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Armour System:

Combat:

The initiative combat skill replaces brawling. Brawling is now considered part of the melee skill.
At the beginning of combat, roll 1d6 + Initiative + Mind.

The dodge skill no longer doubles your current defense value, but instead adds 2 to your
defense for the round.

Small Weapons: 1d4


One Handed Weapons: 1d6
Two Handed Weapons: 1d8

A hero point (luck) can be spent to increase your roll by 1, to sunder your weapon / shield to
block an attack, or to stay alive despite the odds.

Dying:
Once you reach 0 HP, roll 2d6 each turn with no modifiers (or every 30 seconds out of combat).
Once you fail twice, you are dead. You die instantly if you are hit by an enemy. You cannot
stabilize yourself, but an ally can stabilize you with a successful Mind + Career check. Luck can
be spent to stabilize yourself.

Magic:
When rolling for magic, fate, or alchemy, the roll is always at least hard (-1), to near impossible
(-4). This does not apply to combat spells.

Magic is inherently dangerous! Whenever someone casts a spell, there is a potential for failure.
Roll on the mystic backlash table when a spell roll is failed for inspiration if there is no obvious
consequence.

Mana resets at midnight each day.

Non combat spells still cost 4 points to cast, but the cost can be reduced with prep.
Combat spells cost between 1 to 4 points to cast, and suffer increasingly difficult penalties.
Some magic damage ignores armor. The table for points spent is as follows.

Points Spent 1 2 3 4

Damage 1d4 1d6 2d6 3d6

To-Hit Penalty 0 -1 -2 -3

Spell jars: Magic users can use the crafting rules to craft spell jars. Spell jars only take an hour
to craft and only take one Usage Die roll, but combat spells take a crafting penalty equal to the
amount of mana used to create the spell jar. Non combat spells take a penalty according to the
DM.

While casting spells in combat is usually Mind+Career, throwing spell jars is an Agility+Ranged
check.

Crafting:

When crafting something during downtime, resolve the below chart in order. First, determine the
scope of the invention. Something Clever, like a vial of acid, only requires one usage die roll and
takes one hour of time. Something Brilliant, like a one-use grappling hook, requires two rolls on
the usage die and a full day. After spending the time and resources, make a Mind + Career -
Inventing Penalty roll. On a 9 or above, the item is created.

Difficulty Clever Brilliant Revolutionary Legendary

Time An Hour A Day A Week A Month

Usage Die 1 2 3 4

Crafting -1 -2 -3 -4
Penalty

Potions & Chemicals - Alchemy


Metalworking - Blacksmith
Remedies - Apothecary
Spell Jar - Mage
Documents - Scribe
Most materials have a (d8) usage die..

Leveling Up:

Advancement Points:
2 XP at the end of a quest, 3 for a great one, 1 for a short one.

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