Saga V0.2

You might also like

Download as pdf or txt
Download as pdf or txt
You are on page 1of 121

SAGA

WHAT IS SAGA?
COMPLEXITY
MODULARITY
STORYTELLING IN
PARTS
A SLOW PACE
MIXED STYLES
PLAYING THE GAME
ROLLING THE DICE TEMPORARY HEALTH
Damage and healing will directly affect health in the
Saga is a d20 system. Every action you take is based off short term, but your health will set after an hour, at
of a d20 roll, and adds dice based off of your skills, For which point greater magics are needed to heal you. You
example, if you have Charm(3) you roll 1d20 + 1d8. In may roll as many of your pool of dice as you would like
some cases skills cross over, if you have Exploit(2) and over a day’s rest, but may not recover those dice until you
Deceive(3) and have chosen the influence of mind, you take a week’s rest.
roll 1d20 + 1d6 + 1d8.

ASCENDING AND DESCENDING BODY AND MIND INJURY BUFFER


DICE For every tier of physical and social skill you have
unlocked, you have a buffer against injury. You regain
use of a single buffer at the end of a week’s rest. When
Saga is based around a system of ascending and you have no uses you become vulnerable to injury.
descending dice. All dice added to d20 rolls can change
their value. Different abilities or conditions in the game
will increase or decrease the value of dice you roll. The At 1rd tier you may use the buffer to resist minor effects,
st

at 3 your can resist major effects, making them minor


dice scale on D4s through D12s. effects, and at 5th you can resist severe effects, making
them major effects.

CRITICAL SUCCESSES
INJURIES
When you roll a critical success(20) your added dice
ascend, and reroll 1s until they are not, as well as adding In exploring the experience of an adventurer, you must
1 to the outcome for each dice rolled. Take the higher come across setbacks. The injury system causes dice to
outcome. D12s add an extra d4. descend on different skills, and affects core systems..

CRITICAL FAILURES Injury allows the players to lose battles without it costing
them their lives. It adds weight to strikes and spells and
helps tell the story of villains and heroes.
When you roll a critical failure(1), each added die
descends, d4s disappear. Injuries break down into a few categories, and are healed
in the mind or in the body.

SKILL TREES MINOR INJURIES


Saga is a modular system, which can be played with a few Minor injuries like a strain or a cut typically effect one to
of its parts for a simple game, or all of them for a two skills and are easily curable. If not healed outright by
complex one. Each skill tree represents a layer of the magic can heal by rolling a total of 25 over any number
game that can be taken away, or built upon. of day’s rests.

MAJOR INJURIES
HEALTH, MIND, AND Major injuries effect multiple skills and/or descend dice

BODY more than one level. If not healed before a night’s rest,
they can heal with a total of 100 rolled by your hit point
dice on any number of day’s rests, if not healed within a
month, they will become a permanent minor injury. The
DEFAULT DICE AND HEALTH Major injury will also become a minor injury after 50
have been rolled.
POOL
SEVERE INJURIES
Each character starts with a default health die of d8. For
every level in any skill tree they gain an additional die, A severe injury is fatal, and if not dealt with quickly, will
and this collection of dice becomes the health pool. A result in death. Severe injuries will descend multiple skills
character’s maximum health is determined by the total many levels, possibly leaving characters near useless as
outcome of their health pool. For example 6d8 would they die.
always be a maximum health of 48.
Each severe injury will set its own time for how long until ENGAGEMENTS LENGTH
a character dies. If a character takes an injury of any
kind after they take a severe injury, they will die.
Engagements can vary in size, and may limit the number
of actions that can be taken.
When you are healed from a severe injury, you will be left
with a minor injury that can only be healed through a
day’s rest, with a total roll of 250. A short engagement is a single action from all characters
involved. A regular engagement provides no limits or
extensions to actions. A long engagement allows up to
If a character is only spared death, they will be three extra actions from all involved, and are typically set
permanently injured, only to be cured by higher powers off by spells.
and miracle.

PERMANENT INJURY AND STACKING INJURIES ACTIONS


When you are reduced to 0 hit points, one of the injuries Most skill trees provide characters with actions. Actions
you have becomes a permanent injury. allow you to use abilities and attacks, in some cases you
can combine them. You can use as many actions as you
have available in an instance, provided the instance does
When you take two of the same kind of injury, they not limit your actions, but some actions present
become worse, from minor to major, major to severe. opportunities.

REST AND GAME PACE OPPORTUNITIES


To regain health, abilities, and recover from injuries, you Opportunities occur on some kinds of actions, and allow
must rest. other characters or monsters to take additional actions
against you, but you also can use opportunities against
A rest is defined as a period of inaction, such as sleeping, your enemies. You should pick and choose your
or light travel. opportunities, there will typically be a surplus in a given
instance.

NIGHT’S REST
ENGAGEMENT ORDER
A night’s rest is a period of 10 hours, with 8 dedicated to
sleep, and the rest for inaction and a meal. A night’s rest When an engagement begins, the order of actions are
restores abilities. pre-determined. Any action can be delayed up until the
engagement ends.

DAY’S REST First buff and social spells are cast.

A day’s rest is a period of inaction lasting 24 hours, Second, all characters are put into a position, where each
including regular sleep. Slow paced travel will still allow side will clash, within reason, and de-escalation can be
a day’s rest. attempted.

A day’s rest will allow you to roll your hit point dice to Third, any other spells will be cast.
restore your hit point pool, or heal injuries.
Fourth ranged attacks will be made.
WEEK’S REST
Fifth and finally close quarters attacks occur.
A week’s rest is a period of inaction lasting 7 days in a
place of comfort that involves minimal travel. After each action, appropriate opportunities can be
taken. Everything in the engagement happens quickly
You may roll your hit point dice ascended to restore your within the story, injuries and conditions are applied after
hit point pool, or injuries. the engagement.

ENGAGEMENTS, ACTIONS, AND THE PURPOSE OF ENGAGEMENTS


OPPORTUNITIES Engagements help divide battles into narrative pieces,
they allow for talking or retreating in between. An
engagement also does not relieve the tension of danger in
ENGAGEMENTS defeating an enemy before they can attack.

Engagement is a place where actions are taken, two sides You may also hold tension in the anticipation of an
come together, and depart instance being kicked off.
CONTESTING
Use opportunity to roll a contest for something? Like
spell effect?

SKILLS AND
EXPLORING

CHOOSING SKILLS AND LEVELS


Skills can be chosen individually as the game progresses,
or as batches to create achieve tiers.

Each time you take a tier you gain a health dice.

The game is intended for a character to have 5 levels of


social tiers, 5 levels of combat tiers, and 5 levels of higher
power.

Each skill tree has rules on what constitutes a tier, and


how you progress through, though typically skills are
explored in 3s.
ROLEPLAYING COMPROMISE

SYSTEMS
Compromise manifests through reputation, injury, or a
magical bind, depending on the power and influence of
the figure or group you compromise with.

REPUTATION Reputation is applied within a sphere of influence to


direct the players towards the goals of the entity they
compromised with.
Reputation is a potential core building block to social
gameplay, and an intensifier for failure. An injury can serve as a sign of strength from the entity
where they lack influence.
Reputation is gained through action in the game, and is
handed out by the guide as they see fit. Once where A compromise of reputation could mean the entity’s
failing to convince an inn-keep to waive your costs for sphere of influence is acting against you, or you bare a
the night, now might earn you a bad reputation, and can mark or brand which characters would refuse service or
be used against you. aid.

Like most systems in Saga, Reputation is divided into 5 A magical bind could be a curse or magical effect that
tiers. Each tier represents a dice that cannot be effected provides dice penalties to any actions taken against the
by abilities characters have that ascend or descend dice. entity, proportional to the entities power.
Each tier represents one of the 5 core dice. You gain dice
to use with rolls at the guide’s discretion or against your
rolls. When you gain 5 points of reputation you ascend to LEVERAGE
the next tier. Your reputation will follow you, closing or
opening doors once accessible by roll.
Leverage is gained through goals, gives dice to use in roll,
or make less powerful, categories of leverage. Social,
This will mostly apply to social rolls, but there are magical
reasonable circumstances in which your reputation gains
you aid in physical or even combative acts.
LATE REVELATION AND SWING
LEVELS
Failure can be a hinderance to the pacing and sometimes
Like other systems Saga, reputation is based on an logic of the game, these mechanics can mitigate or
ascending and descending dice system. As players take rearrange failure to keep the flow intact.
notable and public actions, they can be rewarded with
reputation.
LATE REVELATION
Each tier of dice coincides with a tier of gameplay.
When a player fails an important roll, the player or guide
can invoke late revelation. The information will be given
Players can earn up to 5 dice in each tier, before rising to to the player when it is too late to use
the next, and can simultaneously earn positive and
negative reputation, which the guide applies
appropriately. SWING

COMPROMISE AND LEVERAGE A player can choose to swing a roll in their favour, and
hand the guide the ability to turn the tides of luck back
against the players in the future.
When a character is in a dangerous situation they may
initiate a compromise to change the direction of the Each player can only use swing once, regaining the ability
circumstance. when it is used against them.

The compromise guarantees the safety of the characters,


but comes with some kind of cost to be negotiated
between the players and the guide, as well as the
characters and npcs.

Alternatively the players can gain leverage over npcs


through winning in combat or threatening them, though
this can risk negatively affecting reputation.
COLLECTIVE ACTION GRIEF
At nearly any point in the game, the players are allowed Grief is gained in tandem, and sometimes because of
to combine their dice rolls into a collective action. Where injuries. Grief is the character’s response to trauma
individually the players may fail, or not be strong within the game. Grief is a roleplaying tool, which can be
enough, collectively they can succeed. handed out by the guide, or the claimed by the player.

When players take a collective action, they roll a single Grief can affect any number of skills, and is more
d20, and add any additional dice collectively to the roll. A nebulous than injuries in that there is not a guide for
critical failure will descend all dice added, but a critical specific kinds of grief.
success will ascend all dice added.

There are additional rules for collective spellcasting, and PARALLEL CIRCUMSTANCES
combining effects.
A healed grief may be temporarily reapplied, or linger
after a circumstance which is similar to the original grief.
RELIABILITY This can be applied subjectively by the player or guide.

A base bonus when you have rolled a certain number of Parallel circumstances can sometimes be the only
times that is default number, slightly below average? initiating factor in grief.

STRIKE OF INSPIRATION Eventually, the guide and players can decide if the
parallel circumstance serves as a buffer for the grief.

Take a moment to imbue a power, or claim a theme.


Shards can be created and taken from a weapon, some
kind of magical or thematic core, with no penalty

SENTIMENTS

DISTRACTION AS ACTION FOR NON COMBATS

HAZARD
INJURIES CUTS
Cuts are inflicted from blades, and cause descending of
MAGICAL SCARRING stamina and slip dice.

Rolling the top numbers on your spell dice causes you to MINOR EFFECT
take damage, for example if you are rolling 4d8 and you
roll 2 7s, a 5, and a 1, you take 14 points of damage. A minor cut descends slip dice once.
While this effect is active you can choose to roll lower
dice. This effect is more severe based off of the degree of
injury. MAJOR EFFECT
MINOR EFFECT A major cut descends slip dice twice and stamina dice
twice.
With minor magical scarring the top 2 numbers on your
dice cause damage, descending one degree will prevent
you from taking damage.
SEVERE EFFECT
A Severe cut descends slip dice three times and stamina
MAJOR EFFECT dice three times. As the soul tether is damaged, you will
have two minutes before you die if the tether is not
repaired.
Major magical scarring causes the top 4 numbers on your
dice to cause damage, you must descend twice to avoid
this taking damage. Descending dice once you will still
experience the minor effect. BREAKS
SEVERE EFFECT STRAIN
Severe magical scarring damages your soul itself, the
damage done diminishes your soul and breaks the tether,
this effect changes the body fundamentally.

The top 8 numbers on your magic dice cause damage, you


must descend your dice four times to avoid taking
damage.
BURN ACID EFFECTS ARMOUR, CONTINUALLY DOES
DAMAGE OR DOES ADDITIONAL
Burns can come from magical and mundane sources of
fire. It is a physical injury that leaves scars behind.
POISON
MINOR EFFECT SHOCK DESCEND WARRIOR DICE
A minor burn descends your Slip and Force dice by one
degree. CONCUSS CAN MAKE DEAF, DAZED?
MAJOR EFFECT
A major burn descends your Slip And Force dice by three
degrees and your base warrior dice by one degree.

SEVERE EFFECT
A severe burn descends your Slip and Force dice by five
degrees and your base warrior dice by two degrees.

FROSTBITE
Frostbite occurs from excessive or concentrated cold,
emerging from mundane or magical conditions.

MINOR EFFECT
Minor frostbite descends your Slip and Resist dice by one
degree.

MAJOR EFFECT
Major frostbite descends your Slip and Resist dice by
three degrees, your Force dice by one degree, and reduces
your movement.

SEVERE EFFECT
Severe frostbite descends your Slip, Resist, and Force dice
by four degrees, and takes away your ability to move.
ARMOUR AND DEFENCE Leather Arm Cop

Resistance .5
BASE PROTECTION
Leather Bracer
Each characters base armour is 4. Which is the target to
hit a character who is unmoving or unaware. Resistance .5

When a character is moving or aware their base armour Leather Gauntlet


is 8.
Resistance 1. Armour 1. Encumbrance 1. Slip 1.
ARMOUR, RESISTANCE, AND PROTECTION
Leather Leg Guards
Armour is compartmentalized into individual pieces
which contribute to a total protection and resistance. Resistance 1. Encumbrance 1. Protection 1
Protection increases the number needed to his, while
resistance reduces damage.
Leather Jerkin
Say your protection is 15, your resistance is 10, an enemy
will need 15 to hit, but the damage will be reduced by 10 Resistance 1. Encumbrance 1. Protection 2.

Leather Helmet
DEGRADATION
Resistance 1.
As you take hits your armour degrades. When the d20
alone hits your protection score, a piece of your amour
will degrade by 1. A 20 always degrades armour. Leather Boot

Resistance .5.
ENCUMBRANCE
Chain Shirt
Encumbrance is a base of 1 for each character, if
encumbrance is exceeded, all dice descend.
Resistance 2.

Pauldron

Resistance1. Encumbrance .5.


Mind/body effects/injuries buffer applies
Heavy Pauldron
Movement only works with certain armour maybe?
Resistance 1.5 Encumbrance 1.
Armour rounds down
Gauntlet
Weight/encumbrance is also concern
Resistance 1. Encumbrance 1

Greaves

Resistance 2. Encumbrance 2. Protection 2

Half Plate

Resistance 2. Encumbrance 2 Protection 4

Breastplate

Resistance 2. Encumbrance 4. Protection 5.

Boot

Resistance 1. Encumbrance 1.
WEAPONS Dagger

1d4.

MUNDANE WEAPONS One Handed

D4-d12 weapons

Does not matter weapon kind, only quality

Weapon qualities

One/two handed, maybe even three-four handed

List examples of weapon correlated to category

Swords axes, quality of one or two handed, maybe skill


chosen

Interaction between weapon system and warrior stuff,


some weapons require strength to use, or dexterity, maybe
have properties

Weapons may also require training.

Two handed needs two stamina

Some weapons require magic, higher power will


automatically work for any tier

Something about precious weapon, through great act to


guides choosing, a weapon is blessed or improved.

Simple Shortsword

1d4.

One Handed

Longsword

1d6.

One Handed. Offence, can use strength ability to add


strength to roll. Tier 1 Blades. Tier 1Force.

Two Handed. Defence, can reroll a parry and take the


higher outcome. Tier 1 Blades.

Heavy Warhammer

3d4. Two Handed. Tier 3 Force. Tier 1 Blunts.

Simple Bow

1d4. Two Handed. Tier 1 Ranged Aim.

Force Base; you can use up to Tier 2 Force as a dice base.


ITEM CARD ITEM CARD
NAME: LYNAN’S ORB NAME:
TYPE: CONTROL FOCUS TYPE:
MATERIAL PROPERTY: MOON MATERIAL PROPERTY:
SILVER, MUNDANE
D ESCRIPTION: The palm sized silver orb, DESCRIPTION:
made by a dear friend, Jin, features a profile etching
of the face of a dragon across a quarter of the object,
carrying two glowing red and purple runes
underneath the etching.

Sof UMMARY : This item lets the user reroll one SUMMARY:
their magic dice that has fallen below the reclaim
value to attempt to prevent dice decay. This can be
used 3 times per day.

ITEM CARD ITEM CARD


NAME: NAME:
TYPE: TYPE:
MATERIAL PROPERTY: MATERIAL PROPERTY:
DESCRIPTION: DESCRIPTION:

SUMMARY: SUMMARY:
CHARACTER MOON CHILD
There are humanoids born of the four moons. They
RACE mentally mature at the same rate as humans.

PURPOSE AGE
Physically they are grown at 25, but do not begin aging
Different roles in life, explore different sizes and shapes until until they are 500.
of people
They begin to decline at 650 and become old at 800,
ORIGIN approaching death at 850.

Collection of traits, pre-established or learned LUNAR HERITAGE


AGE A Moon child adds a d4 to endure rolls.

As sagas unfold, characters will age, and this will impact SPECIFIC ORIGIN
their abilities.
COVILLIAN
YOUNG
A Covillian has silver skin, sourcing from their magical
A young character has an extra injury buffer, in this stage heritage, they can add a d4 to a roll when they are
they are equivalent to a human under 25 years old. recalling knowledge and information. They grow to be
slightly taller than an average human.

GROWN MERCERAN
When a character is grown, they lose the benefit of youth A Merceran has blue skin, and can add a d4 to any
and an injury buffer. At this stage they gain no benefits creature’s roll within a short distance. They are equal to
and no penalties from age. This stage is equivalent to a an average human in height.
human 25 to 50 years old. Being grown is not necessarily
a sign that a character is growing up until this age, but
that their bodies begin to slow down. Most races are their MULINYAN
full size for many years until their body reaches this
stage.
A Mulinyan has red skin and adds a d4 to force rolls.
They grow tall, to around 7 feet, and can ascend their
A GING physical dice on a roll once per night’s rest.

When a character is aging their physical dice descend CARROLLAN


once. This stage is equivalent to a human 50 to 70 years
old.
A Carrollan has yellow skin, and can change their
physical appearance when they are grown. When they are
DECLINING aging they can change their appearance once per night’s
rest, losing the ability wwhen they begin to decline. They
grow to be slightly taller than an average human.
When a character is declining their health and social dice
descend. This stage is equivalent to a human 70 to 85
years old.

OLD
When a character is old, their physical, social, and health
dice descend. This stage is equivalent to a human 85
years or older.
ORC HALFLING
Orc are large humanoids with strong bodies. They have Halflings are small humanoids, very similar to humans
tusks and large frames. They mentally mature at the but half the size, and a little harrier. They mentally
same rate as humans, and are on average a foot or so mature at the same rate as humans, and are typically
taller than humans. around 3 feet tall as an adult.

AGE AGE
Orcs are grown at the age of 20, and begin aging at 40. Halflings are grown at the age of 25, they start aging
They begin to decline at at 45, becoming old at 48, when they are 125. They begin to decline at 160,
approaching their natural death around 50. becoming old at 180, approaching their natural death
around 200.

LARGE BUILD
SMALL
Orcs add a d4 to force rolls.
When a halfling hides behind something that is twice as
large as they are, they ascend their sneak dice.
STRONG FRAME
Orcs reroll 1s on all force dice. NIMBLE
A Halfling adds a d4 to slip rolls.
PRIME AGING
Wherever an orc’s physical dice may descend through QUICKFOOTED
age, they instead ascend.
A Halfling can reduce damage by a d4 when they occupy
the space of another creature.
ELF HUMAN
Elves are slender and ethereal humanoids. They mentally Humans are humans, you know what a human is, you are
mature slightly slower than humans in the early part of one. Like every other race, humans come in all shapes
their life, reaching an 18 year old equivalent at 30, while and sizes. They mentally and physically mature just about
in their later years time seems to slip away. They are on as fast as humans.
average slightly smaller than humans.

AGE
AGE
Do I really need to explain this? Think about it.
Elves have reached base physical maturity by the time
they are 30, but maintain their youth until they reach 200.
They do not begin to age until they are 900, and hit a
harsh period of decline when they are 990, approaching
RESILIENT
death around 1000.
Humans add a d4 to each dice roll when they recover
health.
ETERNAL
Every time an Elf reaches a new stage of life they can
VARIABLE
choose a skill and add a d6 to the roll permanently.
Humans choose a d4 to add to any of the physical scores.

GRACE
Elves add a d4 to slip rolls.
DWARF DRAGONKIN
Dwarves are short, stout, and hairy humanoids. They Dragonkin are dragon like humanoids with lizard like
mentally mature as fast as humans, they are typically 4 to features. They mentally mature as fast as humans. They
5 feet tall. trace their heritage from dragons, and grow quite large,
on average 6’10 but can grow well above 7 feet.

AGE
SCALED PROTECTION
Dwarves are grown by the age of 25, but do not start
aging until they are 200. They begin to decline when they Dragonkin add +1 to their resistance.
are 300 and are old when they are 350, approaching
death around 400.
STRONG FRAME
CORE STRENGTH Dragonkin reroll 1s on all force dice.

Dwarves add a d4 to endure and force.


DRACONIC RESISTANCE
STONEHEART Dragonkin have 1 buffer per week’s rest to use against
dragonbreath.
Dwarves added dice ascend when grown and aging to d6s
and d8s respectively.
GNOME FEDOKIN
Fedokin are beetle like humanoids with two sets of arms.
They typically have deep blue, grey, or black carapaces,
with slightly bioluminescent blue-green patterns on their
backs. They mentally mature slightly faster than humans,
reaching their maturity around 15 and grow slightly
larger, with less variation.

AGE
Fedokin grow quite quickly, becoming grown when they
are 5. They do not reach other stages of aging, but will
die naturally around 60.

FLIGHT
Fedokin have the ability to fly from wings in their back.

AMPUTATION RECOVERY
When a Fedokin has a limb amputated, they can grow
them back without the need for magic. If they heal 250
points over rests one limb will grow back.

LIMB PAIRS
When Fedokin fail a physical roll, they can reroll the d20
to try and succeed. They can also divide their dice on an
attack, using base d20, and adding weapon/ stamina to 2
targets?
LAVEIDEN IJINIAN
Laveidens are small insect like humanoids. They have Ijinians are orangutang like humanoids. Across the world
brown carapaces with large heads and eyes. They their fur can vary in its natural colour, and can be grown
mentally mature very fast, reaching their maturity into different colours to camouflage into the
around 10. They grow to around 3 feet at their tallest. environments around them. They mentally mature as fast
as humans, and grow slightly smaller.

AGE
AGE
Laveidens age quickly, becoming grown at 3. They stay
stagnate in their age until they are around 35, at which Ijinians are grown at 25, but don’t start ageing until they
point they hit the next stage of aging every 2 or so years, are 80. They begin to decline at 130, and are old at 160,
dying naturally around 40. dying naturally around 180.

CLIMBING CAMOUFLAGE
Laveidens are able to climb on rough surfaces. Ijinians can grow their fur out over the course of four
weeks to take on camouflaged traits of their environment.

AMPUTATION RECOVERY
CLIMBING
When a Laveiden has a limb amputated, they can grow
them back without the need for magic. If they heal 250 Ijinians ascend their dice when they need to make a roll
points over rests one limb will grow back. to climb

QUICKFOOTED PREHINSILE AMBIDEXTERITY


A Lavieden can reduce damage by a d4 when they occupy Ijinians add 2d4 to their slip dice.
the space of another creature.
MOSS GUARDIAN TENAL
Moss Guardians are druidic constructs made of stone, Tenal are slender stickbug like humanoids with rocky
vine, and moss, brought to life by the very life of the carapaces. They mentally mature as fast as humans, and
land. They are born with a sense of wisdom and maturity, grow slightly taller.
but at times feel lost.

AGE
AGE
Tenal are grown around 25, and do not start aging until
Moss Guardians do not age, existing in none of the they are 150. They begin to decline aroun 190 and are old
stages, and reaching no natural point of dying. However around 225, approaching their natural death around 240.
they may sleep for centuries if they are not needed.

SLENDER
STONE DURABILITY
Tenal add 1d4 to their slip dice, and when they hide
Moss Guardians have 2 injury buffers, and add 1d6 to behind something thicker than they are, they ascend their
their endurance. sneak dice.

STONESKIN
Tenal add +1 to their resistance.
UBRUSCO AQINDI
The Ubrusco are thick buffalo like people, with thick skin The Aqindi are a people born of bark and fire. They have
and fur. Their heads sit lower on the shoulders and sit an outer shell of bark that breaks at points of
forward. They stand at an average of 5 1/2 feet and articulation, because of this their faces are highly
mentally mature as fast as humans. textured. Their outer shell of bark regularly crumbles and
regrows. On the top of their heads they have fire.

AGE
AGE
Ubrusco are grown are 22, and start aging when they are
45. They begin to decline around 60, becoming old when Aqindi have lifespans comparable to humans.
they are 70, and approach their natural death around 80.

FIRE STARTER
STRONG
Aqindi always have a source of fire.
Ubrusco add 1d4 to their force rolls.

TREEBARK CAMOUFLAGE
INSULATED
Aqindi ascend their sneak dice when hiding amongst
Ubrusco have a buffer they can use against cold related trees.
effects or minor injuries.

ENDURING
DURABLE
Aqindi add 1d4 to their endure rolls.
Ubrusco reroll 1s on endure rolls.
NOTAENA ARQISC
Height? The Arqisc are nocturnal humanoids, originally dwelling
in the under dark thousands of years ago, their homes
were destroyed by Tenebris Daedum and they now live
Shadow sneak, quietness, light amongst the Savedic populace. They have four ares and
stand at about 4 feet tall. They are excellent climbers
The Notaena are tall shadowless humanoids. Every part with grey skin, toothy mouths, and four eyes, one set
of their body is elongated, as if stretched or shown where you would find temples on other creatures, and one
through a funhouse mirror. Their skin is pale grey, and set where cheekbones would be.
typically have slow mannerisms. They grow up to 8 feet
tall. The Arqisc live about 65 years.

AGE
Notaena are grown around 25, and start to age around Climbing
60. They begin to decline around 100, becoming old at
130, and they approach their natural death at 150, at Double arm thing, maybe when fail can reroll
which point they turn into shadow.

DEXTEROUS
Notaena add 1d4 to slip rolls.

HEIGHT AND LIGHT ADVANTAGE


Due to their height and weight, when a Notaena must
climb, they ascend their dice to do so.

NOCTURNAL
Notaena can see perfectly in the night.
ASCI
The Asci are 3 foot tall creatures that cannot decide if
they are bugs or crabs. They are beings that are shrouded
in darkness, with glowing red eyes. They have mandibles
and shells which they can bring their limbs into, with
their torso being proportionally thicker than their arms
and legs. They live for around 800 years, and have strong
Jawa vibes.

Bite attack?

Small advantages

Slip
HEALTH
Each character starts off with a d8 health die. Your total
health is the maximum outcome of your health dice. The
Guide can award health dice at their discretion, as it suits
the saga you are exploring.

TEMPORARY MAXIMUM
When you take damage your maximum health is reduced,
after an hour your wounds set, and whichever number
your hit points are at becomes your temporary maximum.

When you are not able to be healed you may rest. Each
day of rest you roll your collective amount of health dice,
until you are back at your maximum.

HEALING INJURIES
Each injury has a spell power associated with healing it.
If they are not healed through magic they heal over time.

To heal from a minor injury you must use your health


dice on your rests and regain a total of 50 health points
which do no restore your maximum.

To heal from a major injury you must use your health


dice on your rests and regain a total 250 health points
which do no restore your maximum. At this point they
become long term minor injuries and must be healed by
magic.

COMBAT
Saga uses an instance base system. An instance occurs
when an action is taken. In an instance, every character
involved acts, and the instance resolves all at once.

DEATH AND SOUL TETHER


As a character is dying, their soul tether risks becoming
damaged. When you take a severe injury, roll a d20 +
your health dice. The dc is 30 -9. Each time you fail 9
shrinks until it is 0. When you reach 0 and fail you cannot
come back.

If a character’s injuries aren’t tended to, they will die,


causing the soul tether to be damaged if the roll was
previously successful.

If a character takes actions they must reroll the tether


save as they risk damaging their soul tether, if the soul
tether is already damaged and an action is taken, and the
roll failed, the character dies.
CHARACTER BASICS
HEALTH
TEMPORARY
MAXIMUM
HEALTH DICE
SKILLS AND TRAITS
SOCIAL DICE PHYSICAL DICE
D4 D6 D8 D10 D12 D4 D6 D8 D10 D12
CHAR SLIP
M

ADVIS FLEX
E ENDU
INTUI RE
T RESIS
IMPRO T
VE FORC
INTEL E
LECT WRES
DECEI TLE
VE

CHARM SLIP

INTUIT ENDURE

INTELLECT FORCE

MAGIC DIE
STAMINA
MAGIC 1
DICE POOL 15 2
14 3
CURRENT POOL 12 13 5 4
11 9 6
10 7
8
NAME
P: R:
HELMET
PROTECTION:

RESISTANCE:
P: R: P: R:
LEFT PAULDRON
RIGHT PAULDRON

CHEST
P: R:

P: R:
LEFT HAND

RIGHT HAND
P: R:

LEGS

P: R:

P: R:
LEFT FOOT

RIGHT FOOT
P: R:
RACE

INJURIES
ITEMS AND INVENTORY
ITEM CARD ITEM CARD
NAME: NAME:
TYPE: TYPE:
MATERIAL PROPERTY: MATERIAL PROPERTY:
DESCRIPTION: DESCRIPTION:

SUMMARY: SUMMARY:

ITEM CARD ITEM CARD


NAME: NAME:
TYPE: TYPE:
MATERIAL PROPERTY: MATERIAL PROPERTY:
DESCRIPTION: DESCRIPTION:

SUMMARY: SUMMARY:
ITEM CARD ITEM CARD
NAME: NAME:
TYPE: TYPE:
MATERIAL PROPERTY: MATERIAL PROPERTY:
DESCRIPTION: DESCRIPTION:

SUMMARY: SUMMARY:

ITEM CARD ITEM CARD


NAME: NAME:
TYPE: TYPE:
MATERIAL PROPERTY: MATERIAL PROPERTY:
DESCRIPTION: DESCRIPTION:

SUMMARY: SUMMARY:
ITEM CARD ITEM CARD
NAME: NAME:
TYPE: TYPE:
MATERIAL PROPERTY: MATERIAL PROPERTY:
DESCRIPTION: DESCRIPTION:

SUMMARY: SUMMARY:

ITEM CARD ITEM CARD


NAME: NAME:
TYPE: TYPE:
MATERIAL PROPERTY: MATERIAL PROPERTY:
DESCRIPTION: DESCRIPTION:

SUMMARY: SUMMARY:
ROLEPLAYING SKILL TREES
SKILL TREE PHYSICAL SKILL SCORE AND
POWER SCALE
ADVANCEMENT Your physical scores increase independently from your
skill tiers. Your physical scores give you benefits that
Every three skills you take in one tier gives you a level in contribute to higher dice outcomes.
health and allows you to ascend to, and take skills from
the next tier.
At a score of 4, you roll 2 dice instead of 1 on relevant
checks.
SKILLS SCORE VS SKILL TIER
At a score of 9, you can use relevant abilities twice per
Skill tiers cause your dice to ascend, by investing in single day.
skills. Skill scores increase by investing in skills that fall
under one branch. At a score of 12, you roll 3 dice instead of 2 on relevant
checks.

SOCIAL SKILL SCORE AND POWER At a score of 14, you can use relevant abilities three times
SCALE per day..

At a score of 16, you can break one of your rolled dice


Your social scores increase independently from your skill down into lower values. For example a d10 can be a d6
tiers. Your social scores give you benefits that contribute and a d4.
to higher dice outcomes.
At a score of 20, you roll 4 dice instead if 4 on relevant
At a score of 4, you roll 2 dice instead of 1 on relevant checks.
checks.

At a score of 9, you roll 3 dice instead of 2 on relevant


checks.

At a score of 12, you can reroll the lowest dice when you
roll a skill.

At a score of 14, one rolled dice will count as the average


roll on the dice.

At a score of 16, you can break one of your rolled dice


down into lower values. For example a d10 can be a d6
and a d4.

At a score of 20, you roll 4 dice instead if 4 on relevant


checks.
SOCIAL SKILL TREE

CHARM

CHARM

DECEIVE ADVISE

INTELLECT INTUIT

INTELLECT IMPROVE INTUIT

SOCIAL LEVELS SCALING WITH SOCIAL SKILLS


The five levels on each branch are meant to scale with
When you take a level in social, you can select three
branches. Each branch gives you points to a social score, the story of the game. The first level represents a local
and each branch has five levels. As you gain levels in a area, wether it be a village or an intimate section of a
branch your dice for all skills in the branch ascend. neighbourhood. For a saga this level could follow an
aspect of teen years. As the levels ascend the story grows
in scale and scope.
USING SOCIAL SKILLS
Social skills are used for navigating roleplay in game.
SOCIAL SCORES
Any character can use any skill as a base D20 roll, but
only characters who have chosen skills can participate in As you gain levels in the social branches your scores will
collective action, and use branching skills like Misdirect. increase. Your social scores provide benefits to rolls.
VARIABLE SKILLS Selecting this skill gives you a +2 on your charm score.

Your base roll for charm skills is a D10.


Half of the skill branches belong in two different
categories, which means they can be rolled in two
different ways. Take deceive for example, if you are
making a logic based deception, rather than an
COMMAND PRESENCE(SKILL)
emotional one, you may roll with your intellect score
rather than your charm score. At charm 4 you can command your presence at a large
scale. This could be speaking to an entire city, or to a
room full of nobles. When you must be heard, you may
CHARM(BRANCH/SKILL) roll this skill, and in a reasonable circumstance, if the
check is successful your voice will be heard.

Charm is a main branch on the tree, as well as a skill.


The skill is used to smooth-talk your way out of sticky CHARM 5
situations, win someone over to your side, or light up a
room with just your presence. At charm 5 you are as important as one can be in the
mortal world. You are the one chosen when issues that
Selecting this skill gives you +2 on your charm score. threaten the balance of thousands of lives arise.

Your base roll for charm skills is a D4. Selecting this skill gives you a +2 on your charm score.

Your base roll for charm skills is a d12.


CHARM 2
At charm 2 you have become more charismatic. You BESEECH DIVINITY(SKILL)
leave impressions wherever you go and are well liked by
common people. At charm 5 you can attempt to ask divine beings for help,
and they may listen. When in the presence of a divine
Selecting this skill gives you +2 on your charm score. creature and have an opportunity to speak, you may roll
this skill, and in a reasonable circumstance, if the check is
successful the being will listen.
Your base roll for charm skills is a D6.

BEFRIEND(SKILL) ADVISE(BRANCH/SKILL)
At charm 2 you can befriend individuals. Over the course Advise lies between charm and intuit. This skill is used to
of a conversation you may roll this skill, and in a inspire individuals, and reach their hearts. In some cases
reasonable circumstance, if the check is successful the advise may call upon intuit if you are using empathy and
character becomes your friend or friendly to you. understanding, where charm will rely upon confidence
and inspiring words.

CHARM 3 Selecting this skill gives you a +1 on your charm and


intuit scores.
At charm 3 you are beginning to become a leader. Your
words are listened to and valued for better or for worse. Your base roll for advise skills is a D4.
Common people like you and people in positions of
power just may listen to you.
HELP(ABILITY)
Selecting this skill gives you +2 on your charm score.
At advise 1 you gain the ability to help, you may add your
Your base roll for charm skills is a D8. advise die to any social roll when you are present for the
attempt.

BEGUILE(SKILL)
ADVISE 2
At charm 3 you can beguile a crowd. Speaking to a group
of people, you may roll this skill, and in a reasonable At advise 2 people know to come to you when they have
circumstance, if the check is successful the crowd will problems. Your caring provides a small reputation.
listen to you and take your words to heart. This is the
basis of inspiring revolutions, calming riots, and leading Selecting this skill gives you a +1 on your charm and
battles. intuit scores.

CHARM 4 Your base roll for advise skills is a D6.

At charm 4 you are a notable figure, you may have the


ear of monarchs and high priests. People listen to you,
and follow you into the unknowns of the world.
PREPARE ALLY(ABILITY) REDIRECT DIVINITY(SKILL)
At advise 2 you gain the ability to prepare ally. Speaking You can attempt to sway the mind of divine creatures to
with a character before they make a charm or intuit a better course, for themselves or for mortals, depending
based roll allows you to roll your advise die to their roll. on their inclinations. When in the presence of a divine
creature and have an opportunity to speak, you may roll
this skill, and in a reasonable circumstance, if the check is
ADVISE 3 successful the being will listen.

INTUIT(BRANCH/SKILL)
At advise 3 you are well known for your wisdom. People
in positions of minor power will either know or learn to
listen to your words.
Intuit is a main branch on the tree, as well as a skill. The
Selecting this skill gives you a +1 on your charm and skill is used to gain understanding about individuals and
intuit scores. see connections that bind subtle elements of
circumstances whether they be physical or social.
Your base roll for advise skills is a D8.
Selecting this skill gives you a +2 on your intuit score.

MEDIATE(ABILITY) Your base roll for intuit skills is a D4.


At advise 3 you gain the ability to mediate. When you
have used an advise skill with a character, you may add INTUIT 2
an additional skill dice if you are present during the skill
check being made. Combined with help and prepare you At intuit 2 your intuition is sharp. You carry a quiet
can add 3 dice. presence, and those who share a disposition keep their
eyes on you.
ADVISE 4
Selecting this skill gives you a +2 on your intuit score.
At advise 4 your wisdom is sought out by allies near and
far, and feared by your enemies. You may even find Your base roll for intuit skills is a D6.
yourself as a trusted ally to a court.

Selecting this skill gives you a +1 on your charm and BEAST WHISPER(SKILL)
intuit scores.
At intuit 2 you can gain insights about animals. You can
use this skill to track animals, or connect with them. In
Your base roll for advise skills is a D10. either circumstance you may roll this skill.

DEESCALATE(ABILITY) INTUIT 3
At advise 4 you gain the ability to deescalate. When At intuit 3 you begin to see the inner workings of the
tensions are high, you may attempt to deescalate. This world around you. Things others take for granted you see
could be during an instance, in the middle of a tense as collections of external influences.
debate, or behind closed doors to a figure who holds
singular power.
Selecting this skill gives you a +2 on your intuit score.

ADVISE 5 Your base roll for intuit skills is a D8.

At advise 5 you hold the ability to amend most rifts


between peoples, but now your attentions turn to the MIND OF THE PEOPLE(SKILL)
cosmos, and for ill or for good, the cosmos may be
listening. At intuit 3 you are quickly able to gain insights about a
large group of people, wether it be their general
Selecting this skill gives you a +1 on your charm and disposition, their opinions on ongoing events, or their
intuit scores. knowledge of you and your allies. When you are in a city
or around many people, you may roll this skill, and in a
reasonable circumstance, you will gain appropriate
Your base roll for advise skills is a D12. insights.

INTUIT 4
At intuit 4 you understand most aspects of the mortal
world. Your instincts see through political webs and
villainous plots.
Selecting this skill gives you a +2 on your intuit score. IMPROVE 3
Your base roll for intuit skills is a D10. At improve 3 you are able to compartmentalize most
problems, seeing shortcoming in every corner.
QUICK SCANNING(SKILL)
Selecting this skill give you a +1 to your intuit and
intellect scores.
At intuit 4 you are able to break down problems but a
few moments. When presented with an abundance of
information, you may roll this skill, and in a reasonable Your base roll for improve skills is a D8.
circumstance, if the check is successful, identify
important pieces of information that hide in the vastness.
ANTICIPATE(ABILITY)
INTUIT 5 At improve 3, during an instance you can add your
improve dice to any action taken.
At intuit 5 your intuition extends beyond mortal lifetimes
and into the divine. Revelations about the true nature of
being that would shake others to their core are IMPROVE 4
comfortably held in your mind.
At improve 4 there is not a situation that can’t be made
Selecting this skill gives you a +2 on your intuit score. better. Your discerning eyes are sought after in rooms
where decisions are made.
Your base roll for intuit skills is a D12.
Selecting this skill give you a +1 to your intuit and
intellect scores.
DIVINE INTENTION(SKILL)
Your base roll for improve skills is a D10.
At intuit 5 you can understand divine entities. When you
are in the presence, or are made aware of the actions of a
divine creature, you may roll this skill, and in a ITERATING(ABILITY)
reasonable circumstance, provide context and
understanding of the intent of the being. At improve 4, any time you use an improve ability you
have the choice to reroll any dice you roll.

IMPROVE IMPROVE 5
Improve lies between intuit and intellect. This skill is used
to give aid, and can be added to many rolls depending on At improve 5 you are known far and wide for your skill.
the approach of your character. If a problem is based off You see imperfections in perfection and elevate those
of objects and material circumstances the check may call around you.
upon intellect, while a problem based off of people and
their actions and reactions may call upon intuit. Selecting this skill give you a +1 to your intuit and
intellect scores.
Selecting this skill give you a +1 to your intuit and
intellect scores. Your base roll for improve skills is a D12.

Your base roll for improve skills is a D4.


EXPERTLY PLANNED(ABILITY)
IMPROVE 2 At improve 5, you gain the ability to plan a single action
almost to perfection. Every hour you spend planning with
At improve 2 you become quite handy. Local residents a character or group of characters you can ascend dice in
might come to you to fix broken carts and tools, though preparation for an upcoming action in an instance. If the
your mind might be capable of much more. dice are at their maximum level, they default to their
maximum number. This can be done up to 24 hours in
advance.
Selecting this skill give you a +1 to your intuit and
intellect scores.

Your base roll for improve skills is a D6.


INTELLECT
Intellect is a main branch on a tree, as well as a skill. The
IMPROVE OTHER(ABILITY) skill is used to solve problems, recall information, imitate
other skills.
At improve 2 you gain the ability to add to another
character’s intellect rolls and crafting rolls. Selecting this skill gives you a +2 in your intellect score.

Your base roll for intellect skills is a D4.


INTELLECT 2 Selecting this skill gives you a +2 in your intellect score,
and you gain 1 of the following skills.
At intellect 2 you have a well regarded mind. You are
well studied and understand a wide variety of things, withYour base roll for intellect skills is a D10.
a passion for learning.
POLITICS(SKILL)
Selecting this skill gives you a +2 in your intellect score,
and you gain 2 of the following skills.
Politics gives insight about the interplay between states
and how people interact with them. This skill requires
Your base roll for intellect skills is a D6. Culture

MEDICINES(SKILL) MAGECRAFT(SKILL)
Medicines can give you insight about conditions that ail Magecraft gives insight about magical enchantment and
individuals, and help heal or abate the effects of minor spells.
injuries.

SPYCRAFT(SKILL)
GEOGRAPHY(SKILL)
Spycraft allows you to engage in espionage in social
Geography can give you insight about the land near and settings and behind closed doors. This skill requires
far. Wether it is to assist in travelling, tracking, or finding culture and forgery.
locations.

INTELLECT 5
NATURALISM(SKILL)
At intellect 5, very few mortal beings are more intelligent
Naturalism can give you insight about the natural world than you. Your mind is practiced, and sharp, and you are
around, what plants are healthy, what animals are local, beginning to understand there are many worlds outside
and can help track. of your own.

INTELLECT 3 Selecting this skill gives you a +2 in your intellect score,


and you gain 1 of the following skills.
At intellect 3 you are on the verge of brilliance. You are
beginning to understand the wider world and your place Your base roll for intellect skills is a D12.
in it.
PLANAR BINDINGS(ABILITY)
Selecting this skill gives you a +2 in your intellect score,
and you gain 2 of the following skills.
Planar bindings allow you to briefly bind divine creatures.
This requires magecraft and religion.
Your base roll for intellect skills is a D8.

DIVINE CONTRACTING(ABILITY)
RELIGION(SKILL)
Divine contracting is the study of contracts made by
Religion gives you insight about gods and other divine creatures outside your world. Through this you can write
entities, and how they are worshiped or interacted with. your own contracts to be made with divine entities. This
requires religion.
CULTURE(SKILL)
EXTRAPLANAR CURATIVES(ABILITY)
Culture gives you insight about cultural practices of
peoples outside your own. Extraplanar curatives allows you to cure ailments created
by divine entities that would be incurable by regular
medicines. This requires magecraft and medicines.
HISTORY AND LEGEND(SKILL)
History and legend gives you insight about the stories and
events, and which pieces of information belong to which.
DECEIVE
Deceive lies between charm and intellect. This skill is
INTELLECT 4 used to lie, in some cases it will call upon your charm if
you are using your personality, and intellect if you are
twisting facts and reason.
At intellect 4 you are smarter than the vast majority of
people. The problems that challenge you are matters of
state and politic.
Selecting this skill gives you +1 to your charm and
intellect scores.
DECEIVE 5
At deceive 5 lying to regular people bores you, divine
Your base roll for deceive skills is a D4. entities are where you now find interest, and understand
the language involved in tricking them.
DECEIVE 2
Selecting this skill gives you +1 to your charm and
intellect scores.
At deceive 2 you know how to lie to gatekeepers and
shopkeepers alike. You do your best to keep your lies
straight. Your base roll for deceive skills is a D12.

Selecting this skill gives you +1 to your charm and


intellect scores.
CHANCE FATE(SKILL)
At deceive 5 you can attempt to trick divine entities.
Your base roll for deceive skills is a D6. When you are in the presence of one you may roll this
skill, and in a reasonable circumstance, if the check is
successful, you trick a divine entity.
FORGERY(SKILL)
At deceive 2 you can create forgeries. If you have time,
you may roll this skill, and in a reasonable circumstance,
if the check is successful, you create a forgery.

DECEIVE 3
At deceive 3 you have learned how to lie to guards,
travellers and traders. You might be finding yourself in
places you don’t belong.

Selecting this skill gives you +1 to your charm and


intellect scores.

Your base roll for deceive skills is a D8.

MISDIRECT(SKILL)
At deceive 3 you can misdirect people. Misdirect is used
to conceal a secondary effect or action by you or another
character. When a secondary action is being taken you
may roll this skill, and in a reasonable circumstance, if
the check is successful, all dice used against the character
being misdirected ascend.

DECEIVE 4
At deceive 4 you have gained an understanding of nobles
and politics, and begin to exert your influence.

Selecting this skill gives you +1 to your charm and


intellect scores.

Your base roll for deceive skills is a D10.

RUMOUR(SKILL)
At deceive 4 your are able to spread rumours at a
political level. You know where to start them, and how to
spread them. When you have the opportunity to spread a
rumour, you may roll this skill, and in a reasonable
circumstance, if the check is successful, a rumour which
holds weight takes hold to be leveraged.
PHYSICAL SKILL TREE

SLIP

SLIP

WRESTLE FLEX

FORCE ENDURE

FORCE RESIST ENDURE

PHYSICAL LEVELS
When you take a level in physical, you can select three SCALING WITH PHYSICAL
branches. Each branch gives you points to a physical
score, and each branch has five levels. As you gain levels BRANCHES
in a branch your dice for all skills in the branch ascend.

PHYSICAL SCALE INCREASE ABILITY


USING PHYSICAL ABILITIES USE?
Most physical branches give you abilities. Physical
branches are used for interacting with the world. Any
character can roll any physical skill as a base D20 roll,
but only characters who have chosen a physical skill can
participate in collective action and use branch abilities
like Quickness.
The five levels on each branch are meant to scale with
the story of the game. The first level represents a local S
LIP 3
area, wether it be a village or an intimate section of a
neighbourhood. For a saga this level could follow an At Slip 3 you are a becoming a gifted acrobat, you can
aspect of teen years. As the levels ascend the story grows dance circles around the common guard and are a
in scale and scope. notable nuisance to a knight.

PHYSICAL SCORE Selecting this skill gives you +2 to your slip score.

Your base roll for slip skills is a D8.


As you gain levels in the social branches your scores will
increase. Your social scores will lower the control target
for the attempted skills. QUICKNESS(ABILITY), DEX ACTION?
VARIABLE SKILLS At Slip 3 you can use your slip abilities quickly, you can
also add your slip dice to one warrior action in an
instance.
Half of the skill branches belong in two different
categories, which means they can be rolled in two
different ways. Take flex for example, if you are flexing in
a way that requires you to twist and contort, you may roll SLIP 4
with your slip score rather than your charm endure.
At Slip 4 you are frighteningly quick, very few hands can
fight purchase upon you.
SLIP
Selecting this skill gives you +2 to your slip score.
Slip is a main branch in the physical skill tree, as well as
a skill. At slip 1 you are quicker and more flexible than Your base roll for slip skills is a D10.
the average person, but nothing worth remarking.

Selecting this skill gives you +2 to your slip score. AVOIDANCE(ABILITY)HARDER TO HIT?
Your base roll for slip skills is a D4. At Slip 4 you can use an opportunity when you are hit to
increase your protection temporarily.

SLIP 2
At Slip 2 you are beginning to hone your body, you may
surprise people with your deftness, but must take care to
not harm yourself or others.

Selecting this skill gives you +2 to your slip score.

Your base roll for slip skills is a D6.

SNEAK(SKILL)
At Slip 2 you can effectively sneak, staying hidden around
in tense situations. When you are attempting to sneak
you may roll this skill, and in a reasonable circumstance,
if the check is successful, you may sneak by creatures.

PICKPOCKET(SKILL)
At Slip 2 to you can lift items and object off a person’s
person without them noticing. When you see something
you want, you may roll this skill, and in a reasonable
circumstance, if the check is successful, you take that item
into your possession.

LOCKPICK(SKILL)
At Slip 2 you are able to pick locks with the appropriate
tools. When you need to pick a lock, you may roll this
skill, and in a reasonable circumstance, if the check is
successful, you can open it.
SLIP 5 WRESTLE 3
ACROBAT At Wrestle 3 to you wrestle so good, goddamn hot diggity.

Selecting this skill gives you +1 to your Slip and Force

WRESTLE
scores.

Your base wrestle dice is a D8.

Wrestle lies between Force and Slip. This skill is used to


use strategic force to subdue and move creatures. SUBMISSION(ABILITY)
Selecting this skill gives you +1 to your Slip and Force At Wrestle 3 you can roll your wrestle dice descended to
scores. knock out a target. The target must roll force, endure, slip
or a single d20 . If you are successful you can prevent a
Your base wrestle dice is a D4. character from taking actions.

WRESTLE 2 IMPOSE MINOR STRAIN(ABILITY)


At Wrestle 2 you wrestle so good, goddamn hot diggity. At Wrestle 3 you can roll your wrestle dice to impose a
minor strain on a target. The target must roll force, slip,
or a single d20 descended, or wrestle contested.
Selecting this skill gives you +1 to your Slip and Force
scores.

Your base wrestle dice is a D6. WRESTLE 4


At Wrestle 4 to you wrestle so good, goddamn hot diggity.
HOLD(SKILL) Selecting this skill gives you +1 to your Slip and Force
scores.
At Wrestle 2 you can roll your wrestle dice to hold a
target. The target must roll force, slip, or a single d20
descended, or wrestle contested. If you are successful you Your base wrestle dice is a D10.
can prevent a character from moving and descend their
dice once.

TRIP(SKILL)
At Wrestle 2 you can roll your wrestle dice to trip a
target. The target must roll force, slip, or a single d20
descended, or wrestle contested. If you are successful the
you know, trips.
LEVERAGE(ABILITY) FORCE
At Wrestle 4 you can use your action to ascend you or
and another character’s force dice. Force is a main branch in the physical skill tree, as well
as a skill. Investing in force makes your character
stronger.
WRESTLE 5 Selecting this skill gives you +2 to your Force score.
At Wrestle 5 to you wrestle so good, goddamn hot diggity.
Your base force dice is a D4.
Selecting this skill gives you +1 to your Slip and Force
scores. Encumbrance increased to 3, increases by 3 each time

Your base wrestle dice is a D12.


FORCE 2
MAJOR STRAIN(ABILITY) Selecting this skill gives you +2 to your Force score.

At Wrestle 5 you can roll your wrestle dice to impose a Your base force dice is a D6.
major strain on a target. The target must roll force, slip,
or a single d20 descended, or wrestle contested.
THROW(ABILITY)
MAJOR HOLD(ABILITY)
ATTACK(ABILITY)
At Wrestle 5 you can roll your wrestle dice to hold a
target. The target must roll force, slip, or a single d20 At Force 2 you can use your force dice to make an attack
descended, or wrestle contested. If you are successful you with your force dice.
can prevent a character from moving and descend all of
their dice thrice.
LIFT(SKILL)
FORCE 3 FORCE 5
IMPOSE BREAK/ MAJOR BREAK(ABILITY)
FRACTURE(ABILITY) At Force 3 you can roll your force dice to impose a major
break or fracture on a target. You roll to hit, with your
At Force 3 you can roll your force dice to impose a minor force dice, if the outcome of the force dice is 18, you
break or fracture on a target. You roll to hit, with your impose the injury.
force dice, if the outcome of the force dice is 9, you
impose the injury.

OVERPOWER(ABILITY) RESIST
Resist lies between Force and Endure. This skill is used to
At force 3 you can roll your force dice to overpower a power through effects and injuries.
target. The target must roll force, slip, or a single d20
descended, or wrestle contested. If you are successful you Selecting this skill gives you +1 to your Slip and Force
can prevent a character from taking actions. scores.

FORCE 4 Your base resist dice is a D4.

STRIKE(ABILITY) RESIST 2
Selecting this skill gives you +1 to your Slip and Force
At Force 4 you can add your force dice to a weapon scores.
attack.

Your base resist dice is a D4.

PLANTED STANCE(OPPORTUNITY)
At Resist 2, if something moves you, you can attempt to
roll your resist dice to contest the effect.

RESIST 3
STRAIN
RESISTANCE(OPPORTUNITY)
ENDURE
Endure is a main branch in the physical skill tree, as well
At Resist 3 you can roll your resist dice to contest a minor as a skill. Investing in endure makes your character
strain injury. stronger.

Selecting this skill gives you +2 to your Endure score.


RESIST 4
Your base endure dice is a D4.

POWERFUL BODY(ABILITY)
ENDURE 2
At Resist 4 you can ascend your dice for a resist roll,
before or after the roll. Selecting this skill gives you +2 to your Endure score.

RESIST 5 Your base endure dice is a D6.

MAJOR STRAIN HOLD BREATH(SKILL)


RESISTANCE(ABILITY) At Endure 2 you can use your endure dice to hold your
breath for extended periods of time. While holding your
breath, for each minute that passes you roll your endure
At Resist 3 you can roll your resist dice to contest a major dice, with a goal of 5 to start, increasing by 5 each
strain injury. passing minute.

Once you fail you have one minute to find air or you will
pass out.

If you are doing a strenuous activity like swimming or


running the goal increase by 10 instead of 5, or however
high the guide dictates is reasonable.

ENDURE 3
RESIST POISON(ABILITY) FLEX
ENDURE 4 Flex lies between Endure and Slip. This skill is used
stretch your body to extremes

BODILY DEFENCE(ABILITY) Selecting this skill gives you +1 to your Slip and Force
scores.

ENDURE 5 Your base wrestle dice is a D4.

CONTROL BODY(ABILITY) FLEX 2


At Endure 5 you can attempt to roll your endure dice to
buffer an active injury to remove its affects for the E SCAPE (A BILITY )
duration of an engagement. This happens at the
beginning of an engagement. For every 10 rolled on the You are able to to escape handcuffs and holds, when you
collective dice, your dice ascend one degree. are in such a situation you may roll this skill, and in a
reasonable circumstance, if the check is successful you
escape.

FLEX 3
CONTORT(SKILL) REVERSE(ABILITY)
FLEX 4
UNCANNY(SKILL)
FLEX 5
MAGIC

ARCANE

EXPLOITER

ABJURIST DESTROYER

SHIFTER ORACLE

NATURAL HEALER DIVINE

THE PATHWAYS When you take your first level in magic, you choose one
pathway on the wheel to be your discipline centre, and
can gain powers and abilities from the adjacent
When you first take a level in magic you choose one of pathways.
the six pathways as your magical centre, allowing you to
gain powers and abilities from the next nearest pathways.
Each pathway is a part of an expression of magic, with SPELLS AND SPELL POWER
some overlap.
With the use of magic you gain spell power. Spell power,
Divine magic comes from the soul, while natural magic represented by your spell dice, is used to cast spells, and
comes from the flow of life external from oneself. Arcane spells are gained from magic lines in your selected
magic is comes from will. pathways.

DISCIPLINE CENTRE You can use as much spell power as a spell permits,
though there is a chance of overload.
OVERLOAD BESEECH
When you cast a spell with more spell power than it You can see simple magical auras, and gain basic
permits you chance overload. If you fail to hit the control information about magic within a short distance. Control
target you take damage and chance a unique injury, +3, Distance +5.
magic scarring. Overload adds your total dice value to
the control target for every 2 dice over the overload limit.
LANGUAGE
RECLAIM You choose a target within a short distance and bestow
upon them the ability to speak and understand all
When you use magic dice you reclaim every die that rolls language as one. Control +2, Target +2, Distance +3.
above the average. On a crit you reclaim every die.

CONTROL
SPELL DICE
At the casting of each spell, the spell must be controlled.
Spell dice are the base dice used in spells. Each pathway The control target is set by 10 + the spell conditions.
has an individual spell die that ascends as magic lines are
chosen within the pathway.
TARGET
Your first spell die value is awarded at the first choice of
a pathway’s magic line, and ascends at 4, 7, 10, and 13. When a spell is cast, control accounts for the first target,
and the target condition accounts for all other casting.
For each magical line you learn you increase the spell
dice in your dice pool MAGIC LEVELS/INVESTMENT
CHOOSING YOUR MAGIC FOUNDATION 1st level descend health dice, so does 3rd, every 6 lines gain
a health die up to 30 lines
When you take your first magic line, you choose that
pathway as your discipline centre, limiting your future
choices to adjacent pathways. AREA
Area will do damage, maybe effect. Maybe lets
You also gain a magic action, which you use to cast characters use opportunity to contest or individual
spells. resistance is set by d20 roll. Contributing factors are size
of area, kind of resistance. Point of origin, direction.
MAGIC ACTION Don’t get area until higher tier?

A magic action allows you to cast spells or use magic


abilities in an instance. When you have multiple actions MAGIC ORIGINS
you may choose to use them together or individually.
INSTITUTION
You gain additional magic actions when you have taken
18 and 30 magical lines. Schools n stuff, temple, druidic congregations
Notes, lets you combo effects

MAGIC FUNDAMENTALS SAGE


CLEANSE Old wizard or individual, somebody part of a court
Wisdom, resistance? Dice saving? Lets you remove dice if
You cleanse a small area within a short distance, they hit highest values. improviser
removing stains and materials that do not belong.
Control +1, Distance +!.
SPIRIT
ILLUMINATION Mysticism
Use tools like cards, resonate, can use magic in an area
You create a light source, illuminating up to a short where magic was cast or has presence
distance. Control +1/1, Distance +2.

AFFINITY
ASSISTANCE
Natural talent
You can lend your magic to another caster’s spell, or Channel magic through mundane things
combine effects with them. Control +5. Can roll a dice on a night’s rest and regain magic
NECROMANCY GROWTH
ENHANCE
ILLUSORY ARTS SHIFT
BESEECH NATURE
PROTECTOR
ABJURER HEALER
MOBILITY MIND
ALTERATION BODY
BATTLE
ORACLE
FATE WEAVER
FORESEER
VOICE OF PRESENCE
DESTROYER
WRATH
PAIN
REPULSION
INSTITUTION TRAITS
NOTES 1 AFFINITY TRAITS
Reduce overload
SECRET CASTING
EQUATIONS 3 Can have lucky charm that becomes object that casts

Reduces 2nd control for combo effects


MAGE’S HEART
PREPARED CASTING 2 Regain lost magic dice once per day’s rest as ability?

Prepare spell that you have minimum d20 roll for, like
11? MINOR CONTROL
Doors and windows blow open, simple things that ascend
STUDIED 1 charm things?

Extra line, no power benefit


MYSTICISM
APPLIED CASTING 5
CARD READING
Once per day can use intellect for spell before or after
failure Imbue a spell into an object, card

EASIER BESEECH
Beseech, but easier an more

SAGE
High reclaim, can remove d20 or all spell dice and
reclaim, 3 or 4 ability

Separate ascend dice but keep old reclaim

Feint cast, like trip an opportunity or pull back on a


counter? Half cost do damage? Or descend dice on
another attack?
MIND’S TOUCH 1 STATIC LOCK
You choose a target at a short distance and lock their
WORD WEAVING body. For the duration of control they cannot move or
take actions. Control +7, Target +4, Distance +2.
You weave your magic into your words, adding your
magic die for the duration of control. Control +2, Target
+2. Overload 3. BREAK CONSCIOUS
You choose a target at short distance and put them to
COMPEL sleep. Control +8, Target +4, Distance +3.

You use your magic to influence a target from a short


distance, making them obey simple, non offensive
actions. Control +2, Distance +3, Target +3. Overload 3.
MIND’S TOUCH 3
TOTAL SUBMISSION
MIND’S EYE
You choose a target within a short distance, they must
You may look into the mind of another creature, seeing obey your every will. Control +9, Target +6, Distance +2.
their thoughts. The further you dig the harder to control,
and a risk imposing grief and confusion occurs.
CONTROL DREAMS
Current thoughts can be gleamed through the spell
without issue. Control +1. You choose a target within a short distance who is
sleeping, and take control of their dreams. The target is
Feelings and insights core to the target become more unaware of your influence on the dream. This can inflict
difficult. Control +3. Minor Grief -3. Paranoia or Major Grief. Control +8, Target +8,
Distance +3. Paranoia or Major Grief +7.
Images and memories are clear ideas of what the target
know. Control +5. Minor Grief, -3 Confusion -5.
MIND’S TOUCH 4
MIND’S TOUCH 2 MIND FLOW
SEED GRIEF You choose a target at medium distance, unleashing a
torrent of psychic energy, causing Major Grief. Control
+10, Target +10, Distance +5. Major Grief +4.
You choose a target at a short distance, causing the
damage, and chancing Minor Grief. Control +2, Distance
+2, Target +3. SENSORY SHATTER
PSYCHIC SPEAK You choose a target at medium distance, untethering
them from their senses, touch, hearing, smell, sight, and
taste. Each sense after the first adds +2 to the control.
You choose a target at a short distance, connecting your Control +8, Target +6, Distance +3.
minds, allowing you to communicate psychically. Control
+1, Distance +1, Target +1.
MIND’S TOUCH 5
MIND WORM
ALTER MIND
You seed an idea within the target’s mind, the target will
pursue actions based on the idea casually, as if it is the
thought had originated from them-self. The default You choose a target at far distance, choosing to alter
Control is +3, but the Guide may increase as reasonable. parts of their mind, whether it be memories, feelings,
perceptions. Each memory you alter causes another
control check. Control +20, Target +12, Distance +4.
MOMENTARY WIPE
When speaking to a creature, you may force them to
forget moments. The spell targets the immediate
conversation but can be adjusted.

Immediate conversation. Control +2.

Specific moment from the last day. Control +4.

Specific moment from the last week. Control +6.


NECROMANCY 1 NECROMANCY 4
MINOR MINION EXPLOIT INJURY
You imbue your magic into a corpse within a short You choose a target within a short distance with a visible
distance, bringing it to life to do simple tasks. Control +2,injury, applying Rot and Panic. Control +6, Target +3.
Target +3, Distance +1 Rot +3, Panic +3.

CORPSE WHISPER UNDYING LOYALTY


You choose a corpse you can touch and ask it a question, You choose an animated corpse within a medium
it will answer with the knowledge it had in life. Control distance and bind it to your service in permanence.
+1. Control +15, Target +7, Distance +3.

NECROMANCY 2 FLESHBIND
You can repair the flesh of the undead, or mend a minor
DEAD WEIGHT injury. Control +5, Target +3.

NECROMANCY 5
You take material from nearby corpses and create a
damage barrier equal to the dice rolled. Control
+4.(resist)

LIFE TO DEATH
DEAD TO REST
You choose a creature within a medium distance and
You choose an undead target within a short distance and rend their body, choosing a severe injury to apply.
dispel the magic that keeps the creature alive. Control Control +12, Target +8, Distance +4. Severe Break +12,
+3, Target +3, Distance +3. Severe Strain +12, Severe Rot +12.

TALKING HEADS
You imbue the head of a dead creature with magic,
having it repeat a message for a day when there are those
around to hear it. Control +5, Permanence +15.

Each additional day adds +3 to the control.

NECROMANCY 3
CONTROL CORPSE
You animate a corpse within a medium distance to do
your violent bidding. If you lose control but have made
the spell permanent, the corpse will attack anything.
Control +6, Target +4, Permanence +15.

FLESHWALL
You create a twisted amalgamation of flesh from nearby
corpses, creating a strong buffer resistant to non magical
damage. You may use an action to select a target and
attempt to impose minor grief. Control +5, Minor Grief
+6.

SPLITTING NECROSIS
You create horrible injuries on a target within a short
distance, doing damage and chancing minor injury and
minor grief. Control +4, Target +4, Distance +2. Rot +4,
Panic +4.
ILLUSORY ARTS 1 ILLUSORY ARTS 4
MINOR COMPOSITION WAKING NIGHTMARE
You create a simple illusion within a short distance of a You create an illusory construct in your immediate
static object, like a crate, a door, a person. Control +1, surroundings, you can choose targets within the illusion
Target 2, Distance +2. to chance severe panic, fear, or paranoia. Control +9,
Target +6. Severe Panic +10, Severe Fear +10, Severe
Paranoia +10.
MASK
You create an illusion over a target’s form within a short WONDERSCAPE
distance. Control +2, Target +2, Distance +4.
You create a beautiful illusion in your immediate
surroundings that mends minor griefs and brings a
DECEIVING WHISPERS comfortable rest for a night. Control +10.

ILLUSORY ARTS 5
You send confusing whispers to a target within a short
distance. The target becomes distracted and their dice
descend for their rolls as control is maintained. Control
+2, Target +2, Distance +3
UNREALITY
ILLUSORY ARTS 2 You use this to make another spell real for the duration
of control. Control +15, Target +15.

IMAGE ECHO
IMMENSE ILLUSION
You create an image echo of an object or target within a
short distance which you can move. Control +3. Target You create a massive illusion at a medium distance. you
+3, Distance +2. have complete control over. Control +12, Distance +6.

PERSONAL NIGHTMARES
You lay siege on a target’s mind within a short distance,
creating an illusion of a nightmare before them,
chancing minor grief. Control +4, Target +4, Distance
+2. Minor Grief +4.

TRICK OF THE LIGHT


You choose an object and alter it slightly, a broken lock
or window could appear unbroken. Control +3, Target
+3, Distance +4.

ILLUSORY ARTS 3
MAJOR ILLUSION
You create a large fluid illusion within a medium
distance, you have complete control over it. Control +7,
Target +6, Distance +4.

TERRIBLE ITERATION
You produce an illusion and choose a target within a
short distance. The illusion is large and terrifying, each
person targeted by the spell chances Major Grief. Control
+8, Target +6, Distance +3. Major Grief +6.
ABJURATION 1 ABJURATION 4
RAISE DEFENCES MAGIC TRAP
You lend magic to the defences of a target within a short You choose a target within a medium distance a trap it
distance, the effect ends when the target is struck. within a small magical cage. Control +7, Target +5,
Control +1, Target +3, Distance +2. Distance +3.
VOID
RESIST INJURY
You choose a target within a medium distance and send
You choose a target within a short distance and raise the them to another realm. Control +10, Target +6, Distance
+4, Permanence +20.
control target of potential effects with your magic.
Control +2, Target +3, Distance +2.

ABJURATION 5
ABJURATION 2
IMPASSE
HIDE/ABJURE OBJECT
You create a magical shimmering barrier within a short
distance that cannot be passed through. It can block out
WARD sight and or sound. Control +10, Distance +3.

You choose a target within a short distance and give


them a ward against magic, raising the control target for
spells that target the creature. Control +3, Target +3,
Distance +2.

TEMPORARY PROTECTIONS
You choose a target within a short distance and when
they are hit with an attack you use your magic to reduce
the damage. Control +4, Target +3, Distance +2.

ABJURATION 3
SPELL CATCH
When you are the target of a spell, you can catch the
magic lost from the casting, replenishing your magic dice.
Control +5.

COUNTER
When you see a spell cast or see a spell effect within a
short distance you can dispel it. Control +5, Distance +3.

DEFLECT
When you are the target of a spell you can choose a new
target for the spell within a short distance. Control +6,
Distance +3.
MOBILITY 1 MOBILITY 5
SPEED UNIMPEDED TELEPORT
You choose a target within a short distance and double You choose a target within a short distance and teleport
their speed. Control +2, Target +4, Distance +2. to a place you have seen and have knowledge of. Control
+10, Target +4, Distance +4.

MINOR TELEPORT
You or a creature you choose within a short distance can
teleport a short distance. Control +3, Target +2, Distance
+4.

MOBILITY 2
OPPORTUNISTIC EVASION
When you or a target within a short distance is hit with
an attack you use your magic to evade. Control +4,
Target +3, Distance +2.

RUSH
You choose a target within a short distance and bestow
upon them another action. Control +3, Target +3,
Distance +2.

MOBILITY 3
FLIGHT
You choose a target within a short distance and bestow
upon them the ability to fly. Control +4, Target +4,
Distance +3.

REFLEX ARCANE
You choose a target within a short distance, the target
adds your magic dice to all physical rolls. Control +5,
Target +4, Distance +2.

MOBILITY 4
MOVEMENT OF WONDER
You choose a target at a medium distance, allowing them
to jump high, move through thin surfaces and not take
damage from falling. Control +6. Target +4, Distance
+2.

LONGPORT
You choose a target within a short distance, and teleport
up to a far distance you can see. Control +5, Target +6.
ALTERATION 1 CREATION
You create an object or material for the duration of
TOUGHNESS control. Control +4, Target +4, Permanence +15.

You choose a target within a short distance and add the


number rolled to their health. Control +3, Target +3,
Distance +2.
ALTERATION 4
FABRICATIONS
WOODSKIN
You can create specific non magical objects. Control +6,
You choose a target within a short distance and raise Permanence +15.
their defences by your magic die. Control +2, Target +2,
Distance +2
TEMPORARY SHIFTING
QUIETNESS You choose an object or target within a short distance to
become immaterial at will. You must continually re-
You choose a target within a short distance, they become assert control on a target. Control +9, Target +7,
quiet and add the number rolled to their stealth. Control Distance +3.
+2, Target +1.

TEMPERATURE ALTERATION 5
You choose a target within a short distance and change MAJOR FABRICATION
their temperature, acclimating or making them
vulnerable to conditions. Control +2, Target +2, Distance
+2. You can create a simple magical object for the duration
of control such as a magical key or magic weapon.
Control +12.
ALTERATION 2
REND
ALTER STATES You select any object or material within a short distance
and tear it apart. You can also disenchant a simple
You choose an object or an area within range and change magical object. Control +12.
the material. Control +3, Distance +3. Permanence +15.

MOVE AND SHAPE


You choose an area within a short distance and change
the shape of it. Control +3, Distance +3.

INVISIBILITY
You choose a target within a short distance and make
them invisible, ascending their slip dice rolls. Control +4,
Target +3, Distance +2.

ALTERATION 3
SLAB
You create a slab of dense material within a short
distance. that acts as a wall. Control +4, Target +4,
Distance +2.

STEELSKIN
You choose a target within a short distance and increase
their defence by your magic dice, and increase their
control for spells. Control +5, Target +4, Distance +2.
ENHANCE 1 ENHANCE 4
INNATENESS WILD SPIRIT
You choose a target within a short distance and ascend You choose target within a short distance and bestow
one of their social or physical trait dice. Control +1, upon them any of the following Go crazy n stuff, have a
Target +2, Distance +2. choice of abilities powered by magic dice.

SIGHT OF TRACKING WINDBREATH


You choose a target within a short distance and give a You choose a target within a medium distance and
second dice to any sight based roll. Control +2, Target, bestow upon them the ability to breathe great winds.
+2, Distance +2. Control +6, Target +6, Distance +3.

CLIMBING The winds can buffet creatures and cause them to move
backward, fill a sail to move a ship, or slow a creature’s
descent.
You choose a target you within a short distance and
bestow upon them the ability to climb any surfaces
without difficulty. Control +1, Target +2, Distance +2. ENHANCE 5
ENHANCE 2 UNLEASH(BODY GROWS IN ALL KINDS OF
WAYS)
BREATH OF WATER
You choose a target within a short distance and bestow
upon them the ability to breath water. Control +3, Target
+2, Distance +2.

CAMOUFLAGE
You choose a target within a short distance and add the
rolled dice to their stealth. Control +3, Target +2,
Distance +2.

ENHANCE 3
WINGS
You choose a target within a short distance and bestow
upon them wings, allowing them to fly and glide. Control
+4, Target +2, Distance +2 Permanence +15.

UNYIELDING STRENGTH(GET BIG)


You choose a target within a short distance and ascend
their strength by 2-3 tier for the duration. Control +5,
Target +3, Distance +2.

BEASTHEART
You choose a target within a short distance and increase
their health by the dice rolled, and temporarily mend
minor wounds. Control +5, Target +3, Distance +2.
SHIFT 1
MINOR ATTRIBUTE
You choose a target within a short distance to take on an
attribute of an animal you know. Control +2, Target +3,
Distance +2.

SHIFT 2
MINOR SHAPESHIFT
You choose a target to turn into a simple animal you
have seen. Control +4, Target +3, Distance +2.

SHIFT 3
SHIFT OF LAND AND SEA
You turn into a

SHIFT 4
SHIFT OF WING

SHIFT 5
SHIFT OF THE WONDERBEAST
BESEECH NATURE 1 BESEECH NATURE 4
WILDSPEECH BEAST CALL
You choose a target within a short distance, and bestow You call out to nature and summon a strong beast too
upon them the ability to communicate with plants and aid you for the duration. Control +9
animals, winds and water. Control +1, Target +2,
Distance +2.
FIND PRECIOUS PLANTS
NATURE’S PLENTY You reach out to nature and are led to precious plants in
the area. Control +8.
You reach out to nature, and are provided with food and
water if available. Control +2.
REVEAL SECRETS(DIFFERENT DIFFICULTIES)
PACIFY BEAST
BESEECH NATURE 5
You choose a beast within a short distance and calm
them or send them into a fury for the duration. Control
+2, Target +1, Distance +1. NATURE’S GUARDIAN(BETTER BEAST CALL?)

BESEECH NATURE 2 AWAKEN


You reach out to nearby plants and imbue them with
COMPANION energy, causing them to move wildly or with your will for
the duration. You can do damage, cause obstructions, or
You reach out to nature and call forth a companion who take hold of targets around the plants. Control +10.
obeys your will for the duration. Control +3, Permanence
+10. CONTROL WEATHER
PATHWAY You reach out to the skies within a far distance and take
hold of the weather itself, creating whichever effect you
wish. Control +12.
You find the safest and most direct path to your
destination that the natural world knows of. Control, +3.

FORGOTTEN STEP
You choose a target within a short distance, nature hides
their steps, making them harder to track. Control +3,
Target +1, Distance +2.

BESEECH NATURE 3
SHELTER
You find the safest, or reasonably safe shelter nearby.
Control +4, Distance +4.

IMPEDIMENT
You create natural impediments in an area for the
duration of control. Moving through area descend dice?
Control +5, Target +4.

SCORN WHAT THE FUCK IS THIS SPELL


Maybe slashing thorn stuff
MIND MENDING 1
TEMPORARY MIND ALLEVIATE

FULFIL

MIND MENDING 2
MINOR HEAL

PROTECTION OF MIND

MIND MENDING 3
MAJOR HEAL

AT PEACE(HELPS PUT TO SLEEP)

MIND MENDING 4
RESTORE MIND

MIND MENDING 5
SEVERE HEAL
BODY MENDING 1
TEMPORARY BODY ALLEVIATE
You choose an injured target within a short distance and
temporarily ascend a single dice by one degree. Control
+1, Target +2, Distance +2, Degree +2.

BODY MENDING 2
MEND MINOR INJURY
You choose a target with a minor injury within a short
distance and heal their injury. If the control target is not
hit, the spell will set the injury. Control +8, Target +8,
Distance +2.

BODY MENDING 3
FULL REST(HEAL BODY FULLY OVER REST)
You choose a target within a short distance before they
take a night’s rest. The target can roll their hit point dice
to heal an injury or increase their temporary maximum.
Control +7, Target +7, Distance +2.

MEND MAJOR INJURY


You choose a target with a major injury within a short
distance and heal their injury. If the control target is not
hit the spell will set the injury. Control +12, Target +12
Distance +3.

BODY MENDING 4
REBIND SOUL
C15 D5

Add conditions for time

REPAIR SET INJURY


C14 T8 D4

BODY MENDING 5
MEND SEVERE INJURY
You choose a target within a short distance and mend
their severe injury. Control +20, Target +20, Distance +8.

Overload on heal spells


RESTORATION 1
FULFIL

HEAL

RESTORATION 2
INSPIRATION(HEAL OR ADD TO ROLL)

RESTORATION 3
DIVERGENT HEAL, PREVENTS INJURY DEGREE
OR HEALS AFTER ROUND

RESTORATION 4
RESTORATION 5
FORESIGHT 1 FORESIGHT 4
FORESIGHT WAKE OF INFLUENCE(WHAT DO PEOPLE
GENERALLY KNOW)
You choose a target within a short distance, letting them
add your magic dice when they take an opportunity. You reach into the weave of fate and search for
Control +2, Target +2, Distance +1, Dice +2. connections to a subject, pulling from the weave through
the connections of fate what is generally known about
FOREBODE the subject. Control +6.

You choose a target within a short distance, you can take SENSE OF DIVINE
away your magic dice from their next roll. Control +2,
Target +3, Distance +2, Dice +2. You extend you senses within a short distance around you
to see if there are traces of divinities, wether expressed

FORESIGHT 2 through individuals, or entities. Control +6, Distance +3.

HIDDEN SECRETS FORESIGHT 5


You look into your surroundings and see where fate has VISION
left it’s mark, revealing important or hidden entities.
Control +4. You reach into the weave of fate and look into how an
event is set to coalesce if it is set and receive of vision of
REVELATION(DRAWN TOWARD OR GIVEN a likely outcome. Control +12.

SYMBOL OF DIRECTION)
LEGEND
You reach into the weave of fate searching for answers
about a goal, and you are given a vague direction, wether You reach into the weave of fate and learn information
it be a symbol or a feeling that will lead you closer to about wondrous creatures, objects and individuals.
your goal. Control +4. Control +12.

TRACE WORDS OF GODS


You choose a target that you are aware of in a short You reach out to a divine entity, and beseech them for
distance, and trace its origin or movement over a day. knowledge, answering a single question. Control +10,
Control +4, Target +3, Distance +3. Question +7.

FORESIGHT 3
FATESTRING
You choose an object within a short distance and divine
how it has been entangled in the strings of fate. You
learn if anybody lays claim over it, if it belongs to
anyone, or if it is responsible for any harm. Control +5.

DIVINE INTENT
You choose a creature within a short distance and learn
about their intent, and actions the strings of fate compel
them toward. Control +5, Target +5, Distance +2.
FATE WEAVER 1
CHAINS OF FATES
On an opportunity you can choose a target within a short
distance to add or subtract the rolled dice to their roll.
Control +4, Distance +3.
Overload 2.

FATE WEAVER 2
LUCK(REROLL 1S AND 2S?, DIFFERENT
DIFFICULTIES)

On an opportunity you can choose a target within a short


distance and let them reroll some of their dice. Control
+3, Target +5, Distance +2.

D20 +2

1s +1.

2s. +1.

FATE WEAVER 3
REVERSE FATE
On an opportunity you choose two creatures within a
short distance and reverse their fates. Taking any
conditions, injuries, and damage applied to each and
applying it to the other instead. Control +10, Distance
+3.

Any unwilling target adds +6 to the control target.

A third or fourth target adds +6 to the control target,


and you can arrange their fate as you like.

FATE WEAVER 4
FATE WEAVER 5
CURSE
PROPHET 1
GUIDANCE(WHAT ARE YOU SUPPOSED TO SAY)
You choose a target within a short distance, adding your
rolled dice to their next roll. Control +2, Target +4,
Distance +2.

PROPHET 2
PROPHET 3
REDEMPTION(HELPS PEOPLE BELIEVE TO BE
BETTER)

PROPHET 4
INSTIL HOPE(SOME KIND OF BENEFIT)

PROPHET 5
INSPIRATION OF THE DIVINE(UPLIFT A BUNCH
OF PEOPLE)
WRATH 1
PURE WRATH
You choose a vessel like a weapon or spell and add
damage directly to it. Control +2.

WRATH 2
CRITICAL
You choose a target within a short distance, the next
attack that strikes them is a critical hit. Control +6.
Target +4, Distance +3.
Overload 2.

WRATH3
CUTTING WEAPON
You choose a weapon within a short distance and imbue
it with magic, allowing it to cut through material with
ease, removing bonuses from armour and causing decay
to the armour.. Control +7, Target +5, Distance +3.

SHOCK
Lightening has property outside of thing? Like it
electrifies

WRATH 4
PUNISH(HITS HARD AND TAKES AWAY AN
ACTION)

You choose a target within a medium distance, doing


damage equal to the dice rolled, and taking away an
action. Control +10, Target +10, Distance +3.

WRATH 5
FURY OF GODS
PAIN 1
Pain could be more surface? Wrath is more flavourful
damage.

TEMPORARY RECOIL
You choose a target within a short distance, choosing a
dice tier to descend as if they are injured. Control +4,
Target +4, Distance +3.

PAIN 2
BURN

FREEZE

POISON

ACID

PAIN 3
MAJOR INJURY - MAKE INJURIES HAPPEN
FASTER? TAKE AWAY BUFFER

PAIN 4
PAIN 5
OUT OF TOUCH/BURNOUT?
Drain buffers?

SEVERE INJURY
REPULSION 1
MINOR TELEKINESIS
Super diverse, can apply a number of problems

Hit somebody’s leg to knock em down, move somebody’s


weapon

REPULSION 2
QUAKE
Cause ground to shake,

REPULSION 3
DETONATE(TIMES AND KNOCKS SOMETHING
AWAY OR DOWN)

REPULSION 4
DISINTEGRATE

MAJOR TELEKINESIS

REPULSION 5
UNRAVEL
WARRIOR

ARMS

BLADES
BLUNTS HAND TO
HAND

LOADING SHIELDS

RANGED ARMOUR
AIM THROWN MOVEMENT
RANGE ARMOUR
STAMINA HIGHER LEVELS
At higher levels your stamina pool increases. Your
Stamina is your base resource for fighting, you are given stamina pool will be 5, 7, 10, 12, 15 at tiers 1, 2, 3, 4, 5.
a recharging pool of dice to use for instances. Stamina Your stamina recovery increase by 1 at tier 3 and 5.
can be used for abilities and as a base to attack.

STAMINA POOL
When you take your first level in Warrior, your stamina
pool is 5. At the start of an instance your pool is 3, each Pool expands every skill you take, increases are same
turn of the instance you regain 2 die, up to your
maximum. You can spend as many dice as you like in an
instance, but if you reach 0, you regain 1 die until you
reach your starting amount.
WARRIOR ACTION WARRIOR ORIGIN
As a warrior you use your warrior action to attack in an
instance. MENTOR

At first level you have one warrior action, and gain an SOLDIER
additional action at third and fifth

INSTITUTION
MAKING AN ATTACK WITH STAMINA
When you use your action to make an attack you roll a STREET FIGHTER
D20 and add a number of stamina dice of your choosing.
Get read on people with stamina dice
If the total number on the dice is equal to the target’s
total protection, you have hit the target.

For example, if the target’s total protection is 18, and on


1d20 and 2d6 you roll 10, 5 and 3 respectively, for a total
of 18, you have hit the target.

PROTECTION
Protection is the number rolled against for one creature
to deliver damage to another. There are multiple factors
that contribute to the total protection.

ARMOUR
Armour is a base contributor to protection, though is
subject to degradation. Armour is a wearable resource.

DEGRADATION
When the d20 rolled against the protection is equal to, or
exceeds the number, the protection value is lowered.
Typically when armour is lowered it is lowered by 1,
unless an ability used states otherwise.

RESISTANCE
Resistance is gained from abilities. Resistance reduces the
damage taken by attacks.

FUNDAMENTAL ACTIONS
DISARM - CONTESTED

ATTACK
BLADES 1
CUT
When you make an attack, if the outcome of your
stamina dice is equal to 9, you will inflict a minor cut.

PIERCE
When you make an attack, if the outcome of your
stamina dice is equal to 10, you will inflict a minor pierce.

BLADES 2
AXE SPECIALTY
Spend a stamina dice to roll another d20, if it hits the
targets armour the defence goes down by 1 and the
armour degrades.

SWORD SPECIALTY
When you are hit with an attack, you can use an
opportunity to roll your stamina dice, if your roll is
higher you can avoid the attack.

BLADES 3
MOBILE INJURY

MAJOR INJURY

KNIVES AND RAPIERS


Base roll of 10, but must roll 2 higher than armour to
break.

BLADES 4
SEVER LIMB(KIND OF MAJOR INJURY)

BLADES 5
SEVERE INJURY
BLUNTS 1
BREAK
When you make an attack, if the outcome of your
stamina dice is equal to 8, you will inflict a minor break.

BLUNTS 2
SHIELD SHATTER(DEFENCES HURT)
When you strike a creature with a shield or natural
armour, you do double damage to their protection.

BLUNTS 3
HEAVY DAMAGE(STAMINA CONTROL)

MAJOR BREAK

BLUNTS 4
PUNISHING DEFENCE
Break armour

BLUNTS 5
SEVERE INJURY
HAND TO HAND 1
BASIC SKILLS
Tripping

MINOR STRAIN

HAND TO HAND 2
MINOR BREAK

SUBMISSION

WRESTLE

CONTROL

HAND TO HAND 3
DISARM(BETTER DISARM)

MAJOR STRAIN

HAND TO HAND 4
FLOWING MOBILITY
Move around and take opportunity on targets

MAJOR BREAK

HAND TO HAND 5
SEVERE STRAIN
RANGED AIM 1 THROWN
PIERCE CHAIN AND WRAP(METEOR HAMMER)

stamina dice is equal to 10, you will inflict a minor pierce. BOUNCE?
When you make an attack, if the outcome of your BOOMERANG?

MORE ACTIONS? IMPROV?


RANGED AIM 2
AIM
L
When you make an attack, before you roll you can choose OADING
to add half the value of the stamina dice to the attack, if
you hit you add double the value of the stamina dice to
the damage. BIG DAMAGE

DAMAGE AND QUICKNESS LOADING TAKES STAMINA

BLEED IDEK

AIM(STAMINA MANAGE) BIG REWARD?

BIG BIG DAMAGE

SHIELDS
General vibe protect defence/armour, shield decay

BLOCK

PROJECTILES

PROTECT ALLY
ARMOUR
ENCUMBRANCE RELIEF
Being trained in armour will increase your encumbrance
for armour by 5.

Five tiers, or 3

Base armour is lower, to hit is something different?


Protection is just how much you are reduced, not every
armour piece increases your armour?

Hit on your protection lowers amour

ROLL OFF
When you take damage from a material source you can
use an opportunity to roll a dice equal to your stamina
dice, but not from your stamina pool to reduce the
damage.

ARMOUR BUFFER
Tier 4
MOVEMENT 1 MOVEMENT 5
FAST UNCANNY MOVEMENT
Your movement speed is doubled. You roll double the dice on movement abilites.

CLIMBING
You are able to effectively climb surfaces like buildings,
trees, and rock walls, and can add your stamina dice to
any physical rolls related to climbing.

MOVEMENT 2
VARIABLE DEFENCE
When you are the target of an attack you can use an
opportunity to temporarily add your stamina dice to your
defence.

STEALTH
You can add a stamina dice to your stealth.

MOVEMENT 3
RESHAPE ENGAGEMENT
You can choose to go anywhere in the turn order.

DEFTNESS
You can move through crowds, across battlefields, and
past enemies without taking opportunities or taking
movement penalties.

MOVEMENT 4
DODGE
On an opportunity when you take an injury you can roll
your stamina dice to buffer the injury. For every 9 you
roll you create 1 buffer.

FAST, MORE DEFENCE, STEALTH ALSO

PARKOUR
You can use incredible feats of stamina, briefly running
on walls or jumping great distances. You can also run on
a large moving creature without having to roll.
CREATION

CRAFTING

CRAFTING

DISPOSABLE IMBUING

FORAGING ENCHANTING

FORAGING
POTIONING ENCHANTING
TAKING CREATION SKILLS
There are six paths in creation, each with three skills.
You can take skills from any path, but to take the next
tier of any individual skill you must have one other skill
in the path, and three skills of that tier overall.
CREATION
Creation allows you to work with mundane materials to Each thing needs tools of some kind, ideal conditions,
create simple works, like amours, weapons, crafts. like forge or simple anvil

You can create simple works without having to roll.

EXAMINATION Magical materials enhance effects? Or have base effects,


both?, Like might passively add to spells n shit
Examination allows you to roll your creation dice to
discern information about creations and materials.

Each level of craft requires a specific number, or maybe


CREATION AND MENDING for magic effects n shit? So you have 3 effects on a
certain kind of thing, use mending rules to get to the
When creating or mending a work, each broken item is number you want? Otherwise sacrifice effects
given a mend value. To mend the work you must roll
within 3 of the mend value. You can gain dice from an
examination, having material, and your craft dice.
Skill tree divides things into kinds and adds qualities
Each broken work is given a property, which has a dice
value, on a successful examination you learn the property
and can add or subtract the dice from your roll.

When you roll to mend a work, you roll a d20, plus your
craft dice, and material dice, you can then choose to
remove a dice to get closer to your target, and at any
point can add or subtract the property dice to get closer
to your target.

Say your target is 18, your property dice is a d6, your craft
dice is a d8, and you have two material dice, each being a
d4. You roll your pool of dice which is 16(d20) +7(d8)
+4(d4) +3(d4) for a total outcome of 30. You could
remove the d8, to bring the number down to 23, and
subtract the property dice, attempting to get to 21 or
below. Alternatively you could remove the d20, bringing
the rolled number down to 14, and add the property dice,
automatically getting a 15 or above, letting you
successfully mend the work.
CRAFTING TRAPPING

WOODWORK AND FLETCHING HUNTING

LEATHER AND WEAVING GROWING

METALWORK DISPOSABLE
Simple, fine, great, exquisite, wondrous
POISONS
IMBUING ACIDS
Imbuing involves specific material
SPLOSIVOS
and creating external runes, powers
active

SPELLCRAFT
WEAVEWORK
WEAPONCRAFT

ENCHANTING
Enchanting is internal runes, provides
abilities(abilities just happen)passive

PROTECTION
MENDING
ILLUSION

POTIONING
AILMENT
INVIGORATION
RESISTANCE

FORAGING
WOODWORK AND FLETCHING 1
At Woodwork and Feltching 1 you can create simple
bows, arrows, and wooden shields.

You can create these things from anywhere with the


appropriate tools.

AXE HANDLE

SPEAR SHAFT

JAVELLIN

SIMPLE BOW

ARROW

SHIELD
2 you can create more advanced bows like longbow,
shortbow, some which need strength, crossbow which
have loading

3 magically treated wood for arrows

4 magic wood for bows

5 very magical wood


LEATHERWORK AND WEAVING 1
At leatherwork and weaving 1 you can create and repair
clothes and leather armour from mundane materials.

The creation of these items requires you have the time,


resources, and leather working tools to do so.

LEATHER ARMOUR SET

SIMPLE CLOTHES

2 treating, leather durability

3 magic shit

4 magic treatments

5 extra magic shit


METALWORK 1
At metalwork 1 you can create weapons and repair
armour made of mundane materials like steel and iron.

The creation of these item requires you have the time,


appropriate material and access to a forge.

SHORTSWORD

LONGSWORD

DAGGER

ARROWHEAD

HANDAXE

AXE HEAD

SPEARHEAD

SPEAR

BATTLE AXE

HAMMER

FLAIL

WARHAMMER
M2 armour, higher level also ascend quality

Maybe saga comes with cards? Lil description cards?

M3 advanced metal for weapon

M4 advanced armour like sorophite

M5 is godsmelt and gith metal


SPELLCRAFT 1
At spellcraft 1 you can create simple items that aid in the
casting of magic.

You can create these items provided you have the time
and tools to do so.

CONTROL FOCUS

STASIS WEB
This item lets you take one magic dice outcome you have
rolled and subtract it from the roll to use later.

S2 extra die, combo effects


WEAVEWORK
At weavework 1 you can weave magical effects into large
pieces of armour like shields and breastplates. Armour n
shit,

BLOWBACK
Once per week, when you are hit with an attack does not
degrade your armour, the attacker takes 2d4 damage.

ABSORPTION
Once a week when you are the target of a spell, you can
absorb 1 if the magic dice to use as your own.

Once a week is base ability. Can contain spell. Maybe for


containing spell, and the tiers are how frequent and
effective? D4-d12?

This is enchanting shit

Resistance, when protection is hit, reroll +2 to see if it


still degrades

Spell buffer, once a week, roll d20 and has a chance of


blow out,
WEAPONCRAFT 1
At weaponcraft 1 you can imbue simple abilities into a
weapon, provided you have the time and tools to do so.

DAMAGE BURST
Once per week, when you hit a critical hit with this
weapon, you ascend the weapon dice a second time, and
add 2 to each dice instead of 1.

Magic weapon, added d4 is base probably this is also


enchanting

Might add effect like cutting or injury


TRAPPING
At trapping 1 you can make and disarm simple traps.

SNARE
Higher level is like rogue shit?
HUNTING
At hunting 1 you can use your dice to track and gain
information about creatures in the area.
GROWING
At growing 1 you can identify and gain information
about common plants
POISONS
At poisons 1 you can identify and create simple poisons.

This requires and alchemy kit.


ACIDS
At acids 1 you can identify and create simple acids.

This requires an alchemy kit.


EXPLOSIVES
At explosives 1 you can create simple explosives.

This requires an alchemy kit.

IMMEDIATE DETONATION
You create a detonating object that can do damage or
release a secondary effect. Acids, poisons, etc.
HIGHER POWERS

WHAT ARE HIGHER POWERS? DICE POOL


Higher powers are abilities gained from greater beings. Each path of access gives you a pool of dice, and a set of
These powers are not given, but earned through elements abilities to maintain those dice.
of story and gameplay.
The dice can be reused until they decay. Decay
determines at which point a dice drops from a pool. If a
P ATHS OF CCESS A dice decay is 2, rolling a 2 will cause the dice to drop
from the pool until the pool is restored.
There are different avenues of gaining each give you
different base abilities, and requires different actions to Dice pools will recover after a week’s rest, with the
maintain higher powers. exception of temporary expansions.

Temporary expansions are any dice gained from abilities.


EXCHANGE

CHAMPION

DEVOTION

STUDY

CURSES AND BLESSINGS

WITCHCRAFT

GADGETRY

MIRACLE
Higher powers can grant miracles as the guide sees fit.
Signs of devotion or impression.
EXCHANGES OF HIGHER POWER STUDY OF HIGHER POWER
BASE SACRIFICE TOME OF KNOWLEDGE
When you take your first level of exchange you initiate a To gain the first tier of a studied higher power you must
base sacrifice of descending your health die. This sacrifice study extensively and compile a tome. From this tome you
is representative of the exchange, and with it you have a gain your dice, but at great risk.
reliable source of magic.
Your base pool is 7, but when you roll the highest number
Your base dice pool is 4, and you gain more dice by on your dice you get closer to corruption. Rolling the
filling terms of your exchange. highest number 4 times will cause you to experience
symptoms of corruption.
Dice decay when you roll a 3 on the die.
Dice decay when you roll a 2 on the die.
To gain additional power you need to perform actions in
favour of your being. To gain additional power you must collect and enchant
items related to the magic you are sourcing.

BUFFER CLAUSE
MASTERING MAGIC
When you ascend to the second tier of an exchange, you
gain a buffer clause, in which you are better protected To ascend tiers you must master the magic you have
from dangers. studied, imbuing your tome with materials and
protections to cast greater magics.

TERMS OF EXCHANGE
CORRUPTED TOME
To ascend to the third tier of an exchange, you need to
define terms, which pushes you to take regular action Failing to safeguard yourself against corruption, or
towards your patron goal. incorrectly expanding your tome will cause it to become
corrupt, influencing your character’s mind.

INSURANCE
ARTEFACT CREATION
When you ascend to the fourth tier of an exchange you
are granted a boon to insure your survival. At the third tier of study you are able to create an
artefact to help control the magic.

ULTIMATE GOAL This increases your dice pool by 2.

To ascend to the fifth tier of exchange you must meet an


ultimate goal of your patron. ARTEFACT CONTROL
Your base dice pool becomes 8. At the third tier of study you also begin to learn how to
gain power from artefacts, but like other areas of study,
this comes with risk.
CHAMPION OF HIGHER POWER DEVOTION TO HIGHER POWERS
EMBODIMENT OF IDEALS RITUALISTIC DEVOTION
To gain your first tier of championed higher power, you To gain your first tier of devotion to higher power you
must embody the ideals of your higher power such that must devote yourself completely to the worship of your
they turn their gaze upon you. higher power.

Your base pool is 10, dice decay on a 1. You have no base pool, and your dice always decay, but
gaining dice is much easier.
Your health dice ascend by one tier.
Dice can also be awarded outside of the recommended
rituals and paths.
EXPECTATION AND CORRUPTION
Being a champion of a higher power is a great honour
that must be maintained, if you fail to maintain it, it will
maintain you.

When you betray the ideals of your higher power, you


lose a dice in your pool, or take a degree a tier of
corruption. Each subsequent loss is doubled, two and
then 4 and so on.

Dice are only restored when you ascend a tier.

ACTS OF A CHAMPION
To grow your pool of dice, you must perform acts of a
champion. Each act can only be done once.
CURSE OF HIGHER POWER
LIMITLESS VOLATILITY
You have no limit on the dice you can use. When you roll
a number on the lower half of your dice, you take
damage equal to the number rolled. Every time you roll
the highest number on your dice, your curse activates, if
this happens four times within a week, you ascend tiers.

CURSE ACTIVATIONS
Curse activations are temporary lapses that cause an
effect to occur based off of your higher power source.
BLOOD MAGIC THIRD ASCENSION
To ascend to the third tier of higher power, you must
Blood magic is sourced from the demons of Achulrajen. bathe in blood. The blood must be of a faction of
The powers of blood magic are linked with murderous enemies, or a family line opposed to the interests of
intent and bloodthirsty madness. slaughter, those who the character holds dear, or a
significant population like a small town or village.

EXCHANGE FOURTH ASCENSION


SUBMIT TO BLOOD To ascend to the fourth tier of higher power you must
claim an artefact, lay a curse on a bloodline or small
population, and hang 3 dozen bodies upside down,
Once a week you can give into Achulrajen’s intent, you cutting their living necks and draining their blood into a
will lose consciousness, and regain your dice pool, having pool.
committed actions that satisfy the yearning for blood.

EXCHANGE GOALS FIFTH ASCENSION


To ascend to the fifth tier of higher power you must
The simplest goal is the opened neck, a symbol of summon and unleash a greater demon.
slaughter signifying loyalty to slaughter. Cutting the
throat of two animals will be rewarded with 1 higher
power dice. Cutting the throat of a human will be
rewarded with 2 higher power dice. CORRUPTION
STUDY BLOODLESS WHISPERS
The first tier of corruption you hear the bloodless
PROTECTIONS whispers. Resisting the urge to kill will cause you to take
one higher power dice worth of damage.
Blood Spirit Essences provide a single protection against
corrupted dice, or a curse activation, and are consumed. DISEASE OF THE BLOODTHIRSTY
Slitter Bone Sliver provide a +1 bonus to a higher power At the second tier of corruption you must kill once for
dice roll before being expended. each tier of higher power every day or your hit dice
descend.
Heart Of The Blood Mage Imbued into a tome will
ascend to the second the tier.
BLOOD PASSENGER
Blood Tree Root imbued into a tome will ascend dice to
the third tier. At the third tier of corruption a blood passenger demon
resides within you, that kills for you.
Dried Blood Passenger provides protection against 2 dice
at a time permanently, made into artefact. At the fourth tier of corruption, the blood passenger
demon can use your hit dice for its abilities.
Bloodspawn Cores imbued into a tome will ascend dice to
the fourth tier. At the final tier of corruption there is no blood in your
body but the blood passenger, as it takes complete
control.
Bind Greater Demon to complete your tome, alongside
and artefact you must bind a greater demon to your
book.
DEVOTION RITUALS
ASCENDING GOALS DRAIN AN ANIMAL
SECOND ASCENSION Draining the blood from an animal will award 2 dice.

To ascend to the second tier of higher power through the DRAW BLOOD
champion, exchange, and devotion paths, you must
perform a ritual killing. The target of the ritual must be
hold importance to the interests of slaughter, or the Drawing blood from yourself or any who offer will award
character. If the target is important to the character, they 1 dice, given that as your receive the dice, it is first rolled
may be friend or foe. the offering creatures health.
OPEN A NECK BLOOD PARALYZE
Killing a sentient being by slicing their neck awards 4 You can roll your higher power dice with a goal of 10, to
dice. paralyze a target for an instance.

CHAMPIONED ACTS CRIMSON VISAGE


You can roll your higher power dice with a goal of 25, to
SLAUGHTER A BELOVED cause a creature’s senses to fail as they flow with blood.
The target cannot hear, see, or smell. They take the
Killing somebody who is beloved, by yourself, or by many damage rolled.
will expand a champion pool by 1.
CURSE OF BLEEDING EYES
SLAUGHTER A HERO
You can roll your higher power dice with a goal of 35,
Killing somebody who is a hero of people, at least equal laying a curse upon a place of worship, a source of water,
to your own reputation will expand your champion pool or an individual.
by 2.
If a location is cursed, those who most often visit or use
the location begin to subtly act on their more violent
SLAUGHTER A GREAT DIVINE instincts. Each individual who touches the curse holders
blood is passed the curse.
Killing a great divine being of any kind, and spilling its
blood in slaughter’s name will expand your champion
pool by 3. EXSANGUINATE
You can roll your higher power dice with a goal of 50, the
CURSE ACTIVATION target will lose half of its hitpoints, or the number rolled.
All of their dice descend by 2 tiers.

Each creature within a short distance takes damage as


blood is pulled from their body, and take an endure
injury. Minor for d4, Major for d10.

SUMMONS
CUTTERBUG
Tier 1 summon.

BLOOD SPIRIT
Tier 3 summon.

LIFE DRINKER
Tier 5 summon.

IDEALS
The goddess of Slaughter would see the merciless spilling.
Her followers kill all who do not follow her ways. A
fulfillment of her vision is to have her followers give in to
every murderous instinct, and savour every kill.

POWERS
DESTRUCTIVE MAGIC FOURTH ASCENSION
To ascend to the fourth tier of higher power you must
Destructive magic is source from the devils Gurombeloth. claim an artefact of destruction and destroy a large
The powers are explosive and wrathful, leaving little in temple completely, leaving nothing to be recovered.
the wake of those who wield it.
FIFTH ASCENSION
EXCHANGE To ascend to the fifth tier of higher power you must
summon and unleash a greater devil and sunder a keep,
EXCHANGE GOALS removing all life and memory.

Destroying a symbol from another god will award 2


higher power dice. CORRUPTION
Destroying a small collection of valuables will award 2
higher power dice.
UNTOUCHABLE HANDS
The first tier of corruption, destructive magic flows
STUDY through your hands, sometimes destroying mundane
things you touch, at times of the guides choosing.

PROTECTIONS DESTRUCTIVE ROT


Ripper Eye provide a single protection against corrupted The second tier of corruption, over time, inanimate
dice, or a curse activation, and are consumed. objects around you will wilt and decay into dust.

Infernal Armour Shards provide a +1 bonus to a higher


power dice roll before being expended. UNTIMELY DETONATIONS
Siegefire Imbued into a tome will ascend to the second The third tier of corruption, once a week, at a time of the
the tier. guides choosing, you roll your current higher power pool
with no chance of decay or corruption, if they hit a 30,
everything within a short distance explodes
Metal Magic Work imbued into a tome will ascend dice
to the third tier.
REIGN OF FIRE
Palatial Orb provides protection against 2 dice at a time
permanently, made into artefact. The fourth tier of corruption destructive fire surrounds
you, burning everything in its path.
Helltower Horn imbued into a tome will ascend dice to
the fourth tier.
CONDUIT OF THE INFERNAL
Bind Greater Devil to complete your tome, alongside and
artefact you must bind a greater devil to your book. The first tier of corruption, lesser devils are conjured
around you, crawling through from Gurombeloth at
times of the guides choosing.
ASCENDING GOALS
DEVOTION RITUALS
SECOND ASCENSION
To ascend to the second tier of higher power through the
SACRIFICE TO THE FORGOTTEN
champion, exchange, and devotion paths, you must
destroy a home in a way that cannot be reclaimed. Destroying objects of sentiment belonging to one
individual will award 2 higher power dice.

THIRD ASCENSION
DESECRATION AND DESTRUCTION
To ascend to the third tier of higher power, you must
destroy a powerful individual, leaving no trace of them Destroying a grave or a statue will award 4 higher power
behind, to be forgotten to time. dice.
BURNING OF SINS DESTRUCTIVE WRATH
Burning an individual with their belongings will award 5 You can roll your higher power dice with a goal of at
higher power dice. least 10, you choose a target to lose hit points equal to
half the damage rolled. These lost hit points can be
regained only by healing a major injury.
CHAMPIONED ACTS
SPITEFIRE
DESTROY PIECE OF HISTORY
You can roll your higher power dice with a goal of 15,
causing a target within a short distance to take 15 points
Destroying a precious piece of history will expand your of damage, and take a Minor destructive corruption
champion pool by 1. injury.

DESTROY A SYMBOL DESTRUCTIVE WILT


Destroying a person, statue, or symbol that is precious, You can roll your higher power dice with a goal of 30,
and embodies meaning to greater number of people will targets within a short distance take a major destructive
expand your champion pool by 2. corruption injury.

DESTROY THE TOMB OF A SAINT OR HERO DETONATE


Destroying the tomb of a sacred hero, or saint will You can roll your higher power dice with a goal of 50,
expand your champion pool by 3. targets adjacent to you take a severe injury, everything
else within a short distance takes the damage rolled, and

CURSE ACTIVATION targets take a minor destructive corruption injury.

You detonate, doing double your higher power dice


damage to everything within a short distance.

SUMMONS
RIPPER DEVIL
Tier 1 summon.

WRATH DEVIL
Tier 3 summon.

SIEGE DEVIL
Tier 5 summon.

IDEALS
The goddess of destruction would see the annihilation of
everything made by the hands of mortals. Her followers
seek apocalypse, to destroy all to make way for something
new.

POWERS
MAGIC OF EBINIBAD FIFTH ASCENSION
To ascend to the fifth tier of higher power you must
Ebinibad is a place of connection and conflict., The become the chosen of a demigod.
magic derived from it is good natured. The powers take a
tone of shimmering amethyst.
CORRUPTION
EXCHANGE MOSSBACK
EXCHANGE GOALS The first tier of corruption, your body begins to grow
moss.
Planting seeds, feeding wildlife, and tending to the cycles
of nature will award 1 higher power dice.
VISIONS OF OLD
STUDY The second tier of corruption, you being to see into
visions of the past at time of the guide’s choosing.

PROTECTIONS
HEART OF THE WANDERER
Ka’li Flower provide a single protection against
corrupted dice, or a curse activation, and are consumed. The third tier of corruption, you begin to experience
episodes of lost time and wandering.
Aborite Flecks provide a +1 bonus to a higher power dice
roll before being expended. MIND OF THE SERVANT
Spirit’s Berry Imbued into a tome will ascend to the The fourth tier of corruption, you will experience lapses
second the tier. of time in which you are drawn to serve the people of the
land.
Amethyst Elixer imbued into a tome will ascend dice to
the third tier.
LOST TO THE LAND
Metallurgy Mix provides protection against 2 dice at a
time permanently, made into artefact. The fifth tier of corruption, your mind falls asleep, and
your soul becomes anchored to the point at which you
stand. Your body wanders.
Wa’eir Extract imbued into a tome will ascend dice to the
fourth tier.

Bind Greater Spirit to complete your tome, alongside and


DEVOTION RITUALS
artefact you must bind a greater devil to your book.
TEND THE LAND
ASCENDING GOALS Taking care of the living elements of the land, or
maintaining ancient fixtures awards 1 higher power dice.
A HUMBLE HONOUR
RECALL THE PAST
To ascend to the second tier of higher power through the
champion, exchange, and devotion paths you must Through your magic you can connect with memories of
honour the shrine of a demigod. the land, speaking with living creatures to invoke these
memories awards 2 higher power dice.
COAST TO COAST JOURNEY
HONOUR THE SACRED
To ascend to the third tier of higher power, you must
carry the trust of a demigod across the land, and touch Honouring something sacred like an idol, a tradition, or a
the wa’eir. demigod will award 4 higher power dice.

EMBRACE THE CULTURE


To ascend to the fourth tier of higher power you must
claim an artefact of a demigod, see the five capitols, and
gain audience a demigod representing each part of the
land.
CHAMPIONED ACTS CHANNEL ABILITY
You roll your higher power dice with a goal of 17, calling
AID THE PEOPLE upon an ability to focus.

Aiding a group of people, changing the course of their Truthseeing: You are able to discern non magical truth
fate for the better will expand your champion pool by 1. from lies.

AID A SPIRIT Knowledge: You beseech the knowledge of the land,


exploring a line of questioning in regards to one topic of
history.
Aiding a spirit, changing the course of its fate for the
better will expand your champion pool by 2.
Mossiness: You create a bed of moss within a short
distance, healing anyone who lies in it, increasing their
AID A DEMIGOD temporary maximum.

Aiding a demigod, changing the course of their fate for BEASTCHANGE


the better will expand your champion pool by 3.
You roll your higher power dice with a goal of 25, you
CURSE ACTIVATION change into a beast of the land of your choosing.

You take a dice from your hit point pool, expending it, AMETHYST AUGURY
each ally of the land within a short distance heals by the
number rolled. You roll your higher power dice with a goal of 40. You
may choose a target within the land and see them as if
they are before you. You may subtly influence their
S UMMONS surroundings.

FLOCK O SMALL CRITTERS


Tier 1 summon.

BEAST
Tier 2 summon.

SPIRIT
Tier 3 summon.

IDEAL
POWERS
MAKE FRIEND AND ALLY
You can roll your higher power dice with a goal of at
least 10. A target who belongs to Ebinibad becomes
emboldened, inspired by the magic of the land they will
help you on a course of action.
MAGIC OF THE
MOONS
DEATH MAGIC
SHADOW MAGIC

You might also like