Decked Player Guide v20.03
Decked Player Guide v20.03
Decked Player Guide v20.03
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Decked
A TABLETOP RPG
Z. K. Rucker
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Mage ................................................. 22
CONTENTS Mercenary ......................................... 23
Introduction ............................................... 4 Monk................................................. 23
If You Are New to Tabletop RPGs ..... 4 Scoundrel .......................................... 24
Common Terms ................................... 4 Skald ................................................. 24
Rules Overview ....................................... 4 Sorcerer ............................................. 25
A Note on Math ................................... 5 Survivalist ......................................... 25
Conflicting Rules ................................. 5 Swashbuckler .................................... 26
May and Cannot .................................. 5 Wanderer .......................................... 27
What You Need to Play ........................... 6 Marksman ......................................... 27
Character Creation ................................... 6 Soldier............................................... 27
Making a Character ................................. 6 Attributes .............................................. 29
Character Sheet OVerview ...................... 8 Strength............................................. 29
Playable Races ....................................... 11 Finesse .............................................. 29
Dwarf ................................................. 12 Intelligence ....................................... 30
Elf ...................................................... 13 Willpower ......................................... 30
Gnome ............................................... 14 Endurance ......................................... 30
Goblin ................................................ 15 Dodge................................................ 31
Halfling.............................................. 16 Awareness ......................................... 31
Human ............................................... 17 Resolve ............................................. 31
Strange Races ........................................ 18 Languages ............................................. 32
Bright Elf ........................................... 18 Language Requirements ................... 32
Cat-Folk ............................................. 18 Language List ................................... 32
Half-Elf .............................................. 18 Alternate Languages ......................... 35
Half-Orc............................................. 18 The Languages of Epta ..................... 35
Lizard-Folk ........................................ 18 Cards and Decks ................................... 36
Northman ........................................... 19 Customization and Stylized Decks ... 36
Omen ................................................. 19 Perks, Experience and Leveling ........... 36
Raven-Folk ........................................ 19 Perks ................................................. 37
Unbound Golem ................................ 19 Skills ......................................................... 50
Wraithling .......................................... 20 Trained and Expert ............................... 50
Backgrounds .......................................... 21 Non-Combat Skills ............................... 50
Doctor ................................................ 21 Combat Skills ....................................... 52
Jack of All Trades.............................. 22 Using a Skill ......................................... 53
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INTRODUCTION
If You Are New to Tabletop RPGs
Decked is a tabletop RPG, which stands for Role
Playing Game. These games are a kind of shared For Example:
storytelling combined with a strategy game. The main
difference between an RPG and a strategy or This is a call out box. Sometimes,
computer game is that in an RPG, you are not boxes like this one will appear next to
constrained by a program or set of rules and tactics. If rules sections to give real-life
you can think of it, you can try it – to varying degrees examples of how or when that rule
of success. may come up, or to suggest ways to
implement the rules into your game.
The story in an RPG is told by everyone at the table.
Several people called Players take on the roles of
fictional heroes they create called characters, or PCs for Player Characters. Another person will
take on the role of the Game Master, who oversees informing the Players what is happening in the
world their characters are in, while the Players inform the GM what their characters do and say in
reaction.
When you play for the first time it is recommended that the GM be someone with at least some
experience in Tabletop RPGs, even if they only watched videos on the internet. If no one has
experience, that’s okay too, but it is recommended that the person who will be the GM become
familiar with all these rules, including the ones for players like character creation.
Common Terms
GM = Game Master (the person who runs the game).
PC = Player character (the other people playing in the game).
NPC = Non-player character (any character controlled by the GM instead of a Player).
RULES OVERVIEW
Many RPGs use dice to randomize the outcomes of actions the Characters take when the outcome
is uncertain. In Decked, however, cards are used to determine success or failure. When a player
wishes to do something in the game where failure is a possibility, they will usually flip a card and
add a number from their character sheet to see if they pass or fail. This works for bluffing in a game
of chance, tracking a quarry through the woods or even attacking during combat.
During combat, players take turns to do what they want and spend Action Points, or AP, on different
actions. Most actions take only one AP, but some take multiple, while others even cost nothing.
Outside of combat players may usually act in any order they wish, possibly conversing with each
other to determine the best thing to do, however the GM may sometimes have players act in combat
style with AP and turns outside of actual fighting, usually if time and positioning is important, like
when solving puzzles or traversing traps in a dungeon.
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Characters in Decked will progress in a nonlinear system, meaning that there are no set paths for
abilities or equipment. As a character grows in power, they may choose from many options to set
them apart from others. The numbers may seem low at first to many RPG veterans, and this is on
purpose. The numbers will grow, but not by much, meaning that a low-level character may still be
a threat to a high-level one.
If this would create a fraction, always round down to the nearest whole number.
Conflicting Rules
Decked is a large game, and inevitably there will be times when the wording of two abilities or
perks seem to directly oppose each other. In the case that an ability, like a perk, spell, or other
special function of a character or item would oppose the rules, the ability takes priority. If two
abilities would happen at the same time, like at the start of a character’s turn, then the active player
decides the order in which they happen. If two abilities directly conflict, see “May and Cannot”
below.
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In the case that one ability says you MAY do something, and another says you CANNOT, then you
cannot.
These rules assume that the players will be using a map and figures to mark character’s and
enemies’ locations, though it is possible to play without them. The cheapest way to do this is to use
graph paper and small dice or tokens to mark locations, while some people find they like to use
large, printed mats and painted miniatures. The choice is entirely up to your group. It is possible to
play Decked without a map at all, but you may find you need to change or clarify ability text if you
do so, as much of it involves spaces, line of sight, and other effects the map would usually be used
to keep track of. Alternately, Decked can be played out on terrain like a wargame by simply
replacing each space with one inch (four spaces becomes four inches, etc.).
CHARACTER CREATION
MAKING A CHARACTER
Every Player will need to make a Character to represent themselves in the game world. To do this,
you will pick a Race and Background. Then, you will set your Attributes and record your
equipment. Your Race and Background won’t change during the game, and each provide small
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bonuses and drawbacks. If you’re unsure what to pick, just pick one of the playable races and follow
it’s quick-build guide.
After choosing both a race and a background, you will allocate twelve points on your Primary
Attributes. To do this, you will assign one-to-five points to Strength, Finesse, Intelligence and
Willpower until they total twelve when added
together. Then, the Secondary Attributes will
be calculated using those same numbers as For Example:
follows:
Jeff is creating his character. He wants to be
• Endurance equals Strength times two, focused on melee combat and so he has
plus two E=(Sx2)+2 decided to put five of his twelve points into
Strength. His remaining seven points are
• Dodge equals Finesse D=F
divided amongst the rest. Since he wants to
• Awareness equals Intelligence A=I
get heavy armor and isn’t focused on ranged
• Resolve equals Willpower plus two
attacks, he decides he only needs a two in
R=W+2
Finesse. He wants more cards, so he only
Keep in mind your race may change these. puts two in Intelligence allowing him to put
his remaining three points in Willpower, so
After you assign your Attributes, you will need he can have a higher Resolve and more
to collect your equipment based on your cards in his hand.
background. Most backgrounds will present
you with a few choices, allowing you to With this array of 5, 2, 2 and 3, his
customize your equipment. If you’re not sure Secondary Attributes will be 12, 2, 2 and 5.
what to take, you can consult the quick-build The race he chose may change these – since
guide for each of the playable races. If a Jeff chose a Dwarf, he will gain an extra
Background would give you a Ranged three points of Endurance, for fifteen total.
weapon, you also gain 10 ammunition if it uses
Ammo.
After that, you will need to choose a single Perk for every level you possess. Most characters will
start at level one with a single Perk, but your GM may start you at a different level, or even level
zero with no Perks. Once you have selected any Perk(s) you get, your character is ready. However,
there are ways to customize it further. Every class grants an amount of money to start with. You
may use these funds to acquire extra weapons, armor or items by spending the amount listed in the
item’s Cost and recording the item on your character sheet. All items are available to purchase at
character creation.
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Red (A-D) is for the starting info like Attributes and Race/Background choice. These are also the
sections that are modified by your Race.
Green (E-F) is for the info filled in by your Background, like starting Skills and Equipment.
Brown (G-I) is for the info you fill in after your Race and Background are selected. Things like
finalizing your Defense Total or choosing Perks and Words of Power.
A. This area is for recording general information. First is a spot for the Character’s Name and
Player’s name, so people can tell who’s sheet it is and what character it represents. Afterwards
there is a spot for current Level and Experience. Usually, new characters start at level 1. Finally,
there is a spot here to record your choice of Race and Background. When written out, this often
describes your character fairly well, like “Dwarf Soldier” or “Gnome Doctor”.
B. The Four Primary Attributes. These are determined by you allocating 12 points. Each Primary
Attribute must range from 1-5, though your Race can change how high they are allowed to go.
For example, a Goblin can have a Finesse ranging from 1-6 instead, but their Strength can only
be from 1-3. Some Races even change how many points you can spend, like the Human who
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gains +1 Attribute point for a total of 13. You’ll notice that beside the Primary Attributes are
suits: These indicate what Attribute is damaged if you take damage while at 0 End, as well as
which suits are used by that Attribute the most. For example, casters using Int will often need
Clubs more than any other suit.
C. The Four Secondary Attributes. These are calculated based on the Primary Attributes and then
adjusted by your Race. The calculations can be found on Page 7 at the beginning of this
Chapter, and your Race will usually modify one or more of them.
D. Move Value. This is set by your Race and is the number of spaces you can move with a Move
action.
E. Skills. This is a spot to record which Skills you are Trained or Expert in, as well as a spot to
mark if you have recurring Advantage or any other special effects due to Perks or
Enchantments. Your Background will give you a choice of several Skills you can be Trained
or Expert in to start. Skills are separated into Combat and Non-Combat.
F. Armor, Shield and Weapons. This area is to record your worn Armor and/or Shield, as well as
frequently used Weapons. Your Background will give you choices on some starting equipment,
and you can record them here or in section H.
G. Current End, Total Defense and Notes. Now that you’ve filled out all the items from Race and
Background, you can use this section. The Current section denotes your current Endurance, for
when you take damage. The section below that is for calculating your Total Defense using your
Dodge, bonus from Armor and miscellaneous sources, and adding them together. You can also
record your DR value, if any, and check the box for what kind of armor you are wearing, as
well as if you have a Shield equipped. Finally, there is a Notes box for any status effects or
other small bonuses and penalties you wish to record so you don’t forget.
H. Inventory, Traits and Perks. Here you can record your Inventory, the items you don’t have
equipped or don’t need to know all the details for. In addition, you can use the starting money
provided by your Background to purchase extra equipment to record here. On the other side is
a place to record your starting Trait(s) from your Background, as well as any Perks you have
chosen due to your Level.
I. Source, Power and Augment Words of Power. This area is for those who learn magic. If your
Background has a Grimoire, or if you gain one later, you can record the Words of Power in it
here. It is recommended that you have an additional sheet for recording some pre-made spells
to default to if you have troubles calculating your spells on the fly during combat.
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MAKING A CHARACTER
STARTING LEVEL
The GM sets the starting level for the Players.
Player Characters usually start at level one.
PICK A RACE
Each Player may select one Race for their Character.
ATTRIBUTES
12 Distribute twelve points across your Primary Attributes.
Keep in mind any special rules your Race imposes.
PICK A BACKGROUND
Each Player may select one Background for their Character.
SELECT PERKS
A character may gain one Perk per every level they possess.
Usually you start at level one with a single Perk.
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PLAYABLE RACES
Picking your race is an important choice, as certain races are better at certain things. For example,
a dwarf will typically make a much better soldier than an elf, but elves generally make better
wizards. If you are the Game Master, you should read the description of each race to familiarize
yourself with them for use in the game, and to have a general idea of their advantages as well as
their drawbacks.
Each race is presented with the name of the race, followed by the stat changes. Stat changes are
ways the race will affect your character’s abilities in the game. These changes may tell you that a
certain Attribute has a new maximum or minimum value. A new maximum or minimum value
means you may put up to that many points into that Attribute, instead of the usual five-point limit.
Some races may instead have a +X or -X to an Attribute. This means that after you have allocated
all of your Attribute points, that Attribute will be modified by an additional X.
A stat change may also inform you that you are Trained in a certain skill. If this happens, you
become Trained in that skill in addition to any skills you get from your background. If a race and a
background would both cause you to be trained in a skill, pick another skill offered by that
background that you don’t yet have instead.
After the stat changes is a short description of the race, followed by a quick-build guide. You can
use the description for inspiration, though your GM may inform you that the races function
differently in their world. The quick-build guides are provided for those who want to start playing
without making further choices, or for those who would like a more defined starting point to build
off. When following the quick-build guides, simply make the choices listed when picking your
Attributes, background, skills and equipment. If you would like to use the guide as a starting point
instead, simply follow the quick-build until you want to branch off, and begin making your own
choices, like swapping one skill for another or picking a different weapon than is suggested.
Occasionally, a Game Master may decide that a particular race or background won’t fit the tone of
the game. For this reason, it is usually a good idea to consult with your GM or fellow players before
getting too invested in your character concept.
Before continuing to pick your race and background, you should have a character sheet in front of
youError! Bookmark not defined.. A character sheet you can copy for personal use can be found
in the back of this book, and an explanation of its anatomy can be found earlier in this chapter.
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Dwarf
Stat changes:
• Endurance +3
• Max Willpower 3
• Move Actions grant you 4 squares of movement
• On the first Move action you take each turn, you may ignore Difficult Terrain
Diggers, miners, crafters or whatever else their parents were. Most dwarves find they live a full,
happy life within one of these castes, taking on apprenticeships at a young age with their parents,
or an aunt or uncle occasionally. Almost all dwarves have an uncanny knack for creating or spotting
high quality gems or stonework. Though there are plenty of tribes that roam the plains and hills,
even they are expert woodworkers or stone masons with an eye for exquisite detail. Long years of
labor and natural ability grant dwarves a hardiness unmatched by even the more savage, monstrous
races.
When you play a dwarf, you benefit from their natural vigor and gain three points of Endurance at
character creation. In addition, you benefit from the years of experience and cultural conditioning,
allowing you to more easily judge the price of gems, stonework or other goods. However, many
dwarves find that these natural gifts don’t always make up for their brash, impulsive nature, and
suffer from lower Willpower.
If you want to play a dwarf and don’t know where to start, try following this quick-build guide and
make changes where you want to.
Background: Soldier
Trained Skills: Athletics, Intimidation, One Handed (Expert), Thrown Weapons, Two Handed
Equipment: Morning Star, Javelin x3, Heavy Shield, Heavy Scale Armor, 17 silver
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Elf
Stat changes:
• Resolve +1
• Awareness +1
• Endurance -2 (minimum 1)
• Move Actions grant you 6 squares of movement
Elves are mystical, long lived beings of incredible power, beauty and grace. At least, so the common
man would lead you to believe. In truth, most elves only live to be about one hundred and fifty
years old, however the fact that they look relatively the same for most of their life, hardly showing
any evidence of aging, is what gives fuel to these rumors. The Elves don’t do much to stop such
rumors – they enjoy being mystified, as it gives them a sort of social protection from invaders,
sometimes more powerful than any wall they could ever build or spell they could ever cast.
When you play an elf, you take on the role of a being regarded for their magical affinity, unmatched
grace and otherworldly luck – whether those rumors are particularly true for you or not.
Unfortunately, you also suffer from a diminished constitution, which lowers your Endurance,
making elves less suited for hardships, though that doesn’t stop them from adventuring.
If you want to play an elf and don’t know where to start, try following this quick-build guide and
make changes where you want to.
Background: Mage
Perk: Stamina
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Gnome
Stat changes:
Curious, short, fantastical creatures, gnomes are perhaps the strangest of the civilized races. Almost
all of them share some affinity for tinkering, and even young gnomes find themselves adept at
fixing broken things or inventing new contraptions. They tend to avoid conflict wherever possible,
but this hasn’t stopped many gnomes from becoming adventurers, the lure of discovery
outweighing the fear of danger.
When you play a gnome, you embody invention with a bonus to any crafting flips. There is the
small matter of their lowered physical traits, but that typically just means you won’t find many
gnomish warriors - not that you won’t find them fighting off danger in their own way. Always
tinkering and fixing, most gnomes find themselves far more at home in a dusty workshop than in
an actual bed, and many of their living areas reflect this.
If you want to play a gnome and don’t know where to start, try following this quick-build guide
and make changes where you want to.
Background: Doctor
Perk: Alchemist
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Goblin
Stat changes:
• Max Finesse 6
• Max Strength 3
• Resolve -2
• Move Actions grant you 5 squares of movement
• Trained: Stealth
Dirty, dumb, foul creatures according to most, Goblins are sometimes smarter than the average
human, and much more populous, though it can sometimes be hard to tell as they are far more
spread out than other races, and they tend to shy away from cities. Unfortunately for them, by some
cruel twist of fate they tend to be far less lucky than most other creatures, which leads to plenty of
jokes at their expense, many based on true stories.
When you play a goblin, you are playing a mischievous and sneaky little thing. Goblins are often
overlooked, be it their unassuming stature as short, often thin creatures, or the fact that they blend
quite well into shadow with mottled green skin that acts as a natural camouflage. Many goblins
find they can hide even without meaning to sometimes, giving other races a start when they
suddenly speak or otherwise make their presence known. As such, goblins make amazing rogues.
They would be okay at other tasks, if they could only focus.
If you want to play a goblin and don’t know where to start, try following this quick-build guide and
make changes where you want to.
Background: Scoundrel
Equipment: Crossbow with 10 bolts, 2 Daggers, Cloth Armor, Thieves Tools, 15 silver
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Halfling
Stat changes:
They aren’t humans, though they can often be mistaken for short ones, or just less-hairy dwarves.
Because of their diminutive and unimpressive appearance, Halflings are often disregarded as lesser
creatures, yet many a warrior has learned the hard way not to underestimate them. Their ability to
use their size to their advantage in fights has helped them prove themselves alongside many a larger
race. They are often regarded as great merchants, though that is more of a stereotype than an actual
genetic or social trait.
When you play a halfling, you are playing someone who makes up for their lack of physical prowess
with quick hands and quicker feet, as well as a fair bit of luck. They are as good as any race at most
trades, but due to discrimination of the past, many halflings are left to poorer families and either
take up hunting and living off the land or fall into the role of a thief.
If you want to play a halfling and don’t know where to start, try following this quick-build guide
and make changes where you want to.
Background: Marksman
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Human
Stat changes:
• +1 Attribute Point
• Become Trained in any additional skill on your Background’s Skill list.
• Move Actions grant you 5 squares of movement
Though they are weaker than most races in many areas, humans excel in their creativity.
Supposedly one of the first races to harness running water as an energy source, their ingenuity is
credited time and again throughout history. They aren’t the most populous race on the planet – that
role goes to the prolific goblins – but humans still comprise the largest gatherings of single races
with their monolithic castles and stretching cities.
When you play a human, you gain access to their versatility with an additional point for your
Attributes, as well as their rather mundane genetics which don’t elevate much. This means that
humans are adept at roles that require multiple high Attributes, like monks who need both Strength
and Finesse, however they aren’t as good at any single-Attribute as other races could be.
If you want to play a human and don’t know where to start, try following this quick-build guide
and make changes where you want to.
Background: Monk
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STRANGE RACES
Some Races are a bit rarer than those listed above. Therefore, all the races on this list are considered
GM approval only and should not be picked without permission from your Game Master.
Bright Elf
End is equal to Str +1. Int max 7. +1 Int. Awr +1. Res +1. Move 6. You do not have to expend End
or discard a card when casting spells that only use the Arcane and Int Theories.
Like normal elves, bright elves are said to be mystical beings with long lives. Unlike normal elves,
there is more truth to these tales. They live to be almost 200 and are incredibly adept at arcane
magic, though are much more fragile than most races, being incredibly delicate and prone to illness.
Cat-Folk
Fin max 6. Awr +1. Str max 3. Gain the Claws natural weapon. Move 5. When you take falling
damage, before flipping for Athletics, you may declare that you have flipped a 10 ♦ instead of
flipping.
Agile, sneaky creatures resembling a feline. Most cat-folk don't even have tails, but that doesn't
stop the comparisons, or the prejudice.
Half-Elf
End -2. Awr +1. Str max 4. +1 Secondary Attribute Point. Move 5. Counts as Human and Elf for
the purposes of Perks.
Half elves are always half low-elf, as bright elves can't breed with humans. Many of the elven
features breed true for the offspring of a human and elf, with pointy ears, large eyes and cinched-
thin torsos. However, half elves find themselves less prone to disease and sickness.
Half-Orc
Str max 6. Int max 3. +1 Secondary Attribute Point. Move 5. Counts as Human and Orc for the
purposes of Perks.
Half human, half orc, all feared. Most races dislike orcs, and half orcs that bear too much of a
resemblance to their orcish heritage are usually beset by bullies, or worse, outright killed for their
differences. It doesn't help that the orc traits almost always breed true, leaving them less intelligent
and bigger and stronger than most.
Lizard-Folk
Def + 1. DR + 1. Gain Glancing Blow. Fin max 3. Move 3. This bonus to Defense and DR is
negated if wearing Armor. Gain the Bite natural weapon. You have a tail.
Looking like giant geckos, or humanoid dragons, it's unsure where the origins of lizard-folk come
from. They are typically slow, but their hard scales make up for their inability to evade quick
attacks.
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Northman
+1 Str. +1 End. +1 To Hit with all physical melee weapons. Max Int 3. Move 5. Gain Advantage
to any Endurance flip.
The humans in the cold north are larger, stronger, and more brutish than their southern cousins.
Typically found in barbaric tribes, roaming the frozen wastes, they are feared by many, and
understood by few.
Omen
Choose one: Air, Lightning, Fire or Ice. This is your Element. Learn the Power Word matching
your Element. You cannot learn any spell that has one of these Elements unless it is your Element.
You take plus one damage from any Element that is not your Element. You are immune to damage
from your Element and any Conditions your Element’s Power Word applies.
Air: +1 Dge. -2 End. Int max 4. Move 6. Weakness to Lightning. When taking Lightning
Damage, all adjacent creatures take 1 Air Damage.
Lightning: +1 Dge. -1 Awr. Int max 3. Move 7. Weakness to Earth. When taking Earth Damage,
all adjacent creatures take 1 Lightning Damage.
Fire: +1 End. Str max 6. -1 Awr. Int max 3. Move 5. Weakness to Ice. When taking Ice Damage,
all adjacent creatures take 1 Fire Damage.
Ice: Gain Glancing Blow ♥ or ♦. Wil max 6. -1 Dge. Int max 4. Move 5. Weakness to Fire.
Omen are beings descended from elementals, laying claim to strange tainted bloodlines flowing
back ages. They are all incredibly adept sorcerers, though they are limited to the single element
native to their bloodline, and the nature of their elemental flesh makes them quite volatile when
exposed to conflicting elements.
Raven-Folk
Automatically become Trained in Bluff. Max Str 3. +2 Awr. Move 4.
Raven-folk are obviously bird-like in origin. All of them are dark feathered, humanoid birds.
Because of their rather plain, innocuous features, many races find it incredibly difficult to discern
if a raven-folk is lying, even other raven-folk. They all have wings, mostly vestigial, though some
have been known to train and develop their muscles to sustain flight.
Unbound Golem
DR 2. Fin max 3. -1 Attribute Point. This bonus to DR is treated as if it were Heavy Armor and
does not stack with other sources of DR (take the highest number). You are always considered to
be wearing Heavy Armor, but you may gain Defense or DR from other Armor. Choose a shape:
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triple for armor. You may carry one humanoid creature of smaller size than you as if they were
mounted.
Winged: Move 4/6/12. You may fly, following mounted rules. Size: Small (Dodge +1). Max Str
3. End -2. +1 Awr.
Large, magical constructs that have gained a small amount of sentience and freedom from the fickle
magic that animates them. Unlike bound golems, still under the control of their magic, unbound
golems often find they develop a psychological need for eating and breathing. Though they don't
actually require such things, going without can cause them to suffer Fatigue and Exhaustion as if
they were starving, though they will never die from this.
Wraithling
-4 Attribute Points. DR 1. You are considered Trained and Expert in Total Defense. Disadvantage
while in direct sunlight. Move 5. Move 6 while in complete darkness. Darkvision. Undead.
Tales often tell of shadows in the dark. Twisted figments of man’s paranoid imagination,
apparitions coming after wicked children and dark revenants taking their vengeance on evil men.
Perhaps these tales are told with the unspoken knowledge that none of it is true, that nothing lurks
in the shadows, just beyond sight. Or perhaps, the storytellers know of Wraithlings. These
humanoid creatures were once normal men, but for unknown and magical reasons have refused
death’s icy embrace. It is recommended that a player not only consults their GM about playing a
Wraithling, but also their fellow party members, as it can require some cooperation to develop a
reason normal people would travel with such an odd, and often maligned creature.
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BACKGROUNDS
Picking your background is just as important as your race. Every background is presented with the
name of the background, followed by a short description. The Skills section denotes what Skills
you start Trained or Expert in. The Equipment section denotes what items and other extra things
you start with. The Traits section will also give you at least one starting Trait, and possibly the
choice of more.
Each character may only have one race and one background.
Doctor
The adventurer is usually a straightforward individual. Regardless of motivation, you can expect
them to seek trouble with enthusiasm, and seek payment just as hard. Most of the time they are
interested in slaying monsters and bandits, and so doctors who choose to take up the life are often
regarded as either strange, or downright crazy.
Often thinking of their companions before themselves, most doctors that become adventurers find
they are paid to accompany new or established adventuring groups to dangerous locations, and
discover they enjoy the thrills, payment or opportunity to practice with new and exotic herbs and
medicines.
Skills:
Choose one to be Trained in: Academics, Diplomacy
Then, choose one to be Trained in: Crafting, Diplomacy, One Handed, Thrown Weapons
Become Trained and Expert in Medical.
Equipment:
Gain a Scalpel.
Gain a Light armor.
Gain a Medical Kit.
Gain 14 Silver.
Traits:
Gain the Trait: First, Do No Harm: Whenever you fail Medical Check, draw a card. In addition, a
failed Medical Check will never apply negative penalties to the target.
Then, choose one of the following two options:
Gain the Trait: Field Medic: When you perform a successful First Aid action on a character in
combat, they gain +1 AP on their next turn.
or Gain the Trait: Always Prepared: Once per day, you may spend one hour crafting an Elixir of
Vigor. This item lasts until consumed or you make another using this Trait. In addition, Elixirs
you administer to creatures (including yourself) do not cause Toxicity to increase.
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Skills:
Choose three Non-Combat Skills to be Trained in.
Then, choose two Combat Skills to be Trained in.
Equipment:
Gain a Simple weapon.
Gain a Simple weapon or Ranged weapon.
Gain a Light armor or Medium armor.
Gain 18 Silver.
Traits:
Gain the Traits: I Saw This in A Play Once: Whenever you fail a Skill Check that you aren’t
Trained in, draw a card.
and Jack of All Trades: At the start of any round, if you are not last on the initiative track, you
may move to be last. If you do, you are considered Expert in every flip you make until the end of
your next turn.
and Master of None: You may not use the Talented Perk to become Expert in a Skill.
Mage
Bookish by nature, the term “Mage” is often used synonymously with “Scholar”. These types are
usually found in libraries and academies, but many find themselves drawn to the ancient and
esoteric, venturing into catacombs of ancient kings in search of lost or forbidden lore. These, often
derogatorily called “Diggers” by other mages, are what make up the majority of scholarly
adventurers.
Skills:
Choose one to be Trained in: Academics, Crafting, Diplomacy
Then, choose one to be Trained in: Academics, Arcane, Enchanting
Then, choose one to be Trained in: Arcane, Counter Spelling, Enchanting
Choose one of your Trained Skills and become Expert in that skill.
Equipment:
Gain a Simple weapon or 5 Darts
Gain Cloth Armor or learn the Language Low Arcane
Gain a Grimoire with three Source words and three Power words.
Gain 10 Silver.
Traits:
Gain the Trait: Knowledge Is Power: Whenever you fail an Academics Check, draw a card.
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Mercenary
As a mercenary life is far from easy. Though when you compare it to their past, most mercenaries
will tell you that it’s easy-er, or at least more enjoyable. Most mercenary companies pride
themselves on only taking the elite fighters that apply, and this holds up on the battlefield, as every
mercenary knows they must either be better than their opponent, or they’re as good as dead. You
either get what you pay for, or you don’t have to pay.
Skills:
Choose one to be Trained in: Bluff, Intimidation, Investigation, Stealth
Then, choose one to be Trained in: One Handed, Pugilism, Two Handed
Then, choose one to be Trained in: Archery, Martial Arts, Thrown Weapons
Choose one of your Trained Combat Skills and become Expert in that skill.
Equipment:
Gain a Militant weapon.
Gain a Simple weapon or Ranged weapon.
Gain a Light armor or Medium armor.
Gain 12 Silver.
Traits:
Gain the Trait: You Get What You Pay For: Whenever you fail a Combat Check that you are
Trained in, draw a card.
Monk
Though there are many types of monks in the lands, the one most often heard of is the warrior
monk. These fighters are mystified through the stories told in villages and towns. In truth, many
monks who take up adventuring are far from what the legends entail, but some do rise to the heights
of mastery that are associated with the practitioners of ancient martial arts, capable of amazing
acrobatics or even summoning the elements to do their bidding – such is the power of their
indomitable will and discipline.
Skills:
Choose one to be Trained in: Academics, Athletics, Diplomacy
Then, choose one to be Trained in: Athletics, Stealth, Survival, Thrown Weapons
Become Trained and Expert in Martial Arts.
Equipment:
Gain access to a single Style (you do not need the associated Perk to use this Style).
Gain a Light armor.
Gain 13 Silver.
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Traits:
Gain the Trait: One with The Wind: Whenever you are damaged from a physical attack, draw a
card.
Then, choose one of the following two options:
Gain the Trait: Mastered Style: Whenever you make an attack with the Style you chose from this
Background, you have +1 To Hit. You may never learn another Style.
or Gain the Trait: Smoke Stance: Whenever a melee attack misses you, you may Discard a card to
move one space.
Scoundrel
Thugs, rakes and vagabonds all - scoundrels tend to make their livings in less than honest ways.
Usually adept at thievery, stealth or dirty fighting and more at home in a bar or brothel than any
respectable establishment, Scoundrels make up a large portion of the seedy underbelly of most
cities and towns.
Skills:
Choose one to be Trained in: Bluff, Diplomacy, Intimidation, Investigation
Then, choose one to be Trained in: One Handed, Pugilism, Thrown Weapons
Become Trained in Stealth.
Choose one of your Trained Skills and become Expert in that skill.
Equipment:
Gain a Simple weapon or Ranged weapon.
Gain 2 Daggers.
Gain a Light armor.
Gain Thieves Tools.
Gain 15 Silver.
Traits:
Gain the Trait: Up to No Good: Whenever you fail a Skill Flip while successfully Stealthed, draw
a card.
Then, choose one of the following two options:
Keen Senses: +2 to Awr. After determining initiative, if you are last, move up two.
or Gain the Trait: Dirty Trick: After determining initiative, you may move one enemy down two
as long as they would end up going after you.
Skald
Also known as warrior poets or bards, the skald is an artist with pen, wand and sword alike. They
often chronicle battles and adventures from the front lines, gaining first-hand experience with the
quests they commit to song and the heroes they immortalize in legends. Wherever incredible stories
are to be told, you can find a skald.
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Skills:
Choose one to be Trained in: Bluff, Diplomacy, Intimidation
Then, choose one to be Trained in: Academics, Arcane, Diplomacy
Then, choose one to be Trained in: Archery, One Handed, Thrown Weapons, Enchanting
Choose one of your Trained Non-Combat Skills and become Expert in that skill.
Equipment:
Gain a Simple weapon or Ranged weapon.
Gain a Grimoire with one Source, one Power, and one Augment.
Gain a Light armor.
Gain an Instrument.
Gain 15 Silver.
Traits:
Gain the Trait: Warrior’s Song: Whenever you fail to cast a spell while adjacent to an enemy or
while playing an instrument, draw a card.
Sorcerer
While mages practice and study for years to learn the secrets of magic, sorcerers find themselves
more naturally drawn to it. Many sorcerers can trace their lineage back to genies, dragons and other
magical beings that made deals with mortals, though most commonly a sorcerer’s ancestry includes
a scheming devil and someone with too much ambition and not enough sense.
Skills:
Choose one to be Trained in: Bluff, Diplomacy, Intimidation, Stealth
Then, choose one to be Trained in: Counter Spelling, Enchanting, Investigation
Become Trained in Sorcery.
Then, choose one: Become Trained in another skill from one of those listed above.
or: Choose one of your Trained Skills and become Expert in that skill.
Equipment:
Gain a Simple weapon or Ranged weapon.
Gain a Grimoire with two Sources, three Powers, and one Augment.
Gain 10 Silver.
Traits:
Gain the Trait: Unchecked Potential: Whenever you fail a Sorcery Check, draw a card.
Survivalist
Some adventurers are simply trying to earn money. Others seek glory. For the survivalist, it is often
just a way to explore the world. Many survivalists start as guides through local areas, keeping those
who hire them away from danger while providing easy routes and help with hunting and camping.
Eventually, they often take on greater responsibilities, becoming hunters and trappers for their
hometowns. However some take off into the world, exploring the unknown reaches of the land and
adventuring either alone or with groups, offering their services in exchange for a cut of the wealth.
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Skills:
Choose one to be Trained in: Athletics, One Handed, Thrown Weapons
Then, choose one to be Trained in: Archery, One Handed, Thrown Weapons
Become Trained and Expert in Survival.
Equipment:
Gain a Simple weapon or a Grimoire with one Source and one Power.
Gain a Ranged weapon.
Gain a Shield or 5 Daggers or 5 Javelins.
Gain a Light armor or Medium armor.
Gain 13 Silver.
Traits:
Gain the Trait: Survivor: Whenever you fail a Survival check, draw a card.
Then, choose one of the following two options:
Gain the Trait: Part Of Nature: +1 Awr. You never gain Disadvantage from terrain or
environmental and weather effects, and you are never affected by natural dangerous terrain or by
difficult terrain.
or Gain the Trait: Child Of The Trees: +2 Awr. While in forests and wooded areas, you gain
access to the Binary Perk twice (You may treat hearts and diamonds as the same suit, and clubs
and spades as the same suit for the purposes of activating abilities or casting spells). You are
never affected by difficult terrain.
Swashbuckler
Dashing rogues and gentleman adventurers, swashbucklers have a general air of derring-do that
follows them wherever they go. Those who face them would be wise to remember that, despite the
airs they tend to put on, swashbucklers are often deadly with a sword, and can cut you with both
steel and tongue.
Skills:
Choose one to be Trained in: Athletics, Diplomacy, Investigation
Then, choose one to be Trained in: Athletics, Bluff, Stealth
Become Trained and Expert in One Handed.
Equipment:
Gain a Rapier.
Gain a Light Armor.
Gain a Small Shield or Light Shield or Two Daggers.
Gain 16 Silver.
Traits:
Gain the Trait: Fickle Luck: Whenever you make an attack while you have zero cards in hand,
that attack gains disadvantage. Then, draw two cards.
Then, choose one of the following two options:
Gain the Trait: Dashing Rogue: Move +1. You gain +1 To Hit with Fin + One Handed attacks.
or Gain the Trait: Gentleman Adventurer: +1 Awr. Advantage to Investigation and Bluff.
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Wanderer
Not much can be said about Wanderers. They tend to be varied, though they all seem to tow trouble
like a hound carries its kill.
Skills:
Choose one Non-Combat Skill and one Combat Skill to be Trained in.
Then, choose any skill to be Trained in or become Expert in a Trained skill.
Then, choose any skill to be Trained in or become Expert in a Trained skill.
Equipment:
Gain a weapon.
Gain a Light armor.
Gain 20 Silver.
Traits:
Gain the Trait: I’ve Been Around: Choose a skill you are Trained in, but not Expert. This choice
will never change. Whenever you fail a Skill Check involving that skill, draw a card.
Marksman
It is not uncommon to find Elves as marksmen, guarding over the natural order and making
themselves a living as guides and hunters. Marksmen, or Wardens as they are sometimes known,
are often found outside in the wilderness, more at home in a forest than a city. As such they are
usually quite self-sufficient and formidable. Forest travelers are always in danger, and so many take
up Archery and become legendary shots with a bow.
Skills:
Choose one to be Trained in: Athletics, Medical, Survival
Then, choose one to be Trained in: One Handed, Stealth
Become Trained in Thrown Weapons.
Become Trained and Expert in Archery.
Equipment:
Gain a Ranged weapon.
Gain a Simple weapon or 10 Darts or 5 Daggers or 5 Javelins.
Gain a Light armor.
Gain 16 Silver.
Traits:
Gain the Trait: Warning Shot: Whenever you fail an Archery Check, draw a card.
Soldier
As a Soldier, you are accustomed to battle, weapons and armor. Some Soldiers choose to use large,
heavy weapons to take down their foes, while others prefer light, quick strikes. Still more make use
of bows and other ranged weaponry to defeat their opponents without getting themselves in harm’s
way.
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Not all Soldiers are created equal. Some don the armor and pick up their weapons for a higher
power, to fight as one alongside many. Others are in it for the pay, or the glory, or simple revenge.
Still more compete to protect those they love, or because they don’t know any other way to get
through the world.
In the end, Soldiers are comprised of every type – noble knights, simple tavern brawlers, and village
watchmen. Some spend their lives quietly, while others find battle often, whether they seek it or
not. A few, however, find themselves seeking greater battles, treasures and stories of valor, and set
out to be adventurers. These Soldiers often meet grisly ends, but they are also the kind legends
speak of for ages.
Skills:
Choose one to be Trained in: Athletics, Medical
Then, choose one to be Trained in: Athletics, Intimidation, Pugilism, Archery
Become Trained in One Handed, Two Handed and Thrown Weapons.
Choose one of your Trained Combat Skills and become Expert in that skill.
Equipment:
Gain a Simple weapon or Militant weapon.
Gain a Simple weapon or Ranged weapon or a Shield other than Tower Shield.
Gain a Shield other than Tower Shield or 5 Daggers or 3 Javelins.
Gain a Light armor or Medium armor or Heavy Scale.
Gain 17 Silver.
Traits:
Gain the Trait: Remember Your Training: Whenever you fail an Athletics or Medical Check,
draw a card.
Then, choose one of the following two options:
Gain the Trait: Gladiator: Whenever you are involved in a combat in an arena, or with non-
combatant spectators, you gain access to the Binary Perk twice (You may treat hearts and
diamonds as the same suit, and clubs and spades as the same suit for the purposes of activating
abilities or casting spells).
or Gain the Trait: Lead the Charge: After determining initiative, you may move up one on the
track. If you are first, you may instead move an ally up one.
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ATTRIBUTES
The game has eight Attributes, divided equally into four Primary Attributes and four Secondary
Attributes. The Primary Attributes, Strength (Str), Finesse (Fin), Intelligence (Int) and Willpower
(Wil), are decided upon by the player when making their character. The player gets twelve points
to spend and may put them in these four stats as they wish, until each stat has one to five points
assigned to it. The maximum for each Attribute can change based on other selections the player
makes, like race.
The second set of Attributes, the Secondary, is comprised of Endurance (End), Dodge (Dge),
Awareness (Awr) and Resolve (Res). These are calculated based on the Primary Attributes:
Endurance equals Strength x2, +2, Dodge equals Finesse, Awareness equals Intelligence and
Resolve equals Willpower plus two. These calculations can also change based on race and other
selections.
Each Attribute serves a function in the game. Some are more important than others for certain
things. For example, Endurance is a good Attribute to have high for combat but isn't as helpful as
Awareness when investigating a crime scene.
A breakdown of each Attribute can be found below, listing its name, explaining what it represents
as well as giving a few examples of what it can be used for.
Strength
A character's Strength determines their skill with most forms of melee combat, their ability to lift
heavy objects or kick down a door, and even their effectiveness while working in a lumberyard. A
character with a high Strength score is more likely to be muscular, and most likely works out
regularly to keep their body in good shape. A character with a low Strength score isn't necessarily
fat or skinny, and may even be in good shape, they just aren't as muscular, or as adept at lifting
techniques or other physical feats.
Strength is used often in combat when attacking with many types of melee weapons, but it is also
used to determine how much equipment a character can effectively hold, as well as other various
applications.
Using a crowbar to pry open a container is a relatively easy task, while climbing a rope with no
handholds or knots is harder, however both would use Strength. It may also be used to win a foot
race, or in more unconventional ways, like in a Diplomacy flip to convince someone you would
make a good guard.
Finesse
The measure of a character's agility, throughout their body. A character with a high Finesse is most
likely better at things which require fine motor skills, such as working with tiny parts on a
clockwork contraption or dodging a punch. This Attribute also determines a character's skill in most
forms of ranged combat. Even some hand-to-hand combat, like martial arts, can benefit from having
a high Finesse. Someone with a low Finesse could be clumsy, but most likely they just pay less
attention to detail or have slightly slower reaction times.
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Finesse is just as useful in combat as Strength, being used to determine your Dodge, or when
attacking with many weapons, most often at range. However, Finesse is also often used for skills
like Investigation or Stealth.
Disarming a trap or sneaking through shadows are both situationally difficult tasks using Finesse,
but most characters can manage to use Finesse combined with Athletics to climb a small rock wall
with plenty of handholds.
Intelligence
Characters who are good at games of strategy, planning the best route for a heist, or who just like
to spend their days in a library are all inclined to have a high Intelligence score. This score is also
used a lot in magic that lasts, like permanent illusions used to hide secret passages, and swords that
crackle with arcane energy. A character with a low intelligence isn't dumb, they just aren't as good
at retaining information found in books or coming up with plans on short notice.
While Intelligence isn’t usually used in combat for most melee or ranged attacks, it is often used in
magical spells. Though technically any Word of Change and Word of Power could be combined,
you’ll often find Intelligence paired with Arcane or Enchanting, rather than Sorcery. In addition,
Intelligence is also important to pursuits of knowledge and studying, or for learning languages, and
you may start with an additional language known for every two points put into it.
Remembering the weakness of a certain monster or cooking a meal could both use Intelligence.
You could also use Intelligence to perform surgery, or with Diplomacy to negotiate with someone
through letters or a translator.
Willpower
A character's Willpower is most often found in their personality. A high Willpower can manifest
itself as being good at lying, or at convincing an angry mob to lay down their arms. It can be used
to infiltrate a shady organization, or to start one, convincing a crowd to follow you. It is also used
often in magic, as the Attribute used to resist many spells, and in casting spells that focuses on
short-lived effects, like bolts of flame and suffocating mists.
Willpower is often used in magic, specifically Sorcery and Counter Spelling, though it can be used
for Arcane and Enchanting as well. Willpower is important to influencing others, or yourself though
your Resolve, which is just as critical in and out of combat as any other Attribute.
Useful for many kinds of verbal Diplomacy, Bluff or other such applications, as well as convincing
someone you know what you’re talking about, whether or not you actually do. Willpower is also
used in many flips to resist spells and their effects, and so can be just as invaluable as Finesse in
some situations.
Endurance
Being derived from Strength, Endurance is your character's ability to either take hits and keep going
or evade lethal and damaging blows. A character with a high Endurance is adept at staying in the
fight, even when most others would be exhausted or dead. Whatever you choose for Endurance to
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represent to you, it is important to remember that when it hits zero, your character will require
medical assistance or face death.
Typically, Endurance is used to calculate the number of hits you can take before you fall
unconscious or die. While a character with a high Dodge attempts to evade attacks entirely,
characters with high Endurance can take the hits and continuing the battle. Though it’s always
better to keep your Endurance up, many warriors know that what truly matters is that you have at
least some energy left at the end of a fight, and your opponent has none.
Dodge
This Attribute is what helps a character avoid losing Endurance. When attacking in combat, the To
Hit number needs to equal or exceed the target's Total Defense, making Dodge a life-saving
Attribute for any character. Often, characters will equip armor or use spells to enhance their
Defense. Sometimes this adds to their Dodge, but certain armors and spells ignore a character’s
Dodge and simply give them a set Total Defense. It is also important to note that some spells bypass
defense, instead attempting to "hit" the target's Willpower Attribute, or just hitting automatically.
Even though Dodge isn’t used to defend for every conceivable attack that can come a character’s
way, most will still benefit from it being high. Though many armors offer better DR by taking a set
Total Defense value, not even full plate can match the sheer defense value of a character with a
maxed-out Dodge score.
Awareness
A measure of a character's astuteness and perception, as well as what might be described as a "sixth
sense" for things like danger and hidden treasures. A high Awareness will do many things for an
adventurer, such as letting them act first in combat, help them find hidden doors and compartments,
track wild animals, and even avoid deadly traps.
Awareness is commonly used by itself, without adding a skill. Usually, this is to check a character’s
surroundings, though it can be used with skills in certain cases. In addition, at the start of combat
Awareness is used to determine a character’s initiative, the order in which everyone acts. Since
characters who have not yet acted are automatically considered unprepared, it is very helpful to
have a high Awareness.
Resolve
One of the most versatile of the Secondary Attributes, Resolve is best described as a character's
refusal to give up, though others may refer to it as their character's sheer amount of luck. Resolve
is simply the number of cards a player draws up to at the start of each Scene, and these are integral
to mitigating luck, and ensuring you have a chance in the challenges that await you.
Though drawing cards is incredibly helpful and will always come in handy, that is not all Resolve
is useful for. Occasionally, Resolve can be the target of certain spells and abilities, and can also be
used in various Perks as well.
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LANGUAGES
Speaking different languages is not uncommon, especially for those in small kingdoms that boarder
on each other’s lands, or when along boarders of countries that are close together. Many languages
are spoken in the free lands, but most cultures have agreed upon “trade languages”. These languages
are a Pidgeon of many other tongues, some dead or outdated, but the trade language is still
commonly spoken, leading to people calling it Common Tongue or just “Common”.
Every character knows one language when they are created, as well as an additional language
for every two points of Intelligence they possess. This means a character with three Int will know
two languages at creation – one for having two points in Int and one as their base language. When
choosing your languages, you may choose any from the list below or any additional languages your
GM may provide. Remember, if you want to speak Common you must choose it as one of your
languages. Although some players may enjoy playing through these language barriers, most will
want to speak at least one language that the rest of the group does as well.
Language Requirements
Some languages have requirements that restrict who can take them. For example, Knight’s Cant
requires the speaker to speak Old Kingdom. This may because the language was based off others
and is more of a code than a true language unto itself. Usually, these pseudo-languages don’t
translate well, and leave those reading or listening to the translated words often more confused than
if it weren’t translated at all.
Language List
Caw – Though technically originating as a derogatory term for the Raven-Folk’s spoken language,
the name Caw is now considered the correct label in Common Tongue. The language itself is nearly
indecipherable from normal birds, and as such makes great code languages for spy networks. When
speaking Caw, anyone who does not speak Caw cannot tell any of the intent behind your words,
though they may still be able to determine you are speaking a real language.
Common Tongue – The language spoken by nearly every merchant and trader in the known lands.
In truth Common is merely a mix of many other languages, however some of them are now dead
languages and most of the words have changed enough that the original roots are all but
unrecognizable.
Court of Three – An ancient dialect that requires years of study to become fluent. The Court of
Three is the respectful name the Elves give the original Elven language, though many humans refer
to it as “Old Elven”, similar to their own “Old Kingdom”, though Court of Three predates Old
Kingdom by several centuries. Now, many arcane academies teach this language as part of their
studies. When casting a spell that uses the Enchanting skill and singing the words in Court of Three,
the caster may choose to increase the AP by one to add one suit of their choice to their Cast before
flipping.
Deep Tongue – Requires Dwarven. Dwarves can be a lot of things, but not many races would
describe them as “agreeable”. Though most Dwarves avoid speaking anything but Dwarfish
whenever they can, there are those among them that go to extremes to protect their heritage and
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shun outsiders. These Deep Dwarves developed Deep Tongue as an intricate version of Dwarven
speakable only after years of study. Now these Deep Dwarves never leave their underground halls
and caverns, and many have gone mad over the years, becoming dangerous berserkers lurking in
halls of ancient stone.
Demonic – While called Demonic, the language of the dark races is spoken by plenty more than
just devils, and is often used by dark mages, though many people disapprove, and have even been
known to outcast or kill those who speak the language out of fear and superstition. When casting a
spell that uses the Necromantic Energy Word of Power, the caster may draw out the words into
long hisses in Demonic, counting the first additional AP they spend on the spell as two additional
AP instead.
Draconic – Though usually associated with its namesake, Dragons, Draconic is most commonly
spoken by Lizard-folk and Kobolds. Though the words of this language hold no power, many
common folk associate Draconic as the language of magic, since it comes from magical creatures,
and sounds very similar to the High Arcane many casters use.
Dwarven – The Dwarves are not especially social creatures, and often avoid speaking Common if
possible. When not traveling to human cities or other areas for trade, they often speak Dwarven
exclusively. Visitors to their strongholds and kingdoms would do well to learn their language, or
at least hire a translator.
Elemental – Ancient and primal as the name implies, Elemental is a language spoken almost
exclusively by primordial genies and other mystical beings. Interestingly, Elemental still carries
weight in the primal magics. When casting a spell that has an Elemental Word of Power and
shouting the words in the Elemental language, the caster may choose to increase the TN by three
to increase any damage the spell may do by one.
Elven – The language spoken by most Elves, Elven is a flowing and elaborate tongue that lends
itself to sounding more like poetry or song than normal conversation. When speaking Elven, if your
target can understand you, gain +1 to all Diplomacy flips.
Giant – Also known as Trollish, Giant is a crude tongue that has a mere eighteen-character alphabet
and replaces numerical characters with simple tally marks, usually no more than the number of
fingers on the creature. When speaking in Giant, you suffer Disadvantage on all Diplomacy flips.
Gnomish – Gnomish is a fairly recent invention, made simply because a Gnome thought it would
be fun to invent a new language. Turns out that it was fun, and it stuck, spreading throughout the
lands quickly until it became common practice for most Gnomes to speak it. Before Gnomish, most
Gnomes simply spoke Elven or Common Tongue. To outsiders, Gnomish sounds like a mix of
squeaking and gibberish, though many scholars laud it as an excellent example of concise and clear
grammar rules implemented into spoken and written language.
Goblin – Technically a Pidgeon of Elven and Orcish, Goblin has been around for long enough that
the original words have lost most of their defining syllables and pronunciations, making it a
language of its own full of cooing vowels and harsh ends to each consonant.
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Halfling – The language of halflings is a strange one, full of rising and falling voices and
fluctuations to add meaning to words. To a halfling, the same sentence can be said in many different
ways, and each could convey a very different meaning, the most notable example being the phrase
“Good morning.”
High Arcane – Requires Court of Three or Draconic. As with Elemental, High Arcane is useful in
magical applications. Originally, High Arcane is believed to have been an offshoot of Old Elven,
or the Court of Three, but that has never been proven. Most scholars believe it to be a sub-language
of Draconic, and many sources of lore would agree with this. When casting a spell that uses the
Arcane skill and shouting the words in High Arcane, the caster may choose to increase the TN by
three to add one suit of their choice to their Casting Total.
High Elven – Though they both come from the same root language, High Elven is a completely
different version of Elven spoken almostl exclusively by Bright Elves. If you translate the word
High Elven uses for the Elven language, what the Bright Elves call “Low Elven”, the word for
literally means “Mud Elven”, a purposeful jab at their “inferior” cousins and perfect proof of their
perceived racial superiority.
Kismet – Requires the knowledge of at least one Elemental Word of Power. The language of the
Omen is possibly the hardest to learn of any language, as most of the sounds are unproducible
except through the use of magic, but that makes it a perfect language for many mages who wish
secrecy or exclusivity. When casting a spell that uses the Sorcery skill and has only Elemental
Word of Power, and speaking the words in Kismet, the caster may apply a single Augment that
they do not know (they must still pay for it as normal).
Klisk – The buzzing, clicking, insectoid language of the Klisk is incredibly unpleasant to listen to
for other races. At best, it’s unsettling, and most would rather converse in another language.
Unfortunately, due to the nature of Klisk anatomy that is often impossible without the aid of magic,
as their mouths lack the ability to form many of the other race’s consonants. When speaking Klisk,
the speaker has Disadvantage on all Diplomacy checks unless the target has the Klisk race, in which
case the speaker gains Advantage instead.
Knight’s Cant – Requires Old Kingdom. This way of speaking is technically more of a code than a
language, but it was required for the old knights, and is still spoken in some orders. When speaking
Knight’s Cant to anyone who also knows Knight’s Cant or Old Kingdom, you gain Advantage on
all Diplomacy flips. You may also gain Advantage on Diplomacy when speaking Knight’s Cant to
someone who speaks Common, at the GM’s discretion.
Low Arcane – A bastardization of High Arcane, meant to be easier to learn but not nearly as pure.
When casting a spell that uses the Arcane skill and shouting the words in Low Arcane, the caster
may choose to raise the TN by three to remove one suit tied to the spell. The caster may not play
cards from their hand during this casting.
Mewl – Mewl is a strange language. In writing, it uses most of the Court of Three alphabet, but it
sounds nothing like its Elven counterparts. It is full of long, drawn-out syllables and rolling r’s.
Spoken mostly by Cat-Folk, some non-Cat-Folk singers also use Mewl in songs, and these works
have gained some popularity among common folk for the language’s natural cadence and beauty.
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Old Kingdom – Though many peasants and merchants only speak Common Tongue, this doesn’t
mean the human kingdoms didn’t once have their own language like the elves or dwarves. This
language is still spoken, but only by nobility, and is often referred to as “King’s Tongue” as well.
Orcish – Also sometimes called Grunt, the Orcish language does indeed resemble grunting to the
uninitiated. The majority of the language’s consonants end in a guttural sound, lending it a very
rough and intimidating tone. When speaking Orcish, even if your target does not understand you,
gain Advantage to all Intimidation flips and Disadvantage to Diplomacy.
Alternate Languages
Some GMs and Players will find they don’t like the implementation of Common. In the case that
the GM wants to do away with this gamified version of language, consider implementing the
following changes for diversity and realism. These changes are also recommended for play in the
world of Epta, found later in this book. Instead of everyone taking “Common”, they should all take
the language of the country/nation they start in.
Praeterian – A language known for its needless complexity, having been around longer than most
just like Praeteria itself.
Volkane – The ancient language of dwarves, originating from the Volkag mountains. Dahn Volkag,
the first dwarven city, contains countless halls filled with the runes of this language, which has
changed little over the ages, just like the traditionalist dwarves that call it home.
Taladish – When Dahn Tal was created, after the war of succession, the young dwarven nation of
Talad created a new language to further the divide between them and their traditionalist cousins.
Kell – The island nations of Kelledge are young by political standards, though the people’s culture
extends back much further than their recognized independence. Thus, their language is quite
unique, complete with ages of verbal histories, poetry and stories.
Ice Tongue – The real name of the language of the giants of the Frozen Steppe is far too long for
anyone but scholars and the giants themselves to bother saying aloud.
Etinale – The giants of the Frozen Steppe speak Ice Tongue, but not all of the Steppe’s residents
are so inclined. The tribal warriors who call the frozen plateaus their home speak Etinale, which
sounds similar to most outsiders, but is a completely different language according to scholars and
those who speak it.
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The reason for this is that certain perks, spells, items and other effects can cause changes to a single
deck. For example, a player could be cursed, and caused to lose a few specific suited cards from
their deck, or they could be blessed, allowing them to rearrange the top three cards. This can have
a very different effect depending on whether the decks are individual or shared.
Alternately, GMs may decide to simply tell the players when they will level up. This can be useful
if an entire adventure is already planned out, to ensure that they players power grows at a set speed,
even if they manage to accidentally or purposefully skip past traps, puzzles, encounters or fights
they would have otherwise gained experience for.
Every time a character gains a level, they may gain one Perk. When a character reaches an even
level (two, four, six, etc.) they may choose to not gain a Perk. If they do, they may instead increase
a Primary Attribute by one. A character may not increase an Attribute beyond their race’s maximum
in this way. As always, any permanent increase to a Primary Attribute will also increase any
Attribute or Perk that uses that Primary Attribute in a calculation (e.g. increasing your Strength will
increase your Endurance by the appropriate amount for your race).
Unless otherwise specified, you may not select the same Perk more than once.
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Perks
Aces High: When you make a flip, after the flip you may discard a 1 of any suit to add a suit of
your choice to your final Total.
Alchemist: Gain a recipe book. It gains a power, source, and the Bottled augment. You may cast
from this as if it were your grimoire, but you must always apply the bottled augment to anything
cast from this book and may not mix it with other words of magic you know.
Bottled (Augment): When you apply this augment, you must expend a number of Endurance equal
to the number of Powers applied to the spell. This End Damage is permanent until the spell is
expended. The spell cast is held in a bottle and may be used by any character like a potion or bomb,
depending on the source in the spell. Self spells become drinkable elixirs, Area and Shot spells are
thrown as bombs. Other Source words do not work. The casting flip is made when creating the
potion, however if the spell would be resisted a new flip is made when the potion is used.
In addition, once per day you may make a single Alchemy item that costs exactly 6 silver or less.
This item is lost if not used before your next long rest.
Arch Mage: Requires Expert in Arcane, or Expert in Enchanting. Gain the following:
Old Magic [Reaction]: When you cast a spell, before you make a To Cast flip, you may gain Stun
X, where X may not exceed 3. If you do, lower the TN by X+X and the AP cost by X.
Armor Training: Armor with the Restricting Trait does not give you Disadvantage on Fin flips
(the rest of the Trait still applies).
Battle Focus: While you have the Concentrating condition, you gain a +1 Dodge bonus and Agile
Maneuver.
Berserker: You can push yourself past your normal limits. Immediately before or after anyone’s
action, including your own, you may choose to do any of the following any number of times:
Lose 1 End to give yourself Advantage on the next flip you make this round.
Lose 1 End to gain DR +1 until the end of the current character’s turn.
Lose 3 End to move one space and immediately make a 1AP Attack action (may only be used
immediately after a character takes their turn).
Using any of these abilities while wearing Heavy Armor causes you to lose an additional 1 End.
Berserking Style: Requires Berserker. When you take this perk, choose one of the following:
Feral Berserker: You may not select this option if you have the Stamina Perk. You gain a Stamina
Pool as per the Stamina perk. This pool has no limit but starts with zero Stamina Points and resets
to zero at the end of every combat. The Stamina Points in this pool may only be spent on abilities
from the Berserker trait. You gain the following:
Feral Hunger (Reaction): After killing an enemy, you gain 2 Stamina Points.
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Demonic Fury (Reaction): While your current Endurance is lower than your Strength, you are
immune to Stun and are Resistant to Fire. You may not gain AP on any turn. You also gain an
additional 1AP attack action at the start and end of each turn. If there is a target in range for an
attack action, regardless of being a foe or ally, you must attempt the attack.
Unrelenting Anger (Reaction): After taking End Dmg, you may perform a free 1AP Move action.
This action must end with you closer than you started to the character that damaged you.
Unrelenting Hunter (Reaction): After an enemy adjacent to you moves during your turn, after your
current action is resolved, you may spend 2 End to move 1 space. This must end with you closer
than you started to the character that moved.
Binary: When you take this Perk, select either Hearts and Diamonds, or Clubs and Spades. This
selection does not change. Whichever you select, you may count those suits as being the same on
any flipped card. Note, this does not work for cards you play from your hand, or for items or abilities
that grant suits. You may take this Perk twice.
Bitter Foe: Choose a specific race or beast, such as Orc, Dragon, Elf, or Goblin. When attacking
creatures of that type, gain +1 To Hit. You may take this Perk multiple times. Each time you do,
choose a new enemy type and gain an additional +1 To Hit (So if you have taken it three times, you
will have a +3 to hit versus three different enemy types). If you take this Perk a third time, also gain
+1 Damage to each race or beast you have chosen.
Blood Magic: If you do not already have one, gain a Blood Pool. Your Blood Pool empties at the
start of your turn. Whenever you deal damage with a non-magical Sharp weapon, you always know
exactly how much End Damage was dealt to the target. Add that number to your Blood Pool. You
may spend points from your Blood Pool as if they were your End to add Augments to your spells.
You also gain the following action:
0AP Sacrifice: Requires a One Handed Sharp weapon. Lose one End and add two points to your
Blood Pool.
Bloody Ritual: If you do not already have one, gain a Blood Pool. Your Blood Pool empties at the
start of your turn. You also gain the following actions:
1AP Deep Cut: Requires a One Handed Sharp weapon. Lose two End and add five points to your
Blood Pool.
0AP Blood is Power: Spend three points from your Blood Pool. Add the following to your next
Casting Total: Heart, Diamond, Spade, Club.
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Ritual Circle (3AP): For the rest of this combat, instead of emptying at the start of your turn, your
Blood Pool empties at the end of any turn in which you did not gain a stack of the Channel Blood
condition. At the end of combat, lose all stacks of the Channel Blood condition.
Bathe in the Blood (Reaction): After you add points to your Blood Pool by damaging an enemy
with a non-magical Sharp weapon, gain Channel Blood +1.
Vampire: Requires Sanguine Mage. You gain the Vampire subtype. Your skin turns cold and pale,
and your blood runs cold. You gain Disadvantage while in direct sunlight. If in Direct sunlight for
two rounds in a row, gain On Fire +3 each round you remain in the sunlight. You may not use the
0AP Sacrifice or 1AP Deep Cut abilities. Gain the following:
Dark Pact (Reaction): At the start of combat, add two points to your Blood Pool.
Feast (2AP): If there is a helpless, unconscious, or dead creature (which died in the current or
previous scene) adjacent to you or in your space, you may feed on it. The creature dies and loses
all of its blood. Add ten points to your Blood Pool and gain Channel Blood +1.
A False Life (0AP): You may spend up to six Blood Points. For every two points spent, heal 1 End.
A Cursed Life (Reaction): If you do not use the 2AP Feast action by midnight of any day, your
maximum End is reduced by 4. If this would reduce your End below 0, you are immediately reduced
to ash and permanently die.
Brawler: Requires Expert in Pugilism. Your Pugilism attacks gain +1 To Hit and +1 Damage.
By My Authority: Become Trained in Diplomacy, or Expert if you are already Trained. If you are
already Expert, gain Advantage. Then, gain the following ability to your Diplomacy: ♠: Target that
you have not attacked this scene must pass a TN 12 Will test or cease all hostility towards you and
your allies. The target will regard you as they would a superior. You may not use this ability on the
same target more than once per day.
Channel Chi: If you don’t have a Chi Pool, you gain one now. Your Chi Pool starts at zero and
empties to zero at the end of each scene. Your Chi Pool’s maximum is equal to Double your
Resolve. You immediately lose all Chi when you wear Medium or Heavy armor and cannot gain
Chi while wearing Medium or Heavy armor. You gain access to the following action:
Battle Meditation (2AP): You find your center, and channel your inner energies. Gain a number of
Chi points equal to your Resolve.
Focused Strike (0AP): Spend one Chi point. If you do, on your next Martial Arts attack this turn,
gain Advantage.
Masterful Strike (0AP): Spend any amount of Chi. On your next Martial Arts attack this turn, gain
+1 To Hit for each Chi point spent.
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Burst of Chi (0AP): By spending two Chi points, you may immediately make a 1AP Martial Arts
Attack action.
Dangerous Chi: Requires Channel Chi. You gain access to the following actions:
Steal Chi (Reaction): After you make a Martial Arts Attack that hits you may choose to make it
deal no Damage. If you do, gain a number of Chi points equal to the Damage you would have dealt
Spiritual Strike (0AP): Gain +1 Damage for every 3 Chi points spent on your next Martial Arts
Attack this turn, for a maximum +3 Damage.
Soul Defense (Reaction): Gain +1 per Chi point spent on a Defense flip versus a Magic attack.
Channel Energy: You gain a Blessing pool. This pool has no limit, and starts with 0 Blessing
points each day. This pool empties to 0 at the end of a scene. You gain access to the following
actions:
Healing Prayer (1AP): Discard a card and gain X Blessing points. X equals your Wil.
Blessing of Speed (0AP): Increase your Move and any number of adjacent character’s Move by
one for a number of rounds equal to your Wil. You must spend one Blessing point for each character
you wish to include.
Blessing of Protection (0AP): Spend any number of Blessing points. For every three points spent,
gain +1 DR until your next turn.
Blessing of Vigor (0AP): Spend up to six Blessing points. For every two points spent, heal yourself
or an adjacent character 1 End.
Holy Energy: Requires Channel Energy. You gain access to the following actions:
Blessing of Fury (0AP): Spend any number of Blessing points. For every point spent, add +1 To
Hit on the next attack you make or on the next attack an ally makes. The ally must be adjacent to
you at the time of using this ability.
Favored Champion (Reaction): Immediately after flipping for a To Hit, you may expend two
Blessing Points to add a single Suit to the Total.
Combat Trained: At the start of each of your turns during combat, select one of the following
bonuses:
Combat Expert: Requires Combat Trained. Add these bonuses to the list you may choose from:
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Combat Master: Requires Combat Expert. You may now choose a bonus at both the start and end
of each of your turns during combat (selecting a new bonus still ends any previous bonus). Add
these bonuses to the list you may choose from:
• +1 Damage
• Move two spaces
Condemning Presence: Become Trained in Intimidation, or Expert if you are already Trained. If
you are already Expert, gain Advantage. Gain the following ability to your Intimidation: ♠: Target
must flee the area or discard a card. You cannot use this ability on the same Target more than once
per day.
Conflux of Destruction: Choose a Power word that deals Damage. When casting a spell which
contains that Power, if you exceed the TN by five or more, increase its Damage by 1. You may take
this Perk multiple times. Each time you do, choose a Power that does not yet benefit from this Perk.
Conflux of Fury: Choose an Elemental Power. When damaging with a spell using that Power, you
may discard a card from your hand or the top card of your deck. If it is a ♠, increase the damage of
the spell by 1. You may take this Perk a second time. If you do, choose an additional Elemental
Power to affect and increase the damage on a ♣ as well.
Conflux of Knowledge: Pick one Source, Power or Augment and add it to your Grimoire. If you
do not have a Grimoire, gain one now. You may take this Perk multiple times.
Conflux of Power: Choose a word of Power you know. Lower it's TN by 1. You may take this
Perk multiple times. Each time you do, choose a Power that does not yet benefit from this Perk.
Conflux of the Demon: Choose a word of Power. When casting a spell using that Power, after
flipping, you may deal End Damage to yourself. If you do, increase the final total of that Check by
+2 for every 1 End Damage you deal to yourself, to a max of +6. You may take this Perk multiple
times. Each time you do, choose a Power that does not yet benefit from this Perk.
Conflux of Shielding: Requires Trained in Enchanting. You gain access to the following actions:
Conjure Shield (2AP): Spend X End. Create a transparent barrier along the edge of a space in a
straight line, up to three spaces wide and three spaces tall. At least one of these edges must be
touching your current space. The barrier has End equal to double X and has DR 1 Heavy. This
barrier vanishes if it has zero End, if the caster is not adjacent to it, or if the caster wishes it to
vanish. The barrier loses 2 End each round unless the caster uses the Fortify (0AP) action.
Fortify (0AP): Spend 1 End. If you do, prevent the loss of End from one Shield you are touching
that came from your Conjure Shield action.
Design Flaw: When using a Dagger to make a melee attack, DR reduces Damage to a minimum of
1 (normally 0).
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Exploit Design Flaw: Requires Design Flaw. When using Fin to make a melee attack, DR reduces
Damage to a minimum of 1 (normally 0).
Go for The Throat: Requires Design Flaw. When using Fin to make a melee attack, your critical
hits ignore the target’s DR for the remainder of that attack. This also applies to ranged attacks using
Daggers.
Do You Know Who I Am: Become Trained in Bluff, or Expert if you are already Trained. If you
are already Expert, gain Advantage. Gain the following ability to your Bluff: ♣: After succeeding,
target must discard a card or regards you as a superior for a short time. You cannot use this ability
on the same target more than once per day.
Dual Fighter: You only suffer -2 To Hit when dual wielding (normally -3) if at least one weapon
uses Fin. If both weapons use Fin, you only suffer -1 instead. You still suffer Disadvantage.
Dual Wielding Expert: Requires Dual Fighter. Each time you make a duel wielding attack action,
the first attack flip does not suffer Disadvantage.
Exactly as I Do: Pick up to two Non-Combat Skills that you are Expert in. Whenever you Assist
another character with that Skill, they may choose to act as if they are Trained and Expert in that
skill. You may take this Perk multiple times. Each time you do, choose one additional Skill that
does not yet benefit from this Perk.
Familiar: If you do not have a familiar, gain one now. You may pick a small animal. Once per
turn, you may use a 1 AP Command action. This grants your familiar 2 AP to spend. Your familiar
may use this AP immediately, or after any character’s turn before the end of the round.
You may take this perk multiple times. Each time you do, the following happens: If you take it
while your familiar is dead or otherwise gone, it is summoned back to you. In addition, your familiar
gains +1 ability point, up to a max of 16. Once you have taken this perk 3 times, your familiar gains
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an additional secondary choice on its abilities list. Once you take this perk 6 times, it gains an
additional primary choice on its abilities list.
Favored Weapon: Choose a weapon. This is now your Favored Weapon. You gain the following
action:
Intensive Training (0AP): Gain advantage on the next attack you make with your Favored
Weapon this round.
Ferocity: When you suffer 3 or more damage from a single source (not counting damage negated
by DR), you may draw a card.
Fleet Foot: When you take a move action, you gain +1 square of movement. You may take this
Perk up to three times.
Focused Fighter: While you have the Concentrating condition, you gain a +1 To Hit with all non-
magical weapons. In addition, you may choose not to end the "Concentrating" condition on yourself
at the start of your turn. Concentrating still goes away at the end of a Scene or when used.
Follow-through: After attacking a target in melee, if your target moved, you may move 1.
Next Target: Requires Follow-through. After damaging a target in melee, you may move 1. After
killing or incapacitating a target in melee, you may take a free 1AP Move action.
Glide: Must have the Ravenfolk or Klisk race. You may now glide with your wings. You never
take falling Damage and can steer in the air, following the mounted rules with -/6/8 as your
movement, and moving down 10 ft per turn.
Flight: Requires Glide. Must have the Ravenfolk race. You may now fly with 2/6/10 as your
movement.
Good as New: Become Trained in Medical, or Expert if you are already Trained. If you are already
Expert, gain Advantage. Gain the following ability to your Medical: ♣: Once per Scene, after
succeeding, target may remove one condition from themselves or recover 3 additional End.
In addition, gain a Grit pool. This pool has zero points and empties to zero at the end of each
scene. You may never have more than your Resolve. Gain the following:
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The Quick and the Dead (Reaction): When you are targeted by a ranged attack, you may spend a
Grit. If you do, move up to two spaces.
Ride Lonesome (Reaction): When an ally of yours is damaged by an attack, you may spend a
Grit. If you do, you may make a free ranged attack at the creature that dealt the triggering
damage.
High Noon (0AP): If you have no allies within five spaces of you, you may spend any number of
Grit. Gain +1 AP for each Grit spent this way. Then, you may immediately draw a weapon.
Guardian: When an ally adjacent to you becomes the target of an attack, you may switch places
with them. If you do, the attack now targets you, and you gain +1 to the Defense Flip for it.
I'll Sleep When I'm Dead: The first time each combat you receive Damage that would put your
current Endurance at half your maximum, you may immediately perform a Rest action for free.
This is in addition to the one Rest action you may perform each combat.
Impressive Reflexes: While wearing Cloth armor or no armor, gain +1 Def and Agile Maneuver.
Improvise: Once per combat, at the start of your turn, choose a Combat Skill. You are considered
Trained and Expert in that Skill until the end of your next turn.
Improvise Everything: Requires Improvise. Once per combat, at the start of your turn, choose a
Combat skill you are Trained in. You are considered Expert in that Skill until the end of the scene.
Integrated Weaponry: Must have the Unbound Golem race. Pick a weapon you own. When you
take this trait, that weapon is attached or inserted into your arm, chest, leg or back. It is always
considered equipped, cannot be disarmed or stolen, and may be readied as a free action. You may
change this weapon to a new weapon you own by paying half the new weapons cost and taking one
day of rest replacing it. The old weapon is lost when you do this.
Legend Among Men: Must have the Human race. Pick one of your Primary Attributes that is at
its maximum. Increase that Attribute’s maximum by one, then increase it by +1.
Let Me Try That Again...: Whenever you fail a Non-Combat Skill, you may discard a card. If you
do, immediately perform the Flip again and take the new result.
Like an Ox: +2 Endurance, and you gain Advantage on any Endurance flips.
Lucky Break: Whenever you draw one or more cards, you may immediately Cycle 1.
Mage Killer: When you take the Counterspell action the "Counter" condition does not go away
when you use it to make a Counter Spelling flip in response to a Cast action.
Magic Hater: Requires Trained in Counterspelling. When you make a Counter Spelling flip in
response to a Cast action, you may use the Caster’s To Cast Bonus as your Counter Spelling Bonus.
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Master Poisoner: You may take one less AP to apply poison, minimum 0AP, and cannot
accidentally poison yourself. In addition, you always carry a spare neutralizing agent, and gain
advantage on all flips to resist being poisoned.
Medical License: When you perform a First Aid action, the target heals 5 End (instead of 3) and
you may use the following ability: ♣: Target may be healed again by your First Aid this scene.
Fresh Bandages: Requires Medical License. You may use the following ability on your First Aid
actions: ♦: Target may be healed again by your First Aid this scene.
Method Caster: When you take this perk, choose one of the following:
The Academic Method: Requires Trained in Arcane. Gain +♣♥♠♦ on the first To Cast flip of any
Arcane spell you cast that you spent Concentrate on to gain Advantage.
The Menfein Method: Requires Trained in Enchanting. Gain Advantage on the first To Cast flip of
any Enchanting spell you cast that you spent at least one additional AP on.
The Penumbral Method: Requires Trained in Sorcery. Once per round, you may apply a single
Augment of up to 2 End cost without expending the End on any Sorcery spell you cast that you
spent at least one additional AP on.
Never About the Card: Become Trained in Bluff. Become Expert if you are already Trained. If
you are already Expert, gain Advantage. Gain the following ability to your Bluff: ♦: After failing,
you may immediately draw a weapon as a free action.
Never Stop Moving: Whenever you perform a Rest action, you may also perform a Move action
for free.
On Edge: When determining Initiative, you may discard a card. If you do, you may move up to
half your Fin up the Initiative order. You may take this Perk a second time. If you do, you may
instead move your entire Fin up in the Initiative order or move an Ally up half your Fin.
One with the Shadows: Become Trained in Stealth. Become Expert if you are already Trained. If
you are already Expert, gain Advantage. Gain the following ability to your Stealth: ♦: As long as
you remain in shadows or darkness, characters do not get Awr checks against your Stealth unless
actively looking for you.
Poison Blades (1AP): One weapon you have equipped gains Poison +1. After this weapon applies
the Poison condition, or at the end of the scene, it loses its Poison ability granted by this Perk.
It Only Takes a Scratch: Requires Poisoned Blades. When you successfully hit with a weapon
that has the Poison Trait, if you deal no damage, the weapon still applies its Poison to the Target.
Polyglot: Learn an additional language. In addition, you gain advantage on all Academics flips
relating to correspondences, languages or literature. You may take this Perk multiple times. Each
time you do, learn an additional language.
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Precise Striker: Your attacks with physical weapons deal +1 Dmg for every ♥ in the final total.
Pure Intensity: Pick either One Handed, Two Handed, Pugilism, Martial Arts, Archery or Thrown
Weapons. When you deal damage with the selected skill, you may discard a card. If the card’s value
is higher than the card from your To Hit total, the attack gains Dmg +2.
Pure Luck: Once per turn, you may discard a card and pick a Skill you are Trained but not Expert
in. Gain Advantage on all flips of that Skill until the start of your next turn.
Pure Skill: Requires Level 3 or higher. Pick a Skill that you are Expert in. Choose a Suit. That
Skill gains that Suit to all flips it makes, in addition to any suit on the card. You may take this Perk
multiple times, though every time after the first Requires Level 6 or higher. Each time you do,
choose a Skill that does not yet benefit from this Perk.
Pure Talent: Pick a skill that you are Trained in. Trained grants a +2 to that skill instead of +1. If
you are Expert in that skill, gain +3 instead. You may take this Perk multiple times, though every
time after the first Requires Level 4 or higher. Each time you do, choose a Skill that does not yet
benefit from this Perk.
Quicken (0AP): The next spell you cast counts as having +1 additional AP spent on it.
Rage: Once per Combat you may enter Rage during your turn as a free action. This lasts a number
of rounds equal to your Strength, until you choose to end the Rage, or immediately if you have zero
Rage points, are knocked unconscious or the Scene ends.
While you are in Rage, you gain +X on all Str based flips, +1 DR (does not stack with Heavy Armor
or Shields) and -Y Defense for the duration of your Rage. X equals half your Rage points, and Y
equals your Rage points. You also immediately gain 3 Temporary Endurance and 1 Rage point.
You may have any number of Rage points. You lose all Rage points immediately if you are not in
a Rage.
When your Rage ends for any reason, you immediately lose any Temporary Endurance you still
have. You become Fatigued until you complete a short rest. If you are already Fatigued, you also
become Exhausted. You cannot use any skill that requires Int while in Rage and make the flip with
Disadvantage if required to. If you are wearing Heavy Armor, you will lose 2 End at the end of
every Round while in Rage. You also gain access to the following actions while Raging:
Blowing Off Steam (Reaction): If your turn begins and you have not taken any End damage since
the end of your last turn, lose one Rage point.
Savagery (0AP): You may use this ability only immediately after you have dealt damage to a
creature. Spend up to 3 Rage points. Increase the damage dealt by +1 for each Rage point spent.
Fury (0AP): Spend up to 3 Rage points and 1 Endurance. Gain Temporary Endurance equal to
double the Rage points spent.
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Blind Rage: Requires Rage. You gain access to the following actions while Raging:
Crush Your Enemies (Reaction): Whenever you hit a target with a Strength based physical weapon,
before dealing damage you may spend 2 Rage points to add Crush and Shieldbreaker to the attack.
See Them Fall Before You (Reaction): Whenever you kill a creature, you must gain +2 Rage points.
Hear the Lamentations (0AP): Spend any number of Rage points. Heal an amount of Endurance
equal to half the Rage points spent.
Runner: When you take an action while you have movement remaining from a Move action, you
may save one square of movement to use after the current action resolves, before the end of your
turn, following normal movement rules. You may take this Perk multiple times. Each time you do,
you may save an additional two squares of movement.
Savage Blow: When you get a Critical Hit with a non-Magic weapon, you may choose to use up
to two of your weapon’s Critical Abilities, instead of just one. In addition, your Critical Hits with
non-Magic weapons gain +1 Dmg.
School of Earth and Flame: Requires Trained in Martial Arts. Gain access to the Cobra Bite and
Dragon Claw Style weapons.
School of Wind and Sea: Requires Trained in Martial Arts. Gain access to the Eagle Talon and
Eel Tail Style weapons.
Second Skin: While wearing Light or Medium armor, gain Glancing Blow.
Sharpshooter: When you make a Ranged Attack that benefits from Concentrate, multiply the Ideal
Range by 2 (So a 2/4/15 becomes a 2/8/15). If this would make the weapon's Ideal Range greater
than its Effective Range, increase the Ideal Range until it is one less than the Effective Range
instead. In addition, when shooting past your Effective Range you do not halve your damage (you
still suffer Disadvantage).
Shield Fighter: Shields you have equipped gain the special ability: When an attack misses you,
you may move 1.
Shintaido: Requires Trained in Martial Arts. You may now use Martial Arts as the skill for the
Quarterstaff and Polearm. In addition, at the start of each of your turns you may choose to give
these weapons both the Flurry 1 and Balanced Traits until the start of your next turn.
Sneak Attack: You may not benefit from Sneak Attack while wearing Heavy armor. Gain +1 To
Hit on all attacks made using Finesse if at least one of the following is true:
Dirty Trick: Requires Sneak Attack. When you benefit from Sneak Attack's +1 To Hit, you also
gain +1 Damage.
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Spell Breaker: Requires Trained in Counter Spelling. You gain access to the following Action:
Shatter Magic (3AP): Choose a target creature or object that has a spell currently applied to it within
five spaces. Perform a Counter Spelling (Wil) flip. The TN for this flip is 10 ♣ plus the Attribute
used to cast the spell (of the creature that cast it). If successful, the spell effect immediately ends.
Stamina: You gain a Stamina pool if you don’t already have one. It holds 3 points of stamina and
regains its full amount at the end or beginning of any scene in which you have full End and no
maximum End or Str penalties. If you already have a Stamina pool, it can now hold +2 points of
stamina. Stamina may be spent as though it were Endurance, or a 0 of no suit for the purposes of
any ability that requires you to pay End or discard a card. You may take this Perk multiple times.
Surgical Strike: If you have the Doctor Background, when using a Scalpel, you gain +1 Dmg and
Pierce +1. Otherwise, when you attack a creature with a Dagger using Fin, gain +1 Dmg if at least
one of the following is true:
Talented: Become Trained in one more Skill OR Expert in a Trained Skill. You may take this Perk
multiple times.
Trained Athlete: Become Trained in Athletics, or Expert if you are already Trained. Gain the
following ability to your Athletics: After succeeding, you may Cycle 1. Also gain the following:
Good at What I Do (Reaction): Once per combat, when you or an ally becomes the target of an
attack, make an Athletics flip, TN 13. If you succeed, you may make a free Move action using half
your base Move value. If this ends with you next to the ally being attacked, they may move one,
and the attack now targets you if able.
Trick Shot: When making an Archery ranged attack action, you may discard a ♦. If you do, you
may declare a target that is out of line of sight, provided you have line of sight to a space they have
line of sight to within three spaces of them. You may take this Perk a second time. If you do, the
card you discard may be of any Suit.
Vast Knowledge: Become Trained in Academics, or Expert if you are already Trained. Gain the
following ability to your Academics: After succeeding, you may Cycle 1. In addition, gain the
following:
I’ve Read of this Creature (Reaction): After initiative is flipped, before anyone goes, you may make
a free Academics check on any one creature in LoS.
Weapon Master: When using Masterful weapons, you may choose to use the highest of your Str
and Fin, instead of the lowest.
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You gain +1 to hit when using a weapon that matches this selection. In addition, choose a specific
weapon that matches the selection. That weapon’s Critical Hits now happen on a MoS of 5+
(instead of 10+).
Witch Hunter: When you take the Counterspell action the "Counter" condition does not go away
at the start of your turn, though it still goes away when used or at the end of the scene. In addition,
you may add the following ability to your Counter Spelling: ♥: After succeeding against an adjacent
target, you may end the Counter condition on yourself. If you do, perform a 1 AP attack action
against the target which may not use suits.
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SKILLS
Characters are made up of multiple Skills, the collection of which defines their path in life. Skills
are based on a character's Primary Attributes, and are further enhanced by being either Trained, or
an Expert. For example, a character with a Finesse of 3 would get +3 to their Archery Skill.
However, if they are Trained in Archery, they get an additional +1, for a total of +4. If a character
is an Expert in Archery, they may first flip a card from their deck, then decide if they would like to
play one from their hand instead.
Even if two characters have the same Attributes, they may have a different set of Skills to
differentiate themselves from one another. For example, Ian's character is a renowned jewel thief,
with a Fin of 4, and Tim's character is an archer from a hunting village, also with a Fin of 4.
However, Ian's thief is an expert in Stealth and Investigation, where Tim's archer is only trained in
Stealth, and knows nothing of Investigation.
Each Skill has it's uses, but even if a use is not listed in these rules, players and Game Masters are
encouraged to come up with new ways to apply their Skills, like using a character's natural talent
for Stealth, which usually applies to hiding oneself, to hiding an item in a room so no one will find
it. Below is a list of all the Skills in the game, and a brief summary of some of the things they would
be applied to.
NON-COMBAT SKILLS
Academics:
Used to determine how well studied a character is. Characters use Academics with Intelligence to
determine if they have read or heard about something. They can also use it in conjunction with
Willpower to determine how good they are at relaying that information through teaching.
Athletics:
Climbing a tree or swimming across a lake are good examples of Athletics. It may also be used to
tumble through a space occupied by an enemy, squeeze into a tight area, or balance on a tightrope.
Athletics can be used with Str or Fin, depending on the situation.
Bluff:
When conversing with another character, Bluff may be used to conceal information, mislead or
outright lie without the other creature knowing. Using Bluff with Wil can aid in all these functions.
Bluff is usually made against a target's Awr +7, but can be harder or easier as determined by the
GM.
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Crafting:
Making a necklace, forging a mighty sword or raising a house are all excellent uses of Crafting.
When you become Trained in Crafting you must choose a style of craft: Jewelry, Smiting,
Carpentry or Alchemy are all good examples. Your Trained bonuses only apply to the selected
field. You may become Trained again, but each time you must choose a different field to apply it
to.
Diplomacy:
Working out a peace treaty is a major form of diplomacy, but it may also be used to sway a person
or crowd to your way of thinking. Diplomacy is made with Wil, and can be used to make someone
less hostile, haggle prices, or work out a deal between unlikely parties. Unlike Intimidation or Bluff,
Diplomacy isn't as versatile, but it has much less disastrous results when it goes wrong.
Intimidation:
Making someone scared enough to run away, stay put, never return to an area or speak to someone
again, or even give up their possessions is the kind of thing Intimidation is used for. Unlike Bluff
or Diplomacy, Intimidation almost never lasts very long. After time, a character will gradually build
up the courage to put aside such fear and resume their tasks, leave their post, or worse, attempt
revenge on the bully who harassed them.
Investigation:
When using Investigation with Wil, you can gather information, fit in at a bar or party, or figure
out the location of the local fence. By using Int, you can also find and decipher the significance of
clues at a crime scene or markings left behind by gangs. Investigation works in many ways like a
big-city version of Survival.
Medical:
Used with Fin in the First Aid action, determining cause of death on a corpse, or putting together a
small remedy for a hangover. Medical is used with Int for all manner of reasons, usually dealing
with ailments, wounds or other such corporeal dilemma. Sometimes Medical is treated as
Masterful, using the lower of Finesse or Intelligence. This is usually reserved for surgery, or other
applications that test both the motor skills and technical knowledge of the practitioner more
demandingly.
Stealth:
When you need to go undetected, or hide an item to go undetected in a room, this is the skill you
would pick. Stealth is used to set the difficulty, and other characters make an Awr + Stealth check
against that number. Characters that are not actively looking for hidden people or objects are
considered to have flipped a 7 for this check.
Survival:
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Living off the land by hunting and foraging, finding your way through the dark of the wood,
tracking prey, evading predators – these are the skills of Survival.
COMBAT SKILLS
One Handed
Swords, maces, whips and shields all fall into this skill as long as they use only one hand to wield.
If otherwise unspecified, this skill uses Str / Fin.
Two Handed
Any item that takes two hands to wield properly uses the Two Handed skill. A player may use these
items in only one hand, but they still use the Two Handed skill, suffer disadvantage, and may not
make use of any suits or abilities. If otherwise unspecified, this skill uses Str.
Martial Arts
Training, dedication and mental fortitude make Martial Arts the respected discipline it is. If
otherwise unspecified, this skill is Masterful.
Pugilism
Wild blows, grappling, kicking, biting – the hallmarks of a tavern brawl, and all perfect examples
of Pugilism. If otherwise unspecified, this skill uses Str.
Archery
Bows, crossbows, guns, slings - all fall under Archery. If otherwise unspecified, this skill uses Fin.
Thrown Weapons
Darts, bolas, spears and knives can be Thrown Weapons. You may even throw chairs, rocks or
other, more exotic things if determined enough. In these cases, however, the exact stats are left to
the Game Master's discretion. If otherwise unspecified, this skill uses Str.
Counter Spelling
If you're looking to shut down a wizard, lock a sorcerer out of their eldritch power, or kick an
enchanter to the curb, this is the skill you use. Stop fireballs, end speed enchantments, reverse
magical traps, all through sheer force of will (and a little bit of magical training yourself). If
otherwise unspecified, this skill uses Wil.
Arcane
This discipline of magic focuses on temporary utility. Armor that lasts a fight, light for a dungeon
or pushing an enemy or ally into a key position all fall under the purview of Arcane magic. If
otherwise unspecified, this skill uses Int.
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Enchanting
Magic that lasts, sometimes forever. Magical locks, illusions hiding doorways, swords that burst
into flame when drawn in battle, these are all examples of Enchanting. If otherwise unspecified,
this skill uses Int.
Sorcery
Let them burn. Or freeze. Or dissolve into acid, convulse in electrical currents or just plain explode.
Sorcery deals with immediate, usually very damaging magics, almost always elemental in nature.
If otherwise unspecified, this skill uses Wil.
USING A SKILL
Skills are the main way with which your character interacts with the world around them. Using a
skill, in or out of combat, is usually combined with an Attribute and a Flip.
Skill Flips
In Suited, players use a deck of 52 playing cards (no jokers) to discover what happens when they
attempt to use a skill. When resolving an action in which the outcome is uncertain, the player will
make a Flip. Flips are when you take the top card of your deck and flip it face up in front of you.
This becomes your Active Card. The Active Card’s value and suit are both added to any bonuses
you may have, for example your To Hit bonus with a weapon. Once you have added any bonuses
you have to your Active Card’s value, you are left with your Final Total. The Final Total is
compared to either the Target Number, or an opposing Total. For example, picking a lock may have
a set TN, whereas attacking a creature requires you to beat their Defense Total.
Sometimes, instead of making a Flip, a player will wish to instead Play a card. Playing a card means
that when called to make a Flip, you instead choose to take a card from your hand and place it down
in front of you. This counts as your Flip and is then your Active Card. The rest is resolved the same
way. You may not Play if you have Disadvantage – you must Flip in that case.
Lastly, there is Replacing cards. Replacing can only be done if you are Expert in a skill. If you
make a Flip in a skill you are Expert in, and do not like your resulting card, you may Replace that
card with one from your hand. In this way, you discard the Flipped card, and the card from your
hand counts as your Flip and becomes the new Active Card. Then, resolve the rest in the same way.
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If a player has Disadvantage, then they cannot Play or Replace cards. In addition, they must Flip
an additional card for every stack of Disadvantage they have. Then, they must choose the lowest
valued card to be their Active Card and discard the rest. In the case all numbers on the cards are
the same, the player making the flip may choose which to use (choosing the suit).
Target Numbers
Most flips have Target Numbers, or TN. The TN is the amount your flip must equal or exceed to
be successful. This number is usually set by either an ability, a rule or chart in the GM’s section,
or at the GM’s discretion depending on the circumstance. In general, TN 10 is considered average
difficulty, meaning a trained person should be able to succeed most of the time. Less than 5 is
considered extremely easy, and greater than 17 is considered extraordinarily difficult, the kind of
things only mighty monsters and valiant heroes can accomplish.
Opposed Flips
Sometimes the TN is not static, and is set by an opposing force, like spotting a character who has
made a Stealth check. In these instances, the TN is the opposed character’s total. For instance, if a
character makes a Stealth check and gets a total of 11, then any character making Awareness checks
to spot them makes their check at TN 11, set by the character’s Stealth check.
In certain cases, an Opposed Flip will still have a TN. This is most common in spells, where the
Total will need to be higher than both the TN of the spell and the Opposed Flip of the Target. When
a flip with a TN is Opposed, if the Total is lower than either, the flip fails.
Ongoing Challenges
Some challenges take time and may be aided by multiple people. In this case, the GM will let you
know if something is an Ongoing Challenge. Ongoing Challenges require a certain number of
successes before they are resolved. Ongoing Challenges also all have an Increment. Increments are
measures of time that the challenge takes. For example, picking an extra complex set of locks on a
door may have an increment of one round, meaning a character may only contribute to that
challenge once per round. Others, like translating an ancient script, may have longer increments of
one minute, one hour, one day, or more.
Some Ongoing Challenges also can only take a certain number of failures before bad things happen.
Any character may contribute to an Ongoing Challenge, but the same character cannot contribute
twice in the same increment. In addition, sometimes there are added requirements to contribute.
For example, a GM may decide that only one person can contribute towards picking a lock, or that
only those who can speak a specific language may attempt to translate a scroll.
Combat Flips
A specific type of Flip is known as a Combat Flip. These are usually made as an Opposed Flip and
have a Target that the character is actively trying to hit or affect. Combat Flips, as the name implies,
are usually used in Combat, though they use the same basic concepts as normal Skill Flips. There
are three main types: Melee, Ranged, and Spells.
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For more information on Combat Flips, See Attack Flips on page Blocking – Blocking terrain
cannot be seen through, and blocks LoS if the character is the same size or smaller than the blocking
terrain. Not all Blocking terrain is Impassable, such as thick smoke or dense fog, but most is, usually
walls or large stones.
Blocking Terrain Shadows – Blocking terrain also blocks LoS to a number of spaces behind it equal
to its height, known as it’s “Shadow”. Even if the character drawing LoS is taller than the terrain,
as long as the target is equal to or smaller than the blocking terrain and within the Shadow, it is
hidden. This is to simulate the character tucking up behind it in order to hide in the shadow,
overhang, or nook.
Barrier – Barrier terrain is a special form of Impassable terrain. A character may move
through/over/under this terrain by spending an additional point of movement, provided the terrain
is the same or shorter height. Incorporeal and flying creatures may ignore this terrain as normal.
This is usually a fence, low wall or other such impediment.
Climbable – Climbing terrain takes movement, as well as an Athletics check. The movement cost
as well as the TN of the check depend on the terrain. Failed checks can result in falling damage.
Falling Damage – Falling more than ten feet (2 squares) causes a character to take 2 Blunt Dmg
with Crush and Shieldbreaker, with +2 for each additional ten feet fallen. So, a character who falls
thirty feet will take 6 End Dmg with Crush and Shieldbreaker. If this would reduce a character to
0 End, then they must make a Fin + Athletics flip based on the height. If the MoF is 5 or more, they
are instantly killed. If they fail, they take two points of attribute damage (flip twice). If they succeed,
they take one point of attribute damage. If the MoS is 10 or more, they are miraculously unscathed
(though they still have 0 End).
Fall flips:
Dense – Characters can see into the first space Dense terrain, but not through it. Characters outside
of dense terrain may draw LoS to characters within the first space of terrain their LoS passes.
Characters inside the terrain may draw LoS out of the terrain provided their LoS does not pass
through more than one space. If both models are outside of the terrain, it is treated like blocking.
This is typically used for bushes, shrubs and other foliage, or even dense smoke and magical
illusions.
Enclosed – This indicates the terrain is an enclosed area, such as a shack, house or cave. Enclosed
halves the max range of ranged attacks, gives disadvantage to ranged attacks being made through
characters, and prevents some special abilities from being used, like flight, unless otherwise
specified (i.e., the ballroom in a castle may be open enough that the enclosed trait doesn’t apply).
Cover, Heavy – This terrain trait means the terrain makes ranged attacks harder to aim. A tree the
target is hiding behind or even the corner of a building are good examples. If the target is in contact
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with heavy cover, and at least one LoS can be drawn from the attacker to the target that passes
through the heavy cover, the ranged attack suffers disadvantage, and loses all suits.
Cover, Light– similar to heavy cover, if a target is in contact with light cover and there is at least
one LoS that can be drawn from the attacker to the target that passes through the light cover, then
the ranged attack suffers disadvantage.
Hazardous – When a character moves into, or starts their turn inside of, hazardous terrain, they may
take damage, as defined by the terrain which will give a damage amount, type, and any special
effects. Caustic acid that can burn flesh as well as dissolve equipment, fields of sharp bone that
puncture unarmored feet, and even stinging nests of insects can be hazardous terrain. Once a
character takes damage from hazardous terrain, they are immune to further damage from that
specific terrain for the rest of that action, regardless of how many AP the action took to perform
(though if they move from one into another, they take the new terrain’s damage as well).
Impassable – Impassible terrain stops characters from moving into or through it. Typical examples
are walls of a building, trees, or other solid objects. Note that a pit is not an example of impassible,
as a character is free to move into/onto it, but they should be ready to take falling damage if they
do. Incorporeal creatures such as ghosts usually ignore this trait.
Hindering – Hindering terrain slows movement. Examples of hindering terrain are a shallow river,
or a muddy marsh. A character wishing to enter hindering terrain must pay an extra point of
movement per square.
High Ground – this trait is used for the tops of hills, rooftops, and even mounted characters. High
Ground simply means all non-magical attacks gain advantage, and characters and terrain shorter
than the terrain being stood upon do not block LoS unless the target is in the blocking terrain’s
shadow.
Attack Flips61.
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Critical Success
When a character succeeds a flip with a Margin of Success of ten or more (MoS 10+), it is
considered a Critical Success. This usually means additional rewards in combat depending on the
weapon used, but can mean other things as well, depending on the situation.
For example, if you were to cast a spell that used both Enchanting and Sorcery, and you were
trained in Enchanting and Expert in Sorcery, you would use Enchanting as the active skill. If it’s
unclear which skill is the worst option because of Perks or other conditions, the GM chooses.
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COMBAT OVERVIEW
ACTIONS
In combat each character takes a turn. On your turn you generate three Action Points, or AP. You
may spend your AP on any of the combat actions listed below, or on any other actions granted to
you by Perks or Abilities, in any order you wish, and may even take the same action multiple times.
Sometimes, you may lose or gain actions through various effects. When this occurs, you may never
have fewer than one or more than five AP. If modifiers would put you at zero or fewer AP, you
simply have one. If they would put you at six or more, you simply have five.
Note that skipping or losing your turn is not the same as losing AP – in this way, effects that rely
on your turn like ongoing damage still happen, but you do nothing, usually from paralysis or other
means.
INITIATIVE
When combat starts, an initiative deck is shuffled. Each player has a card in this deck corresponding
to them, as does each npc, monster and/or monster group, though some monsters have multiple
cards. This deck is then flipped face up in a row, from first to last. This becomes the Initiative Order
and is the order in which players and their foes activate. Some players and monsters have abilities
that modify Initiative Order. In the case that multiple characters have these abilities, the enemies
will always modify first, followed by the players, in initiative order.
If a single creature or group of creatures ever has more than one initiative card corresponding to
them, and this card is dealt adjacent (i.e. the creature(s) would go twice in a row) then the lower
initiative card is moved down two spaces. If it cannot (if both cards are at the end of the initiative
order) then the higher card is moved up two spaces instead.
0AP ACTIONS
Some actions have a cost of 0AP. This is not the same as a Free Action, which can be done as many
times as you are told to do so. Instead, a 0AP action is an action that cost no AP, but you may never
take more than a single 0AP action in any round, even if it is a different 0AP action.
LINE OF SIGHT
Line of Sight, or LoS, indicates whether or not a character may see another character, space or item.
To determine if two spaces have LoS to each other, draw an imaginary line between any corner of
one space to the other. If AT LEAST ONE line can be drawn this way that is unbroken by walls
or other terrain that interrupts LoS, then the two squares have Line of Sight and may see each other.
As always, a GM may overrule this and say that you do or don’t have LoS, since this rule cannot
cover every individual case.
If two spaces have LoS to each other, but one or more lines drawn from corner-to-corner are
interrupted by walls or terrain that block LoS, then the target is partially obscured. If the target is
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within one square of the intervening terrain, they also have cover, unless the attacker is within two
squares of the target.
MOVEMENT
Your race defines how many spaces of movement, or Points, you gain per move action. You may
move orthogonally any number of times and may move diagonally ONCE per move action.
Note to GMs: The game assumes you play on a square grid. You may, however, play on a hex grid,
or even with no grid by using inches to measure like a war game. In these cases, a space is simple
turned into a hex or an inch, rather than a square. Though the game assumes you will be using some
kind of grid or measurement system, you can play using theater of the mind or any other solution
that the entire group agrees upon. Be warned that in these cases you may need to do some work to
change the rules to fit your custom game.
Many items and abilities can cause conditions or other status effects to characters. Effects usually
state how long they last in the same section that details how they are applied. If an effect doesn't
state a duration, it is always assumed to end at the end of the current Round.
Chain: Make another attack with the same weapon or spell, losing one stack of Chain, drawing
range from the target.
Corrode: The target gains the Corroded condition. Reduce the target's Armor Bonus to Defense by
1 (minimum 0) until an hour is taken to repair it. This repairing does not take a flip and
automatically succeeds but requires tools of an appropriate kind.
Fire +X: When applied, the target becomes On Fire +X. At the end of the round, target takes fire
Damage equal to the amount of the Fire condition, then reduces the Fire condition by 1. Becoming
Frozen immediately ends the Fire condition on a target.
Frozen: When a target is affected by Frozen it gains the Frozen +1 Condition. A creature with this
condition starts the next turn with -1 AP then loses one stack of the Frozen condition. Gaining the
On Fire condition immediately ends the Frozen condition on a target.
Pinned: A character who has the Pinned condition may not take Move actions. They may remove
this condition with a 1 AP un-pin action. A character may also use this action to unpin an adjacent
character with the Pinned condition.
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Poison: While Poisoned, at the end of its turn the target takes 1 poison Damage, then makes an
Endurance flip (using their current Endurance) at TN 10 + their poison condition. If they succeed,
then they reduce their Poison by 1.
Prone: A character may drop Prone as a free action or may be made prone by special attacks and
abilities. A Prone character gains +2 to their Defense vs any ranged attacks but loses their Dge
bonus and takes -2 DR vs any melee attacks. A character may crawl while Prone by spending an
additional square of movement per space moved. A 1 AP Move Action may be used to stand up
from being Prone. Move actions taken this way do not grant additional squares of Movement.
Stunned: While Stunned, you lose -1 AP per stack of Stunned on your next turn. Then, remove
one stack of the Stunned condition. As always, you may never be reduced below 1 AP at the start
of any turn.
Bleeding
A target that is bleeding will continue to take 1 End Damage at the start of their first turn each
round until they recover to their max End or receive successful First Aid. The TN of any First Aid
attempted on them is increased by the amount of Bleed damage the character has taken so far.
Bleeding can be quite deadly, as the longer it goes on the more likely the victim will simply bleed
out.
Fatigued
While fatigued, a character must discard a card before they may cast a spell or use an ability, in
addition to any other costs of these actions. Unless otherwise stated, Fatigued ends after a long rest.
Exhausted
While Exhausted, a character does not have a hand. They must discard any cards in hand and may
not draw new cards while they are exhausted. An Exhausted character is treated as a Minion for the
purposes of spells and special abilities. An Exhausted character may also be Fatigued at the same
time. Unless otherwise stated, Exhaustion ends after a long rest.
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Terrain
Blocking – Blocking terrain cannot be seen
through, and blocks LoS if the character is the A Note to GMs:
same size or smaller than the blocking terrain.
Not all terrain needs to be defined. Players
Not all Blocking terrain is Impassable, such as
will intuitively know they can’t walk
thick smoke or dense fog, but most is, usually
through a wall without saying it’s
walls or large stones.
impassible. The rules provided in this
Blocking Terrain Shadows – Blocking terrain section are meant as ways to clarify spells
also blocks LoS to a number of spaces behind and abilities, as well as to give GMs and
it equal to its height, known as it’s “Shadow”. players alike a chance to think about how
Even if the character drawing LoS is taller than different terrain can impact the flow of a
the terrain, as long as the target is equal to or battle, for better or for worse.
smaller than the blocking terrain and within the
Shadow, it is hidden. This is to simulate the character tucking up behind it in order to hide in the
shadow, overhang, or nook.
Barrier – Barrier terrain is a special form of Impassable terrain. A character may move
through/over/under this terrain by spending an additional point of movement, provided the terrain
is the same or shorter height. Incorporeal and flying creatures may ignore this terrain as normal.
This is usually a fence, low wall or other such impediment.
Climbable – Climbing terrain takes movement, as well as an Athletics check. The movement cost
as well as the TN of the check depend on the terrain. Failed checks can result in falling damage.
Falling Damage – Falling more than ten feet (2 squares) causes a character to take 2 Blunt Dmg
with Crush and Shieldbreaker, with +2 for each additional ten feet fallen. So, a character who falls
thirty feet will take 6 End Dmg with Crush and Shieldbreaker. If this would reduce a character to
0 End, then they must make a Fin + Athletics flip based on the height. If the MoF is 5 or more, they
are instantly killed. If they fail, they take two points of attribute damage (flip twice). If they succeed,
they take one point of attribute damage. If the MoS is 10 or more, they are miraculously unscathed
(though they still have 0 End).
Fall flips:
Dense – Characters can see into the first space Dense terrain, but not through it. Characters outside
of dense terrain may draw LoS to characters within the first space of terrain their LoS passes.
Characters inside the terrain may draw LoS out of the terrain provided their LoS does not pass
through more than one space. If both models are outside of the terrain, it is treated like blocking.
This is typically used for bushes, shrubs and other foliage, or even dense smoke and magical
illusions.
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Enclosed – This indicates the terrain is an enclosed area, such as a shack, house or cave. Enclosed
halves the max range of ranged attacks, gives disadvantage to ranged attacks being made through
characters, and prevents some special abilities from being used, like flight, unless otherwise
specified (i.e., the ballroom in a castle may be open enough that the enclosed trait doesn’t apply).
Cover, Heavy – This terrain trait means the terrain makes ranged attacks harder to aim. A tree the
target is hiding behind or even the corner of a building are good examples. If the target is in contact
with heavy cover, and at least one LoS can be drawn from the attacker to the target that passes
through the heavy cover, the ranged attack suffers disadvantage, and loses all suits.
Cover, Light– similar to heavy cover, if a target is in contact with light cover and there is at least
one LoS that can be drawn from the attacker to the target that passes through the light cover, then
the ranged attack suffers disadvantage.
Hazardous – When a character moves into, or starts their turn inside of, hazardous terrain, they may
take damage, as defined by the terrain which will give a damage amount, type, and any special
effects. Caustic acid that can burn flesh as well as dissolve equipment, fields of sharp bone that
puncture unarmored feet, and even stinging nests of insects can be hazardous terrain. Once a
character takes damage from hazardous terrain, they are immune to further damage from that
specific terrain for the rest of that action, regardless of how many AP the action took to perform
(though if they move from one into another, they take the new terrain’s damage as well).
Impassable – Impassible terrain stops characters from moving into or through it. Typical examples
are walls of a building, trees, or other solid objects. Note that a pit is not an example of impassible,
as a character is free to move into/onto it, but they should be ready to take falling damage if they
do. Incorporeal creatures such as ghosts usually ignore this trait.
Hindering – Hindering terrain slows movement. Examples of hindering terrain are a shallow river,
or a muddy marsh. A character wishing to enter hindering terrain must pay an extra point of
movement per square.
High Ground – this trait is used for the tops of hills, rooftops, and even mounted characters. High
Ground simply means all non-magical attacks gain advantage, and characters and terrain shorter
than the terrain being stood upon do not block LoS unless the target is in the blocking terrain’s
shadow.
ATTACK FLIPS
There are several kinds of Attack Flips. Each functions in much the same way, and players only
need to know the difference for specific Perks, effects and abilities.
Targets
The Target or Targets of an Attack are the creature(s) the character making the attack is attempting
to hit, or otherwise effect.
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Melee
A melee attack is any attack made that uses the Skill One Handed, Two Handed, Pugilism or Martial
Arts, or that specifies that it is counted as a Melee Attack.
Ranged
A ranged attack is any attack made that uses the Skill Archery or Thrown weapons, or that specifies
it is counted as a Ranged Attack.
Spells
A spell or magical attack is any attack made that uses a Word of Power, the Skill Arcane,
Enchanting or Sorcery, or that specifies it is counted as a Spell or Magical Attack.
CRITICAL HITS
In combat, a Critical Success is considered a Critical Hit. When you get a Margin of Success of ten
or more, you may add a single one of your weapon’s Critical Abilities. Magical Critical Hits have
their own Critical Abilities based on the Skill and Attribute used to cast the spell.
DEFENSE
When a character is the Target of an Attack, they are usually required to make an Opposed Flip.
Unless otherwise specified by a spell or ability, this flip is made using their Total Defense modifier.
Damage Reduction
Many creatures have Damage Reduction, or DR. This is usually because they are covered in armor,
hard shells, magical barriers, or other such impediments to weaponry. When a creature takes
Endurance Damage from an Attack of any kind, the Damage is reduced by DR before it is lost from
Endurance. DR can not reduce Damage below 0.
DR only reduces Damage from Attacks. It has no effect on falling, poison, fire, or other effects that
do not Attack the target, or are not repeats of Attacks on previous turns (for example, Force Lash’s
single target effect would be reduced by DR each turn).
DAMAGE
When a creature takes Damage, after it has been increased or reduced by any effects that would do
so, they subtract it from their current Endurance. If this would reduce their Endurance below 0, it
instead stops at 0, and any new instances of Damage are dealt directly to their Primary Attributes.
Attribute Damage
Sometimes a creature will take Damage while at 0 Current Endurance. When this happens, the
Damage is applied directly to a Primary Attribute. The Attribute it applies to is determined by the
Active Card for the Attack Flip. Hearts equal Strength, Diamonds equal Finesse, Clubs equal
Intelligence, and Spades equal Willpower.
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Healing
If a creature would Regain or be Healed for an amount of Endurance, that amount is added to their
Current Endurance. This never increases Endurance above its maximum value.
Healing Attributes
When a creature’s Attributes are damaged, they mark down the damage and use the new value for
everything but must remember their initial maximum. Thus, a human character with 4 Wil who
takes 2 Wil Damage will use that 2 Wil to determine their Resolve, but their Max Willpower will
still be 4, and their Racial Maximum will still be 5.
If a creature would Regain or be Healed for an amount to an Attribute, that amount is added to their
Attribute, up to their Maximum Value.
A character may do nothing other than be cared for over a week of in-game time, after which they
may heal one point of Attribute Damage to a single Attribute. Each week they are cared for cost 2
Silver per week to pay for meals and medical supplies, and requires another character to look after
them or to hire a caretaker for an additional 1 Copper per week.
Death
It is inevitable in adventuring that things will die – either your foes, or you. When a Player Character
dies, it’s not the end of the road. The Player may create a new Character, at one level below the rest
of the group. The GM can then incorporate this character into the narrative, allowing that Player to
keep playing.
If your game is particularly brutal to suit the tastes of the group, it is recommended that Players
have a backup Character on hand to introduce should theirs die mid-session.
A Character that has 3 or more Wounds cannot take any more and is instead permanently dead.
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Free Actions
Free actions are actions granted by abilities, perks, or other means. These actions may be worded
differently, such as “Take a Free Action” or more specifically “Make an additional Free Attack”.
If an ability would grant a free action, that action is always optional unless specifically stated
otherwise. If an ability would tell you to “Make an additional Free X”, then you must use the same
items, Attributes, and abilities as the first attack when it was declared. If you cannot (for example,
if your Fragile weapon broke) then you cannot take the Free Action.
0 AP Actions
Sometimes it is possible for a Perk, item, spell or ability to grant a 0 AP action. A character may
use these actions in addition to any other actions they take on their turn, but may never use more
than one 0 AP action per turn (so if they have access to three 0 AP actions, then they may only take
one of them in addition to their normal actions for the turn).
Actions
Move 1 AP:
Move a number of spaces equal to your Movement (Racial Movement plus Bonuses) or stand up
from being Prone (ending the condition). As part of a Move action a character may draw one item
that is available, such as a weapon from its sheath, or a potion off a bandolier, provided they have
the hand(s) available to do so. This movement does not need to be taken in full, but any remaining
points of movement are lost after the player ends their turn, uses all the movement, or spends
another AP. Opening or closing a door takes two points of movement.
Attack 1 AP:
When a character attacks, they do so by declaring their method of attack, their target, and then
making a flip. Unless stated otherwise (like weapons with the Cumbersome trait) an Attack will
always take 1 AP to perform.
By investing all their strength into an attack, a character may enhance the damage of their attack at
the cost of recovery time. When using a Power Attack, a character must spend an additional AP
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and must be using Strength as their Attribute. When dealing damage from a Power Attack, the
weapon gains +2 Dmg. You may not Power Attack with a ranged weapon.
By taking time to aim, a character may strike at the weakest points on an enemy. When using a
Precise Attack, a character must spend an additional AP and must be using Finesse as their
Attribute. When dealing damage from a Precise Attack, the weapon gains Pierce +2.
During a melee attack, you can choose to avoid targeting your opponent and instead target
something they are holding. Disarming attacks may not be made with ranged weapons, and gain
Disadvantage unless the attacker is using Pugilism or Martial Arts, or a weapon with the Disarming
ability, and is adjacent to the target. When damaging with a disarming attack, instead of dealing
damage or using the weapon’s abilities, the target must drop a held item of the attacker’s choice.
Assist 1 AP:
You aid another character for a task. Grant a character you are adjacent to a +1 on their flip to a
Skill you are trained in. This bonus lasts until the end of the Round or until it is used by that
character. A character may not gain more than +4 in this way.
Defend 1 AP:
If a character uses Defend then they must also discard a card. If they do, they will get Advantage
on all Defense flips vs attacks that target them before the start of their next turn. Defend does not
stack with itself. If a character is currently equipped with a shield, they may avoid discarding a card
by spending 2AP instead.
Cast X AP:
Spellcasting requires an amount of AP equal to the number of Powers applied. All the AP for a
single spell must be spent in the same turn.
Concentrate 1 AP:
For a single AP, a character can gain the "Concentrating" condition. During any action a character
may end this condition to gain advantage on that action’s flip, to gain a single suit of their choice
on a Cast action, or to replace randomized cards as if they were Expert. This condition is removed
at the start of your next turn if not used.
Talk 0 AP or Free:
A character may freely talk during combat, at no cost. However, if they want to attempt to make a
Skill Check by talking, for example using Intimidation to convince a man to stop attacking them,
then they must use their 0AP action.
Charge 2 AP:
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A character that Charges moves up to their full Move value in a straight line and makes a 1 AP
attack action with Advantage. A charging character must move at least three spaces or they may
not charge. A character that used a Charge action on their turn gains a -2 to their Total Defense
until the start of their next turn.
Rest 3 AP:
When a character rests, they may either draw two cards, then discard one card, OR discard two
cards to put any card from their discard into their hand. A character may only use this action once
per combat.
Counterspell 1 AP:
You gain the "Counter" condition until your next turn. This condition does not stack. At any time,
you may remove this condition in response to a character within LoS taking a Cast action. If you
do, make a Counter Spelling check. If the result is higher than the total for the Cast action, it
immediately fails. If you do not have a Grimoire, you may not take the Counterspell action unless
you are Trained in Counterspelling.
Point Limitations
Sometimes a character may gain extra AP or lose AP at the start of a turn. When this happens, a
character may not go below one AP unless the effect explicitly says so. In addition, a character may
never have more than five AP on a single turn. Any additional AP they would gain are wasted.
Stealth
When successfully stealthed, you must continue to take a 1AP stealth action every round or you
end your stealth. Creatures who have an unhindered LoS to you make an Awr check with
Advantage versus your stealth each round. Creatures who have a hindered LoS to you only make
an Awr check versus your stealth the first time you enter their LoS. Creatures who do not have LoS
to you only make an Awr check versus your stealth when you move within three squares of them.
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DAMAGE TYPES
There are three major types of damage: Physical, Magical, and Elemental. Physical damage, which
includes Sharp and Blunt, is typically dealt by a physical weapon. A sword deals Sharp damage,
and fists or hammers would deal Blunt damage. Magical damage includes Force damage but is
often simply referred to as Magical damage. If damage is Magical, it usually comes from a spell.
Not all spells deal Magical or Force damage, however – some specify that they deal non-magical
damage of some kind. Note that a spell can create damage combinations, like Magical Sharp or
Magical Fire damage. These combined damage types count as both for all effects that specify
damage types.
Finally, Elemental damage is separated into a few types: Lightning, Acid, Fire, Ice, Earth, Wind
and others. These damage types typically relate to a condition – if a target is immune to that
condition, it is immune to the damage. So, a target immune to the Fire condition is also immune to
Fire Damage, and vice-versa.
Finally, Primordial damage is unique in that it is always irreducible – it cannot be reduced by DR,
AA, or any other spell or ability that reduces, halves or otherwise lowers damage. It can however
be negated (by Immunity to Primordial or similar effects) or redirected. Primordial Damage counts
as Magic and Elemental.
If a weapon deals two damage types, such as a sword enchanted with fire dealing 3 Sharp and 2
Fire, the damage is not additive. So in this instance, you would apply the 3 Sharp Damage and then
2 Fire Damage. When a creature takes more than one type of Damage from a single source, DR is
applied one at a time, starting with the highest value. So in this instance, a monster with DR 4 being
attacked by the sword would reduce the 3 Sharp to zero first, and have one DR left to reduce the
Fire Damage to 1, taking the excess 1 Fire Damage. Weaknesses and Resistances are applied
BEFORE DR.
Immunity simply means the creature cannot take damage from that source. So a ruby drake with
immunity to fire would never take any Fire Damage, or attempt to reduce it via DR or AA. Some
creatures even specify they heal from the damage they are immune to instead, like elementals.
ACQUIRING EQUIPMENT
MONEY
Money is referred to by many names, depending on the country and year. However, the basic
principle remains the same – money is used to purchase goods and services. The currency of the
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realm is separated into a few categories, each of which has an exchange rate into the next category
of ten.
1 bit 10 copper
1 copper 10 silver
1 silver 10 gold
1 gold 10 platinum
1 platinum 10,000 bits
Most people tend to carry silver as their highest denomination. Only nobles and people with too-
little sense carry gold.
EQUIPMENT
SLOTS
Every character has 4 slots, but you may expand this with equipment such as bandoliers, backpacks
and belts. A character may freely carry more equipment than they have slots for but can only access
the equipment in their slots. To access their other equipment, a character must expend 3AP. At the
end of the turn, the character may switch out what equipment is in their slots, and what is considered
inaccessible. An item takes up slots equal to it’s Weight. An item with 0 Weight takes up half a
slot, and can only be in a slot with another item of it’s kind (so a weight 0 Elixir can be in a slot
with another weight 0 Elixir, but not an Oil).
WEAPON STATS
Weapons are divided by Simple, Militant, Ranged, Ammunition, Martial Arts, Styles and Pugilism.
They each tell you the name of the weapon, what Attribute is added to the Skill, the Skill used, the
cost to buy it, the Damage (Dmg) it deals when it hits as well as its Damage Type, what options it
has on Critical hits, and any special abilities it may have. All weapons have a Quality score as well.
This is not listed, since it may change based on where or how the weapon is acquired and is
explained in detail below. By default, all weapons have a Quality score of zero.
Pugilism and Martial Arts are both free. A character may take these ''weapons'' without spending
money. Styles, however, must be gained through special means, usually via a perk. Characters are
always considered to have the Reckless Strike Pugilism weapon equipped, even if it is not recorded
on their sheet. In addition, a character may only take Martial Arts attacks if they are Trained in
Martial Arts
Name
All weapons have a name, which is used to differentiate them from other weapons. Whenever a
weapon is called a Club, for example, it will always have the same stats as a normal Club listed
below. If a weapon has a special name that does not appear on this list, either through an adventure
module or other supplement, it will either list its stats or say it “functions as” an item from this list
with some small changes. For example, a weapon called the ‘Dragon’s Fang’ may say it “functions
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as a Dagger with Dmg 2”, meaning it has the exact stats as the Dagger below, except it deals two
damage instead of one, and counts as a Dagger for the purposes of all Perks and abilities that would
require or exclude a Dagger specifically.
Attribute
The Attribute of a weapon determines which of the four Primary Attributes a character uses to make
attacks with that weapon. If the weapon only lists a single Attribute, then only that Attribute is
added to the To Hit. If a weapon lists multiple attributes then the character making the attack must
decide which to use AT THE START OF THEIR TURN, which may change what abilities are
active for the attack actions taken that turn. Finally, if a weapon lists Masterful, it will use either
Str or Fin, but instead of choosing, the weapon will automatically use whichever is worse. If they
are the same, the character may then choose, and may freely switch which Attribute they are using
for Masterful weapons between attacks, but not during the attack actions.
Dmg
Once a weapon hits, it automatically attempts to deal damage. The amount of Endurance the target
loses is based on the Damage of the weapon (Dmg), minus the Damage Reduction of the target
(DR). It is important to note that first, any special abilities and triggers of the attacker are declared
and used first, THEN any special abilities and triggers of the defender are declared and used, THEN
the Damage calculation happens, subtracting the final DR from the final Dmg, and finally the target
will lose that amount of Endurance.
Special Abilities
A weapon may not be limited to simply damaging the target. Most weapons have Special Abilities
that set them apart. These abilities are each described in detail after the weapon listings.
Skill
Just like the Attribute, the Skill helps determine the To Hit of a weapon. All weapons have a single
Skill listed, and this is the Active Skill for any attack made with that weapon, unless an ability
changes it (like Versatile). So, when a character attacks with a Club, they will use One Handed as
their skill, and add Str to any other bonuses they have from being Trained or other abilities, which
becomes their To Hit Bonus. This is then added to their flip when determining their To Hit Total.
Cost
Player Characters will acquire equipment upon being created for free, based on their Background.
However, in addition to this equipment, or later in their adventuring careers, they may wish to
purchase more items. In this case, they should find a shop or traveling merchant, and spend an
amount of money equal to the Cost of the item they want. At creation, it is assumed the players can
find any listed item they wish, though they can’t always afford it. Note that the GM may describe
only certain items as being available, at their discretion. Usually, large cities will have most items
available, if you are willing to wait, whereas traveling traders and small towns may not have certain
items or even may not have entire item lists like weapons or armor.
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Type
Every weapon deals damage in some form. There are many types of damage, but the main three
are Blunt, Sharp and Magic. This is important for certain abilities, like Cleave (which requires the
weapon be Sharp). There are other damage types, but they will usually also have one of these three
attached.
Critical Abilities
In addition to Special Abilities, weapons also have Critical Abilities. These can be found with the
other Abilities below. Critical Abilities differ from normal Special Abilities since they may only
be activated on a Critical Hit with the weapon (pg. 63). A weapon that gets a Critical Hit may select
one of their Critical Abilities to apply to the attack, in addition to any other abilities and triggers
they activate.
Wgt
All weapons take up space. The weight (Wgt) of a weapon determines how many slots it takes up
in your character’s inventory.
Quality
Though not listed in a weapon’s normal stats, each and every item, including wepaons, has its
own Quality score. The Quality of an item is a number that determines the skill with which it was
made. If not otherwise specified, all weapons have a Quality of zero. A Quality of -1 or worse
will confer a minus to hit equal to the Quality of the weapon. A Quality of 1 or more confers a +1
to Hit equal to the Quality of the weapon. A positive Quality score will also allow a weapon to be
upgraded a number of times equal to its quality. A weapon with a Quality of 4+ is usually
considered a powerful artifact. For more on upgrading, see page Error! Bookmark not defined..
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WEAPON LISTS
Name Attribute Dmg Special Abilities Skill Cost Type Critical Abilities Wgt
Simple
Club Str 3 Crush ♥ One Free Blunt Stun, Dmg +2 1
Handed
Dagger Str / Fin 1 Balanced, (Fin 3+) Flurry 1, One 3s Sharp Dmg x2, Gains 0
(Thrown) Range: 2/4/6 Handed Lucky until the end
of your turn
Salpel Fin 1 Pierce 1, May be used to make One 13s Sharp Dmg x4, Bleed 0
Medical Checks with no bonus Handed
Handaxe Str 2 Opener, Cleave ♦ One 7s Sharp Bleed, Dmg +1 1
Handed
Mace Str 2 Crush One 9s Blunt Dmg +2, Stun 2 1
Handed
Quarterstaff Str / Fin 2 (Trained) Crits on MoS 8+, (Fin Two 3s Blunt Make an additional 2
3+) Trip ♦ Handed Free Attack at +1
Dmg, Trip
Sickle Fin 2 Bleed ♥ One 4s Sharp Bleed, Dmg +2, 1
Handed Trip
Spear Masterful 4 Reach, Versatile, Masterful Two 7s Sharp Bleed, Dmg +2 2
Handed
Whip Fin 2 Reach, Trip ♦, Requires Fin 3+ or One 8s Blunt Disarm, Move 1
gains Cumbersome Handed Target, Trip
Javelin Str / Fin 2 (Str) Bleed ♥, (Thrown) Range: One 5s Sharp Pierce 2, Pinning 2
3/5/8 Handed
Militant
Pole Arm Masterful 5 Reach, Lunge, Masterful, (Fin 4+) Two 13s Sharp Dmg +2, Trip, 2
Trip, (Str 3+) Bleed ♥ Handed Shieldbreaker
Flail Masterful 3 Masterful, Crush ♥, Shield One 2g Blunt Dmg +2, Gains 2
Breaker, (Str 4+) Flurry 1, Handed Lucky until the end
Cumbersome of your turn
Battlestaff Str / Fin 3 (Trained) Crits on MoS 8+, (Fin Two 1g Blunt Make an additional 2
3+) Trip ♦, (Str 3+) Crush ♥ Handed Free Attack at +1
Dmg, Trip, Stun
Greataxe Str 6 Opener ♥, Bleed ♥, Cumbersome Two 2g Sharp Bleed, Mortal 2
Handed Blow, Opener
Greatsword Str 4 Opener ♦, Cleave ♥, Lunge, Two 2g Sharp Cleave, Dmg +2, 2
Versatile Handed Opener, Trip
Lance Str 3 Opener, Reach, One 2g Sharp Dmg +2, (Charge) 2
(mounted) +1 Dmg Handed Mortal Blow,
Pierce 2
Arming Str / Fin 3 (Str 4+) Cleave, (Fin 3+) Lunge One 1g Sharp Dmg +2, Opener 1
Sword Handed
Maul Str 5 Crush ♥, Shield Breaker, Two 1g Blunt Dmg x2, Stun 1 2
Cumbersome Handed
Rapier Str / Fin 2 (Fin 2+) Lunge, (Fin 3+) Parry 1, One 1g Sharp Bleed, Pierce 4 1
(Fin 4+) Riposte 1, (Fin 5+) x2 Handed
Dmg ♦
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Sometimes, a Qualifier is actually a word, like Success, Failure, or +1 AP. In this case, the word
is a requirement. For example, “(Failure) Cycle 1” is an enchantment that lets you Cycle 1 only if
you fail using the item, while “(MoF 5+) Cycle 1” only lets you Cycle 1 if you fail by 5 or more.
Success and MoS +X work similarly. The ability “(+1 AP) +2 Dmg” allows you to apply the
extra damage if you spend an additional AP on it.
If the qualifier is Discard, you must discard a card of your choice. If this also has a suit or
number, the card you discard must be of the same suit, and/or of equal or higher value. For
example, “(Discard) Bleed” means you must discard any card, whereas “(Discard ♥) Bleed”
would require the discarded card to be a heart.
Ammo
If a weapon has this ability, it requires ammo. Ranged weapons without this ability are expended
and may be recovered at the GM's discretion. Weapons with this ability must expend one
ammunition associated with them or may not make an attack.
Balanced
Balanced is an optional trait, which is not applied by default. When applied, this weapon gains -1
dmg (minimum 1). If this weapon has the Flurry ability, the first attack made with Flurry does not
suffer disadvantage. If this weapon has Cumbersome, it loses Cumbersome.
Bleed
A target that is dealt Damage by this weapon gains the Bleed condition.
Blued
Weapons with this ability are specially coated, making them immune to fire and cold effects and
giving them advantage to resist corrosion or other effects that would break them. A Fragile
weapon cannot benefit from the Blued ability.
Catalyst
Weapons with the Catalyst ability have a unique shape or structure which allows for the including
of exotic materials, special symbols and other items and icons that empower spells. A spell that
normally would be delivered on touch can be delivered through a weapon with Catalyst by
making an attack as part of the spell.
When cast this way, there are two flips. The first is the cast flip, to see if the spell is cast, which is
made at the spell’s TN +2. The second is the attack flip, to see if the weapon hits. If the weapon
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hits a target, it applies the effects of the spell in addition to its normal effects. If it misses, the
spell will remain until the end of the caster’s next turn, or until the weapon hits a target.
If the caster is the one making the attack with the weapon, and the weapon is One Handed +
Finesse, then as part of casting the spell the caster may immediately make a 1AP attack for free
using the weapon the spell was cast through.
Cleave
If the attack damages the target, the attacker may immediately declare a free attack using the
same weapon. The new target must still be in range continuing in a circle around the attacker
either clockwise or counterclockwise without running into another creature. This attack deals -1
Dmg. The attacks generated by Cleave may also trigger Cleave, causing the attacker to make
even more free attacks, though each subsequent attack deals an additional -1 Dmg (for example,
the first attack hits for 3 Dmg, causing a second attack at 2 Dmg. If this hits, a third attack may be
made at 1 Dmg). Cleave may not be applied to a Blunt weapon, and does not work with ranged
attacks.
Collapsible
Weapons with this ability become concealable, regardless of size. In addition, they gain
advantage to any checks made to conceal them. Weapons with Collapsible automatically gain the
Fragile ability.
Crush
When attacking a target in Heavy Armor, a weapon with Crush will deal double it's normal
Damage.
Cumbersome
Weapons with this ability must spend an additional AP when they are used or suffer
Disadvantage on the attack.
Custom
This ability on a weapon gives a +1 To Hit. Custom weaponry must be made specifically for a
certain character. Only that character benefits from the Custom ability.
Cycle X
This ability means the owner may Draw X cards. If they do, they must then Discard X cards.
Disarm
When this weapon hits with a Margin of Success of five or more, the target must drop one held
item of the attacker’s choice.
Flurry X
Weapons with this ability may make X additional attacks per AP spent. Therefore, a weapon with
Flurry 1 may spend 1AP to make its normal attack, and one additional Flurry attack. Flurry is
optional and must be declared before any attacks are made. All attacks made while Flurry is
declared gain disadvantage.
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Fragile
When making an attack with a Fragile weapon, if your To Hit total is 13 or higher, then after the
action resolves the weapon breaks and is rendered unusable until you spend half its value at a
shop to have it repaired.
Lucky
A weapon with this ability is usually magically enchanted in some way. Lucky weapons are very
useful when the odds are against you, but less so when skill is on your side. Lucky weapons
ignore all Disadvantage AND Advantage on their To Hit flips.
Lunge
This ability allows a weapon to perform a melee attack up to one additional space away. If you
use this Ability, the attack gains Unlucky (Cannot play from hand, cannot gain Advantage). Note
that a weapon with both Reach and Lunge may attack up to three spaces away.
Masterful
A weapon with this ability uses Str or Fin. Unlike other weapons that use either Str or Fin, a
Masterful weapon MUST use the lower of the two (for example, if Jeff has a Str of 3 and a Fin of
2, he will use his Fin with his Longbow, since it's Masterful). If both Attributes are the same, you
may choose which one to use. Note that unlike weapons with Str/Fin, Masterful weapons can
change which Attribute they use between each action, not just the start of your turn.
Mortal Blow
A character dealt damage by a weapon with this ability must immediately make a Str flip at TN
10 plus the damage taken. If they fail, they are immediately killed. Minions automatically fail this
Flip (They do not flip a card, they just fail).
Move Target
This ability allows the attacker to move their target up to one space after hitting.
Opener
A weapon with the Opener ability will deal double it's normal Damage after a successful Charge
attack.
Overdraw
This trait may only be applied to bows. The attacker may choose to give this weapon
Cumbersome. If they do, the attack gains Dmg +1 and Pierce +1.
Parry X
Weapons with this ability grant a bonus to Dodge. When a character wielding a weapon with
Parry X would be the target of an attack, they gain X as a bonus to their Dodge. Wearing Heavy
Armor causes a character to lose any Parry bonuses they may have. If wearing a certain armor or
shield or using a certain spell would ignore your Dodge value, it ignores any bonus granted by
Parry as well.
Pierce X
A weapon with the Pierce ability may bypass some DR. When damaging a target, DR may not
reduce a Pierce weapon’s damage below X. For example, if a weapon with Damage 4 and Pierce
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2 hits a target with DR 4, the attack still deals 2 – the DR may not reduce it further than it’s
Pierce amount.
Pinning
A weapon with this ability may cause a target to be stuck, either by magic or mundane means.
The target gains the Pinned condition. The target may not make move actions until it spends one
AP to remove the Pinned condition from itself.
Range x/y/z
A Ranged weapon typically uses Archery or Thrown Weapons, and always has a Range stat. The
Range is presented in three numbers, x/y/z, or Close/Ideal/Effective. X is the weapons Close
range and any attack made at X or less suffers Disadvantage, as it is too close to calmly aim and
fire. Remember, a ranged attack cannot target an adjacent space.
Y is the Ideal range. While the target is at Y or fewer spaces, attacks are made normally. Lastly, Z
is the Effective range, and any attacks made at or closer than this range suffer Disadvantage. An
attack may be made further than this, up to an amount equal to twice the Effective range. If an
attack targets a space past the Effective range however, it suffers Disadvantage and has its
damage halved, rounded down, minimum zero.
While in areas with low ceilings, the Effective range is halved. If this would make it equal to or
lower than the Ideal range, it instead becomes equal to the Ideal Range +1.
For Example:
0 1 2 3 4 5 6 7 8 9 10 11 12 13+
Jeff X D N N D D D- D- D- D- D- Max X
Jeff is attempting to throw a weapon with a Range of 2/4/6. Since this is a ranged attack, Jeff
cannot hit anything adjacent to him, so the first space cannot be targeted. The weapon’s Close
range is 2, meaning that at a range of 2 or less Jeff gets Disadvantage on the throw. The wepaon
has an Ideal range of 4, meaning that at a range of 4 or less, he makes the attack normally. In this
case, a dagger makes a normal attack at a range of 3 or 4. The Effective range is 6, so Jeff may
throw 5 or 6 spaces away at Disadvantage. He could throw farther, up to a maximum of twice the
Effective range (in this case, 12) but he would suffer Disadvantage AND halve his Damage.
Since the weapon is Dmg 1, halving it would create a fraction, and like all fractions it would
round down to Dmg 0, so there’s no point in throwing that far.
Reach
This ability allows a weapon to perform a melee attack up to two spaces away, instead of only
adjacent. If you attack a target adjacent to you with this weapon, it gains Unlucky (Cannot play
from hand, cannot gain Advantage).
Reload X
This ability sometimes accompanies ranged weapons. A Ranged weapon with this ability must
spend a number of AP to reload equal to the Reload stat. For example, a weapon with Reload 2
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may fire, but then must spend 2 AP to reload before they may fire again. A weapon does not need
to Reload if it has not yet made an attack this combat.
Reposition
This ability allows the attacker to move one space after hitting. The attacker must remain within
their weapon’s range of the target.
Riposte X
Weapons with this ability are especially maneuverable, allowing a skilled wielder to perform
lightning fast feints and counters. When a character wielding a weapon with Riposte X is the
target of an attack by a melee weapon that has a Margin of Failure of 5 or more, they may
immediately deal X Damage to the attacker.
Shield Breaker
If the target has a shield that grants them bonuses to Defense or Damage Reduction, ignore the
bonuses that shield grants when determining the To Hit and damage of this attack.
Weapons with this rule also negate the Advantage to Defense granted by the Defend action,
regardless of if the target has a shield equipped or not.
Stun
The target gains the Stunned condition.
Suits ♠ ♣ ♥ ♦
Some stats require that a specific suit be used to activate them, like the Handaxe's "Opener ♦"
ability. This means that a suit matching the one shown must be in the final To Hit total. For
example, if Jeff flips an 8 of diamonds, then adds his Strength and One Handed ability of 3, for a
total of 11 of diamonds. That means he hits, and since he got diamonds, he may declare his
Opener ability. A suit may only be applied to one ability, so if a weapon has two that use the
same suit, like the Greataxe, the player must choose which to activate with each single instance of
that suit.
Sometimes a suit also has a number before it, like the Sling's "Stun 12♦". This means the actual
card used must be 12 or higher before modifiers and have a diamond, as well as succeed.
It is possible for a character to benefit from multiple of the same suit for an action through Perks,
magic and other special abilities. This means that a character could activate multiple abilities that
require the same suit, but keep in mind that the suits are allocated to each ability. If you only have
two diamonds, you cannot activate three different diamond abilities!
Some abilities, usually spells, will get better the more suits you have of a kind. For example, an
effect may say “Fire +1, and an additional Fire +1 for each ♥ in the final Total”. In this
instance, no suit actually needs to be allocated for this ability. It simply gets better the more
hearts there are, even if you allocate those hearts to another ability like “Bleed ♥”.
Trip
This ability causes the target to fall prone unless they succeed a TN 13 Athletics + Fin flip.
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Versatile
A weapon with this ability may use the One Handed Skill instead of the Skill listed, but suffers
Cumbersome if it does so.
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ARMOR
Armor is separated into five categories, in a very similar manner to weapons. The Name is what
the armor is called. Armor is how much it benefits your Defense; if it has Dge+X, you add that
number to your Dge to get your Defense. If it has +X, simply add that number to your Defense. If
it has X, your Defense is simply set to that number, ignoring Dodge and effects that would add to
Dodge, like Parry (though you still get other bonuses, like a shield). Damage Reduction (DR) is the
amount incoming Damage is reduced by. DR cannot reduce Damage below 0 just like any other
effect. Special Abilities indicate any unique traits the armor may have. Cost is how much it is to
buy in gold. Armor is also separated by Light, Medium, Heavy and Shield. It's important to note
which kind you are wearing on your sheet, as some spells and abilities refer to the kind of armor
worn (like Crush).
A character may only wear a single Armor at a time and may only benefit from a single Shield at a
time.
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Otherwise, the attack continues, using your new position to determine range. You may only
activate Agile Maneuver a number of times equal to the number of abilities that give you Agile
Maneuver. For example, if you are wearing Cloth Armor and a Ring of Evasion, you may use it
twice, each time discarding a new card.
Bash
You may attack with this Shield using Str + One Handed. If you hit, push the target one space.
Blued
Armor with this ability is specially coated, making it immune to fire and cold effects and giving it
advantage to resist corrosion or other effects that would break it. While wearing Bluded armor,
any effect that would reduce your Defense or DR is reduced by one, to a minimum of zero.
Fragile armor cannot benefit from the Blued ability.
Custom
This ability on armor gives a +1 Armor bonus. Custom armor must be made specificallcy for a
certain character. Only that character benefits from the Custom ability.
Fragile
When you are attacked while wearing Fragile armor, if your Defense total is a Critical Success,
then after the action resolves the armor breaks and loses all its Armor bonuses and DR bonuses
and abilities other than Restricting until you spend half its value at a shop to have it repaired. If
you are using a Fragile shield and are attacked by a weapon with the Shield Breaker ability and
are hit, the shield breaks and loses all its Armor bonuses, DR bonuses and abilities other than
Restricting until you spend half its value at a shop to have it repaired.
Negating (suit)
When your defense total has this suit, the attack may not benefit from the same suit. If the
Negating ability has no suit listed, then it works with any one suit you spend to activate it.
Restricting
If you wear armor with the Restricting ability, you may not use Masterful weapons, or make
attacks using Fin, except Crossbows and Heavy Crossbows. In addition, all Finesse flips you
make suffer disadvantage.
Spiked
Armor with this ability gains Riposte 1 versus all attacks delivered by touching the target with a
part of the attacker's body, such as touch spells, bites or grapples. Shields with this ability gain
Bash if they do not already have it and gain Damage 1 when used to Bash. Also, it looks cool.
Stalwart
Armor with this ability is balanced or may be placed in such a way as to prevent unwanted
movement. While Stalwart is active, any moves you make move you one less space (minimum
zero), and you cannot be moved against your will. In addition, whenever you would be Tripped,
you may discard a card. If you do, you are not Tripped.
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OTHER ITEMS
Rope, bombs, candles, scrolls, saddles and thieves’ tools. They all have two major things in
common – they cost money, and adventurers can make good use of them. Some items share a type
with universal rules.
Elixirs:
All Elixirs must be consumed in some way, and typically take 1AP to do so for yourself, or 2AP to
apply to another creature. Usually, this means drinking, but can occasionally mean forcing it down
someone’s throat. Elixirs will tell you what they do, when they do it, and when it ends if they have
a lasting effect. A character that takes an elixir gains +1 Toxicity.
All Elixirs are also sold in Lesser, Normal and Greater versions. Thus, each Elixir entry has rules
for all three, shown [Lesser/Normal/Greater]. Whenever you come across something like this
[3/4/5] it means you should use the rules for the type you purchased. So, for example, if you by an
Elixir of Vigor for 3 Silver, you have purchased the Lesser version, and should use the first number
shown in the brackets (two).
Toxicity:
A creature can have any amount of Toxicity, and their Toxicity is reduced to zero after a Long Rest.
A character that gains Toxicity while they currently have more than 1 Toxicity must increase their
Toxicity by the amount. Then, they make a Strength check at TN 10 + their current Toxicity. If
they fail, they become poisoned a number of times equal to their Toxicity.
Oil:
An Oil is an ointment, lotion, wax, balm or sap that is smeared onto a creature or item directly.
Skin contact is important for oils and takes 2AP to apply. As such applying an oil to a creature
wearing Medium Armor takes an additional AP, and a creature wearing Heavy Armor simply
cannot receive the oil without removing their armor. All oils take effect immediately after
application. Using an oil on a target removes the effects of any other oil currently still applied to
that target.
Bombs:
Bombs target a single space at TN 8 plus the distance it is being thrown (e.g. if you wish to throw
a bomb three spaces the TN is 11). If there is a creature in that space, the TN is increased by their
Dge. Bomb attacks use Fin or Str, + Thrown Weapons and a max range of Str x2. When a bomb
hits, it stays in the targeted space and explodes after the next two turns (regardless of whose turns
they are). If it misses, it falls short of the targeted area by 1 space for every 2 MoF. A bomb may
be “thrown” at an adjacent square. If this happens, the throw automatically succeeds.
Extracts:
Extracts are poisons and chemicals that may be applied to weapons with 1AP to give them a deadly
and sinister edge in combat. A weapon cannot benefit from more than one Extract at a time, and
the Extract’s ability is usually lost after the next time the weapon hits. Extracts have a number listed
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by their name [x], which is their number of doses. A weapon takes a number of doses equal to its
weight. If its weight is 0, then the weapon takes one dose, but the extract lasts for the next two hits.
Ammunition takes one dose per two pieces of ammo.
Tools:
Tools are kits, packs, or other pre-packaged sets of items that can help a character in specific
situations. All tools provide a passive bonus while being used and come with a number of charges
when purchased. If out of charges, Tools still provide a passive bonus, and may be recharged
completely by spending 75% of the purchase price.
When your Rage ends for any reason, you immediatly lose 3 Endurance. You
cannot use any skill that requires Int while in Rage. If you are wearing Heavy
Armor, you will lose 2 End at the end of every turn while in Rage. When your
Rage ends, you are Fatigued. If already Fatigued, you become Exhausted.
Elixir of At the start of your next turn, for the next [1/2/3] turns, gain an Uncontrolled 3/6/8s
Potential Power (UP) token. While you have one or more UP tokens, you do not have to
expend End or discard cards to cast spells (you must still pay for Augments). At
the end of any turn in which you did not gain a UP token but still have one or
more UP tokens, discard a card and then lose one UP token. If you cannot discard
a card in this way, you become Exhausted and then lose all UP tokens instead.
Elixir of After consuming, at the start of your turn for the next [1/2/2] turns, regain [1/2/2] 10/22/
Rejuvenation points of Attribute damage to [one/one/each] Attribute, up to your max. 50s
Elixir of After consuming, at the end of your turn, you gain +[1/1/2] Damage to all Melee 3/7/15s
Strength attacks using Str. This lasts for [1/3/3] turns.
Elixir of the After consuming, at the start of your next turn, gain +[1/1/2] To Hit on all 1/3/7s
Eagle attacks using Fin. This lasts for [1/3/4] turns.
Elixir of Vigor After consuming, at the start of your turn for the next [2/3/6] turns, regain an 3/6/10s
amount of End equal to your Str, up to your max.
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Elixir of At the start of your next turn, gain +[2/5/8] Temporary End. You also become 4/9/15s
Warrior’s Aspect [Trained/Trained/Trained and Expert] in One Handed, Two Handed, Martial
Arts, Pugulism, and Thrown Weapons. These bonuses last for two rounds.
Alchemy: Oils All Oils are Wgt 0
Energizing Balm After smearing on your chest you gain six temporary Endurance. These 4s
temporary points are lost before your normal Endurance. Once they are lost, they
cannot be recovered. Temporary Endurance points do not stack from multiple
sources (use the highest of the different sources). As with all temporary
endurance, you lose them after a long rest.
Numbing Balm After smearing on your extremities you gain DR +2 for 5 turns. This bonus to DR 3s
is only effective versus Cold damage, or damage sources that may apply Frozen.
It also makes you immune to the Frozen condition.
Insulating Balm After smearing on your extremities you gain DR +2 for 5 turns. This bonus to DR 4s
is only effective versus Fire or Lightning damage, or damage sources that may
apply Fire or Chain. It does not protect you from the Fire condition or being the
target of Chain.
Blade Oil After smearing this on a Sharp weapon, the wepaon gains +1 to Hit for the next 2s
combat.
Keening Oil After smearing this on a weapon, or a character‘s fists for pugulism and martial 6s
arts attacks (ignores additional AP applied by wearing armor), attacks using that
weapon will count as Critical Hits with a MoS of 5+ (instead of 10+) for the next
5 turns.
Alchemy: All bombs are Wgt 1
Bombs
Grapeshot Bomb When this bomb explodes, each creature in it’s space and each adjacent space 4s
takes 4 Blunt Dmg.
Grapeshot Bomb When this bomb explodes, each creature in it’s space and each space up to two 8s
(Enhanced) spaces away takes 4 Blunt Dmg. The creature in the space is also Stunned 1.
Blazing Bomb When this bomb explodes, any creature in it’s space takes 1 Fire Dmg and gains 7s
Fire +3. Any adjacent creatures gain Fire +2.
Gas Bomb When this bomb explodes, each creature in it’s space and each adjacent space 5s
must succeed at a TN 10 Strength flip or begin choking. Choking creatures take
1 Toxic Dmg at the end of their turn which cannot be reduced, then may attempt
the Str flip again. If they succeed, they are no longer choking.
Quick Freeze When this bomb explodes, any creature in its space is Frozen +3. Any adjacent 3s
Bomb creatures are Frozen +1.
Smoke Bomb When this bomb explodes, it creates a smoke in a five by five area centered on it 1s
which lasts for your next two turns. All attacks made versus targets in or through
this area gain Disadvantage. All Stealth checks made inside this area gain
Advantage.
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MUNDANE ITEMS
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Backpack 2s Manacles 5c
Bandages 3c Map, local 1s
Bandolier 1s Matches 1c
Bedroll 2c Mirror, small silver 1s
Brass Knuckles 25c Oil, flask 1c
Box, metal 5c Pipe 2c
Candle 1b Pipe tobacco 1c+
Case, scroll 2c Pole, 10-foot 1c
Chest, wood 4c Pouch 1c
Cigars, box 1c+ Pot, cooking 1c
Cutlery set 5b Quiver or Case 5b
Dice or Cards set 3b Rations (1 week) 1c
Flask or Waterskin 1c Rope per 20 squares 1c
Grapnel 1c Sack 5b
Hammer and Pitons 1c Tent, 2-person 5c
Lantern 1s Tinderbox 1c
Lantern, spotlight 5s Torch 5b
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MAGIC
It is suggested that player make a list of three or four “signature” spells that they can always fall
back on, in case they get overwhelmed by the options during play. It is best to have at least one
spell that is offensive or can deal damage, and at least one spell that does something else like
making a wall or teleporting.
SPELLCASTING
Magic is governed by magical words, spoken in order to construct a spell. Every word falls into
one of three categories: Source, Power, or Augment. To craft a spell, a caster must know at least
one Source word and one Power word.
Source words determine the way the spell will affect the world and fall into four sub-categories:
Single-Target, Multi-Target, Area and Wall. When you use a Source, the type of category it is will
determine the effect of any Powers you apply.
Power words are added to a single Source to create a basic spell. For example, by adding the Power
“Flaming” to the Source “Beam”, you create a gout of fire that hits all creatures in a straight line.
You may add additional Powers to a spell, with no limit, but each Power you add costs +1 AP to
cast, including the first. So, the Flaming Beam example would take 1 AP, but if you were to increase
the fire and add lightning as well, it may be a “Flaming, Flaming, Shocking Beam” which would
cost 3 AP.
Finally, Augment words change how a spell behaves. For example, Beam spells usually go in a
straight line affecting all targets they touch, but if you were to add Turning, then you could curve
the beam, getting specific targets or shooting around a wall. Augments don’t add additional AP,
but they cost Endurance to add to your spell.
To put this all together, a spell consisting of “Beam + Flaming + Flaming + Shocking + Turning”
could be called “Seeking Electrical Burn” which would allow a beam of searing lightning to shoot
out and turn to find a specific set of targets. Very cool!
In these instances, numbers without a ‘+’ are taken individually. Different damage sources are also
taken individually. So, when the above Power is applied to the same spell twice, it would deal two
individual instances of 3 Sharp damage. However, numbers with a ‘+’ symbol are added together.
Looking to our above example, this Power applied to a spell deals 3 Sharp with Pierce +1.
Combined a second time, it will deal two instances of 3 Sharp, both with Pierce +2. If combined a
third time, it will deal three instances of 3 Sharp, with Pierce +3 on each!
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Note that if two powers have the same damage type with a ‘+’, or the same ability, they will be
added together. Therefore, if one Power gives you +2 Fire Damage and Fire +1, and another Power
gives you +1 Fire Damage and Fire +3, your spell will have a total of +3 Fire Damage and Fire +4.
In the case that one Power has a ‘+’ symbol and another does not, the items are still added together.
For example, if one Power grants 2 Sharp Damage, and another grants +1 Sharp Damage, the spell
will deal a single instance of 3 Sharp Damage.
If a spell has a written value, such as a unique Source may say “Select two targets in range”. This
is never modified by numerical values such as +1 or -1. However, some augments may say things
such as “Select an additional target”. This always works as intended, but only after other math has
been done. Essentially, written values are never included in calculations.
Keep in mind that if a spell deals multiple instances of damage then DR, AA, and Resistance are
applied to each instance of damage. So, a spell dealing three instances of 3 Sharp Damage to a
creature with DR 1 would deal a total of 6 damage (3-1=2, three times).
Theory
All Words of Magic will have a Theory attached to them, telling you if you should use your Int or
Wil, and if you should use Arcane, Enchanting, or Sorcery to cast them. If you create a spell that
has more than one Theory attached to it, you must use the worst option, similar to Masterful
weapons. So if your Int is 5 and your Wil is 3, and you create a spell that uses “Arcane, Wil, Int”
you would use Arcane + Wil, since your Wil is worse.
Cost
In order to cast a spell, the caster must expend a single point of Endurance or discard a card. This
is in addition to any other costs of the spell. For example, the “Seeking Electrical Burn” spell from
earlier would cost either a point of Endurance or a discarded card, in addition to the Endurance loss
from adding “Turning” to the spell.
In addition, all magic is fey in nature and is thus affected by many metals, most notably iron.
Casting while in Medium armor takes an additional AP. Casting spells in Heavy armor takes an
additional AP and suffers Disadvantage. Special armor can be made or acquired that contains no
iron, and as such doesn’t carry this penalty, though this is at the GM’s discretion.
Spell Durations
All spells have a duration. If there is no duration listed, the spell is instant, meaning it does its effect
and ends, leaving the effect behind. For example, if a spell does damage and adds Fire +2, the
damage happens and the spell ends, though the damage still stays when the spell ends, and the
target is still on fire.
A spell with a duration will last the entirety of its duration. So, a spell that affects an area and lasts
for three turns will stay for three more of the caster’s turns. At the end of the caster’s third turn
after the turn that the spell was cast, it will go away. A spell with a set duration may not be
voluntarily ended before the duration has expired unless explicitly stated otherwise or successfully
counter spelled. Note that you may counter spell your own spell.
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Some durations are written as an Attribute. In that case, the Attribute of the caster becomes the
number of rounds the spell lasts. If there is an equation, such as Wil + 1, then the spell lasts a
number of rounds equal to the caster’s Willpower plus One. If there is a suit, it represents how
many times that suit appeared in the final Cast Total. For example, Wil + ♠ means the Caster’s
Willpower, plus the number of Spades that appeared in their final Cast Total. If the duration has
MoS, that is simply the number by which the Cast Total exceeded the TN, minimum 1.
There are also spells that use Concentration. These spells stop at the end of the caster’s next turn.
Concentrate is a special action that anyone may take – when a caster takes a Concentration action,
they may forgo gaining the Concentrating condition to instead extend the duration of a single spell
with Concentration that they have cast until the end of their next turn. A spell only needs a 1AP
Concentrate action, but if the caster has multiple Concentration spells active, they will need to
spend one of these actions on each.
Players who learn magic should choose a distinct aspect of their casting. Perhaps when they cast
their eyes glow, or anyone in the area gets the distinct feeling they are being watched. Any odd
sensation or event will do, or a particular effect for a spell they cast often, like their Force Armor
always manifesting as spiked red translucent plate mail, and all other spells manifesting as some
translucent red item. Whatever they pick, it will not change, and should be approved by the GM.
Because of this, even while disguised or invisible, if a caster or witch hunter knows your brand of
magic, they can pick you out or at least know you’re in the area.
Grimoires
Anyone who knows any Words of Magic has a Grimoire. A caster’s Words of Magic are all
contained within their Grimoire. These items are gained or purchased, and some of the more
powerful ones confer a bonus to the bonded owner. If you are instructed by a Perk or Background
to gain a Grimoire, then you may choose the style of that Grimoire. A Grimoire gained in this way
must not be an item that confers bonuses. For example, if you are instructed by the Sorcerer
Background to gain a Grimoire, then you cannot choose a spear or shield unless you pay for it using
your starting money. The GM must approve and the item must be physical, able to be comfortably
held in one or two hands, but otherwise your Grimoire may be almost anything. Tattoos on your
body where you keep your knowledge and power, a puzzle box that grants you secrets to spells as
you open it, or even just a regular book.
Whenever a caster learns a new word of power, they must put it into their Grimoire with one hour
of continuous contact, including magical words and concentration. Whenever a caster casts a spell,
they must currently be in possession of their Grimoire.
All Grimoires count as Quality 1 items for the purposes of Bonding. Because of their irregular
nature, it can be nearly impossible to tell if someone has a Grimoire unless you watch what they
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are holding as they cast, but if you can discern the nature of a caster’s Grimoire you can take some
of their Words of Magic, though this destroys the Grimoire in the process. When doing so, you
spend 3AP on two consecutive turns, during which you must maintain focus and contact with the
Grimoire, destroying the item at the end of the second turn. Then, flip a card. If the item destroyed
was NOT a Grimoire, you take the flipped card’s value as irreducible Endurance damage and take
one point of temporary Attribute damage based on the flipped card’s suit (for example, if you
flipped a 7 of Hearts, you take 7 End damage and lose 1 point of Strength). If the item destroyed
WAS a Grimoire, then instead you may gain one of the Words of Magic contained within based on
the suit flipped:
If the destroyed Grimoire does not have a valid word of that type, you instead heal to full
Endurance. If the destroyed Grimoire has a word of that type, but none that you don’t already know,
you gain nothing. Despite whether or not you learn any words, the Grimoire is destroyed, and the
caster it belonged to is immediately aware and any spells they cast now cost 3 End (rather than 1
End or a Card). After they rest, they can no longer cast any spells until they Bond with a new
Grimoire.
If you Bond with a new Grimoire, you may put one Source and two Powers you knew into it
immediately. You may not bond with more than one Grimoire at a time. Bonding to a new Grimoire
does not destroy the previous Grimoire, and some wizards keep the grimoires they obtain rather
than destroying them for their precious words, just to have a backup kept safe somewhere.
Silent Spells
By discarding a card, a spell may be made to produce no noise, or may be cast even while the caster
cannot speak or breathe.
Motionless Spells
By spending an extra AP, a spell may be made to take no physical motion from the caster, which
will allow them to cast even while restrained, or physically paralyzed.
Incredible Spells
Big and showy, flashing lights and loud voices. Usually this happens when a character is shouting
in High Arcane or the Elemental language to boost their power, though any caster may voluntarily
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make their spell louder, flashier, or otherwise eye-catching. Though this has no inherent mechanical
benefit, it may be used for roleplay purposes, like impressing someone – or intimidating them.
Material Spell
Using a magical component may augment a spell. The effect on the spell depends on the component
being used. The most basic components are gems like rubies or sapphires, used to reduce the TN
or ignore suit requirements, and each require a different amount denoted by the Cost. These
materials are consumed in the magic of the spell, though some have Charges. These may be used a
number of times equal to the charges they carry, though a material with reduced charges will sell
for half it’s worth or less.
Premade Spells
Though the spells in Decked are meant to be created by the caster, some players may want to play
a caster without the complexity of crafting spells in this way, or a GM may want to not worry about
creating spells for monsters and enemy casters on the fly. For this reason, players and GMs can
find a list of spells at the end of this chapter. These spells are famous, and most wizards will know
them or have heard of them. Fireball, Teleport, and Scorching Ray are all famous spells taught in
magical schools throughout the land.
These premade spells list the words used. A character using these premade spells must select the
correct words to learn in order to cast these spells. After they learn the system, a player may wish
to craft their own spells, but be intimidated by the number of options they’ll have each combat. In
this case, it is suggested that player make a list of one or two “signature” spells that they can always
fall back on, in case they get overwhelmed by the options during play.
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Custom Spells
As a note to GMs, sometimes players will wish to make their own unique words/spells.
Additionally, a GM may wish to reward players with a unique word/spell or introduce one for plot
reasons in the same way they may create custom weapons and armor. In these cases, it is
recommended that you base the new word off one of the existing ones listed below; in the case of
making a spell you can make a full spell using the words listed then change small parts of it.
Naturally it can be hard to balance these words/spells as they can be combined and used in many
unseen ways, therefore you should be cautious about how powerful you make them.
A good rule is to make them slightly less powerful than you think they should be and see how it
works for a session or two. If the spell needs it, give it a small power boost – players are much
more likely to be pleased when you increase the power of a custom spell than when you make one
of their favorites suddenly worse.
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SOURCE WORDS
Self:
Theory: Arcane
TN: 6
Target: Single
Possibly the simplest spell type, this simply affects the caster, or the space the caster is in. If the
spell involves movement, then the spell affects each space the caster moves through. The caster,
or any in the casters space(s), does not make a save.
Shot:
Theory: Arcane
TN: 8
Target: Single
A shot spell is a magical attack with a range track of x/y/z. It functions as a ranged attack, and the
target may defend with Total Defense. The range is based on the number of additional AP spent
on the spell:
Volley
Theory: Arcane
TN: 10
Target: Multiple
A Chaotic Bolts spell is a magical attack. It may target non-adjacent creatures within 6 spaces and
LoS. The targets may defend using Dodge. This spell makes a single attack but is defended
separately by each target. The number of targets is based on the number of additional AP spent on
the spell, and the caster MUST choose enough targets if able:
No Additional AP Spent: 2
+1: 4
+2: 6
+3: 8
+4 or More: Any number of creatures within range. The caster may freely exclude any targets
within range.
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Cone
Theory: Enchanting
TN: 9
Target: Multiple
This spell is a magical attack, and targets may defend using Dodge with Disadvantage. A
successful defense allows the target to move one space. If they are still inside the area, they take
full damage. If they are outside the area, they take half. When casting this spell, the caster must
choose a single space adjacent to themselves. Then, they choose two additional spaces which
must be adjacent to each other and the first space, but not the caster. Then, they choose a final
three spaces, which must be adjacent to each other and the second two spaces, but not the first
space or the caster. This spell affects all of these spaces.
If an additional 2+ AP are spent to cast this spell, then the spell gains an additional six spaces it
affects. These spaces may be placed one at a time, and each must be placed next to an existing
space or the caster.
Touch:
Theory: Enchanting
TN: 6
Target: Single
Affects one touched creature. Since you can always “touch” yourself, you may always cast it on
yourself as a Single Target spell (though it counts as a Touch, not a Self). Touch Spells may be
defended by the target using Dodge. By Spending the AP required for the attack -1, a Touch spell
may be delivered using a Pugilism or Martial Arts attack, or an attack made using a weapon with
Catalyst, by making both a To Cast and To Hit flip. The spell is only successful if both flips
succeed, however the attack is successful if the To Hit succeeds, even if the To Cast fails. In this
case, the target only flips for defense once using Total Defense versus the To Hit.
Wall X:
Theory: Enchanting
TN: 9
Target: Wall
Creates a 1-space thick and 3-space high wall of magical energy. This barrier is visible to the
mundane eye and extends for X squares. At least one square of the area must be within X squares
and Line of Sight to the caster. The squares must all be adjacent to one another, extend in a
straight line, and must extend the full length if possible. The wall will extend to its full height if
possible. When casting a Wall spell, X is equal to the Attribute used to cast the spell plus any
additional AP spent to cast this spell.
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Area X:
Theory: Sorcery
TN: 11
Target: Area
Creates a square area, measuring X squares across on all sides. At least one square of the area
must be within X squares and Line of Sight to the caster. X is equal to the Attribute used to cast
the spell plus any additional AP spent to cast this spell. Area spells typically use Concentration
(see “Spell Durations” above).
Barrage:
Theory: Sorcery
TN: 6
Target: Single
A Barrage spell is a magical attack with a range track of 4/8/12. It functions as a ranged attack,
and the target may defend with Total Defense. This spell also has Flurry 1, and you MUST
declare Flurry whenever using this spell.
Beam:
Theory: Sorcery
TN: 6
Target: Multiple
This spell is a magical attack that the target may defend using Wil. It has a single range of X,
which is how far away the spell reaches. The spell will ALWAYS reach the full range in a
straight line and affect EVERY target along the path.
This spell does NOT need LoS. The range is based on the number of additional AP spent on the
spell:
No Additional AP Spent: 6
+1: 3
+2: 10
+3: 15 and affects targets adjacent to the line
+4 or More: 25 and affects targets adjacent to the line
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POWER WORDS
Anti-Magic
Theory: Int
TN: +2 ♠
Duration: Wil + ♠
Single Target: The target gains Disadvantage to any non-Counter Spelling Cast actions.
Multiple Targets: The targets gain -2 to any non-Counter Spelling Cast actions.
Wall: Creatures may not draw LoS through this wall for the purposes of Cast actions of any kind.
Area: Creatures in the area gain Disadvantage to any non-Counter Spelling Cast actions.
Empowered: This spell uses Counter Spelling as its Skill. All targets or spells or creatures in the
area are immediately subjected to a Counter Spelling flip from the Caster versus every ongoing
magical effect they are currently subject to.
Blades
Theory: Int
TN: +2 ♣
Duration: Concentration
Single Target: A bladed weapon manifests itself near the target with a Duration of
Concentration, attacking on its own twice per turn with +3 to Hit. This attack deals 3 Sharp
damage with Pierce 1 and applies any damaging effects to this attack rather than the initial spell.
Multiple Targets: A series of bladed weapons manifest near the targets with a Duration of
Concentration, attacking on their own once per turn with +3 to Hit. These attacks deal 1 Sharp
damage and apply any damaging effects to this attack rather than the initial spell (So a Blades +
Fire would mean burning blades).
Wall: A whirling wall of blades with a Duration of Concentration manifests, dealing damage to
any creatures that move into, out of, or start their turn inside. These blades do 1 Sharp damage
with Pierce 1 and apply any damaging effects to this attack rather than the initial spell (So a
Blades + Fire would mean burning blades).
Area: A rain of daggers with a Duration of Concentration appears, covering the area. Any
creature that starts it’s turn inside or moves into the area must make a TN 10 Fin + Acrobatics
flip. If they fail, they take 1 Sharp Damage with Pierce 1. A creature can only take damage this
way once per turn.
Empowered: +1 Damage and all blades become hammers instead, losing Pierce and dealing
Blunt damage with Crush.
Blink
Theory: Wil
TN: +2 ♠
Duration: Instant
Single Target: The target of this spell is relocated to a new location at great speed, protected
from the rush only by the magic itself. The target makes a free Move action that gains Flying and
Phasing with a Move value equal to the caster’s Wil. This Move value is increased by +3 per
additional AP spent. The caster may discard a card and make an opposed Wil flip with
Disadvantage. If they are successful, they may control this movement. If they fail, then this
movement does not happen. This Power may not be applied more than once.
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Multiple Targets: The targets are temporarily shifted between planes, causing nausea as they
struggle to gain their bearings. The targets must make a Wil flip with a TN of 2. This TN is
increased by + ♠ and + 3. If they fail, they are Knocked Prone. If the MoF is 3+, they are also
Stunned. This Power may not be applied more than once.
Wall: The area shifts, creating an unstable portal that lasts until it has collapsed. When you cast
this spell, you also create an additional Exit Wall with the same dimensions, shape and
orientation within Wil x 2 spaces. This distance is increased by + Wil per Additional AP spent. A
character that enters the original Wall is immediately transported to the corresponding square
within the Exit Wall. This Wall may safely transport a number of characters equal to the Caster’s
Wil. Every time afterwards a character enters the portal, they must flip a card. On a ♠, they are
Stunned, transported to a place a number of squares directly away from the wall equal to the
value of the card flipped, and then the Wall collapses. This Power may not be applied more than
once.
Area: The space in the area warps and flickers, causing all within to become torn between
realities. When a character begins a move within the area, they must flip a card. Their move value
is then replaced with half the value on the card. A character that enters or exits the area during a
move must immediately end that action, regardless of any additional movement.
Empowered: If single target, increase the Move value by Wil x 2. If Wall, the exit portal may be
placed at any single square that the caster has set up a Recall Circle. Recall Circles take one day
of continuous work to set up, and 50 gold in materials. Alternatively, by spending 1 gold on
incense and meditating for one hour on an established Recall Circle, the caster may gain access to
that portal and may later place the exit portal there. Any number of casters may link to a Recall
Circle, but if the Circle is destroyed it must be recreated, and any Caster wishing to use it must re-
link to it.
Darkness
Theory: Int
TN: +4
Duration: Concentration
Single Target: The target emits a strange penumbra, reducing light in an 8-space radius and
giving the target Disadvantage to Total Defense in Daylight. The target gains +2 Total Defense in
areas of shadow or Advantage to Defense Flips instead in darkness.
Single Target [Enchanting]: If the Theory of this spell includes Enchanting, the caster may
choose to make the target an object instead, including a held item, worn clothing, or even a space
on a wall or floor. The touched target emits an aura of darkness in an 8-space radius. If the target
is a held or worn item, the creature wielding the item gains Disadvantage to Total Defense, or +2
to Total Defense in areas of shadow, or Advantage instead in areas of darkness.
Multiple Targets: The targets emit faint tendrils of shadow, reducing light in their own and
adjacent spaces and giving the targets a +1 Total Defense in areas of shadow or +2 Total Defense
in darkness.
Wall: The wall becomes dense and blocks LoS, and lowers the light level one step in a 10-space
radius.
Area: The area is covered in a magical darkness, just enough to lower the light level -1 step.
Light becomes dim light, dim light becomes shadow, and shadow becomes darkness.
Empowered: The spell now completely smothers the light out, counting as magical darkness that
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cannot be seen through, even if an ability would normally allow seeing in total darkness. The
bonuses to attack and defense no longer apply, instead those caught in the area now count as
Blind.
Distort Armor:
Theory: Wil
TN: +2 ♣
Duration: Concentration
Single Target: The target resists with Wil + Counter Spelling. On a failure, they lose any DR
provided to them by non-magical Shields and Armor. This spell may affect magical Shields and
Armor if the caster spends a number of additional AP equal to or greater than the item’s Quality.
Multiple Targets: The targets gain DR -1. This cannot reduce the DR provided by magical
Shields and Armor.
Wall: This wall of energy uses the stolen durability of the armors and metals this spell has
warped over the ages to create a solid wall of magical metal. This wall acts as a metal wall, which
blocks movement, LoS and provides Heavy cover.
Area: Every creature in the area gains -1 DR.
Empowered: This spell instead warps weapons, making them harder to wield. Single:
Disadvantage. Multiple: -3 To Hit with all non-magical weapons. Area: -1 To Hit with all non-
magical weapons.
Earth
Theory: Wil
TN: +3
Duration: Varies
Single Target: This power causes the ground to rise up and cover the target, giving them
Ablative Armor with a Duration of Concentration. This spell may not target swimming creatures,
flying creatures or other creatures that are not touching solid ground at the time of casting. The
target gains +AA equal to the Caster’s Will.
Multiple Targets: This power causes the very earth to lash out at the targets. This spell may not
target swimming creatures, flying creatures or other creatures that are not touching ground. The
targets take +2 Bashing damage with Pinning ♦. This spell gains Mortal Blow ♥ and does not
require LoS vs burrowing targets.
Wall: Creates a solid stone wall with a Duration of Concentration. This wall has DR 5 (Heavy)
and 15 End. When the wall reaches 0 End or when the spell ends, it crumbles and leaves shards of
stone as Difficult Terrain. Targets occupying the area when this wall is created must make a
Finesse + Acrobatics flip, TN equal to this spell’s Cast Total. If they succeed, they are lifted with
the wall and stand on top. If they fail, they must move to the closest available space that is not
occupied by the wall. If the MoF is 5+, the caster may move them up to two spaces instead.
Area: Creates a small earthquake-like effect in the area of the spell. All creatures in this area
touching the ground gain -2 to all flips and the area becomes difficult terrain for the duration of
the spell. Creatures burrowing in the area also take 1 Blunt damage at the start and end of each of
their turns. This spell lasts for a number of rounds equal to the MoS.
Empowered: If the target is standing on natural ground, they do not flip for defense (the spell
must still be cast). +2 damage.
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Fire
Theory: Wil
TN: +4
Duration: Varies
Single Target: This spell applies a magical ward against fire with a duration of Concentration.
The target gains Fire Resistance (Resistance: Take half damage from the specified source).
Shot, Barrage: When cast with the Source “Shot” or “Barrage”, this spell functions differently,
sending a jet of flame out as a Ranged Attack. The attack deals +2 Fire Damage and has Fire +2.
Multiple Targets: The targets are set aflame, dealing 1 Fire Damage and applying Fire +2 to
each target.
Wall: A roaring fire surges up from the ground, igniting the area. This wall deals 3 Fire Damage
to any creatures caught in the designated spaces when it is cast. Any creature starting their turn in
or moving into one of the spaces takes a special attack that deals 2 Fire Damage and Fire +1.
Agile Maneuver may be used to bypass the Fire condition, but not the Fire Damage.
Area: Swirling vortexes of fire cover the area, lighting flammable items ablaze, melting ice and
snow, and dealing +2 Fire Damage to any creatures in the area when cast. Creatures take Fire +1
if they start their turn inside the area. Creatures take Fire 1 each time they enter a space within the
area. A single creature can only gain On Fire +3 in a round from this spell. This vortex of flame
lasts a number of rounds equal to the caster’s Wil.
Empowered: Double the Fire condition this spell applies. If Single Target, gain Immunity to Fire
instead.
Fly
Theory: Int
TN: +4 ♣
Duration: Concentration
Single Target: The target gains the ability to fly for the duration. Unlike a normal concentration
spell, this effect requires concentration from the target, whether or not the target was the caster. If
the target does not make a move action on their turn, they must make an Athletics flip TN 10 or
fall six spaces. This TN is reduced by 2 for every additional AP spent on this spell.
Multiple Targets: The targets gain the ability to glide for the duration, ignoring falling damage.
They may move freely in the air, but they may not move vertically up, and are automatically
moved down two spaces each turn. If they do not make a move action on their turn, they must
make an Athletics flip TN 10 or fall eight spaces instead of two. If any additional AP is spent to
cast this spell, this is reduced to one space, or four spaces on a failed Athletics flip.
Wall: No effect.
Area: No effect.
Empowered: Instead of Concentration, the spell lasts a number of rounds equal to the Caster’s
Int + the Target’s Res.
Fog
Theory: Int
TN: +2
Duration: Concentration
Single Target: The target, and all adjacent spaces, is enveloped in a field of smoke, which stays
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in place. This smoke counts as Dense terrain. The sudden and chaotic swirl of the smoke
appearing grants any target inside Advantage on their next Defense flip.
Multiple Targets: The target spaces are shrouded in a thick, choking mist. A character in this
mist has trouble breathing and suffers from suffocation as if they were underwater.
Wall: A fog covers the area acting as Dense terrain. Any character in this fog has trouble
breathing easily and cannot speak. Any attempt at speech is instead replaced with muffled,
choking coughs.
Area: The area is saturated with swirling mist, acting as Dense terrain.
Empowered: The effect may be moved like a creature with a move value of 2 by taking a 0AP
Creeping Fog Action.
Force Lash
Theory: Int
TN: +4
Duration: Varies
Single Target: A lash of magical energy wraps itself around the target, constricting them for
damage with a duration of Concentration. The spell deals +2 Force damage with Crush.
Multiple Targets: A burst of energy sweeps out at the targets, coiling around their feet and
holding them to the ground. This spell deals +1 Force damage with Trip and Pinning ♣.
Wall: Writhing tendrils of energy swarm the area, beating back anyone attempting to pass and
holding anyone caught in the area for a Duration of Concentration. When cast, any creature in the
designated area is knocked Prone and Stunned. Each turn, the caster may discard a card to apply
Pinning 2 to the target.
Area: A powerful explosion of magical energy expands rapidly through the area. Any creature
caught in the area takes +1 Force damage with Crush and Crush ♣.
Empowered: The target is also Stunned.
Ice
Theory: Wil
TN: +3
Duration: Varies
Single Target: This spell applies a magical ward against ice with a duration of Concentration.
The target gains Ice Resistance (Resistance: Take half damage from the specified source).
Shot, Barrage: When cast with the Source “Shot” or “Barrage”, this spell functions differently,
sending a spike of ice out as a Ranged Attack. The attack deals +3 Ice Damage and has Frozen +1
♣ and Frozen +1 ♠. Whichever space the target is in becomes Difficult and Dangerous Terrain [1
Sharp Damage]. If the attack misses, but the spell succeeds, then instead trace a line past the
target five spaces (or until it hits a wall or other such object) and place the terrain there instead.
Multiple Targets: The targets are encased in a thin prison of ice, dealing +1 Ice Damage with
Frozen +1 ♠ to each target.
Wall: A wall of ice with a Duration of Concentration appears in the area. This wall has 5 End and
AA 10 [Heavy]. When the wall reaches 0 End or when the spell ends, it crumbles and leaves
shards of ice as Difficult Terrain and Dangerous Terrain [1 Sharp Damage].
Area: A whirling snowstorm covers the area, putting out fires and applying Frozen +1 to any
creatures in the area when cast. Creatures take 1 Ice Damage if they start their turn in and/or use a
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move action in the area. There is no limit to how many times a creature can take damage this way
in a round. This snowstorm lasts a number of rounds equal to the caster’s Wil.
Empowered: Targets that gain Frozen are also Stunned. If Single Target, gain Immunity to Cold
instead.
Light
Theory: Int
TN: +3
Duration: Concentration
Single Target: The target glows with an aura of light like a torch, providing light out 3 spaces
and dim light out to 8. This gives anyone attacking the target a +1 To Hit, a +2 To Hit instead in
areas of shadow or Advantage To Hit in darkness.
Single Target [Enchanting]: If the Theory of this spell includes Enchanting, the caster may
choose to make the target an object instead, including a held item, worn clothing, or even a space
on a wall or floor. The touched target glows like a torch and provides light out to 3 spaces and
dim light out to 8. If the target is a held or worn item, anyone attacking the creature wielding the
item gains +1 To Hit, +2 instead in areas of shadow, or Advantage instead in areas of darkness.
Multiple Targets: The targets glow with an aura of light like a candle, providing dim light in
their own and adjacent spaces and giving anyone attacking the targets a +1 To Hit in areas of
shadow or +2 To Hit in darkness.
Wall: The wall illuminates the area like a cooking fire, shedding light out five squares and dim
light out to ten.
Area: The area is covered in a magical illumination, just enough to raise the light level one step.
Darkness becomes shadow, shadow becomes dim light, and dim light becomes light.
Empowered: The spell now provides light like daylight out to 20 spaces, counting as natural
daylight for the purposes of creature and magic effects. If applied to a target, creatures attacking
the target now gain Disadvantage instead of the normal bonuses as it becomes hard to look at
them.
Lightning
Theory: Wil
TN: +2
Duration: Varies
Single Target: This spell brings a bolt of lightning out from your finger, or from the sky itself.
This deals 2 Lightning Dmg and has Chain ♠, Chain ♠ and Stun ♠. If in a storm, this spell deals
+1 Damage. The target may defend with Dge. Targets that are wet or wearing mostly metal like
Heavy Armor gain Disadvantage to resist.
Multiple Targets: Lightning arcs between the targets. This spell deals 1 Lightning Dmg and has
Chain ♠. If in a storm, this spell gains ♠. The targets may defend with Dge. Targets that are wet or
wearing mostly metal like Heavy Armor gain Disadvantage to resist.
Wall: Lightning strikes constantly along the designated path with a duration of Concentration.
This wall has a height that reaches the sky. This wall cannot be cast if the area above the wall is
not visible to the sky. Anyone attempting to enter one of the spaces, or who start their turn in one
of the spaces, takes 4 Lightning Damage. While in a storm, this wall also affects all spaces
adjacent to it for half Dmg.
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Area: Blankets the area in an electrical storm. Rather than covering a specific area, flip a card.
On a Red card (heart or diamond) the weather is immediately changed to stormy. On a Black card
(club or spade) the weather changes to stormy at the end of your next turn. This storm is
considered natural for the purposes of effects and abilities but may be dispelled as normal.
Empowered: Dmg x2. While in a storm, LoS is not required and the target(s) may not defend.
Magic Armor
Theory: Int
TN: +2
Duration: Concentration
Single Target: The target is enveloped in a field of magical armor, protecting them from danger.
The target gains a +1 Armor bonus to Defense and imposes Disadvantage on any spell cast
targeting only them. +1 Additional Armor Bonus to Defense for each Additional AP spent.
Multiple Targets: The targets gain +2 on flips made to resist magical effects and Defense flips
versus Ranged Attacks.
Wall: A shimmering field of magical energy protects those behind it. Any attack that passes
through the wall loses all suits and deals -1 Dmg. In addition, creatures attempting to pass
through the wall are immediately subjected to a +1 Counter Spelling action. This action applies to
all magical effects on the creature, helpful or harmful, and can suppress permanent enchantments.
Area: The area is saturated with magical energy, warping spells in odd ways. Any spell cast in
the area receives +♥♦♣♠ on an even Casting Total, and -♥♦♣♠ on an odd Casting Total.
Empowered: If Single Target, target gains DR 1 as well. If Multiple Targets, gain Advantage
instead. If Wall, creatures passing through lose all magical effects, helpful or harmful. If Area, all
spells also benefit from +1 Additional AP.
Necromantic Energy
Theory: Int
TN: +4 ♠
Duration: Instant
Single Target: The target must make a Willpower flip TN 5 + Caster’s Int. The TN is increased
by +2 for each additional AP used to cast this spell. On a success, the target takes 2 Energy
Damage. On a failure, the target loses 1 Str as Ability Drain (Ability Drain lasts until the target
rests and does not stack with itself, instead taking the highest instance and disregarding the rest.
Ability Drain does not count as Damage and does not trigger effects that rely on taking Damage).
The target loses an additional 1 Str per additional AP spend on this spell.
Multiple Targets: The targets must make a Resolve flip TN 5 + Caster’s Int. The TN is increased
by +2 for each additional AP used to cast this spell. On a failure, the target loses 3 End as Ability
Drain. On a success, the target takes 1 Energy Damage.
Wall: A mound of gnashing mouths rises out of the ground, which lasts until it is killed. This
wall counts as a Summoned Aberration, with 8 End and Hard to Kill (when reduced to halve End
or lower, gains DR 1), Immunity to Ability Drain and Weakness to Pure Energy and Fire. This
wall may be moved by using a 1AP action to move it 2 spaces or to turn it up to 45 degrees (pivot
on any square it occupies). This wall has access to the Insane Gibberish action below:
0AP Insane Gibberish: All creatures without Insane Gibberish that can hear this creature must
make an Opposed Will. On Failure, they gain Stun.
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Area: Spectral hands rise and grasp at the feet of all in the area for a Duration of Concentration,
applying Pinning 1 to any creature in the area at the time of casting, and to any creature ending a
movement in the area.
Empowered: If cast Single Target on a corpse, or if the damage would kill the target, the target
becomes a Skeleton as per the Undead monster and acts as a Familiar (Spend a single AP to give
it two AP once per round). If cast on an Area, the hands also deal 1 End Dmg as Ability Drain.
Temporal Stutter
Theory: Int
TN: +3 ♠
Duration: See Text
Single Target: The target is thrusted forwards and backwards through time, causing great
discomfort. The target experiences the ongoing effects of any condition they have as if a number
of turns equal to the additional AP spent on this spell occurred, including any conditions applied
by this spell (e.g. if the target was On Fire +3, and two additional AP were spent, the target would
take 3 damage, then 2 damage, then “return” with On Fire +1 and 5 less End).
Multiple Targets: The targets are shunted forwards in time, only to return to the timestream
seconds later. The targets must make an opposed Wil flip. If a target fails, remove them from the
battle and return them to their space at the end of your next turn. If the targets cannot return to
their spaces, because they are now occupied or blocked, or because the spaces are no longer on
solid ground, then they return to the nearest available space. If there are multiple spaces to choose
from, the creatures may pick their own. The targets are shunted an additional round into the future
for each additional AP spent to cast this spell.
Wall: A portal through time that lasts for Concentration rips into reality, granting an equal
measure of acceleration and deceleration. Any creature that begins its turn inside the wall or
enters a space along the wall during their turn, immediately gains +1 AP for that turn, which may
be used after ANY creature’s turn before the end of the round. After they use this additional AP
or lose it by not using it at the end of the round, that creature immediately gains the Stunned +1
condition (-1 AP at the start of their next turn).
Area: Creatures in the area flicker in and out of existence as the area’s timeline is warped and
bent for a duration of Concentration. At the beginning of each round that this spell is active,
remove the initiative cards of each creature in the area from the initiative track. Shuffle those
cards and deal them back out in the spaces they each occupied. The creatures inside the area each
then flip a card. Treat the creatures as incorporeal, with the flipped card being their Phase.
Creatures inside the area cannot affect creatures outside the area. Creatures outside the area
cannot affect creatures inside the area. Creatures may freely move in or out of the area but leaving
and reentering removes their Phase until the start of the next round.
Empowered: This spell may only be empowered if the Source is Self. This spell instead costs
nothing to cast. The caster may continue their turn after casting this spell as if they did not spend
the AP, End, Cards, or any other cost associated with the spell. They place a Doppelganger on the
board anywhere they wish. This is a copy of themselves and may be activated as a familiar. This
effect lasts for exactly THREE rounds, which may never be changed. At the end of the third
round, remove the caster from the board and place them in their Doppelganger’s space. Then
remove the Doppelganger. Combine any damage, conditions, or other lasting effects they had
applied to them. The caster then must pay the AP, End, Card, and any other costs associated with
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the casting of this spell (the exact same costs they initially ignored upon casting) on the following
turn. If they cannot for any reason, they die permanently.
Wind
Theory: Wil
TN: +3
Duration: Wil rounds
Single Target: The air around the target stirs, lifting them and pushing them ever forward. The
target gains +1 free space of movement at the start of each turn.
Multiple Targets: The air pushes on the targets, thrusting them away from the caster. Each target
makes a Str + Athletics flip TN 7. This TN is increased by + 2 per Additional AP spent. This flip
is made each round. Any target that fails is moved directly away from the caster a number of
spaces equal to the MoF. If a creature cannot move the full distance because of another creature,
half the distance and move both creatures. If the creature cannot move the full distance because of
an immovable object (such as a wall or rock) the creature stops and takes X Blunt Dmg with
Crush, where X is the number of spaces left in the movement.
Wall: Fierce winds rush through the area, causing projectiles to veer off course and creatures to
be pushed back. Any creature that attempts to enter the area must make a Masterful + Athletics
flip TN +4. On a failure, the target ends its movement immediately in the space before the wall.
On a MoF 5+ the target is instead thrown back 3 spaces directly away from the wall. Any non-
magical ranged attacks passing through the wall suffer Disadvantage and lose all suits.
Area: A gale of wind assaults the area, putting out small flames and churning up dust and debris.
Any gas, smoke or vapor in the area is dispersed, and any ranged attacks originating in, targeting
a creature in, or passing through the area suffer -1 To Hit.
Empowered: If successful, this spell also affects the caster as Single Target.
Wyrd Energy
Theory: Wil
TN: +3 ♥
Duration: Concentration
Single Target: The target of this spell is subjected to an arcane severing of the soul, carving off a
part of them to fuel the creation of a Wyrd. This Wyrd is considered a familiar to whomever was
the target of the spell and is friendly and obedient only to them. The target must sacrifice an
amount of End as Permanent Energy Drain. This becomes Temporary Energy Drain once the
Wyrd dies or is voluntarily dismissed as a 1AP Dismiss Action. The amount of End sacrificed is
given directly to the Wyrd as temporary End. The Wyrd’s normal Maximum End is 0 and it loses
1 End at the end of each of its turns. When you cast this spell, choose an elemental word you
know: Earth, Fire, Lightning, Wind, or Ice. You may choose additional words you know by
spending an AP for each word. The Wyrd has the following stats, plus the abilities listed under
the chosen words:
STR: 2 FIN: 2 INT: 2 WIL: 2
END: 0 DGE: 2 AWR: 2 RES: 4
Actions:
(0AP) Channel: Gain 1 channel token
(0AP) Unleash: Spend all of your channel tokens. Deal x damage of one of your Elemental types
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to all creatures within x spaces, where x equals the number of channel tokens spent divided by
two.
(Reaction) Elemental Demise: When you are reduced to 0 End, before you vanish, gain two
channel tokens. Then, perform an Unleash action for free.
(1AP) Slam: To Hit: Str + 1, Dmg: 2, Blunt.
Fire: Str +1. Int -1. Awr -1. Unleash also deals Fire +X. Slam deals Fire +1.
Ice: Int +1. Fin -1. Dge -1. Unleash also deals Frozen +1. Slam deals Frozen +1.
Wind: Fin +1. Dge +1. Str -1. Unleash also pushes all targets X spaces directly away. Slam gains
Reach and pushes adjacent targets one space away.
Lightning: Wil +1. Res +1. Str -1. Unleash now hits a number of spaces away equal to the
number of channel tokens spent. Slam gains Lunge and Chain 2.
Earth: Str +1. Wil +1. Res +1. Fin -1. Dge -1. Unleash leaves difficult terrain in the area. Gain
DR 1.
Multiple Targets: Each target is wracked with unstable energy and must make a Wil +
Counterspelling flip TN equal to the final cast total. If they succeed, they glow faintly with
shimmering colors for one minute, giving off a multi-colored light with the intensity of a small
candle. If they fail, they take + 1 Elemental Dmg of a type determined by the spell’s Cast flip:
♥: Fire Dmg and Fire +1
♦: Lighting Dmg and affects all adjacent spaces as well
♠: Ice Dmg and Frozen +1
♣: Earth Dmg and Stun
If multiple suits were flipped, apply all effects.
Wall: Violent magical energy surges up from ley lines in the ground, bursting forth in a torrent of
prismatic light. This wall spreads light like a torch, shining with multi-colored strips of
shimmering magic. A character that wishes to pass through this wall must make a Wil flip TN +5.
If they fail, they immediately end their activation as they stare mindlessly at the weaving colors.
Area: The entire area is saturated with prismatic energies, tiny colorful motes dancing through
the area like deadly synapses firing randomly with an otherworldly intellect. The entire area is lit
as if by torchlight. Any creature that starts their turn inside or moves into the area must make a
Wil flip TN +4. If they fail, they immediately end their activation as they stare mindlessly at the
weaving colors. If they succeed, they do not need to make this flip again for this spell.
Empowered: Wyrd magic is, well, weird. When you empower this spell, you may make a wager
with the GM. You must describe what you want the empowerment to do, and then what you will
offer to make it happen. You and the GM have one minute to discuss and come to terms. If the
GM agrees, you pay the price you specified, and the effect takes place. If the GM does not agree
and the minute expires, you may instead heal 3 End or draw a card (note the other Powers applied
to this spell still gain their Empowered effects if this happens).
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AUGMENT WORDS
All augments need to be fueled by the caster’s energy. When a creature casts a spell with an
augment, they must expend a number of Endurance as listed. Endurance lost this way is irreducible.
For example, a spell with Reaching must expend 1 End. If they add both Reaching and
Overwhelming, the caster must expend 3 End. Augments with X may choose how much End to
spend. When there are multiple X’s, the caster must expend an equal amount of End a number of
times equal to the number of X’s present. For example, Blast, X+X would cause the caster to lose
2 End to add a 1-square radius to the spell, 4 End to add a 2-square radius, and so on.
[-] Empower X: All spells have an empower effect. Adding this augmentation simply adds that
effect to the spell. In order to cast an Empowered spell, the caster must also discard a card, and it
lasts only half as long. X equals the number of Powers the spell has applied.
[Enchanting] Imbue X: This Augment takes a touch spell and changes it drastically, causing the
spell to be locked into a Quality 1+ item. That item may then be used to cast the spell later. For
example, a Touch spell that causes the target to take Fire +2 and took 1 AP to cast may be imbued
into a sword with 1 open Quality slot. When that sword hits, it may expend one use of the spell to
cause Fire +2 in addition to the normal sword damage. The spell has a number of uses equal to X.
This augment can work very oddly depending on what kind of spell is imbued, and GM’s are
encouraged to work with players to produce the desired effects, or something similar, within reason.
[Int] Extended 2: This adds duration to a spell. A spell that deals instant damage will deal that
damage again on the following turn. A spell that has a duration such as two rounds will last half
again as long. So, a spell lasting two rounds lasts three, a spell lasting three lasts four, and a spell
lasting four lasts six, and so on. A spell that lasts Concentration will last an additional round after
concentration ends, though Concentration may not be continued during this extra round.
[Int] Selective X: This augmentation lets the caster choose a number of characters to exclude from
multi-target spells equal to X. For example, a selective beam may ‘miss’ an ally in the line of fire,
or a selective wall may have a break in the middle of the wall’s path.
[Will] Blast X+X: This spell explodes and effects everything within x squares of the target square.
Blast augments self-spells by causing them to burst out, and targeted spells by allowing them to
affect multiple targets. A spell that is usually single-target is still considered single-target for the
purposes of spell effects. On area of effect spells such as beam, wall or area, it simple extends the
spell by X (so a beam would go one space farther, a wall one more square long, or an area one more
square on each side) Only one flip is made for the caster, but each creature in the blast area saves
separately.
[Will] Overwhelming 2: This gives the target two stacks of disadvantage on any flips made to
defend against or resist the spell.
[Will] Splitting X: This causes a Shot or Beam spell to split into multiple directions. The spell
affects up to X different targets/directions instead of just one. Shot and Barrage spells with Splitting
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are still considered single target for the purpose of spell effects. Beam spells cast this way must all
originate from the same face/corner of the caster’s square
[Will] Turning X: This causes a Shot, Barrage, Beam or Wall spell to be allowed to turn 45 to 90
degrees somewhere along its path. You may create up to X turns in this way.
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