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The Normie Hack v.5
The Normie Hack v.5
The Normie Hack v.5
Human
Dwarf
Elf
Halfling
Gnome
Orc
Mechoid
Human
Creating a Human
Starting Attribute Scores Strength 10, Agility 10, Intellect 10, Will 10. Choose one attribute
and increase it by 1.
Perception equals your Intellect score
Defense equals your Agility score
Health equals your Strength score
Endurance equals one-quarter of your Health, round down
Size ½ or 1, Speed 10, Power 0
Damage 0, Stress 0
Languages and Professions You speak and are literate in Common, and you can either speak
one additional language or add a random profession.
Characteristics Health +5
You either discover one tradition, learn one spell or gain Determined.
Determined When you roll a 1 on the die from a boon, you can reroll the die and choose to use
the new number.
Human Background
d20 Background
1 You spent 1d3 years in jail.
2 You grew up on the frontier, far away from the centers of culture and power.
3 You once found a hidden barrow-den full of wondrous carvings and dancing lights.
6 You were once part of a criminal organization and left on bad terms.
13 You have a rival who seems to always be one step ahead of you.
14 You have recurring dreams about a tower on the horizon, never getting any closer.
15 You are owed a favor by someone far more powerful than you.
16 You once drank a potion that should have killed you, but has thus far had no effect.
19 You have a branch of the family tree that is known for their criminal activities.
20 You had your fortune told once, and thus far every prediction has come true.
Human Drive
d6 Drive
1 Power
2 Fame
3 Discovery
4 Passion
5 Belief
6 Fate
Human Age
3d6 Age
3 You are a child, 11 years old or younger.
Human Build
3d6 Build
3 Short and thin.
5-6 Short.
7-8 Slender.
15-16 Tall.
3d6 Feature
3 Mismatched eyes
4 Missing digit
13-14 Tattoos
15-16 Piercings
17 Freckles
18 Minor mutation
Dwarf
Creating a Dwarf
Starting Attribute Scores Strength 11, Agility 8, Intellect 10, Will 11.
Perception equals your Intellect score
Defense equals your Agility score
Health equals your Strength score
Endurance equals one-quarter of your Health, round down
Size ½, Speed 10, Power 0
Damage 0, Stress 0
Languages and Professions You speak and are literate in Common and Dwarven.
Darksight You can see in areas obscured by shadows or darkness within medium range as if
those areas were lit. Beyond this distance, you treat darkness as shadows and shadows as lit.
Robust Constitution You take half damage from poison. You make challenge rolls with 1 boon
to avoid or remove the poisoned affliction.
Characteristics Health +6
You either discover one tradition, learn one spell or gain Stoneborn.
Stoneborn As a triggered action in response to being hit by an attack or taking damage you
may use this talent and take only half damage. Once you use this talent, you cannot use it again
until you complete a rest.
Dwarf Background
d20 Background
1 You have been cast out from your clan and banned from the dwarven homelands.
2 You were once part of a criminal organization and left on bad terms.
5 Your clan was wiped out, leaving only a few scattered survivors.
6 You have a rival who seems to always be one step ahead of you.
7 You are tasked with settling a great debt for your clan.
8 Your clan has an enemy clan that seeks to impede or even kill you.
9 You were born outside the dwarven homelands and do not know your clan.
10 Your clan is never far and provides you with some material assistance.
15 Your clan is widespread, and have enclaves far from the dwarven homelands.
16 You assumed another identity and were adopted into a new clan.
17 You are heir to a sizeable fortune, but your clan cousins also have claims.
19 You possess a broken magic item of your clan’s make, but it could be repaired.
Dwarf Drive
d6 Drive
1 Power
2 Fame
3 Discovery
4 Passion
5 Belief
6 Wealth
Dwarf Age
3d6 Age
3 You are a child, 25 years old or younger.
Dwarf Build
3d6 Build
3 Short and scrawny
3d6 Feature
3 Beardless
4 Bald
15-16 Tattoos
17 Piercings
18 Minor mutation
Elf
Creating an Elf
Starting Attribute Scores Strength 9, Agility 11, Intellect 10, Will 11.
Perception equals your Intellect score
Defense equals your Agility score
Health equals your Strength score
Endurance equals one-quarter of your Health, round down
Size 1, Speed 10, Power 0
Damage 0, Stress 0
Languages and Professions You speak and are literate in Common and Elven.
Experience of Ages You gain either an extra profession or are literate in an additional
language.
Characteristics Health +4
You either discover one tradition, learn one spell or gain Elven Mysteries.
Elven Mysteries After completing a rest, you may gain an additional profession or become
literate in another language. When you use this talent again, your new choice replaces your
previous one.
Elf Background
d20 Background
1 Your village was destroyed when you were a child.
4 You offended a fey lord, and now their agents pursue you.
6 You were once part of a criminal organization and left on bad terms.
7 You committed a great sin and other elves now shun you.
8 You killed a human leader and their followers hate you.
10 You have been given a mission of great importance by the elven elders.
11 You know a powerful secret, and telling it could change the world.
13 You are sought out by the spirits of the dead for your assistance.
15 You are famous among people of one of your professions for your skill.
17 You saved the life of a non-elven noble and now their family owes you.
19 You are of noble birth, and other elves will show you deference.
Elf Drive
d6 Drive
1 Power
2 Fame
3 Discovery
4 Passion
5 Belief
6 Fate
Elf Age
3d6 Age
3 You are a child, 50 years old or younger.
Elf Build
3d6 Build
3 Short and slight
3d6 Feature
3 Facial scar
4 Missing digit
13-14 Tattoos
15-16 Piercings
18 Minor mutation
Halfling
Creating a Halfling
Starting Attribute Scores Strength 8, Agility 11, Intellect 10, Will 11.
Perception equals your Intellect score
Defense equals your Agility score
Health equals your Strength score
Endurance equals one-quarter of your Health, round down
Size ½, Speed 10, Power 0
Damage 0, Stress 0
Languages and Professions You speak and are literate in Common, and you can either speak
one additional language or add a random profession.
Beneath Notice You take +1 Boon when making challenge rolls to sneak or evade detection.
Characteristics Health +5
You either discover one tradition, learn one spell or gain Good Fortune.
Good Fortune When you or an ally that you can see spends a fortune point, you may either
heal damage as if you had spent a point of endurance or clear 2 Stress.
Halfling Background
d20 Background
1 You have discovered an artifact of great power and drawn terrible ire from its owner.
5 You were once part of a criminal organization and left on bad terms.
6 Your community was overrun by zealots, who converted all but a few.
8 Your family made a deal with a devil, and you owe it a favor.
9 You are haunted by the ghost of a deceased ancestor who asks for your help.
10 You have one half of an ancient treasure map.
12 You were mistaken for a noble’s child and took full advantage of the situation.
16 You saved your town from attackers and become a local legend.
19 Your family is never far from you and gives you material support when you ask.
Halfling Drive
d6 Drive
1 Power
2 Fame
3 Discovery
4 Passion
5 Belief
6 Peace
Halfling Age
3d6 Age
3 You are a child, 16 years old or younger.
Halfling Build
3d6 Build
3 Short and skinny
3d6 Feature
3 Fey mark
4 Facial scar
13-14 Tattoos
15-16 Piercings
17 Colored hair
18 Minor mutation
Gnome
Creating a Gnome
Characteristics Health +4
You either discover one tradition, learn one spell or gain Goldhunter.
Goldhunter You can sense the presence of gold or other forms of treasure within the same
room, and take +1 Boon to challenge rolls to search for items of value.
Gnome Background
d20 Background
1 You grew up surrounded by illusions and the real world is unfamiliar.
3 You once tricked a noble but were caught and now their agents hunt you.
5 Your village was destroyed, and you hate the people who did it.
8 You were lost in the fey realms for 1d3 years and made otherworldly enemies.
9 You were once part of a criminal organization and left on bad terms.
11 You have been tasked with delivering a message to a mortal of great importance.
12 You possess the valuable treasure of a fey lord inside your body.
15 Your family has small fey allies that will assist you if you can find them,
19 You bear the mark of a fey lord that commands the respect of fey creatures.
Gnome Drive
d6 Drive
1 Power
2 Fame
3 Discovery
4 Passion
5 Belief
6 Wealth
Gnome Age
3d6 Age
3 You are a child, 22 years old or younger.
Gnome Build
3d6 Build
3 Short and spindly.
3d6 Feature
3 Metallic teeth
4 Wild hair
13-14 Tattoos
17 Glowing eyes
18 Minor mutation
Orc
Creating an Orc
Starting Attribute Scores Strength 11, Agility 10, Intellect 10, Will 8.
Perception equals your Intellect score
Defense equals your Agility score
Health equals your Strength score + 3
Endurance equals one-quarter of your Health, round down
Size 1, Speed 10, Power 0
Damage 0, Stress 0
Languages and Professions You speak and are literate in Common and Orcish
Shadowsight You see in areas obscured by shadows as if those areas were lit.
Characteristics Health +6
You either discover one tradition, learn one spell or gain Bloodied Valor.
Bloodied Valor While you are Injured, you take +1 Boon to all attack and challenge rolls made
in combat.
Orc Background
d20 Background
1 You lost a limb and have a mechanical replacement.
6 You were once part of a criminal organization and left on bad terms.
8 Your village was destroyed when you were a child, leaving only a few survivors.
17 You were visited by an orcish ghost who told you the location of a great treasure.
19 You saved a town of non-orcs from a monster and became a local hero.
Orc Drive
d6 Drive
1 Power
2 Fame
3 Discovery
4 Passion
5 Belief
6 Vengeance
Orc Age
3d6 Age
3 You are a child, 11 years old or younger.
Orc Build
3d6 Build
3 Short and scrawny
3d6 Feature
3 Broken tusks
4 Milky eye
13-14 Tattoos
15-16 Piercings
17 Ritual brand
18 Minor mutation
Mechoid
Creating a Mechoid
Characteristics Health +5
You either discover one tradition, learn one spell or gain Overdrive
Overdrive You can spend a triggered action to increase the number of actions you can use on
your turn by one. After using this talent, you cannot use it again until you complete a rest.
Mechoid Form
3-4 You are a six-limbed mechoid, using four legs to ambulate and two arms to
manipulate. You may use a triggered action to stand up from prone.
5-6 You have a snakelike bottom half and a humanoid upper half and you propel yourself
by slithering. Increase your Speed by 2 and you do not treat climbing as difficult
terrain.
7-8 Your bottom half is a single large wheel connected to a humanoid upper half. Increase
your Speed by 3.
9-12 You are a humanoid mechoid. Roll twice on the Mechoid Trait table.
13-14 You have a simian posture, leaning forward on your arms and walking with them. You
make Strength challenge rolls with 1 boon.
15-16 You are mostly body, with four short and stubby limbs. Increase your Health by 4.
17-18 You have four long, skinny limbs and minimal weight. You make Agility challenge rolls
with 1 boon.
19-20 You have two long and powerful legs and a pair of arms. Increase your Speed by 2
and your jumping distance is doubled.
Mechoid Size
d6 Size
1-2 1/2
2-5 1
6 2
Mechoid Role
d6 Role
1 Labor. You were built to lift heavy objects and work long hours in inhospitable
conditions. Increase your Strength by 1 and your Health by 4. Choose another attribute
and increase it by 1.
2 Combat. You were constructed to fight and defend yourself and others. Increase your
Strength by 1 and your Agility by 1.
3 Stealth. Your role is to sneak into places, observe and possibly assassinate. Increase
your Agility by 1 and your Intellect by 1.
4 Research. You are meant to study the world around you and add your knowledge to the
mechoid collective. Increase your Intellect by 1 and your Will by 1.
6 Exploration. You are designed to seek new horizons and uncover truths. Increase your
Intellect by 1 and your Perception by 2. Choose another attribute and increase it by 1.
Mechoid Trait
d20 Trait
1 Hardened Shell. You have a toughened outer covering. While not wearing armor,
increase your Defense by 1.
2 Internal Battery. You have an internal energy storage unit. You may store 2 charges
of either electricity or ether.
3 Cutting Limb. One of your appendages has been replaced by a bladed weapon. You
may use it as a finesse weapon that deals 1d6 + 1 damage.
4 Gyroscope. You have an internal gyroscopic device that provides you with perfect
balance. You make all Agility challenge rolls with 1 boon and always succeed at rolls to
balance yourself.
5 Electric Bladder. You can emit electric shocks from an internal device. Any creature
that hits you with a melee attack takes 1 damage, and you automatically succeed at all
rolls to escape from being grabbed.
6 Power Fists. One set of your limbs has been modified with pneumatic extensions that
deliver great force with your strikes. Your unarmed strikes deal 1d6 damage.
7 Integrated Radio. You have a radio built into your body that allows you to transmit and
receive. You can communicate through the radio without speaking aloud.
8 Self-Repair Protocol. You have small, mobile machines that can scurry over your
body to perform quick repairs. You may spend an action to heal damage equal to your
healing rate. Once you have used this ability, you cannot do so again until you
complete a rest.
9 Night Vision Lenses. You have enchanted glass lenses that you can deploy over your
eyes. You gain Darksight.
10 Size Changer. Your body is made up of segmented plates and pistons that can
expand or contract at will. You may spend 1 minute to increase or decrease your size
one step.
11 Foil Lining. Your mental module is protected by a mysterious metallic foil. You make
Will challenge rolls to resist mental effects with 1 boon.
12 Limb Extenders. Your limbs have been lengthened with spacer segments. Increase
your Reach by 1.
13 Gun Limb. One of your appendages has been replaced by a firearm. You may use it
as a weapon with medium range and a capacity of 6 which uses bullets. The firearm
deals 1d6 + 1 damage.
14 Reinforced. Internal braces have made you more rugged. For the purposes of lifting,
treat your Strength as if it were 2 higher, and you reduce the requirements for wearing
armor by 1.
15 Internal Compartment. You have a hidden storage space inside your body. This
counts as a storage space with a capacity Size 1/4
16 Cognitive Enhancer. You have increased mental faculties. You make all Intellect
challenge rolls with 1 boon.
17 Self-Destruct Module. You are a living bomb, rigged to explode. When you die, or if
you choose to trigger it, you may detonate your body, dealing 5d6 damage to all
creatures and objects within 2 yards. A success on an Agility challenge roll reduces
this damage by half. If you choose to manually detonate, you take damage equal to
your Health.
18 Soul Cage. You have a magical crystal attached to your body designed to draw in the
souls of the dead. When a creature within short range of you dies, you may spend a
triggered action to trap its soul. While you have a trapped soul, you gain a +4 bonus to
Health. You may spend a triggered action to release the trapped soul and heal damage
equal to your healing rate.
19 Thaum. You have a thaum integrated into your body. You learn one 0-level spell.
20 Extra Arms. You have another set of arms. These arms can hold small objects or be
used to perform minor activities. On your turn, you may use a triggered action to reload
a weapon.
Mechoid Drive
d6 Drive
1 Power
2 Fame
3 Discovery
4 Passion
5 Belief
6 Refinement
Mechoid Background
d20 Background
1 Your creator cast you out.
2 You are made of strange materials that odd sorts find valuable.
4 You were heavily damaged and another mechoid repaired you with their own parts.
5 Your creator treats you as a child and barely allows you any freedom.
6 You were once part of a criminal organization and left on bad terms.
7 You ran away from your creator shortly after being created and now they pursue you.
10 Your creator made you for a great task you have yet to finish.
13 Your own design is a secret and you are not sure why you were made.
16 You saved a small town from a monster and became a local hero.
18 Your creator is a good friend and helps you when they can.
Mechoid Age
2d6 Age
2 You are newly-made, 1 year old or younger.
3-5 You are new, 2 to 10 years old.
Mechoid Feature
3d6 Feature
3 Exotic materials (Titanium, mercury, wood)
4 Mismatched limb
17 Unusual shapes
3 Orbas, the Lord of the Seas and Sky. (Air, Life, Water)
Stress Total
Most characters begin with Stress 0. You cannot gain more Stress than your Will score + ½ your
level.
Gaining Stress
Certain situations will cause you to gain Stress, as directed by the rules or the GM’s discretion.
Whenever you gain Stress, you become strained for 1d3 rounds. If you would gain Stress while
you were already strained, add 1 round to the duration.
When your Stress total reaches its maximum, you instead Stress Out.
Stressing Out
When you stress out, you remove the strained affliction gained from Stress and roll a d6 then
consult the Stress Out table to determine what happens to you. Afterwards, clear all Stress.
3 Flight. Until this effect ends, you must take a fast turn each round and use an action
to move away from what stressed you out. At the end of each round, roll a d6. On a 5
or higher, this effect ends.
4 Frozen. You become stunned until the end of the next round.
6 Inspiration. You add a fortune point to the pool and take 1 boon on all attack and
challenge rolls until the end of the encounter.
Reducing Stress
When you complete a rest, you may reduce your Stress by 1d3+2.
Tracking Reputation
Different people will have a different view of your character based on what you have done for or
against them in the past. The GM will say when you have done enough to affect your reputation
with a faction, group, or individual. Track each reputation separately.
For those you haven’t made an impression on yet, treat your reputation as 0.
● Factions: Organized groups with a shared goal and some sort of infrastructure that
binds and connects members. Ex. Guilds, churches, nations, criminal syndicates, worker
unions.
● Groups: Loose collections of individuals connected by some shared trait like geographic
region or philosophy. Ex. The people of a town, practitioners of a particular tradition of
magic, members of a shared occupation.
● Individuals: People with enough power and influence to affect the lives of others. The
scope of this influence can vary, from spanning the world to just being important to your
character. Ex. Kings/queens, guildmasters, archmages, leaders, parents, siblings.
Changing Reputation
As you work for or against those you have reputations with, their view of you will rise and fall
accordingly.
At the end of an adventure, work with the GM to answer the following questions:
1. Were any existing factions involved in the adventure? If so, did we hurt or help them?
2. Did we come into contact with any new factions during the adventure? If so did we hurt
or help them?
For each faction that you hurt, reduce your reputation with them by 1. For each faction that your
helped, increase your reputation with them by 1.
Reputation Total
Your reputation ranges from -3 to +3, with each level having a different disposition. When
making challenge rolls in social situations against someone that you have a relevant reputation
with, add your reputation to the roll.
Reputation Disposition
-3 Hated. They will seek to hurt and impede you no matter what.
-2 Disliked. They view you negatively and will impede you if they can.
-1 Distrusted. They don’t think highly of you and don’t want to help.
1 Liked. They view you positively and will offer some help.
2 Trusted. They think of you as a friend and will help you if they can.
Expert Paths
Berserker
Berserk
● You cannot be charmed, compelled or strained.
When you stop being berserk, you become fatigued for 1 minute and you must get a success on
a Will challenge roll or gain 1 Stress.
Fury Unleashed If gaining Stress would cause you to go mad, you go berserk instead, even if
you are fatigued. While you are berserk in this way, the GM controls your character. At the end
of each round, the GM rolls a d6. On a 5 or higher, you stop being berserk and reduce your
Stress total by 1d6 + your Will modifier (minimum 0). You then become fatigued for 1 minute. If
you were already fatigued, you instead take 1d6 damage.
Cleric
Conviction You make Will challenge rolls with 1 boon when you roll to resist the effects of the
intimidating and overwhelming traits (see below).
Oracle
Divine Ecstasy
● You cannot gain stress
When this effect ends, you must get a success on a Will challenge roll or gain 1 Stress
Commune with the Gods When you use Divine Ecstasy, you can choose to go into a trance. If
you concentrate until the effect ends, you can ask the supernatural presence up to three
questions that can be answered with a yes, no, or maybe. You then make a Will challenge roll
with 1 bane. On a success, the GM must answer you truthfully. On a failure, you gain 1 Stress.
.
Master Paths
Engineer
Eidolon
Immune to gaining Stress.
Exorcist
Will of Iron You cannot become charmed, compelled, or strained. When you roll to resist
gaining Stress, you make the challenge roll with 1 boon.
Miracle Worker
Stigmata You can use an action to invoke the power of a god. You gain 1 Stress and take a –5
penalty to Health that lasts until you complete a rest. You assume the appearance of a god you
serve and retain this appearance for a number of minutes equal to 1 + your Power. When you
assume this appearance, each creature within short range that can see you and is not a
member of your group must get a success on a Will challenge roll with 1 bane or become
strained until this effect ends.
Worker of Miracles
● You remove 2 stress from the target.
Zealot
Zeal When you get a failure on an attack roll or a challenge roll, you can gain 2 Stress to ignore
the failure and repeat the roll. You must use the result of the second roll. After you use this
talent, you cannot become charmed, compelled, or strained until the end of the round.
Magic
❏ The Forbidden tradition is not allowed.
❏ Discovering dark magic traditions and learning dark magic spells lowers your reputation
by 1 with a faction. Work with the GM to determine which one.
❏ Learning dark magic spells does not grant a boon on rolls to resist gaining Stress.
Chaos
Wild Magic
Life
Cure
● Remove 1 Stress from the target
Greater Cure
● Remove 1 Stress from the target
Teleportation
Travel
Replace “gains 1 Insanity” with “gains 1 Stress”
Time
Twain Self
Replace “gains Insanity” with “gains Stress”
Bestiary