The contents of this page are being separated into multiple pages and will continue to be worked on in those individual pages. Information on here may be out-dated but is being left for now due to laziness.
Wands and staves allow you to increase the MP pool of your character. The limitation is that they can only use those additional MP points to cast the spell stored in them.
Broadly speaking, a similar quality staff will have 1.5 times the MP pool of its wand counterpart. Enchantment can be used to increase the MP pool of a wand or staff.
A blank wand or staff can have any spell the caster knows added to it. Once this is done, however, it becomes a wand or staff of that spell and can only cast that spell. Certain higher quality wands or staves can have more than one spell effect added to them. In these cases, both spells must be cast simultaneously at the cost of 1.5x the average MP cost of the two spells.
Every character has the following slots for armour/clothing:
Pieces of armour may take up one or more of these slots. Only one piece of armour can exist within a slot. Each grouping of armour slots offers protection to the same target on the body. Head and neck armour provide protection to the head. Torso armour provides protection to the torso. Arm, shoulder, hand and ring armour provide protection to their respective arm (although rings are unlikely to provide normal armour bonuses). Leg and foot armour provide protection to their respective legs.
For every 5 lb of armour worn, your dodge score is reduced by 1.
Every piece of armour has a hit point counter. These points are removed before your health points when taking physical damage. They also have a resilience score. Usually, damage is reduced by the resilience score, but some weapons or special abilities may bypass it partially or completely. Once armour is destroyed in a location, the resilience of that armour is also lost, so full damage is taken to HP. If a character has natural resilience, it does not stack with resilience from armour and only applies to damage taken directly to the character.
Helmets give protection to the head. They occupy up the Head armour slot.
Armour | Hit Points | Resilience | Cost (character creation) | Weight | Crafting |
---|---|---|---|---|---|
Rusty Helmet | 2 | 1 | 0 | 5lb | |
Iron Helmet | 3 | 2 | 100g | 5lb | |
Steel Helmet | 4 | 3 | 200g | 6lb | |
Steel Plate Helmet | 5 | 5 | 400g | 7lb |
Cuirasses will cover the torso and both arm armour slots. Usually, the arm coverage will be the same, but in some niche circumstances they are not.
Armour | Hit Points (torso) | Hit Points (left arm) | Hit Points (right arm) | Resilience | Cost (character creation) | Weight | Crafting |
---|---|---|---|---|---|---|---|
Rusty Cuirass | 6 | 4 | 4 | 2 | 10lb | ||
Iron Cuirass | 8 | 5 | 5 | 2 | 500g | 14lb | |
Steel Cuirass | 10 | 6 | 6 | 3 | 750g | 18lb | |
Steel Plate Cuirass | 12 | 7 | 7 | 5 | 1500g | 25lb |
Breastplates cover the torso armour slot.
The seven statistics that your character’s abilities are measured by are:
Your level is a measure of how experienced a character is. On its own, it doesn't do much, but it is used in some derived statistics.
Strength determines how much damage you will deal with strength-based weapons. These are usually things like large swords, axes and hammers. It will also affect how much weight you can carry. Strength is not the only determining factor for your inventory space, however.
Strength will affect the following skills:
Dexterity determines how nimble you are as a person and how accurately you can move your body. It will give bonuses to damage on some weapons like daggers, light swords or ranged weapons. It will also affect how accurate you are with almost all weapons, and how effective you are at dodging incoming attacks.
Dexterity will affect the following skills:
Endurance is a measure of how much punishment you can take. It affects your maximum hit point and how well you can deal with pain. Characters with high endurance can take hits and continue dishing it out in return. They can also travel long distances in shorter amounts of time.
Endurance will affect the following skills:
Intelligence is how good a character is at logical reasoning. A character with high intelligence will be able to reason their way through most of life's problems.
Intelligence will affect the following skills:
Wisdom is an instinctive ability to make good decisions. A character with high wisdom often won't know why they're doing something but will be confident they are on the correct path. 90% of the time, they are.
Wisdom will affect the following skills:
Charisma is how charming a character is and a general measure of innate social ability. It affects how good you are convincing others but also how good you are at reading another person's intentions.
Charisma will affect the following skills:
There are many statistics derived from the primary statistics.
A humanoid character will have six different hitpoint pools, each representing a different body part. Each body part being reduced to zero hit points will have different effects on the character and reducing any body part far enough below zero will either amputate or entirely destroy that body part.
The head is the weakest point, but also the hardest to hit when making an attack. If the head is reduced to 0, the character is rendered unconscious. At exactly 0 hp, they are still stable, but below 0 they must begin making death saving rolls.
Hitpoints for the head are equal to: 5 + character level + endurance bonus
If the head’s hitpoints are reduced to 5 + the character’s endurance bonus below zero, the character is decapitated and instantly killed. A further 5 hitpoints will completely destroy the head.
If the torso is reduced to 0, the character will fall unconscious. At exactly 0 hp, they are still stable, but below 0 they must begin making death saving rolls as they are bleeding out.
Hitpoints for the torso are equal to: 10 + character level + endurance bonus
If the torso’s hit points are reduced to 10 + the character’s endurance bonus below zero, the character’s organs can no longer function and the character is dead.
If the arm is reduced to 0, the character loses use of that arm. If the arm is reduced to 7 + the character’s endurance bonus below zero, then the arm has been amputated. A further 7 damage can completely destroy the arm.
The arm’s hitpoints are equal to: 7 + character level + the character’s endurance bonus
If the arm is reduced to 0, the character loses use of that arm. If the arm is reduced to 7 + the character’s endurance bonus below zero, then the arm has been amputated. A further 7 damage can completely destroy the arm.
The arm’s hitpoints are equal to: 7 + character level + the character’s endurance bonus
If the leg is reduced to 0, the character loses use of that leg. If the leg is reduced to 7 + the character’s endurance bonus below zero, then the leg has been amputated. A further 7 damage can completely destroy the leg.
The leg’s hitpoints are equal to: 7 + character level + the character’s endurance bonus
If the leg is reduced to 0, the character loses use of that leg. If the leg is reduced to 7 + the character’s endurance bonus below zero, then the leg has been amputated. A further 7 damage can completely destroy the leg.
The leg’s hitpoints are equal to: 7 + character level + the character’s endurance bonus
Skills are broken up into major and minor skills. Major skills govern a set of minor skills and adding points to a major skill will increase all of its governed minor skills by one point as well. You get a bonus to major skills (and by proxy, their governed minor skills) based on the skill’s governing attribute.
Upon character creation, you will have one points to spend on major skills. When a character levels up, they will receive one point to spend on a major skill and three points to spend on minor skills.
No major skill may be raised to a higher base level than 10. Major skills can be boosted above 10 with bonuses, however.
No minor skill may be raised to a higher base level than 20. Minor skills can be boosted above 20 with bonuses, however.
Every point in Martial will grant one half of an additional special move slot. Raising Martial also grants access to more effects to use in special moves as per the following table.
Martial level | Ability | Description | Requirements | Cost |
---|
Martial governs the minor skills: one-handed, two-handed, Medium Armour, Heavy Armour.
Putting a point into Smith will grant you access to use forges and other tools to create and maintain armour and weapons.
Putting a point into Rogue will give you +1 to your dodge score.
Additionally, at the following levels of rogue, you gain access to the respective abilities:
Rogue Level | Ability | Description |
---|---|---|
1 | Sneak Attack | If you successfully sneak up to a target, you may sneak attack them. This attack is guaranteed to hit and will deal damage directly to heath, ignoring armour (except heavy armour). This will also apply if the target is simply not expecting the attack, to the GM’s discretion. |
3 | Sneak Attack Criticals | Sneak attacks with light one handed weapons are now guaranteed to deal critical damage. |
5 | Shadow Shifter | Once per rest, you may dodge an attack you have otherwise failed to dodge. You may declare you are using this after the dodge has failed, but only before the damage for the attack is rolled. |
7 | Leg sweep | In place of a regular attack, you may perform a leg sweep. If the attack lands, the target will take no damage, but will fall prone. Treat the attack roll as a normal attack targeting a leg. |
9 | Feint attack | When dual wielding light one handed weapons, you may make a feint attack. |
10 | Unstoppable Blade | Sneak attacks can now penetrate heavy armour. |
Rogue governs the minor skills: Light armour, Lockpick, Stealth, Pickpocket
Putting a point into Ranged will grant you a +1 bonus to damage with ranged weapons.
Ranged governs the minor skills: Archery, Thrown, Athletics, Perception
Putting a point into Survivalist will grant you a +1 bonus to health on all locations.
Survivalist governs the minor skills: Cooking, Hunting, First Aid, Navigation
Putting a point into scholar marks that your character has studied a specific subject. Doing so creates a new knowledge skill for your character on the topic that you have studied. Each point of scholar will allow you to assign three skill points into existing knowledge skills. At least one of these must go into the new knowledge skill you have created.
Scholar govens the minor skills: knowledge
Putting points into Diplomat will mean that people throughout the world will recognise you as a diplomat, allowing you to avoid some combat situations. The higher the level of diplomat, the more likely this is to happen.
Diplomat governs the minor skills: Persuade, Barter, Handle Animal, Intimidate
Sage Arcana governs the minor skills: Alteration, Divination, Transmutation
Calculating Arcana governs the minor skills: Enchantment, Evocation
Alluring Arcana governs the minor skills: Conjuration, Illusion, Necromancy
Each point in one-handed gives you a +1 bonus to hit with one-handed weapons
Each point in two-handed gives you a +1 bonus to hit with two-handed weapons
Each point in lockpick is added to a d20 roll when attempting to pick a lock, along with any bonuses from applicable tools being used. The required roll to pick a lock will depend on the lock itself.
A lock requring a roll below 10 to pick can be picked with bare hands.
A lock requiring a lockpick roll over 10 will need improvised tools to pick (ie. a hairclip).
A lock requiring a lockpick roll over 20 may require specialist lockpicking tools (ie. actual lockpicks) to pick.
A lock requiring a lockpick roll over 30 may require enchanted tools to pick.
The actual requirements are up to the GM's discretion, of course. These are merely guidelines.
Below is a table giving examples of locks and rough guidelines of how hard the lock should be to pick.
Lock description | Rough lockpick roll requirement | Notes |
---|---|---|
Door is bolted shut. You are on the side of the bolt. | 1 | Provided the character isn't incapacitated in some way, they should be able to simply unbolt the door |
Gate is locked with a combination lock | 9 | With time, anyone could break this and provided your players aren't under time pressure, you could allow them to brute force it. Depending on the exact design of the lock, they could try each dial on the combination and simply feel for differences. |
Door is locked, but an improvised object could be used to turn the lock. | 10 | |
Door is locked from the other side, but the key is in the lock and there is a gap under the door | 15 | Would take some creativity, but the key could be pushed out of the lock and retrieved through the gap under the door. |
Door has a standard, cylinder lock. | 18-19 | This would be just about pickable with a pair of hairpins, but would be difficult without proper tools. |
Door has a cylinder lock with spool pins. | 28 | This is an example of a lock that would be harder to pick, even for a trained professional locksmith using high quality tools. |
Door is bolted shut. The bolt is on the other side of the door to you. | 30 | It would require magic to interact with the locking mecahnism at all. |
Door has a magically enchanted lock which requires both a specific enchanted key and the biometrics of the specific person intended to open the door. | 50 | This may require a specific magic item designed for the express purpose of picking this lock in particular. |
Each point in archery gives you a +1 bonus to hit with archery weapons
Each point in thrown gives you a +1 bonus to hit with thrown weapons
Navigation affects how well you can travel while using vehicles. Generally speaking, each vehicle will have a minimum skill requirement and everyone controlling the vehicle will need to meet this.
The knowledge skill can take on many forms. Usually, knowledge is raised by putting points into scholar.
Each point of Alteration gives you 1/4 of a point of natural resilience. You must always round down, but these stack with fractional bonuses from elsewhere.
Each point of conjuration increases your summoning pool by one point.
Each point of Divination increases your dodge score by +1/2. You must always round down, but these stack with fractional bonuses from elsewhere.
Each point of Enchantment decreases the MP cost of using enchanted items by 1
Each point of necromancy increases your necromancy pool by one point. Your necromancy pool will determine how many dead you can have raised at once.
To make an attack, a character must decide upon a body part to target and then roll a d20, adding their attack bonus.
A character's attack bonus is calculated by adding their relevant stat bonus for the weapon with any other relevant bonuses. For example, an attack with a longbow would be the sum of the character's dexterity bonus and their Archery skill level.
Choosing a body part wisely is an essential strategic decision. Torsos are usually the most heavily armoured section of the body, but bringing it to 0 hp will render the target unconscious. The head will have the least HP and likely be less heavily armoured, but attacking it comes at a -4 penalty to hit.
The defender of the attack must decide if they wish to attempt to dodge the attack or parry it before the attacker makes their roll.
In order to dodge the attack, there must be a vacant tile adjacent to where they’re currently standing. The defender must declare which tile they are dodging into before the attack roll is made. If the defender chooses to dodge the attack, and are able to, the attacker must simply roll higher than the defender’s dodge score to land the hit. If this attack roll is unsuccessful, the defender will move into the tile they declared they would dodge into. Additionally, if you have already dodged from a tile this round (resets at the start of your own turn) then you cannot dodge back into it. If you are in a confined space against multiple foes, dodging all attacks will likely not be an option.
If they choose to parry the attack, the defender will roll a d10 and add their parry score. If their parry roll is higher than the attacker’s attack roll, they will avoid damage and be able to attempt a counter attack. Attacks made as a counter after a successful parry cannot be parried but can be dodged.
You may parry with any weapon, but ranged weapons usually come with penalties to parry. You may parry any attack but ranged attacks are nearly impossible to parry, coming with a flat -10 penalty to parry them.
Your parry score is equal to your attack bonus - 2 and + any other relevant bonuses (eg. from enchantments)
Consecutive attacks on the same body part give the defender a +2 bonus to parry.
When a character takes damage directly to their health, they will be in pain and will be less capable at taking actions.
Until the end of the character's next turn, they will take a penalty to their dodge score, parry rolls and to attack rolls. The penalty taken is determined by the following formulae and based on endurance, the damage taken and where the attack was landed.
All one-handed weapons can be wielded in your off-hand. Wielding a weapon in your off-hand gives a -2 penalty to your main attack, but gives a second attack (also with a penalty to hit).
Wielding a heavy one-handed weapon in your off-hand will grant you an extra attack with a -5 penalty to hit, and a -3 penalty to damage.
Wielding a light one-handed weapon in your off-hand will grant you an extra attack with -3 penalty to hit and a -1 penalty to damage. You will also receive a parry bonus determined by the weapon’s governing attribute (usually DEX).
Beyond basic attacks, you can create your own custom special moves. You gain more slots for these as you put points into combat related skills and can combine abilities from different skills you have available.
Each special move is made up of multiple special abilities. These unlock as you raise different combat related skills. Each ability confers a cost, making you able to use the ability a fewer number of times per rest.
You can use a special ability 10 + Character Level - Ability Costs per day. Additionally, each rest, you may choose one special move per character level to use one additional time per day. You may choose the same special move more than once with this bonus (eg. if you are a level 7 character, you could choose one special move to use 7 extra times per day).
Note that if a special move would have a negative number of uses per day, each of these extra uses will still only add one use. ie. If a level 4 character has a special move with a total ability cost of 16, this would result in the special move having -2 uses per rest. The character would need to use up three of their four extra special move uses to bring this to one use per rest.
Combat manoeuvres are available to everyone in combat, but may require specific equipment to do.
There will be several objects in the world that aren't creatures but will still have stats. What these stats are will determine how the adventurers can interact with the object. For example, a door may have a lock, which will have a level. It will also have a hardness and resilience score, essentially representing the health and damage reduction the door has when being broken.
Objects have two main stats that determine how easily they can be broken: resilience and hardness. Hardness is simply the number of hit points the object has. This can be reduced by attacking the object with a character's hands, using a standard weapon, or using a tool such as a pickaxe. If the resilience stat is high, some of these actions may not have effect.
Resilience acts as damage reduction for objects. It is a simple calculation: if an object has a resilience of 8, then it reduces incoming damage by 8. Additionally, certain resilience scores disallow certain methods of breaking and some objects may require a specific tool or type of tool to be broken.
Resilience score (≥) | Disallowed method(s) | Notes |
---|---|---|
2 | Can no longer be broken by bare hands | |
5 | Can no longer be broken by small weapons | |
8 | Can no longer be broken by large weapons | |
15 | Likely requires a specific tool to dismantle. |
Spells are created by arranging and connecting runes. Players are therefore able to create custom spells provided they can come up with a valid rune configuration for the spell. As spellcasters level up, they gain access to more runes and will gain knowledge of more stock spells. There are a large number of stock spells in game but custom spells are permitted to the GM’s discretion.
The most basic spells can be made out of a single primary rune and a single secondary rune. For example:
The image to the right shows an evocation rune connected to a fire rune. This creates the spell Evoke Fire, which will set a target on fire at a given success rate, depending on the skill level of the caster.
Much more complex systems than this can be created, of course. As spellcasters learn more runes and players get better at creating spells from them, you can get spells like this one:
This will detect if a target is in opposition to the caster, and if it is, it will then set it on fire. Note the dotted line between the Search rune and the Evocation rune. These dotted lines are referred to as “conditionals” which in this case means that the evocation will only trigger if the Search rune finds something that is matching its criteria. The criteria are defined on the connected branch.
There are two things that can restrict a spellcaster in what they are able to cast:
Each rune comes with a cost on both of these. In most cases, runes will cost 1MP and increase the PV of a spell by one when used in a spell.
A caster's maximum PV for a spell is determined by the primary rune of the spell. For example, if the primary rune is Evocation, your PV will be Calculating Arcana skill level + Evocation skill level + INT bonus + any misc bonuses (eg. from enchanted items). This is then checked against the PV cost of the spell. If a spell’s PV is higher than the caster’s PV, the caster cannot cast that spell.
For example, a character with level one Calculating Arcana, Level four Evocation, 16 INT and an item enchanted to give +1 PV for Evocation spells would have a total of 9 for their Evocation Maximum Power Value.
By attaching a power rune to the primary rune of the spell, a caster can spend extra MP to cast a spell which is outside of their normal capabilities. Doing this will increase the MP cost by 2, but decrease the PV by 1.
If two primary runes exist in a spell, ie. one spell chains into another, the caster must have sufficient MP to cast both spells. The PV of each spell is measured against the respective maximum PV of the caster in that school of magic. For example, consider the spell given as an example of a complex spell earlier:
The first spell here is a divination spell using the runes Search, Consciousness, and Opposition. This spell costs 3MP and 3PV. The evocation spell uses the runes Area, Power and Fire. This spells costs 4MP and 4PV. The overall spell will require the caster to have: at least 7 current MP, a maximum PV of least 3 in Divination, a maximum PV of at least 4 in evocation.
Primary runes are essentially schools of magic. The primary rune used will determine which skill is factored into rolls and the which verb runes can be used to create the spell. When you have points in a magic skill, you automatically have knowledge of the primary rune for that school and it does not take up a rune slot. The primary runes are:
Alteration spells are usually positive effects given to the caster themselves or allies or negative effects given to an enemy.
Conjuration spells usually involve summoning energy or beings. Most runes can be used with conjuration, but their effects will apply to a creature/creatures being summoned in the same spell.
Divination spells are usually used to find information. A divination spell can be used as a more specific target selection for other spells.
Enchantment spells are usually used to give magical properties to objects and your surroundings.
Evocation spells evoke the inherent properties of noun runes. Verb runes cannot be used with an evocation primary rune, but many unique damaging effects can be achieved by evoking noun runes.
Illusion spells are used to trick the minds of others. Noun runes can be used directly on the illusion primary rune to create an image (or non-visual illusion) of that object.
Necromancy spells are used to interact with the dead, deal damage to your foes and debuff your enemies. Most runes can be used with Necromancy as the primary rune, but positive effects will only affect corpses or undead creatures.
Transmutation spells usually involve changing the very nature of people and objects around you. The three runes individually mean Weakness, Transform and Strength.
Secondary runes are where the bulk of a spell’s functionality is coming from. While these runes may function differently between different schools of magic, they generally stick to a theme in their purpose.
Upon character creation, a character will have capacity to know up to 10 runes and will start knowing 5 + INT runes. To obtain more rune slots, the character must take a level of Scholar and create Knowledge (runes). Each level of Knowledge (runes) will give two rune slots.
To learn a new rune takes study. The rune and its nuances must be internalised by a caster before their magical properties can be properly harnessed. In order to do this, a caster must study a scroll or spell book containing the rune they wish to learn for a day and make a successful scholar check. The DC for this check is 15 + the MP cost of the rune + the PV of the rune.
For every 15PV a spell has, it requires one normality rune attached to the primary rune in order to stabilise the spell. (ie. For every 20 PV, 5 of that needs to come from a normality rune). A spell with 14 PV does not need a normality rune. A spell with 29 PV (including the normality rune) will require only one normality rune.
These runes and their broad functions are listed in the tables below. There are four categories of secondary runes: Target Runes, used to define what a spell should be cast upon, Verb Runes, used to denote an action, noun runes, used to denote effects applied to a verb, and finally modifiers, which conjoin (are drawn in the same circle) to other runes to change how they function. Some runes may function in more than one context, so have definitions in both. Note that the Evocation primary rune often serves as a verb in and of itself, so most nouns will have a special case for Evocation.
Rune | Magic Points | Power Value | Notation | Function(s) |
---|---|---|---|---|
Self | 1 | 1 | Causes spell effect to target the caster. | |
Project | 1 | 1 | Causes a spell to be cast as a cone extending forwards from the caster. By default, this is 5ft and each power rune increases this by 5ft. | |
Area | 1 | 1 | Causes a spell to be cast in a circle with a 5ft radius centred on the target. Each conjoined power rune will increase the radius by 5ft. | |
Target | 1 | 1 | Allows the caster to choose a specific target within 30ft. If attached on its own to the primary rune, it applies to the whole spell. If it is in a chain of runes (including the first rune on that chain) then every rune after it in the chain is applied to the target. Conjoining a power rune adds 5ft to the range. |
Rune | Magic Points | Power Value | Notation | Function(s) | Valid Schools |
---|---|---|---|---|---|
Scribe | 1 | 2 | Enchantment[(Scribe{:SomeOtherSpell:}] will enchant the target of the spell with :SomeOtherSpell: By default this enchantment can be activated at will by the holder of the object (including if the object is a creature, someone needs to hold it) but can be changed to cast on a certain condition by chaining this rune into a divination spell defining the condition. |
Enchantment | |
Restore | 1 | 1 | Restores 1d4 of a noun rune (where valid) to the target. | Alteration, Conjuration, Transmutation | |
Rune | Magic Points | Power Value | Notation | Function(s) |
---|---|---|---|---|
Rune | Magic Points | Power Value | Notation | Function(s) |
---|---|---|---|---|
Spells can be drawn as diagrams. A spell must always start with a primary rune and have secondary runes coming out from that primary rune.
Each series of runes is called a rune chain. Each rune chain runs in order. The spell is cast almost instantaneously, but the order of runes may matter for functionality.
For example, in the following spell, the runes are air and water are in that order:
This will deal air damage and then make the target wet. However, if you were put the runes in the opposite order:
The target is wet before taking the air damage, and thus is weak to the air damage taking more damage.
The target rune is a common rune where the order is likely to matter. Target will apply its effect to the entire spell if it is attached to the primary rune on its own:
This spell will set burning and then deal earth damage to a target. However, the following spell will work differently:
Because the fire rune is before the target rune in the chain, the targetting will not apply to the fire rune. Therefore, this spell will set burning to a touch-range target and then deal earth damage to a separate target which is chosen after the burning has been set.
Additionally, every rune chain runs simultaneously.
This spell will deal earth damage and set the target to be wet simultaneously, and then will set burning, deal air damage. The burning status will remove the wet status, but because the air and fire runes happen simultaneously, the air damage still deals extra damage in this situation (rune functions are always based on what the target's state was at completion of the last set of runes)
Divine magic is considerably simpler than divine magic. Deities often confer the ability to their worshippers to cast spells. Each deity will have its own rules for which spells can be cast and how often, but in general, you get access to more spells as you rise in the ranks.
Below are listed
Spell level | Spell name | Range | Brief description |
---|---|---|---|
Creatures or objects that are burning will take 1d4 fire damage per turn, at the start of their turn, until the fire is extinguished. For objects, this is taken at the start of initiative order. Usually, unless there is an actual fuel source, the fire will extinguish after a single turn. When a creature is burning, it will take damage to all of its health pools simultaneously.