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13:7:3

System inspired by Risus and Shadowrun


13:7:3 v2.04
We are what we pretend to be, so we must be careful about what we pretend to be.
13:7:3

NAME _________________________________________ Character Creation

CONCEPT _________________________________________
All characters start with 15 ranks to spend
on archetypes, race, and patron. Each level in an
RACE archetype costs one rank. Taking a race costs one
_________________________________________
rank. Taking a patron costs one rank. If you do not
take a race, your race defaults to human; this
PATRON _________________________________________
confers no bonuses or penalties. A character can, at
any given time, have at most one archetype at 5,
two at 4, three at 3, four at 2, 5 at 1.

Rolling
THE ADVENTURER ______________________________
For a given challenge, roll a number of d6s
equal to a relevant archetype. If you don’t have any
THE ARTISAN ______________________________ relevant archetypes, you get a single d6. If your race
or patron would help with the action, you get a
bonus die for either. If there is a factor affecting the
THE LEADER ______________________________
balance of a power in a situation, like someone
having blackmail or a weapon while the other
doesn’t, the person with the advantage gets a d6.
THE LONER ______________________________
Rolls of 5 or 6 are a success. GMs decide
how many dice a given challenge has and rolls them
too. Combat works by one character rolling against
THE MAGICIAN ______________________________ another character, with the net number of successes
being damage against the defender’s archetype. The
defender wins in the cast of ties.
THE MERCHANT ______________________________
When one’s archetype is damaged, it is
temporarily reduced, healing at a rate depending on
THE NOBLE ______________________________ the type of conflict. If all of someone’s relevant
archetypes are at 0, a single point more damage
causes them to lose the conflict. The GM has the
THE PEASANT ______________________________ final decision on whether or not a given archetype is
relevant to a given action.

THE PERFORMER ______________________________


Advancement

When a character does something note-


worthily in line with an archetype, such as The
THE PRIEST ______________________________
Warrior winning a hard duel they get one point
towards the archetype. When a character does
something particularly out of line with an archetype,
THE SCHOLAR ______________________________ it loses one experience point from that archetype. If
that archetype doesn’t have any experience points,
it is downgraded and given enough experience to
THE THIEF ______________________________ have one less than what’s needed to level up.

Increasing an archetype requires a number


THE WARRIOR ______________________________ of experience points equal to the new level. Gaining
a race or a patron costs one point, but requires great
dedication to earn it; finally spending it is the final
act of dedication.
System inspired by Risus and Shadowrun
13:7:3 v2.04
We are what we pretend to be, so we must be careful about what we pretend to be.
13:7:3

Archetypes THE NOBLE

THE ADVENTURER The Noble lives highly. The Noble owns


land, employs servants, and is the master of its own
The Adventurer is a wanderer, an explorer, domain. It is good at dealing with other wealthy
a tourist, and a sight-seer. The Adventurer is good at people, getting followers, and being high-class. Its
keeping on the move, finding hidden things, and magic has to do with charming, manipulating, and
fitting in with new people. Its magic has to do with securing their own domains.
mental, physical, and social travel.
THE PEASANT
THE ARTISAN
The Peasant lives low. The Peasant is good
The Artisan creates things. The Artisan is a at making do with shoddy tools, surviving on few
painter, a blacksmith, an architect. The Artisan is supplies, manual labor, and agriculture. Its magic
good at designing things, at building things, and at has to do with plants, animals, and making tools
directing builders. Its magic has to do with art and work magically well.
crafting.
THE PERFORMER
THE LEADER
The Performer entertains. The Performer is
The Leader leads others. The Leader is good at socializing, playing instruments, singing,
good at formulating group tactics, giving commands acting, and dancing. Its magic has to do with
and having them followed, and being a politician. Its boosting others, charming others, and distracting
magic has to do with battlefield tactics and imposing others.
its will on others.
THE PRIEST
THE LONER
The Priest is holy. The Priest is good at
The Loner is self-sufficient. The Loner is understanding archetypes and patrons, identifying
good at wilderness survival, is streetwise, is good at dangerous monsters, consoling people, and giving
first aid, withstanding pain and harsh conditions, and advice. Its magic has to do with healing, casting out
generally getting by alone. Its magic has to do with monsters, and inspiring worship.
being the ultimate survivor.
THE SCHOLAR
THE MAGICIAN
The Scholar knows things. The Scholar is
The Magician is magical. The Magician is good at knowing facts, learning, reading, analyzing
good at casting spells, analyzing arcane runes, and facts and information, and researching. Its magic
enchanting items. Its magic has to do with has to do with finding and analyzing information of
controlling the elements, imposing its will on the all kinds.
physical world, and manipulating other magic.
THE THIEF
THE MERCHANT
The Thief takes things. The Thief is good at
The Merchant trades. The Merchant is stealing, tricking, lying, and hiding. Its magic has to
good at haggling, tracking down items, making a do with stealth and taking things away from others.
profit, smooth-talking, and charming. Its magic has
to do with trading things for other things, finding THE WARRIOR
items, and getting what other people want.
The Warrior fights. The Warrior is good at
withstanding punishment, dodging, and fighting of
all kinds. Its magic has to do with avoiding damage,
harming, and rendering people unable or unwilling
to continue fighting.

System inspired by Risus and Shadowrun


13:7:3 v2.04
We are what we pretend to be, so we must be careful about what we pretend to be.
13:7:3

Races THE GNOME

Adopting a race is a long and dedicated Gnomes appear to be young teenage girls of
path. The vast majority of people in the world are short stature and curvy figures, and constantly
human. However, the perks of the various races are appear to be flitting about, talking and examining
attractive enough that people continue to pursue things. They love to invent and tinker, but in contrast
even the hardest to achieve racial archetypes. to the dwarves love to experiment, discover new
paths. Gnomes tend to be reclusive, living in school-
THE ELF like towns or cities, or in great academies of science.
They prefer to avoid combat, but can be deadly
Elves appear as graceful but strong female enough when cornered or choosing to fight.
humanoids. They tend towards being tall, with long Gnomes can be pretty or plain, and tend to dress
pointed ears and elegant features. They live close to either in ostentatious, colorful, sometimes garish
nature and dislike artifice, preferring the company of fashions, or in functional work clothes and they tend
animals and plants. They tend to wear light clothes to be both creative and unreliable.
which by baseline human standards seem skimpy,
but as they are immune to anything but extremes in THE WYRM
weather this does not bother elves. The path to
become an elf is difficult and exacting, and only the Usually known as dragons, Wyrms are the
most dedicated eventually become one. symbol of male virile power. Wyrms can be anything
from impressive scaled men with reptilian eyes to
THE GOBLIN enormous serpentine reptiles with no trace of
humanity. They normally dwell very far from any
Goblins are tall, male, muscular humanoids other race, on top of mountains or even on clouds
with tough skin and thick hair. They are almost themselves. They prefer to pursue their own
always tribal, living off the land by hunting and inscrutable agendas, feeling themselves far beyond
gathering, and deciding pecking order by contests of the mortals they once were. They are great scholars
strength, skill, and cunning. Goblins value strength and their long lives make them wise, if sometimes
and skill in battle, cunning, tactics, and trickery. very intolerant. Often a wyrm takes a liking to a
Sometimes areas suffer an explosive growth of particular area, either conquering it or protecting it.
goblin populations because goblins will actively Some wyrms are charming and commanding beasts
capture baseline human clans and raise all their with glittering scales and striking appearance, and
children to be brutal, vicious and eventually become others appear much as horrible beasts, bristling with
goblins themselves. Such large hordes will eventually scars and natural weapons.
threaten the other races by sheer momentum,
resulting in wars. Goblins range from strong, noble THE OUTSIDER
warriors to lithe, cunning tricksters to savage, brutal,
animalistic monsters. Outsiders are called by many names, but
generally appear similar. They are very tall and
THE DWARF powerfully built female humanoids with huge wings
protruding from their backs. Depending on their
Dwarves are male, short, stocky and personal ideas of morals, they may have any skin
muscular, with large beards and heavy features. color; have thick leathery wings or elegant feathered
They dwell underground and greatly value strength, pinions. They are the feminine creative counterpart
solidity, tradition and stoicism. Dwarves are crafters to wyrms, and promote fertility, feminine power,
as well, but in opposition to the elves they craft by and noblesse oblige be it through manipulating
twisting and bending natural materials to their will, mortals to their own ends or sheltering and
rather than carefully shaping things into fragile protecting them with their strength. Nonetheless,
beauty. Dwarves are not aggressive, but will gather Outsiders never dwell long among other races. Their
together and defend themselves to the last. countenance is just as often demonic and terrifying
Dwarves range from rough, alcoholic workaholics to as it is angelic and beautiful, or even just drab crones
charming and fashionably bearded gentlemen. with wings of brow, ratty feathers. Outsiders are
tremendously rare and tend to be quite reclusive.

System inspired by Risus and Shadowrun


13:7:3 v2.04
We are what we pretend to be, so we must be careful about what we pretend to be.
13:7:3

Patrons The Creation Myth

DESTRUCTION In the beginning, there was nothing, and


then Creation created itself. Creation created
Destruction is the force of change, of chaos, Destruction, for that was the only thing that could be
of entropy. Destruction at its best destroys the old that wasn’t Creation. Creation and Destruction
to make way for the new. Destruction at its worst fought, and the balanced fight created Balance, and
destroys the healthy without heed to balance. there was harmony.

CREATION The three great forces worked together and


created the world. The world was empty, though,
Creation is the force of stability, of law, of and so they created Man. Thirteen were created, six
growth. Creation at its best makes new things men, six women, and one, the Loner, of unknown
where there is nothing. Creation at its worst gender. Each man and each woman were lovers,
stagnates or overgrows. and all was good.

BALANCE Each of these Men explored themselves, for


they were created anew and knew themselves as
Balance keeps the forces of both little as they knew the world. Each, in turn, came to
Destruction and Creation in check. When embody different principles and talents, according to
Destruction goes overboard, Balance reins it in or their nature, and these archetypes came to be
strengthens Creation. When Creation goes named after these Men.
overboard, Balance stops it and lets Destruction
loose. What’s more, three of these couples found
their forms unlike their nature, and gradually
became The Elf, The Goblin, The Dwarf, The Gnome,
The Wyrm, and The Outsider.

This done, with all of the Men knowing and


being true to their natures, they reproduced and
made new generations of all seven of the races.
Once they did, and they were truly seen and revered
as the truest members of their archetypes and races,
they ascended, leaving the world of mortals behind
to sit with Creation, Destruction, and Balance, in a
realm outside of normal time and space.

To this day, men and women who act in line


with an archetype find Creation giving them power
to continue, Destruction taking the power for acting
out of line, and Balance moderating them both.
They do this because, when the original 13
ascended, they became as inherent to reality as the
three forces themselves are. Men who act as elves
become elves. Women who act as wyrms become
wyrms. People who act to an archetype are
empowered according to that archetype.

And sometimes, every now and then,


someone who embodies an archetype as much as
one of the original 13 spontaneously ascends, adding
another aspect, another facet, to the law of reality
that is an archetype.

System inspired by Risus and Shadowrun


13:7:3 v2.04
We are what we pretend to be, so we must be careful about what we pretend to be.

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