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Tiny d10: High Fantasy Core Rules learning languages, or recalling information.

Additionally, in
Tiny d10 is a quick-to-learn, easy to play tabletop role- combat, the intellect attribute score is used as a bonus when
playing game. casting magical and dark spells.
This Module holds the core rules to the game, unless
specified The rules here stand as the bases for actions. Reflex (R) a measure of dexterity, speed, and reaction. This
attribute is used when attempting to dodge an object, perform
Before you can play a game; you will need a character, your a feat of acrobatics, or jump a chasm. Additionally, in combat,
champion in this game. To do this you follow these six steps: the reflex attribute score is used as a bonus when attacking
with ranged weapons (like a crossbow) or lightweight bladed
weapons (like a dagger).
1) Choose a race,
For each race there are modules for any race you want to play
and how to play the race, select one and go with that. 4) Assign points.
Noted that each race has at least an advantage and a feature. Divide 10 points between hit points (HP) and power points
Racial advantages consist of actual, tangible bonuses to a (PP).
character. Each race is granted one racial advantage, which is Hit points are the amount of damage your character can suffer
typically manifested as a +1 bonus to a numerical value like before falling unconscious, and eventually dying. A
HP, MP, PP, Toughness, or even damage. Bonuses to successful attack typically deals 1 point of damage.
attributes are also included in racial advantages, but to Power points can be added to attack rolls, check rolls, and
prevent overpowering a race, should be limited to +1 at levels challenge rolls. Only 1 point may be added per roll. Unless
1, 3, and 5. otherwise specified, they cannot be used to increase damage.
Racial features different from advantages in that they are
intangible bonuses that can often be freely interpreted by both Generating Magic Points (MP)
players and GMs. They do not add a +1 bonus to any field, Classes with the spell-casting ability begin with a certain
instead suggesting an action or ability that the race is amount of MP, which are expended to cast spells. To generate
especially good at. starting MP, roll 1d10 and use the following table:
This feature could be used by different players in different Roll of 1-5 (+4) Roll of 6-9 (+5) Roll of 10 (+6), or if the DM
ways. In some instances, it could add a bonus to a hide check; allows you to use your Intellect score as a bonus to base 4 to
in others (GM permitting) it could add a bonus to a sneak your Magic Points.
check when trying to disappear in the midst of chaos. Racial
features are intentionally written in a way that makes them 5) Record your character's wealth.
open to interpretation, encouraging both players and GMs to The economy of Tiny d10 is simple. 1 piece of gold = 10
think fast and be creative. pieces of silver = 100 pieces of copper. For perspective on the
value of these monies, consider: 1 piece of gold = 1 US
2) Choose a Class. dollar. Starting wealth is influenced by your character's
Each class, these are a set of abilities that your character can background, but is ultimately your game master's (GM)
potentially do. decision.
Note: Each class has a few common things; a toughness
score, a rating for what armor they can wear and another 6) Fill out the rest of your character sheet.
rating of what weapons they can use. More on this later. By this point you have determined the essentials of your
character. Make sure to fill in other sections on your character
3) Assign attribute scores. sheet, like toughness and starting spells (found in the class
Use the following values: 2, 2, 1, 0 for the following attribute. section), and level (begins at 1).

Power (P) a measure of physical and mental strength. This


attribute is used when attempting to break down doors, climb
mountains, or arm wrestle a drunken opponent. Additionally,
in combat, the power attribute score is used as a bonus when
making melee attacks (swords, punches, axes, etc).

Aspect (A) a measure of spiritual awareness and natural


charisma. This attribute is used when attempting to detect
lies, barter, or summon aid. Additionally, in combat, the
aspect attribute score is used as a bonus when casting natural
and divine spells.

Intellect (I) a measure of mental acuity and sharpness. This


attribute is used when inspecting or searching an area,
Playing the Game
Tiny d10 is a role-playing game, so most interactions should Combat
be, or at least intended to be, role-played. The outcome of Players begin combat according to reflex scores, the highest
these situations can often be reliant on a player's acting, wit, first, the lowest last. Any ties among scores should be settled
and quick-thinking, and require no die-rolling at all. with the roll of 1d10. Combat is simple. The following is an
However, there will be times when a die roll is unavoidable. example of a standard turn:
Any attempt to do something that demands skill to complete Alanthea, the level 1 thief, draws her dagger and declares her
(or that could result in failure), like breaking down a dungeon target: a snarling goblin with a scar drawn from his forehead
door or navigating a twisting forest labyrinth, requires a to his chin. She makes an attack (ATK) roll using 1d10 and,
check. since she's using a dagger, adds her reflex score. She rolls a 6,
and adds her bonus of 2, for an ATK total of 8. The goblin
has a toughness of T5, and Alanthea viciously slashes his
Rolling the Die throat, dealing 1 damage. He dies instantly.
A check consists of rolling 1d10, adding the relevant attribute
(or skill) bonus, such as power or intellect in the examples
above, and comparing the result to the check's toughness (T). Actions in Combat
If the result is greater than or equal to the check's toughness, Movement in combat are catagorized as:
the attempt succeeds. Toughness is a representation of the Slow (10-20 feet per turn),
total difficulty of any attempt. Whether it's a reflex check Moderate (20-30 feet per turn),
when attempting to vault a chasm, or an attack made against a Fast (30+ feet per turn)
snarling goblin, toughness reflects all the factors that make All PC, NPC and Monsters, have the following unless
jumping that chasm or slashing that goblin tough. The specified, are moderate in speed and may move only up to
following table is a simple guideline for determining the their maximum speed range per turn. Environmental factors
toughness of a check or opponent: may affect that maximum speed. Combat Rules Simplified:
One turn represents roughly 5 seconds.
T5-T6 Simple toughness. Easy checks like climbing a ledge with
Only 1 attack per turn.
large hand holds, or attacking weak opponents like goblins.
T7-T8 Moderate toughness. Harder checks like fighting a strong Only one move sequence per turn.
current, or attacking well-armed opponents like castle guards. Less significant actions may be done freely.
T9-T10 Difficult toughness. Challenging checks like sneaking into Damage is typically 1, though may be more.
a well-guarded court, or attacking large opponents like giants. Ranged and small weapon attacks use reflex; magical spells
T11-T12 Extreme toughness. Seriously tough checks like use the attribute related to casting spells by spell type;
controlling a boat during a gale, or attacking overwhelmingly larger/heavier melee attacks use power.
powerful opponents like dragons.
T13-T14 Impossible toughness. Success is unimaginable,
requiring superhuman strength and endurance to complete. Advantage
Under certain circumstances, a player can push for advantage
by explaining the conditions they believe to warrant a bonus
Saves to their action. If the GM agrees, the player will gain a +1 to
Anytime a character would suffer an event that could kill their roll.
them outright (or otherwise have a dire effect), such a being However, if the player fails their roll, the GM should impose
crushed in a rock slide or becoming paralyzed by a spell, the a negative additional outcome, such as a fall which results in
player should conduct a save. To do so, the player rolls 1d10, a lost turn, or that reveals their location to the enemy.
adding a single relevant attribute bonus no skills may be For GMs: Depending on your style, you may wish to allow
used. A standard save requires a roll of 5 or higher, though advantage more or less frequently.
exceptionally perilous circumstances may require an even
higher roll. Magic in Combat
When the character suffers from an effect that is not attacking
Magic is powered by magic points (MP). These points are
the characters Toughness or a Challenge, may make a save to
spent when casting spells, and are replenished alongside HP
see if they can shake the effect. If the effect is on going, then
at a 1:1 ratio. All spells, unless specified otherwise, has a
the character can make additional saves at a cost of 1PP per
minimum cost of 1 magic point, and that a more powerful
effect. This is done at every interval stated in the spell,
spell will cost more magic points. If not replenished during
examples: Rounds Minutes, Hours, etc.
healing, they replenish at the rate of 1 MP per 4 hours in
game. Spells are typically a guaranteed success, as they often
Challenges have a high casting cost; however, some spells require an
At certain points, characters may find themselves challenging attack or check roll usually versus toughness.
another creature. This occurs when the character and the
creature attempt to do the same thing at once. To conduct a Healing and Dying
challenge, both the character and the creature roll 1d10 and
Characters may forfeit their attack action to heal themselves
add relevant bonuses. The higher of the two rolls succeeds.
or others. This requires a successful T6 intellect check
(though more mortal or special wounds may require a higher Beyond Level 5
roll). A successful heal adds +1 HP per heal action. If a Not every legendary hero finishes their adventures with the
character possesses the skill heal, they automatically succeed attainment of level 5, a few continue to train and learn. If the
the check. Out of combat, characters may make a heal check player chooses to continue with their character, they can
four times per 1 hour in game. Without healing, HP are continue to gain bonuses to various stats. For every 250 XP
replenished at the rate of 1 HP per 4 hours in game. When a after Level 5 the character can pick on of the following:
character or opponent is reduced to 0 HP, they are considered Gain +1 to an attribute, maximum of 5.
immobilized and dying. They cannot act until healed by a Gain 1 skill.
companion, though they may be able to speak. In Tiny d10, Gain additional +1 to an existing skill, max +2 bonus.
characters are rarely killed, and players should always Gain 1 class ability.
consent if the characters are. Gain 2 Spells
Gain +1 to Toughness, maximum at T10
Levels and Advancement Gain +1 to Hit Points
All characters begin as level 1 explorers and begin with 1 Gain +1 to Power Points
skill. This is the start of their adventuring career. Character Gain +1 to Magic Points
advancement in Tiny d10 is powered by experience points Gain 1 class ability from another class, for 500PXP.
(XP). XP is primarily earned by slaying or defeating
opponents (usually giving between 1 and 5 XP), but can also
be earned by succeeding checks in epic and heroic ways Skills
(usually giving 1 XP). Characters will become stronger as Skills are used in special checks called skill checks. The 12
they gain levels. XP is lost upon advancement, and must be skills of Tiny d10 are listed below:
gained anew. Aspect Intellect Reflex
Level 2 25 XP Adventurer Heal Spot Hide
Persuade Listen Conceal
You are afforded a certain level of respect.
You gain 1 skill, 1 class ability, & 2 spells, if applicable. Detect* Craft Sneak
You gain 1 weapon proficiency. Intimidate Know* Acrobatics
You gain either: +2PP or +3MP. *The know and detect skills must be specific, e.g. know nature,
detect magic, etc. These skills add a +1 bonus to relevant checks.
This bonus is stacked on top of the relevant attribute score, and may
also be stacked with bonuses granted by class and/or race.
Level 3 75 XP Hero
For example: Alanthea peers into the forest, searching for
The people are inspired by your words and actions. signs of more goblins. She conducts a spot check using 1d10
You gain either: +2HP or +1 toughness. and adds her intelligence score of 2. Since she also possesses
You gain either: +2PP or +2MP.
You gain +1 to any attribute.
the spot skill, she adds a bonus of 1. She rolls a 7, and adds
You gain 1 class ability & 2 spells, if applicable her bonus of 3, for a total of 10. She easily spots a small band
of goblins hiding in the brush ahead.
Level 4 150 XP Mighty Hero.
The people cheer your exploits and sing your praises.
You gain 1 skill & 1 spell, if applicable.
Free advancement: improve any field by 1 point (e.g., +1
toughness, +1 to any attribute, +1 HP, a weapon's attack or damage
bonus, +1 proficiency, etc).
You gain 1 class ability, and the hero's resolve ability, which
allows one reroll if your result is 1.

Level 5 250 XP Legendary Hero


You will live forever in the legends and lore of the land.
You gain +1 to 2 attributes (or +2 to 1), and 1 skill.
Your gain the hero's presence ability, which forces enemies to
make an aspect challenge check when attempting to attack you; if
they fail, they lose their turn for one round. For those with no D10 handy or want some other way to
Your GM should grant you a special, permanent bonus fit for a determine success, grab a deck of poker cards remove all
legend picture cards and shuffle and pick a card. Cards have face
. value, with Aces counting as 1s.
Race Dark Elves Dark Elves NPCs:
Dark elves are lithe, quiet, and brooding. Dark Elf Artificer
Gain +1 reflex at level 1. T7; HP 7, PP 5, MP 6 (P1, A0, I2, R3)
Gain +1 power at level 3. Item: Bow (+3 , 1), Dagger (+3 1), Chainmail.
Gain +1 reflex at level 5. Skill: Craft
Gain +1 to any Acrobatics checks. Powers:
Master-at-Arms: When attacking, you may use your highest
Magic and Dark Elves attribute score as a bonus to that attack, regardless of the
Unlike the other elves, Dark Elves hold no strong sway over weapon used.
magical powers then any other races. Arcane Imbuement: Strengthen an ally's (including your
own) weapon with either +1 attack or +1 damage bonus. You
may increase the bonus with additional MP at a 1:1 ratio; lasts
Culture of the Dark Elves 1d5 + your level rounds. Cost: 1 MP.
Dark elves are similar in build to humans, but have nearly Create Explosives: Once per day, with the proper material,
ink-black skin and snow-white hair. They hail from a poorly you may create 1d5 + your level explosives.
understood realm thought to be somewhere deep These devices affect all creatures with in a radius of 10 x your
underground. While not evil, they care very little for the level feet and may have one of the following effects: Stun
affairs of others. (immobilize for 1d5 rounds),
Damage (deals 1d5 damage per creature),
Relations with other race(s) or Smoke Screen (-5 to all rolls for 1d5 rounds).
Dark Elves as a culture are a bit isolationist by nature and do
not go out to see relations with other races as a society. They Dark Elf Thief
can be rough and standoffish in how they treat anyone who is T 6;HP 7,PP 7(P0, A2, I1, R3)
not of the tribe. Item: Dagger (+3, 1), Light Leather
Skill: Acrobatics
Powers:
Evade: Dodge an opponent's attack. Costs 1 PP.
Sneak attack: You may add your level as a bonus to attempts
to sneak. If this ability is used as an attack, you deal an
additional +1 damage if successful.
Deflect Projectiles: Each time a projectile is thrown at you,
perform a reflex check. If the result is higher than the
thrower's attack roll, you deflect the projectile.

Dark Elf Magic User


T 5;HP 5,PP 5, MP 7(P0, A2, I2, R2)
Item SpellBook, Dagger
Powers:
Spell-casting: Magic-users start with 4 spells and may cast
any magical spells for their cost in magic points (MP).
Natural spells cost an additional +1 MP.
Prestidigitation: This spell creates a small, brief illusion such
as colored smoke, dancing lights, or a sound. Can be cast in a
range of your level x 20 feet.
Stunning Spell: Magic-users may spend 1 PP (in addition to
the attack spell cost) to cause a creature to lose one turn per
PP spent.
Spells:
Dispel Magic eliminates a magical effect. 2MP.
Dumbstruck target suffers 1d5 penalty to intellect for 1d5 +
your level rounds. Cost: 1 MP.
Fireball deals 1d5 damage. 2MP.
Heal restores 1d5 + your level HP. 2MP.
Race Dwarf rolls) to damage you further. Once per encounter, if they
Dwarf are short, strong, and hearty succeed the challenge, cancel their success.
Dwarves gain the following abilities: Unwavering will: Once per encounter (or at the cost of 1 PP),
They gain +1 hit point (HP) per level. you may re-roll a check, challenge, or attack roll.
They gain +1 damage against goblins.
They have low-light vision up to 100'. Dwarven Combat Cleric
T7; HP9, PP5, MP5 (P0, A2, I2, R1)
Skill: Heal
Magic and Dwarves Items: Holy Symbol, Chainmail, Club
Dwarves are often times find themselves favoring technology Abilities:
over magic, and what magic they do use is connected to the Spell-casting: Clerics start with 2 spells and may cast any
Gods that they deal with often in their crafts and the day to divine spells for their cost in magic points (MP). May not
day life. cast any other type of spells.
Words of strength: Once per combat encounter, you recite a
Culture of the Dwarves short invocation that grants +2 power to all allies (including
Dwarves are earth dwellers, they often live in the earth in yourself) within earshot, the effects of which last one combat
caves and often create great cities within a mountains. They round.
often favor practical crafts like Metal/Stone forging, leather- Words of healing: Once per combat encounter, you recite a
working (rare), Weaving, cook (often), brewing, etc. Many short invocation that grants + your level hit points (HP) to all
know of the dwarven crafts and often perceive it to have allies within earshot, not to exceed their maximum amount of
higher in quality, whether it does or not is up to debate. Metal HP.
is often the medium of exchange and trade. Spells:
Cooking and brewing are often a social event and any exotic Consecrate an area of your level x 10 feet becomes holy. All
or new items / recipes are highly sought after. evil creatures within the area suffer -1 toughness and -2
attack. Cost: 1 MP.
Dwarves and Goblins Turn Undead force any undead entity within 30 feet to flee
Dwarves are often at odds with goblins, as goblins are often from you for 4 rounds or 20 seconds. Cost: 1 MP.
times trying to invade, take, steal the dwarven land, items and
resources. As a result, dwarves are habitually at war with the Dwarven Temple Cleric
goblins and will often attack on site of a goblin. T6; HP8, PP5, MP5 (P0, A2, I2, R1)
Skill: Heal
Dwarves as NPCs: Items: Holy Symbol, Robes, Staff
All of the NPCs are created using the core rules at level 1 Abilities:
Spell-casting: Clerics start with 2 spells and may cast any
Dwarven Fighter divine spells for their cost in magic points (MP). May not
T9; HP9, PP 6 (P2, A0, I1, R2) cast any other type of spells.
Skill: Intimidate Words of strength: Once per combat encounter, you recite a
Items: Axe(+3 Atk, 2 Dam.), Shield and Chainmail short invocation that grants +2 power to all allies (including
Abilities: Power Strike, Bloody Rage and Weapon Profiency yourself) within earshot, the effects of which last one combat
(Axe +1 Damage) round.
Words of healing: Once per combat encounter, you recite a
Dwarven Thief short invocation that grants + your level hit points (HP) to all
T6; HP8, PP7 (P0, A1, I2, R2) allies within earshot, not to exceed their maximum amount of
Skill: Sneak HP.
Items: Light Leather, Dagger(+2 Atk, 1 Dam.) Spells:
Abilities: Evade, Sneak Attack and Deflect Projectiles Fear of god one creature suffers -1 toughness and -2 to
attack for 1d5 rounds. Cost: 2 MP.
Dwarven Barbarian Divine medicine heals one creature for 1d5 HP. Cost: 1 MP.
T8; HP9, PP5 (P2, A1, I0, R2)
Skill:Spot
Items: Axe (+3 Atk, 1 Dam.) and camping gear
Abilities:
Bloody rage: When reduced to or below half of your total HP,
you enter a bloody rage. This state lasts for 1d5 + your level
rounds, during which you gain +4 HP and an additional +2
damage.
Deathless: When reduced to 1 HP, opponents must succeed a
power challenge vs you (you gain +1 power during these
Elven Artificer
Race - Elf T7; HP 7, PP 5, MP6 (P0, A2, I3, R1)
Elves are agile, swift, and wise. Skill: Craft
Elves gain the following abilities: Item: Chainmail, Polearm (+2 Atk, 2 Dam.)
gain +1 intellect at levels 1 Abilities:
gain +1 intellect at levels 3 Master-at-Arms: When attacking, you may use your highest
gain +1 intellect at levels 5 attribute score as a bonus to that attack, regardless of the
+1 to any know check. weapon used.
Arcane Imbuement: Strengthen an ally's (including your
Elves and Magic own) weapon with either +1 attack or +1 damage bonus. You
Elves with their strong connection with aether of the world, may increase the bonus with additional MP at a 1:1 ratio; lasts
the source of all non-divine magic in the world. Elves are 1d5 + your level rounds. Cost: 1 MP.
experts in the arcane and often out do all other races when it Create Explosives: Once per day, with the proper material,
comes to magic and the ability to use and create magic items you may create 1d5 + your level explosives.
and spells. These devices affect all creatures with in a radius of 10 x your
level feet and may have one of the following effects: Stun
Culture of the Elves (immobilize for 1d5 rounds),
Elven culture is the refinement of the arts and culture. Elven Damage (deals 1d5 damage per creature),
crafts are as sturdy as any other race, but elvish items are or Smoke Screen (-5 to all rolls for 1d5 rounds).
often flourished with great deal of refinements that they are
often revered as pieces of art. Elven Mage
Foods and beverages of the elven race(s) are often subtle and T5; HP 5, PP 5, MP 7 (P0, A2, I3, R1)
full simple flavors, not as strong as dwarven versions nor as Skill: Know Arcane
diverse as halfling menus. Item: Staff (+1 atk, 1 Dam)
Abilities:
Spell-casting: Magic-users start with 4 spells and may cast
Elves and Orcs any magical spells for their cost in magic points (MP).
The Strife between Elves and Orcs tribes is often deeply Natural spells cost an additional +1 MP.
engrained hostility. While Elven society is the epitome of Prestidigitation: This spell creates a small, brief illusion such
culture while Orc society is the opposite. Orcs often invade as colored smoke, dancing lights, or a sound. Can be cast in a
and raid all of the races bordering their lands, which is range of your level x 20 feet.
dominantly elves. Stunning Spell: Magic-users may spend 1 PP (in addition to
the attack spell cost) to cause a creature to lose one turn per
Elves as NPCs PP spent.
All of the NPCs are created using the core rules at level 1 Spells:
Combat Layout
Elven Ranger Mage Armor your level bonus to toughness for 1d5 rounds.
T7; HP 7, PP 6, MP 5 (P1, A2, I1, R2) 3MP.
Skill: Heal Magic Missile deals 1 damage; roll vs T. 0MP.
Item: Chainmail, Bow (+2 Atk, 1Dam.) Fireball deals 1d5 damage. 2MP.
Abilities: Ball of light powerfully bright; maximum radius your level
Spell-casting: Rangers start with 1 spell and may cast any x 10 feet. Cost: 0 MP.
natural spells for their cost in magic points (MP). They may
not cast any other types of spells. Or Support
Preemptive strike: Once per encounter, you gain a free Invisibility - target remains invisible until it attacks. Cost: 1
ranged attack against up to your level amount of opponents MP
moving toward you. Permanence cause any spell that affects a target to
Fight and flight: If you have not moved during a combat become permanent. Cost: 5 MP.
round, you may melee strike a target and quickly flee just Mage Armor your level bonus to toughness for 1d5 rounds.
outside their movement range. 3MP.
Spell: Heal restores 1d5 + your level HP. 2MP.
Weapon growth weapons composed primarily of wood
grow to twice their size, gain +1 attack, and deal double
damage. Lasts 1d5 + your level rounds. Cost: 2 MP
Race Gnome Gnome NPCs:
Gnome are small, youthful, and usually bearded. Gnomes are Gnome Druid
between three to four feet tall and have a lifespan of 175+ T5; HP 7, PP 6, MP 6 (P1, A3, I2, R2)
years. Item: Club (+1, 1), Heavy Leather
Gain 1 reflex at levels 1. Skill: Heal
Gain 1 reflex at levels 2. Powers:
Gain 1 reflex at levels 3. Spell-casting: Druids start with 3 spells and may cast any
Gain +2 to hide checks. natural spells for their cost in magic points (MP). Magical
Looses 2 to Power Attribute. spells cost an additional +1 MP.
Animal form: Declare your animal form. Your character may
Magic and Gnome take this form once per day (or at the cost of 2 MP). Doing so
Gnomes are folk that prefer rural or isolated living, often takes 5 seconds, or one combat turn, and lasts for as many
living in small communities in the woods and have a great hours as your level.
affinity with nature. Wild growth: Once per day (or at the cost of 1 MP), while in
A gnomish druid gains +1 aspect at level 1 and may cast all animal form, you grow significantly larger for your level +
naturals spells for 1 less than their cost in MP. 1d10 combat rounds. You gain +2 temporary HP and a +1
temporary attack bonus.
Spells:
Culture of the Gnome Call lightning summons 1d5 bolts of lightning. Range: up
They typically dwell in forests, though will sometimes take to your level x 20 feet. 2 MP.
up residence in mountain caves. They are very elusive Cure light wounds restore 1d5 + your level HP. Casting
creatures, despite their kind and sociable nature. toughness 8. 0MP.
Charm animal one animal becomes your friend. Aspect
Relations with other race(s) challenge to control it. 0MP.
Gnomes often spend time with those who live on farmland or
in outlying hamlets trading goods and generally being social; Gnome Ranger
yet they feel the need to maintain the connection with nature, T 6; HP 8,PP 6,MP 5 (P0, A2, I1, R3)
so the socializing is limited and con be at odds with those Item Dagger(+3, 1), Bow (+4, 1), Heavy Leather
who see to destroy woodland area. Powers:
Spell-casting: Rangers start with 1 spell and may cast any
natural spells for their cost in magic points (MP). They may
not cast any other types of spells.
Preemptive strike: Once per encounter, you gain a free
ranged attack against up to your level amount of opponents
moving toward you.
Fight and Flight: If you have not moved during a combat
round, you may melee strike a target and quickly flee just
outside their movement range.
Spells:
Weapon growth weapons composed primarily of wood
grow to twice their size, gain +1 attack, and deal double
damage. Lasts 1d5 + your level rounds. Cost: 2 MP
Race Half Elf Half Elf NPCs:
Half-elves are athletic, swift, and charismatic. Half Elf Cleric
Gain +1 aspect at level 1. T 8; HP 8,PP 5, MP 5(P1, A3, I2, R0)
Gain +1 intellect at Level 3. Item: Club (+1, 1), Chainmail, Shield
Gain +1 aspect at level 5. Skill: Heal
Gain +1 to any detect check. Powers:
Spell-casting: Clerics start with 2 spells and may cast any
Magic and Half Elf divine spells for their cost in magic points (MP). May not
Half Elves share the tie to magic like that of the Elf Parent cast any other type of spells.
and the tenancy of the of the other parents race. Words of Strength: Once per combat encounter, you recite a
short invocation that grants +2 power to all allies (including
yourself) within earshot, the effects of which last one combat
Culture of the Half Elf round.
Half-elves, with the exception of their pointed ears and fair Words of Healing: Once per combat encounter, you recite a
features, appear very human. They are the offspring of elven short invocation that grants + your level hit points (HP) to all
and human parents, and usually inherit the best qualities of allies within earshot, not to exceed their maximum amount of
both races. HP.
Spells:
Relations with other race(s) Divine medicine heals one creature for 1d5 HP. Cost: 1 MP.
Half Elves live with the society of one or both parents. Often Dispel evil eliminates any effect caused by an evil creature.
Half elves live with one of the parents, often the mother. In Cost: 0 MP.
an Elven society, half elves are viewed with the stigma of
other parent, and vice versa in other societies. Half Elf Magic User
T5; HP ,PP ,MP (P0, A3, I2, R1)
Item: Dagger (+1, 1), Spellbook
Powers:
Spell-casting: Magic-users start with 4 spells and may cast
any magical spells for their cost in magic points (MP).
Natural spells cost an additional +1 MP.
Prestidigitation: This spell creates a small, brief illusion such
as colored smoke, dancing lights, or a sound. Can be cast in a
range of your level x 20 feet.
Stunning Spell: Magic-users may spend 1 PP (in addition to
the attack spell cost) to cause a creature to lose one turn per
PP spent.
Spells:
Ball of Light powerfully bright; maximum radius your level x
10 feet. Cost: 0 MP.
Binding Enchantment causes objects like doors, shoes,
weapons, etc, to be immovable. Lasts for your level minutes,
or power check 10. Cost: 2 MP.
Charm Person one person becomes your friend. 1MP.
Comprehend languages understand any language for 1 x
your level hours. 1MP.
Create Magic Item imbues an item (weapon, jewelry,
clothing, or similar) with the power of any spell you know. It
takes 3 days and a successful intellect check 8 to create the
item. Cost: 3 MP.
Race Half Giant Half Giants NPCs:
Half-giants are extremely tall and muscular, but otherwise Half Giant Fighter
very human. T 8;HP 9, PP 8 (P3, A0, I1, R2)
Gain +1 power at level 1. Item: Greatsword (+2, 4) , Scalemail
Gain +2 power at level 2. Skill: intimidate
Gain +2 to intimidate checks. Powers:
Looses 1 to reflex. Power strike: Fighters can use power points (PP) to enhance
Looses 1 to intellect. the damage of their attacks by 1 per PP spent.
Fighter Class Only Bloody Rage: When reduced to or below half of your total
Gain +2 PP at level 1. HP, you enter a bloody rage. This state lasts for 1d5 + your
Gain +2 PP at level 2. level rounds and grants you +4 temporary HP and an
additional +2 temporary damage.
Magic and Half Giants Weapon Proficiency: You gain proficiency with one of type
Half Giants strange and illusive society is located in remote of weapon. You either deal an additional +1 damage or gain a
lands and often individuals will travel to see the world outside +1 attack bonus when using it.
of the town or family, if it is big enough. They do this to find
a their place in the world. Half Giant Thief
T 6; HP 6, PP 7 (P1, A1, I2, R2)
Item: Light leather, Dagger( +2, 1), Shortbow(+2, 1)
Culture of the Half Giants Skill: Diplomacy
Half-giants are between seven to nine feet tall, and contrary to Powers:
popular belief, are not the offspring of human and giant Evade: Dodge an opponent's attack. Costs 1 PP.
parents. They are generally very pleasant and easy-going, but Sneak attack: You may add your level as a bonus to attempts
can quickly become enraged and very dangerous. to sneak. If this ability is used as an attack, you deal an
additional +1 damage if successful.
Relations with other race(s) Deflect Projectiles: Each time a projectile is thrown at you,
Half Giants are a rare occurrence and often popular in the perform a reflex check. If the result is higher than the
areas they are currently living and often find employment as thrower's attack roll, you deflect the projectile.
mercenary.
Half Giant Bard
T 7; HP 6, PP 8 (P1, A2, I1, R2)
Item: Gauntlet, Chainmail
Skill: Craft
Powers:
Power song: Once per day (or at the cost of 3 PP), play a
song, recite a poem, or sing lyrics that have one of the
following effects: hypnotism (control actions of targets may
not cause self-harm), inspiration (+1 to all ally rolls and
damage), or slumber (aspect check 10 to wake from); lasts
1d5 + your level rounds; affects 5 x your level creatures.
Healing song: Once per day (or at the cost of 2 PP), raise
spirits with humorous banter and lighthearted song; if you
succeed an aspect check 6, fully heal one creature.
Cutting limerick: Once per encounter, reduce a target's
toughness by 2 for 1d10 + your level rounds.
Race Halfling Halfling NPCs:
Halfling is small, silent, and brave, Halfling Bard
Gain +1 power point (PP) per level. T 6; HP7, PP9 (P0, A2, I2, R1)
Gain +1 to sneak checks. Item: Flute, Dagger (+1, 1), Heavy Leather
Skill: Persuade
Magic and Halfling Powers:
All things are viewed as magical through the eye of a halfling Power Song: Once per day (or at the cost of 3 PP), play a
and is willing to try anything at least once, so as long it is song, recite a poem, or sing lyrics that have one of the
within their interest and not going to harm themselves nor the following effects:
ones they care about. hypnotism (control actions of targets may not cause self-
harm),
inspiration (+1 to all ally rolls and damage), or
Culture of the Halfling slumber (aspect check 10 to wake from); lasts 1d5 + your
Their home life is rural, agricultural; this means they work level rounds;
with plants and livestock of their size and tend to take care of affects 5 x your level creatures.
family and the community they live in and dont often leave Healing Song: Once per day (or at the cost of 2 PP), raise
the area, except for rare occasions. There are documented spirits with humorous banter and lighthearted song; if you
individuals who left to find their place in the big cities where succeed an aspect check 6, fully heal one creature.
small sub-communities in the cities are formed. Cutting Limerick: Once per encounter, reduce a target's
toughness by 2 for 1d10 + your level rounds.
Relations with other race(s)
Halflings are rural by nature and crave new and interesting Halfling Thief
things and can be found traveling to big cities to find T 6; HP7, PP8 (P0, A2, I1, R2)
wonderment in everything new. This is regardless of the Items: Shortsword(+2, 1), Light Leahter, Shortbow(+2, 1)
races that live in the city, which often mistakes them for Powers:
children. Evade: Dodge an opponent's attack. Costs 1 PP.
Sneak Attack: You may add your level as a bonus to attempts
to sneak. If this ability is used as an attack, you deal an
additional +1 damage if successful.
Deflect Projectiles: Each time a projectile is thrown at you,
perform a reflex check. If the result is higher than the
thrower's attack roll, you deflect the projectile.

Halfling Barbarian
T8; HP8, PP6 (P2, A1, I0, R2)
Items: Longbow (+2, 2), War Axe (+3, 2)
Skill: Listen
Powers:
Bloody Rage: When reduced to or below half of your total
HP, you enter a bloody rage. This state lasts for 1d5 + your
level rounds, during which you gain +4 HP and an additional
+2 damage.
Deathless: When reduced to 1 HP, opponents must succeed a
power challenge vs you (you gain +1 power during these
rolls) to damage you further. Once per encounter, if they
succeed the challenge, cancel their
success.
Unwavering Will: Once per encounter (or at the cost of 1
PP), you may re-roll a check, challenge, or attack roll.
Race High Elf High Elf Druid
High elves are tall, noble, and rare. T7; HP6, PP6, MP6 (P1, A3, I1, R2)
Gain +1 intellect at level 1. Items: Dagger(+2, 1), Sling (+2, 2), Shield, Chainmail
Gain +1 aspect at level 1. Skill: Detect: Magic
Gain +1 power at level 4. Powers:
Gain +1 reflex at level 4. Spell-casting: Druids start with 3 spells and may cast any
Gain +1 damage against all uncivilized creatures. natural spells for their cost in magic points (MP). Magical
spells cost an additional +1 MP.
Animal form: Declare your animal form. Your character may
Magic and High Elves take this form once per day (or at the cost of 2 MP). Doing so
High Elves are steeped in magics of all kinds and do not takes 5 seconds, or one combat turn, and lasts for as many
discriminate. They find any form of magic worth mastering hours as your level.
as a race and are often found working to a form of magic to Wild growth: Once per day (or at the cost of 1 MP), while in
master. animal form, you grow significantly larger for your level +
1d10 combat rounds. You gain +2 temporary HP and a +1
Culture of the High Elves temporary attack bonus.
High elves are quite tall, averaging 6' 8, and extremely Spells:
graceful. They have very delicate features, but are deceptively Animal messenger a small animal will carry a short
strong. High elves are, for all intents and purposes, immortal, message up to 1d10 x 100 miles for you. 0 MP.
only dying when slain. Earthen Guardian raise a giant of earth to protect you. T8;
High Elven society is a magic heavy society and often have HP10; +2 P. Cost: 6 MP.
an otherworldly feel about the town and often time seen as Poison poison living creatures with your touch. Deals 1d5
lazy by other cultures because the High Elves have more free damage per round. 2MP.
time to pursue their interests.
High Elf Magic User
T5; HP5, PP5, MP7 (P0, A2, I3, R2)
Relations with other race(s) Items: Dagger (+2, 1), Spellbook
High Elves are viewed as being aloof and sometimes rude, Skill: Know: Magic
that is when the elf in question is in a culture outside of their Powers:
own race. Even then it is because of the lack of experience Spell-casting: Magic-users start with 4 spells and may cast
with other races if they are not living in the town. If they any magical spells for their cost in magic points (MP).
have spent time among other races, they are then seen as Natural spells cost an additional +1 MP.
honest and blunt but not unkind. Prestidigitation: This spell creates a small, brief illusion such
as colored smoke, dancing lights, or a sound. Can be cast in a
High Elf NPCs: range of your level x 20 feet.
High Elf Cleric Stunning Spell: Magic-users may spend 1 PP (in addition to
T8; HP8, PP5, MP5 (P0, A3, I3, R1) the attack spell cost) to cause a creature to lose one turn per
Item: Mace(+0, 2), Shield, Chainmail PP spent.
Skill: Know Religion Spells:
Powers: Fireball deals 1d5 damage. 2MP.
Spell-casting: Clerics start with 2 spells and may cast any Heal restores 1d5 + your level HP. 2MP.
divine spells for their cost in magic points (MP). May not Magic Missile deals 1 damage; roll vs T. 0MP.
cast any other type of spells. Mage Armor your level bonus to toughness for 1d5 rounds.
Words of Strength: Once per combat encounter, you recite a 3MP.
short invocation that grants +2 power to all allies (including
yourself) within earshot, the effects of which last one combat
round.
Words of Healing: Once per combat encounter, you recite a
short invocation that grants + your level hit points (HP) to all
allies within earshot, not to exceed their maximum amount of
HP.
Spells:
Deathwatch reveal how close to death creatures within fifty
feet are. Cost: 1 MP.
Divine medicine heals one creature for 1d5 HP. Cost: 1 MP.
Race Human Human Cleric
Human are quick, bold, and athletic. T8; HP8, PP5, MP5 (P2, A3, I1, R0)
Gain +1 aspect at levels 1. Item: Club(+2, 1), Shield, Chainmail
Gain +1 aspect at levels 3. Skill: Heal
Gain +1 aspect at levels 5. Powers:
Gain +1 to Persuade checks. Spell-casting: Clerics start with 2 spells and may cast any
Gains +1 Attack bonus against Natural Beasts. divine spells for their cost in magic points (MP). May not
cast any other type of spells.
Words of Strength: Once per combat encounter, you recite a
Magic and Humans short invocation that grants +2 power to all allies (including
Humans see magic as a form of craft that can only be yourself) within earshot, the effects of which last one combat
mastered over a long period of time with heavy risk for round.
failure. At times human culture has viewed magic with a Words of Healing: Once per combat encounter, you recite a
suspicious eye. short invocation that grants + your level hit points (HP) to all
allies within earshot, not to exceed their maximum amount of
Culture of the Humans HP.
Human are curious about their surroundings and how things Spells:
work in general and few devote themselves to answering Divine medicine heals one creature for 1d5 HP. Cost: 1 MP.
those questions. Day in and day out, the human culture in Fear of god one creature suffers -1 toughness and -2 to
large is kind and sometimes generous but other human attack for 1d5 rounds. Cost: 2 MP.
cultures can be the opposite and pray the for the safety of
those who venture into to those areas. Human Fighter
T10;HP9, PP6 (P2, A1, I1, R2)
Item: Axe(+4, 1), Shield, Scalemail, Sling(+2, 2)
Relations with other race(s) Skill: Spot
Humans look to Elves in wonder for their almost innate Powers:
powers over magic, the Halfling as children to be protected Power strike: Fighters can use power points (PP) to enhance
from the horrors fo the world, Dwarves as curious sort and the damage of their attacks by 1 per PP spent.
others are welcomed, but at time with suspicious eyes. Bloody Rage: When reduced to or below half of your total
HP, you enter a bloody rage. This state lasts for 1d5 + your
Human NPCs: level rounds and grants you +4 temporary HP and an
Human Bard additional +2 temporary damage.
T6; HP6, PP8 (P0, A2, I2, R2) Weapon Proficiency: You gain proficiency with one of type
Items: Dagger(+2,1), Sling(+2,2), Light Leather of weapon. You either deal an additional +1 damage or gain a
Skill: Persuade +1 attack bonus when using it.
Powers:
Power Song: Once per day (or at the cost of 3 PP), play a Human Sorcerer
song, recite a poem, or sing lyrics that have one of the T5; HP5, PP5, MP8 (P0, A2, I2, R2)
following effects: Items: Dagger(+2,1), Sling(+2,2)
hypnotism (control actions of targets may not cause self- Skill: Intimidate
harm), Powers:
inspiration (+1 to all ally rolls and damage), or Spell-casting: Sorcerers start with 2 spells and may cast any
slumber (aspect check 10 to wake from); lasts 1d5 + your dark spells for their cost in magic points (MP). All other
level rounds; spells cost double.
affects 5 x your level creatures. Bewitchment: This spell creates a small, brief illusion such
Healing Song: Once per day (or at the cost of 2 PP), raise as lights dimming, shadows darkening, or the caster
spirits with humorous banter and lighthearted song; if you appearing slightly larger and more intimidating.
succeed an aspect check 6, fully heal one creature. Resist Magic: Anytime you are the target of a magical attack,
Cutting Limerick: Once per encounter, reduce a target's intellect save 10 your level. If you succeed, the attack is
toughness by 2 for 1d10 + your level rounds. blocked.
Spells:
Drain life target loses 1d5 HP, you gain it (may exceed max
HP); roll vs toughness. Cost: 1 MP
Imprint spell you temporarily learn one of any spell cast
during the active combat encounter and cast it at cost.
Race Wild Elf Wild Elf Druid
Wild elves are fast, tall, and poor-tempered. Wild elves are T6; HP6, PP6, MP6 (P1, A2, I2, R1)
between six and seven feet tall and have a lifespan of 200+ Items: Dagger(+1,1), Chainmail
years. Powers:
Gain +1 reflex at level 1. Spell-casting: Druids start with 3 spells and may cast any
Gain +1 reflex at level 2. natural spells for their cost in magic points (MP). Magical
Gain +1 power at level 2. spells cost an additional +1 MP.
Gain +1 damage against humans. Animal Form: Declare your animal form. Your character
may take this form once per day (or at the cost of 2 MP).
Doing so takes 5 seconds, or one combat turn, and lasts for as
Magic and Wild Elf many hours as your level.
Wild Elves have a tenancy toward nature base magics and Wild Growth: Once per day (or at the cost of 1 MP), while in
focus often to that end that directly effect their homes and animal form, you grow significantly larger for your level +
families. 1d10 combat rounds. You gain +2 temporary HP and a +1
temporary attack bonus.
Culture of the Wild Elf Spells
They dwell in the high treetops of ancient forests, and are Weapon growth weapons composed primarily of wood
usually very isolated and territorial. Their societies tend to grow to twice their size, gain +1 attack, and deal double
shun outsider and people they do not know. This can mean damage. Lasts 1d5 + your level rounds. Cost: 2 MP
that traveler not knowingly break laws the Wild Elves have in Poison poison living creatures with your touch. Deals 1d5
place that could end up having them hunted down, running damage per round. 2MP.
for their life. Their a few villages that have a softer attitude Earthen Guardian raise a giant of earth to protect you. T8;
and interact with other races just fine, and live towards the HP10; +2 P. Cost: 6 MP.
edge of a heavily forested area.
Wild Elf Thief
T6; HP7, PP7 (P0, A2, I1, R3)
Relations with other race(s) Items: Staff(+3,1), Gauntlet(+2, 3), Sling(+3,2), Light Leather
They often make good companions, but are quick to anger Skill: Sneak
and fight. Powers:
Evade: Dodge an opponent's attack. Costs 1 PP.
Wild Elf NPCs: Sneak attack: You may add your level as a bonus to attempts
Wild Elf Ranger to sneak. If this ability is used as an attack, you deal an
T7; HP7, PP6, MP5 (P0, A1, I2, R3) additional +1 damage if successful.
Items: Longbow(+3,2), Dagger(+3,1), Chainmail Deflect Projectiles: Each time a projectile is thrown at you,
Skill: Hide perform a reflex check. If the result is higher than the
Powers: thrower's attack roll, you deflect the projectile.
Spell-casting: Rangers start with 1 spell and may cast any
natural spells for their cost in magic points (MP). They may Wild Elf Bard
not cast any other types of spells. T6, HP6, PP8 (P0, A2, I2, R2)
Preemptive strike: Once per encounter, you gain a free Item: Dagger(+2,1), Sling(+2, 2), Light Leather
ranged attack against up to your level amount of opponents Skill Heal
moving toward you. Powers:
Fight and Flight: If you have not moved during a combat Power Song: Once per day (or at the cost of 3 PP), play a
round, you may melee strike a target and quickly flee just song, recite a poem, or sing lyrics that have one of the
outside their movement range. following effects:
Spell: hypnotism (control actions of targets may not cause self-
Weapon growth weapons composed primarily of wood harm),
grow to twice their size, gain +1 attack, and deal double inspiration (+1 to all ally rolls and damage), or
damage. Lasts 1d5 + your level rounds. Cost: 2 MP slumber (aspect check 10 to wake from); lasts 1d5 + your
level rounds;
affects 5 x your level creatures.
Healing Song: Once per day (or at the cost of 2 PP), raise
spirits with humorous banter and lighthearted song; if you
succeed an aspect check 6, fully heal one creature.
Cutting Limerick: Once per encounter, reduce a target's
toughness by 2 for 1d10 + your level rounds.
Alternate Class Start Abilities, if the Game Master allows, the
Artificer play may select on of these possible alternate ideas for
Artificers possess an innate magical ability which they fuse different fighter type. These are just swapping out abilities to
with their mastery of arms, both forging and using them with give a different flavor to a style of play
deadly efficacy.

T6; uses all types of weapons; uses medium weight armor Bombardier
and below; +2 MP, +1 HP. Starting Class Abilities
Create Explosives: Once per day, with the proper material,
Starting Class Abilities you may create 1d5 + your level explosives.
Master-at-Arms: When attacking, you may use your highest These devices affect all creatures with in a radius of 10 x your
attribute score as a bonus to that attack, regardless of the level feet and may have one of the following effects: Stun
weapon used. (immobilize for 1d5 rounds),
Arcane Imbuement: Strengthen an ally's (including your Damage (deals 1d5 damage per creature),
own) weapon with either +1 attack or +1 damage bonus. You or Smoke Screen (-5 to all rolls for 1d5 rounds).
may increase the bonus with additional MP at a 1:1 ratio; lasts Armor Piercer: Ignore the effects of an opponent's armor
1d5 + your level rounds. Cost: 1 MP. when using bladed weapons.
Create Explosives: Once per day, with the proper material, Iron Lance: Spikes erupt from the earth, dealing 1d5 damage
you may create 1d5 + your level explosives. or offering an iron shield (T8; HP 2).
These devices affect all creatures with in a radius of 10 x your
level feet and may have one of the following effects: Stun Magic Swordsman
(immobilize for 1d5 rounds), Starting Class Abilities
Damage (deals 1d5 damage per creature), Master-at-Arms: When attacking, you may use your highest
or Smoke Screen (-5 to all rolls for 1d5 rounds). attribute score as a bonus to that attack, regardless of the
weapon used.
Additional Class Abilities Arcane Imbuement: Strengthen an ally's (including your
Rust: Permanently destroy any metallic weapon. Cost: 4 MP own) weapon with either +1 attack or +1 damage bonus. You
(enchanted weapons cost an additional 2 MP). may increase the bonus with additional MP at a 1:1 ratio; lasts
Armor Piercer: Ignore the effects of an opponent's armor 1d5 + your level rounds. Cost: 1 MP.
when using bladed weapons. Arcane Enchantment: Imbue a weapon with one of the
Automaton: Enchant a weapon to act independently; it may following; lasts for one encounter. Cost: 3 MP.
attack enemies for 1d5 + your level rounds, or act as a trap
sprung on a condition you specify. Cost: 2 MP. Magic Archer
Illusion: May cause a weapon to glow, appear aflame, flop Starting Class Abilities
loosely, or more. Cost: 1 MP. Arcane Imbuement: Strengthen an ally's (including your
Singing Iron: Cause all metal within your level x 100 foot own) weapon with either +1 attack or +1 damage bonus. You
radius to ring loudly. You may discern the amount and may increase the bonus with additional MP at a 1:1 ratio; lasts
location from the sound. Cost: 1 MP. 1d5 + your level rounds. Cost: 1 MP.
Arcane Projectile: Up to 1d5 + your level projectiles may be Arcane Projectile: Up to 1d5 + your level projectiles may be
enchanted, allowing them to hit opponents behind cover, enchanted, allowing them to hit opponents behind cover,
around corners, or out of range (attacker must still succeed around corners, or out of range (attacker must still succeed
attack roll, however). Lasts only once per projectile. Cost: 1 attack roll, however). Lasts only once per projectile. Cost: 1
MP. MP.
Iron Lance: Spikes erupt from the earth, dealing 1d5 damage Master-at-Arms: When attacking, you may use your highest
or offering an iron shield (T8; HP 2). attribute score as a bonus to that attack, regardless of the
Arcane Enchantment: Imbue a weapon with one of the weapon used.
following; lasts for one encounter. Cost: 3 MP.
Fire deals +1 damage; on roll of 10, sets target aflame,
dealing 1 damage per round until extinguished (intellect
check 6).
Ice deals +1 damage; on roll of 10, target is immobilized
for 1d5 rounds or until broken free (power check 6).
Lightning deals +1 damage; on roll of 10, entities within
10 feet of target suffer 1 damage.
Alternate Class Start Abilities, if the Game Master allows, the
Barbarian play may select on of these possible alternate ideas for
Barbarians are warriors who hail from wild, loosely different fighter type. These are just swapping out abilities to
organized tribes that reject civilization, instead choosing to give a different flavor to a style of play
roam, fight, and pillage as they so desire.

T8; uses all types of weapons; no armor; +3 HP.


Rager
Starting Class Abilities Starting Class Abilities
Bloody Rage: When reduced to or below half of your total Bloody Rage: When reduced to or below half of your total
HP, you enter a bloody rage. This state lasts for 1d5 + your HP, you enter a bloody rage. This state lasts for 1d5 + your
level rounds, during which you gain +4 HP and an additional level rounds, during which you gain +4 HP and an additional
+2 damage. +2 damage.

Deathless: When reduced to 1 HP, opponents must succeed a Cleave: During an attack, if your die roll is 10, you gain an
power challenge vs you (you gain +1 power during these extra attack action against that target.
rolls) to damage you further. Once per encounter, if they
succeed the challenge, cancel their Fury: Bloody rage now lasts 1d10 + your level rounds.
success. Plunderer: Gain +1 to all checks that require concealment and
stealth.
Unwavering Will: Once per encounter (or at the cost of 1
PP), you may re-roll a check, challenge, or attack roll. Civillized Tribal Warrior
Starting Class Abilities
Additional Class Abilities Noble Savage: Gain +1 to all checks or attempts to protect
Shout of Fury: Once per encounter (or at the cost of 1 PP) life, or offer help, in a way that is uncharacteristic of
force up to 1d5 x your level opponents to save aspect 6. If barbarians.
failed, they suffer -2 attack for one round.
First Blood: At the beginning of a combat encounter, if you
Shout of War: Once per encounter (or at the cost of 1 PP), are the first to deal damage, you gain a +1 attack bonus for
allies may conduct an aspect check 6; if succeeded, they gain the remainder of the encounter.
+1 attack for one round.
Unwavering Will: Once per encounter (or at the cost of 1 PP),
Cleave: During an attack, if your die roll is 10, you gain an you may re-roll a check, challenge, or attack roll.
extra attack action against that target.

Wrath: Any opponent which deals you more than 2 damage


may invoke your wrath; you gain +2 attack bonus against it
(lost if you attack another target).

Combat Menace: Opponents perceive you as a great threat;


as such, they are more likely to target you. You gain +1
toughness and +2 attack bonus if facing 4 or more opponents
at once.

Flesh Wound: You heal at a rate of 2 HP per heal check. If


you succeed aspect check 6 (and have the heal skill), you may
heal others at a rate of 2 HP as well.

First Blood: At the beginning of a combat encounter, if you


are the first to deal damage, you gain a +1 attack bonus for
the remainder of the encounter.

Fury: Bloody rage now lasts 1d10 + your level rounds.


Plunderer: Gain +1 to all checks that require concealment and
stealth.

Noble Savage: Gain +1 to all checks or attempts to protect


life, or offer help, in a way that is uncharacteristic of
barbarians.
Alternate Class Start Abilities, if the Game Master allows, the
Bard play may select on of these possible alternate ideas for
Bards are masters of music and lore, spinning grand tales of different fighter type. These are just swapping out abilities to
mighty battles, epic heroes, and histories almost forgotten. give a different flavor to a style of play
T6; uses only medium weight weapons & below; uses only
light weight armor; +3 PP. Diplomat
Starting Class Abilities
Starting Class Abilities Gain favor: Oncer per four hours, through song, story, or ale,
Power Song: Once per day (or at the cost of 3 PP), play a gain the favor of up to 5 x your level non-evil entities. They
song, recite a poem, or sing lyrics that have one of the will help and possibly even fight for you.
following effects:
hypnotism (control actions of targets may not cause self- Slander: You may turn the people against one subject,
harm), causing them to riot or attack; aspect check 7.
inspiration (+1 to all ally rolls and damage), or
slumber (aspect check 10 to wake from); lasts 1d5 + your Troubadour
level rounds; Starting Class Abilities
affects 5 x your level creatures. Troubador: Receive ale, food, money, rumors, or more by
playing wonderful songs and telling exciting tales.
Healing Song: Once per day (or at the cost of 2 PP), raise Sound wave: Will knock down 1d5 + your level opponents
spirits with humorous banter and lighthearted song; if you and deal 2 damage each. Cost: 1 PP.
succeed an aspect check 6, fully heal one creature.
Gain favor: Oncer per four hours, through song, story, or ale,
Cutting Limerick: Once per encounter, reduce a target's gain the favor of up to 5 x your level non-evil entities. They
toughness by 2 for 1d10 + your level rounds. will help and possibly even fight for you.

Additional Class Abilities Army Musician


Gain favor: Oncer per four hours, through song, story, or ale, Starting Class Abilities
gain the favor of up to 5 x your level non-evil entities. They Power song: Once per day (or at the cost of 3 PP), play a
will help and possibly even fight for you. song, recite a poem, or sing lyrics that have one of the
following effects: hypnotism (control actions of targets may
Amplify: Once per encounter, through the power of sound, not cause self-harm), inspiration (+1 to all ally rolls and
you increase the damage of ranged attacks by 2 for 1d5 + damage), or slumber (aspect check 10 to wake from); lasts
your level rounds. 1d5 + your level rounds; affects 5 x your level creatures.

Wall of Sound: Once per encounter, you create an Freedom Song: dispel any and all effects against allies.
impenetrable wall of sound 10 feet wide. Entities attempting Inspire competence: Allies gain +2 on skill checks for 1d5
to penetrate the wall will fail, and must save 6; if failed, they minutes.
suffer 1 damage; last 1d5 rounds.
Screamer
Romanticize: A target falls in love with you. Cost: 1 PP. Starting Class Abilities
Sound Explosion: deals 1d5 damage to one target; dazes
Troubador: Receive ale, food, money, rumors, or more by (save 6; if failed, they lose a combat turn) up to 1d10
playing wonderful songs and telling exciting tales. surrounding targets. Cost: 2 PP.
Sound wave: Will knock down 1d5 + your level opponents
and deal 2 damage each. Cost: 1 PP. Wall of Sound: Once per encounter, you create an
impenetrable wall of sound 10 feet wide. Entities attempting
Slander: You may turn the people against one subject, to penetrate the wall will fail, and must save 6; if failed, they
causing them to riot or attack; aspect check 7. suffer 1 damage; last 1d5 rounds.
Sound Explosion: deals 1d5 damage to one target; dazes
(save 6; if failed, they lose a combat turn) up to 1d10
surrounding targets. Cost: 2 PP.

Freedom Song: dispel any and all effects against allies.


Inspire competence: Allies gain +2 on skill checks for 1d5
minutes.
Cleric Divine Spells
Clerics are battle priests and priestesses who wield powerful Divine spells gain there power for a Deity the cleric prays to.
divine magic, making them capable of healing the sick, Burning touch your touch singes the flesh of those who
blessing the righteous, and smiting the unjust. Additionally, oppose you; deals 1d5 + your level damage. Cost: 3 MP.
clerics are forbidden from using weaponry designed to pierce
or slash; they may only use bludgeoning weapons. Consecrate an area of your level x 10 feet becomes holy.
All evil creatures within the area suffer -1 toughness and -2
T6; uses medium weight and below weapons no sharp attack. Cost: 1 MP.
weapons; uses medium weight armor and below no hide
armors; devotion to one deity; +2 HP, +1 MP. Deathwatch reveal how close to death creatures within
fifty feet are. Cost: 1 MP.
Starting Class Abilities
Spell-casting: Clerics start with 2 spells and may cast any Divine medicine heals one creature for 1d5 HP. Cost: 1
divine spells for their cost in magic points (MP). May not MP.
cast any other type of spells.
Words of Strength: Once per combat encounter, you recite a Dispel evil eliminates any effect caused by an evil
short invocation that grants +2 power to all allies (including creature. Cost: 0 MP.
yourself) within earshot, the effects of which last one combat
round. Fear of god one creature suffers -1 toughness and -2 to
Words of Healing: Once per combat encounter, you recite a attack for 1d5 rounds. Cost: 2 MP.
short invocation that grants + your level hit points (HP) to all
allies within earshot, not to exceed their maximum amount of Holy binds all evil creatures within a fifty foot radius are
HP. bound and lose one combat turn. Cost: 1 MP.

Additional Class Abilities Holy shield grant a +2 toughness bonus to yourself and
Call to Battle: Once per combat encounter, call on your allies any allies within 10 feet for 1d5 + 1 combat rounds. Cost: 2
to roll 1d10; on a roll of 6 or higher, they gain an extra attack MP.
on their next turn.
Healing Sacrifice: Once per day, you may fully heal all allies Perform miracle you call upon your deity to perform a
within 50 feet; you are reduced to half (rounded down) of miraculous feat. Intellect check 10 (check difficulty is
your current HP and power points (PP). lowered by 1 for each MP spent). Base cost: 1 MP.
Bless: Once per day, you may bless your allies' (including
your own) weapons. They will remain holy for an entire Speak in tongues speak any language; lasts your level
combat encounter and deal +2 additional damage; they will amount of hours. Cost: 1 MP.
also deal 1d10 damage to undead
entities. Speak with the dead speak with one corpse; ask as many
Call on the Mighty: Once per day, your body is imbued with questions as your level. Cost: 2 MP.
the power of your god, and it radiates beams of heavenly
light. For two combat rounds, you cannot suffer damage and Symbology set a trap of invisible runes that is triggered by
gain a +2 attack bonus and +5 an event of your choosing; the runes are as follows: paralyze
additional damage. (your level minutes), blind (your level minutes), or death.
Favored Weapon: You master the favored weapon of your Cost: 4 MP. Note: Paralyze and blind may be made
deity. As a result, when attacking with that weapon, on a roll permanent for 1 additional MP.
of 10, it strikes with the full blessing of your deity, dealing
1d5 additional damage. Turn undead force any undead entity within 30 feet to
flee from you for 4 rounds or 20 seconds. Cost: 1 MP.
Playing a Cleric
Unlike other classes, clerics are required to behave a certain way in order to Walk on water you may walk atop water as though it
retain their abilities and spells. These requirements will likely vary from one
game master to another, but generally include: adhering to the tenets of your
were solid; lasts your level amount of hours. Cost: 1 MP.
god or goddess, performing duties as requested by your temple, and
potentially even paying tithe. If clerics fail to follow the righteous path, the Walk on wind you and your allies may fly anywhere
consequences could be severe, potentially resulting in the permanent loss of within your line of sight on one movement turn. Cost: 2 MP.
their class and associated abilities, as well as spells and magic points. It
takes special care to successfully play a cleric. To the willing, I say gods be
with you: amen and attack!

Clerics must choose one deity to devote themselves to. They


must adhere to that deity's tenets or be stripped completely of
their class and spells.
Druid Natural Spells are usually best cast by druids and use the
Druids are priests and priestesses of the wild lands. They aspect attribute, and are typically learned through a life of
wield powerful natural magic granted to them by the gods of hermitage and oneness with nature.
the untamed world. Animal messenger a small animal will carry a short
message up to 1d10 x 100 miles for you. 0 MP.
A gnomish druid gains +1 aspect at level 1 and may cast all Animate plants up to 1d10 x your level plants become
naturals spells for 1 less than their cost in MP. animate and will follow basic commands. T4, 1 HP. Cost: 4
MP.
T5; uses only medium weight weapons & below; uses only Call lightning summons 1d5 bolts of lightning. Range: up
medium weight armor & below; +1 PP; +2 MP. to your level x 20 feet. 2 MP.
Charm animal one animal becomes your friend. Aspect
Starting Class Abilities challenge to control it. 0MP.
Spell-casting: Druids start with 3 spells and may cast any Cure light wounds restore 1d5 + your level HP. Casting
natural spells for their cost in magic points (MP). Magical toughness 8. 0MP.
spells cost an additional +1 MP. Cutting wind a powerful icy wind envelopes your foes;
Animal Form: Declare your animal form. Your character deals 1d5 damage per opponent up to 10 opponents. Allies
may take this form once per day (or at the cost of 2 MP). in the wind must save 5 or else suffer damage. Cost: 3 MP.
Doing so takes 5 seconds, or one combat turn, and lasts for as Detect traps (natural) detect natural traps like pits,
many hours as your level. snares, trips, and more. 1 MP.
Wild Growth: Once per day (or at the cost of 1 MP), while in Earthen Guardian raise a giant of earth to protect you.
animal form, you grow significantly larger for your level + T8; HP10; +2 P. Cost: 6 MP.
1d10 combat rounds. You gain +2 temporary HP and a +1 Flame ring surround up to 1d5 + your level enemies in a
temporary attack bonus. ring of fire that lasts 1d5 rounds; deals 1 damage per enemy
trapped within. 3MP.
Additional Class Abilities Hallowed land designate a natural area (radius of 20 x
Wild Rage: Once per day (or at the cost of 1 MP) while in your level) as holy; evil or undead entities may not step foot
your wild growth animal form, you may enter a state of rage upon it. All evil or undead entities within the area must flee,
which grants you +1 toughness, +2 attack, and +2 damage for suffering 2 damage per turn until out. Cost: 4 MP.
1d5 combat rounds. Hunter's walk walk without sound through a wooded or
Tame Beast: If you succeed an aspect check 6, you tame non- natural area. 1MP.
evil beasts in groups of 5 or less. Manipulate object any object comprised largely of
Read the Stars: Once per day, you seek answers to the near organic material (earth, grass, rock, wood, etc) can be bent,
future in the stars. Roll 1d10: the closer to 10 the roll, the twisted, moved, or broken. Cost: 1 MP.
more specific the information may be. Requirements: This Natural shape look like a natural, inanimate object for
ability may only be used at night. your level amount of hours. 1MP.
Summon Beast: Once per day (or at the cost of 3 MP), you Poison poison living creatures with your touch. Deals 1d5
may summon 1d10 beasts (T6; 2 HP) who obey your damage per round. 2MP.
commands. Read magic read any magic spell or scroll book for 10 x
Commune with Nature: Once per four hours, you may ask your level minutes. 1MP.
one question of any natural entity (animals, plants, dirt, etc) Regrowth target will regrow severed limbs. Aspect check
and receive one truthful answer. Requirements: 1d10 minutes 5 to succeed. Cost: 2 MP.
to initiate the ritual. Summon beast see Summon Monster. Must use charm
animal to command the beast. 2MP.
Unnatural transformation cause a target to transform
into a small animal for 1d10 hours. Roll 1d10: on a roll of 1,
the effect is permanent.
Virtue subject gains 1d5 temporary HP for one combat
encounter. 2MP.
Weapon growth weapons composed primarily of wood
grow to twice their size, gain +1 attack, and deal double
damage. Lasts 1d5 + your level rounds. Cost: 2 MP
Alternate Class Start Abilities, if the Game Master allows, the
Fighter play may select on of these possible alternate ideas for
Fighters are masters of combat and arms, capable with blade different fighter type. These are just swapping out abilities to
and bow alike, making them great adventurers and powerful give a different flavor to a style of play
allies.

A half-giant fighter gains +2 PP at levels 1 and 2. Defender


Starting Class Abilities
T7; uses all types of weapons and armors; +2 HP; +1 PP. Withstand: Reduce the damage of an opponent's successful
attack. Cost: 1 PP per 1 point of damage.
Starting Class Abilities
Power strike: Fighters can use power points (PP) to enhance Target: Force opponents within 30 feet of you to attack you.
the damage of their attacks by 1 per PP spent. Gain +2 toughness while there are four or more.

Bloody Rage: When reduced to or below half of your total Disarm: During a melee attack roll, if a natural 10 is rolled,
HP, you enter a bloody rage. This state lasts for 1d5 + your roll 1d10 again. If the result is 5 or higher, you disarm your
level rounds and grants you +4 temporary HP and an opponent (if they are using a melee weapon).
additional +2 temporary damage.
Berserker
Weapon Proficiency: You gain proficiency with one of type Starting Class Abilities
of weapon. You either deal an additional +1 damage or gain a Bloody Rage: When reduced to or below half of your total
+1 attack bonus when using it. HP, you enter a bloody rage. This state lasts for 1d5 + your
level rounds and grants you +4 temporary HP and an
Additional Class Abilities additional +2 temporary damage.
Stunning Blow: Once per encounter, you may stun a target
with a successful attack. The target must save (power) your Weapon Proficiency: You gain proficiency with one of type of
level + 5 or be knocked unconscious for 1d5 combat rounds weapon. You either deal an additional +1 damage or gain a
or 1d5 x 10 seconds. +1 attack bonus when using it.

Disarm: During a melee attack roll, if a natural 10 is rolled, Army of One: Once per encounter (or at the cost of 1 PP), on
roll 1d10 again. If the result is 5 or higher, you disarm your your combat turn, make a melee attack against all opponents
opponent (if they are using a melee weapon). directly engaging you.

Battle Lock: When engaging an opponent in melee combat, Weapon Master


if that opponent attempts to flee or leave your immediate area, Starting Class Abilities
you are granted an immediate attack against it. Weapon Proficiency: You gain proficiency with one of type of
weapon. You either deal an additional +1 damage or gain a
Withstand: Reduce the damage of an opponent's successful +1 attack bonus when using it.
attack. Cost: 1 PP per 1 point of damage.
Power strike: Fighters can use power points (PP) to enhance
Target: Force opponents within 30 feet of you to attack you. the damage of their attacks by 1 per PP spent.
Gain +2 toughness while there are four or more.
Disarm: During a melee attack roll, if a natural 10 is rolled,
Raised by the Sword: When using a sword, gain +1 attack roll 1d10 again. If the result is 5 or higher, you disarm your
when facing an opponent also using a sword. opponent (if they are using a melee weapon).

Brawl: Gain a +2 power bonus when fighting barehanded and


dealing nonlethal damage.

Heroic Strength: Gain a +2 power bonus for power checks


involving heroic acts.

Explosive Power: Use your total remaining PP to deal an


equal amount of damage + 1. This attack is automatically
successful and must use all existing PP.

Army of One: Once per encounter (or at the cost of 1 PP), on


your combat turn, make a melee attack against all opponents
directly engaging you.
Magical spells are usually best cast by magic-users and use
Magic-User the intellect attribute, and are typically learned through the
Magic-Users are students of strange and mystical arts. The long study of ancient tomes.
knowledge they gain from such studies imbues them with
astounding magical powers. Animate Statue T4; 10 HP. The statue will follow basic
T5; uses only light weight weapons; may not use armor; +3 commands. Will not work on statues larger than 10 feet.
MP. Cost: 3 MP.
Starting Class Abilities Animate Trap turns one inanimate object like a book,
Spell-casting: Magic-users start with 4 spells and may cast drawer, or piece of furniture into a trap of 5 + your level
any magical spells for their cost in magic points (MP). toughness to spot. The trap springs on a condition you
Natural spells cost an additional +1 MP. specify and deals 1d5 damage or traps the victim in place
Prestidigitation: This spell creates a small, brief illusion such until they succeed a power check 8. Cost: 2 MP.
as colored smoke, dancing lights, or a sound. Can be cast in a Ball of Light powerfully bright; maximum radius your level
range of your level x 20 feet. x 10 feet. Cost: 0 MP.
Stunning Spell: Magic-users may spend 1 PP (in addition to Binding Enchantment causes objects like doors, shoes,
the attack spell cost) to cause a creature to lose one turn per weapons, etc, to be immovable. Lasts for your level
PP spent. minutes, or power check 10. Cost: 2 MP.
Charm Person one person becomes your friend. 1MP.
Additional Class Abilities
Comprehend languages understand any language for 1 x
Splash Spell: On a roll of 10, any attack spell may now deal
your level hours. 1MP.
equal damage to any creatures within a 10 foot radius of the
Create Magic Item imbues an item (weapon, jewelry,
spell's target.
Magical Historian: You are well-studied in all fields relating clothing, or similar) with the power of any spell you know. It
to magic; therefore, you know all but the most obscure details takes 3 days and a successful intellect check 8 to create the
of magical past and present. item. Cost: 3 MP.
Re-spell: If you cast a spell last combat round, you may cast Deep Sleep cause 1d10 + your level creatures to fall into
the same spell again for half its cost. deep sleep. 3MP.
Friend of Draco: Eons ago, magi and dragons were close Detect Thoughts hear the active thoughts of a target.
friends. Those days are long gone, but you have studied the Cost: 1 MP.
literature closely. You may speak the language of the dragon, Dispel Magic eliminates a magical effect. 2MP.
and know one draconic spell (to be chosen from the magical Dumbstruck target suffers 1d5 penalty to intellect for 1d5
spell table). + your level rounds. Cost: 1 MP.
Polyglot: You have a knack for languages, and can learn a Feather Fall an object or creature weighing up to your
new tongue solely by hearing it. You know as many level x 50 pounds falls as a feather. Cost: 2 MP.
additional languages as your level. Requirement: You must Fireball deals 1d5 damage. 2MP.
hear the language to learn it. Heal restores 1d5 + your level HP. 2MP.
Invisibility target remains invisible until it attacks. Cost: 1
Alternate Class Start Abilities, if the Game Master allows, the
MP.
play may select on of these possible alternate ideas for
Mage Armor your level bonus to toughness for 1d5
different fighter type. These are just swapping out abilities to
give a different flavor to a style of play rounds. 3MP.
Magic Missile deals 1 damage; roll vs T. 0MP.
Minor Creation creates small object. 1MP.
Scholar Mage
Permanence cause any spell that affects a target to
Starting Class Abilities
Spell-casting: Magic-users start with 4 spells and may cast become permanent. Cost: 5 MP.
any magical spells for their cost in magic points (MP). Summon Monster summon monster of your toughness -1
Natural spells cost an additional +1 MP. and half of your HP. 4MP.

Magical Historian: You are well-studied in all fields relating Draconic Magical Spells
to magic; therefore, you know all but the most obscure details Dragon Claws you may make an additional attack with
of magical past and present. claws; +2P; lasts 1d5 rounds. Cost: 1 MP.
Dragon Skin opponents suffer 1 damage when melee
Polyglot: You have a knack for languages, and can learn a striking you; lasts 1d5 rounds. Cost: 1 MP.
new tongue solely by hearing it. You know as many additional Summon Dragon T8; 10 HP. Cost: 6 MP.
languages as your level. Requirement: You must hear the
language to learn it.
Magical spells are usually best cast by magic-users and use
Magic-User the intellect attribute, and are typically learned through the
Magic-Users are students of strange and mystical arts. The long study of ancient tomes.
knowledge they gain from such studies imbues them with
astounding magical powers. Animate Statue T4; 10 HP. The statue will follow basic
T5; uses only light weight weapons; may not use armor; +3 commands. Will not work on statues larger than 10 feet.
MP. Cost: 3 MP.
Starting Class Abilities Animate Trap turns one inanimate object like a book,
Spell-casting: Magic-users start with 4 spells and may cast drawer, or piece of furniture into a trap of 5 + your level
any magical spells for their cost in magic points (MP). toughness to spot. The trap springs on a condition you
Natural spells cost an additional +1 MP. specify and deals 1d5 damage or traps the victim in place
Prestidigitation: This spell creates a small, brief illusion such until they succeed a power check 8. Cost: 2 MP.
as colored smoke, dancing lights, or a sound. Can be cast in a Ball of Light powerfully bright; maximum radius your level
range of your level x 20 feet. x 10 feet. Cost: 0 MP.
Stunning Spell: Magic-users may spend 1 PP (in addition to Binding Enchantment causes objects like doors, shoes,
the attack spell cost) to cause a creature to lose one turn per weapons, etc, to be immovable. Lasts for your level
PP spent. minutes, or power check 10. Cost: 2 MP.
Charm Person one person becomes your friend. 1MP.
Additional Class Abilities
Comprehend languages understand any language for 1 x
Splash Spell: On a roll of 10, any attack spell may now deal
your level hours. 1MP.
equal damage to any creatures within a 10 foot radius of the
Create Magic Item imbues an item (weapon, jewelry,
spell's target.
Magical Historian: You are well-studied in all fields relating clothing, or similar) with the power of any spell you know. It
to magic; therefore, you know all but the most obscure details takes 3 days and a successful intellect check 8 to create the
of magical past and present. item. Cost: 3 MP.
Re-spell: If you cast a spell last combat round, you may cast Deep Sleep cause 1d10 + your level creatures to fall into
the same spell again for half its cost. deep sleep. 3MP.
Friend of Draco: Eons ago, magi and dragons were close Detect Thoughts hear the active thoughts of a target.
friends. Those days are long gone, but you have studied the Cost: 1 MP.
literature closely. You may speak the language of the dragon, Dispel Magic eliminates a magical effect. 2MP.
and know one draconic spell (to be chosen from the magical Dumbstruck target suffers 1d5 penalty to intellect for 1d5
spell table). + your level rounds. Cost: 1 MP.
Polyglot: You have a knack for languages, and can learn a Feather Fall an object or creature weighing up to your
new tongue solely by hearing it. You know as many level x 50 pounds falls as a feather. Cost: 2 MP.
additional languages as your level. Requirement: You must Fireball deals 1d5 damage. 2MP.
hear the language to learn it. Heal restores 1d5 + your level HP. 2MP.
Invisibility target remains invisible until it attacks. Cost: 1
Alternate Class Start Abilities, if the Game Master allows, the
MP.
play may select on of these possible alternate ideas for
Mage Armor your level bonus to toughness for 1d5
different fighter type. These are just swapping out abilities to
give a different flavor to a style of play rounds. 3MP.
Magic Missile deals 1 damage; roll vs T. 0MP.
Minor Creation creates small object. 1MP.
Scholar Mage
Permanence cause any spell that affects a target to
Starting Class Abilities
Spell-casting: Magic-users start with 4 spells and may cast become permanent. Cost: 5 MP.
any magical spells for their cost in magic points (MP). Summon Monster summon monster of your toughness -1
Natural spells cost an additional +1 MP. and half of your HP. 4MP.

Magical Historian: You are well-studied in all fields relating Draconic Magical Spells
to magic; therefore, you know all but the most obscure details Dragon Claws you may make an additional attack with
of magical past and present. claws; +2P; lasts 1d5 rounds. Cost: 1 MP.
Dragon Skin opponents suffer 1 damage when melee
Polyglot: You have a knack for languages, and can learn a striking you; lasts 1d5 rounds. Cost: 1 MP.
new tongue solely by hearing it. You know as many additional Summon Dragon T8; 10 HP. Cost: 6 MP.
languages as your level. Requirement: You must hear the
language to learn it.
Dark Spells
Sorcerer
Sorcerers have innate magical abilities which grant them Blood bind if an opponent damages you, you may bind
access to the most powerful and dangerous spells in the your blood to theirs; each time you are injured, they take the
world. While sorcerers draw their power from dark sources, damage instead. Cost: 2 MP.
they are not inherently evil. Dark armor +1 toughness for an entire combat encounter;
requires intellect check 6. Cost: 1 MP.
T5; uses only light weight weapons; no armor; +4 MP. Dark mirror creates 1d5 immaterial copies of yourself;
intellect check 9 to see through the illusion. Cost: 1 MP
Starting Class Abilities (may be cast on others for 2 MP).
Spell-casting: Sorcerers start with 2 spells and may cast any Doppleganger you may appear as someone else whose
dark spells for their cost in magic points (MP). All other actions and mannerisms you have observed closely. Aspect
spells cost double. check 5 for every round (or once per minute) you maintain
the illusion. Cost: 2 MP.
Bewitchment: This spell creates a small, brief illusion such Drain life target loses 1d5 HP, you gain it (may exceed
as lights dimming, shadows darkening, or the caster max HP); roll vs toughness. Cost: 1 MP.
appearing slightly larger and more intimidating. Flight you may fly anywhere within your line of sight on
one movement turn. Cost: 2 MP.
Resist Magic: Anytime you are the target of a magical attack, Imprint spell you temporarily learn one of any spell cast
intellect save 10 your level. If you succeed, the attack is during the active combat encounter and cast it at cost.
blocked. Lightning strike deals 1 damage; roll vs toughness. If a
10 is rolled, deal 2 damage. Cost: 0 MP.
Additional Class Abilities Phantom dagger declare a target by pointing a dagger,
Darken Spell: When an ally casts a spell, you can double its immediately dealing 1 damage. On every following turn, the
effects for half of the spell's cost. target must succeed an intellect challenge vs you. If it fails,
it suffers 1 damage each time. If it succeeds, the spell is
Prodigious Caster: your innate magical abilities are canceled. Cost: 3 MP.
uncannily strong; you gain an additional 2 MP each level Raise dead reanimate a recently deceased corpse (T4; 4
advancement (including this one). HP); must succeed an intellect check 5 once every combat
encounter (or once every 6 hours) to retain control of it.
Spell Adept: You may forget old spells and learn new spells Cost: 2 MP.
at any time. Requirements: 1d5 hours and access to spell
books or scrolls. Alternate Class Start Abilities, if the Game Master allows, the
play may select on of these possible alternate ideas for
Possess: You may possess non-hostile creatures who fail an different fighter type. These are just swapping out abilities to
intellect challenge against you. Possession may not result in give a different flavor to a style of play
self-harm.
Shadowmancer
Familiar: After befriending or controlling a nonintelligent Starting Class Abilities
creature, you bond it to you with arcane magic. You no longer Spell-casting: Sorcerers start with 2 spells and may cast any
need to conduct checks to maintain control of it, and it may dark spells for their cost in magic points (MP). All other
aid you in a number of ways. It can attack once per encounter spells cost double.
and may use any spell you've already cast during that Darken Spell: When an ally casts a spell, you can double its
encounter. Additionally, your familiar gains another attack if effects for half of the spell's cost.
you roll a 1 in combat. Possess: You may possess non-hostile creatures who fail an
intellect challenge against you. Possession may not result in
self-harm.
Alternate Class Start Abilities, if the Game Master allows, the
Thief play may select on of these possible alternate ideas for
Thieves are usually regarded by society at large as offering an different fighter type. These are just swapping out abilities to
important service. They excel in stealth and subterfuge, and give a different flavor to a style of play
are often for hire.

T6; uses only medium weight weapons & below; uses only Spy
light weight armor; +1 HP; +2 PP. Starting Class Abilities
Evade: Dodge an opponent's attack. Costs 1 PP.
Starting Class Abilities
Evade: Dodge an opponent's attack. Costs 1 PP. Master of Disguise: You can nearly instantly disguise
yourself, requiring an intellect check 8 + your level to be
Sneak attack: You may add your level as a bonus to attempts recognized.
to sneak. If this ability is used as an attack, you deal an
additional +1 damage if successful. Petty thief: Reduce the difficulty of checks for any type of
thieving by 2.
Deflect Projectiles: Each time a projectile is thrown at you,
perform a reflex check. If the result is higher than the Scout
thrower's attack roll, you deflect the projectile. Starting Class Abilities
Cloak and Dagger: Once per encounter, you may blend into
Additional Class Abilities the din of battle and be unnoticed by opponents in groups of 5
Master of Disguise: You can nearly instantly disguise or more; hide check 6 each turn to maintain the illusion, or
yourself, requiring an intellect check 8 + your level to be hide check 8 to blend in again after making an attack.
recognized.
Sneak attack: You may add your level as a bonus to attempts
Feint: Once per encounter (or at the cost of 2 PP), if your to sneak. If this ability is used as an attack, you deal an
attack fails, you may attempt again; the target suffers -1 additional +1 damage if successful
toughness.
Poison Strike: On a roll of 10, target suffers 1 point of
Hair Trigger: For as long as you have daggers, you may damage per round until cured or dead.
throw one immediately if you are approached by an opponent
while you are directly engaged in combat. Assassin
Starting Class Abilities
Cloak and Dagger: Once per encounter, you may blend into Sneak attack: You may add your level as a bonus to attempts
the din of battle and be unnoticed by opponents in groups of 5 to sneak. If this ability is used as an attack, you deal an
or more; hide check 6 each turn to maintain the illusion, or additional +1 damage if successful.
hide check 8 to blend in again after making an attack.
Hair Trigger: For as long as you have daggers, you may
Bound into Battle: If you can jump into a crowd of throw one immediately if you are approached by an opponent
opponents and attack with surprise, you may immediately while you are directly engaged in combat.
attack each opponent adjacent to you.
Hail of Daggers: Once per day, you launch a hail of 1d5 +
Ruthless Retaliation: Each time an opponent misses an your level daggers at one (or a cluster of) target(s).
attack against you, roll 1d10: if you roll 9 or higher, you gain
an immediate attack against them.

Petty thief: Reduce the difficulty of checks for any type of


thieving by 2.

From the Shadows: If you conduct a ranged attack from the


shadows, or from behind cover or concealment, the target
must succeed an intellect check 8 to determine your location.

Poison Strike: On a roll of 10, target suffers 1 point of


damage per round until cured or dead.

Hail of Daggers: Once per day, you launch a hail of 1d5 +


your level daggers at one (or a cluster of) target(s).
Irida: The Goddess of Bounty The world shall know hunger
The Pantheon Good Gods no more.
Clerics must choose one deity to devote themselves to. They Likely Followers: Nomads
must adhere to that deity's tenets or be stripped completely of When life grew throughout the world, suffering was great and
their class and spells. widespread as food and shelter were limited. Irida heard the
Advena: The Goddess of Order Law is just and fair, at once cries of anguish and blessed creation with water, food, and
merciless and merciful. materials for shelter.
Likely Followers: City dewellers and Nobility Devotees of Irida believe that bounty comes only through her
In the beginning, there was chaos. Advena tamed the cosmos blessing, and spend much time serving those less fortunate.
and taught order to the skies. She is the most highly regarded Boon
mother-goddess. Devotees of Advena believe that the world Devotees may, once per day, grant one creature +1 power or
should model her order, and promote adherence to laws, be reflex for 1d10 rounds or 1 minute to overcome tribulation.
they just or unjust, disobeying them only when it violates
their Three Tenants of Order: Olea: the Goddess of Peace Seek the peace within you and
1. One shall not harm, nor shall one let harm befall, an radiate.
innocent. Likely Followers: Rural Folk
2. One shall not steal, nor shall one allow those in one's When bounty was given to life, so too was war, for some
company or charge, to steal. wished to take that which belonged to others. Olea took pity
3. One shall not cause, nor shall one allow, chaos to supplant on life, and gave to it peace. Devotees of Olea believe that
order. peace should be sought, but that those who would oppose
Boon peace must be defeated by all available means.
Devotees earn immediate favor with rulers, law enforcement, Boon
and upstanding citizens. They also gain +2 intimidation and Devotees deal +1 damage to evil creatures and those who
+1 attack against law-breakers. would disrupt peace and promote war.

Safra: the Goddess of Light All that is bright, inside and


Astera: The Goddess of Life Life is holy to nurture it is out, is good.
divine. Likely Followers: Tribal Folk
Likely Followers: Healers All that had taken place since the beginning of life did so in
Upon the calming of the universe, Astera spread the seed of the dim afterglow of the universe's creation. Safra's love for
life throughout its empty worlds, and thus it sprung forth and life was so deep that she shined bright and warmed all
praised her for its creation. Devotees of Astera believe that beneath her loving gaze.
all life is her gift to the world, and that is must be protected Devotee's of Safra believe that all that is light is good, while
even life deemed unworthy by civilization. As such, they may that which would seek the dark is evil and, given the
never kill an intelligent creature. While they can inflict opportunity, would bring eternal blackness upon the world.
damage, they may never reduce an opponent to 0 HP Boon
(excepting non-lethal damage). Devotees are expert healers and may heal themselves and
Boon others with a +2 HP bonus.
Devotees may, once per day per creature, grant +2 HP to a
creature with less than half its total HP.
The Pantheon Neutral Gods
Clerics must choose one deity to devote themselves to. They
must adhere to that deity's tenets or be stripped completely of
their class and spells.

Corros: The God of Judgment Law and Chaos must be


balance. Every being has a right to exist in peace.
Likely Followers: Mediators
In the beginning when good and evil, order and chaos fought
for control, destruction reigned over the land and Corros wife
was one of the victims. He then laid siege to both sides,
bending them to the point where he had control. He had both
side air there grievances and judge them both on the merits of
there. After that, he then past judgment on all who were
responsible for his grief, seriving punishment on those being
and after the punishment was done, then he forced those to
serve him and act as mediators.
Boon
Devotees earn immediate favor with rulers, law enforcement,
and upstanding citizens. They also gain +2 persuade and +2
intimidate..

Hellas: The Goddess of Cycle All things have their place;


for every beginning, an end, and every end, a new
beginning.
Likely Followers: Druids
Hellas of the Seasons, She controls the flow of seasons and
life and reincarnations. She often works to control of the
seasons and controls the weather related to the seasons. She
also detests immortality, undead and resurrection of the
elderly.
Boon
Devotees may, cast spells 1 point less when the spells are
related to the maintaining the cycles.
Kedoos: The God of Evil.
The Pantheon Evil Gods Likely Followers: Evil creatures and NPC
Clerics must choose one deity to devote themselves to. They Supreme Kedoos the Over Demon in commnand of all other
must adhere to that deity's tenets or be stripped completely of evil deities. Devotees of Kedoos only seek to further his rule
their class and spells. and domination of the lands.
Deras: The Goddess of Trickery Order is not the way of the Boon
strong. Devotees may, Once a day for an encounter make all enemies
Likely Followers: Criminals with a 10 burst suffer a -2T for the encounter.
As long as order existed, trickery was there to subvert order.
Deras the goddess looks to subvert law and order. To change Gerossi: the God of Haterd The only true shared emotion is
the order to chaos. The priest should follow these tenents: haterd, so share.
1. Subvert law where possible, involve all, there are no Likely Followers: jealous folk
innocents. Gerossi seeks the emotion of love removed from the earth.
2. Act for oneself, there are no others that will help you, Lust is okay, but not love, love is a trap. He leads his army of
domination and control is a must. succubi to further his goals.
Boon Boon
Devotees earn immediate favor with underground, thugs, and Devotees deal +3 to persuade when to break up couples or
greedy individuals. They also gain +2 intimidation and +1 matrimody.
attack against lawful.
Sultra: the Goddess of death All that is blight, poison or
disease, shall bring my bliss.
Chaoos: The Goddess of War Life is destruction and Likely Followers: Undead
control. Take what you want through force. Sultra the Decay seeks only to bring and end to life and all
Likely Followers: Bandits that is fertile. She understands that all things must be born in
Chaoos the destroyer seeks to make all of the lands a order to die, but she does not care. She wants an end to all
battlefield and life a struggle. things.
Boon Devotee's of Sultra believe that all the good in the lands and
Devotees get a +1 Damage and +2 inimidation even the lands themselves need to wither and end. She is the
end that all must face, no one escapes her grasp.
Boon
Devotees are capable of secreting a poison and often coat
their gear to pass on the poison to the living, / others beings.
+1 poison damage for 1d5 rounds on a successful attack, once
per day.
Expansion
Magic Magic spells that does damage over time should allow the
Rules: target to get a Save / Opposed check using the attribute to cast
the spell. If the caster chooses or the spell says to use
From the Core Rules attribute associated with the spells as bonus to the attack
Generating Magic Points (MP) against the targets toughness.
Classes with the spell-casting ability begin with a certain
amount of MP, which are expended to cast spells. To generate If a spell forces an effect on a target and the effect could be
starting MP, roll 1d10 and use the following table: permanent a save (T5) is granted to the character after the
Roll of 1-5 (+4) Roll of 6-9 (+5) Roll of 10 (+6), or if the DM first turn
allows you to use your Intellect score as a bonus to base 4 to
your Magic Points.

Saves
Anytime a character would suffer an event that could kill
them outright (or otherwise have a dire effect), such a being
crushed in a rock slide or becoming paralyzed by a spell, the
player should conduct a save. To do so, the player rolls 1d10,
adding a single relevant attribute bonus no skills may be
used. A standard save requires a roll of 5 or higher, though
exceptionally perilous circumstances may require an even
higher roll.
Note: Saves vs. Effects, more often spells that have ongoing
and not specified end to an effect, especially if it is hostile,
has a right to make a save to break the effect. The toughness
of the save can be MP used in the casting of the spell plus the
attribute used by the class to cast the spell as base. Any
additional saves is up the Game Master.

Magic in Combat
Magic is powered by magic points (MP). These points are
spent when casting spells, and are replenished alongside HP
at a 1:1 ratio. All spells, unless specified otherwise, has a
minimum cost of 1 magic point, and that a more powerful
spell will cost more magic points. If not replenished during
healing, they replenish at the rate of 1 MP per 4 hours in
game. Spells are typically a guaranteed success, as they often
have a high casting cost; however, some spells require an
attack or check roll usually versus toughness.
Spells
Divine Spells Natural Spells are usually best cast by druids and use the
Divine spells gain there power for a Deity the cleric prays to, Aspect attribute, and are typically learned through a life of
and Aspect attribute used for these spells. hermitage and oneness with nature.
Burning touch your touch singes the flesh of those who Animal messenger a small animal will carry a short
oppose you; deals 1d5 + your level damage. Cost: 3 MP. message up to 1d10 x 100 miles for you. 0 MP.
Animate plants up to 1d10 x your level plants become
Consecrate an area of your level x 10 feet becomes holy. animate and will follow basic commands. T4, 1 HP. Cost: 4
All evil creatures within the area suffer -1 toughness and -2 MP.
attack. Cost: 1 MP. Call lightning summons 1d5 bolts of lightning. Range: up
to your level x 20 feet. 2 MP.
Deathwatch reveal how close to death creatures within Charm animal one animal becomes your friend. Aspect
fifty feet are. Cost: 1 MP. challenge to control it. 0MP.
Cure light wounds restore 1d5 + your level HP. Casting
Divine medicine heals one creature for 1d5 HP. Cost: 1 toughness 8. 0MP.
MP. Cutting wind a powerful icy wind envelopes your foes;
deals 1d5 damage per opponent up to 10 opponents. Allies
Dispel evil eliminates any effect caused by an evil in the wind must save 5 or else suffer damage. Cost: 3 MP.
creature. Cost: 0 MP. Detect traps (natural) detect natural traps like pits,
snares, trips, and more. 1 MP.
Fear of god one creature suffers -1 toughness and -2 to Earthen Guardian raise a giant of earth to protect you.
attack for 1d5 rounds. Cost: 2 MP. T8; HP10; +2 P. Cost: 6 MP.
Flame ring surround up to 1d5 + your level enemies in a
Holy binds all evil creatures within a fifty foot radius are ring of fire that lasts 1d5 rounds; deals 1 damage per enemy
bound and lose one combat turn. Cost: 1 MP. trapped within. 3MP.
Hallowed land designate a natural area (radius of 20 x
Holy shield grant a +2 toughness bonus to yourself and your level) as holy; evil or undead entities may not step foot
any allies within 10 feet for 1d5 + 1 combat rounds. Cost: 2 upon it. All evil or undead entities within the area must flee,
MP. suffering 2 damage per turn until out. Cost: 4 MP.
Hunter's walk walk without sound through a wooded or
Perform miracle you call upon your deity to perform a natural area. 1MP.
miraculous feat. Intellect check 10 (check difficulty is Manipulate object any object comprised largely of
lowered by 1 for each MP spent). Base cost: 1 MP. organic material (earth, grass, rock, wood, etc) can be bent,
twisted, moved, or broken. Cost: 1 MP.
Speak in tongues speak any language; lasts your level Natural shape look like a natural, inanimate object for
amount of hours. Cost: 1 MP. your level amount of hours. 1MP.
Poison poison living creatures with your touch. Deals 1d5
Speak with the dead speak with one corpse; ask as many damage per round. 2MP.
questions as your level. Cost: 2 MP. Read magic read any magic spell or scroll book for 10 x
your level minutes. 1MP.
Symbology set a trap of invisible runes that is triggered by Regrowth target will regrow severed limbs. Aspect check
an event of your choosing; the runes are as follows: paralyze 5 to succeed. Cost: 2 MP.
(your level minutes), blind (your level minutes), or death. Summon beast see Summon Monster. Must use charm
Cost: 4 MP. Note: Paralyze and blind may be made animal to command the beast. 2MP.
permanent for 1 additional MP. Unnatural transformation cause a target to transform
into a small animal for 1d10 hours. Roll 1d10: on a roll of 1,
Turn undead force any undead entity within 30 feet to the effect is permanent. Cost 6MP
flee from you for 4 rounds or 20 seconds. Cost: 1 MP. Virtue subject gains 1d5 temporary HP for one combat
encounter. 2MP.
Walk on water you may walk atop water as though it Weapon growth weapons composed primarily of wood
were solid; lasts your level amount of hours. Cost: 1 MP. grow to twice their size, gain +1 attack, and deal double
damage. Lasts 1d5 + your level rounds. Cost: 2 MP
Walk on wind you and your allies may fly anywhere
within your line of sight on one movement turn. Cost: 2 MP.
Magical spells are usually best cast by magic-users and Dark Spells are usually cast from sorcerers and use the
use the intellect attribute, and are typically learned through intellect attribute, and manifest itself in the caster.
the long study of ancient tomes. Blood bind if an opponent damages you, you may bind
Animate Statue T4; 10 HP. The statue will follow basic your blood to theirs; each time you are injured, they take the
commands. Will not work on statues larger than 10 feet. damage instead. Cost: 2 MP.
Cost: 3 MP. Dark armor +1 toughness for an entire combat encounter;
Animate Trap turns one inanimate object like a book, requires intellect check 6. Cost: 1 MP.
drawer, or piece of furniture into a trap of 5 + your level Dark mirror creates 1d5 immaterial copies of yourself;
toughness to spot. The trap springs on a condition you intellect check 9 to see through the illusion. Cost: 1 MP
specify and deals 1d5 damage or traps the victim in place (may be cast on others for 2 MP).
until they succeed a power check 8. Cost: 2 MP. Doppleganger you may appear as someone else whose
actions and mannerisms you have observed closely. Aspect
Ball of Light powerfully bright; maximum radius your level
check 5 for every round (or once per minute) you maintain
x 10 feet. Cost: 0 MP.
the illusion. Cost: 2 MP.
Binding Enchantment causes objects like doors, shoes, Drain life target loses 1d5 HP, you gain it (may exceed
weapons, etc, to be immovable. Lasts for your level max HP); roll vs toughness. Cost: 1 MP.
minutes, or power check 10. Cost: 2 MP. Flight you may fly anywhere within your line of sight on
Charm Person one person becomes your friend. 1MP. one movement turn. Cost: 2 MP.
Comprehend languages understand any language for 1 x Imprint spell you temporarily learn one of any spell cast
your level hours. 1MP. during the active combat encounter and cast it at cost.
Create Magic Item imbues an item (weapon, jewelry, Lightning strike deals 1 damage; roll vs toughness. If a
clothing, or similar) with the power of any spell you know. It 10 is rolled, deal 2 damage. Cost: 0 MP.
takes 3 days and a successful intellect check 8 to create the Phantom dagger declare a target by pointing a dagger,
item. Cost: 3 MP. immediately dealing 1 damage. On every following turn, the
Deep Sleep cause 1d10 + your level creatures to fall into target must succeed an intellect challenge vs you. If it fails,
deep sleep. 3MP. it suffers 1 damage each time. If it succeeds, the spell is
Detect Thoughts hear the active thoughts of a target. canceled. Cost: 3 MP.
Cost: 1 MP. Raise dead reanimate a recently deceased corpse (T4; 4
Dispel Magic eliminates a magical effect. 2MP. HP); must succeed an intellect check 5 once every combat
Dumbstruck target suffers 1d5 penalty to intellect for 1d5 encounter (or once every 6 hours) to retain control of it.
Cost: 2 MP.
+ your level rounds. Cost: 1 MP.
Feather Fall an object or creature weighing up to your
level x 50 pounds falls as a feather. Cost: 2 MP.
Fireball deals 1d5 damage. 2MP.
Heal restores 1d5 + your level HP. 2MP.
Invisibility target remains invisible until it attacks. Cost: 1
MP.
Mage Armor your level bonus to toughness for 1d5
rounds. 3MP.
Magic Missile deals 1 damage; roll vs T. 0MP.
Minor Creation creates small object. 1MP.
Permanence cause any spell that affects a target to
become permanent. Cost: 5 MP.
Summon Monster summon monster of your toughness -1
and half of your HP. 4MP.
Draconic Magical Spells
Dragon Claws you may make an additional attack with
claws; +2P; lasts 1d5 rounds. Cost: 1 MP.
Dragon Skin opponents suffer 1 damage when melee
striking you; lasts 1d5 rounds. Cost: 1 MP.
Summon Dragon T8; 10 HP. Cost: 6 MP.
Gear -Weapon Gear Armor
Melee Armor
Weapon Class Attack Damage Cost Effect Armor Weight Cost Effect

Axe Med. +1 1 30g Light Leather Lt. 30g +1 H.P.

Dagger Lt. +0 1 10g Hide Lt. 50g +1 Toughness

Pole-arm Hvy. +1 2 60g Heavy Leather Med. 50g +2 H.P.

Short sword Lt. +0 1 15g Chainmail Med. 80g +1 H.P., +1 Toughness

Longsword Med. +0 2 25g Mail Med. 100g +2 Toughness

Bastard Sword Med. +0 2 45g Wielding the sword two handed +1 Scalemail Hvy. 100g +2 H.P., +1 Toughness
to Damage
Breastplate Hvy. 175g +1 H.P., +2 Toughness
Greatsword Hvy -1 3 65g
Platemail Hvy. 1000g +2 H.P., +2 Toughness
Two Handed Hvy +0 3 150g
Sword Shields
War Axe Hvy +1 2 60g Buckler Lt. 30g +1 HP

Staff Lt. +0 1 10g Blunt Medium Shield Med. 30g +1 Toughness, -1 Attack

Heavy Flail Med. +0 2 28g Heavy Shield Hvy. 100g +2 Toughness, -2 Attack

Rapier Lt. +0 1 55g +2 vs sword

Spear Hvy. +0 1 15g You may elect to conduct a power


challenge against an attacker each Gear Grenades
time you are attacked. Type Cost Range Radius effect
Mace Med. +0 2 27g Blunt Stun 150g 50 10 Immobilized for 1d5 turns
Lt. Flail Med. +1 1 26g Blunt Damage 150g 50 10 1d5 Damage
Hammer Med. +1 2 65g Blunt Smoke 150g 50 10 -5 to all rolls for 1d5 turns
Club Med. +0 1 8g Blunt Holy 150g 50 10 1D2 Damage or 1d5+2 against Evil, Good or Neurtal
Gauntlet Lt. -1 3 18g Blunt Bang 150g 50 10 Blinds for 1D5 turns

Ranged Alchemy 25g 50 5 1D2 Damage

Weapon Ranged Class Attack Damage Cost Effect Glue 25g 50 5 Immobilized for 1D2 turns

Hand Axe 40 Lt. +1 1 Tripping 25g 50 5 Reflex 5 check or be bound and tripped

Bow 75 Med. +1 1

Crossbow 100 Lt. +1 2 Items


Javelin 30 Med. +0 3 Object Cost Effect

Longbow 150 Med. +0 2 Books 50-64g Guides and References

Shortbow 50 Lt. +0 1 Double the effect of the Herbs & Medicine 5g Healing, Antidote, etc
Rapid Strike ability
Musical Instrument 60-100g Flute, Mandolin, etc
Throwing Dagger 30 Lt. +0 1
Crafting Tools 10g Wood craft
Whip 10 Lt. +0 1 On 10 bound and loses
Tobacco 12g 10 grams
turn
Carved Pipe 7g Wood
Long Whip 15 Lt. +0 1 On 10 bound and loses
turn Trip wire 23g 100
Sling 50 Lt. +0 2 Animal Call 6g Wood
Blowgun 40 - +0 - Darts do no damage, Spy Glass 175g +2 Spot
effects only
Caltrops 2s ea. Reflex check 6 or take 1D2 damage
Hvy. Crossbow 150 Hvy. +1 3
Waterproof Torch 20g Save 8 when wet
Ammo
Fine Robes / Cloaks 100g
Ammo Cost Effect
Old Gold Ring 75g 10% chance of the ring being magical
Normal 0g
Spellbooks / Scrolls 200-300g
Flaming 100g -1 Attack, 2 Damage / turn. Extinguished on Successful Intellect check
5. Magic Ink & 83g
Parchment
Poison 100g 1 Damage / turn
Candles 1c
Paralyze 75g Lose 1 turn
Crystal Ball 500g
Sleep 150g Unconscious for 1D5 turns
Magical Vessels 150g Cups, Decanters, etc
Blind 100g Blinded for 1D5 turns
Potion 45-60g Spell base 45 base + 7g per MP
Deaf 100g Deafened for 1D5 Turns
Holy Texts 500-600g
Slowed 100g Movement for 1d5 turns
Amulet of Power 200-300g

Religious Garments 35-60g

Holy Artifact Priceless Banish creatures opposed to your deity

Divine Scpeters 400-999g


Crafting Enhancement Crafting
Enhanceme Cost Effect
nt

Balanced +150g +1 Attack Crafting items is a Weeks worth of work and a Craft (Intellect) check and the
target number is for the following:
Sharp +200g +1 Damage

Elven Steel +200g One weight category lighter Weapon: 4 +Damage, + bonus to Attack and +1 if the weapon has an effect.
Dwarf Steel +1000 +1 damage and one weight category heavier
g Armor: 5 + Toughness bonus + Hit Point bonus
Poisoning +1000 Can carry poison in weapon
g Ammo: Target Number for: Normal is 4, 75g value is 6, 100g value is 7, and
150g value is 8.
Hooked +200g Tripping, Reflex 6 check

Stunning +300g Lose 1 turn on a 10 (1d10) Grenades: if alchemically created, Target Number for the 10 radius is 8, and
Strengthene +300g +1 Hit Point the 5 radius is 5.
d

Toughened +300g +1 Toughness Crafting Enhancement is applied after the item is created, or towards the end
of creation process, with a target number of 6.
Magic Enchantment
Magic Enchantments that are from a spell, you use the rules laid our for the
Enchantment Cost Effect
class that has those spells/abilities: (Nature Spell) Weapon Growth, (Magic
Slayer 750g +2 Damage against a Race Spell) Light, (Magic Spell) Invisibility, (Magic Spell, Dragon) Dragon Skin,
Greater Slayer 2000 +2 Damage against a Type (Artificer Ability) Magic Fire, (Artificer Ability) Magic Ice, (Artificer
g Ability) Magic Lightning, (Artificer Ability) Arcane Projectiles Ammo.
Protective Mail 750g +2 Toughness against Race
All others Target Numbers are: 6 and for those over 1000g value, 8.
Greater Protective Mail 2000 +2 Toughness against Type All other items, is up to the Game Master but a target number of 5 is a
g
reasonable starting point.
Divine Mail 750g +2 Toughness against Evil, Good or Nuetral

Armor Enhancement 750g +1 Toughness

Greater Armor 2000 +2 Toughness


Enhancement g

Power Enhancement 750g +1 to HP, PP, MP, Power, Aspect, Intellect or Reflex

Greater Power 2000 +2 to HP, PP, MP, Power, Aspect, Intellect or Reflex
Enhancement g

Weapon Growth 3000 +1 Attack and double damage


g

Light 100g Light the area 10 x character level

Invisibility 1750 Invisibility, disappears when attacking.


g Can be renewed by using 1 attack action

Dragon Skin 1000 Melee attackers take 1 damage.


g

Magic Flame 3000 +1 Damage (Fire).


g On a 10, target is set aflame for 1pt. of damage
Extinguished on Intellect 6 check

Magic Ice 3000 +1 Damage (Ice).


g On a 10, target is immobilized for 1d5 turns

Magic Lightning 3000 +1 Damage (Electricity)


g On a 10, All targets in a 10 burst will take 1 damage.

Magic Weapon 1000 +1 Attack or +1 Damage


g

Greater Magic Weapon 2500 +1 Attack and +1 Damage


g

Arcane Ammo 1000 Ammo ignores cover, Corners and Range


g

Piercer 1500 Ignores armor bonus to toughness


g

Skill Enhancement 500g +1 to a skill

Greater Skill 1250 +2 to a skill


Enhancement g

Hardened Armor 1000 Reduces damage by 1 on a Save 5.


g

Greater hardened Armor 2500 Reduces damage by 1.


g

Spell Storing 1500 Holds 1 spell until used, then another can be stored.
g
Monsters Sometimes mistaken for a their faces are now misshapen
Monsters are list with Stat Block of defining Characteristics large hill or berm, the earth and limbs swollen and
the base ones are listed as: Toughness (T), Hit Points (HP), giant is a behemoth intent on disproportional. A green
Power Points (PP), Magic Points (MP), Power (P), Aspect protecting its territory. florescing fungus grows on
(A), Intellect (I), Reflex (R). If no other information is listedSwordsman (T10; 6HP; 0P, the surface of their discolored
then it is assumed that the monster has a single melee attack 0A, 0I, +2R) skin, glowing brighter when
of +0 to Attack and 1 Damage. Each ability will be list on a Weapon: Rapier the mutants use their dark
seperate line to make it easier to read. Riposte gain one attack thoughts ability.
against an opponents failed Deepwater monitor (T6;
Old School: melee attack 8HP; Weapon: Primitive spear,
Giant Crabs (T8; 2 HP 0PP Red Robe Cultists (T7; 5 HP; A highly skilled swordsman is throwing sling, or stone club)
0MP; +1P, 0A, 0I, 0R) 0P, 0A, 0I, +1R)) a portrait of swift beauty and these black-scaled, bipedal
Ravenous Sea Birds (T4; 1 White Robe Cultist (T6; 10 cunning menace; a warrior far lizards have the proportions of
HP; 0P, 0A, 0I, +2R) HP; +3P, 0A, 0I, 0R) more capable with a blade humans. Their eyes are black
Rats (T5; 3 HP; +1P, 0A, 0I, longsword: deals +1 damage than most. as coal, and they can be
0R) on a roll of 8+) Acrid slime (T4; 8HP; virtually invisible in their
Acrid Slimes (T4; 8 HP; 0P, Fish Beasts (T6; 2 HP; 0P, Weapon: Acrid Smoke and native habitat of caves and
0A, 0I, 0R) 0A, 0I, 0R) Acid) brown to black in subterranean lakes. They are
Acidic Monster rolls a D10 poisonous bite -1 attack for 1color, acrid slimes lay in wait fairly intelligent, and will
and on roll of 10, destroy round, melee for their victims in often stalk their prey in groups
metallic weapons, when Goblin (T6; 1HP; 0P, 0A, 0I, subterranean passages. Once of 6-10, striking suddenly and
attacked with a successful +1R) stepped on, they release with great ferocity.
melee attack. Weapon: gnarled dagger billows of black smoke, Direwolf (T10; 4HP; Weapon:
Blackscale Leeches (T6; 5 Though small in stature, blinding their victims Mighty jaws) considerably
HP; 0P, 0A, 0I, 0R) goblins can be formidable completely for 1d10 rounds larger than common grey
-1 to all attacks made by enemies in large enough and causing 1 damage for wolves, direwolves range from
Monster groups. every round (or five seconds) dark grey to black. They are
Deepwater Lizards (T10; 4 Wild Boar (T4; 4HP; +2P, 0A, the victims remains in contact. intelligent and vicious pack
HP; 0P, 0A, 0I, 0R) 0I, 0R) Blackscale leech (T6; 5HP; hunters, but will flee if more
Darkmind Mutants (T7; 7-9 Aggressive and territorial, Weapon: sucking mouth; -1 to than half the pack is brought to
HP; 0P, 0A, 0I, 0R) wild boar will charge their attacks on land) unusually or below half their HP.
Dark thoughts on roll of 10 targets using their long, large, these leeches average 4-
on a melee attack, invade dangerous tusks. 6 feet in length. They are
targets mind; target must Lizard-folk Archer (T8; 1HP; capable of traveling over land
aspect check 6 or lose turn 0P, 0A, 0I, +2R) (moving as a snake would),
Shrewd Hatchlings (T6; 10 Weapon: bow but may only be out of water
HP; 0P, 0A, 0I, 0R) Swift and silent, lizard-folk for five minutes at a time.
+3 DAM, Melee archers never engage in Blackscale leeches are
Dark Serpent (T4; 18 HP; 0P, combat directly, instead commonly found in
0A, 0I, 0R) preferring to hide and strike subterranean lakes.
+3 DAM, Melee their targets from a distance. Black-robed cultist (T6; 7HP;
Toxic bite aspect check 5 or Young Green Dragon (T6; Weapon: simple dagger) the
-1 attack for 1 round; Darken 10HP, 2MP; +3P, 0A, +1I, 0R) followers of a mysterious, sea-
becomes invisible for 1 round) +2 melee damage worshiping cult, black-robed
Blackwater Aberration (T4; Spell: Illusory feint lower cultists are utterly devoted to
HP 20; +3P, 0A, 0I, 0R) targets toughness by 4 for one their strange and secretive
Giant Weta (T3; HP 1; 0P, attack. 1MP) faith. They will carry out any
0A, 0I, 0R)) The green dragon is cunning order in the name of their
Villagers (T4; 5 HP; 0P, 0A, and quick, using its magic to nameless god of the deep.
0I, 0R)) confuse or delude its Darkmind mutant (T7; 7-
Drunken Villagers (T4; 6 HP; opponents before striking a 9HP; Weapon: Mangled claws;
+1P, 0A, 0I, 0R) deadly blow. Ability: Dark thoughts on a
The Mayor (T10; 6 HP; +2P, Earth Giant (T4; 15HP; +4P, roll of 10, invade targets mind,
0A, 0I, 0R) 0A, 0I, 0R) target must aspect check 6 or
The Sea Hag (T2; 2 HP; 0P, +1 damage lose turn) hideous
0A, 0I, 0R) Quake all targets in a 50 foot subterranean monsters,
Black Robe Cultists (T6; 7 radius save 5 or lose one darkmind mutants appear to
HP; 0P, 0A, 0I, 0R)) combat turn have once been human, though
Drunken villager (T4; 6HP; crags. Giant crabs are Takes 1 less fire damage, succeeds. Can create webbing
+1P) brash and vulgar, extremely aggressive and Diseased Bite, 5 power save or to trap creatures.
drunken villagers are usually possess one giant claw. become infected with a
looking for a fight. Despite Giant Weta (T3; 1HP)- disease. Fly
their unruly behavior, they will possessing a voracious (T5, 1HP, -2P, 0A, 0I, +1R)
flee battle if things ever get appetite, the giant weta is a Snake Flies
too serious. large, carnivorous insect. (T5, 5HP, +1P, 0A, 0I, +2R)
Fish beast (T6; 2HP) an Measuring two feet long and Poison Bite, 6 Power save or Beetle
unholy alliance between fish one foot tall, they are usually take 1 Damage per turn, (T6, 3HP, 0P, 0A, 0I, 0R)
and man, fish beasts found in huge swarms. make save each round until Has a hard shell
commonly haunt peculiar and Goblin (T6; 4HP 1MP; +1R; save succeeds
secretive seaside towns. They Weapon: gnarled dagger;
show little intelligence, and Spells: 1. Swarm of evil Turtle Others:
are usually controlled by causes a hordes size to appear (T7, 5HP, +1P, 0A, 0I, 0R) Worms
another, more sinister, entity. to triple for 1d5 rounds) Takes 1 less fire damage (T3, 1HP, 0P, 0A, 0I, 0R)
Giant Crab (T8; 2HP; +2P; approximately 3-5 feet tall and
Weapon: Giant claw Ability: waifish, goblins are timid in Amphibians: Bats
Vice grip on a successful small numbers, but bold and Frog (T5, 2HP, 0P, 0A, 0I, +2R)
attack, victim must aggressive when in groups of (T5, 3HP, 0P, 0A, 0I, 2R) +1 Damage, Melee
power/reflex save 5, if failed ten or more. Can live in water
victim is pinned and may not Rats
move until successful save)- at Aquatic: (T4, 1HP, -1P, 0A, 0I, +1R)
four feet tall and eight feet Fish
wide, giant crabs are true (T5, 3HP, 0P, 0A, 0I, +1R) Squalls
terrors. They dwell on beach Lives in water (T6, 1HP, -1P, 0A, 0I, +1R)
shores and rocky sea cliffs,
making nests in the rocky Octopus Moose
New School: (T4, 4HP, +2P, 0A, 0I, +1R) (T5, 5HP, +2P, 0A, 0I. +1R)
Monsters: Grab, melee attack succeeds, +2 Damage. Melee
Canines: Birds: the target is grabbed and can
Dog Song Bird only attack the Octopus or Deers
(5T; 1HP; +1P, 0A, 0I, +1R) (T5; 1HP, 0P, 0A, 0I, 0R) break the grab T7 Power save. (T5, 3HP, +2P, 0A, 0I, +1R)
+1 to Listen, +1 to Spot Can Fly Lives in water but can briefly +1 Damage, Melee
be on land.
Wolf Falcon Cows
(5T; 2HP; +2P, 0A, 0I, +1R) (6T; 5HP, +2P, 0A, 0I, +1R) Squid (T5, 3HP, +2P, 0A, 0I, +1R)
+1 to Listen, +1 to Spot +1 Melee Damage, Can Fly (T6, 4HP, +2P, 0A, 0I, +1R)
Lives in water. Grab, melee Horse
Worg Hawk attack succeeds, the target is (T5, 5HP, +3P, 0A, 0I, +1R)
(6T; 5HP; +3P, 0A, 0I, +2R) (T6; 5HP, +3P, 0A, 0I, +1R) grabbed and can only attack Moves Fast
+1 to Listen, +1 to Spot +1 Melee Damage, Can Fly the Squid or break the grab T7
Power save.
Felines: Eagle
Cat (T7; 5HP, +3P, 0A, 0I, +1R) Eel
(T5; 1HP; 0P, 0A, 0I, +2R) +1 Melee Damage, Can Fly (T4, 2HP, 0P, 0A, 0I, +1R)
+1 to Listen, +1 Damage, Lives in water. Electric shock:
Melee Owl Range 5, all within the range
(T7; 5HP, +2P, 0A, 0I, +1R) must make a 5T Power check
Tiger +2 Melee Damage, Can Fly or be stunned
(T6, 3HP; +1P, 0A, 0I +3R) (Lose all actions for 1 turn)
+1 to Listen, +1 Damage, Reptiles:
Melee Lizard, Sm. Bugs:
(T4, 2HP, 0P, 0A, 0I, 0R) Spider
Lion Takes 1 less fire damage (T4, 1 HP, -1P, 0A, 0I, -1R)
(T6; 6HP; +3P, 0A, 0I, +3R) Poison Bite, 6 Power save or
+1 to Listen, +1 Damage, Lizard, Lg. take 1 Damage per turn, make
Melee (T5, 5HP, +1P, 0A, 0I, 0R) save each round until save
Draconic: Tradesman enhance the damage of their
Dragons Bandit Leader (T4, 2HP, 2PP, +1P, +1A, +1I,
attacks by 1 per PP spent.
(T6; 10HP, 2PP; +3P, 0A, +1I, (T7, 5HP, 2PP, +2P, +1A, +1I, +1R) Bloody Rage: When reduced
0R) +1R) Persuade, Craft to or below half of your total
+2 Melee Damage; Evade: Dodge an opponent's HP, you enter a bloody rage.
Fire Breath: Once per attack. Costs 1 PP. Merchant This state lasts for 1d5 + your
encounter or 1PP, 2 damage in Persuade, Intimidate (T4, 2HP, 2PP, +1P, +1A, +1I, level rounds and grants you +4
a short cone blast in front of +1R) temporary HP and an
the dragon. (City) Persuade, Intimidate additional +2 temporary
Guard damage.
Drake (T5, 4HP, 2PP, +2P, 0A, +1I, Bureaucrat Longsword
(T6; 10HP, 2MP; +3P, 0A, +1R) (T4, 2HP, 2PP, +1P, +1A, +2I, Intimidate
+1I, 0R) +1 Damage with Longsword. +1R)
+2 melee damage Persuade, Intimidate Persuade, Intimidate

Hydra Guard Captain Mayor


(T6; 10HP, 2MP; +1P, 0A, (T6, 5HP, 2PP, +3P, +1A, +1I, (T6, 4HP, 2PP, 0P, +2A, +2I,
+1I, 0R) +1R) 0R)
3 Melee attacks; +1HP gained +1 Damage with Longsword Persuade, Intimidate
from successful Melee Attack Persuade, Intimidate
Courtier
Humanoids: (T7, 4HP, 2PP, 0P, +1A, +1I,
(Bandis) +2R)
Bandit Conceal, Persuade
(T7, 5HP, 2PP, +2P, +1A, +1I,
+1R) Courier
Evade: Dodge an opponent's (T7, 4HP, 2PP, 0P, +1A, +1I,
attack. Costs 1 PP. +2R)
Sneak, Hide Conceal, Persuade

Raider King
(T7, 5HP, 2PP, +2P, +1A, +1I, (T8, 6HP, 2PP, +1P, +2A, +1I,
+1R) +1R)
Sneak attack: You may add +1 Damage with a weapon.
your level as a bonus to Intimidate, Persuade
attempts to sneak. If this
ability is used as an attack, Entertainer
you deal an additional +1 (T8, 6HP, 2PP, +1P, +2A, +1I,
damage if successful. +1R)
Hide, Intimidate Gain favor: Once per four
hours, through song, story, or
Marauder ale, gain the favor of up to 5 x
(T7, 5HP, 2PP, +2P, +1A, +1I, your level non-evil entities.
+1R) They will help and possibly
Sneak attack: You may add even fight for you.
your level as a bonus to Persuade, Acrobatics
attempts to sneak. If this
ability is used as an attack, Business owner
you deal an additional +1 (T5, 3HP, 2PP, 0P, +1A, +2I,
damage if successful. +1R)
Conceal, Intimidate Persuade, Intimidate

Looter (Military)
(T7, 5HP, 2PP, +2P, +1A, +1I, Soldier
+1R) (T6, 5HP, 2PP, +2P, +1A, 0I,
Evade: Dodge an opponent's +1R)
attack. Costs 1 PP. Power strike: Fighters can
Hide, Conceal use power points (PP) to
Officer Prestidigitation: This spell Priest On successful melee attack, T8
(T7, 6HP, 2PP, +2P, +1A, 0I, creates a small, brief illusion (T5, 5HP, 5PP, 7MP, +1P, Power check to avoid losing a
+1R) such as colored smoke, +2A, +2I, 0R) turn. Cannot heal naturally
Power strike: Fighters can dancing lights, or a sound. Can Words of Strength: Once per
use power points (PP) to be cast in a range 20 feet. combat encounter, you recite a Ghost
enhance the damage of their Stunning Spell: Magic-users short invocation that grants +2 (T10, 5HP, 1PP, +2P, +2A, 0I,
attacks by 1 per PP spent. may spend 1 PP (in addition to power to all allies (including +1R)
Bloody Rage: When reduced the attack spell cost) to cause a yourself) within earshot, the +2 Melee Damage, Cannot
to or below half of your total creature to lose one turn per effects of which last one heal naturally
HP, you enter a bloody rage. PP spent. combat round.
This state lasts for 1d5 + your Detect (Magic) Words of Healing: Once per Banshee
level rounds and grants you +4 AT Level 1: Magic Missile combat encounter, you recite a (T10, 5HP, 1PP, +2P, +2A, 0I,
temporary HP and an (0MP), Magic Armor (3MP), short invocation that grants + +1R)
additional +2 temporary Fireball (2MP), Heal (2MP) your level hit points (HP) to +2 Ranged damage. Cannot
damage. all allies within earshot, not to heal naturally
Longsword Spell slinger exceed their maximum amount
Intimidate (T5, 5HP, 5PP, 7MP, 0P, +2A, of HP. (Generic)
+2I, +1R) Concentrate (1MP), Perform Bipedal
Commander Re-spell: If you cast a spell Miracle (T6, 6HP, +2P, 1A, 1I, +2R)
(T7, 8HP, 4PP, +2P, +1A, 0I, last combat round, you may Persuade
+1R) cast the same spell again for Quadruped
Power strike: Fighters can half its cost. Avatar (T6, 8HP, +2P, 0A, 0I, +3R)
use power points (PP) to AT Level 1: Magic Missile (T7, 10HP, 5PP, 7MP, +1P,
enhance the damage of their (0MP), Magic Armor (3MP), +2A, +2I, 0R)
attacks by 1 per PP spent. Fireball (2MP), Heal (2MP) Words of Strength: Once per
Bloody Rage: When reduced combat encounter, you recite a
to or below half of your total short invocation that grants +2
HP, you enter a bloody rage. power to all allies (including
This state lasts for 1d5 + your yourself) within earshot, the
level rounds and grants you +4 effects of which last one
temporary HP and an combat round.
additional +2 temporary Words of Healing: Once per
damage. combat encounter, you recite a
Longsword short invocation that grants +
Intimidate your level hit points (HP) to
all allies within earshot, not to
General exceed their maximum amount
(T8, 10HP, 6PP, +2P, +1A, 0I, of HP.
+1R) Concencrate (1MP), Perform
Power strike: Fighters can Miracle, Dispel Evil (1MP)
use power points (PP) to Persuade
enhance the damage of their
attacks by 1 per PP spent. Undead:
Bloody Rage: When reduced Skeleton
to or below half of your total (T6, 2HP, 1PP, +2P, +1A, 0I,
HP, you enter a bloody rage. +2R)
This state lasts for 1d5 + your Mace, Shield
level rounds and grants you +4 Cannot heal naturally
temporary HP and an
additional +2 temporary Zombie
damage. (T5, 5HP, 1PP, +2P, +1A, 0I,
Longsword +2R)
Intimidate +1 Melee Damage; Cannot
heal naturally
(Spell Caster)
Mage Mummy
(T5, 5HP, 5PP, 7MP, 0P, +2A, (T6, 5HP, 1PP, +2P, +2A, 0I,
+2I, +1R) +1R)
Winged Evil Lich (+2HP, +1A, +1I)
(T6, 4HP, +2P, 0A, 0I, +3R) (+2T, +5HP) +1 Any Detect
Can fly Calm Regenerates 1 HP every
Good minute outside of combat; Will Half-Giant
Templates: take 2 addition damage from (+2HP, +3P, -1I, -1R)
Templates can be laid on top any fire attacks +2 Intimitadate
of each other, with a few (Monstrous Type)
exceptions, and/or on top of Scaled (Race Type) Dark Elf
existing monsters to make a (+4HP, +1T) Dwarf (+2HP, +1P, +1R)
new one. (+4HP) +1 Acrobatics
Wild +1 Damage against Goblins;
(Religious Type) (+4HP) Low Light Vision 100 High Elf
Demon +1 to Sneak (+2HP, +1P, +1A, +1I, +1R)
(+1P, +1R) Elf No Innate Abilities
Evil; +2T Against Non- Mutated (+2HP, +2I)
Religious types; +1 Damage to (+1D10HP) +1 Any Know Goblins
Good +2 to Intimidate (+1T, +1HP, +1A, +1R)
Halfling +1 Attack against Humans
Angel Were (+2HP, +2PP)
Good; +2T Against Non- (+1T, +4HP) +2 Sneak Orc
Religious types; +1 Damage to Pick one creature as alternate (+1T, +2HP, +1P)
Evil form. In full transformation, Human +1 Damage, Melee
The Were can change into an (+2HP, +2A)
(Natural Type) creature type, but it takes 1 +1 Persuade; +1 Damage Troll
Larger minute to fully change from against Natural (+2HP, +2P)
(+1T, +2HP) original form to creature form. Regenerates 1 HP per Round
+1 to Intimidate In Hybrid Transformation, Gnome (5 Sec.)
which take 30 seconds, the (+2HP, -2P, +2R)
Smaller Were pick up the ability of the +2 Hide; Dark Vision 50 Paragon
(+1T, +2R) creature form. (+2HP, +2P, +2A, +2I, +2R)
+1 to Hide Wild Elf
Solo (+2HP, +1P, +2R)
Gigantic (+2T, +10HP, +2P) +1 Damage against Human
(+2T, +2HP, +1P) This powerful creature is
designed to take on a group of Half-Elf
Tiny PCs.
(+1T, +2R)
+1 to Sneak; +2 to Hide Swarm
(+1T, +2HP)
Weak Tiny creatures form a single
(-1P,+1R) entity and act as much.
+1 to Acrobatics Aquatic
Lives in and can breath water.
Strong
(+2HP, +1P) (Unnatural Type)
+1 to Intimidate Undead
(+1T, +1P)
Winged +2 Melee Damage; Can not
(+1R) heal naturally; Will take 2
Can fly addition damage from any fire
attacks
Harden
(+5HP) Vampire
(+1T, +1P, +1I)
Armored Gains 1HP on successful
(+1T) Melee Attack; Will take 2
addition damage from any fire
Rabid attacks; +1 to Persuade
Monsters are comprised of three simple components:
Statistics the numbers and mechanics behind the monster.
This will include things like HP, MP, PP, and attribute scores,
but also class and racial abilities.
Weapons like swords and shields, or natural weapons like
fangs and claws. These dont always have special features
(like damage or attack bonuses), but should always be
included so that GMs better understand how the monster
inflicts damage.
Descriptions a description informs the GM what players
should know about the monster, ranging from its appearance
to its observable behaviors.

As seen in the Bestiary section, there are three levels of


monster: basic, advanced, and legendary.
Basic monsters are common and prolific enemies. Their
combat skills are limited, so they rely on large numbers to
overwhelm their opponents. Average statistics are: 2-8 HP, 1-
3 MP, 1 or less PP, and T5-T8; one weapon; may assign a
total of 2 points to their attribute scores; if magical, no more
than 3 spells. For encounter balancing, their should be 2-4
times more basic monsters than characters.
Advanced monsters are similar to characters, often having
names, reputations, or other designators of import. Average
statistics are: 8-14 HP, 5-8 MP, 2-3 PP, and T7-11; multiple
weapons; may assign a total of 6 points to their attribute
scores, not to exceed 4 in any single attribute; if magical, no
more than 6 spells. For encounter balancing, there should be
1-1.5 times more advanced monsters than characters.
Legendary monsters are woven into the fabric of the cultures
they haunt. Fables and myths shroud their true and even
more terrible nature, imposing a great, seizing dread on
those who speak their names. Average statistics are: 14-30
HP, 10-15 MP, 4-8 PP, and T10-15; multiple weapons; may
assign a total of 10 points to their attribute scores, not to
exceed five in any single attribute; if magical, no more than
10 spells. For encounter balancing, there should be no more
than .5 times more legendary monsters than characters,
though one is usually sufficient.

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