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Fogent Roleplay

Welcome to Fogent Roleplay

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Fogent Roleplay is an open source TTRPG (Table Top Roleplay Game) intended to remove the cumbersome and unneeded complexity common in many TTRPGs while not sacrificing emergent/tactical gameplay. It acts as the foundation and narrative engine for your game. If you love the simplicity, flexibility, and a focus on the narrative, but love tactical battle map combat, magic items, rewarding character progression, and cool loot, then you are in the right place.

What makes Fogent Roleplay different than other popular Table Top Roleplay Games:

  • Narrative Focused: Most TTRPGs feel very different in and out of combat, with non-combat roleplay having great narrative flow where player characters can attempt almost anything, but once combat is entered it feels more like a video game where characters can only perform the exact actions as described in the rules. Fogent Roleplay elegantly handles combat within the narrative flow while still having balanced/tactical combat. Combat in Fogent Roleplay feels more like an awesome fight scene in a movie, rather than video game characters hitting each other until they reach 0 HP.
  • Offloading Complexity to the Narrative: The rules are purposefully built to offload as much complexity to the narrative as possible. Instead of every rule complexity/edge case turning into a legal battle between the players and the Narrator, it just becomes a discussion about what would narratively make sense. Therefore, what is best for your character mechanically, what logically makes sense in the context of the setting, and what is most narratively satisfying are the same thing in Fogent Roleplay!
  • Making the Narrator's Job Easy: Fogent Roleplay is neither designed to nor intends to have a rule for every minute situation. Instead, we want to give the Narrator a multi-tool of powerful, flexible, and intuitive rules. We want a Narrator's pre-game prep to primarily consist of creating insane plot twists, designing cool combat encounters, crafting awesome magic items, figuring out how a player character's backstory ties into the story, etc... rather than spending hours understanding needlessly complex rules.
  • Simple, Elegant, and Intuitive Rules: While other TTRPGs require multiple books worth of rules to play, by contrast, Fogent Roleplay has just one concise document for all of the core rules, much of which consist of examples. This makes Fogent Roleplay extremely easy for new Players/Narrators to pick up. It is very common to spend 10 - 15 min explaining the core rules from a macro level before diving into the game/story, as playing is the best way to learn.
  • Setting Agnostic: Fogent Roleplay and its rules aren't tied to any setting. It is designed from the ground up to easily run games in existing settings or in brand-new ones you create. This way, your group can learn one system to play in various settings such as medieval fantasy, cyberpunk, galactic warfare, survival horror, etc... This makes Fogent Roleplay great for world builders and authors looking to collaboratively create/reveal their setting.

What makes Fogent Roleplay different than Cogent Roleplay:

  • Innovation: Whether it be rebalanced Core Skills, reworked Vocations, rebalanced weapons, an Advantage/Disadvantage system, rebalanced Destiny Point rules, automated character sheet support, etc... Fogent Roleplay has taken the best ideas of Cogent Roleplay to their logical conclusions while embracing innovation.
  • Tactical Battle Map Combat: Fogent Roleplay has rules to be run on a battle map. This allows for awesome tactical fight scenes where a character's positioning and surrounding environment factor into combat. While Fogent Roleplay combat can be run in the theater of the mind, it works even better on a battle map.
  • Dice Pool Scaling: Fogent Roleplay wants players to feel like every small improvement has a tangible impact. To this end, whenever possible we scale off the size of dice pools of the various skills a character has for just about everything. If your character has a big Athletics Dice Pool, they are really fast both in and out of combat. Did you just improve your magic skill, well now all your lower level spells just got slightly increased Range, Area Of Effect, Uses Per Round, etc...
  • Pre-made Settings: If you don't have the time to come up with an entire setting for your players to play in, Fogent Roleplay comes with pre-made campaign settings. This is an ongoing effort with more becoming available over time.
  • Mature Ruleset: Fogent Roleplay provides a mature and robust ruleset with no mechanical edge cases (if you can find one, please let us know). Not only were the rules battle-tested via 100+ sessions during its development, most of the rules have been converted into code equivalent logic. Since the resulting software works, the rules are mechanically robust.

To close, Fogent Roleplay was born out of the frustration of other popular TTRPGs steadily increasing rule complexity just to have a reason to sell you stuff you didn't need and punishing creators who built content into their systems. However, many years into its development now, is driven by the love of spending quality time with friends, collaboratively exploring our imaginations, and telling awesome stories.

Long live open-source fun,

-Javk "The Forever Narrator" Wick

Join Our Community

Join the Fogent Roleplay Discord or subscribe to the Javk Wick YouTube channel to get plugged in and stay up to date on the project. We love collaboration and encourage people to reach out if they would like to help contribute to this project. Your feedback and experience mean a lot!

Discord: Fogent Roleplay Discord

YouTube: Javk Wick Youtube Channel

Cogent Roleplay Open License

Fogent Roleplay is developed based on Cogent Roleplay and with appreciation to its creators is under the Cogent Roleplay Open License. All game mechanics and game systems built on top of Cogent Roleplay within this document are open and freely available for anyone to re-use, include, adapt or develop, in their projects that are also based on Cogent Roleplay. Any use of game mechanics and game systems from this document requires attribution to this document for the said mechanics/systems, along with a link back to Fogent Roleplay.

All intellectual property (characters, brands, stories, designs, etc) contained within the settings section are entirely owned by the creator of said setting and are not subject to the Cogent Roleplay Open Source license.

Link to Cogent Roleplay Website: https://cogentroleplay.com/

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Table of Contents

Dice Pool

A Dice Pool is a collection of dice that when rolled determines how many "wins" were achieved. D6 dice (otherwise known as six-sided dice) are the most common dice used, though D4, D8, D10, D12, and D20 are also used.

After the Dice Pool has been rolled, the amount of "wins" from the roll are counted. Any rolled dice that get a 4 or greater counts as a win. D6 dice have a 50% chance of rolling a win, as 4, 5, and 6 on the D6 are wins. D4s only have a 25% chance of a win, since only the 4 on the dice counts as a win. In general, the more dice and the more faces the dice have, the better the chances are of getting more wins.

Dice Type Probability of Win
D4 25%
D6 50%
D8 62.5%
D10 70%
D12 75%
D20 85%

Base Dice make up that base of every Dice Pool. Base Dice are always represented by 3 dice. By default Base Dice start at Tier 0.

Tier Base Dice Item Quality Description
-3 3d4 Broken
-2 1d6, 2d4 Damaged
-1 2d6, 1d4 Shoddy
0 3d6 Mundane
1 1d8, 2d6 Quality
2 2d8, 1d6 Fine
3 3d8 Excellent
4 1d10, 2d8 Superior
5 2d10, 1d8 Exquisite
6 3d10 Flawless
7 1d12, 2d10 Mastercraft
8 2d12, 1d10 Fabled
9 3d12 Epic
10 1d20, 2d12 Legendary
11 2d20, 1d12 Mythic
12 3d20 Artifact

A Dice Pool may incur a penalty that removes dice. If so, first add up the Dice Pool without any of the penalties. Then, to remove dice, always remove the lowest-sided dice first. For instance, d4 dice are always removed first, then d6, and so on.

A "Standing Dice Pool" refers to a Dice Pool that has already rolled, where its result will "stand" within the narrative until the Narrator determines otherwise. The rolled Dice Pool shouldn't be altered until the Narrator determines otherwise, as it will be used determine multiple narrative outcomes. The same rules for removing dice apply to a Standing Dice Pool, however, when deciding which dice to remove of the same type, always remove dice from left to right. This is to leave it up to chance if the dice removed was a win or not. With physical dice, you can just roughly straighten out the dice and begin removing in that order.

Challenge Level

Challenge Level represents the difficulty of a task set by the Narrator proportionate to an AVERAGE PERSON OF THE WORLD. If a character is able to get enough wins to match or exceed the Challenge Level, they succeed.

Level Description
0 Trivial
1 Common
2 Uncommon
3 Specialized
4 Difficult
5 Extremely Difficult
6 Unrealistic
7 Virtually Impossible
8 Inconceivable
9 Legendary

Pay attention to the description of each Challenge Level. They are intended help Narrators and Players both intuitively understand how hard something should be within the narrative of the story.

For example, Javk Wick the Rogue hoists his unconscious injured ally onto his shoulders to get them both to safety. The Narrator determines that picking up someone's limp body and getting them to your shoulders is neither a "Trivial" or "Common" thing to do for the average person. The Narrator sets the Challenge Level at "Uncommon" (CL 2) using the Lift Skill. If the ally was instead conscious, the Narrator might only set the Challenge Level to "Common" (CL 1) as hoisting an unconscious limp body is far harder than a conscious compliant one.

Attribute

An Attribute represents the innate characteristics of a character. Each level of an Attribute corresponds with a narrative significance. Level 0 in an Attribute should refer to an average person in the world.

Level Description
-2 Negligible
-1 Subpar
0 Average
1 Gifted
2 Elite
3 Super
4 Demigodlike
5 Godlike

Strength (STR)

Represents a character's innate muscle strength, bone density, tendon strength, physical/bodily durability, etc...

Attribute Level Example
-2 A squirrel
-1 A feeble old man
0 An average human
1 Professional soldier or knight
2 World's strongest man champion or Batman
3 Bear, Ogre, or Captain America
4 Hercules, Hulk, or Thor
5 Superman
  • A character with positive STR is more resistant/durable against physical/bodily damage types. In combat, for every positive point in STR a character can reduce a Victory Level achieved against them once every combat encounter. Outside of combat, for every positive point in STR a character can reduce an injury against them as many times as they want, granted there is a couple minutes of downtime between each injury.
  • A character with negative STR is less resistant/durable against physical/bodily damage types. In combat, for every negative point in STR the Narrator can increase a Victory Level achieved against them once every combat encounter. Outside of combat, for every negative point in STR the Narrator can increase an injury against a character as many times as they want.

Reflex (RFX)

Represents a character's innate reflexes, reaction speed, nervous system, fine motor control, nimbleness, agility, quickness, etc...

Attribute Level Example
-2 A tortoise
-1 A slow old man
0 An average human
1 Professional thief, parkourist, or circus acrobat
2 Gold medal gymnast or master martial artist
3 Legolas
4 Spiderman
5 The Flash or Hermes
  • A character with higher RFX permanently gets higher priority in combat round turn order over characters with lower RFX.

Intelligence (INT)

Represents a character's innate raw mental horsepower, IQ, consciousness, mental/spiritual durability, etc...

Attribute Level Example
-2 A zombie
-1 A dog or cat
0 An average human
1 University science professor
2 Award-winning particle physicist or 'Sherlock Holmes' level detective
3 Tony Stark
4 Ultron or Skynet
5 Dr. Manhattan or Athena
  • Starting at level 0, for every increase/decrease in INT level a player character receives, they gain/lose skill points equal their new INT level. For example, a character who increases their INT from 0 to 1 would have gained skill point. If they then increased their INT to Level 2, they would gain 2 skill points, for a total of 3 gained skill points from their INT.
  • A character with positive INT is more resistant/durable against psychic/spiritual damage types. In combat, for every positive point in INT a character can reduce a Victory Level achieved against them once every combat encounter. Outside of combat, for every positive point in INT a character can reduce an injury against them as many times as they want, granted there is a couple minutes of downtime between each injury.
  • A character with negative INT is less resistant/durable against psychic/spiritual damage types. In combat, for every negative point in INT the Narrator can increase a Victory Level achieved against them once every combat encounter. Outside of combat, for every negative point in INT the Narrator can increase an injury against a character as many times as they want.

Charisma (CHA)

Represents a character's innate personal magnetism, persuasiveness, appearance, force of personality, social grace, ability to lead, inspire others, etc...

Attribute Level Example
-2 Social pariah or utterly repellent
-1 Awkward, easily ignored, or unconvincing
0 An average human
1 Influential leader or captivating performer (e.g., Cult Leader)
2 Nation-swaying icon or legendary diplomat (e.g., Cleopatra)
3 Supernatural allure or universally enchanting (e.g., Siren)
4 Demigod tier manipulator or reality-bending charm (e.g., Loki)
5 Divine-level influence or irresistible presence (e.g., Aphrodite)
  • A character with positive CHA is more capable of leveraging their force of personality within social situations. For each level above 0 in CHA, a character can give themselves advantage once per day on a social skill check that has CHA as one of its governing attributes.
  • A character with negative CHA is less capable of leveraging their force of personality within social situations. For each level below 0 in CHA, the narrator can give a character disadvantage once per day on a social skill check that has CHA as one of its governing attributes.

Skill

A Skill represents certain tasks or actions a character can perform.

Skill Level

Skill Level measures how good a character is at a specific skill.

Level Description
-1 Incompetent
0 Novice
1 Apprentice
2 Adept
3 Expert
4 Master
5 Legend

Skill Dice Pool

The Dice Pool of a Skill is determined as follows:

  • Base Dice, which are generally 3d6 but can vary based on Effects
  • +1d6 for each increment in Skill Level above 0
  • -1d for each decrement in Skill Level below if below 0
  • +1d6 for each increment in a Governing Attribute Level above 0, assuming the Attribute governs the Skill
  • -1d for each decrement in a Governing Attribute Level below 0, assuming the Attribute governs the Skill
  • Plus/minus dice from any Effects that modify the Skill in question

Collaboration Skill Check

Multiple characters may contribute to the same skill check. The Narrator should then evaluate the Challenge Level in the context of if multiple characters were performing it. All characters make their skill check, from which the average is taken, always rounding down to the nearest whole number. The average will then determine success or failure.

Example:

A character wants to pick up an entire large heavy treasure chest by themselves and take it up a flight of stairs.

The Narrator determines this a Specialized task (CL 3), not only for the weight of the chest but for how cumbersome it is for one person to move. The character gets 2 Wins on their Lift check. They are not able to get the chest up the stairs.

After a short rest, both the original character and one of their teammates decide to pick up the chest together. The Narrator assigns this a Common task (CL 1) since people do this every day. The two characters both roll their Lift check. One gets 2 wins and the other gets 1 win. The average is 1.5, which rounds down to 1. They can move the chest up the stairs.

Core Skill

Core Skills are skills that cover the majority of what most creatures can perform.

Name: This is the name of the Core Skill.

Governing Attributes: The Attributes that govern the Core Skill in question. Generally a Core Skill will only be governed by one Attribute.

Description: Describes how the Core Skill can be used.

Name Governing Attributes Description
Athletics STR Covers activities related to sprinting, jumping, swimming, climbing, crawling, general movement, throwing/catching objects, etc... Examples include chasing someone, jumping over a pit, swimming in turbulent water, climbing a rock face, descending a rope, crawling if prone, and throwing/catching a ball. Commonly used by track athletes, swimmers, rock climbers, and professional athletes.
Endurance STR Covers activities related to cardiovascular endurance, pain tolerance, resisting exhaustion/extreme cold/extreme heat/toxins/diseases/bleeding out/physical wounds worsening out, etc... Examples include staying conscious as you are bleeding out from an injury, resisting poisoning, enduring hot/cold weather, and pushing on past exhaustion. Commonly used by ultra-marathon runners.
Lift STR Covers physical activity related to moving heavy objects, carrying heavy objects, generating mechanical force with the body, etc... Examples include shouldering a door open, carrying heavy equipment, throwing heavy objects, or crushing/tearing something in your hands. Commonly used by strongmen and power lifters.
Dexterity RFX Covers activities related to dodging, balance, flexibility, parkour, acrobatics, falling safely, highly dexterous control over one's body, etc... Examples include dodging blades/arrows/traps/pitfalls, walking tightropes, contorting the body to squeezing through tight gaps, parkouring across difficult terrain, back flipping off a table, breaking a fall with a roll, moving fluidly while riding a mount. Commonly used by acrobats, parkourists or cat burglars.
Perception RFX Covers activities related to seeing, smelling, feeling, hearing, tasting, sensing, noticing, etc... Examples include spotting a roadblock far off in the distance, smelling a faint,unique perfume at the scene of a crime, hearing an approaching monster as it stalks you, tasting the small hint of poison in your food, sensing you are being watched, noticing a bandit hiding as you approach their ambush. Commonly used by spotters and scouts. It will be common for the Narrator to require players to make environmental 'Perception Checks' to gauge how much the characters notice regarding current happenings or places.
Stealth RFX Covers activities related to sneaking, hiding from others, moving quietly, ambushing an opponent, performing actions unnoticed, etc... Examples include sneaking past a group of city watchmen, hiding within a bush, moving through the forest without stepping on any twigs, and remaining motionless as your victim walks into your ambush. Commonly used by thieves, ninjas, and assassins. Stealth is often countered by Perception, and the two forces of hide and seek clash constantly.
Logic INT Covers activities related to reasoning, critical thinking, problem-solving, deductive/inductive analysis, and processing facts at hand to form conclusions. Examples include solving a riddle, identifying flaws in an argument/deception, determining the optimal solution to a tactical problem, deducing a culprit's motive based on evidence, or understanding complex mechanics. Commonly used by detectives, scholars, strategists, and engineers.
Knowledge INT Covers a character's general understanding of the world, including history, geography, cultures, religions, folklore, rumors, and common information. Examples include recalling historical events relevant to a current situation, identifying the customs of a foreign land, knowing the tenets of a particular faith, remembering local legends about a haunted ruin, or being aware of common street rumors. Commonly used by sages, historians, well-traveled individuals, and anyone with a broad education or access to information. Specific vocational knowledge skills (e.g., 'Knowledge: Smuggler' or 'Knowledge: Nobility') might grant bonuses or allow for more detailed information.
Will INT Covers activities related to resisting fear, mental control/strength, spiritual control/strength, restrain impulse, resist being verbally/mentally/spiritually manipulated/attacked. Measures a character's mental and spiritual control/strength, exerted to do something or restrain impulses. Commonly used by monks and warriors.
Deception CHA Covers activities related to lying, misleading, feigning, disguising, or otherwise concealing the truth to manipulate others or avoid consequences. Examples include bluffing in a game of chance, impersonating a city guard, creating a false alibi, feigning illness to avoid duty, or convincing someone that a worthless trinket is a valuable artifact. Commonly used by spies, con artists, tricksters, and undercover agents. Deception is often countered by Logic, Knowledge, Perception, etc... depending on the situation.
Intimidation CHA Covers activities related to influencing others through overt threats, fear, or a commanding presence. Examples include threatening a thug into backing down, interrogating a prisoner by instilling fear, using one's fearsome reputation to get preferential treatment, or making a display of force to cow a hostile crowd. Commonly used by enforcers, interrogators, gang leaders, or anyone seeking to assert dominance through fear. Intimidation is often countered by Will.
Persuasion CHA Covers activities related to influencing others through reasoning, charm, negotiation, social grace, or appealing to emotions. Examples include convincing a merchant to offer a discount, inspiring allies with a rousing speech, negotiating a peaceful resolution to a conflict, calming a panicked individual, or earning the trust of a skeptical official. Persuasion relies on building rapport or making a compelling case, rather than deceit or threats. Commonly used by diplomats, merchants, leaders, and lawyers.

Vocation

Vocations represent a character's job, class, or life path. A Player should check with the Narrator to make sure that their Vocation exists in the setting if they intend to use it. Some traditional fantasy example Vocations include Rogue, Knight, Wizard, Paladin, Cleric, etc... Other examples include Vagrant, Chef, or Sailor.

Name: The name of the Vocation.

Governing Attributes: The Attributes that govern the Vocation in question. A Vocation can have one or many Governing Attributes that logically would govern it. Determining what Governing Attributes a Vocational Skill will have is ultimately up to the Narrator. In general, if it is logical that some change to an Attribute would meaningfully benefit/hurt the Vocation in question, then it should be added.

Vocational Skills: These are the Vocational Skills that this Vocation enable the use of.

Description: Describes what the Vocation is.

Name Governing Attributes Vocational Skills Description
Warrior STR, RFX, INT Hand Crossbow, Light Crossbow, Heavy Crossbow, Light Bow, Heavy Bow, Exotic Ranged, Close Melee, Medium Melee, Large Melee, Reach Melee, Exotic Melee, Battlefield Formation Knowledge A battle-hardened fighter who excels in martial combat.
Ranger STR, RFX, INT Hand Crossbow, Light Crossbow, Heavy Crossbow, Light Bow, Heavy Bow, Exotic Ranged, Close Melee, Medium Melee, Large Melee, Reach Melee, Exotic Melee, Tracking, Survival A skilled hunter and tracker who thrives in the wilderness.
Rogue RFX, INT Hand Crossbow, Light Crossbow, Heavy Crossbow, Light Bow, Heavy Bow, Exotic Ranged, Close Melee, Medium Melee, Large Melee, Reach Melee, Exotic Melee, Lockpicking, Pickpocketing, Infiltration Knowledge A cunning and agile specialist who thrives in shadows.
Wizard RFX, INT Body Magic, Fire Magic, Water Magic, Electricity Magic, Earth Magic, Air Magic, Cold Magic, Nature Magic, Poison Magic, Soul Magic, Light Magic, Shadow Magic, Mind Magic, Magnetic Magic, Sound Magic, Blood Magic, Acid Magic, Time Magic, Teleport Magic, Force Magic, Arcane Knowledge A scholar of the arcane arts, wielding powerful spells.
Druid RFX, INT, CHA Shapeshifting Druidcraft, Fire Druidcraft, Water Druidcraft, Lightning Druidcraft, Earth Druidcraft, Air Druidcraft, Cold Druidcraft, Plant Druidcraft, Solar Druidcraft, Lunar Druidcraft, Thunder Druidcraft A mystical wielder of nature’s power, shaping the world through primal magic.
Smith STR, RFX, INT Smithing A craftsman who shapes raw materials into weapons, armor, and tools
Scholar INT, CHA Performance, Homesteading, Drawing A learned mind devoted to uncovering knowledge and truth.
Merchant INT, CHA Barter A shrewd negotiator and trader.

Vocation Level

Vocation Level measures how good a character is at a specific vocation. Vocation Level options should be identical to the Skill Level options.

Level Description
-1 Incompetent
0 Novice
1 Apprentice
2 Adept
3 Expert
4 Master
5 Legend

Vocational Skill

A Vocational Skill is a Skill that falls under a Vocation. The Skill Level of a Vocational Skill cannot exceed the Vocation Level of the Vocation it falls under.

Name: This is the name of the Vocational Skill.

Governing Attributes: The Attributes that govern the Vocational Skill in question. A Vocational Skill can have one or many Governing Attributes that logically would govern it, which can differ from the Vocation's Governing Attributes. Determining what Governing Attributes a Vocational Skill will have is ultimately up to the Narrator. In general, if it is logical that some change to an Attribute would meaningfully benefit/hurt the skill in question, then it should be added.

Description: Describes how the Vocational Skill can be used.

Name Governing Attributes Description
Hand Crossbow STR, RFX, INT Covers combat activities related using a Hand Crossbow.
Light Crossbow STR, RFX, INT Covers combat activities related using a Light Crossbow.
Heavy Crossbow STR, RFX, INT Covers combat activities related using a Heavy Crossbow.
Light Bow STR, RFX, INT Covers combat activities related using a Light Bow.
Heavy Bow STR, RFX, INT Covers combat activities related using a Heavy Bow.
Exotic Ranged STR, RFX, INT Covers combat activities related using a Blowgun, Sling, etc...
Close Melee STR, RFX, INT Covers combat activities related using a dagger, hatchet, small club, etc...
Medium Melee STR, RFX, INT Covers combat activities related using an Arming Sword, Battleaxe, mace, etc...
Large Melee STR, RFX, INT Covers combat activities related using a Longsword, Waraxe, Maul, etc...
Reach Melee STR, RFX, INT Covers combat activities related using a Greatsword, Poleaxe, Pike, etc...
Exotic Melee STR, RFX, INT Covers combat activities related using a Whip, etc...
Primal Melee STR, RFX, INT Covers combat activities related using a Claws, Fangs, etc...
Small Guns STR, RFX, INT Covers combat activities related using a Handgun, Sub-machine Gun, etc...
Medium Guns STR, RFX, INT Covers combat activities related using a Rifle, etc...
Heavy Guns STR, RFX, INT Covers combat activities related using a Machine Gun, Rocket launcher, etc...
Battlefield Formation Knowledge INT Knowledge around the tactics and formations of troops.
Tracking RFX, INT Covers activities related to tracking.
Survival Knowledge INT Covers activities related to surviving in the wilderness.
Lockpicking RFX, INT The ability to bypass locks using tools and finesse.
Pickpocketing RFX, INT The art of stealthily lifting items from a person without their notice.
Infiltration Knowledge INT Expertise in planning and executing covert entry into secure areas.
Barter INT, CHA Covers acts related to bartering
Smithing STR, RFX, INT Covers acts related to smithing, forging, etc...
Arcane Knowledge INT Knowledge related to the arcane and magic.
Performance RFX, INT, CHA Covers acts related to performance.
Homesteading RFX, INT Covers acts related to cooking, cleaning, etc...
Drawing RFX, INT Covers the act of drawing.
Body Magic RFX, INT No description yet.
Fire Magic RFX, INT No description yet.
Water Magic RFX, INT No description yet.
Electricity Magic RFX, INT No description yet.
Earth Magic RFX, INT No description yet.
Air Magic RFX, INT No description yet.
Cold Magic RFX, INT No description yet.
Nature Magic RFX, INT No description yet.
Poison Magic RFX, INT No description yet.
Soul Magic RFX, INT No description yet.
Light Magic RFX, INT No description yet.
Shadow Magic RFX, INT No description yet.
Mind Magic RFX, INT No description yet.
Magnetic Magic RFX, INT No description yet.
Sound Magic RFX, INT No description yet.
Blood Magic RFX, INT No description yet.
Acid Magic RFX, INT No description yet.
Time Magic RFX, INT No description yet.
Teleport Magic RFX, INT No description yet.
Force Magic RFX, INT No description yet.

Vocational Skills can often resolve in a single roll what without it would turn into a sequence of possibly more difficult Core Skill checks, which opens up more possibilities for failure.

For example, a Warrior and Rogue are trying to pickpocket a letter from a courier. The Warrior wants to try first, so the Narrator has the Warrior describe how he will accomplish this. The Warrior first says he will try to determine the optimal spot along the courier's path to get close without raising suspicion, then he will roughly bump into the courier, help pick up the now scattered letters, then quickly pocket the letter in question before the courier can notice. The Narrator first asks the Warrior to make a series of checks starting with a Knowledge Check, and then a Dexterity check. If at any point during the checks, if the Warrior had failed a check his plan could've been ruined. However, if the Rogue has the Pickpocketing Vocational Skill, he would have had to only roll one check in a Skill he is likely more proficient at since he didn't have to invest into 2 different Skills.

When determining what a Vocational Skill's Governing Attributes would be, it is often handy to ask what sequence of Core Skills would be required to attempt the same thing. Based on what Core Skills a character would've had to perform, you can usually infer what Governing Attributes the Vocational Skill will have. Below are some examples of Vocational Skills for certain Vocations.

Vocation Vocational Skills Examples Governing Attributes for Vocation Skills Example
Warrior Medium Melee (Athletics, Perception, Logic), Battlefield Formation Knowledge (Logic, Knowledge) Medium Melee (STR, RFX, INT), Battlefield Formation Knowledge (INT)
Ranger Barter (Perception, Logic), Survival (Knowledge) Barter (RFX, INT), Wilderness Survival (INT)
Wizard Arcane Knowledge (Knowledge) Arcane Knowledge (INT)
Rogue Lockpicking (Dexterity, Knowledge), Pickpocketing (Stealth, Dexterity, Knowledge, Logic), Infiltration Knowledge (Logic, Knowledge) Lockpicking (RFX, INT), Pickpocketing (RFX, INT, CHA), Infiltration Knowledge (INT)
Smith Smithing (Endurance, Dexterity, Knowledge) Smithing (STR, RFX, INT)
Merchant Barter (Knowledge, Persuasion) Trading(INT, CHA)

Example of creating a Vocation

Let's make a Rogue vocation.

We set our "Rogue" Vocation Level to 2.

For the Governing Attributes of Rogue, we take RFX and INT as our vocation would benefit from us being dexterous and cunning.

We add "Lockpicking" as a Vocational Skill as it is something a Rogue would do. For its Governing Attributes I give it RFX and INT, as being nimble with my fingers and understanding the mechanics of the lock would benefit this skill. We set the Skill Level to 2.

We add "Pickpocketing" as a Vocational Skill as it is something a Rogue would do. For its Governing Attributes I give it RFX and INT as being nimble with my fingers and planning the perfect place to intercept the target would benefit this Skill. We set the Skill Level to 2.

We add "Infiltration Knowledge" as a Vocational Skill, as it is something a Rogue would do. For its Governing Attributes, I give it just INT, as being more cunning would aid me as I lay out my plan. We set the Skill Level to 2.

We add "Close Melee" as a Vocational Skill, as using a knife or blackjack would be something a Rogue would do. For its Governing Attributes, I give it STR, RFX, and INT, as being stronger, faster, and smarter would all benefit this skill. We set the Skill Level to 1.

Finally, I try to add "Fire Magic" as a Vocational Skill. After talking with the Narrator, we determine this is way outside of the scope of what a Rogue can do in their world. If we wanted a "Fire Magic" Vocational Skill, we'd have to spec into a Vocation like "Wizard" or "Mage".

Our character has 0 STR, 1 RFX, 1 INT, and 0 CHA.

Rogue RFX, INT 2 7d6
Lockpicking RFX, INT 2 7d6
Pickpocketing RFX, INT 2 7d6
Infiltration Knowledge INT 2 6d6
Close Melee STR, RFX, INT 1 7d6

Tied Contested Checks

Contested Checks occur when two characters' actions conflict. The most obvious example of this is fighting, though other examples include drinking contests, arm wrestling, or stealth vs perception.

When a Tied Contested Check occurs, neither side makes any progress and the contested check is a stalemate. If this contested check happens within a combat round, then the stalemate is only applicable on that round. After The Narrator has narratively described the stalemate if both sides initiate the contested check again, they roll off again.

Sometimes, a character might actually want a stalemate with neither side making progress. Here are some examples:

  • If a character is fighting a foe they have no chance of handling on their own, a stalemate is good as just holding them off until backup arrives is the smart move.
  • If a character is already successfully hidden from their opponent, then when their opponent tries to detect where they are hiding, a stalemate means they get to remain in stealth.
  • If a character is trying to keep their eyes on an enemy trying to hide, then when their opponent tries to hide, a stalemate means they can still see the opponent.

Combat example 1:

Two characters are in combat and roll their dice pools versus one another. Each of them gets 2 wins on their combat roll. They clash but aren't able to injure each other.

Combat example 2:

A rogue and a knight are fighting each other in combat. The rogue wants to use the dim light of the room to get around the knight and sneak attack him. The rogue rolls stealth and the knight rolls perception. They both get 2 wins. The contested check is a stalemate and the rogue is not able to enter into stealth. Looks like he'll have to fight him without the aid of the shadows this round.

Combat example 3:

A rogue and a knight are fighting each other in combat. The rogue has already used the dim light of the room to successfully hide behind some crates last round. The knight declares he is trying to find the rogue on his turn and attack him. The rogue rolls stealth and the knight rolls perception. They both get 2 wins. The contest check is a stalemate and the rogue remains hidden. The rogue uses his stealth to sneak attack the knight.

Non-combat example:

Outside of combat, a rogue is trying to sneak up on a knight. The rogue rolls stealth and the knight rolls perception. They both get 2 wins. The guard thinks to himself that maybe it was just the wind as he peers into the darkness. The rogue holds his breath, heart pounding as he tries to remain motionless. They re-roll to determine a clear winner.

Advantage and Disadvantage

Advantage and Disadvantage represent circumstances that favor or disfavor a character, resulting in better or worse odds of achieving wins on a Dice Pool roll.

Advantage is gained when circumstance favors a character. For any dice rolled, 3's count as wins for that roll.

Disadvantage is gained when circumstance disfavors a character. For any dice rolled, 4's count as failures for that roll.

Super Advantage is gained under very specific conditions when the stars have aligned for a character. For any dice rolled, 3s and 2s count as wins for that roll.

Super Disadvantage is gained under very specific conditions when a character has truly drawn the short straw. For any dice rolled, 4's and 5's count as failures for that roll.

Super Advantage/Disadvantage completely overrides Advantage and Disadvantage on any roll.

Multiple Advantages and Disadvantages on a roll

For a given roll, one source of Advantage will cancel out with one source of Disadvantage, and vice versa.

If after canceling out Advantage and Disadvantage a character is left with neither Advantage or Disadvantage, then they would roll normally. Otherwise, if a character is left with one or multiple sources of Advantage, then they would roll with Advantage. Finally, if a character is left with one or multiple sources of Disadvantage, then they would roll with Disadvantage.

In the extreme case that a character has Super Advantage and Super Disadvantage, they cancel out the same way Advantage and Disadvantage do.

Assists

With Assists, a character can give Advantage (or if rolled poorly, Disadvantage) with an "assisting" Dice Pool Skill Check to a "primary" Dice Pool Skill Check. Characters can Assist themselves or another character. The "assisting" Dice Pools must be rolled first.

It must make logical sense to the Narrator as to why the "assisting" Dice Pool would aid the "primary" Dice Pool. Players should recognize when they are stretching logic and Narrators should recognize when the players come up with creative applications of Assists. It's up to the players and the Narrator to explain/negotiate how these assists make logical sense for the current circumstance.

Assists can never use the same Skill for the "assisting" and "primary" Dice Pools. For instance, a character could never assist another character's Lift Check with their own Lift Check, they would instead use the Collaboration Skill Check rules.

Multiple characters can assist the same "primary" Dice Pool. If they are assisting using the same Skill their assists rolls will use the Collaboration Skill Check rules for that assist. If they are using different Skills as Assists, handle each assist roll separately before seeing if the resulting Advantages/Disadvantages cancel out, with whatever remains being applied to the "primary" Dice Pool.

The CL for Assists starts at CL 3 and should RARELY be lower than that. However, it is up to the Narrator to decide if it should be higher than CL 3. In general, most Assists, unless extremely unlikely to aid the current situation, will be made at CL 3.

If the "assisting" Dice Pool achieved more wins than the Assist CL, Advantage is gained on the "primary" Dice Pool. If the "assisting" Dice Pool achieved Wins equal to the Assist CL, neither Advantage or Disadvantage is gained on the "primary" Dice Pool. If the Assist check achieved fewer wins than the Assists CL, Disadvantage is gained on the "primary" Dice Pool.

Example 1:

Thrak the Barbarian is trying to lift a big rock. Bob the Bard decides he is going to play some motivational music on his guitar to Assist Thrak. In this example, Thrak's Lift is the "primary" Dice Pool and Bob's Performance Vocational Skill is the "assisting" Dice Pool.

The Narrator agrees as it makes logical sense. The Narrator sets a CL 3 Performance Check for the Assists. Bob rolls his Performance Vocational skill and gets 4 wins, resulting in Advantage for Thrak's Lift Check. In a parallel reality, Bob only gets 3 wins, and his song doesn't help or hurt Thrak's Check. In another parallel reality, Bob only gets 2 wins on his Performance Check, which produces such horrible music it distracts Thrak resulting in Disadvantage to Thrak's Lift Check.

Example 2:

Javk Wick the rogue is sneaking his way into a guarded castle. Javk's player asks the Narrator if he could assist his Stealth check to sneak up with his Infiltration Knowledge Vocational Skill. In this example, Stealth is the "primary" Dice Pool and Infiltration Knowledge is the "assisting" Dice Pool.

The Narrator agrees as it makes logical sense. The Narrator sets the CL of the Assist at 3. Javk gets 4 Wins from his Assist, giving him advantage on his Stealth check.

Example 3:

Javk Wick the rogue is in combat. Javk and his enemy are in melee combat and the ground is covered in oil. The Narrator declares that anyone standing in the slick oil has Disadvantage on their combat roll. Javk's player asks the Narrator if he could Assist his combat roll with his dagger with Dexterity. Javk's player wants to use his character's balance and fancy foot work to nullify the Disadvantage from the slippery oil.

The Narrator agrees, setting the Assist to CL 3 due to the slippery oil patches covering the floor. Javk gets 4 Wins from his Assist, giving him advantage on his dagger's combat roll. The Advantage and Disadvantage cancel out leaving him with a normal roll.

The Fate Roll

The Fate Roll can be used by the Narrator to let the roll of a dice decide what direction the story will move in, be that for or against the goals and desires of the players.

A Fate Roll is made with a D20 and is made by the Narrator or designated to a Player by the Narrator. The higher the roll is, the better the result is for the players. Rolling a 20 is considered a critical success, and may allow the Narrator to assign exceptionally advantageous circumstances to the players. The lower the roll is, the worse the result is for the players. Rolling a 1 is always to be considered a critical failure, and will result in an extremely unfavorable outcome for the players. Whether they be revealed as immediate or delayed consequences is up to the Narrator.

These rolls may be used in situations of great intensity to help the Narrator guide the path of the action. They may be used to help break up monotony at random times to see if something good or bad occurs or even what the weather is.

Damage Types

Damage Types represent the various sources of injuries a character can receive.

Name: The name of the Damage Type.

Description: A brief description of the Damage Type.

Optional Defending Skill: The Skill that directly defends against the Damage Type. If it is "None", then no skill directly defends against the Damage Type.

Name Description Optional Defending Skill
Slash Caused by pushing or drawing a bladed edge to produce the force necessary to slice. None
Pierce Caused by pointed objects. None
Bludgeon Caused by blunt force. None
Hew Caused by the pressing of a bladed edge to produce the force necessary to shear. None
Ballistic Caused by bullets from firearms. None
Shockwave Caused by shock waves and sound. None
Fire Caused by intense heat or combustion. None
Electric Caused by lightning or other sources of electricity. None
Radiant Caused specifically by divine power or sunlight. None
Acid Caused by corrosive substances. None
Cold Caused by extremely low temperatures. Endurance
Silver Caused by a Silvered weapon. Endurance
Poison Caused by poisons or toxins. Endurance
Necrotic Caused by rot, decay, and undeath. Endurance
Bleed Caused by the loss of blood. Endurance
Fatigue Caused by the lack of nutrition, rest, drinkable water, breathable air, etc... Endurance
Psychic Caused by mental trauma. Will
Spiritual Caused by spiritual sources such as ghosts or divine entities. Will

Unit of Measure

This section defines the different units of measure that a game will use.

Length Area Volume Weight Angle
ft ft^2 ft^3 lb °

Using a Battle Map

When using a grid Battle Map for combat, it is important to inform your players the dimensions of each part of the grid. For instance, most gridded battle maps have each square represent a 5 ft x 5 ft square.

Range

A Range specifies at what distance an action can be performed. The Min Range specifies the shortest distance the Range covers. The Max Range specifies the furthest distance the Range covers.

Min Range = (Min Range Base) + ((Size of governing Skill Dice Pool) * (Min Range Per Dice))

Max Range = (Max Range Base) + ((Size of governing Skill Dice Pool) * (Max Range Per Dice))

The result of calculating a range can be written as "(Range Name): (Min Range) - (Max Range) (Length Unit of Measure)", for example "Melee: 0 - 5 ft".

If a Range specifies "(Normal)" as part of its name, then the Dice Pool rolled for the action will do so normally. If "(Disadvantage)" is specified then the Dice Pool rolled for the action does so at Disadvantage. If "(Super Disadvantage)" is specified then the Dice Pool rolled for the action does so at Super Disadvantage.

Often, an action will have multiple Ranges, usually done to denote different behavior. If the Ranges overlap each other, then the most advantageous Range can be used.

Name: The name of the range.

Min Range Base: The base amount for the Min Range.

Min Range Per Dice: The amount of additional Min Range per dice in the governing Skill's Dice Pool.

Max Range Base: The base amount for the Max Range.

Max Range Base: The amount of additional Max Range per dice in the governing Skill's Dice Pool.

Name Min Range Base Min Range Per Dice Max Range Base Max Range Per Dice
Self 0 0 0 0
Melee 0 0 5 0
Reach 0 0 10 0
Near (Normal) 0 0 0 1.67
Near (Disadvantage) 0 1.67 0 3.34
Near (Super Disadvantage) 0 3.34 0 5.01
Short (Normal) 0 0 0 3.34
Short (Disadvantage) 0 3.34 0 6.68
Short (Super Disadvantage) 0 6.68 0 10.02
Mediocre (Normal) 0 0 0 5
Mediocre (Disadvantage) 0 5 0 10
Mediocre (Super Disadvantage) 0 10 0 15
Medium (Normal) 0 0 0 7.5
Medium (Disadvantage) 0 7.5 0 15
Medium (Super Disadvantage) 0 15 0 22.5
Extended (Normal) 0 0 0 10
Extended (Disadvantage) 0 10 0 20
Extended (Super Disadvantage) 0 20 0 30
Far (Normal) 0 0 0 15
Far (Disadvantage) 0 15 0 30
Far (Super Disadvantage) 0 30 0 45
Long (Normal) 0 0 0 20
Long (Disadvantage) 0 20 0 40
Long (Super Disadvantage) 0 40 0 60
Distant (Normal) 0 0 0 25
Distant (Disadvantage) 0 25 0 50
Distant (Super Disadvantage) 0 50 0 75
Sharpshooter (Normal) 0 0 0 30
Sharpshooter (Disadvantage) 0 30 0 60
Sharpshooter (Super Disadvantage) 0 60 0 90
Extreme (Normal) 0 0 0 35
Extreme (Disadvantage) 0 35 0 70
Extreme (Super Disadvantage) 0 70 0 105
Sniper (Normal) 0 0 0 50
Sniper (Disadvantage) 0 50 0 100
Sniper (Super Disadvantage) 0 100 0 150

Example

A character is trying to determine how far away they can shoot their fireball spell. It has the Ranges "Long (Normal), Long (Disadvantage), Long (Super Disadvantage)". The governing Skill's Dice Pool is 7d6.

We'd calculate the "Long (Normal)" Range as follows. Its Min Range would 0 + (7 * 0) = 0. Its Max Range would be 0 + (7 * 20) = 140. So the result would be "Long (Normal): 0 - 140 ft".

The final result of all of the Ranges would be "Long (Normal): 0 - 140 ft, Long (Disadvantage): 140 - 280 ft, Long (Super Disadvantage): 280 - 420 ft". Since "Long (Normal)" and "Long (Disadvantage)" overlap at 140 ft, if a target were engaged at that distance then we'd use "Long (Normal)" since it is the most advantageous.

Area Of Effect

An Area Of Effect describes a 3D space. They can be used to describe any action that will cover a chunk of space, often used for certain attacks such as explosions.

All Area Of Effects will have a point of origin from which they will emanate from. This will vary based on the different shapes of the Area of Effects.

If an Area Of Effect specifies "(Disadvantage)", "(Super Disadvantage)", "(Advantage)", or "(Super Disadvantage)" as part of its name then the Dice Pool that will be rolled for that action will gain the corresponding option from the "Advantage and Disadvantage" rules section.

Often, an action will have multiple Area Of Effects, such as when trying to add gradations of effectiveness to some action.

For example let's say we want to add gradations to how effective a modern hand grenade is. We will use 3 nested Spheres. The inner most Area Of Effect Sphere will represent the "kill radius" for our explosion, so we'll specify "(Normal)" in its name. The middle Area Of Effect Sphere will represent the "casualty radius" where you're more likely to get injured than die, so we'll specify "(Disadvantage)" in its name. The outer most Sphere will represent where you'd be mostly safe but might catch an unlucky piece of shrapnel, so we'll specify "(Super Disadvantage)" on its name. So our grenade action's Area Of Effects would be "Grenade Explosion (Normal), Grenade Explosion (Disadvantage), Grenade Explosion (Super Disadvantage)".

If Area Of Effects from an action overlap each other, then the most advantageous Area Of Effects can be used.

Area Of Effects with a "... Per Dice" column can scale with the size of the Governing Skill Dice Pool. For example, this could be used for magic users to have the size of their area of effects scaling with their proficiency with their magic.

Box

Point of Origin: The center of the Box

Name Length Base Length Per Dice Width Base Width Per Dice Height Base Height Per Dice
10 ft Cube 10 0 10 0 10 0

Sphere

Point of Origin: The center of the Sphere

Name Radius Base Radius Per Dice
5 ft Sphere 5 0
10 ft Sphere 10 0
15 ft Sphere 15 0
20 ft Sphere 20 0
25 ft Sphere 25 0
30 ft Sphere 30 0
Medium Sphere Calculation 2.5 2.5

Cone

Point of Origin: A Cone point of origin will be the narrowest point of the cone, from which it will emanate.

If a cone has an angle of 53.13 degrees, then the cone's width is equal to its length at any given point. Which means that the cone's area of effect is specified by its maximum length. For example, a cone spell with a range of 15 ft will extend up to 15 ft away from the point of origin, and at any point, its width matches its length.

Name Angle Length Base Length Per Dice
10 ft Cone 53.13 10 0
15 ft Cone 53.13 15 0
20 ft Cone 53.13 20 0
25 ft Cone 53.13 25 0
30 ft Cone 53.13 30 0
35 ft Cone 53.13 35 0
40 ft Cone 53.13 40 0
45 ft Cone 53.13 45 0
50 ft Cone 53.13 50 0
55 ft Cone 53.13 55 0
60 ft Cone 53.13 60 0
Close Cone Calculation 53.13 2.5 2.5
Medium Cone Calculation 53.13 2.5 5

Range and Area Of Effects

If an action, such as an attack or spell, has a Range and an Area Of Effect, then the Range describes how far away the point of origin can be for the Area Of Effect.

When cases arise where an action is performed with a combination of a Range with Advantage/Disadvantage and Area Of Effect with Advantage/Disadvantage, simply use the "Multiple Advantages and Disadvantages on a roll" rule.

Uses Per Round

Uses Per Round represent the number of times an action can be performed during a round. Taking firearms as an example, the faster the fire rate and easier it is to reload, the better its Uses Per Round should be. A flintlock pistol should have a far slower Uses Per Round as compared to a semi-automatic pistol.

If a character completely depletes their Uses Per Round for a combat round they can no longer use their Combat Roll for that combat round and are instead forced to use an Evasion Roll if they are being engaged.

If Optional Max is a number then it describes an upper bound for the Uses Per Round's calculation result. If it's "None" then there is no upper bound.

Uses Per Round = (Uses Per Round Base) + ( (Uses Per Round Per Dice) * (Size of governing Skill Dice Pool) )

Dice Per Uses Per Round is just a column used to give an approximation for how many dice are required to reach the next whole number for a Uses Per Round.

Name Optional Max Uses Per Round Base Uses Per Round Per Dice Dice Per Uses Per Round
Rapid None 0 1 1
Swift +2 None 0 0.5 2
Swift +1 None 0 0.5 2
Swift None 0 0.5 2
Quick None 0 0.34 3
Steady None 0 0.25 4
Paced None 0 0.2 5
Slow None 0 1.67 6
Extremely Slow None 0 0.125 8
Painfully Slow None 0 0.0625 16
One Use Example None 1 0 None
One Round To Reload None 0.7 0 None
Two Rounds To Reload None 0.4 0 None

Uses Per Round result greater than 1 with decimals

If Uses Per Round is greater than 1 and has a decimal, round down to the nearest whole number.

Uses Per Round result less than 1

On a round where an action IS prepared (example: your Heavy Crossbow is loaded), you can perform the action 1 time.

On a round where an action is NOT prepared (example: your Heavy Crossbow is unloaded), if the Uses Per Round calculation result is greater than or equal to 0.5 and less than 1, 1 round must be spent preparing in order to use this action again. If the result is greater than 0 and less than 0.5, your character must spend 2 rounds preparing.

While preparing the "Off Guard" Combat Modifier is gained. If engaged during this time characters can still attempt to perform an Evasion Roll.

Uses Per Round if character is using multiple loaded weapons

If characters have loaded weapons (for instance loaded muzzle loading firearms) within easy access, they can forgo loading, and use a faster Uses Per Round type that the Narrator decides. For instance, for muzzle loading pistols being drawn from a chest rig, "Swift" seems like a reasonable Uses Per Round type.

Example

Let's say a character's Uses Per Round for their Combat Roll is "Quick". The governing Skill Dice Pool for said Combat Roll is 7d6.

0 + ( 0.34 * 7 ) = 2.38

Optional Max is "None", so there is no upper bound. We round down 2.38 to 2. Therefore the character would have 2 Uses Per Round for that round.

Destiny Points

A Destiny Point represents a player's ability to tip the scales of fate in favor of their character.

Destiny Point Effects are for the following two kinds of characters:

  • Player Characters are given "Destiny Points" and "Destiny Resistance" by default. "Destiny Points" allows players to influence the story at key moments they decide. "Destiny Resistance" is mainly to prevent Player Characters from wasting all their Destiny Points against one another on silly rolls.
  • Villain/Boss NPC can be given different combinations of these effects to dramatically increase how dangerous they are. Nothing scares players quite like telling them Destiny Points don't work versus a powerful foe...

Destiny points are awarded when players perform actions that the Narrator wants to encourage.

Name Description Duration Source
Destiny Points (0/3) A character can hold a max of 3 Destiny Points. Spending a "Preemptive Destiny Point" before rolling a dice pool gives Advantage on the resulting roll. Spending "Post Roll Destiny Points" adds additional Wins for each point spent, with the total Wins never exceeding the size of the dice pool. Destiny points are awarded when players perform actions that the Narrator wants to encourage. Examples include showing up to the game on time, exceptional roleplay, accomplishing a narrative milestone, and doing something in line with their character's personality even if at the detriment of wealth or progress. The Narrator
Destiny Resistance "Post Roll Destiny Points" cannot be spent against this character. The Narrator
Destiny Immunity Destiny Points cannot be spent against this character. The Narrator
Destiny Chosen Destiny Point Cap set to 6. Gain an additional Destiny Point whenever one is gained. Destiny begins to shape around the user's true desires. The Narrator

Effects

An Effect simply describes some way a character or item could have an effect on the narrative. Effects can be placed on characters or items.

All effect have a "Name", "Description", "Duration", and "Source" though they may have additional fields beyond these.

Name: The name of the Effect.

Description: Describes what the Effect is doing narratively.

Duration: Describes how long the Effect itself will be active.

Source: Describes where the effect came from. If the Effect is innate to the character, such as using their bare hands as weapons, use "Innate". If an Effect is coming from an item, such as a magic ring, use the name of the item. If from some 4th wall breaking source, such as special Effects only given to players, use "The Narrator".

Examples:

All of the following examples could affect the narrative.

  • A character's backstory (Narrative Effect)
  • An item that gives the wielder a healing factor while equipped (Narrative Effect)
  • A character having an innate weapon, such as claws (Combat Roll Effect)
  • An item having an ability to be used as a weapon, such as a dagger (Combat Roll Effect)
  • A character having innate defenses, like armored scales (Defense Effect)
  • An item with innate defenses, such as armor (Defense Effect)
  • A character having an injury that is weakening them (Attribute Dice Mod Effect)
  • An item having a curse on it that gives the wielder permanent weakness (Attribute Dice Mod Effect)
  • A character having an enchantment on them which alters their Attribute levels (Adjusted Attribute Level Effect/Set Attribute Level Effect)
  • An item having an enchantment that alters the wielder's Attribute levels (Adjusted Attribute Level Effect/Set Attribute Level Effect)
  • A character having an enchantment on them which alters their Skill Dice Pools (Adjusted Skill Level Effect/Set Skill Level Effect/Set Skill Base Dice Effect)
  • An item having an enchantment that alters the wielder's Skill Dice Pools (Adjusted Skill Level Effect/Set Skill Level Effect/Set Skill Base Dice Effect)
  • A character having the ability to carry equipment (Container Effect)
  • An item being able to contain other items, such as a backpack (Container Effect)
  • A character being able to move during a Combat Round (Movement Speed Effect)
  • An item giving the wielder some improved ability to move in Combat Round (Movement Speed)

Attribute Dice Mod Effect

An Attribute Dice Mod adds or subtracts dice for Dice Pools if they are governed by at least one of the Attributes specified.

Affected Attributes: If any skill is governed by at least one of the attribute listed, then apply the Dice Pool Modifier to that Skill's Dice Pool.

Dice Pool Modifier: The Dice Pool Modifier that will be applied to the Dice Pools.

Injury

Injury is handled as part of the narrative with dice penalties being applied per injury to a character's dice checks.

Typical "status effects" such as being poisoned, frostbitten, bleeding, madness, etc... are handled elegantly through the injury system. For instance, if you were dealt a Serious Injury by mild poison mist, then narratively explain it as getting a large breathful. If the character instead was dealt a Serious injury by an extremely lethal poison mist, then narratively it would be explained as only getting a small whiff. The resulting dice penalty acts as your "status effect" debuffing your character until they are resolved. For instance, anti-venom might be able to remove the poison injury or warming up by a fire might reduce hypothermia from the cold.

Name Description Duration Source Affected Attributes Dice Pool Modifier
Minor Injury -1d to STR/RFX/INT/CHA governed Dice Pools. The injury will naturally heal over the next few days, or faster if treated actively. Days if untreated Source of Injury STR, RFX, INT, CHA -1d
Medium Injury -2d to STR/RFX/INT/CHA governed Dice Pools. The injury must be treated relatively soon otherwise further penalties may apply such as infection. Weeks if untreated Source of Injury STR, RFX, INT, CHA -2d
Serious Injury -3d to STR/RFX/INT/CHA governed Dice Pools. The injury will lead to death in time if untreated. Months if untreated Source of Injury STR, RFX, INT, CHA -3d
Fatal Injury -4d to STR/RFX/INT/CHA governed Dice Pools. The injury will lead to death very soon if untreated. The character inflicted with this injury is Physically Incapacitated (see the Narrative Effect). Indefinite if untreated Source of Injury STR, RFX, INT, CHA -4d
Death Blow Injury -5d to STR/RFX/INT/CHA governed Dice Pools. The injury causes death. Indefinite Source of Injury STR, RFX, INT, CHA -5d

Weight Class

Weight Class represent the physical strain of carrying equipment. Some characters will purposefully be in a higher weight class to gain the benefits of heavier armor and weapons, making up for their Carry weight penalty with better gear.

Name Description Duration Source Affected Attributes Dice Pool Modifier
Weight Class: Light -0d to STR/RFX governed Dice Pools Indefinite 0% =< Equipment Weight <= 25% of Carry Weight STR, RFX -0d
Weight Class: Medium -1d to STR/RFX governed Dice Pools Indefinite 25% < Equipment Weight <= 50% of Carry Weight STR, RFX -1d
Weight Class: Heavy -2d to STR/RFX governed Dice Pools Indefinite 50% < Equipment Weight <= 75% of Carry Weight STR, RFX -2d
Weight Class: Very Heavy -3d to STR/RFX governed Dice Pools Indefinite 75% < Equipment Weight <= 100% of Carry Weight STR, RFX -3d
Weight Class: Overburdened -4d to STR/RFX governed Dice Pools Indefinite 100% < Equipment Weight of Carry Weight STR, RFX -4d

Skill Dice Mod Effect

Adds or subtracts dice from the specified Skills/Vocations Dice Pools.

Affected Skills: The Skills/Vocations that are affected.

Dice Pool Modifier: The Dice Pool Modifier that will be applied to the Dice Pools.

Name Description Duration Source Affected Skills Dice Pool Modifier
Minorly Enhanced Knight Vocation +1d6 to Knight Dice Pool. Indefinite Innate Knight +1d6
Minorly Enhanced Athletics +1d6 to Athletics Dice Pool. Indefinite Innate Athletics +1d6
Minorly Diminished Athletics -1d to Athletics Dice Pool. Indefinite Innate Athletics -1d
Minorly Enhanced Endurance +1d6 to Endurance Dice Pool. Indefinite Innate Endurance +1d6
Minorly Diminished Endurance -1d to Endurance Dice Pool. Indefinite Innate Endurance -1d
Minorly Enhanced Lift +1d6 to Lift Dice Pool. Indefinite Innate Lift +1d6
Minorly Diminished Lift -1d to Lift Dice Pool. Indefinite Innate Lift -1d
Minorly Enhanced Dexterity +1d6 to Dexterity Dice Pool. Indefinite Innate Dexterity +1d6
Minorly Diminished Dexterity -1d to Dexterity Dice Pool. Indefinite Innate Dexterity -1d
Minorly Enhanced Perception +1d6 to Perception Dice Pool. Indefinite Innate Perception +1d6
Minorly Diminished Perception -1d to Perception Dice Pool. Indefinite Innate Perception -1d
Minorly Enhanced Stealth +1d6 to Stealth Dice Pool. Indefinite Innate Stealth +1d6
Minorly Diminished Stealth -1d to Stealth Dice Pool. Indefinite Innate Stealth -1d
Minorly Enhanced Logic +1d6 to Logic Dice Pool. Indefinite Innate Logic +1d6
Minorly Diminished Logic -1d to Logic Dice Pool. Indefinite Innate Logic -1d
Minorly Enhanced Knowledge +1d6 to Knowledge Dice Pool. Indefinite Innate Knowledge +1d6
Minorly Diminished Knowledge -1d to Knowledge Dice Pool. Indefinite Innate Knowledge -1d
Minorly Enhanced Will +1d6 to Will Dice Pool. Indefinite Innate Will +1d6
Minorly Diminished Will -1d to Will Dice Pool. Indefinite Innate Will -1d
Minorly Enhanced Intimidation +1d6 to Intimidation Dice Pool. Indefinite Innate Intimidation +1d6
Minorly Diminished Intimidation -1d to Intimidation Dice Pool. Indefinite Innate Intimidation -1d
Minorly Enhanced Deception +1d6 to Deception Dice Pool. Indefinite Innate Deception +1d6
Minorly Diminished Deception -1d to Deception Dice Pool. Indefinite Innate Deception -1d
Minorly Enhanced Persuasion +1d6 to Persuasion Dice Pool. Indefinite Innate Persuasion +1d6
Minorly Diminished Persuasion -1d to Persuasion Dice Pool. Indefinite Innate Persuasion -1d
Minorly Enhanced Medium Melee +1d6 to Medium Melee Dice Pool. Indefinite Innate Medium Melee +1d6

Defense Effect

Defense is used to reduce incoming injuries from Damage Types by the equivalent amount of Defense against it. If a character has multiple Defenses, then add the values of the Defenses together for each Damage Type to get their Total Defense. If a totaled Defense to a specific Damage Type has a decimal place remainder, you'll round it down to the nearest whole number when reducing an injury with it.

If a foe has a sufficiently high Defense to a certain Damage Type, then the best course of action is to circumvent it. For instance, a knight in full plate armor would be extremely difficult to injure from injuries caused by the Slash Damage Type. In these circumstances, the most efficient way of defeating a character in heavy armor is grappling them or tripping them and holding them down, just like in real life. Another option is to use an attack with a different Damage Type, such as spraying poison mist at them, to completely circumvent their high Slash defense.

Name Description Duration Source Slash Pierce Bludgeon Hew Ballistic Shockwave Fire Electric Radiant Acid Cold Silver Poison Necrotic Bleed Suffocation Psychic Spiritual
Engineering Suit Defense Works as Head Armor, Body Armor, Arm Armor, and Leg Armor. Indefinite Innate 4 4 4 4 4 4 4 4 4 4 0 0 0 0 0 0 0 0
Security Suit Defense Works as Head Armor, Body Armor, Arm Armor, and Leg Armor. Indefinite Innate 5 5 5 5 5 5 5 5 5 5 0 0 0 0 0 0 0 0
Advanced Suit Defense Works as Head Armor, Body Armor, Arm Armor, and Leg Armor. Indefinite Innate 6 6 6 6 6 6 6 6 6 6 0 0 0 0 0 0 0 0
Soldier Suit Defense Works as Head Armor, Body Armor, Arm Armor, and Leg Armor. Indefinite Innate 7 7 7 7 7 7 7 7 7 7 0 0 0 0 0 0 0 0
Gambeson Armor Defense Works as Head Armor, Body Armor, Arm Armor, and Leg Armor. Indefinite Innate 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0
Gambeson Body/Arm Defense Works as Body Armor and Leg Armor. Indefinite Innate 0.625 0.625 0.625 0.625 0.625 0.625 0.625 0.625 0.625 0.625 0 0 0 0 0 0 0 0
Gambeson Leg Defense Works as Leg Armor. Indefinite Innate 0.375 0.375 0.375 0.375 0.375 0.375 0.375 0.375 0.375 0.375 0 0 0 0 0 0 0 0
Leather Armor Defense Works as Head Armor, Body Armor, Arm Armor, and Leg Armor. Indefinite Innate 2 2 2 2 2 2 2 2 2 2 0 0 0 0 0 0 0 0
Leather Head Defense Works as Head Armor. Indefinite Innate 0.34 0.34 0.34 0.34 0.34 0.34 0.34 0.34 0.34 0.34 0 0 0 0 0 0 0 0
Leather Body Defense Works as Body Armor. Indefinite Innate 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0
Leather Leg Defense Works as Leg Armor. Indefinite Innate 0.33 0.33 0.33 0.33 0.33 0.33 0.33 0.33 0.33 0.33 0 0 0 0 0 0 0 0
Leather Arm Defense Works as Arm Armor. Indefinite Innate 0.33 0.33 0.33 0.33 0.33 0.33 0.33 0.33 0.33 0.33 0 0 0 0 0 0 0 0
Chainmail Armor Defense Works as Head Armor, Body Armor, Arm Armor, and Leg Armor. Indefinite Innate 3 3 3 3 3 3 3 3 3 3 0 0 0 0 0 0 0 0
Chainmail Head Defense Works as Head Armor. Indefinite Innate 0.38 0.38 0.38 0.38 0.38 0.38 0.38 0.38 0.38 0.38 0 0 0 0 0 0 0 0
Chainmail Body Defense Works as Body Armor. Indefinite Innate 1.15 1.15 1.15 1.15 1.15 1.15 1.15 1.15 1.15 1.15 0 0 0 0 0 0 0 0
Chainmail Leg Defense Works as Leg Armor. Indefinite Innate 0.77 0.77 0.77 0.77 0.77 0.77 0.77 0.77 0.77 0.77 0 0 0 0 0 0 0 0
Chainmail Arm Defense Works as Arm Armor. Indefinite Innate 0.7 0.7 0.7 0.7 0.7 0.7 0.7 0.7 0.7 0.7 0 0 0 0 0 0 0 0
Brigandine Armor Defense Works as Head Armor, Body Armor, Arm Armor, and Leg Armor. Indefinite Innate 4 4 4 4 4 4 4 4 4 4 0 0 0 0 0 0 0 0
Brigandine Head Defense Works as Head Armor. Indefinite Innate 0.39 0.39 0.39 0.39 0.39 0.39 0.39 0.39 0.39 0.39 0 0 0 0 0 0 0 0
Brigandine Body Defense Works as Body Armor. Indefinite Innate 1.69 1.69 1.69 1.69 1.69 1.69 1.69 1.69 1.69 1.69 0 0 0 0 0 0 0 0
Brigandine Leg Defense Works as Leg Armor. Indefinite Innate 1.00 1.00 1.00 1.00 1.00 1.00 1.00 1.00 1.00 1.00 0 0 0 0 0 0 0 0
Brigandine Arm Defense Works as Arm Armor. Indefinite Innate 0.92 0.92 0.92 0.92 0.92 0.92 0.92 0.92 0.92 0.92 0 0 0 0 0 0 0 0
Plate Armor Defense Works as Head Armor, Body Armor, Arm Armor, and Leg Armor. Indefinite Innate 5 5 5 5 5 5 5 5 5 5 0 0 0 0 0 0 0 0
Plate Head Defense Works as Head Armor. Indefinite Innate 0.53 0.53 0.53 0.53 0.53 0.53 0.53 0.53 0.53 0.53 0 0 0 0 0 0 0 0
Plate Body Defense Works as Body Armor. Indefinite Innate 2.01 2.01 2.01 2.01 2.01 2.01 2.01 2.01 2.01 2.01 0 0 0 0 0 0 0 0
Plate Leg Defense Works as Leg Armor. Indefinite Innate 1.23 1.23 1.23 1.23 1.23 1.23 1.23 1.23 1.23 1.23 0 0 0 0 0 0 0 0
Plate Arm Defense Works as Arm Armor. Indefinite Innate 1.23 1.23 1.23 1.23 1.23 1.23 1.23 1.23 1.23 1.23 0 0 0 0 0 0 0 0
Small Shield Shield Indefinite Innate 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Medium Shield Shield Indefinite Innate 2 2 2 2 0 0 1 1 1 1 0 0 0 0 0 0 0 0
Large Shield Shield Indefinite Innate 3 3 3 3 0 0 2 2 2 2 0 0 0 0 0 0 0 0

Defending Skill

When a character is taking an injury from a Damage Type that has a Defending Skill, they can add the wins gained from their Defending Skill's Dice Pool to their Defense.

The character can choose to take the static amount of wins or roll.

Static Wins: For the Defending Skill, take the size of the Dice Pool, divide it by 2, and then round down to the nearest whole number.

Rolled Wins: The wins achieved by rolling the Defending Skill's Dice Pool count as Defense.

If in combat, the amount of wins gained from a Defending Skill remain for an entire round.

Example

A character takes a Serious Injury (level 3) from a poison spray. The Poison Damage Type's Defending Skill is "Endurance". The character's Endurance Dice Pool is "5d6".

Choosing the Static Wins: If the character takes the static wins, they have 2.5 wins. That means they are able to scale down the injury to a Minor Injury (level 1).

Choosing to Roll for Wins: If the character wants to roll, they have the chance of negating the injury completely. If they rolled and got 3 wins, they would completely resist the injury. However, if they for instance only got 1 win, they would take a Medium Injury (level 2).

Armor

Most Armor has a Defense. For item creation purposes, determining what portions a piece of armor will protect is useful.

  • Head Armor
  • Body Armor
  • Arm Armor
  • Leg Armor
  • Shield

A character can wear two pieces of armor on the same body part, such as wearing a gambeson shirt under chain mail shirt or a breastplate, which was most certainly done in history.

Shields

Shields generally takes up one of the character's hands when in use. Characters not actively using their shield do not benefit from the additional defense.

Defending against Injury with multiple Damage Types

In the rare case where a character is having to defend from an injury coming from multiple Damage Types, the Narrator can decide to use one of the two following rules:

  1. The defending character can average add all the Defense's against the Damage Types in question, then divide by the number of Damage Types. The result can act as the Defense against the incoming attack.
  2. The attacking character has to choose which Damage Type is primary, which the defender will be able to defend against.

Resource Pool Max Calculation

A Resource Pool Max Calculation can be used to determine the maximum amount a Resource Pool can hold.

Governing Skill Resource Pool Max Result = ( (Skill Level) * (Skill Dice Pool Size) ) / 2, rounded down to the nearest whole number

  • If the Skill's level is 0 or below, then use 0.5 for the "(Skill Level)" variable in the above calculation and round down to the nearest whole number.

Governing Vocation Resource Pool Max Result = (Vocation Level) * (Vocation Dice Pool Size)

  • If the Vocation's level is 0 then use 0.5 for the "(Vocation Level)" variable in the calculation above and round down to the nearest whole number.

Resource Pool Max Calculation Result = (Base Amount) + (Governing Vocation Resource Pool Max Result) + (Governing Skill Resource Pool Max Result)

Name: The name of the Resource Pool Max Calculation

Optional Governing Skill Name: If "None" then the "(Skill Dice Pool Size)" is 0. Otherwise, represent the Skill whose Dice Pool Size will be used in the calculation.

Optional Governing Vocation Name: If "None" then the "(Vocation Dice Pool Size)" is 0. Otherwise, represent the Vocation whose Dice Pool Size will be used in the calculation.

Name Base Amount Optional Governing Skill Name Optional Governing Vocation Name
Mana Resource Pool Max 0 Knowledge Wizard
Nature Connection Resource Pool Max 0 Will Druid

Examples of Governing Vocation Resource Pool Max Results

Governing Vocation Level Governing Vocation Dice Pool Governing Vocation Resource Pool Max Result
0 4d6 2
0 4d6 2
1 5d6 5
1 5d6 5
1 6d6 6
1 6d6 6
2 7d6 14
2 7d6 14
2 8d6 16
2 8d6 16
3 9d6 27
3 9d6 27
3 10d6 30
3 10d6 30
4 11d6 44
4 11d6 44
4 12d6 48
4 12d6 48
5 13d6 65
5 13d6 65
5 14d6 70
Examples of Governing Skill Resource Pool Max Results
Governing Skill Level Governing Skill Dice Pool Governing Skill Resource Pool Max Result
0 4d6 1
1 5d6 2
0 4d6 1
1 5d6 2
1 6d6 3
2 7d6 7
1 6d6 3
2 7d6 7
2 8d6 8
3 9d6 13
2 8d6 8
3 9d6 13
3 10d6 15
4 11d6 22
3 10d6 15
4 11d6 22
4 12d6 24
5 13d6 32
4 12d6 24
5 13d6 32
5 14d6 35

Resource Pool Effect

Represents a pool of resources which can represent whatever the Narrator desires. Examples include a pool of mana for powering magic, ammo for weapons, Destiny Points, etc...

Resource: Describes the individual thing the Resource Pool is made up of.

Amount: This is the starting amount of resource.

Optional Resource Pool Max: If "None", then there is no maximum amount of resource for the Resource Pool. Otherwise, if it's the Name of a Resource Pool Max Calculation then the result of the calculation will act as the maximum value. Lastly, if it's a number then it signifies the maximum amount of resource the Resource Pool can hold.

Is Amount Tied to Item Stack Quantity: If "TRUE" then Item Stack the Resource Pool Effect is placed on is considered to be the same. Meaning that the Amount of the Resource Pool and Quantity of the Item Stack should be the same.

Name Description Source Duration Resource Amount Optional Resource Pool Max Is Amount Tied To Item Stack Quantity
Negative Strength Point (Level -2) A character with negative STR is less resistant/durable against physical/bodily damage types. In combat, for every negative point in STR the Narrator can increase a Victory Level achieved against them once every combat encounter. Outside of combat, for every negative point in STR the Narrator can increase an injury against a character as many times as they want. Innate Indefinite Negative Strength Point 2 2 FALSE
Negative Strength Point (Level -1) A character with negative STR is less resistant/durable against physical/bodily damage types. In combat, for every negative point in STR the Narrator can increase a Victory Level achieved against them once every combat encounter. Outside of combat, for every negative point in STR the Narrator can increase an injury against a character as many times as they want. Innate Indefinite Negative Strength Point 1 1 FALSE
Strength Point (Level 1) A character with positive STR is more resistant/durable against physical/bodily damage types. In combat, for every positive point in STR a character can reduce a Victory Level achieved against them once every combat encounter. Outside of combat, for every positive point in STR a character can reduce an injury against them as many times as they want, granted there is a couple minutes of downtime between each injury. Innate Indefinite Strength Point 1 1 FALSE
Strength Point (Level 2) A character with positive STR is more resistant/durable against physical/bodily damage types. In combat, for every positive point in STR a character can reduce a Victory Level achieved against them once every combat encounter. Outside of combat, for every positive point in STR a character can reduce an injury against them as many times as they want, granted there is a couple minutes of downtime between each injury. Innate Indefinite Strength Point 2 2 FALSE
Strength Point (Level 3) A character with positive STR is more resistant/durable against physical/bodily damage types. In combat, for every positive point in STR a character can reduce a Victory Level achieved against them once every combat encounter. Outside of combat, for every positive point in STR a character can reduce an injury against them as many times as they want, granted there is a couple minutes of downtime between each injury. Innate Indefinite Strength Point 3 3 FALSE
Strength Point (Level 4) A character with positive STR is more resistant/durable against physical/bodily damage types. In combat, for every positive point in STR a character can reduce a Victory Level achieved against them once every combat encounter. Outside of combat, for every positive point in STR a character can reduce an injury against them as many times as they want, granted there is a couple minutes of downtime between each injury. Innate Indefinite Strength Point 4 4 FALSE
Strength Point (Level 5) A character with positive STR is more resistant/durable against physical/bodily damage types. In combat, for every positive point in STR a character can reduce a Victory Level achieved against them once every combat encounter. Outside of combat, for every positive point in STR a character can reduce an injury against them as many times as they want, granted there is a couple minutes of downtime between each injury. Innate Indefinite Strength Point 5 5 FALSE
Negative Intelligence Point (Level -2) A character with negative INT is less resistant/durable against psychic/spiritual damage types. In combat, for every negative point in INT the Narrator can increase a Victory Level achieved against them once every combat encounter. Outside of combat, for every negative point in INT the Narrator can increase an injury against a character as many times as they want. Innate Indefinite Negative Intelligence Point 2 2 FALSE
Negative Intelligence Point (Level -1) A character with negative INT is less resistant/durable against psychic/spiritual damage types. In combat, for every negative point in INT the Narrator can increase a Victory Level achieved against them once every combat encounter. Outside of combat, for every negative point in INT the Narrator can increase an injury against a character as many times as they want. Innate Indefinite Negative Intelligence Point 1 1 FALSE
Intelligence Point (Level 1) A character with positive INT is more resistant/durable against psychic/spiritual damage types. In combat, for every positive point in INT a character can reduce a Victory Level achieved against them once every combat encounter. Outside of combat, for every positive point in INT a character can reduce an injury against them as many times as they want, granted there is a couple minutes of downtime between each injury. Innate Indefinite Intelligence Point 1 1 FALSE
Intelligence Point (Level 2) A character with positive INT is more resistant/durable against psychic/spiritual damage types. In combat, for every positive point in INT a character can reduce a Victory Level achieved against them once every combat encounter. Outside of combat, for every positive point in INT a character can reduce an injury against them as many times as they want, granted there is a couple minutes of downtime between each injury. Innate Indefinite Intelligence Point 2 2 FALSE
Intelligence Point (Level 3) A character with positive INT is more resistant/durable against psychic/spiritual damage types. In combat, for every positive point in INT a character can reduce a Victory Level achieved against them once every combat encounter. Outside of combat, for every positive point in INT a character can reduce an injury against them as many times as they want, granted there is a couple minutes of downtime between each injury. Innate Indefinite Intelligence Point 3 3 FALSE
Intelligence Point (Level 4) A character with positive INT is more resistant/durable against psychic/spiritual damage types. In combat, for every positive point in INT a character can reduce a Victory Level achieved against them once every combat encounter. Outside of combat, for every positive point in INT a character can reduce an injury against them as many times as they want, granted there is a couple minutes of downtime between each injury. Innate Indefinite Intelligence Point 4 4 FALSE
Intelligence Point (Level 5) A character with positive INT is more resistant/durable against psychic/spiritual damage types. In combat, for every positive point in INT a character can reduce a Victory Level achieved against them once every combat encounter. Outside of combat, for every positive point in INT a character can reduce an injury against them as many times as they want, granted there is a couple minutes of downtime between each injury. Innate Indefinite Intelligence Point 5 5 FALSE
Negative Charisma Point (Level -2) For each level below 0 in CHA, the narrator can give a character disadvantage once per day on a social skill check that has CHA as one of its governing attributes. Innate Indefinite Negative Charisma Point 2 2 FALSE
Negative Charisma Point (Level -1) For each level below 0 in CHA, the narrator can give a character disadvantage once per day on a social skill check that has CHA as one of its governing attributes. Innate Indefinite Negative Charisma Point 1 1 FALSE
Charisma Point (Level 1) For each level above 0 in CHA, a character can give themselves advantage once per day on a social skill check that has CHA as one of its governing attributes. Innate Indefinite Charisma Point 1 1 FALSE
Charisma Point (Level 2) For each level above 0 in CHA, a character can give themselves advantage once per day on a social skill check that has CHA as one of its governing attributes. Innate Indefinite Charisma Point 2 2 FALSE
Charisma Point (Level 3) For each level above 0 in CHA, a character can give themselves advantage once per day on a social skill check that has CHA as one of its governing attributes. Innate Indefinite Charisma Point 3 3 FALSE
Charisma Point (Level 4) For each level above 0 in CHA, a character can give themselves advantage once per day on a social skill check that has CHA as one of its governing attributes. Innate Indefinite Charisma Point 4 4 FALSE
Charisma Point (Level 5) For each level above 0 in CHA, a character can give themselves advantage once per day on a social skill check that has CHA as one of its governing attributes. Innate Indefinite Charisma Point 5 5 FALSE
Destiny Point Pool A character can hold a max of 3 Destiny Points. Spending a "Preemptive Destiny Point" before rolling a dice pool gives Advantage on the resulting roll. Spending "Post Roll Destiny Points" adds additional Wins for each point spent, with the total Wins never exceeding the size of the dice pool. Destiny points are awarded when players perform actions that the narrator wants to encourage. Examples include showing up to the game on time, exceptional roleplay, accomplishing a narrative milestone, and doing something in line with their character's personality even if at the detriment of wealth or progress. Indefinite Given by The Narrator Destiny Point 0 3 FALSE
Destiny Chosen Destiny Point Cap set to 6. Gain an additional Destiny Point whenever one is gained. Destiny begins to shape around the user's true desires. Indefinite Given by The Narrator Destiny Point 0 6 FALSE
Mana Pool Resource Pool for magic. Innate Indefinite Mana 10 Mana Resource Pool Max FALSE
Resource Pool: Thrown Slash Close Melee Resources representing how many throwing combat rolls that can be performed. Innate Indefinite Thrown Slash Close Melee 1 None TRUE
Resource Pool: Thrown Pierce Close Melee Resources representing how many throwing combat rolls that can be performed. Innate Indefinite Thrown Pierce Close Melee 1 None TRUE
Resource Pool: Thrown Hew Close Melee Resources representing how many throwing combat rolls that can be performed. Innate Indefinite Thrown Hew Close Melee 1 None TRUE
Resource Pool: Thrown Bludgeon Close Melee Resources representing how many throwing combat rolls that can be performed. Innate Indefinite Thrown Bludgeon Close Melee 1 None TRUE
Resource Pool: Thrown Medium Spear Resources representing how many throwing combat rolls that can be performed. Innate Indefinite Thrown Medium Spear 1 None TRUE
Resource Pool: Thrown Large Spear Resources representing how many throwing combat rolls that can be performed. Innate Indefinite Thrown Large Spear 1 None TRUE
Resource Pool: Broadhead Light Arrows Ammunition for Combat Rolls. Indefinite Innate Broadhead Light Arrow 20 None TRUE
Resource Pool: Barbed Light Arrows Ammunition for Combat Rolls. Indefinite Innate Barbed Light Arrow 20 None TRUE
Resource Pool: Bodkin Light Arrows Ammunition for Combat Rolls. Indefinite Innate Bodkin Light Arrow 20 None TRUE
Resource Pool: Broadhead Heavy Arrows Ammunition for Combat Rolls. Indefinite Innate Broadhead Heavy Arrow 10 None TRUE
Resource Pool: Barbed Heavy Arrows Ammunition for Combat Rolls. Indefinite Innate Barbed Heavy Arrow 10 None TRUE
Resource Pool: Bodkin Heavy Arrows Ammunition for Combat Rolls. Indefinite Innate Bodkin Heavy Arrow 10 None TRUE
Resource Pool: Broadhead Hand Bolts Ammunition for Combat Rolls. Indefinite Innate Broadhead Hand Bolt 25 None TRUE
Resource Pool: Barbed Hand Bolts Ammunition for Combat Rolls. Indefinite Innate Barbed Hand Bolt 25 None TRUE
Resource Pool: Bodkin Hand Bolts Ammunition for Combat Rolls. Indefinite Innate Bodkin Hand Bolt 25 None TRUE
Resource Pool: Broadhead Light Bolts Ammunition for Combat Rolls. Indefinite Innate Broadhead Light Bolt 20 None TRUE
Resource Pool: Barbed Light Bolts Ammunition for Combat Rolls. Indefinite Innate Barbed Light Bolt 20 None TRUE
Resource Pool: Bodkin Light Bolts Ammunition for Combat Rolls. Indefinite Innate Bodkin Light Bolt 20 None TRUE
Resource Pool: Broadhead Heavy Bolts Ammunition for Combat Rolls. Indefinite Innate Broadhead Light Bolt 10 None TRUE
Resource Pool: Barbed Heavy Bolts Ammunition for Combat Rolls. Indefinite Innate Barbed Light Bolt 10 None TRUE
Resource Pool: Bodkin Heavy Bolts Ammunition for Combat Rolls. Indefinite Innate Bodkin Light Bolt 10 None TRUE
Resource Pool: Poison Blowgun Darts Ammunition for Combat Rolls. Indefinite Innate Poison Blowgun Dart 20 None TRUE
Resource Pool: Standard Sling Bullets Ammunition for Combat Rolls. Indefinite Innate Sling Bullet 20 None TRUE
Resource Pool: Muzzleloading Pistol Cartridges Ammunition for Combat Rolls. Indefinite Innate Muzzleloading Pistol Cartridge 20 None TRUE
Resource Pool: Arquebus Cartridges Ammunition for Combat Rolls. Indefinite Innate Arquebus Cartridge 20 None TRUE
Resource Pool: Musket Cartridges Ammunition for Combat Rolls. Indefinite Innate Musket Cartridge 20 None TRUE
Resource Pool: FMJ 9mm Rounds Ammunition for Combat Rolls. Indefinite Innate FMJ 9mm Round 20 None TRUE
Resource Pool: FMJ 5.56 Rounds Ammunition for Combat Rolls. Indefinite Innate FMJ 5.56 Round 20 None TRUE
Resource Pool: FMJ .308 Rounds Ammunition for Combat Rolls. Indefinite Innate FMJ .308 Round 20 None TRUE
Resource Pool: Buckshot 12 Gauge Shells Ammunition for Combat Rolls. Indefinite Innate Buckshot 12 Gauge Shell 20 None TRUE
Resource Pool: Explosive RPG Rounds Ammunition for Combat Rolls. Indefinite Innate Explosive RPG Round 20 None TRUE

Combat Roll Effect

Represents how a character is performing combat. A Combat Roll could represent swinging a greatsword with both hands, dual-wielding pistols, throwing a javelin, etc...

Name: The name of a Combat Roll is conventionally formatted the following way: "(Variation) (Type) with (Resource)". This isn't required but helps to keep things consistent.

Variation: Used to represents the different ways the Combat Roll is being used. Generally, it describes how a character's hands (or other appendages) will be occupied as part of the Combat Roll. This is important when defining a Combat Roll, as some weapons would be impossible to use with one hand (such as a bow). "One-handed" denotes only one hand is being used which frees up the other hand to hold a shield, a light source, an important item, etc... "Two-handed" denotes two hands are being used meaning both their hands are required. "Dual-wielded" denotes a hand is being used on a main weapon with the other hand is being used on another off hand weapon. Dual-wielding is only for attacks/weapons that wouldn't encumber the user if one were held in each hand.

Type: Describes what type of the Combat Roll.

Optional Resource And Amount: If "None", then the Combat Roll requires no Resource for use. Otherwise it denotes the Resource and amount consumed per use of the Combat Roll.

Base Dice Adjustment: Adjusts the tier of the Base Dice for the Combat Roll's Dice Pool. This generally is used to adjust the consistency and reliability of the Combat Roll. Making a new version of a Combat Roll by giving a small improvement to its Base Dice Adjustment is a great way to make unique weapons, to allow characters to upgrade their equipment, or to represent higher quality ammo.

Dice Pool Modifier: Represent either an addition or subtraction of dice to the Combat Roll Dice Pool. Used to represent how significant of a force multiplier a Combat Roll is. The more effective the Combat Roll, the larger the dice pool modification. For example, a bomb arrow is significantly more dangerous than a conventional arrow, so it would receive additional dice.

Penetration: Penetration represents a dealt injury's ability to mitigate the opponent's Defense. While dealing an injury, you may reduce your opponent's Totaled Defense by your Combat Roll's Penetration before calculating injury.

Examples of narratively describing better penetration:

  • Firearm vs Firearm loaded with armor piercing bullets.
  • Poison shot vs poison aerosolized spray, making it far more likely to penetrate the body's natural defenses.
  • Arming Sword swing vs Great Sword swing, which just give you more leverage and mass because if you can't cut through at least you'll crunch what's underneath.

Ranges: The Ranges the action can be performed at. See the Range rules for more details.

Uses Per Round: The amount of times the Combat Roll can be used during a combat round. See the Uses Per Round rules for more details.

Optional Area Of Effect: If "None" then there is no Area Of Effect. Otherwise, the shape and dimensions the Combat Roll creates when used. See the Area Of Effect rules for more details.

Damage Types: The types of damage a weapon inflicts when dealing injuries.

Governing Skill Name: The Skill that governs the Combat Roll.

Description: A description of the Combat Roll. Addition features specific to the Combat Roll will be included here, such as being usable while grappled or restricted in confined spaces.

Duration: Describes how long the Combat Roll effect is usable for. For most conventional weapons, this is "Indefinite".

Source: Describes where this Combat Roll is coming from. If it is coming from an item the character possesses, then the name of the item would be used. If the Combat Roll is innate to the character, such as claws, then the source would be "Innate".

Name Description Source Duration Variation Type Optional Resource And Amount Base Dice Adjustment Dice Pool Modifier Penetration Ranges Uses Per Round Optional Area Of Effects Damage Types Governing Skill Name
Dual-wielded Unarmed Just your bare hands. Can be used in a Grapple. Innate Indefinite Dual-wielded Unarmed None +0 -1d 0 Melee Swift None Bludgeon Close Melee
One-handed Torch Close Melee Torches, etc... Can be used in a Grapple. Innate Indefinite One-handed Torch Close Melee None -1 +0d6 0 Melee Swift None Bludgeon, Fire Close Melee
Dual-wielded Torch Close Melee Torches, etc... Can be used in a Grapple. Innate Indefinite Dual-wielded Torch Close Melee None -1 +1d6 0 Melee Swift +1 None Bludgeon, Fire Close Melee
One-handed Hew Close Melee Hatchets, small axes, etc... Can be used in a Grapple. Innate Indefinite One-handed Hew Close Melee None +1 +0d6 0 Melee Swift None Hew Close Melee
Dual-wielded Hew Close Melee Hatchets, small axes, etc... Can be used in a Grapple. Innate Indefinite Dual-wielded Hew Close Melee None +1 +1d6 0 Melee Swift +1 None Hew Close Melee
One-handed Slash Close Melee Daggers, shortswords, claws, etc... Can be used in a Grapple. Innate Indefinite One-handed Slash Close Melee None +1 +0d6 0 Melee Swift None Slash Close Melee
Dual-wielded Slash Close Melee Daggers, shortswords, claws, etc... Can be used in a Grapple. Innate Indefinite Dual-wielded Slash Close Melee None +1 +1d6 0 Melee Swift +1 None Slash Close Melee
One-handed Pierce Close Melee Small warpick, daggers, shortswords, claws, etc... Can be used in a Grapple. Innate Indefinite One-handed Pierce Close Melee None +0 +0d6 1 Melee Swift None Pierce Close Melee
Dual-wielded Pierce Close Melee Small warpick, daggers, shortswords, claws, etc... Can be used in a Grapple. Innate Indefinite Dual-wielded Pierce Close Melee None +0 +1d6 1 Melee Swift +1 None Pierce Close Melee
One-handed Pierce Close Melee -1 Small warpick, daggers, shortswords, claws, etc... Can be used in a Grapple. Innate Indefinite One-handed Pierce Close Melee -1 None -1 +0d6 1 Melee Swift None Pierce Close Melee
Dual-wielded Pierce Close Melee -1 Small warpick, daggers, shortswords, claws, etc... Can be used in a Grapple. Innate Indefinite Dual-wielded Pierce Close Melee -1 None -1 +1d6 1 Melee Swift +1 None Pierce Close Melee
One-handed Bludgeon Close Melee Small club, crowbars, gauntlets, etc... Can be used in a Grapple. Innate Indefinite One-handed Bludgeon Close Melee None -1 +0d6 2 Melee Swift None Bludgeon Close Melee
Dual-wielded Bludgeon Close Melee Small club, crowbars, gauntlets, etc... Can be used in a Grapple. Innate Indefinite Dual-wielded Bludgeon Close Melee None -1 +1d6 2 Melee Swift +1 None Bludgeon Close Melee
One-handed Hew Medium Melee Battleaxes, large creature claws, etc... Innate Indefinite One-handed Hew Medium Melee None +1 +1d6 1 Melee Swift None Hew Medium Melee
Two-handed Hew Medium Melee Battleaxes, large creature claws, etc... Innate Indefinite Two-handed Hew Medium Melee None +1 +2d6 1 Melee Swift None Hew Medium Melee
Dual-wielded Hew Medium Melee Battleaxes, large creature claws, etc... Innate Indefinite Dual-wielded Hew Medium Melee None +1 +2d6 1 Melee Swift +1 None Hew Medium Melee
One-handed Slash Medium Melee Arming Sword, Sidesword, broadsword, falchion, messer, katana, scimitar, large creature claws, etc... Innate Indefinite One-handed Slash Medium Melee None +1 +1d6 1 Melee Swift None Slash Medium Melee
Two-handed Slash Medium Melee Bastard Sword, Medium swords with two-handed grips, etc... Innate Indefinite Two-handed Slash Medium Melee None +1 +2d6 1 Melee Swift None Slash Medium Melee
Dual-wielded Slash Medium Melee Arming Sword, Sidesword, broadsword, falchion, messer, katana, scimitar, large creature claws, etc... Innate Indefinite Dual-wielded Slash Medium Melee None +1 +2d6 1 Melee Swift +1 None Slash Medium Melee
One-handed Pierce Medium Melee Arming Sword, Sidesword, broadsword, falchion, messer, katana, scimitar, large creature claws, War pick, war hammer's spike, etc... Innate Indefinite One-handed Pierce Medium Melee None +0 +1d6 2 Melee Swift None Pierce Medium Melee
Two-handed Pierce Medium Melee Bastard Sword, Medium swords with two-handed grips, War pick, war hammer's spike, etc... Innate Indefinite Two-handed Pierce Medium Melee None +0 +2d6 2 Melee Swift None Pierce Medium Melee
Dual-wielded Pierce Medium Melee Arming Sword, Sidesword, broadsword, falchion, messer, katana, scimitar, large creature claws, War pick, war hammer's spike, etc... Innate Indefinite Dual-wielded Pierce Medium Melee None +0 +2d6 2 Melee Swift +1 None Pierce Medium Melee
One-handed Bludgeon Medium Melee War hammer, mace, large creature smash, etc... Innate Indefinite One-handed Bludgeon Medium Melee None -1 +1d6 3 Melee Swift None Bludgeon Medium Melee
Two-handed Bludgeon Medium Melee War hammer, mace, large creature smash, etc... Innate Indefinite Two-handed Bludgeon Medium Melee None -1 +2d6 3 Melee Swift None Bludgeon Medium Melee
Dual-wielded Bludgeon Medium Melee War hammer, mace, large creature smash, etc... Innate Indefinite Dual-wielded Bludgeon Medium Melee None -1 +2d6 3 Melee Swift +1 None Bludgeon Medium Melee
One-handed Medium Spear Javelin, short spear, large creature horns, etc... Innate Indefinite One-handed Medium Spear None +2 +1d6 2 Melee Quick None Pierce Medium Melee
Dual-wielded Medium Spear Javelin, short spear, large creature horns, etc... Innate Indefinite Dual-wielded Medium Spear None +2 +2d6 2 Melee Quick None Pierce Medium Melee
One-handed Whip Bullwhips, etc... Disadvantage while in confined spaces. Innate Indefinite One-handed Whip None +0 +0d6 0 Reach Swift None Slash Exotic Melee
Dual-wielded Whip Bullwhips, etc... Disadvantage while in confined spaces. Innate Indefinite Dual-wielded Whip None +0 +1d6 0 Reach Swift +1 None Slash Exotic Melee
One-handed Hew Large Melee Dane axe, short poleaxe axehead, short halberd, etc... Innate Indefinite One-handed Hew Large Melee None +1 +0d6 1 Melee Swift None Hew Large Melee
Two-handed Hew Large Melee Dane axe, short poleaxe axehead, short halberd, etc... Innate Indefinite Two-handed Hew Large Melee None +1 +2d6 2 Melee Swift None Hew Large Melee
One-handed Slash Large Melee Longsword, Ōdachi, etc... Innate Indefinite One-handed Slash Large Melee None +1 +0d6 1 Melee Swift None Slash Large Melee
Two-handed Slash Large Melee Longsword, Ōdachi, etc... Innate Indefinite Two-handed Slash Large Melee None +1 +2d6 2 Melee Swift None Slash Large Melee
One-handed Pierce Large Melee Longsword, Ōdachi, Bec de corbin spike, etc... Innate Indefinite One-handed Pierce Large Melee None +0 +0d6 2 Melee Swift None Pierce Large Melee
Two-handed Pierce Large Melee Longsword, Ōdachi, Bec de corbin spike, etc... Innate Indefinite Two-handed Pierce Large Melee None +0 +2d6 3 Melee Swift None Pierce Large Melee
One-handed Bludgeon Large Melee Two-handed Mace, maul, etc... Innate Indefinite One-handed Bludgeon Large Melee None -1 +0d6 3 Melee Swift None Bludgeon Large Melee
Two-handed Bludgeon Large Melee Two-handed Mace, maul, etc... Innate Indefinite Two-handed Bludgeon Large Melee None -1 +2d6 4 Melee Swift None Bludgeon Large Melee
One-handed Large Spear Two-handed spear, etc... Innate Indefinite One-handed Large Spear None +2 +0d6 2 Melee Quick None Pierce Large Melee
Two-handed Large Spear Two-handed spear, etc... Innate Indefinite Two-handed Large Spear None +2 +2d6 3 Melee Quick None Pierce Large Melee
One-handed Hew Reach Melee Poleaxe's axe head, halberd's axe head, glaive, etc... Disadvantage while in confined spaces. Innate Indefinite One-handed Hew Reach Melee None +1 -1d 1 Reach Swift None Hew Reach Melee
Two-handed Hew Reach Melee Poleaxe's axe head, halberd's axe head, glaive, etc... Disadvantage while in confined spaces. Innate Indefinite Two-handed Hew Reach Melee None +1 +3d6 2 Reach Swift None Hew Reach Melee
One-handed Slash Reach Melee Greatsword, zweihänder, naginata, etc... Disadvantage while in confined spaces. Innate Indefinite One-handed Slash Reach Melee None +1 -1d 1 Reach Swift None Slash Reach Melee
Two-handed Slash Reach Melee Greatsword, zweihänder, naginata, etc... Disadvantage while in confined spaces. Innate Indefinite Two-handed Slash Reach Melee None +1 +3d6 2 Reach Swift None Slash Reach Melee
One-handed Pierce Reach Melee Greatsword, zweihänder, naginata, halberd's spike, etc... Disadvantage while in confined spaces. Innate Indefinite One-handed Pierce Reach Melee None +0 -1d 2 Reach Swift None Pierce Reach Melee
Two-handed Pierce Reach Melee Greatsword, zweihänder, naginata, halberd's spike, etc... Disadvantage while in confined spaces. Innate Indefinite Two-handed Pierce Reach Melee None +0 +3d6 3 Reach Swift None Pierce Reach Melee
One-handed Bludgeon Reach Melee Poleaxe hammer, etc... Disadvantage while in confined spaces. Innate Indefinite One-handed Bludgeon Reach Melee None -1 -1d 3 Reach Swift None Bludgeon Reach Melee
Two-handed Bludgeon Reach Melee Poleaxe hammer, etc... Disadvantage while in confined spaces. Innate Indefinite Two-handed Bludgeon Reach Melee None -1 +3d6 4 Reach Swift None Bludgeon Reach Melee
One-handed Reach Spear Pike, lance, etc... Disadvantage while in confined spaces. Innate Indefinite One-handed Reach Spear None +2 -1d 2 Reach Steady None Pierce Reach Melee
Two-handed Reach Spear Pike, lance, etc... Disadvantage while in confined spaces. Innate Indefinite Two-handed Reach Spear None +2 +3d6 3 Reach Steady None Pierce Reach Melee
One-handed Thrown Hew Close Melee Throwing hatchet, etc... Innate Indefinite One-handed Thrown Hew Close Melee Thrown Hew Close Melee , 1 +1 +0d6 0 Short (Normal), Short (Disadvantage), Short (Super Disadvantage) Swift None Hew Close Melee
Dual-wielded Thrown Hew Close Melee Throwing hatchet, etc... Innate Indefinite Dual-wielded Thrown Hew Close Melee Thrown Hew Close Melee , 2 +1 +1d6 0 Short (Normal), Short (Disadvantage), Short (Super Disadvantage) Quick None Hew Close Melee
One-handed Thrown Slash Close Melee Ninja stars, etc... Innate Indefinite One-handed Thrown Slash Close Melee Thrown Slash Close Melee, 1 +1 +0d6 0 Short (Normal), Short (Disadvantage), Short (Super Disadvantage) Swift None Slash Close Melee
Dual-wielded Thrown Slash Close Melee Ninja stars, etc... Innate Indefinite Dual-wielded Thrown Slash Close Melee Thrown Slash Close Melee, 2 +1 +1d6 0 Short (Normal), Short (Disadvantage), Short (Super Disadvantage) Quick None Slash Close Melee
One-handed Thrown Pierce Close Melee Throwing daggers, etc... Innate Indefinite One-handed Thrown Pierce Close Melee Thrown Pierce Close Melee, 1 +0 +0d6 1 Short (Normal), Short (Disadvantage), Short (Super Disadvantage) Swift None Pierce Close Melee
Dual-wielded Thrown Pierce Close Melee Throwing daggers, etc... Innate Indefinite Dual-wielded Thrown Pierce Close Melee Thrown Pierce Close Melee, 2 +0 +1d6 1 Short (Normal), Short (Disadvantage), Short (Super Disadvantage) Quick None Pierce Close Melee
One-handed Thrown Bludgeon Close Melee Thrown small club, rocks, etc... Innate Indefinite One-handed Thrown Bludgeon Close Melee Thrown Bludgeon Close Melee, 1 -1 +0d6 2 Short (Normal), Short (Disadvantage), Short (Super Disadvantage) Swift None Bludgeon Close Melee
Dual-wielded Thrown Bludgeon Close Melee Thrown small club, rocks, etc... Innate Indefinite Dual-wielded Thrown Bludgeon Close Melee Thrown Bludgeon Close Melee, 2 -1 +1d6 2 Short (Normal), Short (Disadvantage), Short (Super Disadvantage) Quick None Bludgeon Close Melee
One-handed Thrown Medium Spear Thrown Javelins, etc... Innate Indefinite One-handed Thrown Medium Spear Thrown Medium Spear, 1 +0 +1d6 2 Mediocre (Normal), Mediocre (Disadvantage), Mediocre (Super Disadvantage) Quick None Pierce Medium Melee
One-handed Thrown Large Spear Thrown two-handed spears. Innate Indefinite One-handed Thrown Large Spear Thrown Large Spear, 1 +0 +1d6 3 Short (Normal), Short (Disadvantage), Short (Super Disadvantage) Quick None Pierce Large Melee
One-handed Blowgun with Poison Blowgun Dart A long narrow tube that propels darts using the force of the user's breath. Innate Indefinite One-handed Blowgun Poison Blowgun Dart, 1 +0 +1d6 0 Mediocre (Normal), Mediocre (Disadvantage), Mediocre (Super Disadvantage) Quick None Poison Exotic Ranged
One-handed Sling with Standard Sling Bullet A flexible strap used to hurl small objects. Innate Indefinite One-handed Sling Standard Sling Bullet, 1 +0 +0d6 0 Mediocre (Normal), Mediocre (Disadvantage), Mediocre (Super Disadvantage) Quick None Bludgeon Exotic Ranged
One-handed Hand Crossbow with Barbed Hand Bolt Small crossbows designed to be held in one hand. Innate Indefinite One-handed Hand Crossbow Barbed Hand Bolt, 1 +1 +0d6 0 Mediocre (Normal), Mediocre (Disadvantage), Mediocre (Super Disadvantage) Quick None Pierce, Bleed Hand Crossbow
Two-handed Hand Crossbow with Barbed Hand Bolt Small crossbows designed to be held in one hand. Innate Indefinite Two-handed Hand Crossbow Barbed Hand Bolt, 1 +1 +0d6 0 Medium (Normal), Medium (Disadvantage), Medium (Super Disadvantage) Quick None Pierce, Bleed Hand Crossbow
Dual-wielded Hand Crossbow with Barbed Hand Bolt Small crossbows designed to be held in one hand. Innate Indefinite Dual-wielded Hand Crossbow Barbed Hand Bolt, 2 +1 +1d6 0 Mediocre (Normal), Mediocre (Disadvantage), Mediocre (Super Disadvantage) Steady None Pierce, Bleed Hand Crossbow
One-handed Hand Crossbow with Broadhead Hand Bolt Small crossbows designed to be held in one hand. Innate Indefinite One-handed Hand Crossbow Broadhead Hand Bolt, 1 +0 +0d6 1 Mediocre (Normal), Mediocre (Disadvantage), Mediocre (Super Disadvantage) Quick None Pierce Hand Crossbow
Two-handed Hand Crossbow with Broadhead Hand Bolt Small crossbows designed to be held in one hand. Innate Indefinite Two-handed Hand Crossbow Broadhead Hand Bolt, 1 +0 +0d6 1 Medium (Normal), Medium (Disadvantage), Medium (Super Disadvantage) Quick None Pierce Hand Crossbow
Dual-wielded Hand Crossbow with Broadhead Hand Bolt Small crossbows designed to be held in one hand. Innate Indefinite Dual-wielded Hand Crossbow Broadhead Hand Bolt, 2 +0 +1d6 1 Mediocre (Normal), Mediocre (Disadvantage), Mediocre (Super Disadvantage) Steady None Pierce Hand Crossbow
One-handed Hand Crossbow with Bodkin Hand Bolt Small crossbows designed to be held in one hand. Innate Indefinite One-handed Hand Crossbow Bodkin Hand Bolt, 1 -1 +0d6 2 Mediocre (Normal), Mediocre (Disadvantage), Mediocre (Super Disadvantage) Quick None Pierce Hand Crossbow
Two-handed Hand Crossbow with Bodkin Hand Bolt Small crossbows designed to be held in one hand. Innate Indefinite Two-handed Hand Crossbow Bodkin Hand Bolt, 1 -1 +0d6 2 Medium (Normal), Medium (Disadvantage), Medium (Super Disadvantage) Quick None Pierce Hand Crossbow
Dual-wielded Hand Crossbow with Bodkin Hand Bolt Small crossbows designed to be held in one hand. Innate Indefinite Dual-wielded Hand Crossbow Bodkin Hand Bolt, 2 -1 +1d6 2 Mediocre (Normal), Mediocre (Disadvantage), Mediocre (Super Disadvantage) Steady None Pierce Hand Crossbow
One-handed Light Crossbow with Barbed Light Bolt Crossbows balancing power and reload time. Innate Indefinite One-handed Light Crossbow Barbed Light Bolt, 1 +1 +0d6 1 Far (Normal), Far (Disadvantage), Far (Super Disadvantage) Steady None Pierce, Bleed Light Crossbow
Two-handed Light Crossbow with Barbed Light Bolt Crossbows balancing power and reload time. Innate Indefinite Two-handed Light Crossbow Barbed Light Bolt, 1 +1 +1d6 1 Far (Normal), Far (Disadvantage), Far (Super Disadvantage) Steady None Pierce, Bleed Light Crossbow
One-handed Light Crossbow with Broadhead Light Bolt Crossbows balancing power and reload time. Innate Indefinite One-handed Light Crossbow Broadhead Light Bolt, 1 +0 +0d6 2 Far (Normal), Far (Disadvantage), Far (Super Disadvantage) Steady None Pierce Light Crossbow
Two-handed Light Crossbow with Broadhead Light Bolt Crossbows balancing power and reload time. Innate Indefinite Two-handed Light Crossbow Broadhead Light Bolt, 1 +0 +1d6 2 Far (Normal), Far (Disadvantage), Far (Super Disadvantage) Steady None Pierce Light Crossbow
One-handed Light Crossbow with Bodkin Light Bolt Crossbows balancing power and reload time. Innate Indefinite One-handed Light Crossbow Bodkin Light Bolt, 1 -1 +0d6 3 Far (Normal), Far (Disadvantage), Far (Super Disadvantage) Steady None Pierce Light Crossbow
Two-handed Light Crossbow with Bodkin Light Bolt Crossbows balancing power and reload time. Innate Indefinite Two-handed Light Crossbow Bodkin Light Bolt, 1 -1 +1d6 3 Far (Normal), Far (Disadvantage), Far (Super Disadvantage) Steady None Pierce Light Crossbow
Two-handed Heavy Crossbow with Barbed Heavy Bolt Crossbows designed for maximum power disregarding reload time. Innate Indefinite Two-handed Heavy Crossbow Barbed Heavy Bolt, 1 +1 +2d6 2 Long (Normal), Long (Disadvantage), Long (Super Disadvantage) Extremely Slow None Pierce Heavy Crossbow
Two-handed Heavy Crossbow with Broadhead Heavy Bolt Crossbows designed for maximum power disregarding reload time. Innate Indefinite Two-handed Heavy Crossbow Broadhead Heavy Bolt, 1 +0 +2d6 3 Long (Normal), Long (Disadvantage), Long (Super Disadvantage) Extremely Slow None Pierce Heavy Crossbow
Two-handed Heavy Crossbow with Bodkin Heavy Bolt Crossbows designed for maximum power disregarding reload time. Innate Indefinite Two-handed Heavy Crossbow Bodkin Heavy Bolt, 1 -1 +2d6 4 Long (Normal), Long (Disadvantage), Long (Super Disadvantage) Extremely Slow None Pierce Heavy Crossbow
Two-handed Light Bow with Barbed Light Arrow Bows favoring easier drawing versus power. Innate Indefinite Two-handed Light Bow Barbed Light Arrow, 1 +1 +1d6 0 Far (Normal), Far (Disadvantage), Far (Super Disadvantage) Swift None Pierce Light Bow
Two-handed Light Bow with Broadhead Light Arrow Bows favoring easier drawing versus power. Innate Indefinite Two-handed Light Bow Broadhead Light Arrow, 1 +0 +1d6 1 Far (Normal), Far (Disadvantage), Far (Super Disadvantage) Swift None Pierce Light Bow
Two-handed Light Bow with Bodkin Light Arrow Bows favoring easier drawing versus power. Innate Indefinite Two-handed Light Bow Bodkin Light Arrow, 1 -1 +1d6 2 Far (Normal), Far (Disadvantage), Far (Super Disadvantage) Swift None Pierce Light Bow
Two-handed Heavy Bow with Barbed Heavy Arrow Bows favoring power over easier drawing. Requires a minimum of 1 STR to draw. Innate Indefinite Two-handed Heavy Bow Barbed Heavy Arrow, 1 +1 +2d6 2 Sharpshooter (Normal), Sharpshooter (Disadvantage), Sharpshooter (Super Disadvantage) Quick None Pierce Heavy Bow
Two-handed Heavy Bow with Broadhead Heavy Arrow Bows favoring power over easier drawing. Requires a minimum of 1 STR to draw. Innate Indefinite Two-handed Heavy Bow Broadhead Heavy Arrow, 1 +0 +2d6 3 Sharpshooter (Normal), Sharpshooter (Disadvantage), Sharpshooter (Super Disadvantage) Quick None Pierce Heavy Bow
Two-handed Heavy Bow with Bodkin Heavy Arrow Bows favoring power over easier drawing. Requires a minimum of 1 STR to draw. Innate Indefinite Two-handed Heavy Bow Bodkin Heavy Arrow, 1 -1 +2d6 4 Sharpshooter (Normal), Sharpshooter (Disadvantage), Sharpshooter (Super Disadvantage) Quick None Pierce Heavy Bow
One-handed Muzzleloading Pistol with Muzzleloading Pistol Cartridge Flintlock pistols, etc... Innate Indefinite One-handed Muzzleloading Pistol Muzzleloading Pistol Cartridge, 1 +0 +2d6 3 Mediocre (Normal), Mediocre (Disadvantage), Mediocre (Super Disadvantage) Extremely Slow None Ballistic Small Guns
Two-handed Muzzleloading Pistol with Muzzleloading Pistol Cartridge Flintlock pistols, etc... Innate Indefinite Two-handed Muzzleloading Pistol Muzzleloading Pistol Cartridge, 1 +0 +2d6 3 Medium (Normal), Medium (Disadvantage), Medium (Super Disadvantage) Extremely Slow None Ballistic Small Guns
Dual-wielded Muzzleloading Pistol with Muzzleloading Pistol Cartridge Flintlock pistols, etc... Innate Indefinite Dual-wielded Muzzleloading Pistol Muzzleloading Pistol Cartridge, 2 +0 +3d6 3 Mediocre (Normal), Mediocre (Disadvantage), Mediocre (Super Disadvantage) Painfully Slow None Ballistic Small Guns
One-handed Arquebus with Arquebus Cartridge Can be used as a Combat Roll. Innate Indefinite One-handed Arquebus Arquebus Cartridge, 1 +0 +0d6 4 Long (Normal), Long (Disadvantage), Long (Super Disadvantage) Extremely Slow None Ballistic Medium Guns
Two-handed Arquebus with Arquebus Cartridge Can be used as a Combat Roll. Innate Indefinite Two-handed Arquebus Arquebus Cartridge, 1 +0 +2d6 4 Long (Normal), Long (Disadvantage), Long (Super Disadvantage) Extremely Slow None Ballistic Medium Guns
One-handed Musket with Musket Cartridge Flintlock smoothbore long guns. Innate Indefinite One-handed Musket Musket Cartridge, 1 +0 +0d6 5 Sharpshooter (Normal), Sharpshooter (Disadvantage), Sharpshooter (Super Disadvantage) Painfully Slow None Ballistic Medium Guns
Two-handed Musket with Musket Cartridge Flintlock smoothbore long guns. Innate Indefinite Two-handed Musket Musket Cartridge, 1 +0 +3d6 5 Sharpshooter (Normal), Sharpshooter (Disadvantage), Sharpshooter (Super Disadvantage) Painfully Slow None Ballistic Medium Guns
One-handed 9mm Semi-automatic Pistol with FMJ 9mm Round Glock 17, etc... Innate Indefinite One-handed 9mm Semi-automatic Pistol FMJ 9mm Round, 1 +0 +2d6 5 Extended (Normal), Extended (Disadvantage), Extended (Super Disadvantage) Swift +2 None Ballistic Small Guns
Two-handed 9mm Semi-automatic Pistol with FMJ 9mm Round Glock 17, etc... Innate Indefinite Two-handed 9mm Semi-automatic Pistol FMJ 9mm Round, 1 +0 +2d6 5 Far (Normal), Far (Disadvantage), Far (Super Disadvantage) Swift +2 None Ballistic Small Guns
Dual-wielded 9mm Semi-automatic Pistol with FMJ 9mm Round Glock 17, etc... Innate Indefinite Dual-wielded 9mm Semi-automatic Pistol FMJ 9mm Round, 2 +0 +3d6 5 Extended (Normal), Extended (Disadvantage), Extended (Super Disadvantage) Swift +2 None Ballistic Small Guns
One-handed 9mm Burst-fire Pistol with FMJ 9mm Round Beretta 93R, etc... Innate Indefinite One-handed 9mm Burst-fire Pistol FMJ 9mm Round, 3 +0 +3d6 5 Mediocre (Normal), Mediocre (Disadvantage), Mediocre (Super Disadvantage) Swift +2 None Ballistic Small Guns
Two-handed 9mm Burst-fire Pistol with FMJ 9mm Round Beretta 93R, etc... Innate Indefinite Two-handed 9mm Burst-fire Pistol FMJ 9mm Round, 3 +0 +3d6 5 Medium (Normal), Medium (Disadvantage), Medium (Super Disadvantage) Swift +2 None Ballistic Small Guns
Dual-wielded 9mm Burst-fire Pistol with FMJ 9mm Round Beretta 93R, etc... Innate Indefinite Dual-wielded 9mm Burst-fire Pistol FMJ 9mm Round, 6 +0 +4d6 5 Mediocre (Normal), Mediocre (Disadvantage), Mediocre (Super Disadvantage) Swift +2 None Ballistic Small Guns
One-handed 9mm Automatic Pistol with FMJ 9mm Round Glock 18, etc... Innate Indefinite One-handed 9mm Automatic Pistol FMJ 9mm Round, 6 +0 +3d6 5 Short (Normal), Short (Disadvantage), Short (Super Disadvantage) Rapid None Ballistic Small Guns
Two-handed 9mm Automatic Pistol with FMJ 9mm Round Glock 18, etc... Innate Indefinite Two-handed 9mm Automatic Pistol FMJ 9mm Round, 6 +0 +3d6 5 Mediocre (Normal), Mediocre (Disadvantage), Mediocre (Super Disadvantage) Rapid None Ballistic Small Guns
Dual-wielded 9mm Automatic Pistol with FMJ 9mm Round Glock 18, etc... Innate Indefinite Dual-wielded 9mm Automatic Pistol FMJ 9mm Round, 12 +0 +4d6 5 Short (Normal), Short (Disadvantage), Short (Super Disadvantage) Rapid None Ballistic Small Guns
One-handed 12 Gauge Pump-action Shotgun with Buckshot 12 Gauge Shell Remington 870, Mossberg 500, etc... Innate Indefinite One-handed 12 Gauge Pump-action Shotgun Buckshot 12 Gauge Shell, 1 +0 +1d6 5 Extended (Normal), Extended (Disadvantage), Extended (Super Disadvantage) Swift None Ballistic Medium Guns
Two-handed 12 Gauge Pump-action Shotgun with Buckshot 12 Gauge Shell Remington 870, Mossberg 500, etc... Innate Indefinite Two-handed 12 Gauge Pump-action Shotgun Buckshot 12 Gauge Shell, 1 +0 +3d6 5 Extended (Normal), Extended (Disadvantage), Extended (Super Disadvantage) Swift None Ballistic Medium Guns
One-handed 5.56 Semi-automatic Rifle with FMJ 5.56 Round AR-15, etc... Innate Indefinite One-handed 5.56 Semi-automatic Rifle FMJ 5.56 Round, 1 +0 +1d6 6 Extreme (Normal), Extreme (Disadvantage), Extreme (Super Disadvantage) Swift +2 None Ballistic Medium Guns
Two-handed 5.56 Semi-automatic Rifle with FMJ 5.56 Round AR-15, etc... Innate Indefinite Two-handed 5.56 Semi-automatic Rifle FMJ 5.56 Round, 1 +0 +3d6 6 Extreme (Normal), Extreme (Disadvantage), Extreme (Super Disadvantage) Swift +2 None Ballistic Medium Guns
One-handed 5.56 Burst Rifle with FMJ 5.56 Round M16A2, etc... Innate Indefinite One-handed 5.56 Burst Rifle FMJ 5.56 Round, 3 +0 +2d6 6 Sharpshooter (Normal), Sharpshooter (Disadvantage), Sharpshooter (Super Disadvantage) Swift +2 None Ballistic Medium Guns
Two-handed 5.56 Burst Rifle with FMJ 5.56 Round M16A2, etc... Innate Indefinite Two-handed 5.56 Burst Rifle FMJ 5.56 Round, 3 +0 +4d6 6 Sharpshooter (Normal), Sharpshooter (Disadvantage), Sharpshooter (Super Disadvantage) Swift +2 None Ballistic Medium Guns
One-handed 5.56 Automatic Rifle with FMJ 5.56 Round M4, etc... Innate Indefinite One-handed 5.56 Automatic Rifle FMJ 5.56 Round, 6 +0 +2d6 6 Distant (Normal), Distant (Disadvantage), Distant (Super Disadvantage) Rapid None Ballistic Medium Guns
Two-handed 5.56 Automatic Rifle with FMJ 5.56 Round M4, etc... Innate Indefinite Two-handed 5.56 Automatic Rifle FMJ 5.56 Round, 6 +0 +4d6 6 Distant (Normal), Distant (Disadvantage), Distant (Super Disadvantage) Rapid None Ballistic Medium Guns
One-handed .308 Bolt Action Rifle with FMJ .308 Round Remington M700, etc... Innate Indefinite One-handed .308 Bolt Action Rifle FMJ .308 Round, 1 +0 +1d6 7 Sniper (Normal), Sniper (Disadvantage), Sniper (Super Disadvantage) Quick None Ballistic Medium Guns
Two-handed .308 Bolt Action Rifle with FMJ .308 Round Remington M700, etc... Innate Indefinite Two-handed .308 Bolt Action Rifle FMJ .308 Round, 1 +0 +4d6 7 Sniper (Normal), Sniper (Disadvantage), Sniper (Super Disadvantage) Quick None Ballistic Medium Guns
One-handed 5.56 Machine Gun with FMJ 5.56 Round M249, etc... Innate Indefinite One-handed 5.56 Machine Gun FMJ 5.56 Round, 10 +0 -2d 6 Extreme (Normal), Extreme (Disadvantage), Extreme (Super Disadvantage) Rapid None Ballistic Heavy Guns
Two-handed 5.56 Machine Gun with FMJ 5.56 Round M249, etc... Innate Indefinite Two-handed 5.56 Machine Gun FMJ 5.56 Round, 10 +0 +4d6 6 Extreme (Normal), Extreme (Disadvantage), Extreme (Super Disadvantage) Rapid None Ballistic Heavy Guns
One-handed RPG Launcher with Explosive RPG Round RPG-7, etc... Innate Indefinite One-handed RPG Launcher Explosive RPG Round, 1 +0 -2d 10 Sharpshooter (Normal), Sharpshooter (Disadvantage), Sharpshooter (Super Disadvantage) Paced 30 ft Sphere Shockwave Heavy Guns
Two-handed RPG Launcher with Explosive RPG Round RPG-7, etc... Innate Indefinite Two-handed RPG Launcher Explosive RPG Round, 1 +0 +6d6 10 Sharpshooter (Normal), Sharpshooter (Disadvantage), Sharpshooter (Super Disadvantage) Paced 30 ft Sphere Shockwave Heavy Guns

Combat Roll Dice Pool

Used to determine a character's effectiveness in combat.

To calculated a Combat Roll's Dice Pool start with the Governing Skill's Dice Pool. Next, adjust its Base Dice by the Combat Roll's Base Dice Adjustment. Finally, modify the resulting Dice Pool from the previous step by the Combat Roll's Dice Pool Modifier.

Example:

Javk Wick the Rogue has two daggers he's dual-wielding. He wants to calculate the "Dual-wielded Slash Close Melee" Combat Roll his daggers allow him to perform. First, we start with determining what the Governing Skill is for "Dual-wielded Slash Close Melee" which is "Close Melee". Next, we determine that Javk's "Close Melee" Dice Pool is 6d6. Then, we adjust the tier of the Base Dice by the Combat Roll's Base Dice Adjustment which takes us from tier 0 (3d6) to tier 1 (1d8, 2d6), meaning the resulting Dice Pool is now "1d8, 5d6". Finally, we modify "1d8, 5d6" by the Combat Roll's Dice Pool Modifier of "+1d6" resulting in a "1d8, 6d6" Dice Pool for our Combat Roll.

Victory Levels

When two characters are engaged in combat, they will compare the results of their Combat Rolls. For every Win a character has over their opponent's Wins, they gain a Victory Level. Victory Levels can then be used to determine the outcome of the engagement. Any combination of lower Victory Level outcomes is possible as long as they sum up to be less than or equal to the Victory Level achieved. For instance, with a Level 2 victory, a character could perform both a Stagger and a Minor Injury against their opponent.

It is mandatory that the player dealing the Victory Level outcome must describe in awesome detail how they are performing this action. Creativity is encouraged!

  • A character with positive STR is more resistant/durable against physical/bodily damage types. In combat, for every positive point in STR a character can reduce a Victory Level achieved against them once every combat encounter. Outside of combat, for every positive point in STR a character can reduce an injury against them as many times as they want, granted there is a couple minutes of downtime between each injury.
  • A character with negative STR is less resistant/durable against physical/bodily damage types. In combat, for every negative point in STR the Narrator can increase a Victory Level achieved against them once every combat encounter. Outside of combat, for every negative point in STR the Narrator can increase an injury against a character as many times as they want.
  • A character with positive INT is more resistant/durable against psychic/spiritual damage types. In combat, for every positive point in INT a character can reduce a Victory Level achieved against them once every combat encounter. Outside of combat, for every positive point in INT a character can reduce an injury against them as many times as they want, granted there is a couple minutes of downtime between each injury.
  • A character with negative INT is less resistant/durable against psychic/spiritual damage types. In combat, for every negative point in INT the Narrator can increase a Victory Level achieved against them once every combat encounter. Outside of combat, for every negative point in INT the Narrator can increase an injury against a character as many times as they want.
Name Description Duration Source
Victory Level 1: Inflict Minor Injury Inflict a Minor Injury causing -1d to STR/RFX/INT/CHA governed Dice Pools. The injury will naturally heal over the next few days, or faster if treated actively. Instant 1 Victory Level win
Victory Level 1: Stagger The opponent gains the Staggered condition until the end of the next round. This could be sand thrown in a character's face, being shoulder-checked, or losing their footing. Instant 1 Victory Level win
Victory Level 1: Shove The opponent is shoved in the desired direction. The character performing the shove can either roll a Lift check or take the average amount of Wins rounded down. If the character is using magic, they may use a Magic Skill instead of Lift, assuming the magic could shove someone. For each win achieved, the character can shove another character 5 feet in a straight line. For each size category the opponent is smaller than you, double the distance. For each size category, the opponent is larger than you, half the distance. The Narrator can change the shove distance based on unusual circumstances (i.e. humanoid-sized creature weighs as much as a Large sized creature as it is made of pure metal/stone). Instant 1 Victory Level win
Victory Level 1: Contested Grapple Enter a contested grapple. Apply the Grappled condition to the opponent. The opponent may choose to apply the Grappled condition back. Instant 1 Victory Level win
Victory Level 1: Break Grapple Removes the Grappled condition applied by an opponent. Instant 1 Victory Level win
Victory Level 1: Drag The opponent, which first must be Grappled, is dragged in a desired direction. The character performing the drag can either roll a Lift check or take the average amount of wins rounded down. If the character is using magic, they may use a Magic Skill instead of Lift, assuming the magic could drag someone. For each win achieved, a character can drag another character 10 feet. For each size category the opponent is smaller than you, double the distance. For each size category the opponent is larger than you, half the distance. If the character is required to move during the drag, they may not exceed their Movement Speed for that round. The Narrator can change the drag distance based on unusual circumstances (i.e. humanoid-sized creature weighs as much as a Large sized creature as it is made of pure metal/stone). Instant 1 Victory Level win
Victory Level 2: Inflict Medium Injury Inflict a Medium Injury causing -2d to STR/RFX/INT/CHA governed Dice Pools. The injury must be treated relatively soon otherwise further penalties may apply such as infection. Instant 2 Victory Level wins
Victory Level 2: Disarm The opponent loses one of their held items. Instant 2 Victory Level wins
Victory Level 2: Grapple Apply the Grappled condition to the opponent. Instant 2 Victory Level wins
Victory Level 3: Inflict Serious Injury Inflict a Serious Injury causing -3d to STR/RFX/INT/CHA governed Dice Pools. The injury will lead to death in time if untreated. Instant 3 Victory Level wins
Victory Level 3: Double Disarm The opponent loses two of their held items. Instant 3 Victory Level wins
Victory Level 3: Trip The opponent gains the Prone condition. The tripped opponent can declare they are attempting to regain their footing on a round they start Prone. Regaining their footing requires the downed opponent to use their entire movement speed for that round. At the end of the round they were regaining their footing they can remove the Prone condition. Instant 3 Victory Level wins
Victory Level 4: Inflict Fatal Injury Inflict a Fatal Injury causing -4d to STR/RFX/INT/CHA governed Dice Pools. The injury will lead to death very soon if untreated. The character inflicted with this injury is Physically Incapacitated (see the Narrative Effect). Instant 4 Victory Level wins
Victory Level 4: Dismember The opponent loses an arm or leg, which counts as a Serious Injury. Not available to ranged combat rolls unless there is a narrative explanation of how a ranged attack could dismember (magic, explosive projectiles, etc...). Instant 4 Victory Level wins
Victory Level 4: Render Unconscious The opponent gains the Unconscious condition, which counts as a Medium Injury that persists even after they regain consciousness. This could be from head trauma, blood chokes, etc... Instant 4 Victory Level wins
Victory Level 5: Inflict Death Blow Inflict a Death Blow Injury causing -5d to STR/RFX/INT/CHA governed Dice Pools. The injury causes death. Instant 5 Victory Level wins

Condition Effects

Name Description Duration Source
Condition: Staggered Disadvantage on STR/RFX governed Dice Pool rolls. All Movement Speeds are halved. 1 Round ?
Condition: Blinded Disadvantage on Dice Pool rolls that majorly relies on sight (i.e. Combat Rolls, Evasion Rolls, Dexterity, Athletics, etc...). Automatically fails any check that requires sight. 1 Round ?
Condition: Charmed Disadvantage on Dice Pool rolls that involve resisting the charmer's influence. Can't cause harm to the charmer. 1 Round ?
Condition: Deafened Disadvantage on Dice Pool rolls that majorly relies on hearing. Automatically fails any Dice Pool rolls that requires hearing. 1 Round ?
Condition: Frightened Disadvantage on all Dice Pool rolls while the source of the fear is within line of sight. Can't willingly move closer towards the source of fear. 1 Round ?
Condition: Invisible Disadvantage on Combat Rolls against this character if they majorly rely on sight. Impossible to see via traditional sight and is considered Heavily Obscured. Can still be detected via hearing, touch, smell, other special senses, or magic senses. 1 Round ?
Condition: Grappled Disadvantage on STR/RFX governed Dice Pool rolls, except for contested checks against the grappler while this character is applying the Grappled condition back. Can't move, except through Victory Level outcomes or contested checks. Combat Rolls, unless otherwise specified, are considered an Unarmed Combat Roll versus the grappler. Close Melee Combat Rolls are NOT counted as Unarmed Combat Rolls versus the grappler. Medium Melee Combat Rolls are NOT counted as Unarmed Combat Rolls if the grappler is using a Reach Range Melee Combat Roll. Defense from armor is not applicable if narratively bypassable by the grappler. Ends if the grappler is Physically Incapacitated or lets go. Indefinite ?
Condition: Prone Disadvantage on STR/RFX governed Dice Pool rolls that generally assumes a character is standing (i.e. Combat Rolls, Evasion Rolls, Dexterity, Athletics, etc...). Disadvantage on ranged Combat Rolls made against a Prone character if the Narrator believes they would be smaller target. For instance, shooting a prone opponent 10 feet away wouldn't have Disadvantage. However, shooting a prone sniper at range who is making themselves a small target would incur Disadvantage. Only able to crawl using their Climb Movement Speed. Indefinite ?
Condition: Restrained Disadvantage on STR/RFX governed Dice Pool rolls. Can't move. Indefinite ?
Condition: Physically Incapacitated Automatically fail STR/RFX governed Dice Pool rolls. Can't move. Indefinite ?
Condition: Stunned Physically Incapacitated (see the Narrative Effect). Can't coherently speak. 1 Round ?
Condition: Paralyzed Physically Incapacitated (see the Narrative Effect). Can't speak. Aware of surroundings. The character becomes rigid. Indefinite ?
Condition: Unconscious Physically Incapacitated (see the Narrative Effect). Can't speak. Unaware of surroundings. The character drops whatever they are holding and falls prone (see the Narrative Effect). Indefinite ?
Condition: Petrified Physically Incapacitated (see the Narrative Effect). Character is transformed, along with any non-magical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging. Can't speak. Serious Resistance to all damage. Complete Resistance to poison, necrosis, and disease, although a poison, necrosis, or disease already in its system is suspended, not neutralized. Indefinite ?
Condition Immunity: Staggered Character is immune to the Staggered condition. Indefinite Innate
Condition Immunity: Blinded Character is immune to the Blinded condition. Indefinite Innate
Condition Immunity: Charmed Character is immune to the Charmed condition. Indefinite Innate
Condition Immunity: Deafened Character is immune to the Deafened condition. Indefinite Innate
Condition Immunity: Frightened Character is immune to the Frightened condition. Indefinite Innate
Condition Immunity: Invisible Character is immune to the Invisible condition. Indefinite Innate
Condition Immunity: Grappled Character is immune to the Grappled condition. Indefinite Innate
Condition Immunity: Prone Character is immune to the Prone condition. Indefinite Innate
Condition Immunity: Restrained Character is immune to the Restrained condition. Indefinite Innate
Condition Immunity: Physically Incapacitated Character is immune to the Physically Incapacitated condition. Indefinite Innate
Condition Immunity: Stunned Character is immune to the Stunned condition. Indefinite Innate
Condition Immunity: Paralyzed Character is immune to the Paralyzed condition. Indefinite Innate
Condition Immunity: Unconscious Character is immune to the Unconscious condition. Indefinite Innate
Condition Immunity: Petrified

Combat Modifier

Combat Modifiers represent different circumstances that can occur within combat.

Cover: There are three degrees of cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren't added together. For example, if a target is behind a creature that gives half cover and a tree trunk that gives three-quarters cover, the target has three-quarters cover.

Name Description Duration Source
Combat Modifier: Defensive During combat, a character can purely focuses on defending themselves. Advantage for both Combat Rolls and Evasion Rolls. No Victory Level outcomes can be achieved for the round by the character. Not applicable if the character can't solely focus on defending themselves, such as when they have Disadvantage to their Combat Rolls or Evasion Rolls. 1 round Purely focusing on defense
Combat Modifier: Dash Instead of engaging in a Combat Roll, a character can choose to focus purely on their movement, doubling their Movement Speed. They can still perform an Evasion Roll. 1 round Purely focusing on movement
Combat Modifier: Stationary Shooting Remain stationary for an entire round to gain a more stable base for ranged Combat Rolls. Advantage on all of ranged Combat Rolls for that round, except against opponents engaging the character with a Melee or Reach Range Combat Roll. Due to being a stationary target, Disadvantage on Evasion Roll. 1 round Remaining stationary
Combat Modifier: Grapple Disarm Once already in a Grapple, as part of their declaration phase a character can declare they are attempting a Grapple Disarm to disarm their opponent. The character attempting the Grapple Disarm must be Unarmed. They gain Advantage their Unarmed combat roll versus the armed grappled opponent. The armed opponent gains Disadvantage on their combat roll versus the character grappling them. The character attempting the Grapple Disarm may only take the Disarm Level 2 Victory (this means they cannot delegate their attack to inflict an injury or execute a trip regardless of how high the victory achieved.) 1 round Purely focusing on disarming
Combat Modifier: High Ground Advantage to Combat Rolls received through achieving a height advantage against an opponent, IE standing on a table, riding on a mount, or attacking an prone opponent with a melee weapon. High ground for ranged attacks, must have a more significant height differential than for melee attacks, such as shooting from a climbed tree or atop a castle wall. Melee Combat Rolls made by a standing character against a Prone character have the High Ground combat modifier. Indefinite Gaining a height advantage
Combat Modifier: Ranged vs Melee When a character is making a ranged Combat Roll vs a melee Combat Roll, they gain Disadvantage on their ranged Combat Roll if they are within range of an opponent who is targeting them with a melee Combat Roll. Indefinite Melee combatant within range
Combat Modifier: Off Guard Disadvantage to Combat Rolls and Evasion Rolls received when a character is attacked while unaware or actively distracted by something else such as picking a lock, hacking a terminal, being distracted, etc. Indefinite Distracted by something else
Combat Modifier: Sneak Attack Advantage to Combat Rolls when attacking another character while hidden from them. Indefinite Attacking while hidden
Combat Modifier: Half Cover A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover. A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a character, whether that creature is an enemy or a friend. Gains Minor Resistance to all damage types. Indefinite Tree trunks, walls, barriers, etc...
Combat Modifier: Three-quarters Cover A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover. A target has three-quarters cover if about three-quarters of it is covered by an obstacle. The obstacle might be a portcullis, an arrow slit, or a thick tree trunk. Gains Serious Resistance to all damage types. Indefinite Tree trunks, walls, barriers, etc...
Combat Modifier: Full Cover A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover. A target with total cover can't be targeted directly by an attack, although some spells can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle. Indefinite Tree trunks, walls, barriers, etc...

Resistance Effects

Characters can be resistant to certain sources of damage.

Name Description Duration Source
Resistance: Minor Slash -1 to victory levels received from Slash. Indefinite Innate
Resistance: Medium Slash -2 to victory levels received from Slash. Indefinite Innate
Resistance: Serious Slash -3 to victory levels received from Slash. Indefinite Innate
Resistance: Fatal Slash -4 to victory levels received from Slash. Indefinite Innate
Resistance: Complete Slash Negate all victory levels received from Slash. Indefinite Innate
Resistance: Minor Pierce -1 to victory levels received from Pierce. Indefinite Innate
Resistance: Medium Pierce -2 to victory levels received from Pierce. Indefinite Innate
Resistance: Serious Pierce -3 to victory levels received from Pierce. Indefinite Innate
Resistance: Fatal Pierce -4 to victory levels received from Pierce. Indefinite Innate
Resistance: Complete Pierce Negate all victory levels received from Pierce. Indefinite Innate
Resistance: Minor Bludgeon -1 to victory levels received from Bludgeon. Indefinite Innate
Resistance: Medium Bludgeon -2 to victory levels received from Bludgeon. Indefinite Innate
Resistance: Serious Bludgeon -3 to victory levels received from Bludgeon. Indefinite Innate
Resistance: Fatal Bludgeon -4 to victory levels received from Bludgeon. Indefinite Innate
Resistance: Complete Bludgeon Negate all victory levels received from Bludgeon. Indefinite Innate
Resistance: Minor Hew -1 to victory levels received from Hew. Indefinite Innate
Resistance: Medium Hew -2 to victory levels received from Hew. Indefinite Innate
Resistance: Serious Hew -3 to victory levels received from Hew. Indefinite Innate
Resistance: Fatal Hew -4 to victory levels received from Hew. Indefinite Innate
Resistance: Complete Hew Negate all victory levels received from Hew. Indefinite Innate
Resistance: Minor Ballistic -1 to victory levels received from Ballistic. Indefinite Innate
Resistance: Medium Ballistic -2 to victory levels received from Ballistic. Indefinite Innate
Resistance: Serious Ballistic -3 to victory levels received from Ballistic. Indefinite Innate
Resistance: Fatal Ballistic -4 to victory levels received from Ballistic. Indefinite Innate
Resistance: Complete Ballistic Negate all victory levels received from Ballistic. Indefinite Innate
Resistance: Minor Shockwave -1 to victory levels received from Shockwave. Indefinite Innate
Resistance: Medium Shockwave -2 to victory levels received from Shockwave. Indefinite Innate
Resistance: Serious Shockwave -3 to victory levels received from Shockwave. Indefinite Innate
Resistance: Fatal Shockwave -4 to victory levels received from Shockwave. Indefinite Innate
Resistance: Complete Shockwave Negate all victory levels received from Shockwave. Indefinite Innate
Resistance: Minor Fire -1 to victory levels received from Fire. Indefinite Innate
Resistance: Medium Fire -2 to victory levels received from Fire. Indefinite Innate
Resistance: Serious Fire -3 to victory levels received from Fire. Indefinite Innate
Resistance: Fatal Fire -4 to victory levels received from Fire. Indefinite Innate
Resistance: Complete Fire Negate all victory levels received from Fire. Indefinite Innate
Resistance: Minor Electric -1 to victory levels received from Electric. Indefinite Innate
Resistance: Medium Electric -2 to victory levels received from Electric. Indefinite Innate
Resistance: Serious Electric -3 to victory levels received from Electric. Indefinite Innate
Resistance: Fatal Electric -4 to victory levels received from Electric. Indefinite Innate
Resistance: Complete Electric Negate all victory levels received from Electric. Indefinite Innate
Resistance: Minor Radiant -1 to victory levels received from Radiant. Indefinite Innate
Resistance: Medium Radiant -2 to victory levels received from Radiant. Indefinite Innate
Resistance: Serious Radiant -3 to victory levels received from Radiant. Indefinite Innate
Resistance: Fatal Radiant -4 to victory levels received from Radiant. Indefinite Innate
Resistance: Complete Radiant Negate all victory levels received from Radiant. Indefinite Innate
Resistance: Minor Acid -1 to victory levels received from Acid. Indefinite Innate
Resistance: Medium Acid -2 to victory levels received from Acid. Indefinite Innate
Resistance: Serious Acid -3 to victory levels received from Acid. Indefinite Innate
Resistance: Fatal Acid -4 to victory levels received from Acid. Indefinite Innate
Resistance: Complete Acid Negate all victory levels received from Acid. Indefinite Innate
Resistance: Minor Cold -1 to victory levels received from Cold. Indefinite Innate
Resistance: Medium Cold -2 to victory levels received from Cold. Indefinite Innate
Resistance: Serious Cold -3 to victory levels received from Cold. Indefinite Innate
Resistance: Fatal Cold -4 to victory levels received from Cold. Indefinite Innate
Resistance: Complete Cold Negate all victory levels received from Cold. Indefinite Innate
Resistance: Minor Silver -1 to victory levels received from Silver. Indefinite Innate
Resistance: Medium Silver -2 to victory levels received from Silver. Indefinite Innate
Resistance: Serious Silver -3 to victory levels received from Silver. Indefinite Innate
Resistance: Fatal Silver -4 to victory levels received from Silver. Indefinite Innate
Resistance: Complete Silver Negate all victory levels received from Silver. Indefinite Innate
Resistance: Minor Poison -1 to victory levels received from Poison. Indefinite Innate
Resistance: Medium Poison -2 to victory levels received from Poison. Indefinite Innate
Resistance: Serious Poison -3 to victory levels received from Poison. Indefinite Innate
Resistance: Fatal Poison -4 to victory levels received from Poison. Indefinite Innate
Resistance: Complete Poison Negate all victory levels received from Poison. Indefinite Innate
Resistance: Minor Necrotic -1 to victory levels received from Necrotic. Indefinite Innate
Resistance: Medium Necrotic -2 to victory levels received from Necrotic. Indefinite Innate
Resistance: Serious Necrotic -3 to victory levels received from Necrotic. Indefinite Innate
Resistance: Fatal Necrotic -4 to victory levels received from Necrotic. Indefinite Innate
Resistance: Complete Necrotic Negate all victory levels received from Necrotic. Indefinite Innate
Resistance: Minor Bleed -1 to victory levels received from Bleed. Indefinite Innate
Resistance: Medium Bleed -2 to victory levels received from Bleed. Indefinite Innate
Resistance: Serious Bleed -3 to victory levels received from Bleed. Indefinite Innate
Resistance: Fatal Bleed -4 to victory levels received from Bleed. Indefinite Innate
Resistance: Complete Bleed Negate all victory levels received from Bleed. Indefinite Innate
Resistance: Minor Suffocation -1 to victory levels received from Suffocation. Indefinite Innate
Resistance: Medium Suffocation -2 to victory levels received from Suffocation. Indefinite Innate
Resistance: Serious Suffocation -3 to victory levels received from Suffocation. Indefinite Innate
Resistance: Fatal Suffocation -4 to victory levels received from Suffocation. Indefinite Innate
Resistance: Complete Suffocation Negate all victory levels received from Suffocation. Indefinite Innate
Resistance: Minor Psychic -1 to victory levels received from Psychic. Indefinite Innate
Resistance: Medium Psychic -2 to victory levels received from Psychic. Indefinite Innate
Resistance: Serious Psychic -3 to victory levels received from Psychic. Indefinite Innate
Resistance: Fatal Psychic -4 to victory levels received from Psychic. Indefinite Innate
Resistance: Complete Psychic Negate all victory levels received from Psychic. Indefinite Innate
Resistance: Minor Spiritual -1 to victory levels received from Spiritual. Indefinite Innate
Resistance: Medium Spiritual -2 to victory levels received from Spiritual. Indefinite Innate
Resistance: Serious Spiritual -3 to victory levels received from Spiritual. Indefinite Innate
Resistance: Fatal Spiritual -4 to victory levels received from Spiritual. Indefinite Innate
Resistance: Complete Spiritual Negate all victory levels received from Spiritual. Indefinite Innate

Weakness Effects

Characters can be susceptible to certain sources of damage.

Name Description Duration Source
Weakness: Minor Slash +1 to the level of injury received from Slash. Indefinite Innate
Weakness: Medium Slash +2 to the level of injury received from Slash. Indefinite Innate
Weakness: Serious Slash +3 to the level of injury received from Slash. Indefinite Innate
Weakness: Fatal Slash +4 to the level of injury received from Slash. Indefinite Innate
Weakness: Minor Pierce +1 to the level of injury received from Pierce. Indefinite Innate
Weakness: Medium Pierce +2 to the level of injury received from Pierce. Indefinite Innate
Weakness: Serious Pierce +3 to the level of injury received from Pierce. Indefinite Innate
Weakness: Fatal Pierce +4 to the level of injury received from Pierce. Indefinite Innate
Weakness: Minor Bludgeon +1 to the level of injury received from Bludgeon. Indefinite Innate
Weakness: Medium Bludgeon +2 to the level of injury received from Bludgeon. Indefinite Innate
Weakness: Serious Bludgeon +3 to the level of injury received from Bludgeon. Indefinite Innate
Weakness: Fatal Bludgeon +4 to the level of injury received from Bludgeon. Indefinite Innate
Weakness: Minor Hew +1 to the level of injury received from Hew. Indefinite Innate
Weakness: Medium Hew +2 to the level of injury received from Hew. Indefinite Innate
Weakness: Serious Hew +3 to the level of injury received from Hew. Indefinite Innate
Weakness: Fatal Hew +4 to the level of injury received from Hew. Indefinite Innate
Weakness: Minor Ballistic +1 to the level of injury received from Ballistic. Indefinite Innate
Weakness: Medium Ballistic +2 to the level of injury received from Ballistic. Indefinite Innate
Weakness: Serious Ballistic +3 to the level of injury received from Ballistic. Indefinite Innate
Weakness: Fatal Ballistic +4 to the level of injury received from Ballistic. Indefinite Innate
Weakness: Minor Shockwave +1 to the level of injury received from Shockwave. Indefinite Innate
Weakness: Medium Shockwave +2 to the level of injury received from Shockwave. Indefinite Innate
Weakness: Serious Shockwave +3 to the level of injury received from Shockwave. Indefinite Innate
Weakness: Fatal Shockwave +4 to the level of injury received from Shockwave. Indefinite Innate
Weakness: Minor Fire +1 to the level of injury received from Fire. Indefinite Innate
Weakness: Medium Fire +2 to the level of injury received from Fire. Indefinite Innate
Weakness: Serious Fire +3 to the level of injury received from Fire. Indefinite Innate
Weakness: Fatal Fire +4 to the level of injury received from Fire. Indefinite Innate
Weakness: Minor Electric +1 to the level of injury received from Electric. Indefinite Innate
Weakness: Medium Electric +2 to the level of injury received from Electric. Indefinite Innate
Weakness: Serious Electric +3 to the level of injury received from Electric. Indefinite Innate
Weakness: Fatal Electric +4 to the level of injury received from Electric. Indefinite Innate
Weakness: Minor Radiant +1 to the level of injury received from Radiant. Indefinite Innate
Weakness: Medium Radiant +2 to the level of injury received from Radiant. Indefinite Innate
Weakness: Serious Radiant +3 to the level of injury received from Radiant. Indefinite Innate
Weakness: Fatal Radiant +4 to the level of injury received from Radiant. Indefinite Innate
Weakness: Minor Acid +1 to the level of injury received from Acid. Indefinite Innate
Weakness: Medium Acid +2 to the level of injury received from Acid. Indefinite Innate
Weakness: Serious Acid +3 to the level of injury received from Acid. Indefinite Innate
Weakness: Fatal Acid +4 to the level of injury received from Acid. Indefinite Innate
Weakness: Minor Cold +1 to the level of injury received from Cold. Indefinite Innate
Weakness: Medium Cold +2 to the level of injury received from Cold. Indefinite Innate
Weakness: Serious Cold +3 to the level of injury received from Cold. Indefinite Innate
Weakness: Fatal Cold +4 to the level of injury received from Cold. Indefinite Innate
Weakness: Minor Silver +1 to the level of injury received from Silver. Indefinite Innate
Weakness: Medium Silver +2 to the level of injury received from Silver. Indefinite Innate
Weakness: Serious Silver +3 to the level of injury received from Silver. Indefinite Innate
Weakness: Fatal Silver +4 to the level of injury received from Silver. Indefinite Innate
Weakness: Minor Poison +1 to the level of injury received from Poison. Indefinite Innate
Weakness: Medium Poison +2 to the level of injury received from Poison. Indefinite Innate
Weakness: Serious Poison +3 to the level of injury received from Poison. Indefinite Innate
Weakness: Fatal Poison +4 to the level of injury received from Poison. Indefinite Innate
Weakness: Minor Necrotic +1 to the level of injury received from Necrotic. Indefinite Innate
Weakness: Medium Necrotic +2 to the level of injury received from Necrotic. Indefinite Innate
Weakness: Serious Necrotic +3 to the level of injury received from Necrotic. Indefinite Innate
Weakness: Fatal Necrotic +4 to the level of injury received from Necrotic. Indefinite Innate
Weakness: Minor Bleed +1 to the level of injury received from Bleed. Indefinite Innate
Weakness: Medium Bleed +2 to the level of injury received from Bleed. Indefinite Innate
Weakness: Serious Bleed +3 to the level of injury received from Bleed. Indefinite Innate
Weakness: Fatal Bleed +4 to the level of injury received from Bleed. Indefinite Innate
Weakness: Minor Suffocation +1 to the level of injury received from Suffocation. Indefinite Innate
Weakness: Medium Suffocation +2 to the level of injury received from Suffocation. Indefinite Innate
Weakness: Serious Suffocation +3 to the level of injury received from Suffocation. Indefinite Innate
Weakness: Fatal Suffocation +4 to the level of injury received from Suffocation. Indefinite Innate
Weakness: Minor Psychic +1 to the level of injury received from Psychic. Indefinite Innate
Weakness: Medium Psychic +2 to the level of injury received from Psychic. Indefinite Innate
Weakness: Serious Psychic +3 to the level of injury received from Psychic. Indefinite Innate
Weakness: Fatal Psychic +4 to the level of injury received from Psychic. Indefinite Innate
Weakness: Minor Spiritual +1 to the level of injury received from Spiritual. Indefinite Innate
Weakness: Medium Spiritual +2 to the level of injury received from Spiritual. Indefinite Innate
Weakness: Serious Spiritual +3 to the level of injury received from Spiritual. Indefinite Innate
Weakness: Fatal Spiritual +4 to the level of injury received from Spiritual. Indefinite Innate

Evasion Roll

When a Combat Roll is made against a character who is not capable of making an opposing Combat Roll, such as melee combatant being shot at from far away, the defender can make a reflexive Evasion Roll vs the attacker's Combat Roll.

An Evasion Roll will use the Dice Pool of the Skill which represents reflexive dodging, which is generally "Dexterity". Evasion Rolls can be assisted, often by "Athletics", as faster top speeds can aid in being harder to hit.

Any levels over the defender's Evasion Roll wins count as Victory Levels for the attacker. The only victory level outcome an Evasion Roll can achieve is exiting a grapple.

Combat Rounds

Combat is run in a Round-by-Round format. A Combat Round covers a brief period of time, which can be thought of roughly 10 seconds of in game time.

All the actions taken by characters are considered to be happening simultaneously within the time narratively represented by the Combat Round.

To make sense of this potential chaos, first a Turn Order is determined which will last for the entire Combat. Then, for each Combat Round will be separated into a Declaration Phase and an Action Phase.

Turn Order

Turn Order is established based on which character has the highest RFX level. If multiple characters have the same RFX level, the character with the largest Dexterity Dice Pool has a higher Turn Order. If multiple characters have the same Dexterity Dice Pool size, then the character with the most Wins as a result of their Dexterity Dice Pool has a higher Turn Order.

Declaration Phase

Starting from the bottom of Turn Order, characters declare what they are doing during the Combat Round.

Once a character has declared what actions they are performing during their Declaration Phase, they are locked into performing that action in this Combat Round.

Before higher Turn Order characters declare they are able to listen to the declarations of lower Turn Order characters. This allows higher Turn Order characters to declare actions that will either counter or complement the declared actions of lower Turn Order characters.

That might seem odd as you could think characters with higher Turn Order should get to act first, but this is the Declaration Phase, no actions have happened yet. Players who declare LATER hold the upper hand in combat. This means that characters with the highest Turn Order can react to what their opponents/allies are going to do.

Standard Combat Actions

Within a Combat Round a character can declare all of the following actions within a single round which don't require approval from the Narrator:

  • Perform a Combat Roll
  • Perform an Evasion Roll
  • Use Movement Speeds to move around the battlefield

Non-Standard Combat Actions

Additionally, a character can declare actions as part of a Combat Round not explicitly covered by the Standard Combat Actions. These actions oftentimes require a Skill Check mid combat to determine if they succeeded. Whether these Non-Standard Combat Actions are able to be performed within the time confines of a Combat Round and in addition to the other actions the character might be declaring is up to the Narrator. Often, the Narrator can allow these actions to be attempted but can give some penalty to the Combat Roll's Uses Per Round or to Movement Speed to reflect how valuable time is being lost.

Examples:

  • Holding a door closed (Requires a contested Lift Check)
  • Briefly shouting out an important piece of information (No additional check or penalty)
  • Quickly switching between weapons (Requires a Dexterity Check)
  • Casting a spell that provides magic armor (Requires a Magic Skill check)

Action Phase

Once all characters have declared their actions, start with the actions of the highest Turn Order character. Then work down the Turn Order until everyone's declared action have been dealt with.

Though actions are happening simultaneously within a Combat Round, it's sometimes important to know which attack/actions happens before another, or who managed to perform their action a little bit faster than another. In these situations, characters with a higher Turn Order will always act first.

At the beginning of the Action Phase, all players can roll their Dice Pools for the actions they expect to take that round, such as Combat Rolls. This is to help combat move efficiently.

Rolled Combat Rolls and Evasion Rolls made during a round are considered Standing Dice Pools for the entire Combat Round. This is to remember how many Wins a character's Combat Roll or Evasion Roll got in case they are using them against multiple sources. This is also in case a character loses dice due to injury or if they gain Disadvantage/Advantage during the Combat Round, which will affect an already rolled Dice Pool. If your character gains Disadvantage or Advantage after they've already rolled their Combat Roll Dice Pool that Combat Round, you will retroactively apply said Disadvantage/Advantage to those Dice Pools. This could turn some dice that were wins into fails and vice versa.

Movement Speed Effect

Movement Speed is used in Combat Rounds to determine how far a character can move.

Governing Skill And Movement Speed Per Dice Pair Result = (Size of Governing Dice Pool) * (Movement Speed Per Dice)

Movement Speed = (Movement Speed Base) + (#1 Governing Skill And Movement Speed Per Dice Pair Result) + (#2 Governing Skill And Movement Speed Per Dice Pair Result) + etc...

Movement Speed Base: The base amount of Movement Speed for the Movement Speed Calculation.

Governing Skill And Movement Speed Per Dice Pairs: Represents pairs of a Governing Skill and the amount of Movement Speed gained per the size of the Governing Skill's Dice Pool.

Name Description Duration Source Movement Speed Base Governing Skill And Movement Speed Per Dice Pairs
Movement Speed: Terrestrial +2.5 ft per Dexterity Dice, +7.5 ft per Athletics Dice Indefinite Innate 0 (Dexterity,2.5), (Athletics,7.5)
Movement Speed: Swim +2.5 ft per Dexterity Dice, +5 ft per Athletics Dice Indefinite Innate 0 (Dexterity,2.5), (Athletics,5)
Movement Speed: Climb +2.5 ft per Dexterity Dice, +5 ft per Athletics Dice Indefinite Innate 0 (Dexterity,2.5), (Athletics,5)
Movement Speed: Flight +5 ft per Dexterity Dice, +10 ft per Athletics Dice Indefinite Innate 0 (Dexterity,5), (Athletics,10)
Movement Speed: Aquatic +2.5 ft per Dexterity Dice, +7.5 ft per Athletics Dice Indefinite Innate 0 (Dexterity,2.5), (Athletics,7.5)

Difficult Terrain

Steep mountains, ice-covered ground, swamps, etc. are difficult terrain. It takes twice the movement to move through these terrains.

Dexterity Movement Speed

Dexterity Movement Speed is the initial portion of a character's movement and represents how quick they are to get into motion and act.

This can allow them to disengage from opponents, slip behind a door before it closes, avoid an Area Of Effect they are about to be caught in, close the distance to an opponent, etc...

While lower Dexterity Movement Speed characters are deciding what to do, high Dexterity Movement Speed characters are already in motion.

Dexterity Movement Speed can be used to resolve circumstances when it is unclear which character moved first or closed some distance. Dexterity Movement Speed is used first on a character's turn, with lower Dexterity Movement Speed characters considered to have not moved/acted yet.

Example 1:

A Rogue with a dagger is trying to close the distance on an archer who is 5 feet away.

Their respective Dexterity Movement Speeds are 15 ft for the Rogue and 10 ft for the Archer.

The Archer declares he is going to shoot the Rogue with his bow as he uses his Movement Speed to stay out of range of the knife.

The rogue declares he is going to close the distance, attack with the knife, and stay on the archer. If the Rogue pulls this off, it will be disadvantageous for the archer since melee versus ranged combat in close quarters favors melee attacks.

Since the Rogue has 5 ft more Dexterity Movement Speed, he can move those 5 feet before the archer can loose the arrow, closing the distance. Now they will make combat rolls versus one another, with the Archer being at a clear disadvantage.

The Archer, now likely wounded from the Rogue's knife, tries to use the rest of his Movement Speed to stay out of range from the Rogue's knife. Assuming the Rogue has the same or greater remaining movement speed as the Archer, the Rogue stays on the Archer and the gap is 0 feet, ready to stab him again next round.

Example 2:

A Rogue with a dagger is trying to close the distance on an Archer who is 15 feet away.

Their respective Dexterity Movement Speeds are 15 ft for the Rogue and 10 ft for the Archer.

The Archer declares he is going to shoot the Rogue with his bow as he uses his Movement Speed to stay out of range of the knife.

The Rogue declares he is going to close the distance, attack with his knife, and stay close to the Archer. If the Rogue pulls this off, it will be disadvantageous for the Archer since melee versus ranged combat in close quarters favors melee attacks.

Since the Rogue has 5 ft more Dexterity Movement Speed, he can move those 5 feet before the archer can loose the arrow, closing the distance. With 10 feet between the Rogue and the Archer, the arrow is shot. The Rogue must now try and dodge the arrow, before he can attack, possibly proving fatal.

The Archer is then able to flee backward. Assuming he has the same or greater remaining movement speed than the possibly injured Rogue, the Archer can keep the 10 feet of distance between him and the rogue, never getting stabbed.

Example 3:

A Rogue with a dagger is trying to close the distance on a Knight who is 5 feet away standing in some slippery mud. The Knight is right on the edge of the mud pool, and the Rogue realizes if he can attack the Knight while he's standing in the mud, he has a better chance of defeating him.

Their respective Dexterity Movement Speeds are 10 feet for the Rogue and 5 feet for the Knight.

The Knight declares he is going to move forward out of the mud and swing on the Rogue with his longsword.

The Rogue declares he is going to close the distance before the Knight moves out of the mud and try to stab the Knight.

Since the Rogue has a higher Dexterity Movement Speeds, he can move 5 feet with his Dexterity Movement Speed before the Knight can move, closing the gap.

Since the Knight already had his sword ready to go, combat rolls will be made, but the Knight will do so while having to deal with the disadvantageous position being in slippery mud.

Athletics Movement Speed

Athletics Movement Speed is the second portion of a character's movement and represents how fast they are once at their top speed.

Athletics Movement Speed should always make up a far greater amount of your Total Movement Speed as compared to Dexterity Movement Speed. Even though characters with higher Dexterity Movement Speed might be quicker to initially move, there is nothing to prevent a high Athletics Movement Speed character from running them down.

Unlike Dexterity Speed, where the character with the greater speed can move before the other character, for Athletics Movement Speed both characters start moving at the same time.

Total Movement Speed

Total Movement Speed is the combination of a character's Dexterity and Athletics Movement Speeds for an entire round. Therefore, a character can use both their Dexterity Movement Speed and Athletics Movement Speed during a round.

Using multiple Movement Speeds on the same round

Whenever a character needs to use multiple movement speeds in a round, calculate what percentage of their movement they've used that round for their initial movement, with the remainder percent being used for another movement speed.

For example, if a character has 30 feet of "Terrestrial" and 15 feet of "Climb Combat Speed". The character walks 15 feet up to a climbable rock face. They've used 50% (15/30 = 0.5) of their movement speed, leaving them 50% of their climb combat speed. 50% of 15 feet is 7.5 feet. Therefore the character can climb 7.5 feet up the rock face.

Mounted Movement Speed

The rider's Dexterity dice pool size is used for the mount's Dexterity Movement Speed calculation. Additionally, when a mounted character or their mount takes an injury in combat, a Dexterity or Riding skill check equivalent to the injury level must be succeeded to stay on horseback, or else they are knocked off.

Healing Effects

Since Injuries work on a narrative severity scale, so does the healing that can be performed. These could come from Magic or science-based medicine.

Name Description Duration Source
Gradual Healing Minor injuries heal in 1 day, others are downgraded in following days if maintained. Indefinite Treatment
Minor Healing Factor Minor injuries heal in a short rest. Medium injuries heal during a long rest. A stabilized Serious injuries heal over a 24 hour rest. Cannot effect higher tier injuries. 24 hours Treatment
Continuous Minor Healing Factor Minor injuries heal in a short rest. Medium injuries heal during a long rest. A stabilized Serious injuries heal over a 24 hour rest. Cannot effect higher tier injuries. Indefinite Treatment
Minor Heal Removes a minor injury. For a higher tier injury, reduce the dice penalty of the injury by 1. Injury remains at its current tier. Further minor heals have no effect. Instantaneous Treatment
Medium Heal Removes a medium or lesser injury. For a higher tier injury, reduce the dice penalty of the injury by 2. Injury remains at its current tier. Further medium healing has no effect. Instantaneous Treatment
Serious Heal Removes a serious or lesser injury. For a higher tier injury, reduce the dice penalty of the injury by 3. Injury remains at its current tier. Further serious healing has no effect. Instantaneous Treatment
Fatal Heal Removes a Fatal or lesser injury. Can be used to reattach limbs as long as the limb is not destroyed. Instantaneous Treatment
Revival Heal Return a dead character to life with a serious injury. Can only be performed within minutes of death. For living characters, it completely heals all injuries, regrowing body parts, and returning the body to peak performance. Instantaneous Treatment

Skill Check Effect

These are literally just skill checks. This way, if there is a use of one of a character's skills that a Player Character or Narrator wants to remember, they can have an easy way to remember.

Performance Time:

Skill Name:

Challenge Level:

Optional Ranges: The Ranges the action can be performed at. See the Range rules for more details.

Optional Area Of Effects: If "None" then there is no Area Of Effect. Otherwise, represents the shape and dimensions the Combat Roll creates when used. See the Area Of Effect rules for more details.

Name Description Duration Source Performance Time Governing Skill Name Challenge Level Optional Resource And Amount Optional Ranges Optional Area Of Effects
Combat Assist: Focused Shot As a Perception Assist, while making a ranged Combat Roll, focus on a single opponent and target a weak point. Your Uses Per Round is reduced to 1 for the round. 1 Round Innate ~seconds Perception 3 None None None
Combat Assist: Charge As an Athletics Assist, if there is 10 ft between the character and an opponent, they may add their momentum to their melee attack. The character charging must move in a straight line, and once a charge is initiated as a portion of a character's movement, their directions must remain constant the entire round. Disadvantage to Dodging while charging. 1 Round Innate ~seconds Athletics 3 None None None
Combat Assist: Brace As a Lift Assist, a brace is a move purely to counter a charge. Character gains Advantage versus charging opponents and charging opponents lose their Advantage versus them. No movement can be used while bracing. Bracing uses the opponent's momentum against them, enabling a prepared defender to more easily stagger, trip or injure the charging opponent. 1 Round Innate ~seconds Lift 3 None None None
Combat Assist: Pack Tactics As a Teamwork Assist, when two or more attackers make a combat roll against the same opponent with at least one of them within 5 feet, they can make this collaborative assist roll. If successful, they can coordinate their attacks, gaining Advantage on their attack rolls. 1 Round Innate ~seconds Teamwork 3 None None None
Combat Assist: Formation As a Teamwork Assist, when two or more allies are next to each other, they can make a collaborative assist roll. If the assist is successful, then all characters within the formation gain Advantage to their Melee or Reach range combat rolls. 1 Round Innate ~seconds Teamwork 3 None None None
Darkvision Eyes Character gains the Nightvision effect. Within 60 feet, sees dim light as if it were bright light and darkness as if it were dim light, though devoid of color. 8 hours Innate ~seconds Bodily Magic 0 Mana, 0 Self None
Minor Hologram You can manifest an image of an object within a specified range, and it persists for the spell's duration. The hologram will also dissipate if you choose to dismiss it as an action or if you cast the spell again. If you choose to create an image of an object, such as a chair, muddy footprints, or a small chest, it cannot exceed a 5 foot cube. When physically interacted with, the hologram is exposed as such because objects and beings can pass through it without obstruction. If a creature dedicates its action to scrutinizing the image, it may discern that it is a hologram by succeeding in a Logic check against the wins from the Magic Skill roll. 1 minute Innate ~seconds Light Magic 0 Mana, 0 Mediocre (Normal), Mediocre (Disadvantage), Mediocre (Super Disadvantage) None
Minor Sound You can manifest a sound within a specified range and it persists for the spell's duration. The sound will also dissipate if you choose to dismiss it as an action or if you cast the spell again. You have control over its volume, which can vary from a mere whisper to a thunderous scream. It could resemble your own voice, another person's voice, the mighty roar of a lion, the rhythmic beat of drums, or any other sound you desire. The chosen sound will persist continuously throughout the spell's duration or you can produce discrete sounds at different moments before the spell concludes. If a creature dedicates its action to scrutinizing the sound, it may discern that it is an illusion by succeeding a Logic check against the wins from the Magic Skill roll. 1 minute Innate ~seconds Sound Magic 0 Mana, 0 Mediocre (Normal), Mediocre (Disadvantage), Mediocre (Super Disadvantage) None
Minor Mirage You can manifest either a sound or an image of an object within a targets mind. It must be within the effective range of the spell and it persists for the spell's duration. The illusion will also dissipate if you choose to dismiss it as an action or if you cast the spell again. When you opt for a sound, you have control over its volume, which can vary from a mere whisper to a thunderous scream. It could resemble your own voice, another person's voice, the mighty roar of a lion, the rhythmic beat of drums, or any other sound you desire. The chosen sound will persist continuously throughout the spell's duration, or you can produce discrete sounds at different moments before the spell concludes. If you choose to create an image of an object, such as a chair, muddy footprints, or a small chest, it cannot exceed a 5 foot cube. This illusory image lacks the ability to produce sound, light, scent, or any other sensory effects. When physically interacted with, the illusion is exposed as such because objects and beings can pass through it without obstruction. If a creature dedicates its action to scrutinizing the sound or image, it may discern that it is an illusion by succeeding in a Will check against the wins from the Magic Skill roll. If a creature successfully identifies the illusion, it becomes faint and transparent to that creature. 1 minute Innate ~seconds Mind Magic 0 Mana, 0 Mediocre (Normal), Mediocre (Disadvantage), Mediocre (Super Disadvantage) None
Illuminate You make contact with an object, its size not exceeding 10 feet in any dimension. Throughout the spell's duration, the object emits bright light in a 20-foot radius, accompanied by dim light for an additional 20 feet. You have the freedom to choose the color of the light. Should the object be fully covered with an opaque material, the emitted light is blocked. The spell concludes if cast anew or dismissed through an action. In the event that you target an object held or worn by a hostile creature, that creature must succeed in an Evasion Roll or Combat Roll to evade the effects of the spell. 1 hour Innate ~seconds Light Magic 0 Mana, 0 Melee None
Magic Weapon Infusion With a weapon utilized in the casting of this spell held, you infuse it with the damage types your magic skill provides. Should the attack connect, the target is subjected to both the weapon's and magic infusions damage types. 1 Round Innate ~seconds Any Magic 0 Mana, 0 Self None
Magic Hand A magic hand materializes at a designated point within the spell's range. This apparition persists for the spell's duration or until you choose to dismiss it. The hand dissipates if it strays beyond the spell's effective range or if you cast the spell anew. You have the ability to command the hand. Its functions include manipulating objects, opening unlocked doors or containers, stowing or retrieving items from open containers, and pouring the contents out of a vial. The hand's movement speed is equal to its effective range. It is roughly as strong as the user's hand. If attacks are made with it, treat it as the user's own unarmed attacks. 1 minute Innate ~seconds Gravity Magic 0 Mana, 0 Mediocre (Normal), Mediocre (Disadvantage), Mediocre (Super Disadvantage) None
Mend Wound Choose a creature within your sight and within the spell's range; it receives Minor Healing. Note that this spell only heals living biological characters, it does not affect undead or constructs. At Higher Magic Resource, for each additional Magic Resource spent over base amount, healing tier increases. Instantaneous Innate ~seconds Life Magic 1 Mana, 1 Melee None
Bewitch You bewitch a target within your range as a part of your turn. The target makes a Will Check versus the Magic Skill Roll of this spell. If successful, this spell inflicts an extra Minor Necrotic Injury whenever you inflict an injury. Additionally, you can select one of the target's core skills to impose a disadvantage on. If the target is rendered unconscious or killed before the spell ends, you have the opportunity to bewitch another creature on a subsequent turn of yours. If a spell removes a curse from a target then this spell ends early. Concentration, 1 hour Innate ~seconds Soul Magic 1 Mana, 1 Long (Normal), Long (Disadvantage), Long (Super Disadvantage) None
Talk With Animals You acquire the capacity to understand and speak with beasts throughout the spell's duration. While the intelligence of many beasts may limit their knowledge and awareness, they can, at a minimum, provide information about nearby locations and creatures, based on their perceptions from the past day. Depending on the Narrator's judgment, you might also be able to persuade a beast to carry out a small task for you. 10 minutes Innate ~seconds Nature Magic 1 Mana, 1 Self None
Disguise Flesh You have the ability to alter your biological appearance, until the spell concludes or you choose to dispel it. You can change your height by up to one foot and manipulate your apparent physique to appear thin, fat, or anything in between. However, you cannot alter your fundamental body structure, necessitating adherence to a form with a similar limb arrangement. Beyond this restriction, the extent of changes is within your control. Despite the alterations, if this spell is used to mimic another's appearance, depending on the skill level of the caster certain details might be off at close distances, especially for those that would know the mimicked character. To expose your disguise, a character can spend its action inspecting your appearance and must succeed in a Logic check versus the wins achieved when this spell is cast. 1 hour Innate ~seconds Bodily Magic 1 Mana, 1 Self None
Weird Insight Select a character's mind within effective range, probing for a random fact or secret about the target. The target is aware their mind is being probed, and can either make a Deception check to deceive the mental invader, feeding them a false piece of information or Will check to force them out of their mind. The target has advantage if they are in combat with the caster or its allies. If the target is unable to resist, roll a d20, with the higher the roll being the more hidden the fact or secret. The target automatically resists the mental invasion if they are immune to being charmed. Instantaneous Innate ~seconds Mind Magic 1 Mana, 1 Mediocre (Normal), Mediocre (Disadvantage), Mediocre (Super Disadvantage) None
Babel's Clarity You hear any language that is spoken around you as if it was spoken in Babelish. Additionally, you comprehend any written language you encounter as if it was written in Babelish, provided that you physically touch the surface bearing the text.This effect does not decode secret messages or arcane writing that is not part of a written language. 1 hour Innate ~seconds Mind Magic 1 Mana, 1 Self None
Physical Protection A willing and unarmored creature that you touch becomes enveloped in a protective magical field until the spell is terminated. This field grants the wearer 3 Physical Defense for the duration. If the creature puts on armor or if you choose to end the spell with an action, the spell concludes. 8 hours Innate ~seconds Gravity Magic 1 Mana, 1 Melee None
Hologram You conjure the likeness of an object, character, or other visible phenomenon no larger than a 15-foot cube. This illusion manifests within range and persists for the spell's duration. It remains purely visual, lacking any accompanying sound, smell, or other sensory aspects. Using your action, you can maneuver the illusion to any location within range. As it moves, you can adjust its appearance to mimic natural movements, such as walking for a creature. Physical interaction with the illusion reveals its true nature, as objects pass through it unhindered. A creature can use its action to scrutinize the illusion, potentially discerning its falseness with a successful Logic check against the Magic Skill Roll wins of this spell. Once the illusion is revealed, the creature can see through it. Concentration, 10 minutes Innate ~seconds Light Magic 1 Mana, 1 Far (Normal), Far (Disadvantage), Far (Super Disadvantage) None
Charm Humanoid You endeavor to enchant a humanoid that is within your visible range. The target is required to make a Will versus the Magic Skill Rolls of this spell, gaining advantage if already engaged in combat with you or your allies. A failed check results in the creature being charmed (Charmed Condition) by you until the spell's conclusion or until you or your allies take hostile actions towards it. The charmed humanoid perceives you as a friendly acquaintance. Upon the conclusion of the spell, the creature becomes aware that it was under the influence of your charm. At Higher Magic Resource: For each magic resource consumed above its normal requirement, you can select an additional character to target. 1 hour Innate ~seconds Mind Magic 1 Mana, 1 Mediocre (Normal), Mediocre (Disadvantage), Mediocre (Super Disadvantage) None
Oil Spill Slick flammable greasy oil covers the ground in a circle centered on a point within range and turns it into difficult terrain for the duration. The circle has an Area Of Effect of Sphere Calculation. When the oil appears, each creature standing in its area must succeed on a Dexterity Check or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity Check or fall prone. 1 minute Innate ~seconds Earth Magic 1 Mana, 1 Extended (Normal), Extended (Disadvantage), Extended (Super Disadvantage) Medium Sphere Calculation
Leap You touch a character, temporarily granting the creature the ability to jump 3 times farther than usual. The distance they can vertically jump also becomes the distance they can fall without incurring damage. Any distance beyond that counts as normal falling distance. 1 minute Innate ~seconds Air Magic 1 Mana, 1 Melee None
Slow Fall Choose characters within range. A falling character's rate of descent slows to 10 feet per second. If the creature lands before the effect ends, it takes no falling damage and can land on its feet, and the effect for that creature. 1 minute Innate ~seconds Gravity Magic 1 Mana, 1 Extended (Normal), Extended (Disadvantage), Extended (Super Disadvantage) None
Entangle Within range, verdant vines and resilient weeds surge forth, covering a 20-foot square area with dense foliage. Throughout the spell's duration, the ground in this zone transforms into difficult terrain. Any creature caught within the area upon casting must pass a Lift Check versus the spell's wins or restrained condition by the entwining plants until the spell concludes. A creature entangled can use its action to attempt a Lift check versus the spell's Wins. If successful, it breaks free. Once the spell dissipates, the summoned foliage withers and fades away. Concentration, 1 minute Innate ~seconds Nature Magic 1 Mana, 1 Far (Normal), Far (Disadvantage), Far (Super Disadvantage) None
Create Healing Blood Creates a Vial of Minor Healing Factor Blood or Vial of Healing Blood. At Higher Magic Resource, for each additional Magic Resource spent an 1 additional vials worth of this Healing Blood can be created. Instantaneous Innate ~seconds Blood Magic 2 Mana, 2 Melee None
Magical Resistance Depending on the Magic Skill used, the character gain a Minor Resistance to damage types, with the Narrator's approval. A character using Mind Magic could gain Minor Resistance to Psychic damage. A character using Cold Magic could gain Minor Resistance to Cold damage. A character with Earth Magic could harden their skin with stone and gain access to Minor Resistance to Slash, Hew, and Pierce damage. A character with Nature Magic could cover themselves with bark and gain Minor Resistance to Bludgeon, Pierce, and Slash damage, but could gain an equivalent Minor Weakness to Fire damage. 1 hour Innate ~seconds Any Magic 2 Mana, 2 Self None
Ranged Healing Choose a creature within your sight and within the spell's range; it receives Minor Healing. Note that this spell only heals living biological characters, it does not affect undead or constructs. At Higher Magic Resource, for each additional Magic Resource spent over base amount, healing tier increases. Instantaneous Innate ~seconds Life Magic 2 Mana, 2 Extended (Normal), Extended (Disadvantage), Extended (Super Disadvantage) None
Hold Humanoid Select a humanoid visible within the spell's range. The chosen target must make a successful Will saving throw or become paralyzed for the duration of the spell. At the conclusion of each of its turns, the affected creature has the opportunity to make another Will saving throw. If successful, the spell concludes on that specific target. At Higher Magic Resource: For each magic resource consumed above its normal requirement, you can select an additional character to target. Concentration, 1 minute Innate ~seconds Mind Magic 2 Mana, 2 Extended (Normal), Extended (Disadvantage), Extended (Super Disadvantage) None
Short Teleport Character teleports themself to an unoccupied space that they can see. Instantaneous Innate ~seconds Teleport Magic 2 Mana, 2 Mediocre (Normal), Mediocre (Disadvantage), Mediocre (Super Disadvantage) None
Invisibility The character casting this spell can touch a character turning them invisible, including all equipment as long as it is being held. The invisibility is ceased if the invisible character attacks another or casts a spell. For each CL cast higher than 2, target 1 additional character. Concentration, 1 hour Innate ~seconds Light Magic 2 Mana, 2 Melee None
Read Thoughts During the spell's effect, you gain the ability to perceive the thoughts of specific creatures. When you cast the spell you can concentrate your mental focus on any visible creature within the spell's range. If the chosen creature possesses an -2 INT or lacks the ability to communicate through language, the spell has no effect. Initially, you access the surface thoughts of the creature, revealing its predominant concerns at that moment. You have the option to shift your attention to another creature's thoughts or delve deeper into the same creature's mind. When probing deeper, the targeted creature must succeed on a Will check versus the CL of the spell. Failure allows you to glean insights into its reasoning, emotional state, and significant preoccupations (such as worries, affections, or aversions). If successful, the spell terminates. Regardless of the outcome, the targeted creature becomes aware of your mental probing. Unless you shift your focus to another creature's thoughts, the creature can use its action on its turn to initiate an Intelligence contest against your own; success terminates the spell. This spell proves particularly effective in interrogations, as questions directed at the target creature naturally influence its thought patterns. Additionally, you can employ this spell to detect the presence of thinking creatures that are not visible to you. When casting the spell or as your action during its duration, you can scan for thoughts within the spell's range. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead obstruct the ability. Creatures with an -2 INT or those lacking any language are undetectable. Upon detecting the presence of a creature using this method, you can read its thoughts for the remainder of the duration, following the same rules as described earlier, even if the creature is out of sight but still within range. Concentration, 1 minute Innate ~seconds Mind Magic 2 Mana, 2 Mediocre (Normal), Mediocre (Disadvantage), Mediocre (Super Disadvantage) None
Create Voice Triggered Effect You create a magical trigger tied to a specific sound or spoken phrase. This magical effect is tied to a primary magical effect. It dissipates once the primary magical effect has dissipated. Indefinite Innate 1 hour Sound Magic 2 Mana, 2 Melee None
Manifest Wings Character grows wings and gains the Flight Movement Speed effect. Concentration, 10 minutes Innate ~seconds Bodily Magic 3 Mana, 3 Self None
Beastial Transformation Character undergoes a transformation, becoming more beast like. Character can gain either a +1 to STR or RFX. However, they also gain a -1 to INT as their rational mind has become more beastlike. Concentration, 1 hour Innate ~seconds Bodily Magic 3 Mana, 3 Self None
Create Flame Tongued Weapon Through a laborious ritual you apply the following effect to a weapon of your choice. When activated, causes flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. This sword gains the Fire damage type, and loses the Bleed damage type. The flames last until you speak the command word again or until you drop or sheathe the sword. The blade can only be ignited as long as it is above 3 durability. The sword can be submerged in fire to repair the blade. Indefinite Innate 1 hour Fire Magic 5 Mana, 5 Melee None

Carry Weight Effect

Carry Weight represents a character's ability to carry heavier equipment while still being able to move semi-normally.

It is important to note that when performing the Max Carry Weight calculation below, the Governing Skill Dice Pool should ignore any Attribute Dice Mod Effects that were gained from Carry Weight Effects. That is to say when determining "(Size of Governing Dice Pool)", disregard any Attribute Dice Mod Effects that comes from Carry Weight Effects.

Max Carry Weight = (Max Carry Weight Base) + ( (Size of Governing Dice Pool) * (Max Carry Weight Per Dice) )

Governing Skill Name: The name of the skill whose dice pool size you will use to calculate Max Carry Weight.

Max Carry Weight Base: The base amount of Max Carry Weight for the calculation.

Max Carry Weight Per Dice: The amount of additional Max Carry Weight per dice in the governing skill's dice pool.

Weight Classes: For a Carry Weight Effect, Weight Classes represent the "classes" a character falls into depending on the percentage of their Max Carry Weight they are currently carrying. If the weight a character is carrying divided by their Max Carry Weight is greater than "Optional Bottom Percent" and less than or equal to "Optional Top Percent", then that is the character's Weight Class. If either "Optional Bottom Percent" or "Optional Top Percent" are "None", then they are not used in the above determination. This can be used to describe the lower or upper bound Weight Classes.

Name Optional Bottom Percent Optional Top Percent Attribute Dice Mod Effect
Light None 25.0 Weight Class: Light
Medium 25.0 50.0 Weight Class: Medium
Heavy 50.0 75.0 Weight Class: Heavy
Very Heavy 75.0 100.0 Weight Class: Very Heavy
Overburdened 100.0 None Weight Class: Overburdened

If a character is in a certain Weight Class then the Attribute Dice Mod Effect that is associated with it will be applied to the character.

Each Attribute Dice Mod Effect will almost always effect the same Attributes that Movement Speed relies on, meaning a heavier Weight Class will slow a character's Movement Speed.

Name Description Duration Source Governing Skill Name Max Carry Weight Base Max Carry Weight Per Dice Weight Classes
Humanoid Carry Weight This is the description Indefinite Innate Lift 0 50 Light, Medium, Heavy, Overburdened

Example:

Let's say a character has the "Humanoid Carry Weight", Lift Skill Dice Pool of "3d6", and 30 lbs of equipment on them.

First we calculate the Max Carry Weight, which would be ((3 * 50) + 0) = 150.

Next, we need to determine what percentage of the character's Max Carry Weight their equipment currently is taking up, which would be (30 / 150) = 20%.

Therefore, since 20% is less than or equal to 25.0%, the character would have a Weight Class of "Light", which would apply the "Weight Class: Light" Attribute Dice Mod Effect.

Currency

Currency represents the units of value that are used for representing wealth, commerce, etc... Generally within a Setting, their will be currency that represents a certain amount of value.

Name: The name of the Currency.

Abbreviation: The abbreviation of the currency.

Value: The value of the currency. It is helpful to first define the least valuable currency and set its value equal to 1.

Name Abbreviation Value
Tin Coin tc 1
Copper Coin cc 100
Silver Coin sc 10,000
Gold Coin gc 1,000,000
Platinum Coin pc 100,000,000

Item Stack

An Item Stack represents a collection of an Item.

Name: The name of the Item Stack.

Quantity: The amount of items in the Item Stack.

Effects: The Effects the Item Stack has. A character that equips an Item can use its Effects.

Weight: The weight of each Item in the Item Stack.

Value: The economic value of each Item in the Item Stack within the Setting.

Description: The description of the Item.

Name Quantity Effects Weight Value Description
Tin Coins 1 0.02 1 tc
Copper Coin 1 0.02 1 cc
Bronze Coin 1 0.02 1 sc
Gold Coin 1 0.02 1 gc
Platinum Coin 1 0.02 1 pc
Caestus 1 One-handed Bludgeon Close Melee, Dual-wielded Bludgeon Close Melee 2 1.66 sc
Light Hammer 1 One-handed Bludgeon Close Melee, Dual-wielded Bludgeon Close Melee, One-handed Thrown Bludgeon Close Melee, Dual-wielded Thrown Bludgeon Close Melee, Resource Pool: Thrown Bludgeon Close Melee 2 2 sc
Crowbar 1 One-handed Bludgeon Close Melee, Dual-wielded Bludgeon Close Melee, One-handed Thrown Bludgeon Close Melee, Dual-wielded Thrown Bludgeon Close Melee, Resource Pool: Thrown Bludgeon Close Melee 5 2 sc
Hammer 1 One-handed Bludgeon Close Melee, Dual-wielded Bludgeon Close Melee, One-handed Thrown Bludgeon Close Melee, Dual-wielded Thrown Bludgeon Close Melee, Resource Pool: Thrown Bludgeon Close Melee 3 1 sc
Club 1 One-handed Bludgeon Close Melee, Dual-wielded Bludgeon Close Melee, One-handed Thrown Bludgeon Close Melee, Dual-wielded Thrown Bludgeon Close Melee, Resource Pool: Thrown Bludgeon Close Melee 2 10 cc
Shoddy Club 1 One-handed Bludgeon Close Melee, Dual-wielded Bludgeon Close Melee, One-handed Thrown Bludgeon Close Melee, Dual-wielded Thrown Bludgeon Close Melee, Resource Pool: Thrown Bludgeon Close Melee 2 10 cc
Spiked Caestus 1 One-handed Pierce Close Melee, Dual-wielded Pierce Close Melee 2 3 sc
Dagger 1 One-handed Pierce Close Melee, Dual-wielded Pierce Close Melee, One-handed Slash Close Melee, Dual-wielded Slash Close Melee, One-handed Thrown Pierce Close Melee, Dual-wielded Thrown Pierce Close Melee, Resource Pool: Thrown Pierce Close Melee 1 2 sc
Bodkin Knife 1 One-handed Pierce Close Melee, Dual-wielded Pierce Close Melee, One-handed Slash Close Melee, Dual-wielded Slash Close Melee, One-handed Thrown Pierce Close Melee, Dual-wielded Thrown Pierce Close Melee, Resource Pool: Thrown Pierce Close Melee 1 2 sc
Handaxe 1 One-handed Hew Close Melee, Dual-wielded Hew Close Melee, One-handed Thrown Hew Close Melee, Dual-wielded Thrown Hew Close Melee, Resource Pool: Thrown Hew Close Melee 2 5 sc
Sickle 1 One-handed Slash Close Melee, Dual-wielded Slash Close Melee, One-handed Thrown Slash Close Melee, Dual-wielded Thrown Slash Close Melee 2 1 sc
Flail 1 One-handed Bludgeon Medium Melee, Two-handed Bludgeon Medium Melee, Dual-wielded Bludgeon Medium Melee 3 10 sc
Morning Star 1 One-handed Bludgeon Medium Melee, Two-handed Bludgeon Medium Melee, Dual-wielded Bludgeon Medium Melee, One-handed Pierce Medium Melee, Two-handed Pierce Medium Melee, Dual-wielded Pierce Medium Melee 4 15 sc
Mace 1 One-handed Bludgeon Medium Melee, Two-handed Bludgeon Medium Melee, Dual-wielded Bludgeon Medium Melee 3 5 sc
Warhammer/pick 1 One-handed Bludgeon Medium Melee, Two-handed Bludgeon Medium Melee, Dual-wielded Bludgeon Medium Melee, One-handed Pierce Medium Melee, Two-handed Pierce Medium Melee, Dual-wielded Pierce Medium Melee 2 15 sc
Arming Sword 1 One-handed Pierce Medium Melee, Dual-wielded Pierce Medium Melee, One-handed Slash Medium Melee, Dual-wielded Slash Medium Melee 2 10 sc
Bastard Sword 1 One-handed Pierce Medium Melee, Two-handed Pierce Medium Melee, Dual-wielded Pierce Medium Melee, One-handed Slash Medium Melee, Two-handed Slash Medium Melee, Dual-wielded Slash Medium Melee 2.5 15 sc
Battleaxe 1 One-handed Hew Medium Melee, Two-handed Hew Medium Melee, Dual-wielded Hew Medium Melee 3 10 sc
Javelin 1 One-handed Medium Spear, Dual-wielded Medium Spear, One-handed Thrown Medium Spear, Resource Pool: Thrown Medium Spear 2 50 cc
Maul 1 One-handed Bludgeon Large Melee, Two-handed Bludgeon Large Melee 7 10 sc
Hammer, Sledge 1 One-handed Bludgeon Large Melee, Two-handed Bludgeon Large Melee 10 2 sc
Great Club 1 One-handed Bludgeon Large Melee, Two-handed Bludgeon Large Melee 10 20 cc
Quarterstaff 1 One-handed Bludgeon Large Melee, Two-handed Bludgeon Large Melee 4 20 cc
Longsword 1 One-handed Pierce Large Melee, Two-handed Pierce Large Melee, One-handed Slash Large Melee, Two-handed Slash Large Melee 3 25 sc
Dane Axe 1 One-handed Hew Large Melee, Two-handed Hew Large Melee 4 11 sc
War Axe 1 One-handed Hew Large Melee, Two-handed Hew Large Melee 5 5 sc
Poleaxe 1 One-handed Hew Large Melee, Two-handed Hew Large Melee, One-handed Bludgeon Large Melee, Two-handed Bludgeon Large Melee, One-handed Large Spear, Two-handed Large Spear 6 40 sc
Spear 1 One-handed Large Spear, Two-handed Large Spear, One-handed Thrown Large Spear, Resource Pool: Thrown Large Spear 3 1 sc
Quarterstaff with Hidden Spear 1 One-handed Bludgeon Large Melee, Two-handed Bludgeon Large Melee, One-handed Large Spear, Two-handed Large Spear, One-handed Thrown Large Spear, Resource Pool: Thrown Large Spear 4 2 sc
Glaive 1 One-handed

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