Fantasy
Entities
Examples: Fantasy Creatures
Dragon
↑Sense, Flying, Thick Scales: Armored (12), Breathe Flame (3d10 Burning), Bite (5d10), Claw (4d10 Cutting), Tail (2d10)
Giant
↑Presence, Tough Skin: Armored (20), Huge Club (5d10)
Minotaur
↑Combat, Hide: Armored (5), Great Axe (4d10 Cutting)
Orc
↑Combat, ↓Sense, Hide Armor: Armored (10), One of: Scimitar (2d10 Cutting), Composite Bow (3d10 Piercing), Short Spear (2d10 Piercing)
Troll
Tough Skin: Armored (3), Tree Trunk Club (3d10), Claw (2d10 Cutting), Regenerate: Heals 1d10 every half hour
Examples: Supernatural Creatures
Ghost
Scary (2), Spectral
Ghoul
Scary (3), ↑Subterfuge, Claw (2d10 Cutting), Bite (2d10 Toxic), Howl: Scary (2)
Mummy
Scary (2), ↑Knowledge (Ancient Language), ↑Sense, Desiccated: Vulnerable (Burning)
Skeleton
Scary (2), Broadsword (2d10 Cutting), Bow (1d10 Piercing)
Zombie
↓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:
- A learned spell can be cast from a written form.
- An unlearned spell can be cast from a written form, but becomes hard.
- 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.
- Abjuration
- Conjuration
- Divination
- Enchantment
- Evocation
- Illusion
- Necromancy
- Transmutation
Spells coming soon.
Races
Attributes, skills, and talents can all be modified to build custom races or species. Possible customizations include:
- Free points in an attribute the species has a natural advantage in
- Free points in a skill that the species has a cultural affinity with
- Free talent tied to the species’ expertises
- New skill only accessible to the species
- Situational easy/hard action checks
- Natural protection ratings for attributes (e.g., shell as Body protection, “psionically shielded” as Will protection)
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.