Professional Documents
Culture Documents
CORE RULES
BY ANDREW COLLAS
VERSION 2.3 – August 18th, 2023
EDITORS
TBA
PROOFREADERS
TBA
DAMAGE TYPES
• Corrosive
• Blunt (Bashing, Bludgeoning, Hammering)
• Edged (Slashing, Piercing, Stabbing)
• Energy (Cold, Fire, Electric)
• Necrotic
• Psychic
• Radiant/Umbral
CAMPAIGN RANK
NOVICE
• Attributes: Pick two attributes and assign them a +1
• Edges: Pick one Edge and assign it +1
• Talents: Choose 4 Talents you qualify for or raise the rank of any eligible Talents you have.
• Skills: Add 5 ranks to existing skills already chosen or begin new skills at Student Rank. No more than one skill can
be at Teacher Rank.
PROFESSIONAL
• Attributes: Pick two attributes and assign them a +1, and a third and at +2 to it
• Edges: Pick two Edges and assign each +1, or choose one Edge at +2
• Talents: Choose 5 Talents you qualify for or raise the rank of any eligible Talents you have.
• Skills: Add 7 ranks to existing skills already chosen or begin new skills at Student Rank. No more than four skills can
be at Teacher Rank.
VETERAN
• Attributes: Pick three attributes and assign them a +1, and a two more +2
• Edges: Put each Edge +1, or choose one Edge at +2 and another at +1
• Talents: Choose 6 Talents you qualify for or raise the rank of any eligible Talents you have.
• Skills: Add 9 ranks to existing skills already chosen or begin new skills at Student Rank. You may have two skill at
Master Rank using this method.
The resulting modifier, plus or minus, is applied to the 2d10 Check roll.
VS. ENGINE VALUE TABLE
Values RV1 RV2 RV3 RV4 RV5 RV6 RV7 RV8 RV9 RV10
AV1 0 -1 -2 -3 -4 -5 -6 -7 -8 -9
AV2 +1 0 -1 -2 -3 -4 -5 -6 -7 -8
AV3 +2 +1 0 -1 -2 -3 -4 -5 -6 -7
AV4 +3 +2 +1 0 -1 -2 -3 -4 -5 -6
AV5 +4 +3 +2 +1 0 -1 -2 -3 -4 -5
AV6 +5 +4 +3 +2 +1 0 -1 -2 -3 -4
AV7 +6 +5 +4 +3 +2 +1 0 -1 -2 -3
AV8 +7 +6 +5 +4 +3 +2 +1 0 -1 -2
AV9 +8 +7 +6 +5 +4 +3 +2 +1 0 -1
AV10 +9 +8 +7 +6 +5 +4 +3 +2 +1 0
Target is ALWAYS 11 on a 2d10 roll for Success. At results of 15+, 20+, 25+, etc… we get Degrees of Success.
DEGREES OF SUCCESS TABLE
Result Success
4 or less Consequential Failure
5-9 Failure
10 Partial Success
11-14 Success
15-19 1 Degree of Success
20-24 2 Degrees of Success
25 or higher 3 Degrees of Success
A difference of +/-10 indicates auto-success or auto-failure, no roll, except in Combat, as there is always a chance for a
Critical/Fumble result.
There may be Boons/Banes, spells, items, or even monster abilities that can modify these things as well.
DEGREES OF SUCCESS
Every roll in Bastard Sword uses the VS. Engine as described above, but your result will always trigger a Degree of Success
(DoS) as follows;
DEGREES OF SUCCESS TABLE
Total Type Description
4 or less Consequential Failure Not only do you fail, but something also goes wrong. Maybe
you jam the lock you are picking, raising the difficulty to try
again, or you step on a squeaky floorboard giving the guard
another Observation check to hear you, etc… Not to be confused
with a Natural 2, but something bad all the same.
5-9 Failure It just isn’t happening boss. You missed, you failed, you did not
pass GO, you do not collect 200 gp.
10 Partial Success Sometimes you almost make it. Your jump came up short, but
you manage to catch the edge with your fingers. You didn’t
Degrees of Success (DoS) can be used to purchase effects off the following tables.
DEGREES OF SUCCESS TABLE - OFFENSIVE
Cost DoS Effect
1 Solid Hit +1 Damage
1 Knockdown Target is knocked Prone (Save Reflexes vs. 1 + Damage of Attack)
1 Daze Target gains Rattled condition (Save Vigor vs. 1 + Damage of Attack)
1 Raise Add +1 to DC of any magic effect, or +1 Spell Damage
1 Injury Target takes no damage but is Injured and is -1 MOD to all actions until healed
(Save Vigor vs. 1 + Damage of Attack)
2 Hard Strike +3 Damage
2 Knockback Target is sent back 5’ from the attacker (Save Reflexes vs. 3 + Damage of
Attack)
2 Stagger Target gains Staggered condition (Save Vigor vs. 3 + Damage of Attack)
2 Wound Target takes no damage but is Wounded and is -3 MOD to all actions until
healed (Save Vigor vs. 3+Damage of Attack)
2 Push Add +3 to DC of any magic effect, or +3 Spell Damage
3 Punishing +5 Damage
Blow
3 Slam Target is sent back 10’ from the attacker (Save Reflexes vs. 5 + Damage of
Attack) and knocked Prone.
3 K.O. Target gains Unconscious condition 1d10 rounds (Save Vigor vs. 5 + Damage
of Attack)
3 Kill Target takes no damage but is mortally wounded and must make a Vigor Save
vs. 5 + Damage of Attack or immediately gain the Dying Condition. If the save
is made, they are considered Wounded without a Save to resist.
3 Surge Add +5 to DC of any magic effect, or +5 Spell Damage
ATTRIBUTES
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• Skirmish: A measure of your skill at arms as well as hand-to-hand.
• Accuracy: How good a shot or throw you are.
• Might: This is your overall physical strength and endurance.
• Reflexes: This is your overall dexterity, balance, and agility.
• Logic: A measure of your mental acumen and intelligence.
• Intuition: This is your instinct, wisdom, and ability to process your surroundings.
• Discipline: A measure of your strength of willpower.
• Presence: This is the strength of your personality and aura.
ATTRIBUTE VALUES
• Attributes are ranked from 1 – 10 (and beyond for magically powerful beings), non-magical beings cannot go beyond
5 barring Ancestral, Magical, or other special means.
• During character creation all characters start with 2 in everything, modified by Ancestry, Culture, Profession, as well
as things like Boons & Banes.
• See Character Creation for more details on this.
• Benchmarks for the Ranks are provided under each description below;
VALUES & BENCHMARKS
Value Benchmark Value Benchmark
1 Impaired 6 Heroic
2 Average 7 Epic
3 Remarkable 8 Legendary
4 Phenomenal 9 Inhuman
5 Superior 10 Demigod
• There exists 3 extra values beyond 10 that cannot be taken by players or advanced to, but allow for creatures,
monsters, demons, etc… to have abilities and ranks beyond;
VALUES & BENCHMARKS
Value Benchmark
15 Godlike
20 Epic
25 Cosmic
EDGES
Edges represent the learned experience of your character. This shows how well they handle things, based on their practice and
past experience.
• Combat: Covers Skirmish & Accuracy ACTs.
• Body: Covers Might & Reflexes ACTs.
• Mind: Covers Logic & Intuition ACTs.
• Spirit: Covers Discipline & Presence ACTs.
Edge goes from 1 – 5;
EDGE VALUES
• 1: Novice
• 2: Professional
• 3: Journeyman
• 4: Elite
• 5: Master
STATISTICS
• Health (Might + Skirmish + Accuracy + Reflexes): The total hits your character can take in damage. When you reach
0 you are considered dead for all intents and purposes.
• Anima (Logic + Intuition + Discipline + Presence): Your raw power and spirit. Used to power magic and resist
mental and spiritual effects.
• Fate (Might + Skirmish + Accuracy + Reflexes + Logic + Intuition + Discipline + Presence): Your influence over
chance. Spent as a 1-for-1 resource, see more later.
• Resources (Determined by Culture and Background): Your buying power, there is an entire section on this later to
explain its use.
• Base Melee Damage (BMD): This is your base value of Melee damage and is the Average of your Skirmish and
Might.
• Base Ranged Damage (BRD): This is your base value of Ranged damage and is the Average of your Accuracy and
Reflexes.
RESOURCES
Blern.
RESOURCES TABLE
• 0: Survive on hand-outs, scrounging, and stealing.
• 1: Living hand-to-mouth, not much expendable income, constantly seeking new sources of resources.
• 2: Minor income, able to purchase most necessities, major purchases require saving up.
• 3: Comfortable life, possibly have a business, or inheritance, able to purchase most things without worry.
• 4: Rich, you have money and able to buy almost anything you want without much impact.
• 5: Wealthy, you are not only rich, you own land, title, deed, etc… You are able to exist at the level of nobility without
issue.
LEGEND
Legend is a measure of the characters renown in the world they exist. Legend Ranks from 1 to 5 and starts at 0. Normally
Legend is only increased through heroic or infamous acts, the GM giving the appropriate amount as a reward.
ALL THIS NEEDS TO BE REWORKED;
The Legend total can be used as a AI for a Recognition ACT, which has its own rules.
Legend can be used as a penalty or a bonus to influencing others. If the character is of a like mind or inclined towards the
players, the Legend will be a bonus to their Reactions ACTs. If they are opposed, it will be a penalty.
If they are neutral then no bonus or penalty is imposed to a Reactions ACT.
VIRTUE
This value represents the pureness and goodness of one’s heart and intentions. The only way to gain virtue is to perform
selfless acts. Such as putting yourself in harm’s way to save someone, or making a pilgrimage to return stolen items recovered
to their rightful owners, etc…
When you gain Virtue, you may always add it to Discipline ACTs to resist Corruption as a positive Modifier.
Virtue will mostly find its worth game mechanic-wise in some Talents that use it as a base number for effects.
As one becomes more Virtuous, it starts to be noticeable by those around them. Compare your character’s current Virtue
value to the following chart to determine effects. All effects are cumulative.
VIRTUE EFFECTS
CORRUPTION
A value representing how much evil or corruption your character has accumulated from evil acts, casting dark magics or
communing with dark forces. Corruption is gained in the following ways;
Communing with evil forces will sometimes provide corruption without Discipline ACTs. This is the price one pays for power.
Performing corrupt acts that are selfish or harmful to innocents can also trigger a Discipline ACT to see if corruption is gained.
When the Discipline ACT is made consult for the following results;
• Consequential Failure: Gain +3 Corruption
• Failure: Gain +2 Corruption
• Partial Success: Gain +1 Corruption
• Full Success: No Corruption gained
• Enhanced Success: Remove 1 Corruption.
• Superior Success: Remove 2 Corruption.
• Extraordinary Success: Remove 3 Corruption
In all cases of these tests, current Corruption Value + an Average Difficulty is the RV for the ACT roll. Virtue (see Virtue
below) is added as a Modifier to resist corruption.
As one becomes more corrupt, it starts to influence those around them that is noticeable, compare your character’s current
Corruption value to the following chart to determine effects. All effects are cumulative.
CORRUPTION EFFECTS
• 1-4: No visible effects.
• 5-9: TBD
• 10-14: TBD
• 15-19: TBD
• 20-24: TBD
• 25+: TBD
INSPIRATION
All characters start with 1 Inspiration, and is governed in the following ways;
Gain an Inspiration when a natural 20 (0,0 on the dice) is rolled on an attack or defense check, instead of taking a Critical
result, the player may choose to gain an Inspiration for later use.
Gain an Inspiration when you roll a natural 02 (1,1 on the dice), we must learn from our mistakes.
GM may award Inspiration for good roleplaying, amazing actions, or any other reason they chose.
Players can award Inspiration to another player for something they feel was inspiring (good roleplaying, a great idea,
outstanding teamwork, etc…)
Inspiration earned in one round cannot be spent until the next round.
Inspiration may be spent the following ways;
INSPIRATION EFFECTS
• Bounce Back: By spending an Inspiration, you can immediately heal 1+MIGHT points of Health.
• Buy a Clue: Don’t know which way to go? Can’t figure out that riddle? By expending an Inspiration, you gain a hint
at the GM’s discretion that can help you.
• Heroic Surge: By expending an Inspiration, you can take an extra action immediately but with Disadvantage.
CALLING
Every character needs to have a reason for heading out into the world and seeking adventure or living the lifestyle they choose.
This is their Calling.
Every character must pick a calling, and in any adventure where they further that calling they receive an experience bonus.
Sample callings are;
• Beyond the dreams of avarice – You seek wealth and riches, that’s why you are out there.
• Over the next hill – You desire to see new things and explore the world you are in.
• Protector of the weak – You seek to protect those that cannot protect themselves.
• The thrill of adventure – You seek out excitement and danger to give yourself a thrill.
• Who am I? – You seek to find out who you are. The quest for self-identity is paramount for you.
Work with your GM to come up with your Calling and sum it up in a quick statement.
GOALS
Every character should have goals for their experiences in the world. These goals not only provide some concrete direction to
the character’s life they also provide experience point bonuses when they are completed or furthered.
Set three goals for your character, Short Term, Medium Term and Long Term. For example;
• Short-Term Goal: Get off the farm
• Medium-Term Goal: Become a starfighter pilot
• Long-Term Goal: Get revenge on the guy who killed my father.
Now it’s pretty obvious who that is. Sometimes Goals can change without being completed, like the case above the Long-Term
Goal changes to;
• Long Term Goal: Redeem my father.
When situations make the old Goal no longer attainable it is up to the player to decide a new Goal to replace it. The same also
occurs when a goal is completed, though Long-Term Goals should take an entire campaign to complete.
Short Term Goals are replaced more often and can even become the goal of the current adventure, with the GM’s approval.
DWARVES
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HILL DWARF
Practical and hardy, Hill Dwarves are known as skilled craftsmen, farmers, and workers of the land. Rolling foothills are their
home, with communities designed to do one thing, support the closest mountain hall. In this age of diminishing dwarf
kingdoms, Hill Dwarves have taken to trading with other communities. A burning hatred of goblins and orcs—these common
threads unite all dwarves, hill or mountain.
Size: Medium
Move: 30’
Attributes Adjustments: +1 to Might, +1 Intuition, -1 Presence
Racial Traits:
• Darkvision (P): 60’
• Hatred (S): +1 to hit against Orcs and Goblins
• Hardy (P): +2 to ACTs to resist poison
• Powerful (P): You can increase your Might to a maximum of 6
• Sturdy (P): Increase your Health Pool by +10%.
• Versatile (S): Choose an extra Racial Trait below
• Warrior Born (S): Dwarves may increase their Skirmish to a maximum of 6
Choose One of the Following:
• Deep Lore (S): You have the stories of old in your mind. You gain a +1 bonus on any Knowledge: History or
Knowledge: Local Lore checks.
• Dwarven Endurance (P): You gain +1 to resist Exhaustion.
• Relentless (S): You gain +1 to resist Slam & Stun results.
Notes: Like all dwarves, Hill Dwarves are Magic Dead, unable to learn Art, or cast spells. They can, through the use of Rune
Magic, forge powerful magic items. Also, Hill Dwarves can live to around 200 years of age, with exceptional cases reaching 300
years.
MOUNTAIN DWARF
Bold and hardy, dwarves are known as skilled warriors, miners, and workers of stone and metal. Kingdoms rich in ancient
grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in deep mines and blazing forges, a
commitment to clan and tradition, and a burning hatred of goblins and orcs—these common threads unite all dwarves, hill or
mountain.
Size: Medium
Move: 30’
Attributes Adjustments: +1 to Might, +1 Discipline, -1 Intuition
Racial Traits:
Acolyte: You spent your early days in a religious monastery or cloister. You may have traveled out into the world to spread the
message of your religion or because you cast away the teachings of your faith, but deep down you’ll always carry within you the
lessons you learned.
• Choose two Attribute boosts. One must be to Logic or Intuition, and one is an open Attribute boost.
• Add +1 to your Mind Edge
• Gain the Literacy Boon
• You gain Student rank in Knowledge: Religion, Focus, Occult, Sense Motive, and in your Holy Language.
• You gain +0 Resources
Acrobat: In a circus or on the streets, you earned your pay by performing as an acrobat. You might have turned to adventuring
when the money dried up, or when you learned to put skills to better use.
• Choose two Attribute boosts. One must be to Might or Reflexes, and one is an open Attribute boost.
• Add +1 to your Body Edge
• Gain the Agile Boon
• You gain Student rank in the Acrobatics, Athletics, Legerdemain, Ranged Attack: Thrown, and Entertain skills.
• You gain +1 Resources
Animal Wrangler: You worked as a stable hand, or perhaps as a shepherd. Either due to plenty of time to think, or back-
breaking stable work, you fancied a life of adventure.
• Choose two Attribute boosts. One must be either Reflexes or Presence, and the other is an open Attribute boost.
• Add +1 to your Body Edge
• Gain the Animal Friendship Boon
• You gain Student rank in the Animal Handling, Healing, Carousing, Knowledge: Nature, and Tracking skills.
• You gain +1 Resources
Arcane Apprentice: You spent your days studying magic in the hopes of one day becoming a wizard. This may have been at a
magical academy, or with a local wiseman or woman.
• Choose two Attribute boosts. One must be to Logic or Presence, and one is an open Attribute boost.
• Add +1 to your Spirit Edge
• Gain the Recall Boon
• You gain Student rank in Arcana, Craft: Spellcraft, Occult, Focus, and one Language of choice.
• You gain +1 Resources
Barkeep: You have five specialties: hefting barrels, polishing steins, drinking, drinking, and drinking. You ran or worked in a
bar, where you learned how to hold your liquor and rowdily socialize.
Blacksmith: You were a blacksmith or a blacksmith’s apprentice, and during countless hours toiling at the forge, you learned
how to smith armor and weapons, and the stories of those who wielded them and their battles. Perhaps you worked hard each
day and dreamed of adventure each night, or perhaps the adventuring life was thrust upon you by a pivotal event.
• Choose two Attribute boosts. One must be to Might or Logic, and one is an open Attribute boost.
• Add +1 to your Body Edge
• Gain the Hammerhanded Boon
• You gain Student rank in the Craft: Armoursmith, Craft: Blacksmith, Craft: Weaponsmith, Carousing, and
Observation skills.
• You gain +1 Resources
Courtesan: You made your money and living in the beds of others for coin, perhaps on the streets, or in a brothel. Either way
it was just until you had enough to get out and begin your life of adventure.
• Choose two Attribute boosts. One must be to Logic or Presence, and one is an open Attribute boost.
• Add +1 to your Spirit Edge
• Gain the Fetching Boon
• You gain Student rank in Influence, Sense Motive, Healing, Legerdemain, and one additional Language of choice.
• You gain +1 Resources
Criminal: As an unscrupulous independent or as a member of an underworld organization, you lived a life of crime. You
might have become an adventurer to seek redemption, to escape the law, or simply to get access to bigger and better loot.
• Choose two Attribute boosts. One must be to Reflexes or Logic, and one is an open Attribute boost.
• Add +1 to your Body Edge
• Gain the Alert Boon
• You gain Student rank in the Streetwise, Legerdemain, Stealth, Gaming, and Sense Motive skills.
• You gain +0 Resources
Cultist: You were either led into a cult or born into it. Whether you still value their ways or if they are now a part of your past,
wandering and adventure are now your future.
• Choose two Attribute boosts. One must be to Presence or Logic, and one is an open Attribute boost.
• Add +1 to your Spirit Edge
• Gain the Eloquent Boon
• You gain Student rank in the Influence, Healing, Occult, Knowledge: Your Cult, and Persuasion skills.
• You gain +0 Resources
Entertainer: Through an education in the arts or sheer, dogged practice, you learned to entertain crowds. You might have been
an actor, a dancer, a musician, a magician, or any other sort of performer.
• Choose two Attribute boosts. One must be to Reflexes or Presence, and one is an open Attribute boost.
• Add +1 to your Spirit Edge
• Gain the Charismatic Boon
• You gain Student rank in Artistic Expression, Carousing, Observation, Gambling, and one Language of choice.
• You gain +1 Resources
Farmhand: With a strong back and an understanding of seasonal cycles, you tilled the land and tended crops. Your farm could
have been razed by invaders, you could have lost the family tying you to the land, or you might have simply tired of the
drudgery, but at some point you became an adventurer.
• Choose two Attribute boosts. One must be to Might or Logic, and one is an open Attribute boost.
• Add +1 to your Body Edge
Gambler: The thrill of the win drew you into games of chance. This might have been a lucrative sideline that paled in
comparison to the real risks of adventuring, or you might have fallen on hard times due to your gambling and pursued
adventuring as a way out of a spiral.
• Choose two Attribute boosts. One must be to Presence or Logic, and one is an open Attribute boost.
• Add +1 to your Mind Edge
• Gain the Alert Boon
• You gain 1 rank in the Gaming, Observation, Sense Motive, Legerdemain, and Appraisal skills.
• You gain +1 Resources
Gladiator: The bloody games of the arena taught you the art of combat. Before you attained true fame, you departed—or
escaped—the arena to explore the world. Your skill at drawing both blood and a crowd’s attention pay off in a new adventuring
life.
• Choose two Attribute boosts. One must be to Might or Might, and one is an open Attribute boost.
• Add +1 to your Body Edge
• Gain the Fearless Boon
• You gain Student rank in Armed Combat: Choose, Unarmed Combat, Athletics, Carousing, and
Dodge/Parry/Block skills.
• You gain +1 Resources
Guard: You served in the guard, out of either patriotism or the need for coin. Either way, you know how to get a difficult
suspect to talk. How ever you left the guard, you might think of adventuring as a way to use your skills on a wider stage.
• Choose two Attribute boosts. One must be to Might or Presence, and one is an open Attribute boost.
• Add +1 to your Body Edge
• Gain the Stern Boon
• You gain Student rank in the Observation, Armed Combat: Choose, Streetwise, Persuasion, and Sense Motive skill.
• You gain +1 Resources
Hunter: You stalk and take down animals and other creatures of the wild. Skinning animals, harvesting their flesh, and cooking
them were also part of your training, all of which can give you useful resources while you adventure.
• Choose two Attribute boosts. One must be to Reflexes or Logic, and one is an open Attribute boost.
• Add +1 to your Body Edge
• Gain the Alert Boon
• You gain Student rank in the Ranged Combat: Choose, Tracking, Nature, Survival, and Observation skills.
• You gain +0 Resources
Initiate: You either found religion or were born into it. The teachings of your faith are now your chosen mission, spreading the
word to unbelievers and connecting with others who also believe.
• Choose two Attribute boosts. One must be to Presence or Logic, and one is an open Attribute boost.
• Add +1 to your Spirit Edge
• Gain the Indomitable Boon
• You gain Student rank in the Knowledge: Religion, Healing, Occult, Language: Holy Language, and Sense Motive
skill.
• You gain +1 Resources
Laborer: You have spent years performing arduous physical labor, perhaps against your will. It was a difficult life, but you
somehow survived. You may have embraced adventuring as an easier method to make your way in the world, or you might
adventure under someone else’s command.
• Choose two Attribute boosts. One must be to Might or Might, and one is an open Attribute boost.
• Add +1 to your Body Edge
Merchant: In a dusty shop, market stall, or merchant caravan, you bartered wares for coin and trade goods. The skills you
picked up still apply in the adventuring life, in which a deal on a suit of armor could save your life.
• Choose two Attribute boosts. One must be to Logic or Presence, and one is an open Attribute boost.
• Add +1 to your Logic Edge
• Gain the Cultural Flexibility Boon
• You gain Student rank in the Influence, Knowledge: Trade, Streetwise, Carousing, and one Language of choice.
• You gain +2 Resources
Noble: To the common folk, the life of a noble seems one of idyllic luxury but growing up as a noble or member of the
aspiring gentry, you know the reality: a noble’s lot is obligation and intrigue. Whether you seek to escape your duties by
adventuring or to thereby better your station, you have traded silks and pageantry for an adventurer’s life.
• Choose two Attribute boosts. One must be to Logic or Presence, and one is an open Attribute boost.
• Add +1 to your Spirit Edge
• Gain the Lineage Boon
• You gain Student rank in Influence, Knowledge: History, Armed Combat: Choose, Observation and one Language
of choice.
• You gain +2 Resources
Prisoner: You might have been imprisoned for crimes (whether you were guilty or not) or enslaved for some part of your
upbringing. In your adventuring life, you take full advantage of your newfound freedom
• Choose two Attribute boosts. One must be to Might or Discipline, and one is an open Attribute boost.
• Add +1 to your Body Edge
• Gain the Savvy Boon
• You gain Student rank in the Athletics, Unarmed Combat: Choose, Stealth, Observation, and Survival skills.
• You gain +0 Resources
Raider: Maybe you were a sea borne raider plundering the coasts, or part of a bandit pack terrorizing villages and highways.
Whatever the case, the unsure life and danger of being hunted by the law lead you to the decide to take the risk of being an
adventurer.
• Choose two Attribute boosts. One must be to Might or Reflexes, and one is an open Attribute boost.
• Add +1 to your Body Edge
• Gain either the Combat Riding or Old Salt Boon
• You gain Student rank in the Athletics, Observation, Seamanship or Riding, Carousing, and Armed Combat:
Choose skills.
• You gain +1 Resources
Retainer: You worked as a spear carrier, or were a camp follower, or some other sort of support personnel to adventurers.
You learned their ways and finally have taken your shot to become an adventurer yourself.
• Choose two Attribute boosts. One must be to Might or Reflexes, and one is an open Attribute boost.
• Add +1 to your Body Edge
• Gain the Fast Reactions Boon
• You gain Student rank in Craft: Cooking, Craft: Seamstress/Tailor, Survival, Animal Handling and one Language of
choice.
• You gain +1 Resources
Sailor: You heard the call of the sea from a young age. Perhaps you signed onto a merchant’s vessel, joined the navy, or even
fell in with a crew of pirates and scallywags.
• Choose two Attribute boosts. One must be to Reflexes or Logic, and one is an open Attribute boost.
• Add +1 to your Body Edge
• Gain the Old Salt Boon
Scout: You called the wilderness home as you hunted game, found trails, and guided travelers. Your wanderlust could have
called you to the adventuring life, or perhaps you were serving as a scout for soldiers and found you liked battle.
• Choose two Attribute boosts. One must be to Reflexes or Logic, and one is an open Attribute boost.
• Add +1 to your Mind Edge
• Gain the Lightfooted or Woodsy Boon
• You gain Student rank in Stealth, Observation, Survival, Tracking, and Nature skills.
• You gain +1 Resources
Spy: Be it a crown, a church, a cult, a noble family, or a merchant house, you used to gather information for someone. Now
you’ve left that life behind to start your career as an Adventurer, though you know that no one really ever quits that life.
• Choose two Attribute boosts. One must be to Logic or Presence, and one is an open Attribute boost.
• Add +1 to your Mind Edge
• Gain the Recall Boon
• You gain Student rank in Knowledge: Local Lore, Sense Motive, Investigation, Observation, and one Language of
choice.
• You gain +1 Resources
Storyteller: You are a skald, a scop, an ollaves. You have the entire culture of your village, town, region, etc... in your head.
Perhaps your stories never happened, and you are more of a poet or dreamer. Either way, your stories entertained and taught
people who could not read these stories for themselves. Adventuring is to you an obvious choice for gaining new stories.
• Choose two Attribute boosts. One must be to Logic or Presence, and the one is an open Attribute boost.
• Add +1 to your Spirit Edge
• Gain the Approachable Boon
• You gain Student rank in Entertain, Occult, Knowledge: History, Knowledge: Local Lore, and one Language of
choice.
• You gain +1 Resources
Street Urchin: You eked out a living by picking pockets on the streets of a major city, never knowing where you’d find your
next meal. While some folk adventure for the glory, you adventure as a means of survival.
• Choose two Attribute boosts. One must be to Reflexes or Logic, and one is an open Attribute boost.
• Add +1 to your Body Edge
• Gain the Intuition Boon
• You gain Student rank in Streetwise, Observation, Influence, Unarmed Combat: Choose, and Legerdemain skills.
• You gain +0 Resources
Town Crier: You were the chief means of important news on the streets of a major city, or merely let folks know the time of
day (and juicy gossip perhaps) in a smaller town. You cried out various proclamations, repeated local bylaws, called out market
days, and even shouted out adverts for merchants willing to pay you. Maybe the job bored you, or the town was razed – turning
to adventuring may not have been your first choice for a change of lifestyle but you feel up to it nonetheless.
• Choose two Attribute boosts. One must be to Presence or Discipline, and one is an open Attribute boost.
• Add +1 to your Spirit Edge
• Gain the Eloquent Boon
• You gain Student rank in Influence, Knowledge: Local Lore, Entertain, Streetwise, and Focus skills.
• You gain +1 Resources
Wanderer: Traveling far and wide, you picked up basic tactics for surviving on the road and in unknown lands, getting by with
few supplies and even fewer comforts. As an adventurer, you travel still, often into even more dangerous places.
• Choose two Attribute boosts. One must be to Might or Logic, and one is an open Attribute boost.
• Add +1 to your Body Edge
• Gain the Lightfooted Boon
Warrior: As a warrior in a tribe or a member of a militia or army, you waded into battle in your younger days. You might have
wanted to break out from the regimented structure of these forces or could have always been as independent a warrior as you
are now.
• Choose two Attribute boosts. One must be to Skirmish or Accuracy, and one is an open Attribute boost.
• Add +1 to your Body Edge
• Gain the Strong or Agile Boon
• You gain Student rank in Armed Combat: Choose, Carousing, Gaming, Unarmed Combat: Choose, and Survival
skills.
• You gain +1 Resources
SKILLS BY ATTRIBUTE
Skirmish Accuracy
Armed Combat (Hafted) Ranged Combat: Bows
Armed Combat (Hilted) Ranged Combat:
Armed Combat (Polearm) Crossbows
Martial Arts* Ranged Combat: Slings
Shields Thrown Weapons
Might Reflexes
Brawling Acrobatics
Climbing Dance
Feat of Strength Legerdemain
Leaping Pilot
Stamina Shadow
Swimming
Throwing
Logic Intuition
Culture: Type Gambling
Healing Observation
Languages: Type* Riding
Knowledge: Type Stealth
Medicine* Streetwise
Science* Tracking*
Survival
Discipline Presence
Craft* Artistic Expression*
Focus Animal Handling
Willpower Disguise
Persuasion
If you do not have at least 1 rank in a skill, you get a -3 Mod on trying that skill.
Any skill listed with an * is an Advanced Skill, meaning it cannot be attempted without at least +1 in the skill. These also come
with the caveat that common sense is required. Someone with +1 in a Language, but a HIGH Rank in their Logic, should not
be able to outperform someone with a Professional or Elite Value in the same skill. Players love to manipulate the letter of the
law, but Narrators need to enforce the spirit of the law as well. Common sense must prevail, always.
SPECIALIZATIONS
Any skill can have a Specialization to it (see skill descriptions for examples), when using these specializations, not only is the
Skill Value applied to the Roll, also the governing Edge is gains +1 for the action.
GENERAL TALENTS
Decipher
The character may make an attempt to read a foreign or even magical language. +1 to LOGIC ACTs for this ability.
Prerequisites: Literacy, INTUITION of 2 or better.
Improvable: May be improved to a maximum of +3
Demoralize
By simply speaking, giving a stern look or by action, this character is able to break the morale of opponents who face them in
combat or are considering attacking them. They may make a DISCIPLINE ACT with the forcing a MORALE ACT on their
selected opponents.
Prerequisites: DISCIPLINE of 2 or better.
Improvable: Not Improvable
First Aid
You are able to treat wounds immediately, providing some level of relief and an almost magical healing. On an INSIGHT
ACT you can provide an extra Recovery for your patient. You cannot heal any damage inflicted by Magical attack or event this
way or raise them above their normal Health.
Prerequisites: LOGIC of 2 or better, Healing at Student Rank
Improvable: Not Improvable
Furtive
Wary and clever, you know well how to hide things, big and small. You gain a +1 to all Stealth ACTs relating to hiding
yourself or small objects.
Prerequisites: Stealth at Student Rank
Improvable: May be improved to a maximum of +3
Horse Master
This character is one with their mount and as such gain a +1 to any and all ACTs while in the saddle that involve the unity of
mount and rider such as combat, movement ACTs, etc.
Prerequisites: Riding at Teacher Rank
Improvable: May be improved to a maximum of +3
Inspire
This character is an inspiration to others, either through word, song or just mere presence. By making a DISCIPLINE ACT
the character can provide a +1 to all ACTs to party members for 1d10 rounds.
Prerequisites: DISCIPLINE of 2 or better.
Improvable: May be improved to a maximum of +3
Keen Eyed/Eared
This character has a bonus to listening or seeing things due to sharper eyes. When picking this ability, they must choose
which. If they wish both they must buy this ability twice. The bonus is a +1.
Prerequisites: None
Improvable: May be improved to a maximum of +3 each sense.
Scoundrel
This character is quite handy at the art of thievery. As such they get a +1 to all Legerdemain ACTs.
Prerequisites: Legerdemain at Student Rank
Improvable: May be improved to a maximum of +3
Sneak Attack
This character knows when to take an opening that others can’t see. As such when they have the advantage of Surprise, they
may make an attack with a +1 to damage should it land. This is considered a cowardly action and characters with the
Honourable Bane or a Code of Conduct that opposes such things prevent them from taking this Ability.
MARTIAL TALENTS
Armoured Warrior
With this ability a character can reduce any armour penalties by -1.
Prerequisites: MIGHT of 2 or better.
Improvable: Can be raised to a maximum of -3
Battle Awareness
This character is hard to flank or surprise, as such they gain a +1 to all Surprise checks or to notice Flanking maneuvers. If this
roll succeeds their enemy does not gain the benefits of either maneuver.
Prerequisites: Puissant; INTUITION of 2 or better.
Improvable: Can be raised to a maximum of +3
Battle Hardened
You are an experienced warrior who has seen enough combat to know what it’s really all about. As such you receive a +1 to
resist the effects of Demoralization.
Prerequisites: Puissant; Armed or Ranged Combat (any) at Teacher Rank
Improvable: May be improved to a maximum of +3
Berserk
The character is able to work themselves into a battle frenzy. As such they ignore all Shaken and Stagger effects for the
duration of their frenzy which last 1d10 rounds. If they take it again, they receive a +1 to damage while Berserk and a third
time provides them with a +2. While in a berserk the character is at -1 for each level of Berserk to DISCIPLINE ACTs to
come out of the rage.
Prerequisites: None
Improvable: See above.
Blind Fighting
This character can fight without the benefit of sight whether it is due to darkness, blindness or magical effect. As such they
reduce the penalties for vision in combat by –1.
Prerequisites: Battle Awareness, INTUITION of 2 or better
Improvable: Can be raised to a maximum of –3
Deadly Shot
This character is so accurate in ranged combat that they score a Fatal result on a Full success instead of an Enhanced success.
Prerequisites: Trick Shot, ACCURACY of 2 or better; Ranged Attack: Type at Master Rank
Improvable: Cannot be raised
Defender
This character is adept at defending others in combat. As such they gain a +1 on Interpose and Cover actions.
Prerequisites: Shield
Improvable: Can be raised to a maximum of +3
Eagle Claw
Blunt hand-to-hand attacks may be resolved as Edged attacks.
Prerequisites: Martial Arts at Teacher Rank
Improvable: Not improvable
Embolden
Through their actions and their abilities these characters can inspire others around them. By making an Enhanced success
PRESENCE ACT this character can provide a +1 to all party members for 1d10 rounds.
Prerequisites: Leadership
Improvable: Can be raised to a maximum of +3
Fell-Handed
There is one group or race or nation that you hate more than anything. When fighting them you gain a +1 to all attacks and
damage.
Prerequisites: Battle Hardened
Improvable: May be improved to a maximum of +3
Final Strike
This character is a master of the killing blow. With this ability they can score a Kill result on an Edged Attack for -1 DoS.
MYSTICAL TALENTS
Blessed/Tainted
The hand of God, The Devil or some other powerful being is on the shoulder of this character. As such they gain a +1 to
ALL ACTs while acting in the interests of their benefactor. They also receive 10 points of Corruption or Virtue depending
each time they take this Ability.
Prerequisites: None
Improvable: Can be raised to a maximum of +3
Channeling
With this ability the character can channel powers from Occult Servants (see Magic section later). When taken at character
creation, the character gains 3 Occult Servants they can call upon, if learned after character creation they only gain 1.
Prerequisites: Presence 3+
Improvable: Can be taken multiple times only during character creation, each time granting +1 Occult Servant, to a maximum
of 6 total.
Combat Casting
This ability allows the caster to gain a +1 to any magical attack that uses a Ranged Attack ACT.
Prerequisites: Puissant
Improvable: Can be raised to a maximum of +3
Detect Evil/Good
By seeing through the eyes of their benefactor, this Blessed/Tainted character can detect the Virtue or Corruption rank of any
single character or item they can see.
Prerequisites: Holy/Unholy Aura
Improvable: Can be improved once to cover any beings or items in line of sight. Can be increased a third time to allow for
detection beyond sight but within 1 mile of the character. “To the North! Evil!”
Focus
This item allows the character to direct their magical items through a staff, holy symbol or even a weapon. This provides a +1
to all magic ACTs.
Prerequisites: Sorcery, Item.
Improvable: May be improved to a maximum of +3
Healing/Harming Hands
This allows the character to make a DISCIPLINE ACT that Heals/Damages DOUBLE their Virtue/Corruption number in
another character’s Health.
Prerequisites: Lay on Hands
Improvable: May be taken twice more, each time adding +10 to the effect.
Lay on Hands
This allows the character to make a DISCIPLINE ACT that either Heals/Damages their Virtue/Corruption number in
another character’s Health or provides a Blessing/Damnation +1/ –1 bonus/penalty to all ACTs for 1d10 rounds.
Prerequisites: Blessed/Tainted
Improvable: May be taken twice, each time gaining one of the effects listed above.
Holy/Unholy Aura
The character generates an invisible field that radiates with the power of their benefactor. Creatures of an opposed faith or
power will be at –1 to attack this character and all Abilities/Powers used against them are also at –1 in effect.
Prerequisites: Blessed/Tainted
Improvable: May be improved to a maximum of –3
Holy/Unholy Smite
This character is able to use the power of their faith/beliefs and as a weapon against any who do not share their allegiance.
They are able to add their Virtue/Corruption to any physical attack damage (not ranged) they make, including hand-to-hand
attacks.
Prerequisites: Holy/Unholy Aura; Brawling, Martial Arts, or Armed (Any type) at Student Rank
Improvable: Not improvable
PROFESSIONAL TALENTS
Alchemist
The character is able to create formulas and concoctions that can imitate magic using the Spontaneous Casting rules.
Prerequisites: None
Improvable: No improvement.
Requirement: Needs Laboratory to create formulas.
SPECIAL TALENTS
MINOR BOONS
Agile: +1 Adjustment to all Reflexes ACTs. This Boon may be taken twice.
Authority: You have rank or power of some kind and receive a +1 Adjustment to Presence ACTs for those who recognize
your authority. This may be improved to a maximum of +3, representing higher rank or position.
Animal Friendship: You are especially good with animals, able to calm them with a word or a touch. You receive a +1
Adjustment to all Presence ACTs regarding animals, as well as Animal Handling and Riding Skill checks. This Boon may be
taken twice.
Alert: The character receives +1 Adjustment to all Observation ACTs and checks to be Surprised. This Boon may be taken
twice.
Approachable: This character has a friendly face or a manner that makes strangers more likely to ask for directions, help or
even offer up such things. As such, they gain a +1 Adjustment to all Presence reaction checks. This Boon may be taken twice.
Charismatic: +1 Adjustment to Presence ACTs. This Boon may be taken twice.
Combat Riding: +1 Adjustment to all Riding ACTs while in combat. This Boon may be taken twice.
Cultural Flexibility: The character is open and embracing of other cultures in a way that makes him accepted by said culture
easier. This confers not only a roleplaying advantage but provides a +1 Adjustment for reactions involving others not of his or
her own culture.
Educated: +1 Adjustment to Logic ACTs. This Boon may be taken twice.
Eloquent: +1 Adjustment to Presence ACTs relating to persuasion. This Boon may be taken twice.
Fast Reactions: The character receives a +1 to Initiative rolls. This Boon may be taken twice.
Fearless: The character receives a +1 Adjustment to Discipline ACTs for resisting fear. This Boon may be taken twice.
Fetching: You are attractive in a way that makes those who would be normally attracted to you even more so. Gain +1 to
Presence ACTs involving seduction or persuasion against such people. This Boon may be taken twice.
MODERATE BOONS
Adaptable: Negate Change of Action Penalties once per day. This may be improved to a maximum of 3 times, each time
giving an extra usage per day.
Ally: A person of importance or power is your friend or at least holds you in respect. If you approach them for help you
receive a +2 Adjustment to your reactions test. This Boon may be taken more than once, each time gaining a new ally.
Ambidexterity: You receive only a -1 Adjustment penalty for using your off-hand in combat or for other ACTs instead of the
normal -2 Adjustment.
Crusader: +2 Adjustment to ACTs when in service of a cause, GM’s discretion applies. This Boon may be taken twice.
Eidetic Memory: This character remembers everything they see, down to the smallest detail. They do not have to make Logic
ACTs to recall trivial or simple details of what they have physically seen under normal circumstances and only in time of great
distress (combat, hanging from a rope over a chasm, etc…).
Gift of Tongues: This character is adept at learning new languages and may purchase them and improve them for half normal
cost.
High Pain Threshold: This character can withstand a lot of pain. As such they gain a +2 Adjustment to resist Shaken results
and to resist torture. This Boon may be taken twice.
Inner Clock: This character has an excellent grasp of time. As such they always know within a few minutes either side, how
much time has passed since a particular event or what time of day it is by making an Logic ACT.
Sense of Direction: You rarely lose your way. You gain a +2 Adjustment to all ACTs related to finding your way through
labyrinths or in the wilderness.
Lionhearted: Your character’s courage and resilience shines through. You gain a +2 Adjustment to all Discipline ACTs to
resist fear as well as +2 Adjustment to resist Shaken, Stagger and Fatal results. This Boon may be taken twice.
MAJOR BOONS
Benefactor: Someone of great wealth and/or power has you in their charge. As such they provide resources and help whenever
they can. The player and GM should work together to determine who this individual is and what level of power they can bring
into play. It is also recommended that any character with this Boon also take the Duty Bane.
Fortune’s Favour: You receive a bonus of +2 to your Inspiration pool. This may be improved to a maximum of +6.
Hard to Kill: You receive a +2 bonus to your starting Health. This may be improved to a maximum of +6.
Healthy as a Horse: You are rarely sick and heal faster than others. Not only do you receive a +3 Adjustment to resist effects of
disease and poisons, you also may heal an extra time per day. This Boon may be taken twice.
Old Soul: You’ve been here before, many times. You have lived many past lives and as such there are echoes in your world.
Old Souls tend to be calmer and wiser than most. You receive four Skills at Student when you take this benefit. It is highly
recommended that characters with this Boon also take the Pawn of Prophecy and/or the Haunted Bane(s).
Pure of Heart: You are a good and pure being. As such you gain +2 Virtue and a +2 Adjustment to resist Corruption ACTs
every time you take this Boon. May be improved to a maximum of +6/+6 Adjustment.
Mixed Ancestry: (Can only be taken during character creation.) Your parentage, or bloodline, has the blood of another people
within it. While your normal Ancestry is dominant, you have a secondary trait. When you take this Boon you may choose 1
racial trait from the secondary Ancestry, but you may only pick ones marked with a P or Physical Traits, or M for Magical
Traits, but not S or Social Traits. If you take this again, you may choose another P/M trait from the same Ancestry as
previously.
Sixth Sense: The character can unconsciously sense what is yet to happen. These premonitions can relate to both good and
bad things. The character will experience a chill when someone is intending to attack them or feel unusually upbeat when
deciding on a positive course of action. If taken twice, the character's sixth sense not only applies to themselves but detects
imminent danger to other people.
BANES
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MINOR BANES
Aggressive (Minor): The character has an inability to moderate and control their aggression, even towards the slightest
annoyance. This disadvantage means that the character is unable to handle stress well and may lose all control and start lashing
out, vocally or physically, when they find themselves in a worrying and demanding situation. In all cases a Discipline ACT is
required to avoid losing their temper and attacking the object of their anger. At this level the character could be described as
merely "hot-headed"; they are easily irritated and sometimes have an irascible attitude that usually only serves to conflate any
problems that cause stress. While this makes the character difficult to get along with in hard situations, they are usually able to
control their anger after an initial outburst. -1 Adjustment to Discipline ACT to resist.
Ambitious (minor): The character is motivated by a hunger for power, influence and status and will go to any length to achieve
it, perhaps limited only by what sense of caution or morality they might have. In all cases, a Discipline ACT is required to
MODERATE BANES
MAJOR BANES
Aggressive (Major): The character has an inability to moderate and control their aggression, even towards the slightest
annoyance. This disadvantage means that the character is unable to handle stress well and may lose all control and start lashing
out, vocally or physically, when they find themselves in a worrying and demanding situation. In all cases a Discipline ACT is
required to avoid losing their temper and attacking the object of their anger. At this tier the character is dangerously aggressive
almost all the time and is frequently driven to violence by the slightest provocation. -5 Adjustment to Discipline ACT to resist.
Ambitious (major): The character is motivated by a hunger for power, influence and status and will go to any length to achieve
it, perhaps limited only by what sense of caution or morality they might have. In all cases, a Discipline ACT is required to
resist giving into this behaviour pattern, even when it would be a bad time to do so. At major level the character is a snake; they
will seize upon any opportunity not only to advance their own prospects, but also to screw over any competition that may
hinder them in their meteoric rise to power. They will have no qualms about breaking the law while doing so, either. -5
Adjustment to Discipline ACT to resist.
Bad Luck: The character has less luck than normal. His or her maximum Inspiration Pool total is capped at 5.
Blind: The character cannot see at all. Along with all the extraordinary amounts of problems they will have just getting through
a day, they are at -5 Adjustment to all combat actions, offensive or defensive. GMs are warned to pay close attention to this
Bane as it can be abused by offsetting the combat penalties with bonuses.
Code of Conduct (major): You have a code of conduct that governs your behaviour in social and moral situations. Chivalry,
sportsmanship or politics are all areas that might have Codes of Conduct. Work with your GM to define the code using the
WEAPONS
Weapons do a fixed amount of damage with melee/thrown adding their value to your BMD and ranged weapons to your
BRD.
Melee Weapons Type Damage Qualities
• Battle Axe Striking/Edged +8
• Club/Cudgel Striking/Blunt +3
• Dagger Striking/Edged +2
• Hammer, small Striking/Blunt +3
• Lance Striking/Edged +10 *
• Mace Striking/Blunt +6
• Spear Striking/Edged +8
• Staff Striking/Blunt +3
• Staff, crux Striking/Blunt +5 ***
• Warhammer Striking/Blunt +8
• Warhammer, light Striking/Blunt +6
*This is from a charging War Horse. If used afoot treat as a Spear.
**Weapon must be used two-handed for this, if not treat as 2 points lower for damage bonus.
***This weapon receives a +1 for Tripping or Disarming maneuvers.
MEASURES
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DISTANCE
Sometimes distances will come into play. There are seven distances in this game;
• Point Blank/Touching Distance: This is when characters are within 5ft/1.5m/1sq/1hx of each other, or direct
contact. Ranged attacks made at this distance get a -1 modifier to hit.
• Striking Distance: Toe to toe, mano-a-mano, fist fight type distance, with the characters bobbing and weaving in and
out of each other’s immediate space. This is considered to be within 10ft/3m/2sqs/2hxs. Ranged attacks made that
this distance get a +1 modifier to attack.
• Firing Distance - Close: This is where you cannot reach your opponent for a melee but you can throw or shoot at
him effectively. This is considered targets that are greater than 10ft/3m/2sqs/2hxs away up to 50ft/15m/10sqs/10hxs.
There is no modifer to ranged attacks made that this distance.
• Firing Distance - Medium: This is considered targets that are greater than 50ft/15m/10sqs/10hxs away up to
150ft/45m/30sqs/30hxs. There is a -1 modifier to ranged attacks made that this distance.
• Firing Distance - Long: This is considered targets that are greater than 150ft/45m/30sqs/30hxs away up to
350ft/105m/70sqs/70hxs. There is a -3 modifier to ranged attacks made that this distance.
• Visual Distance: This is considered targets that are greater than 350ft/105m/70sqs/70hxs away up to
1000ft/300m/200sqs/200hxs. There is a -5 modifier to ranged attacks made that this distance.
• Beyond Visual Distance: This one is straightforward, you just can’t see the opponent as they are that far away (not to
be confused with hiding). Magic might work at this distance but is very powerful stuff.
This system is designed to allow for a mix of Theatre of the Mind and Tactical Mapping as the table prefers. The goal is this is
not to provide wargaming levels of accuracy or measure, but to give rough benchmarks that can be eyeballed in a hurry, or give
a basic idea to GMs and Players.
AREA OF EFFECT
Area of effect should always be logical, but players being players there will always be debate, so again we mix Theatre of the
Mind with Tactical Mapping, choose your poison, or make a cocktail out of them both; your table, your game.
• Immediate: This is a 15x15ft/4.5x4.5m/3x3sqs/3x3hxs area, centering on a single point. A closely gathered group of
up to 3-5 people represents this AOE.
• Extended Close: This is a 25x25ft/7.5x7.5m/5x5sqs/5x5hxs area, centering on a single point. A group of about 6-10
people in this area is representative of this AOE.
• Extended Medium: This is a 55x55ft/16.5x16.5m/11x11sqs/11x11hxs area, centering on a single point. A group of
between 11 – 100 people would be representative of this AOE
• Extended Long: This is a 125x125ft/37.5x35.7m/25x25sqs/25x25hxs area, centering on a single point. Any group of
101-1000 people within this area is a good representation of this AOE.
This system is designed to allow for a mix of Theatre of the Mind and Tactical Mapping as the table prefers. The goal is this is
not to provide wargaming levels of accuracy or measure, but to give rough benchmarks that can be eyeballed in a hurry, or give
a basic idea to GMs and Players.
TIME
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CHANNELING
ALL OF THIS NEEDS REVIEW
Calling upon the powers of occults powers, demons, forgotten gods, etc…
Each one provides a Minor and Major power that works as follows;
OCCULT POWERS RULES
• Cast is Persuasion skill and required to use ANY gift first, before being able to use it.
• Cast Difficulty is +3 for Minor Gift and +5 for Major Gift.
• Anima paid is 3 points for Minor Gift and 5 points for Major Gift.
• All Gifts are single use, unless otherwise stated.
• If the Persuasion ACT is failed that servant cannot be called on for 1d10 rounds.
• See Magic Botch rules for botch effects.
Notes: Occult Servants can also be called upon to give forecasts or predictions, but these are as reliable as the self-serving
needs and desires of the servants themselves. Further more Occult Servants have agendas and will often try to get the
Channeler to do tasks or errands for them, which can curry more favour.
Further note that Weariness and Anima rules, as laid out above, apply for Channeling as well. The Anima, in this case,
represents the lifeforce being paid to the Occult Servant for their blessing. Some channelers, and dark priests, sacrifice life in
SORCERY
PUT MORE ABOUT SORCERY HERE
To determine the difficulty of a sorcerous, you must determine all the factors of the spell you wish to cast, using the following
chart and then pick the highest one, that being the Intensity of the final casting.
EXAMPLE GOES HERE
MAGIC SPELL RATINGS
Power Duration AOE Dam. Bonus Action Adj. Range
0 * * * * *
1 * * * * Point Blank
2 1 round Immediate * * Striking
3 3 rounds Extended – Close * * *
4 5 rounds Extended – Medium +1 +/-1 Firing – Close
5 1 hour Extended - Long +2 +/-2 Firing – Medium
6 1 day District +3 +/-3 Firing – Long
7 1 week Village +4 +/-4 Visual
8 1 month City +5 +/-5 Beyond Visual
9 Year Kingdom +6 +/-6 10+ Miles
10 10 Years World +7 +/-7 100+ Miles
11 100 Years 1 Dimension +8 +/-8 Continental
15 1000 Years Multi-Dimensions +9 +/-9 World
20 Permanent Through Time +10 +/-10 All Worlds
SPELLBINDING
The idea here is to have a type of Wizard that is less chaotic and uses prepackaged Spells to cast. They might get a break on
Weariness, as they follow a recipe, not sure and would like to explore this idea.
SPELLS NEED TO BE WRITTEN