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Culture Documents
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.
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.