Basic LiteBL

Fantasy

Entities

Examples: Fantasy Creatures

Dragon

70 25 20

↑Sense, Flying, Thick Scales: Armored (12), Breathe Flame (3d10 Burning), Bite (5d10), Claw (4d10 Cutting), Tail (2d10)


Giant

90 15 10

↑Presence, Tough Skin: Armored (20), Huge Club (5d10)


Minotaur

25 10 15

↑Combat, Hide: Armored (5), Great Axe (4d10 Cutting)


Orc

15 12 10

↑Combat, ↓Sense, Hide Armor: Armored (10), One of: Scimitar (2d10 Cutting), Composite Bow (3d10 Piercing), Short Spear (2d10 Piercing)


Troll

20 10 10

Tough Skin: Armored (3), Tree Trunk Club (3d10), Claw (2d10 Cutting), Regenerate: Heals 1d10 every half hour

Examples: Supernatural Creatures

Ghost

10 15 15

Scary (2), Spectral


Ghoul

15 10 5

Scary (3), ↑Subterfuge, Claw (2d10 Cutting), Bite (2d10 Toxic), Howl: Scary (2)


Mummy

15 10 15

Scary (2), ↑Knowledge (Ancient Language), ↑Sense, Desiccated: Vulnerable (Burning)


Skeleton

12 10 5

Scary (2), Broadsword (2d10 Cutting), Bow (1d10 Piercing)


Zombie

15 5 5

↓Athletics, Scary (2), Bite (1d10 Cutting), Claw (1d10 Cutting)

Equipment

Armor Protection Notes
Cloth Armor 5 Fragile
Wooden Shield 5
Leather Armor 10
Metal Shield 10 Heavy
Chainmail 15
Plate Armor 20 Heavy
Weapon Damage Notes
Fists 1d10
Dagger 2d10 Piercing
Hammer 2d10
Mace 2d10
Axe 3d10 Cutting
Sword 3d10 Cutting
Bow 4d10 Piercing
Two-Handed Axe 5d10 Cutting Heavy
Two-Handed Hammer 5d10 Heavy
Two-Handed Sword 5d10 Cutting Heavy

Magic

A new Mind skill, Magic, enables the ability to cast spells.

Magic is treated as an arcane science, with intensive study and training prerequisites to becoming skilled in its usage. Advancement in Magic requires a teacher in a formal setting.

Spells have a Mind cost based on the relative strength of the spell's effect. The number of Mind points must be deducted in order to attempt to cast the spell. During the skill roll, Mind can be spent as effort; a failure means the spell fizzles. A critical greatly enhances the spell's effect, and a fumble breaks concentration, reducing Will by the spell's Mind cost.

Spells can be cast in one of three ways:

  1. A learned spell can be cast from a written form.
  2. An unlearned spell can be cast from a written form, but becomes hard.
  3. A learned spell can be cast from prepared memory.

To learn a spell, the mage must be instructed in the casting of that precise spell, and otherwise works similar to a training session: after about 8 hours of focused instruction, the spell is considered learned.

Recording a spell into a spell book or onto a scroll can be done as a Crafting action, using Finesse (Spellcrafting), with a Complexity equal to twice its Mind cost. Once created, the written spell can be used to accurately cast the learned spell. An attempt can be made to cast a written spell that hasn't been learned before, but the roll becomes hard.

Mages can remember an active number of spells equal to their Magic skill divided by ten, rounded down. E.g., Magic 22% = 2 spells, Magic 49% = 4 spells, etc. Memorizing a spell requires some dedicated time to study a written version, The spell must have been learned before—characters cannot memorize a spell purely from a scroll. A talent within a certain school enables two more slots for that school's spells.

Magic is divided into eight schools. Each school can be a chosen or trained talent as well, adding the usual 20% to a related skill roll.

Spells coming soon.

Races

Attributes, skills, and talents can all be modified to build custom races or species. Possible customizations include:

Sorcery

A new Will skill, Sorcery, enables a character to tap into the inherent chaos of sorcery.

In contrast to Magic, Sorcery is treated as an art, and its effects are considerably more improvised, haphazard, and potentially dangerous, compared to casting spells.

More coming soon.

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