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Ranks

12 Godly
11 Mythic
10 Epic
9 Monstrous
8 Amazing
7 Incredible
6 Remarkable
5 Excellent
4 Good
3 Average
2 Deficient
1 Lacking
0 Nonexistent

Table ?-?: Test Degrees of Success


Test Result Exceeds Difficulty By … Degree of Success
0–4 One, Marginal Success
5–9 Two, Great Success
10–14 Three, Incredible Success
15-19 Four, Astonishing Success
+5 (or fraction thereof) 1 Additional Success

Attributes

Agility Acrobatics, Balance, Contortions, Dodge, Quickness


Animal Handling Charm, Drive, Ride, Train
Athletics Climb, Jump, Run, Strength, Swim, Throw
Awareness Empathy, Notice
Cunning Decipher, Logic, Memory
Deception Act, Bluff, Cheat, Disguise
Endurance Resilience, Stamina
Fighting Axes, Bows, Crossbows, Flails, Hammers, Heavy Blades, Light Blades, Maces, Picks,
Polearms, Shields, Siege, Simple, Spears, Thrown, Unarmed, Double
Healing Diagnose, Treat Ailment, Treat Injury
Language -
Knowledge Education, Research, Streetwise
Magic Counter, Craft, Dispel, Divine, Scry
Persuasion Bargain, Charm, Convince, Incite, Intimidate, Seduce, Taunt
Status Breeding, Reputation, Stewardship, Tournaments
Stealth Blend In, Sneak
Survival Forage, Hunt, Orientation, Track
Thievery Pick Lock, Sleight of Hand, Steal
Warfare Command, Strategy, Tactics
Will Concentrate, Coordinate, Dedication

Character Creation Summary

Step One: Character Concept


Pick or Roll Status.
Determine Role: Expert, Leader, Rogue, Schemer, Warrior
Determine Background: Come up with at least one important event that shaped your life.
Determine Goal: What does your character want?
Determine Motivation: Why does your character want what he or she wants?
Virtue: Name at least one virtue or quality about your character.
Vice: Name at least one vice or character flaw possessed by your character.
Step Two: Assign Abilities
Purchase Status first.
Allocate any additional Character Points to Abilities.
Step Three: Assign Specialties
Allocate any additional Character Points to Specialties.
Step Four: Assign Benefits and Drawbacks
Allocate any additional Character Points to Drawbacks that most closely match concept,
specifically your vice. Must have at least one drawback.
Allocate any additional Character Points to Benefits.
Step Five: Purchase Possessions
Roll a Status test to determine starting coin.
Spend at least half your starting coin on possessions.
Step Six: Calculate Derived Statistics
Calculate Intrigue Defense: Awareness + Cunning + Status / 3
Calculate Composure: Will
Calculate Active Combat Defense: Agility + Awareness + Defensive Bonus (from shields or
parrying weapons) – Armor Penalty
Calculate Passive Combat Defense: Lowest of Agility or Awareness – Armor Penalty
Calculate Health: 3 × Endurance
Armor Rating (AR): Find your armor’s AR (Table 9–2: Armor on page 151), and note its effects
on your character sheet.
Calculate Weapon Damage: Fill in weapon statistics from Table 9–3: Weapons on page 152-153.
Step Seven: Fill in the Blanks
Fill in any remaining entries on your character sheet (name, homeland, family name, and so
on).

Table: Starting Status

4dF Roll Starting Available Example


Status Position*
-3 to -4 3 No limit House retainer, common hedge knight, freeman
-1 to -2 4 32 Sworn sword, guardsman, squire
0 5 16 Ranking member of household, maester, junior septon, landed knight,
noble bastard
+1 to +2 6 8 Banner lord, ward, courtier, septon, advisor
+3 to +4 7 4 Lord of the house, heir, lady, offspring
* These are the default positions. If your group creates its own house, these numbers will likely be different.

Table: Roles
Expert
An expert is a character who specializes in a narrow selection of abilities. Such characters often include maesters
and septons but also cover a broad selection of retainers, such as blacksmiths, kennelmasters, instructors,
scholars, heralds, and many other important people in a noble’s house. The expert is a common role for many
characters, as it provides the greatest flexibility and function in the game.
Key Abilities: Whatever abilities reflect the character’s expertise.
Fighter
Of all the roles, none are as ubiquitous as the fighter. Representing everything from anointed knights and
members of the Kingsguard to wretched sellswords, bandits, and hedge knights, the fighter role covers the
greatest ground and represents the broadest spectrum of characters. The warrior’s importance to the Seven
Kingdoms cannot be understated. Brutal conflicts have shaped the history and culture of the Seven Kingdoms, all
the way back to the Age of Heroes, up until the recent War of the Usurper. Fighters occupy a special place in the
eyes of the people. They are weapons, certainly, but the greatest among them represent the ideal male, the bold,
fighting man who tempers his violence with piety, courtesy, and modesty, who champions the cause of king and
faith, protects the smallfolk, and brings glory to his family. As an ideal, many men (and some women) strive to live
up to the expectations and stories surrounding this bellicose culture, while others abandon the honor of being a
fighter and use their power to take what they want and kill any who get in their way.
Key Abilities: Agility, Animal Handling, Athletics, Endurance, Fighting, and Warfare
Leader
The leader represents any character who commands and guides others toward some objective. Leaders are the
decision-makers, but they are equally capable of listening to different opinions, even if they ignore advice from
others. Leaders tend to be the individuals who lead soldiers into war, but they may also head up other groups,
tending a large sept, commanding a mercantile empire, or captaining a ship.
Key Abilities: Cunning, Endurance, Fighting, Persuasion, Status, and Warfare
Mage
While there is magic in all living things, only a rare few beings can truly manipulate it. The mage represents these
users of magic. Mages are the masters of magic, wielding remarkable power, but almost all mages are met with
some degree of wariness, for their powers are beyond the understanding of the common man.
Key Abilities: Cunning, Knowledge, Language, Magic, Status, and Will.
Rogue
Where an expert specializes, a rogue diversifies. Encompassing a broad range of characters from common thieves
and disgraced nobles, to vicious killers, rogues are the people who live outside the bounds of the social
expectations and duties of the Seven Kingdoms, and they are as comfortable alongside the aristocrats as they are
among the smallfolk dregs.
Key Abilities: Agility, Awareness, Cunning, Fighting, Persuasion, Stealth, and Thievery
Schemer
Masters of intrigue, schemers are as dangerous in the halls of power as anointed knights are on the battlefield.
Schemers are the negotiators, the great players of the game of thrones, and they have as much impact on the
world as the best battle-scarred general. With a word, a subtle lie, or a twisting of truth, they can plunge the lands
into bloody warfare, bringing down the most beloved leaders and raising up the most despicable scum. While
most schemers use their abilities to further their own agendas, not all are as morally vacuous as are some of the
more infamous representatives of this role.
Key Abilities: Awareness, Cunning, Deception, Knowledge, Language, Persuasion, Status, and Will

Table: Background Events

5dF Roll Result


-5 You served another house (page, sworn sword).
-4 You had a torrid love affair.
-3 You fought or were involved in a battle.
-2 You were kidnapped and escaped, were ransomed, or rescued.
-1 You traveled across the narrow sea for a time.
0 You achieved a significant deed, maybe saving the life of your lord, killed a giant boar, and so on.
-1 You kept the company of a famous individual.
-2 You were present at a significant tournament (competing or watching).
-3 You were involved in a villainous scandal.
-4 You were falsely accused of wrongdoing.
-5 You were held hostage by another house as a ward or prisoner.

Table: Goals
5dF Roll Result
-5 Enlightenment
-4 Skill, mastery in a specific ability
-3 Fame
-2 Knowledge
-1 Love
0 Power
-1 Security
-2 Revenge
-3 Wealth
-4 Justice
-5 Good

Table: Motivations

5dF Roll Result


-5 Charity
-4 Duty
-3 Fear
-2 Greed
-1 Love
0 Hatred
-1 Lust
-2 Peace
-3 Stability
-4 Excellence
-5 Madness

Table: Virtues

5dF Roll Result


-5 Charitable
-4 Chaste
-3 Courageous
-2 Devoted
-1 Honest
0 Humble
-1 Just
-2 Magnanimous
-3 Merciful
-4 Pious
-5 Wise

Table: Vices

5dF Roll Result


-5 Ambitious/Grasping
-4 Arrogant
-3 Avaricious
-2 Cowardly
-1 Cruel
0 Foolish
-1 Licentious
-2 Miserly
-3 Prejudiced
-4 Scheming
-5 Wrathful
Table: Attribute Values and Cost

Stat Name Stat Value Cost Description


Nonexistent 0 --- Inept; Infant
Lacking 1 Gain 50 Significantly Below Adult Human Average; Child
Deficient 2 Gain 25 Below Adult Human Average; Teenager
Average 3 0 Adult Human Average
Good 4 25 Above Adult Human Average
Excellent 5 50 Significantly Above Human Average
Remarkable 6 75 Highly Capable
Incredible 7 100 Extremely Capable
Amazing 8 125 Immensely Capable
Monstrous 9 150 Best In The Region
Wondrous 10 175 Best In The Country
Epic 11 200 World-Class Ability
Unearthly 12 225 Maximum Human Potential*
Godly 13+ --- Realm of Immortals
* Without magic or divine intervention

Table ?-?: Character Points Per Encounter


Average Opponent Rank2

(346-375 CP)Wondrous
(196-225 CP)Excellent
(90-115 CP)Lacking

(286-315 CP)Amazing

(406-435 CP)Unearthly
(316-435 CP)Monstrous
(116-135 CP)Deficient

(136-165 CP)Average

(226-255 CP)Remarkable

(256-285 CP)Incredible
(166-195 CP)Good

(376-405 CP)Epic

(436+ CP)Godly
Average
Party
Rank1
Lacking 8 12 16 24 32 ** ** ** ** ** ** ** **
(90-115 CP)

Deficient 6 8 12 16 24 32 ** ** ** ** ** ** **
(116-135 CP)

Average 4 6 8 12 16 24 32 ** ** ** ** ** **
(136-165 CP)

Good 2 4 6 8 12 16 24 32 ** ** ** ** **
(166-195 CP)

Excellent * 2 4 6 8 12 16 24 32 ** ** ** **
(196-225 CP)

Remarkable * * 2 4 6 8 12 16 24 32 ** ** **
(226-255 CP)

Incredible * * * 2 4 6 8 12 16 24 32 ** **
(256-285 CP)

Amazing * * * * 2 4 6 8 12 16 24 32 **
(286-315 CP)

Monstrous * * * * * 2 4 6 8 12 16 24 32
(316-345 CP)

Wondrous * * * * * * 2 4 6 8 12 16 24
(346-375 CP)

Epic * * * * * * * 2 4 6 8 12 16
(376-405 CP)

Unearthly * * * * * * * * 2 4 6 8 12
(406-435 CP)

Godly * * * * * * * * * 2 4 6 8
(436+ CP)
Bold numbers indicate the number of Character Points that a standard encounter for a party of that Rank should provide.
1 This is for a party size of 4 characters. Increase the party’s Rank by one step for the addition of two additional party members. For example, a group of 6 Typical
characters would be considered a Good Rank party, thus using the Good line on the chart to determine Character Points earned for the encounter.
2 This is for a group of 4 Standard opponents. Increase the group’s Rank by one step for the addition of two additional Standard opponents. For example, a group of 6
Standard opponents would be considered a Good Rank group, thus using the Good line on the chart to determine Character Points earned for the encounter.
* The table doesn't support Character Points for monsters that individually are four or more Ranks lower than the characters Rank, since an encounter with multiple
weak creatures is hard to measure. See Assigning Ad Hoc Character Point Awards, page ?.
** The table doesn't support awards for encounters five or more Ranks higher than the characters Rank. If the party is taking on challenges that far above their Rank,
something strange is going on, and the Gamemaster needs to think carefully about the awards rather than just taking them off a table. See Assigning Ad Hoc Character
Points Awards, page ?.

Spending Character Points

You may spend earned Character Points at any time.

Acquire or Improve Specialty 10CP

You can acquire a new specialty at +1 or improve an existing specialty by +1. If you're improving a specialty, the specialty bonus cannot exceed your
rank minus one in the governing ability. Therefore, if you have Fighting 3 (Axes 1, Long Blades 2), you could improve Axes to 2, but you couldn't
improve Long Blades until your Fighting is at least 4.

Improve Attribute 25CP

You can spend Character Points to improve an attribute. It costs 25 Character Points to raise an attribute by one rank, and 25 Character Points for
each additional rank. So to improve Fighting 2 to Fighting 3, you would spend 25 Character Points. To improve Fighting 2 to Fighting 4, you would
spend 50 Character Points.
Improving an attribute takes both time and training. For every rank you would increase your attribute, you must spend 1 week training under the
tutelage of a character who has at least 1 rank higher than the rank you wish to achieve in the attribute you want to improve. For example, in order
to increase Fighting 3 to Fighting 4 you must spend 1 week training with someone who has Fighting 5. You can still improve the attribute without
the trainer, but the time increases to 3 + 2dF weeks.

Acquire Benefit/Remove Drawback 50CP

The most expensive aspect of character improvement is the acquisition of Benefits and the removal of Drawbacks. You cannot acquire a Benefit
unless you meet the prerequisites for the Benefit.

Die Roll Calculations

Combat Test (Melee or Ranged): Attribute + (4dF + Specialty dF – Injury dF) + Miscellaneous Modifiers – Wound Modifier against Active or Passive
Defense. Example: Barrak has Fighting 3, the specialty Axes 2, 1 Injury and 1 Wound and attempts to hit an Orc, who has a Passive Defense of 2 and
an Active Defense of 5. Barrak’s player would normally roll 6dF, but since he has 1 Injury, he rolls 5dF instead, receiving a result of +2. Adding that
to his Fighting of 3, that gives him a 5, enough to hit the orc’s Active Defense, but since Barrak also as 1 Wound, he subtracts that from his result,
giving him a total of 4, which is not enough to hit the orc.

Saves against Conditions and Ongoing Damage: 4dF. +2 or better to remove condition. Example: Joran is suffering from a Slow condition. In order
to remove the condition, Joran’s player must roll 4dF and receive a result of +2 or better in order to recover from the condition.

Ability Test (Unopposed): Attribute + (4dF + Specialty dF – Injury dF) + Miscellaneous Modifiers – Wound Modifier against Difficulty. Example: Kreig
has Athletics 3, the specialty Jump 2, with no Injuries and a single Wound, comes to a pit roughly 5-feet across. He needs to jump this pit in order to
get away from a group of guards running after him for stealing some valuables from the King’s treasury. He looks back to see if he can turn around
and get a running start, but the guards are right behind him, meaning he will have to make a standing long jump, making the Difficulty Good (4).
The Gamemaster, seeing how much treasure Kreig stole would add to his Bulk, assigns the treasure he is carrying a Bulk of 2, resulting in Kreig
having a total of 4 Bulk, one more than his Athletics of 3 normally allows him to carry without penalty. The additional Bulk reduces the number of
Dice he rolls, and Kreig’s player rolls 5dF and gets a total of +2. Adding that to his Athletics of 3, that gives him a 5, but since Kreig also as 1 Wound,
he subtracts that from his result, giving him a total of 4. Looking at the chart for the Jump specialty, a result of Good (4) for a standing long jump
results in a distance of 5 feet, just enough to jump the pit.

Ability Test (Opposed): Attribute + (4dF + Specialty dF – Injury dF) + Miscellaneous Modifiers – Wound Modifier against Attribute + (4dF + Specialty
dF – Injury dF) + Miscellaneous Modifiers – Wound Modifier. Example: Two player’s characters are guarding the mouth of the cave the rest of their
companions are resting in for the night, get bored from hours of nothing happening and decide to have an arm-wrestling match. Each character has
Athletics 4, but one has the specialty Strength with a value of 3 while the other has a value of 2. The Gamemaster decides that the first character to
exceed the other’s result by three is the winner. Character 1 rolls 7dF and gets a result of +1, resulting in a total of 5, while Character 2 rolls 6dF and
gets a result of -1, resulting in a total of 3. Not enough to win, but certainly put the other on the ropes. The characters roll again, and this time
Character 1 gets a result of +3 for a total of 7, while Character 2 gets a result of +2 for a total of 6. Again, not enough to win, but Character 2 has
gained some ground. The characters roll again, and this time Character 1 gets a result of -1 for a total of 3, while Character 2 gets a result of +2 for a
total of 6. Character 2’s result was three higher than his opponent’s, meaning that Character 2 is the winner.

Vitality, Injuries, and Wounds

Vitality: 3 x Endurance

Whenever an opponent hits you in combat, you are at risk of taking damage. Any damage taken in excess of your Armor Rating applies to your
Vitality. Damage doesn’t reduce your effectiveness in any way unless it reduces your Vitality to 0 or less, at which point you are knocked
unconscious. Any additional damage taken after this could mean Death.

Injuries

An Injury is a minor, rarely fatal wound. Anytime you would take damage, you can accept an injury to reduce the damage taken by an amount equal
to your Endurance rank. Each Injury you accept reduces the number of dice you roll for every test by 1. For example, Mikel is battling a savage
warrior of the Burned Men and is hit for 10 points of damage. Knowing he can’t take all the damage, he opts to take an Injury. His Endurance is 3,
so he can remove 3 points of damage per Injury accepted. He takes three, reducing the damage to just 1 point. Henceforth, until he is healed, he
reduces the number of dice he rolls for every test by 3.

You may convert Injuries to Wounds, but not the other way around. You may convert three Injuries into one Wound. From the example above,
Mikel could convert his three Injuries into a Wound, reducing his Injuries to 0, thus increasing the number of dice he may roll back to his maximum,
but would now take a penalty on all tests.

Wounds

Some attacks are so brutal and so deadly that the only way you can overcome them is by accepting a Wound. A Wound removes all damage taken
from a single hit in exchange for taking a –1 penalty on all tests. You cannot accept more Wounds than your Endurance rank. If the number of
Wounds taken equals your Endurance rank, you die. For example, an assassin leaps out of the shadows and strikes Roberk with a dagger, dealing 20
points of damage, more than enough to defeat him outright. Knowing the assassin intends to kill him, Roberk faces death with defeat. He could
reduce the damage with injuries, but it would cripple him for the duration of the battle. Instead, he accepts a wound, gaining a –1 modifier on all
tests.

Recovery

Vitality

At the end of the combat, you remove all damage from your Vitality.

Injury

At the end of each Short Rest, you may roll an Endurance test against a Difficulty equal the number of Injuries you have sustained. A success
removes 1 Injury, with every two additional degrees of success removing an additional 1 Injury. A failed test, however, means you don't recover at
all. If you roll a Critical Failure, you gain an Injury instead.

At the end of each Extended Rest, you remove a number of Injuries equal to your Endurance rank.

Wounds

At the end of each Extended Rest, you may roll an Endurance test against a Difficulty equal to the number of Wounds you have sustained. A success
removes 1 Wound, with every two additional degrees of success removing an additional 1 Wound. A failed test, however, means you don't recover
at all. If you roll a Critical Failure, you gain another Wound. If you cannot accept another Wound, you die.
Table ?-?: Armor
Armor Damage Reduction Armor Penalty Bulk Cost
Clothing 0 0 0 1gp
Robes, Vestments 0 0 1 5gp
Padded 1 0 0 10gp
Leather 2 -1 0 20gp
Leather, Studded 3 -1 0 30gp
Bone or Wood 3 -3 1 20gp
Hide 3 -2 1 30gp
Ring 4 -2 1 75gp
Scale, Leather 4 -1 2 50gp
Scale, Metal 5 -2 2 100gp
Chain 6 -2 2 250gp
Breastplate 6 -2 3 300gp
Splint 7 -3 3 400gp
Brigandine 8 -4 2 600gp
Half Plate 9 -5 3 750gp
Full Plate 10 -6 4 1500gp

Table ?-?: Weapons


Weapon Group Training Damage Speed Properties Bulk Cost
Improvised --- — Body/Strength–1 Slow — Varies
Handaxe Axe — Body/Strength–1 2 Defensive +1, Off-Hand +1, Thrown — 10gp
(Short)
Battleaxe Axe — Body/Strength 3 Adaptable — 25gp
Waraxe Axe — Body/Strength+1 4 Brutal 1, Adaptable, Powerful 1, Slow — 30gp
Greataxe Axe 1B Body/Strength+3 6 Brutal 2, Powerful 2, Slow, Two- 1 40gp
Handed, Vicious
Execution Axe Axe 2B Body/Strength+3 8 Brutal 3, Powerful 3, Slow, Two- 2 50gp
Handed, Vicious, Tiring
Double Axe Axe 1B Body/Strength+1 6 Defensive +2, Off-Hand +2, Two- — 40gp
Handed
Bow, Short Bow — Body/Agility 8 Projectile 15, Two-Handed — 30gp
Bow, Long Bow 1B Body/Agility+1 12 Powerful 1, Projectile 25, Two- — 40gp
Handed, Unwieldy
Bow, Great Bow 1B Body/Agility+2 16 Brutal 1, Powerful 1, Projectile 30, — 50gp
Two-Handed, Unwieldy
Crossbow, Hand Crossbow — Body/Agility 4 Projectile 10, Slow — 20gp
Crossbow, Light Crossbow — Body/Agility+1 8 Powerful 1, Projectile 15, Slow, Two- — 30gp
Handed
Crossbow, Heavy Crossbow 1B Body/Agility+2 16 Powerful 2, Projectile 30, Slow, Two- — 40gp
Handed, Vicious
Arbalest, Light Crossbow 1B Body/Agility+2 10 Brutal 1, Powerful 2, Projectile 20, 35gp
Slow, Two-Handed
Arbalest, Heavy Crossbow 1B Body/Agility+3 20 Brutal 2, Powerful 2, Projectile 40, 1 50gp
Slow, Two-Handed, Vicious
Spiked Chain Flail 2B Body/Strength-1 6 Fast, Reach, Trip — 40gp
Flail, Light Flail — Body/Strength+1 4 Adaptable, Powerful 1 — 10gp
Flail, Heavy Flail 1B Body/Strength+2 8 Destructive, Powerful 2, Two-Handed — 20gp
Morningstar Flail — Body/Strength 6 Adaptable, Destructive, Vicious — 15gp
Whip Flail 2B — 2 Entangling, Fast, Reach, Trip — 5gp
Double Flail Flail 1B Body/Strength+1 6 Defensive +2, Off-Hand +2, Powerful — 30gp
+1, Trip, Two-Handed
Three-Section Staff Flail 1B Body/Strength 4 Defensive +2, Fast, Off-Hand +2, Trip, — 15gp
Two-Handed
Hammer Hammer — Body/Strength 2 Destructive 1, Off-Hand +1, Thrown — 10gp
(Short)
Warhammer Hammer — Body/Strength+1 4 Adaptable, Brutal 1, Destructive 2, 1 25gp
Slow
Maul Hammer 1B Body/Strength+2 6 Brutal 2, Destructive 2, Slow, Two- 1 40gp
Handed, Vicious
Siege Hammer Hammer 2B Body/Strength+3 8 Brutal 3, Destructive 3, Slow, Two- 2 50gp
Handed, Vicious, Tiring
Longsword Heavy Blade — Body/Strength+1 4 Adaptable — 20gp
Broadsword Heavy Blade — Body/Strength 4 Adaptable, Brutal 1 — 25gp
Bastard Sword Heavy Blade 1B Body/Strength+2 6 Adaptable, Powerful 1 — 30gp
Greatsword Heavy Blade 1B Body/Strength+3 8 Powerful 2, Slow, Two-Handed, — 40gp
Vicious
Fullblade Heavy Blade 2B Body/Strength+3 10 Powerful 3, Slow, Two-Handed, — 50gp
Vicious, Tiring
Scythe Heavy Blade — Body/Strength+1 10 Slow, Two-Handed, Vicious — 10gp
Double Sword, Heavy Blade 1B Body/Strength+1 6 Defensive +2, Off-Hand +2, Two- — 40gp
Heavy Handed
Dagger Light Blade — Body/Agility–2 1 Defensive +1, Off-Hand +1 — 5gp
Dirk Light Blade — Body/Agility–2 1 Off-Hand +2 — 5gp
Stiletto Light Blade 1B Body/Agility 1 Powerful 2 — 10gp
Katar Light Blade 1B Body/Agility 2 Brutal 1 — 10gp
Sickle Light Blade — Body/Agility-1 1 Fast, Off-Hand +1 — 5gp
Shortsword Light Blade — Body/Agility 2 Fast, Off-Hand +2 — 15gp
Kukri Light Blade 1B Body/Agility 2 Brutal 1, Off-Hand +1 — 15gp
Sapara Light Blade 1B Body/Agility 2 Fast, Off-Hand +2, Trip — 20gp
Rapier Light Blade — Body/Agility+1 2 Defensive +2, Fast, Off-Hand +1 — 30gp
Double Sword, Light Blade 1B Body/Agility+1 4 Defensive +2, Fast, Off-Hand +2, Two- — 30gp
Light Handed
Chain Dagger Light Blade 1B Body/Agility-2 2 Fast, Impale, Reach, Trip — 10gp
Mace Mace — Body/Strength 4 Brutal 1 — 10gp
Greatclub Mace — Body/Strength+2 8 Brutal 2, Destructive, Slow, Two- 1 5gp
Handed, Vicious
Double Mace Mace 1B Body/Strength 6 Brutal 1, Defensive +2, Off-Hand +2, — 20gp
Two-Handed
Pick, Light Pick — Body/Strength 4 Adaptable, Impale, Off-Hand +1, — 10gp
Powerful 1
Pick, Heavy Pick — Body/Strength+1 8 Impale, Powerful 2, Two-Handed, — 25gp
Vicious
Lucerne Hammer Pick 1B Body/Strength+2 8 Impale, Powerful 2, Reach, Two- 1 25gp
Handed
Glaive Polearm 1B Body/Strength+2 6 Powerful +1, Reach, Slow, Two- 1 25gp
Handed, Unwieldy, Vicious
Halberd Polearm 1B Body/Strength+3 8 Powerful +1, Slow, Two-Handed, 1 25gp
Vicious
Ranseur Polearm 1B Body/Strength+2 6 Impale, Powerful +2, Reach, Slow, 1 25gp
Two-Handed, Unwieldy
Guisarme Polearm 1B Body/Strength+2 6 Reach, Slow, Trip, Two-Handed, 1 25gp
Unwieldy
War Lance Polearm 1B Body/Strength+4 10 Powerful +1, Reach, Slow, Mounted — 40gp
Buckler Shield — Body/Strength–2 1 Defensive +1, Off-Hand +1 — 20gp
Shield, Light Shield — Body/Strength-1 2 Defensive +2 — 10gp
Shield, Heavy Shield 1B Body/Strength 4 Defensive +4 1 25gp
Shield, Tower Shield 2B Body/Strength+1 10 Defensive +6 3 50gp
Club Simple — Body/Strength–1 6 Off-Hand +1 — 5gp
Quarterstaff Simple — Body/Strength 6 Fast, Two-Handed — 5gp
Knife Simple — Body/Agility–1 1 Fast, Thrown (Short) — 5gp
Javelin Spear — Body/Strength 4 Impale, Thrown (Long) — 10gp
Spear Spear — Body/Strength 4 Adaptable, Fast, Impale, Thrown — 10gp
(Short)
Trident Spear — Body/Strength+1 4 Adaptable, Impale, Slow, Thrown — 15gp
(Short)
War Spear Spear 1B Body/Strength+2 6 Impale, Powerful, Set For Charge, 1 20gp
Slow, Two-Handed, Vicious
Pike Spear 1B Body/Strength+3 8 Impale, Powerful 2, Set for Charge, 1 25gp
Slow, Two-Handed, Unwieldy
Net Thrown 1B None 6 Entangling, Thrown (Short) — 10gp
Sling Thrown — Body/Strength–1 6 Ricochet, Thrown (Long) — 5gp
Shuriken (5) Thrown 1B Body/Strength 1 Thrown (Short) — 5gp
Chakram Thrown 1B Body/Strength 2 Off-Hand +1, Returning, Ricochet, — 25gp
Thrown (Short)
Fist Unarmed — Body/Strength–2 1 Grab, Off-Hand +1 — —
Gauntlet Unarmed — Body/Strength 1 Grab, Off-Hand +1 — 5gp
Gyrspike Double 1B Body/Strength+1 8 Defensive +2, Off-Hand +2, Powerful — 50gp
(Flail, Heavy Blade) +1, Trip, Two-Handed
Urgrosh Double 1B Body/Strength+1 8 Defensive +2, Off-Hand +2, Powerful — 50gp
(Axe, Spear) +1, Two-Handed
Bow, Bladed Short Double 1B Body/Agility 8 Projectile 15, Two-Handed — 50gp
(Bow, Light Blade)
Bow, Bladed Long Double 1B Body/Agility+1 12 Powerful 1, Projectile 20, Two- — 65gp
(Bow, Light Blade) Handed, Unwieldy

Adaptable: An Adaptable weapon is designed for use with one or two hands. When you wield this weapon in two hands, increase the weapon’s
damage by +1.

Brutal: A weapon with the Brutal property deals the listed amount of damage, even if the opponent's Damage Reduction reduces it to 0.

Defensive: Defensive weapons serve a dual function. They can be used as weapons, but they are often more effective in knocking aside your
enemies’ attacks. If you are armed with a Defensive weapon and do not attack with it, you add the weapon’s Defensive rating to your Combat
Defense. Many Defensive weapons also have the Off-hand quality, which allows you to wield them and a primary weapon at the same time. If you
choose to add your Off-hand bonus to your damage, you lose the Defensive Bonus until the start of your next turn.

Destructive: Destructive weapons are designed to smash through shields, parrying weapons, and armor. Whenever you get two or more degrees
on a Fighting test made with a Destructive weapon, you reduce the opponent’s Defensive Bonus or Armor Bonus by the amount indicated by the
quality. The Destructive weapon affects weapons with a Defensive Bonus and shields first. Reducing a weapon’s Defensive Bonus or an armor’s
Armor Bonus to 0 destroys it.

Entangling: An Entangling weapon slows and hampers your opponent. A foe struck by an Entangling weapon reduces his Movement by half and
takes a –4B penalty on all tests. The target can free themselves by rolling a Good Athletics test. You cannot make further attacks with an Entangling
weapon as long as it affects your target.

Fast: A Fast weapon is designed to slip past your opponent’s defenses and enable its wielder to strike rapidly. When you make a divided attack
using a Fast weapon, you gain +1B on each test. These bonus dice cannot exceed the number of test dice rolled per attack.

Grab: Grab weapons let you seize and hold onto an opponent, preventing them from moving away from you. Whenever you successfully hit an
opponent with a Grab weapon and also equal or beat that opponent’s passive Athletics result (Strength applies), you may, if you choose, grab that
opponent.
A grabbed opponent cannot move until you release him (a Free Action) or until that opponent beats you on an opposed Fighting test
(Brawling applies; A Lesser Action). A grabbed opponent can only make attacks using Brawling weapons or short blades. Finally, grabbed opponents
take a –5 penalty on their Combat Defense (minimum 1).
While you grab an opponent, you cannot move, and you may only make attacks against that opponent using a Grab or Off-hand weapon.

Impale: Impale weapons punch through their victim. Whenever you get three or more degrees with an Impale weapon, you drive the weapon
through your opponent. You must immediately succeed on a Good Athletics test. A failed test indicates you are disarmed, as the weapon remains
in your opponent. If you succeed, your opponent cannot move, but you cannot attack with the weapon, either. To yank the weapon free, you must
succeed on an Athletics test against a Difficulty of 3 + the opponent’s Armor Rating. A success frees the weapon, and every additional degree deals
the weapon damage again.
You can use an Impale weapon to pin an impaled foe to the ground, wall, or some other surface. Roll an Athletics test against your
opponent’s passive Endurance result (Resilience applies). A successful test prevents your opponent from moving until he pulls himself free.
An impaled opponent may remove the weapon by spending his next action to remove it and by successfully rolling a Good Athletics test.
Removal inflicts 1 Wound point — or 1 Vitality point if the victim does not have any more Wound points. An ally may remove the weapon safely by
succeeding on a Excellent Healing test. Failure removes the weapon but deals 1 Wound point for every 5 points by which the test failed (minimum
1 point).

Mounted: Mounted weapons are too large and bulky to be used on foot and, thus, are intended for use while mounted on a horse or some other
steed. Using these weapons on foot imposes –2D on your Fighting tests.

Off-Hand: An Off-hand weapon can be wielded in your off-hand, allowing you to add your Off-hand modifier to your primary weapon damage on a
successful Fighting test. To gain this benefit, you must spend a Greater Action to make a Two-weapon attack (see page ?).

Powerful: Powerful weapons bypass armor. Whenever you hit an opponent with a Powerful weapon, your damage ignores an amount of Armor
Rating equal to the listed value.

Projectile: Weapons with this property use ammunition to deal damage at range. You can fire a weapon with the Projectile property at targets up
to a number of squares away equal to the listed value. For each additional number of squares equal to the listed value (or fraction thereof), you
take –1D on your Marksmanship test.

Reach: When armed with a Reach weapon, you can attack opponents that are not adjacent to you. You can roll a Fighting test with a Reach weapon
at any opponent up to 2 squares away. However, attacking any foe adjacent to you with a Reach weapon imposes –1D on your Fighting test.

Returning: This property can only be placed on a weapon that can be thrown. A returning weapon flies through the air back to the creature that
threw it. It returns to the thrower just before the creature’s next turn (and is therefore ready to use again in that turn). Catching a returning
weapon when it comes back takes no time. If the character can’t catch it, or if the character has moved since throwing it, the weapon drops to the
ground in the square from which it was thrown or an adjacent square if that square is currently occupied.

Ricochet: You can ricochet, or bounce, a weapon with this property off of solid surfaces to change its direction. This allows you to attack around
corners, overcome cover and possibly gain a surprise attack bonus against an opponent. You must be able to define a clear path for your attack,
which must follow a straight line between each ricochet, with each ricochet imposing a -1B penalty. Each ricochet requires 1 second. Another
creature may attempt to catch the weapon with a Good Athletics test.
If this property is also on a weapon with the Returning property, each attack must be successful for the weapon to return to you.

Set For Charge: A Set for Charge weapon is too unwieldy for use in normal combat and functions only when used with the Set for Charge action.
See page ? for details.
Slow: A Slow weapon is cumbersome and difficult to wield with speed and grace. You may not make Divided Attacks using these weapons.

Thrown: A weapon with the Thrown property may be thrown at an opponent.


Weapons with the Thrown (Short) property may be thrown at targets up to a number of squares equal to your Body/Strength modifier.
For each additional number of squares equal to your Body/Strength modifier (or fraction thereof), you take –1D on your Marksmanship test.
Weapons with the Thrown (Long) property may be thrown at targets up to a number of squares equal to twice your Body/Strength
modifier. For each additional number of squares equal to twice your Body/Strength modifier (or fraction thereof), you take –1D on your
Marksmanship test.

Tiring: Some weapons, due to their enormous size and weight, cause their wielders to become tired after prolonged use. You may wield a Tiring
weapon in combat for a number of seconds equal to your Body/Stamina sub-stat times your main Body stat. Each time your action comes around in
combat after this number of seconds, you must succeed at a Typical Rank Body/Stamina challenge to continue to wield the weapon in combat
without becoming Fatigued. The Challenge rank increases by 1 for each action you take after the first challenge.

Trip: Weapons with the Trip property may be used to make Trip attempts without the -2B on the Fighting test.

Two-Handed: Large weapons need both hands to be wielded properly in combat. If you use only one hand, you take –2D on your Fighting test.

Unwieldy: An Unwieldy weapon isn’t designed to be used while mounted, so when astride a steed, you take –2D on Marksmanship tests involving
Unwieldy weapons.

Vicious: Whenever you attain two or more degrees with a successful Fighting test using a Vicious weapon, you may sacrifice one or more degrees
to deal one point of damage to the opponent's Vitality for each degree you sacrifice.

Combat

[WITTY INTRO HERE]

Taking Action

[NAME OF GAME] has no time segmentation (i.e., turns, rounds, segments, or phases). In {NAME OF GAME], a character's actions are measured in
seconds.

Initiative

Base Initiative Modifier ((Agility + Awareness) / 2) +- Miscellaneous Modifiers; [Initiative: 4dF – Base Initiative Modifier; minimum 1]

The Count Up

Any character that has a Starting Initiative number higher than the current Count Up number is in a state of surprise or otherwise caught unaware
and flat-footed.

Surprise

Surprised characters can take no action - and we mean no other action, until their Initiative on the Count Up.

Being Surprised negates Defense adjustments from weapons with the Defensive property, your Body/Agility and Mind/Awareness sub-stat bonuses
to Defense, and so on. Essentially, the character is confused, hesitating or otherwise unable to react at all to his surroundings.

Once the Count Up reaches a character's Starting Initiative number, that character is no longer surprised. A successful attack upon the character
before his or her Starting Initiative number results in the character no longer being surprised.

Ambushes
In some instances, one side is aware of the other and waits to take action. In this case, the aware side may at any time before the other side
becomes aware of them (for example, a successful Listening or Observation test) take an action and continue taking actions until the other side
becomes aware of them.

Near misses with weapons with either the Thrown or Projectile properties (within 6 needed to hit) allow Initiative rolls. Other more subtle actions
(such as moving to a new position) might trigger another Listening or Observation test while others (like scratching an itch or quietly taking a swig
of something from behind complete cover) aren't likely to alert anyone.

As soon as the ambushed characters become aware of the others, they can roll for Initiative as normal and the count begins at "1" (note that the
non-surprised combatants can take action immediately on "1" without the need to roll for Initiative).

Movement

Characters may move at any time. Like all actions, a player declares his intention first. Then, when the Count Up reaches the time indicated on the
"Per Second Movement Rates" chart, the character moves (and the player should make a further declaration of what his next action will be).

A creature's speed is measured in squares on the battle grid, with each 1-inch square representing a 5-foot square in the game world. A character
that has a speed of 1 square/second can move 1 square on the battle grid each for each second on the Count Up. Your speed is determined by your
size and the amount of Bulk you carry (see page ?).

Your speed is your base walking speed. You can jog twice your speed and run four times your speed. For example, a character that has a speed of 1
square/second jogs 2 squares/second and runs at a speed of 4 squares/second. In contrast, a character that has a speed of 1 square/4 seconds jogs
at a speed of 1 square/2 seconds and runs at 1 square/second.

From a standing position, a character can begin to walk or jog immediately, but not run. A walking or jogging character can then move to a run on
the next Count Up.

Movement and the Effects of Bulk

Carrying heavy, or bulky, items can hinder movement. A character may carry a number of items whose Bulk Points equal their Body/Strength sub-
stat score. For each Bulk Point past this amount, the character’s movement is reduced by one degree. For example, a character with a movement of
1 square/second and a Body/Strength score of 5 may carry up to 5 Bulk Points of equipment without it affecting their movement. If they happen to
take on another Bulk Point, then their movement is reduced to 1 square/2 seconds.

Diagonal Movement

Moving diagonally works the same as other movement, except you can't cross the corner of a wall or another obstacle that fills the corner between
the square you're in and the square you want to move to. You can move diagonally past creatures two or more size categories larger or smaller
than you, since they don't completely fill their squares.

Occupied Squares

A creature is considered to occupy the square or squares within its space.

MOVING THROUGH OCCUPIED SQUARES


 Ally: You can move through a square occupied by an ally.
 Enemy: You normally can't move through an enemy's space unless that enemy is helpless or two size categories larger or smaller than
you.
Moving into a non-helpless enemy's space provokes an opportunity attack from that enemy, because you left a square adjacent
to the enemy. (Some powers let you move through an enemy's square without provoking an opportunity attack.)
 Ending Movement: You can end your movement in an ally's square only if the ally is prone. You can end your movement in an enemy's
square only if the enemy is helpless. However, Tiny creatures can end their movement in a larger creature's square. If you don't have
enough movement remaining to reach a square you are allowed to be in, your move ends in the last square you could occupy.
 Standing Up: If you're prone and in the same square as another creature, see "Stand Up," page ?, for how to stand up.

Difficult Terrain

Certain terrain, such as rubble, undergrowth, shallow bogs, and steep stairs, are all examples of difficult terrain that hampers movement.
EFFECTS OF DIFFICULT TERRAIN
 Reduced Speed: Moving into or through areas of difficult terrain reduces your movement by one degree. For example, a character with a
movement of 1 square/second moves into and, through squares of difficult terrain with a movement of 1 square/2 seconds.
 Large, Huge, and Gigantic Creatures: If such a creature enters two or more squares with different types of terrain, count that square of
movement according to the most difficult terrain. Count only squares it is entering for the first time, not squares it already occupies.
 Ending Movement: If you don't have enough movement remaining to enter a square of difficult terrain, you can't enter it and you lose
any remaining movement. For example, a Medium creature with a movement of 3 squares/second uses up 2 squares of movement
entering a square of difficult terrain, leaving it with 1 square remaining, resulting in the creature not being able to use the remaining
movement if all the surrounding squares are also difficult terrain.
 Bulk: The effects of Bulk and Difficult Terrain stack. From the example from Movement and the Effects of Bulk earlier in the chapter, if
the same character had 6 Bulk Points and was moving around in difficult terrain, it would have a movement of 1 square/3 seconds.

Obstacles

Like difficult terrain, obstacles can hamper movement.

EFFECTS OF OBSTACLES
 Obstacles Filling Squares: An obstacle such as a large tree, a pillar, or a floor-to-ceiling wall blocks a square entirely by completely filling
it. You can't enter a square that is filled by an obstacle.
 Corners: When an obstacle fills a square, you can't move diagonally across the corner of that square (see Diagonal Movement, page ?).
 Obstacles Between Squares: Some obstacles run along the edges of squares instead of through squares. An obstacle such as a low wall
between two squares makes moving from one square to the other just like entering a square of difficult terrain, even if the squares on
each side of the wall are not difficult.

Movement Actions

Several actions require time to perform. If you perform a Movement Action and its required time would interrupt your next action in the Count Up,
then your next action is delayed until the Count Up after the Movement Action is completed.

Table ?-?: Movement Action Rates


Action Counts
Halt Run 1 Count1
Change Facing to Side 1 Count2
Change Facing to Rear 1 Count2
Sit/kneel/stand From Prone 1 Count2
Pick Up Item At Feet 1 Count per Bulk Point of Item
Draw/Ready a Carried Weapon 1 Count plus 1 Count per Bulk Point of Weapon
Ready a Carried Projectile Weapon 1 Count
Draw/Ready a Weapon with the Thrown Property 1 Count plus 1 Count per Bulk Point of Weapon
Retrieve/Ready a Stowed Weapon 4 Counts
Take Aim with a Weapon with the Thrown Property 1 Count
Load and Fire Bow Weapon Group Weapons 6 Counts
Pull Arrow From Quiver 2 Counts
Nock Arrow 2 Counts
Draw 1 Count24
Fire 1 Count2
Load and Fire Crossbow Weapon Group Weapons 7+ Counts
Pull Bolt From Case 2 Counts
Load Bolt 2 Counts
Crank Hand Crossbow 1 Count2
Crank Light Crossbow 2 Counts3
Crank Heavy Crossbow or Light Arbalest 4 Counts
Crank Heavy Arbalest 8 Counts
Aim 1 Count24
Fire 1 Count2
Recovery Time From Weapons with Thrown (Short) Property 1 Count3
Recovery Time From Weapons with Thrown (Long) Property 2 Counts3
Catch Weapon With Returning Property 1 Count3
Load Sling 2 Counts3
Spin, Aim, and Throw Sling Projectile 2 Counts34

1 Movement during this Count is as if Jogging.


2 Free when combined with another movement or action.
3 May be combined with the Walk movement action.
4 Characters may opt to forego aiming and fire faster, eliminating the time it takes to aim, but also suffering a -1D penalty to their Marksmanship
test when they do so.

Creature Size and Space

Each creature falls into one of six size categories, which correspond to the number of squares a creature occupies on the battle grid. A creature's
space is an expression of the number of squares it occupies.

SPECIAL RULES FOR SIZE


Creatures smaller than Small or larger than Medium have special rules relating to position and attacking.
 Tiny: Four individual Tiny creatures can fit in a square, but a swarm of Tiny creatures might consist of hundreds, or even thousands, of
them in a square. Most Tiny creatures can't attack, and if they can, they can't attack adjacent targets. They can attack only targets in the
space they occupy. They can enter and end their movement in a larger creature's space.
 Large, Huge, and Gigantic: Very large creatures take up more than 1 square. For example, a Large creature takes up a space 2 squares by
2 squares. Most Large and larger creatures have melee reach greater than 1 square — that is, they can make melee attacks against
creatures that aren't adjacent to them. A creature's basic body shape usually determines its reach — a Large ogre has a Reach of 2, but a
Large horse has a Reach of 1.

Size Example Space Reach


Tiny Rat 1/2* 0
Small Goblin 1 1
Medium Human 1 1
Large Troll 2x2 1–2
Huge Hill Giant 3x3 2–3
Gargantuan Ancient Dragon 4 x 4 or larger 3–4
* Four individual Tiny creatures can fit in a square. More can fit if the creatures are a swarm.

Magic

Starting Spell Rank & Rank Modifiers

Most spells start with a Rank of 1, but Gamemasters who want magic less common and spells to be more difficult to cast should have a greater
starting Spell Rank. Rank Modifiers always start with a base of 0.

Spells and Additional Successes

Whereas each additional rank above what is needed to hit a target in combat with a weapon increases the damage the attacker does, it does not
do that with magic. Spells that cause any type or amount of damage to Vitality are restricted to a number of successes equal to the Rank of the
spell. However, spellcasters can increase the damage a spell does by purchasing the Damaging Meta modifier for each success they wish the spell
to potentially do damage.

Regardless of the spell’s Rank or the selection of the Damaging Meta modifier, a spell simply cannot do more damage (i.e., have more successes
than) the cpellcaster’s Magic Attribute.

Maximum Number of Successes Rank Modifier


Two +1
Three +3
Four +6
Five +10
Six +15
Each Additional Previous Rank Modifier + (Successes - 1)
Arts

Creo (Cr) "I create"

Pronounced 'CRAY-oh'

Intellego (In) "I perceive"

Pronounced 'in-TEL-lego'

Muto (Mu) "I transform"

Pronounced 'MOO-toe'

Perdo (Pe) "I destroy"

Pronounced 'PARE-doe'

Rego (Re) "I control"

Pronounced 'RAY-go'

Sciences

Animal (An) “animal”

Pronounced ‘ah-nee-MAHL’

Aquam (Aq) “water”

Pronounced ‘AH-kwahm’

Auram (Au) “air”

Pronounced ‘OW-rahm’

Corpus (Co) “body”

Pronounced ‘COR-poos’
Herbam (He) “plant”

Pronounced ‘HARE-bahm’

Ignem (Ig) “fire”

Pronounced ‘IG-nem’

Imaginem (Im) “image”

Pronounced ‘ih-MAH-gihnem.’

Mentem (Me) “mind”

Pronounced ‘MEN-tem.’

Terram (Te) “earth”

Pronounced ‘TARE-rahm.’

Vim (Vi) “power”

Pronounced ‘WEEM.’

Magic cannot:

* Return the dead to life

* Create life

* It cannot affect anything in the past, and can only affect the future by making changes in the present

* Cause more than one spell effect at a time (no spells of fire and ice combined), cast more than one spell at a time, or blend two spells
together

* Cannot halt or reverse natural aging, nor prevent any effect that occurs from such. It may alleviate the effects for a short time, however

* Incapable of truly creating anything permanently


Range

* Personal: +0

* Touch: +1

* Ranged (Magic # of squares per increment; Magic # of Increments): +2

* Perception: +3

* Arcane Connection: +4

Duration

* Instant or 1 Count: +0

* Momentary (Magic # of Counts): +1

* Concentration (Magic * Magic # of Counts maximum): +2

* Fade (Magic # of Counts, then -1 effectiveness per Count afterwards): +2

* Sustained (Magic * Magic # of Counts): +2

* Lasting (until dispelled or dismissed; maximum 1 day): +3

* Continuous (until dispelled or dismissed, maximum 1 day; at the end of each day, make a base Magic test, and if meets or exceeds Spell
Difficulty, lasts another day; increase Spell Difficulty by +1 for next test for each successful Magic Test): +5

* Contingent (a single-use magical effect instilled within a specific object, willing creature, or point in space. It doesn't take up space on
the body or have a physical form, and it remains inactive until triggered. Once triggered, a contingent spell takes immediate effect upon the bearer
or is centered in the bearer's square if the spell affects an area, having the same effect as if the spell were just cast. Once assigned to a bearer, a
contingent spell cannot be transferred to another creature, although it can be dispelled or willingly dismissed by the crafter of the contingent spell.
A contingent spell is tied to the bearer's body, alive or dead, and only activates when the proper trigger condition arises. At any one time, a
creature can bear a number of contingent spells equal to 1 plus its Magic Attribute, with objects and spaces only one. Attempts to apply additional
contingent spells beyond this limit simply fail): +8

* Permanent (until dispelled or dismissed): +12

Area

* Self or Single Individual: +0


* Group (Magic # of creatures and/or objects, so long as any two in group are more than one square away from each other): +1 per Magic
# of creatures and/or objects

* Burst (spherical area centered on an object, creature, or point in space within Range): +1 per 1-square radius

* Cone (cone emanating from an object, creature, or point in space within Range; width and height match length; draw line from center
of starting square to center of corner squares at maximum range, and if line enters the square that square is in cone; cannot exceed Range): +1 per
1-square length

* Explosion (spherical area centered on an object, creature, or a point in space within Range; -1 effectiveness per square after the first):
+1 per 2-square radius

* Line (straight line emanating from an object, creature, or point in space within Range; width and height 1 square; cannot exceed
Range): +1 per 2 squares length

* Cylinder (cylindrical area with a combination of total height and radius based on cost. Example: A spellcaster purchasing this Area 5
times could have a 20-foot radius and a height of 30 feet, a 10-foot radius and a height of 40 feet, or any other combination adding up to 50 feet
[10 total feet x 5 Area].): +1 per 10 total feet

* Shapeable (arrange in any shape you wish, so long as side of one cube is touching another side of another cube): +2 per Magic # of
cubes

Meta

* Damaging (spell potentially does more damage if more successes than Rank or spell are achieved via the attack roll or Ability test to
resist): +2

* Selective (up to Magic # of creatures you designate within Area are/are not affected): +1

* Silent (spell no longer requires a verbal incantation to cast): +1

* Still (spell no longer requires gestures to cast): +1

* Feedback (suffer damage equal to Rank of spell): -1

* Delay (set a delay before the spell's effects takes effect. The delay time cannot be changed once set; the spell activates on the Count
you designate. Any decisions you would make about the spell without being delayed are decided when the spell is cast, with any of its effects
decided when the spell triggers. If conditions change during the delay period in ways that would make the spell impossible to cast, the spell fails.
During the delay period, a delayed spell can be dispelled normally, and it can be detected in the area or on the target): +1 per Count the spell is
delayed.

* Subtle (spell has no visual manifestation, but any secondary effects caused as a result of the spell remain visible): +3

* Quicken (reduce number of Counts to cast spell; cannot reduce to less than 1): +1 per Count reduced

* Discharge (spell lasts until its normal Duration or someone is affected by it, whichever comes first): -1

* Charged (See Open D6 - Fantasy, page 90): +1 per charge

* Distracting (use Base Defense while casting spell): -2

* Uncontrolled (once spell is cast, you no longer control it): -1

* Tiring (accrue one Fatigue level when casting spell): -1 per Fatigue level

* Alternate Attribute (force affected creatures to use another Attribute to resist spell): +1

* Homing (See Mutants and Masterminds Ultimate Power, page 94)


* Improved Range (increases per Increment of Range: Ranged spells): +1 per increase

Spell Foci

Simple: 0

Common: -1

Uncommon: -2

Rare: -3

Unique: -4

No bonus if Foci is required.

Anatomy of a Spell

1. Title

2. Art

3. Science

4. Spell Rank

5. Range

6. Duration

7. Area (Aimed Designation)

8. Meta (if applicable)

9. Spell Foci (if required)

10. Requisite(s)

11. Opposed Attribute Test (if applicable)

12. Description

Sample Spells

Palm of Flame [Creo Ignem]

Range: Touch (+1)


Duration: Momentary (+1)

Area: Self [Aimed] (+0)

Meta: Damaging [2], Discharge (+3)

Foci: Simple (+0)

Rank: 3 (1 + 1 per 3 Rank Modifiers [or fraction thereof])

A flame, about a foot long, leaps up from your palm whenever your hand is open for the spell's duration. The flame damages anyone other than
you that is hit by it or touches it.

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