Arcane, Nature
creature may choose to take up to half the damage Effect: You conjure a hyper-sticky web with a 20-foot
for you (rounded down), and vice versa. The spell diameter anywhere within 30 feet of you. Creatures
counts as both your enhancement and your target’s who touch this web need to make a Reflex save or

BETA VERSION 1.2


enhancement; the link is broken if either of you gain become entangled (only a single save is required
a different enhancement. each turn). The DC to escape the web is DC 10 + your
5th Level Bonus: The spell lasts 1 hour. proficiency bonus in Spellcasting. The web lasts for 1
hour or until removed. A web can be destroyed; it has
W 3 HP per character level of the caster.
kWALL 5th Level Bonus: The web can be cast anywhere
Keywords: Summon within 100 feet and has a malleable shape of up to 10
Schools: Arcane, Divine, Nature contiguous squares of webs.
Effect: You summon a basic earthen barrier into 15th Level Bonus: Creatures who fail the Reflex
existence. You summon a single 5 feet. x 5 feet. x save against this spell are bound for 1 round, then
10 feet. section per character level. These sections entangled until they are removed.
can be in any configuration, though they must be
contiguous and all touch at least 1 other solid surface. kWHISPERS OF THE PAST
The barrier blocks movement and line of sight, and Keywords: Ritual
each section has 10 HP per character level. Schools: Divine, Nature, Psychic
5th Level Bonus: The barrier is made of metal, and Effect: You clear your mind by reciting meditative
you now longer need to construct the barrier in a mantras for 1 minute, eventually becoming aware
single contiguous wall. The barrier’s HP is now 20 HP of whispers from the past. You can use the Religion
per level. or Academia skill to recall information about the
15th Level Bonus: The barrier is made of magical location you are in, as well as events and people
force. The barrier gains Resist against all damage who have been there, as if you had access to a
types equal to 1/2 your level. library. These whispers provide a firsthand source of
knowledge and may be able to provide information
kWEAKNESS not recounted in historical archives.
Keywords: Curse 5th Level Bonus: You are made privy to a snippet
Schools: Divine, Nature of audio, typically a conversation or meaningful
Effect: Target creature within 30 feet becomes sound, no longer than a minute from the last week
Impaired 1 and Tired (1) for 1 minute. A Fortitude that occurred in the location you cast this spell. The
save negates this effect. snippet will be relevant to the Religion or Academia
5th Level Bonus: This becomes Impaired 2 and Tired check you make.
(1) for the same duration. 15th Level Bonus: The snippets of audio can be up to
15th Level Bonus: This becomes Impaired 3 and Tired 10 minutes long and can have occurred at any point
(1) for the same duration. in history so long as it occurred physically at this
location.

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kWILDSHAPE
Keywords: Personal, Enhancement, Polymorph.
Schools: Nature
Effect: You transform into an animal. This allows you
to assume the form of any animal whose level is 1 and
GESTALT CORE RULE

who you have witnessed before. You keep your own


level of intelligence for thinking but otherwise use
the ability scores in the animal’s entry.
5th Level Bonus: You can assume the form of animals
up to 1/2 your level.
15th Level Bonus: You can assume the form of
animals up to your level.

kWITHER
Keywords: Biological, Curse.
Schools: Divine, Nature
Effect: You force the target’s body to rot away. Choose
a creature within 30 feet; that creature takes 1d4
biological necrotic damage per 2 caster levels and
becomes Impaired (1) for 1 minute. A Fortitude save
negates the damage and the impaired condition.
5th Level Bonus: The spell also inflicts the blighted
condition for 1 minute on a failed save.
15th Level Bonus: The target is blighted and Impaired
(1) for 1 hour on failed save.

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BETA VERSION 1.2

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Chapter 15: Game Mastery
This section is designed to give GMs an insight Collaborative
into the inner workings of Gestalt and covers both Storytelling
GESTALT CORE RULE

narrative and mechanical matters. A player might do Gestalt, at its core, is a collaborative
well to avoid reading this section as it kind of shows storytelling experience that uses
“how the sausage is made” and may ruin one’s the mechanics of the system to resolve
immersion. places where there is narrative tension/uncertainty
and to help balance out the abilities of enemies
and players. That is why the most important rule
exists. Anything that is not in service to the idea of a
collaborative storytelling experience is secondary to
that idea.

Using Gestalt and its rules (or at least the ones you
wish to use) is a consensual agreement between the
people playing the game that these are the rules you
will use to tell your story. This consensual use of rules
is at the core of Gestalt and the idea of collaborative
storytelling as a whole. Let this guide you at your
table.

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Campaign vs Adventure WHAT IS A “REASONABLE”
Let’s define some terms: ENCOUNTER?
• A campaign is a game consisting of several When we describe a “reasonable” encounter of
sessions wherein adventurers partake in various challenge, we mean something that is able to
adventures. threaten the party with harm or failure, but isn’t
• An adventure is a plot that has a beginning, overwhelming or likely to outright kill them. The

BETA VERSION 1.2


middle, and end. It is a story that the GM has average reasonable encounter will consume some of
involved the players in the party’s resources (HP, spells, etc) but not deplete
• A session is a single-sitting game where things them. That said, there should still be the impression
occur. that bad rolls or poor tactics could make things
Part of a GM’s job is to make a campaign that has an harder for the party. This doesn’t always mean death
overarching plot composed of several thematically but could mean having to take more time, fight more
and negatively linked adventures. Player agency is encounters, miss out on an item, or have narrative
a big part of this; a GM can plan to have the players consequences.
go from point A to point B to slay the dragon and
save the prince, but players often have other plans. SCALING AN ENCOUNTER
Always be ready to pivot or adjust your narrative to Encounters are typically designed for 3-4 players of
incorporate the player’s actions and choices (it’s not the same level. There is no one-size fits all solution
an interactive game without it). to having larger or smaller parties (or even parties
of uneven level) but here are some good nuggets of
Encounter Design wisdom:
kBUILDING A COMBAT
ENCOUNTER Big Party, Stronger Enemies
Average Encounters For every 2 party members above 3 it’s probably ok to
You generally want a little less than 1 enemy of equal treat the party as “1 level higher”.
level per player in an encounter. (Example: If you
had a party with 3 level 10 adventurers, you’d want Big Party, More Enemies
2-3 level 10 enemies.) This will present a reasonable Alternatively for every 2 players you have above 3
encounter for a party. you could just add 1 or two more enemies- give them
something to fight too! These don’t need to be equal
Boss Encounters to the party’s level, just something to harass them!
A boss is designed to be a solitary enemy that can
handle a party of 3-4 adventurers of an equal level.
Adding the party’s number of non-boss enemies to
support it can make the encounter more engaging.
A boss can even be up to 3 levels higher than a party
if you want to make it scary.

Challenging Encounters
A challenging encounter either has more enemies of
a level equal to that of the party or a slightly higher
level (3-5 levels).
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Smaller Party, Specific Challenges Lifesteal
If you’re running with 1 or 2 players it’s probably Stealing HP from players and using it to heal enemies
best to tailor the encounters to their strong suits. If is mean (so we love it). Remember that every point of
no one has Arcane Lore, don’t toss an Arcane Lore HP you steal essentially shifts the total HP values of
Skill Challenge at them. Give them challenges that each side by 2 (+1 to the foe, -1 to the player).
GESTALT CORE RULE

are specific to their skills; if you are running a solo


game for a Paladin-Berserker, make frequent combat Sidebar: Big Things Are Scarier
encounters against unholy creatures! Conversely, the Size is an effective way to communicate to a player
bard/rogue will likely prefer being confronted by that something is “strong” or at least “dangerous”.
skill challenges in place of combat, allowing them to We recommend making stronger monsters bigger
make the most of their immense skill selection! and weaker monsters smaller. This can of course be
subverted.
WHEN IN DOUBT, ADD MOOKS
If you want to have an encounter that’s “bigger” and SNATCHING VICTORY FROM THE
challenges the players more without adding to play- JAWS OF DEFEAT
time or undue complexity, add mooks. Mooks (any In the event of player failure, it’s more dramatic to
enemy with the mook keyword) die in 1 hit, go at give them “one round to try to fix it”. This allows for
the end of initiative, but otherwise fight like normal some very exciting dramatic tension to build and
enemies (see the “Mook” trait for more information). saves your game from ending in miserable defeat.
You can add 3-5 in place of every 1 non-mook enemy
you were planning on using. Specifically, we recommend that you allow an extra
turn after an enemy (particularly bosses) have
ENEMY HEALERS achieved some kind of “win condition” for the players
In many games healing is the almost exclusive to try to turn it around.
purview of the players. Having enemies undo their
hard work can really provoke some players. We kBUILDING A SKILL
believe that you should add in healers to the enemy CHALLENGE
side only if the narrative reinforces that idea. This Level What is a Reasonable Reasonable Work
is a really useful tool when only a few enemies can Range Challenge? Required
actually harm the players because it effectively 1-5 Average (15) 100-200
extends the effectiveness of those beings unless the
5-10 Challenging (20) 200-300
healers themselves are taken out.
10-15 Dire (25) 300-500
Healing Magic 15-20 Heroic (30) to 500+
Dedicated healers are useful for extending the length Legendary (40)
of an encounter. Be sure to make clear who is the
source of the healing; players will want to know.

Regeneration/Self Healing
The ability to regain a small amount of HP per turn is
useful on encounter highlight monsters.

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WHEN TO USE A SKILL HOW TO AVOID PLAYERS
CHALLENGE BYPASSING SKILL CHALLENGES
A challenge should be employed when a single action A skill challenge can be easy to bypass. For example:
isn’t sufficient to resolve a skill check. Picking a lock if you have a magic ritual the party needs to perform
might be a Tech. Lore skill check but cracking a but there are enemies attacking you while you try to
complex machine might take more than a single turn. perform it, why not just kill all the enemies first and

BETA VERSION 1.2


then try to perform the ritual? The answer is in how
THE DC you set up your challenge. Maybe there is a storm of
When deciding the overall DC of a skill challenge, arcane energy that is causing damage to all creatures
consult the Universal DC chart; about how hard is in the room while it is being performed (or worse,
making progress against the challenge? just the players). Another option is a “ticking clock”,
the players only have so many rounds to complete
THE WORK REQUIRED it before something really bad happens. Maybe an
Figuring out how much work the skill challenge will ancient machine needs a Tech. Lore skill challenge
require to pass should relate to the task at hand. Is the to be completed or it will dump a bunch of debris
challenge something that can be done quickly (low on the players and crush their objective or a pillar is
work), or something that will require several turns of sinking under the sand and you need to decipher it
effort (high work)? before it is lost forever. Add stakes to skill challenges
Keep in mind that a larger party means more people or they don’t feel very threatening.
available to work! For every 2 party members above
3, increase the required work by ~25%. Keep in mind FREEFORM RITUALS (MAGICAL
how many party members are able to contribute to SKILL CHALLENGES)
the challenge; if only one or two people have the A ritual is both a kind of spell (one that takes longer
right skills in a party of 5, don’t increase the required than a round to cast) and a kind of skill challenge.
work. Some rituals are codified as spells because they are a
well known formula with a known outcome. Mages
EXAMPLES OF SKILL CHALLENGES can attempt a “freeform ritual” where they largely
• Academia: Deciphering/translating a long know the problem they are trying to solve and the
document while under attack. general outcome they desire. They can only resolve
• Arcane Lore/Religion: Rituals, sealing magical magical problems (a bad harvest couldn’t be solved
rifts, etc. but a magically bad harvest due to a curse can be).
• Bluff/Politique/Intimidate: Convincing a large
group of people of something or making a
protracted case to someone.
• Fieldcraft: Preparing shelter while in a powerful
storm.
• Medicine: Containing an outbreak of a rapidly
spreading/progressing disease or researching a
cure for a condition under duress.
• Technological Lore: Disabling a big/complex
machine.

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Because of the potential diversity of causes/problems ENEMIES DOING SKILL
and desired outcomes you should consult with your CHALLENGES
GM before attempting a ritual to solve a magical Having enemies attempt a skill challenge is a good
problem. There is no exact formula for a ritual but way to put a “ticking clock” on something. They
there are a few baseline elements we can discuss: could be attempting an Arcane Lore skill challenge to
GESTALT CORE RULE

• DC: A freeform ritual never has a DC lower than summon a demon or attempting to disable an ancient
Dire (25). series of massive locks to breach the door to the
• Time: A freeform ritual never takes less than 10 king’s throne room! The players must intervene and
minutes. stop them before it’s too late!
• Work: A freeform ritual never has less than 300
work. kENCOUNTER REWARDS
• Cost: A freeform ritual never costs less than 1,000 Level Easy Difficult/Rich Boss
GP. (Though this need not be in literal currency. 1 1 GP 5 GP 10 GP
It can be in services, goods, components, deeds,
5 10 GP 25 GP 50 GP
etc.)
10 50 GP 100 GP 250 GP
This is generally something a GM should come up 15 100 GP 500 GP 1,000 GP
with and should reflect the means and abilities of the 20 500 GP 1,000 GP 5,000 GP
party. This should be used for narrative purposes, not
abstract or simply mechanical ones (The Storyteller (Value times the number of party members.)
likes things to say on script). That means lifting a
bloodline curse important to the story is a good use ITEMS EQUAL TO PARTY MEMBERS
for a freeform ritual but performing a ritual to have A lot of times it’s ok to decide to award items based
a sword cause 1 extra point of damage or granting on the number of party members. For example, if you
someone a feat is not. have a chest with healing potions in it you could have
“1 standard healing potion for each member of the
Likewise, a GM should make the components and party”.
cost of the ritual relevant to the story. A Dire (25)
Recall Information check should tell the spellcaster
everything about a ritual they wish to perform and
a GM should be concise and clear about what the
requirements are if such a check is made.

Another use for a freeform ritual is if there is


something the game itself does not have. Is there
no spell to close a portal or purify a death knight’s
armor? Use a freefrom ritual!

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VARIABLE REWARDS Other conditions can be used (possibly to even
It is totally fine to reward the party with an item that have branching paths of phases) but using damage
the party can decide the specifics on. For example: thresholds is the most common.
a crypt could have an ancient crystal weapon. What
kind of weapon this is can be up to the party; if the When a creature “shifts” its phase (assumes a new
warlock-paladin who uses a mace would benefit most phase) it does so as a free action that interrupts all

BETA VERSION 1.2


from it the party can decide “the ancient knight in other actions. This also triggers any special mechanics
the crypt was wielding a crystal mace”. If the fighter- listed as the “phase shift” section of the new creature’s
wizard with an axe would benefit more from it, it entry. (A dragon might roar, causing everyone to
could have been a crystal axe. Once the choice has make a Reflex save or fall prone.) Once a creature
been made, it cannot be changed. moves into a new phase, they cannot move back to
their previous one, even if they regain health.
This should not be used when the item in question
has some larger ties to the narrative. If you’re just Damage, conditions, and any ongoing effect do not
generating random loot- at least let some of it be transfer between forms- it is treated as if it were a
useful to the players. completely new creature.

Bosses APPLICATION
kBOSS ENEMIES A savvy GM will use this mechanic to make
A boss is an enemy who is designed to present a interesting encounters. Not every enemy NEEDS
significant threat to the party, either alone or with more than one form and it should be reserved for
the support of weaker enemies. They are narratively plot-relevant enemies.
important and are stronger than other enemies of the
same level. Most of their abilities are based on the Sidebar: Bosses Are Scary
same statistical range of other enemies of the same Yes. Bosses are scary. They should pose a threat to a
level. Those that are not are typically HP, number party. Combat with a boss should be cinematic, as
of skills, and mechanics unique to bosses (such as should be phase changes. Watching a dragon shift
“phase” mechanics). phases should make your players be really jazzed but
also concerned. Letting the berserker sink their axe
kBOSS IMMUNITIES into a high level boss’s hide and assuming they’re
A boss is immune to death effects and Absolute going to do Absolute damage... but instead only
damage unless otherwise specified. getting a trickle of blood is what you’re going for. Do
what you have to in order to give your players a hard
kBOSS PHASES (but fair) fight with a boss!
Some enemies have multiple forms, states of
being, or “phases” to them. This represents great
hidden or repressed power and can be used to make
encounters more interesting. The idea is that there
are multiple phases, each written like a full enemy’s
entry, where one follows on to another. Most of the
time when you defeat one phase by dealing enough
damage the second phase follows on immediately.
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Consent & Expectations for narrative purposes. A good rule of thumb is that
A collaborative storytelling experience is only death should be relatively rare; maybe 1 in 20 sessions
done with the consent of the people playing it. The should result in a player death (though your mileage
players should be able to have an expectation that the may vary).
GM will treat that consent with due respect, avoid
kDEATH & BOUNDARIES
GESTALT CORE RULE

any topics that one might find triggering/deeply


offensive, and tailor their story to the needs and Death is the ultimate loss of agency in a character
expectations of the players. The GM should have the sense and should be handled with appropriate
expectation that the players will communicate their tact. There are a few strategies to help manage
needs, wants, and feelings regarding the game, its expectations and make death a productive part of
content, and tone in a constructive and clear manner. the story. You, as a GM, can follow any, all, or none
of these - they are simply tools for your murderous
The following questionnaire should be given to toolbox:
players during a game of Gestalt. This can be done
anonymously, verbally if they’re ok with it, or in some Permission to Kill
other fashion but the GM should make note of what This concept means that the GM should ask for
needs to be avoided: buy-in from the player in question before killing
their character. Players wishing to hold onto their
kSAMPLE CONSENT & character may instead elect to remain dying for the
EXPECTATIONS CHECKLIST remainder of the encounter, to be healed afterwards.
• Do You Have Any Triggers or Subject Matter You
Consider Taboo That You’d Like Me To Avoid? How Do You Wanna Go?
• How Familiar Are You With the System? Alternatively you can give them a hand in deciding
• What Parts of this Sort of Game/ Role Playing Do how they die. Ask them how they want to go out -
You Enjoy Most? with a big bang? In an epic duel? Surrounded by 30
• Do You Have Any Questions, Concerns, or dead enemies? While restraining raw magical force to
Comments for me as GM? save their loved one? While doing the dumbest thing
• This is the most basic form of a consent & they ever thought of? Everyone has a preference and
expectations checklist. You may expand on it giving them a way to go out on their own terms can
from here. help smooth the transition for them.

Dealing With Death That Didn’t Happen


The death of a player character is a dramatic thing The Storyteller is a capricious and mischievous being.
and should come at a suitably dramatic point in the If he doesn’t feel like the story should end here, then
story. No one likes to have “Richard the Gallant” die it doesn’t. This is a good one to employ in the event
to a rat in a sewer while trying to save the kingdom, that the players fail at a critical moment through little
so managing death is important. That having been to no fault of their own. This can create a sort of “time
said, a game should not be without challenge or the loop” effect where they snap back in time anywhere
fear of death or loss. After all, without a challenge from 10 minutes to a day before they first failed. Will
there is no story. This balancing act is a difficult one the players learn from it or are they doomed to repeat
to manage and you may need to allow someone to die their mistakes?
inauspiciously or save a life and tank the difficulty
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Go Talk to God Say Your Goodbyes
One way to approach death is to have the player Sometimes a player just needs a minute to say
character go meet their patron (if they have one) or goodbye. Giving them that time once things have
some other divine agent and speak with them. They calmed down can be very cathartic. Maybe they
need to explain to this being how they died, and why return as a spirit to speak with the party on the eve of
they should continue. You can treat this as a “near- their death, their form appearing from the flames of

BETA VERSION 1.2


death experience” if you wish. This pairs well with their campfire.
the “permission to kill” and “how do you want to go”
options; once the player has decided “it’s their time” Death’s Revolving Door
they can pass on. f your party has a cleric, death becomes
a temporary setback - something for
Deal With the Devil the heroes to get over like a bad cold.
Clade is full of powerful entities with their own There may be some side effects
agendas, and many will want to use the players as if you bounce back too often, but
their pawns. Divine powers (or even the Divine dying once in a while is just seen
Bureaucracy) may take the souls of the party aside as part of the adventuring
and make them an offer in return for a second business.
chance, though the deals always have some nasty
string attached. Some New Gods may choose not to
wait, halting time to make their offers right before
death so the party can bounce back.

Playing Chess With Death


With this option players can attempt to enter into
a contest with death itself (or some personification
of it). Famous examples from mythology include
playing chess to get out of it, engaging in a musical
duel with the devil, and playing word games with
a psychopomp. This may not always work out for
the players and death may not always agree to it
(particularly multiple times) but can be a fun way to
handle a death at an inopportune time.

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Universal Damage • Multiples: In the event of multiple instances of
Sometimes you come across a situation where damage or if the effect is somehow modified,
someone takes damage from something and you just increase the number of dice rolled.
don’t know how much it should deal. How much • Mountains Don’t Get Harder to Climb: Don’t scale
damage does the goblin guard take when the orc damage with level just to cause more damage
GESTALT CORE RULE

berzerker-fighter violently kicks open the door they to your players. The effect should warrant the
are standing behind? How much damage does the damage independent of level.
wizard-bard take when they trip down a flight of
stairs? This section seeks to answer those questions. Exploring Absolutes
The following chart provides a good general rule to This system uses “Absolutes”. An Absolute is
gauge how much damage should be dealt. something that a player is absurdly good at and its
value is “enough”. This means “Absolute damage” kills
Deeper Rules a creature and an “Absolute skill check” means “you
• Heroes Aren’t Normal: The damage listed here make it without difficulty”. When an Absolute value
is described from the perspective of an average is compared to another Absolute value, a truly titanic
person. Adventurers are the exception- being clash has occurred! In such an instance both sides
able to shrug off several critical injuries is as revert to using their normal values.
impressive as it is terrifying.
• Damage Type: The GM should determine the When applying an Absolute to a die roll, you don’t
most appropriate damage type for the effect. actually “roll” any dice unless the roll is opposed by
• Modifier: Damage directly caused by player/NPC an Absolute; the roll of an unopposed Absolute is
force, such as kicking a door open into someone’s assumed to be “enough”.
face, should add their Strength modifier to the
damage. If there is a situation that arises where an EXACT
number must be known, such as when figuring out
how many swords a smith with an absolute bonus on
a check made to mass produce swords could make,

Damage Description Examples


1d4 Minor Injury/ Walking face first into a tree by accident, a controlled offering of blood
(2.5 average) Annoying for a ritual, a prick from a particularly nasty thorn, a 1st degree burn, a
mild electrical shock.
1d6 Standard Injury A dog bite, a deep gash that doesn’t bleed for long, a nasty bump that
(3.5 average) leaves a lasting bruise, a 2nd degree burn.
1d8 Serious Injury A blow from a sword, an arrow, an injury that requires stitches or a few
(4.5 average) days to heal, a bone fracture.
1d10 Grievous Injury A broken limb, a 3rd degree burn, a heavy blow from a two-handed
(5.5 average) weapon.
1d12 Critical Injury A severed limb, a long uncontrolled fall, a life-threatening wound,
(6.5 average) getting “squished” by something large like a boulder.

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assume that the character has a +20 bonus. In all ABSOLUTE VS IMPOSSIBLE
other instances it is “higher than is required”. CHECKS
Absolutes are situational and given scarcely but Some checks are just not possible to succeed. You
when they show up- watch out! They create unique can’t disguise yourself as Bob, approach Bob, and
scenarios where something like the legendary convince him that you are actually Bob. However
tarrasque has Absolute HP and thus can only really if you had an Absolute attack roll you could hit a

BETA VERSION 1.2


be damaged by Absolute damage or by circumventing creature next to you even if you were blind.
their hit points (with saves)!
Skill checks with an Absolute DC reflect actions that
Example 1: Rimjar the Ranger-Cleric is a 20th level are implausibly difficult, and could only conceivably
ranger and has an Absolute bonus on attack rolls be accomplished by someone of supernatural skill.
against the target of her Hunt if she spends a Hero
Dice. She targets a ghoul she comes across. If she ABSOLUTES BY OTHER NAMES
spends that Hero Dice, she doesn’t even have to roll- When applied to defensive attributes, Absolutes
she just hits. are sometimes called ‘immunities’. This is given as
a simple shorthand; saying a creature is immune to
Example 2: Rimjar the Ranger-Cleric, from our last cold damage is far more concise than saying it has
example, is instead facing down “Phageheart”, an Absolute Resist against cold damage.
ancient and tremendously powerful lich who rules • Immunity to a damage type is equivalent to
an entire demiplane. Phageheart has an artifact having Absolute resist against it
that gives them Absolute AC once per day so when • Immunity to a condition or keyword is equivalent
Rimjar makes an attack with an Absolute bonus; to having an Absolute save against such effects.
the two Absolute collide! In this case the Absolutes
cancel each other out and they just use their normal NARRATIVELY SCALING
bonuses. Rimjar has a +22 on their attack and ABSOLUTES
Phageheart has a 36 AC. Rimjar will need to roll a When a berserker punches a mountain with Absolute
14 or higher to hit the undead lord despite normally damage, the impacts should be a bit different
having an Absolute bonus. depending on what level they are for the sake of
the narrative (to show growth/escalation). When a
PLAYERS DON’T EXPEND low-level berserker punches a mountain we suggest
ABSOLUTES IF THE ENEMY IS that it “makes a big crater” and maybe knocks over
IMMUNE some trees. The 20th level berserker can level a
A player does not expend an ability or even the mountain with a punch though and you should scale
Hero Dice used to fuel said ability if the monster is up between those two extremes. An Absolute is best
immune to an Absolute. The most common example thought of as “enough to achieve the character’s
of this is boss monsters; a warlock who expends a goal”. You, as the GM, are ultimately the deciding
Hero Dice to explode a monster only to find out it factor when it comes to determining the outcome of
was a boss monster all along... doesn’t get penalized a character’s action. Remember the “Most Important
for that. They get their Hero Dice back or they can Rule” however and make sure you lay out your tonal
pick another creature in the area of their Eldritch and narrative expectations clearly ahead of time
Blast to deal Absolute damage to. when it comes to things like Absolutes and what can
be done in game.
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kNO DOUBLE JEOPARDY Keywords
A target gets a single way to resist any hostile action Anything that describes you is a “keyword”.
taken against them.
If you’re a human, you have the “human” keyword.
This could be using their AC (causing an attacker to Certain things affect or require you to have a
GESTALT CORE RULE

roll to hit them), making a save, etc. No single action specific keyword. For example, wizards have the
should ever have 2 kinds of resistance applied to it. “spellcaster” keyword because they can cast spells.
The Dimensional Dervish feat requires you to have
If there are two separate effects, such as a stab with a the spellcaster keyword.
poisoned knife, two attempts to resist are allowed. In
such an example you’d get your AC to try to resist/ Oftentimes, what keywords something gives you
avoid the knife stabbing you and a save against the will be spelled out: the dwarven lineage has a line
poison’s effect. that says “Keywords: Humanoid, Dwarf ”. Others are
implicit: if you are a formal member of a “Bronze
Griffon Mercenary Company”, you have that as a
kAUTOMATIC SUCCESSES keyword too. Thus, anything that was designed to
NO ATTEMPTED DEFENSE hurt creatures with the “Bronze Griffon Mercenary
You automatically hit when attacking an unattended Company” keyword affects you!
item, helpless creature, or in any other circumstance
where the thing you are targeting makes no attempt A GM is the final arbiter of if a certain keyword
to avoid the attack (such as a willing creature). It applies to something.
effectively has “AC 0”.
Other GM Topics
EASY/TRIVIAL CHECKS “GM’S DISCRETION”
Remember, if the DC is 10 or less, the player doesn’t Anything that falls under “GM’s discretion” means
need to roll unless there is something complicating it it is up to the GM to allow or disallow the choice in
and there is a chance of failure. question. You must check with a GM on anything
that requires GM’s discretion.
ABSOLUTE ACTIONS
An action with an Absolute value automatically “I DON’T HAVE THAT SKILL!”
succeeds unless opposed by another Absolute value. A canny GM will be aware that not every player
will be able to contribute to every skill check or
challenge. Make sure to give them sometimes to
do: protecting those engaged in the challenge from
enemies, allowing them to retrieve items that could
help complete the challenge (example: maybe if the
cleric-fighter brings a specific kind of grass to the
Arcane Lore skill challenge, they lower the DC by 5),
or give them an alternative challenge they can excel
at simultaneously. Let the spotlight focus on those
who are making the challenge but don’t forget about
everyone else!
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MOUNTAINS DON’T GET HARDER “CAN I ROLL?”
TO CLIMB Players should always be allowed to attempt
At level 3 a mountain might be a challenge to scale. It something if it is possible. They want to try to use
might take several Athletics checks to get to the top their Medical knowledge to stitch together skin
and have some harrowing moments. At level 17, it’s to make a hot air balloon to try to escape from the
a cakewalk. A GM should never increase the DC of Vampire Queen’s feeding pit? Sure! Let them make

BETA VERSION 1.2


challenges just to match the level of their party. a roll. The DC may be very high but remember the
most important rule of Gestalt:
Instead they should present new and more difficult
challenges. Rather than just saying, “It’s a steeper “Whenever rules come into conflict with ‘what is fun’,
mountain” and increasing the DC for checks for your ‘what is fair’, or ‘what makes sense’ (in that order), the
level 17 group, maybe toss them up against a mythical rules should always be regarded as subservient and
mountain (like Mount Meru, Mount Olympus, may be disregarded or altered (either temporarily or
Mount Buzhou, etc) where the higher DCs make permanently). That is to say, the spirit of the rules and
sense and they get a sense of progression! the story being told always triumphs over any rules.”

SWAPPING STUFF SO THE PLAYERS RULES CANNOT BE ABSENT OF


CAN PROGRESS CONTEXT
If the players don’t have something required to The rules of the game cannot be absent of context
progress and it’s not part of the greater narrative: from the narrative and “reality” of the game world.
it’s totally fine to just swap the requirements or If something doesn’t make sense (see: “The Most
specifics. For example: if a demon carved a message Important Rule”) the GM can and should adjust the
for the players to read into a stone and no one rules. If a person is beheaded, they die regardless of
speaks Accursed- it’s kind of a dead end. Swapping how much HP they have.
the language to Cosmic, which the berserker-cleric
speaks, allows the party to progress. Additionally, a game does not operate in the absence
of context in the real world. If all your dark-skinned
That being said, sometimes little barbs and snags creatures are slaves... that’s not great even if they’re
like that end up telling great stories. Letting your “technically just a different kind of elf ”. Speak with
players take the stone back to town and learn that the your players about matters of consent, what kind of
mild-mannered taver-keep knows Accursed for some content they are ok with, and where they come from.
reason... might give you an opportunity to flesh out When in doubt, err WAY on the side of caution. This
your world a bit more. Never underestimate the value goes for both story and mechanical aspects of the
of an inconvenience. game.

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“RE-FLAVORING” IS ALLOWED EXCHANGING CLASS FEATURES
We have written a framework for you to use. We FOR FEATS
encourage and expect you to develop your own Advanced players may not want some ability that a
content and stories from it. That having been said, it class gives them and, after exploring the implications
is perfectly within the spirit and letter of the rules with their GM (and getting their approval), a player
GESTALT CORE RULE

that you can “re-flavor” something (with a GMs can exchange a class feature for a feat. You can’t do
approval, of course). This means using the mechanics, this if the class features the penalty keyword. A GM
features, and statistics of one concept and calling it should be willing to re-visit this exchange later if
another with superficial changes. Want your “fighter” things don’t go quite as planned.
class to be called a “warden” or a “knight”? Go for it.
Can that lightning elemental be a Pikachu? Sure, if BEYOND 20TH LEVEL: EPIC
it fits the story. Can a horse be used as the basis for a GESTALT
biomechanical magical motorcycle? Your creativity is The story ends at level 20. Gestalt covers the range
the only limit. of skills and abilities found in a traditional fantasy
story. Going beyond that is possible (and something
SAYING “YES” that may be explored in future supplements) and
A GM should endeavor to say “yes” whenever possible more represents “mythological” or “cosmic” levels
so long as it doesn’t come into conflict with ‘what of power. By 20th level characters are on the verge
is fun’, ‘what is fair’, or ‘what makes sense’ (in that of becoming New Gods in their own right and are
order). You should allow players to try things and probably beating up demon lords and fey princes for
find ways to let them do things rather than throwing their lunch money. The system kind of “breaks down”
up roadblocks. Can they try to tame a unicorn? under that level of power.
Sure. Can they come up with some new metamagic?
Make it part of the story and work with them on KEEPING THE SCENE MOVING
the mechanical implementation. Find ways to allow WITH FULL ROUND ACTIONS
things and less ways to restrict them. Don’t get caught up in the nitty gritty details if the
flow of a scene or pacing of an adventure is at stake.
kSPECIFIC VERSUS GENERAL If you can’t figure out how long a specific thing takes
RULES “as a full round action” (3 actions) is generally a good
When a particular class feature, feat, or other ability way to go. For example: if you find yourself looking
says it specifically does something that is normally up “How long would it take to climb to the roof so the
not allowed (such as a bonus saying it specifically fighter-rogue can follow the fleeing werewolf that’s
stacks with other bonuses) this particular instance escaping across the rooftops?”, rather than spend a
overrides the general rule. great deal of time figuring it out you can just say to
the player, “It takes a full round to get on the roof”.
This is the same notion behind the deeper rules
sections in this book: don’t worry about them unless
there is some debate, some uncertainty, or you really
need to count all the grains of sand on the beach for
narrative purposes.

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Disability • A character who has lost a body part would not
Many people around the world live with disabilities. have use of that limb but could have mundane
Sometimes it’s hard to see and sometimes it’s quite things to help them regain some of their lost
blatant; the discrimination and limitations it can functionality. Prosthetics have been around since
impose can be as drastic as they are life changing. at least 3000 BCE so they are perfectly at home in
Disability should never be forced onto a player but a game like Gestalt. These might include a hook

BETA VERSION 1.2


if a player wishes to explore the topic and the group prosthetic (“hook hand”), prosthetic toes to regain
is comfortable with it it can be a powerful narrative some balance, legs with hinges, and even things
device. This is not a topic that should be treated like entire prosthetic arms with locking and
lightly or for humor. At the same time though, to mechanical elements.
fully ignore its existence is to ignore the situation of • A character with a chronic/terminal illness would
those affected by disability. have their character’s health regularly impacted
by their condition and their life potentially cut
There are three approaches to addressing disability short. Many heroes in history and mythology
in game: acknowledge and accept it, acknowledge fought the gallant battle against illness and our
and resolve it, or acknowledge and empower it. These heroes are no different. Through treatment,
three approaches depend on the narrative implication working with medical staff, being supported by
of the topic of disability, the nature of the disability, friends and family, and keeping their courage one
and the nature of the campaign. can mitigate symptoms, fight cancer and address
the very real complexities of living with a chronic
Items that resolve or mitigate a disability are always or terminal illness.
free and, if magical, and do not count against a
character’s maximum number of magic items. Items Acknowledge and Resolve It
that provide a bonus beyond what would normally be Using this you acknowledge a disability a character
provided (see “Acknowledge and Empower It”) may has but, by some use of fantastic technology or magic,
be treated as normal magic items. it is largely resolved. The idea is to acknowledge it
but allow the character to function largely as other
Acknowledge and Accept It characters in a mechanical sense. The primary
Acknowledging a disability a character has and difference is narrative.
accepting it treats the disability in realistic terms. • A character with mobility issues could be given
• A character with mobility issues could switch to a magical salve they have to apply weekly to
a wheelchair or crutches to regain some mobility maintain spinal health, a set of magitech supports
but they would be limited by it. that link to the character’s thoughts so they can
• A blind or visually impaired character could not run and walk like an able-bodied person could,
see but could have things like a trained service etc.
animal, white cane, or other aids. • A blind or visually impaired character could
• A character with a speech or mental impairment have magical corrective glasses that allow them
would live with the condition and would be to see normally, have a ritual performed on them
impacted by it. Things like medication or therapy that allows them to see again but their eyes glow
could help mitigate and treat some or all aspects faintly, etc.
of their disability.

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• A character with a speech or mental impairment • A character with mobility issues could find a way
would live with the condition but could have to fly or hover through an ascetic transition, learn
some supernatural intervention like a therapy to “run” faster walking on their hands, or could
imp that can fill a role like an emotional support be granted a supernatural power by nature to be
animal and offer you guiding, calming, focusing, carried by a living walker made of vines.
GESTALT CORE RULE

or otherwise therapeutic advice on the fly or • A popular trop for a blind or visually impaired
pince-nez that re-orders words for a dyslexic character could be given “second sight” or their
person. Perhaps a psionic item can help you senses enhanced to the point that they can
with executive task organization or a ruby flower functionally make up for their visual impairment.
necklace could alleviate the effects of a stutter. A GM could grant the character Pinpoint (life)
“Resolving” mental impairments is a touchy 120 ft or keen scent (or some combination of
subject and how you “resolve” or mitigate it various non-sight senses).
takes a lot of finesse and can bleed into changing • A character with a speech or mental impairment
someone’s mind or social identity. could turn their impairment into an empowering
• A character who has lost a body part could benefit aspect of their character: a character with ADHD
from magical prosthetics, gain a supernatural could find a way through magic or ascetic
version of that body part that functions normally, training to enter an enhanced state of hyper-
or even magically regrown limbs that mimic focus, a bardic character with a stutter could
the function of the part of the body that was develop a new way of signing that incorporates it,
lost. Because they function effectively the same etc.
a character may want to, strictly for narrative • A character who has lost a body part could use
purposes, delineate them. Maybe they have a prosthetics more powerful than their original
replacement eye that is of a different color or limb. For example: a character who is an above-
pupil style or their regrown leg has subtle arcane the-elbow amputee could have a cannon or heavy
runes on it that work into the pigment of the crossbow mounted below the arm, a character
skin. This is entirely optional and it is perfectly who lost an eye could have a mesmerizing eye, a
fine to just have a fully functional limb. character who underwent skin grafts due to an
• A character with a chronic/terminal illness could injury
use the magic and medicine present in your • A character with a chronic/terminal illness may
campaign setting to delay, suppress, or otherwise have developed some power or resilience due
endure their harrowing medical ailment so they to their battle with chronic/terminal illness.
appear asymptomatic so long as they follow their What is a pain spell to a character who has lived
prescribed treatment. with chronic pain for 20 years? What is the fear
instilled by a lich when you, as a cancer survivor,
Acknowledge and Empower It have looked death in the face and won? A GM
This method takes the limits imposed by a disability may award such characters things like immunity
and turns it into a strength. A common trope is to to fear or free Hero Dice on checks to resist pain
turn to other aspects of one’s abilities and develop effects.
them to supernatural levels. Another common trope
is to gain an aid or ability that allows one to exceed
the abilities they’d have as an able-bodied person.

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Chapter 16: Appendix
Conditions kBLIND
CONDITION KEYWORDS You are unable to see. You automatically fail all
When you gain a condition you also gain that visual-based Perception checks, unless you have an

BETA VERSION 1.2


condition’s name as a keyword. If Volblum the alternative means of seeing. You can’t be targeted by
Mighty is blighted, they gain the “blighted” keyword effects that require you to perceive things visually
until the condition is removed. (like visual illusions) or be targeted by gaze attacks.
While blind you also become unaware unless you
UNSPECIFIED CONDITION have an alternate means of vision on par with sight.
DURATIONS
There may come a time when a condition doesn’t ATTACKING WHILE BLIND
have a duration listed and it should. By default it is If you are blind (with no other special senses) you
best to assume a condition has a 3 round duration, can make attack rolls against creatures that you have
unless there is a more reasonable and apparent some reasonable expectation of being in a specific
duration decided by the GM. location. However, only a critical hit will successfully
hit the target. Attacking into an empty space is
kBLEEDING automatically a miss.
You have an open, bleeding wound. At the start
of your turn, you take the listed bleed damage. A kBROKEN
bleeding effect always causes bleed damage (which is An object with this condition has lost all its hit points
persistent biological damage) unless otherwise noted. and thus does not function normally. It is unable to
The bleeding condition does not end until cured. You be used until it has been repaired. This can still be
may end a bleed effect with a Medicine check (DC used as an improvised weapon.
10 + bleed damage) or by receiving any amount of
magical healing greater than the bleed damage dealt kBOUND
per round. You have your full body restrained. You cannot take
any physical actions (such as attacking, using an item,
kBLIGHTED or casting spells). You can only take mental actions
Your vital force has been weakened. You are unable and possibly verbal actions if your mouth is free.
to heal while you have this condition on you. A While bound, you are debuffed and helpless.
Challenging (20) Medicine, Arcane Lore, or Religion
check that takes 1 minute allows you to remove a kCHARMED
blighted condition. Keywords: Mind-Affecting
You have your attitude supernaturally or magically
altered to be friendly towards a particular creature.
Any hostile actions towards you end this condition.
You do not inherently treat the creature charming
you as an ally but generally view them more
favorably.

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kCORRUPT kCONFUSED
Any creature who is suppressing the free will of Keywords: Mind-Affecting
another sentient creature is said to be “corrupted”. You have lost all sense and your thoughts are so
This is normally a result of magic; a creature who muddled you can’t act logically. A confused creature is
is actively charming another creature with magic also debuffed while they are confused. At the start of
GESTALT CORE RULE

is “corrupt”. This can be more general though: if each turn roll 1d6 and consult the following chart:
someone owns slaves they are corrupt while they Confusion
own those slaves. Spells that specifically inflict the All confusion effects should spell out their duration.
corrupt condition on their caster while in use have If they do not, it simply lasts for 1 turn.
the “corruption” keyword. More generally, anything
that inflicts the “suppressed” condition grants the Result Result Action
user the corrupt condition. Cost
1 The GM makes you take a 3
Minor instances, such as a paladin shackling a slaver malicious action against your
or a parent disciplining their child, does not cause allies.
corruption; it has to be substantial, sustained, and/or 2 You do nothing. 3
malicious (or at least against the best interests of the
3 You hurt yourself through 1
individual or society at large).
mishap or misadventure, causing
1d8 points of damage of an
Sidebar: Morality, Duration, &
appropriate damage type. (You
Corruption
may use the remainder of your
Normally the corrupt condition ends when the
turn as you see fit.)
person ceases suppressing another creature.
4 You make a 5-foot step in a 1
However, a GM may rule that a creature remains
random direction. Roll 1d8: 1 is
corrupt if they are not sincere in their cessation. For
due North, 2 is NE, 3 is due East,
example, a slaver can’t simply state “I release you” to
etc. (You may use the remainder
avoid a paladin’s Smite if they intend to immediately
of your turn as you see fit.)
re-enslave them later. The Storyteller is the one who
ordains the will of the cosmos and he is a savvy god. 5-6 You act normally this round. N/A

Some creatures may have committed such grievous


offenses they are simply permanently corrupt or kCROWDED
have so many corrupting actions and schemes they You are in too tight of a space, thanks to other
can never untangle them all. Redemption is possible, creatures, to be able to fight effectively. You can
though not everyone seeks it or finds it. only attack with natural attacks or light weapons. A
crowded creature is one that is forced into a space not
suitable for their body’s size.

kDEAFENED
You cannot hear and thus cannot make sound-based
Perception checks. You also lose any special senses
reliant on sound, such as Blindsense (sound).
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kDEBUFFED
You are in a disadvantageous situation, where the Deeper Rules
odds are stacked against you. You cannot spend or • Multiple Fascinations: You can be fascinated
benefit from Hero Dice or Free Hero Dice. by multiple targets with different durations
Certain conditions also apply the debuffed condition. (“Grimdor is fascinated by the evil gem and the
They are: bard next to him dancing.”). In such an instance

BETA VERSION 1.2


• Bound you can do nothing other than pay attention to
• Confused either of the targets. Saving against one does not
• Entangled free you from the other.
• Helpless
• Scared kFLANKED
If you have at least 2 enemies who threaten you, you
kDYING are flanked. Being flanked has no benefit or downside
While you have less than 0 HP, you are dying. You in its own right but certain things can happen to
must make a Dire (25) Fortitude save at the start of creatures that are flanked. (Example: A rogue can
your turn. If you get a success you return to 0 HP. If Sneak Attack a flanked creature.)
you fail you take 1 damage. If you reach -10 HP, you
die. The roll of a natural 1 is always a failure. If you’re kGRAPPLED
brought above 0 with healing you are no longer If you have the grappled condition that means you
dying. are wrestling with another creature.
kENTANGLED While grappled you cannot move from your square
You are bound or otherwise restrained by a strong or use your arms for complex actions, cast spells, or
force or bonds. You cannot move from the square you undertake dexterous tasks. You can only attack with
were entangled in. While you are entangled, you are natural attacks, martial art styles, or light weapons.
also debuffed.
ESCAPING A GRAPPLE
You can take 1 action to attempt to free yourself (DC On your turn you can spend an action to attempt
indicated by the effect) with a skill check. This is to remove the grappled condition by attempting
typically an Acrobatics or Athletics check, though a grapple combat maneuver, Acrobatics check, or
other skills like Fieldcraft or Tech. Lore may apply in Athletics check on the creature grappling you. This
specific situations. is opposed by a fresh grapple check by the creature
grappling you.
kFASCINATED
Keywords: Mind-Affecting Deeper Rules
You are fully enthralled by something; whatever has • Hostility: Grappling a creature attempting to
fascinated you. You can take no actions other than maintain a grapple is a hostile action. Attempting
pay attention to the thing that has fascinated you to escape a grapple is not a hostile action.
unless you make a Will save (DC 20 unless otherwise
stated). Fascinated typically has a duration. This is
done on a per-target basis (“Grimdor is fascinated by
the evil gem.”)

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kHELPLESS kHOBBLED
If you’re helpless you are unconscious, bound The target has taken damage to their feet or is
up, paralyzed, or otherwise totally unable to otherwise restricted in their movement. They can
meaningfully defend yourself. Creatures that are only move at half their normal movement speed. If
helpless are automatically hit, unless they have some no duration is listed this lasts for 3 rounds.
GESTALT CORE RULE

special defense, and may be slain (see the “Slay”


action). A helpless character is also debuffed (they Sidebar: Does Hobbled Affect My Fly
cannot spend Hero Dice). Speed?
By default hobbled affects all your movement
kHIDDEN speeds. It can be more specific (“any fly speed you
A hidden creature is actively trying to avoid being have is hobbled”) but, by default, it affects all of your
detected. It takes 1 action to hide. movement speeds. A GM can decide if a hobbled
condition impacts a specific kind of movement.
If you wish to target a hidden creature with an action
(or otherwise perceive them), you must make a kINVISIBLE
Perception check opposed by a Stealth check from A creature who is invisible is unable to be detected
the hidden creature. Once spotted, a creature must by traditional visual means. You are also hidden from
attempt to hide again (spending an action) in a new creatures you are invisible to.
place/fashion. Hidden is done on a per-creature basis,
though taking a hide action is an attempt to hide kIMPAIRED
from all enemies. This is the catch-all condition for not being at
your best. Maybe you’re shaken by a mental effect,
Taking a hostile action removes the hidden condition. suffering from pain, or fighting off nausea. This
Creatures who are hidden resolve attacks against imposes a penalty on all d20 rolls equal to the value
their target’s unaware AC. If attempting to attack a stated (Example: “Impaired 2” would mean you take a
creature while hidden, the target of the attack can -2 on all d20 rolls until this condition is removed).
attempt a free Perception check to spot the attack
creature; if they are successful the attack resolves The Impaired condition doesn’t stack with itself; only
against normal AC. the highest value of Impaired applies.

kIMMORTAL
A creature who is immortal is immune to death
effects and regenerates after death in some fashion.

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kINTANGIBLE kPRONE
An intangible creature is one who has no physical A prone creature has fallen to the ground and must
form, either temporarily or permanently. Unless spend 1 action to get up (this provokes an attack
otherwise stated an intangible creature: of opportunity). A prone creature cannot attack
• Is immune to all damage except divine, magic, with weapons other than natural attacks and light
and mental damage. (null) weapons. Additionally, a prone creature cannot make

BETA VERSION 1.2


• Cannot affect anything that is non-intangible (aka a power attack, a measured attack, a rapid shot, or
“material”) and vice versa. An intangible creature’s fight defensively. A prone creature can only crawl at
senses function normally. half their normal speed.
• Intangible creatures can affect each other
normally. kTIRED
• Magic still impacts intangible creatures normally A character who is physically exhausted, and has
and vice versa. their number of actions per turn reduced by the
• An intangible creature can freely pass through indicated number. For example, a Tired (1) character
material objects, effectively causing them to fly at could only take 2 actions per turn while a Tired (3)
all times (though they may appear to “stand”). character would not be able to take any actions.
• Unless they have special sensory abilities,
an intangible creature inside a solid object is Additionally, a tired character can’t make attacks of
considered blind. opportunity or take the following actions: power
attack, rapid shot, run, or flee!.
kOFF-GUARD
This is the catch-all condition for being open to RECOVERING FROM TIRED
incoming attacks. This imposes a penalty to your At the start of your turn, as a free action you can make
AC equal to the value stated (Example: “Off-Guard a Challenging (DC 20) Fortitude save. If successful,
2” would mean you take a -2 to your AC until this reduce your Tired value by 1. Resting for 1 minute
condition is removed). automatically ends the Tired condition.

The Off-Guard condition doesn’t stack with itself; kSCARED


only the highest value of Off-Guard applies. Keywords: Mind-Affecting, Fear
You are fearful of something. A scared character is
kPARALYZED debuffed (cannot spend Hero Dice) on all actions
A paralyzed creature is one that is unable to move, made against creatures they are scared of and cannot
often due to being unable to control their muscles. approach or take hostile actions against the thing that
They can take no physical action but can take mental scared them.
actions and may perceive their surroundings (though
they may be unable to turn their head). A paralyzed Scared creatures may save (typically a Will save) to
creature is helpless. end the effect early once per turn as a free action at
the end of their turn. Scared typically has a duration.
A character can be scared by multiple creatures with
different durations.

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kSILENCED Terms
A silenced creature is unable to vocalize or create Ability Modifiers
audible sound. Any language-dependent or sonic Each creature has 6 ability modifiers that represent
effect they try to produce automatically fails. a creature’s most basic attributes: Constitution,
Dexterity, Strength, Wisdom, Charisma, and
kSLEEPING
GESTALT CORE RULE

Intelligence. The higher the modifier, the more raw


A sleeping creature is helpless, unaware, and blind, potential and talent your character possesses.
though these conditions end if they take damage,
a loud noise startles them, or something else that Absolute
would wake a sleeper occurs. An infinite value, unless opposed by another
Absolute value (such as an Absolute attack roll vs
kSUPPRESSED Absolute AC).
A suppressed creature is one that has their free will
suppressed. This condition has no impact in its own Absorb
right other than granting the creature the suppressed This is an advanced form of damage immunity that
keyword (some effects only work on suppressed instead allows a creature with this ability to be healed
creatures, for example). by the indicated damage type. Instead of losing HP,
they regain HP equal to the damage they would have
kUNAWARE been dealt.
When a creature isn’t consciously aware of a threat
and thus can make no special attempt to resist it they Action
use their “Unaware” AC (this is their AC but with a An action is anything done during a round of combat.
maximum value of 15). If you’re snuck up on, trigger Using abilities, using an item, and making attacks
a trap you weren’t expecting, or attacked by a creature all require actions to perform. A character has 3
you can’t see- you’d be unaware. actions and 1 reaction (an action that can be used on
someone else’s turn) per turn.
• Action, Free: A free action is an action that takes
no significant time to take. You can take any
number of these per turn (within reason).
• Action, Additional: An action in excess of your
normal 3 actions. Effects that grant additional
actions do not stack. You may only ever have 1
additional action per turn.
• Reaction: An action taken in response to another
creature’s action, taken during their turn.
• Action, Full Round: An action that consumes
all actions on your turn (including additional
actions) other than free actions.

Adventure
A plot that has a beginning, middle, and end. It is a
story that the GM has involved the players in.
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Area of Effect (AoE) Bonus
Something that affects all or multiple creatures in an A bonus is a numerical modifier to a dice roll.
area, instead of targeting a single creature. Bonuses that apply to the same thing do not stack.

Armor Class (AC) Boost


A numeric representation of how well a creature Any improvement to another ability, activated by

BETA VERSION 1.2


avoids damage and how well they can take a hit. This spending a Hero Dice.
is the number you must meet with an attack roll to
damage a creature. Campaign
A game consisting of several sessions wherein
Attack adventurers partake in various adventures.
An attack is any hostile action that requires an attack
roll. Capacity
Your ability to actually do something. If you lack
Attack (Action) the capacity to do something, you cannot do it. A
This is a special kind of action that allows a character character who doesn’t have the capacity to use heavy
to hurt their target with a weapon. armor can’t wear heavy armor, a prone character lacks
the capacity to use a greatsword, etc.
Attack of Opportunity
As a reaction a creature can make an attack during an Character Class (Primary)
opponent’s turn if their action provides an opening. You select two character classes. The first is your
Such actions are denoted as “provoking an attack of “primary” class. You get an extra class feature from
opportunity”. your primary class called a “signature class feature”.

At Will Character Class (Secondary)


Abilities described as usable “at will” can be used as Your second character class is just like your first one
many times as the user wishes without needing to but you have the option to take a special kind of class
rest to regain limited uses. called a “Support Class” as your secondary in addition
to the option to take a normal class as your secondary
Base class.
Something that is described as being “base” means it • Support Class: These are classes that wouldn’t
is unmodified and permanent. It is how something stand up on their own without a normal class
natural is, by default. Your “base size category” would and are very reliant on your primary class. For
be your size category without changes from things example: the rogue is a support class that allows
like spells and your “base speed” would be your speed you to bypass all sorts of traps and skill checks
before it is modified temporarily. exceptionally well. On your average adventure
you’d need more skills than JUST that so the
Base Spell system forces you to take another class, better
The “base version of a spell” is a spell cast at its lowest suited to adventuring, as your primary class.
level, that is to say it lacks any bonuses for being cast
at a higher level. Variables dependent on level still
scale.
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Check D%
A check is a d20 roll which may or may not be A dice size covering 1-100. Sometimes represented as
modified by another value. The most common types 2 10-sided dice.
are attack rolls, skill checks, spellcasting checks, and
saving throws. Damage
GESTALT CORE RULE

Wounds inflicted on a target. This comes in multiple


Class damage types. This system uses the following damage
The term “class” is a catch-all term to describe an types: Bludgeoning, Force, Piercing, Slashing, Acid,
adventuring vocation a creature has. Bleed, Cold, Divine, Electricity, Life, Fire, Magic,
Mental, Necrotic, Poison, and Sonic.
Compulsion • Minimum Damage: If something causes
A fundamental drive that a creature with the monster “minimum damage”, treat all dice results as their
keyword cannot go against. minimum value (typically 1).
• Multiplying Damage: Sometimes you multiply
Corrupt damage by some factor, such as on a critical hit.
A keyword used to denote a creature who has Roll the damage normally and multiply the result.
shackled, subverted, or otherwise meddled with the • No Negative Damage: Damage cannot be less
free will of another creature. than 0 (it cannot be a negative number) even if it
would be reduced below 0.
Cover • Ability Damage: Certain creatures and magical
A physical barrier protecting at least 50% of your effects can cause temporary or permanent ability
body in a meaningful way. damage. This is a reduction to an ability modifier.
• Doubling Doubles: If something would multiply
Creature a multiplied value, they don’t stack- just use the
A creature is an active participant in the story or higher multiplier.
world. This includes PCs, NPCs, and monsters. • Future Damage Types: Other damage types may
A creature is expressly not an “object” or the be introduced in the future.
environment.
Dangerous Terrain
Critical Failure (Natural 1) Any area that would deal damage to someone
The roll of a natural 1 on a d20 roll always results in a standing there (lava, spike-covered, etc) or that
failure regardless of the overall result of the roll. moving into would imperil the mover (such as being
pushed off a high cliff ). Terrain can be both difficult
Critical Hit and dangerous if warranted.
On the roll of a natural 20 during an attack roll
on a d20 you count as having “critically hit”. This Darkvision
multiplies the resulting damage from the attack by 2, You can see in the dark quite well. This lets you see in
unless otherwise indicated. the dark up to 30 feet out (unless otherwise specified)
as if it were normal lighting (though nothing beyond
Culture that).
Your character’s societal upbringing.

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Death Effect Feats
A death effect is one that kills its target outright Supplemental abilities you gain not specific to your
without dealing damage. classes. You can select any feat you qualify for when
• Immunity to Death Effects: If you are immune to your class chart indicates you get it.
death effects, you can still die due to damage or
other effects. It just means you can’t die due to a Free Hero Dice

BETA VERSION 1.2


death effect. A hero dice that is simply added to a roll. It doesn’t
come from any dice pool.
Dice Size Progression
Sometimes dice “increase by a step” or “decrease Game Master (GM)
by a step”. This means you roll a larger dice. This A GM is the narrator, world builder, rules arbiter, and
progression is: 1, d4, d6, d8, d10, d12. A dice cannot the one who controls the NPCs. A GM’s duty is to
be made larger than a d12 unless specifically noted. provide a fair, fun, and engaging game.

Difficulty Class (DC) “GM’s Discretion”


This is the numerical value a check needs to meet or Anything that falls under “GM’s discretion” means
exceed to be successful. For an attack roll the DC of it is up to the GM to allow or disallow the choice in
the attack is the creature’s AC. question. You must check with a GM on anything
that requires GM’s discretion.
Difficult Terrain
Any terrain that impedes your movement but Gaze
does not cause damage (that would be “Dangerous A gaze is an action dependent on a creature meeting
Terrain”). Each square of movement on difficult the eyes of another creature. A “gaze” is a modification
terrain costs 2 squares of movement. Terrain can be to an action or effect. The target must be able to see to
both difficult and dangerous if warranted. receive a gaze effect. Shutting your eyes renders you
immune to gaze attacks but also renders you blind. A
Enemy gaze effect requires line of sight.
An “enemy” is anything that opposes you with hostile
intent. A GM is the final arbiter of what is considered GP
an enemy to you. The abbreviation of gold piece, the most commonly
used monetary unit. Smaller monetary units may
Enchanting/Enchanted exist (such as silver or copper pieces), but players are
“Enchanting” is the act of imbuing an item with assumed to be dealing largely in GP.
magical power. A weapon that is “enchanted” has
a magic power. The specific type of magic power it Hero Dice
provides is referred to as an “enchantment”. Dice you can use to add to a d20 roll or activate
certain class features.
Enhancement
A type of spell that empowers, protects or otherwise Hit Points (HP)
improves the recipient. You can only have a single Hit points are an abstraction that represent one’s
enhancement active at a time. ability to sustain wounds and continue to function.

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Death & Dying Keywords
When a creature’s hit points drop below 0, it becomes These are things that describe your character. A dwarf
unconscious. When a creature’s hit points reach a fighter/wizard will have keywords like: “Humanoid,
negative 10, it dies. Dwarf, Fighter, Wizard, Spellcaster”. These are
largely used for effects and qualifying for things like
GESTALT CORE RULE

Temporary Hit Points feats. For example: a magic staff might only work
Some abilities and items grant temporary hit points for Spellcasters (the capital signifying it is referring
that disappear after a specific duration. These are to a keyword) and a feat might require you to be a
subtracted before normal hit points. Temporary hit Dwarf. Keywords can be inferred rather than stated
points do not stack, use the higher value. (a creature who is impaired could be said to have the
impaired keyword for example) and a GM is the final
Honors arbiter of what constitutes a keyword.
Social honors or rewards bestowed on characters that
you gain not specific to your class.You can select any Language
honor you qualify for (both mechanically and in a A form of communication. You can only
narrative sense) when your class chart indicates you communicate in languages your character knows.
get it.
Level
Hostile A creature’s level represents their general level of
A “hostile” creature or action is one that intends harm power and prowess.
or ill-will towards its recipient. There are two terms related to level:
• Class Level: The total number of levels the
Immune creature possesses in a given class.
A creature is unable to be affected by a particular • Creature Level: The total number of levels a
damage type or effect type. A creature immune to a creature has. This is a generalized notion of how
damage type has Absolute resistance to the damage dangerous the creature is and what level player
type, and a creature immune to an effect type has they are appropriate for.
Absolute saves against that type of effect.
Lineage
Innate Spell Your character’s biological background.
A spell cast through means other than spellcasting
ability. Line of Effect
A term that indicates your ability to affect a target.
Initiative Refers to a straight, uninterrupted line between you
A check that measures how quickly one reacts to and your intended target. Things like solid objects
combat beginning. The higher they roll, the sooner in and other targets (such as creatures) interrupt line of
a round a creature will act. effect.

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Line of Sight Oath
The term “line of sight” refers to one’s ability to The driving force behind your character’s sense of
clearly perceive a creature. Things like solid objects or morality. A character’s oaths are the rules they cannot
obscuring elements (such as thick fog), and extreme bring themselves to break. A character who willingly
distance interrupt line of sight. and knowingly breaks an oath is debuffed (cannot
spend Hero Dice) until they make things right.

BETA VERSION 1.2


Magic Effect
A “magic effect” is any effect created by a spell (innate Order
or otherwise). A linear chain of class features where one is gained
after another at indicated levels.
Martial
A keyword used to denote a creature with notable Order of Operations
combat ability or physical prowess. The order in which things happen. If two things
occur simultaneously, such as “at the start of
Mental Ability Modifier your turn”, the target decides what order those
Charisma, Intelligence, and Wisdom. simultaneous things occur in. A GM may alter this if
it interferes with gameplay or balance issues.
Minion
A creature under the direct command of another with Penalty
limited or no ability to act on its own. Penalties are numerical values that are subtracted
from a check or statistical score.
Monster
A type of unnatural creature that has a compulsive Physical Ability Modifier
driving action. Constitution, Dexterity, and Strength.

Multiplying Player Character (PC)


When you are asked to apply more than one A creature controlled by a person playing the game.
multiplier to a roll, the multipliers are not multiplied
by one another. Instead, use the highest multiplier. Proficiency
How well trained you are in something. If you are
Mundane “proficient” in something, that means you are at least
Non-magical and non-supernatural; normal. Skilled in its use.
• Unskilled: Add a relevant ability modifier.
Nature • Skilled: Add a relevant ability modifier + your
A guiding principle or concept that underlines the level.
purpose of a creature with the outsider keyword. • Professional: Add a relevant ability modifier +
your level + 3.
Negate • Exceptional: Add a relevant ability modifier +
A negated effect is prevented from working entirely. your level + 6.
Non-Player Character (NPC): A creature controlled
by the GM.

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Regeneration Saving Throw
This is healing that automatically occurs at the start A saving throw represents a creature’s resistance to
of your turn. Like other sorts of healing, it cannot specific kinds of special attacks; they are a creature’s
bring you over your maximum HP unless otherwise natural, passive resistance to certain things and are
noted. made automatically. There are three kinds of saving
GESTALT CORE RULE

throw:
Resistance (Resist) • Fortitude: Your resistance to biological effects
Resistance reduces the indicated damage type by an (illnesses, poison, strong drink, exhaustion, etc).
indicated amount. • Reflex: Your split second reactions (avoidance of
area attacks).
Resurrection (Limit) • Will: Your resistance to mental effects (fear,
A creature who has been resurrected cannot be charm, illusions, etc).
resurrected again until they level up (or 1 year passes
for NPCs). Scatter Dice
If something calls for a “scatter dice”, you roll 1d8
Round with 1 being due north, 2 being NE, and so on
An encounter is measured in rounds. During an clockwise. This is typically followed by a distance
individual round, all creatures have a chance to take a (“Roll a scatter dice and move the center of the effect
turn to act. A round represents 6 seconds in the game 10 feet in that direction.”)
world. When the rules refer to a “full round”, it means
a span of time from the start of the first creature to Scent
go’s turn to the end of the last creature’s turn. You can perceive creatures by scent up to a certain
range (indicated by the ability).
Turn
In a round, each participating creature receives one Session
turn, during which it can perform a wide variety of A single-sitting game where things occur (as opposed
actions. A character can perform 3 actions on their to a campaign).
turn.
Signature
Rounding An additional ability granted by your primary class.
Occasionally the rules ask you to round a result or
value. Unless otherwise stated, always round down. Single Target Effect
For example, if you are asked to take half of 7, the This is an effect that only impacts a single target.
result would be 3.
Skill
Sacrifice A skill represents a creature’s ability to complete a
Hit points you sacrifice for something is damage that task other than combat (or something directly related
you willingly take on yourself. This damage cannot to it). A higher value is always better and the most
be mitigated or negated by any normal means. If it is, relevant skill.
the triggering effect fails.A GM is the final arbiter of
how sacrifices are resolved.

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Speed / Movement Technological/Technological Item
Your speed tells you how far you can move with This is anything that has a Technological Lore
a move action. Creatures must move in 5 foot requirement to use. This is often abbreviated as “Tech.
increments known as “squares”. Lore”.

Spellcaster Threaten

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A keyword used to denote a creature able to cast You only threaten a foe if you could strike them with
spells. a melee weapon you are skilled in the use of (be it
unarmed strikes, natural attacks, or a manufactured
Spellcasting Check weapon).
A check made to cast a spell, apply a metamagic feat,
or attack with a Caster weapon. Threatened Squares
You “threaten” all squares into which you can
Stacks/Stacking make a melee attack, even when it is not your turn.
Stacking refers to the act of adding together bonuses Generally, that means everything in all squares
or penalties that apply to one particular check or adjacent to your space (including diagonally).
statistic. Things normally do not stack in Gestalt, just An enemy that takes certain actions while in a
use the highest value. threatened square provokes an attack of opportunity
from you. Characters Unskilled in unarmed strikes,
Step (Damage Dice) those wielding a ranged weapon, and those who are
If you increase or decrease a damage dice by a “step” unarmed or unable to attack do not threaten any
that means to increase or decrease to the next dice squares.
size. The size of dice in Gestalt are: d4, d6, d8, d10,
d12. A d12 cannot be increased beyond a d12 and a d4 Threshold
cannot be reduced below a d4. You are more resistant to damage, up to a point. If you
take the listed damage or less, you take no damage. If
Sundries you take more damage than your threshold, you take
A collection of unspecified and unlisted items on all of it.
your person whose total worth does not exceed a
given value. Unaware AC
If you are unaware of an attacker or otherwise can’t
Talented meaningfully resist an attack against you. Unaware
A keyword used to denote a creature with a variety of AC is your AC but is capped at 15 (if it is higher than
skills. 15, it is set to 15). If you have fortified armor this cap
is raised to 20.
Talent • “Normal AC”: This is the term that is used when
A non-linear class feature where you select a new comparing your AC to your unaware AC.
class feature from a list of options.

Target
The subject of an action.

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Vulnerability/Vulnerabile Mook
A target that is “vulnerable” to something takes A “mook” is a throw-away enemy that is
twice as much damage. If a creature has multiple inconsequential to the larger plot.
vulnerabilities the effects do not stack (if a damage • A single hit that causes at least 1 point of damage
effect would be affected by 2 vulnerabilities, the kills them instantly.
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damage is only doubled not tripled or quadrupled). • Mooks don’t roll dice for saves; they are always
assumed to have rolled a natural 5. (Example: If a
Weapon Proficiency mook is targeted by an effect that requires a Will
Your proficiency with attacks with a specific weapon save, they are just assumed to have rolled a 5.).
or martial arts style (sometimes called “style attacks”). • Mooks always go last. Mooks allied with players
(Your “Longsword Proficiency” would be your always go before enemy mooks.
proficiency with a longsword.) This excludes bonuses
on “attack rolls” as it is just your proficiency bonus Thick Hide
with the weapon. You add your Constitution to your AC, in addition to
your Dexterity, as an armor bonus due to your thick
Special Monster Traits hide.
Cowardly
If more than 50% of a cowardly creature’s allies have Undead
been killed, they need to make an Easy (10) Will save Undead are dead things that have been reanimated,
or take the Flee! action on their next turn until they often through magic. Undead are immune to death
are out of danger. effects and biological effects (such as bleed damage,
poison damage, etc.) They are damaged by life energy
Cowardly mooks roll 1d20 once for all mooks on the (healing effects) and healed by necrotic energy
same side. If it is 10 or lower all mooks Flee! effects. While they lack true vitality their ability
modifiers represent the magic or force that sustains
Hurler their undead form. Most undead are also mindless.
A hurler is a creature that may use Strength instead
of Dexterity as the relevant ability score modifier
for thrown ranged attacks. Additionally, they add
their Strength modifier to damage rolls with thrown
weapons.

Mindless
Mindless creatures lack any sort of sentience. In
some instances they may follow orders from sentient
beings or respond to stimuli but they do not have
consciousness of their own. Mindless creatures are
immune to any mind-affecting effect, emotional
effect, or language dependent effect. Mindless
creatures have no Intelligence modifier (and
generally very low Wisdom and Charisma) and are
immune to effects that target their Intelligence.
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Swarm Randomized Character Creation
A swarm is a colony or group of uncountable
numbers of very small creatures all working in Step 1: Roll for Class (Twice)
unison. This makes them effectively a “single Result Class
creature”. Swarms HP represent their constituent 1-2 Bard*
creatures. They have the following traits:

BETA VERSION 1.2


3-4 Berserker
• Half Damage: Force, Slashing or Piercing damage.
• Immune: Spells that target a single creature, 5-6 Cleric
Precision damage, the crowded condition. 7-8 Druid
• Vulnerable to area of effect damage (damage 9-10 Fighter
sources that target multiple squares). 11-12 Paladin
• Space/Movement: The squares they take up do
13-14 Ranger
not need to be in a square but must be contiguous.
15-16 Rogue*
They can also move through any space that their
constitution creature could pass though. 17-18 Warlock
• Absolute Damage: A swarm is immune to single 19-20 Wizard
target Absolute damage but takes Absolute *These are support classes and cannot be your
damage normally from Area of Effect Absolute primary class.
damage.
Step 2: Roll for Lineage
Swallow Result Lineage
A creature that has been swallowed by another
1-2 Dwarf
automatically takes twice the creature’s level +
3-4 Elf
Strength modifier in acid damage at the start of their
turn. Successfully hitting a creature from within it 5-6 Gnome
is a trivial task (DC 10). While swallowed you are 7-8 Goblin
Debuffed and Crowded. Once swallowed the only 9-10 Halfling
way out alive is to kill the creature from within or by 11-12 Human
being vomited out.
13-14 Orc

To swallow a creature you must have this special 15-16 Animal-Kin


ability and be at least 2 size categories larger than 17-18 Celestial
whatever you are swallowing. You must make a 19-20 Elemental
successful grapple combat maneuver against the
creature. If successful, so long as you have the
creature grapple you may spend 1 action to swallow
them.

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Step 3: Roll for Culture kCLASS BASED OATHS
Result Culture Can’t think of an oath for your character? Take a
1-10 Lineage Culture* look at the following example oaths for ideas. These
examples are reflective of various class or adventurer
11-12 Diaspora
stereotypes.
GESTALT CORE RULE

13-14 Cosmopolitan
15-16 Isolationist Bards
17-18 Theocratic 1d6 Oath
19-20 Survivalist 1 Drama is the spice of life and I won’t
*Roll again if your lineage doesn’t have one. miss an opportunity to engage in it!
2 I will find the legendary lost ode first
Step 4: Roll for Oaths composed by a divine muse.
Result Oath 3 My name and renown will be known
1-2 I cannot stand to see people enslaved. throughout the Hundred Kingdoms!
3-4 I will not suffer to see nature despoiled. 4 I am loyal to my [college, troupe, patron,
5-6 I will not hurt innocent people or let etc.] above all else and attend to their
others do the same. needs.
7-8 I will fight for [culture/country/ 5 I will craft an artistic masterpiece that
religion] and defend it. will echo throughout the ages.
9-10 I will protect my friends at all costs. 6 I will seek out and promote beauty in all
11-12 I seek the [item] at all costs. my endeavors - I am a living work of art!

13-14 I seek to destroy [specific individuals]


and oppose them at every turn.
Berserkers
1d6 Oath
15-16 I will be rich even if it kills me.
1 I will find and challenge the greatest
17-18 I will heal the injured and defend the
champions in the land and destroy
weak.
them!
19-20 I will acquire knowledge with fervor
2 I will honor and respect [group] and
and protect it.
treat them all with hospitality and
loyalty.
Step 5: Ability Modifiers
3 I will wrestle the most massive beast I
Result Ability Modifier Bonuses
can find and win.
Array
4 I will not rest until I have achieved my
1-4 Gestalt +0, +1, +1, +2, +3, +3
pact of vengeance!
5-8 Well-Rounded +1, +1, +2, +2, +2, +2
5 I will complete the great vision quest
9-12 Triumvirate -1, +1, +1, +3, +3, +3 the spirits have sent me on.
13-16 Single Attribute -2, +1, +1, +2, +2, +6 6 I will find and kill a god (or other
Dependent powerful divine entity).
17-20 Power-Hungry -2, +0, +2, +2, +4, +4

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Clerics Paladins
(Clerics have oaths built into their domains.) (A paladin has an oath built into their class.)

Druids Rangers
(A druid has an oath built into their class.) 1d6 Oath

BETA VERSION 1.2


1 I will protect nature from abuse by
Fighters civilization.
1d6 Oath 2 The [mythic beast] escaped me once;
1 I will avenge my mentor and my never again.
training hall against the insults [group] 3 I will hunt the greatest of beasts to prove
have committed. my prowess.
2 I will be a true and loyal soldier to 4 Once I set myself to a hunt, I will never
[group/nation]. give up.
3 I seek the [powerful artifact weapon or 5 I will guide all those who are lost and
armor] and will stop at nothing to get it. offer aid to those who are traveling.
4 I will forge and master the ultimate 6 I will explore and document everywhere
blade. I go for the betterment of us all.
5 I will prove that my style surpasses all
others every chance I get.
6 My honor as a duelist shall never be
stained.

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Rogues Other General Oaths
1d6 Oath 1d6 Oath
1 I will be loyal to [criminal organization] 1 I will become rich and famous or die
and may death take me if I cross them. trying.
2 [Name] betrayed me to the law, and I 2 Radical kindness begets radical results. I
GESTALT CORE RULE

will have my just reward. will always be kind.


3 All guards are bastards; I will never rely 3 Life first, strength second, and
on or trust the law. remember to smell the flowers along the
4 There’s always room for one last job. way.
5 I will steal from the rich and give to the 4 I will protect my friends, even at the
poor. cost of my own life.
6 I will foil the plans and desires of the 5 I will never let a challenge go
upper class. unanswered or leave a debt unfulfilled.
6 I solemnly swear to always mess with
Warlocks The Storyteller; life is too short to be
(A warlock has an oath built into their patron.) boring!

Wizards
1d6 Oath
1 Knowledge before life, life before death,
death before dishonor.
2 Awesome magic power means not
bothering with the small stuff.
3 With great power comes great
responsibility; I will treat magic with
respect and punish those who misuse it.
4 I will invent a new and powerful spell
that will earn me acclaim.
5 I will uncover the secrets of true magic
lost with the death of the God of Magic.
6 I seek the [powerful artifact] and I will
stop at nothing to get it.

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