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CORE RULES
BY ANDREW COLLAS
VERSION 2.3 – August 18th, 2023

CHANGE LOG V2.3


• More clean-up, so much clean-up.
• Added Range and Area of Effect measures.
• Adjusted Magic in general, including Channeling.
• Adjusted weapon damage and armour values.
• Added Base Melee Damage and Base Ranged Damage
• Added Static Difficulties.
• Began work on Bestiary.

Duck Knight Games: MONTREAL, QUEBEC, CANADA


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Copyright © 2023 Fantasy Heartbreaker Games, a division of ZEG Media.

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CREDITS
PLAYTESTERS
TBA

EDITORS
TBA

PROOFREADERS
TBA

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GLOSSARY
• ACT: Action/Challenge/Test
• Active Value (AV): The Intensity value being compared as the acting force in a situation.
• Adjustment: This is a +/- to an Intensity
• Advancement Points (AP): The currency used to improve characters through play.
• Area: A space of 25ft x 25ft. This is the default measure for Bastard Sword.
• Attributes: These represent physical and mental capacity of the character and are Skirmish, Accuracy,
Might, Reflexes, Logic, Intuition, Discipline, and Presence.
• Attribute Boost: This is a +1 to an Attribute, usually performed during character creation.
• Boons: Unlearned and consist of advantages the character possesses.
• Banes: Unlearned and consist of disadvantages the character possesses.
• Challenge Intensity (CI): The value acting as the Resisting Intensity (RI) for non-opposed ACTs.
• Condition: These alter a creature’s abilities in various ways and can be a result of magic effects,
combat effects, or other effects.
• Damage Type: There are a number of specific damage types in the game (blunt, edged, piercing, cold,
hot, etc…), though there may yet be more that don’t fit the existing ones, which can be created by the
GM.
• Darkvision: The character can magically see normally in complete darkness, including magical dark.
• Edge: A value that represents not only experience but allows for dice rerolling in play.
• Effect: This is an in-game side-effect that impacts the character directly. Usually tied to Talents or
Magic.
• GM: Game Master, the narrator, referee, aka the one that runs the game.
• Intensity: The value of an Attribute or other measurable aspect.
• Low Light Vision: Like a cat, so long as there is a little light, (starlight, moonlight, candle light, etc...)
the character can see, but colours are muted to almost greyscale.
• Modifier: This is a +/- to a roll.
• Range: The ranges in combat are Touch, Striking (up to 15’), Shooting (up to X’), Visual (up to Y’),
and Beyond Visual.
• Rank: This is a tiered level, usually associated with Skills (student, teacher, master).
• Resisting Value (RV): The Intensity value being acted upon by an AI situation.
• Save: This is a specific ACT made to resist or avoid some Effect, Condition, or other threat.
• Skills: Represents training in either a general category or specialized activity and are in 3 tiers of
possible ranks - Student, Teacher and Master.
• Talents: Learned abilities that allow characters to perform extraordinary feats or actions.

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THE CORE RULES
• Determine the AV: Active Value (usually Attribute + Boons).
• Determine the RV: Resisting Value (usually Attribute or Static Difficulty).
• Roll 2d10, add any Modifiers (Difference between AV and RV, Skills, Condition, etc…), find success result.
• Apply effects, more rolls may occur as a result.
GOLDEN RULES
• Always round down.
• The Rule of Cool trumps all other rules.
• The Narrator has the final say, argue after the game.
• Cheaters never win.
• Failure can lead to fun.
• You can always try.
• Don’t be an ass.
• Spirit of the law over the Letter of the law.
• Characters end, make a new one and get back in the game.
• The primary purpose of this is for everyone to have fun… together!

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PLAYING THE GAME
Various rules and observations for playing the game.

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.

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ACT RESOLUTION
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THE VS. ENGINE


Every action is resisted by something. Be it the person trying to parry you, the hardness of the door you’re trying to break
down, or the intensity of the spell that just hit you. This means all checks must have an Acting Value (AV) and a Resisting
Value (RV).
Note that RVs are often the DCs of tasks.
All rolls are done from the player’s point of view, so they tend to be the Active Value, unless they are resisting an attack, or
some other action.
AV +/- RV = Modifier.

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

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catch the knife thrown at you, but you did manage to avoid it
just enough to avoid death, etc...
11-14 Success Everything went as planned, please continue.
15-19 Enhanced Success Not only did you succeed, but you did also better than expected,
gain 1 DoS.
20-24 Superior Success Wow! Looking good! Succeeding with style! Gain 2 DoS.
25+ Spectacular Success There’s good and then there’s this! You succeed so well you gain
3 DoS.

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

DEGREES OF SUCCESS TABLE - DEFENSIVE


Cost DoS Effect
1 Side-step Move 5’ without provoking an Opportunity Attack.
2 Hard Target Gain +1 to your defense roll vs. the next attack against you.
3 Riposte Make an immediate Counterattack as a Free Action against the Attacker you
just evaded.

DICE ROLLING & EDGE


When rolling 2d10 there are a couple of things to consider. They are as follows;
• Botch: Rolling double ones (1/1) on the dice is not only an automatic failure, but also a botch result. This means you
fail at the appointed task and something truly unpleasant occurs. Your weapon breaks, you accidentally hit an ally,
the bottle of liquid you are investigating somehow shatters and sprays all over you, etc… botches are epic failures.
• Critical: Rolling double zeros (0/0) on the dice in not only an automatic success, but it is also a critical success.
Double your damage, not only do you persuade the King to aid you, but he also becomes fully committed to the
task, etc… critical successes are the stuff of legends.
• Edge: When one of your dice is equal to or lower than your Edge, you may roll that die again and add the new result
to the previous value. If it is equal to or less than your Edge again, add the new number to the previous and roll
again, repeat until the roll is higher than your Edge. Though there are two caveats one must adhere to and they are;
o If the dice are a Botch result no reroll, no matter your Edge, can occur.
o If both dice are equal to or under your Edge, only the lower die may be rerolled in this fashion. If they are
doubles, then only one is rerolled.

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STATIC DIFFICULTIES
When there is no active value opposing a character’s efforts, they must use a Static Difficulty as the RV for the action.
STATIC DIFFICULTIES TABLE
Difficulty Intensity
Easy 1
Average 2
Difficult 3
Challenging 4
Daunting 5
Ambitious 6
Desperate 7
Nigh Impossible 8
Impossible 9
Mythic 10
All Castings are done at Daunting Difficulty + the Intensity of the magic.

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CHARACTER CREATION
1. Pick an Ancestry/Lineage
2. Pick a Culture
3. Pick a Background
4. Customize via Campaign Rank
5. Select Equipment
6. Calculate our all Statistics/Extras
7. Start Adventuring

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ATTRIBUTES
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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

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When one of your dice is equal to or lower than your Edge, you may roll that die again and add the new result to the previous
value. If it is equal to or less than your Edge again, add the new number to the previous and roll again, repeat until the roll is
higher than your Edge. Though there are two caveats one must adhere to, and they are;
• If the dice are a Botch result no reroll, no matter your Edge, can occur.
• If both dice are equal to or under your Edge, only the lower die may be rerolled in this fashion. If they are doubles,
then only one is rerolled.

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
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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

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• 1-4: No visible effects.
• 5-9: TBD
• 10-14: TBD
• 15-19: TBD
• 20-24: TBD
• 25+: TBD

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.

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• I Have it Right Here: By expending an Inspiration, you have that piece of gear you needed, at the GM’s discretion of
course. “No, we totally would have remembered to pack a catapult!”
• I Know a Guy!: By expanding an Inspiration, the GM will give you a local contact who can help. Of course, it may
be a side adventure just to get to them, GM’s discretion of course.
• Just a Little More: By spending Inspiration, you can raise your roll by 1 for 1. Even beyond a basic success, allowing
you to buy extra degrees of success.
• Let’s Try That Again: By expending an Inspiration, you can re-roll any failed attempt. If the roll is under 10, it is
now a 10, no bonuses, no mods, just a 10. Cannot be used in Combat.
• With Feeling!: By expending an Inspiration, you can add 1d10 to any 2d10 roll (attack, defense, skill check, save,
but not damage), and keep the highest 2 results of the 3 dice, but you must decide to do so before you roll.

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.

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ANCESTRIES
Every character has an Ancestry as the basis for their creation. Find the Ancestry you wish to play below and apply their
information to your character sheet. Note that some Ancestries also have Lineages that can alter or change their Attributes.
Attributes always start at Average (2) across the board, then adjust as per the Ancestry/Lineage that is chosen. Don’t worry, this
will be further modified by your Background along with some potential increases during the Customization phase of character
creation.
If an Ancestry can have an attribute above the ceiling limit of 5, it will be noted as a Racial Trait.
Racial Traits with P are physical and inborn to the Ancestry, those with S are either social and reflect the culture the character
was raised in, and lastly M is for magical abilities and are not necessarily inherent to all members of the Ancestry.
If you character is of mixed ancestry (half-elf, half-orc, etc…) you must determine what two ancestries they are descended from,
then pick which is dominant and which is recessive. See the Mixed Ancestry Boon for more details.

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:

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• 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
• Stonecunning (M): +1 on any ACTs related to stonework, caves, tunnels, etc…
• Sturdy (P): Increase your Health Pool by +10%.
• 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 Lore: History or Lore: 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, Mountain Dwarves are Magic Dead, unable to learn Art, or cast spells. They can, through the use of
Rune Magic, forge powerful magic items. Also, Mountain Dwarves can live to around 200 years of age, with exceptional cases
reaching 300 years.
ELVES
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ASHEN ELF
Unable to accept the loss of their immortality, Ashen Elves, or Ash Elves, spend their time pursing magic for the purpose of
extending their now mortal lives. This has become an obsessive trait among them and rules their existence. With their lives
stretched thin, they appear tall, gaunt, white skinned, grey or white hair, and reddish bloodshot eyes. No news Ashen Elves
have been born since the end of the Second Age of Man, making their numbers scant.
Size: Medium
Move: 30’
Attribute Adjustment: +1 Logic, +1 Discipline, -1 Might
Racial Traits:
• Low-Light Vision (P): 60’
• Elven Sleep Immunity (M)
• Increased Intellect (P): You can increase your Knowledge to a maximum of 6
• Keen Senses (P): +1 to Observation ACTs
• Bonus Bane: Obessesive (S): The study of magic
• Bonus Boon (M): Spellbinding
Choose One of the Following:
• Elven Accuracy (P): You gain +1 on Ranged Combat ACTs.
• Fey Sight (M): Once per Short of Long Rest you may examine an area as if you had Detect Magic as a caster.
• Loremaster (S): Steeped in lore older than some civilizations, you gain +1 on Lore: History, Lore: Local Lore, and
Lore: Occult ACTs.
Notes: It is important to understand that no Ash Elf goes against the grain, they are all obsessed with the extension of their
lives, to a fault. They also are so long lived and disconnected they see those around them as semi-intelligent animals.
CITY ELF
City elves, though not all live in cities, are elves who have accepted the dominance of humans in the West and have chosen to
occupy the same places as said humans. They live side by side, sometimes in harmony, often as second class citizens. With
their shortened life spans, many have taken human mates as well, producing half-elf children.
Size: Medium
Move: 30’
Attribute Adjustment: +1 Logic, +1 Discipline, -1 Might
Racial Traits:
• Low-Light Vision (P): 60’

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• Elven Sleep Immunity (M)
• Keen Senses (P): +1 to Observation ACTs
• Bonus Boon (P): Fetching
• Bonus Bane (S): Outsider
• Nimble (P): You can increase your Reflexes to a maximum of 6
Choose One of the Following:
• Elven Accuracy (P): You gain +1 on Ranged Combat ACTs.
• Fey Sight (M): Once per Short of Long Rest you may examine an area as if you had Detect Magic as a caster.
• Cross Cultured (S): You may choose to take a Human Racial Trait that isn’t P or M.
Notes: City Elves are peaceful for the most part, but some choose revolution and aggression as their path. These few have
caused a reaction in the human community that now can paint all City Elves. Please be aware of this when choosing this
Ancestry.
DRAGON ELF
Ruled over by Tesujin, a tremendously old and power dragon with blue and gold scales, Dragon Elves serve at her pleasure.
All Dragon Elves are taught to ride the drakes that make up their raider force. The Dragon Elves hate humanity and dwarves
and blame them totally for the loss of immortality. Dragon Elves rarely travel outside of their homeland of Àlfheimr, but they
have been seen from time-to-time.
Size: Medium
Move: 30’
Attribute Adjustment: +1 Skirmish, +1 Accuracy, -1 Logic
Racial Traits:
• Low-Light Vision (P): 60’
• Elven Sleep Immunity (M)
• Keen Senses (P): +1 to Observation ACTs
• Sharp Shot (P): You can increase your Accuracy to a maximum of 6
• Bonus Skill (S): Riding (Aerial) at Student Rank.
• Bonus Bane (S): Outsider
Choose One of the Following:
• Elven Accuracy (P): You gain +1 on Ranged Combat ACTs.
• Fey Sight (M): Once per Short of Long Rest you may examine an area as if you had Detect Magic as a caster.
• Bonus Boon – Animal Friendship (S): This boon is only related to drakes and dragonkin.
Notes: Dragon Elves and considered cruel and merciless by the other peoples of the West. Their drake-borne raids doing little
to remove that opinion. There are, however, Dragon Elves who seek to throw off the shackles of Tesujin and have stronger
diplomatic ties with their cousins across the West.
WILD ELF
Wild Elves have returned to nature, shunning city life for the unspoiled wilderness. They live in places of ethereal beauty, in
the midst of ancient forests or in literal cities in the trees. Wild Elves love nature and magic, art and artistry, music and poetry,
and the good things of the world, unless they are the more savage side of the ancestry. Some Wild Elves have returned to
nature so hard, they have become tribal and barbaric, turning their backs on even the culture of their cousins.
Size: Medium
Move: 30’
Attribute Adjustment: +1 Skirmish, +1 Might, -1 Logic
Racial Traits:
• Low-Light Vision (P): 60’
• Elven Sleep Immunity (M)
• Fierce Fighter (P): You can increase your Skirmish to a maximum of 6
• Keen Senses (P): +1 to Observation ACTs
• Bonus Skill (S): Survival at Student Rank.
• Bonus Bane (S): Outsider

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Choose One of the Following:
• Elven Accuracy (P): You gain +1 on Ranged Combat ACTs.
• Fey Sight (M): Once per Short of Long Rest you may examine an area as if you had Detect Magic as a caster.
• Bonus Boons (S): Woodsy.
• Wild Ranger (S): Choose an environment (forest, mountain, desert, etc..) you can move through Difficult Terrain as
if it was Normal Terrain in that area.
Notes: Next to City Elves, Wild Elves are the most common in the West. They really do range in culture from remarkably
civilized forest communities to nomadic hunter-gatherers. When choosing this Ancestry, choose an appropriate Culture to
represent the type of Wild Elf community your character is from.
GOBLINS
Blern
CITY GOBLIN
City Goblins are goblins who have chosen to live among the human communities of the West. They are always seen as urchins
and pests but manage to scrape out a living either doing horrible jobs others won’t, or as thieves and rogues. It City Elves are
second class citizens; City Goblins are without social class.
Size: Small
Move: 20’
Attribute Adjustment: +1 Reflexes, +1 Intuition, -1 Discipline
Racial Traits:
• Small Size (P): +1 to Stealth ACTs
• Darkvision (P): 60’
• Nimble (P): You can increase your Reflexes to a maximum of 6
• Scamper (P): Goblins can Disengage and move 5’ as a Free Action once per round.
• Restriction (S): City Goblins cannot start play with a Social Class higher than Underclass.
• Bonus Skill (S): Knowledge: Local Lore or Streetwise at Student Rank.
Choose One of the Following:
• Acquisitive (S): You gain +1 on Legerdemain ACTs.
• Big Eared (P): You gain +1 on Observation ACTs related to hearing.
• Second Chance (S): When a creature you can see hits you with an attack roll, you can use your reaction to force that
creature to reroll. This ability resets on a short or long rest.
• Squat Nimbleness (P): You add +5’ to your Move.
• Underfoot (P): You gain +1 to Defense checks against creatures one size or more larger than you. You also gain +1
to Reflexes ACTs to avoid being Trampled.
Notes: City Goblins make excellent thieves and minions of crime bosses. They are also usually more in the know of the dark
corners and recesses of their chosen home. When playing one, remember they are treated indifferently at best, or horribly at
worst by the humans they live around.
WILD GOBLIN
Wild Goblins occupy a dangerous place in the world, often abused, hunted, or dominated by larger more powerful creatures.
Cunning and cruel, wild goblins are masters of deception, often being fawning and servile in defeat, biding their time for a
moment to betray their captor and escape. Wild goblins believe that survival is paramount to everything else.
Size: Small
Move: 20’
Attribute Adjustment: +1 Accuracy, +1 Skirmish, -1 Discipline
Racial Traits:
• Small Size (P): +1 to Stealth ACTs
• Darkvision (P): 60’
• Nimble (P): You can increase your Reflexes to a maximum of 6
• Scamper (P): Goblins can Disengage and move 5’ as a Free Action once per round.

Jeffrey Phillips (Order #42122409)


• Bonus Skill (S): All Wild Goblins have Student Rank in Ranged Combat.
• Bonus Bane (S): Craven, Wild Goblins are a superstitious and cowardly lot.
Choose One of the Following:
• Acquisitive (S): You gain +1 on Legerdemain ACTs.
• Big Eared (P): You gain +1 on Observation ACTs related to hearing.
• Second Chance (S): When a creature you can see hits you with an attack roll, you can use your reaction to force that
creature to reroll. This ability resets on a short or long rest.
• Squat Nimbleness (P): You add +5’ to your Move.
• Underfoot (P): You gain +1 to Defense checks against creatures one size or more larger than you. You also gain +1
to Reflexes ACTs to avoid being Trampled.
Notes: Wild Goblins are hard to play as an Ancestry, as they tend to be seen by all as just monsters. This is due to the constant
threat they present in rural and wilderness areas. To play a Wild Goblin, it would behoove the player and GM to come up
with a reason why they are no longer with their tribe and hooking up with the other players. Then through play they can work
to break the prejudices of others, or reinforce them.
HAUFLIN
Legend says that Hauflin, also called Hafflings by the other people of the West, were created when a wizard tried to mend the
animosity between Elves and Dwarves, merging them together. Whether it is true or not, Hauflin are one of the most
universally beloved peoples of the West. Most halflings live in remote bucolic communities, while some others are more
nomadic, lured by the open road and to discover the wonders of world. Still others live in the cities of man, often acting as
labourers, cooks, and even criminals. All Hauflin love peace, food, hearth, and home, wherever that home may be.
Physically Hauflin stand on average between three and four feet, with rare Hauflin reaching up to four and a half feet in height.
All Hauflin have larger than normal feet, but most outside of the countryside prefer to wear boots or footware, while their rural
cousins prefer the feel of raw earth between their toes.
Hauflin have hair and eye colours of all possible types, from blacks and browns to blondes or reds, from greens and hazels to
browns and blues. They are a diverse appearing people.
Size: Small
Move: 20’
Attribute Adjustment: See sub-types below.
Racial Traits:
• Small Size (P): +2 to Stealth ACTs.
• Fearless (S): +2 to Fear Saves
• Halfling Luck (P): Reroll any failed roll once per Short or Long Rest
• Keen Senses (P): +1 to Observation ACTs.
• Surefooted (P): +1 to Athletics and Acrobatics ACTs.
Choose One of the Following:
• Acquisitive (S): You gain +1 on all Legerdemain ACTs for one Encounter per Short or Long Rest.
• Everybody’s Friend (S): Your magnetic personality makes your way easy through the world. You gain Advantage on
Influence checks for this encounter. This ability resets after a Short or Long Rest.
• Good Luck Charm (M): Whenever an ally you can see within 30’ of you rolls a Botch for any check, you can use
your Reaction to grant them an immediate reroll. This ability refreshes after a Short or Long Rest.
• Second Chance (P): When a creature you can see hits you with an attack roll, you can use your reaction to force that
creature to reroll. This ability resets on a short or long rest.
•Squat Nimbleness (P): You add +5’ to your Move.
•Underfoot (P): You gain +1 to Defense checks against creatures one size or more larger than you. You also gain +1
to Reflexes Saves to avoid being Trampled.
HAUFLIN SUB-TYPES
CAFFOTS
Caffots, also called “Quickfoots” by other Hauflin, are generally considered dishonest and lazy by other Hauflin,
including even other Caffots. Unlike other Hauflin types, they make no claims to their origins, other than to say they

Jeffrey Phillips (Order #42122409)


are the purest of Hauflin in the West. They tend towards being scouts, bards, and rogues, having little use for a hard
day's work preferring to distract themselves with adventure and mischief.
Attribute Adjustment: +1 Accuracy, +1 Reflexes, -1 Might
HALRIND
Also called Strongehides, or Thicehafes (which means "thick heads"), Halrind Hauflin are renowned for their squat
build, stubborn natures and considerably strength. Known as the hardest working Hauflins, they are also rumored to
having more Dwarf blood than others, which most Halrinds deny, despite their magnificent beard growing ability.
Attribute Adjustment: +1 Might, +1 Discipline, -1 Logic
HOBLYN
Also called Gnomes, these Hauflin were formerly the main population of Sothshire, but were sent into diaspora by
the Red Death. Their numbers are few, they see themselves as better than all other Hauflin and are extremely
individualistic. You will never see two gnomes of the same style. Due to their few numbers, they are either horribly
inbred or slowly crossbreeding with other Haulfin and will eventually go extinct as a bloodline. Many Hoblyn refuse
to consider themselves Hauflin, and claim they are their own people.
Attribute Adjustment: +1 Reflexes, +1 Intuition, -1 Might
STEDSTAP
Also called “Steadystep”, these are the most common type of Hauflin in the west. The Stedstap are a "bog standard"
Haulfin; Neither tall, nor short. Thin nor stout. Smart nor stupid. Strong nor weak. Etc... They tend to avoid the
stereotypes of the other Hauflin, though some say they actually use them the most against their kin. They are exactly
what big folks think of when they think "Halfling".
Attribute Adjustment: +1 to any Two Attributes, +1 to any one Attribute
TALFOLC
Also known as the “Tallfolk”, these Hauflin are considered to be snobs by their kin. Claiming to have more Elf
blood in them than the others, which may or may not be true, they seem to feel this makes them better. Taller than
other Hauflin, Talfolc are rarely shorter than three and a half feet, with equally rarity reaching up to four and a half
feet in height. Compared to other Hauflin their build is narrower and leaner, while their ears are more pointed.
They tend to be wealthy merchants, land owners, wizards, and bureaucrats, hard labour is not for them.
Attribute Adjustment: +1 Logic, +1 Intuition, -1 Might
Notes: If your Hauflin has parentage of two different types of Hauflin, just choose Stedstap as your template and customize to
represent your choices. Also note that “halfling” and “peck” are seen by most Hauflin as pejoratives, but only a really honary
one would say anything, usually just shrugging it off as ignorance.
HUMANS
Humans have spread across the face of the West for Six Ages unchecked now. Many of the older folks see them as a blight or
a burden, while others see them as a strong ally or partner, and some still as a solid threat.
HIGH-MAN
Related to the Attilasians by blood, the High-Men are undiluted through mixing with Middle or Low-Men, and as such retain
much of the magic and power of their ancestry. Sadly, this often translates into an arrogance or a feeling of being superior to
other men that can make them off-putting to others in the West. Currently there are only two known groups of High-Men left
in the West, the Sea Kings of Daínn and the scattered barbarian tribes of the Great Valley. There still may be other enclaves
lost within and beyond the West, but this is not known, just speculated. High-Men tend to be taller by half-a-foot on average
than Middle-Men and have hairs of nearly white blonde or jet black, and eyes of blue, grey, and green.
Size: Medium
Move: 30’
Attribute Adjustment: +1 to any one Attribute of choice, +1 to Presence, -1 to any other of choice.
Racial Traits:
• Bonus Boon (S): +1 Minor Boon of choice.
• Bonus Skill Ranks (S): +1 skill Rank at creation.

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• Long Lived (P): Due to their ancestral ties, High-Men have lifespans approximately double that of Middle and Low
men. This is first noticed once they reach adulthood and their physical signs of aging slows tremendously.
Choose One of the Following:
• Heroic (S): When spending an Inspiration that offers a roll, you may roll it twice and keep the higher amount.
• Leadership (S): You may spend your Inspiration on Allies checks instead of your own.
• Loremaster (S): Steeped in lore older than some civilizations, you gain +1 on Lore: History, Lore: Local Lore, and
Lore: Occult ACTs.
• Magically Inclined (M): You gain either the Channeling, Sorcery, or Spellbinder Talent.
• Self-Made (S): Once per Short or Long Rest you give yourself Advantage on any check.
• Shrewd (S): You gain a +2 Racial bonus to Sense Motive checks.
Notes: Not all High-Men are arrogant or dismissive of Middle and Low men, but sometimes they will seem alien to those
around them due to their longer lives and connection to the magic of the world. It certainly doesn’t mean this is a malicious
thing, but just unconscious behaviour. Most High-Men will adjust this attitude if it is brought to their attention.
MIDDLE-MAN
Making up the bulk of the human population of the West, Middle-Men are said to be a product of ancient Attilasians mixing
with the Low-Men of the West. Middle-Men tend to be of any height, any hair and eye colour, but certain combinations are
more common to certain regions or groupings. Middle-Men are ambitious to be sure, but also have shown abilities with magic,
which has surprised many of the older folks, who cite their High-Men ancestors as passing that trait to them. Middle-Men
range from kings and popes to farmer and beggars, and all steps in-between.
Size: Medium
Move: 30’
Attribute Adjustment: +1 to any two Attributes of choice, -1 to another.
Racial Traits:
• Bonus Boon (S): +1 Minor Boon of choice.
• Bonus Skill Ranks (S): +1 skill Rank at creation.
Choose One of the Following:
• Heroic (S): When spending an Inspiration that offers a roll, you may roll it twice and keep the higher amount.
• Leadership (S): You may spend your Inspiration on Allies checks instead of your own.
• Self-Made (S): Once per Short or Long Rest you give yourself Advantage on any check.
• Shrewd (S): You gain a +2 Racial bonus to Sense Motive checks.
Notes: Middle-Men are capable of anything and may be the single most adaptable folks in the West. Their mixed ancestries
make them strong people who can survive almost anything. Sadly their history is mostly full of war and hatred of outsiders, and
even their own kin. Still anything goes when it comes to this Ancestry.
LOW-MAN
Made up on the nomadic, primitive, hunter gatherer, and sadly raider cultures of the West, Low-Men have never developed or
rejected civilization ages past. There is no High-Man ancestry within Low-Men, having completely developed on their own.
Their level of society can range from tribal villages with complex laws and cultures, to near savage barbarians who survive by
preying on others and following extreme superstitious beliefs. There are not hard-fast rules on this one. Some were once
Middle-Men who over the ages have removed themselves from society, or kept close ties only with their own kin, becoming
distinct bloodlines and folks.
Size: Medium
Move: 30’
Attribute Adjustment: +1 to any two Attributes of choice, -1 to another.
Racial Traits:
• Bonus Boon (S): Choose either Alert, Fast Reactions, Hale, Hardy, or Woodsy.
• Bonus Skill: Gain the skill Survival at Student Rank.
• Bonus Skill: Gain the skill Knowledge: Nature at Student Rank.
Choose One of the Following:
• Heroic (S): When spending an Inspiration that offers a roll, you may roll it twice and keep the higher amount.

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• Leadership (S): You may spend your Inspiration on Allies checks instead of your own.
• Self-Made (S): Once per Short or Long Rest you give yourself Advantage on any check.
• Shrewd (S): You gain a +2 Racial bonus to Sense Motive checks.
• Slayer (S): You are a warrior for your people, gain the Puissant Talent for free.
• Wise One (M): You are the spiritual guide for your people, gain the Channeling Talent for free.
Notes: Despite the term Low-Man, this not meant to suggest these people are inferior or lesser than others, it is merely a scale
created by those who considered themselves High-Men and handed that down through the cultures. Low-Men should never be
seen as worse or impaired in comparison to other human kin, and in some cases are clearly superior. The primary groups of
Low-Men around the West are the Ushaki tribes who dot the forests, valleys, plains, and shores, the Efrani of Albana, and
other tribes scattered around the West. Some use the term Low-Man to insult other kin, an example of which are the Sothroni
people who are clearly Middle-Men, but these are just insults and designed to provoke a reaction.
ORCS
From the savage tribal raiders of the hinterlands to the gentleman farmer of the Vales, orcs have come a long way from their
appearance in the First Age of Man. A creation of Typhet, or so it is believed, orcs of all ilk are stigmatized and looked down
on, or with fear due to the history of their blood. Some orcs work to defy these preconceptions, while others lean into them for
advantage. In the world of man, many suggest that they Age of the Orc is still to come.
CITY ORC
City orcs are a new thing that has come along since the Red Death. These orcs have given up their violent and barbaric past
and strive to make a new life within the civilizations of man. Though called “city” orcs, there are those who live in more rural
and bucolic towns and villages, and even fishermen and sailors among their numbers. Half-orcs are common within City Orc
culture due to mixed marriages. City orcs still have the green, brown, or grey mottled skin of their wild cousins, but it is
tempered and less sickly looking. Their eyes are still red or yellow, though with half-orcs any eye colour is possible. The
biggest change of all for the City orc is that with better diet and living conditions, their bandy legs are becoming a thing of the
past.
Size: Medium
Move: 30’
Attribute Adjustment: +1 Might, +1 Intuition, -1 Presence
Racial Traits:
• Tenacity (P): When reduced to 0 Health an Orc can make a Difficult Might check every turn to stay on their feet
and keep fighting. Once they are hit again, they fall unconscious.
• Darkvision (P): 60’
• Powerful (P): You can increase your Might to a maximum of 6
• Sturdy (P): Increase your Health Pool by +10%.
• Bonus Banes (S): You gain the Bane Aggressive (Minor).
• Bonus Boon (P): You gain the Boon Strong.
Choose One of the Following:
• Orcish Fury (S): When you hit with an attack using a simple or martial weapon, you can roll one of the weapon’s
damage dice an additional time and add it as extra damage of the weapon’s damage type. This lasts for the
Encounter, but once you use this ability, you can’t use it again until you finish a short or long rest.
• Light Sensitivity (P): City Orcs with this represent a throwback trait to their wild ancestry and are dazzled by sunlight
(or magic effects that reproduce it) and gain Disadvantage to all checks while in direct sunlight and -2 to all checks if
just in standard daylight. Overcast days remove the Disadvantage but not the -2.
• Mixed Blood (P): You gain the Mixed Ancestry Boon for free, you MUST choose at least 1 Moderate Bane to
compensate for this.
• Relentless (S): You gain Advantage on Bull Rush and Overrun maneuvers for this Encounter. Resets on a Short of
Long Rest.
Notes: City orcs can be an interesting challenge for a player, constantly struggling to keep their bestial savage side in check,
while trying to project a civilized nature. Some don’t even bother, often becoming soldiers, legbreakers, or thieves themselves.
With the Mixed Ancestry potential, they can represent almost any mix of orc and other folks, creating a very unique character
for the player to make their mark on the West with. Many city orcs have found that taking on a craft or skilled labor has
allowed them to mix in easier with non-orcs in various places. Sadly, some will still experience fear, mistrust, and outright
hatred by those who are unable to separate the city from the wild.

Jeffrey Phillips (Order #42122409)


ORC OF URUZ
The Orcs of Uruz are a society of religious orcs who serve their god Uruz with complete devotion, with their priest class
(Kazurks) having iron rule over their people. Part of their beliefs includes the breeding of the true orc, which means they
capture slaves only for breeding purposes to try and end their bandy legs, yellow eyes, and tusks from their lineage. Originally
any offspring showing these, or any other defects, were cast from the cliffs to the sea, but now are instead spayed/neutered and
used as a laborer/servitor class, or as infantry in their army. Culturally they are dedicated to building their perfect society and
their dark eugenics program. Lastly, they are a full and complete patriarchy with females held to second class citizenship.
Size: Medium
Move: 30’
Attribute Adjustment: +1 Might, +1 Discipline, -1 Presence
Racial Traits:
• Tenacity (P): When reduced to 0 Health an Orc can make a Difficult Might check every turn to stay on their feet
and keep fighting. Once they are hit again, they fall unconscious.
• Darkvision (P): 60’
• Mixed Blood (P): You gain the Mixed Ancestry Boon for free, you MUST choose at least 1 Moderate Bane to
compensate for this.
• Powerful (P): You can increase your Might to a maximum of 6
• Sturdy (P): Increase your Health Pool by +10%.
• Bonus Banes (S): You gain the Banes Aggressive (Minor) and Outsider.
• Bonus Boon (P): You gain the Boons Hale and Strong.
Choose One of the Following:
• Orcish Fury (S): When you hit with an attack using a simple or martial weapon, you can roll one of the weapon’s
damage dice an additional time and add it as extra damage of the weapon’s damage type. This lasts for the
Encounter, but once you use this ability, you can’t use it again until you finish a short or long rest.
• Kazurk (M): You are a priest of your people and gain the Channeling Talent for free.
• Relentless (S): You gain Advantage on Bull Rush and Overrun maneuvers for this Encounter. Resets on a Short of
Long Rest.
• Slayer (S): You are a warrior for your warband, gain the Puissant Talent for free.
Notes: Orcs of Uruz are a dark people to be sure and touch upon subjects that could be upsetting for some. Potential Uruz
characters could instead be rebels or exiles, who have turned their back on their culture. Also, given their patriarchal society, a
female Uruz Orc would most certainly be one who has fled their society. There is a rumour of movement within their society
to overthrow the Kazurks and liberate their culture from their iron fisted rule, certainly a character from that group could be
out seeking resources or allies to assist in this task.
WILD ORC
Wild orcs are the primitive and violent beasts of legend. They do not farm, they do not gather, they hunt and they fight.
Finding it easier to take from others than to work for their own, wild orcs are primitive, aggressive, and extremely dangerous.
Still every 3 in 5 orcs are stillborn, and the survivors have a 50/50 chance of being able to survive, vs. hideously deformed due
to genetic collapse. That said, albino babies are revered as mystical and even if they possess any birth defects or deformities,
are raised as holy or shamans. Given their numbers have been dwindling tremendously over the Ages, Wild Orcs have been
crossbreeding with goblins, ogres, giants, or anyone else they can. Typhet made their seed strong and as such they have
abandoned their old bandy-legged, short appearance, and can instead be found in all shapes, sizes, colours, and abilities. Wild
orcs are found in tribes and warbands all across the West, and some suggest they are waiting for a leader than can band them
together into another great horde, the likes of which has not been seen since the First Age of Man.
Size: Medium
Move: 30’
Attribute Adjustment: +1 Skirmish, +1 Might, -1 Presence
Racial Traits:
• Tenacity (P): When reduced to 0 Health an Orc can make a Difficult Might check every turn to stay on their feet
and keep fighting. Once they are hit again, they fall unconscious.
• Darkvision (P): 60’

Jeffrey Phillips (Order #42122409)


•Light Sensitivity (P): Orcs are dazzled by sunlight (or magic effects that reproduce it) and gain Disadvantage to all
checks while in direct sunlight and -2 to all checks if just in standard daylight. Overcast days remove the
Disadvantage but not the -2.
• Powerful (P): You can increase your Might to a maximum of 6
• Sturdy (P): Increase your Health Pool by +10%.
• Bonus Banes (S): You gain the Banes Aggressive (Minor) and Outsider.
• Bonus Boon (P): You gain the Boons Hale and Strong.
Choose One of the Following:
• Orcish Fury (S): When you hit with an attack using a simple or martial weapon, you can roll one of the weapon’s
damage dice an additional time and add it as extra damage of the weapon’s damage type. This lasts for the
Encounter, but once you use this ability, you can’t use it again until you finish a short or long rest.
• Mixed Blood (P): You gain the Mixed Ancestry Boon for free, you MUST choose at least 1 Moderate Bane to
compensate for this.
• Relentless (S): You gain Advantage on Bull Rush and Overrun maneuvers for this Encounter. Resets on a Short of
Long Rest.
• Slayer (S): You are a warrior for your warband, gain the Puissant Talent for free.
• Wise One (M): You are an albino and the spiritual guide for your tribe, gain the Channeling Talent for free.
Notes: Wild orcs can be difficult to have in a campaign, as they are normally seen as adversaries and opponents. Be sure
before you select this Ancestry you are prepared for the distrust, fear, and even aggression other folks of the West will show to
your character. This is a role-players’ challenge to be sure, but could be very rewarding in a fish-out-of-water sort of way.

Jeffrey Phillips (Order #42122409)


CULTURES
NEEDS TO BE UPDATED
CULTURE
Blern
LIST OF CULTURES
AGRARIAN
• Gain +1 to Intuition and another Attribute of Choice
• Gain a +1 to your Mind Edge
• Gain +1 Rank to Animal Handling Skill
NOMADIC
• Gain +1 to Accuracy and another Attribute of Choice
• Gain a +1 to your Body Edge
• Gain +1 Rank to Stamina Skill
RUSTIC
• Gain +1 to Reflexes and another Attribute of Choice
• Gain a +1 to your Body Edge
• Gain +1 Rank to Survival Skill
TRIBAL
• Gain +1 to Discipline and another Attribute of Choice
• Gain a +1 to your Spirit Edge
• Gain +1 Rank to Observation Skill
URBAN
• Gain +1 to Logic and another Attribute of Choice
• Gain a +1 to your Mind Edge
• Gain +1 Rank to Persuasion Skill
WILD
• Gain +1 to Skirmish and another Attribute of Choice
• Gain a +1 to your Combat Edge
• Gain +1 Rank to Tracking Skill
CLASS
Blern
LIST OF CLASSES
UPPER CLASS
• Rulers, Nobles, Knights, Clergy (ranked)
• Gain +2 to Resources
MIDDLE CLASS
• Merchants, Professionals (Officers, Doctors, Scribes, etc…), Wizards, Clergy (ordained)
• Gain +1 to Resources
LOWER CLASS
• Serfs, Peasants, Freemen, Workers, Entertainers, Soldiers, Clergy (un-ordained)
• Gain +0 to Resources
UNDERCLASS
• Slaves, Prisoners, Captives
• Gain -1 to Resources

Jeffrey Phillips (Order #42122409)


BACKGROUNDS
NEEDS TO BE DOUBLE CHECKED
Backgrounds are not a case of who you are, but more where you came from. They define the life you lead before you decided
to step out into the world of adventure and become a tomb raider. Every background provides Attribute boosts, a skill, and
extra gold you have squirrelled away before starting your new career. If you do not see one here that suits your desires, work
with your GM to create one.
Academic: You have a knack for learning, and from a young age, you sequestered yourself from the outside world to learn all
that you could. You’ve read about so many wondrous places and things in your books, and you’ve always dreamed about one
day seeing the real things. Eventually, that curiosity led you to leave your studies and become an adventurer.
• Choose two Attribute boosts. One must be Logic or Discipline, and one is an open Attribute boost.
• Add +1 to your Mind Edge
• Gain the Educated Boon
• You gain Student rank in a single Knowledge skill, Appraisal, Investigation, Observation, and a Language of choice.
• You gain +1 Resources

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.

Jeffrey Phillips (Order #42122409)


• Choose two Attribute boosts. One must be to Might or Presence, and one is an open Attribute boost.
• Add +1 to your Spirit Edge
• Gain the Approachable Boon
• You gain Student rank in Knowledge: Local Lore, Carousing, Craft: Cooking, Streetwise, and one additional
Language of choice.
• You gain +1 Resources

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

Jeffrey Phillips (Order #42122409)


• Gain the Strong Boon
• Gain the Inspire Talent You gain Student rank in the Knowledge: Common, Athletics, Animal Handling, Carousing,
and Survival skills.
• You gain +0 Resources

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

Jeffrey Phillips (Order #42122409)


• Gain the Hardy Boon
• You gain Student rank in the Athletics, Carousing, Unarmed Combat: Choose, Gaming, and Observation skills.
• You gain +1 Resources

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

Jeffrey Phillips (Order #42122409)


• You gain Student rank in Seamanship, Observation, Carousing, Gaming, Armed Combat: Choose, and one
Language of choice.
• You gain +1 Resources

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

Jeffrey Phillips (Order #42122409)


• You gain Student rank in Knowledge: Nature, Survival, Knowledge: Common, Armed Combat: Choose, and one
Language of choice.
• You gain +0 Resources

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

Jeffrey Phillips (Order #42122409)


SKILLS
These are gathered under each Attribute and are governed by them.
Skills are rated from Student (+1), Teacher (+3), or Master (+5) rank.
The value serves as a Mod to any 2d10 roll using said skill.
Skills are always rolled using the Edge of the governing Attribute.
SKILL CLASS BY VALUE
Value Class
+1 Student
+3 Teacher
+5 Master

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.

Jeffrey Phillips (Order #42122409)


TALENTS
EXPLAIN WHAT TALENTS ARE HERE
Talent Name
Talent Description
Prerequisites: Any and all requirements.
Improvable: Can the Talent be raised?

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.

Jeffrey Phillips (Order #42122409)


Prerequisites: Furtive; REFLEXES of 2 or better, Armed Attack (any) at Student Rank
Improvable: May be improved to a maximum of +3

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.

Jeffrey Phillips (Order #42122409)


Prerequisites: SKIRMISH of 2 or better; Weapons Master or Weapon Specialist; Armed Combat (With Specialized Type) at
Master Rank
Improvable: Not improvable.
First Strike
If the character has their weapon ready to go, they automatically gain initiative for that round.
Prerequisites: Weapons Master or Weapon Specialist (If using specialized weapon)
Improvable: Not improvable
Florentine
The character is trained in the use of two weapons at the same time and as such gains an extra attack per round when so
armed. The penalties of off-hand use and extra actions are still applied. The character may use weapons from two different
groups (Hilted and Hafted, never Polearms) but must meet the prerequisites for both groups.
Prerequisites: Puissant, Armed Combat: Specific Group at Teacher Rank, SKIRMISH of 2 or better.
Improvable: Not improvable
Focused Fighter
Character gains +1 to Blunt Attack ACTs while in unarmed combat.
Prerequisites: Unarmed Combat: Any at Student Rank
Improvable: May be improved to a maximum of +3
Hawkeyed
This character is accurate with ranged weapons to a point where they receive a +1 to all ranged attacks with weapons they are
skilled in.
Prerequisites: Ranged Combat (Any) at Student Rank, ACCURACY of 2 or better.
Improvable: Can be raised to a maximum of +3
Horse Archery
This character is able to fire a bow from the saddle of a moving mount. They reduce the penalty by –1.
Prerequisites: Hawkeyed, Ride at Teacher Rank
Improvable: Can be raised to a maximum of –3
Leadership
This character is a commander in battle. As such they can provide a Change of Action to any character for free (still with -1
penalty to the action) if that character does the action ordered by this character.
Prerequisites: Puissant; PRESENCE 2+.
Improvable: Can be raised once to remove the -1 penalty and then twice to provide a +1 to the ordered action.
Mounted Combat
This character is skilled in the act of mounted combat and reduces any penalties for melee fighting from the saddle by –1.
Prerequisites: Puissant, Ride at Student Rank
Improvable: Can be raised to a maximum of –3
Moving Target
So long as you move at least 5’ in a round and are not wearing armour of any kind, you are considered to be a moving target
and gain +1 to your Static Defense.
Prerequisites: REFLEXES of 2 or better, No armour
Improvable: Can be raised to a maximum of +3
Power Striker
+1 to hand-to-hand damage.
Prerequisites: MIGHT of 2 or better, Brawling or Martial Arts at Student Rank
Improvable: Can be raised to a maximum of +3
Practiced Brawler
Character may wait until all actions are declared before declaring actions, limited to melee combat only.
Prerequisites: Focused Fighter, Unarmed Combat: Any at Teacher Rank
Improvable: Not improvable.
Puissant
The basic training of any soldier or warrior is puissant skill at arms. This provides the character with one of the following; +1
to Initiative, an extra attack every 2nd round after the first (3rd, 5th, etc…) or a +1 SKIRMISH on all attacks with a weapon
they are skilled with.
Prerequisites: Armed Combat (Any) at Student Rank
Improvable: Can be taken up to three times, each awarding one of the bonuses (Initiative, Extra Attack or +1 to Attack)

Jeffrey Phillips (Order #42122409)


Self Defense
Character can inflict a Shaken or Stagger result on an opponent regardless of comparative MIGHT in unarmed combat.
Prerequisites: Focused Fighter
Improvable: Not improvable.
Shield
The Character is trained in the use of Shields and may use one to gain a +1 to Block incoming attacks, or add +1 to their Static
Defense, but not both in the same round.
Prerequisites: Puissant; A shield
Improvable: May be taken twice, each time choosing a different effect.
Stunning Blow
Character may force a Shaken check on a Partial Success instead of a Full Success.
Prerequisites: Power Striker, Brawling or Martial Arts at Teacher Rank
Improvable: Not improvable.
Swift Shot
The character is so fast with their ranged weapon that they may immediately take a second shot (with normal multiple action
penalties) without having to roll for Multiple Actions.
Prerequisites: Hawkeyed, ACCURACY of 2 or better.
Improvable: Can be improved to add a third action with a prerequisite of ACCURACY 3 or better.
Swift Strike
In any situation where the character has successful landed an attack of Enhanced success, they may take another attack
immediately on the same target. The normal multiple action penalties apply.
Prerequisites: Weapons Master or Weapon Specialist
Improvable: Can be raised once to bring the success down to Full.
Tactics
The character is a specialist in tactics and as such may suggest actions for members of their party. If everyone does what they
are told they will receive a +1 to their attacks/actions for that round.
Prerequisites: Puissant; Leadership
Improvable: Can be raised to a maximum of +3
Telling Blow
The Character can choose to do a stronger attack sacrificing some accuracy. At the character may take a -1 to hit in return for
a +1 to damage.
Prerequisites: Puissant
Improvable: May be improved to a maximum of +3 for a -3 trade off.
Tooth & Nail
Characters with this Ability have natural weaponry of some kind that they are adept at using in combat. As such they receive a
+1 to all attacks and damage when using these natural weapons.
Prerequisites: Fangs, claws or some other natural weapon.
Improvable: May be improved to a maximum of +3
Trick Shot
The character is able to reduce the requirement for a Bullseye Result from a Full Success to a Partial Success. The attack does
no damage, but is used for things like shooting items out of people’s hands, off their heads, jamming levers, etc…
Prerequisites: Hawkeyed, ACCURACY of 2 or better, Ranged Attack: Type at Teacher Rank
Improvable: Not improvable
Weapon of Opportunity
The character is able to turn simple everyday objects into useful weapons. As such they get a +1 when using items not
traditionally classified as weapons in combat. MATERIAL STRENGTH rules for Breaking ACTs apply.
Prerequisites: None
Improvable: Can be raised to a maximum of +3
Weapons Master
The character is the master of one group of weapons and receives a +2 to hit with all weapons of that category but takes a -1 to
hit with weapons of any other type.
Prerequisites: Puissant; Armed Combat or Ranged Combat (Same Type) at Master Rank
Improvable: Not improvable.

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Weapons Specialist
The character has perfected the art of a single weapon. It is considered a signature weapon for them. As such they receive a
+1 to hit, damage and all actions (including Defensive) with that weapon, but incur a -1 with all other weapons.
Prerequisites: Puissant; Armed Combat (Any Type) at Teacher Rank
Improvable: Not improvable

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

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Magical Affinity
The character has a natural talent for magic. As such they gain a +1 to all ACTs involving the casting of magic.
Prerequisites: Sorcery
Improvable: May be improved to a maximum of +3.
Rebuke
Through the power of their faith and their benefactor, these characters can cancel the effects of an opposed aligned being or
Ability. This may be used to turn the undead or take control of them. It can be used to remove the effects of a
Blessing/Damnation (See Lay on Hands). It can also be used to exorcise demons or again take command of them for the
unholy.
Prerequisites: Holy/Unholy Aura
Improvable: Not improvable.
Remove Affliction/Cause Affliction
By using this ability the character can remove the effects of a curse, disease and even cure lameness and blindness. The
unholy can of course use this instead to cause all of these effects. DISCIPLINE is the ACT Attribute.
Prerequisites: Lay on Hands, Holy/Unholy Aura
Improvable: This is not improvable.
Sanctum
A tower, a temple, a grove or even a hut; the character has a place that is imbued with the power that they wield. When within
1 mile of this place they cast at +1 to their DISCIPLINE ACTs.
Prerequisites: Wizard’s Heart
Improvable: May be improved to a maximum of +3
Scroll Casting
This character is able to cast magical spells that have been transcribed to scrolls without destroying the scroll, mostly (see Magic
section later). Note that if a character does not need to have the ability to cast spells to have this talent. When taken during
character creation, the character gains 3 scrolls selected from the Scrolls list, scroll magic rules apply.
Prerequisites: Literacy
Improvable: Gain +1 scroll for each time taken during character creation after the initial for a maximum of 6 scrolls.
Sorcery
The character is able to cast magic using the Spontaneous Casting rules (see Magic section later). Without this Ability
characters may not cast spontaneous magic.
Prerequisites: None
Improvable: No improvement.
Spellbinding
The character can cast magic using the Spellcasting rules (see Magic section later). Without this Ability characters may not cast
spells. Gain 3 spells to the character’s spell book when taken during character creation.
Prerequisites: None
Improvable: Gain +1 spell for each time taken during character creation after the initial for a maximum of 6 spells.
Warlock
This character is practiced in being a battlemage. They may use magic effectively and precisely in combat. They are able to
use melee attacks and cast magic in the same round. They reduce by –1 penalties to spell casting from armour or helm use.
Prerequisites: Combat Casting, Armoured Warrior
Improvable: Can be raised to a maximum of -3
Wizard’s Heart
This character gains a +1 to Weariness ACTs caused by the casting of magic.
Prerequisites: Sorcery
Improvable: May be improved to a maximum of +3

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

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MAKE SOME SPECIAL TALENTS FOR THIS SECTION

CREATING NEW TALENTS


WRITE ABOUT MAKING NEW TALENTS

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BOONS & BANES
ALL OF THIS NEEDS TO BE REVIEWED FOR ERROR/CONFLICT
Boons are advantages, while Banes are disadvantages, and they perform as explained in their descriptions. They also cost/give
extra points when taken for character creation/advancement. All are subject to GM approval.
• As a guideline all Boons & Banes will have a 3-tier system for determining cost and effect. They are Minor,
Moderate and Major.
• As a guideline Minor provide a +/-1 or a minor roleplaying/theme effect. Moderate is +/-2 and then Major +/-3.
• Boons cost Creation Points (CP) during character creation; 1 point for Minor, 3 points for Moderate and 5 points
for a Major.
• Banes provide +1, +3 or +5 CP during character creation.
• Unless it is stated, all Boons and Banes can only be taken once. Confirm with your GM beforehand.

BANE CREATION POINTS


CP gathered from Banes during character creation can be spent as follows;
• Edge: 2 per +1
• Attribute: 1 for 1 up to Intensity 5, 3 for 1 up to Intensity 10, 5 for one up to Intensity 20 and beyond. You must buy
all in order, so if you want to go from 1 to 5, you must by 2, then 3, then 4, and then 5 for a total of 4CP
• Talent: 5 for +1 Tier
• Skill: 2 for Student rank, 3 for Teacher Rank, and 5 for Master Rank; note ALL ranks must be bought, so to start a
Skill at master would cost 10 CP
• Boon: 1 for Minor, 3 for Moderate, and 5 for Major.
BOONS
Blern

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.

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Good Reputation: The character is well liked and accepted, so they receive a bonus of 5 Legend for taking this Boon and
those who have heard of them will have heard positive things. This cannot be taken with the Bad Reputation Bane. This Boon
may be taken twice.
Hale: You gain a +1 Adjustment to all Might ACTs to resist poisons and disease. This Boon may be taken twice.
Hammerhanded: The character may add +1 Adjustment to all damage inflicted in melee (not ranged). This Boon may be
taken twice.
Hardy: +1 Adjustment to all Might ACTs vs Fatigue and Weariness (for spellcasting). This Boon may be taken twice.
Indomitable: You receive a +1 Adjustment to all Discipline ACTs for resisting domination magical or otherwise. This Boon
may be taken twice.
Lightfooted: This character gains +1 Adjustment to Stealth ACTs through all terrains or environments. This Boon may be
taken twice.
Lineage: You are descended from either a noble family, were trained by someone of great renown or attend a famous college
or academy. Receive +1 Legend for your Lineage. This may be improved to a maximum of 3 times, with +1 Legend each time.
Literacy: This character can read and write.
Old Salt: You are a sailor born or have been one long enough to know the ways of the sea. You receive a +1 Adjustment to all
nautical related ACTs, including sea sickness. This includes river and lake boats. This Boon may be taken twice.
Optimistic: This character is always seeing the bright side of things and receives a +1 Adjustment to Moral checks. This Boon
may be taken twice.
Recall: +1 Adjustment to Logic ACTs for remembering details or conversations. This Boon may be taken twice.
Savvy: +1 Adjustment to all Logic ACTs relating to resist persuasion or manipulation. This Boon may be taken twice.
Stern: You receive a +1 Adjustment to Presence ACTs to Intimidate, Coerce or Inspire. This Boon may be taken twice.
Strong: +1 Adjustment to all Might ACTs relating to lifting or carrying. This Boon may be taken twice.
Woodsy: At home in the wilderness, this character receives a +1 Adjustment to all Wilderness related ACTs while in the
wilderness. 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.

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Longshanks: This character's long legs or reach allows them to attack opponents 10’ away from them with a normal sized
weapon and 20’ away with polearms.
Mentor: The player has or had a trainer in the past and as such may start play with 1 proficiency higher than the Campaign
limit. The GM and player must decide the story of this mentor, if they are alive, etc… This can be used to tie into other Banes
depending on the backstory.
No One’s Fool: You have an innate talent for discerning the truth when you hear it. As such you gain a +2 Adjustment to Logic
ACTs to resist persuasion, as well as to attempts to determine if someone is lying to you.
Quick Draw: Able to draw a weapon without taking an Action.
Trainer: You may teach a Skill that you have at Student or Teacher Class to someone who does not have it or is only one
below your level.
Versatility: You learn non-combat Skills for half their cost.
Wealth: This Boon will be contingent on the wealth system as yet not developed. For now, assume it means access to
resources and services.
Wily: +2 Adjustment to Dodge or Evasion ACTs.

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
Blern

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

Jeffrey Phillips (Order #42122409)


resist giving into this behaviour pattern, even when it would be a bad time to do so. At minor rank the character could be
called a “go-getter”; they never miss a day of work, kiss the boss' butt at every opportunity and are work-orientated in their
spare time. -1 Adjustment to Discipline ACT to resist.
Animal Aversion: The character is uncomfortable around animals and they around him. As such he receives a -1 Adjustment
to all ACTs involving animal handling, including Ride ACTs for each level they take.
Arrogant: -1 Adjustment to Presence ACTs. This Bane may be taken twice.
Avarice: -1 Adjustment to all Discipline ACTs to resist temptation of wealth. This Bane may be taken twice.
Bad Reputation: The character gets a bonus 1 Legend for this Bane, but whenever recognized a negative association is made.
Work with the GM to determine what it is that people think of you. This cannot be taken with Good Reputation Boon. This
Bane may be taken twice.
Blunt: You call it like you see it no matter what the situation. Your Presence is treated as -1 Adjustment for Reactions ACTs
when attempting to persuade or orate.
Brash: The character prefers actions to words. In any situation where others prefer to deliberate before acting, the character
gets impatient and may rush into the fray without thinking. The character is almost pathologically incapable of considering the
results of their actions and rarely pays any thought towards consequences. For each level taken (to a maximum of 3) the
character receives a -1 Adjustment penalty to Discipline ACTs to resist this behaviour.
Code of Conduct (minor): 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
following guideline; At minor rank point it is more of a guidline. You are at a -1 Adjustment to Discipline ACTs to break this
Code for any reason.
Craven: You receive a -1 Adjustment to all Discipline ACTs to resist fear and its effects. This Bane may be taken twice.
Cruel (minor): The character delights in causing suffering. Some people, however, are perfectly normal and nice most of the
time, but when angered or given offence, make their enemies pay, and love doing it. At minor tier the character would never
contemplate hurting a friend or loved one but would gladly go to any extreme in punishing their enemies.
Curious: You are at a -1 Adjustment to all Discipline ACTs to resist mysteries or other situations involving the unknown,
locked boxes, etc…
Cursed (minor): The character is the victim of some form of supernatural curse. The more the character tries to escape their
cruel destiny, the more they are dominated by it. The GM should decide the exact nature of the curse and it may entail
another disadvantage; a curse of eternal clumsiness means the character will have to take Fumble Fingered. A minor curse is
something that does not dominate the character’s life.
The character may or may not realize that they are cursed.
Some possible curses are you are doomed to die poor and alone, your first-born son will die, wars/plagues/natural disasters
follow you, a supernatural entity has 'marked' you, cursed to go to purgatory after death.
Curse can often go hand-in-hand with Pawn of Prophecy.
Cynic: The character tends to see the worst in everything and does not hesitate in pointing it out to others. This does not mean
that the character is depressed, they are simply very pessimistic in their outlook and forever expecting failure. This
disadvantage may grate on others’ nerves (particularly those who try to be optimistic). As such they receive a -1 Adjustment on
all Persuasion ACTs due to their rather cynical and negative demeanour. This Bane may be taken twice.
Delicate Constitution: You receive a -1 Adjustment to resist disease and poisons. This Bane may be taken twice.
Dependent: The character is responsible for the welfare of another, perhaps a child or invalid spouse or parent. The character
may have to support a spouse or child. While not helpless, the dependent relies on the character financially and emotionally.
If the character turns their back on the dependent, they should be punished with Corruption for performing a somewhat evil
act.
Delusions (minor): The character holds beliefs that that have no basis in reality, or at least reality as understood by society at
large. The character refuses to abandon such beliefs even in the face of overwhelming evidence to the contrary. The point cost
is determined by the impact the delusions have on the character’s life, and how people react when they discover the delusion.
When confronted about their Delusions, the character must make a Discipline ACT or have a negative reaction to the
speaker. At minor level the character may entertain delusions of grandeur, mild prejudices or foolish beliefs that are easily
dismissed. People may disagree with the character or view them as an ignoramus when they discover their delusion. -1
Adjustment to Discipline ACTs if confronted about the delusion.

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Domineering: The character is a control freak, forever telling others what to do and using the threat of physical violence or
psychological cruelty towards those who resist. The character always expects others to listen to their opinions and follow their
advice/orders and has problems accepting the authority of others. Domineering characters make no secret about their desire
for control and may be regarded as overzealous or even as a bully.
Duty: You are beholden to someone, be it a liege lord, a job or an organization. They may call on you from time to time and
more so may sometimes have agendas that are contrary to your goals.
Enemy (minor): You have made one and they hate you with a great passion. Depending on how powerful their hatred of you is
will determine how far they will go out of their way to thwart or even kill you. At minor rank they simply will talk against you
and foil your efforts if they are presented with an opportunity.
Forgetful: -1 Adjustment to Logic ACTs when recalling information, details, names or instructions.
Fumble Fingered: -1 Adjustment to all Reflexes ACTs when using hands. This includes combat.
Gambler: You just can’t resist the lure of games of chance. You are addicted to them to some degree and are sure you are one
hand, roll or spin away from making the big score! For each level you take the more dangerous this has become and you incur
a -1 Adjustment (cumulative) to Discipline for resisting bets or wagers.
Gullible: The character is very suggestible and naive and so they are easily deceived by others. Perhaps they have lived a life
shielded from the duplicitous nature of the world, and as a result they have trouble perceiving any lies they are told. The
character is the kind of person that believes the pitch of every merchant/conman that comes their way and is disappointed
when the products they buy do not live up to the advertising. This disadvantage cannot be combined with the Boon No One’s
Fool or the Bane Cynic. For each level taken the character is at a -1 Adjustment to all ACTs involving the detection of lies or
resisting of Persuasion.
Land Lubber: You are not good on boats and ships, as such you receive a -1 Adjustment to all ACTs while at sea (or on a
lake/River boat), especially resisting sea sickness.
Lecherousness: You enjoy the company of the opposite/same sex a little too much and have a very strong libido which you are
not afraid to make known. You too often misinterpret comments as come-ons and are very forward in your pursuit of sex.
Characters with Lecherousness may be accused of inappropriateness and end up in a lot of fights and may have trouble
remaining faithful to one lover.
Liar (minor): The character lies a lot, either out of boredom and a sense of superiority to those around them, or out of
personal insecurity. At minor tier, the character’s desire to tell whoppers is controllable: s/he merely has a habit of telling lies
instead of the truth whenever it seems practical (or funny) to do so. They must make an Discipline ACT with a -1 Adjustment.
Mistaken Identity (minor): The character is continually mistaken for someone else, such as a famous celebrity or an infamous
criminal. At minor level people are at first convinced that the character is a famous face and may ask for assistance or just want
to be around them.
Outsider: The character lives in a place where, even if it is their home, they are seen as not one of the locals by the general
population. This results in a -1 to Reaction ACTs in said area.
Pacifist: This character seeks to avoid violence in their life. If taken once they will only use violence in self-defense. You gain a
-1 Adjustment to Offense ACTs. This can be taken up to a Maximum of -3.
Precious: Great dislike of dirt, sewers, wilderness, etc… -1 Adjustment to all ACTs when in such environments.
Preening: You need to look good, so much so that when disheveled you receive a -1 Adjustment to all actions due to
distraction until such time as you can “get yourself in order”.
Proud: Think you are pretty much awesome. Not necessarily a braggart, you just have a very high opinion of yourself and your
abilities. You are at -1 Adjustment to Discipline ACTs to resist attempts to be goaded into action by insults or taunts.
This goes well with Pawn of Prophecy.
Scarred (minor): The character has a large scar or birthmark on their body. At minor rank the scar is concealed by clothing
and is usually unnoticeable.
Vow: You have made a vow to achieve something, abstain from something or uphold something. Work with your GM to
determine what it is and its’ conditions.
Weak-Willed: You receive a -1 Adjustment to all Discipline ACTs.

MODERATE BANES

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Aggressive (moderate): 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 ranking the character has a clinical anger
management problem and often “sees red” when irritated, lashing out vocally or physically at those around them. They also
have trouble dissipating their anger after stressful situations and may remain enraged and unable to relax for several hours
afterwards. -3 Adjustment to Discipline ACT to resist.
Ambitious (moderate): 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 moderate tier the character could be
classed as a workaholic; they are first to arrive at work and last to leave, constantly focused on climbing the ladder to success
and, should the opportunity present itself, going against their better judgement and morality in order to advance their career. -3
Adjustment to Discipline ACT to resist.
Amnesia: The character is missing memories of a time or perhaps all together. Work with the GM to determine the exact
nature of the Amnesia and how it will effect the character. May not be taken more than once.
Black Sheep: You are an outcast or ostracized from your own people, organization or profession. While you gain +1 Legend
in with them, you are not welcome and they will always have a negative reaction to you. Work with your GM to determine why
you are an outcast.
Code of Conduct (moderate): 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
following guideline; At moderator level it is a way of life that you stick to as much as possible. You are at a -3 Adjustment to
Discipline ACTs to break this Code for any reason.
Cruel (moderate): The character delights in causing suffering. Some people, however, are perfectly normal and nice most of
the time, but when angered or given offence, make their enemies pay, and love doing it. At moderate rank the character is a
genuine sadist, and never passes up the chance to inflict pain on others when the pretext exists for doing so.
Cursed (moderate): The character is the victim of some form of supernatural curse. The more the character tries to escape
their cruel destiny, the more they are dominated by it. The GM should decide the exact nature of the curse and it may entail
another disadvantage; a curse of eternal clumsiness means the character will have to take Fumble Fingered. A moderate curse
controls the character’s life and blights their entire destiny.
The character may or may not realize that they are cursed.
Some possible curses are you are doomed to die poor and alone, your first-born son will die, wars/plagues/natural disasters
follow you, a supernatural entity has 'marked' you, cursed to go to purgatory after death.
Curse can often go hand-in-hand with Pawn of Prophecy.
Death Wish: Deep down, the character longs for death. This subconscious drive for self-destruction may stem from a
multitude of causes and manifests in an equal multitude of ways. Often a person with a death wish not recognize their desire
for death even to themselves, and will not contemplate suicide. They may engage in dangerous acts or destructive habits such
as drug abuse or violent behaviour. Work with your GM to determine the nature and intensity of the Death Wish.
Debt: The character owes someone something: money from college loans, revolving credit, etc., or a favour for help received
in the past. The character has trouble forgetting about the debt and finds it difficult to focus on other things.
If the debt is monetary in nature, the GM and player should decide on the general size of the loan, and more importantly to
whom it is owed and if simply paying it back will be enough to forgive the debt.
If the debt is of a favour owed, then the player and GM should work out the back-story for the disadvantage. It may be
repayment of a deed done for a character's family in the past - a character involved in organized crime or may be honour-
bound to repay what was done for his father or grandfather.
Delusions (moderate): The character holds beliefs that that have no basis in reality, or at least reality as understood by society
at large. The character refuses to abandon such beliefs even in the face of overwhelming evidence to the contrary. The point
cost is determined by the impact the delusions have on the character’s life, and how people react when they discover the
delusion. When confronted about their Delusions, the character must make a Discipline ACT or have a negative reaction to
the speaker. At moderate rank the character believes something that is not only false, but probably offensive and potentially
dangerous: strong prejudices or offensive revisionist history beliefs, or outlandishly silly notions like elaborate conspiracy
theories. The character believes these notions completely and will engage in lengthy arguments with anyone who tries to
persuade them otherwise. -3 Adjustment to Discipline ACTs if confronted about the delusion.

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Enemy (moderate): You have made one and they hate you with a great passion. Depending on how powerful their hatred of
you is will determine how far they will go out of their way to thwart or even kill you. At moderate tier they will active plot
against you and seek to defeat you.
Fragile: You receive a -3 Adjustment to resist Shaken, Stagger and Fatal results.
The character is generally more conspicuous wherever they go, and may attract potentially hostile attention when amongst
strangers.
Liar (moderate): The character lies a lot, either out of boredom and a sense of superiority to those around them, or out of
personal insecurity. At moderate level the character will go out of their way to lie, provided they feel confident that the lie can
be concealed. They must make an Discipline ACT with a -3 Adjustment.
Lost Limb: You are missing and arm or a leg. While it does not cripple you it does make everyday tasks more difficult. In
general it imposes a -3 Adjustment to all Physical Edge related ACTs, within reason.
Mistaken identity (moderate): The character is continually mistaken for someone else, such as a famous celebrity or an
infamous criminal. At moderate tier people have the suspicion that the character is a nefarious terrorist or murderer, and are
wary of them.
One Eyed: Lost to war, disease or accident you have only one eye. This gives you a -3 Adjustment on all ranged attacks and no
ability to perceive depth or distance.
Scarred (moderate): The character has a large scar or birthmark on their body. At moderate level the scar is larger and covers
some visible part of the body such as an arm or face.
Slow Healing: You may not take your daily Might rank healing due to this Bane. You also double normal healing times. This
does not affect magical healing.
Split Personality: Characters with this condition have two or more separate and differentiated personalities within their mind.
Each personality may or may not know of the others and are frequently arranged in a hierarchy of dominance with the most
aggressive or assertive personality at the top. Split personality is a very rare condition, but its cause is usually some traumatic
event early in a person’s development.
New personalities are created as a coping mechanism to avoid guilt or memories of abuse (or dark secrets), and may come to
the surface when the original personality feels threatened or stressed. The player and the GM should decide how the
personalities fit together with the original personality, and under what conditions they come to the fore.
Additional personalities may believe themselves to be completely different from the original: one may be an aggressive adult
male, another may behave as a fearful child, another may believe they are of the opposite sex to the host, all existing within the
same individual; the possibilities are wide-ranging, but a reason must exist for the formation of each.
Wanted: The character is wanted by the authorities (or some other party) in some part of the world. The GM should decide
the point value of this disadvantage depending on the reach and influence of those seeking the character:

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

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following guideline; At major tier it is who you are and defines you. You will not break the Code and are at -5 Adjustment to
do so, even to save the life of a friend of ally.
Cruel (major): The character delights in causing suffering. Some people, however, are perfectly normal and nice most of the
time, but when angered or given offence, make their enemies pay, and love doing it. At major level they will do it no matter
how close the connection to their victim might be.
Cursed (major): The character is the victim of some form of supernatural curse. The more the character tries to escape their
cruel destiny, the more they are dominated by it. The GM should decide the exact nature of the curse and it may entail
another disadvantage; a curse of eternal clumsiness means the character will have to take Fumble Fingered. Major curses are
rare and only allowed with GM approval.
The character may or may not realize that they are cursed.
Some possible curses are you are doomed to die poor and alone, your first-born son will die, wars/plagues/natural disasters
follow you, a supernatural entity has 'marked' you, cursed to go to purgatory after death.
Curse can often go hand-in-hand with Pawn of Prophecy.
Dark Secret: You carry a dark secret of some past event, situation or action that if exposed would ruin your life. Perhaps it is a
heinous crime or the identity of the real father of the Prince. Work with the GM to determine the Dark Secret and how it
affects your character.
Deaf: The character cannot hear at all. Along with all the extraordinary amounts of problems they will have in a normal day,
they automatically fail any audio based Observation ACTs. This means they can be Surprised more often than not by being
sneaked upon.
Delicate: You double penalties from taking wounds and receive a -5 Adjustment Discipline ACTs to resist pain induced
torture.
Delusions (major): The character holds beliefs that that have no basis in reality, or at least reality as understood by society at
large. The character refuses to abandon such beliefs even in the face of overwhelming evidence to the contrary. The point cost
is determined by the impact the delusions have on the character’s life, and how people react when they discover the delusion.
When confronted about their Delusions, the character must make a Discipline ACT or have a negative reaction to the
speaker. At major tier the character holds violently extreme or laughable views which nobody else agrees with. The character
believes these ideas wholeheartedly and may structure his or her whole life around them, rarely with any company, and will
even go as far as violence in defending their beliefs. If the belief is strange enough, the character runs the risk of being
committed on mental health grounds, and their problems adapting to reality may well be the beginnings of madness. -5
Adjustment to Discipline ACTs if confronted about the delusion.
Diseased: You have one of more diseases (maybe contagious) that make life and or social interaction hard for you. Perhaps the
disease is going to kill you one day. Or maybe you are simply a carrier. Work with the GM to determine the effect of the
disease(s).
Enemy (major): You have made one and they hate you with a great passion. Depending on how powerful their hatred of you is
will determine how far they will go out of their way to thwart or even kill you. At major level it is their life’s goal to defeat or kill
you, even seeking outside agents to aid them in this goal.
Frail: You start with -2 Health than normal. This can be taken up to a maximum of -6.
Haunted: The character is haunted by some kind of supernatural entity or entities (the souls of dead people, a demon of some
kind, etc.) of which they may or may not be aware. The haunting spirits may manifest in the character's dreams or may make
themselves known in the waking world through frightening and possibly threatening acts.
Liar (major): The character lies a lot, either out of boredom and a sense of superiority to those around them, or out of
personal insecurity. At major rank the character is pathologically incapable of telling the truth. They must make an Discipline
ACT with a -5 Adjustment.
Mistaken identity (major): The character is continually mistaken for someone else, such as a famous celebrity or an infamous
criminal. At major rank they are convinced that the character is the infamous criminal and will try to arrest, detain or even kill
them.
Monstrous: You are or look like a monster. This causes reactions of terror and or violence in those who see you. Work with
the GM to determine the effects and intensity of the Bane.
Pawn of Prophecy: You have been marked for some great task or to do some predestined action and nothing you do will allow
you to avoid it. Work with your GM to determine the nature and effect of the Prophecy.

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Scarred (major): The character has a large scar or birthmark on their body. At major tier the character's body displays visible
scars, which affect people's reactions.
Unwilling Medium: The character is highly susceptible to possession; everything from angels to demons and every other kind
of spirit wants to take up residence in the character’s head. The character receives a -5 Adjustment to Discipline ACTs for
resistance to possession, making them a beacon to every kind of wayward ethereal entity.
Zealot: Your way, religion, philosophy or cause is the ONLY way. All other are wrong and need to be either converted,
ignored or removed. Those who do not see your way will be doomed, and perhaps even killed if you are Ruthless as well. It is
rare for those of moderate or enlightened ideals to be Zealots, unless they are missing the point of have other Banes that push
them that way.

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SPECIAL ABILITIES
These are powers/abilities that are usually genetic or mystical, like Nightvision or Firebreath.
TO BE DEVELOPED

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CHARACTER ADVANCEMENT
Characters get better as they go, but everyone advances and improves at their own pace. The system for this is to use
Advancement Points (AP).
These points can be spent on improving your character and there is no limit to the number of Advancement Points the player
can have.
Here are the standard awards given in a single session.

TYPICAL ADVANCEMENT AWARDS (+1AP PER)


• Showing up: You made it to the game on time.
• Surviving the session: Your character survived the session.
• Tested: You made an ACT (successful or otherwise).
• Discovery: You can state one previously unknown thing that your character learned about the setting.
• Role-playing: For each Boon/Bane you demonstrated during the session.
• Innovation: Your character faced non-combat obstacles that required you to take an innovative role in overcoming.
• Notoriety: People witnessed your character’s deeds in a way that they will tell of them, whether as fame or infamy.
Also add +1 Legend.
• Defeat: Your character engaged in some sort of challenge and lost.
• Victory: Your character engaged in combat and lived to tell the tale.
• Success: The story had a main goal, and it was achieved during this session.
PERSONAL ADVANCEMENT AWARDS
When a character meets their Goals, they gain AP for completing them, but there are also AP to be gained for furthering your
goals, naturally it is up to the player to explain how they have furthered their goal in the session, with the GM’s say being final
as to whether it is valid or not. Here are the Personal Advancement AP awards;
• Furthering a Short-Term Goal: 1AP
• Furthering a Medium-Term Goal: 2AP
• Furthering a Long-Term Goal: 5AP
• Furthering your Calling: 2AP
• Completing a Short-Term Goal: 5AP
• Completing a Medium-Term Goal: 10AP
• Completing a Long-Term Goal: 20AP
SINGLE ADVANCEMENT AWARDS
• MVP (Player of the Night) award: +5AP – This is voted on by the players, it is recommended that they each submit a
secret ballot, and then in turn explain who and why they chose the player. Yes, players can vote for themselves.
Their votes could be for great roleplaying, or that the player they voted for fought well, had a cunning plan, etc., the
idea is that they stood out and made an impression on the voter.
• Favorite Moment: +1AP – At the same time a player is giving their MVP vote, they should also be asked what they
favourite moment of the session was. When the majority of the players agree that one scene was the best, or most
dramatic, or merely the most fun part of the session then all the characters involved in the scene earn an extra +1AP
for the session.
SPENDING ADVANCEMENTS
Players spend their AP to improve their characters, usually when they choose to, but never during an adventure/session,
though any other restrictions should be agreed upon by the group. For example some groups might not allow AP to be spent
unless the characters are at a safe resting location. Each group can decide on whatever restrictions they feel are best.
Not all AP have to be spent at this time and some or all can be saved for a future Advancement where the player wishes to
make a bit advancement such as buying off a Moderate or Major Bane, increasing a skill to Teacher or Master Rank,
Increasing an Edge, etc…
AP may not be converted to Inspiration or any other form of in game currency, they are merely used to improve the characters
abilities.

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TYPICAL ADVANCEMENT COSTS
• Increase of Attribute: The cost of improving an Attribute is the amount of AP equal to the number you are
improving to. For example, if you had a 4 in ACCURACY and wanted to improve to 5, it would cost you 5AP.
Remember that Ancestral limits do apply.
• Increasing an Edge: 15AP to raise an Edge by +1
• Talents: 5AP for a new one, with GM approval, or to improve an existing one if said Talent can be improved.
• Boons: 5AP for a Minor, 10AP for a Moderate and 20AP for a Major. With GM approval of course. Note any
Boon that has multiple levels within it treats each level as a single purchase.
• Banes: Buying off a Bane requires GM approval and costs 5AP for a Minor, 10AP for a Moderate and 20AP for a
Major. Note any Bane that has multiple levels within it treats each level as a single purchase.
• Skills: To start a new Skill at Student level, requires an instructor of at least Teacher level costs 5AP. To increase an
existing skill from Student to Teacher costs 10AP, and Teacher to Master costs 20AP. You may add a Specialization
for 5AP.

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EQUIPMENT
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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 ***

• Sword, Bastard Striking/Edged +8


• Sword, Long Striking/Edged +6
• Sword, Short Striking/Edged +4
• Sword, Two Handed Striking/Edged +10 **

• 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.

Shooting Weapons Type Damage Qualities


• Bow, long Firing/Edged +8
• Bow, short Firing/Edged +6
• Crossbow, heavy Firing/Edged +8
• Crossbow, light Firing/Edged +6
• Crossbow, hand Firing/Edged +3
• Sling Firing/Blunt +2

Thrown Weapons Type Damage Qualities


• Axe, throwing Thrown/Edged +6
• Javelin Thrown/Edged +8
• Rock Thrown/Blunt +2
ARMOUR
Armour is Damage Reduction, so effectively Pass/Fail. That said degrees of success can add to damage, so there’s that.

Armour Damage Red. Min. Might Qualities


• Leather 2 1
• Hide 3 1
• Brigandine 4 2
• Scale Mail 5 2
• Chainmail 6 3
• Plate-mail 7 3
• Full plate 8 4
All armour has a minimum Might score required to wear it. If you do not have the minimum Might value you take a -1 for
each Rank you are under the minimum while wearing it.

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COMBAT
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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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MAGIC
PUT MORE ABOUT MAGIC HERE

THE RULES OF MAGIC


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Cast
These are the skills used to perform castings;
• Channeling: Persuasion
• Sorcery: Willpower
• Spellbinding: Knowledge (Spellcraft)
Whenever you see “Cast vs.” or “make a Cast ACT”, this is referring to the specific skill used.
CASTINGS PER ROUND
Under normal circumstances a magic user may only cast one magical casting per round unless they possess an Ability that says
otherwise, that is the only action they may take in that round.
ANIMA COSTS
Unless otherwise stated, the Anima cost for a casting is the final difficulty of the cast.
CASTING DIFFICULTY
All Castings are done at Cast vs. Daunting Difficulty + the Intensity of the magic.
FAILURE
This is covered in the Magic Botch rules, but in all cases, any Anima that would have been spent, is still spent on a failure.
Magic is not free, and it always has a cost.
WEARINESS
Casting magic is a tough thing and can be very draining.
When casting, immediately after the casting the magic user must make an Exhaustion ACT as if they were checking for
Exhaustion. The Anima cost of the casting is the difficulty of this ACT.
Failure imposes a cumulative penalty on all actions, as per Exhaustion (-1 for a failure).
All practitioners of magic may cast 1 free time per day, every other casting they try beyond that invokes normal Weariness
tests.
Certain Benefits and Abilities can increase the number of free castings per day a magic user receives.

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

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exchange for blessings from Occult Servants, which for the most part is seen as barbaric (animal sacrifice) or evil (human
sacrifice).
OCCULT SERVANTS
These are the generic occult powers (gods, demons, etc…) with limited domains and what they would give their occultists as
extra support/blessings. See the section on gods and demons later in the book to see which domains they are specifically
attached to.
SUN/LIGHT DOMAIN
• Sun’s Blessing (Minor): You can heal via touch, for Edge Health per use.
• Ray of Light (Major): You can generate a ray of actual sunlight from your hands. This ray will not only light up a 30ft
line as if it were midday, but it also does Spirit + Presence damage to anyone it strikes, x2 to creatures who cannot
stand direct sunlight (undead, vampires, drow, etc…). Activating Ray of Light is a Standard Action, attacking is a
ranged attack.
DARKNESS/SHADOW DOMAIN
• Black Eyes (Minor): Occultists of the Darkness can see in complete darkness, but not magical darkness, like a Dwarf
up to 60’. The downside is you do not see colour, just shades of grey. This Gift lasts for Spirit Edge rounds.
• Shadow Step (Major): As a Move Action you can step into a shadow and emerge from another shadow within 30’.
HUNT DOMAIN
• Hunter’s Step (Minor): Occultists of the Hunt may walk through forests and woodlands leaving no sign of their
passing and reduce penalties for difficult terrain by half. This Gift lasts for Spirt Edge hours.
• Wooden Fist (Major): As a free action you can make your hands as hard as wood and covered in tiny thorns. When
using this ability, add your Body Edge to your unarmed strike damage. Your hands return to normal at the start of
your next turn.
KNOWLEDGE/SECRETS DOMAIN
• Detect Magic (Minor): Occultists of knowledge can detect magic at will just. They may NOT use this to identify
properties of magic items, see below.
• Identify (Major): Occultists of Knowledge may identify the properties and command words of magic items by
making a Knowledge: Occult vs. Challenging Difficulty + Item Bonus (if no bonus +1 for each power/effect). The
Occultist can identify one aspect of the item (bonus, command word, curse, etc…) for each use.
MADNESS DOMAIN
• Discordant Whispers (Minor): As an action you can whisper a short message (25 words or less) to any ally. This is a
very disturbing sound and can cause the recipient to become Shaken if they fail a Discipline Save vs. your Presence +
Spirit Edge.
• Vicious Oratory (Major): As an Action you begin speaking to any creature that you can see (up to 120’) and they
hear your voice disembodied in their head. Make a Knowledge: Occult vs. their Discipline, and if you succeed, they
take your Presence in Psychic Damage.
MOON/NIGHT DOMAIN
• Twilight Eyes (Minor): Occultists of Moon gods can see in near total darkness like an Elf. This Gift lasts for Spirit
Edge rounds.
• Touch of the Moon (Major): You may make a melee touch attack to stagger a living creature for 1 round. If you
touch a staggered living creature, they fall asleep for 1 round instead. If you touch an undead creature, it is staggered
for a number of rounds equal to your Spirit Edge rounds.
NATURE DOMAIN
• Nature’s Voice (Minor): You may speak with animals as if they spoke whatever language you understand. Be
warned, they are only as intelligent as their animal nature allows and can be difficult to get details out of. This Gift
lasts for Spirit Edge rounds.
• Calming Touch (Major): You can touch an ally as a standard action to remove the confused, fatigued, shaken, and
sickened conditions from the ally.
SEA/WATER DOMAIN
• Water Freedom (Minor): Occultists of sea gods can breathe and move underwater as if they were on dry land. This
ability does not allow them to provide others with the same sadly. This Gift lasts for Spirit Edge hours.
• Rebuke Death (Major): When you use Rebuke Death, touch a dying ally it brings them to a Stable condition, and 0
Health.

Jeffrey Phillips (Order #42122409)


UNDERWORLD/DEATH DOMAIN
• Night Vision (Minor): You can see in total darkness, even magical, up to 60 feet. This works like normal vision, but
it’s only in shades of gray. This Gift lasts for Spirit Edge rounds.
• A Touch of Chaos (Major): On a successful melee touch attack, for the next round anytime the target rolls, they
have Disadvantage.
WAR/COMBAT/BATTLE DOMAIN
• Long March (Minor): You have, or give, +2 on all Might saves vs. Exhaustion. This Gift lasts for Spirit Edge hours.
• Battle Rage (Major): When you use this ability, touch an ally or yourself. For 1 round, the creature you touched gets
a bonus on melee damage rolls equal to your Skirmish Edge. Activating battle rage is a standard action.
WINTER/COLD DOMAIN
• Cold Heart (Minor): You take no ill effects from Cold or Cold based attacks, even Frost Dragon breath or magical
effects, for Spirit Edge rounds.
• Ray of Frost (Major): You fire a ray of freezing ice from your finger. Make a ranged touch attack at up to 30’. If you
hit, the creature takes your Presence + Spirit Edge in cold damage.
SCROLLCASTING

Scrolls are spells transcribed to parchment, papyrus, or other form, even metal tablets.

Anyone can cast a Scroll so long as they can read the language.

Casting from a scroll normally destroys the scroll permanently.

Scrolls do not consume Anima to read, as the Anima was infused in them at creation.

The Scrollcasting Talent allows for Scrolls to be reused, provided the caster makes a Scroll Save ACT, which is vs.
the Difficulty of the Scroll. Unleashing all that power can be difficult to ride.
PUT MORE ABOUT SCROLLS HERE

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

Jeffrey Phillips (Order #42122409)


BESTIARY
PUT MONSTERS AND ANIMALS HERE
As I see it now opponents will have the following attributes;
• Type: This will work for classifications and be things like undead, demon, etc…
• Size: Straight forward
• Movement: Straight forward as well
• Edges: These will serve as target numbers for attacks or effects, Skirmish/Body/Mind/Spirit
• Offense: A base value added to all their Attacks/Powers
• Defense: A base value added to all their counters or defensive powers
• Attacks/Powers: A break down of each type of attack they have, including their value to hit/defend (plus
Offense/Defense) and any damage or effect done (with Intensity)
• Description: Any notes, or information needed.
More to come in v2.4

Jeffrey Phillips (Order #42122409)

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