Miasma Advanced System v1.0
Miasma Advanced System v1.0
The seven stats are: Strength (Str, physical power), Agility (Agi, quickness and coordination), Toughness
(Tou, endurance and physical grit), Education (Edu, smarts, knowledge, problem solving), Senses (Sen,
alertness and observation), Willpower (Wil, self-identity and mental toughness), and Personality (Per,
influence and leadership)
2 = -3
3 = -2
4-5 = -1
6-8 = 0
9-10 = 1
11 = 2
12 = 3
Races
The five main races are: Dwarf, Elf, Halfling, Human, and Koka. They will determine what stats have
better chances then the others, what classes you can play, and what racial powers or flaws you may have
Dwarf:
+1 Toughness
+1 Strength
-1 Personality
Speed - 8+Agi+AP
Arcane Intolerant - Cannot become a Wizard
Darkvision - Can see in the dark
Der Groll - When you are attacked (verbally or physically) or you think you're attacked, you must finish
the fight. Either to the death… or insult their mother harder then they insulted yours. You will never
forget this and will hold it against them forever
Forged by the Mountain - At first level and every level after, add +1 to your hp
Elf:
+1 Agility
+1 Education
+1 Sense
-1 Toughness
-1 Willpower
Speed - 12+Agi+AP
Faithless - Cannot become a Cleric
Low light vision - See in low light, not darkness
Perfectionist - If you fail a roll, all other rolls take a -1 penalty until you succeed in another roll or take a
camp rest
Not Long for this World - When you drop to 0 HP, roll death saves with disadvantage
Halfling:
+1 Personality
+1 Agility
-1 Strength
Speed - 8+Agi+AP
I’m a Lover, Not a Fighter - Cannot become Warriors
Homesick - You wake up always a little sad from your days away from your nice warm home. Your first
roll of the day is at disadvantage
Lucky - Once per day, you may reroll any roll you make or allow any ally to reroll a roll they make (this
includes damage, saves, checks, etc.)
Cousin! - Make all Personality checks with advantage when interacting with other halflings (this is lost if
the halfling for some reason hates you or your company)
Human:
Choose a stat and gain +1
Speed - 10+Agi+AP
Skilled - Gain a new Class Skill and get 1 additional skill point per level
Perked - Gain an extra Perk
Koka:
+1 Willpower
+1 Toughness
-1 Education
Speed - 10+Agi+AP
No Honor Amongst Thieves - Cannot be a Thief
Wooden - You gain +1 to armor, but you take double fire damage
Fueled by the Sun - You don’t need to eat, sleep, or breathe (you still need to rest to heal) and you can see
in low light
Nut of Life - Once per week you produce a fruit that, when eaten, restores 1d6hp (the fruit lasts until the
next one grows)
Classes
The four main classes are: Cleric, Thief, Warrior, and Wizard. These will determine your role in a party,
your class powers, and your skills
Cleric:
1d6+4+Tou = HP (min 2)
Main Stats: Willpower & Personality
Skills: Religion, Survival, Influence, Society (2+Edu SP)
Proficiencies: Light Melee, Medium Melee, Light Ranged, Heavy Ranged, Light Armor, Medium Armor
BAB: +1/lvl
Sworn - You follow a God or Way and must adhere to its tenets. If you stray from your God/Way’s rules,
you will lose your clerical powers. If you stay loyal, you can find accommodation in any temple of your
chosen God/Way.
O My God, I Trust in Thee - You can try to invoke a prayer once per level (Check magic)
Thief:
1d6+3+Tou = HP (min 2)
Main Stats: Agility & Senses
Skills: Acrobatics, Finesse, Influence, Perception, Society, Stealth, Performance (4+Edu SP)
Proficiencies: Light Melee, Medium Melee, Light Ranged, Light Armor
BAB: +1/2 lvls
I’ve Got Them Right Here - Once per Town Rest, you may say you have a relatively common item (such
as rope, a grappling hook, a cooking pot, etc.)
Backstab - Once per turn, if your target is unaware of you, you crit
Warrior:
1d6+6+Tou = HP (min 2)
Main Stats: Strength & Toughness
Skills: Acrobatics, Athletics (1+Edu SP)
Proficiencies: All Melee, All Ranged, All Armor
BAB: +1/lvl
MURDER - You may attack once per round as a free action
VIOLENCE - You crit if you roll 11 on your dice, in addition to rolling angel eyes
Wizard:
1d6+1+Tou = HP (min 2)
Main Stats: Education & Willpower
Skills: Religion, Society, Nature, Spellcraft (1+Edu SP)
BAB: +1/2 lvl
Proficiencies: Light Melee
Prestidigitation - You do basic magic tricks like picking up light, small objects and moving them around
or making a noise appear not too far away. In addition you can also deal 1d3 damage to a target 10m away
Sorcery - You can try to cast 1 spell per level, you know 2+Edu at first level, you learn 2 every other level
(Check magic)
Skills
There are 12 Skills: Acrobatics, Athletics, Finesse, Influence, Nature, Perception, Performance, Religion,
Society, Spellcraft, Stealth, and Survival. If your class has one of these skills listed, then it is considered a
class skill, which grants you an additional +1 if you have a rank in it. You may have one skill rank per
level in a skill at any given time. A small selection of these skills are considered “trained-only/TO”,
which means that you cannot use this skill if you don’t have any skill ranks in it. All Strength-based and
Agility-based skills are affected by what’s called “Armor Penalty/AP”. Depending on your armor, you
will take penalties to these skills anytime you use them. All skills will have a stat associated with it, which
you add to a skill check (2d6+Skill bonus).
Acrobatics (Agi/AP) You have a talent for balance and coordination, including aerial maneuvers,
gymnastics, and tumbling.
Athletics (Str/AP) You are skilled at deeds of physical prowess such as leaping, scaling walls, and
swimming. Raw lifting ability uses a Strength check rather than an Athletics check.
Finesse (Agi/TO/AP) Your deft hands allow you to perform tasks that require fine manipulation.
Influence (Per) You can manipulate other people through negotiation, deceit, or intimidation.
Nature (Edu/TO) You know a great deal about the natural world, and have the ability to command and
train wild creatures.
Perception (Sen) The acuity of your senses allows you to notice fine details, see danger coming, and tell
when people are lying or otherwise behaving suspiciously.
Performance (Per) You can compel an emotional reaction through a musical, oratory, or physical
performance. Your ability to act convincingly and use stagecraft also makes you better at disguising
yourself. This skill applies to performances of any type.
Religion (Edu/TO) The secrets of deities, holy lore, and the extraplanar realms are open to you.
Society (Edu/TO) You understand the people and systems that make civilization run, and you know the
historical events that made societies what they are today. Part of this expertise includes a greater
understanding of languages.
Spellcraft (Edu/TO) You know how spells and magic items work, and have picked up numerous bits of
magical lore. Regardless of whether you’re a spellcaster, you can use magic items even if you wouldn’t
normally be able to.
Stealth (Agi/AP) You are skilled at avoiding detection, allowing you to slip past foes or strike from an
unseen position. This skill covers hiding and moving silently.
Survival (Wil) You know how to survive in the wild, navigate the wilderness, and tend wounds.
Most rolls will consist of rolling 2d6 and adding bonuses. Here is a table of “Target Numbers/TNs” that
will help you and your GM determine how difficult something should be:
3 = Easy
5 = Routine
7 = Average
9 = Difficult
11 = Hard
If you believe that a check is harder than “Hard” add +2 to the TN until you arrive at a reasonable TN. If
you believe that the player has the advantage, you can grant them “Advantage” which allows them to roll
twice and take the more favourable roll. You can also make them roll with “Disadvantage” where they roll
twice and take the less favourable roll. The TN should be always considered for your average everyday
Joe. The average person has a 0 in each of their stats, so a TN7 is of average difficulty to them. Your
heroes are extraordinary, having stats above 0, so they will have an easier time doing certain things. If
someone has the right tools, the right knowhow, or something else that might help, then you will want to
grant them Advantage for that roll. You will want to grant them Disadvantage if there is any sort of
difficulty actively fighting against them.
Example: A rogue wants to pick a lock. We’ll say this is a sturdy lock and put a TN9 on it. The rogue has
the right tools for the job, a light source, and complete silence to hear the tumblers. It seems as the odds
are stacked in his favour, so we’ll grant him Advantage. We won't change the TN for the lock because the
lock is not a bad lock or is damaged in any way.
Combat
When combat is started, everyone rolls initiative by rolling 2d6+Agi+Sen. The higher the number, the
earlier you’ll go.
You have 2 Acts (or 2 Actions). Any action you take will cost either 1 or 2 Acts to complete or be a Free
Act that costs nothing to do. Below is a list of Actions that you might take and how many Acts it takes to
complete:
Free Acts: Speak a Short Sentence, Drop Something, Grabbing Something From Your Belt
1-Act: Attack, Move, Quick-Step, Cast a Quick Spell, Drink A Potion, Switch Weapons, Picking Up
Something
2-Acts: Sprint, Finish Off Someone, Grab Something In Your Pack, Heal Someone, Cast a Slow Spell
To attack you must choose a combatant within 2m of you and make an attack roll by rolling
2d6+BAB+Str. If your attack roll is higher than the defendant’s Defence (which is 7+Agi+Shield if any),
then you hit and roll damage. Snake eyes (double 1s) is an automatic miss and your opponent gets a free
attack, while double 6s (also called angel eyes) is an automatic hit and also deals double damage. Damage
is usually 1d6 to 2d6 plus your strength. Armor gives you a flat armor rating, which reduces damage
against physical attacks (An armor rating of 4 would reduce all physical damage by 4).
When you are reduced to 0hp, you become helpless and start dying. On your next turn and every turn
after, you must roll a TN7 Toughness check. If you succeed, nothing happens. If you fail 3 times, you die.
Roll snake eyes and you die no matter how many times you fail, but if you roll angel eyes, you will
become stable. For every injury you have, you take a -1 on death saves. For every round beyond the first
that you are still dying, take a -1 penalty on the Toughness check. While someone is down and dying, they
are considered helpless. If one spends 2-Acts to Finish Them Off, they automatically hit and deal max
damage. The helpless creature can make a TN(Amount of damage dealt) Toughness Check to not die
immediately.
If someone makes a TN7+(# of rounds you’ve been down) Survival check (2-Acts) on you, they can stop
you from dying. Once you reach 0hp, you take on an injury. An injury manifests as a penalty to one of
your seven stats (injuries include physical and mental scarring). The GM can choose the stat or roll 2d6
(the first d6 is counted normally. If the second d6 is even, add 0. If the second d6 is odd, add +1). Injuries
can be fixed with a town rest (a week per injury) and 100 sens per injury. If a critical attack brings you
down to 0hp, you take two injuries instead of one.
A camp rest is at least an hour long and when it’s complete, you heal your level in hp when you sleep. A
town rest is at least a week long and when it is complete, you heal completely.
Magic
Clerics and Wizards are the only classes capable of Magic. Clerics invoke prayers which are weaker than
spells, but are much safer. Wizards cast spells which are stronger than prayers, but are much more
dangerous.
When a prayer is done, it gives you a certain benefit based on the prayer you invoke. Prayers require Wil
checks to invoke (2d6 + Wil), the TN of which is 7 + 2/additional prayer invoked after the first. If you fail
to invoke the prayer, your prayer goes unheard and does nothing. Snake eyes on the invoking check
means you have somehow angered your god/way and lose the ability to invoke prayers for the rest of the
day. Angel eyes means you invoke the prayer for free (this also does not increase the TN). You can also
get Favor with your god that will allow you to invoke a prayer, no Invoke Check needed. You get Favor
by enforcing your patron’s/way’s tenets. You can only ever have 1 Favor at a time, though it is quite easy
to acquire. Per every hour you spend resting during a camp rest, restores you one use of Invoke Prayers.
Bless (1-Act) - You can touch a creature and give them the ability to reroll any check or attack roll they
make for the next 8 hours. Only one creature at a time can have this
Smite (Free Act) - As part of a melee attack, instead of rolling damage, you deal maximum weapon
damage + your level. The attack counts as magical. This ability can only be used once per round
Lay on Hands (1-Act) - You can touch a target and heal them 1d6+lvl
Sense Abominations (2-Acts) - You can detect any Undead, Demons, and/or Aberrations within 40m of
you for 1d6 rounds
Turning (2-Acts) - You brandish your holy symbol and turn all Undead, Demons, and/or Aberrations
within 10m. All turned whose level is equal or lower than the Cleric’s must make a Wil check (TN=
Cleric’s Level+Cleric’s Wil+Cleric’s Per) or become afraid of the Cleric. All turned whose level is higher
than the Cleric’s automatically succeeds the Wil check
When spells are done, they cause certain effects based on the spell you cast. Spells require Edu checks to
cast (2d6 + Edu + AP), the TN of which is 7 + 2 for each spell casted after the first. If you fail to cast the
spell, the spell does nothing instead of the effect stated in its description. Snake eyes on a spell check
instead causes harm to the Wizard and possibly their party, while angel eyes means you instead cast the
spell for free. For every hour you spend resting during a camp rest restores one use of your Cast Spell
ability.
When you roll Snake Eyes, you will roll 2d6 and consult the table below:
4 - The GM chooses a different target for your spell as long as the new target is within the range of the
spell, nothing happens otherwise
5 - Roll a Casting Check and deal the sum to a creature the GM chooses
8 - Your magic bursts into a magical flare. All who can see you must make a TN7 Agility Check or
become blinded, except you because fuck you, for 1d6 rounds
9 - An deafening crack dances from your fingertips. All within 10m must make a TN7 Toughness Check
or become Deafened, except you because fuck you, for 1d6 rounds
11 - You explode. You and any creatures within 10m take (Roll Casting Check) penetrating damage
If you don’t want to generate spells and talk to your players about how the spell may work or want help
setting guidelines for how the spell functions, here are 100 pre-made spells:
Advancement
You will level up after an adventure, an example would be after you have saved the village from the evil
mayor or after you rescue the princess from the tower. An adventure is usually 2-3 sessions, maybe more.
When you level up, you will add 1d6+Tou to your max HP (min 1). You will also gain additional bonuses
stated by your skills, class, etc. You will get 1 advancement point per level, with it you can increase one
stat by 1 to a max of your current level or replace one of your Traits. If you spend two points, you can
gain a Perk. Max level is currently level 10.
Equipment & Expenses
Currency is called Sens. The three types of Sen is Senten, Sen and Tensen. 10 Sentens (st) = 1 Sen (s), 10
Sens = 1 Tensen (ts)
Your average commoner makes about two sens a day. A sellsword makes a tensen a day.
Adventurers start with a survival kit which includes: 2d6 Sens, Light Shield, Light Armor, Any one
weapon, bedroll, A week's worth of rations, a Light Weapon, a waterskin, a few matches and 10m of rope.
Weapons are split into five broad types. In these broad types there will be special weapons that fall in that
category, but have special properties.
Weapons:
10s Light Melee - 1d3+Str/Agi (Agility can be used to attack and damage) (Can be dual-wielded to grant
you an additional attack)
Armor:
Armors and Shields protect you, but in different ways. Armor reduces damage, while shields help you
avoid and block attacks. Armor and Shields also impede you in some ways. Armor gives you a -1 Armor
Penalty for every tier heavier it is, same goes for shields.
20s Light Shield - +1 Defence (Can be shattered to give you 1 Armor to against attack), -1 AP
50s Medium Shield - +2 Defence (Can be shattered to give you 2 Armor against one attack), -2 AP
100s Heavy Shield - +3 Defence (Can be shattered to give you 3 Armor against one attack), -3 AP
Exploration
You can carry, comfortably, 20kg with a bonus from your Strength (for every point above 0 you have in
Str, you get +5kg to your comfortable carry weight. For every point below 0, you get -5kg to your
comfortable carry weight). Your max carry weight is 4 times your comfortable carry weight (at 0 Str that’s
20kg x 4 = 80kg). You’ll be able to carry 20kg in a backpack (30 cubic cm), any more and you’ll need
additional containers for the material (I.e. a chest or large sack).
When you carry more than ¼ of your max carry weight (your comfortable carry weight), but less than ½
of your max, you become encumbered (the equivalent of 2 Armor Penalty). When you carry more than ½
your max carry weight, but less than your max, you become heavily encumbered (equivalent of 4 AP).
You cannot carry more than your max carry weight.
Your Pack and your Belt are two very important containers. Your Belt can hold 2 small items, but can be
grabbed in combat as a Free Act. Your Pack can carry 20kg, but takes 2-Acts to grab something from it. It
is best to keep potions and the like in your Belt, and your adventuring equipment in your Pack.