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Saga V0.2
Saga V0.2
Saga V0.2
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.
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.
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.
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.
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.
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
SYSTEMS
Compromise manifests through reputation, injury, or a
magical bind, depending on the power and influence of
the figure or group you compromise with.
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.
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.
SENTIMENTS
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.
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
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
Greaves
Half Plate
Breastplate
Boot
Resistance 1. Encumbrance 1.
WEAPONS Dagger
1d4.
D4-d12 weapons
Weapon qualities
Simple Shortsword
1d4.
One Handed
Longsword
1d6.
Heavy Warhammer
Simple Bow
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.
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.
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.
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.
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
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.
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.
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.
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:
SUMMARY: SUMMARY:
ITEM CARD ITEM CARD
NAME: NAME:
TYPE: TYPE:
MATERIAL PROPERTY: MATERIAL PROPERTY:
DESCRIPTION: DESCRIPTION:
SUMMARY: SUMMARY:
SUMMARY: SUMMARY:
ITEM CARD ITEM CARD
NAME: NAME:
TYPE: TYPE:
MATERIAL PROPERTY: MATERIAL PROPERTY:
DESCRIPTION: DESCRIPTION:
SUMMARY: SUMMARY:
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 12, you can reroll the lowest dice when you
roll a skill.
CHARM
CHARM
DECEIVE ADVISE
INTELLECT INTUIT
Your base roll for charm skills is a D4. Selecting this skill gives you a +2 on your charm score.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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 SCORE Selecting this skill gives you +2 to your slip score.
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.
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.
WRESTLE
scores.
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
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.
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.
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.
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.
Once you fail you have one minute to find air or you will
pass out.
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.
FLEX 3
CONTORT(SKILL) REVERSE(ABILITY)
FLEX 4
UNCANNY(SKILL)
FLEX 5
MAGIC
ARCANE
EXPLOITER
ABJURIST DESTROYER
SHIFTER ORACLE
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?
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
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?
EASIER BESEECH
Beseech, but easier an more
SAGE
High reclaim, can remove d20 or all spell dice and
reclaim, 3 or 4 ability
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.
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.
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.
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.
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.
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.
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.
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?)
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.
FULFIL
MIND MENDING 2
MINOR HEAL
PROTECTION OF MIND
MIND MENDING 3
MAJOR HEAL
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.
BODY MENDING 4
REBIND SOUL
C15 D5
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.
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
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.
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)
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.
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)
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
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.
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
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?
BLEED IDEK
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
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.
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
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
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.
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
SIMPLE CLOTHES
3 magic shit
4 magic treatments
SHORTSWORD
LONGSWORD
DAGGER
ARROWHEAD
HANDAXE
AXE HEAD
SPEARHEAD
SPEAR
BATTLE AXE
HAMMER
FLAIL
WARHAMMER
M2 armour, higher level also ascend quality
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.
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.
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.
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.
IMMEDIATE DETONATION
You create a detonating object that can do damage or
release a secondary effect. Acids, poisons, etc.
HIGHER POWERS
CHAMPION
DEVOTION
STUDY
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.
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.
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.
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.
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.
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.
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.
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.
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.
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