Professional Documents
Culture Documents
My Game - Redux
My Game - Redux
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
Attributes
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: 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
Table: Virtues
Table: Vices
(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 ?.
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.
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.
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.
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: 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
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.
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
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.
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
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
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.
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.
Magic
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.
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.
Pronounced 'CRAY-oh'
Pronounced 'in-TEL-lego'
Pronounced 'MOO-toe'
Pronounced 'PARE-doe'
Pronounced 'RAY-go'
Sciences
Pronounced ‘ah-nee-MAHL’
Pronounced ‘AH-kwahm’
Pronounced ‘OW-rahm’
Pronounced ‘COR-poos’
Herbam (He) “plant”
Pronounced ‘HARE-bahm’
Pronounced ‘IG-nem’
Pronounced ‘ih-MAH-gihnem.’
Pronounced ‘MEN-tem.’
Pronounced ‘TARE-rahm.’
Pronounced ‘WEEM.’
Magic cannot:
* 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
* Personal: +0
* Touch: +1
* Perception: +3
* Arcane Connection: +4
Duration
* Instant or 1 Count: +0
* 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
Area
* 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
* 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
* 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
Spell Foci
Simple: 0
Common: -1
Uncommon: -2
Rare: -3
Unique: -4
Anatomy of a Spell
1. Title
2. Art
3. Science
4. Spell Rank
5. Range
6. Duration
10. Requisite(s)
12. Description
Sample Spells
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.