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DT CB2 Evolved

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100% found this document useful (1 vote)
2K views218 pages

DT CB2 Evolved

Uploaded by

john smith
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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1 preface

1
Monte Cook’s

CREATIVE DIRECTOR
Massimo Cranchi TABLE OF CONTENTS
DESIGNERS
Monte Cook, Ilaria Gaia Russo,
Elisabetta Albini, Fabio Passamonti,
Dean M Lewis, Christopher Robin
Negelein, Robert Schwalb, John Snead
MANAGING EDITOR
Elisabetta Albini
EDITORS
Christopher Robin Negelein
Dean M Lewis
PROOFREADER
Tom Cadorette
ART DIRECTOR
Ilaria Gaia Russo
PREFACE 4
COVER ARTIST A World of Adventure 4
Biagio D’Alessandro
ARTISTS
PART 1: create your hero 13
Toren “MacBin” Atkinson, Andy Brase,
Mark Brooks, Kari Christensen, Sergio
Cosmai, Biagio D’Alessandro, Giuseppe
De Iure, Jason Engle, Vasco Gioacchini, Chapter 1: Create Your Character 14
Fabio Gorla, Patrick Keith, Roman
Kuteynikov, Michael Komarck, Katerina
Ladon, Eric Lofgren, Jennifer Meyer,
Chapter 2: Character Concepts 22
Stefano Moroni, Federico Musetti, Terese
Nielsen, Michael Phillippi, Riccarlo Rullo, Chapter 3: Character Type 48
James Ryman, Jacopo Schiavo, Melissa
Spandri, J. P. Targete, Sam Wood, Kevin Chapter 4: Character Flavors 73
Yan, and Kieran Yanner
CARTOGRAPHY Chapter 5: Character Descriptors 82
Jared Blando, Ed Bourelle
Chapter 6: Character Focus 96
© 2022 Monte Cook, WMS Publishing sas. Arcana
Evolved, the Diamond Throne, and associated logos are Chapter 7: Equipment 134
trademarks belonging to Monte Cook in the U.S.A. and
other countries. All Monte Cook characters and character
names, and the distinctive likenesses thereof, are
trademarks of Monte Cook. Here Be Dragons Games and
its logo are ® of WMS Publishing sas. CYPHER SYSTEM PART 2: RULES 153
and its logo are trademarks of Monte Cook Games, LLC
in the U.S.A and other countries. Chapter 8: Rules of the Game 154
Printed in Europe.
Chapter 9: Magic of the Diamond Throne 188

APPENDIX: BACK MATTER 207


Character Creation Steps 208
Bibliography and Resources 210
Index 213

HERE BE DRAGONS GAMES©

hbdragonsgames.com
montecookgames.com

2
2
1 preface

“EVOLVED”
OVERVIEW
M
onte Cook’s Diamond Throne Roleplaying Game is about
storytelling in a world of swords and sorcery and it is driven
by your imagination. Each player creates a hero (also called
a character) and teams up with other heroes (played by friends). Working
together, the group might explore a ruined dungeon, an ancient city, a
lost fortress, a haunted forest or any other fantasy location in the world of
Serran. The adventurers can solve puzzles, relate themselves with other
characters, fight against foes and monsters, forge alliances and discover
secrets and treasures of the past.

This book is divided in two main parts.

Part 1 is about creating your character, providing the rules and


guidance you need to make the character you will enjoy to play in
the game. The chapters from 1 to 7 include information on the various
setting concepts (ancestries and paths), types and flavors, descriptors,
foci and equipment.
Part 2 details the rules of how to play the game, beyond the
basics described in the preface. Chapter 8 covers the concepts
of difficulty and rolls you should make to determine success
or failure at the tasks your character attempts, and describes
the broad modes of activity in the game: exploration (like
investigating and interacting with NPCs) and challenge (like
combat) with all the actions that your character can perform,
experience points and advancement.
Chapter 9 covers the nature of magic in the world of Serran,
the rules for spellcasting, and many spells available to
characters (and monsters) in the game.

Further, in the Back Matter Appendix you find the Character


Creation Steps that will help you while creating your character, a
useful fantasy bibliography, and the character sheet.

Have fun!

Here Be Dragons Games


May 2022

3
3
Nithogar stared at the giant in silence, without the twitch of a draconic
muscle. Eventually, he spoke. “The ancient pacts made between your people
Throughout this book, and my own lord Erixalimar, the dragon king, forbade you from even coming
you’ll see page references to to this land. Yet here you stand.”
various items accompanied “We came here,” Re-Magul said, “because this land was in peril. A peril you
by this symbol. These
are page references to wrought, then fled from.”
Unearthed, where you The muscles around Nithogar’s wide mouth twitched.
can find additional details
about places, creatures, or
“Oh yes,” the giant continued. “Perhaps you thought that such lore had been
cyphers. Often, it will be lost, but I know who you are, Nithogar the Wicked. Nithogar the Hated.
necessary to look up the Nithogar the Despoiler.”
referenced item in order to
find information you need “These are epithets I must have earned after I left.”
for character creation and “Then how about this one, dragon: Nithogar, creator of the dramojh.” Out of
gameplay. Other times, habit, Re-Magul spat as he said “dramojh.”
you won’t need to look up
the item, but doing so can Nithogar flexed his wings. “You know nothing of it, Hu-Charad.”
deepen your experience “Nothing?” Re-Magul’s eyes flared. “You are ancient, it is true, but I am
and understanding of the
game and the setting.
no mere youth. I was there when the stone ships arrived on these shores. I
remember the battles with the dramojh—the so-called ‘dragon scions.’ I saw
friends and relatives die in their claws and teeth. They scuttled out of the
shadows and ravaged this land like nothing before them or—thank all the
singers in the Houses of the Eternal—since.”
“So your kind dealt with the dramojh. I am aware of that,” the dragon said.
“And you were some kind of leader in your campaign against them. What do
you want from me? Gratitude? So be it. Thanks to you, giant, and to all your
kind.”
And with a sneer, he added quickly: “Now be on your way.”

4
1 preface

A WORLD OF ADVENT
ADVENTURE

Monte Cook’s Diamond Throne (hereafter referred to as Diamond Throne) is a fantasy


tabletop RPG where you and a group of friends gather to tell tales of brave heroes and
cunning villains in a world filled with magic, monsters and treasures. More importantly,
this is a game where your character’s choices determine how the story unfolds.

A
dventures in Diamond Throne take playing adversaries, allies, and other persons
place in the world of Serran, an encountered, setting scenes and encounters
ancient, mysterious and perilous and describing what happens in the world Serran, page 28
fantasy setting rife with a rich detailed history, around your characters. Challenges come in the
old empires, sprawling cities ruled by giants, form of exploration hazards, monsters, traps,
and countless ruins, lairs, dark woods, magical machinations of enemies and allies, political
powers and endless adventures! schemes, puzzles, interpersonal drama, and
much more.
WHAT IS A As each scene leads into the next, each
ROLEPLAYING GAME? player contributes to the story evolution,
A roleplaying game is an interactive story taking actions according to the personality and
where you and a group of friends (the players) abilities of their character. Dice rolls, combined
take on the roles of fictional characters (player with use of innate powers, add an element of
characters or PCs) in a world of imagination. chance and determine whether characters
One player, the Game Master (GM), sets the succeed or fail at actions they attempt.
scenes, acting like the narrator of a story or
the director of a play or movie. Other players THE FLOW OF THE GAME
in the roles of player characters (PCs) decide Diamond Throne is played in sessions, during
what their characters will do in response to a which players gather in person or online for a few
scene. The game is typically played in a group hours to play the game. A complete story can be
of four to seven players, GM included. The as short as a single session—one-shot—or it can
GM prepares, presents, and presides over the stretch on for multiple sessions, a medium- or
game’s world and story, posing challenges and long-term campaign that might last for months

5
(or years), while the Game Master enjoys their GAME MASTER
stories and the players are entertained.
Running the Game,
In a session you can battle with vile beasts, “Who are you?” The Game Master (GM) is one
page 120 escape from vicious traps, or complete a heroic player who acts as storyteller, entertainer and
quest. But, you can also negotiate with a baron rules arbiter. The GM is the creative director
for rights to a fortress, infiltrate an army of who designs adventure plots and the story arcs
lumbering chorrim, or bargain with an alabast before or after a game session, the setting and
for something to revive a slain friend protagonists of every scene during the game.
It’s up to you and your group to determine
what kind of game you are playing, from “What do you do?” Who you are is important
dungeon exploration to a nuanced political to define what you do during the game. Being
drama, or anything in between. the GM could be a challenge, requiring a lot of
work and responsibilities. But it can also be very
PLAYERS rewarding and worth all the work required to run
a good game.
“Who are you?” Before the game begins,
players invent a history and personality for their  Storyteller: The Game Master presents the
characters, using the rules to determine their world and its characters to the players of
characters’ statistics and abilities. Whenever you the game, and it is through the GM that the
need to make a decision, keep your character’s players interact with them. The Game Master
backstory and abilities in mind. Players have two must be able to craft stories and to translate
basic approaches: them into a verbal medium. The GM describes
all the situations player characters experience
 General Approach: Players define their in an adventure. In Diamond Throne, the GM
characters in a few broad lines and play, will never roll dice, so every encounter in which
adding further details about their character dice need to be rolled, this will be done only by
during play, often using the current story to the players, so the GM can focus their effort on
create connections to their past. the story.
 Specific Approach: Players put a lot of details  Entertainer: The Game Master should be able
GM Intrusion, page 183 and roleplaying ideas before the first game to handle improvisation, ready to make a GM
Player intrusion, page 19 session, because if you have a specific idea Intrusion when needed, to resolve situations,
of who your character is before the first dice or to adapt their stories after Player intrusion
are even rolled, the game itself will benefit. or other factors that could alter the course
of the programmed events. The GM should
Whatever approach you use, playing the game not be found unprepared even in the worst
will help you refine your ideas. After you have situation, and has to keep the game thrilling
played your character for a while, you should and interesting. They should use monsters
have a strong sense of their personality and and enemies with creativity so the players can
an intuitive sense of what they would do in a find them memorable.
particular situation, even if situations could not  Arbiter: The Game Master must be very
present easy choices every time. familiar with the rules. All rule books,
including this one, are their tools, and their
“What do you do?” When playing a roleplaying word is the law. They must not antagonize
game, that’s the question you must ask yourself the players or work to impede their ability to
all the time. The GM describes a situation, enjoy the game, yet neither should they favor
framing a scene for the heroes. It is then up and coddle them. They should be impartial,
to you to decide what your character does and fair, and consistent in their administration of
why. You tell the GM what you want to do, as the rules, dealing with issues quickly enough
do the other players, and then you all work to keep the pace of the game going. The
out what happens. Sometimes, you will use GM is not the players’ adversary and should
dice to resolve actions in a specific order. At instead act as the players’ advocate within the
other times, you simply interact with the other parameters set by the game rules.
players and the characters portrayed by the  Creative: The Game Master’s job does not
GM, who are known as nonplayer characters, end when the game session does. By creating
or NPCs. NPCs, plots, magic items, spells, worlds,

6
1 preface

deities, monsters, and everything else, TOOLS OF PLAY


he propels his game’s evolution forward, In addition to this book, there are a few things
constantly elevating the campaign into you will need to play the game.
something greater. The GM can create a  Character Sheet: Each player will need a
new adventure or they can instead rely on a character sheet to create their character and to
published adventure, using it as a basis for record what happens to that character during
the session and modifying it as needed to play. You can find a character sheet in the back
accommodate their individual players and the of this book and online in print or as free pdf.
group’s style of play.  Dice: The players will need at least one d20
(a twenty-sided die). You’ll need a d6 (a six-
THE PARTY sided die). Rarely, you’ll need to roll a number A d6 is used most often
Much of this book is focused on teaching you between 1 and 100. You can find all the dice for recovery rolls (page
the rules and how to make a character. However, needed to play Diamond Throne in a special 166) and to determine
the level of cyphers.
whether you are the GM or a player, participating set that can be found at hobby game stores or
in a tabletop roleplaying game is a social activity. online. See page 12 for more on the different
This has two aspects to consider: the character kinds of dice.
group and the player group.  Adventures: Every table needs an adventure
 Character Group: Your hero is a member of to play, whether it’s designed by the GM or
an adventuring group (also known as a party). found in a published resource. You can find
Each character has individual goals, but there a variety of exciting supplements that contain
are also larger group goals. The characters may adventures and scenario locations to use for
have their disagreements and even conflicts, your personal creations.
but for the game to go on they must remain  Bestiary: From terrifying dragons to
together. The adventures themselves often mischievous gremlins, monsters are a
assure this by their plot and structure, but a common threat that the PCs might face, and
good group dynamic can help. This can start each type has its own goals, abilities and uses.
during character creation when everyone is These can be found in the book Unearthed, Chapter 7: Creatures,
settling on what they want to play. Characters’ but there are also supplements focused only page 72
Connections and Backgrounds help them to on new creatures.
create a strong relationship each other.  Maps and Miniatures: The chaos of combat
 Player Group: The people gaming with you can be difficult to imagine, so many groups use
make up the player group. You and your maps to represent the battlefield. These maps
friends will spend lot of time together, so you are marked with a 1-inch (2.5 cm) grid, and each
want a group of people who fundamentally square represents 5 feet (1.5 m) in the game.
get along. Roleplaying is meant to be fun for Miniatures and illustrated tokens are used to Connections are suggestions
everyone, regardless of their age, gender, race represent the characters and the adversaries you can find in the type,
or ethnicity, religion, sexual orientation, or any they face. They are not strictly necessary to play descriptor and focus sections
other identities and life experiences. It is the as the combat rules of the game are not so Backgrounds are suggestions
responsibility of all of the players, not just the tactical. However, if you like to have them and you can roll or select
GM, to make sure the table is fun and welcoming this helps you to simulate a combat and you in the type section.
to all. Be aware of tension around the table. have fun with them, you can use them.
Don’t hog the spotlight only to yourself and be  Additional Accessories: There are a number
ready to take a step back when someone has a of additional accessories you can add to your
good idea or is pursuing something important game to enhance the experience, including
for their character. Have always a comfortable XP cards, digital character-creation tools,
behavior with everyone. and even background music and sound-
effect sets. More things will be in the future
If a game session didn’t go well for some to enhance your experience in Diamond Having fun is the golden
reason, try to figure out where things went Throne. rule when you play an RPG
wrong and see if you can come up with  Cypher System Compatibility: There are like Diamond Throne. All
rules, ancestries, types and
solutions so it doesn’t happen again. If players many Cypher System books out there, and
descriptors are not intended
have concerns, encourage them to bring them you can use all of their content to add new to limit your imagination
up for discussion. features to your Diamond Throne campaign, or give you a scheme to
Following these simple rules you see that your as the materials and the rules in this book are follow if you prefer a more
game sessions will be fair, fun and fantastic. perfectly compatible. free-form style of play.

7
PLAYING THE GAME for guidance in how this works.
The rules of the Cypher System are quite Character skills, favorable circumstances,
straightforward at their heart, as all of or excellent equipment can decrease the
Chapter 6: Rules of the gameplay is based around a few core concepts. difficulty of a task. For example, if a character
Game, page 155 This is only an introduction to the basics of is trained in climbing, they turn a difficulty 6
play. Once you understand the basic concepts, climb into a difficulty 5 climb. This is called
Ease, page 156 you’ll likely want to reference Chapter 6: Rules easing the difficulty by one step (or just easing
of the Game, for a more in-depth treatment. the difficulty, which assumes it’s eased by one
The basic concepts are presented in bold to step). If they are specialized in climbing, they
make them easy to find, but the Glossary and turn a difficulty 6 climb into a difficulty 4 climb.
Index in the back of this book will help you This is called easing the difficulty by two steps.
find specific rules you need. Decreasing the difficulty of a task can also be
called easing a task. Some situations increase,
Hinder, page 158 BASIC GAME CONCEPtS or hinder, the difficulty of a task. If a task is
The Cypher System uses a twenty-sided hindered, it increases the difficulty by one step.
Skill, page 19 die (1d20) to determine the results of most A skill is a category of knowledge, ability, or
actions. Whenever a roll of any kind is called activity relating to a task, such as climbing,
for and no die is specified, roll a d20. geography, or persuasiveness. A character who
Difficulty, page 156 The GM sets a difficulty for any given task. has a skill is better at completing related tasks
There are ten degrees of difficulty. Thus, the than a character who lacks the skill. A character’s
difficulty of a task can be rated on a scale of 1 to 10. level of skill is either trained (reasonably skilled)
Each difficulty has a target number or specialized (very skilled).
Trained, page 20 associated with it. The target number is always If you are trained in a skill relating to a task,
three times the task’s difficulty, so a difficulty 1 you ease the difficulty of that task by one step.
Specialized, page 20 task has a target number of 3, but a difficulty If you are specialized, you ease the difficulty
4 task has a target number of 12. To succeed by two steps. A skill can never decrease a
at the task, you must roll the target number or task’s difficulty by more than two steps.
higher. See the Task Difficulty table on page 9 Anything else that reduces difficulty (help

8
1 preface
Creating Your Character

from an ally, a particular piece of equipment, but for an experienced acrobat, it’s routine. You
or some other advantage) is referred to as can even ease the difficulty of an attack on a foe
an asset. Assets can never decrease a task’s to 0 and succeed without rolling. Asset, page 158
difficulty by more than two steps. If there’s no roll, there’s no chance for
You can also decrease the difficulty of failure. However, there’s also no chance for
a given task by applying Effort. (Effort is remarkable success. In the Cypher System that Effort, page 16
described in more detail in chapter 6.) usually means rolling a 19 or 20, which are
To sum up, three things can decrease a called special rolls, discussed in chapter 6. Special rolls, page 11
task’s difficulty: skills, assets, and Effort.
If you can ease a task so its difficulty is EXPLORATION MODE
reduced to 0, you automatically succeed and Most of the time, your character will explore the
don’t need to make a roll. world, investigate to uncover a mystery or solve Exploring, investigating,
a problem, interact with other characters, travel solving mysteries or treating
WHEN DO YOU ROLL? from place to place, and overcome challenges. allies cover an important part
of the game. If you prefer
Any time your character attempts a task, the This is called Exploration. Game play is relatively
roleplaying your character
GM assigns a difficulty to that task, and you roll free-form during exploration. Leaving town via more than running them
a d20 against the associated target number. horseback, following the trail of a marauding in combat situations, or
When you jump from a burning roof, swing chorrim tribe, avoiding the tribe’s scouts, vice versa, a good GM will
an axe at a chorrim, swim across a raging and convincing a local hunter to help in an provide you with plenty of
river, identify a strange substance, convince a upcoming fight are all examples of things that possibilities to play in the
style you enjoy most.
merchant to give you a lower price, craft an might occur during exploration. Throughout
object, try to control a foe’s mind, or play an this mode of play, the GM asks the players what
instrument to enchant an audience, you make their characters are doing as they explore. This
a d20 roll. is important in case a conflict arises. If combat
However, if you attempt something that breaks out, the tasks the PCs undertook while
has a difficulty of 0, no roll is needed—you exploring might give them an edge or otherwise
automatically succeed. Many actions have affect how the combat begins.
a difficulty of 0. Examples include walking
across the room and opening a door, using a CHALLENGE MODE
spell to grant the ability to fly, using an ability In the course of your adventures, there will be
to protect your friend from fire, or activating times when a simple skill task is not enough to
a magical item you already know how to use resolve a challenge—when fearsome monsters
to create a force field. These are all routine stand in your character’s way and the only
actions and don’t require rolls. choice is to do battle. This is called Challenge
Using skill, assets, and Effort, you can ease mode. Challenges usually involve combat, but
the difficulty of potentially any task to 0 and they can also be used in situations where timing
thus negate the need for a roll. Walking across a is critical, such as during a chase or when Hazards, page 201
narrow wooden beam is tricky for most people, dodging hazards.

TASK DIFFICULTY
Task Difficulty Description Target No. Guidance
0 Routine 0 Anyone can do this basically every time.
1 Simple 3 Most people can do this most of the time.
2 Standard 6 Typical task requiring focus, but most people can usually do this.
3 Demanding 9 Requires full attention; most people have a 50/50 chance to succeed.
4 Difficult 12 Trained people have a 50/50 chance to succeed.
5 Challenging 15 Even trained people often fail.
6 Intimidating 18 Normal people almost never succeed.
7 Formidable 21 Impossible without skills or great effort.
8 Heroic 24 A task worthy of tales told for years afterward.
9 Immortal 27 A task worthy of legends that last lifetimes.
10 Impossible 30 A task that normal humans couldn’t consider (but one that doesn’t break
the laws of physics).

9
9 9
COMBAT take 1 less point of damage from attacks. If a
Making an attack in combat works the same mugger hits you with a knife for 2 points of
way as any other roll: the GM assigns a damage while you’re wearing a leather jerkin,
difficulty to the task, and you roll a d20 against you take only 1 point of damage. If your Armor
the associated target number. reduces the damage from an attack to 0, you
The difficulty of your attack roll depends on take no damage from that attack.
how powerful your opponent is. Just as tasks When you see the word “Armor” capitalized
have a difficulty from 1 to 10, creatures have in the game rules (other than in the name
a level from 1 to 10. Most of the time, the of a special ability), it refers to your Armor
difficulty of your attack roll is the same as the characteristic—the number you subtract from
creature’s level. For example, if you attack a incoming damage. When you see the word
level 2 bandit, it’s a level 2 task, so your target “armor” with a lowercase “a,” it refers to any
number is 6. physical armor you might wear.
As said earlier, players make all die rolls. If a Typical physical weapons come in three
character attacks a creature, the player makes categories: light, medium and heavy.
For more on the types of an attack roll. If a creature attacks a character,
weapons that characters the player makes a defense roll. Light weapons inflict only 2 points of damage,
can use, see Chapter The damage dealt by an attack is not but they ease attack rolls because they are fast
10: Equipment.
determined by a roll—it’s a flat number based and easy to use. Light weapons are punches,
on the weapon or attack used. For example, a kicks, clubs, knives, handaxes, rapiers,
spear always does 4 points of damage. small firearms, and so on. Weapons that are
Armor, page 135 Your Armor characteristic reduces the particularly small are light weapons.
Combat is a vital part of any damage you take from attacks directed at
fantasy game. Having you. You get Armor from wearing physical Medium weapons inflict 4 points of damage.
your character’s powers armor (such as a leather jerkin or a chainmail Medium weapons include swords, battleaxes,
and abilities challenged in
shirt) or from special abilities. Like weapon maces, crossbows, spears, tridents, and so
the rush of movement and
violence in a life-or-death damage, Armor is a flat number, not a roll. on. Most weapons are medium. Anything that
situation is very thrilling. If you’re attacked, subtract your Armor from could be used in one hand (even if it’s often
the damage you take. For example, a leather used in two hands, such as a quarterstaff or
jerkin gives you +1 to Armor, meaning that you spear) is a medium weapon.

GLOSSARY
Adventure: A single portion of the campaign Nonplayer character (NPC): Characters run
with a beginning and an end. Usually defined by the GM. Think of them as the minor
at the beginning by a goal put forth by the characters in the story, or the villains or
PCs and at the end by whether or not they opponents. This includes any kind of
achieve that goal. creature as well as people.

Campaign: A series of sessions strung Party: A group of player characters (and


together with an overarching story (or linked perhaps some NPC allies).
stories) with the same player characters.
Often, but not always, a campaign involves Player character (PC): A character run by a
a number of adventures. player rather than the GM. Think of the PCs
as the main characters in the story.
Character: Anything that can act in the game.
Although this includes PCs and human NPCs, Player: The players who run characters in the
it also technically includes creatures, mutants, game.
automatons, animate plants, and so on. The
word “creature” is usually synonymous. Session: A single play experience.
Usually lasts a few hours. Sometimes
Game master (GM): The player who doesn’t one adventure can be accomplished in
run a character, but instead guides the flow a session. More often, one adventure is
of the story and runs all the NPCs. multiple sessions.

10
1 preface

In the Cypher System, players make all die rolls. If a character attacks a
creature, the player makes an attack roll. If a creature attacks a character,
the player makes a defense roll.

Heavy weapons inflict 6 points of damage, RANGE AND SPEED


and you must use two hands to attack with Distance is simplified into four categories: Distance, page 161
them. Heavy weapons are greatswords, immediate, short, long, and very long.
mauls, greataxes, halberds, heavy crossbows,
heavy maces and so on. Anything that must Immediate distance from a character is within
be used in two hands is a heavy weapon. reach or within a few steps. If a character stands
in a small room, everything in the room is
SPECIAL ROLLS within immediate distance. At most, immediate
When you roll a natural 19 (the d20 shows distance is 10 feet (3 m).
“19”) and the roll is a success, you also have a
minor effect. In combat, a minor effect inflicts Short distance is anything greater than immediate
3 additional points of damage with your attack, distance but less than 50 feet (15 m) or so.
or, if you’d prefer a special result, you could
decide instead that you knock the foe back, Long distance is anything greater than short
distract them, or something similar. When not distance but less than 100 feet (30 m) or so.
in combat, a minor effect could mean that you
perform the action with particular grace. For Very long distance is anything greater than
example, when jumping down from a ledge, long distance but less than 500 feet (150 m)
you land smoothly on your feet, or when or so. Beyond that range, distances are always
trying to persuade someone, you convince specified—1,000 feet (300 m), a mile (1.5 km),
them that you’re smarter than you really are. and so on.
In other words, you not only succeed but also
go a bit further. In general, it’s not necessary to measure
When you roll a natural 20 (the d20 shows precise distances. Immediate distance is right
“20”) and the roll is a success, you also have there, practically next to the character. Short
a major effect. This is similar to a minor distance is nearby. Long distance is farther off.
effect, but the results are more remarkable. Very long distance is really far off.
In combat, a major effect inflicts 4 additional All weapons and special abilities use these
points of damage with your attack, but terms for ranges. For example, all melee weapons For more information on
again, you can choose instead to introduce a have immediate range—they are close-combat special rolls and how they
dramatic event such as knocking down your weapons, and you can use them to attack anyone affect combat and other
interactions, see page 159.
foe, stunning them, or taking an extra action. within immediate distance. A thrown knife (and
Outside of combat, a major effect means that most other thrown weapons) has short range.
something beneficial happens based on the A bow has long range. A Channeler’s Onslaught Channeler, page 55
circumstance. For example, when climbing ability also has short range. Onslaught, page 57
up a cliff wall, you make the ascent twice as A character can move an immediate
fast. When a roll grants you a major effect, distance as part of another action. In other
you can choose to use a minor effect instead words, they can take a few steps over to a
if you prefer. trap trigger and attempt to disarm it. They
In combat (and only in combat), if you roll can lunge across a small room to attack a foe.
a natural 17 or 18 on your attack roll, you add 1 They can open a door and step through.
or 2 additional points of damage, respectively. A character can move a short distance as
Neither roll has any special effect options— their entire action for a turn. They can also
just the extra damage. try to move a long distance as their entire
Rolling a natural 1 is always bad. It means action, but the player might have to roll to see
that the GM introduces a new complication if the character slips, trips, or stumbles as the
into the encounter. result of moving so far so quickly.

11
You don’t earn XP for killing foes or overcoming standard challenges in the
course of play. Unearthing is the soul of Diamond Throne.

Many rules in this system For example, if the PCs are fighting a group MAGIC ITEMS
avoid the cumbersome of cultists, any character can likely attack There are two categories of magic items:
need for precision. Does it any cultist in the general melee—they’re all cyphers and artifacts. Cyphers are single-
really matter if the ghost
within immediate range. Exact positions aren’t use abilities. They are material objects that
is 13 feet away from you or
18? Probably not. That kind important. Creatures in a fight are always characters can carry (like equipment) and
of needless specificity only moving, shifting, and jostling, anyway. However, used during the game. The cyphers might
slows things down and draws if one cultist stayed back to fire with a crossbow, be potions, crystals, wands, or something
away from, rather than a character might have to use their entire action different: in Diamond Throne, the possibilities
contributes to, the story. to move the short distance required to attack that are endless.
foe. It doesn’t matter if the cultist is 20 feet (6 m) Characters will find new cyphers frequently
or 40 feet (12 m) away—it’s simply considered in the course of play, so players shouldn’t
short distance. It does matter if the cultist is more hesitate to use their acquired cyphers. Because
Magic Items, page 120 than 50 feet (15 m) away because that distance cyphers are always different, the characters
would require a long or very long move. will always have new special powers to try.
Artifacts are powerful objecs with multiple
EXPERIENCE POINTS uses, granting characters new abilities or
Experience points, page 183 Experience points (XP) are rewards given to spells. They can be used often, their powers
players when the GM intrudes on the story temporary, and a depletion roll needs to be
GM intrusion, page 183 (this is called GM intrusion) with a new and made at every use.
unexpected challenge. For example, in the middle If depleted, they remain as valuable
of combat, the GM might inform the player that equipment objects. Relics are considered
they drop their weapon. However, to intrude in unique artifacts.
this manner, the GM must award the player 2 XP.
The rewarded player, in turn, must immediately OTHER DICE
give one of those XP to another player and justify In addition to a d20 and a d6, sometimes you’ll
the gift (perhaps the other player had a good need to roll a number between 1 and 100 (often
idea, told a funny joke, performed an action that called a d100, d% or percentile roll), which you
saved a life, and so on). can do by rolling a d20 twice, using the last digit
Alternatively, the player can refuse the GM of the first roll as the “tens” place and the last
intrusion. If they do so, they don’t get the 2 XP digit of the second roll as the “ones” place. For
from the GM, and they must also spend 1 XP example, rolling a 17 and a 9 gives you 79, rolling
that they already have. If the player has no XP a 3 and an 18 gives you 38, and rolling a 20 and a
to spend, they can’t refuse the intrusion. 10 gives you 00 (also known as 100). If you have
The GM can also give players XP between a d10 (a ten-sided die), you can use it instead of
sessions as a reward for making discoveries during the d20 to roll numbers between 1 and 100. If
an adventure. Discoveries are interesting facts, you have two d10s, one can be the “tens” and
wondrous secrets, powerful artifacts, answers the other the “ones.”
to mysteries, or solutions to problems (such as
where the kidnappers are keeping their victim or
how the PCs repair the ship). You don’t earn XP
for killing foes or overcoming standard challenges
in the course of play. Unearthing is the soul of
Diamond Throne.
Experience points are used primarily for
Character advancement, character advancement (for details, see
page 189 chapter 4), but a player can also spend 1 XP
to reroll any die roll and take the better of the
two rolls.

12
1 preface

part
Part 1 1
create your hero
CHARACTERS

CHAPTER
Chapter1:
4: CREATE YOUR
CREATING YOUR CHARACTER 14
CHARACTER 14
CHAPTER
Chapter2:
5: CHARACTER
TYPE CONCEPTS 20 22
CHAPTER
Chapter3:
6: CHARACTER
FLAVOR TYPE 48 34
CHAPTER
Chapter4:
7: CHARACTER
DESCRIPTOR FLAVORS 38 73
CHAPTER
Chapter5:
8: CHARACTER
FOCUS DESCRIPTORS 60 82
CHAPTER
Chapter6:
9: CHARACTER
ABILITIES FOCUS 95 96
CHAPTER
Chapter7:
10:EQUIPMENT 134
EQUIPMENT 201
13
Chapter 1 CREAT
CREATE YOUR CHARACT
CHARACTER

T
his chapter explains how to create without food to resisting disease. It’s also
characters. This involves a series the primary means of determining how
of decisions that will shape your much damage your character can sustain in
character, so the more you understand what a dangerous situation. Physical characters,
kind of character you want to play, the easier tough characters, and characters interested in
character creation will be. The process involves fighting should focus on Might.
Speed could be understanding the four defining game statistics
thought of as Speed/ and the three aspects that help you determine SPEED
Agility because it your character’s capabilities. Speed describes how fast and physically
governs your overall
coordinated your character is. The concepts of
swiftness and reflexes.
CHARACTER STATS quickness, movement, dexterity, and reflexes are
Every player character has four defining all folded into this one stat. Speed governs such
Might could be thought characteristics, typically called “statistics” or divergent actions as dodging attacks, sneaking
of as Might/Health “stats.” These stats are Might, Speed, Intellect, around quietly, and throwing a spear accurately.
because it governs how and Mana. They are broad categories that cover It helps determine whether you can move farther
strong you are and
many different but related aspects of a character. on your turn. Nimble, fast, or sneaky characters,
how much physical
punishment you can take. or those interested in ranged combat, should
MIGHT focus on Speed.
Might defines how strong and durable
Intellect could be your character is. The concepts of strength, INTELLECT
thought of as Intellect/ endurance, constitution, hardiness, and This stat determines how smart, knowledgeable,
Personality because it physical prowess are all folded into this one and likable your character is. It includes
governs both intelligence
stat. Might isn’t relative to size; instead, it’s an intelligence, wisdom, charisma, education,
and charisma.
absolute measurement. An elephant has more reasoning, wit, willpower, and charm. Intellect
Might than the mightiest tiger, which has more governs solving puzzles, remembering facts,
Mana could be thought Might than the mightiest rat, which has more telling convincing lies, and using mental powers.
of as Mana/Will because Might than the mightiest spider. Characters interested in communicating
it governs your overall Might governs actions from lifting a rock, effectively, being learned scholars, or wielding
attunement to magical
to forcing doors open to walking for days psychic powers should stress their Intellect stat.
energies and willpower.

14
CREATE YOUR
1 CHARACTER

MANA 12. Most characters start with a Pool of 9 to 12 in


Mana describes a rating of how much energy a most stats—that’s the average range. For more information about Mana
character has access to and the magic resistance When your character is injured, sickened, and magic, see Chapter 8, Magic.
they have. A wellspring of power, a connection or attacked, you temporarily lose points from
to the universe, an understanding of what was one of your stat Pools. The nature of the
and what can be, are some of the statements attack determines which Pool loses points.
used to define the magic energies. This power For example, physical damage from a hammer
allows the wielder of magic to cast and modify reduces your Might Pool, a poison that makes
spells with the magical forces at their disposal. you clumsy reduces your Speed Pool, a psychic
Characters interested in spellcasting, learning blast reduces your Intellect Pool, or the effects
about, using and manipulating magical energies of a spell can reduce your Mana Pool. You
should focus on their Mana stat. can also spend points from one of your stat
Pools to decrease a task’s difficulty (see Effort,
POOL, EDGE, AND below). You can rest to recover lost points Recovering points in
EFFORT from a stat Pool, and some special abilities or a Pool, page 166
Each of the four stats has two components: Pool cyphers might allow you to recover lost points
and Edge. Your Pool represents your raw, innate quickly.
ability, and your Edge represents knowing how
to use what you have. A third element ties into EDGE
this concept: Effort. When your character really Although your Pool is the basic measurement
needs to accomplish a task, you apply Effort. of a stat, your Edge is also important. When Your stat Pools, as
something requires you to spend points from a well as your Effort and
POOL stat Pool, your Edge for that stat reduces the cost. Edge, are determined
by the character type,
Your Pool is the most basic measurement of a It also reduces the cost of applying Effort to a roll.
descriptor, and focus
stat. Comparing the Pools of two creatures will For example, let’s say you have a martial that you choose. Within
give you a general sense of which creature is attack ability, and activating it costs 1 point from those guidelines,
superior in that stat. For example, a character your Might Pool. Subtract your Might Edge from however, you have a lot
who has a Speed Pool of 16 is faster (in a basic the activation cost, and the result is how many of flexibility in how you
sense) than a character who has a Speed Pool of points you must spend to use the martial attack. develop your character.

15
CREATING YOUR can’t roll first and then decide to apply Effort if
CHARACTER IN 5 you rolled poorly.
Applying more Effort can lower a task’s
EASY STEPS
difficulty further: each additional level of Effort
1. Grab a pen and blank piece of paper
eases the task by another step. Applying one
(or a character sheet) to record all
level of Effort eases the task by one step,
your choices. Choose a concept for
Chapter 2: Concept, page 22 applying two levels eases the task by two steps,
your character (ancestry and path) in
and so on. However, each level of Effort after
chapter 2
Chapter 3: Type, page 48 the first costs only 2 points from the stat Pool
2. Choose your Type in chapter 3. Follow
instead of 3. So applying two levels of Effort
the instructions provided for finishing
costs 5 points (3 for the first level plus 2 for
your stats, skills, abilities, equipment,
Chapter 5: Descriptor, page 82 the second level), applying three levels costs 7
spells and cyphers.
points (3 plus 2 plus 2), and so on.
3. Choose a descriptor and select the
Chapter 6: Focus, page 96 Every character has an Effort score, which
ancestral descriptor in chapter 5.
indicates the maximum number of levels of
4. Choose a focus in chapter 6.
Chapter 8: Experience Effort that can be applied to a roll. A beginning
Points, page 183
5. Begin your adventure!
(first-tier) character has an Effort of 1,
meaning you can apply only one level of Effort
to a roll. A more experienced character has a
If using your Edge reduces the cost to 0, you can higher Effort score and can apply more levels
use the ability for free. of Effort to a roll. For example, a character
Your Edge can be different for each stat. For who has an Effort of 3 can apply up to three
example, you could have a Might Edge of 1, a levels of Effort to ease a task.
Speed Edge of 1, an Intellect Edge of 0, and When you apply Effort, subtract your relevant
a Mana Edge of 0. You’ll always have an Edge Edge from the total cost of applying Effort. For
of at least 1 in one stat. Your Edge for a stat example, let’s say you need to make a Speed
reduces the cost of spending points from that roll. To increase your chance for success, you
When applying Effort stat Pool, but not from other Pools. Your Might decide to apply one level of Effort, which will
to melee attacks, you Edge reduces the cost of spending points from ease the task. Normally, that would cost 3
have the option of your Might Pool, but it doesn’t affect your points from your Speed Pool. However, you
spending points from
Speed Pool Intellect Pool or Mana Pool. Once have a Speed Edge of 2, so you subtract that
either your Might Pool or
your Speed Pool. When a stat’s Edge reaches 3, you can apply one level from the cost. Thus, applying Effort to the roll
making ranged attacks, of Effort for free. costs only 1 point from your Speed Pool.
you may spend points A character who has a low stat Pool but a high What if you applied two levels of Effort to
only from your Speed Edge has the potential to perform actions related the Speed roll instead of just one? That would
Pool. With melee, you to the stat consistently better than a character ease the task by two steps. Normally, it would
sometimes use brute
force and sometimes use
who has a stat Edge of 0. The high Edge will let cost 5 points from your Speed Pool, but after
finesse, but with ranged them reduce the cost of spending points from subtracting your Speed Edge of 2, it costs only
attacks, it’s always about the Pool, which means they’ll have more points 3 points.
careful targeting. available to spend on applying Effort. Once a stat’s Edge reaches 3, you can apply
one level of Effort for free. For example, if you
EFFORT have a Speed Edge of 3 and you apply one level
When your character really needs to accomplish of Effort to a Speed roll, it costs you 0 points
a task, you can apply Effort. For a beginning from your Speed Pool. (Normally, applying
character, applying Effort requires spending one level of Effort would cost 3 points, but
3 points from the stat Pool appropriate to the you subtract your Speed Edge from that cost,
action. Thus, if your character tries to dodge reducing it to 0.)
an attack (a Speed roll) and wants to increase Skills and other advantages also ease a task,
the chance for success, you can apply Effort and you can use them in conjunction with Effort.
by spending 3 points from your Speed Pool. In addition, your character might have special
Ease, page 158 Effort eases the task by one step. This is called abilities or equipment that allow you to apply
applying one level of Effort. Effort to accomplish a special effect, such as
You don’t have to apply Effort if you don’t knocking down a foe with an attack or affecting
want to. If you choose to apply Effort to a task, multiple targets with a power that normally
you must do it before you attempt the roll—you affects only one.

16
CREATE YOUR
1 CHARACTER

EFFORT AND DAMAGE if your Effort is 2, you can apply up to two


Instead of applying Effort to ease your attack, levels of Effort. You could apply one level to For information on
you can apply Effort to increase the amount an attack roll and one level to its damage, additional types of
of damage you inflict with an attack. For each two levels to the attack and no levels to the damage, see Damage
Track, page 166, and
level of Effort you apply in this way, you inflict damage, or no levels to the attack and two
Special Damage,
3 additional points of damage. This works levels to the damage. page 167.
for any kind of attack that inflicts damage, You can use Edge for a particular stat only
whether a sword, a crossbow, a psychic blast, or once per action. For example, if you apply Effort
something else. to a Might attack roll and to your damage, you
When using Effort to increase the damage can use your Might Edge to reduce the cost
of an area attack, you inflict 2 additional points of one of those uses of Effort, not both. If you
of damage instead of 3 points. However, the spend 1 Intellect point to activate your psychic
additional points are dealt to all targets in blast and one level of Effort to ease the attack
the area. Further, even if one or more of the roll, you can use your Intellect Edge to reduce
targets resist the attack, they still take 1 point the cost of one of those things, not both.
of damage.
STAT EXAMPLES
MULTIPLE USES OF A beginning character is fighting a rhodin. The Rhodin, page 94
EFFORT AND EDGE PC stabs their spear at the rhodin, which is a
If your Effort is 2 or higher, you can apply Effort level 2 creature and thus has a target number
to multiple aspects of a single action. For of 6. The character stands atop a boulder and
example, if you make an attack, you can apply strikes downward at the beast, and the GM rules
Effort to your attack roll and apply Effort to that this helpful tactic is an asset that eases the
increase the damage. attack by one step (to difficulty 1). That lowers
The total amount of Effort you apply can’t the target number to 3. Attacking with a spear is
be higher than your Effort score. For example, a Might action; the character has a Might Pool

17
of 11 and a Might Edge of 0. Before making the making alliances or defeating menaces,
roll, they decide to apply a level of Effort to ease exploring new places and discovering new
the attack. That costs 3 points from their Might things—the system is about discovery and
Pool, reducing the Pool to 8. But the points exploration, facing dangers as well as achieving
are well spent. Applying the Effort lowers the personal goals. Experience points have many
difficulty from 1 to 0, so no roll is needed—the uses, and one use is to purchase character
attack automatically succeeds. benefits. After your character purchases four
Another character is attempting to convince character benefits, they advance to the next tier.
a guard to let them into a private office to
speak to an influential noble. The GM rules CHARACTER
that this is an Intellect action. The character CONCEPTS
is third tier and has an Effort of 3, an Intellect Diamond Throne offers players many
Pool of 13, and an Intellect Edge of 1. Before incredible options through the combination
making the roll, they must decide whether to of ancestries and careers. In chapter 2, you
apply Effort. They can choose to apply one, will find lots of options and concepts with
two, or three levels of Effort, or apply none at rules suggestions that will help you while
all. This action is important to them, so they forging your heroes in Diamond Throne.
decide to apply two levels of Effort, easing the If you are already familiar with character
task by two steps. Thanks to their Intellect building in the Cypher System, you can jump
Edge, applying the Effort costs only 4 points into the following chapters (2 through 6) to
from their Intellect Pool (3 points for the first create your character concept, type, flavor,
level of Effort plus 2 points for the second descriptor, and focus—all the things you
level minus 1 point for their Edge). Spending need to forge your unique hero.
those points reduces their Intellect Pool to 9.
The GM decides that convincing the guard is CHARACTER
a difficulty 3 (demanding) task with a target DESCRIPTOR, TYPE,
number of 9; applying two levels of Effort AND FOCUS
reduces the difficulty to 1 (simple) and the To build your character, you create a simple
target number to 3. The player rolls a d20 and statement that describes them. The statement
gets an 8. Because this result is at least equal takes this form: “I am a [[fill in adjectives (mood
to the target number of the task, they succeed. and ancestry) here] [fill in a noun here] who [fill
However, if they had not applied some Effort, in a verb here].”
they would have failed because their roll (8) Thus: “I am an adjective-adjective noun
would have been less than the task’s original who verbs.” For example, you might say, “I
target number (9). am a Tough Sibeccai Fighter who Follows the
Green Path” or “I am an Appealing Human
CHARACTER TIERS Channeler who Attunes to Mystical Forces.”
Every character starts the game at the first tier. In this sentence, the adjectives are called your
Chapter 5: Descriptor, Tier is a measurement of power, toughness, mood and ancestry descriptors.
page 82 and ability. Characters can advance up to The noun is your character type.
Chapter 3: Type, page 48 the sixth tier. As your character advances to The verb is your focus.
Chapter 6: Focus, higher tiers, you gain more abilities, increase Even though your character type is in the
page 96 your Effort, and can improve a stat’s Edge or middle of the descriptor sentence, we’ll start
increase a stat. Generally speaking, even first- there—just as in a sentence, the noun is the
tier characters are already quite capable. It’s foundation of the idea being expressed.
safe to assume that they’ve already got some Character type is the core of your character.
experience under their belt. This is not a “zero It represents your character’s background
to hero” progression, but rather an instance and helps determine their place in the world,
of competent people refining and honing their as well as defining their relationships with
capabilities and knowledge. Advancing to other people in the setting. It’s the noun of
higher tiers is not really the goal of Diamond the sentence “I am an adjective-adjective noun
Throne characters, but rather a representation who verbs.”
of how characters progress in a story. The descriptors define your character—they
To progress to the next tier, characters earn influence everything you do. Your descriptors
Ancestries, page 23 experience points (XP) by going on adventures, place your character in the situation (the first

18
CREATE YOUR
1 CHARACTER

adventure, which starts the campaign) and help PLAYER INTRUSION


provide motivation. They are the adjectives of A player intrusion is the player choosing
the sentence “I am an adjective-adjective noun to alter something in the campaign,
who verbs.” making things easier for a player character.
Focus is what your character does best. Focus Conceptually, it is the reverse of a GM
gives your character specificity and provides intrusion: instead of the GM giving the GM intrusions, page 159
interesting new abilities that might come in player XP and introducing an unexpected
handy. Your focus also helps you understand complication for a character, the player
how you relate with the other player characters spends 1 XP and presents a solution to a
in your group. It’s the verb of the sentence “I am problem or complication. What a player
an adjective-adjective noun who verbs.” intrusion can do usually introduces a change
You can use flavors to slightly modify to the world or current circumstances rather
character types to customize them. than directly changing the character. For
instance, an intrusion indicating that the Flavors, page 73
SPECIAL ABILITIES cypher just used still has an additional use
Character types and foci grant PCs special would be appropriate, but an intrusion that
abilities at each new tier. Using these abilities heals the character would not. If a player
usually costs points from your stat Pools; the has no XP to spend, they can’t use a player
cost is listed in parentheses after the ability intrusion.
name. Your Edge in the appropriate stat can A few player intrusion examples are
reduce the cost of the ability, but remember that provided under each type. That said,
you can apply Edge only once per action. For not every player intrusion listed there is
example, let’s say a Channeler with an Intellect appropriate for all situations. The GM may
Edge of 2 wants to use their Onslaught ability allow players to come up with other player
to create a bolt of force, which costs 1 Intellect intrusion suggestions, but the GM is the final
point. They also want to increase the damage arbiter of whether the suggested intrusion Onslaught, page 57
from the attack by using a level of Effort, which is appropriate for the character’s type and
costs 3 Intellect points. The total cost for their suitable for the situation. If the GM refuses
action is 2 points from their Intellect Pool (1 the intrusion, the player doesn’t spend the 1
point for the bolt of force, plus 3 points for using XP, and the intrusion doesn’t occur.
Effort, minus 2 points from their Edge). Using an intrusion does not require a
Sometimes the point cost for an ability has a character to use an action to trigger it. A
+ sign after the number. For example, the cost player intrusion just happens.
might be given as “2+ Intellect points.” That
means you can spend more points or more
levels of Effort to improve the ability further, as of these abilities is not considered an action.
explained in the ability description. Enablers either function constantly (such as
Many special abilities grant a character the being able to wear heavy armor, which isn’t
option to perform an action that they couldn’t an action) or happen as part of another action
normally do, such as attacking multiple foes (such as adding fire damage to your weapon
at once. Using one of these abilities is an damage, which happens as part of your attack
action unto itself: the [one-action] symbol before the action). If a special ability is an enabler, you Action [one-action]
name of the ability is used to indicate that will find the [free-action] symbol before the ability Enabler [free-action]
it is an Action. It might also provide more name. Action to initiate [two-actions]
information about when or how you perform Some abilities specify a duration, but you can
the action. The [two-actions] symbol before the ability always end one of your own abilities anytime
name indicates that you need to use an Action you wish.
to activate it.
Some special abilities allow you to perform SKILL GROUPS
a learned action—one you already know how During character creation, your character will
to do—in a different way. For example, an build competence in a particular group of
ability might let you wear heavy armor, reduce skills. This enables you to have a character with
the difficulty of Speed defense rolls, or add 2 a versatile set of skills and abilities to apply in
points of fire damage to your weapon damage. the various encounters they will have.
These abilities are called enablers. Using one The main skill groups are:

19
ACADEMIA MYSTICISM

Drawing on skills that focus on applied While Academia focuses on readily available
knowledge and a mastery of obscure lore, knowledge, the Mysticism skill group provides
the Academia skill group is a useful boon for access to talents that focus on rare lore and
characters with a good Intellect. the study and use of magic. The Mysticism skill
Knowledge Fields: Skills (Trained or Specialized): appraising, group is a useful boon for characters with good
Alchemy concentration, economics, deciphering, Intellect and Mana.
Architecture healing, identifying, knowledge field Skills (Trained or Specialized): astrognosis,
Art and Literature (specific), philosophy, and speaking concentration, identifying, occult philosophy,
Ceremony languages. deciphering, spellcraft, understanding magic
Cosmology devices, using magic devices.
Dangerous Beasts ATHLETICS
Engineering Athletics reflects a focus on physical fitness, SUBTERFUGE
Geography flexibility and strength. The Athletics skill group When a task requires a fine touch for slight
History is a useful boon for characters with good Might of hand, or the ability to easily hide from an
Magic and Speed. enemy and strike out in ambush, or to simply
Nature Skills (Trained or Specialized): balancing, flee and disappear from sight, subterfuge is
Nobility and Courtesy breaking things, carrying, climbing, jumping, the go-to skill. The Subterfuge skill group is a
Religion running, swimming, and tumbling. useful boon for characters with good Intellect
Runes and Speed.
Sailing and Navigation CRAFTING Skills (Trained or Specialized): disguise,
Science This skill group includes professional and deception, disabling devices, forging,
crafting skills. Crafting reflects a focus on lockpicking, pickpocketing, seeing through
GMs are free to add new creating and repairing objects. deception, sleight of hand, stealth.
knowledge fields to this list, Skills (Trained or Specialized): bowyering/
or new sub-categories if they fletching, glassblowing, leatherworking, THEATRICS
like to be more specific. for
metalworking, repairing, woodworking, The art of entertaining others not only can earn
example, Nature (Southern
Wastes), or combining them stoneworking, and gemcutting. you a passable living, it also helps develop a
if they prefer to mantain a variety of useful skills.
more generic approach. INTERACTION Skills (Trained or Specialized): bluffing,
The Interaction skills focus on your ability to disguising, performing, public speaking, and
charm others, whether you wish to extract sleight of hand.
rumors from them, trick them, or just strike up
a friendly relationship. Social interaction could WILDERNESS
be positive or negative. The Interaction skill Many adventurers come of age in the forbidding
group is a useful boon for characters with a wilds, where one’s knowledge of the land draws
good Intellect. the line between survival and death, and are
Skills (Trained or Specialized): deceiving, really expert in travels.
diplomacy (positive), gathering information Skills (Trained or Specialized): handling
(positive or negative), intimidating animal, riding, foraging, hunting, orienteering,
(negative), persuading (positive), public navigation, riding, rope use, running, piloting,
speaking, seeing through deception, and or vehicle driving.
seduction.
COMPETENCE
INVESTIGATIVE A character is considered to have competence
A sharp eye can spot trouble before it befalls you, in all skills in the group. The general boon
while a keen ear lets you sneak up on a concealed gained from having competence in a skill group
enemy. Characters that emphasize smart tactics is the ability to reroll dice of any single task for
and awareness will find this skill group very useful. any skill in the group. You can do this once a
The Investigative skill group is a useful boon for day per character tier for a single task related
characters with a good Speed and Intellect. to a skill. For example, your 1st tier Fighter can
Skills (Trained or Specialized): initiative, reroll a climbing task or a swimming task once
listening, searching, intuition, spotting, a day, but not two climbing tasks; a 2nd tier
identifying, assessing danger, and tinkering character can reroll climbing tasks two times a
with devices. day, but only if related to different tasks.

20
CREATE YOUR
1 CHARACTER

TRAINING AND in an entire skill group, but only in individual


SPECIALIZATION skills.
You can be trained or specialize in any skills in Type, descriptors, foci and advancement
the group. Being trained or specialized gives enable players to advance their characters’
you other advantages when performing a task. skills to higher levels of proficiency. You can
If during your character’s creation you gain a choose a skill in one of the groups in which Player intrusions, page 21
competence in a skill of another group, this you have competence and advance it to
is beneficial: you will have the advantage to trained, or if already trained, to specialized. Aid a Friend, page 242
reroll dice when performing a task related to If you have achieved competence in a skill for
that skill (but only for that skill, the other skills which you do not have access to the group, you
remain untouched). If you gain an inability on can still advance that skill to trained and then
a skill in your skill group, don’t worry, you will specialized.
be able to reroll dice even if you have some Remember that if you gain a skill that you’re
disadvantages while performing that task. already trained in, you become specialized
in that skill. For example, if you’re trained in
ADD OR MODIFY GROUPS Lying and later gain an ability that grants you
GMs are free to add or modify a skill group. This skill with all social interactions, you become
could be useful if they want to give characters specialized in Lying and trained in all other
the ability to build a more detailed background, types of interactions. Once you have reached
and help players to create and use their first specialized in skill, you have reached the highest
characters. level of proficiency and there is no benefit for
GMs might choose to change some skills in being “doubly” trained or specialized.
the group or add new ones. For example, they Only skills gained through character type
might decide to add Etiquette to the Interaction abilities or other rare instances allow you to
group whenever characters interact with other become skilled with attack or defense tasks.
ancestries or persons of interests. A GM might If you gain a special ability through your
add Counterfeiting to the Subterfuge group, type, your focus, or some other aspect of
making a subtle distinction between it (a skill of your character, you can choose it in place of
producing a believ­able copy of something) and a skill and become trained or specialized in
Forgery (the ability to repro­duce a specific item). that ability. Each ability you have counts as
However, there is no need to be too specific a separate skill for this purpose. You can’t
or detailed in the additions of new groups or select “all attack powers” as one skill and
the modifications of the default groups set. become trained or specialized in such a
Diamond Throne does not require you to roll broad category.
for every single situation involving a skill. You
will roll in a particular situation only when NAMING CEREMONY
failure would have consequences for your The naming ceremony is a ritual usually
character. held during a character’s adolescence. At
As another example, Knowledge (Faen) this ceremony you learn your truename in a
provides a general idea of the ancestry’s vision. This also grants you access to other
stories, customs, faiths, and other lore. If a PC ceremonies. Your truename is the name of
is trained or specialized in Knowledge (Faen), your soul, so it is best to keep secret, sharing
they should be able to master tasks involving it only with those closest to you or those you
that field and will not need to add more specific trust with your life. Tapping into the universe
subcategories. All of this is optional, of course. like this goes both ways, however. If an enemy
GMs might want to be more specific in what the knows your truename, your defenses against
skill groups cover, and players might enjoy more their spells are hindered.
depth of detail, but none of this is necessary for
the enjoyment of the game. UNBOUND CHARACTERS
Also known as the unnamed, Unbound
ADVANCING SKILLS characters do not go through the naming
It is possible to gain new skill groups and some ceremony and do not have truenames. Unbound
kind of experience in skills. There are two steps characters can take no ceremonial flavors as
beyond competence in the skills of the group: they gain tiers, but are allowed to take other
trained and specialized. You cannot advance flavors.

21
ChapTer 2 CHARACT
CHARACTER CONCEPT
CONCEPTS

T
he Unearthed corebook describes the for the players for whom they will run the
world as a place that was forged by games.
the interaction of various ancestries,
creatures, and the use of magical powers. It is a ANCESTRY CONCEPTS
living world in which your character will become The first concept you will choose is one of the
a part of and its story. eight ancestries who live in the lands of Diamond
Before you begin character creation, you Throne. Each one has its own peculiarities,
will need to know what types of characters are strengths and weaknesses. When you select
found in the world of Diamond Throne and one, you will open a plethora of opportunities
how to build them using the rules in this and and roleplaying ideas, to create a hero who has a
following chapters. role in the land, society, and history in the world
We want to help you during the voyage in this of Diamond Throne. Choosing an ancestry gives
new, strange and mysterious land, providing you more than just a simple perspective and
you with everything you need to craft your own physical description. Your hero will have an in-
legendary hero! depth personality, with relationships to others
PCs and NPCs in the setting, enabling you to
CHOOSE YOUR create fantastic stories.
CONCEPT
The easiest way to learn the character PATH CONCEPTS
creation process is to gain an understanding The second concept you select is your path,
of concepts, the building blocks that are the from eleven that define the lives of your
foundation of your hero. heroes in the world of Diamond Throne.
If you are new to Diamond Throne or the Each one has its own peculiarities, strengths
Cypher System, or a veteran of both, this and weaknesses. Your path is your future in
chapter and those that follow will help guide the Diamond Throne. The path you select
you in the creation of your character and characterizes the society your hero lives in,
playing them in the richly detailed and exciting the customs you hold to, and the place you
world of Serran. hold within your culture. It affects where you
Prospective GMs will find these chapters come from, such as a farm, village, or city,
useful for explaining the setting and system or perhaps you are a wanderer from the wild.

22
CHARACTER
2 CONCEPTS

PATH CUSTOMIZATION and interesting. In the entries, you will find


You can customize your path concept if you information on how to apply ancestry to your
want, or simply skip that if you prefer something character. These ancestries are genetically
more free-form. These paths are very similar to incompatible with each other; mating between
what was presented in the previous Diamond members of different ancestries will not
Throne game, so if you are already familiar with produce any offspring.
the original setting and want to recreate one
within the Cypher System, you will be able to do
so easily. In general, you should be able to have
a character that has few differences from one in
the original setting and system.
You can also develop a character on your
own without having a path. You can do that, by
simply choosing your character’s type, flavor,
descriptors and foci as you like.
You can also develop new optional paths,
adding them to the setting using the simple
rules presented. Feel free to use whatever you
want when creating your character!

ANCESTRIES
The descriptions of the player character
ancestries in the following pages include
information on background, personality,
and outlook. Remember that these notes
are generalities not necessarily true of every
specimen of that ancestry living in the Lands
of the Diamond Throne today. Use them as
guidelines, but feel free to depart from them
as needed to make your characters unique

23
HUMAN adaptive, they make excellent explorers.
Humans are natives to the Lands of the However, humans can be selfish, more
Diamond Throne. For centuries, a cruel interested in their own lofty goals than in the
draconic ancestry called the dramojh enslaved welfare of the land or the populace.
them. An invading giantish army freed them Generally speaking, humans get along
and wiped out the dramojh. Humans then with all other ancestries. Most humans have
came under the rule of their giantish liberators, a special affection for both faen and giants,
who still sit upon the Diamond Throne today. although some find sprytes unnerving due to
their unfamiliar nature. They get along with
ROLEPLAYING HUMANS sibeccai and verrik as well as anyone, although
Humans are probably the easiest ancestry to many of the same humans who resent the
play, because you know what it’s like to be a giants also dislike the sibeccai. They find the
human. They also constitute the broadest mojh more unpleasant than other ancestries do,
and most well-rounded ancestry. Humans do because the mojh were once human—and the
face some interesting roleplaying challenges, connection between the mojh and humanity’s
however. dramojh enslavers doesn’t help.
Unlike some fantasy milieus, humans are
not the dominant ancestry (although they HUMAN LANDS
might still be the most numerous) in Diamond Humans are ubiquitous throughout the Lands
Throne. All humans must come to grips with of the Diamond Throne. Well over a thousand
the presence of giants in their land. Humans years ago, before the dramojh conquered
were well on their way to being truly dominant, them, humans were the most numerous and
until they were enslaved by the dramojh. Nearly most prevalent ancestry in the region. They
a millennium later, after their liberation by the built more cities and roads than any other
giants, they have yet to regain the ascendance culture. The Common tongue is, in fact, the
they once had. ancestral language of the area’s humans. Even
How does this history affect each individual’s today, humans are everywhere—throughout
HUMAN outlook on the world? It’s now been hundreds the plains, the mountains, the forests, and
of years since the days of slavery (no human along the coasts.
Language: Humans actually remembers the dramojh). Most
speak Common. humans still appreciate the giants for what they HUMAN ADVENTURERS
did and what they continue to do: safeguard Humans make excellent adventurers. Often
Names: Most humans use the land, build fantastic cities and roads, and delightfully courageous and self-involved at the
surnames to show family generally improve the quality of life. Some, same time, human adventurers crave fortune
relationships, but some choose however, resent the giants and believe that they and glory.
not to. Sample names:
should either relinquish their position or leave
Human Male Names: the realm altogether. A few of these dissidents HUMAN CHARACTER CREATION
Lofgar, Nathred, Toman. actually want to drive the giants back to their If you want to play a Human character, you
Human Female Names: original homeland by force. need to select the Ancestry Descriptor:
Barvara, Nara, Sadune, Vessi. Humans are no more or less likely than any Human.
other ancestry to be of a particular class.
Favored Drink and Food: Any. Look and Personality: Humans come in DRACHA
Favored Weapon: Any. all shapes and sizes. Skin coloration varies Dracha (pronounced DRA-kah, both singular and
considerably. Average males stand just short plural) are draconic warriors. Created via magic
of 6 feet [1.8 m], and females are usually less by dragons, the dracha are a sort of chimera, the
muscular and a bit shorter. Humans can be result of the magical mixing of humanoid and
Human Descriptor, page 83 self-interested and short-sighted compared dragon traits. They are found in the company of
to other ancestries, but highly adaptive and dragons or in small groups performing a service
inventive. Many humans possess a need to for dragons. It is the rare dracha who associates
be in control and sometimes to get involved with creatures of other ancestries.
where they have no business.
Outlook and Relations: Humans are ROLEPLAYING DRACHA
ambitious, practical, and hardworking. They Dracha come from a long line of loyal servants
value duty and honesty. Only the aberrant to dragonkind. Some have struck out on their
are particularly cruel or hurtful. Curious and own or operate as free agents among the

24
CHARACTER
2 CONCEPTS

other ancestries who would never consciously determination. Thus, they are eager to serve
work against the dragons. their draconic masters, and serve well, but this
Playing a dracha has some simple is only because they truly desire to be free.
aspects—the typical dracha is straightforward Dracha are as happy underground as above
and approaches situations in a very direct but are leery of the sea. They can be long-
manner. They desire treasure and usually winded, usually more than happy to go on at
make better followers than leaders. But they length about their accomplishments—including
also face many challenges. Dracha are new a few embellishments. They place little value on
to the lands of the Diamond Throne, and most creature comforts like expensive food or
the other ancestries often do not trust them. drink and avoid alcohol or other substances that
This means that a dracha character has to might take away even a little of their composure
prove himself to any non-dracha potential or control. Like dragons, they prize wealth
friends or allies. It also means that the dracha and power and harbor an almost unnatural
face prejudice, particularly from NPCs. This attraction to precious metals, jewels, and other
distrust and prejudice is probably no greater treasures. They are fascinated with both magic
than that which the mojh face. The main and technological devices, although often they
difference is that the dracha personality and are not good at using either.
physiology makes them far less likely to hide Outlook and Relations: Dracha are often
under a hooded cloak while in an unfriendly overconfident. They may forget their own
city. It just wouldn’t occur to them. limitations and put themselves in untenable
Dracha devote a great deal of their attention situations. Sometimes their confidence simply
to their wings. They care for them and keep comes across as optimism, which is endearing.
them in good condition as a point of pride. Other times, it comes across as foolhardy, which
(Physical appearance in general is important is not. Dracha are not stupid, however. Their
to them, although they do not obsess about confidence comes from having the company of
it.) Dracha can gain the ability of flight and powerful allies to back them up. When they are
take to the sky when possible just for the on their own, it is easy for them to forget that DRACHA
sheer joy of flying. They use their wings to they are, in fact . . . on their own.
express themselves. More often than not, they are honest in their
Other dracha, and friends of dracha, can tell words, and dracha are usually fairly direct in Names: Dracha are always
an individual’s mood just by how they hold their their actions. It’s not that they hate duplicity, it’s named for their ancestors.
wings at a given moment. just that they rarely consider it as an option, just Dracha originally had names
like dragons—which is to say,
Look and Personality: Dracha stand around as they seldom devise elaborate plans. When
long and complex. Over the
6 feet [1.8 m] tall and have wide shoulders and something needs doing, they just do it. The generations, however, the names
broad chests. Their skin is covered in a scaly straightforward way is the dracha way. However, have become contracted. Thus,
hide, and most have a frill or ridge on their if someone suggests a different approach, they a dracha whose ancestor’s name
backs. Their long reptilian heads rest atop are usually open to it. was Vestoramir would today
snaky necks. Horns rise from their skull and It’s easy to compare and contrast the dracha be called Vest’ram’r or even
V’ram’r. This makes dracha
taper back. Their eyes are usually red, black, and their relationship with dragons to sibeccai names very consonant-heavy
or yellow, while their overall coloration ranges and their relationship with giants. Dracha with apostrophes scattered
from black to blue-green to brownish-red. are the dragons’ favored sons, and dragons thickly through them. Dracha
Most impressively, large, muscular draconic have no interest in seeing them move on to names are not gender specific.
wings rise up on their backs, usually lighter in find their own place in the world. Because
color than the rest of their bodies. While most dracha owe their existence to the dragons, Dracha Male and Female
dracha do not actually fly, their wings are their they generally respect, revere, and obey them. Names: K’donr’v, M’narl’s,
most expressive part, always moving, flexing Likewise, sibeccai are eager, helpful allies of T’gon’l, Unam’rn, V’ram’r.
or fluttering, depending on their mood. Their the giants and even show them deference
wingspan is usually a little more than twice in gratitude for their enlightened state. But Favored Drink: Strong,
their height. Dracha mature at the same rate giants do not necessarily want the sibeccai spiced coffee.
as humans and live about as long. at their beck and call forevermore. Another Favored Food: Cooked
Dracha are proud, confident warriors difference is that, when dracha sometimes meats of all kinds.
who value strength and loyalty. They long to revert to their non-humanoid ways, it’s a Favored Weapon:
prove themselves and demonstrate, both as nature they share with their patrons. When Axes of any kind.
individuals to each other and as an ancestry sibeccai do the same, their instincts diverge
to dragon-kind, that they are worthy of self- from the nature of giants.

25
DRACHA AND MOJH
It’s worth a moment to think about the relationship of dracha and mojh, and the dichotomy they
represent. If mojh represent the magical nature of dragons, dracha represent their physical might.
One might be tempted to say that mojh have captured the spirit of dragonkind, while dracha have
their forms, but that assessment is simplistic.
The mojh have attempted on their own, perhaps using techniques originally devised by
the dramojh, to be more like dragons. The dracha were actually made by the dragons—their
“dragonness” was granted to them. On the other hand, they had no choice in the matter. Thus,
the circumstances shape the personalities in very different manners. In a different world where
history took a different turn, one could imagine that the mojh and dracha would be a single
ancestry, perhaps sharing traits or existing as a dimorphous ancestry, where the smaller, frailer
mojh become mages and the stronger, winged dracha serve as warriors.

In the eyes of most other ancestries, DRACHA ADVENTURERS


dracha are new on the scene, having arrived In a way, all dracha are adventurers. They are
in these lands with their dragon lords. task-oriented, always seeking to accomplish
Generally speaking, dracha do not trust something of significance. They can find
members of the other ancestries, nor are themselves strongly motivated by the lust for
they trusted themselves. Only a few so far wealth and power, sometimes even treasure for
have forged bonds with members of other treasure’s sake. They are not overly curious by
ancestries. Even these individuals are nature, though, nor are they good self-starters.
greeted with fear and even anger in most
cities and towns. DRACHA CHARACTER CREATION
Dracha Descriptor, page 83 Dracha do not look upon mojh as different If you want to play a Dracha character, you need
than any other race, but mojh have a special to select the Ancestry Descriptor: Dracha.
resentment for dracha. In the eyes of the
mojh, dracha stole their birthright. Dracha FAEN
are the favored sons of the dragons that Faen (pronounced FAY-in, singular and plural)
the mojh always wanted to be. Most mojh is a catch-all term for three different kinds of
feel jealousy, envy, hatred, resentment, fear, diminutive people. In many ways, it’s useful to
begrudging respect, or a combination of discuss the three of them together, for they have
such feelings toward dracha. Most dracha a great many similarities—and some marked
are utterly oblivious to this. Their connection differences. The three types of faen are the
with dragonkind is so strong that to think any spellcasting loresongs, the nimble quicklings,
other ancestry might have hoped for such a and the winged sprytes. Characters cannot start
Metamorphosis, page 85 connection is inconceivable. the campaign as sprytes, only as loresongs or
quicklings. See the “Metamorphosis” section in
DRACHA LANDS the Faen descriptor for more information.
The dracha have no lands of their own. Over
the centuries, at the behest of the dragons, ROLEPLAYING FAEN
they have had to move around a great deal Fleet of foot and quick witted, faen are exactly
and thus adapt to environments ranging what you’re looking for if you like the idea of
from mountains to deserts. Some of the the legendary fey, of characters who favor
lands in which they have lived were as harsh quickness over brute force, or of characters
as the world had to offer. Perhaps because of who can’t be measured by their stature.
this fact, dracha don’t like to tie themselves Loresong and quickling faen make up an
down for very long to any one place. Any intertwined society. They refer to each other as
fortress, city, lair, or home they might inhabit “cousin,” and biologically they are 100 percent
is looked upon as transitory. Dracha do not compatible. There are no faen half-breeds; no
consider the control of an area as a way to matter what the parentage, a child is either fully
power. If a dracha warlord wanted power, loresong or fully quickling. Genetic throwbacks
he would make his goal the conquest of may occur, though—it is not uncommon for
creatures, not land. two quicklings to sire a loresong or vice versa.

26
CHARACTER
2 CONCEPTS

Loresong and quickling characters can choose Sprytes are only between 16 [40 cm] and
to undergo metamorphosis into a spryte. This 18 inches [46 cm] tall. Their gossamer wings
is something no faen does lightly, because it resemble those of an insect and beat extremely
is a permanent change. About one in six faen fast to keep them aloft. Their wingspan is about
metamorphose at some point in their lives. 20 inches [50 cm]. Their bodies are thin and lithe
Becoming a spryte doesn’t really change one’s (all the better for flying). Their faces are long
outlook: sprytes still display the personality traits and comely, and they have large but slenderly
of the faen type and individuals they once were. pointed ears.
Only their form differs. Of course, the change All faen demonstrate a love for physical
itself—and adapting to the new form, its abilities, pleasure and frivolous fun. They enjoy food,
and its limitations—can bring about change in games, puzzles, song, dance, and drink. They
some individuals. More than other faen, sprytes don’t pay a lot of attention to social standing or
often leave their society to discover the world, popularity, but they do enjoy praise.
explore nature, or just to be on their own. Security is of great concern to faen. They want
Faen value security and safety. The typical faen to know that they have someplace to run to if
wants nothing more than to settle somewhere endangered—it’s not uncommon for faen to
safe and live a pleasant, peaceful life with note the exits of a building as soon as they enter.
friends and family. Aspects of faen psychology, Outlook and Relations: While few faen are
however, work counter to such a life. For one, outright sadistic or cruel, an equally small
many faen are extremely curious explorers who number of them are truly benevolent or
pursue new discoveries. Loresong faen often altruistic. Most remain fairly self-interested
seek new mystical wonders or magical spells, or focused solely on the well-being of a small
while quicklings commonly seek wealth or chosen group of family members and friends.
riches. Sprytes might aim for either. Faen believe that people should be able to do
Faen are also somewhat frivolous. While they what they want, as long as it does not unduly
enjoy security, they rarely plan too far ahead. harm or endanger others—or impinge on
They live more for the moment than for the their desires. They’re not interested in law or
long term, and they value things like laughter, government and resent someone attempting to
FAEN
song, and strong positive emotions more than give them orders.
humans do. This attitude sometimes leads Loresong faen possess an innate attunement Language: All three ancestries
them into “trouble” (by human standards), for magic. They prize magic above all else—it is speak Faen and Common.
forcing them to leave the safety of their homes not just a fascination, but an actual compulsion. Names: Faen normally have
to take care of a problem they failed to foresee. Quicklings feel best when unencumbered. short first names with longer,
It should be noted that, while faen love laughter, They seem prone to rash and foolhardy actions. descriptive surnames (translated
into Common because they
they are not practical jokers or tricksters. They The most frivolous of all faen, they are the
are proud of the meanings).
would rather tell a joke than play a joke on bravest and noblest as well. Their own language uses very
someone. Faen would find a practical joker Sprytes are usually quite cautious, due to their long, complex vowel sounds,
disruptive and annoying, not funny. tiny size. Still, they like to have fun and value so faen names transliterated
When you play a faen, your actions shouldn’t kindness and generosity very highly. Faen are into Common make heavy
be considered reckless, but they might be seen not quick to judge a creature based on ancestry, use of diphthongs. Here
are some sample names:
as less than well-thought out by non-faen. This so it is safe to say that they get along with all
doesn’t make you unwise or foolish, however. ancestries equally. Despite the staggering Faen Male Names:
Faen curiosity has led to amazing discoveries, and difference in size, faen particularly enjoy the Phain, Soern, Vaeth.
the success of their civilization over the millennia company of giants. This most likely stems from Faen Female Names:
is testimony to their bravery and ingenuity. the giants’ warm and relaxed demeanor. Nauva, Raechi.
Look and Personality: Quicklings stand about The three different kinds of faen get along Faen Surnames:
3 feet [90 cm] tall, while loresongs are usually very well, intermix freely, and live in the same Goldenhammer, Lorewriter,
about 6 inches [15 cm] taller. Loresong faen communities. Loresong and quicklings Kingmade, Morrowsong,
Newtongue.
appear more massive than the quicklings, who frequently intermarry, though their offspring are
are always very thin and lean. Male loresongs always either pure quickling or pure loresong. Favored Drink: Sweet
often sport beards or thick side-burns, but Sprytes cannot reproduce. wine, spiced cider.
quicklings grow no facial hair. Both types of faen Favored Food: Wild game,
tend to wear their thick hair long. Their large FAEN LANDS fruits, and sweets.
eyes sparkle with life and a hint of magic. Their Faen live mainly in mountainous, rugged Favored Weapon: Bows.
ears are pointed. woodlands. They congregate in secluded

27
villages that often sprout up near natural shelter the Hu-Charad should return to their home
where they can hide for safety (a cave, a valley across the sea. How will the stewards of the
or ravine, and so on). Many have taken up land react to this new turn of events? Some are
residence in the cosmopolitan giantish cities, affronted, and prepare to ready the Wardance
living alongside humans and others. once again. Some are confused or afraid. Others
look at it as a fine excuse to go back across the
FAEN ADVENTURERS Great Eastern Sea to their ancestral home.
Faen adventurers hunt for great treasure or The life of a giant revolves around ritual
new types of magic. They also enjoy uncovering and ceremony. Even a giant’s growth to their
secrets and, in general, just learning new things massive size depends on a ritual called the
and exploring new places. Shu-Rin (“attaining the essence”). There are
three stages of Shu-Rin, and at the third, giants
FAEN CHARACTER CREATION achieve their full growth. Since not every giant
If you want to play a Faen character, you need to goes through all three stages of the ritual, giant
Faen Descriptor, page 84 select the Ancestry Descriptor: Faen. heights can vary considerably.
Giants are incredible builders. They construct
GIANTS fantastic structures of stone, glass, and metal.
Giants call themselves Hu-Charad, which means Their cities are wonders, with everything sized
“the stewards,” but everyone else just calls to seem grand—even on their own large scale.
them giants—and for good reason. Giants are
massive creatures, standing up to 12 feet [3.6 m] ROLEPLAYING GIANTS
tall. Except for their size, they look like normally There’s just something about playing a character
proportioned humans; to them, humans appear who towers over the rest of the group and most
like children. In fact, young giants are indeed the nonplayer characters you encounter. This great
size of adult humans. stature, coupled with the giants’ mastery of
Three hundred years ago, tales say, a dying the land, makes them an attractive ancestry
giant prince crawled into a fabulous giant city in to almost any player. An ancient ancestry, the
a land far across the sea. Only one word passed giants’ history in the current realm goes back
his lips before he expired: “West.” No one knew only a few hundred years. Still, their influence
what killed him or what he meant for sure, but extends over all aspects of society. The fact
the only thing that lay west was the Boundless that standard doorways wherever you go are
Sea. Following this omen, however, many 10 to 15 feet [3 to 4.5 m] high and hallways are
giants climbed aboard ships of great size and 10 feet wide [3 m] is just one proof of their
sailed across the sea to discover the land of the predominance.
humans—and the dramojh who had enslaved Giants are warm-hearted and genuinely
them. As is the nature of giants, the discovery friendly unless given a reason not to be. When
of a new land invoked in them a powerful sense angered, though, they become terrible to
of responsibility. These giants, in the mindset behold. They are not frivolous, but they value
of what they call Chi-Julud, conquered the land humor, song, and rituals as much as they value
and its people so they could oversee and protect food and air. Don’t play these characters as
it. They built wondrous cities and the Diamond the bestial giants. Even a not-so-smart giant is
Throne, from which they would rule. Again, as is no crude beastman. And of course, the giants
their way, the giants used rituals to change their are in charge. Resist the temptation to play all
own nature from warlike to the just wardens of giants as authoritarian heavies. Rather than
their new territory. Many people grew to love focus on the fact that they are in charge, focus
the giants and the boons that they brought instead on why they want to be in charge. They
the otherwise dangerous and unruly land, but are caretakers and stewards—they want to see
others did not. the land and its people preserved. They want
Today, however, the giants face a new only what’s best for everyone. In an adventuring
challenge. The dragons who once ruled the group, it’s natural for a giant to assume a
land they now call home have returned. While position of leadership (although it’s not always
the dragons are grateful for the giants’ efforts natural for everyone to accept that). However, a
in ridding the land of the dramojh (which were giant normally does what’s best for the group—
draconic creations originally), they say that, whatever that may be. Giants are often more
according to ancient pacts made with giantkind, willing than members of other ancestries to put

28
CHARACTER
2 CONCEPTS

GIANTS IN THE CAMPAIGN


The ancestries of the lands of the Diamond Throne are full of roleplaying opportunities and the
giants are at the very heart of all of it. GMs should allow players to decide for themselves whether
they will appreciate the giants’ self-imposed role or resent it. Despite the fact that giants rule the
lands, an average giant has no special “authority” over a non-giant. This is almost certainly true
of giant and nnon-giant PCs.
With the return of the dragons, however, things get much more complex. Now potentially
legitimate challengers to giant rule are on the scene, with the power to back up their claims.
Players may choose to side with the dragons against the giants. Others, however, do not relish
the idea of the land being lorded over by huge draconic masters and realize that the giants are
certainly better than that. Still others will see the dragons as usurpers—where were they when the
dramojh—their own creations, no less—held the lands in their tyrannical grip? It was the giants,
after all, that freed the lands, not the dragons. It’s a complex issue with no obviously right and
wrong answers, and no easy solutions. Exactly the kind of thing roleplaying and great tales are all
about.
It’s fine, by the way, to use standard-scale floorplans for giant-built castles and other structures
in your campaigns. The standard scale used in most roleplaying castle floorplans is actually much
larger than the real human scale found in historical castles. So, giantish construction actually
justifies the wide corridors and huge rooms we’ve been playing with for so long.

themselves at personal risk to help someone become difficult to calm. Giants do not like
else, but they don’t take foolish chances. In fact, to be taken advantage of, nor do they take
giants are usually quite wise and consider their it lightly if someone physically threatens or
actions carefully. endangers them. This sentiment extends to
Look and Personality: A giant character those close to them as well: to wrong the
starting at 1st tier stands about 7 feet (2.1 m) tall, friend of a giant is to wrong the giant. Giants
at the very end of the initial stage of maturity. are long-suffering and tolerant regarding
GIANT
Only through ritual can a giant achieve his full insults and harsh words. They rarely use them
Languages: Giants speak Giant
height, which can reach 10 [3 m] to 12 feet [3.6 themselves, however.
and Common, although they also
m]. Males often wear beards. Both males and Giants love jokes (but not practical jokes), often know many other languages.
females usually keep their hair short. stories, songs, food, and drink. In this way, they
Names: Unlike in some cultures,
Giants are long-lived but slow to reach get along with faen nicely. They do not dance.
giants are not given names— they
maturity, by human standards. Outlook and Relations: Giants value order, choose them when they are old enough
As an ancestry, giants possess two distinct safety, and peace. They are not power-hungry, (giantish children have only nicknames
natures. One, when they are under the sway but they do have a deeply ingrained feeling of until then). Giantish names are always
of the ritual known as Chi-Julud (Wardance), responsibility. So deep does this sense run that compound structures. The first part of
it makes them warlike, territorial, and deadly. they take it upon themselves to protect everyone the name shows a special link to an
ancestor or chosen hero who has passed
The other nature emerges when they act under and everything.
on. The second part involves a personal
the effects of Si-Karan (Caretaker); then they Giants look upon themselves as the stewards identifier. Normally, female giants
are calm, cautious, and gentle unless driven of all the land. They rule, to be sure, but in take names linked to their female
to anger. The giants of the Diamond Throne all their view they protect rather than exploit. They forebears (these contain only vowels),
live under the mantle of the Si-Karan. They are give more than they take. They see themselves and males link to male forebears.
wise, warm, and good-natured administrators, as patrons and guardians, guiding others to Here are some sample names:
Giant Male Names: Li-Coraon,
protectors of all their lands and the people who do the right thing and protecting them from
Na-Filaris, Ro-Paterik.
live there. Although they would never use such danger. Of course, not all members of the
Giant Female Names: Aoe-
terms, giants see themselves as parents and all other ancestries appreciate this sentiment—it
Derrel, Iu-Medora.
other ancestries as children. garners resentment from some humans, verrik,
While generous and kind, giants are and quite a few mojh. Favored Drink: Strong spirits, ale.
also stewards and guardians—they do not Favored Food: Fruits
allow themselves or their allies to be taken GIANT LANDS and vegetables (meat in
advantage of or harmed in any way. They small amounts).
Quite literally, giants rule over all the lands of
are slow to anger, but once incensed can the Diamond Throne. In many places in this Favored Weapon: Heavy
become temporarily engulfed in Chi-Julud. In realm, however, giants are found only in small swords and axes.
such a case, they attack without mercy and numbers. They dwell in greater numbers along

29
bodies of water—rivers and seas—and in the Other things, however, can shame a litorian
mountains. as well: associating with honorless people,
betraying a friend, dishonoring your parents,
GIANT ADVENTURERS failing to repay a debt—or worse, failing to
Giants usually go on adventures out of a need recognize when you are in someone’s debt.
to protect others from some menace or to prove One who saves the life of a litorian usually finds
themselves as good giants (often as a part of that litorian swearing to aid him in a great task.
Shu-Rin). Proving oneself as a giant means not Litorians have a strong sense of a life debt and
only strength of back and bravery in battle, but will go to great lengths to repay their saviors.
strength of will as well. It also means collecting When you play a litorian, carefully consider
and relating great tales and forging bonds of your actions. When you make a friend, stick by
friendship. that friend no matter what. When you make an
enemy, strive against that enemy with all your
GIANT CHARACTER CREATION might.
If you want to play a Giant character, you need to Look and Personality: Litorians are taller
select the Ancestry Descriptor: Giant. and more muscular than humans. Litorian
bodies are covered in light brown hair, and
LITORIANS their faces are clearly feline in appearance with
Litorians are bestial, honor-bound hunters. a pronounced snout, a flat, catlike nose, and
Usually found roaming open grasslands far sharp teeth. They have dark eyes with narrow
from civilization, litorians rarely separate from pupils. Manes of brown hair surround the heads
their tribes. Unlike members of other ancestries, of males. Most people notice a thick, almost
only the unique individual litorian interacts with musky scent around litorians, but few think it
other species. unpleasant.
Litorians mature much faster than humans,
ROLEPLAYING LITORIANS but they have a life span of similar length.
Litorians are impressive in stature and in their Litorians are thoughtful and quiet until
LITORIAN honorable nature. Anyone who calls them cat- provoked. Once angered, they become savage
Giant Descriptor, page 85 people doesn’t understand them at all. With due and brutal, almost incapable of showing mercy.
respect to cats, these are not aloof, self-interested Litorians love the outdoors, good food,
Language: Litorians speak felines, but proud warriors and hunters who are and well-considered stories (not boastful or
Litorian and Common. principled and thoughtful in their actions. They exaggerated ones). They have a deep sense of
ascribe high importance to the well-being of their personal honor—personal in that it’s not about
Names: The tribe gives all litorians allies, their families, and their people. “saving face” but being true to oneself. A litorian
names that carry a special meaning Also, do not dismiss them simply as primitive will not compromise his morals for fear of
in their own tongue. These names hunters. Litorians have been around as long losing his own self-value, even if this makes him
are then transliterated into
as humans or faen and know much about appear strange or foolish to others, and even
Common for use by others who
have difficulty with Litorian speech. those ancestries and the cities they build. The if it means making a choice others might not
Here are some sample names: litorians, however, have rejected the ways of consider the best one. All litorians develop their
Litorian Male Names: other ancestries to embrace their own. own set of morals and ethics, although some
Charnaset, Chron, Malethar, Rastor. Litorians are noble and value personal honor principles remain true across most members
Litorian Female Names: very highly. They also closely guard their image of the ancestry. Because they highly value both
Marel, Rann, Sorret, Yintra. in society. Litorians teach their children that to honor and life, for example, their need to repay
be caught in a lie, to be seen as a failure, or to be a life debt is very strong.
Favored Drink: Water or whiskey. called a coward are all fates as bad as death. Some Outlook and Relations: Litorians hold
Favored Food: Meats. litorians take this ideal to mean almost never concepts of personal freedom quite dear. They
Favored Weapon: Clubs speak, attempt only what one is good at, and never believe in only a very loose organizational
(especially litorian warclubs) turn from a fight, no matter what the odds. structure from their tribal upbringing. Strength
and maces (or bolas). These points of view, however, border on the and respect govern their tribes, not law. Litorians
extreme. Most litorians realize that intent holds find the concept of preconceived, delineated
more importance than action. Abandoning a parameters of right and wrong difficult to
fight is not cowardly when one has no chance understand; they are much more likely to judge
of winning. There is no shame in failing at an situations on a case-by-case basis. Their choices
impossible task. And a statement is never really stem from their sense of honor and respect for
a lie if you believe it when you say it. others. They are very rarely selfish or cruel.

30
CHARACTER
2 CONCEPTS

Litorians have little history with most other Thus, centuries later, the giants were none
ancestries, except giants, whom they respect but too happy at the appearance of the mojh.
do not understand. Though they have shared the By some definitions, it is a mistake to call the
same lands with humans for centuries, the two mojh an ancestry. All mojh were once humans
ancestries usually keep their distance. Litorians who chose to transform themselves using a
and faen only rarely meet, but litorians are often magical process that alters a fully developed
amused and entertained by faen ways. human into a draconic mojh. Magical
Litorians often find themselves at odds with transformation is the only way to create a mojh:
sibeccai and—of all the other ancestries—are the process makes the creatures genderless.
probably the least likely to distrust the dracha They gain a tough, scaly hide and a predilection
outright. for magic and other intellectual pursuits. As
a result of the transformation, the mojh also
LITORIAN LANDS become extraordinarily long-lived. Only humans
Litorians are nomads, but to call their wandering can become mojh.
random shows a profound misunderstanding While mojh cannot reproduce in any
of their culture. They subtly control the open conventional way, any single mojh, two or three
grasslands upon which they wander: their power times during its long life, can “give birth” in an
and cunning makes them clear masters of the asexual budding process to a small reptilian
region they inhabit. No one passes through the creature called a kobold, or “mojhborn.” The
plains or savannah where they live without their mojhborn usually become the slaves and
knowledge—and, therefore, their leave. servants of their progenitors. Mojhborn cannot
reproduce at all.
LITORIAN ADVENTURERS
Litorians away from their tribe are usually ROLEPLAYING MOJH
hunters, mercenaries, or members of another The word “mojh” is meant to make one think
profession that allows them to use both of the dramojh. It’s meant to convey power and
their outdoor instincts and their natural engender respect—and a little fear.
strength and agility. Sometimes intimidating Mojh don’t really look much like the dramojh MOJH
to members of other ancestries, litorians did. They are vaguely draconic humanoids
often find acceptance and friendship among (dramojh were not humanoid at all) and seem Language: Mojh speak
adventurers—many of whom are loners or nothing like the humans they once were. They Draconic and Common.
wanderers themselves. dwell apart from humans and other ancestries
most of the time. Their communes are isolated Names: Humans adopt a new
LITORIAN CHARACTER CREATION and often secret. name when they become mojh.
If you want to play a Litorian character, you need Two qualities intrinsic to the mojh ancestry Here are some sample names:
to select the Ancestry Descriptor: Litorian. shape their outlook. First, each individual mojh Mojh Names: Daragoth,
chose to be a mojh. The process by which a human Scinathar, Yetheran.
MOJH transforms into a mojh is not easy, and few go into
The results of magical modifications, mojh it lightly. One needs to have a real disdain for one’s Favored Drink: Tea.
(pronounced MOEZH, both singular and current identity to undergo such a change, and Favored Food: Meat
plural) appear to be as much dragons as one must have a real need to live separate from (cooked well done).
the humans they once were. They pattern others who were once of his or her kind. Favored Weapon: Rapier
themselves after the creatures known as the Second, mojh are genderless. Biological or short sword.
dramojh, or “dragon scions,” which held urges to mate or such emotions as love do not
mastery over the realm long ago. drive them. In fact, they are fairly emotionless
In the lands now ruled by the Diamond compared to humans. They devote that mental
Litorian Descriptor, page 85
Throne, the dramojh once enslaved humanity energy and that time to other pursuits—usually
and the faen, having conquered them with in developing their minds, their bodies, or their
magical might and brute force. These ancient, magical abilities. Each mojh thinks of itself as a
winged fiends, whom some say were equal work in progress, steadily improving all the time.
parts demon and dragon, fielded vast armies Any beings who willingly pattern themselves
of powerful spellcasting warriors. Only the after the dramojh are easy to label as evil. To be
power of the giantish armies of old, in full Chi- sure, many members of the other ancestries do
Julud mode, could overcome them. The giants just that. They see the mojh’s fascination with the
hunted the despicable dramojh to extinction. dramojh and even with dragons as abominable.

31
Mojh do not trust others easily—even other gather in small, isolated clutches and keep to
mojh. They often assume that others will dislike themselves.
them, and their naturally devious minds take
for granted that most other people are just as MOJH ADVENTURERS
devious as they. Even a mojh who would not Mojh adventurers search for wealth and power.
betray another sees betrayal in others quite easily. Many also seek to better understand their place
Mojh characters challenge their players, as in the scheme of things, now that they have a
they are not the most likable creatures by most new form. Mojh may go on adventures simply
standards. Those mojh who do associate with because they want to take and retain control of
others, however, learn to adapt and fit into their own lives, go where they please, and do
standard society. (They also often use hooded as they like.
cloaks or other simple disguises to avoid
drawing attention.) In most communities, you’re MOJH CHARACTER CREATION
not likely to see a mojh in a social position—a If you want to play a mojjh character, you need
Mojh Descriptor, page 86 shopkeeper, an entertainer, or a leader. to select the Ancestry Descriptor: Mojh.
Look and Personality: Most mojh are tall and
thin, with a long and narrow head like that of a SIBECCAI
reptile. Small greenish-brown scales cover mojh Strong and hardy, sibeccai (pronounced SIB-ba-
flesh. Their fingers grow long, and their limbs kai, singular and plural) are excellent warriors
tend toward the spindly. They have snakelike and fierce opponents. The sibeccai were once
tails that serve only as aids to balance. simple beasts, native to a hot, dry desert realm
Mojh intentionally give up being human to far across the sea. The giants used magic to
transform themselves, physically and mentally, uplift these beasts, granting them the intellect
into all-new creatures. Clearly, they are fanatic, and body shape to make and use tools and
driven individuals. However, they do not all wish eventually develop a society and culture of their
to see a return to the ways of the evil dramojh own. The sibeccai felt indebted to their patrons
and do not necessarily want to see the other and served them as soldiers and helpers for
ancestries enslaved again. centuries. Although the giants no longer require
Mojh adore magic, craving and hoarding their help, the sibeccai remain an indebted
its power. They have a particular affinity for client people.
writing, including runes, symbols, and similar
pictographs. Mojh can always automatically ROLEPLAYING SIBECCAI
identify familiar hand-writing, and they Former beasts who try to deny their nature (and
pride themselves on developing their own sometimes fail), sibeccai are as interesting as
distinctive and artistic script. They would rather they are dangerous.
communicate through writing than speech if Sibeccai fall into two informal groups: those
given the choice. who still try to define themselves by what the
Outlook and Relations: Despite their sinister giants tell them to do, and those who have shed
reputation, not all mojh are selfish, cruel, or those bonds to define themselves. Both prefer
inherently dangerous. In their own view, they the company of fellow sibeccai to any other
have ascended to a new form and a new level of ancestry. If forced to work alongside others,
being. Their concerns deal mostly with finding sibeccai are normally snide and arrogant, except
their place in this new state. to giants and other sibeccai. Though they can
Separatists to the core, mojh wish to live demonstrate kindness and generosity toward
alone or in small mojh groups. Many ancestries, those of other ancestries with whom they
particularly humans, have a natural aversion to become familiar and friendly, sibeccai do not
the mojh. However, those able to see beyond make friends easily.
that can find treasured companions. Mojh look Their inability to develop close relationships
upon other ancestries fairly equally, referring to with non-sibeccai and non-giants stems not
all of them simply as “nonmojh.” from mojhlike distrust, but rather an inherent
inferiority complex. They used to be beasts—
MOJH LANDS they haven’t been an intelligent ancestry for long
The mojh normally separate themselves from compared to other ancestries. This insecurity
normal society to undergo their transformation, manifests as overcompensation: they try very
and they remain separate afterward. They hard to demonstrate their superiority. When

32
CHARACTER
2 CONCEPTS

trying to get a handle on the sibeccai outlook, as well as a pecking order, with individuals of
keep in mind this underlying insecurity. different stations enjoying different rights. All
Sibeccai value health and appearance. It is sibeccai believe in doing their best to rise in this
almost unheard of to see an overweight or sickly order and ultimately attain a higher station.
sibeccai. They also value their reputation and Sibeccai are devoted to and fanatic about
status. An insulted sibeccai who gets into a fight things they really believe in.
is more likely defending his reputation than his Sibeccai feel a genuine respect and admiration
honor—a subtle difference, but one that divides for giants, an emotion most giants are too
sibeccai from litorians. magnanimous to exploit. They dislike litorians,
Some sibeccai are submissive—even whom they look upon as savages, and feel
fawning—toward giants, even when the Hu- marginally superior to humans, verrik, faen, and
Charad discourage such behavior. Rarely, an most others. Many humans look upon sibeccai
unscrupulous giant takes advantage of this with an ancient distrust for their predatory past.
sycophancy; others find it so embarrassing Sibeccai, for their part, greatly distrust dracha as
that they avoid contact with any sibeccai. Most servants of their patrons’ enemies.
giants, however, understand sibeccai enough to Among their own, sibeccai put little value in
smile and nod with tolerance and appreciation familial life, focusing instead on the ancestry
of the gesture. as a whole. Thus, to a sibeccai, the identity of
Look and Personality: Sibeccai are humanoids one’s father or mother does not matter, and
covered in short hair, ranging in color from red relationships are often short and fairly casual.
to brown and grey to black. Their bodies are Young are reared by wet nurses and young
muscular and lean, and they have long, narrow males (professional caregivers), then left to
snouts like those of hounds. Their ears grow fend for themselves as soon as they seem fit.
large and pointed, and the shock of hair on
their heads appears a shade darker than the SIBECCAI LANDS
rest of their hide. Some have compared their Sibeccai meld into cosmopolitan society far
appearance to that of jackals. better than litorians, perhaps because they do
Sibeccai can be haughty and arrogant not have their own lands. Rather, they dwell SIBECCAI
at times, believing themselves a “chosen” wherever giants do, often making a living
ancestry—chosen by the giants. They do not serving them in various capacities. For the most Language: Sibeccai have no
act superior toward giants, however; they part they are urban creatures, preferring to live language of their own, but
consider themselves inferior to their patrons. in communities rather than in the wild. Thus, most of them speak simple
Giant as well as Common.
Once in a while, a sibeccai reverts to his natural, they are adept at gathering rumors and picking
more bestial nature. This occurs mainly in two up on the subtleties of interaction among Names: Sibeccai names, though
situations: when he is very hurt or angry, or intelligent creatures. long and formal, are always just
when he is among only those of his own kind. a single word (no surnames). The
SIBECCAI ADVENTURERS names themselves carry no special
The short-lived sibeccai mature quickly. They
meaning, but sibeccai frequently give
have little sense of fun or frivolity, nor do they Sibeccai adventurers are fairly common. They see themselves or each other descriptive
value lore and knowledge much, unless it can gaining new wealth, new skills, and new victories titles like “Vidirdon the Dreamer”
directly benefit them at the time. They are more as a way of advancing their station in life. or “Palathan the Speaker.” Here
interested in rumors and current events than in are some more sample names:
history or ancient truths. SIBECCAI CHARACTER CREATION Sibeccai Male Names: Kaganis the
Outlook and Relations: By some standards, If you want to play a sibeccai character, you need Hunter, Tigarithon the Wanderer.
sibeccai are still “new to the world,” and thus to select the Ancestry Descriptor: Sibeccai. Sibeccai Female Names:
look at their position with optimism. This Mirapolay the Skywatcher,
fresh view of what one can accomplish in life, VERRIK Sissathas the Keeper.
however, can skew more toward thoughts Verrik (singular and plural) are incredibly wise Favored Drink: Beer.
of what one can get for oneself in life. Thus and intelligent beings with special innate mental Favored Food: Meat
sibeccai sometimes develop a selfish outlook. abilities. (cooked very rare).
Coupled with their feelings of superiority, such At first blush, verrik appear human. The only Favored Weapon: Swords
sibeccai can become cruel and vicious. physical difference is that verrik have wine-red skin (especially kopeshes).
Sibeccai respect a strong leader and recognize and either white or blue-black hair. Verrik are not
a need for rules to keep order. Most sibeccai human, however. They neither think nor feel as
groups have a clear set of laws that all must humans do. In fact, members of the two ancestries
follow. They always have a clearly defined leader often have difficulty relating to one another. Sibeccai Descriptor, page 86

33
Verrik pride themselves on “contextual and build to humans, which means their size can
thinking.” They believe they see the world vary considerably. All verrik have vinaceous skin
from a larger perspective, which leads them and dark eyes. Their straight hair is either white
to make decisions based on ramifications that or dark black (almost dark blue). They often wear
others may not see. They value intelligence and their hair long, but they never have facial hair.
wisdom and despise rash actions. Verrik can seem arrogant and aloof. Some of
All verrik possess innate mental abilities them are. Those with great mental powers may
that allow them rudimentary telepathy and feel quite superior to others. Most members of
telekinesis. Some verrik can learn more powerful the ancestry, however, are simply introspective
psionic abilities. or contemplative. That smug expression on
Verrik invented witchcraft and discovered the the verrik’s face really stems from her thoughts
akashic memory. about the implications years from now of an
event that just happened. They have little need
ROLEPLAYING VERRIK for such frivolous pursuits as music or humor,
Verrik offer the perfect choice for players who and partake in rituals and ceremonies only when
like enigmatic characters. Each and every verrik it seems practical to do so.
possesses some level of psychic talent, as Outlook and Relations: Pragmatic even
witnessed by the interesting powers innate to in their approach to the esoteric, verrik see
every member of the ancestry. themselves as sensible and practical, even when
Just because they look like humans, do not those of other ancestries cannot understand
assume you should play verrik like humans. In their motivations. They appreciate innovation
fact, in many ways, verrik are the most unlike and respect genius and talent. They have little
humans of all the ancestries. A verrik considers patience for stupidity or foolishness.
not only how a given course of action will affect Something about verrik makes them difficult
her, but also how it will affect others (and thus, to like—humans, faen, and even giants have
how that effect will affect her later). She looks described a certain quality about them that is
ahead not just to tomorrow, but to next year, to unnerving or “not quite right.” Verrik consider
VERRIK 10 years beyond that, and to her children’s time all other ancestries more or less the same,
as well. Thus, verrik often see others as short- although the loresong faen and mojh affinity
sighted and frivolous. with magic garners them a bit more respect.
Language: Verrik speak Common. Verrik are inventive. They build, innovate, and Deep down, most verrik enjoy their enigmatic
Verrik also have their own language, explore. They think beyond the bounds of what reputation among other ancestries.
but they keep it secret from other others believe. In comparison to members of
races as best they can and almost VERRIK LANDS
other ancestries, they are never quick to dismiss
never use it around nonverrik.
and are very open-minded. Verrik do not make The verrik dwell in hot, dry areas that were never
assumptions and do not rely solely on empirical entirely conquered by the dramojh so long
Names: Verrik names often sound evidence or the assurances of others. They try ago. They build large cities, favoring long, flat
strange to human ears. There are things for themselves, each time hoping to buildings. Verrik spellcasters isolate themselves
no linguistic rules for determining learn something new, but are are not reckless in monasterylike communes for study in the
whether a name is male or female.
or foolhardy. fields of witchery, akashic memory, and magic
Here are some sample names: Verrik do not compose poetry or delight in in general. Verrik warriors gain satisfaction
Verrik Male Names: Dajsan, song. Their ceremonies are the simplest of any from training and sparring, and they also build
Qiddedr, Xerzed. ancestry. They eschew showy displays and put secluded compounds of their own.
Verrik Female Names: little stock in appearance, because they know that
Ayanc, Nlaada, Sfiri. appearances can be deceiving. Still, their unusual VERRIK ADVENTURERS
emphasis on function can lead to the creation Verrik adventurers seek power and treasure
Favored Drink: Dry wine. of interesting forms. For example, a verrik castle because it makes sense. They appreciate
Favored Food: Strictly might appear very strange, with free-standing, discovering new things and, thus, like to explore.
vegetarian fare. winding staircases up to spiraled towers and They do not believe in “forbidden knowledge”
Favored Weapon: Crossbows. glass minarets. Others might see the structure as and would not hesitate to explore even the
showy or even artistic, when in fact its builder had dreaded ruins of a dramojh citadel.
practical motives—perhaps the sun’s heat comes
through the glass minarets and is channeled down VERRIK CHARACTER CREATION
Verrik Descriptor, page 86 the spiral tower to heat the rest of the castle. If you want to play a Verrik character, you need
Look and Personality: Verrik have a similar height to select the Ancestry Descriptor: Verrik.

34
CHARACTER
2 CONCEPTS

ANCESTRY TIERS Effects” table below to get an idea of average


With the exception of humans and faen ages for the various ancestries. A player can
(not including sprytes), all characters can choose any starting age they wish for their
take ancestry tiers. Ancestry tiers represent character but, when in doubt, assume a
advancements toward the ideal of that ancestry. character starts adventuring at 1st tier about
They also represent the typical members of halfway to middle age.
an ancestry who would not take a tier in their When a character becomes venerable, the
adventuring type, but instead develop their GM secretly determines her maximum age.
innate abilities and skills. From the point of When the character reaches her personal
view of game balance, they represent the idea maximum age, she dies of old age at some
that the fully realized concept of a litorian, a time during the following year, as determined
giant, and so on cannot be fully expressed as by the GM. Aging effects are cumulative.
a balanced 1st-tier character, but more so as Each player should choose an appropriate
a 2nd- or even 3rd-tier character. Adding an height and weight for their character and record
ancestry tier is simple: upon achieving a new it. To determine height and weight randomly,
tier, follow the rules under Descriptors and add use the “Random Height and Weight” table
the corresponding tier ability instead of another below.
type ability. Roll the height modifier and add that many
inches to the base height to get the character’s
AGE height. Take that same height modifier result
Characters age, and with age comes change. and multiply it by the weight modifier result.
Characters become feebler and yet grow wise Add that many pounds to the base weight to get
from their experiences. Refer to the “Aging the character’s weight.

AGING EFFECT
Ancestry Middle Age* Old** Venerable† Maximum Age
Dracha 35 years 55 years 75 years +2d20 years
Faen 100 years 140 years 180 years +2d% years
Giant 125 years 205 years 260 years +1d% years
Human 35 years 53 years 70 years +2d20 years
Litorian 50 years 75 years 100 years +4d20 years
Mojh 175 years 257 years 340 years +3d% years
Sibeccai 30 years 47 years 70 years +2d10 years
Verrik 40 years 70 years 100 years +2d20 years
* –1 to Might and Speed Pool; +1 to Intellect Pool.
** –2 to Might and Speed Pools; +1 to Intellect Pool.
† –3 to Might and Speed Pool; +1 to Intellect Pool.

RANDOM HEIGHT AND WEIGHT


Ancestry Base Height (M/F) Height Modifier Base Weight (M/F) Weight Modifier
Dracha 5’ 8” +2d4 160 lbs. × (2d6) lbs.
Faen (Loresong) 3’ 2”/ 3’ 4” +2d4 40 lbs./45 lbs. × (1d3) lbs.
Faen (Quickling) 2’ 10”/3’ +2d4 35 lbs./40 lbs. ×1 lb.
Faen (Spryte) 12” +1d3 10 lbs ×1 lb.
Giant 6’ 3” +2d6 200 lbs. × (2d6) lbs.
Human 4’ 10”/ 4’ 5” +2d10 120 lbs./85 lbs. × (2d4) lbs.
Litorian 6’/5’ 11” +2d4 180 lbs./155 lbs. × (2d6) lbs.
Mojh 5’ 8” +2d8 100 lbs. × (2d4) lbs.
Sibeccai 4’ 10”/4’ 4” +2d10 130 lbs./90 lbs. × (2d4) lbs.
Verrik 4’ 10”/ 4’ 5” +2d10 120 lbs./85 lbs. × (2d4) lbs.

35
CHARACTER PATHS interestingly contradictory personalities, being
There are some concepts you can choose for both focused on their mental disciplines and yet
your character. Here you find the principal free-wheeling and highly adaptive. Because of their
Diamond Throne paths. powers and ability to master so many skills, an
akashic can work as a shipwright in one city, move
AKASHIC on and get work as a physician in the next, and an
“The memory of all our forebears flows through me.” animal trainer in the next.
Ancestries: Akashics are so flexible that they
The akashic memory is a collective mental fill many roles. In human societies they work
storehouse of all thoughts, feelings, and as rogues, agents, and spies or as advisors
experiences ever held by a living being. Akashics and sages. Verrik akashics consider themselves
can tap into this collective memory to gain artists who work in the medium of memory.
knowledge, skills, or information. They are Giant akashics are often called singers of songs,
neither spellcasters nor warriors. Nevertheless, for they access their abilities through softly
they prove themselves very capable, with unique singing simple ancient giantish tunes. Faen
gifts and abilities. Their powers are mystical— believe akashics have the ability to speak with the
more mental than magical—and come from gods on some level and thus usually give them
intense training and discipline. Despite their great respect. Mojh akashics strive to learn more
regimen, however, akashics can seem quite free about dragons and the ancient mysteries of the
spirited and even roguish. world. Litorian akashics are rare, and those who
do exist consider their abilities and knowledge
ADVENTURERS gifts from their ancestors. Sibeccai akashics, also
Akashics explore and adventure to practice rare, usually use their abilities to work as artisans.
their abilities and to discover new aspects to the Other Paths: Akashics work well with
akashic memory. They seek akashic nodes and anyone. Their powers make them extremely
bits of lost knowledge or lore to enhance their adaptable and always useful. Likewise, they
AKASHIC abilities and skills. Akashics also gain insight usually respect the skills of others, and feel
into both collective and personal memories as at home telling war stories and discussing
If you want to play an Akashic by spending time with people in stressful swordfighting techniques with a warmain as
character you could make these and dangerous situations (adventurers). As they do debating esoterica with a magister.
typical choices: important as the akashic memory is, akashics
know that their own personal memories are AKASHIC ARCHETYPES
Type: Emissary just as important. They don’t want to sit back Jack of All Trades: You know a bit about everything,
Flavor: Akashic and learn about things passively—they want to and your mystic connection to the akashic memory
Focus: Delves into be there when important things happen. allows you to fill in the gaps when necessity
Akashic Memory Background: While some people claim to arises. In any situation, you’ve got something to
be natural akashics, even they require special contribute. You may not excel at any one thing, but
training. Akashics usually learn their special you’re also not terrible at anything, either.
skills as apprentices to more accomplished Loremaster: You’ve lived long with the local
akashics or in institutions developed for the akashic guild, not only honing your akashic
unique training they require. abilities, but also studying all the lore you
Akashics often belong to guilds, usually tied could—history, magic, science, cosmology,
to the organizations that trained them. These geography, and more. Loremasters and sages
guilds hire out their members as experts in any can earn a respectable wage as sources of
needed area. Need a master smith? An expert information and teachers for the young.
GM Tips: If you want to on ancient geography? A thief able to infiltrate However, you might want to actually use what
add an encounter with an enemy stronghold and memorize battle you’ve learned and go out into the world to
an akashic NPC, you can plans? A messenger who can carry the words make your own fortune, so that someday,
choose one of these ideas.
of a 10-page missive memorized in his brain? loremasters will be reading about you.
Akashic NPCs: An expert impersonator to work as a spy or as Spy: You use your memory-based abilities to
The jewel thief skilled at a stand-in for an endangered noble? The guild tap into the knowledge of others. This allows
impersonation and infiltration. can provide you what you need. you to not only gather information on them,
The duchess’ mysterious advisor,
Those who do not belong to guilds often wander but also impersonate them. You are slick and
who looks at you knowingly. The
prodigy with the wisdom and about, seeking new experiences and earning their savvy—you think quickly on your feet and excel
knowledge of a wizened sage. fortunes by practicing their skills. They often have at getting yourself out of tight situations.

36
CHARACTER
2 CONCEPTS

CHAMPION outside intervention, a champion might


“The cause is bigger than I am. Its needs are bigger deeply recognize the importance of freedom,
than my needs. I would gladly lay down my life to or—conversely—might realize that no greater
defend it.” evil exists than an enslaving tyrant. Such
a character becomes a champion to fight
Champions both embody and defend a chosen against the menace. Some champions might
cause. They normally wear heavy armor and even be born into the position, as a matter of
wield weapons with skill and power, but their destiny.
abilities are gained through their fanatic Champions usually work apart from other
devotion. Champions could be devoted champions, but occasionally a group of
to a cause and defend it as their primary champions of the same cause might band
goal. For example, a champion of darkness together. Even then, the association most likely
somehow attains the position of being the remains tenuous and temporary.
chosen representative of evil, embracing Ancestries: Humans frequently embrace
the malevolent, destructive, cruel, and abstract causes, thus human champions are
compassionless nature of darkness. On the common. Faen champions choose causes like
other hand, a champion of justice is devoted magic and freedom, both important concepts
to righting wrongs and punishing the guilty, or to them, while litorians choose freedom and
a champion of righteousness holds life above life. Sibeccai champions are rare and take
all else, and upholds altruism and struggles up the mantles of light or darkness, often
against the forces of darkness. becoming an ancestry champion as soon
Champions can focus their devotion on an as possible. Mojh champions also seem
ancestry, a location, or even a single individual. uncommon, except as champions of magic.
Thus, one might find the champion of the mojh, Verrik champions of magic and death, who
the champion of the city of Thayn, or the queen’s focus themselves toward specific individuals
champion. and locations, are common.
Adventurers: Champions have their Other Paths: Champions appreciate whatever
CHAMPION
adventuring career laid out before them. Their help they can get. Being defensively minded,
chosen cause provides obvious tasks that need they may feel leery of spellcasters—their varied
If you want to play a Champion
doing, people and places that need protecting, spells make them unpredictable and hard to character you could make these
secrets that need discovery, and foes that need measure as foes or allies. Champions and typical choices:
to be stopped. Ultimately, champions are more oathsworn are either close companions or
interested in furthering their cause than in hated enemies, depending on how their oaths Type: Fighter
gaining power or wealth, although power and and causes align. Flavor: Combat
wealth enables them to better promote the Focus: Defends a Cause
cause. Many characters appreciate the fame CHAMPION ARCHETYPES
and glory that comes from being a champion, Holy Warrior: You champion your cause because
while others focus on converting people to you saw the need in a holy vision. Your god
their cause. wants you to defend and uphold the cause. It’s
Background: Some champions are chosen, the right thing to do, and with a god behind you,
while others take up the mantle on their own. how can you fail? Others might call you arrogant,
If a cause needs a champion, certain forces can but you tolerate them with great understanding
find one and grant her gifts to persuade her to and a little pity. After all, not everyone is chosen
join them. This can be a literal process—a guild by the gods. GM Tips: If you want to
of magisters recruiting a champion of magic The King’s Man (or Woman): Your loyalty to add an encounter with a
from a number of talented and capable young a local noble knows no bounds. When he or champion NPC, you can
choose one of these ideas.
people—or a figurative one—events transpire she needs someone trustworthy beyond doubt,
to reward a character for making choices for evil, you are summoned. You get jobs done quickly, Champion NPCs:
thus tempting her to champion the darkness. efficiently, and discreetly. The dark warrior known as
Perhaps the recruitment comes as a repayment Rebel: The establishment wants nothing the “Chosen of the Wicked.”
The driven knight on a quest
or simply out of gratitude: A champion could more than to keep the people down. But the
to prevent the evil mage
take up the banner of light in return for the people have a champion—you! You defend the from unleashing the invoked
recovery of her dying brother. weak and befriend the friendless. You would apocalypse. The bitter
Other times, a champion may just feel not hesitate to stand against the Lady Protector freedom fighter leading careful
compelled to support a cause. With no herself to uphold the cause. strikes against the tyrant.

37
GREENBOND one to personal power, not necessarily a mantle
“I sing through the land, and the land sings of responsibility. Sibeccai and verrik greenbonds
through me.” are rare, as they usually do not like the idea of
working with a power so far outside of—and so
The greenbond is a channeler who deals with much larger than—themselves.
nature. He speaks the language of the leaves, View of Magic: Greenbonds see all the magic
of a babbling brook, or the stony heartrock of a they have access to, whether it be spells or
mountain. He remains in tune with the health special abilities, as extensions of the living
of the land around him. The greenbond is an Green into this world. They see these extensions
animist who deals with the spirits animate hanging about them like tangible leaves and
within all things—trees, rocks, rivers, ponds, vines. Their gestures make the leaves and vines
and even the air around him. swirl about them and form the effect they wish.
To understand the greenbond, one first The words of their spells are invocations to
must understand the Green. The Green is spirits to aid them: “Spirits of fire, I call upon
the source of life, fertility, and health. Those your dangerous breath to smite my foe.”
learned in the ways of magic often refer to its Other Paths: Greenbonds call totem warriors
power as “positive energy,” but greenbonds their brothers, for both see the truth in animism.
know it as much more. The Green infuses the Despite their spellcasting ability, greenbonds
world, connecting all living things. It ebbs and are more comfortable around nonspellcasters.
flows with the coming and going of life. Terrible Magisters, runethanes, and other spellcasters tend
plagues, fires, or sorcery can destroy a place’s to look upon magic as a more scientific pursuit.
link with the Green. No plants can grow in such Such mages often find the greenbond’s relationship
a barren wasteland, and most living things know with spirits difficult to understand and feel uncertain
not to linger there. about the actual nature of the Green.
Although greenbonds rarely speak of it, the
Green has an opposite called the Dark. The Dark GREENBOND ARCHETYPES

GREENBOND is not death, for death is a part of the natural The Land’s Redeemer: The land is life, and nothing
cycle of things. Creatures and plants die so that holds more importance. Those who abuse the
If you want to play a Greenbond others can live. No, the Dark is the force of anti- land are your enemies, and you show them no
character you could make these life that some call negative energy. This force mercy. Those who are a part of the land—who care
typical choices: does not pervade the world the way the Green for it and gain sustenance from it in a wonderful,
does. It lingers in shadow, growing in places of natural symbiosis—are your friends, and you
Type: Channeler pain and slaughter, or where the harbingers of protect them as though they are a part of the land.
Flavor: Magical the Dark—the undead—are known to roam. Yours is a heavy burden, but your duty is vital.
Focus: Follows the Green Path Adventurers: Greenbonds go on adventures to Mysterious Wise One: You know much more
help friends, to learn more about nature and the about the world than do most people. You
spirits that inhabit it, and to gain power to defend comprehend that spirits dwell in each and every
and promote the Green. If possible, they attempt object and force in nature. The world is alive
to teach others the truth and importance of the with spirits, but most people don’t realize that.
Green and to demonstrate its power. Others, even your own comrades, sometimes
Background: Greenbonds normally don’t understand you and the things you say.
apprentice with other greenbonds to acquire They claim you speak in cryptic riddles. That is
their training. Sometimes, however, nature not your problem. They will understand when
GM Tips: If you want to spirits guide and train an individual to take the they need to understand.
add an encounter with a path of the greenbond. Preserver of Life: Life is more important
greenbond NPC, you can Ancestries: Human greenbonds find than anything else. The Green gives life, and
choose one of these ideas.
the ability to interact with the spirit world it nurtures all living things. You represent the
Greenbond NPCs: empowering and enlightening. Faen as an Green in the world. In you resides the power
The terrifying and vengeful ancestry embrace the importance of the to preserve life, and therefore you must do so.
defender of the forest. The Green and refer to “the calling of the Green” Plants, animals, people—the Green blesses all
spiritual advisor to the lord
as something that beckons an individual of these things. But life is absolute. Once it is
mayor. The village healer who
protects the local crops from to become a greenbond. Giant greenbonds gone, who has the right to restore it? Raising
blight and the people from likewise are common, using their power to the dead is a questionable practice at best. The
illness. The wild and dangerous protect the land and its inhabitants. Litorians, undead? No question—they are abominations
shaman of the tribe. conversely, see the path of the greenbond as that must be destroyed at all costs.

38
CHARACTER
2 CONCEPTS

MAGEBLADE toward an end. Mageblades see their spells


“The power flows through me and into this blade. as motions and positions, in the same way a
Watch yourself, or the blade will flow into you.” swordfighter sees a thrust, a parry, a feint, or
a riposte. Every motion has its countermotion.
Born with the will of a warrior but the talents of Raise your blade just so when you form the
a spellcaster, the mageblade combines these magic in your mind (and speak it with your
divergent pursuits into a very specialized set mouth), and you create an illusion. Twirl the
of abilities. The mageblade’s focus is her key blade clockwise and hold it perpendicular
weapon, or “athame.” She uses it not only in to your chest with the appropriate thought
combat, but as a focus for casting spells, as and word, and you call forth a burst of flame.
a magister uses his staff. She imbues this Each motion, thought, and word combination
weapon with mystical powers and uses spells constitutes a well-practiced spellstroke.
to augment it further, as well as to enhance Other Paths: Mageblades excel at
and protect herself in battle. “switching gears” to allow them to spend time
A mageblade prides herself on being self- among magisters, witches, runethanes, and
reliant. This character’s abilities are broad, others interested solely in magic, as well as
and few challenges arise that catch her with warmains, unfettered, and other warriors
unprepared. with little interest in such things. Some
Adventurers: Mageblades seek fame and mageblades see ritual warriors as somewhat
fortune just like anyone else. They usually kindred spirits.
have a distinct sense of panache—their
combat style has a flair as they use spells to MAGEBLADE ARCHETYPES
complement their skills. Mageblades love the Dilettante: You’ve never been happy pinning
company of other adventurers, knowing that yourself down. You never wanted to focus on
they can learn from both spellcasters and any one thing. Can you help it if you’re good at
martial types, and offer something unique to virtually anything? Magic, swordfighting—it’s
either group. all part of your repertoire. There’s nothing you
MAGEBLADE
Background: Mageblades can study while can’t handle.
apprenticed to a single devoted master, or in Spellcasting Warrior: Your parents wanted
If you want to play a Mageblade
an academy where they spend half the day in you to become a honorable warrior, and you character you could make these
martial training and the other half studying trained with the best in the local warguild typical choices:
eldritch lore. Some mageblades originally to learn the skills you would need. In secret,
trained to be nonspellcasting warriors but however, you studied the art of spellcraft Type: Fighter or Channeler
could not resist the pull of their inherent and learned to use magic. What’s more, you Flavor: Magic or Combat
magical talents. Others could not quite cut discovered you had a real knack for it. Today, Focus: Has an Athame
it as magisters (through lack of talent you’re on your own
or interest) but more than made up for and although you
this shortcoming with their physical appear to be a
abilities. warrior, you’ve got
Ancestries: Humans embrace the your mystical skills
mageblade’s versatility. Faen find the way of and knowledge to
the mageblade to be a pursuit that loresongs fall back on when you
and quicklings can both enjoy. Giantish need them.
mageblades like to sing battle ballads while War-Mage: Brought
they fight and call themselves bladesongs. up and trained to be GM Tips: If you want to
Litorian mageblades use both magic and a mage, you possess skill add an encounter with a
skill to act as expert stalkers, while verrik with weapons and prowess with mageblade NPC, you can
choose one of these ideas.
like the focus of mystical energies through battle-related magic that cannot
a single source—the key weapon. Sibeccai be ignored. You took the age-old path Mageblade NPCs:
mageblades operate as units, wielding both of the war-mage and specialized in The capable warrior who knows
spells and weapons in organized formations. martial magic. The rich and powerful a spell or two to get herself
out of danger. The dreaded
Mojh mageblades employ weapons that look seek war-mages as military commanders,
slayer that cannot be stopped
like dragon claws and like to call themselves bodyguards, and agents, but many war- by man or magic. The ancient
names such as “the fist of the dragon.” mages become self-made characters with undead warrior priest out to
View of Magic: Magic is a tool. It can be used epic destinies. avenge his fallen civilization.

39
MAGISTER power of their role and use it to improve their
“Magic is my meat and drink. I travel through station.
higher, more esoteric realms than you can View of Magic: Magisters mentally store
imagine.” their readied spells in their staves, relying on
those key items as a focus and a tool for
The magister is a spellcaster who shaping magic. Magisters see magic as
devotes all his time and attention a seething tide of unformed energy and
to the study of magic and spells. indistinct shapes. Their spells give this
Magisters have greater access to energy definition and purpose. Magic
spells than any other type of mage. is not an art to them, but a science. It is
Their powers are diverse, and there measurable and quantifiable. Just because
is little that a high-level magister cannot others have no concept of its parameters does
accomplish. All magisters begin the game not deny its logic.
with a staff, through which they focus their Other Classes: Magisters follow the “way
impressive might. of the staff ” rather than the “way of the
Magisters approach magic from a sword,” and thus often keep warmains,
logical and technical standpoint. Magic totem warriors, unfettered, champions,
is a part of the way the world works, and even mageblades at arm’s length—
and they are its self-styled masters. although they are well aware of the
To maintain their understanding— value a warrior ally provides. They get
through which comes their power— along with runethanes well, and marvel
they not only study ancient lore but also at the abilities of the akashic, the witch,
continually experiment with new techniques of and the greenbond. Many magisters would
spellcasting and unique applications of spells. sacrifice much to acquire their own oathsworn
Adventurers: Magisters seek lore and power. bodyguard/companion.
Magic can be addictive, and most magisters
MAGISTER ARCHETYPES
MAGISTER crave more and more. They undertake
adventures to find magical treasure, monetary Doomspeaker: You specialize in curses and
If you want to play a Magister treasure (funds to put toward magic items or divinations, gaining a reputation as a mysterious
character you could make these their studies), or magical knowledge. Many and dangerous figure. Your command of magic,
typical choices: seek to show that magic is a tool capable particularly magic that grants you knowledge
of anything. or allows you to strike down enemies, earns
Type: Channeler Background: Magisters train almost you respect—and fear. You do not have a
Flavor: Magical or Akashic exclusively in schools, where students lot of friends, but many know of you. You
Focus: Attunes to all learn rote methods of mastering are a bit of a loner, although if you could
Mystical Forces the basics of magic. Only later does find some worthy allies, you’d certainly be
each individual break off to pursue his loyal to them.
own specialization or unique talents Priest: A faithful adherent of your
and methods. Magisters come from chosen deity or religion, you are recognized
all walks of life, from the wealthiest noble by others as one ordained in ceremony to
to the lowliest of the poor (schoolmasters represent that god. Your love of lore has
admit worthy underprivileged students on enabled you to learn much of the world, of
GM Tips: If you want to
add an encounter with a
scholarships). Once one masters the history, and of philosophy. Others see your
magister NPC, you can art of magic, social class becomes spells as an extension of your faith—
choose one of these ideas. meaningless—for one joins an all- your magic is a gift from your god.
new class. Teacher: Magic is the way the
Magister NPCs:
The foul necromancer raising
Ancestries: Human magisters are world works. Magic is science. It is
a legion of undead, as are often elemental mages, while faen lore. There could be no better teacher
the crazed cultists wielding (particularly loresong faen and sprytes) than you, whether a teacher of the
strange powers and planning to enjoy all types of magic. Litorian magisters young or the master of a single apprentice.
sacrifice the duke’s kidnapped are less common, and verrik magisters People can learn much from you; in turn, you
son. The wise council of
employ either psionic or energy-related spells. recognize that you must not only gather more
elderly sages leaning heavily
on their staves. The trickster Giant magisters like to use magic to create knowledge, but also communicate well so that
performing feats of illusion and things, while mojh enjoy summoning and others can understand. A teacher is nothing if
wonder in the city theatre. enchantments. Sibeccai magisters enjoy the not a diplomat of wisdom to the ignorant.

40
CHARACTER
2 CONCEPTS

OATHSWORN or as he needed without even having to ask. This


I will do whatever is needed to fulfill my oath— legacy has continued ever since.
even that which you believe impossible.” Oathsworn begin their careers alone. They
gain their training and insight not through
Perhaps the most dedicated and steadfast interaction with others but through meditation.
individuals in all the land, oathsworn (singular They feel a psychic call to the role and, if they
and plural) pick a task and then set out to prove themselves worthy, they accept the sacred
accomplish it—no matter what stands in their call and seek enlightenment to find oaths worthy
way. Oathsworn are skilled martial artists and of taking.
unarmed combatants, and their supernatural Ancestries: Human oathsworn act as
devotion to their oath allows them to forgo food, bodyguards, while giantish oathsworn are usually
sleep, and even air. guardians of places. Faen oathsworn are rare,
Oathsworn place a number of harsh usually lone wanderers. Mojh oathsworn swear
restrictions on themselves. They do not, however, complex and mysterious oaths, usually having
judge non-oathsworn for not abiding by their to do with discovering ancient secrets. Litorian
restrictions—their morality and sense of honor oathsworn, sometimes called avengers, often deal
extend only to themselves. with righting perceived wrongs. Sibeccai oathsworn
To begin with, oathsworn do not use weapons are some of the harshest and most severe of this
or armor. Only in the case of being unable to fulfill class, forsaking all else to do as they must. Verrik
their oath will they ignore this restriction. For oathsworn act in groups as elite warriors.
example, if an oathsworn encounters a creature Other Classes: Oathsworn do not judge, nor
with a special protection standing in her way, are they choosy about their companions, except
she may deign to pick up a magical weapon (if as to how each ally might help or hinder them in
somehow available) and use it to fight. Likewise, fulfilling their oaths.
if presented with a flying foe, the oathsworn may
find need of a ranged weapon. Because of this OATHSWORN ARCHETYPES
need, oathsworn eventually learn to make any Avenger: You have sworn an oath to right a
OATHSWORN
handy object into a ranged weapon they can throw. wrong. Someone you know—a family member,
In any event, oathsworn will never carry a friend, mentor—was murdered, kidnapped, or
If you want to play an Oathsworn
weapon or wear armor. They only use tools mistreated. Now, you seek to avenge that crime character you could make these
when absolutely necessary—they see it as a sign and will stop at nothing to see justice done. If typical choices:
of weakness to need things beyond their own others happen to think as you do, or are headed
bodies. They would never, for example, use a tool in a similar direction, you will not refuse their Type: Wanderer or Emissary
to attempt to batter own a wall when they could company, but you’ll not tolerate events that Flavor: Combat or Stealth
do the same with their fists or feet. They would might delay you in fulfilling your oath. Focus: Swears an Oath
never use a rope to climb a slope they could The Chosen One: You’ve sworn an oath to
ascend with their own hands. fulfill an ancient prophecy. You are the chosen
Oathsworn do not ride animals or allow one, and thus nothing can stop you. People
themselves to be borne by another (such as in a have waited generations for your appearance,
cart pulled by horses or on a sedan chair carried by and all signs and portents point to your being
slaves). The only exception is if a comrade carries the one to fulfill the prophecy. Inwardly, you
a wounded oathsworn out of harm’s way—and harbor some doubt, and conquering that doubt
even then the oathsworn feels ashamed. is as important a step to fulfilling your oath as
Adventurers: Oathsworn do not go on defeating any foe or overcoming any obstacle. GM Tips: If you want to
“adventures.” They do what needs to be done to Questing Knight: Although not a knight in add an encounter with an
fulfill their oaths. If that means exploring ancient the traditional sense (you wear no armor, wield oathsworn NPC, you can
choose one of these ideas.
ruins or rooting out a tribe of inshons from their no sword, and would never ride a galloping
lair, so be it. In all that oathsworn do, they show charger), you are a knight on a quest. The Oathsworn NPCs:
their devotion to their oaths. mission you’ve undertaken is a difficult one, The guard at the service of a
Background: Oathsworn trace their legacy back however, and you realize that until you gain noble. The assassin might seek
to end the life of that same
to a time more than 1,000 years ago, when a group power and experience, you’ll never manage to
noble, for motivations of their
of humans swore allegiance to a semi-divine being complete it. Thus, if you become sidetracked own. The vengeful villain who
worthy of their supreme devotion. They learned to now and again on the way, taking and fulfilling will stop at nothing to achieve
channel all their personal needs and desires into smaller oaths, that’s acceptable—it all leads his terrible and bloody goal.
their work defending him and doing as he asked— up to the completion of your real quest.

41
RITUAL WARRIOR or daughter to such a school so the child can be
“Everything can be controlled. Even a person’s own raised in the art of combat ritual and eventually
spirit.” be hired out as a skilled bodyguard, mercenary,
or military advisor.
Ceremony and ritual provide order in a chaotic Ancestries: Giants developed the ritual warrior
world. They make sense of randomness and class and were the first ritual warriors. Though
haphazard circumstance. They provide choice they brought the secrets of the ritual warriors with
and power where otherwise powerlessness them when they arrived hundreds of years ago,
would reign. Ceremony and ritual tame the only very recently has the teaching and training
world. Using focused rites to accompany their involved in its secrets spread to other races. All
combat training, ritual warriors function as ancestries seem to have taken to the idea well.
deadly warriors capable of performing near- Other Paths: Ritual warriors get along
supernatural actions. They use concentration well with warriors of any stripe: unfettered,
and inner strength to manifest physical warmains, and totem warriors. In particular, they
results. can appreciate the dedication of champions and
To a ritual warrior, every sword stroke is oathsworn. They see eye to eye with mageblades
an act of reverence, every parry or flourish as well, for members of both classes appreciate
a carefully planned sacrament. Combat is the blending of physical training and skill with
ritual—it is sacred. Combat is not something something more—whether spiritual or magical.
for the untrained or unpracticed. They do not In the view of a ritual warrior, magisters,
understand the art of it. While fighting, ritual greenbonds, runethanes, and witches can grow
warriors attain an altered state of consciousness. tiresome at times, for few of them appreciate
Their precise moves are as practiced as the the need for exercise, physical training, or
motions of a celebrant conducting a hallowed even meditation (some nonspellcasters don’t
ceremony. understand the latter, either, which can be
Some ritual warriors wear heavy armor and irritating). Mostly, though, the ritual warrior
RITUAL carry large weapons, making them appear to finds all other people fascinating and worthy of
WARRIOR be warmains—until they get into battle. Others greater understanding.
If you want to play a Ritual favor the maneuverability of light armor and
Warrior character you could make quick weapons. The ritual warrior’s combat RITUAL WARRIOR ARCHETYPES
these typical choices: rites complement either style, or anything in Combat Devotee: The art of combat is holy—
between. it is the ultimate culmination of the fusion of
Type: Fighter Ritual warriors appreciate quiet contemplation mind and body. You seek to glorify combat
Flavor: Magical and concentration as they practice their combat itself in your actions, your attitude, and your
Focus: Performs Battle Rituals styles (which resemble careful, ritualistic arts) highly focused training. To revere that which is
and their ceremonies (which resemble martial sacred is to crush your enemies utterly. Only by
exercises). They spend much of their day in becoming the greatest fighter in the world can
meditation and even more time practicing you rest, knowing that you have attained the
each combat move and countermove with the highest glory possible.
reverence it deserves. Contemplative Knight: Clad in shining armor,
Adventurers: Ritual warriors strive toward a gleaming sword at your side, you are no boorish
physical and spiritual perfection. The challenges crusader. You understand that there are greater
GM Tips: If you want to faced while exploring dangerous wildernesses or meanings to your actions, and you always think
add an encounter with a monster-filled ruins put their training to the test before you strike. There is a right and wrong
ritual warrior NPC, you can and allow them to hone their skills continually. to all things, and only through meditation and
choose one of these ideas. Background: Ritual warriors undergo vigorous contemplation can one ascertain the right path.
Ritual Warrior NPCs: training, both in body and in spirit. It is a difficult Enlightenment Seeker: In seeking the ultimate
The learned master teaching path, with many tests and trials. Though they truths, you have found that one can reach them
young disciples in a monastery. come from any walk of life, they tend either to be only by attaining the physical, spiritual, and
The quiet mercenary captain who upper class (and thus possess the free time to mental purity gained by facing the greatest
is far more sophisticated than he devote to the study and practice required), or they challenges. You strive for an inner peace even as
first seems. The priest of the war
god Mowren. The evil noble who
are commoners who have devoted their lives full you train for war. People look up to you for your
thinks of nothing but combat time to studying in a monastery or other school prowess as well as your wisdom. Rather than
and spends all of his spare time under a high-level ritual warrior. Sometimes, to finding irony in that, you marry the two concepts
training in the martial arts. pay a debt, a commoner will trade his young son together in perfect harmony.

42
CHARACTER
2 CONCEPTS

RUNETHANE runethanes. Verrik runethanes, less showy than


“All the secrets of the world begin and end as those of other races, also exist.
intelligent words—words that can be stored as View of Magic: A runethane sees his readied
symbols I create.” spells as magical symbols that float intangibly
around him, visible only to his trained sight. With
Runethanes are masters of magic, but unlike a thought, he concentrates to see the rune in
magisters they do not focus solely on spells. his mind’s eye, mentally tracing each line. Then,
While they do cast spells, they also learn to he reaches out to quickly trace the floating rune
create runes, which are visual symbols that around him that matches what he sees in his
represent—and thus hold—magical might. mind. To a runethane, all magic breaks down
Runethanes inscribe runes on their equipment, into symbols (both pictures and words), the way
on themselves and their allies, or in the air. a grammarian might diagram a sentence or a
Each one has a different effect. They spend poet might craft a sonnet. The fact that a symbol
their private time researching new runes and simultaneously encodes a verbal sound, a visual
studying their applications. image, and a mental concept is how runethanes
Runethanes frequently put nonmagical runes attempt to explain their power to others.
on their gear and on themselves (as tattoos) Other Paths: Runethanes prefer the company
because even without direct magical power, the of magisters, witches, akashics, and greenbonds,
runes carry meaning important to them. The as they enjoy long conversations regarding
runes, in their minds, also make them appear magical theory and lore. They recognize
more powerful. that more physical characters—warmains,
As they train to create physical manifestations unfettered, oathsworn, mageblades, ritual
of magic, runethanes gain an affinity for warriors, and totem warriors—have abilities that
mechanical devices of all sorts—traps, locks, make up for their own shortcomings, however.
wheels, clocks, and so on. And warrior types do appreciate having useful
Adventurers: Runethanes often travel about, runes placed on their weapons and armor by a
brandishing their usually very visual power to generous runethane.
RUNETHANE
impress others. They always seek new runes and
ways to better themselves. They are not afraid RUNETHANE ARCHETYPES
If you want to play a Runethane
of risks, knowing their knowledge and magic Castle Defender: You work as a defense character you could make these
can protect them, but they are still cautious and specialist, building traps and locks, and placing typical choices:
quick to create a protective or warding rune to runes to destroy and bedevil intruders. You also
keep themselves safe. Runethanes like to be use your spells and runes to make yourself a Type: Channeler
prepared. potent defender in your own right—no one Flavor: Akashic or Stealth
Background: Unlike with magisters, there wants to fight you on your home ground. You Focus: Inscribes Runes
are few academies for runethanes. Instead, tend toward cockiness in the castle, but when
each student is taught by a single individual. your duties take you elsewhere, you become
The runethane’s art is very personalized, with nervous and edgy.
each character learning and mastering different Spellsword: You use your magical spells and
runes. Runethanes are typically bookish and runes to enhance your fighting ability. Combat
extremely intelligent. When recognized as such, is your real love; while you have a talent with
a young child might be brought in to work with magic, it’s not your preferred focus. You see
a tutor to learn runes and their applications. The yourself clad in enruned armor and wielding
close bond between the runethane and his tutor a rune-covered weapon, your spells all cast GM Tips: If you want to
often remains throughout their lives—usually, a beforehand to prepare yourself for battle. It’s add an encounter with a
given runethane only ever tutors one child. the look as much as the power that entices you. runethane NPC, you can
choose one of these ideas.
Ancestries: Human runethanes normally Trap Master: You are extremely knowledgeable
come from rural backgrounds. Faen runethanes in the field of traps, locks, and devices of all Runethane NPCs:
are usually loresongs and sprytes. Sibeccai and kinds. You can create your own traps using The wandering mage with
litorian runethanes enjoy covering themselves magical or mundane means, and especially strange tattoos and a mysterious
agenda. The young prodigy
with tattoos and body art, and are often artists enjoy doing this “in the field”—creating traps
taught by the old woman in
themselves. Giant runethanes are rare, as and then luring your foes into them, rather his village who only knew a few
giants seem more prone to verbal rather than than attacking them head-on. With this as your simple runes. The sinister master
written language. Mojh, with their talents for modus operandi, it’s hard not to have a healthy of magic seeking the formula
writing and symbology, are perfectly suited to be sense of humor. for creating an evil artifact.

43
TOTEM WARRIOR snake. Sibeccai like the wolf and hawk totems.
“I hear my totem call to me. It promises me Verrik totem warriors—also rare—usually
wisdom no mortal could give.” choose the hawk, or snake.
Other Paths: Aside from others of their class,
Everything has a spirit. The totem totem warriors see eye to eye with greenbonds,
warrior knows that within who understand the spirit world even better than
each animal, there lies a they. They enjoy fighting alongside unfettered
powerful spirit binding it and appreciate their wild side. Warmains
with all others of its kind. are far more interested in strategy than
Virtually every animal has they, and most other
a totem spirit, but some paths seem too
of the most powerful and preoccupied
well-represented are the with spells or
bear, hawk, snake, and wolf. strange abilities
Totem warriors draw on that totem warriors
the spirits for information, for have little interest in.
skills, and for power. These fierce They often mistake the akashic’s
warriors use savage, instinctual ability to tap into the collective
combat techniques like those of the memory for communion with
animals they bond with. Totem warriors gain spirits, though, and consider them
animal companions and even the ability to take kindred.
the physical form of their totem creature.
Because totem warriors have different totem TOTEM WARRIOR ARCHETYPES
spirits, their special abilities and physical Beastmaster: You prefer the company of animals
characteristics can vary considerably: the bear to that of people. You love the wilderness and
totem warrior is strong and massive, while the hate the city; you’ll seize upon any excuse to
TOTEM snake totem warrior is fast and wiry. leave the confines of civilization and travel the
WARRIOR Adventurers: Totem warriors always keep wildlands. You have a way with animals and a
If you want to play a Totem their totem animal in mind in everything they keen knowledge of their ways—you know the
Warrior character you could make do. Their actions will never disgrace their totem smell of a lion stalking its prey and where the
these typical choices: animal—they devote their lives to exemplifying badger finds water when there seems to be
and representing it among mortals. Facing none—and you survive using your knowledge
Type: Fighter or Wanderer challenges and overcoming obstacles is an of the beasts. When you are with people in the
Flavor: Stealth excellent way to accomplish this goal. wilderness, you often wish they would just
Focus: Reveres a Totem Spirit Background: Totem warriors typically hail silence their inane prattling so you could hear the
from wilderness areas, particularly regions buzzing of the insects, the call of the falcon, and
where their totem animal lives naturally. Thus, the slithering of the snake . . . for these sounds all
bear totem warriors come from the woods, while carry meaning for you that the babble of speech
snake totem warriors come from the badlands. does not.
Totem warriors learn the beliefs of animism Spirit Follower: You never liked to train, never
at a young age. While some imagine that they liked to work to reach your goals. When you
choose their totem animal, most come to realize found your totem (or when it found you), you
that the totem spirit chooses them. Often realized that you could just let it take control.
GM Tips: If you want to this happens in the form of dreams or visions You didn’t need to be good with your weapon
add an encounter with a when the warrior is still quite young. Totem or know anything about the wilderness—your
totem warrior NPC, you can warriors receive no training from others—they spirit totem would make up for that.
choose one of these ideas. are expected to learn what they must through Wise Warrior: You are no mere thug with
Totem Warrior NPCs: experience, instinct, and communion with their a sword, but a trained warrior with instincts
The ghostly figure in the woods totem spirit. and knowledge given you from beyond the
who moves as fast as a wild Ancestries: Humans favor bear and wolf ken of normal folk. You are one with the
beast. The kindly guide who totems. Faen prefer the hawk totem. Giants wilderness—it reveals of all its secrets to you.
knows the wildlands better most often choose the bear totem. Litorians, In conversations with others, while making
than anyone else. The proud
and noble warrior serving
the most common members of this class, take plans and formulating strategies, you speak
as the hereditary leader of a up the mantle of any of the totems. Mojh totem with cool, calm assurance. You know what you
small tribe in the mountains. warriors are few, the rare examples favoring the are talking about.

44
CHARACTER
2 CONCEPTS

UNFETTERED unfettered. Magisters, runethanes, witches, and


“Both my spirit and my sword are free. Don’t greenbonds—while interesting—are ultimately
burden me with obligations I don’t want or unfathomable.
responsibilities I don’t need.”
UNFETTERED ARCHETYPES
Wild, uncontrollable, yet supremely skilled, Bored Noble: You grew up with wealthy parents
the unfettered (singular and plural) appears to and a noble name. Bored with this lot in life, you
be part madman, part assassin. In truth, he is spent your many spare hours studying swordplay
neither. The unfettered is more a swashbuckling and combat. Now you travel the land incognito,
dervish, expert in using quickness and agility in using a false name, relying on your weapon skills
combat rather than simple brute force. and your wit rather than the wealth and nobility
The unfettered knows that the best way to stay you never earned. Of course, you’ve always got
alive in a fight is to avoid being hit altogether, so your rich family and noble status to fall back on
he learns special parrying techniques. Likewise, if anything ever goes wrong, so what’s there to
he knows how to deliver savage sneak attacks worry about? You could probably even get away
against an unprepared foe. When facing an with a little thievery—just for fun—now and
unfettered, no one ever knows what to expect: a again. The challenge is entertaining and no one
sudden attack from the shadows, or a reckless would ever throw a fresh-faced young noble in
charge into the thick of things with grace and prison . . . right?
panache? Often the unfettered himself does Pirate: You have spent much of your life on the
not know. While he is very intelligent, with good seas or at least on the docks. The sea has taught
battle senses and extensive skills, he does not you certain codes to live by: don’t disrespect
care for elaborate plans or strategies. He lives the forces of nature, don’t disobey a superior
by his wits and his ability to think on his feet. unless you’re ready to fight him to the death, and
He takes things as they come and rolls with the anyone’s wealth is fair game if you’re talented
punches—usually coming out on top in the end. enough to take it. These aren’t necessarily the
Adventurers: Unfettered thrive on excitement codes that rule landbound folk. So be it.
UNFETTERED
and adventure. They seek glory, treasure, and a Roguish Hero: You’ve always lived by your
good challenge. Most unfettered would rather charm and wits. You do what it takes to get
If you want to play an Unfettered
be adventuring than doing anything else. by, and nothing more. Your natural talent with character you could make these
Background: Unfettered often come from the a sword (or whatever weapon you choose), typical choices:
ranks of the commoners: too poor to afford lots skill at fast talking, and quicker-than-the-eye
of armor or heavy weapons, they train hard to movements enable you to go through life Type: Wanderer
make up for this lack. Usually, an unfettered without many worries. You wouldn’t willingly Flavor: Combat or Stealth
trains one-on-one with a master, often one cause anyone else real harm, and in fact you Focus: Lives Unfettered
who has given up the adventurer’s life. Some might jump to the side of the underdog in a
unfettered have mysterious backgrounds, fight—assuming it’s a fight you know you can
including a crime or misdeed they need to win. You might unburden a wealthy noble of
overcome. Or perhaps they feel proud of their extra coins now and again, but that’s no great
shady history and enjoy living up to their roguish wrong, is it? Someday, however, your fast
reputation. dealings and less-than-honest past might catch
Ancestries: Faen, particularly quicklings, up to you. Worse, you might find yourself in a
embrace the wild nature of the unfettered. Verrik situation that your skills can’t get you out of
and mojh unfettered are rare. Human unfettered easily. Until then, though, your winning smile
act as roguish scamps, while litorian unfettered and kind face will get you where you need to go. GM Tips: If you want to
take their martial training more seriously. Street Lurker: You grew up an orphan on the add an encounter with an
Sibeccai fall somewhere in between. One does streets. You lived by your wits and learned to unfettered NPC, you can
choose one of these ideas.
not see giantish unfettered often but, when one fight because it was the only way to stay alive.
does, they are amazing and terrifying in combat. You stole, you lied, and maybe even worse. Unfettered NPCs:
Other paths: Unfettered grow bored of You’re not proud of it, but it was what you had The hired killers employed to
warmains and their love of planning. They to do. Now you’re older, with excellent survival assassinate the king. The witty,
acrobatic hero who comes to
like the bravery of champions but are stymied skills and a knowledge of how the world works
a bullied child’s aid. The noble
by the single-mindedness of the oathsworn. that you gained the hard way. What are you who secretly goes about as a
Akashics, totem warriors, ritual warriors, going to do with them? Stay on the streets, or highly skilled masked warrior
and mageblades make good companions for strive for something more? fighting for the common folk.

45
WARMAIN Other Paths: Warmains sometimes
“As I gaze into the eye of my enemy, I know that have difficulty seeing eye to eye with the
with my strength, my skill, and my trusted tools of unfettered, but they know the value of
war, I shall not fall.” shock troops and berserkers and deploy
them as such. They also can appreciate
The ring of battle is the clarion call of the the value of akashics and spellcasters as
warmain. In times of strife, no better refuge support personnel. Warmains admire the
exists than behind her protective shield. Trained dedication of oathsworn, ritual warriors,
in battle, girded in heavy armor, and capable and champions, although they can be
of withstanding unbelievable punishment, dangerously foolhardy in their pursuit
the warmain is the warrior’s warrior. She does of their goals. Mageblades and totem
not rely on quickness or fancy swordplay, but warriors make good allies, as their abilities
instead on might, determination, and stalwart complement a warmain’s. All in all,
bravery. The only thing stronger than her will is warmains can find a use for anyone in their
the power running through her massive limbs. strategy.
The warmain’s strength comes not just from her
personal might, but from strategy and tactics. WARMAIN ARCHETYPES
Hers is the way of the well-planned and well- Grizzled Veteran: You’ve seen war. You know
prepared military campaign. She studies the it’s not pretty. Others might think they know
histories and knows the stratagems of past about the heroism and romance of battle, but
warriors. She prefers to face an enemy with a you know better. Combat is a dirty job—but
plan in mind—and a backup plan for when it’s the job you know best. Everyone has a
something goes wrong. calling, and yours happens to be fighting. So
Adventurers: Warmains are usually very you’re the best warrior you can be. If others
serious—they go on quests and perform go into battle with you, you feel you
missions for some great purpose, should tell them what they need to
WARMAIN whether it be to serve a lord, help a know. You need to share your vast
friend, earn a payment, or simply experience with them. After all,
If you want to play a Warmain to secure an important area from if folks don’t know what they’re
character you could make these threat. Many high-tier followers of doing in this business, they’ll
typical choices: this path end up as powerful lords end up dead.
ruling their own territories or as Knight of the Silver Sword:
Type: Fighter generals commanding their own You are a noble or highborn
Flavor: Combat armies. individual who joined the ranks
Focus: Masters War Tactics Background: Sometimes of an elite order. The Knights
warmains act as highly trained of the Silver Sword have a
mercenaries. More often, they strong code of behavior: chivalry,
are elite soldiers or military leaders justice, and honor all must be
serving a powerful lord. Either way, they learn upheld. You are the traditional knight—
their skills through experience in military you love to joust, appreciate the finer points of
campaigns. First, however, they train in military heraldry, care for your horse like it’s a member
colleges and prestigious and rigorous warguilds. of the family, and take pride in honoring your
The bonds of camaraderie and devotion forged liege. You expect the respect of others for your
in a warguild never diminish—each member position.
learns both loyalty and leadership. Military Leader: You devote yourself to
GM Tips: If you want to Ancestries: The only ancestries whose knowledge of history and tactics, eager to
add an encounter with a members rarely become warmains are the lead others into battle. You aren’t concerned
warmain NPC, you can
faen and litorians, both of whom usually reject about the cause you fight for, just that you
choose one of these ideas.
the concept of heavy armor and methodical succeed.
Warmain NPCs: military strategy. Giantish warmains have Warguild Member: You revel in the
The dire warlord threatening a a long history of military victories and a camaraderie of other warriors. People who
land with strife and conquest.
high station in society. Some warmains like don’t understand the value of a well-crafted
The power-mad magister’s
body-guards. The aging warrior to remain encased in heavy armor so as to weapon in one’s hand just cannot understand
willing to don his armor one actually conceal their ancestry and identity, you. And you don’t understand them. You are
last time to defend his land. just for the air of mystery. tough as nails, and usually fairly serious.

46
CHARACTER
2 CONCEPTS

WITCH bond with members of that class. They are


“My power lies within me. My soul sings with its somewhat distrusting of magisters and
own eldritch fire.” runethanes, for their uses of magic are beyond
the witch’s, but they like mageblades and
“Witchery” is a term the verrik coined to describe greenbonds. Some witches look down on
innate magical power that flows within many those who have no access to magic, such as
people—perhaps all people. Witchery manifests champions, warmains, and unfettered, but even
itself in many ways, and it usually takes a great they recognize the supernatural element within
deal of training to learn to utilize it. Those who the totem warrior, ritual warrior, and oathsworn.
do are called witches. They focus not only on
witchery, but on spellcasting as well. WITCH ARCHETYPES
Adventurers: Witches see every action as a Dreamer: You often experience strange
journey of self-discovery. They adventure to dreams. You don’t know if they foretell the
prove their own worth and test their mettle. future, provide guidance from beyond, or
Because witchery is an extension of one’s inner reveal information about the past, but you’re
self, the witch’s need to show his talents and sure they’re no ordinary dreams. Many dismiss
demonstrate his value remains important your dreams as meaningless, but those
until he is well-established with a formidable who know you believe that the visions hold
reputation. A witch’s need for material foci significance. Sometimes your dreams come
sometimes sends him foraging in dangerous true; sometimes you simply wish they would.
territory, which can lead to confrontations and Tribal Shaman: You spend (or have spent)
challenges. your life watching over a nomadic tribe of your
Background: Witches usually grow up ancestry. Your people respect you, but they fear
in small communities, taught by a single you as well—your magical abilities reach far
mentor with one-on-one instruction. The life beyond their ken. Your ways are not the ways
of an apprentice is often grueling, in part to of “civilized” people; you are a barbarian in
compel the witch to tap into his inner power. their eyes. In their ignorant belief system, your
WITCH
The mentor takes on the role of parent and powers seem unsavory or even false. You’ve
guardian for the apprentice. However, once never found anyone who understands or
If you want to play a Witch
they have completed the training, the master simply accepts you. When you do, such people character you could make these
traditionally sends the witch away, breaking will truly earn your loyalty. typical choices:
all ties. New witches must spend some time Unwilling Mage: You were born with strange
wandering before they find their own homes far powers—you didn’t ask for them. So you must Type: Channeler
from their former communities. deal with them as best you can and put them Flavor: Stealth
Ancestries: Humans take to witchery almost to some sort of use. You don’t really have an Focus: Manifests Witchery
as readily as the verrik who discovered it. Faen affinity for anything else; you may long to be an
are commonly witches. Giants rarely look for archer, a poet, or an engineer, but your talents
their inner power, and so only rarely become took you elsewhere. Sometimes you curse your
witches. Mojh prefer liquid witchfire, sibeccai ancestors, who must be responsible somehow
ice witchfire, while litorians mainly favor for your unusual nature, but you have learned
ice green witchfire. Verrik like all the types to live with it. Most days.
of witchery but most often find themselves
employing witchfire mind abilities. GM Tips: If you want to
View of Magic: A witch’s magic is an inner add an encounter with a
power, as much an innate mental discipline witch NPC, you can choose
one of these ideas.
as a technique of drawing upon energy from
beyond them. Witches using mind witchfire, in Witch NPCs:
fact, see all their power as coming from within, The charismatic local who seems
shaped in their powerful, psionic minds. This to hold everyone around him
enthralled may be a witch. The
inner power requires catalysts—gestures,
old crone making potions in
words, and even material foci all help them her isolated shack is a witch.
reach into themselves to find the power they The man leading an army
need. of warriors and supporting
Other Paths: Witches find that the discipline them with strange powers and
needed to be an akashic gives them a special abilities is likely a witch.

47
ChapTer 3 CHARACT
CHARACTER TYPE

T
he character type is the core of your FIGHTER
In some roleplaying games, character and helps, along with your Fighters are elite warriors in the Land of Diamond
your character type might be descriptors and focus, to determine your Throne, using weapons with lethal precision
called your character class. character’s place in the world and relationship to fight their foes and armor with certainty to
with other people in the setting. It’s the noun stand against physical threats. Warriors, guards,
of the sentence “I am an adective-adjective] noun mercenaries and similar combatants would
who verbs.” be considered Fighters. Pathfinders, warlords,
You can choose from four character types: brigands, and even athletes might fall within
Fighter, Channeler, Emissary, and Wanderer. the Fighter category. “Fighter” is a common
However, you may not want to use these term used almost everywhere in the Land of
generic names for them. Chapter 2 offers a the Diamond Throne and beyond for someone
few more specific names for each concept, who is practiced with weapons or martial arts.
Paths, page 34 also known as paths common in the Land of Fighters are those who have mastered combat
the Diamond Throne, e.g., a characters who abilities far beyond the typical person who
uses spells might be called a magister or a wields a sword.
witch instead of a Channeler. Individual Role: Most Fighters are either
Since the type is the basis upon which your strong (using the heaviest armor and weapons
character is built, it’s important to consider available and having a high Might) or fast
how the type relates to the setting and other (sticking with light weapons and armor and
characters. When you are building your having a high Speed), while some attempt to
character concepts, you choose a general use both Might and Speed looking for a balance
archetype to start with. A Fighter, for example, between their innate strengths. Fighters use
might be anyone from a champion in shining melee weapons (like swords or axes) and ranged
armor to an unfettered who fights with their weapons (like bows or darts), while some reject
bare hands. weapons completely, preferring to use their
You can also personalize your type, using bodies in hand-to-hand combat—punching,
Flavors, page 73 flavors to help slightly tailor the types toward the kicking, grabbing, throwing, and so on.
character concepts, or change its view creating Group Role: Fighters are usually very
something original. serious—they go on quests and perform

48
CHARACTER
3 TYPE

missions for some great purpose, whether it be with Fighters, but one Fighter is different from
to serve a lord, help a friend, earn a payment, or any other. They focus on keeping their bodies
simply to secure an important area from threat. in shape at all times, using their mental skills to
In a group of adventurers, Fighters typically improve strategies and tactics. A Fighter need
take the lead, as they have a physical attitude, not follow the stereotype of the dumb bruiser
great resistance and superior tenacity to face mindlessly swinging a sword or an axe.
most dangers. Their martial background makes Advanced Fighter: As they progress, Fighters
them act protectively toward their companions become better combatants, often felling multiple
and allies, but it is not uncommon to find foes in a single stroke. They gain special types of
Fighters more self-interested. Either way, a attacks and learn to use armor more efficiently
Fighter’s place is often in the middle of the fray. to get the most out of the protection it offers.
Societal Role: In most cities and villages,
people hold Fighters in great esteem and FIGHTER STAT POOLS
bestow them with honour. Although a Fighters Stat Pool Starting Value
could just as likely be a thug as a noble warrior,
Might 11
those who help protect their fellows from the
dangers of the world are always treated with Speed 10
respect. There is no shame in getting paid for Intellect 7
the use of one’s skills, so being a mercenary or a Mana 4
guard are both perfectly acceptable professions.
Restrictions on carrying weapons openly could You get 6 additional points to divide among
vary from city to city, by a stalwart’s or governor’s your stat Pools however you wish.
edicts, and most Fighters wear the tools of their
trade with pride.
FIRST-TIER FIGHTER
Not surprisingly, Fighters often get along best
with other Fighters, or at least soldiers, guards, First-tier Fighters have the following abilities:
or similar comrades in arms. Channelers, ♦ Effort: Your Effort is 1.
Emissaries, and others who prefer a more even- ♦ Physical Nature: You have a Might Edge of 1
tempered daily activity are less likely to mix well and a Speed Edge of 0, or you have a Might

49
FIGHTER BACKGROUND CONNECTION
Your type helps determine the connection you have to the setting. Roll a d20 or choose from the
following list to determine a specific fact about your background that provides a connection to the rest
of the world. You can also create your own fact.
d20 Background
1 You were in the military and have friends who still serve. Your former commander remembers
you well.
2 You were the bodyguard of a wealthy woman who accused you of theft. You left her service in
disgrace.
3 You were the bouncer in a local bar for a while, and the patrons there remember you.
4 You trained with a highly respected mentor. They regard you well, but they have many enemies.
5 You trained in an isolated monastery. The monks think of you as a brother, but you’re a
stranger to all others.
6 You have no formal training. Your abilities come to you naturally (or unnaturally).
7 You spent time on the streets and were in prison for a while.
8 You were conscripted into military service, but you deserted before long.
9 You served as a bodyguard to a powerful criminal who now owes you their life.
10 You worked as an officer or constable of some kind. Everyone knows you, but their opinions
of you vary.
11 Your older sibling is an infamous character who has been disgraced.
12 You served as a guard for someone who traveled extensively. You know a smattering of people
in many locations.
13 Your best friend is a teacher or scholar. They are a great source of knowledge.
14 You and a friend both drink the same kind of rare, expensive liquor. The two of you get together
weekly to chat and have a drink.
15 Your uncle runs a theater in town. You know all the actors and watch all the shows for free.
16 Your craftsman friend sometimes calls on you for help. However, they pay you well.
17 Your mentor wrote a book on martial arts. Sometimes people seek you out to ask about its
stranger passages.
18 Someone you fought alongside in the military is now the mayor of a nearby town.
19 You saved the lives of a family when their house burned down. They’re indebted to you, and
their neighbors regard you as a hero.
20 Your old trainer still expects you to come back and clean up after their classes; when you do,
they occasionally share interesting rumors.

Your character’s starting Edge of 0 and a Speed Edge of 1. Either way, ♦ Choose four of the abilities described below.
equipment is as important you have an Intellect Edge of 0 and a Mana You can’t choose the same ability more than
as his starting skills. Learn Edge of 0. once unless its description says otherwise.
more about what you
♦ Cypher Use: You can bear two cyphers at a r Bash (1 Might/Speed point): This is an
carry and how it’s used in
Chapter 7: Equipment. time. extraordinary solid or agile melee attack.
s Practiced With All Weapons: You become Your attack inflicts 1 less point of damage
practiced with light, medium, and heavy than normal, but your target become dazed.
Practiced, page 156 weapons and suffer no penalty when using s Combat Prowess: You add +1 damage to one
any kind of weapon. type of weapon attack of your choice: melee
Dazed: all tasks ♦ Starting Equipment: Appropriate clothing plus weapon attacks or ranged weapon attacks.
performed are 1d20 x 10 gp. Before selecting your weapons, r Control the Field (1 Might point): This
hindered for 1 round, armor, and other gear, you might want to melee attack inflicts 1 less point of damage
see Conditions.
wait until after you’ve chosen your abilities, than normal, and regardless of whether you
descriptors, and focus. Your GM may provide hit, you maneuver the target into a position
you with two starting cyphers and an artifact. you desire within immediate range.

50
CHARACTER
3 TYPE

s Improved Edge: Choose one of your Edge


stats that is 0. It increases to 1. FIGHTER PLAYER
s No Need for Weapons: When you make INTRUSIONS
an unarmed attack (such as a punch You can spend 1 XP to use one of the Remember that at higher
or kick), it counts as a medium weapon following player intrusions, provided the tiers, you can choose special
instead of a light weapon. situation is appropriate and the GM agrees. abilities from lower tiers. This
is sometimes the best way to
r Overwatch (1 Intellect point): You use a Perfect Setup: You’re fighting at least ensure that you have exactly
ranged weapon to target a limited area three foes and each one is standing in the character you want. This is
(such as a doorway, a hallway, or the exactly the right spot for you to use a particularly true with abilities
eastern side of the clearing) and make an move you trained in long ago, allowing that grant skills, which can
attack against the next viable target to enter you to attack all three as a single action. usually be taken multiple times.
that area. This works like a wait action, Make a separate attack roll for each foe.
but you also negate any benefit the target You remain limited by the amount of Wait, page 173
would have from cover, position, surprise, Effort you can apply on one action.
range, illumination, or visibility. Further, Old Friend: A comrade in arms from Cover, page 168
you inflict 1 additional point of damage with your past shows up unexpectedly and
the attack. You can remain on overwatch as provides aid in whatever you’re doing. Surprise, page 169
long as you wish, within reason. They are on a mission of their own and
s Athletics Skills: You gain competence in the can’t stay longer than it takes to help out, Range, page 169
Athletics skill group. Choose two skills in the chat for a while after, and perhaps share Illumination, page 169
group: now you are trained in those skills. a quick meal.
You can select this ability multiple times. Weapon Break: Your foe’s weapon has Visibility, page 169
Each time you select it, you must choose a weak spot. In the course of the combat,
two different skills in the Athletics group. it quickly becomes damaged and moves
s Practiced in Armor: You can wear armor two steps down the object damage track. Object damage track, page 171
for long periods of time without tiring and
can compensate for slowed reactions from
wearing armor. You reduce the Speed cost additional damage later. On your next turn,
for wearing armor by 1. You start the game the target of this attack takes an additional
with a type of armor of your choice. 3 points of damage (ignores Armor). The Defense tasks are when a player
r Quick Throw (2 Speed points): After using a target can prevent this additional damage makes a roll to keep something
thrown light weapon, you draw another light by making a recovery roll, using any ability undesirable from happening to
his PC. The type of defense task
weapon and make another thrown attack that heals it, or using its action to attend
matters when using Effort.
against the same target or a different one. to the injury. In addition to the normal
r Swipe (1 Speed point): This is a quick, agile options for using Effort, you can choose
melee attack. Your attack inflicts 1 less to use Effort to increase this duration by Might defense: Used for resisting
point of damage than normal but dazes one round. poison, disease, and anything
your target for one round, during which s Reload (1 Speed point): When using a else that can be overcome
with strength and health.
time all tasks it performs are hindered. weapon that normally requires an action
s Trained Without Armor: You are trained in to reload, such as a heavy crossbow, you
Speed defense tasks when not wearing armor. can reload and fire (or fire and reload) in Speed defense: Used for
the same action. dodging attacks and escaping
SECOND-TIER FIGHTER s Skill With Attacks: Choose one type of attack danger. This is by far the most
commonly used defense task.
♦ Choose two of the abilities listed below (or in which you are not already trained: light
from a lower tier) to add to your repertoire. In bashing, light bladed, light ranged, medium
addition, you can replace one of your lower-tier bashing, medium bladed, medium ranged, Intellect defense: Used
abilities with a different one from a lower tier. heavy bashing, heavy bladed, or heavy for fending off attacks or
r Crushing Blow (2 Might points): When you ranged. You are trained in attacks using that anything that might affect
or influence one’s mind.
use a bashing or bladed weapon in both type of weapon. You can select this ability
hands and apply Effort on the attack, you multiple times. Each time you select it, you
get a free level of Effort on the damage. (If must choose a different type of attack. Mana defense: Used for fending
fighting unarmed, this attack is made with s Skill With Defense: Choose one type of off spells or other magical attacks.
both fists or both feet together.) defense task in which you are not already
r Hemorrhage (2+ Might points): You make trained: Might, Speed, Intellect, or Mana.
a powerful and precise strike that inflicts You are trained in defense tasks of that type.

51
s Successive Attack (2 Speed points): If you q Deadly Aim (3 Speed points): For the next
take down a foe, you can immediately make minute, all ranged attacks you make inflict
another attack on that same turn against 2 additional points of damage.
a new foe within your reach. The second s Ignore the Pain: You ignore the impaired
Impaired, debilitated: see attack is part of the same action. You can condition and treat the debilitated condition
damage track, page 166 use this ability with melee attacks and as impaired.
ranged attacks. s Experienced in Armor: The cost reduction
Practiced in Armor, page 51 from your Practiced in Armor ability
THIRD-TIER FIGHTER improves. You now reduce the Speed cost for
♦ Choose three of the abilities listed below (or wearing armor by 2.
from a lower tier) to add to your repertoire. s Expert Cypher Use: You can bear three
In addition, you can replace one of your cyphers at a time.
lower-tier abilities with a different one from q Fury (3 Might points): For the next
a lower tier. minute, all melee attacks you make inflict 2
additional points of damage.
r Lunge (2 Might points): This ability requires
you to extend yourself for a powerful stab
or smash. The awkward lunge hinders the
attack roll. If your attack is successful, it
inflicts 4 additional points of damage.
s Reaction: If a creature you attacked on your
last turn with a melee attack uses its action
to move out of immediate range, you gain
an action to attack the creature as a parting
blow, even if you have already taken a turn
in the round.
s Seize the Moment (4+ Speed points): If you
succeed on a Speed defense roll to resist an
attack, you gain an action. You can use the
action immediately even if you have already
taken a turn in the round. You don’t take
an action during the next round, unless
you apply a level of Effort when
you use Seize the Moment.
r Slice (2 Speed points): This
is a quick attack with a bladed
or pointed weapon that is
hard to defend against. You
are trained in this task. If the
attack is successful, it deals 1 less
point of damage than normal.
r Spray (2 Speed points): If a weapon has
the ability to fire rapid shots without
reloading (usually called a rapid-fire
weapon, such as a crank crossbow), you
can spray multiple shots around your
target to increase the chance of hitting.
This ability uses 1d6 + 1 rounds of ammo
(or all the ammo in the weapon, if it has
less than the number rolled). You are
trained in making this attack. If the attack
is successful, it deals 1 less point of
damage than normal. You can also use
this ability on multiple thrown weapons
(stones, shuriken, daggers, and so on) if

52
CHARACTER
3 TYPE

you‘re carrying them on your person or long range. Any energy-based defenses
they are all within reach. it has (such as a force field or a Ward Ward, page 57
r Trick Shot (2 Speed points): As part of ability) are negated for 1d6 + 1 rounds.
the same action, you make a ranged If the creature has no energy defenses,
attack against two targets that are within its Armor is reduced by 2 for one minute.
immediate range of each other. Make a If it has no energy-based defenses or
separate attack roll against each target. Armor, attacks against it are eased for
The attack rolls are hindered. one minute.
q Vigilance (2 Intellect points): You take a r Snipe (2 Speed points): If you spend one
cautious approach to combat, focusing action aiming, in the next round you can
more on protecting yourself than on make a precise ranged attack. You have
hurting your opponents. While this ability an asset on this attack. If your attack is
is active, you gain an asset on Speed successful, it inflicts 4 additional points of
defense rolls against melee and ranged damage.
attacks, on Mana rolls against spells, s Tough As Nails: When you are impaired or
and your melee and ranged attacks are debilitated on the damage track, Might- Damage track, page 166
hindered. This effect lasts for as long as based tasks and defense rolls you attempt
you wish, but it ends if no combat is taking are eased. If you also have Ignore the Pain,
place within range of your senses. make a difficulty 1 Might defense roll when
you reach 0 points in all four of your Pools A character can’t apply
FOURTH-TIER FIGHTER to immediately regain 1 Might point and Effort or other abilities to
♦ Choose two of the abilities listed below (or avoid dying. Each time you attempt to any task he accomplishes
using Tough As Nails.
from a lower tier) to add to your repertoire. save yourself with this ability before your
In addition, you can replace one of your next ten-hour recovery roll, the task is
lower-tier abilities with a different one from hindered.
a lower tier.
s Amazing Effort: When you apply at least FIFTH-TIER FIGHTER
one level of Effort to a noncombat task, you ♦ Choose three of the abilities listed below (or
get a free level of Effort on that task. When from a lower tier) to add to your repertoire. In
you choose this ability, decide if it applies addition, you can replace one of your lower-
to Might Effort or Speed Effort. tier abilities with a different one from a lower
s Capable Warrior: Your attacks deal 1 tier.
additional point of damage. s Adroit Cypher Use: You can bear four
s Experienced Defender: When wearing cyphers at a time.
armor, you gain +1 to Armor. r Arc Spray (3 Speed points): If a weapon
r Feint (2 Speed points): If you use one action has the ability to fire rapid shots without
creating a misdirection or diversion, in the reloading (usually called a rapid-fire
next round you can take advantage of your weapon, such as a crank crossbow), you
opponent’s lowered defenses. Make a melee can fire your weapon at up to three targets
attack roll against that opponent. You gain (all next to one another) at once. Make a
an asset on this attack. If your attack is separate attack roll against each target.
successful, it inflicts 4 additional points of Each attack is hindered.
damage. s Improved Success: When you roll a 17 or
s Increased Effects: You treat rolls of higher on an attack roll that deals damage,
natural 19 as rolls of natural 20 for either you deal 1 additional point of damage. For
Might actions or Speed actions (your instance, if you roll a natural 18, which
choice when you gain this ability). This normally deals 2 extra points of damage,
allows you to gain a major effect on a you instead deal 3 extra points. If you roll Major effect, page 160
natural 19 or 20. a natural 20 and choose to deal damage
s Momentum: If you use an action to move, instead of achieve a special major effect,
your next attack made using a melee you deal 5 extra points of damage.
weapon before the end of the next round r Jump Attack (5 Might points): You attempt
inflicts 2 additional points of damage. a difficulty 4 Might roll to jump high into
r Pry Open (4 Intellect points): You tear the air as part of your melee attack action.
apart the defenses of a creature within If you succeed at the jump and your attack

53
hits, you inflict 3 additional points of and sudden attack, you strike a foe in a
damage and knock the foe prone. If you vital spot. If the target is level 4 or lower, it
fail at the jump, you still make your normal is killed outright. For each additional level
attack roll, but you don’t inflict the extra of Effort you apply, you can increase the
damage or knock down the opponent if you level of the target by 1.
hit. In addition to the normal options for r Spin Attack (5+ Speed points): You stand
using Effort, you can choose to use Effort still and make attacks against up to five
to enhance your jump; each level of Effort foes, all as part of the same action in one
used in this way adds +2 feet to the height round. All of the attacks have to be the
and +1 damage to the attack. same sort of attack (melee or ranged).
s Mastery in Armor: The cost reduction from Make a separate attack roll for each foe.
Practiced in Armor, your Practiced in Armor ability improves. You remain limited by the amount of Effort
page 51 You now reduce the Speed Effort cost for you can apply on one action. Anything that
wearing armor to 0. modifies your attack or damage applies
s Master With Attacks: Choose one type to all of these attacks. In addition to
of attack in which you are trained: light the normal options for using Effort, you
bashing, light bladed, light ranged, can choose to use Effort to increase the
medium bashing, medium bladed, number of foes you can attack with this
medium ranged, heavy bashing, heavy ability (one additional foe per level of
bladed, or heavy ranged. You are Effort used in this way).
specialized in attacks using that type r Weapon and Body (5 Speed points): After
of weapon. (If you aren’t trained in an making a melee weapon or ranged weapon
Skill With Attacks, page 51 attack, select Skill With Attacks to become attack, you follow up with a punch or kick
trained in that attack.) as an additional attack, all as part of the
s Mastery With Defense: Choose one type same action in one round. The two attacks
of defense task in which you are trained: can be directed at different foes. Make a
Might, Speed, Intellect, or Mana. You are separate attack roll for each attack. You
specialized in defense tasks of that type. remain limited by the amount of Effort
You can select this ability up to four times. you can apply on one action. Anything that
Each time you select it, you must choose a modifies your attack or damage applies to
different type of defense task. both attacks, unless it is tied specifically to
s Parry (5 Speed points): You can deflect your weapon.
incoming attacks quickly. When you activate
this ability, for the next ten rounds you ease
all Speed defense rolls.

SIXTH-TIER FIGHTER
♦ Choose two of the abilities listed below (or
from a lower tier) to add to your repertoire.
In addition, you can replace one of your
lower-tier abilities with a different one from
a lower tier.
s Again and Again (8 Speed points): You
can take an additional action in a round in
which you have already acted.
s Finishing Blow (5 Might points): If your foe
is prone, stunned, or somehow helpless
or incapacitated when you strike, you
inflict 7 additional points of damage on a
successful hit.
s Magnificent Moment: If you make
an attack or attempt a task with the
Seize the Moment, page 52 immediate action you gain by using Seize
the Moment, the attack or task is eased.
r Murderer (3 Might points): With a swift

54
CHARACTER
3 TYPE

CHANNELER ♦ Genius: You have an Intellect Edge of 1, a


You master magical abilities outside the Might Edge of 0, a Speed Edge of 0, and a
experience, understanding, and conception of Mana Edge of 1.
others. You might choose to focus your magic on ♦ Expert Cypher Use: You can bear three cyphers
the mind, fire, force, winter, or some principle, at a time.
or you might generalize. However you decide ♦ Spellthreads: Choose two spellthreads. You See Chapter 9: Magic for
to develop your magic, that choice informs the know and can cast all the spells in those more information on spells
course of your awakening insight, whether you Threads. and how to cast them
become a powerful archmage, an enchanter who ♦ Starting Equipment: Appropriate clothing
sees through mirrors or a cruel necromancer who and one light weapon of your choice, plus Channeler abilities require
raises terrible undead armies in the name of gods. 1d20 x 10 gp. Before selecting your weapon, at least one free hand unless
Individual Role: Channelers are usually armor, and other gear, you might want to the GM says otherwise.
thoughtful, intelligent types. They often think wait until after you’ve chosen your abilities,
carefully before acting and rely heavily on their descriptors, and focus. Your GM may
magical abilities. provide you with three starting cyphers and Your character’s starting
Group Role: Channelers are not powerful in an artifact. equipment is as important
straightforward combat, although they often ♦ Attune to Magic: You need to select a source as his starting skills. Learn
more about what you
wield abilities that provide excellent combat for your arcane powers. This could be a
carry and how it’s used in
support, both offensively and defensively. They Focus or a Concoction. The Focus is usually Chapter 7: Equipment.
sometimes possess abilities that facilitate a mage staff. A Concoction is a mixture of
overcoming challenges. For example, if the strange odds and ends material components
group must get through a locked door, a
Channeler might be able to destroy it or teleport
everyone to the other side.
Societal Role: Because a Channeler’s abilities
are strictly connected with the magical energies
of Serran, their role in the society could vary
from preservers of the land to destroyers.
Channelers live in every community, giving
their help to heal, predict the future or protect
people from harsh weather or incoming perils.
Channelers could also be seated in powerful
positions, as their knowledge of the world itself
and the energies they can use, make them good
or feared counselors and governors.
Advanced Channelers: Even at low tiers, a
Channeler’s powers are impressive. Higher-tier
Channelers can accomplish amazing deeds that
reshape matter and the environment around them.

CHANNELER STAT POOLS


Stat Pool Starting Value
Might 7
Speed 8
Intellect 9
Mana 10

You get 6 additional points to divide


among your stat Pools.

FIRST-TIER CHANNELER

First-tier Channelers have the following abilities:


♦ Effort: Your Effort is 1.

55
CHANNELER BACKGROUND CONNECTION
Your type helps determine the connection you have to the setting. Roll a d20 or choose from the
following list to determine a specific fact about your background that provides a connection to the rest
of the world. You can also create your own fact.
d20 Background
1 You served as an apprentice for a Channeler respected and feared by many people. Now you
bear their mark.
2 You studied in a school infamous for its dark, brooding instructors and graduates.
3 You learned your abilities in the temple of an obscure god. Its priests and worshippers,
although small in number, respect and admire your talents and potential.
4 While traveling alone, you saved the life of a powerful person. They remain indebted to you.
5 Your mother was a powerful Channeler while she lived, helpful to many locals. They look upon
you kindly, but they also expect much from you.
6 You owe money to a number of people and don’t have the funds to pay your debts.
7 You failed disgracefully at your initial studies with your teacher and now proceed on your own.
8 You learned your skills faster than your teachers had ever seen before. The powers that be took
notice and are paying close attention.
9 You killed a well-known criminal in self-defense, earning the respect of many and the enmity
of a dangerous few.
10 You trained as a Fighter, but your Channeler predilections eventually led you down a different
path. Your former comrades don’t understand you, but they respect you.
11 While studying to be a Channeler, you worked as an assistant for a bank, making friends with
the owner and the clientele.
12 Your family owns a large vineyard nearby known to all for its fine wine and fair business
dealings.
13 You trained for a time with a group of influential Channelers, and they still look upon you with
fondness.
14 You worked the gardens in the palace of an influential noble or person of wealth. They wouldn’t
remember you, but you made friends with their young daughter.
15 An experiment you conducted in the past went horribly awry. The locals remember you as a
dangerous and foolhardy individual.
16 You hail from a distant place where you were well known and regarded, but people here treat
you with suspicion.
17 People you meet seem put off by the strange birthmark on your face.
18 Your best friend is also a Channeler. You and your friend share discoveries and secrets readily.
19 You know a local merchant very well. Since you give them so much business, they offer you
discounts and special treatment.
20 You belong to a secretive social club that gathers monthly to drink and talk.
GMs are always free to pre-select
a type’s special abilities at a given in a pouch (or “witchbag”). If you do not ♦ Choose two of the abilities listed below. You
tier to reinforce the character have your Concoction with you, you can can’t choose the same ability more than once
concept. The GM might have just
attempt to use items around you to produce unless its description says otherwise.
said that all magisters start with
makeshift material components, assuming r Hedge Magic (1 Intellect or Mana point):
Magic Training as one of their
tier 1 abilities. This doesn’t make you can convince the GM the material is You can perform small tricks: temporarily
the character any less powerful appropriate. change the color or basic appearance of a
or special, but it says something ♦ Weapons: You can use light weapons without small object, cause small objects to float
about her role in the world and penalty. You have an inability with medium through the air, clean a small area, mend a
expectations in the game.
weapons and heavy weapons; your attacks broken object, prepare (but not create) food,
with medium and heavy weapons are and so on. You can’t use Hedge Magic to
hindered. harm another creature or object.

56
CHARACTER
3 TYPE

s Magic Training: You are trained in the basics CHANNELER PLAYER


of magic (including the operation of magic INTRUSIONS
artifacts and cyphers) and can attempt to When playing a Channeler, you can spend
understand and identify its properties. 1 XP to use one of the following player
r Onslaught (1 Mana point): You attack a foe intrusions, provided the situation is Player intrusions, page 19
using energies that assail either their physical appropriate and the GM agrees.
form or their mind. In either case, you must Advantageous Malfunction: A device
be able to see your target. If the attack is being used against you malfunctions. It
physical, you emit a short-range ray of force might harm the user or one of their allies
that inflicts 4 points of damage. If the attack for a round, or activate a dramatic and
is psychic, you blast the thought processes distracting side effect for a few rounds.
of another creature within short range. Convenient Idea: A flash of insight
This mindslice inflicts 2 points of Intellect provides you with a clear answer or
damage (ignores Armor). Some creatures suggests a course of action with regard to
without minds (such as constructs) might an urgent question, problem, or obstacle
be immune to your mindslice. you’re facing.
s Ward: (1 Mana point) You create a shield Inexplicably Unbroken: An inactive, Cautious channelers rely on
of energy around you for 10 minutes. You ruined, or presumed-destroyed device Ward. Depending on what
gain +1 to Armor. Spending 1 additional temporarily activates and performs a useful you work out with your GM,
the energy shield might be
mana point you can increase the duration by function relevant to the situation. This is
completely invisible, visible
another 5 minutes. enough to buy you some time for a better only when you are attacked,
solution, alleviate a complication that was always visible as a faint glimmer
SECOND-TIER CHANNELER interfering with your abilities, or just get surrounding you, and so on.
♦ Choose two of the abilities listed below (or you one more use out of a depleted cypher
from a lower tier) to add to your repertoire. In or artifact.
addition, you can replace one of your lower-tier
abilities with a different one from a lower tier.
s Adroit Cypher Use: You can bear four cyphers s Spellthread: Choose one Spellthread from
at a time. the list. You know and can cast all the spells
s Stored Spell: Choose a spell you have access in that Thread.
to of level 1 or 2. You can store it in your focus s Shatter (2+ Mana points): You can add
or have a special preparation ready at will to the Shatter effect when you activate your
cast it without using mana points. You can Onslaught ability. Choose an object held
change the spell stored but you need one by or in the possession of the target of your
day to make it. You can use the spell stored Onslaught. You interrupt the fundamental
once a day. Once cast, it will be ready again force holding normal matter together for
after you rest for 8 hours. a moment, causing its detonation. The
s Targeting Eye: You are trained in any physical object must be a small, mundane item
ranged attack that is a character ability or composed of homogeneous matter (such
comes from a device. For example, you are as a clay cup, an iron ingot, a stone, and
trained when using an Onslaught force so on). The object explodes dealing 1
blast because it’s a physical attack, but additional point of damage to the target.
not when using an Onslaught mindslice You can also target an object. In this
because it’s a mental attack. case, the object explodes in an immediate
s Adaptation: You remain at a comfortable radius, dealing 2 points of damage to all
temperature; never need to worry about creatures and objects in the area. For every
dangerous mists, diseases, or gases; and additional mana point spent you deal 1
can always breathe in any environment. more point of damage. You cannot add
more than one effect to your Onslaught
THIRD-TIER CHANNELER ability.
♦ Choose two of the abilities listed below (or s Push (2+ Mana points): You can add
from a lower tier) to add to your repertoire. the Push effect when you activate your
In addition, you can replace one of your Onslaught ability. You push the target of
lower-tier abilities with a different one from your Onslaught an immediate distance in
a lower tier. any direction you wish. The target must be

57
your size or smaller, must not be affixed to as an effect created by a character ability)
anything, and must be within short range. within immediate range. Alternatively, you
The push is quick, and the force is too crude can use this as a defense action to cancel
to be manipulated. For every 2 mana points any incoming ability targeted at you, or
spent you can push the target another you can cancel any device or the effect of
immediate distance from the previous one. any device for 1d6 rounds. You must touch
You cannot add more than one effect to your the effect or device to cancel it.
Onslaught ability. q Energy Protection (3+ Intellect or Mana
r Resonance Field (2 Mana points): You can points): Choose a discrete type of energy
add the Resonance Field effect on your active that you have experience with (such as
Ward ability. Faint lines in a color you choose heat, sonic, electricity, and so on). You
form a tracery over your entire body and emit gain +10 to Armor against damage from
faint light. The effect lasts for the duration of that type of energy for ten minutes.
Ward. Whenever a creature within immediate Alternatively, you gain +1 to Armor against
range makes an attack against you, the damage from that energy for 24 hours. You
pattern energizes to block the attack. You can must be familiar with the type of energy;
make an Intellect or a Mana defense roll in for example, if you have no experience with
place of the defense roll you would normally a certain kind of extradimensional energy,
make. If you do so and you get a minor effect, you can’t protect against it. In addition to
the creature attacking you takes 1 point of the normal options for using Effort, you
Minor effects, page 159 damage. If you get a major effect, the creature can choose to use Effort to protect more
Major effects, page 160 attacking you takes 4 points of damage. You targets; each level of Effort used in this
cannot add more than one effect to your way affects up to two additional targets.
Ward ability. You must touch additional targets to
r Force Field (2 Mana points): You can add the protect them.
Force Field effect on your active Ward ability.
You can extend your Ward to another target FIFTH-TIER CHANNELER
while you continue to benefit from its effects. ♦ Choose two of the abilities listed below (or
You create an invisible energy barrier around from a lower tier) to add to your repertoire.
a creature or object you choose within short In addition, you can replace one of your
range. The force field moves with the creature lower-tier abilities with a different one from
or object and lasts for the current duration of a lower tier.
your Ward. The target has +1 to Armor until q Aid Spellcasting: You can help another ally
the effect ends. You cannot add more than to cast a spell or use another ability with a
one effect to your Ward ability. mana point cost. You can transfer a number
of mana points equal to your tier per round.
FOURTH-TIER CHANNELER s Spellthread: Choose one Spellthread from
♦ Choose two of the abilities listed below (or the list. You know and can cast all the spells
from a lower tier) to add to your repertoire. in that Thread.
In addition, you can replace one of your q Mind Control (4 Mana points): You
lower-tier abilities with a different one from can add the Mind Control effect when
a lower tier. you activate your Onslaught ability. You
Stored Spell: If you need it, you s Stored Spell: Choose a spell you have access control the actions of another creature
can choose to store the same spell, to of level 1-4. You can store it in your focus you hit. This effect lasts for one minute.
so you can use it twice a day. or have a special preparation ready at will to The target must be level 2 or lower.
cast it without using mana points. You can Once you have established control, you
change the spell stored but you need one maintain mental contact with the target
day to make it. The spell is in addition to the and sense what it senses. You can allow
previous Stored Spell. You can use the spell it to act freely or override its control on a
stored once a day. Once cast, it will be ready case-by-case basis. Spending 2 additional
again after you rest for 8 hours. mana points you can choose to increase the
s Master Cypher Use: You can bear five maximum level of the target or increase the
cyphers at a time. duration by one minute . When the duration
r Countermeasures (4 Mana points): You ends, the creature doesn’t remember being
immediately end one ongoing effect (such controlled or anything it did while under

58
CHARACTER
3 TYPE

your command. You cannot add more than you touch an artifact, roll for its depletion.
one effect to your Onslaught ability. If you touch another kind of device
s Death Strike (4+ Mana points): You can powered by magic or other energies, the
add the Push effect when you activate GM determines whether its power is fully
your Onslaught ability. Your attack is drained. In any case, you absorb energy
the utterance of a magic word so terrible from the object touched and regain 1d10
that it snuffs the life from a living target. mana points. If this would give you more
The target must be level 1. Spending 2 mana than your Pool’s maximum, you can
more mana points you can increase the use extra points to regain Intellect Points
maximum level of the target by 1. Thus, lost. If this would give you more mana
to kill a level 5 target you must spend 12 than your Intellect Pool’s maximum,
additional mana points. extra points are lost and you must make
q Matter Cloud (4 Mana points): You a Might defense roll. The difficulty of the
can add the Matter Cloud effect on your roll is equal to the number of points over
active Ward ability. Pebbles, dirt, sand, your maximum you absorbed. If you fail
and debris rise into the air around you to the roll, you take 5 points of damage and
form a swirling cloud. The cloud extends are unable to act for one round. You can
out to immediate range, moves with you, use this ability as a defense action when
and lasts for the duration of Ward. When you’re the target of an incoming ability.
it ends, all the materials fall to the ground Doing so cancels the incoming ability,
around you. The cloud makes it harder for and you absorb the energy as if it were a
other creatures to attack you, giving you an device.
asset on Speed defense rolls. In addition, s Stored Spell: Choose a spell you have Stored Spell: If you need it, you
while the cloud is around you, you can access to of level 1-6. You can store it in can choose to store the same spell,
use an action to whip the material so that your focus or have a special preparation so you can use it twice a day.
it abrades everything within immediate ready at will to cast it without using mana
range, dealing 1 point of damage to each points. You can change the spell stored but
creature and object in the area. you need one day to make it. The spell is
q Mislead (2 Mana points): You can add the in addition to the previous Stored Spells.
Mislead effect on your active Ward ability. Once cast, it will be ready again after you
Others shift their gaze upon your barrier, rest for 8 hours.
and don’t perceive your presence for the s Sanctum (8 Mana points): You can select a
duration of Ward. You are specialized in secret place as your sanctum. You can use
stealth and Speed defense tasks. This effect a special readied spell to teleport to this
ends if you do something to reveal your sanctum at any distance in the material
presence or position—attacking, using an world. The sanctum is an area with a radius
ability, moving a large object, and so on. If of no more than a short distance. All tasks
this occurs, you can regain the remaining there are eased by three steps. You gain an
mislead effect by taking an action to hide additional one-action recovery. A special
again your position. If you have another mirror inside the room gives you the chance
ability or spell that also confers invisibility to return to location where you were before.
or a similar mislead effect, using either one You can regain the use of the spell, only after
allows you to remain invisible for twice as you leave your sanctum and rest for at least
long as the duration specified. Action to 8 hours.
initiate or reinitiate q Usurp Cypher (8 Mana points): Choose
one cypher that you carry. The cypher must
SIXTH-TIER CHANNELER have an effect that is not instantaneous.
♦ Choose two of the abilities listed below (or You destroy the cypher and gain its power,
from a lower tier) to add to your repertoire. which functions for you continuously.
In addition, you can replace one of your You can choose a cypher when you gain
lower-tier abilities with a different one from this ability, or you can wait and make the
a lower tier. choice later. However, once you usurp a
r Absorb Energy (7 Mana points): You touch cypher’s power, you cannot later switch
an object and absorb its energy. If you to a different cypher—the usurping ability
touch a cypher, you render it useless. If works only once.

59
EMISSARY EMISSARY STAT POOLS
You’re good with words and good with people. Stat Pool Starting Value
You talk your way past challenges and out of
Might 8
jams, and you get people to do what you want.
Individual Role: Emissaries are smart and Speed 9
charismatic. They like people and, more important, Intellect 11
they understand them. This helps Emissaries get Mana 4
others to do what needs to be done.
Group Role: The Emissary is often the face You get 6 additional points to divide among
of the group, serving as the person who speaks your stat Pools however you wish.
for all and negotiates with others. Combat and
action are not an Emissary’s strong suits, so FIRST-TIER EMISSARY
other characters sometimes have to defend the First-tier emissaries have the following abilities:
Emissary in times of danger. ♦ Effort: Your Effort is 1.
Societal Role: Emissaries are frequently ♦ Genius: You have an Intellect Edge of 1, a
political or religious leaders. Just as often, Might Edge of 0, a Speed Edge of 0, and a
however, they are con artists or criminals. Mana Edge of 1.
Your character’s starting Advanced Emissaries: Higher-tier Emissaries ♦ Cypher Use: You can bear two cyphers at a time.
equipment is as important use their abilities to control and manipulate ♦ Weapons: You can use light weapons without
as his starting skills. Learn people as well as aid and nurture their friends. penalty. You have an inability with medium
more about what you
They can talk their way out of danger and even and heavy weapons; your attacks with
carry and how it’s used in
Chapter 7: Equipment. use their words as weapons. medium and heavy weapons are hindered.
♦ Starting Equipment: Appropriate clothing
and light weapon of your choice, plus
1d20 x 10 gp. Before selecting your weapon,
armor, and other gear, you might want to
wait until after you’ve chosen your abilities,
descriptors, and focus. Your GM may provide
you with two starting cyphers and an artifact.

♦ Choose four of the abilities listed below. You


can’t choose the same ability more than once
unless its description says otherwise.
q Anecdote (2 Intellect points): You can lift
the spirits of a group of creatures and help
them bond together by entertaining them
with an uplifting or pointed anecdote. For
the next hour, those who pay attention to
your story are trained in a task you choose
that’s related to the anecdote, as long as
it’s not an attack or defense task. Action to
initiate, one minute to complete.
s Babel: After hearing a language
spoken for a few minutes, you can speak
it and make yourself understood. If you
continue to use the language to interact
with native speakers, your skills improve
rapidly, to the point where you might be
mistaken for a native speaker after just a few
hours of speaking the new language.
s Connection With an Organization: You have
a general connection with an important
organization, the aristocracy of a region, a
merchant guild, and so on. Tasks related to
interacting with members of that group gain

60
CHARACTER
3 TYPE

an asset. Further, you can use this connection EMISSARY PLAYER


to learn about events related to that INTRUSIONS
organization’s focus. You and the GM should When playing an Emissary, you can spend
work out the details together. You can choose 1 XP to use one of the following player
this ability more than once and choose a intrusions, provided the situation is Player intrusions, page 19
new organization each time. appropriate and the GM agrees.
q Demeanor of Command (2 Intellect points): Friendly NPC: An NPC you don’t know,
You project confidence, knowledge, and someone you don’t know that well, or
charisma to all who see you for the next hour. someone you know but who hasn’t been
Your demeanor is such that those who see particularly friendly in the past chooses
you automatically understand that you are to help you, though doesn’t necessarily
someone important, accomplished, and with explain why. Maybe they’ll ask you for a
authority. When you speak, strangers who are favor in return afterward, depending on
not already attacking give you at least a round how much trouble they go to.
to have your say. If speaking to a group that Perfect Suggestion: A follower or other
can understand you, you can attempt to have already-friendly NPC suggests a course of
them produce their leader or ask that they action with regard to an urgent question,
take you to their leader. You gain a free level of problem, or obstacle you’re facing. Free level of Effort, page 158
Effort that can be applied to one persuasion Unexpected Gift: An NPC hands you a
task you attempt during this period. physical gift you were not expecting, one
r Encouragement (1 Intellect point): While you that helps put the situation at ease if things
maintain this ability through ongoing inspiring seem strained, or provides you with a new
oration, your allies within short range ease insight for understanding the context of the
one of the following task types (your choice): situation if there’s something you’re failing
defense tasks, attack tasks, or tasks related to to understand or grasp.
any skill that you are trained or specialized in.
r Enthrall (1 Intellect point): While talking, you
grab and keep another creature’s attention, r Spin Identity (2+ Intellect points): You
even if the creature can’t understand you. convince all intelligent creatures who can
For as long as you do nothing but speak see, hear, and understand you that you are
(you can’t even move), the other creature someone or something other than who you
takes no actions other than to defend itself, actually are. You don’t impersonate a specific
even over multiple rounds. If the creature is individual known to the victim. Instead, you
attacked, the effect ends. convince the victim that you are someone they
r Fast Talk (1 Intellect point): When speaking do not know belonging to a certain category
with an intelligent creature who can of people. “We’re from the government.” “I’m
understand you and isn’t hostile, you just a simple farmer from the next town over.”
convince that creature to take one reasonable “Your commander sent me.” A disguise isn’t
action in the next round. A reasonable action necessary, but a good disguise will almost
must be agreed upon by the GM; it should certainly be an asset to the roll involved. If you
not put the creature or its allies in obvious attempt to convince more than one creature,
danger or be wildly out of character. the Intellect cost increases by 1 point per
q Inspire Aggression (2 Intellect points): Your additional victim. Fooled creatures remain so
words twist the mind of a character within for up to an hour, unless your actions or other
short range who is able to understand you, circumstances reveal your true identity earlier.
unlocking their more primitive instincts. As r Understanding (1 Intellect point): You
a result, they gain an asset on their Might- observe or study a creature or object. Your
based attack rolls for one minute. next interaction with that creature or object
s Interaction Skills: You gain competence gains one asset.
in the Interaction skill group. Choose two
skills in the group: now you are trained SECOND-TIER EMISSARY
in those skills. You can select this ability ♦ Choose two of the abilities described below (or
multiple times. Each time you select it, from a lower tier) to add to your repertoire. In
you must choose two different skills in the addition, you can replace one of your lower-tier
Interaction group. abilities with a different one from a lower tier.

61
EMISSARY BACKGROUND CONNECTION
Your type helps determine the connection you have to the setting. Roll a d20 or choose from the
following list to determine a specific fact about your background that provides a connection to the rest
of the world. You can also create your own fact.
d20 Background
1 You were in the military and had command over several others who still serve.
2 You were the head of a wealthy merchant family that lost everything in a disaster.
3 You were inducted into a secret society that claims to hold and protect esoteric knowledge
opposing the forces of evil.
4 Your first love is involved in the ruling council of the community where you spent much of
your youth.
5 You have no memory of anything that happened to you before the age of 18.
6 Your grandparents raised you on a farm far from bustling urban centers. You like to think the
instruction they gave you prepared you for anything.
7 As an orphan, you had a difficult childhood, and your entry into adulthood was challenging.
8 You grew up in a large, thriving city and still have many friends and contacts back there.
9 You served as an envoy for a powerful and influential person in the past, and they still look
upon you with favor.
10 You have an annoying rival who always seems to get in your way or foil your plans.
11 You’ve worked yourself into the position of spokesperson for an organization or company of
some importance.
12 Your neighbors were murdered, and the mystery remains unsolved.
13 You have traveled extensively, and during that time you accumulated quite a collection of
strange souvenirs.
14 Your childhood sweetheart ended up with your best friend (now your ex-best friend).
15 You are part of a maligned minority, but you work to bring the injustice of your status to public
attention.
16 You headed a small church, and though you left to pursue your own strange journey, the
congregation still tries to lure you back to the pulpit.
17 You once ran a con that cheated important people out of money, and they want revenge.
18 As a political refugee, you are often treated with suspicion.
19 You are in a close romantic relationship with someone in local politics.
20 Someone out there tries to pose as you, using your identity, often for nefarious ends. You’ve
never met the culprit, but you’d certainly like to.

r Calm Stranger (2+ Intellect points): You can You choose which targets are affected. Affected
cause one intelligent creature to remain targets’ actions are hindered for one round.
calm as you speak. The creature doesn’t q Gather Information (2 Intellect points):
need to speak your language, but it must When in a group of people (a caravan, a
be able to see you. It remains calm as long palace, a village, a city, etc.) you can ask
as you focus all your attention on it and it around about any topic you choose and come
is not attacked or otherwise threatened. In away with useful information. You can ask a
addition to the normal options for using specific question, or you can simply obtain
Effort, you can choose to use Effort to calm general facts. You also get a good idea of the
additional creatures allied with your initial general layout of the location involved, note
target, one additional creature per level of the presence of all major sites, and perhaps
Effort applied. even notice obscure details. For example, not
s Disincentivize (1 Intellect point): You hinder all only do you find out if anyone in the palace
actions attempted by any number of targets has seen the missing boy, but you also get a
within short range who can understand you. working knowledge of the layout of the palace

62
CHARACTER
3 TYPE

itself, note all the entrances and which are the first attack you make on that target is
used more often than others, and take notice eased by two steps. Once you use Unexpected
that everyone seems to avoid the well in the Betrayal on a target, using your abilities or
eastern courtyard for some reason. Action to attempting simple persuasion on that target
initiate, about an hour to complete. is permanently hindered by two steps.
r Impart Ideal (3 Intellect points): After
interacting for at least one minute with THIRD-TIER EMISSARY
a creature who can hear and understand ♦ Choose three of the abilities described
you, you can attempt to temporarily impart below (or from a lower tier) to add to your
an ideal to it that you could not otherwise repertoire. In addition, you can replace one
convince it to adopt. An ideal is different of your lower-tier abilities with a different one
than a specific suggestion or command; an from a lower tier.
ideal is an overarching value such as “All life q Accelerate (4+ Intellect points): Your
is sacred,” “My political party is the best,” words imbue the spirit of a character within
“Children should be seen, not heard,” and so immediate range who is able to understand
on. An ideal influences a creature’s behavior you, accelerating them so they gain an asset
but doesn’t control it. The imparted ideal lasts on initiative tasks and Speed defense rolls
as long as befits the situation, but usually at for ten minutes. In addition to the normal
least a few hours. The ideal is jeopardized if options for using Effort, you can choose
someone friendly to the creature spends a to use Effort to affect more targets; each
minute or more bringing it back to its senses. level of Effort affects one additional target.
s Inspiring Ease: Through stories, songs, art, You must speak to additional targets to
or other forms of entertainment, you inspire accelerate them, one target per round.
your friends. After spending 24 hours with Action per target to initiate.
you, once per day each of your friends can s Basic Follower: You gain a level 2 follower. One Followers, page 181
ease a task. This benefit is ongoing while of their modifications must be persuasion.
you remain in the friend’s company. It ends You can take this ability multiple times, each
if you leave, but it resumes if you return to time gaining another level 2 follower.
the friend’s company within 24 hours. If you q Blend In (4 Intellect points): When you
leave the friend’s company for more than 24 blend in, creatures still see you, but they
hours, you must spend another 24 hours attach no importance to your presence for
together to reactivate the benefit. about a minute. While blending in, you are
s Interaction Skills: You are trained in two specialized in stealth and Speed defense
skills in which you are not already trained. tasks. This effect ends if you do something to
Choose two skills from the Interaction group reveal your presence or position—attacking,
skill. You can select this ability multiple using an ability, moving a large object, and
times. Each time you select it, you must so on. If this occurs, you can regain the
choose two different skills. remaining period of effect by taking an action
s Practiced in Armor: You can wear armor to focus on seeming innocuous and as if you
for long periods of time without tiring and belong. Action to initiate or reinitiate.
can compensate for slowed reactions from s Discerning Mind: You have +3 Armor against
wearing armor. You reduce the Speed cost damaging attacks and damaging effects that An Emissary with Discerning
for wearing armor by 1. You start the game target your mind and Intellect. Defense rolls Mind has practiced swaying
with a type of armor of your choice. you make against attacks that attempt to the minds of others so much
that she’s gained a measure
s Practiced With Medium Weapons: You can confuse, persuade, frighten, or otherwise
of protection against others
use light and medium weapons without influence you are eased. attempting the same on her.
penalty. If you wield a heavy weapon, attacks s Expert Cypher Use: You can bear three
with it are hindered. cyphers at a time.
s Skill With Defense: Choose one type of r Feint (2 Speed points): If you use one action
defense task in which you are not already creating a misdirection or diversion, in the
trained: Might, Speed, Intellect, or Mana. next round you can take advantage of your
You are trained in defense tasks of that type. opponent’s lowered defenses. Make a melee
s Unexpected Betrayal: Within a round or two attack roll against that opponent. You gain an Enthrall, page 61
of successfully using Enthrall, Fast Talk, or a asset on this attack. If your attack is successful,
similar ability on a target within short range, it inflicts 4 additional points of damage. Fast Talk, page 61

63
r Grand Deception (3 Intellect points): You spew a stream of nonsense to distract a foe
convince an intelligent creature that can within immediate range. On a successful
understand you and isn’t hostile of something Intellect roll, your defense roll against the
that is wildly and obviously untrue. creature’s next attack before the end of the
s Informer: You gain an informer within an next round is eased.
allied community. They act as your secret s Heightened Skills: You are trained in two
(or known) informer. If something of note tasks of your choosing (other than attacks or
happens in your informer’s location, they defense). If you choose a task you’re already
will use whatever means they have available trained in, you instead become specialized
to tell you what’s happened. in that task. You can’t choose a task you’re
s Lead by Inquiry: You keep your allies on their already specialized in.
toes with occasional questions, jokes, and q Infer Thoughts (4 Intellect points): If you
even mock drills for those who care to join interact with or study a target for at least a
in. After spending 24 hours with you, your round, you can attempt to read its surface
allies are treated as if trained in tasks related thoughts, even if the subject doesn’t want
to perception. This benefit is ongoing while you to. You must be able to see the target.
you remain in your allies’ company. It ends if Once you have gained a sense of what it’s
you leave, but it resumes if you return to the thinking—through its body language, its
allies’ company within 24 hours. If you leave speech, and what it does and doesn’t say—
the allies’ company for more than 24 hours, you can continue to infer the target’s surface
you must spend another 24 hours together thoughts for up to one minute as long as
to reactivate the benefit. you can still see and hear the target. Action
r Oratory (4 Intellect points): When speaking to prepare; action to initiate.
with a group of intelligent creatures that r Read the Signs (4 Intellect points): You
can understand you and aren’t hostile, examine an area and learn precise, useful
you convince them to take one reasonable details about the past (if any exist). You can
action in the next round. A reasonable action ask the GM up to four questions about the
should not put the creatures or their allies in immediate area; each requires its own roll.
obvious danger or be wildly out of character. s Spur Effort (5 Intellect points): You select an
q Perfect Stranger (3 Intellect points): You ally within immediate range. If that character
alter your posture and way of speaking applies Effort to a task on their next turn, they
and make a small but real alteration to an can apply a free level of Effort on that task.
outfit (such as putting on or taking off a q Strategize (6 Intellect points): Having an
hat, reversing a cloak, and so on). For the action plan in place before facing a challenge
next hour (or as long as you keep up the improves the odds of success, even if that
alteration), even creatures that know you plan is eventually changed or discarded once
well don’t recognize you. All tasks related to it’s put into play. If you and your allies spend
hiding your true identity during this period at least ten minutes going over a plan of
gain one free level of Effort. action, all of you gain one free level of Effort
s Quick Wits: When performing a task that that can be applied to one task you attempt
would normally require spending points during the execution of that plan within the
from your Intellect Pool, you can spend next 24 hours. The plan of action must be
points from your Speed Pool instead. something concrete and executable in order
to gain this benefit. Action to initiate, ten
FOURTH-TIER EMISSARY minutes to complete.
♦ Choose two of the abilities described q Suggestion (5+ Intellect points): You
below (or from a lower tier) to add to your suggest an action to a creature within
repertoire. In addition, you can replace one immediate range. If the action is something
of your lower-tier abilities with a different that the target might normally do anyway, it
one from a lower tier. follows your suggestion. If the suggestion
r Anticipate Attack (4 Intellect points): You is something that is outside of the target’s
can sense when and how creatures attacking nature or express duty (such as asking a
you will make their attacks. Speed defense guard to let an intruder pass), the suggestion
rolls are eased for one minute. fails. The creature must be level 2 or lower.
r Confounding Banter (4 Intellect points): You The effect of your suggestion lasts for

64
CHARACTER
3 TYPE

up to a minute. In addition to the normal the aura are hindered. The duration of the
options for using Effort, you can choose to aura is extended by one day per level of Effort
use Effort to increase the maximum level of applied. The aura is temporarily blocked
the target you can affect by 1. Thus, to affect while the object is covered or contained.
a level 5 target (three levels above the normal r Knowing the Unknown (6 Intellect points):
limit), you must apply three levels of Effort. By accessing the resources appropriate to
When the effects of the ability end, the your character, you can ask the GM one
creature remembers following the suggestion question and get a general answer. The GM
but can be persuaded to believe that it chose assigns a level to the question, so the more
to do so willingly. obscure the answer, the more difficult the
task. Generally, knowledge that you could
FIFTH-TIER EMISSARY find by looking somewhere other than your
♦ Choose three of the abilities described below (or current location is level 1, and obscure
from a lower tier) to add to your repertoire. In knowledge of the past is level 7. Gaining
addition, you can replace one of your lower-tier knowledge of the future is impossible.
abilities with a different one from a lower tier. s Skill With Attacks: Choose one type of attack
s Adroit Cypher Use: You can bear four in which you are not already trained: light
cyphers at a time. bashing, light bladed, light ranged, medium
s Discipline of Watchfulness (7 Intellect bashing, medium bladed, medium ranged,
points): You keep your allies on their toes heavy bashing, heavy bladed, or heavy
with occasional questions, jokes, and even ranged. You are trained in attacks using that
mock drills for those who care to join in. type of weapon. You can select this ability
After spending 24 hours with you, your allies multiple times. Each time you select it, you
can apply a free level of Effort to any initiative must choose a different type of attack.
tasks they attempt. This benefit is ongoing r Stimulate (6 Intellect points): Your words
while you remain in the allies’ company. It encourage a target you touch who can
ends if you leave, but it resumes if you return understand you. The next action it takes is
to the allies’ company within 24 hours. If you eased by three steps.
leave the allies’ company for more than 24
hours, you must spend another 24 hours SIXTH-TIER EMISSARY
together to reactivate the benefit. You must ♦ Choose two of the abilities described
spend the Intellect point cost each 24 hours below (or from a lower tier) to add to your
you wish to keep the benefit active. repertoire. In addition, you can replace one
s The cost reduction from your Practiced in of your lower-tier abilities with a different Practiced in Armor, page 63
Armor ability improves. You now reduce the one from a lower tier.
Speed cost by 2. q Assume Control (6+ Intellect points): You
s Expert Follower: You gain a level 3 follower. control the actions of another creature you
They are not restricted on their modifications. have interacted with or studied for at least a
You can take this ability multiple times, round. This effect lasts for ten minutes. The
each time gaining another level 3 follower. target must be level 2 or lower. Once you have
Alternatively, you could choose to advance assumed control, the target acts as if it wants to
a level 2 follower you already have to level 3 accomplish your desire to the best of its ability,
and then gain a new level 2 follower. freely using its own best judgment unless you
r Flee (6 Intellect points): All non-allies within use an action to give it a specific instruction
short distance who can hear your dreadful, on an issue-by-issue basis. In addition to the
intimidating words flee from you at top normal options for using Effort, you can choose
speed for one minute. to use Effort to increase the maximum level of
q Foul Aura (5+ Intellect points): Your words, the target. Thus, to attempt to command a level
gestures, and touch invest an object no larger 5 target (three levels above the normal limit),
than yourself with an aura of doom, fear, and you must apply three levels of Effort. When the
doubt for one day. Creatures that can hear effect ends, the target remembers everything
and understand you feel an urge to move at that happened and reacts according to its
least a short distance away from the object. nature and your relationship to it; assuming
If a creature does not move away, all tasks, control might have soured that relationship if it
attacks, and defenses it attempts while within was previously a positive one.

65
r Battle Management (4 Intellect points): WANDERER
As long as you use your action each round Wanderers are intrepid jacks of all trades, persons
giving orders or advice, attack and defense of action and physical ability, fearlessly facing
actions taken by your allies within short the unknown, traveling to strange, exotic, and
range are eased. dangerous places, and discovering new things.
q Crowd Control (6+ Intellect points): You Although Wanderers can be academics or well
control the actions of up to five creatures in studied, they are first and foremost interested
short range. This effect lasts for one minute. in action. They face grave dangers and terrible
All targets must be level 2 or lower. Your obstacles as a routine part of life.
control is limited to simple verbal commands Individual Role: Wanderers are hunters
like “Stop,” “Run away,” “Follow that guard,” particularly treasure hunters), skalds, rogues,
“Look over there,” or “Get out of my way.” All scouts, and experts in a variety of fields, like
affected creatures respond to the command crafters, entertainers, architects, engineers,
unless you specifically command them con artists, or teachers.
otherwise. In addition to the normal options Group Role: Wanderers sometimes work
for using Effort, you can choose to use Effort alone, but far more often they operate in teams
to increase the maximum level of the targets with other characters. The Wanderer frequently
or affect an additional five people. Thus, to leads the way, blazing the trail.
control a group that has a level 4 target (two Society Role: Not all Wanderers are out
levels above the normal limit) or a group of traipsing through the wilderness or poking
fifteen people, you must apply two levels of about an old ruin. Sometimes, a Wanderer
Effort. When the Crowd Control ability ends, is a teacher, an herbalist, an executor, or a
the creatures remember your commands chronicler. In any event, a Wanderer bravely
but don’t remember being controlled—your faces new challenges and gathers knowledge
commands seemed reasonable at the to share with others and are prized members
time. of society, well respected for what they know
s Inspiring Success (6 Intellect points): and can do.
When you succeed on a roll to perform Advanced Wanderer: Higher-tier Wanderers
a task related to the stat that you choose gain more skills, some combat abilities, and a
upon selecting this ability, and you applied number of abilities that allow them to deal with
at least one level of Effort, you may choose danger. In short, they become more and more
another character within short range. That well-rounded, able to deal with any challenge.
character has an asset on the next task they
attempt using that stat on their next turn. WANDERER STAT POOLS
s Recruit Deputy: You gain a level 4 follower.
Stat Pool Starting Value
They are not restricted on their modifications.
Might 9
Alternatively, you can choose to advance a
level 3 follower you already have to level 4 Speed 10
and then gain a new level 3 follower. Intellect 9
r Word of Command (6 Intellect points Mana 6
+ level 6 cypher or 2 permanent Mana
points): You utter a word so powerful that You get 6 additional points to divide among
to fully invest it, you sacrifice a cypher in your stat Pools
your possession that is level 6 or higher
(or you can permanently spend 2 Mana
FIRST-TIER WANDERER
points). You issue the word to one creature
within long range that you can see. The First-tier Wanderers have the following abilities:
affected target must obey the command
for several hours before it is free to act as ♦ Effort: Your Effort is 1.
it wishes. Targets that are attacked while ♦ Physical Nature: You have a Might Edge of 1, a
under the effect of the command can Speed Edge of 0, an Intellect Edge of 0, and a
defend themselves. Typical commands Mana Edge of 0.
include “retreat,” “calm,” “come,” and ♦ Cypher Use: You can bear two cyphers at a
“stay.” The GM decides how the target time.
acts once a command is given. ♦ Weapons: You can use light and medium

66
CHARACTER
3 TYPE

weapons without penalty. You have an something very similar, you can apply a free Free level of Effort, page 158
inability with heavy weapons; your attacks level of Effort.
with heavy weapons are hindered. s Fleet of Foot (1+ Speed points): You can
♦ Starting Equipment: Appropriate clothing move a short distance as part of another
and light or medium weapon of your choice. action. You can move a long distance as your Your character’s starting
Before selecting your weapon, armor, and entire action for a turn. If you apply a level equipment is as important
other gear, you might want to wait until after of Effort to this ability, you can move a long as his starting skills. Learn
more about what you
you’ve chosen your abilities, descriptors, and distance and make an attack as your entire
carry and how it’s used in
focus. Your GM may provide you with two action for a turn, but the attack is hindered. Chapter 7: Equipment.
starting cyphers and an artifact. s Improved Edge: Choose one of your Edge
stats that is 0. It increases to 1.
♦ Choose four of the abilities listed below. You s Athletics Skills: You gain competence in the
can’t choose the same ability more than once Athletics skill group. Choose two skills in the
unless its description says otherwise. group: now you are trained in those skills.
s Danger Sense (1 Speed point): Your initiative You can select this ability multiple times. Initiative, page 162
task is eased. You pay the cost each time the Each time you select it, you must choose
ability is used. two different skills in the Athletics group.
q Decipher (1 Intellect point): If you spend one s No Need for Weapons: When you make an
minute examining a piece of writing or code unarmed attack (such as a punch or kick),
in a language you do not understand, you can
make an Intellect roll of difficulty 3 (or higher,
based on the complexity of the language or
code) to get the gist of the message.
s Endurance: Any duration dealing with
physical actions is either doubled or
halved, whichever is better for you. For
example, if the typical person can hold
their breath for thirty seconds, you can
hold it for one minute. If the typical
person can march for four hours without
stopping, you can do so for eight hours.
In terms of harmful effects, if a poison
paralyzes its victims for one minute,
you are paralyzed for thirty seconds.
The minimum duration is always one
round.
q Familiarize: You can familiarize
yourself with a new area if you spend
at least one hour studying a region up
to a long distance across that you are
able to directly access and move about
in. Once you’ve familiarized yourself
with an area, all your tasks related
to perception, navigation, salvaging,
defense, and moving about the area
gain an asset. Each time you familiarize
yourself with a new area, you lose focus on
a previous area unless you spend 1 XP to
retain the familiarity permanently. Action to
initiate, one hour to complete.
s Find the Way: When you apply Effort to a
navigation task because you don’t know
the way, are lost, are attempting to blaze
a new route, need to choose between two
or more otherwise similar paths to take, or

67
WANDERER BACKGROUND CONNECTION
Your type helps determine the connection you have to the setting. Roll a d20 or choose from the
following list to determine a specific fact about your background that provides a connection to the rest
of the world. You can also create your own fact.
d20 Background
1 You were a gladiator who lived in the arena for years. You’re still in great shape, but those were
the glory days, man.
2 Your brother is the leader of a cultist organization.
3 You have made a number of discoveries in your explorations, but not all opportunities to
capitalize on them have panned out yet.
4 You were a border guard, but you gave it up after encountering corruption.
5 Your parents were missionaries, so you spent much of your young life traveling to exotic places.
6 You served in the military with honor.
7 You received assistance from a secretive organization, which paid for your schooling. Now
they seem to want a lot more from you.
8 You led a popular uprising in the town where you grew up, and you won. The old leaders were
exiled.
9 Your best friend from your youth is now an influential member of the government.
10 You used to be a teacher. Your students remember you fondly.
11 You worked as a small-time criminal operative until you were caught and served some time in
jail, after which you tried to go straight.
12 Your greatest discovery to date was stolen by your arch-rival.
13 As an orphan, you had a difficult childhood, and your entry into adulthood was challenging.
14 You were kidnapped as a small child under mysterious circumstances, although you were
recovered safely. The case still has some notoriety.
15 You were taken into slavery as a child but later escaped. You still have scars and bad dreams.
16 While exploring a remote location, you saw something strange you’ve never been able to explain.
17 You were married, but your partner was stolen by transdimensional beings.
18 You ran with bandits for a short period, but you left them after thinking better of it. Now,
however, they are after you, swearing that no one leaves their group while still breathing.
19 Your sister owns a store and gives you a hefty discount.
20 One of your parents was a minor official, with access to many privileges and much information.

it counts as a medium weapon instead of a long periods of time without tiring and
light weapon. can compensate for slowed reactions from
s Wilderness Skills: You gain competence in wearing armor. You reduce the Speed cost
the Wilderness skill group. Choose two skills for wearing armor by 1. You start the game
in the group: now you are trained in those with a type of armor of your choice.
skills. You can select this ability multiple times. s Trained Without Armor: You are trained in
Each time you select it, you must choose two Speed defense tasks when not wearing armor.
different skills in the Wilderness group.
s Practiced With All Weapons: You become SECOND-TIER WANDERER
practiced with light, medium, and heavy ♦ Choose four of the abilities listed below (or
weapons and suffer no penalty when using from a lower tier) to add to your repertoire. In
any kind of weapon. addition, you can replace one of your lower-
s Surging Confidence (1 Might point): When tier abilities with a different one from a lower
you use an action to make your first recovery tier.
roll of the day, you immediately gain another s Curious: You’re always curious about your
action. surroundings, even on a subconscious
s Trained in Armor: You can wear armor for level. Whenever you use Effort to attempt

68
CHARACTER
3 TYPE

navigation, perception, or initiative tasks WANDERER PLAYER


in an area that you’ve only rarely or never INTRUSIONS
visited before, you can apply an additional When playing a Wanderer, you can spend
free level of Effort. 1 XP to use one of the following player Player intrusions, page 19
s Danger Instinct (3 Speed points): If you are intrusions, provided the situation is
attacked by surprise, whether by a creature, appropriate and the GM agrees. Surprise, page 169
a device, or simply an environmental hazard Fortuitous Malfunction: A trap or a
(a tree falling on you), you can move an dangerous device malfunctions before it
immediate distance before the attack occurs. can affect you.
If moving prevents the attack, you are safe. If Serendipitous Landmark: Just when it
the attack can still potentially affect you—if seems like the path is lost (or you are), a
the attacking creature can move to keep pace, trail marker, a landmark, or simply the way
if the attack fills an area too big to escape, etc. the terrain or corridor bends, rises, or falls
—the ability offers no benefit. away suggests to you the best path forward,
s Enable Others: You can use the helping rules at least from this point. Helping, page 174
to provide a benefit to another character Weak Strain: The poison or disease turns
attempting a physical task. Unlike the normal out not to be as debilitating or deadly as
helping rules, this doesn’t require you to use it first seemed, and inflicts only half the
your action helping the other character with damage that it would have otherwise.
the task. This requires no action on your part.
q Environmental Adaptation (2+ Intellect
points): You use your wits and some learned
tricks to survive a hostile environment. You q Eye for Detail (2 Intellect points): When
can breathe safely in smoke or poison gas or you spend five minutes or so thoroughly
survive temperature extremes for up to ten exploring an area no larger than a short
hours. In certain instances, the GM might distance in diameter, you can ask the GM
require simple materials (like a bit of cloth to one question about the area. The GM must
cover your mouth or a cloak soaked in water answer you truthfully. You cannot use this
to survive heat). more than one time per area per 24 hours.
In extreme cases, such as crushing gravity Action to initiate, five minutes to complete.
or burning lava, this ability requires mana r Foil Danger (2 Intellect points): You negate
points (MP). In these extreme environments, one source of potential danger related to
the GM might increase the cost of activating one creature or object that you are aware
this ability to equal the amount of damage of within immediate distance for one
you would sustain in a given round, round. This could be a weapon or device
split evenly between mana points and held by someone, a trap triggered by a
Intellect. For example, if you enter a hostile pressure plate, or a creature’s natural ability
environment that would normally deal 6 (something special, innate, and dangerous,
points of damage per round, avoiding that like a dragon’s fiery breath or a giant cobra’s
damage would cost 3 MP and 3 Intellect points. venom). You can also try to foil a foe‘s
You can protect other creatures in addition mundane action (such as an attack with a
to yourself, but each additional creature weapon or claw), so that the action isn‘t
costs you the same number of MP and made this round. Make your roll against the
Intellect points as it costs to protect you. level of the attack, danger, or creature.
Thus, if it costs 3 MP and 3 Intellect points q Hand to Eye (2 Speed points): This ability
to protect yourself, it costs 6 additional MP provides an asset to any tasks involving
and Intellect to protect two other people. In manual dexterity, such as pickpocketing,
extreme environments, this ability lasts for lockpicking, games involving agility, and so
about a minute. on. Each use lasts up to a minute; a new use
This ability never protects against quick, (to switch tasks) replaces the previous use.
instantaneous threats, like an attack with a s Investigative Skills: You gain competence
weapon or a sudden explosion of fire. Action in the Investigative skill group. Choose
to initiate, unless MP or specific materials two skills in the group: now you are trained
are required, in which case action to initiate, in those skills. You can select this ability
one minute to complete. multiple times. Each time you select it,

69
you must choose two different skills in the from your Trained in Armor ability improves.
Investigative group. You now reduce the Speed cost by 2.
Impaired, page 134 s Quick Recovery: Your second recovery roll s Expert Cypher Use: You can bear three
(usually requiring ten minutes) is only a cyphers at a time.
Debilitated, page 155 single action. s Ignore the Pain: You ignore the impaired
s Skill With Defense: Choose one type of condition and treat the debilitated condition
defense task in which you are not already as impaired.
trained: Might, Speed, Intellect, or Mana. s Obstacle Running (3 Speed points): For the
You are trained in defense tasks of that type. next minute, you can ignore obstacles that
q Stand Watch (2 Intellect points): While slow your movement, allowing you to travel
standing watch (mostly remaining in place for at normal speed through areas with rubble,
an extended period of time), you unfailingly fences, tables, and similar objects that you
remain awake and alert for up to eight hours. would have to climb over or move around.
During this time, you are trained in perception This movement might include sliding on a
tasks as well as stealth tasks to conceal railing, briefly running along a wall, or even
yourself from those who might approach. stepping on a creature to boost yourself over
q Trapster: You are trained in creating simple something. If an obstacle would normally
traps for human-sized or smaller targets, require a Might or Speed task to overcome,
especially many varieties of deadfalls and such as swinging on a rope, balancing on a
snares using natural objects from the rope, or jumping over a hole, you are trained
surrounding environment. When you lay a in that task.
trap, decide whether you want to hold the s Resilience: You have 1 point of Armor against
victim in place (a snare) or inflict damage any kind of physical damage, even physical
(a deadfall). Creating a snare is a difficulty damage that normally ignores Armor.
3 task, while the difficulty of creating a r Run and Fight (4 Might points): You can move
deadfall is equal to the number of points of a short distance and make a melee attack that
damage you want it to inflict. For example, if inflicts 2 additional points of damage.
you want to inflict 4 points of damage, that’s s Seize the Moment (4+ Speed points): If you
a difficulty 4 task (the training that comes succeed on a Speed defense roll to resist an
with this ability eases the task). attack, you gain an action. You can use the
On a success, you create your one- action immediately even if you have already
use trap in about one minute, and it is taken a turn in the round. You don’t take an
considered level 3 for the purposes of action during the next round, unless you
avoiding detection before it is sprung and apply a level of Effort when you use Seize
for a victim trying to struggle free (if a the Moment.
snare). If you take one additional hour and s Skill With Attacks: Choose one type of attack
use additional resources equal to 10 io, the in which you are not already trained: light
trap can instead be up to level 4, or level 5 if bashing, light bladed, light ranged, medium
you use additional resources equal to 20 io. bashing, medium bladed, medium ranged,
Action to initiate, one minute or one hour heavy bashing, heavy bladed, or heavy
to complete ranged. You are trained in attacks using that
type of weapon. You can select this ability
THIRD-TIER WANDERER multiple times. Each time you select it, you
♦ Choose three of the abilities listed below (or must choose a different type of attack.
from a lower tier) to add to your repertoire. In r Thinking Ahead (variable Intellect points):
addition, you can replace one of your lower-tier You produce a remedy that removes
abilities with a different one from a lower tier. a negative condition because you’ve
s Controlled Fall: When you fall while you are previously spent considerable time thinking
able to use actions and within reach of a ahead and preparing for your current
vertical surface, you can attempt to slow your situation. For instance, if another character
fall. Make a Speed roll with a difficulty of 1 for is poisoned, you produce an antidote,
every 20 feet (6 m) you fall. On a success, you or if they’re blinded, you produce a salve
take half damage from the fall. If you reduce that returns sight (assuming they weren’t
Trained in Armor, page 68 the difficulty to 0, you take no damage. blinded because their eyes were destroyed).
s Experienced in Armor: The cost reduction The Intellect cost for using this ability is

70
CHARACTER
3 TYPE

equal to the level of effect or creature that debilitated on the damage track, Might- A character can’t apply
caused the negative condition. based tasks and defense rolls you attempt Effort or other abilities to
s Think Your Way Out: When you wish it, are eased. If you also have Ignore the Pain, any task he accomplishes
using Tough As Nails.
you can use points from your Intellect Pool make a difficulty 1 Might defense roll when
rather than your Might Pool or Speed Pool you reach 0 points in all three of your
on any noncombat action. Pools to immediately regain 1 Might point
r Trapfinder (3+ Intellect points): You find and avoid dying. Each time you attempt
any traps (like a floor that would give way to save yourself with this ability before
beneath you) or mechanical triggers to a your next ten-hour recovery roll, the task
trap or defense system that might pose is hindered.
a threat. You can do this without setting
them off and in lieu of making a roll to find FIFTH-TIER WANDERER
them. This ability can find traps of level 4 or ♦ Choose three of the abilities listed below (or
below. In addition to the normal options for from a lower tier) to add to your repertoire.
using Effort, you can choose to use Effort to In addition, you can replace one of your
increase the level of traps that can be found lower-tier abilities with a different one from
by 2, so using two levels of Effort can find all a lower tier.
traps of level 8 or below. s Adroit Cypher Use: You can bear four
s Wrest From Chance: If you roll a natural cyphers at a time.
1 on a d20, you can reroll the die. If you s Free to Move: You ignore all movement
reroll, you avoid a GM intrusion—unless penalties and adjustments due to terrain
you roll a second 1—and might succeed on or other obstacles. You can fit through any
your task. Once you use this ability, it is not space large enough to fit your head. Tasks
available again until after you make a ten- involving breaking free of bonds, a creature’s GM intrusion, page 183
hour recovery roll. grip, or any similar impediment gain three
free levels of Effort.
FOURTH-TIER WANDERER r Group Friendship (4 Intellect points): You
♦ Choose two of the abilities listed below (or convince a sentient creature to regard you
from a lower tier) to add to your repertoire. In (and up to ten creatures that you designate
addition, you can replace one of your lower-tier within immediate distance of you) positively,
abilities with a different one from a lower tier. as they would a potential friend.
s Capable Warrior: Your attacks deal 1 s Hard to Kill: You can choose to reroll any
additional point of damage. defense task you make but never more than A character can’t apply
s Expert: Instead of rolling a d20, you can once per round. Effort or other abilities to
choose to automatically succeed on a task r Jump Attack (5+ Might points): You attempt any task he accomplishes
using the Expert ability.
you’re trained in. The task must be difficulty a difficulty 4 Might roll to jump high into the
4 or lower, and it can’t be an attack roll or a air as part of your melee attack action. If you
defense roll. succeed at the jump and your attack hits,
s Increased Effects: You treat rolls of natural you inflict 3 additional points of damage and
19 as rolls of natural 20 for either Might knock the foe prone. If you fail at the jump,
actions or Speed actions (your choice when you still make your normal attack roll, but
you gain this ability). This allows you to gain you don’t inflict the extra damage or knock
a major effect on a natural 19 or 20. down the opponent if you hit. In addition to
r Read the Signs (4 Intellect points): You the normal options for using Effort, you can
examine an area and learn precise, useful choose to use Effort to enhance your jump;
details about the past (if any exist). You can each level of Effort used in this way adds
ask the GM up to four questions about the +2 feet to the height and +1 damage to the
immediate area; each requires its own roll. attack.
s Runner: Your standard movement increases s Mastery With Defense: Choose one type
from short to long. of defense task in which you are trained:
s Subtle Steps: When you move no more than Might, Speed, Intellect, or Mana. You are
a short distance, you can move without specialized in defense tasks of that type.
making a sound, regardless of the surface You can select this ability up to three times.
you move across. Each time you select it, you must choose a Damage track, page 166
s Tough As Nails: When you are impaired or different type of defense task.

71
s Parry (5 Speed points): You can deflect of potential danger related to one creature
incoming attacks quickly. When you activate or object within immediate distance.
this ability, for the next ten rounds you ease This could be a weapon or device held by
all Speed defense rolls. someone, a creature’s natural ability, or a
s Physically Gifted: Any time you spend points trap triggered by a pressure plate.
from your Might Pool or Speed Pool on an s Share Defense: If your training in a defense
action for any reason, if you roll a 1 on the task is greater than that of an ally within
associated die, you reroll, always taking the short range, your advice and insight allow
second result (even if it’s another 1). them to substitute your training for that
r Take Command (3 Intellect points): You defense task.
issue a specific command to another r Spin Attack (5+ Speed points): You stand still
character. If that character chooses to listen, and make attacks against up to five foes, all
any attack they attempt on their next turn is as part of the same action in one round. All
eased, and a hit deals 3 additional points of of the attacks have to be the same sort of
damage. If your command is to perform a attack (melee or ranged). Make a separate
task other than an attack, the task is eased attack roll for each foe. You remain limited
Dazed, page 167 as if it benefited from a free level of Effort. by the amount of Effort you can apply on
s Vigilant (5 Might points): When affected by one action. Anything that modifies your
Stunned, page 167 an attack or effect that would daze or stun attack or damage applies to all of these
you, you are not dazed or stunned. attacks. In addition to the normal options
for using Effort, you can choose to use Effort
SIXTH-TIER WANDERER to increase the number of foes you can
♦ Choose three of the abilities listed below (or attack with this ability (one additional foe
from a lower tier) to add to your repertoire. In per level of Effort used in this way).
addition, you can replace one of your lower-tier q Wild Vitality (4 Intellect points): You attune
abilities with a different one from a lower tier. with the life force of a natural creature (your
s Again and Again (8 Speed points): You can size or bigger) within long range that you
take an additional action in a round in which can see. This is a level 2 Intellect task. If you
you have already acted. succeed, the creature is not harmed, but
r Inspire Coordinated Actions (9 Intellect through resonance with its wild vitality, you
points): If your allies can see and easily gain several benefits for up to one minute: an
understand you, you can instruct each of asset to all your Might-based tasks (including
them to take one specific action (the same attacks and defenses), +2 to your Might Edge
action for all of them). If any of them choose and Speed Edge, and 2 additional points of
to take that exact action, they can do so damage on all successful melee attacks.
as an additional action immediately. This
doesn’t interfere with them taking their
normal actions on their turns.
Trained in Armor, page 68 s Mastery in Armor: The cost reduction from
your Trained in Armor ability improves.
You now reduce the Speed Effort cost for
wearing armor to 0.
s Mastery With Attacks: Choose one
type of attack in which you are
trained: light bashing, light bladed,
light ranged, medium bashing,
medium bladed, medium
ranged, heavy bashing, heavy
bladed, or heavy ranged. You are
specialized in attacks using that
Skill With Attacks, page 70 type of weapon. (If you aren’t trained
in an attack, select Skill With Attacks to
become trained in that attack.)
r Negate Danger (7 Intellect points):
You permanently negate a source

72
CHARACTER
4 FLAVORS

CHARACT
CHARACTER FLAVORS ChapTer 4

I
n terms of play, flavors are groups of important items, and other requirements that Flavoring is not mandatory. You
special abilities the GM and players can emerge through gameplay. can always use a type as is.
use to alter a character type to make it more Unless otherwise noted, you
to their liking. For example, if a player wants to AKASHIC FLAVOR cannot choose the same ability
create a magic-using thief character, she could This flavor is for characters in roles that call twice, even if you get it from
both your type and a flavor.
play a Channeler with stealth flavoring. At a for more knowledge and more real-world
given tier, abilities from a flavor are traded one application of talent. It’s less flashy and dramatic You should never give a type
for one with standard abilities from a type. than magical powers or the ability to hack apart more than one flavoring.
So to add the Danger Sense stealth flavor multiple foes, but sometimes expertise or know-
ability to a Fighter something else—perhaps how is the real solution to a problem. Rituals and Ceremonies. Rituals
Bash—must be sacrificed. The character can A Fighter flavored with akashic might be a and ceremonies should involve
now choose Danger Sense as another first-tier military engineer. A Wanderer flavored with at least one officiant (usually
the character’s mentor) and two
Fighter ability, but can no longer choose Bash. akashic could be a field herbalist. An Emissary
or more participants per ability
The flavors available are akashic, combat, with this flavor might be a mentor. tier. The participants should be
magic, and stealth. Flavors are of two types: connected in some way to the
generic and ceremonial. FIRST-TIER AKASHIC theme of the flavor’s investiture.
Generic flavors are benefits that all ABILITIES Materials for the ritual or
characters should have access to, including s Academic Skills: You have competence in the ceremony cost 100 gp per ability
tier. The cost for participants are
Unbound characters. Academia skill group. Further, you become determined by the GM, based
The people of the Lands of the Diamond trained in two skills in the group in which you upon on their experience and
Throne value ritual and ceremony, taking pride are not already trained. You can select this level. Rituals and ceremonies for
in following tradition and respecting careful, ability multiple times. Each time you select it, 4th, 5th and 6th tier abilities have
deliberate, and meaningful rites and formal you must choose two different skills. additional requirements, such as
the presence of a particular person
customs. Some benefits provided by a flavor s Crafting Skills: You have competence in the
or item, or the consumption of a
can only be granted to a character through a Crafting skill group. Further, you become particular magic item (usually a
special ritual or ceremony. In accordance with trained in two skills in the group in which you cypher). Also, the GM can require
the character’s cultural, social, and personal are not already trained. You can select this that an ability should be gifted
background, the ritual or ceremony will require ability multiple times. Each time you select it, only to members of a specific
officiants and supporters, materials, various you must choose two different skills. organization or guild, or after
a quest has been completed.

73
s Interaction Skills: You have competence When you perform a task in which you are
in the Interaction skill group. Further, you not trained, you can improvise to gain an
Akashic rituals. The rituals should become trained in two skills in the group in asset on the task. The asset might be a
involve from one (usually your which you are not already trained. You can tool you cobble together, a sudden insight
mentor) to three other channelers select this ability multiple times. Each time into overcoming a problem, or a rush of
or emissaries. Usually has a cost
you select it, you must choose two different dumb luck.
of 100 gp for material used plus
10 gp for other participants skills.
s Investigative Skills: You have competence FOURTH-TIER AKASHIC
ABILITIES
in the Investigative skill group. Further, you
become trained in two skills in the group in s Multiple Skills: You are trained in two skills
which you are not already trained. You can of your choice in which you are not already
select this ability multiple times. Each time you trained. You can select this ability multiple
select it, you must choose two different skills. times. Each time you select it, you must
s Wilderness Skills: You have competence choose two different skills.
in the Wilderness skill group. Further, you s Quick Wits (Ceremonial): When performing
become trained in two skills in the group in a task that would normally require
which you are not already trained. You can spending points from your Intellect Pool,
select this ability multiple times. Each time you can spend points from your Speed
you select it, you must choose two different Pool instead.
skills. s Specialization (Ceremonial): You are
s Focused Healing (ceremonial): Your ten- specialized in a skill of your choice in
Recovery roll, page 166 minute recovery roll takes only one action which you are already trained. You can
instead, so that your first two recovery rolls select this ability multiple times. Each
are one action, the third is one hour, and the time you select it, you must choose a
fourth is ten hours different skill.
s Title (Ceremonial): In a grand ceremony
SECOND-TIER AKASHIC involving 20 people who possess rank
ABILITIES
or reputations of their own, they impart
Title ritual. The ceremony r Bonded Item (Ceremonial): A simple upon you a title such as “The Honorable,”
should be done only after ceremony involving a particular item. The or, “The Compassionate.” From there
a particular quest. ritual ties you magically to the item. You are on, you are trained in complex social
trained in the item’s use. interactions.
s Extra Skill: You are trained in one skill of
your choice (other than attacks or defense) FIFTH-TIER AKASHIC
ABILITIES
in which you are not already trained. You can
select this ability multiple times. Each time s Multiple Skills: You are trained in three
you select it, you must choose a different skill. skills of your choice in which you are not
s Tool Mastery: When you have an asset from already trained. You can select this ability
using a tool, the time required to perform multiple times. Each time you select it, you
the task is cut in half (minimum one round). must choose three different skills.
r Understanding (Ceremonial): A simple s Practiced With Light and Medium
ceremony involving a particular creature. Weapons: You can use light and medium
The ritual ties you magically to the creature. weapons without penalty. If you wield a
Everytime you interact with it, the related heavy weapon, increase the difficulty of
task is eased. the attack by one step.
r Read the Signs (Ceremonial): You examine
Read the Sign ritual. The THIRD-TIER AKASHIC an area and learn precise, useful details
ceremony should be done only ABILITIES
about the past (if any exist). You can ask
in the presence of important s Flex Skill: At the beginning of each day, the GM up to four questions about the
people, like Stewards.
choose one task (other than attacks or immediate area; each requires its own roll.
defense) on which you will concentrate. For
the rest of that day, you’re trained in that SIXTH-TIER AKASHIC
ABILITIES
task. You can’t use this ability with a skill in
which you’re already trained. s Skill With Attacks: Choose one type of attack
s Improvise (Ceremonial, 3 Intellect points): in which you are not already trained: light

74
CHARACTER
4 FLAVORS

bashing, light bladed, light ranged, medium


bashing, medium bladed, medium ranged,
heavy bashing, heavy bladed, or heavy
ranged. You are trained in attacks using that
type of weapon.
s Skill With Defense: Choose one type of
defense task in which you are not already
trained: Might, Speed, Intellect, or Mana.
You are trained in defense tasks of that
type. You can select this ability up to three
times. Each time you select it, you must
choose a different type of defense task.
s Skill Mastery (Ceremonial): Choose two Skill ritual. The ceremony should
skills of your choice in which you are already be done only after consuming a
specialized. You automatically succeed on specific item related to the skills.
every tasks in these skills and obtain the
major effects result.

COMBAT FLAVOR
Combat flavor makes a character more
martial. An Emissary with combat flavor
would be a battle bard. A Wanderer with
combat flavor might be a pirate. A Channeler
flavored with combat could be a veteran of a
thousand mage wars.

FIRST-TIER COMBAT ABILITIES


s Athletics Skills: You have competence in the
Athletics skill group. Further, you become
trained in two skills in the group in which you
are not already trained. You can select this
ability multiple times. Each time you select it,
you must choose two different skills.
s Chi-Julud (Ceremonial, only Giant): In a
ritual involving seven other giants, you learn
the Wardance, twisting everything inside
you into a mass of fury and raw fierceness.
For the next 10 minutes after activating the
Wardance, your Intellect Edge can be used
for Might. This adds to any Might Edge you
already have.
s Crippling Strike (Ceremonial): An attack of Crippling Strike ritual. This
yours from a hidden vantage point or by ceremony must be completed
surprise hones in on the weak points of a once a year, requiring at least
three hours or more and an
target, regardless of the armor they wear and
additional 50 gp of materials.
does 3 points of Speed damage, ignoring
armor. You can use it a number of times a
day equal to your tier.
s Danger Sense (Ceremonial): Your initiative Initiative, page 162
roll is eased.
s Practiced in Armor: You can wear armor
for long periods of time without tiring
and can compensate for slowed reactions
from wearing armor. You can wear any
kind of armor. You reduce the Speed cost

75
for wearing armor by 1. You start the game trained: Might, Speed, Intellect, or Mana.
with a type of armor of your choice. You are trained in defense tasks of that
s Practiced With Light and Medium type. You can select this ability up to three
Weapons: You can use light and medium times. Each time you select it, you must
weapons without penalty. If you wield a choose a different type of defense task.
heavy weapon, the attack is hindered. s Rapid Reload (Ceremonial, 1 Speed Point):
Rapid Reload ritual. The When using a weapon that normally
ceremony is part of a ritual SECOND-TIER COMBAT requires an action to reload, such as a heavy
archery contest with other ABILITIES crossbow, you can reload and fire (or fire
participants that takes place every
r Bash (1 Might point): This is a pummeling and reload) in the same action.
year during a special occasion.
melee attack. Your attack inflicts 1 less point s Ritual Combat (Ceremonial): You can select
of damage than normal but dazes your two combat rites you can have access to for
Ritual Combat. The ceremony target for one round, during which time all your tier.
should take place only with two tasks it performs are hindered. s Successive Attack (2 Speed points): If you
ritual warriors. It lasts one hour. s Bloodlust (3 Might points): If you take down take down a foe, you can immediately
a foe, you can move a short distance, but make another attack on that same turn
only if you move toward another foe. You against a new foe within your reach. The
don’t need to spend the points until you second attack is part of the same action.
know that the first foe is down. You can use this ability with melee attacks
Hands as Weapons ritual. The s Hands as Weapons (Ceremonial): Your and ranged attacks.
ceremony Is a painful ritual where hands can siphon off and contain a cypher
your hands are seared with heat effect for 24 hours. This is in addition to FOURTH-TIER COMBAT
and then thrust into water as if ABILITIES
your cypher limit.
they were smithed weapons.
s Mighty Hurl (Ceremonial): You either deal s Capable Warrior: Your attacks deal 1
2 additional points of damage with attacks additional point of damage.
Mighty Hurl ritual. The ceremony using weapons that you throw or do normal s Daring Escape (5 Speed points): You
is part of a ritual throwing contest damage if hitting a target at long range. dodge an attack. If you succeed on a Speed
with other participants that takes r Pierce (1 Speed point): This is a well-aimed, defense roll, you can trick your attacker
place every year in giantish cities.
penetrating ranged attack. You make an into accidentally attacking a different
attack and inflict 1 additional point of creature within immediate range.
damage if your weapon has a sharp point. q Deadly Aim (3 Speed points): For the next
r Thrust (1 Might point): This is a powerful minute, all ranged attacks you make inflict 2
melee stab. You make an attack and additional points of damage.
inflict 1 additional point of damage if your q Fury (3 Might points): For the next
weapon has a sharp edge or point. minute, all melee attacks you make inflict
s Trained Without Armor: You are trained in 2 additional points of damage.
Speed defense actions when not wearing r Spray (2 Speed points): If a weapon has the
armor. ability to fire rapid shots without reloading
(usually called a rapid-fire weapon, such as
THIRD-TIER COMBAT crank crossbow), you can spray multiple shots
ABILITIES around your target to increase the chance of
s Practiced With All Weapons: You can use any hitting. This ability uses 1d6 + 1 rounds of
weapon. ammo (or all the ammo in the weapon, if it
s Skill With Attacks: Choose one type of has less than the number rolled). The attack
attack in which you are not already trained: roll is eased. If the attack is successful, it deals
light bashing, light bladed, light ranged, 1 less point of damage than normal.
medium bashing, medium bladed,
medium ranged, heavy bashing, heavy FIFTH-TIER COMBAT
ABILITIES
bladed, or heavy ranged. You are trained
in attacks using that type of weapon. You s Experienced Defender: When wearing
can select this ability multiple times. Each armor, you gain +1 to Armor.
time you select it, you must choose a s Hard Target: If you move a short distance
different type of attack. or farther on your turn, the difficulty of
s Skill With Defense: Choose one type of all Speed defense rolls is reduced by one
defense task in which you are not already additional step.

76
CHARACTER
4 FLAVORS

s Parry (5 Speed points): You can deflect the character makes an Intellect task check Whirlwind Attack. The ceremony
incoming attacks quickly. For the next ten equal to the item’s level. If successful, she can only take place during a
rounds, all Speed defense rolls are eased. learns a random function of an artifact, as storm or an extremely windy day.
s Whirlwind Attack (Ceremonial, 3 Speed well as how to activate it. Instead of taking
points). Once per round, you can make an a minute, she can attempt to attune as an Attune to Artifact ritual. The
additional attack with your chosen weapon. action, but the task is hindered twice. A ceremony should take place with
character cannot learn multiple functions at least three other spellcasters
SIXTH-TIER COMBAT in a closed area filled with herbal
with this ability. Once one has tried to attune
ABILITIES smoke with the presence of a
to an item, whether successful or not, she magical item (artifact) to study.
s Greater Skill With Attacks: Choose one type cannot try again with the same item. There
of attack, even one in which you are already is no limit to how many items a character
trained: light bashing, light bladed, light can attempt to attune to.
ranged, medium bashing, medium bladed, s Closed Mind: You are trained in Intellect
medium ranged, heavy bashing, heavy defense tasks and have +2 to Armor against
bladed, or heavy ranged. You are trained in damage that selectively targets your Intellect
attacks using that type of weapon. If you’re Pool (which normally ignores Armor).
already trained in that type of attack, you r Hedge Magic (1 Mana point): You can
instead are specialized in that type of attack. perform small tricks: temporarily change the
s Mastery With Armor: The cost reduction color or basic appearance of a small object,
from your Practiced in Armor ability cause small objects to float through the air,
improves. When you wear any armor, you clean a small area, mend a broken object,
reduce the armor’s Speed cost to 0. If you prepare (but not create) food, and so on.
select this ability and you already have the You can’t use hedge magic to harm another
Experienced With Armor ability, replace creature or object.
Experienced With Armor with a different s Magic Training: You are trained in the basics
ability from the same tier because Mastery of magic (including the operation of magic
With Armor is better. artifacts and cyphers) and can attempt to
s Mastery With Defense: Choose one type understand and identify its properties.
of defense task in which you are trained: s Mysticism Skills: You have competence in the
Might, Speed, Intellect, or Mana. You are Mysticism skill group. Further, you become
specialized in defense tasks of that type. trained in two skills in the group in which you
You can select this ability up to three are not already trained. You can select this
times. Each time you select it, you must ability multiple times. Each time you select it,
choose a different type of defense task. you must choose two different skills.
s Weapon Specialization (Ceremonial): After s Priest (Ceremonial): When you wear the Weapon Specialization ritual.
a grueling ritualistic kata with six other symbols and raiment of your religion, your The ceremony requires at least
warriors, your weapons now do 2 additional rolls are eased in pleasant and diplomatic six different combatants, each
with their own specialization.
points of damage. For ranged weapons the social interactions along with Intimidation
target must be in Short range. skills with those people of the same religion.
s Spellthread: Choose your primary Priest ritual. The ordination
MAGIC FLAVOR Spellthread. You can learn two spells of that ceremony requires a conclave
You know a little about magic. You might not Spellthread. You can select spells of 1st or of at least three other priests,
taking place in a closed area
be a wizard, but you know the basics—how it 2nd level.
within a temple or church. Holy
works, and how to accomplish a few wondrous symbols and other trappings
things. A Wanderer flavored with magic might SECOND-TIER MAGIC cost an additional 50 gp.
be a wizard-hunter, and an Emissary with ABILITIES
magical flavor might be a sorcerer-minstrel. r Concussive Blast (2 Mana points): You
Although a Channeler flavored with magic is still release a beam of pure force that smashes
a channeler, you might find that swapping some into a creature within short range, inflicting
of the type’s basic abilities with those given here 2 points of damage, plus 1 point for every 2
tailors the character in desirable ways. additional mana points spent.
r Force Field (2 Mana points): You create an
FIRST-TIER MAGIC ABILITIES invisible energy barrier around you. The
s Attune to Artifact (Ceremonial): After force field moves with you and lasts for ten
studying an artifact carefully for one minute, minutes plus 5 minutes for every additional

77
Tattoo Spell ritual. The ceremony mana point spent. You have +1 to Armor damage (such as fire, lightning, shadow,
requires a spellcaster with until the effect ends. or thorn) for one hour. You increase the
artistic skill as a participant. s Spellthread: You can learn one spell of your elemental protection by +2 for every 2
primary Spellthread. You can select a spell of additional mana points spent, or you can
Iron Flesh Spell ritual. The 1st or 2nd level. choose to gain +2 Armor to another type of
ceremony consists of tracing s Tattoo Spell (Ceremonial): You can store a elemental damage.
magic runes on the shell or spell that is one level less than your current r Infuse Weapon (Ceremonial): You can infuse
hide of a heavily armored
tier up to a maximum of a level 3. You can a weapon with elemental energies. Once per
beast for six hours.
cast it once a day without spending mana combat, your weapon or ammunition does
points. an additional 4 points of elemental damage
Infuse Weapon ritual. The s Iron Flesh (Ceremonial): You have an (ignores armor).
ceremony requires the completion additional point of armor.
of a mini-quest related to one FIFTH-TIER MAGIC ABILITIES
or more of the four elements, THIRD-TIER MAGIC ABILITIES s Spellthread: You can learn one spell of your
and the participation of four
spellcasters, each focused on s Spellthread: You can choose a secondary Spellthreads. You can select a 5th level or
one of the four different aspects Spellthread. You can learn two spells of that lower spell of your primary Spellthread or
of elementalist magic. Spellthread. You can select spells of 1st or a 4th level or lower spell of your secondary
2nd level. Alternatively you can choose a 2nd Spellthread.
or 3rd level spell of your primary Spellthread. s Master Cypher Use: You can bear five
s Adroit Cypher Use: You can bear four cyphers cyphers at a time.
at a time. s True Senses: You can see in complete
s Augment Cypher (2+ Mana points): When darkness up to 50 feet (15 m) as if it
you activate a cypher, add +1 to its level were dim light. You recognize disguises,
for every 2 mana points spent. You can’t illusions, mirages, sound mimicry, and
increase the cypher’s level above 10. other such tricks (for all senses) for what
s Brandish Magical Might (Ceremonial): You they are.
Brandish Magical Might can use your magical power in new ways. q Mirror Sight (Ceremonial): You can see
ritual. The ceremony should You may use your knowledge of magic and through mirrors for 1d6 rounds. If the chosen
take place with at least 6 other the power inherent within you to accomplish method is unsuccessful, the mirror only
spellcasters after a magical quest.
tasks with an Intellect task check, such as shows a normal reflection. You can also will
Sense the Unseen ritual. force open a sealed door or counter a spell. what is reflected in both mirrors be visible
The ceremony requires s Sense the Unseen (Ceremonial): Your tasks both ways. Thus your reflection is visible in
the participation of four to spot hidden things are eased by two steps. the target mirror at the same time you are
other spellcasters, one of
watching the reflection from the target mirror.
whom should be blind.
FOURTH-TIER MAGIC The reflections are visual only, no sound.
ABILITIES
Mirror Sight ritual. The s Spellthread: You can learn one spell of your SIXTH-TIER MAGIC ABILITIES
ceremony should take place Spellthreads. You can select a 4th or lower s Spellthread: You can learn one spell of your
in a large room of mirrors, spell of your primary Spellthread or a 3rd or Spellthreads. You can select a 6th or lower
with five other practitioners
lower spell of your secondary Spellthread. spell of your primary Spellthread or a 5th or
enacting a ritual that allows
you to use mirrors as a scrying r Ignition Blast (3+ Mana points): When you lower spell of your secondary Spellthread.
network once a day. You need release you Concussion Blast, you can r Psychic Blast (3+ Mana points): When you
to be familiar with a particular designate a creature or flammable object release your Concussion Blast, you can
mirror to use it. Alternatively, you can see within short range to catch also penetrate into the mind of the target
you can also be familiar with fire. The target takes 4 points of ambient (make an Intellect roll against it). This burst
a person or a location being
currently reflected in a mirror. damage per round plus 1 point of damage inflicts 4 points of Intellect damage (ignores
for every additional mana point spent Armor) plus 1 for each 2 additional Mana
until the flames are extinguished, which a points you spend. This effect substitutes
creature can do by dousing itself in water, the Concussion effect.
rolling on the ground, or smothering r Reactive Field (3 Mana points): Your Force
the flames. This effect substitutes the Field increases its power. In addition to the
Concussion effect. main power, if struck by a melee attack, the
r Force Field (3+ Mana points): Your Force field creates a backlash that inflicts 4 points
Field increases its power. Now you gain +2 of electricity damage to the attacker plus 1
Armor against one type of direct elemental for any additional mana points spent.

78
CHARACTER
4 FLAVORS

r Power of the Name (Ceremonial): You can s Fleet of Foot (Ceremonial): If you succeed Power of the Name ritual. The
control a person via their truename if it is at a difficulty 2 Speed roll to run, you can ceremony should take place In
known to you. move a short distance and take an action a large library with at least 10
people who don’t know each
The target can be forced to carry out, or refrain in the same round.
other, and all of whom come
from, a service, activity or action. The request s Goad (2 Might points): After you from different places and of
cannot be to kill themselves or perform an successfully attack a creature, the difficulty different origins and professions.
action that would result in certain death. of Speed defense rolls by all others against
The subject can make a hindered Intellect the creature’s attacks is decreased by one Fleet of Foot ritual. The
Defense roll. If they fail, the subject must step until the end of the next round. ceremony should take place
follow the given instructions until the task r Legerdemain (1 Speed point): You can during a special marathon run
with five other participants
is completed, no matter how long it takes, perform small but seemingly impossible
for several hours.
up to as many days equal to your tier (or tricks. For example, you can make a small
level of caster. Savvy subjects can subvert object in your hands disappear and move
instructions. into a desired spot within reach (like your
But if the subject cannot obey the instructions, pocket). You can make someone believe
they cannot make recovery rolls. If the subject that he has something in his possession
still cannot complete the instructions the that he does not have (or vice versa). You
second day, a Might Defense is made and can switch similar objects right in front of
they step down to the Impaired damage someone’s eyes.
track at the end of the day. For the third day, s Opportunist: You have an asset on any attack
a Speed Defense roll needs to be made or roll you make against a creature that has
the subject drops down the damage track already been attacked at some point during
again to Debilitated. the round and is within immediate range.
The effects end if the instructions are s Intuitive Sense (Ceremonial): Outside, other Intuitive Sense ritual. For
completed, the subject dies, or the effect participants take shifts chanting mantras 24 hours, you meditate in
is dispelled (such as the Countermeasures for the duration. Afterwards, you now are a magically darkened room
while incense burns.
ability). The ritual can be done only once per trained in Speed Defense tasks.
subject. s Stealth Skills: You have competence in the
Spending 6 Mana Points, you can use a Subterfuge skill group. Further, you become Countermeasures, page 58
subject’s truename to Stun them for 10 trained in two skills in the group in which
minutes. This can only be used once per foe, you are not already trained. You can select
which includes previous attempts by the this ability multiple times. Each time you
same character. select it, you must choose two different
skills.
STEALTH FLAVOR s Theatrics Skills: You have competence
Characters with the stealth flavor are good in the Theatrics skill group. Further, you
at sneaking around, infiltrating places they become trained in two skills in the group in
don’t belong, and deceiving others. They which you are not already trained. You can
use these abilities in a variety of ways, select this ability multiple times. Each time
including combat. A Wanderer with stealth you select it, you must choose two different
flavor might be a thief, while a Fighter with skills.
stealth flavor might be an assassin.
SECOND-TIER STEALTH
FIRST-TIER STEALTH ABILITIES ABILITIES
s Danger Sense (1 Speed point): The s Contortionist (2 Speed points): You can
difficulty of your initiative roll is reduced wriggle free from bindings or squeeze
by one step. through a tight spot. You are trained in
s Defensive Acrobatic Roll (Ceremonial): escaping. When you use an action to escape
You gain a celerity that allows you to or move through a tight area, you can
disperse lethal blows. Once per day, when immediately use another action. You may Defensive Acrobatic Roll ritual.
a Might or Speed pool would be reduced use this action only to move. This is a one-time ceremony
to zero, make a Speed Defense roll equal r Find an Opening (1 Intellect point): You that should take place with
five other participants in a
to the amount of damage. A successful use trickery to find an opening in your
small cave inhabited by bats.
roll reduces the damage by half, rounded foe’s defenses. If you succeed on a Speed
down. roll against one creature within immediate

79
range, the difficulty of your next attack torture, telepathic intrusion, and mind
against that creature before the end of the control.
next round is reduced by one step. s Seize Opportunity (4 Speed points): If you
s Get Away (2 Speed points): After your succeed on a Speed defense roll to resist
action on your turn, you move up to a short an attack, you gain an action. You can use
distance or get behind or beneath cover it immediately even if you have already
within immediate range. taken a turn in the round. If you use this
q Impersonate (2 Intellect points): action to attack, the difficulty of your
You alter your voice, posture, and attack is reduced by one step. You don’t
mannerisms, whip together a disguise, take an action during the next round.
and gain an asset on an attempt to r Stab and Run (4 Might points): You make
impersonate someone else, whether it is a melee attack and move a short distance.
a specific individual (Everald the guard) The attack inflicts 2 additional points of
or a general role (a watchman). damage.
s Sense Ambush: You are never surprised by s Subterfuge: When you move no more than
an attack. a short distance, you can move without
s Surprise Strike (3 Speed points): When you making a sound, regardless of the surface
attack a creature you have surprised, the you move across.
difficulty of your attack roll is reduced by
one step, and, on a success, you deal 1 FOURTH-TIER STEALTH
additional point of damage. ABILITIES
s Ambusher: When you attack a creature that
THIRD-TIER STEALTH has not yet acted during the first round
ABILITIES
of combat, the difficulty of your attack is
s Daring Escape (5 Speed points): You dodge reduced by one step.
an attack. If you succeed on a Speed r Debilitating Strike (Ceremonial, 4 Speed
Debilitating Strike ritual. defense roll, you can trick your attacker into points): You make an attack to deliver a
You learn the secret art of accidentally attacking a different creature painful or debilitating strike. The difficulty
murder with an assassin and within immediate range. of the attack is increased by one step. If it
accomplish a cruel quest.
r Evanescence (Ceremonial, 3 Speed points): hits, the creature takes 2 additional points
You step into shadows or behind cover, and of damage at the end of the next round, and
Evanescence ritual. You learn the everyone who was observing you completely the difficulty of defense rolls to resist its
secrets of darkness and shadow loses track of you. Although you’re not attacks is decreased by one step until the
with an assassin or an infiltrator. invisible, you can’t be seen until you reveal end of the next round.
yourself again by moving out of the shadows s Outwit: When you make a Speed defense
or from behind cover (or by making an attack). roll, you can use your Intellect in place of
s From the Shadows: If you successfully attack your Speed.
a creature that was previously unaware of s Preternatural Senses: While you are
your presence, you deal 3 additional points conscious and able to use an action, you
of damage. cannot be surprised. In addition, you are
Gambler ritual. You learn the s Gambler (Ceremonial): Each day, choose trained in initiative actions.
secrets of gaming with an expert two different numbers from 2 to 16. One s Tumbling Moves (5 Speed points): When
gambler after participating in a number is your lucky number, and the you use an action to move, the difficulty of
clandestine gambling event and
other is your unlucky number. Whenever Speed defense rolls is reduced by one step
winning at least three different
kinds of betting games. you make a roll that day and get a number until the end of your next turn.
matching your lucky number, the difficulty s Slippery Mind (Ceremonial): If you failed
of your next task is reduced by one step. an Intellect Defense roll against an
Slippery Mind ritual. The Whenever you make a roll that day and get enchantment of some kind, you may try
ceremony needs to take place a number matching your unlucky number, again next round. All your tasks to discern
near a portal to another plane, the difficulty of your next task is increased illusion are eased.
over the course of several hours
by one step.
with two other spellcasters, one
s Inner Defense: You are trained in any FIFTH-TIER STEALTH
of whom must be an illusionist.
ABILITIES
task to resist another creature’s attempt
to discern your true feelings, beliefs, or s Assassinate (5 Intellect points): If you
plans. You are likewise trained in resisting successfully attack a creature that was

80
CHARACTER
4 FLAVORS

previously unaware of your presence, you


deal 9 additional points of damage.
q Mask (Ceremonial, 5 Intellect or Mana Mask ritual. The ceremony
points): You transform your body to become should take place in an
someone else. You can change any physical abandoned theater with a
company of actors or con artists.
characteristic you wish, including coloration,
You should perform at least
height, weight, gender, and distinguishing one act of a play in front of an
markings. You can also change the audience of at least 10 people.
appearance of whatever you are wearing or
carrying. Your stats, as well as the stats of
your items, do not change. You remain in
this form for up to twenty-four hours or until
you use an action to resume your normal
appearance.
s Riposte (6 Speed points): When you succeed
on a Speed defense roll against an attack
from a creature within immediate range,
you can immediately make an attack on that
creature, or you can gain an asset on the
next attack you make on it before the end of
the next round.
s Uncanny Luck (4 Speed points): When you
roll for a task and succeed, roll again. If
the second number rolled is higher than
the first, you get a minor effect. If you roll
the same number again, you get a major
effect.

SIXTH-TIER STEALTH
ABILITIES
s Exploit Advantage: Whenever you have an
asset for a roll, the difficulty of the roll is
reduced by another step.
s Spring Away (5 Speed points): Whenever
you succeed on a Speed defense roll,
you can immediately move up to a short
distance. You cannot use this ability more
than once in a given round.
s Thief ’s Luck (Ceremonial: Luck is not the
chaotic ocean of random chance most Thief ’s Luck ritual. You learn the
people believe it to be. If you fail on a secrets of thieving with an expert
task (including an attack roll or a defense thief and participate in the secretly
theft of an important item.
roll), you can change the die result to a
natural 20. That still might not be enough
to succeed if the difficulty is higher than
6. Once you use this ability, it is not
available again until after you make a ten-
hour recovery roll. (Thief ’s Luck doesn’t
work if a character rolls a natural 1 for an
attempted task, unless she also has and Wrest From Chance, page 71
uses the third-tier Wanderer ability Wrest
From Chance).
s Twist of Fate: When you roll a 1, you can
reroll. You must use the new result, even
if it’s another 1.

81
ChapTer 5 CHARACT
CHARACTER DESCRIPT
DESCRIPTORS

T
wo descriptors define your character—
Fierce, page 90 they define everything you do. The
Contemplative, page 89 differences between a Fierce Human CHARACTER
Wanderer and a Contemplative Verrik Wanderer DESCRIPTORS
are considerable. The descriptor changes the
way those characters go about every action. ANCESTRY DESCRIPTORS
Your descriptors provide motivation. They are Human Litorian
the adjectives of the sentence “I am an adjective- Dracha Sibeccai
adjective noun who verbs.” Faen Verrik
Descriptors offer one-time packages of extra Giant
information, abilities, skills, or modifications to
MOOD DESCRIPTORS
your stat Pools. Ancestry descriptors are essential
to define your characters with an ancestry, like Appealing Impulsive
dracha or human. Mood descriptors offer a Brash Intelligent
Inability, page 156 characteristic of your behavior. Clumsy Lucky
Not all of a descriptor’s offerings are positive Committed Mysterious
character modifications, like inabilities—tasks Contemplative Resolute
that a character isn’t good at, or negative skills— Cruel Rugged
instead of being one step better at that kind Cultured Stealthy
of task, you’re one step worse. If you become Dishonorable Strong
skilled at a task that you have an inability with, Fierce Swift
they cancel out. Remember that characters are Graceful Tough
defined as much by what they’re not good at as Honorable Virtuous
by what they are good at.
This section details 7 ancestry descriptors
and 21 mood descriptors. Choose one ancestry
descriptor and one mood descriptor for your
character. You can pick any descriptor you wish
regardless of your type.

82
CHARACTER
5 DESCRIPTORS

ANCESTRY characteristic instead of one granted by your


DESCRIPTORS new tier. You can select it only once.
Ancestry descriptors offer suggestions for your s Mojh Transformation: You can transform
chosen ancestry. yourself into a mojh. The process of
transformation from human to mojh
HUMAN requires a month-long set of rituals and
Humans are ambitious, practical, and applications of magical and alchemical
hardworking. They value duty and honesty. Only mixtures worth about 500 gp. The
the aberrant are particularly cruel or hurtful. transformation is irreversible. The character
Curious and adaptive, they make excellent gains the mojh descriptor and all mojh
explorers. However, humans can be selfish, more abilities and keeps existing human ancestry
interested in their own lofty goals than in the abilities (the skill and tier abilities). For more information about
welfare of the land or the populace. Humans, see Ancestries
DRACHA in Chapter 2, page 24
HUMAN CHARACTERISTICS Dracha are draconic warriors. Created via
You gain the following characteristics: magic by dragons, the dracha are a sort of
♦ Versatile: +1 to one Pool of your choice. chimera, the result of the magical mixing
♦ Skill: You are trained in all knowledge of humanoid and dragon traits. Dracha
(humankind) tasks. are proud, confident martial experts who
♦ Skill: You are trained in a skill of your choice. value strength and loyalty. They long to
♦ Tier: If you need to perform a task, and have no prove themselves and demonstrate, both as
asset for it, you can select it and have an asset individuals to each other and as an ancestry
in that specific task. You can do it once a day. to dragonkind, that they are worthy of self-
♦ Additional Equipment: You have a heavy determination.
weapon of your choice.
DRACHA CHARACTERISTICS
TIER 3 HUMAN You gain the following characteristics: For more information about
Starting at 3rd tier and every time you advance ♦ Tough: +2 to your Might Pool. Dracha, see Ancestries in
to a new tier, you can select the following ♦ Mass and Strength: You inflict +1 point of Chapter 2, page 24

83
damage with your melee attacks and attacks ♦ Arcane Lore: You have competence in
with thrown weapons. Mysticism skills.
♦ Natural Armor: Your skin gives you 1 to Armor. ♦ Magic Training: You are trained in identifying
♦ Reptilian Eyes: You can see in extremely dim and understanding magic devices.
light as though it were bright light. You can ♦ Innate Magic: You can choose to gain one of
see in total darkness as if it were extremely the following magical abilities:
dim light. r Illuminating Touch (1 Intellect or Mana
♦ Breaker: Tasks related to breaking things by point): You touch an object, and that
smashing them are eased. object sheds light to illuminate everything
♦ Sage: You are trained in all knowledge in short range. The light remains until you
(dracha) tasks. use an action to touch the object again, or
♦ Gliding: Your wings allow to glide up to 100 until you’ve illuminated more objects than
feet if you launch yourself from a height of at you have tiers, in which case the oldest
least 20 feet. When gliding, you move a short objects you illuminated go dark first.
distance. If wearing medium or heavy armor r Ghost Sound (1 Intellect or Mana point):
you cannot glide. You create a sound that rises, recedes,
◊ Inability: Others may see you as strange. Tasks approaches, or remains at a fixed place.
related to Interaction skills are hindered. You choose what type of sound is created,
♦ Additional Equipment: You have a heavy and you cannot thereafter change its basic
weapon of your choice. character. The sound created depends on
your tier. You can produce as much noise
TIER 3 DRACHA as three normal humans per tier.
Starting at 3rd tier Thus, you can
and every time create talking,
you advance to a new singing,
tier, you can select the shouting,
following characteristic walking,
instead of one granted by marching, or
your new tier. You can select running sounds. The
it only once. noise a ghost sound spell
s Flight: You can use your wings produces can be virtually any
to fly. You can even wear medium or type of sound within the volume
heavy armor while flying. In terms limit. A horde of rats running and
of overland movement, you can fly squeaking is about the same volume
about 20 miles (32 km) per hour as 6 humans running and shouting.
and you are not affected by terrain. A lion’s roar is equal to the noise
from 12 humans, while a dire cat’s
FAEN roar equals the noise from 16
Fleet of foot and quick witted, faen are humans.
exactly what you’re looking for if you like ♦ Cypher Limit: Your cypher limit
the idea of the legendary fey, of characters increases by 1.
who favor quickness over brute force, or of ♦ Additional Equipment: You have a light
For more information characters who can’t be measured by their weapon and one cypher (your choice) to go
about Faen, see Ancestries stature. You must choose one of the two types with it.
in Chapter 2, page 26 of faen: loresong, quickling. You cannot start
as spryte. QUICKLING CHARACTERISTICS
You gain the following characteristics:
LORESONG CHARACTERISTICS ♦ Agile: +2 to your Speed Pool.
You gain the following characteristics: ♦ Run: When you run, you move four times your
♦ Clever: +2 to your Intellect Pool. movement. You cannot use this ability when
♦ Magic Affinity: +1 to your Mana Pool wearing heavy armor.
♦ Low-Light Vision: You can see in extremely ♦ Low-Light Vision: You can see in extremely
dim light as though it were bright light. dim light as though it were bright light.
♦ Sage: You are trained in Knowledge (faen) ♦ Sage: You are trained in Knowledge (faen)
tasks. tasks.

84
CHARACTER
5 DESCRIPTORS

♦ Sneak: You have competence in Subterfuge GIANT


Skills. Giants are incredible builders. They construct For more information about
♦ Quickness: You are trained in initiative fantastic structures of stone, glass, and metal. Giants, see Ancestries in
tasks. Their cities are wonders, with everything sized to Chapter 2, page 28
♦ Additional Equipment: You have a bow and a seem grand—even on their own large scale.
quiver of arrows to go with it. While generous and kind, giants are also
stewards and guardians. They are slow to anger,
TIER 3 LORESONG AND QUICKLING but once incensed they attack without mercy and
Starting at 3rd tier and every time you advance become difficult to calm. Giants do not like to
to a new tier, you can select the following be taken advantage of, nor do they take it lightly
characteristic instead of one granted by your if someone physically threatens or endangers
new tier. You can select it only once. them. This sentiment extends to those close to
s Metamorphosis: You may choose to them as well: To wrong the friend of a giant is
undergo a metamorphosis. You secrete to wrong the giant. Giants are long-suffering and
a sticky substance that you wrap around tolerant regarding insults and harsh words. They
yourself. The secretion hardens, forming rarely use them themselves, however.
a chrysalis. You then spend 1d4 + 3 days
in the chrysalis, after which you emerge in GIANT CHARACTERISTICS
a completely different form. Even smaller You gain the following characteristics:
than before, you now have gossamer ♦ Giant: Unlike most other ancestries, giants
wings that can carry you aloft. You have are not humanoid in type, but Giant.
become a spryte. Your gear taken into ♦ Tough: +4 to your Might Pool.
the magical chrysalis emerges sized ♦ Mass and Strength: You inflict +2 points of
appropriately for your new stature. You damage with your melee attacks and attacks
lose some of your ancestral loresong or with thrown weapons.
quickling characteristics and gain the ♦ Diplomat: You have competence in Interaction
spryte descriptor. Skills.
♦ Intuitive: You have competence in
SPRYTE CHARACTERISTICS Investigative Skills.
Sprytes, being the result of a transformation ♦ Crafter: You have competence in Crafting Skills.
from one of the other kinds of faen, lose all ♦ Sage: You are trained in Knowledge (giant) tasks.
quickling and loresong abilities not mentioned ♦ Additional Equipment: You have a heavy
below, such as the quickling’s run ability and weapon of your choice.
the loresong’s spell-like abilities. You gain the
following characteristics: TIER 3 GIANT
♦ Agile: +4 to your Speed Pool Starting at 3rd tier and every time you advance
◊ Nimble: –2 to your Might Pool. to a new tier, you can select the following
♦ Fey: You are no longer humanoid, but Fey. characteristic instead of one granted by your
♦ Tiny: Because you are a Tiny creature, you new tier. You can select it only once.
gain a +2 to Armor and attack rolls and all s Growth: You attain size Large and grow
Subterfuge tasks are eased by two steps. You to around 10 feet tall. You gain a 10-foot
must use Tiny-sized weapons and equipment [3 m] reach and you gain 2 to your Might
and your lift and carrying capacity is limited. Pool. However, you become too large to
Despite being Tiny, you still occupy a space accomplish certain things. Tasks related
like a medium creature, and you do not need to initiative, stealth, and fine manipulation
to enter another’s area to make a melee of any sort (such as lockpicking or repair
attack. tasks) are hindered.
♦ Your movement is 10 feet.
♦ Flight: You have thin, transparent wings LITORIAN
that allow you to fly a short distance every Litorians are impressive in stature and in their For more information about
round. honorable nature. They are proud warriors and Litorians, see Ancestries
♦ Low-Light Vision: You can see in extremely hunters who are principled and thoughtful in in Chapter 2, page 30
dim light as though it were bright light. their actions. They ascribe high importance to
♦ Sage: You are trained in Knowledge (faen) the well-being of their allies, their families, and
tasks. their people.

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LITORIAN CHARACTERISTICS
For more information about SIBECCAI
Sibeccai, see Ancestries You gain the following characteristics: Former beasts who try to deny that nature (and
in Chapter 2, page 33 ♦ Agile: +2 to your Speed Pool. sometimes fail), sibeccai are as interesting as
♦ Low-Light Vision: You can see in extremely they are dangerous. Sibeccai fall into two informal
dim light as though it were bright light. groups: those who still try to define themselves
♦ Strong: You have competence in Athletics Skills. by what the giants tell them to do, and those who
♦ Survivor: You have competence in Wilderness have shed those bonds to define themselves.
Skills. If forced to work alongside others, sibeccai are
♦ Sage: You’re trained in Knowledge (litorian) tasks. normally snide and arrogant, except to giants
♦ Bared Claws: Even unarmed, your claws are and other sibeccai. Though they can demonstrate
light weapons that inflict 2 points of damage. kindness and generosity toward those of other
♦ Additional Equipment: You have a spear and a ancestries with whom they become familiar and
pair of javelins. friendly, sibeccai do not make friends easily.

TIER 3 LITORIAN SIBECCAI CHARACTERISTICS


Starting at 3rd tier and every time you advance You gain the following characteristics:
to a new tier, you can select the following ♦ Powerful: +1 to your Might pool
characteristic instead of one granted by your ♦ Inattentive: –1 to your Intellect Pool
new tier. You can select it only once. ♦ Low-Light Vision: You can see in extremely
s Wilderness Explorer: While taking any action dim light as though it were bright light.
(including fighting) in the wild, you ignore ♦ Survivor: You have competence in Wilderness
any penalties due to natural causes such Skills.
as tall grass, thick brush, rugged terrain, ♦ Sage: You are trained in Knowledge (sibeccai)
weather, and so on. tasks.
♦ Innuendo: You have competence in
MOJH Investigative Skills.
The results of magical modifications, mojh ♦ Additional Equipment: You have two light
appear to be as much dragons as the humans weapons of your choice.
they once were. They pattern themselves after
the creatures known as the dramojh, or “dragon TIER 3 SIBECCAI
scions,” which held mastery over the realm long Starting at 3rd tier and every time you advance
ago. All mojh were once humans who chose to to a new tier, you can select the following
transform themselves using a magical process characteristic instead of one granted by your
that alters a fully developed human into a draconic new tier. You can select it only once.
mojh. Magical transformation is the only way to s Scent Tracker: You can detect opponents
create a mojh. The process makes the creatures within medium distance by sense of smell.
genderless. They gain a tough, scaly hide and For upwind opponents, the range increases
a predilection for magic and other intellectual to long distance; if they are downwind, it
pursuits. As a result of the transformation, the drops to short distance. You can detect strong
mojh also become extraordinarily long lived. scents, such as smoke or rotting garbage, at
Only humans can become mojh. twice the ranges noted above. Overpowering
scents, such as skunk musk can be detected
MOJH CHARACTERISTICS at triple normal range. When you detect a
You gain the following characteristics: scent, you don’t determine its exact source,
♦ Smart: +2 to your Intellect Pool. only its presence somewhere within range.
♦ Fragile: –2 to your Might Pool. With an action you can note the direction of
♦ Darkvision: You can see in dim light and the scent. If you move a short distance from
darkness as if it were bright light. the source, you can pinpoint that source. You
♦ Mystic: You have competence in Mysticism are also trained in following tracks by smell.
Skills.
♦ Scaly: +1 to Armor. VERRIK
For more information ♦ Sage: You’re trained in Knowledge (mojh and At first blush, verrik appear human. The only
about Mojh, see Ancestries runes) tasks. physical difference is that verrik have wine-red skin
in Chapter 2, page 31 ♦ Additional Equipment: You have a light and either white or blue-black hair. Verrik are not
weapon and one cypher of your choice. human, however. They neither think nor feel as

86
CHARACTER
5 DESCRIPTORS

humans do. In fact, members of the two ancestries MOOD DESCRIPTORS


often have difficulty relating to one another. Verrik Mood descriptors provide mood or behavior
have a similar height and build to humans, which suggestions for your character.
means their size can vary considerably.
APPEALING
VERRIK CHARACTERISTICS You’re attractive, likeable, and charming.
You gain the following characteristics: Whether through seemingly supernatural
♦ Mind Training: +2 to your Intellect Pool. means or just a way with words, you’ve got that
♦ Mana Resource: +2 to your Mana Pool. “special something” that draws others to you
r Sensory Control: You can selectively shut off and convinces them to do as you wish. You are
your senses. This means you can willingly blind most likely physically attractive or at least highly
yourself to become immune to gaze attacks charismatic, and others enjoy listening to your
and similar visual dangers. You can willingly go voice or staying beside you. You often know just
deaf and make yourself impervious to language- the right thing to say to make someone laugh,
based or similar effects. You can shut off your put them at ease, or spur them to action. You
sense of touch and become immune to pain probably pay attention to your appearance,
effects, but all your attack rolls and any other keeping yourself well-groomed so people like
touch-dependent tasks are hindered. Shutting you, want to help you, and want to be your friend
off or reactivating a sense is an action. or lover. You’re personable, but not necessarily
♦ Innate Magic: You can choose to gain one of studious, intelligent or strong-willed.
the following magical abilities.
r Contact (2 Intellect or Mana points): You can TRAITS
send a mental message, up to one word per ♦ Personable: +2 to your Intellect Pool.
tier, to a creature you touch. You do not get a ♦ Pleasant: You’re trained in positive or
message back, but you do get an idea of the pleasant Interaction skills.
subject’s emotional state. Contact does not ♦ Charming: You’re trained when using spells
reveal magical effects on the subject. If you or special abilities that influence the minds
apply Effort, the subject can send a mental of others. You’re also aware of how others
message back, up to one word per tier. can manipulate and charm people, so you
q Detect Thoughts (2 Intellect or Mana are trained in all tasks related to resisting
points): If you interact with or study a target persuasion or seduction if you wish it.
for at least a round, you can attempt to read ◊ Listless: You were never good at studying
its surface thoughts, even if the subject or retaining facts or listening to others.
doesn’t want you to. You must be able to Any skill tasks involving knowledge and
see the target. You gain a sense of what it’s understanding is hindered.
thinking—through its body language, its ♦ Additional Equipment: You’ve managed to
speech, and what it does and doesn’t say. If talk your way into some decent discounts
you apply Effort, you can detect thoughts for and bonuses in recent weeks. As a result,
a minute, if you can see the target. Action to you have 10 extra gp jangling in your pocket.
prepare; action to initiate.
♦ Sage: You are trained in Knowledge (verrik) Initial Link to the Starting Adventure: From
tasks. the following list of options, choose how you
♦ Additional Equipment: You have a light became involved in the first adventure.
weapon and one cypher of your choice. 1. You met a total stranger (one of the other
PCs) and charmed him so much that he invited
TIER 3 VERRIK you to come along.
Starting at 3rd tier and every time you advance 2. The PCs were looking for someone else, but
to a new tier, you can select the following you convinced them that you were the perfect
characteristic instead of one granted by your person to join them instead.
new tier. You can select it only once. 3. Pure happenstance—because you just go
♦ Mind Surge: In addition to your normal along with the flow of things and everything
recovery rolls each day, you can—at any time usually works out well.
between ten-hour rests—recover 1d6 points 4. Your charismatic ways helped get one of the
to your Intellect Pool and 1d6 points to your PCs out of a difficult spot a long time ago, and she
Mana Pool. always asks you to join her on new adventures.

87
BRASH intrusion on you, based on your clumsiness,
You’re a self-assertive sort, sure of your abilities, without awarding you any XP (as if you had
energetic, and perhaps a bit irreverent toward rolled a 1 on a d20 roll). However, if this
ideas that you don’t agree with. Some people happens, 50% of the time, your clumsiness
call you bold and brave, but those you’ve put works to your advantage. Rather than hurting
in their place might call you puffed up and you (much), it helps you, or it hurts your
arrogant. Whatever. It’s not in your nature to enemies. You slip, but it’s just in time to duck
care what other people think about you, unless an attack. You fall down, but you trip your
those people are your friends or family. Even enemies as you crash into their legs. You turn
someone as brash as you knows that friends around too quickly, but you end up knocking
sometimes have to come first. the weapon from your foe’s hand. You and
the GM should work together to determine
TRAITS the details. If the GM wishes, they can use
♦ Energetic: +2 to your Speed Pool. GM intrusions based on your clumsiness
Initiative, page 162 ♦ Ready: You are trained in initiative actions. normally (awarding XP).
♦ Bold: You are trained in all actions that involve ♦ Iron Fist: You’ve got a certain bull-like quality.
overcoming or ignoring the effects of fear or You are trained in tasks involving breaking
intimidation. things.
◊ Arrogance: Sometimes too much selfassurance ◊ Awkward: Any task that involves balance,
leads to a kind of self superiority. All grace, or hand-to-eye coordination is hindered.
Interaction tasks involving positive or
pleasant actions are hindered. Initial Link to the Starting Adventure: From the
following list of options, choose how you became
Initial Link to the Starting Adventure: From involved in the first adventure.
the following list of options, choose how you 1. You were in the right place at the right time.
became involved in the first adventure. 2. You had a piece of information that the
1. You noticed something weird going on, and other PCs needed to make their plans.
without much thought, you jumped in with both 3. A sibling recommended you to the other
feet. PCs.
2. You showed up when and where you did on 4. You stumbled into the PCs as they were
a dare because, hey, you don’t back down from discussing their mission, and they took a liking
dares. to you.
3. Someone called you out, but instead of
walking into a fight, you walked into your current COMMITTED
situation. You are wholeheartedly dedicated and loyal
4. You told your friend that nothing could scare to a cause, activity, or job, shrugging off any
you, and nothing you saw would change your obstacles that get in your way. When you
mind. She brought you to your current point. pick this descriptor, you can work with your
GM to figure out what that cause is. For
CLUMSY instance, maybe you’re committed to tracking
Graceless and awkward, you were told that you’d down someone who wronged you long ago.
grow out of it, but you never did. You often drop Alternatively, you can wait for a cause to catch
Some players may not things, trip over your own feet, or knock things your attention in the campaign. Either way,
want to be defined by a (or people) over. Some people get frustrated by being committed is a personality trait for you,
“negative” quality like this quality, but most find it funny and even a and once you decide to do something, you
Clumsy, but in truth, even
little charming. throw yourself into it with a vengeance.
this kind of descriptor has
enough advantages that
it makes for capable and TRAITS TRAITS
talented characters. What ◊ Butterfingers: −2 to your Speed Pool. ♦ Steadfast: +4 to your Might Pool.
negative descriptors really ♦ Thick-Muscled: +2 to your Might Pool. ♦ Dedicated Soul: You’re trained in tasks related
do is make more interesting ♦ Inelegant: You have a certain lovable charm. to enduring trials of mind and body.
and complex characters that
are often great fun to play. You are trained in all pleasant interaction ♦ Dedication Brings Rewards: You tend to practice
skills when you express a lighthearted, self- things over and over. Once between each ten-
deprecating manner. hour recovery roll, you gain an asset to similar
GM intrusions, page 159 ♦ Dumb Luck: The GM can introduce a GM actions involving the same task (such as making

88
CHARACTER
5 DESCRIPTORS

attacks against the same foe or operating the 1. You seek enlightenment or just a chance to
same device). The asset doesn’t apply to similar grow stronger.
but different tasks (such as attacking a different 2. You feel deeply connected to one of the
foe, even if of the same kind, or operating a other PCs.
different but very similar device). 3. You believe one of the other PCs to be
◊ Other Things Could Wait: Sometimes you your lover (or perhaps a relative of yours)
come across as so single-minded that you reincarnated.
put people off. Persuading or similar tasks 4. A vision guided you to this point.
are hindered.
CRUEL
Initial Link to the Starting Adventure: From Misfortune and suffering do not move you.
the following list of options, choose how you When another endures hardship, you find it hard
became involved in the first adventure. to care, and you may even enjoy the pain and Descriptors like Cruel, and
1. Your commitment to your cause seems to difficulty the person experiences if they’ve done Dishonorable might not be
overlap some aspect of what the other PCs want you wrong in the past. Your cruel streak may appropriate for every group.
These are villainous traits
to accomplish. derive from bitterness brought about by your
and some people want their
2. You were looking for something to commit own struggles and disappointments. You might PCs to be entirely heroic.
to, and the other PCs had a job they needed to be a hard pragmatist, doing what you feel you But others don’t mind a
get done. must even if others are worse for it. Or you could little moral grayness thrown
3. Obviously, a task like what the PCs had in be a sadist, delighting in the pain you inflict. into the mix. Still others see
mind needed someone as committed as you to Being cruel does not necessarily make you a things like Cruel as traits to
overcome as their characters
see it through. villain. Your cruelty may be reserved for those who develop (probably earning
4. As you completed another mission with cross you or other people useful to you. You might them different descriptors).
great success, you overheard the other PCs have become cruel as the result of an intensely
talking about a new mission and asked to join. awful experience. Abuse and torture, for example,
can strip away compassion for other living beings.
CONTEMPLATIVE As well, you need not be cruel in every
Through contemplation the soul may ascend situation. In fact, others might see you as
to understanding. You embrace moments of personable, friendly, and even helpful. But when
meditation and are dedicated to a way of life angered or frustrated, your dual nature reveals
conducive to quieting the mind. This state of calm itself, and those who have earned your scorn are
centeredness is an aid to exploration of meaning, likely to suffer for it.
purpose and values. Contemplative practices help
you improve focus and and enhance creativity. Self- TRAITS
examination improves your mental health, helps ♦ Cunning: +2 to your Intellect Pool.
you to think clearer and make better decisions and ♦ Cruelty: When you use force, you can choose
boosts your confidence and self-esteem. to maim or deliver painful injuries to draw
You’re meditative, pensive and spiritual. out your foe’s suffering. Whenever you inflict
You have a tendency to think and act damage, you can choose to inflict 2 fewer
spontaneously rather than from fears based points of damage to ease your next attack
on past experiences, and you cast off all against that foe.
preconceptions. ♦ Deceitful: You’re trained in negative
interaction tasks like deceiving, intimidating
TRAITS and persuading others with physical or
♦ Pensive: +2 to your Intellect Pool. emotional pain.
♦ Spiritual: You are trained in all tasks ◊ Impassive: You have a hard time connecting
involving study, contemplation, or mental with others, understanding their motives, or
concentration, including spells. sharing their feelings. Any task to ascertain
◊ Distracted: You are wholly focused. Tasks another character’s motives, feelings, or
involving perception and perceiving disposition is hindered.
deception are hindered. ♦ Additional Equipment: You have a valuable
memento from the last person you destroyed.
Initial Link to the Starting Adventure: From The memento is moderately priced, and you
the following list of options, choose how you can sell it or trade it for an item of equal or
became involved in the first adventure. lesser value.

89
Initial Link to the Starting Adventure: From 2. You convinced one of the other PCs that
the following list of options, choose how you you had invaluable skills.
became involved in the first adventure. 3. You know that expanding your education
1. You suspect that you might gain a long- requires experience as well as study, and you believe
term advantage from helping the other PCs and that you can learn a lot by joining the other PCs.
may be able to use that advantage against your 4. Just because you’re cultured doesn’t mean
enemies. you don’t wish to explore, see new places, and
2. By joining the PCs, you see an opportunity make a name for yourself!
to grow your personal power and status at the
expense of others. DISHONORABLE
3. You hope to make another PC’s life more There is no honor among thieves—or betrayers,
difficult by joining the group. backstabbers, liars, or cheats. You are all of these
4. Joining the PCs gives you an opportunity to things, and either you don’t lose any sleep over
escape justice for a crime you committed. it, or you deny the truth to others or to yourself.
Regardless, you are willing to do whatever it
CULTURED takes to get your own way. Honor, ethics, and
Your excellent education and privileged principles are merely words. In your estimation,
upbringing has lent you a refined taste. You’re they have no place in the real world.
able to discern degrees of difference where
others see, hear, or taste the same thing. Your TRAITS
awareness extends to artistic endeavors and ♦ Sneaky: +4 to your Speed Pool.
general knowledge of the area you reside in and ♦ Just Desserts: When the GM gives another
areas far from you (to the extent this knowledge player an experience point to award to
is possible). You’re an example, if you do say someone for a GM intrusion, that player
so yourself, of the benefits that civilization can cannot give it to you.
bring to someone. Though that doesn’t mean ♦ Deceitful: You are trained in deception related
you can’t appreciate other ways of living. tasks.
♦ Canny: You are trained in stealth related tasks.
TRAITS ♦ Hector: You are trained in intimidating related
♦ Focused Mind: +1 to your Intellect Pool. tasks.
♦ Expert: You’re trained in all tasks related to ◊ Untrustworthy,: People don’t like or trust you.
knowledge of current events and history. Pleasant interactions skills are hindered.
♦ Careful Reader: You’re discerning, trained
in all tasks related to perception, detecting Initial Link to the Starting Adventure: From
differences, and noticing minor flaws (or the following list of options, choose how you
strengths) in the works of others. became involved in the first adventure.
♦ Learned: Being well read and well educated, 1. You are interested in what the PCs are doing,
you have a wide range of talents. You can so you lied to them to get into their group.
attempt one task in which you have no 2. While skulking about, you overheard the
training as if you were trained. This ability PCs’ plans and realized that you wanted in.
refreshes every time you make a recovery 3. One of the other PCs invited you, having no
roll, but the uses never accumulate. idea of what you’re truly like.
◊ Snob: People who are not Cultured may 4. You bullied your way in with intimidation
think of you as a snob. Any task involving and bluster.
getting people to believe or trust you is
hindered. FIERCE
♦ Additional Equipment: You have a book on Isn’t Serran to be reserved for menacing and
a topic of your choice and a set of very fine dangerous wild creatures, the violently intense,
clothing. the threatening and the savage? You’ve a savage
and violent nature. You’re ferocious, extremely
Initial Link to the Starting Adventure: From intense or ardent, but also strong and resolute.
the following list of options, choose how you You’re angry and always ready to start a fight.
became involved in the first adventure. You act with a lot of energy and strong feelings.
1. You could see that the other PCs would fail You remain firm in your resolve, no matter what.
without your help. You most likely look frightening or grim.

90
CHARACTER
5 DESCRIPTORS

TRAITS
HONORABLE
♦ Powerful: +2 to your Might Pool. You are trustworthy, fair, and forthright. You try
♦ Intense: You are trained in resisting mental to do what is right, to help others, and to treat
effects. them well. Lying and cheating are no way to
♦ Intimidating: You are trained in all actions get ahead—these things are for the weak, the
involving forcing someone to do your will. lazy, or the despicable. You probably spend a
♦ Resolute: You are trained in all actions that lot of time thinking about your personal honor,
involve avoiding distractions while fighting. how best to maintain it, and how to defend it if
◊ Harsh: You’re too proud and have a loud harsh challenged. In combat, you are straightforward
voice. Tasks involving charm, persuasion, and offer quarter to any foe.
etiquette or deception are hindered. You were likely instilled with this sense of
honor by a parent or a mentor. Sometimes the
Initial Link to the Starting Adventure: From distinction between what is and isn’t honorable
the following list of options, choose how you varies with different schools of thought, but in
became involved in the first adventure. broad strokes, honorable people can agree on
1. You forced your way into the mission. most aspects of what honor means.
2. You seek vengeance on someone who has
wronged you.
3. You want to prove yourself in front of the
other PCs.
4. It’s a perfect occasion to improve yourself
in all ways.

GRACEFUL
You have a perfect sense of balance, moving
and speaking with grace and beauty. You’re
quick, lithe, flexible, and dexterous. Your body
is perfectly suited to dance, and you use that
advantage in combat to dodge blows. You
might wear garments that enhance your agile
movement and sense of style.

TRAITS
♦ Agile: +2 to your Speed Pool.
♦ Balance: You’re trained in all tasks involving
balance and careful movement.
♦ Dancer: You’re trained in all tasks involving
physical performing arts.
♦ Evasion: You’re trained in all Speed defense
tasks.
◊ Fragile: You are not strong. All tasks involving
Athletics skills, brute strength and carrying
weights, are hindered.

Initial Link to the Starting Adventure: From


the following list of options, choose how you
became involved in the first adventure.
1. Against your better judgment, you joined the
other PCs because you saw that they were in danger.
2. One of the other PCs convinced you that
joining the group would be in your best interests.
3. You’re afraid of what might happen if the
other PCs fail.
4. There is reward involved, and you need the
money.

91
TRAITS
2. You pulled everyone together after you
♦ Stalwart: +2 to your Might Pool. heard rumors about something interesting you
♦ Pleasant: You are trained in positive interaction want to see or do.
skills. 3. You blew all of your money and now find
♦ Goodheart: You are trained in discerning yourself strapped for cash.
people’s true motives or seeing through lies. 4. You’re in trouble for acting recklessly. You
join the other PCs because they offer a way out
Initial Link to the Starting Adventure: From the of your problem.
following list of options, choose how you became
involved in the first adventure. INTELLIGENT
1. The PCs’ goals appear to be honorable and You’re quite smart. Your memory is sharp, and
commendable. you easily grasp concepts that others might
2. You see that what the other PCs are about struggle with. This aptitude doesn’t necessarily
to do is dangerous, and you’d like to help mean that you’ve had years of formal education,
protect them. but you have learned a great deal in your life,
3. One of the other PCs invited you, hearing of primarily because you pick things up quickly
your trustworthiness. and retain so much.
4. You asked politely if you could join the
Your descriptor matters other PCs in their mission. TRAITS
most when you are a ♦ Smart: +2 to your Intellect Pool.
beginning character. The IMPULSIVE ♦ Scholar: You’re trained in an Academia skill
benefits (and perhaps
You have a hard time tamping down your and an area of knowledge of your choice.
drawbacks) that come
from your descriptor enthusiasm. Why wait when you can just do it ♦ Recall: You’re trained in all actions that involve
will eventually be (whatever it is) and get it done? You deal with remembering or memorizing things you
overshadowed by the problems when they arise rather than plan experience directly. For example, instead of
growing importance of ahead. Putting out the small fires now prevents being good at recalling details of geography
your type and focus. them from becoming one big fire later. You are that you read about in a book, you can
However, the influence
of your descriptor will the first to take risks, to jump in and lend a remember a path through a set of tunnels
remain at least somewhat hand, to step into dark passages, and to find that you’ve explored before.
important throughout danger.
your character’s life. Your impulsiveness likely gets you into Initial Link to the Starting Adventure: From
trouble. While others might take time to the following list of options, choose how you
study the items they discover, you use such became involved in the first adventure.
items without hesitation. After all, the best 1. One of the other PCs asked your opinion of
way to learn what something can do is to the mission, knowing that if you thought it was
use it. When a cautious explorer might look a good idea, it probably was.
around and check for danger nearby, you 2. You saw value in what the other PCs were
have to physically stop yourself from bulling doing.
on ahead. Why fuss around when the exciting 3. You believed that the task might lead to
thing is just ahead? important and interesting discoveries.
4. A colleague requested that you take part in
TRAITS the mission as a favor.
♦ Reckless: +2 to your Speed Pool.
♦ Ready: You’re trained in initiative actions. LUCKY
♦ Defensive: You’re trained in Speed defense You rely on chance and timely good luck
actions. to get you through many situations. When
◊ Bored: You’ll try anything once, but quickly people say that someone was born under
grow bored after that. Any task that involves a lucky star, they mean you. When you try
patience, willpower, or discipline is hindered. your hand at something new, no matter
how unfamiliar the task is, as often as not
Initial Link to the Starting Adventure: From you find a measure of success. Even when
the following list of options, choose how you disaster strikes, it’s rarely as bad as it could
became involved in the first adventure. be. More often, small things seem to go your
1. You heard what the other PCs were up to way, you win contests, and you’re often in the
and suddenly decided to join them. right place at the right time.

92
CHARACTER
5 DESCRIPTORS

TRAITS
♦ Mute: You are trained in resisting interrogation
s Luck Pool: You have one additional Pool or tricks to get you to talk.
called Luck that begins with 3 points, and ♦ Affiliate: You belong to a secret organization
it has a maximum value of 3 points. When and you feel empowered by your connection
spending points from any other Pool, you can to that group. If you wish to create a new
take one, some, or all of the points from your organization, you and the GM should work
Luck Pool first. When you make a recovery roll out the details together.
to recover points to any other Pool, your Luck ◊ Unsettle: People never know where they stand
Pool is also refreshed by the same number of with you. Any task involving getting people to
points. When your Luck Pool is at 0 points, believe or trust you is hindered.
it does not count against your damage track. ♦ Additional Equipment: You have an extra Damage track, page 166
♦ Advantage: When you use 1 XP to reroll a d20 artifact, determined by the GM.
for any roll that affects only you, add 3 to the
reroll. Initial Link to the Starting Adventure: From the
following list of options, choose how you became
Initial Link to the Starting Adventure: From involved in the first adventure.
the following list of options, choose how you 1. You just showed up one day.
became involved in the first adventure. 2. You convinced one of the other PCs that
1. Knowing that lucky people notice and take you had invaluable skills.
active advantage of opportunities, you became 3. Some equally mysterious figure told you where
involved in your first adventure by choice. to be and when (but not why) to join the group.
2. You literally bumped into someone else on 4. Something—a feeling, a dream—told you
this adventure through sheer luck. where to be and when to join the group.
3. You found a courier's satchel lying alongside
the road. It was battered, but inside you found a RESOLUTE
lot of strange documents that led you here. You’re tough-minded, willful, and independent.
4. Your luck saved you when you avoided a No one can talk you into anything or change
speeding carriage by a fortuitous fall through an your mind when you don’t want it changed. This
opening in the ground. Beneath the street, you quality doesn’t necessarily make you smart, but
found something you couldn’t ignore. it does make you a bastion of willpower and
resolve. You likely dress and act with unique
MYSTERIOUS style and flair, not caring what others think.
You’re inscrutable, secretive and ambiguous.
You’re quiet and you don’t start anything that TRAITS
doesn’t need to be started. The point is: you ♦ Willful: +4 to your Intellect Pool.
don’t need attention. You deflect questions, ♦ Steadfast: You’re trained in resisting mental
never look excited or angry. You look at people effects.
directly in their eyes when talking to them and ♦ Heedful: You’re trained in tasks requiring
with a piercing gaze. incredible focus or concentration.
There is power in the eyes, and your powerful, ◊ Slow-witted: Willful doesn’t mean brilliant.
confident gaze makes you a magnetic person. Any task that involves figuring out puzzles or
You can be an extraordinary storyteller, since problems, memorizing things, or using lore
you’ve learned legends and myths. is hindered.
You wear mysterious clothing like hoods and
long sleeves, and of dark colors. Initial Link to the Starting Adventure: From
the following list of options, choose how you
TRAITS became involved in the first adventure.
♦ Smart: +1 to your Intellect Pool. 1. Someone did you wrong, and by joining the
♦ Mastermind: You are trained in all tasks that PCs on the mission, you can put things right.
involve figuring out puzzles, or recalling 2. You believe that the PCs will fail without
legendary people and items or noteworthy you along to see things through.
places. 3. You started the mission to accomplish a
♦ Disguise: You are trained in disguising actions. goal, and the PCs joined you.
♦ Trickster: You are trained in all actions 4. You overheard the other PCs discuss their
involving lies or trickery. mission and volunteered your services.

93
RUGGED ♦ Additional Equipment: You carry an explorer’s
You’re a nature lover accustomed to living pack with rope, two days’ rations, a bedroll,
rough, pitting your wits against the elements. and other tools needed for outdoor survival.
You are most likely a skilled hunter, gatherer,
or naturalist. Years of living in the wild have left Initial Link to the Starting Adventure: From
their mark with a worn countenance, wild hair, the following list of options, choose how you
or scars. Your clothing is probably much less became involved in the first adventure.
refined than the garments worn by city dwellers. 1. You heard about what was going on, saw
a flaw in the other PCs’ plan, and joined up to
TRAITS help them out.
♦ Athletic: You’re trained in all tasks involving 2. You noticed that the PCs have a foe (or at
climbing, jumping, running, and swimming. least a tail) they weren’t aware of.
♦ Wilder: You’re trained in all tasks involving 3. You saw that the other PCs were up to
training, riding, or placating natural animals. something interesting and got involved.
♦ Herbalism: You’re trained in all tasks involving 4. You’ve been noticing some strange things
identifying or using natural plants. going on, and this all appears related.
◊ Savage: You have no social graces and
prefer animals to people. Any task involving STEALTHY
charm, persuasion, etiquette, or deception is You’re sneaky, slippery, and fast. These talents
hindered. help you hide, move quietly, and pull off tricks
that require sleight of hand. You are most likely
wiry and small. However, you’re not much of a
sprinter—you’re more dexterous than fleet of foot.

TRAITS
♦ Sneaky: +2 to your Speed Pool.
♦ Slippery: You’re trained in all stealth tasks.
♦ Deceiver: You’re trained in all actions
involving lies or trickery.
♦ Prestidigitation: You’re trained in all special
abilities involving illusions or trickery.
◊ Slow-paced: You’re sneaky but not fast. All
movement-related tasks are hindered.

Initial Link to the Starting Adventure: From


the following list of options, choose how you
became involved in the first adventure.
1. You attempted to steal from one of the
other PCs. That character caught you and
forced you to come along with her.
2. You were tailing one of the other PCs for
reasons of your own, which brought you into
the action.
3. An NPC employer secretly paid you to get
involved.
4. You overheard the other PCs talking
about a topic that interested you, so you
decided to approach the group.

STRONG
You’re extremely strong and physically
powerful, and you use these qualities well,
whether through violence or feats of prowess.
You likely have a brawny build and impressive
muscles.

94
CHARACTER
5 DESCRIPTORS

TRAITS
♦ Healthy: Add 1 to the points you regain when
♦ Very Powerful: +4 to your Might Pool. you make a recovery roll.
♦ Iron fist: You’re trained in all Athletics actions ♦ Sturdy: You’re trained in Might defense
involving breaking inanimate objects. actions.
♦ Leap: You’re trained in jumping actions. ♦ Additional Equipment: You have an extra light
♦ Additional Equipment: You have an extra weapon.
medium weapon or heavy weapon.
Initial Link to the Starting Adventure: From
Initial Link to the Starting Adventure: From the the following list of options, choose how you
following list of options, choose how you became became involved in the first adventure.
involved in the first adventure. 1. You’re acting as a bodyguard for one of the
1. The PCs recruited you after learning about other PCs.
your reputation as a survivor. 2. One of the PCs is your sibling, and you
2. You joined the PCs because you want or came along to watch out for her.
need the money. 3. You need money because your family is in debt.
3. The PCs offered you a challenge equal to 4. You stepped in to defend one of the PCs
your physical power. when that character was threatened. While
4. You believe the only way the PCs will talking to him afterward, you heard about the
succeed is if you are along to protect them. group’s task.

SWIFT VIRTUOUS
You move quickly, able to sprint in short bursts Doing the right thing is a way of life. You live by
and work with your hands with dexterity. You’re a code, and that code is something you attend
great at crossing distances quickly but not always to every day. Whenever you slip, you reproach
smoothly. You are likely slim and muscular. yourself for your weakness and then get right
back on track. Your code probably includes
TRAITS moderation, respect for others, cleanliness,
♦ Fast: +4 to your Speed Pool. and other characteristics that most people
♦ Quick: You’re trained in initiative actions. would agree are virtues, while you eschew their
♦ Sprint: You’re trained in running actions. opposites: sloth, greed, gluttony, and so on.
◊ Awkward: You’re fast but not necessarily
graceful. Any task involving balance is TRAITS
hindered. ♦ Dauntless: +2 to your Might Pool.
♦ Perceptive: You are trained in discerning
Initial Link to the Starting Adventure: From people’s true motives or seeing through lies.
the following list of options, choose how you ♦ Ethical: Your adherence to a strict moral
became involved in the first adventure. code has hardened your mind against
1. Against your better judgment, you joined fear, doubt, and outside influence. You are
the other PCs because you saw that they were trained in Intellect defense tasks.
in danger.
2. One of the other PCs convinced you that Initial Link to the Starting Adventure: From
joining the group would be in your best interests. the following list of options, choose how you
3. You’re afraid of what might happen if the became involved in the first adventure.
other PCs fail. 1. The PCs are doing something virtuous, and
4. There is reward involved, and you need you’re all about that.
the money. 2. The PCs are on the road to perdition, and
you see it as your task to set them on the proper
TOUGH moral route.
You’re strong and can take a lot of physical 3. One of the other PCs invited you, hearing of
punishment. You might have a large frame and your virtuous ways.
a square jaw. Tough characters frequently have 4. You put virtue before sense and defended
visible scars. someone’s honor in the face of an organization
or power far greater than you. You joined the PCs
TRAITS because they offered aid and friendship when, out
♦ Resilient: +1 to Armor. of fear of reprisals, no one else would.

95
Chapter 6 CHARACT
CHARACTER FOCUS

A
character’s focus makes them needs a sword, and so on. That said, many
unique. No two PCs in a group foci don’t require additional equipment.
should have the same focus, Each focus also offers one or more
although players could have the same focus suggestions—GM intrusions—for possible
but with different traits. A focus gives a effects or consequences of really good or really
character benefits during character creation bad die rolls.
and each time they ascend to the next tier. It’s As a character progresses to a new tier, a
the verb of the sentence “I am an adjective- focus grants more abilities. Each tier’s benefit
adjective noun who verbs.” is usually an Action or Enabler. You will find a
This chapter contains many sample foci, symbol near the name of the ability to indicate
such as “Defends a Cause,” “Has an Athame,” the benefit: Action [one-action]; Enabler [free-action]; Action to
or “Was Foretold.” These foci can be created Initiate [two-actions].
by a player, or by the GM who adds them to a If an ability is an Action, a character must take
list of available foci. an action to use it. If an ability is an Enabler, it
makes other actions better or gives some other
CHOOSING FOCI benefit, but it’s not an action. An ability that allows
When a player chooses a focus for their a character to attack foes with a special maneuver
character, they get a special connection to one is an action. An ability that grants additional
or more of their fellow PCs, a first-tier ability, damage when an attack is made is an enabler. An
and perhaps additional starting equipment: enabler is used in the same turn as another action,
one or two pieces of equipment that might be and often as part of another action.
required for the character to use their ability, or Each tier’s benefits are independent of and
that might pair well with the focus. cumulative with benefits from other tiers (unless
For instance, a character who can build indicated otherwise). So if a first-tier ability
things needs a set of tools. A character who grants +1 to Armor and a fourth-tier ability also
has a special weapon needs it to activate their grants +1 to Armor, when the character reaches
abilities. A character who inscribes runes fourth tier, a total of +2 to Armor is granted.
to cast spells needs writing implements. A In some foci, you have to decide upon a main
character who slays monsters with a sword trait, like Reveres a Totem Spirit. This main trait

96
CHARACTER
6 FOCUS

will give you access to specific special abilities ATTUNES TO Attunes to Mystical Forces
during your career, that will differ from another MYSTICAL FORCES GM Intrusions: A known
character who has the same focus. You are a catalyst for the magical forces that spellthread is temporarily lost.
The aspect of power goes wrong,
At tier 3 and tier 6, the character is asked permeate the world. You can channel the
and attracts a rival spellcaster.
to choose one ability from the two options mystical flow of magical energies through you,
provided. not just into powerful spells, but by giving you
the ability to thrill your allies or terrify your
FOCI enemies. The forces flow within you, changing
Foci are classified in three general categories your appearance, your strengths, and your
for easy reference: Combat, Magic, and abilities. Whether or not you are able to cast
Utility, When you choose a focus for your spells, this mystical flow enables you to move
character, thinking of its general attitude can toward the discovery of the great mystery of
help to understand the main characteristic. the world and its driving forces, allowing you
to reach states of mind or places inaccessible
to others. By channeling and manipulating
CHARACTER FOCI magical energies, you embody the very essence
Attunes to Mystical Forces (Magic) of magic.
Defends a Cause (Combat)
Delves into Akashic Memory (Utility) CONNECTION
Follows the Green Path (Magic) Choose one of the following.
Has An Athame (Combat) 1. Pick one other PC. You have trained with
Inscribes Runes (Magic) this character so much that if the two of you
Lives Unfettered (Utility) stand back to back in a fight, you both gain an
Manifests Witchery (Magic) asset to Speed defense tasks.
Masters War Tactics (Combat) 2. Pick one other PC. This character always
Performs Battle Rituals (Combat) seems to inadvertently foil your actions, or at
Reveres a Totem Spirit (Utility) least make them more difficult. If they are within
Swears an Oath (Utility) immediate range, actions related to this focus
Was Foretold (Utility) are hindered.

97
Action [one-action] 3. Pick one other PC. You recently had a looking at the the sparks must make
Enabler [free-action] weapon go missing, and you’re becoming an Intellect or Mana task. If it fails, it is
Action to initiate [two-actions] convinced that they took it. Whether or not they confused and all its tasks are hindered by
did is up to them. two steps for 1 round. Spending 1 additional
4. Pick one other PC. You used to dislike them Mana point allows you to choose one other
greatly, but as you get to know this person, target or increase the duration by 1 round.
you’re growing more fond of them against your q Special Eyes (1+ Mana points): You can make
better judgment. your eyes glow a chosen color whenever you
wish. Alternatively, your eyes might have tiny
TRAITS symbols (skulls, crosses, etc.) in the pupils
♦ Additional Equipment: You start with a all the time. Or they might permanently be
magical staff. an unnatural color. All tasks to perceive or
♦ Minor Effect Suggestions: The target is notice something are eased two steps for
intimidated and flees as its next action. 1 minute. You can also spot invisible or
♦ Major Effect Suggestions: You can make concealed targets. Spending 1 additional
an immediate additional attack with one of Mana point increases the duration for 1
your weapons. minute.
s Magic Sense (1 Mana point): You can sense
TIER 1 if an object touched has a magical aura.
s Lesser Aspect of Power: Magic flows in you You can attempt to understand and identify
in a way that manifests as an everpresent properties of one cypher or artifact touched.
side effect. Choose one of the following
abilities you call upon. TIER 2
q Distinct Voice (1+ Mana points): If you wish, r Lesser Mind Over Matter: Magic gives
anyone within long distance can hear you you insights to your intellect, to gain an
regardless of noise around them, even when advantage in situations that usually demand
whispering. Distinct voice lasts 1 round, brute force. In situations requiring a Might
during which you can speak a sentence of no task, you can make an Intellect task or
more than 20 words. Spending 1 additional you can use Intellect Pool and Effort. For
Mana point you can choose one other target example, when you attempt to force open a
or increase the duration by 1 round. stuck door, you can make an Intellect task to
q Glowing Footsteps (1+ Mana points): best position yourself for leverage and recall
Whenever you wish, you can make your some secret knowledge about the magic
footsteps glow with a magical aura for 1 stored within the wood of the door to get
minute. You leave no tracks when you walk it open. This ability never affects attack or
on the ground or move on difficult terrain damage rolls, except when making rolls to
without hindrances. Spending 1 additional avoid a grapple situation.
Mana point you can increase the duration by s Lesser Aspect of Power: You can choose
1 minute. one Lesser Aspect of Power ability and add
s Innate Spell: Choose a level 1 spell from your it to your repertoire. You can call upon it by
repertoire. You can cast it once a day without spending its cost (you cannot change an
spending Mana points. ability previously chosen).
s Skeletal Visage (1+ Mana points): Whenever
you cast a spell, for a brief second your TIER 3
skull and bones glow with a ghostly light, Choose either Understanding or Enlightened as
showing through your flesh. Choose one your tier 3 ability. Whichever ability you choose,
target who can see you. It needs to make you gain Advanced Aspect of Power.
an Intellect or Mana task. If it fails, all their r Understanding (1 Mana point): You observe
tasks are hindered until their next turn as it or study a creature or object. Your next
is intimidated by your presence. Spending 1 interaction with that creature or object gains
additional Mana point allows you to select an asset.
one more target. s Enlightened: You are trained in any
q Sparkles (1+ Mana points): You create a perception task that involves sight or magic.
flash of sparkles any time you want when s Advanced Aspect of Power: You manifest
you move. One target within short distance another more powerful ever-present side

98
CHARACTER
6 FOCUS

effect. You can choose one of the following spending its cost (you cannot change an
abilities to call upon. ability previously chosen).
r Counterstrike (1+X Mana points): You can
counter the damage effects of an incoming TIER 5
melee, ranged or magical attack to you. s Greater Aspect of Power: You manifest
Spending 1 Mana point for every point of another more powerful ever-present side
damage you suffered, you can ignore that effect. You can choose one of the following
damage. Counterstrike cannot be used on abilities to call upon.
attacks that do not deal any damage. r Fiery Touch (3 Mana points): You can make
q Disdain Need (1+X Mana points): You no your hand or hands glow like a torch with
longer need to eat or drink for a number of flames that do not hurt you. The effect
days equal to the Mana points spent. You get lasts for 10 minutes plus 1 minute for any
all your nourishment from magic. additional Mana points spent. Your touch
q Display Power (2 Mana points): You can inflicts 3 points of fire damage plus 2 points
grow more powerful and impressive at will, of fire damage for each additional Mana
easing two steps in all Interaction (negative) point spent (these points do not stack with
tasks for 10 minutes plus 10 minutes for those used to increase the duration).
each additional Mana point spent. r Frosty Breath (3 Mana points): Your breath
s Innate Spell: Choose a level 1 spell from your is extraordinarily cold. You can instantly
repertoire. You can cast it once a day without
spending Mana points.
q Name of Power (2 Mana points): You
become aware when anyone speaks your
name (referring specifically to you).
You know when it happens and
learn the name of the speaker.
After this happens, the power
becomes latent and must be
reactivated.
q Touch Not the Earth (2 Mana
points): Your feet no longer touch
the ground for 10 minutes plus 10
minutes for each additional Mana
point spent. Instead, when you walk,
you float 2 inches [5 cm] above any surface.
While you cannot use this ability to float
higher, and it does not save you from falls,
it does allow you to leave no tracks
and avoid traps triggered by weight
placed upon a floor. This doesn’t
affect your weight.

TIER 4
s Greater Mind Over Matter: Magic gives
you insight into your intellect, to gain an
advantage in situations that usually demand
quickness and dexterity. In situations
requiring a Speed task, you can make an
Intellect task or you can use Intellect Pool
and Effort. This ability affects attack or
defense rolls.
s Advanced Aspect of Power: You can choose
one Advanced Aspect of Power or a Lesser
Aspect of Power ability and add it to your
repertoire. You can call upon it at will

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Action [one-action] extinguish nonmagical flames smaller than a Intellect is used instead of another attribute,
Enabler [free-action] campfire within 5 feet [1.5 m]. With an action, the task is eased.
Action to initiate [two-actions] you can breathe on a foe at immediate range s Masters Aspect of Power: You can choose
and inflict 3 points of cold damage plus 2 one Greater Aspect of Power, an Advanced
points of cold damage for each additional Aspect of Power or a Lesser Aspect of Power
Mana point spent, or half that damage if the ability to call upon at will, spending its cost
target makes a successful Speed defensive (you cannot change an ability previously
roll. chosen).
s Innate Spell: Choose a level 2 spell or a level
1 spell from your repertoire. You can cast it DEFENDS A CAUSE
once a day without spending Mana points. You are a champion of a cause. You could
Defends a Cause GM q Inorganic Flesh (3 Mana points): Your skin be the champion of righteousness in a land
Intrusions: A character takes on a metallic or stony appearance. threatened by evil, finding the wicked where
focused on darkness finds You gain a +2 to Armor, but your weight they hide, especially creatures born into evil
that some people are strongly
doubles. The effect lasts 1 hour plus 10 or entities whose mere existence is anathema
opposed to their cause.
minutes for each additional Mana point to virtue; or, on the contrary, a champion
A character focused on spent. of darkness, embracing your malevolent,
justice finds that some people q Magical Blood (3 Mana points): Your blood destructive, cruel, and compassionless nature.
resent the presumption of is temporarily replaced by pure magical By pledging yourself to the cause of all that’s
a self-appointed judge.
energy. When wounded, you bleed energy holy (or unholy), your strength is magnified,
A character focused on life may rather than fluid. You become immune to your abilities are enhanced, and your purpose is
harm when attempting to heal. poison and disease as well as effects that aligned to the divine.
A character focused prey upon your blood. The effect lasts for You probably wear gleaming plate armor,
on righteousness may 1 hour plus 10 minutes for each additional carry a shield with the sigils of the incarnations
periodically leave themselves Mana point spent. inscribed on its surface, and wield a shining
vulnerable to attacks.
s Magical Helper (3 Mana points): You gain shamshir (a blade like a scimitar).
the aid of a nearly invisible minor magical
creature called a vortex. The creature takes CONNECTION
the form of a cloud of mist. If it is slain, it Choose one of the following connections.
disappears. You can use a vortex to carry 1. Pick one other PC. She is the true friend
equipment, open doors, deliver messages, whose belief in a higher power caused you
and so on. The vortex remains for 1 hour to become the sacred warrior you are today.
plus 1 hour for each additional Mana point Whether or not she still believes with the same
spent. fervor is up to her.
2. Pick one other PC. That character has made
TIER 6 a few offhand comments that make you suspect
Choose either Explains the Ineffable or Masters that he does not hold your cause to be especially
Mind Over Matter as your tier 6 ability. sacred.
Whichever ability you choose, you gain Master 3. Pick one other PC. This character once
Aspect of Power. talked you through the aftermath of a situation
s Explains the Ineffable: Through anecdotes, in which you had to make a choice when there
historical retellings, and citing knowledge was no good choice to be made.
that few but you have previously understood, 4. Pick one other PC. You want to win him
you enlighten your friends. After spending over to your cause. It’s up to him whether he’s
24 hours with you, once per day, each of receptive to your entreaty.
your friends can ease a particular task by
two steps. This benefit is ongoing while you CAUSES
remain in your friends’ company. It ends The cause is the reason behind your powers.
if you leave, but resumes if you return to Choose one from the following causes.
your friends’ company within 24 hours. If Darkness: As a champion of darkness, you
you leave your friends’ company for longer serve a diabolical, sinister power. You harbor
than that, you must spend another 24 hours dark secrets and willingly serve malevolence.
together to reactivate the benefit. You do not hesitate to use words like “evil” to
s Masters Mind Over Matter: All of your describe yourself. You revel in the vile baseness
Intellect tasks are eased two steps. If of it all. Often a loner, you commit atrocities for

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your own sake or foul acts for sheer enjoyment. keep to its principles—you are generous, kind,
You are usually snide, corrupt, and perverse. forgiving, and honorable. When faced with true
Champion’s Symbol: You are rarely subtle. You evil, though, you strive to quench it and protect
wear a black cloak over baroque armor covered the innocent.
in leering demon faces and symbols of evil. Champion’s Symbol: You often wear a sunburst
Justice: You are interested in wrongs being symbol and are rarely without some sort of light
righted and seeing the guilty punished. You source.
are not representative of some higher good—
benevolence is secondary to your goals. Nor TRAITS
you are interested in upholding laws, for the ♦ Additional Equipment: Plate armor, shield,
letter of the law often confounds justice rather one medium or light melee weapon of your
than supports it. Rather, you strive to find those choice, a talisman signifying your cause, and
who have acted unjustly or wronged another in 50 gp.
a fundamental way and punish them. Better ♦ Minor Effect Suggestion: A blaze of righteous
yet, if you see an injustice being performed, power causes your foe to drop their weapon
you try to stop it before it actually transpires. and fall to their knees.
Punishment at your hands is swift and without ♦ Major Effect Suggestion: Your foe becomes
mercy or favoritism: you do not listen to excuses worried, at least for a round, and flees from
and are not interested in rationalizations. your righteous might.
The ends do not justify the means, if the
means involve harming an innocent. In their
eyes, injustices include: killing or harming
an innocent, stealing from another, cheating
another, being wasteful while others do without,
and discriminating against others because of
their race, to name just a few. However, killing
someone who deserves it, stealing something
from a thief, and so on, are just actions—not
unjust ones.
You are far less interested in punishing the
guilty as you are in dealing with injustices like
hungry children, disease, catastrophe, and so on.
Champion’s Symbol: You often wear a
symbol of scales or of a woman with her eyes
blindfolded, for justice is blind.
Life: As a champion of life, you serve the
power of positive energy and the forces that
bind together all living things. You are champion
of nature and all things natural: plants, animals,
and other living things. You are the champion of
growth, healing, and health. You oppose death
and destruction in all its forms, except as a
necessary evil—just as a forest fire burns away
the undergrowth to encourage the longevity of
the forest as a whole, so too must the champion
of life slay those who spread death.
Champion’s Symbol: You often adopt a symbol
of life, such as a growing vine, a flower, or the
life-giving sun.
Righteousness: As a champion of
righteousness, you have bound yourself to forces
of peace, compassion, and truth. Righteousness
is a light that banishes secrets, giving life and
promoting harmony. You are representative of
this light. You strive to uphold goodness and

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TIER 1
Action [one-action] r Darkness–Quick Death (2 Speed points):
Enabler [free-action] q Call or Imbue Shield (1+ Intellect or Mana You know how to kill quickly. When you hit
Action to initiate [two-actions] point): You can summon a shield appropriate with a melee or ranged attack, you deal 4
to your size and emblazoned with a symbol additional points of damage. You can’t make
related to your cause. No one can take this this attack in two consecutive rounds.
shield from you against your will, although it r Justice–Designation: You assign an innocent
can be dispelled. You gain +1 to Armor per or guilty label to one creature within
tier for an hour. If you already hold a shield immediate range, based on your assessment
in your hand when you use this ability, you of a given situation or a predominant
increase the Armor value of the shield by feeling. In other words, someone who is
+1 as you imbue it with power. The imbued labeled innocent can be innocent in a certain
shield takes on a symbol related to your circumstance, or they can be generally
cause. Unlike a summoned shield, there is no innocent of terrible crimes (such as murder,
increase of this value based on level. If you major theft, and so on). Likewise, you can
suffer a minor or major effect while wearing declare that a creature is guilty of a particular
your shield (summoned or imbued), you crime or of terrible deeds in general. The
can spend 2 Mana points to negate a minor accuracy of your assessment isn’t important
effect, or 4 Mana points to negate a major as long as you believe it to be the truth; the
effect or extend the minor effect negation GM may require you to give a rationale.
power to all your allies within short distance. Henceforth, your tasks to socially interact
♦ Champion’s Powers: Choose your tier 1 with someone you designate as innocent
power based on your cause. gain an asset, and your attacks against those
s Darkness–Surprise Attack: If attacking from you designate as guilty gain an asset. You
a hidden vantage point, with surprise, or can change your assessment, but it requires
before your opponent has acted, you get an another designation action. The benefits of
asset on the attack. On a successful hit, you the designation last until you change it or
inflict 2 additional points of damage. until you are shown proof that it is wrong.
s Justice–Make Judgment (2 Intellect points): r Life–Alleviate: All healing tasks to cure a
You can discern the truth of a situation, malady are eased by two steps.
seeing through lies, or otherwise overcoming q Righteousness–Devoted Defender (2 Might
deception. or Intellect points): Choose one character
s Life–Healing Touch: Your healing tasks are you can see. That character becomes your
eased. ward. You are trained in all tasks involving
r Righteousness–Sense the Wicked (2 Intellect finding, healing, interacting with, and
points): You sense the presence of the nearest protecting that character. You can have only
creature of irredeemable evil (such as many one ward at a time.
dragons, undead, and other creatures your
GM determines) within short range for a brief TIER 3
time. If the wicked creature has taken special Choose either Call or Imbue Weapon or Push on
precautions to hide its identity, determining its Through as your tier 3 ability. Whichever you
presence or true nature is an Intellect-based choose, you gain also your Champion power.
task with difficulty equal to the creature’s level q Call or Imbue Weapon (3+ Intellect or
or the level of the effect employed. Mana points): You can summon a melee
weapon you are trained with, filled with
TIER 2 the power of your chosen cause. No one
s Call Upon the Power: You call to your chosen can take the weapon from you against your
cause or devotion, drawing power from its will, although it can be dispelled. Attacks
name: “I call upon the power of light!” “By with the weapon are eased and inflict
the might of Fortress Erdolon!” or “In the additional damage equal to your tier,
name of the Diamond Throne!”. You can which lasts for one minute per tier and can
ease a task related to your cause by two be called once per day. If you already hold
steps or inflict 2 additional points of damage a melee weapon in your hand when using
when fighting an enemy of your cause. this ability, your attacks are eased another
♦ Champion’s Powers: Choose your tier 2 step as you imbue it with power. Unlike a
power based on your cause. summoned weapon, there is no tier-based

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damage increase. Spending 2 additional ♦ Champion’s Powers: Choose your tier 4


Intellect or Mana points you can transfer power based on your cause.
some or all of the weapon’s additional r Darkness– Awareness (3 Intellect points): You
damage bonus to your Armor rating as become hyperaware of your surroundings in
a bonus that stacks with all others. You order to better locate your target. For ten
must choose how to allocate the weapon’s minutes, you are aware of all living things
bonus at the start of your turn before using within long range (including their general
the weapon. The effect to Armor lasts until position), and by concentrating (another
your next turn. action), you can attempt to learn the general
s Push on Through (2 Might points): You health and power level of any one of them.
ignore the effects of terrain while moving for s Justice–Find the Guilty: If you have used
one hour. Designation on a target, you are trained in
♦ Champion’s Powers: Choose your tier 2 tracking them, spotting them when they are
power based on your cause. hidden or disguised, or otherwise finding
s Darkness–Assassin Strike (2 Speed points): them.
If you successfully attack a creature that was r Life–Inspire Action (4 Intellect points): If
previously unaware of your presence, you one ally can see and easily understand you,
can deal 9 additional points of damage. you can instruct that ally to take an action. If
q Justice–Defend the Innocent (2 Speed the ally chooses to take that the instructed
points): For the next ten minutes, if action, they can do so as an additional action
someone you have designated as innocent immediately. Doing so doesn’t interfere with
with the Designation ability stands next the ally taking a normal action on their turn.
to you, that creature shares any defensive s Righteousness–Combat Challenge: All
advantages that you might have, other attempted tasks that draw an attack to
than mundane armor. These advantages yourself (and away from someone else) are
include the Speed defense from your eased by two steps.
shield, the Armor offered from a force field,
and so on. In addition, Speed defense rolls TIER 5
made by the innocent creature gain an q Avatar’s Ally (5+ Mana points): You can call Ally: level 4, health 24, inflicts
asset. You can protect only one innocent upon the power of your cause to manifest 4 points of damage. It takes
creature at a time. as a magical ally to defend you in battle, the following forms and
powers:
s Life–Font of Healing: With your approval, which appears within immediate range. The
other creatures can touch you gain an extra ally has a ghostly, flickering, amorphous Darkness: shadowy beings
recovery. form appropriate to your cause, obeying the of blackness; touch is cold,
s Righteousness–Dual Wards: You can champion’s mental commands or attacking inflicting 1 additional
have two wards from Devoted Defender your enemies (if given no commands). point of damage.
at a time. Choosing a second ward can Regardless, the creature persists for up to Justice: golden-armored
be its own action, or you can choose two one minute before it fades away. Spending human warriors; Amor 2
wards with one action (and only pay the 2 additional Mana points you can call one Life: beings of elemental
cost once for doing so). The wards must more ally at your side. water; with a touch, restores
remain within an immediate distance of ♦ Champion’s Powers: Choose your tier 5 1d6 points to one stat
Pool of any creature.
each other. Benefits provided by Devoted power based on your cause.
Defender apply to both your wards. s Darkness–Better Surprise Attack: If attacking Righteousness: glows with
If your wards separate, you choose from a hidden vantage point, with surprise, a white luminescence; Speed
which retains the benefit. If they come or before an opponent has acted, you get an defense rolls made by you and
your allies gain an asset.
back together, both regain the benefit asset on the attack (this is in addition to the
immediately. asset from Surprise Attack). On a successful
hit with this surprise attack, you inflict 2
TIER 4 additional points of damage (for a total of
r Encouraging Presence (2 Intellect points): 4 additional points of damage if you have
You give a heartening battle cry. For one Surprise Attack).
minute, allies within short range gain an r Justice–Punish All the Guilty (3 Speed
asset on attack and defense rolls. If an ally points): You can attack up to five foes within
applies Effort to a task on their next turn, immediate range that you have designated as
they can apply a free level of Effort. guilty with your Designation ability, all as part Free level of Effort, page 158

103
Action [one-action] of the same action in one round. Make separate receive from anyone who heard your
Enabler [free-action] attack rolls for each foe, but all attacks count as judgment. This judgment lasts for up to one
Action to initiate [two-actions] a single action in a single round. You remain minute or until they move at least a long
limited by the amount of Effort you can apply distance away from you.
on one action. Anything that modifies your r Life–Not Dead Yet (6 Intellect points): You can
attack or damage applies to all attacks. You can bring life to a character who is up to two steps
select 1 target for every 2 Intellect points spent down on the damage track as your action. For
and inflict 2 additional points of damage to the you the target is not “dead” yet. The target
target when you use Punish All the Guilty. ascends one step on the damage track. If a
r Life–Greater Healing Touch (4 Mana points): character has dropped all three steps on the
You touch a creature and restore its Might damage track (dead) but is otherwise in one
Pool, Speed Pool, and Intellect Pool to their piece and less than a minute has passed since
maximum values, as if it were fully rested. A they descended to the third step, you can
single creature can benefit from this ability restore life to them if you succeed at a level
only once each day. 6 healing task. If you use this ability on an
s Righteousness–Willing Sacrifice: When you NPC who has no health but has been “dead”
take an attack meant for another character, for less than a minute and is otherwise in one
you know how to take the attack in a way that piece, the NPC is restored with 1 health.
minimizes its effect. The attack automatically q Righteousness–True Defender (6 Might or
strikes you, but instead of taking 1 additional Intellect points): This ability functions as the
point of damage, you take 1 less point Devoted Defender ability, except the benefit
of damage (to a minimum of 1 point). applies to up to three characters you choose.
Additionally, you can make more than one If you choose just one character, you become
attack in a given round provided that all the specialized in the tasks described under the
attacks were originally meant for one target. Devoted Defender ability.

TIER 6 DELVES INTO


Delves into Akashic Memory Choose either Courageous Warrior or Ignore AKASHIC MEMORY
GM Intrusions: A named target Affliction as your tier 6 ability. Whichever you The akashic memory is a collective mental
attacks you instead of standing choose, you gain also your Champion power. storehouse of all truenames, thoughts, feelings,
calm or doing as you command.
s Courageous Warrior: You and all creatures and experiences ever held by a living being.
You forget your own name you designate within an immediate distance You are an akashic who can tap into this
for a round and are unable cannot be frightened by the effects of magic, collective memory to gain knowledge, skills, or
to take an action. creature’ special abilities, or similar sources. information. Your powers are mystical—more
r Ignore Affliction (5 Might points): If you mental than magical—and come from intense
are affected by an unwanted condition or training and discipline. Akashics often belong
affliction (such as disease, paralysis, mind to guilds, usually tied to the organizations
control, broken limb, and so on, but not that trained them. These guilds hire out their
damage), you can ignore it for one hour. If members as experts in any needed area. Those
the condition would normally last less than who do not belong to guilds often wander
an hour, it is negated. about, seeking new experiences and earning
♦ Champion’s Powers: Choose your tier 6 their fortunes by practicing their skills. They
power based on your cause. often have contradictory personalities, being
r Darkness–Murderer (6 Speed Points): With a both focused on their mental disciplines and yet
swift and sudden attack, you strike a foe in are free-wheeling and highly adaptive. Because
a vital spot. If the target is level 4 or lower, it of their powers and abilty to master so many
is killed outright. For each additional level of skills, an akashic can work as a shipwright in
Effort you apply, you can increase the level of one city, move on and get work as a physician in
the target by 1. the next, and an animal trainer in the next.
s Justice–Damn the Guilty (6 Intellect points): You can discern someone’s common, given
You speak words of revelation and judgment name merely by looking at him, and with practice,
to everyone within close range. Those you can also learn that person’s true, hidden
whom you have designated as guilty with name. Knowing a person’s hidden name gives
your Designation ability take an additional you power over him. As mastery is developed,
5 points of damage from any attack they you can eventually hide someone’s name, know

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CHARACTER
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his thoughts, or even steal its name to gain address the target by name or potentially
powers. learn the real identity of someone in
disguise or the common name of an odd
CONNECTION object. Knowing the name of a person who
Choose one of the following connections. hasn’t revealed it to you could provide an
1. Pick one other PC. That character borrowed asset to your attempts to persuade, fool,
an important book from you and has never intimidate, or ingratiate yourself with the
returned it. target, depending on the situation.
2. Pick one other PC. You gave her a short r Minor Battle Memory (1 Intellect point):
rhyme that brings good dreams when she Calling upon the knowledge of the names
says it before she sleeps, but you wonder if the of greatest warriors who have ever lived, you
nightmares are building up in the dark. can concentrate for 1 round. Afterward, for
3. Pick one other PC. You’re pretty sure that a 1 round per tier, you ease your attack and
name you made up out of the blue summoned defense tasks.
that character into existence some time ago. If
the PC knows that you believe this, he might TIER 2
think you’re full of yourself, think you’re crazy, or r Steal Name (2 Intellect points): You steal the
possibly believe it himself. name of a target within short range by lifting
4. Pick one other PC. She asked you for a it directly from the creature’s thoughts. An
name that would allow her to stand up to a affected target ceases taking actions for
cruel authority figure. You told her you’d find
the perfect name for her need, but you’re having
trouble with the syllables.

TRAITS
q Onomatology: Thanks to your
attunement with akashic memory, you
are trained in the origin, history, and use of
the names. You can make an Intellect task
to see whether you know some relevant
information about notable people, legendary
items, or noteworthy places. Action to
initiate. The process takes 10 minutes and
can be attempted once per day per tier.
You obtain information as for the level of
difficulty reached.
s Competence: You are considered trained in
all skills in a group you have selected,
♦ Equipment: Scholar’s clothes, quill and ink,
reference book, notebook, a weapon of your
choice, and 30 gp.
♦ Minor Effect Suggestion: You learn a deeply
buried secret the target was trying to hide.
♦ Major Effect Suggestion: Foes within short
range are dazed for one round upon hearing
you speak a hidden name. During this time,
the difficulty of all tasks they perform is
modified by one step to their detriment.

TIER 1
r Name (1 Intellect point): You attempt to
discern the common, given name of a
person, creature, or object within short
range. This ability doesn’t give you power
over the target, but it does allow you to

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TIER 4
Action [one-action] up to one minute as it attempts to recall
Enabler [free-action] its name, or for as long as you use your sName Object or Force (4+ Intellect points):
Action to initiate [two-actions] action each round to concentrate on hiding Your study of names goes beyond creatures
the name from it. If the target is attacked, and extends to objects and even the laws of
endangered, or seriously provoked, it stops reality. Objects become more cooperative
worrying about its name and acts normally. and laws bend to your aid when you name
s Kinesthetic Memory: Your sensory memory them, and the task you attempt is eased by
is so precise that you can easily get around two steps. For example, if you name a level 4
with no penalty when you have a single wall prior to attempting to climb it, you treat
damaged or deprived sense and are in the climb as a level 2 task. If you try to jump
familiar surroundings. For example, if you across a gap between sky ships and name
are blinded, you can still move about in your the local force of gravity, a difficulty 5 Might-
home, a shop you frequent, or inside a castle based task becomes difficulty 3. For each 2
you have viewed extensively with magic, able additional Intellect points you spend, the
to act without penalty. task is eased by one additional step.
q Impersonate (4 Intellect points): Using
TIER 3 your ability to delve into the memories of
Choose either Anti-Name or Name Meld as your others’ names, you can impersonate other
tier 3 ability. Whichever you choose you gain living creatures’ mannerisms, speech patterns,
Lesser Battle Memory. knowledge, and overall demeanor, for 1 minute
r Anti-Name (3+ Intellect points): You speak per tier. You must have been within 25 feet [7.5
a name that is antithetical to up to three m] of the creature to be impersonated at some
targets within long range. The Anti-Name point before you can use the ability. The creature
inflicts 2 points of damage that ignore gains no sense that you are impersonating it. If
Armor. For each level of Effort you apply, you you’ve previously used Steal Name on a target
can choose to attack an additional target. you can also use one level 2 or lower ability or
s Name Meld (1 Intellect point): When you spell known by the target.
successfully use Steal Name on a target, you
also read the target’s surface thoughts at the TIER 5
same time, even if the target tries to prevent q Command Name (5+ Intellect points):
you from doing so. You can continue to read If you’ve previously used Steal Name on
the target’s surface thoughts for as long as a target, you can attempt to control the
you keep its name hidden from it by using target’s actions if it is within short range
Steal Name (up to one minute). and can hear and understand you. If you
r Lesser Battle Memory (2 Intellect points): succeed, you control the target’s actions
Using your knowledge of famous battles for two rounds by verbal command. Instead
and the names of expert fighters, you defend of applying Effort to decrease the difficulty,
yourself well. You gain +1 Armor for 1 round you can apply Effort to increase the duration
per tier. For each 2 additional Intellect points of control; each level applied extends the
you spend, you gain an additional +1 Armor. duration of Command Name by one round.

AKASHIC NODES
Imbued with the psychic resonance of days long past, some sites become focal points of
the akashic memory. Akashics call these places “nodes.” A node is where a large number of
intelligent beings lived over a long period of time—and usually where no one currently lives
(the hustle and bustle of a living city often counteracts the power of the node). These former
residents, both individually and as a group, left a sort of “psychic imprint” on the area that an
akashic can tap into. Thus, nodes usually occur where a city, a citadel, or some other type of
community or large structure once stood, or in the ruins of the community or structure.
If a character with Delves into Akashic Memory is within a node, they ease their Onomatology
task, or their Minor Battle Memory by two steps. GMs are free to change memory abilities of
Delves into Akashic Memory if a player wants different kind of character.
Sometimes, a group of akashics builds a monastic guildhall at the site of a node.

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When the effect ends, the target recalls being FOLLOWS THE GREEN
under your control unless you succeed on PATH
an Intellect-based attack whose difficulty is You deal with nature, speaking the language Follows the Green Path GM
equal to the target’s level. of the leaves, of a babbling brook, or the stony Intrusions: An injured natural
qGreater Battle Memory (5 Intellect points): heartrock of a mountain. You remain in tune (but dangerous) creature is
discovered. Someone’s been
Using the akashic memory of the creature’s with the health of the land around you. You are
poaching the wildlife for their
names you remember its vital spots. You a “Greenbond”, an animist who deals with the skins, leaving the carcasses to
double the damage you inflict on a target with spirits animate within all things—trees, rocks, rot. A tree falls in the forest, one
a weapon, an ability or magic for 3 rounds. rivers, ponds, and even the air around you. of the last surviving elder trees.
You not only speak for the land, you also
TIER 6 protect it and the natural creatures and forests
Choose either Steal Identity or Memory that it supports. In that sense, you are the land’s
Possession as your tier 6 ability. Whichever you champion. You might be part of an ancient
choose you gain Master Battle Memory. priesthood of a select few who are able to
r Steal Identity (6+ Intellect points): You can commune with the spirits of nature and who call
attempt to impersonate any intelligent upon the magic of the forest, moon, storm, and
creature who is alive or has ever lived without beast. In particular, you know how certain long-
ever having been near that creature. You can lived trees are conduits of worldly magic. When
attempt to Steal Name of the creature if it lightning strikes, fires rage, or the earth shakes,
is alive, spending the relative cost. Steal these elder trees channel that elemental fury into
Identity functions like the Impersonate themselves. An event may burn away a limb or
ability. For each 2 additional Intellect points blow off bark, but the energy contained within
you spend, you can increase the level of the the tree becomes part of the magic of the land—
target’s ability (if you used Steal Name on it) magic that you, in turn, draw upon.
by one, or use it another time on a level 2 or As a follower of the Green Path, you probably
lower ability or spell the target knows. wear rough, rugged clothing that shows little
q Memory Possession (7+ Intellect points): concern for style. Most of the time, covering
You can absorb the memories of any yourself in natural smells to keep your scent
intelligent creature who is alive or who has from spooking wildlife is more important than
ever lived for 1 round per tier. During this bathing to be presentable to other people.
time, the creature’s personality takes control
of your body. You can use this ability to allow CONNECTION
your allies to speak with and ask questions Choose one of the following connections.
of the possessing memory (often that of an 1. Pick one other PC. You found that character
ancestor, absent friend, or other well-known lying unconscious in the woods with no memory
figure). If the possessing memory seeks to of how she got there. Without your help, she
say or do something against your will, you likely would have died of exposure.
may attempt an Intellect task with difficulty 2. Pick one or more other PCs not from the
5 to prevent it. You can also use this ability to wilderness. You’ve decided that you will mentor
remember a level 3 or lower spell, or another them to become more appreciative of the land
level 3 type or focus ability of that creature. and its natural beauty.
The spell disappears from your memory after 3. Pick one other PC. More often than not,
it has been cast. If the ability requires an that character is accidentally singed, snagged,
action, you can use it at the same time you bitten, or otherwise caught when you use one of
use Memory Possession. After that, you will your special abilities.
forget it. If it is an enabler ability, you can use 4. Pick one other PC. That character’s sibling
it for 6 rounds. For each 2 additional Intellect is responsible for felling a sacred elder tree that
points you spend, you can increase the level was important to you.
of the spell or of the ability by one, or the use
of an enabler ability by six more rounds. TRAITS
q Master Battle Memory (7 Intellect points): ♦ Additional Equipment: Clothing fit for the
Using the akashic memory of the creature’s wilderness, a weapon of your choice, enough
names you remember its vital spots. You dried jerky to last a week, a talisman of
triple the damage you inflict on a target with petrified oak, and 30 gp.
a weapon, an ability or magic for 5 rounds. s Wilderness Lore: You are trained in

107
Action [one-action] wilderness navigation and in identifying step. The difficulty returns to 2 after that
Enabler [free-action] plants and creatures and determining creature rests for ten hours. Action to initiate.
Action to initiate [two-actions] whether water is safe to drink or dangerous. Ten minutes to complete.
s Percipience: You can see and hear nature
spirits otherwise imperceptible to mortals TIER 2
(unless a spirit wishes to show itself). rNature’s Gift (2 Intellect or Mana points):
Spirits are everywhere, all the time— You can use your connection with the Green
although only rarely do they pay attention to draw on the power of nature and infuse
to the actions of mortals. it within yourself. You must be touching
♦ Minor Effect Suggestion: A hawk or raven attacks something solid and natural (the ground, a
your foe’s head for one round, during which bit of unworked stone, a plant, an animal,
time the difficulty of all tasks the foe performs is or a beast) to activate this ability. While you
modified by one step to its detriment. maintain this touch, your allies within short
♦ Major Effect Suggestion: A large ferret, eagle, range ease one of the following task types
or similar natural creature snags and makes (your choice): defense tasks, attack tasks, or
off with a piece of equipment worn or held tasks related to any skill that you are trained
by your foe. or specialized in.
qBond With the Land (3+ Intellect or Mana
TIER 1 points): Your connection to the natural world
sPreternatural Senses: Spirits help you to be extends to a degree that some would call
aware. While you are conscious and able to supernatural. While in the wilderness, you
use an action, you cannot be surprised. In can extend your senses up to a mile in any
addition, you are trained in initiative actions. direction and intuit the condition of that area,
q Alleviate Pain (1 Intellect or Mana point): such as if it is harmed in some way (a forest
You restore 1d6 points to one stat Pool of fire, a famine, or a disease) and gains a general
any creature, curing with natural remedies. understanding of what is happening. In order
This ability requires a difficulty 2 Intellect for an event to trigger the bond, it must affect
task. Each time you attempt to heal the same an area at least 100 yards across or involving
creature, the task is hindered by an additional at least 25 creatures or large plants (such as
trees). Natural, daily events, such as predators
hunting, do not alert the greenbond. For every
additional point spent, you can gain more
details such distance, direction, duration
or severity. Action to initiate. Four hours to
complete.

TIER 3
Choose either Repair Flesh or Question the
Spirits as your tier 3 ability. Whichever one you
choose, you also gain Greenbond.
r Repair Flesh (3 Intellect or Mana points):
Damage track, page 166 When you touch an impaired or debilitated
character, you can move them up one
step on the damage track (for example, a
debilitated PC becomes impaired, and an
impaired one becomes hale). Alternatively, if
you use this ability on a PC during a rest, you
grant them a +2 bonus to their recovery roll.
q Question the Spirits (2 Intellect or Mana
points): You can call a nature’s spirit to you
and petition it to answer a few questions
(usually no more than three before the
spirit fades).
You can ask the spirit of a tree, a brook, the air,
or any other part of nature that you touch

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CHARACTER
6 FOCUS

to speak with you. Generally, only natural powerful. While you maintain this touch,
things have spirits—wood made into a door your allies within short range ease for 4
or water in a fountain usually has lost its rounds, or ease by two steps their next
spirit. action of one of the following task types
The spirit is not omniscient. It knows all (your choice): defense tasks, attack tasks, or
observable facts about its surroundings. See tasks related to any skill that you are trained
Spirits to learn other aspects about the spirits. or specialized in.
The spirit may not wish to answer your s Trackless Step (3 Intellect or Mana points):
questions, in which case you must persuade You leaves no trail in natural surroundings
it to help. You can attempt an Intellect task, and cannot be tracked.
or you can try with diplomacy or deception
tasks. Answers should be no longer than a TIER 5
word per tier. q Supreme Bond with the Green: You
A failed task might result in no answer, or it undertake a spiritwalk, communing with
might result in a lie (GM’s discretion). nature spirits, during which you are simply
Difficulties differ from spirit to spirit. Consider absent from the world. After this period of
a spirit a creature of the level stated to communion, spirits actively seek you out to
determine the difficulty: Water spirits (level tell news that is of interest or importance
2), Wood (level 3); Air spirits (level 4); Animal to you. You no longer need an Intellect or
spirits (level 5); Stone spirits (level 6). diplomacy task when questioning nature
q Greenbond: After a solitary trek into the spirits—they will always speak with and
wilderness, eating and drinking nothing answer you willingly. Answers could be one
other than special herbs and water, you short sentence per character’s tier. Action to
tap into the essence of the Green so that initiate. 9 days to complete.
plants surrounding you merge with your s Spirit Vigilance (5 Might or Mana points):
body. From that point on, you are no longer When affected by an attack or effect that
a humanoid (or whatever type you are), but would daze or stun you, you are not dazed
a plant. Anything that specifically does not or stunned. You can extend the effect to one
harm plants will not harm you. However, creature within immediate range, spending
you still have a discernable anatomy and 1 Intellect or Mana point.
remain a living, thinking creature, so mind-
affecting spells or abilities still work on you. TIER 6
Action to initiate; 3-days to complete. Choose either Spiritform or Nature’s Gift as
your tier 6 ability. Whichever one you choose,
TIER 4 you also gain Spirit God.
r Advanced Nature’s Gift (3 Intellect or Mana s Spiritform (6 Intellect or Mana points): You
points): Your nature’s gift becomes more become a part of nature spirits, disappearing

SPIRITS
When you use the Speak with Spirits ability, it generally takes you at least a minute to coax a
spirit to appear. These spirits usually take on a translucent humanoid form, although sometimes
they simply make a face appear in the water, wood, or other substance they inhabit. Spirits do
not like to speak with mortals, but you are special and thus more tolerable.
The nature of a spirit sometimes dictates its answer, particularly when a longer answer
is requested. Water spirits are quick witted but easily distracted. Wood spirits are quiet and
demure. Air spirits are impatient and easily flustered. Creature spirits vary considerably—these
are the totem spirits that those who Revere a Totem are bonded with. Stone spirits are the least
friendly, the slowest to respond, and the hardest to fathom. Yet, as some of the oldest and most
stable, they may have the best and most reliable information.
Spirits have no standard stats. They are beyond mortal interactions. However, diverting a
river spirit’s flow (or a severe drought) can destroy that spirit, as can cutting apart or breaking
the stone of a stone spirit. A wood spirit chopped down is destroyed, and, while air spirits are
difficult to destroy, they rarely spend much time in one place—wind and weather may send
them far away at a moment’s notice.

109
Action [one-action] from reality for one minute. You gain an HAS AN ATHAME
Enabler [free-action] asset to sneaking tasks. During this time, You are devoted as an apprentice to a single
Action to initiate [two-actions] you can move through solid barriers (but master, or in an academy where you spend
not energy barriers) at a rate of 1 foot (30 half the day in martial training and the other
cm) per round, and you can perceive while half studying eldritch lore. You might wear a
Has an Athame GM phased within a barrier or object, which symbol—a badge, a pin, a tattoo, an amulet,
Intrusions: Your weapon allows you to peek through walls. You can’t certain colors, or the like—that indicates
refuses to be handled by you, affect or be affected by normal matter or the school in which you trained, the style of
suddenly breaks, or bestows
energy. Only mental attacks and special fighting you have mastered, or the name of
a temporary curse on you.
transdimensional energies, devices, or your mentor. Your weapon is almost certainly
spells can affect you, but likewise you can’t your finest possession. It is your focus, your
attack, touch, or otherwise affect anything. key weapon, or “athame.” Not only is it well
Action to initiate. cared for and of high quality, but you probably
s Great Nature’s Gift (6 Intellect or Mana keep it in a beautiful scabbard, harness, belt,
points): Your nature’s gift becomes more case, or something similar. You use it not only
powerful. While maintain this touch, your in combat, but as a focus for casting spells.
allies within short range ease for 6 rounds, You imbue this weapon with mystical powers
or ease by two steps their next action for 3 and use spells to augment it further, as well as
rounds of, or ease by three steps their next to enhance and protect yourself in battle.
action of, one of the following task types You pride yourself on being self-reliant. Magic
(your choice): defense tasks, attack tasks, is a tool. It can be used toward an end. You see
or tasks related to any skill that you your abilities as motions and positions, in
are trained or specialized in. the same way a swordfighter sees a thrust,
s Spirit God: Any time you use Effort a parry, a feint, or a riposte. Every motion
on an Intellect action, add one of has its countermotion. When you raise
Free level of Effort, page 158 the following enhancements to the your blade just so and you form
action (your choice): the magic in your mind (and
• Free level of Effort speak it with your mouth), you
• Automatic minor effect. create a shimmering aura. Twirl
• Roll d6: 1-3 minor effect, the blade clockwise and hold it
4-6 major effect. perpendicular to your chest with
the appropriate thought and
word, and you can parry a spell.
Each motion, thought, and word
combination constitutes a well-
practiced spellstroke. You can add
new motions even when you cast
your spells.

CONNECTION:
Choose one of the following.
1. Pick one other PC. That
character shows potential in
the use of your weapon. You
would like to train them, but you’re
not necessarily qualified to teach
(that’s up to you), and they might
not be interested (that’s up to them).
2. Pick one other PC. If that person
is within immediate range when
you’re in a fight, sometimes they
grant you an asset, and sometimes
they hinder you (50% chance either
way, determined per fight).
3. Pick one other PC. You once

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CHARACTER
6 FOCUS

TIER 3
saved this person’s life, and they feel indebted to
you. You wish they didn’t; it’s all just part of the job. Choose either Slice Through Wardings or Magic
4. Pick one other PC. This person recently Resistance as your tier 3 ability.
mocked your combat stance. How you deal with r Slice Through Wardings (3 Intellect or Mana
this (if at all) is up to you. points): You can ignore all magic-based
protections in effect on a target in a single
TRAITS attack made with your athame.
♦ Additional Equipment: You have a high-quality s Magic Resistance: You gain +5 to Armor
weapon of your choosing. against damage from spells or magical
s Athame: You select a bladed light, medium effects (like those of a magical item).
or heavy weapon your are trained with and
perform a daylong ceremony to make it your TIER 4
key weapon, also called an “athame.” You can sParry Spells (4 Intellect or Mana points):
have only one athame, and it must be a physical With your athame in hand you can parry
or magical weapon (not the creation of a spell). a spell. Only spells targeting you can be
The attacks with the athame are eased, but only parried—not area spells or spells targeted
while in your hand. elsewhere. You can parry only spells you
The athame gains a small modicum of sentience are aware of; spells from invisible casters or
in the ceremony. It has a very basic empathic purely mental spells cannot be parried.
link with you, so you always know where the q Athame Power: You can summon your
weapon is (distance and direction). athame to appear in your hand. The weapon
You can create a new athame by performing can be up to 10 miles per tier away, although
the ceremony again, but this results in the if it is in someone else’s possession or in a
destruction of the previous athame, if it still locked room, you must make an Intellect or
exists. Mana task with difficulty 5 to summon it.
Athame Powers: The athame gives you access Action to initiate. 1 round to complete.
to special powers you can use as a focus
for your spells. As long as it remains in TIER 5
your hands, the Mana point cost of spells is sSupreme Mastery (5 Might or 5 Speed
reduced by one per character’s tier. points): When using your chosen weapon,
♦ Minor Effect Suggestions: The target is so you can reroll any attack roll you wish and
dazzled by your expertise that it is dazed for take the better of the two results.
one round, hindering all of its tasks. qSlice Through Spells (5 Speed or Mana points):
♦ Major Effect Suggestions: Make an immediate You can strike a non-instantaneous spell effect
additional attack with the weapon as part of or creation (a summoned monster, an eldritch
your turn. wall, an illusion, an area of mist, and so on)
with your athame and dispel it, disregarding
TIER 1 levels or potency. You cannot dispel effects on
s Weapon Master: You inflict an additional 1 a creature but only stand-alone effects.
point of damage with your chosen weapon.
r Shimmering Aura (1 Intellect or Mana point): TIER 6
While you wield your athame, you can shape Choose either Athame Burst or Athame Critical
a shimmering aura around you, granting +1 as your tier 6 ability.
to Armor for 1 minute. s Athame Burst (6 Might or 6 Mana points): You
spin around with your athame and send replicas
TIER 2 of the blade, composed of magical energy,
s Weapon Defense: While your chosen toward all foes within short distance. You make
weapon is in your hand(s), you are trained separate attack rolls against each target. Each
in Speed defense rolls. successful attack inflicts damage to the target as
s Athame Power: The athame strikes at anyone you attack it directly with the athame.
other than you who picks it up or attempts r Athame Critical: If you strike a foe of level 3
to use it, unless you specifically command it or lower with your athame, you kill the target
not to. The weapon strikes once per round instantly. For each additional level of Effort
until dropped. Resolve the attack as if you you apply, you can increase the level of the
were wielding the weapon. target by 1.

111
Action [one-action] INSCRIBES RUNES The art of inscribing runes is very
Enabler [free-action] You learned to create runes, which are visual personalized, with each character learning and
Action to initiate [two-actions] symbols that represent—and thus hold— mastering different runes. Those individuals
magical might. As a runethane, you can inscribe are typically bookish and extremely intelligent.
runes on your equipment, on yourself and your When recognized as such, a young child might
Inscribes Runes GM Intrusions: allies, or in the air. Each one has a different be brought in to work with a tutor to learn runes
You cannot bypass effect. You spend your private time researching and their applications. The close bond between
your own rune. new runes and studying their applications. the tutor and their scholars often remains
A rune affects you as well. You frequently put nonmagical runes on your throughout their lives—usually, a tutor will have
A rune does something weird gear and on yourself (as tattoos) because even only one child to teach their secret knowledge.
or not what you intended. without direct magical power, the runes carry With a thought, you concentrate to see the
meaning important to you. The runes, in your rune in your mind’s eye, mentally tracing each
minds, also makes you appear more powerful. line. Then, you reach out to quickly trace the
As you train to create physical manifestations floating rune around you that matches what you
of magic, you gain an affinity for mechanical see in your mind. To you, all magic breaks down
devices of all sorts—traps, locks, wheels, clocks, into symbols (both pictures and words), the way
and so on. a grammarian might diagram a sentence or a
poet might craft a sonnet. The fact that a symbol
simultaneously encodes a verbal sound, a visual
image, and a mental concept is how you attempt
to explain your power to others.

CONNECTION
Choose one of the following.
1. Pick one other PC. They can easily
determine what your runes (lesser, advanced
or greater) do by just seeing them.
2. Pick one other PC. You recently
discovered that if they stand near you when
you craft your first-tier Lesser Rune ability,
they too become covered in similar runes or
pure light. This doesn’t harm them, and anyone
who tries to touch them or strike them with
a melee attack suffers 1 point of damage that
ignores Armor (but the other PC doesn’t gain +1
to Armor). They must remain within short range
of you to retain the effect.
3. Pick one other PC. That character is related
to the runethane you apprenticed under.
4. Pick one other PC. They can trigger a touch-
triggered rune you crafted, just as if you did it.
They must remain within short range of you to
trigger the rune

TRAITS
♦ Additional Equipment: You have a high-quality
weapon of your choosing.
Runes: Runes resemble arcane symbols.
They are usually meaningless to anyone without
the appropriate Academia knowledge skill. You
apply a rune by magically drawing a symbol on
an object, surface, or creature. It is an action to
create a rune, and no rune can be used more
than once per hour.
You can have a total value of runes

112
CHARACTER
6 FOCUS

RUNE TYPES
There are three kinds of runes: touch-trigger, applied, and enchanted object.
A touch-trigger rune is placed upon an object or a surface, but not a creature. Basically, the rune can
cover a surface as small as 1 square inch and as large as 10 square feet; multiple runes can cover a
much larger area. The first creature that touches the object or surface bearing the rune triggers the
effect immediately. Touch-trigger runes last until triggered, dispelled, or erased by the inscriber. If
circumstances result in a creature triggering more than one touch-trigger rune at once, only the most
powerful one takes effect. The others are triggered but have no effect. The inscriber can choose to
create a touch-trigger rune as a visible rune or as an invisible one.
If a character (including those who inscribe the rune) wishes to trigger a touch-triggered rune
intentionally, it requires an action to do so.
An applied rune requires the inscriber to apply it to activate its effects immediately—usually
effects related to the object, surface, or creature it is placed upon. Applied runes last only as long
as their effects. They are always visible.
Enchanted object runes require the inscriber to apply the rune to an object no larger than himself.
These imbue the item bearing the rune with a magical ability. Enchanted object runes last for one
day per tier. They are visible except where stated otherwise.

in existence at any given time equal to your Rune of Knowledge: This is an applied
tier. Lesser runes each have a value of 1, which rune. You place this rune on an object or
counts toward this total. Advanced runes each creature and learn something about it. It
have a value of 2, greater runes a value of 3, and can be used a number of times per day
runes of power a value of 4. equal to your tier.
Anyone looking upon a visible rune can Rune of Sleep: This touch-trigger rune
determine what it does by making an Academia causes a target that touches it to make an
knowledge (runes) task. Difficulty is 2 for lesser Intellect defensive task or fall asleep for
runes, 4 for advanced runes, 6 for greater runes, 4 rounds. If the victim is not the same or
7 for runes of power lower tier/level as you, they merely become
No more than one rune of a specific type can dazed for 4 rounds.
affect an area, person, or object. Thus, a door
cannot receive two runes of blasting. TIER 2
You always know your current rune total, so r Erase Rune (Intellect or Mana points): You
even if one of your runes is triggered out of can attempt to erase runes you encounter.
your normal perception, you are aware that your You can always erase your own runes
potential rune maximum has increased (but you without fail. If the rune was created by
gain no information beyond that). others, you need to spend Intellect or Mana
Minor Effect Suggestions: The target is dazed points equal to the level of the rune plus
for one round, hindering all of its tasks. the tier of the creator to erase it. You must
Major Effect Suggestions: A rune blast. Make know a rune’s location to erase it. Erasing
an immediate additional attack as part of your a rune you created is an action; otherwise,
turn with the Rune of Affliction effects. it takes a full minute. You must be within
short distance of a rune to erase it.
TIER 1 s Lesser Rune (Level 1): You learn one Lesser
s Lesser Rune (Level 1): You learn one rune Rune from the Lesser Rune list.
from the Lesser Rune list below.
Rune of Affliction: This touch-trigger rune TIER 3
blasts the target for 1d6 points + 1 point s Advanced Rune (Level 2): You learn one
per tier of elemental damage (choose one Advanced Rune from the Advanced Rune
from fire, electricity, spirit or shadow). A list below and one Lesser Rune from the
successful Speed defensive task reduces the Lesser Runes list.
damage by half. Hand Rune: This is an enchanted object
Rune of Armor: This is an applied rune. rune. With this rune you can summon an
Anyone affected by it gains +2 Armor. This object from any distance as an action. The
effect lasts for one hour. object teleports to you. The object must

113
Action [one-action] weigh no more than the runethane can lift an Intellect defensive task or become
Enabler [free-action] over his head. dominated for one hour per tier.
Action to initiate [two-actions] Rune of Blasting: If touched, this touch- Rune of Resistance: This is an applied rune.
trigger rune explodes with elemental force The creature or object it is placed upon
(choose one from fire, electricity, spirit or ignores the first 20 points of damage for one
shadow), inflicting 1d6 points of damage minute per tier.
per tier to all within immediate distance. A Rune of Understanding: This enchanted
successful Speed defensive task reduces the object rune allows anyone hearing the words
damage by half. of the object’s wielder to understand them
Rune of Fear: This is a touch-trigger rune. as if they were spoken in their native tongue.
Anyone touching it must make an Intellect
defensive task or drop what he is holding TIER 6
and flee for 1 round per tier. s Inscribe Rune: You can create a permanent
Rune of Healing: This is a touch-trigger rune. This requires 100 times the normal
rune. Anyone touching it is filled with amount of time to create the rune. In
positive energy that heals 1d6 points from addition, it calls for 2,000 gp of valuable
any pool. Undead that touch the rune suffer inks or materials for a lesser rune, 8,000
the same amount as damage. A single gp worth for an advanced rune, 20,000 gp
creature cannot be healed more than once for a greater rune, 44,000 gp for a rune
per day by a rune of healing. of power. The rune can still be erased, but
otherwise it never fades. Thus, a touch-
TIER 4 trigger rune triggers every time someone
r Sense Rune (3 Intellect or Mana points): You touches it (no more than once per round),
can sense whether an invisible or otherwise and an enchanted object rune never loses
hidden rune lies within short distance of you. its enchantment. Applied runes cannot be
s Advanced Rune (Level 2): You learn one inscribed. Inscribed runes still count toward
Advanced Rune from the Advanced Rune list. your rune total.
r Rune of Power (Level 4): You learn one Rune
TIER 5 of Power from the list below, and a Greater
s Password: You assign a special spoken Rune from the Greater Rune list, or one
password for your runes. Now you can touch Advanced Rune.
a touch-trigger rune without triggering it. Rune of Cheating Death: This applied rune,
This means, for example, that you could placed upon any living creature, lasts until
create a rune of affliction on a mace, pick it triggered. When that creature is affected by
up safely, then strike a foe and affect the foe something (a spell or an attack) that would
with the rune of affliction as well as the mace normally kill it, the rune triggers and has a
attack. You may choose to have a different chance of storing the creature’s soul. This
password for different runes or allow them effect keeps the body in a coma rather than
all to use the same one. You can give the dying, allowing it to “come back to life” when
password(s) to others. it receives magical healing. The creature
s Greater Rune (Level 3): You learn one Greater must succeed on a Might task with difficulty
Rune from the Greater Rune list below, and one 12. This rune cannot be inscribed.
Advanced Rune from the Advanced Rune list. Rune of Devastation: If touched, this touch-
Elemental Rune: This enchanted object rune trigger rune explodes with elemental force
can be placed on either a weapon or armor. (choose one from fire, electricity, spirit or
An enruned weapon inflicts an additional shadow), inflicting 6 points of damage per tier
1d6 points of elemental damage (of a type to all within short distance. A successful Speed
determined by you when the rune is placed) defensive task reduces the damage by half.
each time it strikes. Enruned armor (and Rune of Transport: When completed, this
the wearer) gains 10 points of elemental applied rune causes the creature or object it is
resistance (of a type you determine when created upon to vanish instantly (and safely),
placing the rune). teleporting to a location you know (one you
Rune of Dominion: This applied rune is have physically visited) within 10 miles [16
placed upon a living humanoid creature. km] per tier. Unwilling creatures can make an
When finished, the creature must make Intellect defensive task to resist the teleport.

114
CHARACTER
6 FOCUS

LIVES UNFETTERED an attack against an armed foe, inflicting LIves Unfettered GM


Wild, uncontrollable, yet supremely skilled, damage and disarming them so that their intrusions: Even if you
you appear to be part-madman, part-assassin. weapon is now in your hands or 10 feet (3 never give out, sometimes
your equipment or
In truth, you are neither. You are more a m) away on the ground—your choice. This
weapons do.
swashbuckling dervish, expert in using disarming attack is hindered.
quickness and agility in combat rather than s Get Away (1 Speed point): After your action
simple brute force. on your turn, you move up to a short
You know that the best way to stay alive in a distance or get behind or beneath cover
fight is to avoid being hit altogether, so you learn within immediate range.
special defensive techniques and how to deliver
savage sneak attacks against an unprepared foe. TIER 2
When facing you, no one ever knows what to s Quick Block: If you use a light or medium
expect: a sudden attack from the shadows, or a weapon, you are trained in Speed defense
reckless charge into the thick of things with grace tasks.
and panache? Often you do not know. While s Misdirect (2 Speed points): When an
you have good battle senses you do not care for opponent misses you, you can redirect their
elaborate plans or strategies. You live by your wits attack to another target (a creature or object)
and take things as they come and roll with the of your choosing within immediate range of
punches—usually coming out on top in the end. you. Make an unmodified attack roll against
the new target (do not use any of your or
CONNECTION the opponent’s modifiers to the attack roll,
Choose one of the following. but you can apply Effort for accuracy). If the
1. Pick one other PC. You’re always trying attack hits, the target takes damage from
to impress this character with your skill, wit, your opponent’s attack.
appearance, or bravado. Perhaps they are a
rival, perhaps you need their respect, or perhaps
you’re romantically interested in them.
2. Pick one other PC. This character seems
to anticipate your next move almost before you
even begin it. When they collaborate with you on
the same task or fight the same foe, you gain an
asset on the task.
3. Pick one other PC. You fear that the
character is jealous of your abilities and worry
that it might lead to problems.
4. Pick one other PC. This character
is so enamored of your swashbuckling,
entertaining ways during combat
that they sometimes forget to
take their own action.

TRAITS
♦ Additional Equipment: You begin with
a set of simple clothes and a light weapon.
♦ Minor Effect Suggestions: The target is so
dazzled by your style that it is dazed for
one round, during which time all of its
tasks are hindered.
♦ Major Effect Suggestions: Make an
additional attack with your weapon on
your turn.

TIER 1
r Advantage to Disadvantage (1 Speed point):
With a series of quick moves, you make

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TIER 3
Action [one-action] With a large handful of small objects—tiny
Enabler [free-action] Choose either Acrobatic Attack or Successive knives, shurikens, stones, jagged bits of
Action to initiate [two-actions] Attack as your tier 3 ability. Whichever you choose metal, coins, or whatever is on hand—you
you gain Mobile Fighter. attack every creature in an immediate area.
s Acrobatic Attack (1+ Speed points): You leap You must make attack rolls against each
into the attack, twisting or flipping through target. Each attack is hindered. You inflict 3
the air. If you roll a natural 17 or 18, you can points of damage on targets you hit.
Minor effect, page 159 choose to have a minor effect rather than
deal extra damage. If you apply Effort to the TIER 6
attack, you get a free level of Effort on the Choose either Attack and Attack Again or Return
task. You can’t use this ability if your Speed to Sender as your tier 6 ability. Whichever you
Effort costs are reduced from wearing armor. choose you gain Agile Wit.
s Successive Attack (2 Speed points): If you s Attack and Attack Again: Rather than
take down a foe, you can immediately make granting additional damage or a minor
another attack on that same turn against or major effect, a natural 17 or higher on
a new foe within your reach. The second your attack roll allows you the option of
attack is part of the same action. You can immediately making another attack.
use this ability with melee attacks and s Return to Sender (3 Speed points): If you
ranged attacks. succeed at a Speed defense task against a
s Mobile Fighter (3 Speed points): As part melee attack, you can make an immediate
of your attack, you can leap on or over melee attack against your foe. You can use
obstacles, swing from ropes, run along this ability only once per round.
narrow surfaces, or otherwise move around s Agile Wit: When attempting a Speed task,
the battlefield at your normal speed as if you instead can roll (and spend points) as if
such tasks were routine (difficulty 0). You it were an Intellect action. If you apply Effort
can’t use this ability if your Speed Effort to this task, you can spend points from your
costs are reduced from wearing armor. Intellect Pool instead of your Speed Pool (in
which case you also use your Intellect Edge
Manifests Witchery TIER 4 instead of your Speed Edge).
GM Intrusions: Your q Divert Attacks (4 Speed points): For one
Dark Eye powers blind minute, you automatically deflect or dodge MANIFESTS
you temporarily. Your
power manifested inflicts
any ranged projectile attacks. However, on WITCHERY
damage to an ally. your next turn after you’re attacked with Your innate ability to shape raw magic is
ranged projectiles, all your other actions are something dark and mysterious. You can speak
hindered. abominable curses into being and inflict them
s Evasion: You’re hard to affect when you on those who deserve to be punished. Animals
don’t want to be affected. You are trained in tend to shrink from you or react violently, and
all defense tasks. greenery wilts. You can manifest witcheries
capable of creating a grim veil upon you, even if
TIER 5 you are not evil. You can look deeper into reality,
r Block Magic: If you use a light or medium particularly its darker aspects, and this gives you
magic weapon, you can block magical an air of unsettling eerieness. You have a secret
attacks that have you as their target. You spiritual side, an innate identity, related to the
cannot block magical area attacks or ones elements, that focuses your powers.
that have another target. You can block only You probably wear garish clothing that draws
spells you are aware of; spells from invisible attention to yourself, because those who would
casters or mental-action only spells cannot be consider that a reason to give you trouble
blocked. Make an attack roll with difficulty equal deserve a curse in return.
to the caster’s tier + spell level. If you succeed,
you block the spell and it has no effect on you. CONNECTION
In case of failure you ease your defensive roll Choose one of the following.
to resist it by two steps. If you do not have a 1. Pick one other PC. For some reason you
defensive roll to resist the spell, you are given can’t explain, your powers cannot harm that
one to counter against it. character.
r Whirlwind of Throws (5 Speed points): 2. Pick one other PC. You recently discovered

116
CHARACTER
6 FOCUS

that if they stand near you when you use your of water and ice at their command, the winter
Dark Eye, they become blind but anyone who witch often acts as aloof as a cold winter day.
tries to touch them or strike them with a melee She is usually pale with flowing white hair and
attack suffers 1 point of damage that ignores wears diaphanous white-blue clothing.
Armor. They must remain within short range of Winter Witch Spellthread: You gain knowledge of
you to retain the effect. the Water Spellthread.
3. Pick one other PC. They find your powers to
be ethically questionable and must decide how Additional Equipment: You carry an amulet
to react to your constant use of witchery around made of crystal that inspires your witcheries.
them. Whoever holds it (if you willingly give it into
4. Pick one other PC. Something about them their possession) is immune to your powers.
makes your powers harder to use. When they In addition, if you wish, you can swap an
are near you, your powers cost 1 additional ability gained from your type for the following.
Intellect or Mana point. r Baleful Witchery (1 Intellect or Mana point):
You spread your magic to a creature within
TRAITS short range, inflicting it with boils and
Choose one of these five witch types: pustules that resemble your elements. If
♦ Earth Witch: Nature, as embodied by the the target takes a forceful action (such
enduring reliability of wood and stone, is the as attacking another creature or moving
purview of the earth witch. The earth
witch usually wears dark green and
brown clothing and sometimes
even weaves leaves and sprigs
or gemstones carefully into his
hair.
Earth Witch Spellthread: You
gain knowledge of the Earth
Spellthread and related spells.
♦ Mind Witch: One of the most
mysterious types of witch, the
mind witch uses an innate mental
power to affect the minds of others. Mind
witches do not even call the spells they
know “spells”—they call them “psionic
powers.”
Mind Witch Spellthread: You gain
knowledge of the Mind Spellthread.
♦ Shadow Witch: The shadow witch
calls upon the force of shades as well
as the dread threat of shadow creatures.
Shadow witches often have a grey pallor
and dark hair and eyes.
Shadow Witch Spellthread: You gain
knowledge of the Crippling Shadow
Spellthreads.
♦ Wind Witch: Like the breath of life, wind
carries this witch’s power far and wide.
The wind witch can affect speech, sound,
and the air around her. The wind witch
wears billowy clothing and keeps her hair
long. However, she usually favors light blue
or white clothing.
Wind Witch Spellthread: You gain knowledge of
the Elemental Air Spellthread.
♦ Winter Witch: With the frigid, numbing powers

117
Action [one-action] farther than an immediate distance), the armored foe is chilled and its attack and
Enabler [free-action] pustules burst, dealing 2 points of elemental defensive tasks are hindered by two steps for
Action to initiate [two-actions] (fire, cold, acid or internal) damage that 1 round. In case of failure nothing happens.
ignore Armor, and the effect ends. If the Lesser Liquid Fire (1+ Mana points): Your attacks
target cannot hear you or understand your with weapons, natural or magical may
language (or intent), your attack is hindered. release acid. The acid inflicts 2 points of
♦ Minor Effect Suggestion: The target becomes damage plus 1 for each additional Mana
subject to your Baleful Witchery. point on the target and on all targets in
♦ Major Effect Suggestion: An important item immediate range.
on the target’s person falls to ash. Lesser Mindfire (1+ Mana points): You launch
a blast of pure psionic energy at a target
TIER 1 within short range. You can inflict 2 points
s Dark Eye: You gain the Sight, which is of damage plus 1 for each additional Mana
the ability to see personal auras. You can point or the creature cannot perform any
determine the level (or tier, if any) of a action for 1 round plus 1 additional round
creature you observe for at least one minute. for any additional Mana point spent.
Regarding creatures that are disguised or Lesser Shadowfire (1+ Mana points): You can
attempting to avoid the witch’s Sight, you summon a swirling cloud of shadow that
need to make an Intellect task to prevent can appear anywhere within long range, with
them from negating the effect. a short range in diameter. All within the area
must succeed on a Speed task or be dazed for
TIER 2 1 round plus 1 for each additional Mana point
r Eye of Sixth Sense (2 Mana points): Your Dark spent.
Eye can now open to reveal something about
a place. You visualize a place in the darkworld TIER 3
within short range and cast your mind to that Choose either Eye of Silence or Eye of Weakness as
place, creating an immobile, invisible sensor your tier 3 ability.
for one minute or until you choose to end this r Eye of Silence (3 Mana points): Your Dark Eye
ability. While using your Eye of Sixth Sense, reveals something to you about a creature
you see through your sensor instead of your within short range. You keep its mouth shut
eyes using your normal visual abilities. You with invisible misty threads until it inflicts
may perceive the area around your body damage on you, until you release it, or for
using your other senses as normal. one day, whichever occurs first. In addition to
s Witchfire: Raw magic flows in you in a losing speech (if it had a language), it loses
way that you could manifest in something the ability to perform any vocal-related attacks,
different based on your spiritual side. You such as spells. The difficulty of all other tasks
can choose one of the following abilities to is modified by one step to its detriment.
call upon at will, spending Mana points. r Eye of Weakness (2 Mana points): Your Dark
Lesser Greenfire (1+ Mana points): Your attacks Eye reveals something to you about the
with weapons, natural or magical may affect weakness of a creature within short range
unliving targets better. If you use this ability and inflicts one of the following disabilities:
while attacking an undead, you can inflict 2 • All tasks are hindered for one minute.
points of damage plus 1 for each additional • The target’s speed is halved.
Mana point. In addition, you can make an • The target can take no action for one round.
Intellect task. In case of success, all undead • The target deals 2 fewer points of damage
attack and defensive actions are hindered (minimum 1 point) for one minute.
by two steps for 1 round. In case of failure,
nothing happens. TIER 4
Lesser Icefire (1+ Mana points): Your attacks with r Trapfinder (3+ Mana points): Your Dark Eye
weapons, natural or magical, may affect opens to find any traps (like a floor that would
armored targets better. If you use this ability give way beneath you) or mechanical triggers
while attacking an armored target, you can a trap or defense system that might pose a
inflict 2 points of damage plus 1 for each threat. You can do this without setting them off
additional Mana point. In addition, you can and in lieu of making a roll to find them. This
make an Intellect task. If successful, the ability can find traps of level 4 or below. You can

118
CHARACTER
6 FOCUS

increase the level of traps that can be found by 2 it, dealing 3 points of Might damage (ignores
by spending 2 additional Mana points. Armor) plus 1 for each additional Mana point
s Witchfire: Raw magic flows in you in a spent. Shadows dissipate in one round.
way that you could manifest in something
different based on your spiritual side. You TIER 5
can choose one of the following abilities to q Witchsight (5 Mana points): Your Dark Eye
call upon at will, spending Mana points. allows you to see through illusions and to
Greater Greenfire (3+ Mana points): Like Lesser see invisible creatures and objects. Action
Greenfire, your attacks with weapons, natural to activate and an action each round to
or magical may affect unliving targets better. maintain it (no Mana points need to be spent
If your target is an undead of level 3 or lower after initial activation).
make an Intellect task. In case of success
you can kill it instantly or take its control and TIER 6
its action for 1 minute. In case of failure you Choose either Crown of Burrowing Worms or
can inflict 3 points of damage plus 1 for each Curse of Eyeless Anguish as your tier 6 ability.
additional Mana point. r Crown of Burrowing Worms (5 Mana points):
Greater Icefire (3+ Mana points): Like Lesser Icefire, Your Dark Eye reveals a weakness to you about
your attacks with weapons, natural or magical, a creature within short range, infesting its
are more effective against armored targets. If head with a mass of misty worms. The worms
your target is an armor-wearing target of level remain until the target inflicts damage on you,
3 or lower, make an Intellect task. If successful, until you release it, or for one day, whichever
the armor begins to restrict and crush the occurs first. The target is stunned for one round
target’s body, inflicting 8 points of damage, and cannot act, and it takes 2 points of damage
plus 1 for each additional mana point, and the (ignores Armor). It is dazed in the following
target is immobilized for 1 round. In case of round and cannot act, during which time
failure you can inflict 3 points of damage plus the difficulty of its tasks is increased by one
1 for each additional Mana point. step, and it takes 1 point of damage (ignores
Greater Liquid Fire (3+ Mana points): Like Lesser Armor). In subsequent rounds, it takes 1 point
Icefire, your attacks with weapons, natural of damage per round until the effect ends.
or magical, may release acid. If the target r Curse of Eyeless Anguish (5 Mana points):
is wearing armor, make an Intellect task. If Your Dark Eye reveals something to you
successful, you penetrate the armor protection, about the weakness of a creature within
inflicting 3 points of damage (ignores Armor) short range. You keep its eyes shut until it
plus 1 for each additional Mana point spent. In inflicts damage on you, until you release it,
case of failure you can inflict 2 points of damage or for one day, whichever occurs first. The
plus 1 for each additional Mana point. creature is effectively blind and acts as if in Darkness, page 169
Greater Mindfire (3+ Mana points): Like Lesser complete darkness when it attacks or when
Mindfire you launch a blast of pure psionic it is attacked, modifying the difficulty of rolls
energy at a target. You can choose a target against it by two steps to its detriment.
within long range. If your target is an intelligent Masters War Tactics
creature, make an Intellect task. You inflict MASTERS WAR GM Intrusions: Shields,
psychosis in the mind of a target, dealing 3 TACTICS or armor straps, or
weapons used to parry
points of Intellect damage (ignores Armor) The ring of battle is the clarion call of the
break when hit.
plus 1 for each additional Mana point spent per warmain. In times of strife, no better refuge
round. The psychosis can be dispelled if a target exists than behind her protective shield. Trained
uses an action doing nothing but calming and in battle, girded in heavy armor, and capable
centering itself. If you fail, you can inflict 2 of withstanding unbelievable punishment, you
points of damage plus 1 for each additional are the warrior’s warrior. You do not rely on
Mana point or the creature cannot perform quickness or fancy swordplay, but instead on
any action for 1 round plus 1 round for each might, determination, and stalwart bravery. The
additional Mana point spent. Action to initiate. only thing stronger than your will is the power
Lesser Shadowfire (3+ Mana points): Like Lesser running through your limbs.
Shadowfire, but instead of an area attack, Your strength comes not just from your personal
you can choose a target in the area. If the might, but from strategy and tactics. Yours is the
target fails a Might task, shadows constrict way of the well-planned and well-prepared military

119
TRAITS
Action [one-action] campaign. You study the histories and know the
Enabler [free-action] stratagems of past warriors. You prefer to face an ♦ Armor Crafter: Choose light or medium
Action to initiate [two-actions] enemy with a plan in mind—and a backup plan for Armor. You have crafted and modified it to
when something goes wrong. adjust perfectly to your body. Every time you
You carry a shield and probably wear the best wear it, you can perform a feat of defense or
armor you can find. attacks. You can change your armor, but you
will need to spend 50% of the original cost to
CONNECTION make it perfectly fit you.
Choose one of the following. ♦ Minor Effect Suggestions: You gain an asset to
1. Pick one other PC. This character protected Speed defense rolls for one round.
you from harm recently, and you feel indebted to ♦ Major Effect Suggestions: If an attack would
them for saving your life. hit you next round, it harmlessly strikes your
2. Pick one other PC. This person thinks you shield instead.
are an incredibly selfish person, perhaps based
on their belief that you always save yourself first. TIER 1
3. Pick one other PC. You once fought on s Sturdy: While you are wearing your chosen
opposite sides of a battle. armor, you are trained in Might defense tasks.
4. Pick one other PC. This character seems to s Weapon Expertise: You inflict an additional
be a jinx for you. Whenever they are next to you, 1 point of damage with a weapon you are
your Speed defense tasks are hindered. practiced in while wearing your armor.

TIER 2
s Practiced in Armor: Your armor adjustments
allow you to wear your chosen armor for
long periods of time without tiring and
can compensate for slowed reactions from
wearing armor. You reduce the Speed cost
for wearing armor by 1.
s Weapon Defense: When wearing your
your chosen armor and a weapon you are
practiced in is in your hand(s), you are
trained in Speed defense rolls.

TIER 3
Choose either Disarming Attack or Rapid Attack
as your tier 3 ability. Whichever you choose you
gain Weapon Excellence.
r Disarming Attack (3 Speed points): Your
perfectly fit armor allows you to attempt a
Speed task to disarm a foe as part of your
melee attack. If you succeed, your attack
inflicts 3 additional points of damage and
the target’s weapon is knocked from their
grip, landing up to 20 feet (6 m) away. If
you fail, you can still attempt your normal
attack, but you don’t inflict the extra
damage or disarm the opponent if you hit.
s Rapid Attack (3 Speed points): While wearing
your chosen armor, once per round, you can
make an additional attack with a weapon
you are practiced in.
s Weapon Excellence: You inflict an additional
1 point of damage with a weapon you are
practiced in wearing your armor.

120
CHARACTER
6 FOCUS

TIER 4
the art of combat like you do. While fighting, you
s Tower of Will: While you are wearing your attain an altered state of consciousness. Your
armor, you are more sure of your inner precise moves are as practiced as the motions
strength. You are trained in Intellect defense of a celebrant conducting a hallowed ceremony.
tasks and gain +3 points to your Intellect To you, every sword stroke is an act of reverence,
Pool. every parry or flourish a carefully planned
s Never Fumble: If you roll a natural 1 when sacrament.
attacking with a weapon while wearing your
chosen armor, you can ignore or negate the CONNECTION
GM intrusion for that roll. You can make two Choose one of the following.
Speed tasks to elude a disarming action or 1. Pick one other PC. You have trained with
avoid dropping your weapon accidentally. this character so much that if the two of you
stand back to back in a fight, you both gain an
TIER 5 asset to Speed defense tasks.
r Nothing but Defend: If you do nothing on 2. Pick one other PC. This character always
your turn but defend, you are specialized in seems to inadvertently foil your actions, or at
all defense tasks for one round. least make them more difficult. If they are within
s Mastery in Armor: The cost reduction from immediate range, actions related to this focus
your Practiced in Armor ability improves. are hindered.
You now reduce the Speed Effort cost for 3. Pick one other PC. You recently had a
wearing armor to 0. weapon go missing, and you’re becoming
convinced that they took it. Whether or not they
TIER 6 did is up to them.
Choose either Deadly Strike or Defense Master 4. Pick one other PC. You used to dislike them
as your tier 6 ability. Whichever you choose you greatly, but as you get to know this person,
gain Weapon Master. you’re growing more fond of them against your
r Deadly Strike (5 Might points): If you strike better judgment.
a foe of level 3 or lower with a weapon you
are practiced in while you are wearing your TRAITS
chosen armor, you kill the target instantly. ♦ Combat Rites: Combat rites are special abilities
s Defense Master: Every time you succeed accessed through careful rituals. Each rite is
at a Speed defense task, you can make an a focused ceremony that takes practically no
immediate attack against your foe. Your time but allows one to access one’s inner
attack must be the same type (melee weapon, strength; the rite’s effects manifest with
ranged weapon, or unarmed) as the attack physical results.
you defend against. If you don’t have an ♦ Additional Equipment: You start with an
appropriate type of weapon ready, you can’t additional light melee weapon.
use this ability. ♦ Minor Effect Suggestions: The target is
s Weapon Master: You inflict an additional intimidated and flees as its next action.
1 point of damage with a weapon you are ♦ Major Effect Suggestions: You can make
practiced in when you are wearing your armor. an immediate additional attack with one of
your weapons. Performs Battle Rituals GM
PERFORMS BATTLE Intrusions: You suffer damage to
RITUALS TIER 1 one of your Pools after using your
rites. You temporarily lose one of
Ceremonies and rituals provide order in a chaotic s Improved Recovery: Your ten-minute
your rites. A rite effect is totally
world. They make sense of randomness and recovery roll takes only one action instead, different and may harm you.
haphazard circumstance. They provide choice so that your first two recovery rolls are one
and power where otherwise powerlessness action, the third is one hour, and the fourth
would reign. Ceremony and ritual tame the world. is ten hours.
Using focused rites to accompany your combat ♦ Lesser Combat Rites: Select one of the
training, you function as a deadly warrior capable following rites:
of performing near-supernatural actions. You use s Battle Focus (1 Mana point): You ease your
concentration and inner strength to manifest attack roll this round.
physical results. Combat is not something for the s Calmness of Thought (1 Mana point): You
untrained or unpracticed. No one understands ease your defensive roll this round.

121
Action [one-action] s Coils of the Snake (1 Mana point): You ease s Hidden Reserves: When you use an action to
Enabler [free-action] all tasks to evade a grapple or to grapple an make a recovery roll, you also gain +1 to both
Action to initiate [two-actions] enemy this round. your Might and Speed Edges for ten minutes
s Deadly Charge (1 Mana point): You inflict 2 thereafter.
additional points of damage with the single r Negate Danger (4 Intellect or Mana points):
attack you make at the end of a charge When you use an action, you permanently
action. negate a source of potential danger related
to one creature or object within immediate
Impaired, page 166 TIER 2 distance. This could be a weapon or device
Debilitated, page 166 s Ignore the Pain: You ignore the impaired held by someone, a creature’s natural ability,
condition and treat the debilitated condition or a trap triggered by a pressure plate.
as impaired. ♦ Major Combat Rites: Select one of the
♦ Lesser Combat Rites: Select one Lesser following rites:
Combat Rite from the previous list. s Battle Focus Major (2 Mana points): You
ease your attack roll this round by two steps.
TIER 3 s Critical Hit (2 Mana points): If your attack is
Choose either Hidden Reserves or Negate successful, you can apply your minor effect
Danger as your tier 3 ability. Whichever you automatically.
choose you gain a Major Combat Rite. s Calmness of the Mind (2 Mana points): You
ease your defensive roll this round by two
steps.
s Deadly Charge (2 Mana points): You inflict
4 additional points of damage to the single
attack you make at the end of a charge
action.

TIER 4:
s Increasing Determination: If you fail at a
noncombat physical task (pushing open a
door or climbing a cliff, for example) and
then retry the task, the task is eased. If you
fail again, you gain no special benefits.
♦ Major Combat Rites: Select one Major
Combat Rite from the previous list.

TIER 5
s Blood Fever: When you have no points in one
or two Pools, you gain an asset to attacks or
defense rolls (your choice).
♦ Greater Combat Rites: Select one of the
following rites:
s Battle Focus Greater (3 Mana points): You
ease your attack roll this round by three
steps.
s Deep Strength Hit (3 Mana points): You
call upon some reserves of strength within
you while performing a Might task, such
as battering down a door. You succeed
automatically.
s Great Defense (3 Mana points): Your defense
is invulnerable. The next attack against you
fails automatically.
s Lethal Charge (3 Mana points): You inflict 2
additional points of damage with the single
attack you make at the end of a charge

122
CHARACTER
6 FOCUS

action and you gain an additional attack at woods, while if you revere a hawk you can come
the end a charge. from coasts or mountains. You learn the beliefs
of animism at a young age. While some imagine
TIER 6 that you choose your totem animal, most come
Choose either Not Dead Yet or Duel to the Death to realize that the totem spirit chooses you. Often
as your tier 6 ability. Whichever you choose you this happens in the form of dreams or visions
gain a Greater Combat Rite. when you are still quite young. You receive no
s Not Dead Yet: When you would normally be training from others—you are expected to learn
dead, you instead fall unconscious for one what you must through experience, instinct, and
round and then awaken. You immediately communion with your totem spirit.
gain 1d6 + 6 points to restore your stat
Pools, and you are treated as if debilitated CONNECTION
until you rest for ten hours. If you die again Choose one of the following connections. Recovery roll, page 166
before you make your ten-hour recovery 1. Pick one other PC. From your point of
roll, you are truly dead. If you also have this view, they seem suspicious around the totemic
ability from another source, your healing culture. You would like to teach them how to
from this ability increases to 1d6 + 12. be more comfortable with the subject of their
q Duel to the Death (5 Speed points): Choose prejudice (if they will let you).
a target (a single individual creature that 2. Pick one other PC. If it wasn’t for you, that
you can see). You are trained in all tasks character would have failed a crucial test of
involving fighting that creature. When you physical or spiritual achievement.
successfully attack that target, you inflict 3. Pick one other PC. They suspect you to be
+5 damage, or +7 damage if the creature is a werecreature, cursed by an ancient evil power.
engaging someone else instead of you. You 4. Pick one other PC. They are particularly
can duel only one creature at a time. A duel sensitive to the use of your totemic abilities,
lasts up to one minute, or until you break and sometimes (half the time) they enter a feral
it off. frenzy for a few rounds, which hinders their
♦ Greater Combat Rites: Select one Greater mental actions (however, while they are frenzied
Combat Rite from the previous list. they also gain an asset in all physical tasks).

REVERES A TOTEM TOTEM


SPIRIT Choose on spirit totem from the following or Reveres a Totem Spirit GM
Everything has a spirit. You know that within create one. Intrusions: You temporarily
each animal, there lies a powerful spirit Bear: You often seem contemplative and lose your Intellect while in your
totem animal’s form and can
binding it with all others of its kind. Virtually slow to act, but prove dangerous when
only behave like the animal
every animal has a totem spirit, but some of provoked. You have great strength and power. you are. A spirit animal (level
the most powerful and commonly chosen are As you gain tiers, you look more and more 2) appears and attacks you
the bear, hawk, snake, and wolf. like a bear—your body grows thick hair, your for 2 rounds; its attacks don’t
You draw on the spirits for information, shoulders broaden, your limbs thicken, your harm you, but you lose your
for skills, and for power. You are a fierce teeth get a little larger and pointed, and your active animal totem power.
warrior who uses savage, instinctual combat lower face extends into a bit of a snout.
techniques like those of the animal you bond Animal Companion: Black bear. The bear
with. You gain animal companions and even itself does not have to be a black bear, but use Black bear, hawk, page 74
the ability to take the physical form of your the stats for a black bear. At tier 6, it becomes
totem creature. a dangerous bear (level +2).
Because you have your choice of different Hawk: You are fast and graceful, with extreme
totem spirits, your special abilities and maneuverability. Because hawks fly through the
physical characteristics can vary considerably: air to attack, you specialize in ranged weapons
if you revere the bear spirit, you are strong and that also travel through the air. You eventually
massive, while if you revere the snake you are gain the ability to fly. As you increase in tiers,
fast and wiry. you look more like a hawk, with a large, stately
Those who revere a totem spirit typically nose in profile, large eyes, and a straight back.
hail from wilderness areas, particularly regions Animal Companion: A hawk. At tier 3, it
where their totem animal lives naturally. Thus, becomes a cunning hawk (level +1), at tier 6 it
if you revere a bear, you can come from the becomes a dangerous hawk (level +2).

123
Action [one-action] Snake: You strike quickly and dart away You can teach the totem animal three specific
Enabler [free-action] to ready another strike. You are cunning and and even fairly complex tricks or tasks.
Action to initiate [two-actions] extremely tricky. As you gain tiers, you begin Examples include fetching an item or
to look more snakelike. You lose hair, and your carrying a message.
teeth become fangs. Your flesh even transforms If the animal dies, a new animal will come to
to a scaly—and protective—coating, which you you in 1d10 + 10 days, if you spend that time
shed every year or so. in the animal’s natural environment. The
Animal Companion: Viper, level 1 creature. new animal has the stats of the animal that
At tier 3, the viper becomes a cunning viper died and will increase in power as usual.
Viper, wolf, page 74 (level +2). At tier 6, it becomes a dangerous ♦ Totem Animal Powers: Select your tier 2
viper (level +2). power based on your totem animal.
Wolf: You are known for your nobility mixed with q Bear–Strength of the Bear (1 Mana point):
savagery. You are fast, intelligent, and relentless. As You can call upon your totem spirit to imbue
you gain tiers, you look more and more wolfish— yourself with great physical power. You ease
with a narrowing of your face, a greying/silvering all Might tasks for 10 minutes. You can use
of your hair, and a slight point to your ears. You this ability once per day. For every use in the
even sport enlarged canine teeth. same day after the first, you must spend an
Animal Companion: Wolf. At tier 3, it additional Mana point, i.e., the second use
becomes a cunning wolf (level +2). At tier 6, it will cost 2 Mana points, the third use will cost
becomes a dangerous wolf (level +2). 3 Mana points, and so on. After a ten-hours
rest, begins a new day (so the cost for the first
TRAITS use will be 1 MP).
Equipment: Plate armor, shield, one medium or q Hawk–Shape of the Hawk (1 Mana point):
light melee weapon of your choice, a talisman You can take on the form and stats of a hawk
signifying your cause, and 50 crowns. totem animal companion appropriate to
Minor Effect Suggestion: The terrifying your tier. You can hover for up to 10 minutes.
apparition of your spirit causes your foe to You can use this ability once per day. For
drop its weapon and fall to its knees. every use in the same day after the first, you
Major Effect Suggestion: Your foe is feared by must spend an additional Mana point, i.e.,
the spirit presence for at least one round, and the second use will cost 2 Mana points, the
runs away after you release your totem power. third use will cost 3 Mana points, and so on.
After a ten-hours rest, begins a new day (so the
TIER 1 cost for the first use will be 1 MP).
♦ Totem Animal Power: Select your tier 1 power q Snake–Shape of the Snake (1 Mana point):
based on your totem animal. You can take on the form and stats of a
q Bear–Hide of the Bear: You gain +2 to snake totem animal companion appropriate
Armor. to your tier. You can take this form for up to
s Hawk–Accuracy of the Hawk: Your ranged 10 minutes. You can use this ability once per
attacks are eased. day. For every use in the same day after the
r Snake–Quickness of the Snake: You have first, you must spend an additional Mana
an asset on all initiative tasks. point, i.e., the second use will cost 2 Mana
r Wolf–Speed of the Wolf: You gain +10 feet points, the third use will cost 3 Mana points,
to your movement speed. and so on. After a ten-hours rest, begins a new
day (so the cost for the first use will be 1 MP).
TIER 2 q Wolf–Shape of the Wolf (1 Mana point):
s Totem Animal Companion: You gain a You can take on the form and stats of a wolf
special animal companion imbued with totem animal companion appropriate to
the direct manifestation of the totem you your tier. You can take this form for up to 10
revere. The animal appears first in a dream, minutes. You can use this ability once per
and then—if you are in or near its natural day. For every use in the same day after the
habitat—you find it waiting for you when first, you must spend an additional Mana
you wake up. If you do not treat the animal point, i.e., the second use will cost 2 Mana
well—as a companion, not a slave—the points, the third use will cost 3 Mana points,
animal leaves. The animal’s loyalty is and so on. After a ten-hours rest, begins a new
natural (not magical) and lasting. day (so the cost for the first use will be 1 MP).

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TIER 3
wings allow you to fly at double your
Choose either Totem Animal Bond or Totem normal speed. You can use this ability
Spirit Companion as your tier 3 ability. once per day. For every use after the first,
Whichever you choose, you gain also your you must spend an additional Mana point,
Totem Animal Power. i.e., the second use will cost 3 Mana
s Totem Animal Bond: You enjoy an empathic points, the third use will cost 4, and so on.
bond with your totem animal companion as r Snake–Scales of the Serpent (2+ Mana
long as you are within one mile of each other. points): You gain +2 Armor while small,
You know the animal’s general condition and multihued scales visibly cover your skin, for
well-being and can understand basic, emotional 1 hour plus 1 for every 2 Mana points spent.
messages from it: “danger,” “safety,” “food,” or r Wolf–Moon Affinity (2 Mana points): You
“water.” You can send similar mental messages enjoy low-light vision and the ability to ask
or information to the animal as well. your totem spirit companion an additional
Further, you gain an empathic rapport with yes or no question once while you are under
all animals of the creature’s general type. This the light of the moon.
rapport allows you to stop an animal of the
appropriate type from attacking you by making TIER 4
an Intellect task. If the animal is not hostile, ♦ Totem Animal Powers: Select your tier 4
you can make a similar task to try to gain power based on your totem animal.
some very general information from it about q Bear–Claws of the Bear (1 Might and 2
the surroundings: “safe,” “full of danger,” Mana points): You can produce claws that
“sparsely populated,” “crowded,” and so on.
r Totem Spirit Companion: You can speak
directly with your totem spirit once per day,
asking a yes or no question. The totem spirit
is not omniscient. It knows all observable
facts about the present, and thus can always
answer questions like, “Is there a hostile
creature on the other side of this wall?” or “Is
Veruth the giant in his castle right now?” If
the questions are related to a past fact, “Was
this forest destroyed by rhodins?” you need
to make a successful level 4 Intellect task.
The totem spirit never knows the answer to
a question pertaining to the future or to the
thoughts of another, such as, “Can I climb the
highest mountain in the Elder Mountains?”
or “Does Veruth know where the king’s
jewels are?”
♦ Totem Animal Powers: Select
your tier 3 power based on
your totem animal.
q Bear–Shape of the Bear (3
Mana points): You can take
on the form and stats of a
bear totem animal companion
appropriate to your tier. You
can take this form for up to 10
minutes. You can use this ability
once per day. For every use after the first, you
must spend an additional Mana point, i.e.,
the second use will cost 4 Mana points, the
third use will cost 5, and so on.
s Hawk–Flight (2 Mana points): You grow
wings that last for 10 minutes. These

125
Action [one-action] inflict 5 points of damage, or 3 points of r Wolf–Senses of the Wolf (3 Mana points): All
Enabler [free-action] damage if your size is smaller than human Perception tasks are eased by two steps and
Action to initiate [two-actions] size. The claws remains for up to 10 minutes, you can track with scent for 1 hour. You can use
afterwards they return to normal. You can use this ability once per day. For every use after the
this ability once per day. For every use after first, you must spend an additional Mana point,
the first, you must spend an additional Mana i.e., the second use will cost 4 Mana points, the
point, i.e., the second use will cost 1 Might third use will cost 5, and so on.
plus 3 Mana points, the third use will cost 1
Might plus 4 Mana, and so on. TIER 5
s Hawk–Speed of the Hawk (3 Speed points): qTotem Body: You become so closely bonded
You can take another action during a round. with your totem and with the natural world
This ability lasts for 4 rounds. You can use this (and the spirits within it) that if slain, you are
ability once per day. For every use after the first, automatically and instantly reborn on the spot
you must spend an additional Speed point, i.e., as a newly created animal appropriate to your
the second use will cost 4 Speed points, the totem (advanced as an animal companion
third use will cost 5, and so on. appropriate for your tier), but with all your
r Snake–Eyes of the Snake (1 Intellect and 2 Mana memories and intellect still intact, as if you
points): Your mesmerizing stare causes one or had used your totem power ability to change
two creatures within short range to stop and into the shape of your totem animal. Your
stare blankly at you, hypnotized, for 4 rounds if original body remains undisturbed. In animal
you make a successful Intellect task. You can use form, you can take whatever actions you wish,
their rapt attention to make your suggestions and perhaps avenging your death and remaining
requests seem more plausible. Only creatures in the animal form forever or attempting to
that you can see are affected. They do not need restore your real body back to life (at which
to understand your language to be hypnotized. point your animal body disappears). No
If you use this ability in combat, the task is magic, other than that which will restore life
hindered. If the hypnosis affects only a single to the dead, can transform your animal form
creature not in combat at the time, the task is back to your original form. If your new animal
eased. While hypnotized, all of the creature’s form dies, you are simply dead (as normal).
tasks related to sight and hearing are hindered. ♦ Totem Animal Powers: Select your tier 5
Any potential threat allows the creature to make power based on your totem animal.
an Intellect task to break the effect. Any obvious qBear–Ferocity of the Bear (4 Mana points): You
threat automatically breaks the hypnotism, can take on a bear’s ferocity, easing all your
as does shaking or slapping the creature. A Might tasks by two steps for 8 hours.
hypnotized creature’s ally may shake it free of s Hawk–Swooping Strike (4 Mana points):
the hypnosis using an action. While the subject While flying, you can make a charge attack
is hypnotized, you can make a suggestion or that inflicts double damage if successful. If
request (provided you can communicate with the swooping strike attack misses, the ability
it), which the subject will carry out to the best is still considered used for that day. You can
of its ability. The suggestion must be brief and use this ability once per day. For every use after
reasonable—a subject will not harm themselves the first, you must spend an additional Mana
or their friends. The suggested course of activity point, i.e., the second use will cost 5 Mana
can continue for up to one hour. If the subject points, the third use will cost 6, and so on.
can complete the suggested activity in a shorter s Snake–Poison Immunity (4 Mana points):
time, the effect ends when they finish what You are immune to the effects of all poisons
you asked them to do. You can instead specify for 8 hours.
conditions that will trigger a special activity r Wolf–Wolfpack (4 Mana points): With a baying
during the duration. If the condition does not howl, you summon a pack of wolves. At your
occur before the duration expires, the hypnotized summons, 10 + 1d6 dire wolves appear and
creature does not perform the activity. Even once do as you command. They disappear after
the hypnosis ends, the affected creature reacts to 1 round per your tier. You can use this ability
you in a friendly way. once per day. For every use after the first, you
A creature does not remember that you must spend an additional Mana point, i.e., the
hypnotized it. You can use this ability once second use will cost 5 Mana points, the third
per day. use will cost 6, and so on.

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CHARACTER
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TIER 6
SWEARS AN OATH Swears an Oath Intrusions:
Choose either Courageous Warrior or Not Dead You are an oathsworn, perhaps the most You temporarily forget your oath
Yet as your tier 6 ability. Whichever you choose, dedicated and steadfast individual in all the and its associated powers. A rival
renders your oath ineffective, and
you also gain your Totem Animal power. land. You pick a task and then set out to
you must swear another oath.
s Courageous Warrior: You and all creatures accomplish it—no matter what stands in your
you designate within an immediate way. Oathsworn are skilled martial artists and
distance cannot be frightened by the unarmed combatants, and their supernatural
effects of magic, creature special abilities, devotion to their oath allows them to forgo
or similar sources. food, sleep, and even air. You place a number
s Rapid Recovery: You can make most recovery of harsh restrictions on yourself. You do not,
rolls faster than normal. You can make your however, judge non-oathsworn for not abiding
one-action recovery roll as part of another by your restrictions—an oathsworn’s morality
action or when it isn’t your turn, your ten- and sense of honor extend only to themselves.
minute recovery roll takes you only one To begin with, you do not use weapons or
action, and your one-hour recovery roll armor. Only in the case of being unable to fulfill
takes you only ten minutes (your ten-hour your oath will you ignore this restriction. For
rest is unchanged). If you make a recovery example, if you encounter a flying foe, you may
roll when it isn’t your turn, until the end of find need of a ranged weapon. Because of this
your next turn all of your tasks are hindered. need, you eventually learn to make any handy
♦ Totem Animal Powers: Select your tier 6 object into a ranged weapon you can throw.
power based on your totem animal.
q Bear–Size of the Bear (5 Mana points): You
increase one size category for 8 hours.
s Hawk–Grace of the Hawk (5 Mana points):
You gain +6 to your Speed pool. Further,
you grow wings that last 8 hours.
r Snake–Bite of the Snake (5 Mana
points): Your head and mouth
widen, your mouth bristling with
snakelike fangs. You gain a bite
attack that you can make in
addition to other attacks
made during the attack
action. The bite attack
inflicts 4 points of damage.
In addition, you are
considered specialized in
the bite. The bite carries
with it a virulent venom
that inflicts 4 points
of Might damage. You
have enough venom
for a number of
bites each day equal
to your Might pool stat.
r Wolf–Howl of Terror
(5 Mana points): You can
loose a howl that causes foes to freeze in
fear. Those within long range of you who
can hear the howl must make an Intellect
defensive task or be paralyzed for 4 rounds
and dazed for the next 10 rounds after that.
For every use other than the first one you
need to spend 1 Mana point more than the
previous one.

127
Action [one-action] In any event, you never carry a weapon or the tower lies in ruins or if Daerial remains
Enabler [free-action] wear armor. You use tools only when absolutely alive at the end of the year (never having
Action to initiate [two-actions] necessary—you see it as a sign of weakness to died at any point during the year), the oaths
need things beyond your own body. were fulfilled and you are successful.
You do not ride animals or allow yourself to Minor Effect Suggestions: You trip your
be borne by another (such as in a cart pulled by target and knock them prone.
horses or on a sedan chair carried by slaves). Major Effect Suggestions: You strike one of
The only exception is if you are wounded and your target’s limbs, making that limb useless
a comrade carries you out of harm’s way—and for the next minute.
even then you feel ashamed.
TIER 1
CONNECTION: s Refuse Element: You ignore the damage
Choose one of the following. of one type of ambient or terrain (desert,
1. Pick one other PC. When they are near you iceland, mountains, etc.).
some of your powers simply do not work. ♦ Oath Abilities: Choose one of the following
2. Pick one other PC. This character seems abilities.
incredibly unaware of their body and always s Unarmed Fighting Style: You are trained in
happens to get in your way. If you miss your unarmed attacks.
foe and accidentally hit someone else in close s Flesh of Stone: You have +1 to Armor if you
range, it’s likely to be them. do not wear physical armor.
3. Pick one other PC. You once swore an oath
with a close friend of theirs, and you owe a TIER 2
great debt to the mutual friend. s Refuse Sleep: You can sleep and regain full
4. Pick two other PCs. Once these two heard strength after 4 hours.
about your skills, they expressed interest in ♦ Oath abilities: Choose one of the following
being like you and follow you to fulfill your oath. abilities.
However, only one seems to have any aptitude. r Shattering Blow (3 Speed points): With
a number of quick moves, you make a
TRAITS powerful unarmed strike with the full force
s Swear an Oath: You must always work of your oath behind it. You ignore 1 point of
toward fulfilling an oath. To swear an oath, Armor for every tier you have.
you name—very specifically—a task you will s Eschew Food: You no longer need to eat to
accomplish in no more than one year’s time. survive. You only need air to breathe and
If the task is not completed in that time, or water.
if conditions arise that indicate the failure of
the oath, you lose all focus abilities for one TIER 3
month. After that month, you must swear an s Refuse Fear: You are immune to fear and
oath again (it can be the same oath). If you fear effects.
lose your focus abilities three times you lose ♦ Oath abilities: Choose two of the following
them forever (you will need to change your abilities.
focus). If you successfully fulfill your oath, you s Fists of Fury: You inflict 2 additional points
must immediately swear a new one. If you do of damage with unarmed attacks.
not, you lose all focus abilities until you do— s Moving Like Water (3 Speed points): You
which means you could “retire” after fulfilling spin and move so that your defense and
an oath, then suddenly regain your powers, attacks are aided by your fluid motion. For
years later, when you swear a new oath (adding one minute, all your attacks and Speed
them to your current focus abilities). defense tasks gain an asset.
Oaths can be singular tasks (“destroy s Everything Is a Weapon: You can take any
Tower Nestran”) or ongoing (“keep Daerial small object—a coin, a pen, a bottle, a
Daymaker alive”). Ongoing oaths can be stone, and so on—and throw it with such
renewed at the end of each year. An oath force and precision that it inflicts damage
must be something measurable, so you as a light weapon.
know whether it has been fulfilled. If Tower s Ignore the Pain: You ignore the impaired
Nestran still stands after one year, or if condition and treat the debilitated
Daerial Daymaker dies, you clearly failed. If condition as impaired.

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CHARACTER
6 FOCUS

TIER 4
within immediate distance. This could be
s Refuse Magic: You can ignore the effect of a weapon or device held by someone, a
spells cast against you with a successful creature’s natural ability, or a trap triggered
Intellect or Mana task with a difficulty equal by a pressure plate.
to the level of the spell. r Eschew Air: You no longer need air to
♦ Oath abilities: Choose one of the following breathe.
abilities.
r Eschew Water: You no longer need water to WAS FORETOLD
survive, only air to breathe. Whether you were once a normal person or Was Foretold GM Intrusions:
q Using the Environment (4 Intellect points): always a little special, you now enjoy—or An enemy described in a
You find some way to use the environment possibly dread—a growing reputation as the prophecy appears. Unbelievers
threaten to ruin the moment.
to your advantage in a fight. For the next “chosen one.” You are a runechild. Runechildren
The character gains a
ten minutes, attack rolls and Speed defense are chosen, almost messiah-like figures. Only reputation as a fraud.
rolls are eased. some see themselves that way, however. Others
view the gift of the rune as a responsibility or
TIER 5 even a burden. Because runechildren can be
s Refuse age: You can ignore the effects of members of any ancestries, it is difficult to pin
aging. down too many defining characteristics. They
♦ Oath abilities: Choose one of the following normally feel obligated to help those in need
abilities. when they come upon them, championing the
s Master of Unarmed Fighting Style: You are oppressed and the downtrodden. They never
specialized in unarmed attacks. If you are exploit their powers for their own gain. They do
already specialized in unarmed attacks, you not take advantage of others, nor treat others
instead deal 2 additional points of damage with cruelty or dispassion, and never inflict pain
with unarmed attacks. or death unless required to do so. They preserve
r Ignore Affliction (5 Might points): If you rather than destroy. They save life rather than
are affected by an unwanted condition or take it. Passion and duty fuel runechildren’s
affliction (such as disease, paralysis, mind existence. They feel emotions, from rage to love
control, broken limb, and so on, but not to regret, more strongly than the unmarked.
damage), you can ignore it and act as if They are tireless in their pursuit of justice,
it does not affect you for one hour. If the peace, and altruism. Some enjoy the praise and
condition would normally last less than an adulation they get because of their works, while
hour, it is entirely negated. others slip away before anyone can notice them.
Depending on your level of acceptance of
TIER 6 your special status, you either dress to blend
s Refuse Death: When you would normally in, or you wear loud and elaborate fashion
be dead, you can ignore the effects of being that makes it clear that you are someone of
dead and recover 1 point in every stat pool. importance.
You lose all the benefits of your focus and
must start again with a new one. CONNECTION
♦ Oath abilities: Choose two of the following Choose one of the following.
abilities. 1. Pick one other PC. The character believes
r Crushing Blow: When you use Shattering your intervention once cured someone close to
Blow you now ignore 2 points of Armor for them of a fatal condition. You’re not sure you
every tier you have. did, or if the condition just went into remission.
s Lethal Damage: Choose one of your existing 2. Pick one other PC. You were a drunk or
attacks that inflicts points of damage otherwise lost to questionable practices until
(depending on your type and focus, this this character plucked you out of the gutter
might be a specific weapon, a special ability and cleaned you up. You began to accept your
such as a blast of fire, or your unarmed status after that.
attacks). When you hit with that attack, you 3. Pick one other PC. You made up a mental
inflict an additional 5 points of damage. exercise designed to give this character
r Negate Danger (7 Intellect points): You respite from anxiety during trying situations,
permanently negate a source of potential but you now fear unanticipated long-term
danger related to one creature or object side effects.

129
Action [one-action] 4. Pick one other PC. You’re pretty sure that attention to your desires. All Interaction
Enabler [free-action] one of your off-hand statements from when tasks are eased.
Action to initiate [two-actions] you were younger and less concerned with ♦ Minor Effect Suggestion: You learn something
consequences is responsible for starting them secret about the target.
spiraling into a bad situation they faced. The ♦ Major Effect Suggestion: Foes within sight are
PC might know this, or they might just vaguely dazed for one round after you use an ability.
remember you from long ago. During this time, the difficulty of all tasks
they perform is modified by one step to their
TRAITS detriment.
♦ Additional Equipment: Some distinguishing
birthmark, tattoo, or talisman that always TIER 1
seems to find you again even if lost or stolen. s Interaction Skills: You are trained in two
s Runechild Power: You have a magical rune skills in which you are not already trained.
on your hand or face. Others recognize there Choose two skills in the Interaction skill
is something different about you, something group. You can select this ability multiple
that makes them more amenable to paying times. Each time you select it, you must
choose two different skills.
♦ Runechild Power: Choose one of the
following powers.
s Crystalline Body (1 Mana point): Your body
becomes made of animate, translucent
crystal the color of amber for 1 hour plus
1 for each additional Mana point spent.
Your crystalline body grants you +2
to Armor and +4 to your Might Pool.
However, you’re not quick and your
Speed defense tasks are hindered.
Certain conditions, like mundane diseases
and poisons, do not affect you. While your
crystalline body is active it repairs itself
more slowly than living flesh would. You
cannot make any recovery rolls.
r Phase Sprint (1+ Speed or Mana points):
You can run up to a long distance as long
as you take no other actions. During your
action and until the beginning of your next
turn, you are partially phased, and some
attacks pass through you harmlessly. While
phased, you gain an asset to your Speed
defense tasks, but you lose any benefit
from armor you wear. Note that some of
your other special abilities may enable
specific actions that you can take while
using Phase Sprint. For instance, when
using Disrupting Touch, you can make one
touch attack while moving (though this
ends your movement).

TIER 2
s Destined for Greatness: You enjoy uncanny
luck as if something was watching over
you and keeping you from harm. When
you would otherwise descend a step on the
damage track, make an Intellect defense
roll versus the difficulty set by the level of

130
CHARACTER
6 FOCUS

the foe or effect. If you succeed, you do not points): You can choose to phase in a way
descend that step. If the step was because that “scratches” normal matter in a long
you fell to 0 points in a Pool, you are still at streak as you run using Phase Sprint. This
0 points; you just don’t suffer the negative tears a bit at you, too, reflected by the
effects of being impaired or debilitated. If Might cost. When you use Phase Sprint,
you would otherwise descend the final step you inflict 2 points of damage (ignores
on the damage track to death, a successful Armor) to one target you select as you pass
defense roll keeps you at 1 point in one within immediate range, without triggering
Pool, and you remain debilitated. Disrupting Touch. In addition to the normal
♦ Runechild Power: Choose one of the options for using Effort, you can choose to
following powers. use Effort to increase the number of targets
s Disrupting Touch (1+ Might or Mana along your path that you can attack as part
points): You can turn your Phase Sprint of the same action. Make a separate attack
into a melee attack by purposefully grazing roll for each foe. You remain limited by
another creature as you run. When you the amount of Effort you can apply on one
do, the touch releases a violent blast of action. Anything that modifies your attack
energy that inflicts 2 points of damage to or damage applies to all of these attacks.
the target (ignores Armor). Whether you Alternatively, if you apply Effort to increase
hit or miss, your movement (and turn) the damage rather than ease the task, you
ends immediately, which puts you within deal 2 additional points of damage per level
immediate distance of your target. If you of Effort (instead of 3 points); the target
apply Effort to increase damage rather than takes 1 point of damage even if you fail the
to ease the task, you deal 2 additional points attack roll.
of damage per level of Effort (instead of 3 s Immovable: You gain +3 to your Might
points); the target takes 1 point of damage Pool. You can attempt a Might task to avoid
even if you fail the attack roll. being knocked down, pushed back, or
r Defensive Body (1 Mana point): While your moved against your will even if the effect
crystalline body is active some attacks don’t attempting to move you doesn’t allow it. If
harm you. For the duration of Crystalline you apply Effort to this task, you can apply
Body, you gain an asset to your Speed two free levels of Effort.
defense tasks.
TIER 4
TIER 3 r Center of Attention (5+ Intellect points): A
Choose either Overcome All Obstacles or Hard- beam of pure radiance descends from on
Won Resilience as your tier 3 ability. Whichever high and spotlights you. All creatures you
you choose you gain one Runechild power. choose within immediate range fall to their
q Overcome All Obstacles (3+ Intellect knees and lose their next action. Affected
points): Those who stand against you targets cannot defend themselves and are
do so at their peril and eventually shrink treated as helpless.
away in your presence. When you focus ♦ Runechild Power: Choose one of the
on a particular foe within long range, the following powers.
target suffers 2 points of Intellect damage s Invisible Phasing (4 Might or Mana points):
(ignores Armor) each round for one minute You become invisible while using Phase
or until the target can throw off the effect. Sprint and during the following round.
This ability can only be active on one target While invisible, stealth is eased by two steps
at a time. You can apply Effort to increase and Speed defense is eased by two steps
damage during the first round, and for any (this replaces the asset to Speed defense
one round in which you apply Effort and tasks provided by Phase Sprint). The first
use another action. attack you make using any Disrupting
s Hard-Won Resilience: Your rune grants a Touch attack abilities is also eased by two
general resistance. You gain +1 to Armor steps; however, if you attack a creature,
and are trained in Might defense tasks. Invisible Phasing ends immediately instead
♦ Runechild Power: Choose one of the of lasting for one additional round. If you
following powers. have the Invisibility ability, you can remain
s Scratch Existence (1+ Might or Mana invisible during the entire round, which

131
Action [one-action] means that if you use Scratch Existence than ease the task, you deal 2 additional
Enabler [free-action] or Shred Existence, attacking each target points of damage per level of Effort (instead
Action to initiate [two-actions] along your path is eased by two steps. of 3 points); targets in the area take 1 point
q Resonant Frequency (4 Mana points): of damage even if you fail the attack roll.
You can infuse an item of up to level 7 that
you can hold in one hand with a special TIER 6
vibration generated from your core. The Choose either As Foretold in Prophecy or
object then functions as if two levels Greater Enhanced Potential as your tier 6
higher for one minute. At the end of that ability.
minute, the resonant frequency ramps r As Foretold in Prophecy: You can take
up exponentially until the object finally an action to accomplish something that
shatters from the energy buildup. Anything proves that you are truly the chosen one.
within immediate range of the detonation The difficulty of the next task you attempt
suffers 5 points of damage. is reduced by three steps. You can’t use this
ability again until after you’ve taken a one
TIER 5 hour or a ten-hour recovery action.
q Show Them the Way (6+ Intellect points): s Greater Enhanced Potential: You gain 6
Your presence overwhelms a creature that points to divide among your stat Pools
you touch and ask to aid you. Essentially, however you wish.
if the creature fails to defend against your
presence, you control its actions for up to
ten minutes. The target must be level 3 or
lower. Once you have established control,
you maintain control through verbal
instruction. You can allow the target to act
freely or override control on a case-by-
case basis. In addition to the normal
options for using Effort, you can
choose to use Effort to increase the
maximum level of the target. Thus,
to affect a level 5 target (two levels
above the normal limit), you must
apply two levels of Effort. When the
effect ends, the creature vaguely
remembers doing your will, but it’s
as blurry as a dream.
♦ Runechild Power: Choose one of
the following powers.
r Crystal Lens (4 Mana points):
You can focus the inherent energy
surging through you from your
Crystalline Body ability. This allows
you to fire a blast of energy that
inflicts 5 points of damage on a target
within very long range.
s Phase Detonation (2+ Might
points): When you use Phase Sprint,
you can choose to significantly damage
normal matter around you with a blast of
transdimensional energy when you first go
into or come out of phase (your choice).
This detonation inflicts 4 points of damage
that ignores Armor to all creatures and
objects within immediate range. If you
apply Effort to increase the damage rather

132
CHARACTER
6 FOCUS

TIER 3
♦ Runechild Power: Choose one of the
following powers. ♦ Lower-Tier Ability: Choose any tier 1 or 2
s Shred Existence: When you use Disrupting ability, above. Disrupting Touch, page 131
Touch, Scratch Existence, or Phase s Incredible Health: Magic flows in your Scratch Existence, page 131
Detonation, you inflict an additional 5 veins. You are now immune to natural
points of damage that ignores Armor. diseases of any kind.
r Resonant Quake (7 Mana points): You s Blessed Armor: You are blessed with
can infuse the ground beneath you with magic or something similar that protects
a special vibration generated from your your body. These changes give you +1
core. This creates a small quake whose to Armor even when you’re not wearing
epicenter you can select within a very long physical armor.
distance. Everyone within short range
of the epicenter is subject to 8 points of TIER 4
damage (from shaking and being struck by ♦ Lower-Tier Ability: Choose any tier 1, 2, or
toppling objects, crumbling walls, and so 3 ability, above.
on). However, you are dazed for a round s Poison Resistance: Magic grants you
afterward yourself, during which time all immunity to poisons, toxins, or any kind
your tasks are hindered. of similar threat.
r Innate Weaponry: You are blessed with
CUSTOMIZING FOCI the ability to summon and project
Although a focus as detailed in this chapter has energy as a natural weapon. You can fire
specific abilities and powers, you can replace a blast of energy that inflicts 5 points
some of them from options provided here in of damage with a range of 200 feet (61
order to customize your character. m). There is no cost for you to use this
At any tier, a player can select one of the ability.
following abilities in place of the ability granted
by the tier. Many of these replacement abilities, TIER 5
particularly at the higher tiers, might involve ♦ Lower-Tier Ability: Choose any tier 1, 2, 3,
body modification, uncovering forbidden or 4 ability, above.
secrets, or something similar. s Breath Control: You are blessed with
magic or something similar that enables
TIER 1 you to breathe freely. You do not need
s Self-Improvement: You gain 6 new points to to worry about gases, spores, smoke or
divide among your stat Pools however you something similar that can be dangerous
wish. if inhaled.
s Bringing the Pain: You deal 1 additional s Defensive Field: You are blessed with magic
point of damage with every attack you make. or something similar that grants you the
s More Training: You gain an additional skill ability to generate a shield. You now have
of your choice (not attacks or defense) in a force field that radiates 1 inch (3 cm)
which you are not already trained. from your body and provides you with +2
to Armor.
TIER 2
♦ Lower-Tier Ability: Choose any tier 1 ability, TIER 6
above. ♦ Lower-Tier Ability: Choose any tier 1, 2, 3,
s Offensive Combat Training: Choose one 4, or 5 ability, above.
type of attack in which you are not already s Reactive Field: You are blessed with
trained: light bashing, light bladed, light magic or something similar that grants
ranged, medium bashing, medium bladed, you to ability to generate a powerful
medium ranged, heavy bashing, heavy shield. You now have a force field that
bladed, or heavy ranged. You are trained in radiates 1 inch (3 cm) from your body
attacks using that type of weapon. and provides you with +2 to Armor. In
s Defensive Combat Training: Choose one type addition, if struck by a melee attack,
of defense task in which you are not already the field creates a backlash that inflicts
trained: Might, Speed, Intellect, or Mana. You 4 points of electricity damage to the
are trained in defense tasks of that type. attacker.

133
Chapter 7 EQUIPMENT
EQUIPMENT

S
econd in importance to what a character TRADE
can do is what the character possesses. Commodity Price
This chapter offers a rundown of the Chicken, 1 2 cp
weapons, armor, clothing, goods, and services Cinnamon, 1 lb. 1 gp
a character might need to purchase in the game, Copper, 1 lb. 5 sp
as well as their costs and a description of their Cow, 1 10 gp
use. Almost all characters need a weapon, most Dog, 1 25 gp
of them wear some kind of armor, and they all Flour, 1 lb. 2 cp
need their own gear and supplies Characters Ginger, pepper, lb. 2 gp
should re-evaluate their equipment frequently. Goat, 1 1 gp
Magic items, artifacts, and wonders are not
Gold, 1 lb. 50 gp
Unearthed, page 156 listed here; they’re covered in the corebook
Iron, 1 lb. 1 sp
Unearthed.
Linen, 1 lb. (sq, yard) 4 gp
Every character begins to play with standard
Ox, 1 15 gp
Warrior Starting Equipment: equipment plus some money to spend, as
Appropriate clothing and two Pig, 1 3 gp
indicated in the sidebar.
weapons of your choice, plus Saffron or cloves, 1 lb. 15 gp
6d6 + 100 gp.
CURRENCY AND Salt, 1 lb. 5 gp
Channeler Starting Equipment: PRICES Sheep, 1 2 gp
Appropriate clothing, plus Gold is the goal of many adventurers. Here is Silk, 1 lb. (2 sq. yards) 20 gp
3d6 + 80 gp. how to measure wealth in the game. Silver, 1 lb. 5 gp
Wanderer Starting Equipment: Tea leaves, 1 lb. 2 sp
Appropriate clothing and COINS Tobacco, 1 lb. 5 sp
a weapon of your choice, The most common coin that adventurers use is Wheat, 1 lb. 1 cp
plus 3d6 + 90 gp.
the gold piece (gp). In the Lands of the Diamond
Emissary Starting Equipment: Throne, a gold piece is called a queen’s coin or a The most prevalent coin among commoners
Appropriate clothing and a light “queen.” A skilled (but not exceptional) artisan is the silver piece (sp), or “deuce.” A gold piece
weapon of your choice, plus can earn a gold piece a day. The gold piece is the is worth 10 silver pieces. Each silver piece is
3d6 + 90 gp.
standard unit of measure for wealth. worth 10 copper pieces (cp), also known as

134
7 equipment

“bobbers.” Merchants also recognize There’s no need to keep track of Level of Equipment
platinum pieces (pp), or “royals,” how much a character carries. If the Mundane equipment is about
which are each worth 10 gp. GM determines that a character level 4—less if of inferior
The standard coin weighs about a is carrying too much equipment, quality or materials, more if of
superior quality or materials.
third of an ounce (50 coins equal 1 lb.). the GM should either (1) assign a
difficulty and ask for a Might action,
TRADE or (2) assign the weight a cost to be
In general, a character can sell off an added to the character’s Speed Effort.
A gold queen’s
item for half the price listed in this Method 1 is useful when a character
coin or Queen
chapter. The Trade table indicates full price. wants to carry a single heavy object for
Commodities are the exception to a limited time—for example, moving
the half-price rule, however. a hefty iron box out of a ruin and
A commodity, in this sense, loading it onto a cart for transport
is a valuable good that one can back to civilization. Method 2 works
exchange easily, almost as if it well for long-term encumbrance,
were cash. Wheat, flour, cloth, and such as when a character dons a
valuable metals are commodities, and second backpack full of gemstones
merchants often trade in them directly and continues exploring. As a guideline
without using currency. Obviously, merchants for what the Speed Effort penalty should
can sell these goods for slightly more than they be, compare the character’s burden to the
pay for them, but the difference is small enough encumbrance for wearing armor, and assign the
that you don’t have to worry about it. penalty according to that assessment (1 for light, 2
for medium, or 3 for heavy).
ENCUMBRANCE
Weights of objects are not listed. In fact, it ARMOR
would be futile to do so because the weight A suit of armor, or armor harness, can be
of an object depends on what materials were a combatant’s best friend. However, when
used to make it. An iron axe and a crystalwave a character needs maneuverability, this ally
axe weigh different amounts. quickly becomes an enemy.

135
Armor types are categorized by weight. that gives you +1 to Armor, a force field that offers
Light armor is usually quite flexible and another +1 to Armor, and beastskin that grants +2
not encumbering. Medium armor is more to Armor, you have a total of +4 to Armor.
encumbering and tends to slow the character
down a bit. Heavy armor is the most encumbering USING ARMOR
type, making it difficult for a character even to Anyone can wear any armor, but it can be taxing.
run. However, usually the heavier armor provides Wearing armor increases the cost of using a
the wearer with a higher protective armor bonus. level of Effort when attempting a Speed-based
You can wear only one type of armor at a time— action. So if you’re wearing light armor and want
you cannot wear chainmail hauberk and scale armor to use two levels of Effort on a Speed-based roll
Some characters have abilities together, for example. However, Armor bonuses to run across difficult terrain, it costs 7 points
that reduce or even negate from multiple sources combine to provide a total from your Speed Pool rather than 5 (3 for the
the costs of wearing armor. Armor rating. For example, if you have a scaly skin first level of Effort, plus 2 for the second level of

ARMORS
Light Price Armor Speed Effort/Spell Failure
Heavy cloth 3 gp 1* 0/0
Hides and furs 10 gp 1 1/1
Leather jerkin 10 gp 1 1/1
Padded 5 gp 1* 0/1

Special Light Price Armor Speed Effort/Spell Failure


Devanian chain shirt 400 gp 2 0/1
Leather coat 200 gp 2 1/2
Chain shirt 100 gp 2 0/2

Medium Price Armor Speed Effort/Spell Failure


Beastskin 15 gp 2 2/2
Breastplate 300 gp 2 2/2
Brigandine 200 gp 2 2/3
Chain hauberk 250 gp 2 2/3

Special Medium Price Armor Speed Effort/Spell Failure


Beastscale 60 gp 3 2/3
Devanian breastplate 800 gp 3 1/2
Articulated plate jack 450 gp 3 0/2

Heavy Price Armor Speed Effort/Spell Failure


Banded mail 250 gp 3 3/3
Chain and plates 600 gp 3 3/3
Plate armor 1,500 gp 3 3/4
Articulated plate 5,000 gp 3 1/3

Special Heavy Price Armor Speed Effort/Spell Failure


Devanian plate 4,000 gp 4 3/2
Dragonscale armor 8,000 gp 4 3/1
Heavy Articulated plate 8,000 gp 4 2/4

Superior Price Armor Speed Effort/Spell Failure


Devanian articulated plate 9,000 gp 5 3/4
The definitive harness 10,000 gp 5 3/5

Shield Price Armor Speed Effort/Spell Failure


Shield 10 gp Asset –
* Only against piercing and slashing attacks
** Using a shield provides the wearer with an asset on Speed defense tasks

136
7 equipment

Effort, plus 1 per level for wearing light armor). an incoming attack, this offers protection as a
Edge reduces the overall cost as normal. If you harness of normal plate armor (Armor 3).
are not experienced with a certain type of armor Articulated Plate Jack: Similar to articulated
but wear it anyway, this cost is further increased plate, an articulated plate jack (Fig. A) is a
by 1. Having experience with a type of armor is breastplatelike armor. However, its flexibility
called being practiced with the armor. makes it seem more like a metal jacket than a
rigid breastplate. If the wearer is unaware of an
ARMOR DESCRIPTIONS incoming attack, this armor offers protection as
Price: The cost of the armor. a normal breastplate (Armor 2).
Armor/Shield Bonus: This number represents Banded Mail: This armor is made of
the armor’s protective value as an armor bonus overlapping strips of metal sewn to a backing
to Armor. Shield bonuses likewise appear in of leather and chainmail. The strips cover
the table on page 167. You can wear only one vulnerable areas, while the chain and leather
kind of armor at a time (wearing more than one protect the joints and provide freedom of
only gives the Armor from the best one and the movement. Straps and buckles distribute the
Speed Effort cost of the worst one). weight evenly. Banded mail (Fig. J) includes
Speed Effort/Spell Failure: The number on the gauntlets (Fig. I).
left indicates the points you need to spend while Beastskin: An improved form of hides and
using level of Effort on Speed-based action. See furs, usually crafted from a creature with
using Armor for more information. When casting especially tough skin such as a giant lizard or
a spell while wearing armor you must add the rhinoceros.
mana points indicated in the right column (as Beastscale Armor: This is a coat and leggings
armor interferes with the energy channeling (and perhaps a separate skirt) of leather made
actions needed to cast a spell). from the hide of a scaly beast such as a giant
Articulated Plate: This armor is the product of lizard, a giant snake, or a wyvern. It includes
careful engineering. Articulated plate has many gauntlets. It offers a circumstance asset to any
more metal plates than normal plate armor. tasks to sneak made in natural surroundings
Each one is hinged and jointed so the wearer— (not a city or underground).
if she knows what she is doing—can divert more Breastplate: A breastplate (Fig. M) covers
protection to a needed area just by adjusting the front and back of the chest. It comes with
posture slightly. If the wearer is unaware of a helmet and matching greaves (plates to cover

B C
A
E
D

F
J

137
the lower legs). A light suit or skirt of studded as a harness of normal Devanian plate armor
leather (Fig. N) beneath the breastplate protects (Armor 4).
limbs without restricting movement much. Devanian Articulated Plate: Identical to
Brigandine: Essentially a studded leather articulated plate, this armor is crafted to be
coat, this flexible torso armor consists of small lightweight and nonencumbering as well. If
plates riveted inside a leather or fabric covering. the wearer is unaware of an incoming attack,
Chain and Plates: (Fig. E) This long coat of it offers protection as a harness of normal
chainmail is covered with separate (usually articulated armor (Armor 3).
rectangular) metal plates. They do not overlap Devanian Breastplate: Made with skill and
and are each attached to the mail independently. superior materials to be lighter and easier to
Chain Hauberk: Chain armor is made of wear than normal armor, a Devanian breastplate
Devanian special training interlocking metal rings. The hauberk is a long requires special training to use properly (or else
means a character coat of this mail that includes a layer of quilted the same special construction intended to make
should be trained in fabric underneath to prevent chafing and to it easier to use actually makes it harder to use).
defensive actions wearing
cushion the impact of blows. Several layers of mail It otherwise appears to be a normal breastplate.
Devanian armors.
protect vital areas. Most of the armor’s weight Devanian Chain Shirt: Made with skill and
hangs from the shoulders, making chainmail superior materials specifically to be lighter and
uncomfortable to wear for long periods of time. A easier to wear than normal chainmail, this armor
chain hauberk (Fig. F) includes gauntlets (Fig. I). requires special training to use properly (or else
Chain Shirt: A shirt of chainmail protects the the same special construction intended to make
torso while leaving the limbs free and mobile. it easier to use actually makes it harder to use).
A layer of quilted fabric underneath it prevents It otherwise appears to be a normal chain shirt.
chafing and cushions the impact of blows. It Devanian Plate: Made with skill and superior
comes with a steel cap. materials specifically to be lighter and easier
The Definitive Harness: The ultimate suit to wear than normal plate, this armor requires
of armor, combining Devanian craftsmanship special training to use properly (or else the
and superior articulation. If the wearer of the same special construction intended to make it
definitive harness (Fig. Q) is unaware of an easier to use actually makes it harder to use).
incoming attack, this suit offers protection It otherwise appears to be normal plate armor.

M L

N O

R Q

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7 equipment

Dragonscale Armor: Similar to beastscale Superior Articulated Plate: Very similar to


armor, this long coat is made of the scaly hide articulated plate, the engineering of the moving
of a true dragon. Dragonscale (Fig. K) comes plates is more sophisticated in this superior
with greaves and a coif and helm. Because of its harness, allowing even more precise protection
draconic nature, it is not only tough but flexible and overall dispersal of the force of incoming
and particularly easy to cast spells in. blows. If the wearer is unaware of an incoming
Leather Coat: Portions of this long coat around attack, this armor offers protection as a harness
the chest, shoulders, and bottom edges are of normal plate armor (Armor).
made rigid from boiling, but most of the armor
is composed of softer and more flexible leather. DEVANIAN ARMOR
Leather Jack: This short jacketlike garment is As with weapons, the techniques of the ancient
really more of a leather breastplate with shoulder Devanians can be applied to some—but not all— Devanians and
protectors. The leather has been stiffened by armor types. Since the techniques only make a crystal weavers,
Unearthed, page 31
boiling in oil. difference in a few types of armor, those types are
Heavy cloth: Clothing that’s heavy enough to simply included in the armor table on page 134.
reduce the effect of attacks against you, such as
winter clothing or a fashionable leather outfit. CRYSTALLINE / CRYSTAL-LACED
Heavy cloth provides 1 Armor against piercing or ARMOR
slashing attacks like arrows and swords, but not The ancient and mysterious crystal weavers could
bashing attacks like clubs or hammers. Heavy create anything normally made of metal from a
cloth doesn’t have a Speed Effort cost. It can’t be special crystal, which proved much more resistant
worn with other kinds of armor. to blows. Armor of crystal absorbs 2 additional
Hides and furs: Made from thick or poorly points of damage and 2 points of damage that
cured animal skins. It’s heavier and bulkier than normally ignores Armor. Crystalline armor costs
other kinds of leather armor, but easier to make, 15,000 gp more than a traditional harness of
especially by resource-poor crafters. armor. Any armor made of metal can be made of
Leather jerkin: Armor made of hardened crystal instead, although very few people know the
pieces of leather (usually boiled or treated with secrets of making it today.
chemicals) that mainly covers your torso. It’s Crystal-laced armor has fine threads of crystal
stiffer than leather used for clothing, but still woven into its surface. Any armor can be crystal
flexible enough that you can bend and twist in laced. The armor can absorb 2 additional points
it. Some jerkins are reinforced with metal studs of damage or 1 point of damage that normally
(and may be called “studded leather”), and ignores Armor. Crystal lacing increases the price
brigandine improves upon that concept of a suit of armor by 5,000 gp.
Padded: Cloth armor that is deliberately designed A crystalline item cannot also be crystal laced
with multiple layers to be thick and protective. This and vice versa.
is sometimes called “quilted armor” because it is a Shield can also be made crystalline or crystal-
layer of padding sewn between two layers of cloth. laced. They can grant the wearer a damage
Padded armor provides 1 Armor against piercing reduction of 2 and 1 additional points of damage
or slashing attacks like arrows and swords, but not respectively. However, the shield damage
bashing attacks like clubs or hammers. Padded reduction does not stack with the damage
armor doesn’t have a Speed Effort cost. It can’t be reduction granted by crystalline or crystal-laced
worn with other kinds of armor. armor, and vice versa.
Plate armor: A complete suit of fitted metal
plates that give excellent coverage and protection WEAPONS
against attacks. The joints are protected by small Not all characters are familiar with all weapons.
layered plates over flexible chain. Fighters know their way around most types, but
Shield: Provides an asset to Speed defense. Wanderers prefer light or medium weapons, and
Shield sizes vary from a small buckler to a large Channelers and Emissaries usually stick to light
kite shield (for game purposes all shields grant weapons. If you wield a weapon that you have
the bearer the same benefit). no experience with, an attack with that weapon
Studded Leather Jack: This armor resembles a is hindered. Having experience with a weapon is
leather jack made from tough but flexible leather called being practiced with the weapon.
(not hardened leather) reinforced with close-set Light weapons inflict only 2 points of damage,
metal rivets. but attacks with them are eased because they are

139
WEAPONS
Light Weapons Price Damage Notes
Blowgun 5 gp 2 Short range
Blowgun darts (20) 1 sp Piercing
Dagger 2 gp 2 Can be thrown up to short range, Piercing
Hand crossbow 75 gp 2 Short range
Crossbow bolts (20) 1 gp Piercing
Handaxe 5 gp 2 Can be thrown up to short range,
Slashing
Net 1 gp 2 Can be thrown up to short range
Rapier 25 gp 2 Piercing
Shuriken (5) 1 gp 2 Can be thrown up to short range, Piercing
Sickle 1 gp 2 Short range, Slashing
Sling 1 sp 2 Short range
Sling bullets (20) 5 cp Blunt
Sword, short 10 gp 2 Slashing
Throwing dart 5 cp 2 Piercing
Unarmed (punch, kick, etc.) — 2 Short range, Blunt
Whip 2 gp 2 Reaching

Special Light Weapons Price Damage Notes


Battle claw 10 gp 2 Cannot be disarmed, Slashing
Dagger, Punching 2 gp 2 Blunt, Piercing
Faen swordaxe 60 gp 2 Slashing
Spryte javelin 1 sp 1 Short range, Tiny, Piercing
Spryte swordstaff 30 gp 2/1 Tiny, Slashing
Sprytebow 30 gp 2 Long range
Arrows (20) 1 gp Piercing
Arrows, bodkin (20) 10 gp Piercing
Sprytestaff 1 sp 1/1 Tiny, Blunt

Medium Weapons Price Damage Notes


Battleaxe 10 gp 4 Slashing
Bow 30 gp 4 Long range
Arrows (20) 1 gp 4 Piercing
Crank crossbow 250 gp 4 Long range
Crossbow bolts (20) 1 gp 4 Piercing
Light Crossbow 25 gp 4 Long range
Crossbow bolts (20) 1 gp 4 Piercing
Flail 10 gp 4 Blunt
Hammer 1 gp 4 Blunt
Javelin 5 sp 4 Can be thrown up to long range, Piercing,
Reaching
Lance 10 gp 4 Can be thrown up to long range, Piercing,
Reaching
Longsword 15 gp 4 Slashing
Mace 10 gp 4 Blunt
Morningstar 8 gp 4 Piercing, Slashing
Pick 10 gp 4 Piercing, Reaching
Polearm 10 gp 4 Often used two-handed, Slashing, Reaching
Quarterstaff 2 sp 4 Often used two-handed, Blunt
Scimitar 25 gp 4 Slashing
Spear 1 gp 4 Can be thrown up to long range, Piercing
Trident 5 gp 4 Piercing, Reaching

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7 equipment

Special Medium Weapons Price Damage Notes


Greater Battle Claw 25 gp 4 Cannot be disarmed, Slashing
Faen staff 1 sp 2/2 Blunt
Litorian bola 8 gp 4 Blunt
Furnoch 1 gp 4 Tiny, Piercing
Faen nunchaku 2 gp 4 Asset to Speed Defense tasks, Blunt
Giant’s club 10 gp 4 Huge, Blunt
Crossbow, giant’s 200 gp 4 Huge
Bolts, crossbow (10) 2 gp Piercing

Heavy Weapons Price Damage Notes


Greataxe 30 gp 6 Slashing
Greatsword 50 gp 6 Slashing
Heavy crossbow 50 gp 6 Long range; action to reload
Crossbow bolts (20) 1 gp 6 Piercing
Heavy flail 15 gp 6 Blunt
Heavy mace 15 gp 6 Blunt
Maul 10 gp 6 Blunt

Special Heavy Weapons Price Damage Notes


Giant’s swordstaff 170 gp 6/6 Huge, Slashing, Reaching
Litorian warclub 60 gp 6/6 Blunt
Giant’s bow 150 gp 6 Very Long Range
Arrows (20) 2 gp Piercing
Arrows, bodkin (20) 20 gp Piercing
Giant’s axe 40 gp 6 Huge, Slashing
Giant’s sword 100 gp 6 Huge, Slashing
Giant’s maul 48 gp 6 Huge, Blunt

fast and easy to use. Light weapons are punches, point against an armored opponent. The claws
kicks, knives, handaxes, darts, and so on. Weapons of a creature might be considered slashing
that are particularly small are light weapons. weapons.
Medium weapons inflict 4 points of damage. Piercing: Weapons with a point, like daggers,
Medium weapons include broadswords, spears, and arrows, are piercing weapons. When
battleaxes, maces, crossbows, spears, and so an attacker using one rolls a 17 or higher on a
on. Most weapons are medium. Anything that successful attack, he inflicts 1 additional point
could be used in one hand (even if it’s often of damage beyond any bonus damage normally
used in two hands, such as a quarterstaff or granted by his roll. However, if he rolls a 5 or less
spear) is a medium weapon. on a successful attack, he inflicts 1 less point
Heavy weapons inflict 6 points of damage, of damage as the weapon glances or grazes
and you must use two hands to attack with off the foe. A creature’s pointed teeth might be
them. Heavy weapons are huge swords, great considered piercing weapons.
hammers, massive axes, halberds, heavy Blunt: Blunt weapons like clubs and hammers
crossbows and so on. Anything that must be are crushing weapons, effective against even
used in two hands is a heavy weapon. well-armored foes. Blunt weapons ignore 1
Special weapons are intended for specific point of Armor, but they inflict 1 less point of
ancestries(which sometimes could be tiny or damage against unarmored foes. The powerful
huge) that grant some specific abilities. bashes of a creature’s flailing tendrils might be
considered Blunt weapons.
OTHER INFORMATION Reaching: A Reaching weapon is a long melee
Slashing: Weapons with sharp edges, like weapon, like a long spear, a pick, or a whip, that
swords and axes, are slashing weapons. On a can attack foes at a bit of a distance. Someone
successful hit, they inflict 1 additional point of with a reaching weapon can hold attackers at
damage against an unarmored foe but 1 less bay (unless they also have reaching weapons).

141
Attacks against someone with a reaching Blowgun: A long hollow tube used to shoot
weapon are hindered. In certain situations, darts (Fig. N) most often poisoned.
such as close-quarters fighting, a reaching You can fire it with one hand, but you need
weapon might hinder the attacks, or using such two hands to load it.
a weapon might be impossible. The attacks of a Bola, Litorian: This ranged weapon has three
very large creature or one with long arms might heavy spiked balls connected by a light cord.
be considered reaching weapons. Because the bola can wrap around an enemy’s
Trip attack: On a leg or other limb, a character can attempt a trip
successful attack, the WEAPON attack with it.
target needs to make DESCRIPTIONS Bolts: Bolts (Fig. M) come in wooden cases that
a Speed or Might task.
Arrows: Arrows (Fig. E) come in leather quivers hold 20 bolts. A bolt that hits its target is destroyed;
In case of failure, the
target is knocked prone that hold 20 arrows. An arrow that hits its target one that misses has a 50 percent chance of being
(legs) or its physical is destroyed; one that misses has a 50 percent destroyed or lost. A crossbow bolt used as a melee
tasks are hindered until chance of being destroyed or lost. An arrow weapon is Tiny and deals 1 point of damage.
it breaks free(arms). used as a melee weapon is Tiny and deals 1 Bullets, Sling: Bullets (Fig. O) are lead
point of damage. spheres, much heavier than stones of the same
Arrows, Bodkin: These armor-piercing arrows size. They come in a leather pouch that holds 20
allow the attack roll to ignore 1 point of a target’s bullets. A bullet that hits its target is destroyed;
Armor bonus. one that misses has a 50 percent chance of
Axes: This weapons includes the small being destroyed or lost.
handaxe (a wooden pole with a blade on one Bow: A bent piece of flexible wood with a taut
end), as well as the larger battleaxe (Fig. string connected to each end. It fires arrows.
AA), greataxe (a larger, heavier version of the You need two hands to fire it.
battleaxe, sometimes with two opposing blades Broadsword: A long-bladed sword, longer
instead of one, Fig. II), and giant’s axe (a Huge than a dagger, heavier than a rapier, but not as
version of the battleaxe that can only be wielded large as a greatsword.
by giants). Club: A simple blunt weapon, such as a sturdy
Battle Claw and Greater Battle Claw: These tree branch, board, or improvised weapon.
glovelike devices have built-in metal claws. The Crank crossbow: A weapon similar to a light
wielder cannot be disarmed. The hand using the crossbow (Fig. MM), but it has a magazine
claw is considered a free hand. that holds five bolts. You turn a small crank to

A F
B
D G
H
E
C
I

R
L
Q M

K J
P

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advance to the next bolt (this is not an action). Handaxe: A light, one-handed axe that’s good
Action to load an empty magazine with five for melee or throwing.
bolts, action to reload the crossbow with a new Heavy crossbow: A heavier, more powerful
magazine. It can be used as a rapid-fire weapon. version of a light crossbow. You need two hands
Crossbow, Giant’s: A giant’s crossbow can to fire or load it. Action to reload.
only be used effectively by Giants. It requires Heavy mace: A larger, two-handed version of
two hands to use effectively. Loading a giant’s a mace.
crossbow requires a round. Javelin: A light spear that’s designed to be
Dagger: A very short blade for piercing or slicing. thrown.
Dagger, Punching: The punching dagger (Fig. Kopesh, Sibeccai: This sword’s blade is
LL) carries the full force of the wielder’s punch straight near the hilt but ends in a curve. It is
behind it, making it capable of deadly strikes. only about 2 feet long but very heavy. Using
Flail, Heavy or Light: (Fig. DD), a handle with it properly, a character gains an asset when
a chain on one end and a ball or spiked ball at attempting to disarm an enemy.
the end of the chain. A character has an asset Light crossbow: A crossbow with a handle
when attempting to disarm an enemy. Use this and mechanism for drawing and holding the
weapon to make trip attacks. string. It fires crossbow bolts. You can fire it with
Furnoch: Giantish weapons, these large one hand. You need two hands to load it. Action
throwing wedges have a number of points and to reload.
sharp edges. A Large creature can use them Mace: A wooden handle with a heavy metal
like shuriken, in that they can be drawn like head that’s spherical, flanged, or knobbed.
ammunition (requiring no action to do so). Maul: A larger version of the hammer, such as
Greatsword: A two-handed version of the a sledgehammer.
broadsword. Morningstar: This is essentially a very heavy
Hammer: A wooden handle with a heavy spiked mace.
metal head, either one-sided (like a carpenter’s Net: A net designed for battle rather than
hammer) or two-sided (like a sledgehammer). fishing. It has metal hooks at each intersection
Hand crossbow: A smaller and weaker version of to help catch your enemy. You can throw it with
a light crossbow. It fires crossbow bolts. You can fire one hand. Action to refold it so it can be thrown
it with one hand. You need two hands to load it. again. If you hit an opponent with the net, all

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of their physical actions are hindered until they pouch, hold the end of the cords, spin it, and let
take an action to remove it. go of one of the cords to hurl the projectile. You
Nunchaku and Faen Nunchaku: A nunchaku can fire it with one hand. You need two hands to
(Fig. H) is two clubs connected by a cord or load it. Action to reload.
chain, favored by characters who prefer the Spear: A one-handed pole about 3 to
martial arts. Because of the speed with which 5 feet (1 to 1.5 m) long with a piercing blade on
the wielder uses them, opponents defense rolls the end.
are hindered. Sprytebow: This composite bow is meant for
Pick: A hafted weapon with a sideways metal Tiny-sized characters.
spike on the end, similar to a miner’s tool. Staves: A quarterstaff is a double weapon.
Polearm: Various kinds of spears, sometimes However, a Large creature using it in one
with hooks or additional blades for special hand can’t use it as a double weapon. This
purposes like tripping a foe or pulling an weapon also comes sized for Tiny creatures
opponent from their mount. (sprytestaff), Small creatures (faen staff), and
Quarterstaff: A wooden pole about 4 to 5 feet giants (greatstaff).
(1.2 to 1.5 m) long. Swordaxes: This longsword’s blade is
Rapier: A light sword with a thin blade used topped with a heavy axehead. Though difficult
for piercing and slashing. to wield, it can, with proper training, become a
Scimitar: A medium-length sword with a devastating weapon. You can also find smaller
strongly curved blade. versions for faen.
Shuriken: Although shuriken (Fig. I) are Swordstaves: A swordstaff (Fig. X) is a
thrown weapons, these tiny metal starlike double weapon—a staff of wood with a long
projectiles can be drawn like rapid-fire attacks. straight blade on either end. A creature using a
Sickle: A one-handed hafted weapon with swordstaff in one hand, however, can’t use it as
a sharply curved blade, originally used for a double weapon. In addition to the standard
harvesting crops but adapted for use as a size, you can find versions for sprytes, faen, and
weapon. giants.
Sling: A small pouch connected to two cords. Swords: A longsword (Fig. K, S) is an
You put a stone or bullet (metal slug) in the adventuring staple. Short swords (Fig. T) are

SS HH KK LL
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7 equipment

popular as off-hand weapons and as primary with special lighter materials and fashioned
weapons for Small ancestries. Greatswords and with a different balance, Devanian weapons are
giant’s swords work well for larger characters. lighter than their normal counterparts, weighing
Throwing dart: A very short, light spear meant half as much as a weapon of a similar type. This
to be thrown rather than used in melee (Fig. F). template adds +300 gp to the weapon’s price.
Trident: A three-pronged spear, often used for Devanian weapons need specific training.
spear fishing (Fig. J). Devanian dire weapons need specific training.
Unarmed: A typical punch, kick, or other Due to the difficulty of creating these special
weaponless attack. weapons, a masterwork Devanian weapon costs
Waraxe: A waraxe is too large to use in one hand a total of +1,000 gp extra (rather than just 300
without special training; a Medium character can gp for each template). A dire Devanian weapon
use a waraxe only two-handed; a Large creature also costs +1,000 gp. A masterwork dire
can use it one-handed in the same way. Devanian weapon costs an additional +2,000
Warclub, Litorian: This heavy, 5-foot-long, gp rather than just +900 gp.
iron-tipped club sports a single, hooked spike Dire: Melee weapons with added spikes,
on each end. A litorian warclub (Fig. PP) is a spines, jagged blades, and hooks are called dire
double weapon, but a creature wielding it in one weapons (Fig. Q, S). They are difficult to use—
hand can’t use it as such. but deadly in the right hands. Dire weapons
Whip: A leather cord with a handle, used inflict 2 additional points of damage. This
more for tricks and inflicting punishments than template adds +300 gp to the weapon’s price
for deadly combat. and increases the weight by +25 percent. Dire
weapons need specific training. Devanian dire
WEAPON TEMPLATES weapons need specific training.
For a little variety, you can add any of the Due to the difficulty of working with dire
templates below to any of the above weapons. weapons, a masterwork dire weapon costs a
Crystal-Laced: Crystal-laced weapons (Fig. Z, total of +1,000 gp extra (rather than just 300 gp
CC) are normal weapons with thin threads of for each template). A dire Devanian weapon also
crystal spun by the mysterious crystal weavers costs +1,000 gp. A masterwork dire Devanian
laced throughout their surface. These weapons weapon costs an additional +2,000 gp rather
have TN 12 and 12 health. Crystal-laced weapons than just +900 gp.
ease the attack roll and inflict 1 additional point Masterwork: These well-made weapons
of damage. This template adds +3,000 gp to the grant an asset to attack rolls. Before a weapon
price of the weapon. Weapons laced with crystal can carry an enchantment, it must first be a
cannot be Devanian. Crystal-laced masterwork masterwork weapon. This template adds +300
or crystal-laced dire weapons add +4,000 gp gp to the weapon’s price. Due to the difficulty
to the price of the weapon rather than simply of working with dire and Devanian weapons,
+3,300 gp. Crystal-laced masterwork dire a masterwork dire weapon costs a total of
weapons add +5,000 gp to the price of the +1,000 gp extra (rather than just 300 gp for
weapon. A crystal-laced item cannot also be each template), as does a masterwork Devanian
crystalline. weapon. A masterwork dire Devanian weapon
Crystalline (Crystal Woven): Weapons made costs an additional +2,000 gp rather than just
of crystal, created by the mysterious crystal +900 gp.
weavers, crystalline weapons (Fig. T, AA) all have
TN 18 and 18 health. These weapons ease the EXPLOSIVE WEAPONS
attack rolls by two steps and inflict 2 additional Incendiary flasks, alchemical explosive
points of damage. This template adds +9,000 substances, grenades, and other explosives
gp to the price of the weapon. operate differently than other weapons. They
Crystalline weapons cannot be dire or affect all targets within an area (usually an
Devanian. They can be masterwork weapons, immediate area) and inflict damage to all of
however; the total price modification for a them. A separate attack roll is required for
masterwork crystalline weapon is +10,000 gp. each (or a Speed defense roll if the PCs are the
A crystalline item cannot also be crystal-laced. targets of such an attack), although to simplify,
Devanian: The Devanian people of old, expert the player can make one attack roll and compare
crafters of light yet strong weapons and armor, it to the difficulty to attack each target. Usually,
developed techniques still used today. Made even if the attack roll fails (or the Speed defense

145
roll succeeds), the targets still suffer a smaller conditions dictate otherwise, the cloud lasts for
amount of damage, often 1 point. 1d6 rounds.
Explosives like grenades can be thrown a Tanglefoot Bag: Throw this round leather bag
short distance. Otherwise, another launcher full of alchemical goo as an explosive weapon.
weapon is needed to project them a long When thrown against a creature (as a ranged
distance (or farther). See the descriptions below attack), the bag comes apart and the goo bursts
for full details on using them. out, entangling the target and then becoming
Acid: A flask of strong acid. Can be thrown up tough and resilient on exposure to air. All
to short range, inflicting acid damage as a light Speed related tasks are hindered by two steps.
weapon (ignores Armor). If poured carefully, The entangled character must make a Speed
it can damage or destroy a small item or area defensive roll (15) or become glued to the floor,
made of stone or metal. unable to move. Even with a success, it can
Alchemist’s Fire: Alchemist’s fire is a sticky, move only at half speed. The effects of multiple
adhesive substance that ignites when exposed tanglefoot bags are not cumulative.
to air. The flames burn out after one round. A character glued to the floor can break free
Can be thrown up to short range, inflicting fire with a successful Might roll (18) or by dealing
damage as a light weapon (ignores Armor). 10 points of damage to the goo with a slashing
Alchemist’s Frost: Similar to alchemist’s fire, weapon. A character trying to scrape goo off
this is a sticky substance that freezes when it himself, or another character assisting, does
touches flesh or something of about the same not need to make an attack roll; hitting the goo
temperature. The cold freeze dissipates after one is automatic, after which the character makes
round. Can be thrown up to short range, inflicting a damage roll to see how much of the goo he
cold damage as a light weapon (ignores Armor). happened to scrape off. (Inflicting 15 points
Flash Powder: Throw this powder-filled pellet of damage removes the goo.) Once free, a
as an explosive weapon. When the powder character can move at half speed. A spellcaster
comes in contact with the air, it creates a bright bound by the goo must make a successful
flash that can blind those at close range if they Intellect or Mana task (15) to cast a spell. The
fail a Speed defense roll (15). The blindness lasts goo becomes brittle and fragile after 10 minutes.
1 round. Creatures bigger than size Large are not affected
Smoke Bomb: Throw this ceramic ball as a by tanglefoot bags.
grenadelike weapon. When it breaks open, the Thunderstone: Throw this stone as a
contents produce a cloud of smoke with close grenadelike weapon. When it strikes a hard
range. Creatures within the area are partially surface (or is struck hard), it creates a deafening
concealed. Creatures on the opposite side of bang (a sonic attack). Creatures within close
the cloud are totally concealed. Unless wind range must make a Speed defensive roll (15) or

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ADVENTURING EQUIPMENT
Item Price Item Price
Acid (flask) 25 gp Iron spikes (10) 1 gp
Adventuring pack 6 gp Ladder (10 ft. / 3 m) 1 sp
Alchemist fire (flask) 50 gp Lamp 5 sp
Alchemist tools 50 gp Lantern 5 gp
Backpack 2 gp Lockpicks 25 gp
Bag of heavy tools 25 gp Manacles 2 gp
Bag of light tools 10 gp Mirror 5 gp
Battering ram 10 gp Musical instrument 2–50 gp
Bedroll 1 gp Oil (flask) 1 cp
Book 25 gp Piton 5 cp
Caltrops, bag 1 gp Pole, wooden 5 cp
Candle 1 sp Pouch or other small container 5 sp
Climbing kit 25 gp Rations (1 day) 5 sp
Crowbar 2 gp Rope (50 ft. / 15 m) 1 gp
Disguise kit 25 gp Sack 1 cp
Grappling hook 2 gp Signal horn 2 gp
Healing kit 5 gp Spyglass 1,000 gp
Hourglass 25 gp Tent 2 gp
Ink (flask) 10 gp Torch 1 cp
Ink pen 2 cp Waterskin 2 sp

be deafened. Deaf creatures, in addition to the appropriate rolls if the character reads or
obvious effects, hinder all initiative rolls by two skims the book for at least ten minutes before
steps and are not affected by voice-dependent attempting the task (this assumes the character
spells or abilities. The deafness lasts for 1d6 has already read the book and is looking for
rounds. relevant information).
Caltrops, bag: A bag of hard things you scatter
ADVENTURING on the ground to slow or injure anyone walking
EQUIPMENT through an area. One bag covers an immediate
Adventuring pack: Includes 50 feet (15 m) of area and makes that area count as difficult terrain.
rope, three days’ iron rations, three spikes, A creature can safely move through it as if it were
small hammer, a set of warm clothes, boots, difficult terrain (half speed). If a creature moves
and three torches. through the area at normal speed, they must
Alchemist tools: A sturdy wooden case with make a difficulty 2 Speed defense roll or take 2
tiny flasks, stirring rods, droppers, and other points of Speed damage (ignores Armor).
materials used in alchemy. It grants an asset Candle: A candle burns for one hour and
for identifying potion cyphers and similar creates dim light in an immediate area.
mysterious liquids. Climbing kit: A set of crampons, pitons, ropes,
Bag of heavy tools: Contains a hammer, six and tools. Provides an asset on climbing tasks.
spikes, crowbar, large tongs, chisel, and 10 feet Crowbar: This bent length of metal grants an
(3 m) of strong rope. asset on tasks to open doors, treasure chests,
Bag of light tools: Contains a small hammer, and similar objects.
small tongs, pliers, small pry bar, awl, lockpicks, Disguise kit: Makeup, simple prosthetics, and
10 feet (3 m) of string, 3 feet (1 m) of metal wire, a wig or two, suitable for disguises for a theatrical
and a handful of nails. production. Provides an asset on disguise tasks.
Battering ram: This sturdy plank is capped Some parts are reusable, but the kit runs out
with hard metal. It provides an asset for after about five uses.
breaking down doors. Healing kit: A collection of bandages, needles,
Book: A book with information on thread, and basic medicines. Provides an asset
a particular topic, such as geography, history, on healing tasks. Some parts are reusable, but
magic, or religion. Provides an asset on the kit runs out after about five uses.

147
Lamp: A hollow container filled with oil that Tent: This has enough room for two humans
slowly burns to provide light. A lamp creates or three smaller people.
normal light in an immediate area and dim Torch: A wooden stick with some kind of
light out to the short area beyond that. It fuel on one end (such as burlap and wax). It
burns for three to four hours on 1 pint (.5 L) burns for one hour, creating normal light in an
of oil. If dropped, it might spill oil, break, or immediate area and dim light in the short area
both. beyond that. A torch is fragile and usually breaks
Lantern: An improved version of a lamp, with if used to hit something.
a wick that draws oil and glass or metal panes
to protect it from wind. A lantern creates normal CLOTHING
light in an immediate area and dim light out to DESCRIPTIONS
the short area beyond that. It burns for three to Specific pieces of clothing vary by climate and
four hours on 1 pint (.5 L) of oil. If dropped, it is local custom, but usually include a hat, shirt,
less likely to spill than a lamp. belt, pants or skirt, shoes, and underclothes.
Lockpicks: Also known as thieves’ tools, this Artisan’s outfit: A suitable outfit for a person
set provides an asset to pick locks and disarm who performs a trade (blacksmith, cobbler, and
traps. so on). Often includes an apron and a belt for
Manacles: Metal or heavy wooden restraints holding tools.
that hold an enemy’s wrists or ankles in place Ascetic’s outfit: A simple outfit worn by
and are secured with a pin. A common set of monks and other people who eschew displays of
manacles is level 5. wealth and status. Specific styles vary by climate
Oil: A pint (.5 L) of lamp oil in a leather and the philosophical tenets of the wearer, but a
flask. It burns for three to four hours typical example is a loose shirt, loose breeches,
in a lantern or lamp. If prepped with a burning sandals, a cap, and several cloth straps that can
wick, it can be thrown, inflicting fire damage as serve as a belt, scarf, or simple adornments.
a light weapon (ignores Armor). If poured on a Cold-weather outfit: A heavier set
flat surface, it makes an immediate area slippery. of clothing for protection against cold weather.
A creature can safely move through the oil Entertainer’s costume: Interesting (and usually
slick as if it were difficult terrain (half speed). If a colorful) clothing appropriate for an entertainer
creature moves through the area at normal speed, such as an actor, bard, juggler, or acrobat.
they must make a difficulty 3 Speed defense roll Explorer’s outfit: A set of sturdy clothing for
or slip on the oil and fall prone. Lighting the oil adventurers and experienced travelers who
slick makes it burn for one or two rounds and want to be prepared for various activities and
inflicts 1 point of fire damage (ignores Armor) on environments.
anyone in or moving through the area. Fancy outfit: A stylish set of clothes according
Signal horn: This horn can be heard up to a to the local fashions and customs. Generally the
mile away. minimum required for meeting with important
Spyglass: This device grants an asset on townsfolk such as a mayor or noble. Higher-
perception tasks to see things at long range status events require outfits that cost up to four
or longer. times as much.
Peasant’s outfit: Very simple clothing for free
CLOTHING people of low social status. Includes a kerchief
Clothing item Price or cap, shirt or blouse, trousers or skirt, and
Artisan’s outfit 2 gp heavy cloth shoes or foot wrappings.
Priestly vestments: Garments appropriate for
Ascetic’s outfit 1 gp
performing ceremonies for a specific religion.
Cold-weather outfit 6 gp A common example is a hat or headdress, long
Entertainer’s costume 3 gp tunic or dress, tabard or stole, and shoes, with the
Explorer’s outfit 8 gp outer pieces marked with appropriate symbols.
Fancy outfit 25 gp Traveler’s outfit: A comfortable set of clothes
Peasant’s outfit 1 sp that includes gloves, a protective hat, a jacket,
and a cloak with a hood.
Priestly vestments 5 gp
Wizard’s outfit: Clothing that identifies the
Traveler’s outfit 2 gp
wearer as a practitioner of arcane magic. A typical
Wizard’s outfit 5 gp outfit includes an interesting hat or cap, a robe

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with long sleeves and many pockets, and shoes, ANIMAL AND GEAR
often adorned with runes or representations of Animals and Gear Price
magical creatures such as dragons. Scholars Donkey or mule 8 gp
and sages wear very similar garments that lack Draft horse 50 gp
the mystical aspects of wizard clothing.
Feed (per day) 5 cp

ANIMALS AND GEAR Guard dog 25 gp


DESCRIPTIONS Pony 30 gp
Donkey or Mule: The best pack animal around, Radont 900 gp
a donkey or mule is stolid in the face of danger, Riding horse 75 gp
hardy, sure-footed, and capable of carrying heavy Saddle (esotic) 40 gp
loads over vast distances. Unlike horses, they’re Saddle (common) 20 gp
willing (though not eager) to enter dungeons
Warhorse 300–500 gp
and other strange or threatening places.
Draft horse: A strong horse able to carry or Saddlebags 4 gp Draft horse: level 3
pull heavy loads. Stabling (per day) 5 sp
Feed: Horses, donkeys, mules, and ponies can
graze to sustain themselves, but providing feed HAULING VEHICLES
for them (such as oats) is much better, because Vehicles Price
it provides a more concentrated form of energy,
Cart 15 gp
especially if the animal is exerting itself. Guard dog: level 3,
Sled 20 gp attacks and perception
Guard dog: A dog specially trained
to guard. Better suited for watching or Wagon 35 gp as level 4
patrolling an area against thieves and intruders
than it is for accompanying adventurers into single horse (or other beast of burden). Comes
dangerous locations. with a harness. Pony: level 2
Pony: A smaller type of horse, suitable for Sled: This wagon on runners moves through
pulling a cart, carrying smaller loads than a snow and over ice. In general, two horses (or
full-sized horse, or serving as a mount for other beasts of burden) draw it. It comes with
a smaller-than-human creature such as a the harness needed to pull it.
quickling or a loresong. Wagon: This four-wheeled, open vehicle
Radont: A radont is a huge, regal steed. It transports heavy loads. In general, two horses Riding horse: level 3;
has the appearance and temperament of a (or other beasts of burden) draw it. It comes moves a long distance
warhorse, but it is large enough and strong with the harness needed to pull it. each round
enough to carry even a 10-foot [3 m]-tall giant. A
radont is a Huge creature. BOATS AND SHIPS
Riding horse: A horse trained for riding and See the descriptions below (arranged in
able to carry a typical adult human. Riding ascending order of crew size) for explanations
horses tend to panic in combat. of some vessels listed in the table here.
Saddles: An exotic saddle is like a common Rowboat: This boat is 8-12 feet [2.4-3.6 m]
saddle of the same type, except that it is long and is good for two or three people. It
designed for an unusual mount, such as a moves about one and one-half miles per hour
wyvern. Saddles come in military, pack, and on the average.
riding styles, as described below. Keelboat: A keelboat is 50-75 feet [15-22.5m]
Stabling: Stabling for a mount includes a long and 15-20 feet [4.5-6 m] wide. The ship has Radont, page 92
stable, feed, and grooming. a few oars to supplement its single mast with Warhorse, page 74
Warhorse: A warhorse is a horse trained to be calm a square sail. With a crew of eight to 15, it can
during the noise and action of combat, used either as carry 40 to 50 tons of cargo or 100 soldiers. This
a mount or to pull a vehicle such as a chariot. flat-bottomed vessel can make sea voyages as
well as sail down rivers. It moves an average of
HAULING VEHICLES one mile per hour.
From time to time, player characters might Sailing Ship: This large, seaworthy ship is 75-
have to employ their mounts to pull vehicles for 90 feet [22.5-27 m] long and 20 feet [6 m] wide.
hauling goods and materials. It has a crew of 20 and can carry cargo up to 150
Cart: This two-wheeled vehicle drawn by a tons. It has square sails on its two masts and

149
BOATS AND BUILDINGS FOOD AND LODGING
Boats Price Item Price
Rowboat 50 gp Ale, gallon 2 sp
Oar 2 gp Ale, mug 4 cp
Keelboat 3,000 gp Banquet (one person) 10 gp
Sailing ship 10,000 gp Bread, loaf 2 cp
Longship 10,000 gp
Inn stay (per night)
Warship 25,000 gp
Good 8 sp
Galley 30,000 gp
Common 5 sp
Buildings Price Poor 1 sp
Simple house 1,000 gp Meals (per day)
Grand house 5,000 gp Good 5 sp
Mansion 100,000 gp Common 3 sp
Tower 50,000 gp Poor 6 cp
Keep 150,000 gp
Meat (one serving) 3 sp
Castle 500,000 gp
Wine (bottle) 10 gp
Huge castle 1,000,000 gp
Wine (pitcher) 2 sp
Moat with bridge 50,000 gp

can make sea voyages. It moves an average of to three levels and is made of wood and brick. It
two miles per hour. has a slate roof.
Longship: The longship is 75-foot [22.5 m] Tower: This round or square, three-level tower
long and has 40 oars and a total crew of 50. It is made of stone.
has a single mast and a square sail. It can carry Keep: This fortified stone building has 15 to
50 tons of cargo or 120 soldiers. A longship can 25 rooms.
make sea voyages. It moves an average of three Castle: The castle is a keep surrounded by a
miles per hour when being rowed or under sail. stone wall 15 feet [4.5 m] high with four towers.
Warship: This ship is 100 feet [30 m] long and The wall is 10 feet [3 m] thick.
has a single mast, although oars can also propel Huge Castle: A particularly large keep features
it. It has a crew of 60 to 80 rowers. This ship numerous associated buildings (stables, forges,
can carry up to 160 soldiers, but not for long granaries, etc.) and an elaborate wall 20 feet [6
distances, since it cannot hold supplies for that m] high creating bailey and courtyard areas. The
many. The warship cannot make sea voyages, so wall has six towers and is 10 feet [3 m] thick.
it sticks to the coast. It is not used for cargo. It Moat with Bridge: This moat is 15 feet [4.5 m]
moves an average of two and one-half miles per deep and 30 feet [9 m] wide. The bridge across
hour when rowed or under sail. it may be a wooden drawbridge or a permanent
Galley: A galley is a three-masted ship with 70 stone structure.
oars on either side and a total crew of 200. This
vessel, 130 feet [49 m] long and 20 feet [6 m] wide, FOOD AND LODGING
can carry up to 150 tons of cargo or 250 soldiers. In the Food and Lodging table there are items
For 8,000 gp more, the buyer can fit it out with that come up frequently for adventurers on their
a ram and castles with firing platforms fore, aft, travels.
and amidships. A galley cannot make sea voyages Inn Stay: Poor accommodations at an
but sticks to the coast. It moves an average of four inn amount to a place on the floor near the
miles per hour when being rowed or under sail. hearth, plus the use of a blanket. Common
accommodations are a place on a raised, heated
BUILDINGS floor, the use of a blanket and a pillow, and the
See the text below for explanations of some presence of a higher class of company. Good
terms in the table. accommodations are a small, private room
Simple House: This one- to three-room house with one bed, some amenities, and a covered
is made of wood and has a thatched roof. chamber pot in the corner.
Grand House: The four- to 10-room grand Meals: Poor meals might consist of bread,
house is made of wood and has a thatched roof. baked turnips, onions, and water. Common
Mansion: A 10- to 20-room mansion has two meals might include bread, chicken stew (easy

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SPELL CATALYSTS
Spell Catalyst Price Spell Catalyst Price
Andrecite 100 gp+ Munich root 150 gp
Diamond 1,000 gp+ Sapphire 750 gp+
Emerald 500 gp+ Supercharged elixir 500 gp
Gold wand 100 gp+ Topaz 250 gp+
Handris incense 500 gp Verihas leaf 800 gp
Miniature silver shield 100 gp+

on the chicken), carrots, and watered-down ale CRYSTALLINE AND


or wine. Good meals might be composed of CRYSTAL-LACED GEAR
bread and pastries, beef, peas, and ale or wine. While crystalline (or crystal-woven) items are
made entirely out of crystal, the crystal weavers
SPELL CATALYSTS of old could also lace noncrystalline objects
Certain substances, when used as material with their crystal threads. Lacing rendered the
components, actually enhance a spell. Any caster objects much harder and virtually immune to
can use these material components. Like other the passage of time. Although this technique
types of material components, casting a spell often enhanced wooden objects, it also kept
consumes these substances. even scrolls and books from that time, well over
Note that gemstones can be tiny slivers or large a thousand years ago, intact and usable today.
chunks, as their value depends not only on size, but Crystal woven objects have +2 Armor. The
quality and cut. Gemstones of greater value can be base price of a crystal woven object is 200
used, but it does not change the effect listed. The times the normal base price (not counting
catalyst affects only the casting of a single spell. magical qualities, if any), unless it is a weapon
Andrecite: This rare, magical mineral looks or armor harness. Thus, a crystal ladder costs
a little like diamond. It allows you to cast one 10 gp (5 cp x 200), a crystalline crowbar costs
spell a level higher than your tier as if it was 400 gp (2 gp x 200), and a crystalline amazing
one of your level. lock would cost 30,000 gp (150 gp x 200).
Diamond: This stone adds +1 Armor to any Nonflexible items are never crystal woven but
solid object created or summoned. sometimes are crystal-laced.
Emerald: Used with an attack spell that Crystal-laced objects receive +1 Armor,
inflicts damage, this catalyst allows a spell to although this increase never takes the total
inflict 6 points of additional damage. hardness over 30. Objects laced with crystal
Gold Wand: This catalyst doubles the duration threads cost 10 times the base price (not
of any spell that is not instantaneous. counting magical qualities, if any). A crystal-
Handris Incense: If one burns this incense laced +1 book costs 100 gp (10 gp x 10), and
while casting a calling spell, all tasks of the crystal-laced manacles cost 150 gp (15 gp x 10).
called creature are hindered.
Miniature Silver Shield: This catalyst doubles BUYING AND
the range of any spell with a range not personal. SELLING MAGICAL
Munich Root: When ingested, this rare herb ITEMS
allows you to cast a more convincing illusion. All In Diamond Throne, magical items fall in two
tasks to see through the illusion are hindered. categories, cyphers and artifacts.
Sapphire: Every defense task to dispel or
resist the spell is hindered by two steps. CYPHERS Magic items, page 158
Supercharged Elixir: This elixir is water mixed Most cyphers are things more useful to
with powdered platinum that has been struck by adventurers than to regular people, so it’s
lightning. All tasks to resist the effect of the spell hard to determine a fair sale price for them.
are hindered. Furthermore, the expectation is that PCs will
Topaz: Used with a conjuration spell that use cyphers often because they’ll have many
summons a creature, topaz grants the creature opportunities to get more; if the players can
+1 Level. exploit this mechanic by selling off most of
Verihas Leaf: When burned and the fumes their cyphers in town, they’re abusing the
inhaled, this very rare herb eases all tasks of rules to make gold. The GM might be tempted
resisting dispel attempts. to discourage this behavior by reducing how

151
often the PCs gain new cyphers, but that goes but they could be traded for a different artifact
against the premise of cyphers in the game: of about the same level.
they should be common enough that the PCs Unlike cyphers, the game doesn’t assume
use them freely instead of hoarding them. that PCs have frequent opportunities to gain
Characters should have many opportunities to new artifacts or replace the ones that deplete.
gain replacement cyphers. In other words, cyphers But artifacts—magic items—are fun for players
shouldn’t be scarce, and PCs should spend most when they’re in the hands of the PCs, and fun for
of their time close to their cypher limit. GMs when players use them creatively. A good
The key to addressing this selling-cyphers rule of thumb is to make sure that each PC ends
wealth problem is to make it harder to sell or up with their own artifact somewhere in tier 2 or
trade cyphers for gold. After all, adventurer- 3, a second artifact by tier 4 or 5, and perhaps a
focused cyphers aren’t usually things that third one by tier 6. If an artifact depletes, the GM
easily fit into the life or economy of a typical can use that as an opportunity to place another
community, and most small communities don’t interesting artifact in the character’s path, or
have the resources to pay a fair price for them. wait a while before bringing another one into
An adventurer trying to pay for a meal worth 1 the game so the player gets over the loss and
gold coin with a healing potion might be able can fully appreciate having a new artifact.
to find an innkeeper willing to accept that as The GM should understand that the selection
payment, but it’s unlikely that the innkeeper will of artifacts in this book is just the start—there
be able to make change for it, nor would they try are many, many other magical items from myths,
to compensate for the overpayment with other legends, stories, and other RPGs that could be
services. Even if the innkeeper and the PC agree written up as artifacts. The GM should also keep
that a healing potion is worth 100 gold coins, the in mind that artifacts don’t have to be over-the-
innkeeper probably won’t offer the PC a hundred top impressive items. Sometimes it’s enough for
free meals for it—that’s just not an acceptable or an artifact to grant an asset on a particular kind
practical cost for the innkeeper to bear. of task—attack rolls for a weapon, Speed defense
The PCs can have opportunities to trade for armor, a skill for a ring, and so on. Some
their cyphers with NPCs in town, whether characters prefer quiet utilitarian items over
that’s at a magic item shop, the tower of a flashy items. It’s also fair for a character to have
mentor magister, a thieves’ guild, a temple, two weak artifacts even though a different PC in
other adventurers, or the local government. The the same group has one strong one. Most of the
kinds of cyphers these NPCs can offer may be time, it’s not a question of what level the item
limited in theme (such as a benevolent temple is or how powerful it is, but whether the item is
that makes healing potions and trades them suitable for the character and the player is happy
for other useful cyphers) or quantity (such that they have it.
as having only one or two cyphers available In a pinch, an artifact value would be no less
each month). Two cyphers of the same level than 10,000 gp, depending on what the artifact
are generally considered to be about the same can do. An artifact that grants an asset to one
value, although local biases and NPC interests kind of roll is probably worth about that price, one
may affect their willingness to trade certain that adds +1 Armor might be worth double, and
items despite or because of a level disparity. For a strong defensive or offensive artifact could be
example, a town with a plague outbreak tends worth about three or four times a simple artifact.
to appraise a disease-curing potion as more
valuable than an amulet that dissolves metal. LEGENDARY ITEMS
All of the above means that cyphers are Legendary items are outside of normal trade.
treasure for adventurers and it’s hard to come up They can be considered artifacts, but unique ones,
with a gold equivalent for their value. In a pinch, and with an important story as a hero or a villain.
a cypher is probably worth the equivalent of one Legendary items are the awards or discoveries in
or two expensive or very expensive items. a long campaign, or sometimes they are quite the
protagonist of the campaign itself. Some legendary
ARTIFACTS items can’t be carried like as other artifacts. As they
Artifacts are the high end of magical currency, are usually the last award of a campaign, GMs are
and in terms of buying and selling them, they’re encouraged to not add more than one legendary
like cyphers: not something a typical NPC can items in their campaign, or allow characters to have
use, and beyond what a typical NPC can afford, more than one legendary item as a group.

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Part 2
RULES

Chapter 8: RULES OF THE GAME 121


Chapter 9: MAGIC 188

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D
iamond Throne uses the rules of needing a roll) or if there’s a chance of
the Cypher System. Cypher System failure.
games are played in the joint 3. If there is a chance of failure, the GM
imagination of all the players, including the determines which stat the task uses (Might,
Might, page 14 GM. The GM sets the scene, the players state Speed, Intellect, or Mana) and the task’s
Speed, page 14 what their characters attempt to do, and the difficulty—how hard it will be on a scale from 1
Intellect, page 14 GM determines what happens next. The (really easy) to 10 (basically impossible).
Mana, page 14 rules and the dice help make the game run 4. The player and the GM determine if
smoothly, but it’s the people, not the rules or anything about the character—such as training,
Training, page 20 the dice, that direct the action and determine equipment, special abilities, or various actions—
Equipment, page 134 the story—and the fun. Rules govern can modify the difficulty up or down by one or
Special abilities, page 19 some important aspects of gameplay— more steps. If these modifications reduce the
like exploration, interaction or combat difficulty to less than 1, the action is routine
situations— giving details for your character’s (and therefore works with no roll needed).
actions, insights or success and failure roll 5. If the action still isn’t routine, the GM uses
consequences. They tend to be fair, equal its difficulty to determine the target number—
and simple. You can follow all the rules, or how high the player must roll to succeed at the
if a rule gets in the way or detracts from the action (see the Task Difficulty table). The GM
Task Difficulty table, page 9, 157 game, the players and the GM should work doesn’t have to tell the player what the target
together to change it, or not use it at all. This number is, but they can give the player a hint,
is your game, so you can do whatever you especially if the character would reasonably
need to have fun. know if the action was easy, average, difficult,
or impossible.
This list will quickly explain how to play 6. The player rolls a d20. If they roll equal to
Diamond Throne: or higher than the target number, the character
1. The player tells the GM what they want to succeeds.
do. This is called a “character action.” That’s it. That’s how to do anything, whether
2. The GM determines if that action is it’s identifying an unknown trap, calming a
“routine” (and therefore works without raging drunk, climbing a treacherous cliff, or

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battling a dragon. Even if you ignore all the character cannot spend the minimum number
other rules, you could still play Diamond Throne of points needed to complete the action, they
with just this information. The key features are: automatically fail at the task.
taking action, determining task difficulty, and
determining modifications. DETERMINING TASK
STAT
TAKING ACTION Every task relates to one of a character’s
Each character gets one turn each round. On four stats: Might, Speed, Intellect or Mana.
a character’s turn, they can do one thing—an Physical activities that require strength,
action. All actions fall into one of four categories: power, or endurance relate to Might. Physical
Might, Speed, Intellect or Mana (just like the activities that require agility, flexibility, or fast
four stats). Many actions require die rolls— reflexes relate to Speed. Mental activities
rolling a d20. that require force of will, memory, or mental
Every action includes performing a task, and power relate to Intellect. Mental and physical
every task has a difficulty that determines what activities that require the use of magic and
number a character must reach or surpass with spells relate to Mana. This means you can
a die roll to succeed. generalize tasks into four categories: Might
Most tasks have a difficulty of 0, which tasks, Speed tasks, Intellect tasks and Mana
means the character succeeds automatically. tasks. You can also generalize rolls into four
For example, walking across a room, opening categories: Might rolls, Speed rolls, Intellect
a door, and throwing a stone into a nearby rolls and Mana rolls.
bucket are all actions, but none of them The category of the task or roll determines
requires a roll. Actions that are usually difficult what kind of Effort you can apply to the
or that become difficult due to the situation roll and may determine how a character’s
(such as firing at a target in a blizzard) have a other abilities affect the roll. For example,
higher difficulty. These actions usually require a Channeler may have an ability that makes
a roll. them better at Mana rolls, and a Fighter may
Some actions require a minimum expenditure have an ability that makes them better at
of Might, Speed, Intellect or Mana points. If a Might rolls.

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KEY CONCEPTS
ACTION: Anything a character does that is significant—punch PRACTICED: The normal, unmodified ability to use a skill—
a foe, leap a chasm, activate a device, use a special power, and not trained, specialized, or an inability. Your type determines
so on. Each character can take one action in a round. what weapon skills you’re practiced in; if you aren’t
practiced with a type of weapon, you have an inability in it.
CHARACTER: Any creature in the game capable of acting,
whether it is a player character (PC) run by a player or a ROLL: A d20 roll made by a PC to determine whether an
nonplayer character (NPC) run by the game master (GM). In action is successful. Although the game occasionally uses
the Diamond Throne, even bizarre creatures, sentient machines, other dice, when the text simply refers to “a roll,” it always
and living energy beings can be “characters.” means a d20 roll.

COMPETENCE: Characters may have competence in ROUND: A length of time about five to ten seconds long.
a group of skills, which means they are quite capable of There are about ten rounds in a minute. When it’s really
performing some related tasks. They can make a second, important to track precise time, use rounds. Basically, it’s
unmodified roll and take the last result. the length of time to take an action in the game, but since
everyone more or less acts simultaneously, all characters
DIFFICULTY: A measure of how easy it is to accomplish get to take an action each round.
a task. Difficulty is rated on a scale from 1 (lowest) to 10
(highest). Altering the difficulty to make a task harder is SPECIALIZED: Having an exceptional amount of skill in a
called “hindering.” Altering it to make a task easier is called task. Being specialized eases the task by two steps. So, if
“easing.” All changes in difficulty are measured in steps. you are specialized in climbing, all your climbing tasks are
Difficulty often equates directly with level, so opening a eased by two steps.
level 3 locked door probably has a difficulty of 3.
STAT: One of the four defining characteristics for PCs:
EASE: A decrease in a task’s difficulty, usually by one step. Might, Speed, Intellect or Mana. Each stat has two values:
If something doesn’t say how many steps it eases a task, Pool and Edge. Your Pool represents your raw, innate
then it reduces the difficulty by one step. ability, and your Edge represents knowing how to use what
you have. Each stat Pool can increase or decrease over the
EFFORT: Spending points from a stat Pool to reduce the course of play—for example, you can lose points from your
difficulty of a task. A PC decides whether or not to apply Effort Might Pool when struck by an opponent, spend points
on their turn before the roll is made. NPCs never apply Effort. from your Intellect Pool to activate a special ability, or rest
to recover points in your Speed Pool after a long day of
HINDER: An increase in a task’s difficulty, usually by one marching. Anything that damages a stat, restores a stat, or
step. If something doesn’t say how many steps it hinders a boosts or penalizes a stat affects the stat’s Pool.
task, then it increases the difficulty by one step.
TASK: Any action that a PC attempts. The GM determines
INABILITY: The opposite of trained—you’re hindered the difficulty of the task. In general, a task is something
whenever you attempt a task that you have an inability in. that you do and an action is you performing that task, but
If you also become trained in the task, the training and the in most cases they mean the same thing.
inability cancel each other out and you become practiced.
TRAINED: Having a reasonable amount of skill in a task.
LEVEL: A way to measure the strength, difficulty, power, or Being trained eases the task. For example, if you are trained in
challenge of something in the game. Everything in the game climbing, all climbing tasks for you are eased. If you become
has a level. NPCs and objects have levels that determine very skilled at that task, you become specialized instead of
the difficulty of any task related to them. For example, an trained. You do not need to be trained to attempt a task.
opponent’s level determines how hard they are to hit or
avoid in combat. A door’s level indicates how hard it is to TURN: The part of the round when a character or creature
break down. A lock’s level determines how hard it is to pick. takes its actions. For example, if a Fighter and a Channeler
Levels are rated on a scale from 1 (lowest) to 10 (highest). are fighting a rhodin, each round the Fighter takes an action
PC tiers are a little like levels, but they go only from 1 to on their turn, the Channeler takes an action on their turn,
6 and mechanically work very differently than levels—for and the rhodin takes an action on its turn. Some abilities or
example, a PC’s tier does not determine a task’s difficulty. effects last only one turn, or end when the next turn is started.

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DETERMINING TASK A character’s tier does not determine a


DIFFICULTY task’s level. Things don’t get more difficult just
The most frequent thing a GM does during because a character’s tier increases—the world
the game—and probably the most important doesn’t instantly become a more difficult place.
thing—is set a task’s difficulty. To make the job Fourth-tier characters don’t deal only with level
easier, use the Task Difficulty table below, which 4 creatures or difficulty 4 tasks (although a
associates a difficulty rating with a descriptive fourth-tier character probably has a better shot
name, a target number, and general guidance at success than a first-tier character does). Just
about the difficulty. because something is level 4 doesn’t necessarily
Every difficulty from 1 to 10 has a target number mean it’s meant only for fourth-tier characters.
associated with it. The target number is easy to Similarly, depending on the situation, a fifth-tier
remember: it’s always three times the difficulty. character could find a difficulty 2 task just as
The target number is the minimum number a challenging as a second-tier character does.
player needs to roll on a d20 to succeed at the Therefore, when setting the difficulty of a task,
task. Moving up or down on the table is called the GM should rate the task on its own merits,
hindering or easing, which is measured in steps. not on the power of the characters.
For example, reducing a difficulty 5 task to a
difficulty 4 task is “easing the difficulty by one MODIFYING THE
step” or just “easing the difficulty” or “easing the DIFFICULTY
task.” Most modifiers affect the difficulty rather After the GM sets the difficulty for a task, the player
than the player’s roll. This has two consequences: can try to modify it for their character. Any such Unless for some reason you
modification applies only to this particular attempt tell the players directly, they’ll
h Low target numbers such as 3 or 6, which at the task. In other words, opening a door with a never know if you change an
NPC’s stats or a task’s difficulty
would be boring in most games that use a very complex lock mechanism normally might be
on the fly. Do what you think
d20, are not boring in Diamond Throne. For difficulty 6, but since the character doing the work will make a better story.
example, if you need to roll a 6 or higher, you is skilled in such tasks, has the right tools, and has
still have a 25% chance to fail. another character assisting them, the difficulty
h The upper levels of difficulty (7, 8, 9, and 10) in this instance might be much lower. That’s why
are all but impossible because the target it’s important for the GM to set a task’s difficulty
numbers are 21 or higher, which you can’t without taking the character into account. The
roll on a d20. However, it’s common for character comes in at this step.
PCs to have abilities or equipment that ease By using skills and assets, working together,
a task and thus lower the target number to and applying Effort, a character can ease a task
something they can roll on a d20. by multiple steps to make it easier. Rather than

TASK DIFFICULTY
Task Difficulty Description Target No. Guidance
0 Routine 0 Anyone can do this basically every time.
1 Simple 3 Most people can do this most of the time.
2 Standard 6 Typical task requiring focus, but most people can
usually do this.
3 Demanding 9 Requires full attention; most people have a 50/50
chance to succeed.
4 Difficult 12 Trained people have a 50/50 chance to succeed.
5 Challenging 15 Even trained people often fail.
6 Intimidating 18 Normal people almost never succeed.
7 Formidable 21 Impossible without skills or great effort.
8 Heroic 24 A task worthy of tales told for years afterward.
9 Immortal 27 A task worthy of legends that last lifetimes.
10 Impossible 30 A task that normal humans couldn’t consider (but
one that doesn’t break the laws of physics).

157
adding bonuses to the player’s roll, reducing the type of task or roll—Might points for a Might
the difficulty lowers the target number. If they roll, Speed points for a Speed roll, Intellect points
can reduce the difficulty of a task to 0, no roll is for an Intellect roll, Mana points for a Mana roll.
needed; success is automatic. Every character has a maximum level of Effort
An exception to this rule is if the GM decides they can apply to a single task. Effort can never
to use a GM intrusion on the task, in which ease a task by more than six steps—any more
GM intrusion, page 183 case the player would have to make a roll at the than six steps from applying Effort doesn’t count.
original difficulty. Free Level of Effort: A few abilities give you
There are three basic ways in which a a free level of Effort (these usually require you
character can ease a task: skills, assets, and to apply at least one level of Effort to a task).
Effort. Each method eases the task by at least In effect, you’re getting one more level of Effort
one step—never in smaller increments. than what you paid for. This free level of Effort
can exceed the Effort limit for your character, but
SKILLS not the six-step limit for easing a task.
Characters may be skilled at performing a specific
task. A skill can vary from character to character. ROLLING THE DIE
For example, one character might be skilled To determine success or failure, a player rolls a
at lying, another might be skilled at trickery, die (always a d20). If they roll the target number
and a third might be skilled in all interpersonal or higher, they succeed. Most of the time,
interactions. The first level of being skilled is that’s the end of it—nothing else needs to be
called being trained, and it eases that task by one done. Rarely, a character might apply a small
step. More rarely, a character can be incredibly modifier to the roll. If they have a +2 bonus
skilled at performing a task. This is called being when attempting specific actions, they add 2
specialized, and it eases the task by two steps to the number rolled. However, the original roll
instead of one. Skills can never decrease a task by matters if it’s a special roll.
more than two steps—any more than two steps If a character applies a modifier to the die
from being trained and specialized don’t count. roll, it’s possible to get a result of 21 or higher, in
which case they can attempt a task with a target
ASSETS number above 20. But if there is no possibility
An asset is anything that helps a character with a task, for success—if not even rolling a natural 20
such as having a really good crowbar when trying to (meaning the d20 shows that number) is
force open a door or being in a rainstorm when trying sufficient to accomplish the task—then no roll
to put out a fire. Appropriate assets vary from task to is made. Otherwise, characters would have a
By using skills, assets, and task. The perfect awl might help when woodworking, chance to succeed at everything, even impossible
Effort, you can ease a task by but it won’t make a dance performance much better. or ridiculous tasks such as climbing moonbeams,
a maximum of ten steps. An asset usually eases a task by one step. Assets can throwing elephants, or hitting a target on the
never ease a task by more than two steps—any more opposite side of a mountain with an arrow.
than two steps from assets don’t count. If a character’s modifiers add up to +3, treat
them as an asset instead. In other words, instead
The important thing to EFFORT of adding a +3 bonus to the roll, reduce the
remember is that a skill can A player can apply Effort to ease a task. To do difficulty by one step. For example, if a Fighter
reduce the difficulty by no this, the player spends points from the stat has a +1 bonus to attack rolls from a minor effect,
more than two steps, and
Pool that’s most appropriate to the task. For a +1 bonus to attack rolls from a special weapon
assets can reduce the difficulty
by no more than two steps, example, applying Effort to push a heavy rock off quality, and a +1 bonus to attack rolls from a
regardless of the situation. a cliff requires a player to spend points from the special ability, they do not add 3 to their attack
Thus, no task’s difficulty will character’s Might Pool; applying Effort to deduce roll—instead, they reduce the difficulty of the
ever be reduced by more than relevant information from various fonts requires attack by one step. So if they attack a level 3 foe,
four steps without using Effort. them to spend points from the character’s they would normally roll against difficulty 3 and
Intellect Pool. For every level of Effort spent on try to reach a target number of 9, but thanks to
a task, the task is eased. It costs 3 points from a their asset, they roll against difficulty 2 and try to
stat Pool to apply one level of Effort, and it costs reach a target number of 6.
2 additional points for every level thereafter (so This distinction is important when stacking
it costs 5 points for two levels of Effort, 7 points skills and assets to decrease the difficulty of an
for three levels of Effort, and so on). A character action, especially since reducing the difficulty to
must spend points from the same stat Pool as 0 or lower means no roll is needed.

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THE PLAYER ALWAYS GM INTRUSION


ROLLS GM intrusion is explained in more detail For complete details about GM
In Diamond Throne, players always drive the in Unearthed, but essentially it means that intrusion and how to use it to best
action by making all of the die rolls. If a PC leaps something occurs to complicate the character’s effect in the game, see page 183.
out of a moving cart, the player rolls to see if life. The character hasn’t necessarily fumbled
they succeed. If a PC searches for a hidden door, or done anything wrong (although perhaps they
the player rolls to determine whether they find did). It could just be that the task presents an
it. If a rockslide falls on a PC, the player rolls unexpected difficulty or something unrelated
to try to get out of the way. If a PC and an NPC affects the current situation.
arm wrestle, the player rolls, and the NPC’s level For GM intrusion on a defense roll, a roll of
determines the target number. If a PC attacks 1 might mean that the PC takes 2 additional
a foe, the player rolls to see if they hit. If a foe points of damage from the attack, indicating
attacks the PC, the player rolls to see if they that the opponent got in a lucky blow.
dodge the blow.
As shown by the last two examples, the PC MINOR EFFECT
rolls whether they are attacking or defending. A minor effect happens when a player rolls
Thus, something that improves defenses a natural 19. Most of the time, a minor
might ease or hinder their rolls. For example, if effect is slightly beneficial to the PC, but not
a PC uses a low wall to gain cover from attacks, overwhelming.
the wall eases the player’s defense rolls. If a A climber gets up the steep slope a bit faster.
foe uses the wall to gain cover from the PC’s A repaired trap works a bit better. A character
attacks, it hinders the player’s attack rolls. jumping down into a pit lands on their feet.
Either the GM or the player can come up with a
SPECIAL ROLLS possible minor effect that fits the situation, but
If a character rolls a natural 1, 17, 18, 19, or 20 both must agree on what it should be.
(meaning the d20 shows that number), special Don’t waste a lot of time thinking of a minor
rules come into play. These are explained in effect if nothing appropriate suggests itself.
more detail in the following sections. Sometimes, in cases where only success or
1: GM Intrusion. The GM makes a free failure matters, it’s okay to have no minor effect.
intrusion (see below) and doesn’t award Keep the game moving at an exciting pace.
experience points (XP) for it. In combat, the easiest and most
17: Damage Bonus. If the roll was a straightforward minor effect is dealing 3
damage-dealing attack, it deals 1 additional additional points of damage with an attack. The
point of damage. following are other common minor effects for
18: Damage Bonus. If the roll was a combat:
damage-dealing attack, it deals 2 additional  Damage object. Instead of striking the foe,
points of damage. the attack strikes what the foe is holding. If
19: Minor Effect. If the roll was a the attack hits, the character makes a Might
damage-dealing attack, it deals 3 additional roll with a difficulty equal to the object’s
points of damage or the PC gets a minor effect level. On a success, the object moves one or
in addition to the normal results of the task. If more steps down the object damage track. Object damage track, page 171
the roll was something other than an attack, the  Distract: For one round, all of the foe’s tasks
PC gets a minor effect in addition to the normal are hindered.
results of the task.  Knock back: The foe is knocked or forced
20: Major Effect. If the roll was a back a few feet. Most of the time, this doesn’t
damage-dealing attack, it deals 4 additional matter much, but if the fight takes place on a
points of damage or the PC gets a major or ledge or next to a pit of lava, the effect can be
minor effect in addition to the normal results significant.
of the task. If the roll was something other than  Move past: The character can move a short
an attack, the PC gets a major effect in addition distance at the end of the attack. This effect
to the normal results of the task. If the PC spent is useful to get past a foe guarding a door, for
points from a stat Pool on the action, the point example.
cost for the action decreases to 0, meaning the  Strike a specific body part: The attacker strikes
character regains those points as if they had not a specific spot on the defender’s body. The GM
spent them at all. rules what special effect, if any, results. For

159
OPTIONAL RULE: lands with such panache that those nearby are
CHOOSING A COMBAT impressed and possibly intimidated. A defender
makes a free attack on a foe.
EFFECT AHEAD OF
Either the GM or the player can come up with
TIME a possible major effect that fits the situation,
While normally you get a minor or major effect but both must agree on what it should be. As
based on your die roll, sometimes a character with minor effects, don’t spend a lot of time
in combat tries to achieve a minor or major agonizing over the details of a major effect. In
effect as a part of a deliberate strategy, such cases where only success or failure matters, a
as disarming a foe they don’t want to harm major effect might offer the character a one-
or shooting a huge beast in the eye to blind it time asset (a modification of one step) to use
so they can run away. A character can choose the next time they attempt a similar action. When
a minor or major combat effect ahead of time nothing else seems appropriate, the GM can
so they can achieve it without rolling a natural simply grant the PC an additional action on their
19 or 20 on the die, but the attack is modified turn that same round.
in these ways: In combat, the easiest and most
h For a minor effect, you subtract 4 from straightforward major effect is dealing 4
your damage, and the attack is hindered. additional points of damage with an attack. The
h For a major effect, you subtract 8 from following are other common major effects for
your damage, and the attack is hindered combat.
by two steps.  Disarm: The foe drops one object that it is
holding.
In either case, if your attack would deal  Impair: For the rest of the combat, all tasks
0 points of damage or less, there is no the foe attempts are hindered.
damage or effect at all.  Knock down: The foe is knocked prone. It can
get up on its turn.
 Stun: The foe loses its next action.
example, hitting a creature’s tentacle that is
wrapped around an ally might make it easier As with minor effects, usually the GM just has
for the ally to escape the hold. Hitting a foe in the desired major effect occur, but sometimes
the eye might blind it for one round. Hitting a the GM might require an extra roll if the major
creature in its one vulnerable spot might inflict effect is unusual or unlikely.
a damage that ignores Armor.
RETRYING A TASK
Usually, the GM just has the desired minor AFTER FAILURE
effect occur. For example, rolling a 19 against If a character fails a task (whether it’s climbing
a relatively weak foe means it is knocked off a wall, picking a lock, trying to decipher a
the cliff. The effect makes the round more mysterious text, or something else) they can
exciting, but the defeat of a minor creature attempt it again, but they must apply at least
has no significant impact on the story. Other one level of Effort when retrying that task. A retry
times, the GM might rule that an additional is a new action, not part of the same action that
roll is needed to achieve the effect—the failed, and it takes the same amount of time as
special roll only gives the PC the opportunity the first attempt did.
for a minor effect. This mostly happens Sometimes the GM might rule that retries are
when the desired effect is very unlikely, such impossible. Perhaps a character has one chance
as pushing a huge monster off a cliff. If the to convince the leader of a group of thugs not to
player just wants to deal 3 additional points attack, and after that, no amount of talking will
of damage as the minor effect, no extra roll stop them. Or a failure in a task means there’s
is needed. no chance to retry it, as when the character falls
after a failure on a jumping task.
MAJOR EFFECT This rule doesn’t apply to something like
A major effect happens when a player rolls a attacking a foe in combat because combat
natural 20. Most of the time, a major effect is is always changing and fluid. Each round’s
quite beneficial to the character. A climber gets situation is new, not a repeat of a previous
up the steep slope in half the time. A jumper situation, so a missed attack can’t be retried.

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INITIAL COST  Very long distance is anything greater than long


The GM can assign a point cost to a task just distance but less than 500 feet (150 m) or so.
for trying it. Called an initial cost, it’s simply an Beyond that range, distances are always
indication that the task is particularly taxing. specified—1,000 feet (300 m), 1 mile (1.5 km),
For example, let’s say a character wants to try a and so on.
Might action to open a heavy cellar door that is
partially rusted shut. The GM says that forcing All weapons and special abilities use these
the door open is a difficulty 5 task, and there’s terms for ranges. For example, all melee
an initial cost of 3 Might points simply to try. weapons have immediate range—they are
This initial cost is in addition to any points the close-combat weapons, and you can use them
character chooses to spend on the roll (such as to attack anyone within immediate distance. A
when applying Effort), and the initial cost points thrown knife (and most other thrown weapons)
do not affect the difficulty of the task. In other has short range. A small bow also has short
words, the character must spend 3 Might points range. A longbow has long range.
to attempt the task at all, but that doesn’t help
them open the door. If they want to apply Effort DISTANCE, MOVEMENT,
to ease the task, they have to spend more points AND ACTIONS
from their Might Pool. A character can move an immediate distance as
Edge helps with the initial cost of a task, a part of another action. In other words, they can
just as it does with any expenditure from a take a few steps to the light switch and flip it on.
character’s Pool. In the previous example, if They can lunge across a small room to attack
the character had a Might Edge of 2, they would a foe. They can open a door and step through.
have to spend only 1 point (3 points minus 2 A character can move a short distance as
from their Might Edge) for the initial cost to their entire action for a turn. They can also try
attempt the task. If they also applied a level to move a long distance as their entire action,
of Effort to open the door, they couldn’t use but the player might have to roll to see if the
their Edge again—Edge applies only once per character slips, trips, or stumbles for moving so
action—so using the Effort would cost the full far so quickly.
3 points. Thus, they’d spend a total of 4 points GMs and players don’t need to determine
(1 for the initial cost plus 3 for the Effort) from exact distances. For example, if the PCs are
their Might Pool. fighting a group of rhodins, any character Rhodins, page 94
The rationale of the initial cost rule is that can likely attack any foe in the general
even in Diamond Throne, where things like Effort melee—they’re all within immediate range.
can help a character succeed on an action, logic However, if one of the rhodins stays back to
still suggests that some actions are very difficult fire a crossbow, a character might have to use
and taxing, particularly for some PCs more than their entire action to move the short distance
others. required to attack that foe. It doesn’t matter if
the trooper is 20 feet (6 m) or 40 feet (12 m)
DISTANCE away—it’s simply considered short distance.
Distance is simplified into four basic categories: It does matter if the trooper is more than 50
immediate, short, long, and very long. feet (15 m) away because that distance would
 Immediate distance from a character is within require a long move.
reach or within a few steps; if a character stands The words “immediate”
in a small room, everything in the room is within OTHER DISTANCES and “close” can be used
immediate distance. At most, immediate In rare cases where distances beyond very interchangeably to talk about
distance. If a creature or object
distance is 10 feet (3 m). Immediate distance long are needed, real-world distances are best
is within arm’s reach of the
is sometimes referred to as close, or even (1 mile, 100 kilometers, and so on). However, character, it can be considered
point-blank, particularly when referring to some spells or artifacts can let the character both immediate and close.
ranges. travel through the world of Serran, beyond the
 Short distance is anything greater than limits of normal movement distance keeping-
immediate distance but less than 50 feet (15 Also, there is the possibility to travel in other
m) or so. dimensions and planes. In these cases,
 Long distance is anything greater than measures of distances are not important, as
short distance but less than 100 feet (30 m) PCs cannot understand or comprehend the
or so. distance traveled.

161
TIMEKEEPING Encounters are not so much measurements of
Generally, keep time the same way that you time as they are events or instances in which
normally would, using minutes, hours, days, and something happens, like a scene of a movie or a
weeks. Thus, if the characters walk overland for chapter in a book. An encounter might be a fight
15 miles (24 km), about eight hours pass, even with a foe, a dramatic crossing of a raging river, or
though the journey can be described in only a few a stressful negotiation with an important official.
seconds at the game table. Precision timekeeping It’s useful to use the word when referring to a
is rarely important. Most of the time, saying specific scene, as in “My Might Pool is low after
things like “That takes about an hour” works fine. that encounter with the soul sorcerer yesterday.”
This is true even when a special ability has a
specific duration. In an encounter, a duration of A round is about five to ten seconds. The length
“one minute” is mostly the same as saying “the of time is variable because sometimes one round
rest of the encounter.” You don’t have to track each might be a bit longer than another. You don’t
round that ticks by if you don’t want to. Likewise, need to measure time more precisely than that.
an ability that lasts for ten minutes can safely be You can estimate that on average there are about
considered the length of an in-depth conversation, ten rounds in a minute. In a round, everyone—
the time it takes to quickly explore a small area, or each character and NPC—gets to take one action.
the time it takes to rest after a strenuous activity.
Initiative is rolled to determine who goes first,
ENCOUNTERS, second, and so on in a round. Each player
ROUNDS, AND makes a Speed roll called an initiative roll. Most
INITIATIVE of the time, it’s only important to know which
Sometimes in the course of the game, the GM characters act before the NPCs and which act
or players will refer to some common words: after the NPCs. On an initiative roll, a character
encounter, round and initiative. who rolls higher than an NPC’s target number

TIMEKEEPING
Action Time Usually Required
Walking a mile over easy terrain About fifteen minutes
Walking a mile over rough terrain (forest, snow, hills) About half an hour
Walking a mile over difficult terrain (mountains, thick About forty-five minutes
jungle)
Moving from one significant location in a city to another About fifteen minutes
Sneaking into a guarded location About fifteen minutes
Observing a new location to get salient details About fifteen minutes
Having an in-depth discussion About ten minutes
Resting after a fight or other strenuous activity About ten minutes
Resting and having a quick meal About half an hour
Making or breaking camp About half an hour
Shopping for supplies in a market or store About an hour
Meeting with an important contact About half an hour
Referencing a book or website About half an hour
Searching a room for hidden things At least half an hour, perhaps one hour
Searching for cyphers or other valuables amid a lot of stuff About an hour
Identifying and understanding a cypher Fifteen minutes to half an hour
Identifying and understanding an artifact At least fifteen minutes, perhaps three
hours
Repairing a device (assuming parts and tools available) At least an hour, perhaps a day
Building a device (assuming parts and tools available) At least a day, perhaps a week

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takes their action before the NPC does. As with OPTIONAL RULE:
all target numbers, an NPC’s target number for FASTER INITIATIVE
an initiative roll is three times the NPC’s level. To make an encounter move faster, if at An initiative roll is a d20 roll.
Many times, the GM will have all NPCs take their least one character rolls high enough to beat Since your initiative depends on
actions at the same time, using the highest target how fast you are, if you spend
the target number of the NPC(s), all the
Effort on the roll, the points
number from among all the NPCs. Using this characters act before the NPC(s). If nobody come from your Speed Pool.
method, any characters who rolled higher than rolls high enough to beat that target number,
the target number act first, then all the NPCs act, all the characters act after the NPC(s). On
and finally any characters who rolled lower than the characters’ turn, go clockwise around the
the target number act. table. If you’re playing using an online video
chat or virtual table, start with the leftmost
The Turn Order in which the characters act player and move right; repeat.
usually isn’t important. If the players want to go
in a precise order, they can act in initiative order
(highest to lowest), by going around the table, So is running for cover behind a stack of barrels,
by going oldest to youngest, and so on. prying open a stuck door, using a rope to pull
For example, Christopher, Ilaria, and Dean’s your friend up from a pit, or activating a cypher
characters are in combat with two town guards (even if it’s stored in your pack).
(level 2). The GM calls the players to make Speed Opening a door and attacking a guard on the
rolls to determine initiative. Christopher rolls an other side are two actions. It’s more a matter
8, Dean rolls a 15, and Ilaria rolls a 4. The target of focus than time. Drawing your sword and
number for a level 2 creature is 6, so each round attacking a foe is all one action. Putting away
Christopher and Dean act before the guards, your bow and pushing a heavy bookcase to block
then the guards act, and finally Ilaria acts. It a door are two actions because each requires a
doesn’t matter whether Christopher acts before different train of thought.
or after Dean, as long as they think it’s fair. After If the action you want to accomplish is not
everyone—all PCs and NPCs—in the combat within reach, you can move a little bit. Essentially,
has had a turn, the round ends and a new round you can move up to an immediate distance to
begins. In all rounds after the first, everyone acts perform your action. For example, you can move
in the same order as they did in the first round. an immediate distance and attack a foe, open a
The characters cycle through this order until the door and move an immediate distance into the
logical end of the encounter (the end of the fight hallway beyond, or grab your hurt friend lying on
or the completion of the event) or until the GM the ground and pull them back a few steps. This
asks them to make new initiative rolls. movement can occur before or after your action,
so you can move to a door and open it, or you
New Rolls: The GM can call for new initiative can open a door and move through it.
rolls at the beginning of any new round when
conditions drastically change. For example, if The most common actions are:
the NPCs gain reinforcements, the environment  Attack (page 163)
changes (perhaps the lights go out), the terrain  Activate a special ability (one that isn’t an
changes (maybe part of the balcony collapses attack)(page 171)
under the PCs), or something similar occurs,  Move (page 172)
the GM can call for new initiative rolls.  Wait (page 173)
Since the action moves as a cycle, anything  Defend (page 173)
that lasts for a round ends where it started in  Do something else(page 173)
the cycle. If Ilaria uses an ability on an opponent
that hinders its defenses for one round, the ACTION: ATTACK
effect lasts until Ilaria acts on her next turn. An attack is anything that you do to someone
that they don’t want you to do. Slashing a foe
ACTIONS with a poisoned dagger is an attack, blasting
Anything that your character does in a round a foe with a lightning artifact is an attack,
is an action. It’s easiest to think of an action wrapping a foe in shadowy tentacles is an attack,
as a single thing that you can do in five to and controlling someone’s mind is an attack. An
ten seconds. For example, if you use your attack almost always requires a roll to see if you
longbow to shoot an arrow, that’s one action. hit or otherwise affect your target.

163
In the simplest kind of attack, such as a PC Common elements that affect the difficulty of
trying to stab a thug with a knife, the player rolls a combat task are cover, range, and darkness.
and compares their result to the opponent’s The rules for these and other modifiers are
target number. If their roll is equal to or greater explained in the Attack Modifiers and Special
Attack Modifiers and Special than the target number, the attack hits. Just as Situations section of this chapter.
Situations, page 168 with any kind of task, the GM might modify the
difficulty based on the situation, and the player DAMAGE
might have a bonus to the roll or might try to When an attack strikes a character, it usually
ease the task using skills, assets, or Effort. means the character takes damage.
A less straightforward attack might be a An attack against a PC subtracts points from
special ability or a spell that stuns a foe with one of the character’s stat Pools—usually the
a mental blast. However, it’s handled the Might Pool. Whenever an attack simply says
same way: the player makes a roll against the it deals “damage” without specifying the type,
opponent’s target number. Similarly, an attempt it means Might damage, which is by far the
to tackle a foe and wrestle it to the ground is still most common type. Intellect damage, which is
just a roll against the foe’s target number. usually the result of a mental attack, is always
Attacks are sometimes categorized as labeled as Intellect damage. Speed damage is
“melee” or “ranged” attacks. often a physical attack, but attacks that deal
Speed damage are fairly rare. Mana damage is
Melee attacks mean that you hurt or affect often a draining attack of magical resources or a
Backlash, page 190 something within immediate reach. Melee attacks backlash of some spell failures.
can be Might or Speed actions—player choice. NPCs don’t have stat Pools. Instead, they
have a characteristic called health. When an
Ranged attacks mean that you hurt or affect NPC takes damage of any kind, the amount is
something at a distance. Physical ranged attacks subtracted from its health. Unless described
(such as bows, thrown or ranged weapons) are otherwise, an NPC’s health is always equal to its
almost always Speed actions, but those that target number. Some NPCs might have special
come from spells or special abilities tend to be reactions to or defenses against attacks that
Mana or Intellect actions. would normally deal Speed damage or Intellect
damage, but unless the NPC’s description
Spells or special abilities that require touching the specifically explains this, assume that all
target require a melee attack. If the attack misses, damage is subtracted from the NPC’s health.
the power is not wasted, and you can try again Objects don’t have stat Pools or health. They
Object damage track, page 171 each round as your action until you hit the target, have an object damage track, just like how PCs
Attacking objects, page 171 use another ability, or take a different action that have a damage track. Attacking objects might
requires you to use your hands. These attempts move them down their damage track.
in later rounds count as different actions, so you Damage is always a specific amount
don’t have to keep track of how much Effort you determined by the attack. For example, a slash
used when you activated the ability or how you with a broadsword deals 4 points of damage.
Onslaught, page 57 used Edge. For example, let’s say that in the first A Channeler’s Onslaught deals 4 points of
round of combat, you activate a special ability damage. Often, there are ways for the attacker
that requires you to touch your foe and you use to increase the damage. For example, a PC
Effort to ease the attack, but you roll poorly and can apply Effort to deal 3 additional points of
miss your foe. In the second round of combat, damage, and rolling a natural 17 on the attack
you can try attacking again and use Effort to ease roll deals 1 additional point of damage.
the attack roll.
The GM and players are encouraged to describe ARMOR
every attack with flavor and flair. One attack roll Pieces of equipment and special abilities protect
might be a stab to the foe’s arm. A miss might a character from damage by giving them Armor.
be the PC’s sword slamming into the wall. Each time a character takes damage, subtract
Combatants lunge, block, duck, spin, leap, and their Armor value from the damage before
make all kinds of movements that should keep reducing their stat Pool or health. For example,
combat visually interesting and compelling. You if a Fighter with 2 Armor is hit by a broadsword
find much more guidance in this regard on slash that deals 4 points of damage, they take
Unearthed. only 2 points of damage (4 minus 2 from their

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Armor). If Armor reduces the incoming damage Armor as well. This kind of damage is called
to 0 or lower, the character takes no damage “straight damage.”
from the attack. For example, the Fighter’s 2 A creature may have a special bonus to Armor
Armor protects them from all physical attacks against certain kinds of attacks. For example,
that deal 1 or 2 points of damage. a magical chain shirt might normally give its
The most common way to get an Armor value wearer +1 to Armor but count as +3 to Armor
is to wear physical armor, such as a leather jack, against fire attacks. An artifact worn as a helmet
a chain hauberk, a banded mail or something might grant +2 to Armor only against mental
else, depending on your character. All physical attacks.
armor comes in one of three categories: light,
medium, or heavy. AMBIENT DAMAGE
Some kinds of damage aren’t direct attacks
Light armor gives the wearer 1 point of Armor; against a creature, but they indirectly affect
Medium armor gives 2 points of Armor; everything in the area. Most of these are
Heavy armor gives 3 points of Armor. environmental effects such as winter cold, high
temperatures, or magical radiation. Damage
When you see the word “Armor” capitalized from these kinds of sources is called ambient
in the game rules (other than in the name damage. Physical armor usually doesn’t protect
of a special ability), it refers to your Armor against ambient damage, though a well-insulated
characteristic—the number you subtract from suit of armor can protect against cold weather.
incoming damage. When you see the word
“armor” in lowercase, it refers to any physical DAMAGE FROM HAZARDS
armor you might wear. Attacks aren’t the only way to inflict damage
Other effects can add to a character’s Armor. on a character. Experiences such as falling
If a character is wearing a chain hauberk (+2 to from a great height, being burned in a fire,
Armor) that grants +1 to Armor as it is magical, and spending time in severe weather also deal
their total is 3 Armor. If the character also uses damage. Although no list of potential hazards
a cypher that hardens their flesh temporarily for could be comprehensive, the Damage From
+1 to Armor, their total is 4 Armor. Hazards table includes common examples.
Some types of damage ignore physical armor.
Attacks that specifically deal Speed damage, THE EFFECTS OF TAKING
Intellect Damage or Mana damage ignore DAMAGE
Armor; the creature takes the listed amount When an NPC reaches 0 health, it is either dead
of damage without any reduction from Armor. or (if the attacker wishes) incapacitated, meaning
Ambient damage (see below) usually ignores unconscious or beaten into submission.

DAMAGE FROM HAZARDS


Source Damage Notes
Falling 1 point per 10 feet (3 m) fallen —
(ambient damage)
Minor fire 3 points per round (ambient damage) Torch
Major fire 6 points per round (ambient damage) Engulfed in flames; lava
Acid splash 2 points per round (ambient damage) —
Acid bath 6 points per round (ambient damage) Immersed in acid
Cold 1 point per round (ambient damage) Below freezing temperatures
Severe cold 3 points per round (ambient damage) Iced area and very cold liquid
Shock 1 point per round (ambient damage) Often involves losing next action
Lighting bolt 6 points per round (ambient damage) Often involves losing next action
Crush 3 points Object or creature falls on character
Huge crush 6 points Roof collapse; cave-in
Collision 6 points Large, fast object strikes character

165
As previously mentioned, damage from most stat Pools to 0, they become impaired. Note
The damage track allows you sources is applied to a character’s Might Pool. that a character whose stat Pools are much
to know how far from death Otherwise, stat damage always reduces the Pool lower than normal can still be hale.
you are. If you’re hale, you’re of the stat it affects.
three steps from death. If
If damage reduces a character’s stat Pool to Impaired is a wounded or injured state. When an
you’re impaired, you’re two
steps from death. If you’re 0, any further damage to that stat (including impaired character applies Effort, it costs 1 extra
debilitated, you are only one excess damage from the attack that reduced point per level applied. For example, applying
small step from death’s door. the stat to 0) is applied to another stat Pool. one level of Effort costs 4 points instead of 3,
Damage is applied to Pools in this order: and applying two levels of Effort costs 7 points
1. Might (unless the Pool is 0) instead of 5.
2. Speed (unless the Pool is 0) An impaired character ignores minor and
3. Intellect (unless the Pool is 0) major effect results on their rolls, and they
4. Mana (unless the Pool is 0) don’t deal as much extra damage in combat
with a special roll. In combat, a roll of 17 or
When NPCs (who have only Even if the damage is applied to another stat higher deals only 1 additional point of damage.
health) suffer Speed or Intellect Pool, it still counts as its original type for the When an impaired PC takes enough damage to
damage, normally this is purpose of Armor and special abilities that affect reduce one of their stat Pools to 0, they become
treated the same as Might
damage. For example, if a character with 2 Armor debilitated.
damage. However, the GM
or the player has the option is reduced to 0 Might and then is hit by a creature’s
to suggest an appropriate claw for 3 points of damage, it still counts as Might Debilitated is a critically injured state. A
alternate effect—the NPC damage, so their Armor reduces the damage to 1 debilitated character may not take any actions
suffers a penalty, moves more point, which then is applied to their Speed Pool. other than to move (probably crawl) no more
slowly, is stunned, and so on. In other words, even though they take the damage than an immediate distance. If a debilitated
from their Speed Pool, it doesn’t ignore Armor like character’s Speed Pool is 0, they can’t move at
Speed damage normally would. all. When a debilitated PC takes enough damage
In addition to taking damage from their to reduce a stat Pool to 0, they are dead.
Might Pool, Speed Pool, Intellect Pool or
Mana Pool, PCs also have a damage track. The Dead is dead.
damage track has four states (from best to
worst): hale, impaired, debilitated, and dead. RECOVERING POINTS IN
When one of a PC’s stat Pools reaches 0, they A POOL
move one step down the damage track. Thus, if After losing or spending points in a Pool, you
they are hale, they become impaired. If they are recover those points by resting. You can’t
already impaired, they become debilitated. If increase a Pool past its maximum by resting—
they are already debilitated, they become dead. just back to its normal level. Any extra points
Some effects can immediately shift a PC one or gained go away with no effect. The amount of
more steps on the damage track. These include points you recover from a rest, and how long
rare poisons, disintegration spell attacks, and each rest takes, depends on how many times
massive traumas (such as falls from very great you have rested so far that day.
heights, being run over by a a giant creature, and When you rest, make a recovery roll. To do this,
so on, as determined by the GM). roll a d6 and add your tier. You recover that many
Some attacks, like a serpent’s poisonous points, and you can divide them among your stat
Enthrall, page 61 bite or a Emissary’s Enthrall, have effects other Pools however you wish. For example, if your
than damage to a stat Pool or shifting the PC recovery roll is 4 and you’ve lost 4 points of Might
on the damage track. These attacks can cause and 2 points of Speed, you can recover 4 points of
unconsciousness, paralysis, and so on. Might, or 2 points of Might and 2 points of Speed,
or any other combination adding up to 4 points.
THE DAMAGE TRACK
As noted above, the damage track has four The first time you rest each day, it takes only
states: hale, impaired, debilitated, and dead. a few seconds to catch your breath. If you rest
this way in the middle of an encounter, it takes
Hale is the normal state for a character: all four one action on your turn.
stat Pools are at 1 or higher, and the PC has no
penalties from harmful conditions. When a hale The second time you rest each day, you must
PC takes enough damage to reduce one of their rest for ten minutes to make a recovery roll.

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The third time you rest each day, you must rest loud sounds, or affected by a mental attack. When
for one hour to make a recovery roll. this happens, for the duration of the daze effect
(usually one round), all of the character’s tasks
The fourth time you rest each day, you must rest are hindered. Similar but more severe attacks can
for ten hours to make a recovery roll (usually, this stun characters. Stunned characters lose their turn
occurs when you stop for the day to eat and sleep). (but can still defend against attacks normally).

After that much rest, it’s assumed to be a new Poison and Disease: When characters
day, so the next time you rest, it takes only a few encounter poison—whether the venom of a
seconds. The next rest takes ten minutes, then serpent, or a toxic mist—they make a Might
one hour, and so on, in a cycle. defense roll to resist it. Failure to resist can
If you haven’t rested yet that day and you take result in points of damage, moving down
a lot of damage in a fight, you could rest a few the damage track, or a specific effect such
seconds (regaining 1d6 points + 1 point per as paralysis, unconsciousness, disability,
tier) and then immediately rest for ten minutes or something stranger. For example, some
(regaining another 1d6 points + 1 point per tier). poisons affect the brain, making it impossible
Thus, in one full day of doing nothing but resting, to say certain words, take certain actions, resist
you could recover 4d6 points + 4 points per tier. certain effects, or recover points to a stat Pool.
Each character chooses when to make recovery Diseases work like poisons, but their effect
rolls. If a party of five PCs rests for ten minutes occurs every day, so the victim must make a Might
because two of them want to make recovery rolls, defense roll each day or suffer the effects. Disease
the others don’t have to make rolls at that time. effects are as varied as poisons: points of damage,
Later in the day, those three can decide to rest for moving down the damage track, disability, and so
ten minutes and make recovery rolls. on. Many diseases inflict damage that cannot be
restored through conventional means.
Recovery Roll Rest Time Needed
Paralysis: Paralytic effects cause a character to GMs should always remember
First recovery roll One action
drop to the ground, unable to move. Unless that above all else, describing
Second recovery roll Ten minutes otherwise specified, the character can still take the action and how it fits into
Third recovery roll One hour the situation at hand is more
actions that require no physical movement.
important than the mechanics.
Fourth recovery roll Ten hours
Other Effects: Other special effects can render a
character blind or deaf, unable to stand without
RESTORING THE falling over, or unable to breathe. Stranger
DAMAGE TRACK effects might negate gravity for the character
Using points from a recovery roll to raise a stat Pool (or increase it a hundredfold), transport them to
from 0 to 1 or higher also automatically moves the another place, render them out of phase, mutate
character up one step on the damage track. their physical form, implant false memories
If all of a PC’s stat Pools are above 0 and the or senses, alter the way their brain processes
character has taken special damage that moved information, or inflame their nerves so they are
them down the damage track, they can use a in constant, excruciating pain. Each special effect
recovery roll to move up one step on the damage must be handled on a case-by-case basis. The
track instead of recovering points. For example, GM adjudicates how the character is affected and
a character who is debilitated from a hit with a how the condition can be alleviated (if possible).
destructive spell can rest and move up to
impaired rather than recover points in a Pool. NPCS AND SPECIAL
DAMAGE
SPECIAL DAMAGE The GM always has final say over what special
In the course of playing the game, characters face damage will affect an NPC. Human NPCs usually
all manner of threats and dangers that can harm react like characters, but nonhuman creatures
them in a variety of ways, only some of which might react very differently. For example, a tiny
are easily represented by points of damage. bit of venom is unlikely to hurt a gigantic dragon,
and it won’t affect a golem or a demon at all.
Dazed and Stunned: Characters can be dazed when If an NPC is susceptible to an attack that
struck hard on the head, exposed to extremely would shift a character down the damage track,

167
using that attack on the NPC usually renders it
unconscious or dead. Alternatively, the GM could
apply the debilitated condition to the NPC, with
the same effect as it would have on a PC.

ATTACK MODIFIERS
AND SPECIAL
SITUATIONS
In combat situations, many modifiers might
come into play. Although the GM is at liberty
to assess whatever modifiers they think are
appropriate to the situation (that’s their role
in the game), the following suggestions and
guidelines might make that easier. Often the
modifier is applied as a step in difficulty. So
if a situation hinders attacks, that means if a
PC attacks an NPC, the difficulty of the attack
roll is increased by one step, and if an NPC
attacks a PC, the difficulty of the defense roll is
decreased by one step. This is because players
make all rolls, whether they are attacking
or defending—NPCs never make attack or
defense rolls.
When in doubt, if it seems like it should be
harder to attack in a situation, hinder the attack
rolls. If it seems like attacks should gain an
advantage or be easier in some way, hinder the
defense rolls.

COVER
If a character is behind cover so that a significant
portion of their body is behind something sturdy,
attacks against the character are hindered.
If a character is entirely behind cover (their
entire body is behind something sturdy), they
can’t be attacked unless the attack can go
through the cover. For example, if a character
hides behind a thin wooden screen and their
opponent shoots the screen with a weapon that
can penetrate the wood, the character can be
attacked. However, because the attacker can’t
see the character clearly, this still counts as cover
(attacks against the character are hindered).

POSITION
Sometimes where a character stands gives
them an advantage or a disadvantage.

Prone Target: In melee, a prone target is easier


to hit (attacks against them are eased). In
ranged combat, a prone target is harder to hit
(attacks against them are hindered).

Higher Ground: In either ranged or melee


combat, attacks by an opponent on higher
ground are eased.

168
RULES OF
8 THE GAME

SURPRISE range. Targets in dim light are harder to hit. Attacks


When a target isn’t aware of an incoming attack, against such targets are hindered. Attackers
the attacker has an advantage. A ranged sniper trained in low-light spotting negate this modifier.
in a hidden position, an invisible assailant, or
the first salvo in a successful ambush are all Very Dim Light: Very dim light is approximately
eased by two steps. For the attacker to gain this the amount of light on a starry night with no Precise ranges are not
advantage, however, the defender truly must visible moon, or the glow provided by a candle or important in the Cypher
have no idea that the attack is coming. a small fireplace. Very dim light allows you to see System. The broadly defined
“immediate,” “short,” “long,”
If the defender isn’t sure of the attacker’s clearly only within immediate range and perceive
and “very long” ranges let the
location but is still on guard, the attacks are vague shapes to short range. Targets in very dim GM quickly make a judgment
eased by only one step. light are harder to hit. Attacks against targets call and keep things moving.
within immediate range are hindered, and attacks Basically, the idea is: your
RANGE against those in short range are hindered by two target is right there, your
In melee, you can attack a foe who is adjacent steps. Attackers trained in low-light spotting target is close, your target
is pretty far away, or your
to you (next to you) or within reach (immediate modify these difficulties by one step in their favor. target is extremely far away.
range). If you enter into melee with one or more Attackers specialized in low-light spotting modify
foes, usually you can attack most or all of the these difficulties by two steps in their favor.
combatants, meaning they are next to you, The GM might allow a
within reach, or within reach if you move slightly Darkness: Darkness is an area with no illumination character with a ranged weapon
or have a long weapon that extends your reach. at all, such as a moonless night with cloud cover, to attack beyond extreme
range, but the attack would
The majority of ranged attacks have only two a room with no lights or openings. Targets in
be hindered by two steps for
ranges: short range and long range (a few have complete darkness are nearly impossible to hit. If each range category beyond the
very long range). Short range is generally less an attacker can use other senses (such as hearing) normal limit. Attacks with hard
than 50 feet (15 m) or so. Long range is generally to get an idea of where the opponent might be, limits, such as the blast radius
from 50 feet (15 m) to about 100 feet (30 m). attacks against such targets are hindered by four of a bomb, can’t be modified.
Very long range is generally 100 feet (30 m) to steps. Otherwise, attacks in complete darkness
500 feet (150 m). Greater precision than that fail without the need for a roll unless the player
isn’t important in Diamond Throne. If anything is spends 1 XP to “make a lucky shot” or the GM
longer than very long range, the exact range is uses GM intrusion. Attackers trained in low-light GM intrusion, page page 183
usually spelled out, such as with a magical item spotting ease the task. Attackers specialized in
that can fire an energy beam up to 1,000 feet low-light spotting ease the task by two steps.
(300 m) or that can teleport you up to 1 mile
(1.5 km) away. VISIBILITY
Thus, the game has four measurements of Similar to illumination, factors that obscure
distance: immediate, short, long, and very long. vision affect combat. Movement, page 172
These apply to movement as well. A few special
cases—point-blank range and extreme range— Mist: A target in mist is similar to one in dim
modify an attack’s chance to successfully hit. light. Ranged attacks against such targets are In certain situations, such as a
hindered. Particularly dense mist makes ranged PC on top of a building looking
Point-Blank Range: If a character uses a ranged attacks nearly impossible (treat as darkness), across an open field, the GM
should allow ranged attacks
weapon against a target within immediate and even melee attacks are hindered.
to exceed their maximum
range, the attack is eased. range. For example, in perfect
Hiding Target: A target in dense foliage, behind a conditions, a good archer
Extreme Range: Targets just at the limit of a screen, or crawling amid the rubble in a ruin is can hit a large target with a
weapon’s range are at extreme range. Attacks hard to hit because they’re hard to see. Ranged bow and arrow at 500 feet
against such targets are hindered. attacks against such targets are hindered. (150 m), much farther than
a bow’s typical long range.

ILLUMINATION Invisible Target: If an attacker can use other


What characters can see (and how well they can senses (such as hearing) to get an idea of where
see) plays a huge factor in combat. the opponent might be, attacks against such
targets are hindered by four steps. Otherwise,
Dim Light: Dim light is approximately the amount attacks against an invisible creature fail without
of light on a night with a bright full moon or the the need for a roll unless the player spends 1
illumination provided by a torch, a lantern, or a XP to “make a lucky shot” or the GM uses GM
campfire. Dim light allows you to see out to short intrusion.

169
MOVING TARGETS
A CLOSER LOOK AT
Moving targets are harder to hit, and moving
SITUATIONS THAT attackers have a difficult time as well.
DON’T INVOLVE PCS
Ultimately, the GM is the arbiter of conflicts Target Is Moving: Attackers trying to hit a foe
that do not involve the PCs. They should be who is moving very fast are hindered. (A foe
adjudicated in the most interesting, logical, moving very fast is one who is doing nothing but
and story-based way possible. When in doubt, running, mounted on a moving creature, riding
match the level of the NPCs (characters on a vehicle or moving conveyance, and so on.)
or creatures) or their respective effects to
determine the results. Thus, if a level 4 NPC Attacker Is Moving: An attacker trying to make
fights a level 3 NPC, the level 4 NPC will win, an attack while moving under their own power
but if they face a level 7 NPC, they’ll lose. (walking, running, swimming, and so on) takes
Likewise, a level 4 creature resists poisons no penalties. Attacks from a moving mount
or devices of level 3 or lower but not those of or moving vehicle are hindered; an attacker
level 5 and above. trained in riding or driving ignores this penalty.
The essence is this: in Diamond Throne, it
doesn’t matter if something is a creature, a Attacker Is Jostled: Being jostled, such as while
poison, or magic dispelling ray. If it’s a higher standing on a listing ship or a vibrating terrain,
level, it wins; if it’s a lower level, it loses. If two makes attacking difficult. Such attacks are
things of equal level oppose each other, there hindered. Characters trained in balancing or
might be a long, drawn-out battle that could sailing would ignore penalties for being on a ship.
go either way.
SPECIAL SITUATIONS
During an encounter you might face some special
WATER situations. The GM can follow these guidelines.
Being in shallow water can make it hard to
move, but it doesn’t affect combat. Being in COMBAT BETWEEN NPCS
deep water can make things difficult, and being When an NPC ally of the PCs attacks another NPC,
underwater entirely can seem as different as the GM can designate a player to roll and handle
being on another world. it like a PC attacking. Often, the choice is obvious.
For example, a character who has a trained attack
Deep Water: Being in water up to your chest (or animal should roll when their pet attacks enemies.
the equivalent thereof) hinders your attacks. If an NPC ally accompanying the party leaps
Aquatic creatures ignore this modifier. into the fray, that ally’s favorite PC rolls for them.
NPCs cannot apply Effort. Of course, it’s perfectly
Underwater Melee Combat: For nonaquatic fitting (and easier) to have the NPC ally use the
Cooperative actions, creatures, being completely underwater makes cooperative action rules to aid a PC instead of
page 174 attacking very difficult. Attacks with stabbing making direct attacks, or to compare the levels of
weapons are hindered, and melee attacks with the two NPCs (higher wins).
slashing or bashing weapons are hindered
by two steps. Aquatic creatures ignore these COMBAT BETWEEN PCS
penalties. When one PC attacks another PC, the
attacking character makes an attack roll,
Underwater Ranged Combat: As with melee and the other character makes a defense
combat, nonaquatic creatures have problems roll, adding any appropriate modifiers. If
fighting underwater. Some ranged attacks the attacking PC has a skill, ability, asset,
are impossible underwater—you can’t throw or other effect that would ease the attack if
things, fire a bow or crossbow, or use a blowgun. it were made against an NPC, the character
Attacks with weapons that do work underwater adds 3 to the roll for each step reduction (+3
are hindered. Ranges underwater are reduced for one step, +6 for two steps, and so on).
by one category; very-long-range weapons work If the attacker’s final result is higher, the
only to long range, long-range weapons work attack hits. If the defender’s result is higher,
only to short range, and short-range weapons the attack misses. Damage is resolved
work only to immediate range. normally. The GM mediates all special effects.

170
RULES OF
8 THE GAME

AREA ATTACKS If the Might action to damage an object is a


Sometimes, an attack or effect affects an area success, the object moves one step down the
rather than a single target. For example, an object damage track. If the Might roll exceeded
incendiary bottle or a landslide can potentially the difficulty by 2 levels, the object instead
harm or affect everyone in the area. moves two steps down the object damage
In an area attack, all PCs in the area make track. If the Might roll exceeded the difficulty
appropriate defense rolls against the attack to by 4 levels, the object instead moves three
determine its effect on them. If there are any steps down the object damage track. Objects
NPCs in the area, the attacker makes a single with minor or major damage can be repaired, Repair, page 175
attack roll against all of them (one roll, not one moving them one or more steps up the object
roll per NPC) and compares it to the target damage track.
number of each NPC. If the roll is equal to or Brittle or fragile objects, like paper or
greater than the target number of a particular glass, decrease the effective level of the
NPC, the attack hits that NPC. object for the purposes of determining if it
Some area attacks always deal at least a is damaged.
minimum amount of damage, even if the attacks Hard objects, like those made of wood or
miss or if a PC makes a successful defense roll. stone, add 1 to the effective level.
For example, consider a character who uses Very hard objects, like those made of metal,
Shatter to attack six cultists (level 2; target add 2. (The GM may rule that some exotic Shatter, page 57
number 6) and their leader (level 4; target materials add 3.)
number 12). The PC applies Effort to increase The tool or weapon used to attack the object
the damage and rolls an 11 for the attack roll. must be at least as hard as the object itself.
This hits the six cultists, but not the leader, so Further, if the amount of damage the attack
the ability deals 3 points of damage to each of could inflict—not modified by a special die
the cultists. The description of Shatter says that roll—does not equal or exceed the effective
applying Effort to increase the damage also level of the object, the attack cannot damage the
means that targets take 1 point of damage if the object no matter what the roll.
PC fails the attack roll, so the leader takes 1 point
of damage. In terms of what happens in the story, ACTION: ACTIVATE
the cultists are caught flat-footed by the sudden SPELL AND SPECIAL
detonation of one of their knives, but the leader ABILITY
ducks and is shielded from the blast. Despite the Special abilities are granted by foci, types,
leader’s quick moves, the blast is so intense that or provided by cyphers or other items. If a
a few bits of metal slice them. special ability affects another character in
any kind of unwanted manner, it’s handled
ATTACKING OBJECTS as an attack. This is true even if the ability
Attacking an object is rarely a matter of hitting is normally not considered an attack. For
it. Sure, you can hit the broad side of a barn, example, if a character cast the spell healing Healing touch, page 193
but can you damage it? Attacking inanimate touch, and their friend doesn’t want to be
objects with a melee weapon is a Might action. healed for some reason, an attempt to
Objects have levels and thus target numbers. heal their unwilling friend is handled as an
Objects have a damage track that works like attack.
the damage track for PCs. Plenty of special abilities do not affect
another character in an unwanted manner. Hover page 149
Intact is the default state for an object. For example, a PC might cast hover on
themselves to float into the air. A character Damage track, page 166
Minor damage is a slightly damaged state. An who activates a phase disruptor cypher might
object with minor damage reduces its level by 1. walk through a wall. None of these requires Phase changer, page 394
an attack roll (although when turning a stone
Major damage is a critically damaged state. An wall to glass, the character must still make a
phase changer
object with major damage is broken and no roll to successfully affect the wall).
cypher, page 174
longer functions. If the character spends points to apply
Effort on the attempt, they might want to roll
Destroyed is destroyed. The object is ruined, anyway to see if they get a major effect, which
no longer functions, and cannot be repaired. would reduce the cost for their action.

171
ACTION: MOVE about 3 miles (5 km) per hour, including a few
As a part of another action, a character can stops.
adjust their position—stepping back a few feet
while using an ability, sliding over in combat to Overland: When traveling overland, characters
take on a different opponent to help a friend, can move about 12 miles (19 km) per day,
pushing through a door they just opened, averaging 2 miles (3 km) per hour, again with
and so on. This is considered an immediate some stops. Mounted characters, such as those
distance, and a character can move this far as on horseback, can go twice as far. Other modes
part of another action. of travel (carts, aerial or sailing ships, magical
In a combat situation, if a character is in a wings) have their own rates of movement.
large melee, they’re usually considered to be
next to most other combatants, unless the GM MOVEMENT MODIFIERS
rules that they’re farther away because the melee Different environments affect movement in
is especially large or the situation dictates it. different ways.
If they’re not in melee but still nearby, they
are considered to be a short distance away— Rough Terrain: A surface that’s considered
usually less than 50 feet (15 m). If they’re farther rough terrain is covered in loose stones or
away than that but still involved in the combat, other material, uneven or with unsure footing,
they are considered to be a long distance away, unsteady, or a surface that requires movement
usually 50 to 100 feet (15 to 30 m), or possibly across a narrow space, such as a cramped
even a very long distance away, usually more corridor or a slender ledge. Stairs are also
than 100 feet to 500 feet (30 to 150 m). considered rough terrain. Rough terrain does
In a round, as an action, a character can not slow normal movement on a round-by-
make a short move. In this case, they are doing round basis, but hinders move rolls. Rough
nothing but moving up to about 50 feet (15 terrain cuts long-term movement rates in half.
m). Some terrain or situations will change the
distance a character can move, but generally, Diff icult Terrain: Difficult terrain is an area
making a short move is considered to be a filled with challenging obstacles—water up to
difficulty 0 action. No roll is needed; they just waist height, a very steep slope, an especially
get where they’re going as their action. narrow ledge, slippery ice, a foot or more
A character can try to make a long move—up of snow, a space so small that one must
to 100 feet (30 m) or so—in one round. This crawl through it, and so on. Difficult terrain
is a Speed task with a difficulty of 4. As with hinders move rolls and halves movement on
any action, they can use skills, assets, or Effort a round-by-round basis. This means that a
to ease the task. Terrain, obstacles, or other short move is about 25 feet (8 m), and a long
circumstances can hinder the task. A successful move is about 50 feet (15 m). Difficult terrain
roll means the character moved the distance reduces long-term movement to a third of its
safely. Failure means that at some point during normal rate.
the move, they stop or stumble (the GM
determines where this happens). Water: Deep water, in which a character is mostly
A character can also try to make a short or entirely submerged, hinders move rolls
move and take another (relatively simple) and reduces round-by-round and long-term
physical action, like make an attack. As with the movement to one quarter its normal rate. This
attempt to make a long move, this is a Speed means that a short move is about 12 feet(4 m),
task with a difficulty of 4, and failure means that and a long move is about 25 feet (7.5 m).
the character stops at some point, slipping or Characters trained in swimming halve their
stumbling or otherwise getting held up. movement only while in deep water.

TRAVELING MOVEMENT SPECIAL SITUATION:


When talking about movement in terms of A CHASE
traveling rather than round-by-round action, you When a PC is chasing an NPC or vice versa,
should follow these guidelines the player should attempt a Speed action, with
the difficulty based on the NPC’s level. If the
Road: Typical characters can travel on a road PC succeeds at the roll, they catch the NPC (if
about 20 miles (32 km) per day, averaging chasing), or they get away (if chased). In terms

172
RULES OF
8 THE GAME

of the story, this one-roll mechanic can be the Sometimes an attack provokes two defense In Diamond Throne, players are
result of a long chase over many rounds. actions. For example, a poisonous reptile tries not rewarded for killing foes in
Alternatively, if the GM wants to play out a to bite a PC. They try to dodge the bite with combat, so using a smart idea to
avoid combat and still succeed is
long chase, the character can make many rolls a Speed action. If they fail, they take damage
just good play. Likewise, coming
(perhaps one per level of the NPC) to finish the from the bite, and they must also attempt a up with an idea to defeat a
pursuit successfully. For every failure, the PC must Might action to resist the poison’s effects. foe without hammering on it
make another success, and if they ever have more If a character does not know an attack is coming, with weapons is encouraged—
failures than successes, the PC fails to catch the usually they can still make a defense roll, but they creativity is not cheating!
NPC (if chasing) or is caught (if chased). As with can’t add modifiers (including the modifier from
combat, the GM is encouraged to describe the a shield), and they can’t use any skill or Effort to
results of these rolls with flavor. A success might ease the task. If circumstances warrant—such as
mean the PC has rounded a corner and gained if the attacker is right next to the character—the
some distance. A failure might mean that a basket GM might rule that the surprise attack simply hits.
of fruit topples over in front of them, slowing them A character can always choose to forgo
down. Vehicle chases are handled similarly. a defense action, in which case the attack
automatically hits.
ACTION: WAIT Some abilities (such as the Countermeasures Countermeasures, page 58
You can wait to react to another character’s action. special ability) may allow you to do something
You decide what action will trigger your action, special as a defense action. Waiting is also a useful tool for
and if the triggering action happens, you get to cooperative actions (page 173).
take your action first (unless going first wouldn’t ACTION: DO
make sense, like attacking a foe before they come SOMETHING ELSE
into view). For example, if a rhodin threatens you Players can try anything they can think of,
with a halberd, on your turn you can decide to although that doesn’t mean anything is possible.
wait, stating “If it stabs at me, I’m going to slash it The GM sets the difficulty—that’s their primary
with my sword.” On the rhodin’s turn, it stabs, so role in the game. Still, guided by the bounds Rhodin, page 94
you make your sword attack before that happens. of logic, players and GMs will find all manner
Waiting is also a good way to deal with a of actions and options that aren’t covered by a
ranged attacker who rises from behind cover, rule. That’s a good thing. Players are encouraged to come up
fires an attack, and ducks back down. You could Players should not feel constrained by the with their own ideas for what their
say “I wait to see them pop up from behind game mechanics when taking actions. Skills characters do rather than looking
at a list of possible actions. That’s
cover and then I shoot them.” are not required to attempt an action. Someone
why there is a “do something else”
who’s never picked a lock can still try. The GM action. PCs are not pieces on a
ACTION: DEFEND might hinder the task, but the character can still game board—they are people in
Defending is a special action that only PCs can attempt the action. a story. And like real people, they
do, and only in response to being attacked. In Thus, players and GMs can return to the can try anything they can think
other words, an NPC uses its action to attack, beginning of this chapter and look at the most of. (Succeeding is another matter
entirely.) The task difficulty system
which forces a PC to make a defense roll. This basic expression of the rules. A player wants to provides GMs with the tools
is handled like any other kind of action, with take an action. The GM decides, on a scale of 1 they need to adjudicate anything
circumstances, skill, assets, and Effort all to 10, how difficult that task is and what stat it the players come up with.
potentially coming into play. Defending is a uses. The player determines whether they have
special kind of action in that it does not happen anything that might modify the difficulty and
on the PC’s turn. It’s never an action that a considers whether to apply Effort. Once the final
player decides to take; it’s always a reaction to determination is made, they roll to see if their
an attack. A PC can take a defense action when character succeeds. It’s as easy as that.
attacked (on the attacking NPC’s turn) and still As further guidance, the following are some of
take another action on their own turn. the more common actions a player might take.
The type of defense roll depends on the type
of attack. If a foe attacks a character with an axe, CLIMBING
they can use Speed to duck or block it with what When a character climbs, the GM sets a difficulty
they’re holding. If they’re struck by a poisoned based on the surface being climbed. Climbing is
dart, they can use a Might action to resist its like moving through difficult terrain: the move Difficult terrain, page 172
effects. If a psi-worm or a magister attempts roll is hindered and the movement is half speed.
to control their mind, they can use Intellect or Unusual circumstances, such as climbing while
Mana to fend off the intrusion. under fire, pose additional step penalties.

173
climbing difficulty
Difficulty Surface
2 Surface with lots of handholds
3 Stone wall or similar surface (a
few handholds)
4 Crumbling or slippery surface
5 Smooth stone wall or similar surface
6 Metal wall or similar surface
8 Smooth, horizontal surface
(climber is upside down)
10 Glass wall or similar surface

COOPERATIVE ACTIONS
There are many ways multiple characters can
work together. None of these options, however,
can be used at the same time by the same
characters.

Helping: If you use your action to help someone


with a task, you ease the task. If you have an
Inability, page 156 inability in a task, your help has no effect. If you
use your action to help someone with a task
that you are trained or specialized in, the task is
eased by two steps. Help is considered an asset,
In some fights, it might be to your and someone receiving help usually can’t gain
advantage to help another PC more than two assets on a single task if that
who is more effective in combat help is provided by another character.
than you are, either by helping
For example, if Elora is trying to climb a steep
them attack or by distracting
their opponent. Just because incline and Selvian (who is trained in climbing)
you’re not making an attack spends her turn helping her, Elora’s task is
roll doesn’t mean you’re not eased by two steps.
contributing to your side’s success. Sometimes you can help by performing a
task that complements what another person
is attempting. If your complementary action
succeeds, you ease the other person’s task.
For example, if Elora tries to persuade a ship
captain to let her on board, Selvian could try
to supplement Elora’s words with a flattering
lie about the captain (a deception action), a
display of knowledge about the region where the
ship is headed (a geography action), or a direct
threat to the captain (an intimidation action).
If Selvian’s roll is a success, Elora’s persuasion
task is eased.

Distraction: When a character uses their turn to


distract a foe, that foe’s attacks are hindered for
one round. Multiple characters distracting a foe
have no greater effect than a single character
doing so—a foe is either distracted or not. A
distraction might be yelling a challenge, firing
a warning shot, or a similar activity that doesn’t
harm the foe.

174
RULES OF
8 THE GAME

Draw the Attack: When an NPC attacks a character, Sometimes, if the item is artistic in nature, the
another PC can prominently present themselves, GM will add to the difficulty and time required.
shout taunts, and move to try to get the foe to For example, a crude wooden stool might be
attack them instead. In most cases, this action hammered together in an hour. A beautiful
succeeds without a roll—the opponent attacks finished piece might take a week or longer and Circumstances really matter. For
the prominent PC instead of their companions. In would require more skill on the part of the crafter. example, sewing a dress by hand
other cases, such as with intelligent or determined The GM is free to overrule some attempts at might take five times as long (or
more) as using a sewing machine.
foes, the prominent character must succeed at an creation, building, or repair, requiring that the
Intellect action to draw the attack. If that Intellect character have a certain level of skill, proper
action is successful, the foe attacks the prominent tools and materials, and so forth. The GM is free to overrule
character, whose defenses are hindered by two some attempts at creation,
steps. Two characters attempting to draw an attack Skill Task: A level 0 object requires no skill to building, or repair, requiring
that the character have a
at the same time cancel each other out. make and is easily found in most locations.
certain level of skill, proper tools
Sling stones and firewood are level 0 items— and materials, and so forth.
Take the Attack: A character can use their action producing them is routine. Making a torch from
to throw themselves in front of a foe’s successful spare wood and oil-soaked cloth is simple, so
attack to save a nearby comrade. The attack it’s a level 1 object. Making an arrow or a spear
automatically succeeds against the sacrificial is fairly standard but not simple, so it’s a level
character, and it deals 1 additional point of 2 object. Obviously, what is considered
damage. A character cannot willingly take more “weird stuff ” will vary from
than one attack each round in this way. Crafting Materials: Generally speaking, a device setting to setting, and sometimes
the concept might not apply
to be crafted requires materials equal to its level
at all. But many times, there
CRAFTING, BUILDING, and all the levels below it. So a level 5 device will be something in the setting
AND REPAIRING requires level 5 material, level 4 material, level that is too strange, too alien,
Crafting is a tricky topic in Diamond Throne 3 material, level 2 material, and level 1 material too powerful, or too dangerous
because the same rules that govern building a (and, technically, level 0 material). for PCs to mess around with
spear also cover repairing a great aerial vessel. The GM and players can gloss over much of (or at least mess around
with easily). Einstein may
Normally, the level of the item determines the the crafting details, if desired. Gathering all the have been extraordinary, but
difficulty of creating or repairing it as well as the materials to make a mundane item might not be that doesn’t mean he could
time required. For cyphers, artifacts, other items worth playing out—but then again, it might be. reverse-engineer a teleporter
that require specialized knowledge, or unique For example, making a wooden spear in a forest made in another dimension.
items, add 5 to the item’s level to determine the isn’t very interesting, but what if the characters
difficulty of building or repairing it. have to make a spear in the desertic Southern

CRAFTING DIFFICULTY AND TIME


Difficulty Craft General Time to Build
0 Something extremely simple like tying a rope or finding A few minutes at most
an appropriately sized rock
1 Torch Five minutes
2 Spear, simple shelter, piece of furniture One hour
3 Bow, door, basic article of clothing One day
4 Sword, chainmail vest One to two days
5 Common technological item (a hut, a cart), nice piece of One week
jewelry or art object
6 Technological item (a house, a boat), really nice piece of One month
jewelry or art object, elegant craftwork
7 Technological item (a palace, a clockwork tower, a ship), One year
major work of art
8 Technological item (a temple, a moving astrolabe) Many years
9 Technological item (castle) Many years
10 Technological item (an aerial ship) Many years

175
Wastes? Finding the wreckage of something human can’t make a chainmail vest in one hour
made of wood or forcing a PC to fashion a without some kind of magic aid to help.
spear out of the bones of a large beast could be For possible crafting skills: only characters
interesting situations. with a proper special ability might try to make
a cypher, a magic item or an artifact. That said,
Crafting/Repairing Time: The time required to tinkering with weird stuff is not easy. Obviously,
create an item is up to the GM, but the guidelines the difficulty varies from situation to situation,
in the crafting table are a good starting point. but difficulties starting at 7 are not unreasonable.
Generally, repairing an item takes somewhere The time, tools, and training required would be
between half the creation time and the full similar to the time, tools, and training needed to
creation time, depending on the item, the aspect repair a device. If the tinkering results in a long-
that needs repairing, and the circumstances. term benefit for the character—such as creating
For example, if creating an item takes one hour, an artifact that they can use—the GM should
repairing it takes thirty minutes to one hour. require them to spend XP to make it.
Sometimes a GM will allow a rush job if the
circumstances warrant it. This is different than GUARDING
using skill to reduce the time required. In this In a combat situation, a character can stand
case, the quality of the item is affected. Let’s guard as their action. They do not make attacks,
say that a character needs to create a complex but all their defense tasks are eased. Further, if
masterwork trap (a level 7 item), but they have an NPC tries to get by them or take an action
to do it in one day. The GM might allow it, but that they are guarding against, the character can
the device could be extremely flawed, inflicting attempt an eased Speed action based on the level
damage on the user during set up, or it might of the NPC. Success means the NPC is prevented
work only once. The device is still considered from taking the action; the NPC’s action that turn
a level 7 item to create in all other respects. is wasted. This is useful for blocking a doorway,
Sometimes the GM will rule that reducing the guarding a friend, and so forth.
time is not possible. For example, a single If an NPC is standing guard, use the same

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procedure, but to get past the guard, the PC LOOKING OR LISTENING


attempts a hindered Speed action against the Generally, the GM will describe any sight or
NPC. For example, Diana is an NPC human with sound that’s not purposefully difficult to detect.
a level 3 bodyguard. The bodyguard uses their But if you want to look for a hidden enemy,
action to guard Diana. If a PC wants to attack search for a secret door, or listen for someone
Diana, the PC first must succeed at a difficulty sneaking up on you, make an Intellect roll. If
4 Speed task to get past the guard. If the PC it’s a creature, its level determines the difficulty
succeeds, they can make their attack normally. of your roll. If it’s something else, the GM
determines the difficulty of your roll.
HEALING
You can administer aid through bandaging MOVING A HEAVY
and other succor, attempting to heal each OBJECT
patient once per day. This healing restores You can push or pull something very heavy and
points to a stat Pool of your choice. Decide move it an immediate distance as your action.
how many points you want to heal, and then The weight of the object determines the
make an Intellect action with a difficulty equal difficulty of the Might roll to move it; every 50
to that number. For example, if you want to heal pounds (23 kg) hinders the task by one step.
someone for 3 points, that’s a difficulty 3 task So moving something that weighs 150 pounds
with a target number of 9. (68 kg) is difficulty 3, and moving something
that weighs 400 pounds (180 kg) is difficulty
INTERACTING WITH 8. If you can ease the task to 0, you can move
CREATURES a heavy object up to a short distance as your
The level of the creature determines the target action.
number, just as with combat. Thus, bribing
a guard works much like punching them or OPERATING OR
affecting them with an ability. This is true of DISABLING A DEVICE, OR
persuading someone, intimidating someone, PICKING A LOCK
calming a wild beast, or anything of the kind. As with figuring out a device, the level of the
Interaction is an Intellect task. Interacting device usually determines the difficulty of the
usually requires a common language or some Intellect roll. Unless a device is very complex,
other way to communicate. Learning new the GM will often rule that once you figure it
languages is the same as learning a new skill. out, no roll is needed to operate it except under
special circumstances. So if the PCs figure out
JUMPING how to use an aircraft, they can operate it. If
Decide how far you want to jump, and that sets they are attacked, they might need to roll to
the difficulty of your Might roll. For a standing ensure that they don’t crash the vehicle into a
jump, subtract 4 from the distance in feet to wall while trying to avoid being hit.
determine the difficulty of the jump. For example, Unlike operating a device, disabling a There’s nothing wrong with
jumping 10 feet (3 m) has a difficulty of 6. device or picking a lock usually require rolls. the GM simply assigning
If you run an immediate distance before These actions often involve special tools a difficulty level to a jump
without worrying about the
jumping, it counts as an asset, easing the jump. and assume that the character is not trying
precise distance. The rules here
If you run a short distance before jumping, to destroy the device or lock. (A PC who is are just for basic guidelines.
divide the jump distance (in feet) by 2 and then attempting to destroy it probably should
subtract 4 to determine the difficulty of the make a Might roll to smash it rather than a
jump. Because you’re running an immediate Speed or Intellect roll requiring patience and
distance (and then some), you also count your know-how.)
running as an asset. For example, jumping a
distance of 20 feet (6 m) with a short running RIDING
start has a difficulty of 5 (20 feet divided by If you’re riding an animal that’s trained to be a
2 is 10, minus 4 is 6, minus 1 for running an mount, and you’re doing something routine such
immediate distance). as riding from one village to another or from one
For a vertical jump, the distance you clear part of a field to another, you don’t need to make
(in feet) is equal to the difficulty of the jumping a roll (just as you wouldn’t need to make a roll to
task. If you run an immediate distance, it counts walk there). However, staying mounted during a
as an asset, easing the jump. fight or doing something tricky requires a Speed

177
roll to succeed. A saddle or other appropriate OPTIONAL RULE:
gear is an asset and eases the riding task. ESCALATION MODE
There might be critical situations where a GM believes
Difficulty Maneuver that actions, damage, and possible consequences
should be dramatically intensified. The GM might
0 Riding
want players to experience high-tension exploration
1 Staying on a mount in a battle or heart-pumping combat beyond what is normally
or other difficult situation experienced. In situations like this, everything
3 Staying on a mount when you becomes more stressful and lethal to reflect the high-
take damage stakes nature of the situation at hand.
4 Mounting a moving steed To create such a situation for the players, GMs can
5 Coaxing a mount to move or implement “Escalation Mode.” The idea is to create
jump twice as fast or far as a sense of escalating tension and menace beyond
normal for one round what PCs experience in “regular” exploration and
combat. Escalation Mode should be used sparingly,
however, and not for every situation the PCs find
SNEAKING themselves in—just in those that the GM believes
The difficulty of sneaking by a creature is need to be more intense and emphasized.
determined by its level. Sneaking is a Speed In game terms, exploring or combat begin as
roll. Moving at half speed eases the sneaking normal, with the PCs interacting with each other,
task. Appropriate camouflage or other gear may their surroundings, and NPCs. At a moment that
count as an asset and ease the task, as will dim the GM determines is appropriate to accelerate the
lighting conditions and having plenty of things action, they announce that the game has entered
to hide behind. Escalation Mode.
This announcement warns the players that
SWIMMING the action is going to increase in excitement and
If you’re simply swimming from one place to tension. It’s the RPG equivalent of epic music
another, such as across a calm river or lake, use beginning to play in a movie scene. While in
the standard movement rules, noting the fact Escalation Mode, the rules for GM intrusions
that your character is in deep water. However, triggered by die rolls begin to “escalate,” occurring
sometimes, special circumstances require a on a 1-2 instead of just 1.
Might roll to make progress while swimming, As time passes, according to the Escalation
such as when trying to avoid a current or being Stress Rate table below, the situation escalates
dragged into a whirlpool. further, causing the die roll range for GM
intrusions to increase, occurring on 1-3, and then
UNDERSTANDING, 1-4 on the next escalation, and so on. As the roll
IDENTIFYING, range increases, this could potentially result in a
OR REMEMBERING roll that indicates both success in a task and the
When characters try to identify or figure out triggering of a GM intrusion.
how to use a device, the level of the device As the intrusion range changes with each
determines the difficulty. For a bit of knowledge, escalation, the GM should announce this to the
the GM determines the difficulty. players. The feeling of rising tension should be
dramatic and overt.
Difficulty Knowledge
0 Common knowledge
ESCALATION STRESS RATE
Activity Intrusion Range Increases by 1
1 Simple knowledge
Exploring a Every time a new intrusion is
3 Something a scholar probably
large area indicated by a die roll
knows
Exploring Every ten minutes or every
5 Something even a scholar might
time a new intrusion is
not know
indicated by a die roll
7 Knowledge very few people
Combat Each round
possess
10 Completely lost knowledge
For example, while the PCs are exploring a

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dark swamp (a large area), the game goes into on a task during a particularly dramatic moment,
Escalation Mode and intrusions are triggered on a or the exhilaration felt during a combat when an
1 or 2. During this exploration, one of the players extremely tough foe is downed. Whenever a player
rolls a 2. Not only is there an intrusion, but now the rolls a 20, the chance of obtaining the benefits of
range escalates to 1, 2, or 3. The character is almost rolls increase, so they obtain the same at 19-20,
dragged into a spot of quicksand-like muck. Then then 18-20, and so on. They also have the chance to
the PCs find an old abandoned house in the middle use their own intrusions more quickly, so to achieve
of the swamp. They enter, and now the escalation victory sooner using their abilities as a group.
rate goes up if they roll a 1, 2, or 3, or every ten It is important to note that Escalation Mode
minutes that passes in the game. They explore the affects the entire group mode, so that all the PCs
house for twenty minutes (escalating intrusions to experience both the increase in GM intrusions and
1 to 5), and during the investigation of the kitchen, the chances that benefits from rolls will be obtained.
someone rolls a 3, triggering an intrusion. A cabinet Using it on a single PC would be far too imbalanced,
opens mysteriously and a strangely carved clay pot unless the GM decides it’s appropriate in situations
falls, striking the character. This also escalates the where the PC is the only “agent” in the situation, i.e.,
intrusion rate, so they now occur on a roll of 1 to a single character sneaking into a fortress to open the
6. When the PCs reach the attic, they encounter gates for a surprise attack, or a “one-on-one” combat
the dreaded swamp slayer, a half-man, half-beast with a single PC versus a single opponent.
that thrives on blood. It attacks, and now the range
goes up during each round of combat. After four OPTIONAL RULE:
rounds of fighting, intrusions happen on a roll of 1 GAINING INSIGHT
to 10—half the time. Things are getting dicey, and Sometimes GMs like to keep lots of mystery in
they’re only going to get worse. their games and present the players with many
When the GM announces that Escalation Mode unknowns. This can be fun, and it’s realistic—
has ended, the GM intrusion rate goes back to there’s always some unknown factor in any
normal, occurring only on a roll of 1 or when the situation that can creep up and cause trouble.
GM awards XP. And trouble is good because it makes things
At the same time, escalation works for the PCs more interesting. These unknown factors are
as well, reflecting the excitement at succeeding usually best portrayed as GM intrusions.

SAMPLE INSIGHTS
h The mob boss’s bodyguard always falls asleep after a big lunch.
h The mayor won’t press charges if they think their child is involved.
h There must be a secret room at the center of the level because the walls don’t match up.
h The guard at the gate can’t be bribed.
h The ship captain won’t believe anything a harrid says.
h The shopkeeper knows they must sell the stolen goods by the end of the day and will do
anything to do so.
h The queen is having an affair with the noblewoman.
h The magic amulet sank to the bottom of Deepshadow in the Sonish Sea when the ship went
down.
h The kidnappers are holding the boy as far away from the cathedral as possible.
h Rhodins hate the taste of anise.
h The castle’s defenses include living spells that negate other spell effects.
h The bridge will collapse if more than one person walks across it.
h The judge knows who the murderer is.
h The two magic rings will cancel each other out.
h Every door in the castle is magically locked, but not to the windows on the top of the towers.
h The fugitives couldn’t be more than one hour’s ride away.
h The ambassador shows the telltale signs of being a shapeshifter.
h The giants of the ancient fortress always put exactly three traps on their doors.
h The general’s assistant is fiercely loyal and will never betray them.

179
However, when a master unfettered human
plans to break into a vault and steal the jewels,
they don’t go in unless they are nearly certain of
success. They might know exactly what sorts of
protections are rigged to the door, or what schedule
the security guards follow when patrolling. This
isn’t guesswork. The unfettered knows these
things for sure. That’s how they came up with their
break-in plan in the first place. It’s what separates
the master thief from bumbling criminals.
Similarly, the PCs are competent individuals—
sometimes even experts—and such people
can make decisions and devise plans with
confidence. Yet players often find this difficult
for two reasons. First, while their characters
might be world-class con artists, infiltration
specialists, or demolition experts, the players
are not. And second, they’re hindered by all the
previously mentioned unknowns.
This is why PCs can gain Insights to help them.
If a character is thinking about a plan, doing
research, gathering information, casing a job, or
scouting ahead, they can spend 3 Intellect points
and one action to gain a single bit of special
knowledge from the GM that they can count on
with certainty. Insights are always presented as
absolutes, and once established, they should
never be changed, unless it is through the direct
and deliberate intervention of the PCs. For
example, if the PCs gain an Insight that giving
the guard at the gate a bottle of liquor two hours
after sunset, ensures that the guard is drunk
by midnight, and they kill that guard and a new
one is stationed there, the Insight is invalidated
and all bets are off. (Likewise if they use a spell
to make the guard hate alcohol.) Either way,
it changes only because the PCs changed it
deliberately. Thus, they know for certain, ahead of
time, that the Insight has become invalid.
Insights are never an end in themselves—
they are a means to an end. If the whole point
of an adventure is to identify a murderer, the
characters can’t get an Insight to learn the killer’s
identity. They could, however, use Insights to
help them along. For example, they might learn
that the murderer is left-handed, or that the
accountant is definitely not the murderer.
Ultimately, the GM decides each Insight’s
revelation, so there’s no chance that the PCs will
gain too much information (if such a thing is even
possible). But GMs are highly, highly encouraged
to give a valuable Insight if the characters look for
one (by spending Intellect points and an action),
even if it must be made up on the spot. Doing so
allows the players to make intelligent plans and
feel confident and—more important—competent.

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FOLLOWERS Exceptional Follower: When a character


Player characters have the option to gain gains a follower, there’s a small chance that
followers as they advance in tier, as provided the follower will be exceptional in some way,
by type or focus special abilities. Followers do a cut above other followers of their kind.
not need to be paid, fed, or housed, though The GM determines when an exceptional
a character who gains followers can certainly follower is found, possibly as an additional
make such arrangements if they wish. A reward for smart or engaging roleplaying Helping, page 174
follower is someone whom a character has where the PCs impress or otherwise
inspired (or asked) to come work with the positively interact with one or more NPCs,
character for a time, aiding them in a variety of some of whom may later go on to become
endeavors. A follower puts the PC’s interests one of their followers. An exceptional
ahead of, or at least on par with, their own. follower has the same qualities as a regular
The PC generally makes rolls for their follower but is 1 level higher.
follower when the follower takes actions, Pet: Any PC can potentially gain a pet,
though usually a follower’s modifications though a pet typically doesn’t provide
provide an asset to a specific action taken by modifications. If a character wants a pet that
the PC they follow. can do this, they must gain the pet through
Modifications: A follower can help a PC in an an ability or focus that grants followers.
one or more tasks, granting the PC an asset to On the other hand, a well-cared-for pet
that task. The level of the follower indicates the grants an asset to a PC’s tasks related to Modifications, page 157
number of different tasks they can help with. achieving peace of mind, finding comfort,
The tasks that the follower is able to help with and resisting loneliness.
are predetermined, usually chosen by the PC
when they gain the follower. A level 2 follower BREATHING LIFE
who the player determines is a spy could grant INTO FOLLOWERS If a follower dies, the character
a PC an asset on two different tasks, such as The modifications provided by followers gains a new one after at least two
stealth and deception. Followers cannot help could come across as fairly dry and weeks and proper recruitment.
with tasks that they don’t have modifications mechanical. To avoid that, you
for the purpose of helping, treat the follower could present each follower in
as if they had inabilities in all nonmodified a way that makes them more
tasks. compelling and interesting.
When the follower acts autonomously Here are a few examples of
rather than helping the PC, they act like a how to describe a follower,
normal NPC that has modifications. Thus, the depending on their mix
modification increases their effective level for of modifications.
the associated task by one step. For example, h A firebrand
the level 2 spy follower with modifications for diplomat able
stealth and deception attempts stealth and to convince an
deception tasks as if they were level 3 and all enemy horde
other tasks as level 2. to back down.
Follower Assets to Combat and Defense: A h A veteran
follower cannot grant an asset to a character’s commander
attacks or defense until the follower is level whose presence
3 or higher. Even then, the follower can help bolsters the entire
with attacks and defense only if they have a community’s military
modification for that kind of task. might.
Follower Level Progression: A follower h A genius healer who invigorates
increases in level by 1 each time a PC everyone with their healing techniques.
advances two tiers after gaining that follower. h An imaginative architect whose works
When the follower gains a level, the PC also both beautify and defend the city.
chooses the task that the follower gains a h A tricky spy whose intelligence on enemy
modification for. movements is invaluable.

181
GM-INSTIGATED anything on the table is probably within very long
INSIGHTS range). Soon, you’ll find that you can eyeball the
Sometimes, the GM can flag a potential Insight to distances—precision isn’t that important.
a player in a given area. Usually, this is something
the GM has specifically designed ahead of time SIZE
for this purpose. After the PCs have explored an In some games that use miniatures, the size of
area and are ready to leave, the GM might say the miniature’s base is important. In Diamond
“There’s an Insight to be had here.” This kind Throne, such precision isn’t necessary. However,
of Insight can’t be gained by spending Intellect it certainly helps if larger creatures have larger
points. Instead, if the character wants to follow bases, representing that they take up more room.
up on the GM’s comment, they spend 2 XP as if Speaking of which, GMs are free to consider
Short-term benefit, they were buying a short-term benefit. No player any appropriate creature “big.” An appropriate
page 185 is required to make this expenditure—they can creature would likely be one that is more than
always choose to not spend the XP and not learn 10 feet (3 m) tall or 10 feet (3 m) long. Big
that Insight. creatures don’t have to move their miniature
when making a melee attack within immediate
USING MINIATURES distance. They can just reach that far.
Some players like to use miniatures, counters, GMs can also designate some creatures
or other tokens to represent their characters, “huge.” Huge creatures are 20 feet (6 m) tall
particularly in a battlefield situation. Miniatures or 20 feet (6 m) long. For them, immediate
showing the location of the PCs, NPCs, and distance is a string 4 inches (10 cm) long—or
terrain features can be useful visual aids. They four squares on a grid—and they don’t have to
help people see who is closest to the door, which move to make melee attacks.
foe stands where, and who will be crushed if the As a rule of thumb, the maximum number of
dangerously weak part of the ceiling caves in. attackers that can attack a single creature is the
same as the number of figures whose bases can
DISTANCE fit around the creature. In general, this means that
Often, players who use miniatures also use a grid larger creatures can be attacked by more foes.
to represent distance. If you do this, it’s probably
best to say that each 1-inch (2.5 cm) square TACTICAL PLAY
represents about 5 feet (1.5 m). Simply move your When you use miniatures, some aspects of
figure the right number of squares; for example, a the game become more important, including
short distance would be ten squares. range, movement, and special effects that move
However, a grid isn’t necessary in Diamond characters. If a character is knocked back, move
Throne. Since most things have one of four their miniature back 1 or 2 inches (or squares),
possible distances—immediate, short, long, and as appropriate.
very long—that’s all you need to worry about. That means terrain is more important, too. If a
Thus, you could cut four lengths of string: one 2 deep chasm is nearby, the players need to know
inches (5 cm) long, one 10 inches (25 cm) long, exactly where it is in relation to their figures in
Line of sight is a gaming term one 20 inches (51 cm) long, and one 50 inches case they have the opportunity to knock a foe into
meaning that an attacker can (127 cm) long. If something has immediate range, that chasm (or face that same risk themselves).
directly see their target and stretch the 2-inch string from the origin point to Likewise, things to hide behind, the layout of
make an attack. If you can
see how far it goes. Any character whose figure interior chambers, and so on become important
draw a straight line from the
attacker to the target without is within 2 inches of another figure can make a and must be depicted along with the miniatures.
hitting obstacles, you have line melee attack against that figure. (The attacker is Many people enjoy playing this kind of game on a
of sight. You could have line of assumed to move closer to the target, so slide the dry-erase or wet-erase surface so they can draw the
sight in an open field, or through figures together.) If a character wants to move a features and place the figures right in the action.
an open doorway or window, short distance, use the 10-inch string to measure Sketching them on paper works fine, too, as does
but probably not around a
corner or through a wall.
from their starting point to their intended using books, pencils, or other things to represent
destination. If the string can reach that far, so ledges, walls, and so forth. And, of course, terrain
can they. For long range, anything you can reach pieces can be used for extra flavor. Some pieces
with the 20-inch string is in range. For very long are made of paper to keep them inexpensive.
range, anything you can reach with the 50-inch Line of sight also becomes more important,
string is in range (of course, that’s longer than and if you already cut a string to measure distance,
the map space on most home gaming tables, so it works for this purpose as well. Place the string

182
RULES OF
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anywhere on the base of the character taking the If a player rolls a 1 on a die, the GM can
action, and stretch the string toward the target. If intrude without giving the player any XP.
the string can be stretched to any part of the base Example 1: Through skill and the aid of another
of the target, without having to bend around or character, a fourth-tier PC eases a wall-climbing
over an obstacle, the attacker has line of sight. task from difficulty 2 to difficulty 0. Normally, they
would succeed at the task automatically, but the
POSSIBLE DRAWBACKS GM intrudes and says “No, a bit of the crumbling
The downside to using miniatures is that the wall gives way, so you still have to make a roll.” As
exacting detail they offer sometimes gets in the with any difficulty 2 task, the target number is 6.
way of the GM’s narrative control. For example, The PC attempts the roll as normal and gains 2
without miniatures, a GM can introduce an XP because the GM intruded. They immediately
intrusion and say “You are standing on the give one of those XP to another player.
trapdoor when it opens.” With miniatures, a Example 2: During a fight, a PC swings their
player usually knows exactly where they are axe and damages a foe with a slice across the
standing at any given moment. shoulder. The GM intrudes by saying that the
Also, psychologically, miniatures seem to foe turned just as the axe struck, wrenching the
encourage combat. If you place a miniature on weapon from the character’s grip and sending
the game table representing a new creature that it clattering across the floor. The axe comes to a
the PCs encounter, some players assume that stop 10 feet (3 m) away. Because the GM intruded,
they need to engage with it in tactical combat the PC gains 2 XP, and the player immediately
rather than talk to it, sneak past it, or try some gives one of those XP to another player. Now the
other course of action. character must deal with the dropped weapon,
perhaps drawing a different weapon or using
EXPERIENCE POINTS their next turn to scramble after the axe.
Experience points (XP) are the currency by
which players gain benefits for their characters. ESCALATION MODE AND
The most common ways to earn XP are through GM INTRUSION
GM intrusions and by accomplishing things With the GM intrusions coming fast and furious
the PCs set out to do. Sometimes experience toward the end of Escalation Mode, it’s easy to
points are earned during a game session, and run out of ideas. In combat, intrusions might just
sometimes they’re earned between sessions. In mean that the monster or villain gets a surprise
a typical session, a player might earn 2 to 4 XP, extra attack or inflicts more damage. Perhaps a PC
and between sessions, perhaps another 2 XP is thrown to the ground or nearer to the edge of a
(on average). The exact amounts depend on the cliff. If the characters are running away, one might
events of the session. trip and fall. If the PCs are exploring, a bookcase
topples, potentially hitting someone. Think of all
GM INTRUSION the similar moments you’ve seen in horror films.
At any time, the GM can introduce an Sometimes, if the GM prefers, the GM
unexpected complication for a character. intrusion can simply be something frightening,
When they intrude in this way, they must like a moan or a whisper. These aren’t dangerous
give that character 2 XP. That player, in turn, to the PCs, but they escalate the tension and
must immediately give one of those XP to indicate that something bad is getting closer.
another player and justify the gift (perhaps the In fact, while in Escalation Mode, GMs
other player had a good idea, told a joke, or should mostly refrain from doing anything bad,
performed an action that saved a life). ominous, or dangerous unless it’s an intrusion
Often, the GM intrudes when a player (either from a die roll or through the awarding of
attempts an action that should be an automatic XP). In you want to play a dark/horror scenario,
success. However, the GM is free to intrude at GM intrusions are an indication that things are
other times. As a general rule, the GM should bad and getting worse, and whenever possible,
intrude at least once each session, but no more the GM should allow the Escalation Mode to
than once or twice each session per character. drive the action.
Anytime the GM intrudes, the player can Consider this example. The PCs have tracked
spend 1 XP to refuse the intrusion, though that something that is probably committing a series
also means they don’t get the 2 XP. If the player of murders to an old complex. They enter the
has no XP to spend, they can’t refuse. building to explore. The GM knows where the

183
creature is hiding in the complex, but decides award XP equal to the artifact’s level and
that it doesn’t become aware of the characters divide it among the PCs (minimum 1 XP for
until an intrusion is indicated. The only clue each character). Round down if necessary. For
the PCs have is a mysterious noise off in the example, if four PCs discover a level 5 artifact,
darkness. The creature doesn’t move toward they each get 1 XP. Money, standard equipment,
them until another GM intrusion occurs. Now and cyphers are not worth XP.
they hear something dragging across the floor, Miscellaneous Unearthings: Various other
coming closer. But it’s not until a third intrusion discoveries or revelations might grant 1 XP
occurs that the creature lunges out from behind to each PC involved. These are often large,
a shadowy alcove at the PC who rolled the die. immobile objects found in the ruins left
In some ways, the status quo doesn’t change behind from the past, not artifacts or relics
until an intrusion happens. This could be seen that characters can take with them and use.
as limiting the GM and the need for pacing, Experimenting with a mysterious dramojh
but remember that the GM can still have an device to discover what it does might grant 1 XP
intrusion occur anytime they desire, in addition to each PC involved, particularly if they return
to waiting for the low die rolls. with an interesting tale of the wonders of the
past or of another dimension.
GM AWARDS These aren’t always devices, but they’re
Sometimes, a group will have an adventure that usually some kind of item or contraption left
doesn’t deal primarily with a PC’s character arc. In over from the ancients or other planar creatures.
this case, it’s a good idea for the GM to award XP They might include:
to that character for accomplishing other tasks. h A huge dramojh vat of an alchemical
First and foremost, awards should be based on substance that alters normal animals
unearthing. Unearthing can include finding a submersed into it, slowly transforming them
significant new location, such as a hidden room, into gigantic versions of themselves.
a secret fortress, a lost land, a new relic, or an h A miniature black hole that is used to power a
unexplored dimension. In this fashion, PCs are dimension-spanning portal.
explorers. Unearthing can also include a new h A series of strange creatures held in stasis
significant aspect of a setting, such as a secret from ancient dramojh experiments.
organization, a new religion, and so on. h A magical tower that prevents creatures from
Unearthing can also mean finding a new aging indefinitely.
dimensional gate (something too big to be h A dragon egg that can be hatched and used
considered a piece of equipment) or even (with great effort) to give birth to a new
learning previously unknown information by species of dragon able to cross planes.
tapping into akashic memories. If the PCs Other Awards: If a character is focused on
find an ancient ruined stone portal inscribed activities that don’t relate to unearthing, as a
by magical runes and get it working again so general rule, a mission should be worth at least 1
they can use it to reach a distant location, XP per game session involved in accomplishing
that’s a unearthing. If they locate ghosts from it. For example, saving a family on an isolated
the past that are causing all the animals in the farm beset by raiding cultists might be worth
region to become hostile, and figure out how 1 XP for each character. Of course, saving the
they could handle them, that’s an unearthing. family doesn’t always mean killing the bad guys;
The common thread is that the PCs unearth it might mean relocating them, parlaying with
something that they can understand and put the cultists, or chasing off the raiders.
to use. A cure for a plague, the means to draw
power from a magical cyst, operate a flying PLAYER-DRIVEN
skyship, or an arcane grimorie that grants the AWARDS
knowledge to cast spells creating protective Players can create their own missions by setting
force field dome over a structure—these are goals for their characters. If they succeed, they
all unearthings. earn XP just as if they were sent on the mission
Last, depending on the GM’s outlook and by an NPC. For example, if the characters decide
the kind of campaign the group wants to play, a on their own to help find a lost caravan in the
discovery could be a secret, an ethical idea, an mountains, that’s a goal and a mission.
adage, or even a truth. Sometimes character goals are more
Artifacts: When the group gains an artifact, personal. If a PC vows to avenge the death of

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her brother, that’s still a mission. These kinds fine way to try to prevent disaster, but it’s not
of goals that are important to a character’s a good idea to use a lot of XP to reroll a single
background should be set at or near the outset action over and over.
of the game. When completed, a character goal A player can also spend 1 XP to refuse a GM
should be worth at least 1 XP (and perhaps as intrusion.
much as 4 XP) to the PC. This encourages players
to develop their character’s background and to SHORT- AND MEDIUM-
build in opportunities for action in the future. TERM BENEFITS
Doing so makes the background more than just By spending 2 XP, a character can gain a skill—
backstory or flavor—it becomes something that or, more rarely, an ability—that provides a short-
can propel the campaign forward. With GM term benefit. Let’s say a character notices that
approval, players can also earn XP advances for the runes found as inscription on a mausoleum
building a background. they’re infiltrating are similar to those used
by the strange cult they once dealt with. They
SPENDING spend 2 XP and say that they have a great deal
EXPERIENCE POINTS of experience in reading these. As a result, they
Experience points are meant to be used. are trained in reading and comprehending
Hoarding them is not a good idea; if a player these runes. This is just like being trained in
accumulates more than 10 XP, the GM can reading and comprehending ancient runes, but
require them to spend some. it applies only to those found in that particular
Generally, experience points can be spent location. The skill is extremely useful in the
in four ways: immediate benefits, short- and mausoleum, but nowhere else (unless those
medium-term benefits, long-term benefits, and runes are common in other places).
character advancement. Medium-term benefits are usually story
based. For example, a character can spend 2 XP
IMMEDIATE BENEFITS while climbing through crystal cliffs and say that
The most straightforward way for a player to use they have experience with climbing in regions
XP is to reroll any roll in the game—even one like these, or perhaps they spend the XP after
that they didn’t make. This costs 1 XP per reroll, they’ve been in the mountains for a while and
and the player chooses the best result. They can say that they’ve picked up the feel for climbing
Crystal Fields, page 33
continue to spend XP on rerolls, but this can there. Either way, from now on, they’re trained in
quickly become an expensive proposition. It’s a climbing in Crystal Fields. This helps them now

185
TIER ADVANCEMENT them the ability for a considerable length of
Gaining tiers is not the players’ only goal time, but not permanently—the device might
Typically, PCs will earn about or the only measure of achievement. work for only four hours. Again, the story and
half their total experience points Starting (first-tier) characters are already the logic of the situation dictate the parameters.
from arcs or other GM awards. competent, and there are only six tiers.
Character advancement has a power curve, LONG-TERM BENEFITS
but it’s only steep enough to keep things In many ways, the long-term benefits a PC can
interesting. In other words, gaining a new gain by spending XP are a means of integrating
tier is cool and fun, but it’s not the only the mechanics of the game with the story. Players
path to success or power. If you spend all can codify things that happen to their characters
When in doubt, if one character your XP on immediate, short-term, and by talking to the GM and spending 3 XP.
accomplishes a step in their medium-term benefits, you will be different Things that a PC can acquire as a long-term
arc but another character from someone who spends their points benefit can be thought of as being story based,
does not, the first character
on long-term benefits, but you will not be and they allow the player to have some narrative
should get the 2 XP reward,
but the other character should “behind” that character. control over the story. In the course of play, a
probably still get, at minimum, The general idea is that most player might decide that their character gains a
1 XP for the session. characters will spend half their XP on tier friend (a contact) or builds a log cabin (a home).
advancement and long-term benefits, and Because a player spent XP, however, they should
the rest on immediate benefits and short- have some agency over what they’ve gained,
and medium-term benefits (which are used and it shouldn’t be easily taken away. The player
during gameplay). Some groups might should help come up with the details of the
It’s a fine line, but ultimately the decide that XP earned during a game is contact or the design of their home.
GM decides what constitutes to be spent on immediate and short- and It’s also possible to gain these benefits
a discovery as opposed to just medium-term benefits (gameplay uses), through events in the story, without spending XP.
something weird in the course
and XP awarded between sessions for The new contact comes to the PC and starts the
of an adventure. Usually,
the difference is, did the PCs discoveries is to be spent on character relationship. The new home is granted to them
successfully interact with it and advancement (long-term uses). as a reward for service to a powerful or wealthy
learn something about it? If Ultimately, the idea is to make patron, or maybe the character inherits the home
so, it’s probably a discovery. experience points into tools that the from a relative. However, because these came
players and the GM can use to shape from the GM and not the player (and no XP were
the story and the characters, not just a spent), the player has no narrative control over
bookkeeping hassle. them and the GM makes up the details.
Long-term benefits can include the following.
Contact: The character gains a long-term NPC
and any time they return to the area, but they’re contact of importance—someone who will help
not trained in climbing everywhere. them with information, equipment, or physical
This method allows a character to get tasks. The player and GM should work out the
immediate training in a skill for half the normal details of the relationship.
cost. (Normally, it costs 4 XP to become trained Home: The PC acquires a full-time residence.
Experience point awards for in a skill.) It’s also a way to gain a new skill even This can be a small house in a village or a city,
artifacts should usually apply if the PC has already gained a new skill as a step a cabin in the wilderness, a base in an ancient
even if the artifact was given toward attaining the next tier. complex, or whatever fits the situation. It
to the PCs rather than found,
In rare cases, a GM might allow a character should be a secure place where the PC can leave
because often such gifts are
the rewards for success. to spend 2 XP to gain an entirely new ability— their belongings and sleep soundly. Several
such as a device, a special ability, or a spell— characters could combine their XP and buy a
for a short time, usually no longer than the home together.
course of one scenario. The player and the GM Title or job: The PC is granted a position of
should agree on a story-based explanation for importance or authority. It might come with
the benefit. Perhaps the ability has a specific responsibilities, prestige, and rewards, or it
rare requirement, such as a tool, a substance, might be an honorary title.
a drug, or some kind of treatment. For example, Wealth: The PC comes into a considerable
a character who wants to explore a submerged amount of wealth, whether it’s a windfall, an
location has several alchemical enhancements, inheritance, or a gift. It might be enough to buy
and they spend 2 XP to cobble together a device a home or a title, but that’s not really the point.
that lets them breathe underwater. This gives The main benefit is that the PC no longer needs

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to worry about the cost of simple equipment, MONSTERS


lodging, food, and so on. This wealth could AND XP
mean a set amount—perhaps 50,000 gold While GM intrusion is interesting, the
pieces—or it could bestow the ability to ignore game also has a more conventional
minor costs, as decided by the player and GM. method of awarding XP between
sessions. But it has nothing to do with
CHARACTER killing monsters.
ADVANCEMENT Defeating monsters is part of a whole
Progressing to the next tier involves four steps. menacing situation. In Diamond Throne
When a PC has spent 4 XP on each of the steps, you should find a lot of strange and
they advance to the next tier and gain all the type dangerous situations where you have
and focus benefits of that tier. The four steps to fight monsters. Experience points are
can be purchased in any order, but each can be the reward when you have survived the
purchased only once per tier. In other words, a PC menace, living to tell the tale, regardless
must buy all four steps and advance to the next of whether you defeated or killed all the
tier before they can buy the same steps again. monsters. Whether victory is achieved or
Increasing Capabilities: You gain 5 new points not, combat remains an exciting part of
to add to your stat Pools. You can allocate the an encounter or an adventure, with every
points among your Pools however you wish. character engaging to the fullest. Being
Moving Toward Perfection: You add 1 to your engaged in combat provides temporary
Might Edge, your Speed Edge, your Intellect benefits. Whenever a monster or other
Edge or Mana Edge (your choice). You cannot opponent is slain, the PCs receive a
augment your Mana Pool with XP, but only with number of temporary XPs equal to the
abilities, catalysts or magical enhancements. opponent’s level. These XPs can be used
Extra Effort: Your Effort score increases by 1. during the encounter by those PCs who
Skills: Choose one of your skill group, such have no XPs to use for an immediate
as climbing, jumping, persuading, sneaking, or benefit.
history. You become trained in that skill. You can At the end of the encounter, the group
also choose to be knowledgeable in a certain XPs can be converted into individual XPs
area of study, such as history or herbalism. You at the rate of 5 group XPs for 1 individual
can even choose a skill based on your character’s XP.
special abilities. For example, if your character
can make an Intellect roll to blast an enemy with
mental force, you can become trained in that
ability, easing the task of using it. Characters advancing beyond tier 6 can use this
If you choose a skill that you are already option to select their other tier 6 focus ability.)
trained in, you become specialized in that skill, h Select another character ability from your
easing the task by two steps instead of one. If you type, such as a tier 2 Fighter selecting Reload
choose a skill that you have an inability in, the or Crushing Blow. Inability, page 156
training and the inability cancel each other out
(you aren’t eased or hindered in that task). For EQUAL ADVANCEMENT
example, if you have an inability in perception, It’s worthwhile if all characters advance through
becoming trained in that cancels out the inability. the six tiers at about the same rate—an
Other Options: Players can also spend 4 XP important issue for some players. A good GM
to purchase other special options. Selecting one can achieve this result by carefully handing out
of these options counts as purchasing one of XP rewards, some during play (which will tend
the four stages necessary to advance to the next to get used immediately) and some after play
tier. The other three need to be from the other concludes, especially after completing a major
categories. The special options are as follows: story arc or quest so the GM can hand out 4
h Reduce the cost for wearing armor. This XP in one go (which will tend to get used for
option lowers the Speed penalty for wearing advancement). Many groups will discover
armor by 1. while playing that equal advancement isn’t an
h Add 2 to your recovery rolls. important issue in Diamond Throne, but people
h Select another focus ability available to you at should get the chance to play the game the way
tier 3. (You must be tier 3 or higher to do this. they want to play it.

187
Chapter
Chapter 9
44 MAGIC OF THE DIAMOND THRONE

W
ith special gestures and which keeps the world's equilibrium. It is this
utterances, a spellcaster can call flow, and the ability to draw from it, that allows
forth mystic energies, warp the mana to create or cause effects in the world.
mind, protect themselves against danger, or even The channeling of magic into an effect, however,
create something from nothing. Spellcasters always results in some kind of consequence, so
learn spellthreads, a list of related spells from 1st that the balance is maintained, when anything
to 6th level. Individual spells in a thread produce changes the flow.
a specific effect, sometimes related to other Whenever a spell is cast or a magical object
spells, with a cost in mana points. Spellthread is activated, mana is pulled from the flow and
effects can be related to magical "schools." expended, but not lost. Instead, the flow in some
other place is randomly altered or diverted in an
MANA opposite way so that the use of it is counterbalanced.
Mana is the magic resource available to each For example, a spell that might cause destruction in
character. Magical energies in Diamond Throne one place results in an act of creation somewhere
are present everywhere in the natural world, and else. Even a slight change in the flow in one place
flowing in all things, including Fighters. Mana is can cause a significant effect somewhere else.
the energy that runs through all of the universe,
including both living and non-living things. MAGICAL SCHOOLS
Characters have a specific Mana Pool to draw There are eight "Schools" of magic, each broadly
upon that is different from other Pools. Mana can defining the ways in which mana can be used to
be drawn upon by everyone, the magical energies cast spells.
represented by a personal reserve. The "internal"
mana one can draw upon is dependent on the ABJURATION
"external" sources around the character: a zone Abjurations protect and ward. They create barriers
of low or high magic will affect the availability of that keep out attacks, effects, or even certain types
mana for use or recovery by individuals. of creatures. They also create effects that harm
trespassers or banish interlopers.
MAGIC
Magic is everywhere in the world, constantly CONJURATION
flowing throughout the land. The flow is balanced, Conjuration spells transport creatures via

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9 magic

teleportation, create an object, or bring a TRANSMUTATION


creature or object from somewhere else Transmutation spells make alterations to or
(typically from another plane) to follow your transform the physical form of a creature or object. Rhodin, page 94
commands.
HOW TO CAST A SPELL
DIVINATION A character can cast a spell of their own tier
Divinations allow you to learn the secrets of the simply by spending the mana point (MP) cost
present, past, and future. They grant you the indicated in the spell’s statistics.
ability to perceive remote locations, and reveal A character can have a limited number of
secret knowledge. spells (such as cyphers) active. The limitations
of cyphers and spells are independent, so a
ENCHANTMENT character can have a certain number of cyphers
Enchantment spells affect the minds and with them and a certain number of active spells.
emotions of other creatures—sometimes to Simply, if they cast another spell on themselves, Fighter spell limits: 2
influence and control them, and other times to it has no effect. Channeler spell limits: 4
bolster them to greater heights of courage. A character can cast a spell of higher tier than Wanderer spell limits: 3
their own. The tier of the spell increases by one Emissary spell limits: 3
EVOCATION for each level of difference between the tier of the
Evocations capture magical energy and then character and that of the spell. For example, if a
shape it to harm your foes or protect your allies. character of tier 1 wanted to cast wings of fire (tier 3)
he should consider it to be of tier 5. The difference in
ILLUSION levels is equal to 2, which added to 3 gives the result
Illusions create the semblance of something of 5. The character must then successfully perform
real, fooling the eyes, ears, and other senses. an Intellect task and spend the MP indicated in
the spell’s cost. In the event of failure, he suffers
NECROMANCY a magical backlash. A character can cast spells of
Necromancy spells harness the power of life their tier without penalty or checks.
and death. They can sap life essence or sustain A character can apply MP as they
creatures with life-saving healing. would with Effort, to avoid failure but still

189
SPELL BACKLASH
ARCANE PROTECTION
d20 Backlash
1-4 The weather changes in a nonsensical BLOCK TIER 1
way for 20 minutes and is a Level 3 Cost › 2 MP
hazard. Blizzard in the desert or a Duration › 1 minute; trigger
Spell backlash: GMs can desiccating wind in the jungle. Effect › You emit a lighting interference that
.
modify the table effects 5-9 Summons a creature with level equal blocks the next single ranged or melee attack
as they wish, adding made against you. After triggered, the effect
to the spell tier and related to the spell
new results or altering
effects. It will immediately attempt to ends.
the effect of existing one
adjusting to the situation. attack the caster. MODIFICATIONS
Duration › +1 MP = +1 minute
10-14 For two rounds, a person-sized portal
Effect › +1 MP = Block another single ranged or
opens but the bright light emanated
melee attack until the spell ends.
hides what is on the other side.
15-19 The effect does not go off but pool SHOCK TIER 1
points are not expended.
Cost › 2 MP
20 An opposing clone that is a Level Duration › 10 rounds or until used; or 10
5 version of the caster appears to minutes (weapon)
oppose the caster. This could range Effect › Your hands crackle with electricity, and
from being contrarian to replacement. the next time you touch a creature, you inflict
3 points of damage. Alternatively, if you wield
must pay the cost of the spell so they a weapon, for ten minutes it crackles with
need to be careful with the use of points. electricity and inflicts 1 additional point of
The character uses the MP from their pool. The damage per attack.
Mana Pool has an initial number of points based MODIFICATIONS
on the character’s type and increases with tiers, Effect › +2 MP (ongoing) = The target hit by
foci, or magical items (cyphers and artifacts). shock is also dazed for one round.
Once depleted, MP only regenerate with a ten-
hour rest. Without MP, it is still possible to cast a CHARGE TIER 2
spell, but the character must use points from her Cost › 3 MP + 1 MP per level of the device
primary pool and make an Intellect check even Duration › Ongoing
when casting a spell of their level. Effect › You can charge an artifact or other
device (except a cypher) so that it can be
used once.
SPELLS LEGEND
The spell entries are explained below. DRAIN CHARGE TIER 2
Name › The name and the level of the spell. Cost › 2 Intellect Points
Cost › Indicates the Mana Points (abbreviated Duration › Concentration
as MP) that must be spent. In some cases, if you Effect › You can drain the power from an artifact
have an active spell, the points to spend go down. or device, allowing you to regain 1 MP per
Duration › Indicates the standard duration of level drained. You regain points at the rate
the spell. of 1 point per round and must give your full
Effect › The standard spell effect. concentration to the process each round.
Modifications: It is possible to spend The GM determines whether the device is
additional MP to modify the effect or duration, fully drained (likely true of most handheld or
or alter the effect and duration. Ongoing (you smaller devices) or retains some power (likely
can spend MP while the spell is in effect until true of large machines). You need an action
it ends.) each round to drain.
MODIFICATIONS
SPELLTHREADS Effect › + IP = regain 3 MP per round.
When a character choose a spellthread, they
learn the way to cast all the spells in that threads. DISPEL MAGIC TIER 3
The following spellthreads are provided to start Cost › 4 MP
off your Diamond Throne campaign, but there Duration › Instantaneous
are plenty of others to be discovered. Effect › Choose one magical effect within long

190
9 magic

range. An effect of up to level 3 ends if you brief touchdown of a twister, a single gust of
succeed on an Intellect-based attack roll gale-force winds, and so on. These effects can
against the level of the effect, or against the only occur within long range of your location.
level of the creature or object the magical You must spend your turn concentrating to
effect affects, whichever is higher. create the effect, which occurs a round later. The Countereffects of Arcane
MODIFICATIONS effect inflicts 6 points of damage, after which Protection: When you try to
Effect › +2 MP = Increase by one the level of the storm begins to disperse. charge or discharge a device
of its energies, a device might
the effect that can potentially be dispelled; MODIFICATIONS
cease functioning or begin
–1 MP = Decrease by one category the range Duration › +2 MP = +10 minutes functioning again elsewhere.
of the spell. Effect › +3 MP = +2 point of damage. The level of the device affected
depends on your effective
ELECTRIC ARMOR TIER 3 FEEDBACK STRIKE TIER 5 tier and not the spell level.
Cost › 4 MP Cost › 6 MP
Duration › 10 minutes Duration › 10 minutes When you dispel magic, it is
Effect › When you wish, electricity crackles Effect › Any creature that attacks you suffers restored to the mana flow,
across your body, granting you +1 Armor. magical feedback that inflicts 5 points of but the resulting negation
ripples throughout the world as
While electrified, you have an additional +2 force electrical damage. For the purposes
various minor magical effects
Armor versus electrical damage specifically, of this spell, an attack is any action that throughout the world as the flow
and you inflict 2 points of damage on requires an attack roll, whether or not the returns to its original state.
any creature that touches you or attacks attack succeeds. If you allow someone to
you with a melee weapon that conducts touch you (such as to cast a curative spell), After you use lightning or other
electricity. no attack roll occurs, so the action does not electric energies, the local
MODIFICATIONS trigger the feedback strike effect. Damage is weather might take a bad turn,
or create an effect that affects a
Duration › +1 MP = +10 minutes magical. The feedback strike can affect more
magical device in a negative way.
Effect › +1 MP = +1 point of damage. than one attacker at a time, but no attacker
suffers the damage more than once per
BOLTS OF POWER TIER 4 round.
Cost › 5 MP MODIFICATIONS
Duration › Instantaneous Duration › +2 MP = +10 minutes
Effect You blast a fan of lightning out to short Effect › +3 MP (ongoing) You can force feedback
range in an arc that is approximately 50 feet damage to strike a creature you touch, in
(15 m) wide at the end. This discharge inflicts addition to automatically damaging those
4 points of damage to all targets in the area. that attack you.
Targets can make a Speed defensive roll to
halve the damage. WALL OF LIGHTNING TIER 6
MODIFICATIONS Cost › 7 MP
Duration › +2 MP = +2 additional points of Duration › 1 hour
damage. Effect › You create a barrier of crackling electricity
up to 2,500 square feet (230 sq. m) in size,
STORM SEED TIER 4 shaped as you wish. The wall is a level 7 barrier.
Cost › 5 MP Anyone within immediate distance of the wall
Duration › 10 minutes automatically takes 10 points of damage.
Effect › If outside or in a large enclosed space, you MODIFICATIONS
can seed a natural storm of a kind common to Duration › +1 MP = +10 minutes
the area. Doing so requires at least an hour’s Effect › +3 MP = +2 points of damage.
concentration as you use your connection to
the air (whether this is due to elemental spirits, CRIPPLING SHADOW
magic, or some other source) to initiate the
storm, though it could take longer if the GM RIBBONS OF DARK TIER 1
determines there are additional obstacles at Cost › 2 MP
play. Once the storm begins, it lasts for ten Duration › 1 minute
minutes. Once during that period, you can Effect › Dark matter appears and coalesces
create a more dramatic and specific effect within an area within long range that is
appropriate to that kind of storm, such as a no bigger than an immediate distance in
lightning strike, a squall of giant hailstones, the diameter, manifesting as swirling ribbons.

191
MODIFICATIONS
Countereffects of Crippling All tasks attempted by creatures in the area
Shadows: The opposite is light are hindered, and leaving the area requires Duration › +2 MP = +1 minute
and blessing. Whenever you a creature’s entire action to move. You can Effect › +3 MP = You can ease your Speed defense
condense shadows on you,
dismiss the dark matter early as an action. tasks by two steps; +2 MP = You can inflict 1
other dark places are enchanted
by light. If you summon a MODIFICATIONS additional point of damage and gain +1 Armor.
shadow creature, somewhere Duration › +2 MP = +1 minute.
a new rune animal appears. Effect › +3 MP = You can increase the diameter SUMMON SHADOW 3 TIER 3
by one category (from immediate to short, Cost › 4 MP; 1 MP if summon shadow 2 is active
from short to medium and to medium to Duration › 1 minute
long); +2 MP = You can hinder the actions in Effect › You call a level 3 creature of shadow
the area by two steps. within immediate range or condense more
shadow around your first summoned
SUMMON SHADOW TIER 1 creature, increasing its level. It will attack any
Cost › 2 MP target you designate until it is destroyed or for
Duration › 1 minute the duration. When destroyed, it dissipates in
Effect › You call a level 1 creature of shadow a cloud of mist.
within immediate range. It will attack any MODIFICATIONS
target you designate until it is destroyed or for Duration › +2 MP = +1 minute
the duration. When destroyed, it dissipates in Effect › +2 MP = The touch of the shadowy
a cloud of mist. creature will ignore Armor; +3 MP = The touch
MODIFICATIONS of the shadowy creature inflicts 4 additional
Duration › +2 MP = +1 minute. points of cold damage.

VOID WINGS TIER 2 DARK MATTER STRIKE TIER 4


Cost › 3 MP Cost › 5 MP; 4 MP if ribbons of dark is active
Duration › 1 round Duration › 1 minute
Effect › Ribbons of weird matter appear and Effect › When you attack a foe within long range,
swirl around, lifting you up and enabling you dark matter coalesces around your target and
to levitate for one round. entangles its limbs, holding it in place and
MODIFICATIONS easing your attack by two steps. The ability
Duration › +2 MP = +1 round. works for whatever kind of attack you use
(melee, ranged, energy, and so on).
SUMMON SHADOW 2 TIER 2 MODIFICATIONS
Cost › 3 MP; 1 MP if summon shadow is active Effect › +2 MP = The shadows inflict 1 point of
Duration › 1 minute damage to the entangled target.
Effect › You call a level 2 creature of shadow
within immediate range or condense more SUMMON SHADOW 4 TIER 4
shadow around your first summoned creature, Cost › 5 MP; 1 MP if summon shadow 3 is active
increasing its level. It will attack any target you Duration › 1 minute
designate until it is destroyed or for the duration. Effect › You call a level 4 creature of shadow
When destroyed, it dissipates in a cloud of mist. within immediate range or condense more
MODIFICATIONS shadow around your first summoned
Duration › +2 MP = +1 minute. creature, increasing its level. It will attack any
Effect › +2 MP = The touch of the shadowy target you designate until it is destroyed or for
creature will ignore Armor. the duration. When destroyed, it dissipates in
a cloud of mist.
DARK SHROUD TIER 3 MODIFICATIONS
Cost › 4 MP; 3 MP if you are moving in an area Duration › +2 MP = +1 minute
where ribbons of dark is active Effect › +2 MP = The touch of the shadowy
Duration › 1 minute creature will ignore Armor; +3 MP = The touch
Effect › Ribbons of dark matter appear and swirl of the shadowy creature inflicts 4 additional
about you. This shroud eases your Speed points of cold damage; +4 MP, when destroyed
defense tasks, inflicts 2 points of damage to the creature releases a draining explosion. All
anyone who tries to touch you or strike you targets within immediate range lose 2 points
with a melee attack, and gives you +1 Armor. from every stat Pool.

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WINDWRACKED TIER 5 MODIFICATIONS

Cost › 6 MP Effect › +2 MP = You can reload the effect for


Duration › 1 hour another use.
Effect › You summon and form a wide wing of
dark matter that can carry you through the air. ALLEVIATE TIER 2
In terms of overland movement, you fly at 20 Cost › 3 MP
miles (32 km) per hour and are not affected by Duration › Instantaneous
terrain. Effect › You cancel one condition (such as
MODIFICATIONS debiliated or impaired) or cure one malady
Duration › +2 MP = +1 hour (such as poison or disease) in one creature.
Effect › +3 MP = You can carry one additional MODIFICATIONS
creature of your size or smaller. You must touch Duration › +2 MP = +1 round
the additional creatures for them to be tucked
under your wing. They must remain relatively FORCE OF WILL TIER 2
still while the wing lasts or they will fall. Cost › 3 MP
Duration › 24 hours or until triggered
DARK STRUCTURE TIER 6 Effect › If you are affected by an unwanted Countereffects of Crippling
Cost › 7 MP; 6 MP if you shape an area where condition or affliction (such as disease, Shadows: When you summon
ribbons of dark is active paralysis, mind control, broken limb, and so dark matter to create a structure,
somewhere else a real structure
Duration › 24 hours on, but not damage), you can ignore it and
vanishes, or remains in place
Effect › You can shape dark matter into a large act as if it does not affect you for one hour. If but cannot be seen nor is
structure consisting of up to ten 10-foot (3 the condition would normally last less than there any memory of it.
m) cubes. The structure can be somewhat an hour, it is entirely negated.
complex, though everything is a pitch-black MODIFICATIONS
color from which no light shines. Otherwise, Duration › +2 MP = (ignored damage) +1 hour
the structure can possess different densities,
textures, and capacities. This means it FONT OF HEALING TIER 3
can include windows, doors with locks, Cost › 4 MP
furnishings, and even decor, all of which are Duration › 1 minute
pitch-black. For example, you could shape the Effect › With your approval, other creatures
dark matter into a large, defensible structure; can touch you and regain 1d6 points to
a sturdy 100-foot (30 m) bridge; or anything either their Might Pool or their Speed Pool.
similar. The structure is a level 6 creation. You This healing costs them 2 Intellect points. A
can’t keep more than one such structure solid single creature can benefit from this ability
at any one time. only once each day.
MODIFICATIONS MODIFICATIONS
Duration › +2 MP = +1 hour Duration › +2 MP = +1 minute
Effect › +3 MP = You can add one 10-foot (3 m) cube Effect › +2 MP = You can allow the same creature
to benefit from another healing.
DIVINE BLESSINGS
INCREDIBLE HEALTH TIER 3
HEALING TOUCH TIER 1 Cost › 5 MP Countereffects of Diivive
Cost › 2 MP Duration › 24 hours or until triggered Blessings: If you heal a
Duration › Instantaneous Effect › You can ignore the effects of diseases, creature, alleviate their
suffering, make them stronger,
Effect › With a touch, you restore 1d6 points to poisons, viruses, mutations, or afflictions of
or otherwise enhance them,
one stat Pool of any creature. any kind. one or more creatures take
MODIFICATIONS MODIFICATIONS damage, suffer a malady,
Effect › +2 MP = You restore 1 additional point to Effect › +2 MP = You can reload the effect for become weaker, and so on.
one stat Pool. another use. When you restore a life,
another life is taken or stolen.
IGNORE THE PAIN TIER 1 MIRACULOUS HEALTH TIER 4
Cost › 2 MP Cost › 5 MP
Duration › 24 hours or until triggered Duration › 24 hours or until triggered Impaired, page 166
Effect › You ignore the impaired condition and Effect › When you would descend a step on the Debilitated, page 166
treat the debilitated condition as impaired. damage track, the spell effect triggers. You Damage track, page 166

193
don’t descend the step and you regain 1 point ELDRITCH SIGHT
in any Pool empty of points.
MODIFICATIONS SEE THE UNSEEN TIER 1
Effect › +2 MP = You can reload the effect for Cost › 2 MP
Countereffects of Eldritch another use. Duration › 10 minutes
Sight Whenever you use Eldritch Effect › You can automatically perceive
Sight to see the physical world HEALING PULSE TIER 4 creatures and objects that are normally
around you, the s­ urrounding
Cost › 5 MP invisible, out of phase, or only partially in
environment might be exposed
to unusual images from the Duration › Instantaneous this universe within short range.
beyond. Blurred images of Effect › You and all targets within immediate range MODIFICATIONS
strange objects or otherworldly that you choose gain the benefits of using one Duration › +1 MP = +10 minutes
­creatures become visible in the of their recovery rolls (but not their ten-hour Effect › +2 MP (ongoing) = You can perceive
real world for a moment or two. recovery roll) without having to spend an action, objects and creatures that are normally
If you are trying to see through wait ten minutes or an hour. Targets regain hidden.
time, images of the past could points to their Pools immediately but mark off
become real or lost memories that recovery use. PCs who have already used IDENTIFY DEVICE TIER 1
manifest in your mind as if they
up their one-action, ten-minute, and one-hour Cost › 2 MP
were currently happening.
recovery rolls for the day gain no benefit from Duration › Instantaneous
For many, this can be a terrifying this ability. NPCs targeted by this ability regain Effect › The spell determines the single most
experience. The GM determines a number of health points equal to their level. basic function of each nonmagical target
whether an image becomes MODIFICATIONS item. This includes how to activate that
visible or not, what bizarre thing
Effect › +2 MP = You can increase the range by function (if appropriate) and how many uses
is shown, where it manifests,
and the resulting consequences. one category remain (if any). For example, a spyglass
would register as a “device for seeing
The countereffect is rather GREATER HEALING TIER 5 faraway things.”
straightforward since when Cost › 6 MP; 5 MP if font of healing is active MODIFICATIONS
you attempt to see or identify Duration › Instantaneous Effect › +2 MP = All uses of the device (if any)
something more clearly, other
Effect › You touch a creature and restore its are determined, not simply the most basic
things fade or blur. Tracks
disappear and people’s eyesight Might Pool, Speed Pool, and Intellect Pool function.
and memory grow blurry and to their maximum values, as if it were fully
weak, and what normally rested. A single creature can benefit from SEE THROUGH MATTER TIER 2
would be obvious suddenly this ability only once each day. You can Cost › 3 MP; 2 MP if see the unseen is active
becomes very difficult to note. affect a creature who has already received Duration › 1 minute
the benefits of another healing surge (like Effect › You can see through matter as if it were
font of healing). transparent. You can see through up to 6
MODIFICATIONS inches (15 cm) of material made of wood (or
Effect › +3 MP = You can touch and heal another similar) or 3 inches (8 cm) of stone or metal
creature at the same time. material (or similar).
MODIFICATIONS
RESTORE LIFE TIER 6 Duration › +1 MP = +1 minute
Cost › 7 MP plus 1 MP per creature raised level; Effect › +2 MP = You can see through another
6 MP if Font of Healing is active 6 inches of material (wood) or 3 inches of
Duration › Until used; 1o minutes (weapon) material (stone or metal).
Effect › You can attempt to restore life to a
dead creature of up to level 3, as long as IDENTIFY CREATURE TIER 2
the corpse is no more than a day old and Cost › 3 MP
is mostly intact. You can also attempt to Duration › Instantaneous
restore life to a corpse that is much older Effect › You learn one random fact about a
but is especially well preserved. When first creature that is pertinent to a topic you
restored to life, a creature is dazed for at designate within short range. Alternatively,
least a day, and all tasks they attempt are you can choose to learn a creature’s level;
hindered. however, if you do so, you cannot learn
MODIFICATIONS anything else about it. This spell is foiled
Effect › +3 MP = You can attempt to restore the by any type of magical disguise or magical
life of a creature whose level is 1 higher. shape-changing effect.

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MODIFICATIONS REMOTE VIEWING TIER 5


Effect › +2 MP = You increase the distance by Cost › 5 MP
one category; +2 MP = You can add another Duration › Concentration
creature within the selected range. Effect › Distance is an illusion, as all space
is one space. With great concentration, you
DETECT LIFE TIER 3 can see another place. You can use the spell
Cost › 4 MP in one of two ways:
Duration › Instantaneous • Distance and direction. Pick a spot a
Effect › You detect all living creatures within specific distance away and in a specific
long range, even if they are behind cover, direction. You can see from that vantage
but not if they’re magically protected. point as if you had used sensor there, but
When you detect a creature, you detect only for one minute.
its general location (within an immediate • Think of a place you have seen before,
range). either conventionally or using the other
MODIFICATIONS application of this power. You can see
Effect › +2 MP = You can detect living creatures from that vantage point as if you had
even behind a magical protection. used sensor spell there, but only for one
or two rounds.
FIND THE HIDDEN TIER 3 Either application lasts from one action to
Cost › 4 MP; 3 MP if see the unseen is active hours of concentration, depending on
Duration › Concentration what the GM feels is appropriate due
Effect › You see the traceries of objects as to time, distance, or other mitigating
they move through space and time. You circumstances. However, you don’t know
can sense the distance and direction of in advance how long it will take. While
any specific inanimate object that you concentrating to establish distance and
once touched. The duration lasts from direction, you cannot make any other action
instantaneous to hours of concentration, on your turn.
depending on what the GM feels is MODIFICATIONS
appropriate due to time, distance, or other Effect › +2 MP (ongoing) = You can take an
mitigating circumstances. However, you action on your turn.
don’t know in advance how long it will take.
While concentrating to establish distance SEE THROUGH TIME TIER 6
and direction, you cannot make any other Cost › 7 MP
action on your turn. Duration › Concentration
MODIFICATIONS Effect › Time is an illusion, as all time is one
Effect › +2 MP = Once you have determined the time. With great concentration, you can see
distance and direction, you remain in contact into another time. You specify a time period
with the object for one hour. Thus, if it moves, involving the place where you now stand.
you are aware of its new position; +2 MP Interestingly, the easiest time to view is one
(ongoing) = You can take an action on your hundred years in the past or future. Viewing
turn. farther back or ahead is a nearly impossible Impossible task, page 157
task.
SENSOR TIER 4 This takes anywhere from one action to
Cost › 4 MP hours of concentration, depending on
Duration › 24 hours what the GM feels is appropriate due
Effect › You create an immobile, invisible to time, distance, or other mitigating
sensor within immediate range. At any time circumstances. However, you don’t know
during that duration, you can concentrate to in advance how long it will take. While
see, hear, and smell through the sensor, no concentrating to establish distance and
matter how far you move from it. The sensor direction, you cannot make any other action
doesn’t grant you sensory capabilities on your turn.
beyond the normal. MODIFICATIONS
MODIFICATIONS Effect › +2 MP (ongoing) = You can make an
Effect › +2 MP = You can increase the range by action on your turn.
one category.

195
Countereffects of Elemental Air: ELEMENTAL AIR of the spell two rounds in a row, so in the
When you enhance your speed, following round, all actions are hindered.
someone will experience slowness. ENHANCED SPEED TIER 1 MODIFICATIONS
If you change your movement Cost › 2 MP Duration › +2 MP = +1 rounds
and fly, a flying creature loses its Duration › 1 hour or until used
ability to fly for as long as you do. Effect › You gain 3 temporary points to your GREATER SPEED TIER 3
Speed Pool. You can have only one enhanced Cost › 4 MP; 2 MP if enhanced speed is active
speed active. You need to consume temporary Duration › 1 hour or until used
points first. The effects stack with those of Effect › You gain 6 temporary points to your
greater speed. Speed Pool. You can have only one greater
MODIFICATIONS speed active on yourself. You need to consume
Duration › +1 MP = +10 minutes temporary points first. The effects stack with
those of enhanced speed.
HOVER TIER 1 MODIFICATIONS
Cost › 2 MP Duration › +1 MP = +10 minutes
Duration › 20 minutes
Effect › You slowly float into the air. As your action, BLINK OF AN EYE TIER 4
you can concentrate to remain motionless in Cost › 5 MP; 3 MP if enhanced speed or greater
the air or move up to a short distance, but no speed are active; 1 MP if both are active.
more; otherwise, you drift with the wind or Duration › 1 round
with any momentum you have gained. Effect › You move up to 1,000 feet (300 m).
MODIFICATIONS MODIFICATIONS
Effect › +1 MP (ongoing) = You can increase Duration › +2 MP = +1 round
the movement up to medium distance.
Every time you increase the movement, the FLIGHT TIER 4
duration decrease by 5 minutes. Cost › 5 MP; 3 MP if hover is active
Duration › 1 hour
FLEET OF FOOT TIER 2 Effect › You can fly or float through the air. In
Cost › 3 MP; 1 MP if enhanced speed is active terms of overland movement, you move
Duration › Instantaneous, 1 minute if enhanced about 30 miles (48 km) per hour and are not
speed is active affected by terrain.
Effect › You can move a short distance as part of MODIFICATIONS
another action. You can move a long distance Duration › +2 MP = +1 hour
as your entire action for a turn. Effect › +2 MP = You can increase your speed by
MODIFICATIONS an additional 30 miles (48 km) per hour.
Duration › +2 MP = +1 minute
Effect › +2 MP (ongoing) = You can move a long DRACONIC ATTACK TIER 5
distance and make an attack as your entire Cost › 6 MP; 4 MP if flight or hover are active; 2
action for a turn, but the attack is hindered. MP if both are active
Duration › Instantaneous
HARD TO HIT TIER 2 Effect › While you hover or fly and are 10 to 200
Cost › 3 MP; 2 MP if enhanced speed is active feet (3 to 61 m) from a foe, you can attack by
Duration › 1 minute or 10 minutes if enhanced accelerating yourself toward your foe, at the same
speed is active time gaining +1 Armor and easing all Speed
Effect › You are trained in Speed defense tasks. tasks. Your impact deals 4 points of damage to
MODIFICATIONS the target and 2 points of damage to all creatures
Duration › +1 MP = +1 or 10 minutes and objects within immediate range of the target.
MODIFICATIONS
SPEED BURST TIER 3 Effect › +2 MP = You deal 2 additional points of
Cost › 4 MP; 2 MP if enhanced speed is active damage and targets in the area take 1 point of
Duration › 6 rounds damage even if you fail the attack roll.
Effect › You can act faster during your next
rounds. Starting in the round after you cast PERFECT SPEED BURST TIER 6
the spell, you can take two separate actions Cost › 7 MP; 5 MP if enhanced speed or greater
during your turn. You cannot use the effect speed are active; 3 MP if both are active

196
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Duration › 6 rounds foliage in the area snags and holds a foe you
Effect › You can take two separate actions each designate within short range. A foe caught
round for the duration of the spell. At the end in the grasping foliage can’t move from its
of the effect you are fatigued. position, and all physical tasks, attacks, and
MODIFICATIONS defenses are hindered, including attempts to
Duration › +1 MP = +1 round free itself.
You can also use this ability to clear an area Countereffects of Elemental
ELEMENTAL EARTH of entangling growth in the immediate radius, Earth: When you cast a spell,
such as an area of tall grass, thick brush, the negation is usually the
SEEDS OF FURY TIER 1 opposite. One exception is
impenetrable vines, and so on.
when an enchanter causes a
Cost › 2 MP MODIFICATIONS quake, the negation is also a
Duration › Instantaneous Effect › +2 MP = You inflict 2 points of damage quake that happens elsewhere
Effect › You throw a handful of seeds in the air when grasping foliage first snags and holds —shifting land in one place
that ignite and speed toward a target within your foe. causes land to shift in opposite
long range, scratching the air with twisting ways somewhere else.
smoke trails. The attack deals 3 points of SOOTHE THE SAVAGE TIER 3 If your body takes on a stone
damage and catches the target on fire, which Cost › 4 MP aspect, stone in another
inflicts 1 additional point of damage per Duration › Concentration or 1 minute location softens, which can be
dangerous if the stone is key
round for up to a minute or until the target Effect › You calm a nonhuman beast within 30
to supporting a building or
uses an action to douse the flames. feet (9 m). You must speak to it (although some other kind of structure.
MODIFICATIONS it doesn’t need to understand your words),
Effect › +1 MP = You can attack another target at and it must see you. It remains calm for as
immediate distance from the first one. long as you focus all your attention on it or a
minute if not. The GM has final say over what
STONE SHAPE TIER 1 counts as a nonhuman beast, but unless
Cost › 2 MP some kind of deception is at work, you should
Duration › 1 hour know whether you can affect a creature before
Effect › Your body becomes hard stone. You you attempt to use this ability on it. Planar
gain +1 to Armor, +5 to your Might Pool, and or extradimensional entities, very intelligent
+1 to your Might Edge. You do not need to creatures, and golems cannot be affected.
eat, drink, or breathe (though you do need MODIFICATIONS
rest and sleep). You move more stiffly than Effect › +1 MP = You can can augment the range
a creature of flesh, which means that for the of 5 feet; +2 MP = You can use the spell on
duration you are not considered trained or another creature within immediate distance
specialized in Speed defense rolls. from the first one.
Furthermore, your stone fists function as a
medium weapon. STONE GRIP TIER 3
MODIFICATIONS Cost › 4 MP; 2 MP if stone shape is active
Effect › +2 MP = You can add 1 to Armor; +2 MP Duration › Concentration up to 6 rounds or until
= you can add 1 additional point of damage the target breaks free
to your fists. Effect › You ease the attack with your stone fists.
If you hit, you can grab the target, preventing
WILDERNESS LORE TIER 2 it from moving on its next turn. Attacks or any
Cost › 3 MP attempts to break free made by a grabbed
Duration › 1 hour target are hindered while you hold it. The
Effect › For the duration you are considered target could use its action to attempt to break
trained in wilderness navigation and in free of your grip instead of attacking, which
identifying plants and creatures. requires you to make a Might-based roll to
MODIFICATIONS maintain your grip. If the target doesn’t break
Duration › +1 MP = +1 hour free under its own power, you can continue to
hold it each round as your subsequent actions,
GRASPING FOLIAGE TIER 2 automatically inflicting 4 points of damage
Cost › 3 MP each round by squeezing.
Duration › One minute MODIFICATIONS
Effect › Roots, branches, grass, or other natural Duration › +1 MP = +1 round

197
Countereffects of Elemental COMMUNICATION TIER 4 ELEMENTAL FIRE
Fire: When you heat up an Cost › 5 MP; 3 MP if wilderness lore is active
area or create a fire, it causes Duration › Instantaneous SHROUD OF FLAME TIER 1
a significant change in the
Effect › You can convey a basic concept to Cost › 2 MP
intensity of the magical energy.
This added mana is taken from a creature that normally can’t speak or Duration › 10 minutes
somewhere else in the greater understand speech. The creature can also Effect › At your command, your entire body
area where the temperature give you a very basic answer to a simple becomes shrouded in flames. The fire
change occurs, which suddenly question. doesn’t burn you, but automatically inflicts
turns very cold. Frost may appear MODIFICATIONS 1 point of damage to anyone who tries to
on bushes and trees, but also on
creatures that u ­ nexpectedly sense Effect › +2 MP = You can make another touch you or strike you with a melee attack.
their ­temperature dropping and simple question to the same creature or Flames from another source can still hurt
their s­ urroundings b­ eginning to communicate and ask a simple question to you. While the shroud is active, you gain
chill. Water freezes to ice and another creature of the same species. +1 Armor against damage from fire from
hot food instantly turns cold. another source.
INSECT ERUPTION TIER 5 MODIFICATIONS
Cost › 6 MP Duration › Reduce to one minute = +2 Armor
Duration › 1 minute and inflict 2 points of fire damage
Effect › You call a swarm of insects in a place Effect › +1 MP = You can can add +1 to Armor; +1
where it is possible for insects to appear. 1 MP = +1 point of fire damage.
During the time they remain, they do as you
command while they are within long range. EMIT FLAME TIER 1
They can swarm about and hinder any or all Cost › 1 MP
creatures’ tasks, or you can focus the swarm Duration › Instantaneous
and attack all targets within immediate range Effect › You project a beam of energy at a target
of each other (all within long range of you). The within long range that deals 5 points of fire
attacking swarm inflicts 2 points of damage damage.
per round. You can also command the swarm MODIFICATIONS
to move heavy objects through collective effort, Duration › +1 MP = +1 round
eat through wooden walls, and perform other Effect › +1 MP = +2 points of damage
actions suitable for a supernatural swarm.
Action required for commanding. HURL FLAME TIER 2
MODIFICATIONS Cost › 3 MP; 2 MP if shroud of flame is active
Duration › +1 MP = +1 minute Duration › Instantaneous
Effect › +1 MP = You can increase the damage by Effect › You generate a halo around your arms
1 point per round. and hurl a handful of fire at a target as an
action. This is a ranged attack with short
EARTHQUAKE TIER 6 range that deals 4 points of fire damage.
Cost › 7 MP; 5 if stone shape is active MODIFICATIONS
Duration › 5 rounds Effect › Reduce the damage to 2 points of fire
Effect › You direct your destructive resonance damage and make the spell active for another
into the ground and trigger an earthquake with round.
its centre on a spot you can see within very Effect › +1 MP = You can increase the fire damage
long range. The ground within short range of by 1 point.
that spot heaves and shakes for the duration,
causing damage to structures and terrain in WINGS OF FIRE TIER 2
the area. Buildings and terrain features shed Cost › 3 MP; 3 MP if shroud of flame is active
debris and rubble. Each round, creatures in Duration › One minute
the area take either 3 points of damage due to Effect › You generate a halo around your back in the
the general shaking, or 6 points of damage if form of wings of fire and can levitate, moving up
in or adjacent to a structure or terrain feature or down at a rate of up to 20 feet (6 m) per round
shedding debris. in any direction. You can also take one other non-
MODIFICATIONS movement action on your turn.
Duration › +1 MP = + 1 round MODIFICATIONS
Effect › +1 MP = You can increase the damage Duration › +1 MP = +1 minute
by 2 points. Effect › If you give up the non-movement action on

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your turn, your move is equivalent to flight, so human’s hand. The hand acts as you direct,
you can move in any direction at the basic rate. floating in the air. Directing the hand is
an action. Without a command, the hand
FIRE DETONATION TIER 3 does nothing. It can move a long distance
Cost › 4 MP; 3 MP if shroud of flame is active in a round, but it never moves farther away
Duration › Instantaneous (hurl) or up to 1 from you than long range. The hand can
minute (explosion) grab, move, and carry things, but anything it
Effect › You charge a small object (such as touches takes 2 points of damage per round
a plate, a coffee cup, a book, or a rock) from the heat. The hand can also attack. It’s
with incandescent energy so that it literally a level 3 creature and deals 1 extra point of
steams. As part of the same action, you can damage from fire, when it attacks.
either hurl the object at a target within short MODIFICATIONS
range, or carefully set it down and designate Duration › +1 MP = +1 minute
the moment when it will explode. Whether it Effect › +2 MP = You can increase the heat damage
explodes on impact or at the designated time, and the extra fire damage of an attack by 1 point.
all creatures within immediate range take 4
points of damage. FLAMEBLADE TIER 4
MODIFICATIONS Cost › 5 MP; 3 MP if shroud of flame is active
Effect › +2 MP = The explosion deals 2 additional Duration › 1 hour; the flame ends if you stop
points of damage and targets in the area take 1 holding or carrying the weapon
point of damage even if you fail the attack roll. Effect › You cover a weapon you wield in flame.
While the flame lasts, the weapon inflicts 2
FIERY HAND OF DOOM TIER 3 additional points of fire damage.
Cost › 4 MP; 3 MP if shroud of flame is active MODIFICATIONS
Duration › Ten minutes Duration › +2 MP = +10 minutes
Effect › You can produce a hand made of Effect › +2 MP = You can increase the fire
animate flame that is twice the size of a damage by 1 point.

199
FIRE BLOOM TIER 4 Effect › Your entire body is covered in a sheen of
Cost › 5 MP; 3 MP if shroud of flame is active ice that gives you +1 to Armor. While the sheen
Duration › Instantaneous is active, you feel no discomfort from normal
Effect › Fire blooms within long range, filling an cold temperatures and have an additional +2
area 10 feet (3 m) in a radius and inflicting 3 to Armor versus cold damage specifically.
points of fire damage on all affected targets. MODIFICATIONS
Make a magical attack once for every target in Duration › Reduce to one minute = +3 to Armor
the area. Effort applied to one attack counts versus cold damage
for all attacks against targets in the area of Effect › +1 MP = You inflict 1 point of cold
the bloom. Even on an unsuccessful attack, damage to anyone at immediate range every
a target in the area still takes 1 point of fire round they fail a Might defense roll.
damage. Flammable objects in the area may
catch fire (it does not require an attack). CREATE LIQUID ITEM TIER 1
MODIFICATIONS Cost › 2 MP
Effect › +2 MP = You can increase the radius by 5 Duration › 1 hour
feet (1.5 m); +2 MP = You can increase the fire Effect › You can shape a gallon of liquid into any
duration of 1 round. simple item (no moving parts) that you can
easily hold in one hand. The item is level 2, but
FIRE TENDRILS TIER 5 has the appropriate density (so a liquid sword
Cost › 6 MP; 5 MP if shroud of flame is active can be used as a weapon).
Duration › Ten minutes MODIFICATIONS
Effect › You sprout three tendrils of flame. As Duration › +1 MP = +1 hour.
an action, you can use the tendrils to attack,
making a separate attack roll for each. Each FROST TOUCH TIER 2
tendril inflicts 3 points of fire damage, Cost › 3 MP; 2 MP if ice armor is active
Otherwise, the attacks function as standard Duration › Until used; 1o minutes (weapon)
attacks. If you don’t use the tendrils to attack, Effect › Your hands become so cold that the
they remain but do nothing. next time you touch a creature, you inflict
MODIFICATIONS 3 points of damage. You can use this ability
Duration › +1 MP = +1 minute on a weapon, and for 10 minutes, it inflicts
Effect › +1 MP = You can increase the fire damage 1 additional point of damage from the cold.
by 1 point; +3 MP = You can add 1 tendril. MODIFICATIONS
Duration › +1 MP = +1 round
INFERNO TRAIL TIER 6 Effect › +1 MP = You augment the damage you
Cost › 7 MP; 6 MP if shroud of flame is active inflict by 1 point.
Duration › 1 minute Duration and Effect › You can reduce the duration
Effect › You leave a trail of flame in your wake. of the effect on a weapon to 10 rounds and
The trail matches your path creating a wall increase the weapon’s cold damage to 2 points.
of flame about 6 feet (2 m) high that inflicts
5 points of fire damage to any creature that CONDENSATION TIER 2
passes through it, potentially catching them Cost › 3 MP
on fire for an additional 1 point of fire damage Duration › 10 hours or until used
each round (if they are flammable) until they Effect › You transform the air into liquid, creating
spend a round putting out the fire. up to 100 gallons (380 liters).
MODIFICATIONS MODIFICATIONS
Duration › +1 MP = +1 minute Duration › +2 MP = You can render the spell
Countereffects of Elemental Effect › +2 MP = You can increase the the height permanent (until used).
Water: When you attempt to of the wall by 2 feet; +2 MP = You can increase
create water, the countereffect the wall’s fire damage by 2 points. FREEZING TOUCH TIER 3
will be that water disappears
Cost › 4 MP; 3 MP if ice armor is active
­somewhere else.
ELEMENTAL WATER Duration › Until used
If you freeze the water, Effect › Your hands become so cold that your
somewhere frozen liquid ICE ARMOR TIER 1 touch freezes solid a living target of your
elsewhere will melt, or a cold Cost › 2 MP size or smaller, rendering it immobile for one
or frozen creature elsewhere
Duration › 10 minutes round. If you have another cold spell activated
will heat or gain some heat.

200
9 magic

by touch (such as frost touch), you can use it ICE STORM TIER 5
as part of the freezing touch attack. Cost › 6 MP; 5 MP if resilient ice armor is active
MODIFICATIONS Duration › 1 minute
Effect › +2 MP = You can increase the duration Effect › You create a layer of freezing ice up
of the target’s immobility for another round. to long range that blinds foes. All tasks of
blinded creatures are hindered by two steps.
CREATE LIQUID WALL TIER 3 MODIFICATIONS
Cost › 4 MP; 3 MP if condensation is active Duration › +2 MP = + 1 minute
Duration › 1 hour Effect › +2 MP (ongoing) = You can render one
Effect › You shape 100 gallons (380 liters) of target immobile; +2 MP (ongoing) = You can
water into a wall about 10 feet (3 m) by 10 feet inflict 2 points of cold damage to every foe
(3 m) by 1 foot (30 cm). This wall is level 4. in area.
Alternatively, you can shape the liquid into
a single shape of about the same mass: WINTER GAUNTLETS TIER 6
a ladder 100 feet (30 m) tall, a barred cage Cost › 7 MP; 6 MP if resilient ice armor is active
about 8 feet (2 m) to a side, or a rope 500 feet Duration › Until used; 1o minutes (weapon)
(150 m) long. Effect › As frost touch, but you inflict 6 points
MODIFICATIONS of damage if you touch a creature, or an
Duration › +2 MP = You can increase the additional 3 points of cold damage if you
duration of 1 hour. infuse a weapon. In addition, damaged
targets are frozen in place (if standing on
ICE CREATION TIER 4 a solid surface) and can’t move from their
Cost › 5 MP; 3 MP if ice armor is active location until they use an action to break free.
Duration › 1 hour if in contact with you; 1d6 + 6 The target can still attack and defend.
rounds if you’re not in constant contact with MODIFICATIONS
them Duration › +2 MP = + 1 round
Effect › You create a solid object of ice that is Effect › +2 MP (ongoing) = You can augment the
your size or smaller. The object is crude and damage you inflict by 2 points.
can have no moving parts, so you can make Duration and Effect › You can reduce the duration
a sword, a shield, a short ladder, and so on. of the effect on a weapon to 10 rounds and
Your ice objects are as strong as iron, but increase the weapon’s cold damage to 4
break or melt when the effects end. You can points.
use the object or give it to another PC, but
its duration will change (see Duration). For MIND ESSENCE Countereffects of Mind
example, you make and wield an ice sword, Essence: If you create a mental
but if you give it to another PC, the sword TELEPATHIC TIER 1 bond with another creature,other
creatures experience mental
won’t last as long for that character. Cost › 2 MP
voices and personalities outside of
MODIFICATIONS Duration › 10 minutes, or see below their own, and visits in their sleep
Effect › +2 MP = You can create an object one Effect › You can speak telepathically with others as others occupy their dreams.
size larger than you. who are within short range. Communication
is two-way, but the other party must be willing If you apport or move an object,
RESILIENT ICE ARMOR TIER 4 and able to communicate. You don’t have to an object elsewhere will move.
Cost › 5 MP see the target, but you must know that it’s If you enhance yourself or your
Duration › 1 hour within range. You can have more than one mental force, someone elsewhere
Effect › As ice armor, but +3 Armor, and you gain active contact at once, but you must establish will suffer psychic damage.
immunity to all cold damage. The effects of contact with each target individually, with an If you use precognition,
ice armor and resilient ice armor don’t stack. action. Each contact lasts up to ten minutes. someone elsewhere will be
MODIFICATIONS MODIFICATIONS
unable to make decisions or
will behave in strange ways.
Effect › +2 MP = You inflict 2 points of cold Duration › +3 MP = You can extend the telepathic
damage to anyone at immediate range every link with one contact to 1 hour
round (no roll allowed) and 2 points of cold
damage to those who touch you or you touch DIVERT ATTACKS TIER 1
who fail a Might defense roll; +1MP = You can Cost › 2 MP
exclude targets from being exposed to your cold Duration › 1 minute, or see below
damage. Effect › For one minute, you automatically

201
deflect or dodge any ranged projectile attacks. minds of up to three targets within short range
However, on your next turn after you’re (make a Mana roll against each target). This
attacked with ranged projectiles, all your burst inflicts 2 points of Mana damage and 2
other actions are hindered. points of Intellect damage (ignores Armor).
MODIFICATIONS MODIFICATIONS
Effect › +3 MP (ongoing) = While divert attacks Effect › +2 MP = For each 2 additional Mana points
is active, spending 3 MP you can redirect one you spend, you can make a Mana attack roll
ranged projectile attack against the attacker. You against an additional target; +2 MP you can
can divert no more than one attack in a round. make an Intellect roll instead of a Mana roll.

MIND READING TIER 2 ENHANCE STRENGTH TIER 3


Cost › 3 MP; 2 if telepathic is active Cost › 5 MP
Duration › 1 minute, or see below Duration › 10 minutes
Effect › You can read the surface thoughts of Effect › You gain an asset on tasks that depend
a creature within short range. Target must on brute force, such as moving a heavy object,
make an Intellect or Mana task to resist your smashing down a door, or hitting someone
intrusion in its mind. You must be able to with a melee weapon.
see your target. Once you have established MODIFICATIONS
contact, you can read the target’s thoughts for Duration › +1 MP = For each 2 additional Mana
up to one minute. If telepathic is active, you points you spend, you can extend the duration
can use this ability at long range, and you don’t by 10 minutes
need to be able to see the target (but you do
have to know that the target is within range). USE SENSES OF OTHERS TIER 4
MODIFICATIONS Cost › 5 MP
Duration › +2 MP = +1 hour Duration › 10 minutes
Effect › +2 MP = You can read the mind of a Effect › You can see, hear, smell, touch, and
willing or unwilling target (no roll to resist taste through the senses of anyone with
allowed). whom you have telepathic contact by using
telepathic or mind reading. You can attempt to
TELEKINESIS TIER 2 use this ability on a willing or unwilling target
Cost › 4 MP within long range with an action; an unwilling
Duration › 1 hour or until its Might Pool is target can try to resist with a Mana or Intellect
depleted, whichever comes first defense roll. You don’t need to see the target,
Effect › You can exert force on objects within short but you must know that it’s within range.
range. Once activated, your power has an MODIFICATIONS
effective Might Pool of 10, a Might Edge of 1, Duration › +2 MP = For each 2 additional Mana
and an Effort of 2 (approximately equal to the points you spend, you can extend the duration
strength of a fit, capable adult human), and of 10 minutes
you can use it to move objects, push against Effect › +3 MP = You can use the spell on a
objects, and so on. For example, you could lift unwilling target (no roll admitted to resist).
and pull a light object anywhere within range
to yourself or move a heavy object (like a piece APPORTATION TIER 4
of furniture) about 10 feet [3 m]. This power Cost › 5 MP
lacks the fine control to wield a weapon or Duration › Instantaneous
move objects with much speed, so in most Effect › You call a physical object to you, with an
situations, it’s not a means of attack. You can’t action. You can choose any piece of normal
Equipment, page 134 use this ability on your own body. equipment on the standard equipment list, or
MODIFICATIONS (no more than once per day) you can allow
Effect › +2 MP = You can increase the range by the GM to determine the object randomly. If
one step. you call a random object, it has a 10 percent
chance of being a cypher or artifact, a 50
PSYCHIC BURST TIER 3 percent chance of being a piece of standard
Cost › 5 MP equipment, and a 40 percent chance of being
Duration › 10 minutes a bit of worthless junk. You can’t use this spell
Effect › You blast waves of mental force into the to take an item held by another creature.

202
9 magic

MODIFICATIONS required. All creatures in the network are linked


Effect › +2 MP = You can use the spell to take and can communicate telepathically with one
an item held by another creature (no defense another. They can also “overhear” anything
roll allowed). said in the network, if they wish. Creating a
network of 20 or more creatures requires an
PRECOGNITION TIER 5 action to establish contact.
Cost › 6 MP MODIFICATIONS Countereffects of Undead
Duration › 10 minutes Duration › +3 MP = Increase duration by ten Master:The opposite is life
Effect › You can get a vague sense of the future minutes and the creation of it, and the
countereffects revolve around
for the duration. This has the following effects Effect › +3 MP = Add 5 other creatures in the
life force. When you choose to
until the duration expires: network animate undead beings, the
• Your defense tasks gain an asset. consequence becomes life force
• You can predict the actions of those UNDEAD MASTER from the living diminishes.
around you. You gain an asset to seeing Animals might suddenly die,
through deceptions and attempts to SPEAK WITH THE DEAD TIER 1 children might be stillborn,
other creatures might suddenly
betray you as well as avoiding traps and Cost › 2 MP fall gravely ill, or some other
ambushes. Duration › 10 minutes tragic situation involving
• You know what people are probably thinking Effect › You can ask a question of a dead being the loss of life energy.
and what they will say before they say it, whose corpse you are touching. Because When you try to contact
which gives you an edge. You gain an asset the answer comes through the filter of the a spirit in the realm of the
to all interaction skills. being’s understanding and personality, it dead, the countereffect is that
one or more spirits contact
can’t answer questions that it wouldn’t have
a living being in Serran.
TELEPATHIC NETWORK TIER 6 understood in life, nor provide answers that
Cost › 7 MP it wouldn’t have known in life. In fact, the If the mage wants to drive
Duration › 10 minutes, or until you decide to being is not compelled to answer at all, so an undead being back to the
end it you might need to interact with it in a way realms of death, one or more
undead souls can slip out into
Effect › When you wish it, you can contact up to that would have convinced it to answer while
Serran. If the mage wants to
ten creatures known to you, no matter where it was alive. command an undead being,
they are. All targets must be willing and able MODIFICATIONS one or more living beings are
to communicate. You automatically succeed Effect › +1 MP = You can ask the being an taken over by the dead.
at establishing a telepathic network; no roll is additional question.

203
SPIRIT ACCOMPLICE TIER 1 WRAITH CLOAK TIER 2
Cost › 2 MP Cost › 4 MP, 3 MP if spirit accomplice is active
Duration › 8 hours, or see below Duration › 10 minutes
Effect › You call a level 1 spirit to follow you and Effect › At your command, a spirit wraps itself
your instructions. The spirit must remain around you and automatically inflicts 3 points
within immediate range—if it moves farther of damage to anyone who tries to touch you or
away, it fades at the end of your following strike you with a melee attack. While the wraith
turn and cannot return for a day. You and the cloak is active, all tasks to evade the perceptions
GM must work out the details of your spirit of others are eased. It is not necessary to have
accomplice, and you’ll probably make rolls for spirit accomplice active, but if you have it, wraith
it when it takes actions. The spirit accomplice cloak gives you also +2 Armor.
acts on your turn, can move a short distance MODIFICATIONS
each round, and exists partially out of phase Effect › +2 MP = You can increase the damage
(allowing it to move through walls, though if by 1 point.
cannot carry or wield objects). The spirit takes
up residence in an object you designate, and COMMAND SPIRIT TIER 3
it manifests as either an invisible presence Cost › 4 MP
or a ghostly shade. Your spirit accomplice is Duration › 10 minutes
specialized in one knowledge skill the GM Effect › You can command a spirit or animated
determines. dead creature up to level 3 within short range.
The spirit is normally insubstantial. If you are successful, the target cannot attack
MODIFICATIONS you for one minute, during which time it
Effect › +3 MP (ongoing) = You can give enough follows your verbal commands if it can hear
substance to your spirit to affect the world and understand you.
around it. As a level 1 creature with substance, MODIFICATIONS
it has a target number of 3 and a health of 3. It Effect › +2 MP = You can increase the distance
cannot attack creatures, but while substantial, by one category; +3 MP = You can increase the
it can use its action to serve as an asset for any level by the undead of one.
one attack you make on your turn.
While corporeal, the spirit can’t move through GREATER NECROMANCY TIER 3
objects or fly. A spirit remains corporeal for Cost › 5 MP
up to ten minutes at a time, but fades back Duration › 1 hour
to being insubstantial if not actively engaged. Effect › This spell works like necromancy except
Effect › +2 MP You can augment the level of that it creates a level 3 creature.
the spirit by one. MODIFICATIONS
Duration › +2 MP = +1 hour
NECROMANCY TIER 2 Effect › +2 MP = You can create an additional
Cost › 3 MP undead creature if you have access to multiple
Duration › 1 hour bodies.
Effect › You animate the body of a dead creature
of approximately your size or smaller, TURN UNDEAD TIER 4
creating a level 1 creature. It has none of the Cost › 5 MP
intelligence, memories, or special abilities Duration › Instantaneous
that it had in life. The creature follows your Effect › You channel divine power to repel up to
verbal commands for one hour, after which it five undead creatures in short range, causing
becomes an inert corpse. Unless the creature them to use their actions to move away from
is killed by damage, you can reanimate it you. This effect lasts for one minute. All targets
again when its time expires, but any damage must be level 2 or lower. Harming the undead
inflicted carries over to its newly reanimated breaks the effect. When the effect ends, the
state. undead remember that you used your power
MODIFICATIONS against them. Each additional time you attempt
Duration › +2 MP = +1 hour to repel the same creature in a 24-hour period,
Effect › +2 MP = You can create an additional you need to spend 2 additional MP.
undead creature if you have access to multiple MODIFICATIONS
bodies. Duration › +2 MP = +1 hour

204
9 magic

Effect › +2 MP = You can increase the maximum you at the time of the casting) invisible to one
level of the targeted undead; +2 MP = You target. This illusion affects the target's mind, so
affect an additional five undead. your actions do not affect whether the target can
see you. Items you drop or put down become
DEATH GAZE TIER 4 visible; items picked up disappear if tucked into
Cost › 6 MP the clothing or pouches you wear. You are not
Duration › Instantaneous magically silenced, and certain other conditions
Effect › You project a chilling gaze at all living can render you detectable (such as stepping in
creatures within short range who can see you. a puddle). A spell or ability that can see through
Make a separate Intellect attack roll for each invisibility counters and dispels it, and invisibility
target. Success means that the creature is prohibition suppresses the spell as long as the
frozen in fear, not moving or taking actions target (not you) remains in the area of the purge.
for one minute or until it is attacked. Some MODIFICATIONS
creatures without minds (such as constructs) Duration › +2 MP = +1 minute
might be immune to Death Gaze.
MODIFICATIONS MINOR ILLUSION TIER 1
Effect › +2 MP = You can increase the damage Cost › 2 MP
by 2 points; +2 MP = You ease an attack roll. Duration › 10 minutes; the illusion vanishes if
you move beyond immediate range of the cube
TRUE NECROMANCY TIER 5 Effect › You create a single image of a creature
Cost › 7 MP or object within immediate range. The
Duration › 1 hour image must fit within a 10-foot (3 m)
Effect › This spell works like necromancy except cube. The image can move (for example, you
that it creates a level 5 creature. could make the illusion of a person walk or
MODIFICATIONS attack), but it can’t leave the area defined by
Duration › +2 MP = +1 hour the cube. The illusion includes sound but not
Effect › +2 MP = You can create an additional undead smell. If you want to change the original illusion Countereffects of Weird
creature if you have access to multiple bodies. significantly—such as making a creature Mirages: When you create an
appear to be wounded—you must concentrate illusion, the consequence need
CALL DEAD SPIRIT TIER 6 not always be negative. It may
on it again and spend an action (though doing
mean that another illusion
Cost › 7 MP so doesn’t cost additional Intellect points). suddenly appears in a completely
Duration › 1 day MODIFICATIONS ­different place, or that some
Effect › At your touch, the remains of a creature dead Duration › +2 MP = +10 minutes creature, object, or l­andscape
no longer than seven days appears as a manifest Duration › +2 MP = Increase the range beyond suddenly vanishes from sight
(and apparently physical) spirit, whose level is the which you can move by one category. or flickers for a little while.
same as it had in life. The raised spirit persists for When you try to ­manipulate
up to a day (or less, if it accomplishes something DISTRACTION TIER 2 sounds of various kinds, however,
important to it before then), after which it Cost › 3 MP the consequence will always
be the opposite. If they reduce
fades away and cannot return again. The raised Duration › 2 rounds
the volume in one place, it
spirit remembers everything it knew in life and Effect › You create a mental image in the target's will be increased in another; if
possesses most of its previous abilities (though mind that they will find distracting—because they create a thunderous burst
not necessarily its equipment). In addition, it it is either annoying, alluring, or frightening. of sound, a ­similarly great
gains the ability to become insubstantial as an The target decides what form the phantasm noise elsewhere will be entirely
action for up to a minute at a time. The raised takes. If the target fails an Intellect defensive muted (such as ­lightning or
crashing waves that happen
spirit is not beholden to you, and it does not task, they cannot make other actions for without a sound). If the caster
need to stay near you to remain manifest. 1 round other than to defend themselves. creates the sound of someone
MODIFICATIONS Instead, they interact with the image in their walking across a gravel path,
Duration › +2 MP = +1 day mind—swatting at an imaginary fly, dodging somewhere else that precise
an imaginary attack, staring in surprise at an sound d­ isappears. If they create
WEIRD MIRAGES imaginary loved one, and so on. A new Intellect
a knock on a door, nothing is
heard when another person
task is allowed each round, and once the target somewhere else does precisely
BLIND THE MIND TIER 1 makes a successful save, the spell ends. that. And if the enchanter
Cost › 2 MP MODIFICATIONS removes a particular sound in
Duration › 1 minute Duration › +2 MP = +3 round one place, that exact sound will
Effect › You make yourself and your belongings (on Effect › +2 MP = You can affect another creature. ­inexplicably echo somewhere else.

205
ILLUSORY DISGUISE TIER 2 MODIFICATIONS

Cost › 3 MP Duration › +2 MP = +1 minute


Duration › 1 hour Effect › +3 MP = You can add 1 illusory
Effect › You appear to be someone or something duplicate.
else, roughly of your size and shape.
Once created, the disguise requires no INNER WORLD TIER 4
concentration. If you disguise other creatures Cost › 5 MP
(see modifications below), all disguised Duration › 10 minutes
creatures must stay within sight of you or lose Effect › With a single touch of your purplish
their disguise. If you have spent additional glowing hand, you cast the target into a
points for the duration, the duration is longer world of phantasm that only she can see. She
also for creatures disguised. can take no actions in the real world (but is
MODIFICATIONS not helpless). The nature of the phantasmal
Duration › +2 MP = +10 minutes. world is up to you, but if the GM deems it
Effect › +2 MP = You can disguise another appropriate to the target (a world filled with
creature. the things they love most, or fear most, and
so on), the Intellect defensive task is hindered.
CAST ILLUSION TIER 3 MODIFICATIONS
Cost › 4 MP Duration › +2 MP = +10 minutes
Duration › 10 minutes; the illusion vanishes if Effect › +3 MP = You can affect an additional target.
you move beyond immediate range of the cube
Effect › Like minor illusion, but the range at which GRANDIOSE ILLUSION TIER 5
you create and maintain your immediate- Cost › 6 MP
range illusions increases to anywhere within Duration › 1 hour
short range that you can perceive. Effect › You create a fantastically complex scene
MODIFICATIONS of images that fit within a 1-mile (1.5 km) cube
Duration › +2 MP = +10 minutes that you are also within. You must be able to see
Duration › +2 MP = Increase the range beyond the images when you create them. The images
which you can move by one category. can move in the cube and act in accordance
with your desires. They can also act logically
MAJOR ILLUSION TIER 3 (such as reacting appropriately to fire or attacks)
Cost › 5 MP when you aren’t directly observing them. The
Duration › 10 minutes; the illusion vanishes if illusion includes sound and smell. For example,
you move beyond immediate range of the cube armies can clash in battle, with air support from
Effect › You create a complex scene of images machines or flying creatures, on and above
within immediate range. The entire scene terrain of your creation.
must fit within a 100-foot (30 m) cube. The MODIFICATIONS
images can move, but they can’t leave the Duration › +2 MP = +10 minutes.
area defined by the cube. The illusion includes
sound and smell. It changes as you direct (no PERMANENT ILLUSION TIER 6
concentration is needed). Cost › 7 MP; 6 if minor illusion, cast illusion, major
MODIFICATIONS illusion or grandiose illusion are active
Duration › +2 MP = +10 minutes Duration › Permanent
Duration › +2 MP = Increase the range beyond Effect › An illusion (or portion of an illusion)
which you can move by one category. that you create using minor illusion, cast
illusion, major illusion or grandiose illusion
ILLUSORY SELVES TIER 4 that fits within a 10-foot (3 m) cube becomes
Cost › 5 MP permanent. You can permanently end the
Duration › 1 minute illusion as an action, but others must expend
Effect › You create four illusory duplicates of exceptional ingenuity to prevent the illusion
yourself within short range. You mentally direct from regenerating even if it has apparently
their actions, and you can have each duplicate been dispersed.
do different things from the other duplicates. MODIFICATIONS
If struck violently, they either disappear Effect › +3 MP = You can extend the cube by 5
permanently or freeze motionless (your choice). feet (1.5 m)

206
9 magic

Appendix
Part 1
BACK MATTER
MATTER
CHARACTERS

CHARACTER
Chapter CREATION
4: CREATING STEPS
YOUR CHARACTER 208
14
INDEX
Chapter 5: TYPE 212
20
Chapter 6: FLAVOR 34
Chapter 7: DESCRIPTOR 38
Chapter 8: FOCUS 60
Chapter 9: ABILITIES 95
Chapter 10: EQUIPMENT 201
207
appendix A CHARACT
CHARACTER CRAT
CRATION STEPS

GET PREPARED 6. FILL IN YOUR SKILLS


Use the character sheet in the back of this AND INABILITIES
book, make a two-sided photocopy or download In the Skills/Inabilities section, write down skill
from www.hbdragonsgames.com. You’ll see groups you have competence in, and the skills
places to write your character’s name, concept, you get from your type, and whether you are
descriptors, type, focus, special abilities, trained (T), specialized (S), or have an inability
equipment, skills, cyphers, spells and other (I) in that skill. Also write down what kind of
features. armor you can use in the Defense section and
weapons you can use from your type in the
1. CHOOSE YOUR NAME Weapons section.
Choose a name for your character. Add in any skills from your descriptors and
focus, and any weapon or armor training from
2. CHOOSE YOUR CONCEPT your descriptors or focus.
Choose your concept path and ancestry, and
write your path after your character's name. 7. WRITE IN ADDITIONAL
STATS
3. DESCRIPTORS, TYPE, AND Write down your character’s tier, Effort, and
FOCUS cypher limits in the appropriate boxes. These
Write your character’s descriptors, type, and stats come from your type. Your descriptor and
focus to complete the sentence. focus might change your Effort and cypher limit.

4. FILL IN YOUR STAT POOLS 8. WRITE IN SPECIAL ABILITIES


Take a detailed look at your type, because that’s Write down any special abilities provided
where you’ll get your Pool starting values. Fill by your type, descriptors, and focus in the
in those values. Special Abilities box. Be sure to write down
Your descriptors might
also add to your Pools.
Check your descriptors CHARACTER NAME ADVANCEMENT
13
to see if they give you 2concept path CHARACTER SHEET
INCREASE MOVE TOWARD EXTRA SKILL

additional points, and,


CAPABILITIES PERFECTION EFFORT TRAINING
mood descriptor ANCESTRY descriptor SPECIAL ABILITIES +4 points into +1 to the Edge of +1 into Effort Train in a skill
stat Pools your choice or specialize in
IS A a trained skill

if so, add them to the type


3 WHO 8 DEFENSES
Unarmored Defense Light

appropriate starting Pool.


focus
9
ARMOR TYPE
Medium Heavy

flavor

Your focus might add


Speed Effort/Mana Cost
NOTES

might speed tier


SKILL GROUPS
to your Pools. Check your
focus to see if it gives you 5 effort
7
4
pool edge pool edge

additional points, and, if so, intellect mana

WEAPONS
add them to the appropriate 6
xp

Unarmored
9
WEAPON Light
SKILLS C T S I
Medium Heavy

starting Pool. pool

RECOVERY ROLLS
edge pool edge

13
NOTES

ATTACKS eased/
hindered damage

10
1 ACTION 10 MINUTES
1D6 +

5. FILL IN YOUR
1 HOUR 10 HOURS

DAMAGE TRACK

EDGE STATS Impaired


+1 Effort per level
Debilitated
Can move only an
immediate distance

Write your Edge if something


Ignore minor and major effect
results on rolls Cannot move
if Speed Pool is 0
Combat roll of 17-20 deals only +1
damage

is changed by your type. Permission to photocopy.


C = competent, T = trained, S = specialized, I = inability

© HBDragonsGames 2022

208
appendix A

the cost (if any) of any special abilities. You you a connection to the first adventure. Write
don’t have to write out the description of the these down in the Background section of your
ability—just the name, cost, and (optionally) character sheet.
page number is fine.
13. DURING PLAY, NOTE
9. WRITE IN EQUIPMENT DAMAGE TRACK,
Write in the starting equipment from your RECOVERY ROLLS, XP, AND
type. If your equipment includes armor (or if ADVANCEMENT
you spend money to buy armor) write down During gameplay, keep notes of how many
how many points of Armor it gives you in recovery rolls you’ve used each day and where you
the Shield in the left side of the Defense box. are on the damage track. (If you’re hale or dead,
Write the Speed Effort and Mana cost for you won’t need to mark anything, so there aren’t
your armor in the Cost box to the right of the spots on the damage track for those; otherwise,
Defense box. it’s important to make a note of your status on
Your descriptors and focus may give you the damage track.) The 1d6 + box is for writing
additional equipment or money. down the amount that you add to your recovery
rolls; this number is usually your current tier, but
10. LIST YOUR ATTACKS you might have a special ability that changes it.
Attacks are based on your chosen weapons, Additionally, write down how many
and you may have special abilities that you experience points (XP) you currently have.
can use as attacks. List them here, write down As you spend XP on advancing your character,
how much damage they do, and include any mark which advancement options you’ve
special modifiers. chosen (on the back of the character sheet).

11. ADD MAGIC ITEMS 14. KEEP NOTES


Ask your GM if you have starting magic items or if The notes section is designated for events and
they are going to choose them for you. Write down experiences that happen to your character once
the magic items and the spell catalysts you get in the game begins.
the Magic Items and Spell Catalysts boxes.
15. PERSONAL GOALS
12. INCLUDE YOUR In this section you can add your goals, if any.
BACKGROUND They can help you to define your characters
If you wish, each one of the three aspects of your and will give you interesting roleplaying ideas.
character can help define your background.
Your type gives you a connection to the world, 16. MISSION DIARY
your focus gives you a connection to one other In this section you can add a brief overview of
player character and your descriptors give your missions and adventures.

17. KNOWN
EQUIPMENT MISSION DIARY SPELLTHREADS
16
DATE DESCRIPTION XP EARNED

If you are a spellcaster, in


MONEY
CP SP GP CHARACTER SHEET
ITEMS

9 PORTRAIT this section you can add the


19 spellthreads you know.
NOTES deity, organizations, affiliations, allies

14 18. BONUS SPELLS


If you are able to cast
MAGIC ITEMS
BACKGROUND
KNOWN SPELLTHREADS
spells, in this section you
12 can add the bonus spells
17
you have learned.

BONUS SPELLS 19. PORTRAIT


11 7
CYPHER LIMIT PERSONAL GOALS
18 On the back of the character
SPELL CATALYSTS
15 sheet is a place to draw,
sketch, or paste an image
MANA BONUS POOL

Permission to photocopy.
of your character.
© HBDragonsGames 2022

209
appendix b BIBLIOGRAPHY AND RESOURCES

T
here are many different genres of fantasy Dying Earth: The Dying Earth (Jack Vance), the
If you’re a GM, it’s likely that within the general concept of fantasy Zothique stories (Clark Ashton Smith), The
your fantasy game world draws gaming, and you can use or mix them to Magic Goes Away (Larry Niven), and the Lords
on elements from multiple create your campaign in Monte Cook's Diamond of Dûs series (Lawrence Watt-Evans).
kinds of fantasy, and that’s
Throne.
perfectly fine—the combination
you choose creates something Fairy Tales: Undine (1811 novella), Jack and the
unique with your personal Epic Fantasy (High Magic): The Lord of the Rings Beanstalk (folklore), Robin Hood (folklore),
creative stamp. In the land of (J. R. R. Tolkien), The Chronicles of Narnia (C. S. Alice in Wonderland (various forms of the story),
the Diamond throne all kinds Lewis), the Discworld series (Terry Pratchett), The Brothers Grimm (2005 film), and Pan’s
of adventure are possible. The Chronicles of Prydain (Lloyd Alexander), The Labyrinth (2006 film).
Neverending Story (1984 film), The Chronicles
If you’re a player, you probably of Amber (Roger Zelazny), the Ethshar series Historical Fantasy: The Princess Bride (1987
used an interesting character (Lawrence Watt-Evans), The Wheel of Time film), the Knights of the Round Table (folklore),
from fantasy media as the series (Robert Jordan), the Earthsea series the Sinbad films animated by Ray Harryhausen,
inspiration for one of your
(Ursula K. Le Guin), the Shannara series (Terry Ladyhawke (1985 film), Xena: Warrior Princess
PCs. By looking at other
fantasy media in the genres Brooks), The Chronicles of Thomas Covenant (1995 TV series), Clash of the Titans (1981 film),
you know, you can find new (Stephen R. Donaldson), the Dragaera/Vlad The City of Brass (S. A. Chakraborty), and Time
perspectives and keep things Taltos series (Steven Brust), Shadow of the Fox Bandits (1981 film).
interesting. And by learning (Julie Kagawa), A River of Royal Blood (Amanda
about other kinds of fantasy, Joy), Avatar: The Last Airbender (2005 TV Contemporary Fantasy: The Dresden Files (Jim
you unlock entirely new kinds
of gaming to explore, either by
series), and Three Hearts and Three Lions (Poul Butcher), the Harry Potter franchise, The Magicians
switching genres or by adding Anderson), The Broken Earth trilogy (N.K. (Lev Grossman novels and TV series), Hellboy
elements from a new (to you) Jemisin). (comics and films), Buffy the Vampire Slayer
genre to your existing game. (1997 TV series), the Anita Blake series (Laurell
Sword and Sorcery (Low Magic): Conan the K. Hamilton), Wicked Fox (Kat Cho), Supernatural
Barbarian (Robert E. Howard), Red Sonja (2005 TV series), and Bright (2017 film).
(Marvel Comics), Fafhrd and the Gray
Mouser/Lankhmar (Fritz Leiber), The Sword Paranormal Romance: Buffy the Vampire Slayer (1997
of Truth (Terry Goodkind), the Book of Swords TV series), the Twilight saga (Stephenie Meyer), and
series (Fred Saberhagen), Willow (1988 film), the Anita Blake series (Laurell K. Hamilton).
Dragonslayer (1981 film), The Beastmaster (1982
film), Rebel of the Sands (Alwyn Hamilton), A Whimsical Fantasy: Discworld series (Terry
Song of Ice and Fire (George R. R. Martin), Spin Pratchett), the Mouse Guard franchise, the
the Dawn (Elizabeth Lim), and We Hunt the Harry Potter franchise, the MythAdventures
Flame (Hafsah Faizal). series (Robert Asprin), Good Omens (Neil
Gaiman and Terry Pratchett), The Dark Crystal
Dark Fantasy (Obscure magic): Sandman comic (1982 film), and Labyrinth (1986 film).
series (Neil Gaiman), the Dark Tower series
(Stephen King), The Sword and the Sorcerer Wuxia: Crouching Tiger, Hidden Dragon (2000
(Norman Winski), the Elric series (Michael film), Hero (2002 film), The House of Flying
Moorcock), the Kane series (Karl Edward Daggers (2004 film), The Forbidden Kingdom
Wagner), Children of Blood and Bone (Tomi (2008 film), and many others popular in Asia that
Adeyemi), The Dark World (Henry Kuttner), and haven’t received wide distribution in other parts
the works of Gertrude Barrows Bennett. of the world.

210
CHARACTER NAME ADVANCEMENT
concept path CHARACTER SHEET
INCREASE MOVE TOWARD EXTRA SKILL
CAPABILITIES PERFECTION EFFORT TRAINING
mood descriptor ANCESTRY descriptor SPECIAL ABILITIES +4 points into +1 to the Edge of +1 into Effort Train in a skill
stat Pools your choice or specialize in
IS A a trained skill
type
DEFENSES
WHO
Unarmored Defense Light
focus Medium Heavy
ARMOR TYPE
flavor
Speed Effort/Mana Cost
NOTES
might speed tier
SKILL GROUPS
effort
pool edge pool edge
intellect mana
xp WEAPONS
WEAPON Unarmored Light
SKILLS C T S I
Medium Heavy
pool edge pool edge NOTES
RECOVERY ROLLS
ATTACKS eased/
hindered damage
1 ACTION 10 MINUTES
1D6 +
1 HOUR 10 HOURS
DAMAGE TRACK
Impaired Debilitated
+1 Effort per level Can move only an
immediate distance
Ignore minor and major effect
results on rolls Cannot move
if Speed Pool is 0
Combat roll of 17-20 deals only +1
damage
C = competent, T = trained, S = specialized, I = inability
Permission to photocopy.
© HBDragonsGames 2022
EQUIPMENT MISSION DIARY
DATE DESCRIPTION XP EARNED
MONEY
CP SP GP CHARACTER SHEET
ITEMS

PORTRAIT

NOTES deity, organizations, affiliations, allies

BACKGROUND
MAGIC ITEMS KNOWN SPELLTHREADS

BONUS SPELLS

CYPHER LIMIT PERSONAL GOALS

SPELL CATALYSTS

MANA BONUS POOL

Permission to photocopy.
© HBDragonsGames 2022
index

actions 163 character paths 36 cover 168


activate spell and special ability 171 character stats 14 crafting 175
attack 163 character tiers 18 create your character 14
defend 173 character type 48 crippling shadow 191
do something else 173 chase 172 Cruel 89
move 172 climbing difficulty 174 crystalline / crystal-laced armor 139
wait 173 climbing 173 crystalline and crystal-laced gear 151
advancing skills 21 clothing descriptions 148 Cultured 90
adventuring equipment 147 clothing 148 currency and prices 134
aging effect 35 Clumsy 88 customizing foci 133
akashic nodes 106 coins 134 cyphers 151
akashic 36 combat between npcs 170 damage 164
akashic (flavor) 73 combat between pcs 170 damage from hazards 165
ambient damage 165 combat 10 damage track 166
ancestries 23 combat (flavor) 75 dazed 167
animal and gear 149 Committed 88 debilitated 166
Appealing 87 competence 20 defense 173
arcane protection 190 concepts (character) 22 Defends a Cause 100
area attacks 171 Ancestries 23 Delves into Akashic Memory 104
armor descriptions 137 Human 24 descriptor (character) 82
armor 135 Dracha 24 determining task difficulty 157
armor (stat) 164 Faen 26 determining task stat 155
artifacts 152 Giants 28 devanian armor 139
assets 158 Litorians 30 difficulty 157
attack modifiers 168 Mojh 31 disease 167
attacking objects 171 Sibeccai 32 Dishonorable 90
Attunes to Mystical Forces 97 Verrik 34 distance 161, 182
boats and ships 149 Paths 36 distraction 174
bonus 158 Akashic 36 divine blessings 193
bonus spells 209 champion 37 dracha and mojh 26
Brash 88 greenbond 38 dracha 25
buildings 150 mageblade 39 Dracha (descriptor) 83
buying and selling magical items 151 magister 40 draw the attack 175
challenge mode 9 oathsworn 41 ease (difficulty) 8
champion 37 ritual warrior 42 Edge 15
channeler 55 runethane 43 effort 16, 158
character advancement 187 totem warrior 44 effort and damage 17
character concepts 22 unfettered 45 eldritch sight 194
character creation steps 208 warmain 46 elemental air 196
character descriptor 82 witch 47 elemental earth 197
character flavors 73 Contemplative 89 elemental fire 198
character focus 96 cooperative actions 174 elemental water 200

213
emissary 60 Lucky 92 skill groups 19
encounters 162 mageblade 39 skills 158
encumbrance 135 magic items 12 sneaking 178
equal advancement 187 magic 188 special abilities 19
equipment 134 magic (flavor) 77 special damage 167
escalation stress rate 178 magical schools 188 special rolls 11, 159
experience points(XP) 12,183 magister 40 specialized 20
exploration mode 9 major effect 160 Speed 14
explosive weapons 145 Mana 15, 188 spell backlash 190
faen 27 Manifests Witchery 116 spell catalysts 151
Faen (descriptor) 84 Masters War Tactics 119 Spellthreads 190
Fierce 90 Might 14 spells legend 190
fight monsters and XPs 187 mind essence 201 spending XP 185
fighter 48 minor effect 159 spirits 109
focus (character) 96 modifying the difficulty 157 stat Pools 15
followers 181 mojh 31 stats 14
Follows the Green Path 107 Mojh (descriptor) 86 stealth (flavor) 79
food and lodging 150 mood descriptors 87 Stealthy 94
gaining insight 179 movement modifiers 172 Strong 94
giant 29 moving a heavy object 177 stunned 167
Giants (descriptor) 85 moving targets 170 surprise 169
glossary 10 Mysterious 93 Swears an Oath 127
GM awards 184 naming ceremony 21 Swift 95
GM intrusion 159, 183 npcs and special damage 167 swimming 178
Graceful 91 oathsworn 41 tactical play 182
greenbond 38 object damage track 171 take the attack 175
guarding 176 escalation mode 178 taking action 155
hale 166 path concepts 23 target number 8
Has an Athame 110 path customization 23 task difficulty 9, 157
hauling vehicles 149 Performs Battle Rituals 121 tier advancement 186
healing 177 player intrusion 19 tiers 18
helping 174 player-driven awards 184 timekeeping 162
higher ground 168 players 6 tools of play 7
hinder (difficulty) 8 playing the game 8 totem warrior 44
Honorable 91 poison 167 Tough 95
how to cast a spell 189 Pool 15 trade 134- 135
Human (descriptor) 83 position 168 trained 20
illumination 169 prone 168 type (character) 48
impaired 166 random height and weight 35 undead master 203
inability 156 range 169 unfettered 45
immediate benefits 185 recovery roll 166 using armor 136
Impulsive 92 Resolute 93 using miniatures 182
initial cost 161 retrying a task after a failure 160 verrik 34
initiative 162 Reveres a Totem Spirit 123 Verrik (descriptor) 86
Inscribes Runes 112 riding 177 Virtuous 95
Intellect 14 ritual warrior 42 visibility 169
Intelligent 92 round 162 wanderer 66
interacting with creatures 177 Rugged 94 warmain 46
jumping 177 rules of the game 154 Was Foretold 129
key concepts 156 rune’s typologies 113 water 170
legendary items 152 runethane 43 weapon descriptions 142
litorian 30 short- and medium-term benefits 185 weapon templates 145
Litorians (descriptor) 85 sibeccai 33 weapons 139-140
Lives Unfettered 115 Sibeccai(descriptor) 86 weird mirages 205
long-term benefits 186 size 182 witch 47

214
215
PRINTED IN EUROPE

216
In this noble, giant-ruled land, explore the reaches of the Floating Forest. Discover the
incomparable beauty of the magical Crystal Fields. Learn the secret of the God-King of
the verrik people. But beware the military might of the chorrim and the fiendish powers
of the shadow trolls.

Evolved is the essential reference for every Monte Cook’s Diamond Throne role-
player. It includes everything you need to create characters and venture into
the world of Serran.
Use this book to create awesome characters from unique ancestries and
paths. Choose your type, focus, and descriptors to forge the next hero in
the Land of the Diamond Throne.
Powered by the award-winning Cypher System, in this book you will find:
• Complete, streamlined rules for a fast-paced, story-based tabletop
roleplaying game experience.
• An intuitive, concept-driven character-generation system, with
scores of options for building just the character you imagine.
• Rules for magic, and many spells you can choose from, with a lot
of options for every spellcaster.

Evolved is one of two corebooks. Unearthed explores the Diamond Throne


setting and beyond with detailed information for every GM.

© 2022 Monte Cook, WMS Publishing sas. Arcana Evolved, the Diamond Throne, and associated logos are trademarks
belonging to Monte Cook in the U.S.A. and other countries. All Monte Cook characters and character names, and the distinctive
likenesses thereof, are trademarks of Monte Cook. Here Be Dragons Games and its logo are ® of WMS Publishing sas.
CYPHER SYSTEM and its logo are trademarks of Monte Cook Games, LLC in the U.S.A and other countries.
Printed in Europe.

www.hbdragonsgames.com

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