Mythcraft CoreRulebook 1.1 DIGITAL Linked
Mythcraft CoreRulebook 1.1 DIGITAL Linked
MythCraft was created by Grant Mielke, Nathan Special Thanks to Alex Gumm, Alli Balleza,
Heard, Andi Hadfield, and Jake Neece Cody Smith, Ellen Martin, Tyrell Nye, Pippin
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Eisinger, Brent Jans, and Lincoln Der Hayes, GamingSheriff, and Stacey Dyer
Artwork by Eryn Fitzgerald (Myco), John Created in partnership with The Homebrew
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Cover Art by Austin Brady
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4
TABLE OF CONTENTS
We all likely share a memory constructed of several key elements: a circle of friends, the rattle of dice, bursts of laughter, heart-
racing excitement, amusing tangents, endearing NPCs, and inside jokes that endure. These are moments we reminisce about for
months, sometimes even years.
Tabletop gaming offers a unique escape, allowing us to immerse ourselves in grand tales and epic adventures crafted by our
own hands. It presents the chance to not just witness a story, but BE the story, and inhabit these rich, fantastical worlds, and
forge our own myths — our very own tales that resonate with us more profoundly than any fandom, novel, or other games
might.
MythCraft emerged from a desire to design a game system that genuinely supports the birth of epic sagas. It seeks to bridge the
gap between complex combat and a love for intricate narratives. Our vision was clear: a game where players needn’t sacrifice
any part of their experience. It delivers the thrill of intricate tactical combat without compromising on roleplay, character
evolution, exploration, or any other non-combat elements that elevate stories to legendary status.
What you have in your hands is the MythCraft Roleplaying Game, meticulously designed to facilitate the most legendary
adventures. It’s built to endure the test of time, to adapt to countless iterations and derivations, and to provide a scaffold upon
which creators can shape their own myths.
While MythCraft’s core ruleset isn’t your typical “pick up and play” for a casual game night, it is purposefully designed to foster
detailed campaigns that may span years in our world and decades within the game’s world. Our aim was to seamlessly integrate
aspects of roleplaying and wargaming, creating a tactical experience without relying on expensive miniatures. We strived
to craft a strategic game that remains uncompromisingly loyal to roleplaying, exploration, adventuring, and all the facets of
tabletop gaming that make it peerless.
Designed with modularity at its core, we aimed to future-proof MythCraft. Once players and creators grasp the foundational
rules, the game offers unparalleled flexibility. Having mastered the principles within, MythCraft’s engine is yours to steer,
forging any universe you envision.
MythCraft is a game for everyone, and it will always remain accessible — free for players, game masters, and creators to
experience and innovate upon.
So, delve into the world of MythCraft, where every decision, whether made in the heat of battle or in the quiet forging of
alliances, bears significance.
6 FO R E W O R D
PREFACE: CHARACTER CREATION
T
his chapter details the exact steps by which you
A S S I G N AT T R I B U T E S
create a Player Character (PC) for your MythCraft
game. Character creation involves both thinking PCs in MythCraft have eight attributes, which determine
about your backstory and your place in the world, and how good you are at various activities. There are three
choosing what mechanical abilities you have. physical attributes, three mental, and two metaphysical.
As you pick your character’s abilities, think about how Each attribute has a number ascribed to it, which reflects
that fits in with their personality and backstory. Designing how good you are at using that attribute. This ranges from
your character’s mechanics involves five steps: a -3 (terrible) to a +12 (legendary). An average untrained
1. Choose a lineage human has a 0 in a given attribute.
2. Assign Attribute Points
3. Note your stats
AT T R I B U T E C A P
4. Determine background Each time you level up, you can increase one of your
5. Pick a profession attributes by +1 (see Leveling Up below). However, your
6. Take a starting talent attributes are always limited based on your level: you can
never have an attribute that exceeds ½ your level+1.
L I N E AG E This means that at levels 1 and 2, your attributes cannot
be higher than a +2. At levels 3 and 4, they cannot exceed a
First, what is your character’s lineage? Pick from well-
+3, and so on.
known fantasy lineages like dwarf or elf, or play a unique
lineage like a squirrelly kleppin or a biotechnical raedeen. ASSIGNING
Chapter 1: Lineages provides an in-depth description of AT T R I B U T E S
all lineages. Each lineage allows you to make a choice when
You have 5 Attribute Points that you can assign to your 8
you first create your character as no lineage is a monolith.
attributes. You may choose to give yourself a -1, -2, or even
You will either pick a sublineage, or you will pick from a list
a -3 in one or more attributes to grant yourself additional
of lineage abilities to make yourself unique.
Attribute Points (for each -1 penalty you take, you get 1
Some lineage options give you Skill Points. You can read
extra Attribute Point). However, note that you must still
more about how skills work in Chapter 7.
observe the attribute cap.
When you assign Attribute Points, jot them down on
both page 1 and page 2 of your character sheet. Note that
page 2 displays all 8 attributes, but page 1 does not display
EXAMPLE: MARCUS AND HANNIAH Coordination because that attribute is primarily used in
Nathan and Andi are creating Marcus, and Grant and Jake are combat, and combat is detailed on page 2.
creating Hanniah.
Marcus is a human, so he gains the “Tenacious” feature, R O L L I N G F O R S TA T S
which gives him 1 additional Attribute Point. Nathan and Optionally, if you would prefer to roll for your attributes
Andi assign it to CHA. Humans also get one unique feature and if your MC allows it, roll 2d4 and subtract the second
from a list of Human options, so Nathan and Andi pick the from the first, resulting in a number between -3 and +3. Do
“Fast Friends” ability, granting Marcus Skill Points Leadership this 8 times. You can assign these numbers to any of your 8
and Persuading. attributes. Note that this can break the attribute cap rule;
Hanniah is a kleppin, so she gets the “Scurry” feature. you must observe the attribute cap rule when leveling up,
Kleppins also get two unique features of their choice from the so you cannot increase a +3 to a +4 until you are at least
list of kleppin features, so Grant and Jake choose “Climber” level 5.
and “Claws.” DISCLAIMER: This optional rule will cause imbalance in
your character as the abilities, talents, spells, and monsters
are designed with standard attributes in mind rather than
rolled attributes. MCs that allow rolled attributes might
impose additional restrictions, such as only allowing one +3
bonus.
P R E FAC E | C H A R AC T E R C R E AT I O N 7
Furthermore, if you have 6 or more LUCK, your crit range
E X A M P L E : M A R C U S L U X XO R
increases by +1 (e.g., from 20 to 19-20), and if you have 12
Nathan and Andi are both creating Marcus Luxxor,
LUCK, your crit range increases by 1 more. Your crit range
a human cleric. Nathan gives Marcus 2 points in
can never exceed 16-20.
STR, 1 point in END, and 2 points in AWR. He gives
Coordination (COR): Your overall ability, both physically
Marcus a -1 penalty to DEX to give him 1 point in
and mentally, to process information and act upon it. This
CHA.
is neither DEX (physical) nor AWR (mental), but a separate
Andi rolls for her attributes, so she rolls 2d4 and
mechanism by which the game tracks your capacity to act.
subtracts the second die from the first. She does this
For every 2 points of COR that you have, you gain 1
8 times, resulting in 3, 2, 1, 1, 0, 0, 0, and -1. Andi
additional AP at the beginning of your turn .If you have -1
puts 3 points in STR, 2 in AWR, 1 in END, and 1 in
or -2 COR, you lose 1 AP at the beginning of your turn. If
CHA. She assigns her -1 to DEX.
you have -3 COR, you lose 2 AP at the beginning of your
turn.
THE EIGHT ATTRIBUTES
Each of the attributes, and what they represent, are N O T E Y O U R S TAT S
explained below. Each attribute is referred to with an
Your DEX, END, AWR, INT, and CHA will affect some of your
abbreviation, listed in parentheses after the attribute.
passive stats, including five of your six defenses and Hit
P H Y S I C A L AT T R I B U T E S Points (HP). Note these on your character sheet as directed.
M E N TA L A T T R I B U T E S Defense Score
Awareness (AWR): Picking up on sensory details that warn Armor Rating (AR) 10
of danger, deceit, and the like. This is the attribute that Reflexes (REF) 10+DEX
measures your skill at observing and interpreting the world
Fortitude (FORT) 10+END
around you.
Intellect (INT): Wealth of knowledge; your capacity to Anticipation (ANT) 10+AWR
quickly consume and accurately retain information. This Logic (LOG) 10+INT
attribute determines how good you are at processing Willpower (WILL) 10+CHA
information and recalling it accurately when needed.
Charisma (CHA): Projecting your desires, your confidence, AR represents your physical capacity to block or avoid direct
and your force of will to your advantage. This attribute hits using armor, mastery over weapon fighting styles, and
reflects your personal magnetism and your ability to sway the like.
people to your views. REF represents your nimbleness and ability to dodge out of
the way of some attacks, like a stream of acid.
M E TA P H Y S I C A L FORT demonstrates how good you are at enduring
AT T R I B U T E S punishing environments and effects, such as the intense heat
Luck (LUCK): Having things go your way even when they of a fireball.
shouldn’t. This attribute sways fate in your favor and grants ANT reflects your skill at instinctively intuiting a threat
you a special ability: You may reroll 1d20 that you rolled if before it hits you. Unlike REF, this defense would be used
you are unsatisfied with the result. You may use this ability when you are unaware of an incoming attack, such as being
once for every 2 points of LUCK that you have, regaining all ambushed or triggering a tripwire.
expended uses upon Taking a Rest. If your LUCK is lower LOG demonstrates your skill at thinking clearly under
than 0, you can never crit, and you subtract your LUCK from duress and might be used when a creature attacks you with
every d20 roll that you make. enchanting magic that might charm or frighten you.
If you have 1 or more LUCK, your crits become stronger. WILL represents your determination to stay true to yourself.
Add your LUCK score to critical damage that you deal. Depending upon the nature of the attack, enchanting magic
might target your WILL instead of your LOG.
8 P R E FA C E | C H A R AC T E R C R E AT I O N
H I T P OI N TS B OP
No matter what level you are, your HP is always 10+(level) BOP stands for the Background, Occupation, and Profession
d(X)+(level) where X is a die size determined by your END. system in MythCraft. Chapter 2 explains all backgrounds
For example, a level 1 character with 0 to 2 points in END and professions in detail. Every background allows you
will have 10+1d4+1 HP, and a level 1 character with 3 to gain a profession, except for the urchin background.
points in END would have 10+1d6+1 HP. You can always Backgrounds also specify that if you pick a profession with a
choose to take a set HP amount instead of rolling, as shown certain occupation tag, then you gain additional Skill Points.
on the table below.
P R E FAC E | C H A R AC T E R C R E AT I O N 11
CHAPTER 1: LINEAGES
W
hen you create a character at 1st level, you choose your lineage: you might be a human, adaptable and tenacious;
a dwarf, hardy and stalwart; or an otherworldly, recondite elf. Perhaps you come from a less well-known lineage:
maybe you’re a flighty, fuzzy kleppin, enormous trollfolk, cantankerous bhrunai, or even a shambling undead.
At 1st level, you gain your lineage’s base features. You gain one additional lineage feature of your choice at certain character
levels: 5, 10, 15, 20, 25, and 29. This is based on your overall character level, not on how many levels you might have in a
particular class.
The evidence of this theft could always be found the
following morning in the form of shoes with new soles or
clothes expertly patched with tightly-wound swampgrass.
Past bhrunai generally struggled with the concept of
ownership and so these exchanges were often deemed as
thefts, though many homes grew to welcome these small
services and so began leaving offerings for the bhrunai
directly. However, it is only in recent centuries that these
once-reclusive beings have emerged from their seclusion
and embraced integration into society at large.
Travelers may now encounter bhrunai as they engage
in commerce in bustling city markets or traverse trade
routes with their turtle-pulled wagons. They have earned
a particularly notable reputation as skilled artisans and
craftsmen and are known to pour themselves into perfecting
a craft over their long lifetimes. They take great pride in
their independence and resourcefulness, relying on their
own abilities to solve problems before seeking assistance.
B H R U N A I C U LT U R E
Bhrunai have traditionally preferred either solitude or the
company of their own kind, building tiny, stilted hovels
and forming small communes, usually close to established
settlements with which they could trade. Passersby may
mistake a group of sleeping bhrunai for mossy boulders.
Bhrunai have unique romantic relationships, wherein two
who chose to spend their lives together perform a “Melding”
wherein two become one. This new bhrunai shares the
memories of both mates, but is an entirely new unique
individual. Ten to fifteen years after a Melding, two to four
small, round, pebble-like eggs break off from the bhrunai
while it sleeps, which grow into young.
BHRUNAI TRAITS
Height: 3’4” – 4’2”
Weight: 50 – 120 lbs
Size: Small
Base Speed: 20 ft
Appearance: Bhrunai are usually stocky or cherubic with
skin tones like that of stone: primarily shades of gray and
brown. Their hair resembles mosses, lichens, or fungi, and
their eyes range in coloration from gray to brown to green
B H RU N A I to blue to hazel to metallic.
Lifespan: Bhrunai reach maturity around ten years of
age and live very long lives. Bhrunai do not physically
(BROO-nye)
deteriorate until around their 400th year of life when their
With their brown-green skin, pointed ears, and thick
body slowly begins to solidify as they spend more and more
manes of mossy-green, brown, or black hair, the bhrunai
time resting in their stone form. By their 500th year, most
originally come from the southern swamplands and possess
bhrunai become stone permanently.
a captivating appearance they share with their northern
relatives, the trollkin. Existing on Ancerra for countless ages,
this ancient lineage is deeply intertwined with the myths
and legends of many other cultures. In the past, it was well
known that bhrunai would often sneak into homes deep in
the night and take food, trinkets, or other such things they
deemed useful as tools.
CHAPTER 1 | LINEAGES 13
Natural Camouflage II. Prerequisites: Natural Camouflage
B H R U N A I S TA R T I N G I. While outdoors and not actively moving, gain your
F E AT U R E S Natural Camouflage bonus.
At level 1, you gain the following features as a bhrunai. Natural Camouflage III. Prerequisites: Natural
Stone Sleep. Bhrunai do not sleep like other creatures Camouflage II. While outdoors, you gain your Natural
and instead enter a state of suspended animation called Camouflage bonus.
“Stone Sleep.” You must enter Stone Sleep for 6 hours to Natural Camouflage IV. Prerequisites: Natural Camouflage
regenerate your energy on a daily basis. While Stone Sleep III. Repeatable. Gain an additional +3 on skill checks to
is activated you gain DT 30, and you are Unconscious but remain hidden when using Natural Camouflage.
not Helpless. You may remain in Stone Sleep indefinitely, Naturefriend. You can cast the Animal Bond spell. (1/
but taking any damage immediately ends your Stone Sleep. Rest)
Fae Step. Bhrunai have the natural ability to wink out Naturefriend II. Prerequisites: Naturefriend. Naturefriend
of sight and slip into places unnoticed. By spending 2 becomes 1/Recoup.
AP, you become Invisible for 1 minute. This feature ends Primal Awareness. By spending one minute, you sense
immediately if you take damage, make an attack, or use primal power in a 1-mile radius from yourself. Learn
magic. (1/Rest) whether or not primal magic has been used in the last
Unique Feature. To further define your bhrunai, choose 7 days, as well as if a creature with the fae tag has been
one option from the list below at level 1. present. (1/Rest)
Primal Power. Learn two chants from the Primal Source
B H R U N A I F E AT U R E S of magic. Use your magic attribute. If you do not have one,
In addition to the unique feature you selected at level 1, you use AWR.
gain one more feature at 5th, 10th, 15th, 20th, 25th, and Stone Gut. Gain Resist Toxic 3.
29th levels, choose one option from the list below. Stone Gut II. Prerequisites: Stone Gut; Character Level
Arcane Affinity. Learn two cantrips from the Arcane 10. You are immune to common poisons and diseases, and
Source of magic. Use your magic attribute. If you do not increase your Resist Toxic number by +3. Furthermore, you
have one, use INT. can receive nourishment from eating any biological plant or
Bhrunai Expertise. Repeatable. You add +6 Skill Points to common mineral such as clay, dirt, or stone.
one skill of your choice with the Crafting* tag. Stone Gut III. Prerequisites: Stone Gut II. Increase your
Environmental Adaptation. Whenever you roll a d20 to Resist Toxic number by +3.
resist a harmful environmental condition such as extreme Stone Sentinel. You are immune to magical sleep effects.
heat, cold, or weather, you roll 2d20 and take the higher
result.
Fae Step II. Prerequisites: Fae Step. Fae step becomes 2/
Rest. Additionally, when you activate this feature you may
immediately teleport up to 15 ft to a place within your line
of sight.
Grove-Born. Gain +6 Skill Points that you can spend on
any of the following skills. You cannot put more than +4
points into a single skill using this feature.
• Acrobatics. Balancing, Contorting, Tumbling
• Athleticism. Athletics
• Crafting. Alchemy*, Cobbling*, Cooking*, Weaving*
• Influence. Persuading
• Luck. Scavenging
• Subterfuge. Evading, Lockpicking*, Sleight of Hand
• Survival. Animal Handling, Foraging, Nature,
Sheltering, Sneaking
Natural Camouflage. While you are outdoors and
Concealed, gain +3 on skill checks to remain hidden. You
can only use this feature when you have not moved since
the beginning of your last turn.
14 CHAPTER 1 | LINEAGES
D R AG O N F O L K
On the continent of Gathandia in the first supereon, a
stalwart nation of dwarven warriors managed to fell
an enormous Kaijan. Using elder runemagic through
ancient artifacts that they only partially understood, they
reanimated the corpse of the Kaijan into a new creature.
This was the first dragon.
The dwarven leaders of this nation mastered the craft
and created one more dragon, whereupon the artifacts
broke in a tremendous magical explosion, preventing
the arcane creation of any more dragons. However, the
two dragons had seven offspring, and the nine dragons
departed from the dwarven kingdoms to claim their own
territory. These are the nine true dragons, glorious and
immortal, and from them all drakes, wyverns, winged
serpents, and the like have descended.
Dragonfolk are a proud and mighty remnant of an
ancient kingdom ruled by the immortal nine dragons.
The inhabitants of this lost kingdom were once humans
and other humanoid lineages, and the first generation
of dragonfolk were transformed from these lineages into
their dragonlike bodies through powerful arcane magic
cast by the nine dragons. The descendants of these first
dragonfolk are the dragonfolk that populate Ancerra today.
Though their kingdom has long since fallen into antiquity,
and the dragons themselves are veiled in myth and legend,
most dragonfolk still hold onto the regal bearing of their
ancestors and embrace the finer points of culture such as
art, dance, and song. Visually, they resemble their true
dragon ancestors with tough scales, reptilian tails, curled
horns, and even wings. While most are flightless, all
dragonfolk can breathe fire by tapping into the vestigial
power of their ancestry.
DRAGONFOLK
C U LT U R E
Dragonfolk communities tend to promote matters of self-
improvement and exemplify beauty of the inner self in
all things both physical and intellectual. Most dragonfolk
believe that improvement of the self serves to improve the
community and embrace a “strong links make a strong
chain” mentality. While this can develop tightly-knit
communities built on mutual support, it can also lead to
harsh ostracization of those deemed unsupportive of the
community.
Dragonfolk in society are often praised for their
eagerness to learn, meticulous instruction, and service to
the local community. It is not unusual to see dragonfolk
artisans taking on multiple apprentices or to see dragonfolk
city guards organizing community self-defense lessons for
the poor and exploited.
DRAGONFOLK TRAITS DRAGONFOLK
Height: 5’10” – 6’8”
F E AT U R E S
Weight: 190 – 300 lbs In addition to the unique feature you selected at level 1,
Size: Medium you gain one more feature at 5th, 10th, 15th, 20th, 25th,
Base Speed: 20 ft and 29th levels. Choose one option from the list below.
Appearance: Dragonfolk coloration varies widely, ranging Cold-Blooded. You suffer TD while in arctic environments
from muted browns, grays, and mottled greens to more or any environment with below-freezing temperatures, but
dramatic reds, blues, and even purples. Some have a more gain TA while in desert or jungle environments, as well as
metallic or gemlike sheen to their scales, appearing golden, any other environment that exceeds 80°F. Additionally, gain
coppery, crystalline, or rusted. Many are multicolored. Just +1 FORT.
like true dragons, dragonfolk horns, spines, frills, and tails Fire Breath: Draconic Lungs. Prerequisites: Fire Breath.
are as varied in appearance as their colorations. Regain all expended uses of Fire Breath when you Catch
Lifespan: Dragonfolk are a longer-living lineage, reaching your Breath.
maturity around age 26 with a lifespan of roughly 200 Fire Breath: Explosive. Prerequisites: Fire Breath. The
years. range of your Fire Breath cone attack extends by 15 ft.
Other Draconic Creatures: Dragonfolk hold other draconic Fire Breath: Hellfire. Repeatable. Your Fire Breath deals
offspring, such as drakes and wyverns, in the highest 2d6 additional damage.
possible regard, with some treating them as divine beings. Flame-Born. By spending 1 AP, gain Fire Affinity for 1
Tension with Dwarves: While most dragonfolk accept the minute. (END/Rest)
historicity of dwarves having directly created the dragons, Flutter Jump. With your wingspan, you can jump higher
they do not view dwarves as superior. Rather, they typically than a normal creature. Your vertical jump distance is
believe that the dragons — immortal and wise beyond all doubled.
eons — have far surpassed their own creators in creativity, Dragonfolk Flight: Glide. Prerequisites: Buffer Fall. You
power, and splendor. no longer take falling damage while using your wings. When
falling, you can now move 15 ft horizontally for every 10 ft
DRAGONFOLK that you fall.
S TA R T I N G F E A T U R E S Dragonfolk Flight: Hover. Prerequisites: Glide. You can
At level 1, you have the following features as a dragonfolk. hover up to 5 ft over the ground and can remain 5 ft off the
Buffer Fall. When falling, you can slow the descent and ground when you move for no additional AP. You cannot fly
angle of your fall. For every 30 ft that you fall, you take 1d4 vertically. Hover takes sufficient energy and focus that you
falling damage. Furthermore, for every 10 ft that you fall, cannot benefit from Flutter Jump at the same time.
you may choose to move 5 ft horizontally. Dragonfolk Flight: Soar. Prerequisites: Hover; Character
Fire Breath. You can spend 3 AP to exhale a cone of fire Level 15. Gain a fly speed equal to your walking speed.
and sear the creatures around you. Make an END attack Strafe. Prerequisites: Soar; Fire Breath. If you use your
vs the FORT of each creature in a 15 ft cone. Deal 2d6 fire Fire Breath, you can choose to spend 4 AP to make a strafing
damage to creatures that you hit, and ½ as much damage to attack. For this attack, you move in a 30 ft line and make
creatures that you miss. (1/Recoup) an END attack vs the FORT of each creature along that line
Unique Feature. To further define your dragonfolk, dealing your normal amount of Fire Breath damage. You
choose one option from the list below at level 1. can be no more than 15 ft away from the surface you are
strafing.
Tail Swipe. Using the Trip maneuver only costs 1 AP for
you.
Tough Scales. When you are not wearing armor, your AR
base is 13.
16 CHAPTER 1 | LINEAGES
D WA R F
Stout and hearty dwarves are the masters of the
subterranean realm where their ingenuity and natural
affinity with the earth see them digging mighty
underground cities and building long-lasting civilizations.
Endless dangers prowl the lightless caverns and dwarves
have developed their mastery of trap and defense against
all manner of threats both above and below. Dwarven
fortresses are some of the most impenetrable bastions in
the known world.
While many dwarves took to subterranean dwellings as a
way to avoid the horrendous scourge of Kaijan during the
first supereon, an intrepid nation of dwarves stayed on the
surface and fought back. Those mighty dwarves that killed
a fearsome Kaijan and used an ancient, mysterious artifact
to turn the Kaijan’s corpse into the first dragon are often
held in reverie by other dwarven nations.
Dwarves are generally distinguished by three
sublineages: the mountain dwarf, crag dwarf, and deep
dwarf. Mountain dwarves, or “Strugar,” carve their homes
in the tallest peaks and laud their thick beards and
natural resistance to the coldest heights. Crag dwarves, or
“Kharn’Khan,” build their cities within massive canyons,
both natural and dwarf-made, where each layer is carefully
excavated and then settled. Lastly, the beardless, pale-
skinned deep dwarves, or “Uhn’Gunder,” settle within the
deepest caves of the earth where stories of “daylight” are
told to frighten children.
D WA R V E N C U LT U R E
Dwarves of all types prize their craftsmanship and
architecture. They honor their ancestors with massive
shrines. Mountain dwarves celebrate rare metals and gems,
often using them to embellish their crafts and structures.
As such, dwarvish goods are highly valued in trade. Crag
dwarves tend to focus their societies around ancient ruins
and archeological treasures found in their mines. They are
well known for their clay crafts and stonework. Many crag
dwarf cities are built in restored ruins of ancient dwarven
or elven civilizations and their clothes and creations are
an integration of long-forgotten styles. Deep dwarves
are naturally the most isolated of the sublineages and
tend to be wary of outside influences. Their dangerous
environments leave them little room for arts or frivolity
and their societies focus more on survival than long-term
legacy.
Deep dwarves have a particular affinity for the ancient
technologies and structures found below the earth and
have absorbed much of their discoveries into their own
societies. In fact, many deep dwarf nations have large
populations of remnants, as well as smaller but notable
populations of raedeen.
CHAPTER 1 | LINEAGES 17
• Athleticism. Applied Force, Athletics
D WA R F T R A I T S • Crafting. Brewing*, Cooking*, Jeweling*,
Height: 3’6” – 4’6” Leatherworking*, Masonry*, Smithing*
Weight: 120 – 240 lbs • Observation. Appraising
Size: Medium • Stamina. Forced March
Base Speed: 20 ft • Survival. Dungeoneering, Evading, Navigating*,
Appearance: Dwarves tend to have stocky proportions Tracking
and often have skin and hair tones that reflect their
C R A G D WA R F
environments, due to generations of evolution. Mountain
dwarves often have skin in varying shades of brown and Generally taller and comparatively lankier than other
tan. Their hair ranges in shade from blonde and brunette dwarven sublineages, the crag dwarves are well known for
to granite-gray or black. Crag dwarves have an earthier their massive canyon cities built within miles-deep crevices
coloration, with skin tones like clay or sandstone and hair carved by time and dwarven hands. Here great waterfalls
ranging from red to dark brunette. Deep dwarves look spin massive turbines that send elevator lifts hurtling
almost alien, with pale skin that borders on translucent and upward and downward between hundreds of stone bridges
large, dark eyes adapted to navigate the utter blackness of that crisscross every possible level and gap. Crag dwarves
cavern living. dig their settlements by quarrying the dirt and stone in
Lifespan: Dwarves reach maturity around 16 years of age long layers parallel to streams and rivers, often uncovering
and can live as long as 300 years. long-buried ruins from ages past. They then rebuild such
International Outlook: While dwarves tend to be insular ruins, reinforcing previous fortifications and repurposing
in their communities, they frequently engage in trade structures as they see fit. The crag dwarves are the most
and cooperation with friendly civilizations. They often surface-adapted dwarves and often extend their territory
form powerful alliances with elves, humans, and kleppin into nearby forests and plains where farmlands or hunted
societies. game can supplement their stone and clay crafts.
Stone Minded. Your WILL increases by +1. When a
D W A R F S TA R T I N G creature or effect attempts to impose Charmed on you, it
F E AT U R E S must roll 2d20 and use whichever is lower.
At level 1, you have the following features as a dwarf. Ruin Dweller. Gain +6 Skill Points that you can spend
Stonesense. You have a natural affinity for caving and the on any of the following skills. You cannot put more than +4
underground world. Gain +5 to any History, Geography, and points into a single skill using this feature.
Navigating* checks regarding the underground. • Acrobatics. Balancing, Contorting
Darkvision. You can see in darkness to a limit, even • Athleticism. Applied Force, Athletics
without any light source. While using darkvision, you can • Crafting. Brewing*, Carpentry*, Cooking*,
see up to 30 ft, and then are blind beyond that point. Leatherworking*, Masonry*, Pottery*, Weaving*,
Sublineage. As the dwarves have spread across Ancerra, Woodcarving*
they have evolved to meet the unique challenges of their • Knowledge. History
environment. Choose your dwarven sublineage: mountain, • Luck. Scavenging
crag, or deep. Each is briefly described below, and you gain • Survival. Navigating*
bonus 1st level features based on your selection. D E E P D WA R F
M O U N TA I N D WA R F The deep dwarves are the rarest of dwarves and the least
The most plentiful dwarven lines are mountain dwarves, likely to be seen on the surface world. As denizens of the
and there are few mountain ranges in the world where you deepest caves, deep dwarves stand apart from their cousins
cannot find at least one outpost. With skin colors ranging by their pale skin, large eyes, and beardless faces. Their
from brown to pale, most of these dwarves, regardless of cities often contain tightly-packed and protected districts
gender, grow thick and bushy beards looped with trinkets of hidden behind layers of trapped corridors and hidden
precious metals. In most mountain dwarf societies, you can passageways. Few outsiders ever have the opportunity to
tell a dwarf’s status by the length of their beards and the travel their tunnels.
sheer number of gold and platinum adornments therein. Dangersense. Your ANT increases by +1. When making
Frozen Fortitude. Your FORT increases by +1. When an AWR check made to detect an ambush or trap, roll 2d20
making END checks to mitigate the effects of extreme cold, and use whichever is higher.
roll 2d20 and use whichever one is higher. Deep Dweller. Gain +6 Skill Points that you can spend
Mountainborn. Gain +6 Skill Points that you can spend on any of the following skills. You cannot put more than +4
on any of the following skills. You cannot put more than +4 points into a single skill using this feature.
points into a single skill using this feature. • Acrobatics. Balancing, Contorting
• Acrobatics. Balancing, Contorting • Athleticism. Applied Force, Athletics
18 CHAPTER 1 | LINEAGES
• Crafting. Alchemy*, Brewing*, Cooking*, Masonry*,
Smithing*
• Observation. Perceiving
• Stamina. Forced March
• Survival. Dungeoneering, Navigating*, Sneaking,
Tracking
D WA R F F E A T U R E S
At 5th, 10th, 15th, 20th, 25th, and 29th levels, choose one
option from the list below.
Craftsdwarf. Repeatable. Gain +5 points to spend on
skills with the crafting tag.
Darkvision II. Prerequisites: Darkvision. The range that
you can see while using Darkvision extends by 30 ft.
Dwarven Constitution. Repeatable. Gain +6 Skill Points
to spend on skills with the athleticism tag. You cannot spend
more than +4 points on a single skill in this way.
Dwarven Ingenuity. Gain a +3 bonus to Awareness
checks to detect hidden doors or traps.
Dwarven Ingenuity II. Prerequisites: Dwarven Ingenuity.
You may now spend 10 minutes to set a tripwire trap,
given that you have the appropriate materials handy. When
triggered, this trap uses your AWR to attack the target’s
ANT. If you succeed, the target is Slowed until the end of its
next turn. (1/Rest)
Dwarven Ingenuity III. Prerequisites: Dwarven Ingenuity
II. Your Dwarven Ingenuity II tripwire gains 1d6 sharp
damage if you hit. Additionally, if you hit, the target is
knocked Prone in addition to being Slowed. Finally, you
regain the ability to use this feature when you Recoup.
Earth-Blood. Gain Resist Toxic 3.
Earth-Blood II. Prerequisites: Earth-Blood. Increase your
Resist Toxic number by +3. You are immune to nonmagical
common and uncommon diseases.
Earth-Blood III. Prerequisites: Earth-Blood II; Character
Level 20. You are immune to toxic damage and to being
poisoned with nonmagical common and uncommon toxins.
Steel Heart. Repeatable. Your maximum HP increases by
+5 each time you take this feature.
Stoutling. You can now carry three additional weapons
and a total of three items with the unwieldy tag.
Treasure Hunter. Repeatable. Gain +3 to Lockpicking and
+4 to Dungeoneering.
CHAPTER 1 | LINEAGES 19
Aeshir. Feminine-presenting; Exemplar of Fire. Hot-headed,
eager to get things accomplished, and believes strongly that
destruction makes way for new life and new creativity.
Aevis. Androgynous-presenting; Exemplar of Air. Easily
persuaded by arguments from Aeshir and Sheryn;
accommodating to other viewpoints and tries to make
everyone happy.
Gaard. Masculine-presenting; Exemplar of Earth. Slow
to action, tries to keep everyone (especially Aeshir) from
making rash decisions.
Sheryn. Feminine-presenting; Exemplar of Water. Strong-
willed and unwilling to quickly or recklessly change her
views on something, but Sheryn is also extremely emotional
and prone to bouts of manic rage. Even so, she is also
deeply passionate and caring about the other Ashyidir.
Elementals have varying opinions on the Ashyidir.
Some view them as patriarchal figures, much like many
humanoids view their grandparents. Others venerate them
as gods, and still others don’t have a strong opinion one way
or the other provided that the Ashyidir leave the elementals
alone to live their own lives.
E L E M E N TA L T R A I T S
Height: 5’0” – 6’4”
Weight: 100 – 400 lbs (Typically, earth is the heaviest and
air is the lightest)
Size: Medium
Base Speed: 20 ft
Appearance: Elementals generally look like humans with
inhuman-colored skin. Their digits, skin patterning, hair,
and facial features reflect the element of their sublineage.
Lifespan: Elementals tend to reach maturity around age 30
and live for 200 – 300 years.
E L E M E N TA L S TA R T I N G
F E AT U R E S
At level 1, you gain the following features as an elemental.
Primal Ancestry. As a descendant of the Everwilds, you
E L E M E N TA L are innately bound to the Primal Source of magic. Learn two
primal chants of your choice. END is your magic attribute
Elementals are humanoids that are deeply connected to for these chants when cast in this way. If you learn to cast
the Everwilds, especially the domain of Chaos. While many primal magic through the Warden of the Primal talent,
sublineages of elemental exist, the four most common are then you may use END or the attribute given to you by that
air, earth, fire, and water. Elementals are actually indigenous feature.
to the Everwilds. As the Tear opened in the skies above, and Sublineage. There are many sublineages of elemental,
Ancerra came into contact with the other planes of existence reflecting the different types of elemental forces found
for the first time in living memory, some elementals were throughout the Everwilds — and thus, the different
curious about the newly rediscovered solar system and elemental forces that can be found throughout Ancerra. The
ventured forth to explore it. four most common elemental sublineage are air, earth, fire,
Elementals can reliably trace their lineage back to the and water. Choose your sublineage from the options below.
Ashyidir Archfae. A I R E L E M E N TA L
There are ten Ashyidir Archfae, but the four who
As an air elemental, you gain the following features.
represent the fundamental elements are listed here. All
Hover. Difficult Terrain never slows your movement.
of the ten Ashyidir can appear masculine, feminine, or
When falling, you only take 1d4 damage per every 30 ft
androgynous, but their preferred state is listed.
fallen, instead of every 10 ft.
20 CHAPTER 1 | LINEAGES
Mist. Learn the Mist chant, using your Primal Ancestry to Slowfall. You are immune to Falling damage while
determine your magic attribute. conscious and can reduce the speed at which you fall to 60
ft per round.
E A R T H E L E M E N TA L
As an earth elemental, you gain the following features. E A R T H F E AT U R E S
Rock-Solid. When you are not wearing armor, gain +2 to All features in this section have the prerequisite that your
your AR and FORT. sublineage is earth.
Hardy. Gain 3 additional maximum HP. Earth Glide. You ignore difficult terrain if it is made
difficult due to loose sand, gravel, or other mineral-based
F I R E E L E M E N TA L
phenomena. Furthermore, when you hit with a melee
As a fire elemental, you gain the following features. attack, you may use the special Earth Punch effect.
Spark. You can light nonmagical fires at will by touching Earth Punch. When you hit a creature with a melee
flammable, nonsentient objects (such as a candle wick or attack, you may spend 1 additional AP to knock it Prone.
kindling in a campfire). You cannot light objects that are (END/Recoup)
being worn or carried, unless the creature carrying the Grit. Prerequisites: Character Level 15. When you take
object willingly lets you light it. damage, you may spend 2 Reactive AP to gain Shield HP
Flamehand. Learn the Beam of Fire cantrip, using your equal to the damage taken. (1/Rest)
Primal Ancestry to determine your magic attribute. This
cantrip counts as a primal chant for you. F I R E F E AT U R E S
All features in this section have the prerequisite that your
WAT E R E L E M E N TA L
sublineage is fire.
As a water elemental, you gain the following features. Burn. Prerequisites: Character Level 10. Gain a special
Amphibious. You can breathe air and water. attack.
Salve. When Recouping, you may expend 1 gallon of Burn: 3 AP; melee and unarmed tags. Use your choice of
water in your possession to restore 1d6 HP to a Bloodied STR or DEX for the attack and damage modifiers. On a hit,
creature that you touch (which can be yourself). (1/Recoup) you do not deal damage to the creature immediately, but it
gains Burning 1d4 for 30 seconds.
E L E M E N TA L F E A T U R E S Fire Affinity. By spending 2 AP, gain Fire Affinity for 1
At 5th, 10th, 15th, 20th, 25th, and 29th levels, choose one minute. (END/Rest)
option from the list below. Fire Affinity II. Prerequisites: Fire Affinity; Character Level
G E N E R A L E L E M E N TA L F E AT U R E S 15. When you use your Fire Affinity feature, gain Immune
Fire (and still gain the additional damage from your Affinity
Any elemental may take these features.
whenever you would otherwise take fire damage).
Environmental Attunement. Repeatable. Gain Resist
Elemental 1. Furthermore, when making END checks WAT E R F E AT U R E S
against the effects of extreme weather, add +2 to your rolls. All features in this section have the prerequisite that your
Meteorological Attunement. You learn the Predict sublineage is water.
Weather invocation and can cast it 1/Rest using this feature. Curse of Corrosion. You learn the Acid Pool spell,
Use your Primal Ancestry to determine your magic attribute. and can cast it 1/Rest using this feature. Use your Primal
Primal Magnificence. Repeatable. Learn two primal Ancestry to determine your magic attribute.
chants of your choice, using your Primal Ancestry to Gift of Piscism. You learn the Piscism spell, and can cast
determine your magic attribute. it 1/Rest using this feature. Use your Primal Ancestry to
Tempestuous Recovery. Gain +2 Tumbling. When you determine your magic attribute.
are Prone, you may stand from Prone for 0 AP, but can only Vital Salve. When you Recoup, you may use your Salve
do so on your own turn. feature on up to three creatures within 10 ft of you (you
A I R F E AT U R E S may still choose yourself as a target).
CHAPTER 1 | LINEAGES 21
ELF
The origin of elves is shrouded in story and myth, but it
is widely believed they arrived on Ancerra long before
the first humanoid civilizations were established. Star
elves, with their deep blue-black skin and shimmering
white hair, claim their ancestry from the eternal void of
space. The coppery-skinned forest elves believe that their
ancient lineages come directly from the conclaves of the
Archfae in the Everwilds. The mountain elves still believe
their ancestors leave prophecies and guidance in the
night sky and stare endlessly from their isolated mountain
observatories. Yet some elves, like the crystal-eyed plains
elves, speak little of their progenitors and instead embrace
the present, busy as they are with the endless skirmishes
and battles across the steppes. Regardless of which mythos
is believed, the elves of Ancerra all feel a deep affinity
with starlight and believe that they are in some way
linked to the cosmos beyond. Elves share a bond like no
other lineage as each night their dreams touch the shared
consciousness known as the Celestial Sea, where memory
and experience from millions of lives churn and flow.
As varied as the elves are in body and personality, they
are generally respected for their wisdom and adventurous
spirits. Though they live long lives by the standards of the
other dominant lineages, they still greet their days with
open-eyed wonder and ever search for new and exciting
experiences. Their keen senses make them excellent
trackers, scouts, and dungeoneers while their ability to
touch the collective consciousness of the Celestial Sea
pushes many to excel in more studious arts where the
knowledge of the past can be directly built upon.
E L F C U LT U R E
With long lives and longer memories, elf culture rarely
shifts across the decades. Cities built centuries past often
contain twisting roads and arched canopy roofs. Current
styles of clothing and jewelry often match those on ancient
tapestries. The breadth of elven contribution to the arts,
literature, and sciences is beyond measure, though these
often come at a far slower pace compared to what other
lineages produce.
ELF TRAITS
Height: 4’8” – 6’0”
Weight: 80 – 160 lbs
Size: Medium
Base Speed: 20 ft
Appearance: Otherworldly and graceful, elves have
tapered ears, features that range from delicate to gaunt,
and a wide range of skin and hair colors based on their
sublineage.
Lifespan: Elves reach true maturity around age 40 with a
lifespan of roughly 500 years.
Inter-Species Relations: Elves generally show the utmost the sky. These elves are skilled at surviving in brutally cold
patience with shorter lived races and hold many humans, environments. Mountain elves tend to have lighter skin and
kleppins, and urkou in the highest regard for their tenacity, darker hair, most commonly in the same range of coloration
energy, and ability to accomplish so much in such a short that humans have. Mountain elves are generally the shortest
time. Still, they may show frustration in their dealings of the elf sublineages. Elves from the mountains or snow
should they forget that not everyone can recall the gain the following two features at 1st level.
experiences of ancestors centuries dead, leading to many Nimblefoot. Your REF increases by +1. When making
mistakes often repeated. END checks to mitigate the effects of extreme cold, roll 2d20
and use whichever one is higher.
E L F S TA R T I N G Celestial Lorist. Gain +6 Skill Points that you can spend
F E AT U R E S on any of the following skills. You cannot put more than +4
At level 1, you gain the following features as an elf. points into a single skill using this feature.
Celestial Slumber. While you sleep, you can choose to • Acrobatics. Balancing, Tumbling
dream lucidly, contemplating philosophical questions or the • Athleticism. Athletics
events of the previous day. During this time, you can make • Knowledge. Arcana, Astrology, Astronomy, Geography,
up to three INT checks of your choice using skills that have History, Religion [choose one]
the knowledge tag. If you have failed a skill check with the • Observation. Empathy, Intuiting, Investigating,
knowledge tag on a topic in the last 24 hours, then you may Perceiving
roll 2d20 and use the higher of the two when making a new • Survival. Foraging, Navigating*, Sheltering, Tracking
check on that topic. PLAINS ELF
Sublineage. As the elves have spread across Ancerra,
they have evolved to meet the unique challenges of their Many elves were drawn to wide open plains and deserts
environment. Choose one sublineage below and gain a where the sky stretched from horizon to horizon. Here,
bonus 1st level features based on your selection. nomadic elven tribes hunted and gathered and built
powerful connections with the herds of wild horses, camels,
FO R E S T E L F and the like that frequented these places. They also came
This ancient line of elves found fulfillment in embracing into regular, and often bloody, contact with brutish raiders
and tending to the parts of the world most teeming with and brigands, perfecting the arts of open combat across
life: forests and jungles. After all, plants only grow when generations. Plains elves, like mountain elves, generally
the sun nourishes them. Although the light from a single have skin and hair tones also found among humans. They
star is not the same as a whole galaxy, forest elves believe typically have darker skin and hair, and are taller than most
that stewardship of nature is in a way caring for the life other elves. Elves hailing from the desert or plains gain the
cultivated by starlight. Forest elf skin tones range from dark following two features at 1st level.
brown to pale, and some also have pastel green or pink Sun-Baked. Your FORT increases by +1. When making
skin. They have the same range of hair color as humans, END checks to mitigate the effects of extreme heat, roll
but some also have naturally colored green hair. They have 2d20 and use whichever one is higher.
the pointiest ears out of the elf sublineages. Elves from the Keen Eye. You have exceptional eyesight and can make
forest or jungle gain the following two features at 1st level. out fine details up to eight miles away (provided that there
Danger-Ready. Your ANT increases by +1. You have a +2 are no obscuring phenomena). You have +4 Perceiving.
bonus to Initiative rolls. S TA R E L F
Forest Steward. Gain +6 Skill Points that you can spend
on any of the following skills. You cannot put more than +4 The elven lines that deviated the least from their ancient
points into a single skill using this feature. origins are known as the “Sil.” They make their homes in
both urban and rural areas, though on the whole they are
• Acrobatics. Sneaking
not very common. Star elves are more skilled than other
• Crafting. Carpentry*, Leatherworking*, Masonry*,
elven sublineages at celestial slumbering and can more
Smithing*, Weaving*, Woodcarving*
easily sift through the sea of memories. Star elves are often
• Knowledge. Medicine*, Nature
called the most visually striking; some have pale blue or
• Observation. Intuiting, Investigating, Perceiving
purple skin, while others have pitch-black skin. Their hair
• Survival. Animal Handling, Foraging, Navigating*,
is usually white or silver, and their irises, which come in
Sheltering, Tracking
any color, glow faintly. Elves of the star sublineage gain the
M O U N TA I N E L F following two features at 1st level.
In an effort to reach the stars again, the mountain elves Ancient Will. Your WILL increases by +1. Gain +5 to any
climbed the tallest mountain ranges they could find and INT check made with your Celestial Slumber feature.
made their homes among their crests; others made their
way to the far north, curious about the dancing lights in
CHAPTER 1 | LINEAGES 23
Star Gazer. Gain +6 Skill Points that you can spend on Dream Step: Astral Projection. Prerequisites: Dream
any of the following skills. You cannot put more than +4 Step; Character Level 20. While using your Dream Step
points into a single skill using this feature. feature, you can cast the Astral Projection psionic spell. This
• Acrobatics. Balancing, Tumbling costs no SP for you, but ends immediately upon waking. (1/
• Influence. Deceiving, Empathy, Leadership, Persuading Rest)
• Knowledge. Arcana, Art, Astrology, Astronomy, Dream Step: Busy Night. Prerequisites: Dream Step. You
Geography, History, Medicine*, Religion [choose one] may use your Dream Step feature twice each time that you
• Observation. Intuiting, Perceiving sleep for at least 6 hours when Taking a Rest.
• Survival. Nature, Navigating* Dream Step: Extend Lucidity. Prerequisites: Dream Step.
When you use your Dream Step feature to speak with a
E L F F E AT U R E S creature that is not an elf, you may choose for that creature
At 5th, 10th, 15th, 20th, 25th, and 29th levels, choose one to remember the conversation in the dream without having
option from the list below. to make a roll for it.
Arcane Affinity. Learn two cantrips from the Arcane Dream Step: Ghostly Visage. Prerequisites: Dream Step.
Source of magic. Use your magic attribute. If you do not When you use your Dream Step feature to speak with a
have one, use INT. creature that is not an elf, you may attempt to impress
Celestial Blessing. Learn two prayers from the Divine upon the creature specific emotions or instructions without
Source of magic. Use your magic attribute. If you do not making your presence known. Make a CHA check. You may
have one, use CHA. add your Deceiving specialized skill bonus. If you roll above
Cloak of Nature. While you are Concealed, gain a +2 their WILL, then you successfully obscure your presence
bonus to your REF and ANT. from their mind while having the dream conversation. If you
Dream Step. Prerequisites: Celestial Slumber. While using have not met the creature (spent at least one minute within
your Celestial Slumber feature, you may attempt to enter 5 ft of them), they gain +5 to their WILL in defense of this
the dream of another sleeping creature once when you Take feature.
a Rest. In order to do so, the target creature must also be Keen Shot. Prerequisites: Character Level 10. For 0 AP, you
asleep and familiar to you. To make contact, make a CHA may grant yourself a +2 bonus to ranged attack rolls with
check. You may add Empathy if you have that skill. If you two-handed weapons until the end of your current turn. (2/
roll above their WILL, then you successfully enter their Rest)
dreams. If you have not met the creature (spent one minute Nimble. Repeatable. Gain +6 Skill Points to spend on
or more within 5 ft of them engaging in conversation or the skills with the acrobatics tag. You cannot spend more than
like), they gain +5 to their WILL in defense of this feature. +4 points on a single skill in this way.
Once you have established contact with the target, you One with the Land. Repeatable. Gain +6 Skill Points to
and the target may have a brief conversation. If the target is spend on skills with the survival tag. You cannot spend more
not an elf, they must make a LUCK check upon awakening. than +4 points on a single skill in this way.
If the target rolls below a 7, then they do not remember Primal Power. Learn two chants from the Primal Source
the conversation. If they roll below a 14, they retain vague of magic. Use your magic attribute. If you do not have one,
impressions and emotional timbre of the conversation but use AWR.
do not recall specifics. If they roll a 14 or higher, then they Scholar. Repeatable. Gain +6 Skill Points to spend on
recall the conversation in its entirety. skills with the knowledge tag. You cannot put more than +4
points into a single skill using this feature.
24 CHAPTER 1 | LINEAGES
F I EN DBL O OD
The Fiends of Inferno are a brutal and cunning lot whose
thoughts and behaviors are far beyond the comprehension
of mortal beings. Those that act beyond instinct feel
nothing of love, appreciation, or admiration and their
dealings are always of a transactional nature. Those
foolish enough to bargain usually find, to their horror, that
they do not receive quite what they expect. Humans are
particularly susceptible to Fiendish influences.
Fiendbloods result in the mingling of Fiend and
humanoid blood, which produces a twisted hybrid
offspring. Though the child itself may appear perfectly
normal and healthy for the first few years of life, their
nature quickly becomes apparent as they grow and signs of
their parentage begin to show. Horns begin to poke from
their heads, their skin takes on strange green, red, or gray
tones, their eyes darken to black orbs, and strange tragedy
follows wherever they go. Those that do manage to avoid
suspicion learn the truth when they reach maturity and the
first blood transformation takes place.
FIENDBLOOD TRAITS
Height: 4’8” – 6’5”
Weight: 80 – 250 lbs
Size: Medium
Base Speed: 20 ft
Appearance: Fiendbloods generally resemble a typical
member of the species they were born into until they
reach their sixteenth birthday when they undergo their
first transformation and all manner of changes occur. They
might sprout twisted goat horns or spines, wicked claws
and fangs, spiked tails or even bat-like wings. Their skin
becomes a mottled red, gray, or green and their eyes fade
to solid black or dull red.
Lifespan: Fiendbloods reach maturity around age 16 and
naturally live about 70 – 90 years.
FIENDBLOOD
S TA R T I N G F E A T U R E S
At level 1, you gain the following features as a fiendblood.
Blood Transformation. Fiendbloods share an intimate
connection with the chaotic plane of Inferno and can
temporarily embrace their fiendish nature without
risk of losing their mortal selves. For one minute after
activating this feature, your Fiendish traits become even
more pronounced and you lose nearly all your humanoid
characteristics. (1/Rest)
Sublineage. Fiendbloods share characteristics with
their Fiendish parentage, whether that be the hotheaded
Sanguineth, the cold and calculating Melaneth, the
bloodthirsty Cholereth, or the virulent Phlegmereth.
CHAPTER 1 | LINEAGES 25
When creating a Fiendblood, choose one sublineage
PHLEGMERETH-BLOODED
below and get a bonus 1st level feature based on your
selection. It is said that the Phlegmereth are the source of all known
Unique Feature. To further define your fiendblood, illness and disease, and those that share their blood might
choose one option from the Fiendblood Features list below enforce the idea with sickly, pale skin, skull-like features,
at level 1 (the list begins after the sublineage options). and any number of swollen knots or nodules. It is surprising,
then, that most Phlegmereth fiendbloods show an unusual
SANGUINETH-BLOODED
strength of both body and will that bely this appearance.
Those of the Sanguineth blood must forever fight against The fervent, often zealous nature of their heritage is difficult
the baser urges of excess and indulgence that so define for such a fiendblood to escape, and they must always be
their heritage. The Sanguineth typically appear the most tempered against losing themselves in a cause or belief.
humanoid of their lineage, as the Fiendish influence usually Pestilent Blessing. While your Blood Transformation
comes through in subtle ways. Slit, blood-red eyes are often feature is activated, you may spend 4 AP to attempt to infect
the first signs followed by extra long, double-jointed fingers. a living creature with a gift of the Phlegmereth. Choose one
Those that embrace their blood might have limbs that look target and attack their FORT with your END. If successful,
quite long and sinewy and teeth that appear a little too the target becomes covered in painful pustules and becomes
pointed. Sickened until the end of their next turn. You may make
Sanguine Revelry. While your Blood Transformation this check again at the end of the target’s turn without
feature is activated, you may spend 4 AP to attempt to drive expending AP. If successful, the condition repeats for another
a living humanoid into a frenzy. Choose one target and turn, but ends after the second turn.
attack their WILL with your CHA. If successful, the target
is suddenly overcome by a fit of ecstatic madness. On their FIENDBLOOD
next turn, they must attack the closest creature, whether F E AT U R E S
that creature is a friend or foe. In addition to the unique feature you selected at level 1, you
MELANETH-BLOODED gain one more feature at 5th, 10th, 15th, 20th, 25th, and
29th levels. Choose one option from the list below.
The Melaneth reside in the Black City of Durlossoth, where
Ancestral Communion. While sleeping, you may attempt
twisting streets of endless dilapidation drive unfortunate
to commune with the fiends related to your sublineage.
travelers mad with hopelessness. Melaneth fiendbloods
Roll 1d20. On an 11 or higher you successfully contact a
usually have wispy hair of black or white and shriveled
fiend determined by the MC. You may ask this fiend three
features. A dour nature comes with the blood, and many
questions, after which the communion ends. The fiend is
Melaneth fiendbloods find an unconscious stirring in their
under no obligation to answer honestly, or even to answer at
souls when the opportunity for a deal or an imparting of
all. (1/Rest)
dark wisdom arises.
Blood Transformation II. Prerequisites: Blood
Creeping Dread. While your Blood Transformation
Transformation; Character Level 5. Blood Transformation
feature is activated, you may spend 4 AP to attempt to sow a
becomes 2/Rest.
primal fear in those near you. You must make a CHA attack
Blood Transformation III. Prerequisites: Blood
against the WILL of all creatures within 15 ft. If successful,
Transformation II; Character Level 15. Blood Transformation
those creatures are struck with the Broken condition until
becomes 3/Rest.
the end of their next turn.
Claws. Your fingernails grow long, sharp, and rigid,
CHOLERETH-BLOODED taking on a dark, bloody hue. Gain a special attack that
The Cholereth are fiends of a singular desire to dominate costs 2 AP and deals 1d4 sharp damage on a hit. This is
or slaughter any who stand in their way, and threads of considered a natural weapon, and you use your choice of
this notion often weave their way into the lives of their STR or DEX for the attack and damage rolls.
fiendbloods. These individuals are physically imposing and Draining Touch. You have the ability to draw the very
they typically force their way into positions of leadership. life force out of a living creature. You may make a special
Horns and spines are common along with curled claws and unarmed attack against one target’s AR by spending 4 AP. If
thin, lashing tails. successful, you deal 1d6 necrotic damage to the target and
War Bringer. While your Blood Transformation feature regain HP equal to the amount of damage you dealt. (END/
is activated, you may spend 4 AP to inspire up to two allies Rest)
within 30 ft to bring death and carnage. Those allies do an Draining Touch II. Prerequisites: Draining Touch;
additional +2 damage whenever they hit an enemy for a Character Level 10. Your draining touch now does 2d6
number of rounds equal to your CHA+1 (min 1). necrotic damage and heals you for the same amount.
Draining Touch III. Prerequisites: Draining Touch II;
Character Level 20. Your draining touch now does 3d6
necrotic damage and heals you for the same amount.
26 CHAPTER 1 | LINEAGES
Fiendish Endurance. Repeatable. Gain +6 Skill Points to may end a pact in order to make a new one; if you do, the
spend on skills with the stamina tag. You cannot spend more creature that was released from your pact immediately.
than +4 points on a single skill in this way. When a pact is ended for any reason, both participants of
Infernal Influence. Repeatable. Gain +6 Skill Points to the pact are aware.
spend on skills with the influence tag. You cannot spend Violent Vindication. Prerequisites: Pact Maker. If a
more than +4 points on a single skill in this way. creature violates its pact, then on a hit, you also deal 2d10
Occult Affinity. Learn two rituals from the Occult Source psychic damage to the creature. If you miss, the creature
of magic. Use your magic attribute. If you do not have one, takes ½ damage and is Sickened for the next hour.
use CHA. Wings of Darkness. Prerequisites: Blood Transformation.
Pact Maker. You have the ability to make binding deals While your Blood Transformation feature is active, you
with other intelligent creatures. If such a creature makes sprout a pair of shadowy wings. While you are using your
a willing bargain and exchanges either oath or blood, they wings, your horizontal jump distance is doubled and you no
become bound to the terms indefinitely (or for a set amount longer take falling damage.
of time specified in the pact) and suffer severe consequences
should they be broken. If a creature breaks the terms of its
agreement, you may immediately attack their WILL with
your CHA, provided that you are currently on the same
plane of existence. On a hit, the creature becomes Sickened
for the next 24 hours and the pact ends. You can make a
number of binding pacts equal to your CHA (min 1). You
CHAPTER 1 | LINEAGES 27
A G O L E M ’ S C R E AT O R
With rare exception, a caster is only ever able to create one
golem in their lifetime due to the intense amount of magical
energy that goes into creating life from inanimate matter.
This often means that a golem and its creator share an
intense bond, either as great friends or terrible adversaries
(as in the case of poor Viktor Shelley, who created the first
golem).
When making a golem character, consider who created
you. Typically, a caster will want to keep a golem around
for protection or companionship. If this is the case, how
do you feel about your creator? Are you friends, or is your
relationship more like that of a parent and child or an
employer and hired hand? Do you want to remain with your
creator or set out to live your own life?
Alternatively, sometimes the creation of a golem is a
process that a caster is not yet prepared for, and the process
kills the caster, propels them into another plane of existence,
or some other dramatic fate.
Perhaps your creator is another member of your party.
Remember that the process of creating a golem usually
requires a tremendous capacity for magic, but also exacts a
high toll, so it is easy to justify your creator being only the
same level as you from a mechanical standpoint. Perhaps
your creator has lost much of their magical ability and
hopes to reclaim it over the coming years, even if they will
never again be able to create another golem.
GOLEM TRAITS
Height: 5’2” – 8’0”
Weight: 100 – 600 lbs (depending largely upon the physical
materials that comprise them)
Size: Medium
Base Speed: 20 ft
Appearance: Typically made of plant matter, clay, or bones,
with some stone to offer additional support/protection as
needed. Golems usually look humanoid otherwise, though
G OLEM some might have additional arms or legs.
Lifespan: Golems are born with the sentience of a human
child and learn rapidly. After they have been sentient for a
Formed of clay and stone, formed of sticks and bones,
year, they are capable of reasoning akin to a human adult of
golems are constructed humanoids that have only recently
the same INT score. Thus far, no golems are known to have
come into existence thanks to the advent of magic. By
died naturally.
sculpting a humanoid form and then binding it to a magical
source, a golem is born. While animated objects are not G O L E M S TA R T I N G
very uncommon, true golems — which can act and reason F E AT U R E S
independently of their creators — are exceptionally rare.
When you create a golem character, you gain the following
Golems are born when powerful magic-users awaken
feature.
Essence in an inanimate object, or an amalgamation of such
Magically Constructed Nature. You do not need to eat,
objects assembled into roughly humanoid form. The exact
but must drink, breathe, and sleep like any other creature.
process by which individual casters do this depends upon
You might speak with your MC about what specifically you
the source of their magic. This, in turn, typically affects the
need to drink: perhaps you survive on olive oil, petroleum,
golem’s specific capabilities and personality.
low-viscosity lava, or some other unusual fluid.
28 CHAPTER 1 | LINEAGES
Additionally, you make two choices that reflect the Use your magic attribute. If you do not have one, use
materials that you are made of and how you were created. END. You may cast this spell 1/Rest.
Choose your primary material and life source. Bludgeon. Incompatibilities: Razor. Your dominant hand
grows in size and/or strength and can be used as a weapon
P R I M A R Y M AT E R I A L with the stats of a Club.
Choose whether you are primarily constructed out of plant Dark Power. Prerequisites: Life Source — Occult. Learn one
matter, clay, or bone. This choice grants you the following chant or spell from the Occult Source that costs 5 or fewer
benefit: SP. This selection must have the dark power tag. Use your
Bone: Vestigial Life. Your body recalls that it once lived magic attribute. If you do not have one, use END. If you
as some kind of mortal. When you receive magical healing choose a spell, you may cast it 1/Rest.
from another creature, you regain 2 additional HP. Divine Glimmer. Prerequisites: Life Source — Divine.
Clay: Oozing Movement. You may cause your body to Learn one divine spell of your choice that costs 5 or fewer
melt into an oozing substance the consistency of putty. This SP. Use your magic attribute. If you do not have one, use
allows you to squeeze through areas as small as 1 ft wide. END. (1/Rest)
When you use this feature, it costs 2 AP to activate and Essence Alteration. Prerequisites: Life Source — Psionic.
lasts for a number of rounds equal to your END+1 (min 1 You may learn a second spell from the Psionic Source with
round). While using this feature, you cannot make attacks the manifestation tag. Each time you Take a Rest, you may
or interact with objects. Your health and defenses are choose which manifestation you have active for the day (you
unaffected. You may end this form early if you wish, costing cannot have both active). END is your magic attribute for
no AP. (1/Rest) these spells.
If this ability ends while you are still transformed, you Frenzy of Life. Prerequisites: Vestigial Life. After receiving
immediately reform in the nearest unoccupied space and magical healing from another creature, you also deal +2
take 1d10 blunt damage. damage on your next hit.
Plant Matter: Minor Photosynthesis. When you Recoup Hardened Form. While you are not wearing armor, your
in nonmagical sunlight, you may gain Shield HP equal to AR and physical defenses increase by +2.
your END. Invocation. Prerequisites: Life Source — Primal. Learn
one invocation of your choice from the Primal Source that
LIFE SOURCE has no prerequisites. Use your magic attribute. If you do not
Choose whether your creator used the Arcane, Divine, have one, use END. You may cast this invocation 1/Rest.
Occult, Primal, or Psionic Source to awaken Essence within Major Photosynthesis. Prerequisites: Minor
you. Photosynthesis. When using your Photosynthesis feature, add
Arcane. Fundamental magic courses through you. Learn ½ your character level to the amount of HP you regain.
two cantrips from the Arcane Source of magic. Use your Multimatter. Gain one of the following features that you
magic attribute. If you do not have one, use END. did not choose at 1st level: Minor Photosynthesis, Oozing
Divine. Your connection to divinity manifests in the ability Movement, or Vestigial Life.
to heal. By spending 2 AP, you may restore HP equal to Razor. Incompatibilities: Bludgeon. Your dominant hand
1d6+END to yourself or a creature that you touch. (1/Rest) grows spines or a bladed edge and can be used as a weapon
Occult. You were made through strange and esoteric with the stats of a Scimitar.
means. Learn one ritual of your choice from the Occult Iron Lungs. You no longer need to breathe.
Source that has no prerequisites. Use your magic attribute. Rock-Hard Reinforcement. While you are not wearing
If you do not have one, use END. armor, gain Resist Physical 3 when attacks target your REF
Primal. The generative power of the Everwilds swells or FORT.
from within. Learn two chants from the Primal Source of Hygroscopy. You no longer need to drink.
magic. Use your magic attribute. If you do not have one, use Silent Sentinel. You no longer sleep in the traditional
END. sense, but instead remain completely motionless for 6 hours
Psionic. Your Essence is particularly adept. Choose one in order to rejuvenate yourself. During this time, you are
manifestation from the Psionic Source. Use your magic Unconscious, but you retain visual and auditory awareness
attribute. If you do not have one, use END. of your surroundings.
Transmutable Clay. Prerequisites: Oozing Movement.
G O L E M F E AT U R E S Regain all expended uses of your Oozing Movement when
At 5th, 10th, 15th, 20th, 25th, and 29th levels, choose one you Recoup.
option from the list below.
Arcane Explosion. Prerequisites: Life Source - Arcane.
Learn one spell of your choice from the Arcane Source that
costs 4 or fewer SP.
CHAPTER 1 | LINEAGES 29
H A LF LI NG
Halflings are a diminutive people as diverse and widespread
as humans, though only half as tall. What they lack in
stature, they make up for in bravery and nimbleness, and
many halfling heroes have made their name as adventurers.
They tend to enjoy the simple pleasures of life and prefer
quiet, unobtrusive living but when duty calls, they will often
endure and persevere long after the stronger, larger species
have faltered.
Halflings share the same skin tones and hair colors as
humans, though their eyes tend to be a tint brighter. They
can be found in every climate, city, and biome and are well
integrated into nearly every society.
H A L F L I N G C U LT U R E
Though halflings do not share a singular culture so much
as other more insular lineages, they are well known and
well respected for their singing, music, and art. Their
calm, carefree nature, which most often dominates later in
life, often leads elder halflings to creative pursuits as they
typically retain a bit more energy and wherewithal than
their human cousins.
HALFLING TRAITS
Height: 2’10” – 4’2”
Weight: 50 – 80 lbs
Size: Small
Base Speed: 20 ft
Appearance: Halflings share the basic features of humans,
though they tend to have brighter characteristics. Although
they only stand about as tall as a human child, they have the
same bodily proportions as an adult human.
Lifespan: Halflings reach maturity around age 16 and
naturally live about 70 – 90 years.
H A L F L I N G S TA R T I N G
F E AT U R E S
At level 1, you get the following features as a halfling.
Halfling Stature. Your REF increases by +1 and you
can move through any space occupied by another creature
without suffering a penalty to your speed, though you may
not end your movement there.
Bountiful Life. Gain +6 Skill Points that you can spend
on any of the following skills. You cannot put more than +4
points into a single skill using this feature.
• Acrobatics. Balancing, Contorting, Tumbling
• Influence. Deceiving, Empathy, Gossiping, Persuading
• Luck. Fortuity
• Observation. Eavesdropping, Intuiting, Investigating,
Perceiving
• Performance. Dancing, Entertaining, Instrument*
[choose one], Savoir Faire
• Subterfuge. Evading, Sleight of Hand
• Survival. Sheltering, Sneaking
Unique Feature. To further define your halfling, choose one
option from the list below at level 1.
H A L F L I N G F E AT U R E S
In addition to the unique feature you selected at level 1, you
gain one more feature at 5th, 10th, 15th, 20th, 25th, and
29th levels. Choose one option from the list below.
Bravery. Whenever a creature tries to Frighten you, they
must roll 2d20 and use the lower one.
Bravery II. Prerequisites: Bravery. You cannot be
Frightened by creatures. (Effects that do not originate from
creatures can still Frighten you.)
Bravery III. Prerequisites: Bravery II. You cannot be
Frightened by any source.
Calm Observance. Repeatable. Gain +6 Skill Points to
spend on skills with the observation tag. You cannot spend
more than +4 points on a single skill in this way.
Determined. When you are reduced to 0 HP, immediately
regain 1 HP. (1/Rest)
Determined II. Prerequisites: Determined. Regain the
ability to use your Determined feature after you Recoup.
Determined III. Prerequisites: Determined II; Character
Level 15. Regain the ability to use your Determined feature
after you Catch your Breath.
Halfling Grace. Repeatable. Gain +6 Skill Points to spend
on skills with the acrobatics tag. You cannot spend more
than +4 points on a single skill in this way.
Halfling Charm. Repeatable. Gain +6 Skill Points to
spend on skills with the influence tag. You cannot spend
more than +4 points on a single skill in this way.
Small but Mighty. Whenever you use the Trip maneuver
against a creature at least one Size larger than you, you may
choose to make the attack using your DEX instead of your
STR. If you do so, the target suffers a -2 to their REF against
this attack.
Small but Mighty II. Prerequisites: Small but Mighty;
Character Level 10. When attacking a creature at least one
Size larger than you, your crit range increases by 1, or by 2
if the creature is more than three Sizes larger than you.
CHAPTER 1 | LINEAGES 31
HON DU
(HAHN-doo)
The hondu are canine humanoids who originally came
from the dark boreal forests of the northern lands, but have
since spread to all known corners of the continent. The
hondu possess unmatched endurance and speed for any
race their size. They are able to track and pursue prey for
days on end, and equally capable of hauling their kills back
to their family groups.
While generally known for their loyalty and bravery,
hondu are as diverse in personality as they are in
appearance. Even members of the same family might have
drastically different colorations in fur or length of snout.
H O N D U C U LT U R E
Hondu culture tends to exemplify the sanctity of life and
strive to uphold the order of the natural world. In this
sense, nature is deified as much as any god and over-
hunting, wastes of food, and relishing in excess are heavily
discouraged. Where hondu cities are built, outsiders might
find a surprising marriage of nature and civilization in
food, architecture, and art.
HONDU TRAITS
Height: 4’6” – 6’4”
Weight: 80 – 230 lbs
Size: Small or Medium (your choice)
Base Speed: 20 ft
Appearance: Hondu are bipedal. They have a fluffy tail
and a canine head. They are visually varied, having many
different combinations of coloration in fur and eyes.
Hondu snouts, tails, ears, and fur all vary in length and
appearance.
Lifespan: Hondu reach maturity at 18, but tend to live
about 130 years.
H O N D U S TA R T I N G
F E AT U R E S
At level 1, you gain the following features as a hondu.
Keen Nose. When you make AWR checks that rely on
your sense of smell, gain an additional +4 bonus to your
check.
Canine Endurance. Gain +6 Skill Points to spend on
skills with the athleticism or stamina tags. You cannot
spend more than +4 points on a single skill in this way.
Unique Feature. To further define your hondu, choose
one option from the list below at level 1.
Canine Endurance II. Prerequisites: Canine Endurance.
H O N D U F E AT U R E S Repeatable. Gain +6 Skill Points to spend on skills with the
In addition to the unique feature you selected at level 1, you Athleticism or Stamina tags. You cannot spend more than
gain one more feature at 5th, 10th, 15th, 20th, 25th, and +4 points on a single skill in this way.
29th levels, choose one option from the list below. Hunting Dog. Repeatable. Gain +6 Skill Points to spend
Hondu Bite. Gain a special attack that costs 2 AP and on skills with the survival tag. You cannot spend more than
deals 1d4 sharp damage on a hit. This is considered a +4 points on a single skill in this way.
natural weapon, and you use your choice of STR or DEX for Keen Hearing. When you make AWR checks that rely on
the attack and damage rolls. your sense of hearing, gain an additional +4 bonus to your
Hondu Bite II: Powerful Jaws. Prerequisites: Hondu Bite. check.
Repeatable. Each time you take this feature, increase your Keen Nose II. Prerequisites: Keen Nose. Increase your Keen
Bite damage die by one size (d4 to d6, d6 to d8, etc.), to a Nose bonus by an additional +4.
maximum of 1d12. Pack Coordination. Once on your turn, you can move
Bravery. Whenever a creature tries to Frighten you, they up to 10 ft without spending AP. When moving in this way,
must roll 2d20 and use the lower one. you must stay within 5 ft of a hostile creature at all times.
Bravery II. Prerequisites: Bravery. You cannot be (AWR/Recoup)
Frightened by creatures. (Effects that do not originate from Thick Coat. Gain Resist Cold 3. When making END checks
creatures can still Frighten you.) to mitigate the effects of extreme cold, roll 2d20 and use
Bravery III. Prerequisites: Bravery II. You cannot be whichever one is higher.
Frightened by any source.
Canine Cunning. You may spend 1 AP to grant TA to
yourself and one ally against an enemy that you are both
adjacent to when you use this feature. This bonus lasts until
the start of your next turn.
CHAPTER 1 | LINEAGES 33
HUMAN TRAITS
Height: 4’8” – 6’5”
Weight: 80 – 250 lbs
Size: Medium
Base Speed: 20 ft
Appearance: Humans are wildly varied in appearance.
Their skin tones range from very light to very dark. They
have a broad spectrum of eye colors and hair colors,
thicknesses, and styles. Humans also have a wide spectrum
of body types.
Lifespan: Humans reach maturity around age 16 and
naturally live about 70-90 years.
H U M A N S TA R T I N G
F E AT U R E S
At level 1, you get the following features as a human.
Tenacious. Gain 1 additional point in an attribute of your
choice (but still cannot exceed the limits imposed by the
attribute cap rules).
Unique Feature. To further define your human, choose
one option from the list below at level 1.
H U M A N F E AT U R E S
In addition to the unique feature you selected at level 1, you
gain one more feature at 5th, 10th, 15th, 20th, 25th, and
29th levels. Choose one option from the list below.
Creative. Repeatable. Gain +6 Skill Points to spend on
skills with the Crafting tag. You cannot spend more than +4
points on a single skill in this way.
Determined. When you are reduced to 0 HP, immediately
H UM A N regain 1 HP. (1/Rest)
Determined II. Prerequisites: Determined. Determined
A tenacious and unwavering lineage, humans are as becomes 1/Recoup.
different from one another as trees in the forest: no two Determined III. Prerequisites: Determined II; Character
share precisely the same twists, patterns, or preferences. Level 15. Determined becomes 1/Catch Breath.
On the whole, humans are deeply concerned with life and Fast Friends. Gain +6 Skill Points to spend on skills with
its enjoyment or with legacy and securing their place in the the influence tag. You cannot spend more than +4 points on
annals of history. a single skill in this way.
Humans make their mark on the world with their sheer Offensive Rush. Once per turn, when you spend 1 or
adaptability. They are able to tame any environment more AP to move towards a hostile creature, your speed
they set foot into, from barren tundra to seething jungle increases by 10 ft.
and everything in between. They form great civilizations Knack. Repeatable. Gain +4 to any one skill of your
that rise and fall like the tide yet on the whole are never choice.
diminished in their endless pursuit of knowledge and Many Interests. Repeatable. Gain +2 to any four separate
mastery of the natural world. skills of your choice.
Pillar of the Community. Prerequisites: Character Level 5.
H U M A N C U LT U R E Gain rank 1 of a new profession of your choice.
Much like the individual, human culture is as varied and Scrappy. Gain the ability to use the Exploit advanced
diverse as the environments in which they are found. Some maneuver.
humans build mighty fortresses of stone and timber that
will stand for hundreds of generations while others live as
nomads in great camps as fleeting as the deer they follow.
Wherever they go they leave a mark on art, song, and
literature.
34 CHAPTER 1 | LINEAGES
K E T T E K S TA R T I N G
F E AT U R E S
At level 1, you gain the following features as a kettek.
Darkvision. You can see in darkness to a limit, even
without any light source. You cannot discern color while
using your darkvision. While using Darkvision, you can see
up to 30 ft, and then are blind beyond that point.
Nine Lives. The number of Death Points it takes to kill
you increases by 1.
Unique Feature. To further define your kettek, choose
one option from the list below at level 1.
K E T T E K F E AT U R E S
In addition to the unique feature you selected at level 1, you
gain one more feature at 5th, 10th, 15th, 20th, 25th, and
CHAPTER 1 | LINEAGES 35
K LEPPI N
(KLEP-pen)
Kleppin are an incredibly diverse lineage of small fur-
covered humanoids with features resembling a multitude
of woodland animals. Some sport thick bushy tails and
cherubic cheeks, like the common squirrel, while others
have tall pointed ears and long feet, like a meadow hare.
Still others hold resemblance to badgers, beavers, or
raccoons. Regardless of what critter they might resemble,
they are all kleppin and hold the same fiery spirit known as
others of their kind.
Though small in stature, the kleppin are far from skittish
or timid as their appearance might lead some to believe.
Kleppin settlements often host small but masterfully
trained squads of warriors who are experts in ambush
tactics that hobble enemy forces well before they reach
the palisade gates. Kleppin know their territory inside and
out, above and below, and rarely does anyone approach
without their notice. Those kleppin who do heed the call of
adventure, or have it thrust upon them, often find work as
trackers, guides, druids and rangers where their connection
to the natural world can be put to full effect.
K L E P P I N C U LT U R E
Much like the Hondu, kleppin societies often embrace the
natural world and build their cities as compliments to the
environment rather than forcing dominance. Mighty trees
host huge cities of residences while vast tunnel systems
below the roots teem with industry. Natural defenses are
supplemented with growths, deadfalls, and palisades.
Kleppin art and literature exemplifies their cultural heroes
and spins even the most mundane tale into epic fables with
notable lessons.
KLEPPIN TRAITS
Height: 2’6” – 3’8”
Weight: 30 – 50 lbs
Size: Small
Base Speed: 20 ft
Appearance: Kleppin are essentially sentient small
woodland critters, ranging from mice and squirrels to
badgers and raccoons.
Lifespan: Kleppin reach maturity around 8 years of age
and naturally live 50 – 60 years.
K L E P P I N S TA R T I N G
F E AT U R E S
At level 1, you get the following features as a kleppin.
Scurry. When creatures attack you using reactive actions,
their attacks suffer a -2 penalty to hit.
Unique Features. To further define your kleppin, choose
two options from the list below at level 1.
Burrower II. Prerequisites: Burrower. Burrower becomes
K L E P P I N F E AT U R E S 1/Recoup.
In addition to the two unique features you selected at level Claws. Gain a special attack that costs 2 AP and deals 1d4
1, you gain one more feature at 5th, 10th, 15th, 20th, 25th, sharp damage on a hit. This is considered a natural weapon,
and 29th levels. Choose one option from the list below. and you use your choice of STR or DEX for the attack and
Bravery. Whenever a creature tries to Frighten you, they damage rolls.
must roll 2d20 and use the lower one. Climber. Gain a climb speed equal to your walking speed.
Bravery II. Prerequisites: Bravery. You cannot be Darkvision. You can see in darkness to a limit, even
Frightened by creatures. (Effects that do not originate from without any light source. You cannot discern color while
creatures can still Frighten you.) using your darkvision. While using Darkvision, you can see
Bravery III. Prerequisites: Bravery II. You cannot be up to 30 ft, and then are blind beyond that point.
Frightened by any source. Leap. Double your horizontal jump distance. The distance
Buffer Fall. When falling, you can slow your descent and you can jump is restricted by your movement; if you do not
angle your fall. You only take 1d4 falling damage for every spend enough AP to complete your jump, then your jump
30 ft that you fall. Furthermore, for every 10 ft that you fall, ends when you run out of movement.
you may choose to move 5 ft horizontally. Natural Survivor. Repeatable. Gain +6 Skill Points to
Burrower. Gain a burrow speed equal to ½ your walking spend on skills with the survival tag. You cannot spend more
speed. You can burrow through soil, dirt, sand, mud, or than +4 points on a single skill in this way.
similar substances, but cannot burrow through rock, stone, Rodent’s Cunning. Repeatable. Gain +6 Skill Points to
metal, and the like. When you burrow, you leave a large spend on skills with the subterfuge tag. You cannot spend
and noticeable tunnel in your wake. Any Small creature can more than +4 points on a single skill in this way.
squeeze through the tunnel, expending 2 ft of movement Scurry II. Prerequisites: Scurry; Character Level 5. When
for every 1 ft that they move. Any Tiny or smaller creature creatures attack you on your turn, their attacks suffer a -5
can move through the tunnel at normal speed. You cannot penalty to hit.
burrow more than 10 ft below the surface. Scurry III. Prerequisites: Scurry II; Character Level 10.
Furthermore, burrowing takes a significant amount of When creatures attack you on your turn, their attacks suffer
energy. Once you begin burrowing, you can only burrow for a -10 penalty to hit.
a number of minutes equal to your END+1 (min 1). This
time limit applies even if you do not spend all of the allotted
time burrowing. (1/Rest)
CHAPTER 1 | LINEAGES 37
R A EDEEN
(ray-DEEN)
The ancient avadri have vestigial traces of power
throughout the known universe. The world of Ancerra is
rich with these slivers of power. Sometimes, under rare
circumstances, this legacy manifests as a living humanoid
entity, something between a magical artifact and a
breathing biological person. These are the raedeen —
sapient traces of powers long forgotten.
Raedeen are often quiet and contemplative, in constant
communion with slivers of avadri tech all around them.
All raedeen, regardless of relationship with avadri tech,
are driven by the need to protect. Whether that be their
friends, a location, or a warped ideal, they remain steadfast
due to remnants of a long-forgotten directive. Rarely will
a raedeen place their own safety above that of others, and
even more their friends.
A marriage between psionic technology and biological
flesh, raedeen forms carry immense latent magical
powers. They are born to any flesh-and-blood race, but
are implanted with the vestiges of avadri technology.
Some cultures, such as the elves of the plains, take these
features as blessings, as they attune the raedeen to the
dormant avadri technology across the planet. Others,
however, view them in a more critical light, ostracizing
raedeen due to the magical incidents that often happen
around their uncontrolled powers. Their sensitivity to
magic and excellent perception abilities lend them easily
towards tracking or looting roles, but this also makes them
incredibly susceptible to strong psionic attacks and psychic
manipulation.
RAEDEEN TRAITS
Height: 6’0” – 7’6”
Weight: 120 – 200 lbs
Size: Medium
Base Speed: 20 ft
Appearance: Raedeen skin varies in a rainbow of colors,
but is always marked with geometric areas of metallic
iridescence and faint panel-line markings. This might look
as subtle as a normal human visage with slight lines on the
face and arms. Conversely, the physical tell might be wildly
obvious, such as a kettek-like humanoid with horns, blue
fur, and metallic plating.
Lifespan: Raedeen have slightly above the average lifespan
of a human (roughly 80 – 110 years), regardless of their
parent race. This often leads to tragedy if they are born to
a longer-lived race such as elves, as they will age and die
far sooner and faster than their parents.
R A E D E E N S TA R T I N G PA R A G O N
F E AT U R E S Paragon raedeen hold more nuanced views of power,
creativity, and control than their corrupted kin. They
At level 1, you gain the following features as a raedeen.
seek to exemplify the delicate balance of all three, as the
Psionic Attunement. Choose one manifestation of
paragon avadri did in the days of old. For some, this means
any Aptitude from the Psionic Source. You know that
seeking out authoritarian rulers and punishing them for
manifestation and it costs 0 SP for you. Use your magic
irresponsible use of power. Other raedeen seek quieter lives,
attribute. If you do not have one, use CHA.
spending their days perfecting beautiful artisanal crafts,
Sublineage. As raedeen mature, their forms adapt to best
songs, or dances.
serve the raedeen’s personal quest of protection. Choose one
Magical Resonance. Your raedeen plating resonates with
sublineage below and gain bonus 1st level features based on
magical energies. Choose one type of elemental damage.
your selection.
When damage of that type hits you, you may spend 1
CORRUPTED Reactive AP to gain Affinity with that damage. You retain
Corrupted raedeen strive to protect ideologies, individuals, this Affinity for 1 minute. (1/Rest)
or organizations that are twisted reflections of what avadri Efficient Biotech. Your internal organs operate more
once cherished. Creativity, power, and the ability to exert efficiently than normal beings, drawing directly from magic
one’s will over the chaos around them always appealed to to sustain you. You no longer require food or drink to
avadri, so a corrupted raedeen might be drawn to an iron- sustain yourself and are immune to food-based diseases. You
fisted dictator or a shortsighted pioneer trying to deforest still need to breathe.
a tract of land. Corrupted raedeen have formed an outlook
that, while reminiscent of their avadri ancestry, is actually
R A E D E E N F E AT U R E S
near the opposite of what their ancestors might have At 5th, 10th, 15th, 25th, and 29th levels, choose one option
wanted. from this list below.
Razor Plating. Your raedeen plating is razor sharp. Your Advanced Analytics II. Prerequisites: Dreamer Raedeen;
dominant hand grows a retractable blade that can be used Character Level 10. Gain +3 to Investigating and +3 to
as a weapon with the stats of a scimitar or shortsword (your Intuiting.
choice). Ancestral Divinity. Learn two prayers of your choice from
Blood Is Fuel. You may spend 1 AP to consume any the Divine Source. These prayers count as psionic magic for
source of fresh blood other than your own, provided you, instead of divine. Use your magic attribute. If you do
that such a source is within 5 ft of you. (No attack roll is not have one, use CHA.
required, but you are limited to targeting corpses, Bloodied Ascension. Prerequisites: Character Level 15. Learn the
creatures, or creatures with the Bleeding condition). Doing Angel Wings spell from the Divine Source, but it counts as
so grants you TA on all attacks until the end of your next psionic magic for you. You may cast this spell 1/Rest.
turn as you are fueled by blood. (CHA/Recoup) Blood Is Fuel II. Prerequisites: Blood is Fuel; Corrupted
Raedeen. When using your Blood is Fuel feature, gain an
DREAMER
additional +1 to all attack rolls, and gain +1 to all of your
Long before the first sapient life developed on Ancerra, defenses, until the end of your next turn.
hyper-advanced avadri fell into eons-long dream cycles Calm Appraisal. Repeatable. Gain +6 Skill Points to
where they imagined new realities and contemplated the spend on skills with the observation tag. You cannot spend
great philosophies of the universe. Dreamer raedeen follow more than +4 points on a single skill in this way.
in the footsteps of these avadri. They excel at problem- Devouring Biotech. Prerequisites: Paragon Raedeen;
solving and manifest psionic abilities that they can use to Character Level 15. Your biotechnical makeup allows you
protect their allies and harry their foes. not only to passively consume ambient magic for nutrients,
Advanced Analytics. Your mechanical mind processes but steal it from magical attacks directed at you. When an
data at an advanced pace. Whenever you make a check to enemy within 10 ft of you casts a spell or activates a magical
see through magical illusions, gain +4 to the check. effect that would damage you and no other targets, you may
Pierce Soul. Your gaze is enough to shatter even the most spend 2 Reactive AP to make a CHA roll against their WILL.
steadfast mental defense. Whenever you make an attack roll On a success, you negate the damage and instead regain
against a creature targeting one of their mental defenses, 1d6 HP. The creature still loses its AP, but not any associated
you may give yourself +4 to the attack. (2/Rest) SP or rechargeable resources. (1/Rest)
CHAPTER 1 | LINEAGES 39
Eidetic Memory. Prerequisites: Dreamer Raedeen. Gain Paragon Attunement II. Prerequisites: Paragon
the ability to recall information with near-perfect accuracy. Attunement. Gain the Paragon Detection ability.
Whenever you make a check to remember knowledge or Paragon Detection. You may spend 30 seconds to
images that you have encountered within the past month, meditate and immediately identify the location and
gain +4 to the check. On a success, you remember it in direction of movement of a specific magical caster you
perfect detail. are familiar with, provided that the creature is within 10
Eidetic Memory II. Prerequisites: Eidetic Memory, miles of you. You only gain this insight for a moment, so
Character Level 15. Your memory is honed to a fine point. you cannot supernaturally track that creature using this
Your Eidetic Memory feature applies to knowledge and ability. (1/Rest)
images that you have encountered within the past 6 months. Plated Body. Your AR and physical defenses increase by
Enveloping Mind. Prerequisites: Dreamer Raedeen. Your +1 while you are not wearing armor.
psionic defenses extend to your allies. When an ally within Sleek Plating. Prerequisites: Plated Body. Gain the benefits
10 ft of you is targeted with an attack or spell that would of your Plated Body even while wearing armor.
inflict the Dazed or Staggered condition, you may spend 2 Spike Plating. Prerequisites: Corrupted Raedeen. Whenever
Reactive AP to add +2 to their defenses. (1/Recoup) a creature Grapples you or makes an unarmed attack against
Forgotten Knowledge. Repeatable. Gain +6 Skill Points you, make a CHA attack against that creature’s ANT. This
to spend on skills with the knowledge tag. You cannot spend attack costs no AP and you can use it indefinitely. If you hit,
more than +4 points on a single skill in this way. that creature takes 1d4 sharp damage. If a creature starts its
Magical Resonance II. Prerequisites: Magical Resonance, turn Grappling you, you may make this attack again.
Character Level 20. Your Magical Resonance feature becomes Storm of Daggers. Prerequisites: Corrupted Raedeen,
1/Recoup. Character Level 10. You may spend 4 AP to assault your
Paragon Attunement. Prerequisites: Paragon Raedeen. enemies with a storm of blades and spines. Make a CHA
You are particularly sensitive to certain sources of magic attack vs the REF of all hostile creatures within 15 ft of
that your body has optimized itself to in your environment. you. On a success, they take 1d8 sharp damage and become
When you succeed a skill check to track, locate, or identify Shaken until the end of your next turn.
an instance of magic (such as the residue of a fireball, the Tireless Sentinel. You no longer physiologically require
enchantment of an object, or the abilities of a magical sleep. You must still rest your mind, however, to avoid
creature), you also learn the source(s) of magic that it the psychological effects of exhaustion. 4 hours of quiet
draws power from, how long it has been enchanted, and any meditation is sufficient for you to Take a Rest, but you
instances of the Signature cantrip, if applicable. cannot Take a Rest more than once per 24 hours as usual.
Wings of Splendor. By spending 3 AP, you can grant
yourself a fly speed equal to your walking speed for the next
10 minutes. (1/Rest)
40 CHAPTER 1 | LINEAGES
R EM NA N T
Long before sapient creatures began building their
civilizations, ancient and long-forgotten deities sculpted
Ancerra. Their tools were powerful machinations of magic
and technology, shaping and maintaining Ancerra’s storied
terrain. Eons later, shards of these tools lay forgotten,
abandoned by their original purpose.
Now with the advent of widespread magic, sometimes
these shards, these remnants, find themselves awake
and with memories that blur and blend together. These
wandering souls seek out an esoteric something, whether
that be a master or true freedom. Most cannot describe
it in words of any mortal tongue. Remnants are highly
empathic, and often sensitive to the emotional energies of
the people they surround themselves with.
B U I LT W I T H P U R P O S E
Not every tool must be a weapon. Remnants can be the
remains of anything: an ecological manipulation device,
an arcane observatory, a dimensional gateway, etc. Their
forms, though humanoid, are varied; however, they always
share the sharp geometric patterns and bismuth-like
formations of stone that make up their body. Remnants
have personalities as varied as any other lineage, but they
all possess an existential desire to be useful. Whether
that translates to overthrowing tyrants or creating toys
for children, remnants believe that all living beings are
designed to compliment one another in a grand, cosmic
symbiosis. Remnants find it abhorrent when sapient
creatures act in a selfish manner.
REMNANT TRAITS
Height: 4’0” – 7’0”
Weight: 150 – 500 lbs
Size: Medium
Base Speed: 20 ft
Appearance: Remnants generally have a bright metallic
sheen and while some are monochrome, many sparkle with
iridescent colors. It is possible to see light shining from
within many of their joints.
Lifespan: Remnants can live almost indefinitely, provided
that they can get whatever sustenance their bodies need.
R E M N A N T S TA R T I N G
F E AT U R E S
You gain the following features as a remnant.
Armored Form. You cannot wear Armor, but your
base AR begins at 12. You can integrate armor into your
form by spending at least one hour disassembling it and
customizing it to your form. Armor integrated in this
way grants all its magical bonuses, but none of the AR.
You can only integrate one suit of armor at a time; if you
CHAPTER 1 | LINEAGES 41
want to integrate a new set of armor, you must first eject Programmed Athleticism. Repeatable. Gain +6 Skill
your current form of armor. Ejected armor regains all of its Points that you can spend on any skills with the athleticism
original properties and provides no benefit to you unless you or stamina tags. You cannot put more than +4 into a single
integrate it again. skill using this feature.
Constructed Form. You do not need to eat or drink, but Tireless Sentinel. You no longer physiologically require
must still breathe and sleep. sleep. You must still rest your mind, however, to avoid the
Unique Feature. To further define your remnant, choose psychological effects of fatigue. 4 hours of quiet meditation
one option from the list below at level 1. is sufficient for you to Take a Rest, but you cannot Rest more
than once per 24 hours as usual.
R E M N A N T F E AT U R E S Tool Manifestation. Repeatable. Choose a tool or kit. You
In addition to the unique features you selected at level 1, can produce that tool or kit from within yourself at will, but
you gain one more feature at 5th, 10th, 15th, 20th, 25th, when you do, that tool or kit is considered a part of your
and 29th levels. Choose one option from the list below. body and can only be used by you. Gain +4 to all checks
Darkvision. You can see in darkness to a limit, even made with tools and kits that are a part of you.
without any light source. You cannot discern color while Warm. Prerequisites: Illuminate. By augmenting the heat
using your darkvision. While using Darkvision, you can see produced by your advanced technological body, you may
up to 30 ft, and then are blind beyond that point. emit warmth akin to that of a campfire in a 10 ft radius
Divinity Code. Learn two prayers of your choice from the around you. You may only do this when you Catch your
Divine Source. These prayers count as psionic magic for you. Breath, Recoup, or Take a Rest. Creatures within the radius
Use your magic attribute. If you do not have one, use CHA. who are not wet do not need to make END checks against
Enhanced Armor. Prerequisites: Armored From. the effects of extreme cold.
Repeatable. Your AR increases by +2. Weapon Manifestation. Choose a weapon with the
Illuminate. By spending 1 AP, you can shed bright light one-handed tag. You manifest that weapon out of the
for up to a 20 ft radius from yourself, and dim light for material within your own dominant arm. You cannot throw
double that distance. Alternatively, you can choose to shine the weapon, even if it has the thrown tag, and you cannot
only dim light up to a 20 ft radius. This light remains until be disarmed of this weapon unless your dominant arm is
you decide to spend an additional 1 AP to end it. severed.
Manufacturer. You may cast the Minor Conjuration Weapon Manifestation II. Prerequisites: Weapon
cantrip from the Arcane Source, but it counts as psionic for Manifestation. The weapon that you manifest can have
you when cast in this way. the hand-and-a-half tag. You may use it with one hand, or
Programmed Appraisal. Repeatable. Gain +6 Skill Points temporarily fuse your hands together to gain its hand-and-a-
that you can spend on any skills with the observation tag. half benefit.
You cannot put more than +4 into a single skill using this
feature.
42 CHAPTER 1 | LINEAGES
S AT Y R
Satyrs are somewhat rare humanoids originally hailing
from the Everwilds but now long established on Ancerra.
Although they generally resemble olive-skinned humans,
they bear a number of distinctly goat-like features
including hooves, fur-covered legs and waists, tails, ears,
and horns. Fur and hair colors have a range that matches
human hair and goat fur. Some satyrs also have more
unique hair and fur color akin to spring flowers: pastel
pinks, greens, or blues. Satyr eyes tend to have brighter
complexions than those naturally seen in humans.
With a well-earned reputation for lightheartedness,
whimsy, and merriment, satyrs are known for their large
personalities and ability to command the rowdiest of
crowds. They rarely fear being the center of attention and
make for excellent entertainers, performers, and charlatans
with their natural abilities to put people at ease.
S A T Y R C U LT U R E
With a culture that draws much from their roots in the
Everwilds, particularly the side that borders on the realm
of Chaos, satyrs seemingly find every day a holiday in one
form or another. Food and drink are shared freely and it
is rare for a satyr to accumulate wealth as they genuinely
believe any day living is a day worth celebrating. They
rarely concern themselves with a lasting legacy beyond the
memories shared with friends and family and even satyr
funerals can be a joyous occasion.
S AT Y R T R A I T S
Height: 4’2” – 5’8”
Weight: 80 – 180 lbs
Size: Medium
Base Speed: 20 ft
Appearance: Aside from their goatlike features, satyrs
visually resemble humans.
Lifespan: Satyrs reach maturity around age 16 and
naturally live about 100 – 120 years.
S A T Y R S TA R T I N G
F E AT U R E S
At level 1, you get the following features as a satyr.
Ram. You may attempt to charge and headbutt an
opponent. By spending 3 AP, you may move up to 10 ft
and use the Shove maneuver. If you succeed, the target
takes 1d4 blunt damage in addition to being Shoved. This
feature can only be used once per turn.
Unique Feature. To further define your satyr, choose one
option from the list below at level 1.
CHAPTER 1 | LINEAGES 43
spend on skills with the performance tag. You cannot spend
S AT Y R F E AT U R E S more than +4 points on a single skill in this way.
In addition to the unique feature you selected at level 1, you Merrymaking. Repeatable. Gain +4 Alchemy* and
gain one more feature at 5th, 10th, 15th, 20th, 25th, and Brewing*.
29th levels. Choose one option from the list below. Primal Power. Learn two chants from the Primal Source
Arcane Affinity. Learn two cantrips from the Arcane of magic. Use your magic attribute. If you do not have one,
Source of magic. Use your magic attribute. If you do not use AWR.
have one, use INT. Thick Skull. Prerequisites: Ram. Repeatable. Each time you
Chaotic Mind. When any creature attempts to impose take this feature, increase your Ram damage die by one size
Charmed on you, it must roll 2d20 and use the lower roll. (d4 to d6, d6 to d8, etc.), to a maximum of 1d12.
Dazzling Performance. You may attempt to impress a
non-hostile creature through your performance. Make a
check using any Performance skill of your choice against
one target’s WILL. If you succeed, that target gains the
Charmed condition for 1 hour and views you as a friendly
acquaintance. After this condition fades they do not know
they were Charmed by you. (1/Rest)
Dazzling Performance II. Prerequisites: Dazzling
Performance. Dazzling Performance becomes 2/Rest.
Dazzling Performance III. Prerequisites: Dazzling
Performance II. Dazzling Performance becomes 3/Rest.
Even-Toed Ungulate. Repeatable. Gain +6 Skill Points to
spend on skills with the athleticism or acrobatics tags. You
cannot spend more than +4 points on a single skill in this
way.
Fae Spirit. Gain +6 Skill Points that you can spend on
any of the following skills. You cannot put more than +4
points into a single skill using this feature.
• Acrobatics. Balancing, Tumbling
• Athleticism. Athletics, Sprinting
• Crafting. Alchemy*, Brewing*, Cooking*,
Glassblowing*, Woodcarving*
• Influence. Gossiping, Persuading
• Luck. Fortuity
• Observation. Eavesdropping
• Performance. Dancing, Entertaining, Instrument*
[choose one], Savoir Faire
• Subterfuge. Sleight of Hand
Great Listener. Repeatable. Gain +6 Skill Points to spend
on skills with the knowledge tag. You cannot spend more
than +4 points on a single skill in this way.
Fast Ram. Prerequisites: Ram. Your Ram feature only costs
2 AP. You can still only use it once per turn.
Life of the Party. Repeatable. Gain +6 Skill Points to
44 CHAPTER 1 | LINEAGES
T RO L L K I N
A relative of the mystical bhrunai, the hulking trollkin are
well defined by their brown-green skin, long, pointed ears,
and protruding lower tusks. They often sprout thick manes
of mossy-green, brown, or black hair and long claw-like
nails on their four-fingered hands. This ancient lineage has
existed on Ancerra for millennia and has a long history in
the mythos of isolated northern settlements. Colloquially
called bridge trolls, there are many tall tales of growling
trollkin demanding tolls or asking complex riddles of those
who wished to cross the bridge under which they resided.
What these tales often neglect to mention is that trollkin
are clean and meticulous in the upkeep of the places
they live and most local settlements welcomed the well-
maintained and reinforced bridges they relied on for trade
and travel. Trollkin such as these became valued members
of the community, often accepting food and company in
payment for defense against hostile creatures or brigands
for there are few things a trollkin values over a safe and
quiet home.
Trollkin are well respected as merchants, trackers, and
guides for their undisputed connection with the natural
world and affinity with wild beasts. They pride their
natural independence and self-sufficiency and always look
to their own skills to solve a problem before turning to
another. Still, an adventuring party can always rely on a
trollkin to accomplish the tasks they promise to do and
their ability to turn to stone in an instant is remarkably
handy.
T R O L L K I N C U LT U R E
Trollkin have historically kept to themselves, and rarely
sought the company of their own kind. Trollkin culture
has thus risen from their own oral histories, passed down
from parent to child, and their predilection to philosophical
rambling have made them a favorite conversation partner
for sages and scholars.
TROLLKIN TRAITS
Height: 5’8” – 7’4”
Weight: 250 – 450 lbs
Size: Medium
Base Speed: 20 ft
Appearance: Trollkin visually bear resemblance to
bhrunai, though they are much taller and heavier than
their smaller cousins. Their skin and hair coloration are
reminiscent of mossy boulders or huge trees.
Lifespan: Trollkin reach maturity around 30 years of age
and naturally live around 220 – 260 years.
CHAPTER 1 | LINEAGES 45
Particularly Crafty. Repeatable. Gain +6 Skill Points to
T R O L L K I N S TA R T I N G spend on skills with the Crafting tag. You cannot spend
F E AT U R E S more than +4 points on a single skill in this way.
At level 1, you gain the following features as a trollkin. Rapid Regeneration II. Prerequisites: Rapid Regeneration;
Stoneform. Trollkin can gain the unique ability to convert Character Level 5. Rapid Regeneration becomes 1/Catch
their flesh to stone instantly. You may spend 1 Reactive AP your Breath.
to turn to stone, gaining Resist Damage 10, and becoming Rapid Regeneration III. Prerequisites: Rapid Regeneration
Paralyzed but not Helpless. You may not move, attack, or II. Rapid Regeneration becomes 2/Catch your Breath.
use any ability or feature while in this form. Stoneform lasts Rapid Regeneration IV: Troll Blood. Prerequisites: Rapid
until the end of your next turn. (1/Rest) Regeneration III; Character Level 20. Gain Vulnerable Fire
Rapid Regeneration. Trollkin are particularly hearty and 4, but if you have not been damaged by fire within the last
their body can recover quickly from serious wounds. You minute, you regain 1 HP at the beginning of each of your
may spend 2 AP to regain HP equal to 1d12 + END. (1/ turns while you are Bloodied.
Recoup) Self-Sufficient. Repeatable. Gain +6 Skill Points to spend
Unique Feature. To further define your trollkin, choose on skills with the survival tag. You cannot spend more than
one option from the list below at level 1. +4 points on a single skill in this way.
Stoneform II. Prerequisites: Stoneform; Character Level 5.
T R O L L K I N F E AT U R E S Stoneform becomes 2/Rest.
In addition to the unique feature you selected at level 1, you Stoneform III. Prerequisites: Stoneform II. Stoneform
gain one more feature at 5th, 10th, 15th, 20th, 25th, and becomes 3/Rest.
29th levels. Choose one option from the list below. Stone Gut. Prerequisites: Character Level 5. Gain Resist
Bridge Dweller. Gain +6 Skill Points that you can spend Toxic 3.
on any of the following skills. You cannot put more than +4 Stone Gut II. Prerequisites: Stone Gut; Character Level
points into a single skill using this feature. 10. You are immune to being Poisoned and Diseased, and
• Athleticism. Applied Force, Athletics, Sprinting increase your Resist Toxic number by +3. Furthermore, you
• Crafting. Carpentry*, Masonry*, Smithing*, can receive nourishment from eating any biological plant or
Woodcarving* common mineral such as clay, dirt, or stone.
• Influence. Intimidating Throw Anything. You are particularly good at throwing
• Luck. Scavenging improvised weapons. When throwing an improvised
• Stamina. Distance Running, Forced March, Menacing weapon, you can choose DEX or STR, your range becomes
• Survival. Animal Handling, Foraging, Nature, 30 ft, and its damage can go up to 1d12, determined by
Sheltering your MC and what you are throwing.
Long Arms. Your melee reach increases by +5 ft.
Natural Camouflage. While outdoors, Concealed, and
not actively moving, you gain +3 on checks to remain
hidden.
46 CHAPTER 1 | LINEAGES
U N DEA D
There are many ways to pass through the veil of death, but
few to pass back. For time immemorial, intelligent mortals
have sought ways to break the bonds of life for themselves
or others. Whether by dark ritual, unrestricted science, or
sheer power of will, these beings continue to exist on the
fringes of the living world.
The undead forever move with purpose and are often
driven by that which could not be completed in life.
Whether it be revenge, love, or works left unfinished, this
goal shapes every action they make until it is completed
and a new goal is discovered. Undead make unwavering
companions and are often sought out for their knowledge
of lore, history, or crafting. Though ghosts and spirits are
classified as “undead,” the willpower needed to maintain
a purely nonphysical form often requires that they remain
bound to haunted structures or areas of land and so
undead adventurers carry on with what remains of their
original bodies.
UNDEAD IN SOCIETY
While the undead are rare in the wider world, societal
views on undead vary widely from culture to culture and
spread the gambit of outright hostility to ritualistic honor.
Some societies treat undead like they do their family
elders, and others actively hunt them down out of fear or
prejudice. In general though, the undead are respected for
their direct knowledge of the past and their unwavering
nature.
UNDEAD TRAITS
Appearance, Height, Weight, Size, and Speed: The
undead maintain the vague semblance of the body they
had in life, though the nature of their animation may leave
them in various states of decay. Refer to the Memories of
Life feature for your average height and weight, as well as
your Size.
Lifespan: Undead tend to live as long as their physical
form can sustain them, some for centuries or longer.
U N D E A D S TA R T I N G
F E AT U R E S
At level 1 you gain the following features as an undead.
Undying Constitution. As an undead you do not need
to eat, drink, or breathe to sustain yourself. You must Rest,
but you do not sleep and instead enter a state of suspended
animation. You are immune to sleep effects.
Memories of Life. You may choose one option from any
other list of lineage features (not including a lineage’s base
features). This represents your lineage before becoming an
undead. Such a lineage feature cannot have prerequisites.
CHAPTER 1 | LINEAGES 47
Provided that such creatures naturally live in the area,
U N D E A D F E AT U R E S you may summon one creature from the choices below:
At 5th, 10th, 15th, 20th, 25th, and 29th levels, choose one 1 Swarm of Bats
option from the list below. 1 Swarm of Rats
Blood Drinker. You rely on the blood of others to retain 1 Wolf
your health. Once every seven days, you must drink the That creature is friendly towards you and your allies for
blood of a living humanoid or creature. If you do not, you one hour. At the end of this time, the creature wanders
become Sickened until you next drink blood. For seven days away. (1/Rest)
after drinking blood, gain the following benefit: you heal Creature of the Night II. Prerequisites: Creature of the
from broken bones and internal injuries when you Take a Night. When you summon creatures using Creature of the
Rest. Night, you may choose more powerful creatures, choosing
Blood Drinker II. Prerequisites: Blood Drinker. While from the original options or from:
gaining benefits from Blood Drinker, you appear to be a 1 Dire Wolf
healthy version of the lineage chosen with Memories of Life. 1 Dire Bat
You pass most sensory inspections, but magical inspections Darkvision. You can see in darkness to a limit, even
still reveals your true nature. Additionally, while under without any light source. You cannot discern color while
the effects of Blood Drinker, regain 1d4 HP whenever you using your darkvision. While using Darkvision, you can see
Recoup and are Bloodied. up to 30 ft, and then are blind beyond that point.
Captivating Gaze. Your eyes now shine with a faint Jolt of Life. After taking lightning damage from any
unholy light. You may attempt to charm a non-undead source, you may gain +3 AP at the start of your next turn.
humanoid with your hypnotic gaze. To do so, make a CHA (1/Rest)
attack vs the WILL of a humanoid within 15 ft of you. If you Jolt of Life II. Prerequisites: Jolt of Life. Jolt of Life
hit, then the humanoid is Charmed. A Charmed humanoid becomes 1/Recoup.
views you as a dear friend and does anything they can to Jolt of Life III. Prerequisites: Jolt of Life II; Character Level
obey a reasonable request. This effect lasts for one hour or 20. You have unlimited uses of your Jolt of Life feature.
until the creature takes damage. (CHA/Rest) Touch of the Grave. You can make a special attack
Captivating Gaze II. Prerequisites: Captivating Gaze. against a living creature. Spend 3 AP to make a melee attack
Your Captivating Gaze no longer ends when a target takes using END against a living creature’s FORT. If you hit, the
damage, unless the damage is from you. target becomes Paralyzed until the end of their next turn.
Claws. Your fingernails grow long, sharp, and jagged, and Unholy Fortitude. Gain Resist Occult 3 and Vulnerable
your hands take on an emaciated tenor. Gain a special attack Divine 1.
that costs 2 AP and deals 1d4 sharp damage on a hit. This
is considered a natural weapon, and you use your choice of
STR or DEX for the attack and damage rolls.
Corpse Eater. By spending 3 AP, you may consume a
portion of any non-undead humanoid and immediately
regain hit points equal to your level. Additionally, when
consuming a non-undead corpse, gain one memory tied to
strong emotions from that humanoid’s life, determined by
the MC. (END/Rest)
Creature of the Night. Cats, dogs, horses, and other
domesticated animals always treat you with hostility and
fear. However, you are never willingly attacked by Bats,
Rats, and Wolves.
48 CHAPTER 1 | LINEAGES
U R KOU
The urkou are a proud and noble people that originally hail
from the far northern realms where their thick hides and
massive claws allowed them to survive in the inhospitable
climate. Early explorers would frequently bring back tales
of lightly-dressed ursine warriors with massive glaives of
pure ice marching across the tundra plains, unphased by
the bitter cold and ferocious in battle.
Over the millennia, the urkou developed a vast tribe-
based nation that spans the enormity of the arctic ocean
and the northlands of Gathandia. This society came to be
known as the nation of Tievos. Tievos is predominantly
a nation of urkou, though over the many years other
lineages have come to call this land home. Tievos venerates
a matriarchal governing system: dynastic primogeniture
is practiced with the eldest daughter of the High Queen
ascending to the throne after her mother’s passing.
While urkou are fiercely independent, they are equally
patriotic. Most urkou will go to great lengths to help other
Tievosi, from lending supplies to taking up arms on behalf
of their brethren.
URKOU TRAITS
Height: 6’6” – 7’2”
Weight: 260 – 400 lbs
Size: Medium
Base Speed: 20 ft
Appearance: Urkou are hulking bipedal bearfolk. Their
shaggy, furry coats are usually brown or black, but
occasionally an urkou might have a white or golden coat
of fur.
Lifespan: Urkou reach maturity around 14 years old. Male
urkou live on average 50 – 60 years, while female urkou
usually live 120 – 160 years.
U R K O U S TA R T I N G
F E AT U R E S
At level 1 you gain the following features as an urkou.
Bear the Pain. After being hit by an attack, you may
choose to reduce the damage you take by your level. (1/
Recoup)
Unique Feature. To further define your urkou, choose
one option from the list below at level 1.
CHAPTER 1 | LINEAGES 49
Motherland’s Discipline. When you miss with an attack
U R KO U F E AT U R E S roll, you can add a bonus to your attack equal to the number
In addition to the unique feature you selected at level 1, you of allied creatures within 20 ft of you (to a maximum of
gain one more feature at 5th, 10th, 15th, 20th, 25th, and +5), possibly turning the miss into a hit. (2/Recoup)
29th levels. Choose one option from the list below. Motherland’s Discipline II. Prerequisites: Motherland’s
Bare Necessities. When you Take a Rest, you find enough Discipline. Motherland’s Discipline becomes 2/Catch your
food for 1 day’s worth of rations. (In absolutely inhospitable Breath.
environments, like the void of space, your MC might rule Motherland’s Discipline: Save Face. Prerequisites:
that this feature does not work.) Motherland’s Discipline. When you use your Motherland’s
Bear the Pain II. Prerequisites: Bear the Pain; Character Discipline feature, you can benefit from allies within 40 ft of
Level 10. Bear the Pain becomes 1/Catch your Breath. you, instead of only 20 ft.
Urkou Claws. Gain a special attack that costs 2 AP and Outlander. Repeatable. Gain +6 Skill Points to spend on
deals 1d4 sharp damage on a hit. This is considered a skills with the survival tag. You cannot spend more than +4
natural weapon, and you use your STR for the attack and points on a single skill in this way.
damage rolls. Parental Instinct. When an allied creature within 5 ft of
Urkou Claws: Bear Hug. Prerequisites: Urkou Claws. you takes damage, you may take the damage instead. If the
When you hit a creature with your Claw attack, you may creature is one or more Sizes smaller than you, you reduce
also Grapple it, provided that it is no more than one Size this damage by 1d6. (2/Recoup)
larger than you. (2/Recoup) Parental Instinct: Sacrificial Protector. Prerequisites:
Urkou Claws: Knockdown. Prerequisites: Ukrou Claws. Parental Instinct. Parental Instinct becomes 1/Catch your
When you hit a creature with your Claw attack, you may Breath.
also knock that creature Prone, provided that it is no more Powerful Build. You can now carry three additional
than one Size larger than you. (2/Recoup) weapons and a total of three items with the unwieldy tag.
Urkou Claws: Powerful Blows. Prerequisites: Urkou Thick Coat. Gain Resist Cold 3. When making END checks
Claws. Repeatable. Each time you take this feature, increase to mitigate the effects of extreme cold, roll 2d20 and use
your Claw damage die by one size (d4 to d6, d6 to d8, etc.), whichever one is higher.
to a maximum of 1d12. Tireless. Repeatable. Gain +6 Skill Points to spend on
Endless Patience. Repeatable. Gain +6 Skill Points to one skills with the athleticism tag. You cannot spend more than
Crafting skill of your choice. +4 points on a single skill in this way.
Hulking Form. You count as one Size larger for the
purposes of Grappling, Squeezing, and other features that
rely on Size. Your physical size does not increase and you do
not take up any more squares on a grid.
50 CHAPTER 1 | LINEAGES
F L E S H O U T YO U R DR I V E S
PER S ONA LI T Y Virtually every hero has some kind of goal. This drive will
Now that you’ve picked your lineage, as you consider your inform how you behave in various situations and might
BOP (Background, Occupation, and Profession), it is a good nudge you to prioritize certain values over others when
idea to think about your character’s personality as well. some of your values align more closely with your drive. You
Here are a few optional tools that you can use if you need can roll 1d20 or choose from the table below if you want
some guidance brainstorming your character’s personality help brainstorming your drive, although of course you can
traits. come up with your own drives too.
VA L U E S 1d20 Drive
CHAPTER 1 | LINEAGES 51
QU I R K S
While quirks are usually the least complex part of your
character, they can make your character deeply memorable.
You might have a funny voice or a huge love of potatoes, for
example. The only limit on quirks is your imagination, but a
short list of example quirks is provided below.
1d20 Quirk
Insists on being paid in small or valueless objects,
1
such as acorns or pocket lint.
Always wears a fake mustache, even over a real
2
one.
Constantly seems impatient and pulling out an
3
hourglass during meetings
4 Looking for their pet rock.
52 CHAPTER 1 | LINEAGES
CHAPTER 2: THE BOP SYSTEM
W
hile you are an adventurer, there is much more In this chapter, you choose a background and a profession.
to your life than just battling beasts, hoarding Note that each profession has one or more occupation
treasure, and going on quests. When you’re not tags; if these match with your background, they grant you
actively adventuring, you enjoy indulging in your personal additional Skill Points. Skills are organized by both attribute
interests and hobbies. Maybe you’re an avid reader and love and tag in Chapter 7.
nothing more than curling up with a good book in the local
library or university. Or perhaps you’re a skilled blacksmith B AC KG RO U N D S
and spend your downtime creating intricate pieces of armor
Your background provides narrative and mechanical
or weapons. Maybe you have a talent for playing music, and
information about who you are, what walk of life you
can often be found entertaining your fellow adventurers
come from, and where you might be headed. When you
with songs on your lute. Whatever it may be, you find that
create a character at level 1, you choose your background
having a hobby or interest outside of adventuring helps
from the list below. Seven of the nine backgrounds grant
you to relax, unwind, and forget about the dangers and
you additional skills if you take a profession with the
hardships of the road. Downtime between adventures
corresponding occupation tag.
also provides you with an opportunity to cultivate your
Note that your background also determines your starting
reputation and manage a business.
wealth. All backgrounds grant you the “Starting Gear” found
in Chapter 6.
Born Warrior MILITANT Blood, toil, and sweat have marked you a proven soldier.
Criminal UNDERWORLD You deal in activities not endorsed by the law.
Entrepreneur MERCANTILE You own, supply, or represent a successful business.
Knave NONE Having tried multiple professions, nothing is quite a fit.
Noble Title ARISTOCRATIC By birth or deed, you are a minor noble in a nation.
Outlander WANDERER You live on the fringes of society, perhaps in the wilds.
Student ACADEMIC You endlessly toil to deepen a field of academic study.
True Believer RELIGIOUS You are a devotee of a specific religion or faith system.
Urchin NONE You’ve grown up on the streets, always fending for yourself.
C hapter 2 | T he B O P S ystem 53
• Subterfuge. Disguising*, Evading, Forging*,
B O R N WARR I O R
Lockpicking*, Sleight of Hand
You possess a natural talent for combat and have an • Survival. Dungeoneering, Sneaking
unshakable bravery that inspires those around you. With
your strong body and quick reflexes, you are a formidable
O C C U PAT I O N A L B O N U S
force, always ready to defend those in need and vanquish If you take a profession with the underworld tag, gain +2
evil wherever it may lurk. Intuiting.
SKILLS S TA R T I N G W E A LT H
Gain 4d100 sc (or take the average, 202 sc).
Gain +12 Skill Points that you can spend on any of the
following skills.
With this feature, you may put up to 4 points into any EN T R EPR EN EU R
individual skill. You may exceed this limit by gaining Skill You have a keen eye for opportunity and an understanding
Points from another feature. of commerce. You are always seeking out new and
• Athleticism. Applied Force, Athletics, Sprinting innovative ways to make a profit, whether it’s through
• Influence. Intimidating, Leadership trading goods, investing in businesses, or developing new
• Knowledge. Geography, History, Medicine*, Military products. Your business savvy has made you one of the
Vehicles* [land] most successful individuals in your town, and you’re always
• Luck. Fortuity, Scavenging looking for new opportunities to expand your wealth and
• Stamina. Forced March, Menacing, Distance Running influence.
• Survival. Animal Handling, Dungeoneering,
Navigating*, Sheltering SKILLS
O C C U PAT I O N A L B O N U S Gain +12 Skill Points that you can spend on any of the
If you take a profession with the militant tag, gain +2 following skills.
Forced March. With this feature, you may put up to 6 points into any
individual skills with the Crafting*tag, and up to 3 points
S TA R T I N G W E A LT H into any individual skills with any other tag. You may exceed
Gain 5d20x2 sc (or take the average, 104 sc).
this limit by gaining Skill Points from another feature.
• Crafting. Alchemy*, Brewing*, Calligraphy*,
C R I M I NA L Carpentry*, Cartography*, Cobbling*, Cooking*,
You live on the fringes of society, always looking for Glassblowing*, Jeweling*, Leatherworking*,
opportunities to turn a profit through illegal means. Masonry*, Painting*, Pottery*, Smithing*, Weaving*,
Whether it is through thievery, blackmail, or shady Woodcarving*
deals, you have a knack for manipulating the law to • Influence. Deceiving, Empathy, Gossiping, Persuading
your advantage, constantly staying one step ahead of the • Knowledge. Art, Economics, History, Law, Politics of
authorities. [choose region]
• Luck. Fortuity
SKILLS • Performance. Entertaining, Instrument* [choose one],
Gain +12 Skill Points that you can spend on any of the Savoir Faire
following skills. • Observation. Appraising, Eavesdropping, Intuiting,
With this feature, you may put up to 6 points into Perceiving
individual skills with the subterfuge tag, and up to 3 points • Subterfuge. Forging*, Sleight of Hand
into skills with any other tag. You may exceed this limit by O C C U PAT I O N A L B O N U S
gaining Skill Points from another feature. If you take a profession with the mercantile tag, gain +2
• Acrobatics. Balancing, Contorting, Tumbling Appraising.
• Athleticism. Athletics, Sprinting
• Crafting. Brewing*, Cooking*, Jeweling*, Painting*,
S TA R T I N G W E A LT H
Gain 10d20x2 sc (or take the average, 210 sc).
Pottery*, Weaving*, Woodcarving*
• Influence. Deceiving, Gossiping, Intimidating,
Persuading
• Knowledge. Art, Law, Politics of [choose region]
• Luck. Fortuity, Scavenging
• Observation. Appraising, Eavesdropping, Intuiting,
Investigating, Perceiving
• Performance. Entertaining, Savoir Faire
54 C hapter 2 | T he B O P System
K N AV E O C C U PAT I O N A L B O N U S
If you take a profession with the aristocratic tag, gain +2
You command a versatile set of skills and an equally Gossiping.
versatile personality. A classic jack-of-all-trades, and master
of none, you are equally skilled charming your way out of
S TA R T I N G W E A LT H
Gain 10d20x3 sc (or take the average, 315 sc).
a sticky situation, picking locks, or evading attackers with
your quick wits and nimble movements. You have learned
to adapt to whatever situation life throws at you and have a OU T LA N DER
pension for being able to handle any job with some amount You come from a different place, with different customs and
of success due to your sheer adaptability. beliefs than those around you. Perhaps you hail from a far-
off nation, or maybe you are more at home in the wilderness
SKILLS than in an urban environment. Your unique perspective
Gain +4 Savoir Faire. makes you a valuable asset, as you bring fresh ideas and
new ways of thinking to the table. However, it can also
M U LT I P L E P R O F E S S I O N S
make you an outsider, seen as strange or untrustworthy by
As a Knave, you enter two professions of your choice. Gain
those who do not understand your ways.
the starting equipment, Skill Points, and abilities of both
professions. SKILLS
Each time you gain a professional rank, choose which
profession you want to advance. Gain +12 Skill Points that you can spend on any of the
following skills.
S TA R T I N G W E A LT H With this feature, you may put up to 6 points into any
Gain 5d20x3 sc (or take the average, 156 sc). individual skills with the survival tag, and up to 3 points
into any individual skills with any other tag. You may exceed
NOBLE T I T LE this limit by gaining Skill Points from another feature.
You might have been born into wealth and privilege, with a • Acrobatics. Balancing, Contorting
strong family lineage and a respected name; or alternatively, • Athleticism. Applied Force, Athletics, Sprinting
through luck or deed, you have been bestowed a title among • Crafting. Carpentry*, Cartography*, Cobbling*,
the aristocracy of your region. With your education, wealth, Cooking*, Leatherworking*, Weaving*, Woodcarving*
and connections, you have the capacity to shape the world • Performance. Instrument* [choose one]
around you, whether it is through politics, diplomacy, or • Knowledge. Astrology, Astronomy, Geography,
simply using your family’s wealth and influence to fund Medicine*, Vehicles* [land]
worthy causes and projects. You strive to maintain the honor • Observation. Intuiting, Perceiving
and prestige of your family name, to protect your position, • Stamina. Distance Running, Forced March
and to ensure your continued prosperity. • Survival. Animal Handling, Dungeoneering, Foraging,
Nature, Navigating*, Sheltering, Sneaking, Tracking
SKILLS O C C U PAT I O N A L B O N U S
Gain +12 Skill Points that you can spend on any of the If you take a profession with the wanderer tag, gain +2
following skills. Navigating*.
With this feature, you may put up to 4 points into any
individual skill. You may exceed this limit by gaining Skill
S TA R T I N G W E A LT H
Gain 5d20x2 sc (or take the average, 104 sc).
Points from another feature.
• Crafting. Alchemy*, Calligraphy*, Cartography*,
Painting*, Weaving*, Woodcarving*
S T U DEN T
• Influence. Deceiving, Empathy, Gossiping, Intimidating, You are constantly seeking knowledge and understanding,
Leadership, Persuading driven by a thirst for discovery and a desire to make a
• Performance. Dancing, Entertaining, Instrument* difference in the world. Whether you are studying magic,
[choose one], Savoir Faire history, or the natural sciences, you are always eager to
• Knowledge. Arcana, Art, Astrology, Astronomy, learn and to put your newfound knowledge to the test,
Economics, Geography, History, Law, Medicine*, eager to make a name for yourself and achieve great things.
Military, Politics of [choose region] Religion [choose With your unwavering determination and quick mind, you
one] are well on your way to becoming a respected master in
• Observation. Appraising, Eavesdropping, Intuiting, your field.
Investigating, Perceiving
C hapter 2 | T he B O P S ystem 55
SKILLS O C C U PAT I O N A L B O N U S
If you take a profession with the religious tag, gain +2
Gain +12 Skill Points that you can spend on any of the Religion [choose one].
following skills.
With this feature, you may put up to 6 points into any
S TA R T I N G W E A LT H
Gain 5d20x2 sc (or take the average, 104 sc).
individual skills with the knowledge tag, and up to 3 points
into any individual skills with any other tag. You may exceed
this limit by gaining Skill Points from another feature. U RC H I N
• Crafting. Alchemy*, Brewing*, Calligraphy*, You’ve had to fend for yourself from a young age, relying on
Carpentry*, Cartography*, Cobbling*, Cooking*, your wits and cunning to survive in a harsh and unforgiving
Glassblowing*, Jeweling*, Leatherworking*, world. Growing up on the streets, you’ve learned to be quick
Masonry*, Painting*, Pottery*, Smithing*, Weaving*, on your feet; to pick pockets and slip away from danger
Woodcarving* without being detected. Despite the hardships you’ve faced,
• Influence. Deceiving, Gossiping, Persuading you’ve developed a fierce independence and a sense of
• Knowledge. Arcana, Art, Astrology, Astronomy, humor that has helped you get by, and you always have a
Economics, Engineering, Geography, History, Law, trick or two up your sleeve to help you out of a tight spot.
Medicine*, Military, Politics of [choose region], Religion
[choose one] SKILLS
• Performance. Dancing, Entertaining, Instrument* Gain +24 Skill Points that you can spend on any skill of
[choose one] your choice. With this feature, you may put up to 6 points
• Observation. Appraising, Eavesdropping, Investigating into any individual skill. You may exceed this limit by
• Subterfuge. Disguising*, Forging* gaining Skill Points from another feature.
• Survival. Animal Handling, Navigating*
NO PROFESSIONAL EXPERIENCE
O C C U PAT I O N A L B O N U S As an Urchin, you do not get to select a profession at level 1.
If you take a profession with the academic tag, gain +2
S TA R T I N G W E A LT H
History.
Gain 5d20 sc (or take the average, 52 sc).
S TA R T I N G W E A LT H Additionally, as an Urchin you gain the following
Gain 5d20 sc (or take the average, 52 sc). equipment: backpack, leather armor, 2 tools or kits, clothes
(simple), rations (5), waterskin, utensils, sewing kit, bedroll,
T RU E BE L I EV E R blanket, flint & steel, torch (10)
You are guided by a strong faith in your chosen deity or
belief system. You see the world through a lens of reverence O C C U PAT I O N TA G S
and devotion. When able, you pursue acts of charity and Occupation tags are listed in italics directly below the
stand up against those who would do harm to your beliefs. title of any given profession. There are seven occupation
tags: academic, aristocratic, mercantile, militant, religious,
SKILLS underworld, and wandering.
Gain +12 Skill Points that you can spend on any of the Seven of the nine backgrounds specify that you gain an
following skills. added bonus if you choose a profession with a particular
With this feature, you may put up to 4 points into any occupation tag. For example, the Born Marrior states that
individual skill. You may exceed this limit by gaining Skill you gain +2 Forced March if you take a profession with the
Points from another feature. militant occupation tag.
• Survival. Animal Handling, Navigating*
• Crafting. Alchemy*, Brewing*, Calligraphy*, Cooking*, P ROF E S S I O N S
Jeweling*, Painting*, Pottery*, Weaving*, Woodcarving*
When creating a character, in addition to your background,
• Influence. Deceiving, Empathy, Gossiping, Intimidating,
you gain one profession of your choice. There are two
Leadership, Persuading
exceptions: If you are a Knave, you gain two professions
• Knowledge. Arcana, Art, Economics, Geography,
(you cannot pick the same profession twice). If you are an
History, Law, Medicine*, Politics of [choose region],
urchin, you do not gain any profession.
Religion [choose one]
Each profession has one or more occupation tags, so
• Luck. Fortuity
be sure to check and see if this gives you any additional
• Observation. Intuiting, Perceiving
bonuses based on your background. When you gain a
• Stamina. Forced March
professional rank, you may choose to gain a rank in the
• Performance. Entertaining, Instrument* [choose one],
same profession or get the 1st rank of a new profession.
Savoir Faire
56 C hapter 2 | T he B O P System
This decision should reflect your character’s advancement
in the campaign world. For example, if you began the game
S TA R T I N G E Q U I P M E N T
as a Nomad, but became involved in a particular community If you take this profession when you create your character,
and took care of a lot of problems for them, you might gain the following gear, in addition to the equipment you
choose to gain a rank in Knight or Guard instead of ranking gained based on your background: satchel, scroll case,
up in Nomad when you gain a second professional rank. gambeson armor, 1 tool or kit, lantern, robes, clothes
Professional ranks range from 1 to 5, and it is unusual for (simple), flask of oil, small collection of books and scrolls,
a character to ever acquire more than 5 total professional rations (2), inkpot, quill pen, parchment (10), waterskin
ranks. The profession that you choose will grant you access
to specific narrative benefits throughout the game. The
SKILLS
higher your rank in a given profession, the more power and Each time you gain a rank in the Archivist profession
influence you have within that profession. For example, if (including rank 1), gain +3 History, and +1 in three skills
you have 1 rank in Soldier, you are able to secure lodging of your choice:
and free meals from other members of your military • Crafting. Calligraphy*, Cartography*, Masonry*,
institution. If you have 5 ranks in Soldier, then you can Painting*, Pottery*, Woodcarving*
levy other soldiers into your service when they are in your • Influence. Empathy, Gossiping, Persuading
vicinity. • Knowledge. Arcana, Art, Astrology, Astronomy, Biology,
Chemistry, Economics, Engineering, Geography, Law,
NOTE TO MCS: Military, Politics of [choose region], Religion [choose
P R O F E S S I O N A L A DVA N C E M E N T one]
Over the course of the game, a PC should gradually • Observation. Appraising, Intuiting, Investigating,
gain ranks in their profession, representing the PC’s Perceiving
slow increase in power and influence over time. A
PC should gain one new rank in their profession for
TENURE
every 6 character ranks that they have, on average. When you become a rank 1 Archivist, and every time you
Note, however, that professions are specifically gain a rank in the Archivist profession, your academic
intended to reflect a character’s roleplaying and tenure improves.
narrative-based decisions, so you should give out RANK 1
profession ranks more frequently when it makes
Given 8 hours of research at a well-resourced library, you
sense to do so as a narrative reward. They also make
can uncover any written information available to the public.
excellent quest rewards. PCs might also get ranks in
multiple professions, such as a rank 2 Soldier being RANK 2
awarded an honorable title (rank 1 Honorable) after Given one day of research at a well-resourced library, you
completing a quest for a viscount. Such a character can uncover any written information, including forbidden
would then have 3 professional ranks: 2 Soldier, and texts. Additionally, you may sell your services as a researcher
1 Honorable. to earn 1d10+10 sc per week.
RANK 3
GOODWILL Your expertise extends to a specific realm of historical
Some professions reference Goodwill, which represents your discovery. Upon earning rank 3 of this profession, you may
standing in various aspects of the community. You can read choose between chronicler or historian as your professional
more about Goodwill in Chapter 7. specialization. At Archivist ranks 4 and 5, you advance in
the same professional track that you chose at this rank.
A RC H I V I S T RANK 3: CHRONICLER
Occupations: Academic You are a recognized expert in historical field work and no
You are passionate about preserving the past and uncovering longer need to be in a well-resourced library to perform
the secrets of the ages. Through weeks upon weeks of your research services (still earning 1d10+10 sc per week).
research sifting through dusty tomes, you are always seeking You also have intimate knowledge of your home region’s
to expand your understanding of the world and to bring geographical history and have a +3 bonus to checks related
new knowledge to light. to locating any ruin, crypt, or cave in that region or recalling
information about them. Additionally, given one day in an
urban area, you may discern 3 societal aspects of the city
(or neighborhood if the city is exceptionally large). Learn
the nature of three of the following aspects of the urban
area: aristocratic, layfolk, mercantile, military, religious, or
underworld.
C hapter 2 | T he B O P S ystem 57
RANK 3: HISTORIAN BA R R I S T ER
Your tenure as a preeminent historian allows you to recruit Occupations: Academic, Aristocratic
students of history to do small tasks and errands for you, Your studies of law and debate have made you an expert in
provided that you are in a town or city with an academic mediation and you sell your services as a lawyer, judge, or
presence. They will deliver messages, handle shopping orator. Whether it be in the courts of the grandest cities or
transactions, and conduct in-depth research on your behalf. in the humblest village square, you ensure just and proper
Your services as a researcher now earn you 2d10+20 sc per resolution of any dispute through consideration of historical
week. precedent and careful deliberation.
RANK 4: CHRONICLER
S TA R T I N G E Q U I P M E N T
Your skills of investigation and interview are well known
If you take this profession when you create your character,
amongst individuals with the academic or aristocratic
gain the following gear, in addition to the equipment you
backgrounds. Given one day in an urban area, you may
gained based on your background: backpack, scroll case,
discern all societal aspects of the city (or neighborhood if
brigandine armor, 1 tool or kit, clothes (noble), book
the city is exceptionally large).
of laws, gavel, parchment (10), inkpot, quill pen, flask,
Your research services now earn you 3d10+30 sc per
waterskin
week. Additionally, gain +3 Investigating.
RANK 4: HISTORIAN SKILLS
You have intimate knowledge of your home region’s Each time you gain a rank in the Barrister profession
political history, including all lines of nobility, succession, (including rank 1), gain +3 Persuading and +1 in three
and law, and can recall this information without being skills of your choice:
in a well-resourced library. You may gain 1 rank in the • Crafting. Calligraphy*, Cartography*
Barrister profession, including starting equipment and skills. • Influence. Deceiving, Empathy, Intimidating,
Additionally, your services as a researcher now earn you Leadership, Persuading
4d10+40 sc per week. • Knowledge. Economics, History, Law, Medicine*,
Military, Politics of [choose region], Religion [choose
RANK 5: CHRONICLER
one]
You are a famous biographer with access to the highest • Observation. Appraising, Eavesdropping, Intuiting,
courts in your home region and are welcome at events Investigating, Perceiving
hosted by NPCs with the aristocracy or academic • Performance. Savoir Faire
backgrounds. You may gain 1 rank in the Honorable • Subterfuge. Forging*
profession.
RANK 5: HISTORIAN
M E D I AT I O N
When you become a rank 1 Barrister, and every time you
Your great historical works have been widely praised within
gain a rank in the Barrister profession, you improve your
the halls of power and your ability of insight into past
ability to understand and resolve conflicts.
events is unmatched. Your studies have revealed to you the
approximate location of one lost artifact of legendary value RANK 1
and power within a ruin inside your home region. While staying in a friendly settlement, you may sell your
Furthermore, as one of the most renowned historians in the services as a lawyer or mediator to settle local disputes.
world, you can secure an audience with most individuals Doing so earns you 4d10 sc per week and increases your
of great influence. Any NPC with the equivalent of 4 or community Goodwill by +1 at the end of each month.
fewer ranks in any occupation will make time to meet with
RANK 2
you within 24 hours of your request. Your services as a
researcher now earn you 10d10+100 sc per week. Your services now earn you 8d10 sc per week. Additionally,
you may choose a specialty of law: aristocratic, mercantile,
military, or underworld. When performing your rank 1
feature you may choose to increase your Goodwill with that
local sphere by +1 instead of earning any money.
RANK 3
Your services now earn you 12d10+60 sc per week.
As part of this rank, you may immediately gain 1 rank in
the Archivist profession, including starting equipment and
skills.
58 C hapter 2 | T he B O P System
RANK 4 SCAM BUSINESS
Your services now earn you 16d10+80 sc per week.
You are no stranger to bending the truth and have devised a
You may choose an additional specialty from the rank
number of scams to relieve people of their hard earned coin.
2 feature of this profession. When performing your rank
There is always a chance that something goes wrong, but
1 feature you may choose to increase your Goodwill with
with great risk comes greater rewards!
either of those local spheres by +1 in addition to earning
money. RANK 1
As part of this rank, you may immediately take rank You have a knack for disguises and can create a fake identity
1 in the Honorable profession, including all the starting with one hour of work. This identity does not include any
equipment and skills. official paperwork and will not stand up to investigation.
RANK 5 Once per day in a friendly settlement, you may attempt to
run a scam. This scam can include selling a miracle drug,
Your services now earn you 20d10+200 sc per week.
knockoff items, fake investments, or similar ruses and
You are considered one of the highest legal authorities
successfully running the scam earns you 2d20+20 sc. There
in your home region and your services are sought out for
is a 20% chance your scam is exposed.
resolving matters between NPCs with ranks in the academic
This action can be repeated, but every subsequent attempt
or mercantile occupation with a maximum of 4 ranks in any
in that same settlement within a one month period comes
profession. Such high-profile disputes earn you additional
with an additional 5% chance of being exposed. If the
income on top of your normal weekly income.
scam is exposed, gain -3 community Goodwill and the local
authorities immediately know your name (or that of your
C H A R L ATA N disguise) and will seek you out for arrest or recompense. No
Occupations: Mercantile, Underworld other scams can be run in that settlement for one month.
You use your silver tongue and quick wit to deceive and If the scam does not involve or target notable NPCs or
manipulate others. You move from town to town, using your plot-relevant items, your MC might elect to abstract the
skills of deception to sell false remedies, perform illusions, scam into a couple dice rolls and let you narrate how it
or simply con unsuspecting marks out of their hard-earned happens. First, roll to determine how many sc your scam
coin. Whether you’re a traveling swindler or a confidence earns, then roll percentile dice to determine if your scam is
trickster, you always have a new scam up your sleeve, and exposed or not.
you revel in the thrill of fooling others and getting away
RANK 2
with it.
Successfully running a scam now earns you 4d20+40 sc.
S TA R T I N G E Q U I P M E N T You are now adept at finding like-minded individuals who
will help run your scams. If you spend one day in a town
If you take this profession when you create your character,
or city, you can find and recruit up to two conspirators that
gain the following gear, in addition to the equipment you
will act as audience plants, distractions, or “witnesses” to
gained based on your background: pocketed cloak, gear to
the efficacy of what you are selling. For each conspirator you
run your con of choice (choose one: marked cards, weighted
hire, you lose 1d20 sc when running a scam, as you have
dice, defunct goods, fake antiques, or false gems/gold),
to divide the coin up with them. However, each conspirator
small hand cart or prop-up stand, 3 belt pouches, brigandine
also decreases your chance of being exposed by 5%, to a
armor, 1 tool or kit, clothes (fine)
minimum of 5%.
SKILLS RANK 3
Each time you gain a rank in the Charlatan profession Successfully running a scam now earns you 8d20+80 sc.
(including rank 1), gain +3 Deceiving, and +1 in three You can now recruit up to three conspirators. Your fake
skills of your choice: identities now include official looking documentation
• Acrobatics. Contorting and that will hold up against all but the most thorough
• Influence. Empathy, Gossiping, Intimidating, investigations.
Leadership, Persuading
• Knowledge. Art, Economics, History, Law, Medicine*,
RANK 4
Politics of [choose region], Religion [choose one] Successfully running a scam now earns you 20d20+200 sc.
• Observation. Appraising, Intuiting, Investigating, You can now recruit up to four conspirators.
Perceiving RANK 5
• Performance: Instrument* [choose one], Savoir Faire
• Subterfuge. Disguising*, Forging*, Lockpicking*, You may now follow your successful scams with a rug-pull.
Sleight of Hand After running three successful scams in one area, you may
• Survival. Sneaking run a final gambit that earns 80d20+800 sc.
C hapter 2 | T he B O P S ystem 59
As part of this action, roll 1d4 to determine the number of RANK 2
days before the settlement’s authorities become aware of
You are now an acolyte in your chosen faith and upon
you or your fake identity, after which they will attempt to
reaching rank 2 in the clergy profession, you may choose
seek you out for arrest or recompense.
one specialization: preacher, priest, or theologian. At ranks
3, 4, and 5, you advance in the same professional track that
C L E RG Y you chose at this rank.
Occupations: Academic, Religious
R A N K 2 : P R E AC H E R
You are a member of the clergy in a religious order of
your choosing. While you do not yet preach directly to Gain +3 Entertaining.
congregants, you handle many other spiritual aspects Given 8 hours of orating, you can influence public opinion
of your religion along with the mundane tasks of day to on a political or religious topic. 1d20 commoner NPCs
day life. You might spend time transcribing or preserving will be swayed by your words as if under the effects of
the sacred texts of your faith, or handling the business of the Charm Person spell for one week, and will follow your
keeping a temple funded and maintained. As immersed in reasonable and lawful commands.
this environment as you are, you are deeply interested in RANK 2: PRIEST
gathering a deeper understanding of your faith practices.
Gain +3 Empathy.
S TA R T I N G E Q U I P M E N T Once per week you may perform a service to bless the
local community. The effects of this blessing are determined
If you take this profession when you create your character,
by the tenets of your faith. It might include effects such as
gain the following gear, in addition to the equipment you
calming an agitated populace, encouraging a despairing
gained based on your background: backpack, scroll case, 1
group, lessening the symptoms of an infectious disease,
tool or kit, gambeson armor, quarterstaff, clothes (simple),
or enabling a population to subsist on fewer rations than
clothes (fine), candles (10), religious icon, small collection
they would normally need. Your MC might allow additional
of scrolls, incense, rations (2), waterskin
options based on the population in question.
SKILLS RANK 2: THEOLO GIAN
Gain +3 Religion [choose one]. You do not gain this +3 to Gain +3 Religion [choose one].
Religion each time you gain an additional rank in Clergy; Most religious centers will provide food and shelter to you
rather, gain +3 to a skill based on the professional track that for free, even if you do not share their faith (extremists and
you choose at rank 2. secretive cults will not extend this courtesy to you).
Each time you gain a rank in the Clergy profession, gain
R A N K 3 : P R E AC H E R
+1 in three skills of your choice:
• Crafting. Alchemy*, Brewing*, Calligraphy*, Cooking*, Gain +3 Entertaining.
Leatherworking*, Painting*, Weaving*, Woodcarving* Given a day of orating, you can influence public opinion
• Influence. Deceiving, Empathy, Gossiping, Persuading on a pertinent political or religious topic. 4d20 commoner
• Knowledge. Arcana, Art, Economics, Geography, NPCs will be swayed by your words as if under the effects of
History, Law, Medicine*, Politics of [choose region], the Charm Person spell for one week, and will follow your
Religion [choose one] reasonable and lawful commands.
• Observation. Eavesdropping, Intuiting RANK 3: PRIEST
• Survival. Nature
Gain +3 Empathy.
CALLED TO SERVE Your blessing can now inspire the local community. The
benefits of your blessing now last for 1 month.
When you become a rank 1 Clergy, and every time you
gain a rank in the Clergy profession, you deepen your RANK 3: THEOLO GIAN
understanding of your religion, your faith, and your Gain +3 Religion [choose one].
philosophy. Gain rank 1 of the Archivist or Barrister profession (your
RANK 1 choice), including all of the equipment and skills it provides.
You may choose one religious deity to pledge yourself to and RANK 4: PREACHER
enter into their service. Any religious center whose faith you Gain +3 Entertaining.
share will provide food and shelter to you for free. Given a day of orating, you can influence public opinion
Additionally, while staying in a friendly settlement you on a pertinent political or religious topic. 10d20 commoner
may spend a week serving the poor and destitute. Doing NPCs will be swayed by your words as if under the effects
this earns you +1 Goodwill and greatly increases your of the Charm Person spell for one week, and will follow any
reputation in low-income communities. command, even if it is not lawful.
60 C hapter 2 | T he B O P System
RANK 4: PRIEST S TA R T I N G E Q U I P M E N T
Gain +3 Empathy.
If you take this profession when you create your character,
As a recognized leader of your faith you have special
gain the following gear, in addition to the equipment you
honors with NPCs that have the aristocratic occupation and
gained based on your background: backpack, gambeson
who share your religion. You may request a meeting with
armor, 1 tool or kit, clothes (fine), instruments (2), makeup
any such NPC in your area and they will honor your request
(2), costumes/disguises (2), props such as juggling balls or
within 24 hours.
a book of songs
Additionally, you may command the priests of any
community in which your faith is present to perform your SKILLS
faith’s blessing at any time, which will be maintained until
Each time you gain a rank in the Entertainer profession
you command it to stop.
(including rank 1), gain +3 Entertaining, and +1 in three
RANK 4: THEOLO GIAN skills of your choice:
Gain +3 Religion [choose one]. • Crafting. Alchemy*, Brewing*, Calligraphy*,
Gain the rank 2 of the profession you chose at rank 3 of Carpentry*, Cartography*, Cobbling*, Cooking*,
this profession, including all of the skills it provides. Glassblowing*, Jeweling*, Leatherworking*,
Masonry*, Painting*, Pottery*, Smithing*, Weaving*,
R A N K 5 : P R E AC H E R Woodcarving*
Gain +3 Entertaining. • Influence. Gossiping, Persuading
Given a day of orating, you can influence public opinion • Knowledge. Art, Geography, History, Politics of [choose
on a pertinent political or religious topic. 20d20 commoner region], Religion [choose one]
NPCs will be swayed by your words as if under the effects • Observation. Appraising, Intuiting, Perceiving
of the Charm Person spell for one week, and will follow any • Performance. Dancing, Entertaining, Instrument*
command, even if it is not lawful. [choose one], Savoir Faire
RANK 5: PRIEST • Subterfuge. Disguising*, Forging*
Gain +3 Empathy. D E V E L O P I N G TA L E N T
As an honored leader of your faith, you have special
When you become a rank 1 Entertainer you learn how to
honors with NPCs with the aristocratic occupation who
leverage your natural talents and can now use artistic skills
practice any religion. You may request a meeting with any
to generate income.
such NPC in your area and they will honor your request
When you first take the Entertainer profession, choose
within 24 hours.
whether you are an artist or a performer. Gain the benefits
Additionally, when entering a community in which
of that specific professional track at ranks 1, 2, 3, 4, and 5 of
your religion is not present, you may spend one month
this profession.
proselytizing, after which a sizable amount of the population
is swayed to your beliefs. This establishes a temple or RANK 1: ARTIST
gathering in which your blessing can be performed. You are proficient in one artistic medium of your choice,
RANK 5: THEOLO GIAN choosing from a Crafting skill. Gain +3 in this skill. Every
week you may create one art piece to sell that earns you
Gain +3 Religion [choose one].
1d10+20 sc.
Gain rank 3 of the profession you chose at rank 3 of this
profession, including all of the skills it provides. R A N K 1 : P E R FO R M E R
You are proficient in one form of physical expression of your
E N T E RTA I N E R choice, choosing from Dancing, Entertaining, Instrument*
Occupations: Aristocratic, Mercantile [choose one], Contorting, or Tumbling. Gain +3 in this skill.
You are a master of creating beauty and inspiring emotion You may perform once per week in a local inn, tavern, or
through your art. You bring your imagination to life public space to earn 1d10+5 sc, in addition to free room
through paintings, sculptures, music, or any other medium and board.
that suits your fancy, captivating your audience with your RANK 2: ARTIST
unique vision and style. Whether you are creating grand
You may choose a second artistic medium and gain an
masterpieces for kings and queens, or intimate works that
additional +3 when using that skill, and whenever you sell
speak to the hearts of the common folk, you are driven by
art you now earn 2d10+30 sc. Additionally, given one hour
a passion for art and a desire to leave a lasting legacy of
in a friendly city you can locate an artist’s commune that
beauty and inspiration in the world.
will house you for free for up to one week.
C hapter 2 | T he B O P S ystem 61
R A N K 2 : P E R FO R M E R to meet with you within 2 hours of your request. Your
performances now earn you 10d10+50 sc per week.
You may choose a second skill of physical expression
Additionally, once per month you may design and perform
and now gain +3 to any check using that skill. Your
a special performance that leaves audiences in awe. You
performances now earn you 2d10+10 sc per week, in
immediately gain +5 Goodwill in the settlement in which
addition to free room and board.
you perform and all NPCs that are monster rank 5 or lower
RANK 3: ARTIST who are in attendance are Charmed by you for one week.
Your abilities as an artist blossom and you now gain an
additional +3 to checks made with either skill chosen at G UA R D
rank 1 and 2 of this profession. Selling an art piece now Occupations: Mercantile, Militant
generates 4d10+60 sc. You are the first line of defense against danger and threats
R A N K 3 : P E R FO R M E R to the people and places you are sworn to protect. You
might be stationed at a castle gate, patrolling the streets of
Your performance has caught the attention of a sponsor who
a city, or guarding a convoy on a dangerous road. You are
offers to support and represent you. Your performances now
always alert and ready, armed with your weapons and your
earn you 4d10+20 sc per week. Your budding reputation
training, to keep those in your charge safe from harm. With
also allows your sponsor to petition for invitations to any
your unwavering vigilance and your keen eye, you are a
event hosted by an NPC with the aristocratic or mercantile
reassuring presence, providing peace of mind and security
background with a 50% chance of success.
to all who depend on you for protection.
RANK 4: ARTIST
One of the mediums chosen at rank 1 or 2 of this profession
S TA R T I N G E Q U I P M E N T
becomes your specialty and you now gain an additional If you take this profession when you create your character,
+3 to any check using that skill. Selling an art piece now gain the following gear, in addition to the equipment you
generates 10d10+50 sc. gained based on your background: rucksack, a spear or a
halberd, chainmail armor, clothes (simple), torch (10), deck
R A N K 4 : P E R FO R M E R
of cards, manacles, insignia of rank (banner, patch, pin,
Your reputation spreads and the citizenry has become etc.), hooded lantern, flask of oil
enthralled by your performances. Every week spent
performing now earns you 8d10+40 sc and increases your SKILLS
Goodwill by +1. Your chance of petitioning an invitation Each time you gain a rank in the Guard profession
successfully increases to 75%, and there is a small chance (including rank 1), gain +3 Perceiving, and +1 in three
that invitations to such events are sent directly to you skills of your choice:
(this will be determined by your MC). You now gain +3 to • Athleticism. Applied Force, Athletics, Sprinting
any check using the skills chosen at ranks 1 and 2 of this • Influence. Intimidating
profession. • Knowledge. Economics, Geography, History, Law,
RANK 5: ARTIST Medicine*, Military, Politics of [choose region]
• Observation. Eavesdropping, Intuiting, Investigating
You are considered an artistic master of the medium chosen
• Stamina. Distance Running, Forced March, Menacing
at rank 4 of this profession. You maximize your bonus to this
• Survival. Animal Handling, Dungeoneering, Sheltering
skill (it becomes a +20). Selling an art piece now generates
20d10+100 sc. P R I VA T E S E C U R I T Y
Once in your lifetime, you may pour your heart and soul
When you become a rank 1 Guard, and every time you gain
into a single work of art that is of legendary quality and can
a rank in the Guard profession, you advance your official
be sold for 2d10+200 dc (diamond coins). This piece takes
position as private security personnel.
4 weeks of work to complete.
RANK 1
R A N K 5 : P E R FO R M E R
You are a low-ranking member of a private security group.
You are considered a celebrity in friendly settlements of
You are tasked with guarding a private location. While you
your home region. Your reputation allows you to attend any
are at that location, you have food and lodging for free. For
event organized by NPCs with an aristocratic or mercantile
each day that you guard the location, gain 1 sc; at the end
occupation. Every day you spend in a friendly settlement
of each consecutive week, gain an additional 3 sc bonus
increases the likelihood you receive a direct invitation to
(leading to 10 sc per week).
such an event. Furthermore, as one of the most famous
Guarding a private location comes with additional
performers in the world, you can secure an audience with
benefits: up to five of your travel companions gain free
individuals of great influence. Any NPC with the equivalent
food and lodging at the locale as you do, but do not receive
of 4 or fewer ranks in any occupation will make time
62 C hapter 2 | T he B O P System
payment for guarding the location unless they also have this
occupation.
S TA R T I N G E Q U I P M E N T
If you take this profession when you create your character,
RANK 2
gain the following gear, in addition to the equipment you
You have been recognized as a skilled and dedicated Guard. gained based on your background: satchel, brigandine
Whenever you are in an urban area, you can find work as a armor, 1 tool or kit, two sets of clothes (noble), 10 books of
Guard at a private location. Your pay increases to 3 sc per any topic fiction or nonfiction, clothes (ceremonial), blank
day, with a weekly bonus of 9 additional sc (for a total of 30 journal, quill pen, wineskin, signet ring, writ of status
sc per week) using this feature.
Additionally, as you are trusted to act with discretion, you SKILLS
easily pick up rumors regarding your urban environment. Each time you gain a rank in the Honorable profession
After guarding a location for two days, you learn the nature (including rank 1), gain +3 Intuiting, and +1 in three skills
of one of the following aspects of the urban area: layfolk, of your choice:
mercantile, military, political, religious, or underworld. • Crafting. Calligraphy*, Cartography*, Jeweling*,
RANK 3 Painting*, Weaving*
• Influence. Deceiving, Empathy, Gossiping, Intimidating,
Trusted as one of the best of the best, you are charged with
Persuading
protecting individual personnel of great importance. You
• Knowledge. Art, Economics, Geography, History, Law,
earn 10 sc per day, with a 30 sc bonus each consecutive
Military, Politics of [choose region], Religion [choose
week (for a total of 100 sc or 1 q per week) and you gain
one]
+1 community Goodwill. You can earn no more than +1
• Performance. Dancing, Entertaining, Instrument*
Goodwill per month using this feature.
[choose one]
You are also given authority to speak on behalf of the
• Observation. Appraising, Eavesdropping, Perceiving
individual whom you protect. You may secure a meeting
with any political, military, or economic official who has NOBLE TITLE
three or fewer occupational ranks; they will make time to
When you become a rank 1 Honorable, and every time you
meet with you within 8 hours of your request.
gain a rank in the Honorable profession, your influence and
RANK 4 staff expand significantly as your noble title is elevated.
Gain the rank 1 benefits of one of the following professions RANK 1
of your choice: Honorable, Inquisitor, Knight, Soldier, or
You own a tract of land containing an upper-class residence.
Thug.
Depending upon the standards of the nation in which you
You may secure a meeting with any political, military, or
own land, this might range from a cityside abode to a
economic official who has four or fewer occupational ranks;
countryside estate. You may employ up to five attendants
they will make time to meet with you within 8 hours of your
that maintain your grounds. Your noble affairs are assumed
request.
to cover the expenses of your grounds and staff, though you
RANK 5 must personally finance any additional or specialized staff or
Gain the rank 1 benefits of an additional profession from modifications to your estate.
your rank 4 options, or gain the rank 2 benefits of the Furthermore, you enjoy respect among aristocrats. You
profession that you chose at rank 4. can secure an audience with most city officials within three
You may secure a meeting with any political, military, or days of requesting one.
economic official who has four or fewer occupational ranks; Lastly, you have a personal attendant that will carry your
they will make time to meet with you within 2 hours of your supplies for you and handle basic scheduling arrangements
request. on your behalf.
RANK 2
HONOR A BLE Your estate doubles in size, and you now employ 10
Occupation: Aristocratic servants. You may choose two mods from the list below to
You are a member of the upper echelons of society, held in construct on your grounds.
high esteem by those around you. Having been born into You can secure an audience with most city officials within
privilege, with access to the best education, training, and two days of requesting one. Nobles of lesser rank will go out
resources, and are expected to use your influence and power of their way to accommodate your requests.
for the betterment of the realm. A leader among leaders,
with the respect and admiration of your peers, you are
looked upon as a symbol of the ideals and values of your
noble heritage.
C hapter 2 | T he B O P S ystem 63
RANK 3 Residence Upgrade: Manor. You upgrade your residency
to a manor, making it look aesthetically pleasing and
Your estate doubles again (quadrupling from its original
luxurious on the outside as well as increasing the number of
size). You now employ 20 servants and 10 specialized
rooms and amenities within.
servants that are Monster Level 2 or lower, such as Guards
Manor Upgrade: Keep. You upgrade your manor to a
or Scouts. These specialized employees will not travel with
keep, expanding the number of rooms and fortifying the
you, but will follow your spoken commands while on your
exterior walls.
estate grounds. Additionally, you may construct two more
Marketplace. You clear out a plot of land for merchants
mods from the Aristocratic Property Modifications list.
to congregate and ply their wares. Provided that merchants
You can secure an audience with most city officials within
live nearby, this earns favorability with them and generates
one day of requesting one. Nobles of lesser rank will go out
20d20 sc per week for you.
of their way to accommodate your requests.
Garden. You construct an elaborate garden for relaxation,
RANK 4 meditation, and entertaining guests.
Your estate doubles again (eight times its original size). Stables. You build stables that can house up to 20 horses
You now employ 40 servants and 20 specialized servants and equipment for riding (including armored barding). You
that are monster level 2 or lower, such as Guards or Scouts. must still buy any horses and equipment separately.
These specialized employees will not travel with you, but Walls. You construct walls around 20 acres of your
will follow your spoken commands while on your estate property, securing your land against the threat of invasion.
grounds. Additionally, you may construct three more mods Watchtowers. You install watchtowers around 20 acres
from the Aristocratic Property Modifications list. of your property, allowing additional vigilance against
You can secure an audience with most city officials within potential threats.
one hour of requesting one. Nobles of lesser rank will go out
of their way to accommodate your requests. I N Q U I S I TOR
RANK 5 Occupations: Religious, Militant
Even the gods have enemies and they entrust their most
Your estate doubles again (sixteen times its original size).
devoted and zealous followers to protecting their interests in
You now employ 80 servants and 40 specialized servants
the mortal realm. Twisted fiends, undead abominations, and
that are Monster Level 2 or lower, such as Guards or Scouts.
heretical cults are just a few of the enemies you root out and
These specialized employees will not travel with you, but
destroy, wherever they might hide. Your faith guides you in
will follow your spoken commands while on your estate
the endless battle against evil where you struggle to make
grounds. You also have five elite attendees, which can be
the world just a little bit safer.
monster level 3 or lower. These elite attendees will travel
with you on any of your adventures if asked. Additionally, S TA R T I N G E Q U I P M E N T
you may construct three more mods from the Aristocratic
If you take this profession when you create your character,
Property Modifications list.
gain the following gear, in addition to the equipment you
You can secure an audience with most city officials
gained based on your background: traveler’s pack, scale
immediately upon requesting one. Nobles of lesser rank will
mail, clothes (fine), clothes (simple), signet ring, writ
go out of their way to accommodate your requests.
of religious authority, mess kit, rations (3), waterskin,
manacles
A R I S T O C R AT I C
PROPERTY SKILLS
M O D I F I C AT I O N S Each time you gain a rank in the Inquisitor profession
When you gain a mod for your property, you choose out of (including rank 1), gain +3 Investigating, and +1 in three
the options below. skills of your choice:
Guest House. You construct an additional residential • Athleticism. Applied Force, Athletics, Sprinting
building capable of housing ten people. • Crafting. Alchemy*, Smithing*, Woodcarving*
Barracks. You construct a stark, practical building capable • Influence. Deceiving, Intimidating, Persuading
of holding up to twenty soldiers. This building does not • Knowledge. Arcana, Chemistry, History, Medicine*,
include a kitchen or lounge as a residence would. Religion [choose one]
Granary. You build a silo or storage barn that grants you • Luck. Fortuity
the capacity to stockpile enough food to provide for your • Observation. Eavesdropping, Intuiting, Investigating,
entire estate through a standard winter season. This does Perceiving
not automatically guarantee that you can find enough food • Stamina. Distance Running, Forced March
to fill the granary, however. • Subterfuge. Disguising*, Evading, Lockpicking*
• Survival. Dungeoneering, Sneaking, Tracking
64 C hapter 2 | T he B O P System
Demonologist. Monster Level 2. This researcher is not
WITCHFINDER equipped for combat but is highly skilled in uncovering
When you become a rank 1 Inquisitor, and every time you information about demons and cults.
gain a rank in the Inquisitor profession, your ability to hunt Physician. Monster Level 2. This medical specialist is not
down dark magic users improves. equipped for combat but grants you significant medical
RANK 1 assistance.
Rogue Monster Level 3. This criminal has agreed to serve
Spending a week in any settlement allows you to locate one
you in exchange for a commuted prison sentence.
hidden cult, dark ritual, or forbidden magic user if they are
Veteran Soldier. Monster Level 3. This experienced soldier
present at that time. If located, they can be reported to the
is battle-ready and eager to fight on your behalf.
authorities of your religion who may request your assistance
War Priest. Monster Level 3. This war priest shares your
in eradicating them.
religion and is able to cast minor spells from the Divine
RANK 2 Source.
When in a friendly medium to large settlement in which
your religion has a presence, you may work as a grave- K N IGH T
watcher in the local cemetery. This work involves protecting Occupations: Aristocratic, Militant
the consecrated grounds from tampering or theft and in You are a defender of the innocent and a champion
dispatching minor undead creatures that tend to frequent of justice. Armed with your shining armor and deadly
those areas. Performing this work earns you 2d10+20 sc per weapons, you roam the lands, righting wrongs and
week. vanquishing evil wherever you find it. With each victory, you
RANK 3 earn the loyalty and respect of the people, who look upon
you as a shining symbol of hope and valor in a dark and
You may now perform your rank 1 feature in just 3 days.
uncertain world.
Furthermore, you may take into your service one of the
retinue members from the Inquisitor Retinue list. This S TA R T I N G E Q U I P M E N T
person will travel with and protect you, taking their combat
If you take this profession when you create your character,
initiative immediately after yours. Each option can be
gain the following gear, in addition to the equipment you
chosen only once.
gained based on your background: rucksack, one large
RANK 4 blade, chainmail armor, signet ring, bedroll, mess kit,
Your grave-watcher service now earns you 4d10+40 sc per clothes (simple), embroidered hooded cloak, rations (5),
week. You may take an additional retinue member from the torches (5), tinderbox, 50 ft rope, waterskin
Inquisitor Retinue list. Each option can be chosen only once.
SKILLS
RANK 5
Each time you gain a rank in the Knight profession
You are considered a Witchfinder General and may call upon (including rank 1), gain +3 Investigating, and +1 in three
the services of your religion in the pursuit of eradicating skills of your choice:
evil. Once per month after locating a heretical cult, dark • Athleticism. Applied Force, Athletics, Sprinting
ritual, or forbidden magic user using your rank 1 feature, • Crafting. Leatherworking*, Smithing*, Weaving*,
you may form an inquisition that produces 2d20+10 faithful Woodcarving*
militants of NPC rank 2 or lower who will assist you in the • Influence. Empathy, Intimidating, Leadership,
task in destroying this evil. They will follow your reasonable Persuading
and lawful commands for one day. However, they will not • Knowledge. Geography, History, Law, Military, Politics
travel farther than 30 miles from their home settlement. of [choose region], Religion [choose one]
You may take a third retinue member into your service • Observation. Intuiting, Perceiving
from the Inquisitor Retinue list. • Performance. Instrument* [choose one], Savoir Faire
• Stamina. Forced March, Distance Running
INQUISITOR RETINUE • Survival. Animal Handling
OPTIONS
When you take an NPC into your Retinue, choose from the
C O AT O F A R M S
following options. When you become a rank 1 Knight, and every time you gain
Courtier. Monster Level 2. This minor noble can attempt a rank in the Knight profession, your reputation expands
to gain you an audience with any NPC with 4 or fewer and it becomes easier for you to find quests.
professional ranks with the aristocrat, mercantile, or military
occupations.
C hapter 2 | T he B O P S ystem 65
RANK 1 Quest examples are: to destroy a powerful monster,
overthrow an evil tyrant, or to protect a community from
Once per week in any friendly settlement, you may make
an impending attack, but may include any task in service to
a Persuading or Perceiving roll (DC12) to seek out citizens
your home kingdom or knight order tenants. Once you issue
in need of your services. These quests can range from
such a quest, you cannot do so again for six months.
arbitrating family disputes to hunting dangerous creatures
to offering protective services to minor nobles or merchants,
and successfully completing them will generate +1 Goodwill
N OM A D
with that settlement. Occupation: Wanderer
Traveling from place to place with your tribe, you follow
RANK 2
seasonal patterns and seek fertile grounds for your livestock.
Your name and reputation has attracted a number of young You are self-sufficient and have a deep connection to
hopefuls and you may choose to bring one Page into your the land and the creatures that roam it, honed from a
employ (stats in the Creature Compendium). This page will life of constant movement and adaptation to changing
travel with you as your attendant, follow reasonable and environments. Highly skilled in tracking, survival, and
lawful commands, and take their Initiative immediately animal husbandry, you are highly valued by other groups,
after yours in combat. They will hold you in positive regard and your knowledge of the wildlands is unmatched.
until you give them a reason not to.
Completed quests now come with an additional monetary S TA R T I N G E Q U I P M E N T
reward of 2d10 sc. If you take this profession when you create your character,
RANK 3 gain the following gear, in addition to the equipment you
gained based on your background: Satchel and saddlebags,
You now have enough standing to promote your Page to
brigandine armor, 1 tool or kit, clothes (simple), hooded
a Squire (stats in the Creature Compendium). This squire
cloak, bedroll, mess kit, rations (7), tinderbox, torches (5),
will travel with you as your servant and has a simple set of
waterskin, 50 ft rope
weapons and armor with which they are proficient. They
will follow reasonable and lawful commands, and take their SKILLS
Initiative immediately after yours in combat.
Each time you gain a rank in the Nomad profession
You have attracted the attention of a local lord or knightly
(including rank 1), gain +3 Sheltering, and +1 in three
order that seeks to enlist you to their service. They will
skills of your choice:
provide you with modest accommodations of food and
• Athleticism. Applied Force, Athletics, Sprinting
lodging on their property as well as a monthly stipend of
• Crafting. Alchemy*, Brewing*, Carpentry*,
1d10+10 sc. Your lord or order may occasionally approach
Cartography*, Cobbling*, Cooking*, Leatherworking*,
you with tasks and expects you to serve their interests.
Masonry*, Painting*, Pottery*, Smithing*, Weaving*,
RANK 4 Woodcarving*
You have achieved the standing of a Knight-Regent and may • Influence. Empathy, Gossiping, Intimidating,
take up to five Knights (stats in the Creature Compendium) Leadership, Persuading
into your own employ. These Knights view you as a trusted • Knowledge. Art, Astrology, Astronomy, Geography,
leader and friend and will follow your reasonable and lawful History, Medicine*, Religion [choose one], Vehicles*
commands but they will not regularly travel with you. [land]
Every week these Knights operate in a given region they • Observation. Intuiting, Perceiving
will generate +1 Goodwill and bring in enough monetary • Performance. Entertaining, Instrument* [choose one]
revenue to maintain their own equipment, room, and board. • Stamina. Distance Running, Forced March
Additionally, you may take rank 1 of the Honorable • Survival. Animal Handling, Dungeoneering, Foraging,
profession, including all starting equipment and skills. Nature, Navigating*, Sneaking, Tracking
RANK 5
You are now considered a Knight-Commander and may
take up to eleven Knights into your employ. These knights
view you as a trusted leader and friend and will follow your
reasonable and lawful commands but they will not regularly
travel with you.
You may issue a quest that will call all knights to your
service. They will travel with and protect you, taking their
Initiative directly after yours in combat, in direct pursuit of
the quest’s completion.
66 C hapter 2 | T he B O P System
G AT H E R N O M O S S RANK 4: TRADER
Once per visit to a friendly town or settlement, you may
You are an experienced traveler and survivalist and can
initiate a grand trading day that earns you double your
always locate food or water while traveling in your home
Trader business dealings income. Additionally, you may
region. You know all the roads and pathways in your home
make contact with one notable NPC with the equivalent of 3
region.
or fewer ranks in any occupation.
RANK 1
R A N K 4 : E N T E R TA I N E R
You have one passive beast of burden that is your trusted
Once per visit to a friendly town or settlement, you
steed. It is highly intelligent and well trained for its type and
may organize an art show or performance for the local
will follow simple commands. If separated, it will seek you
citizenship. This earns you 2d20+10 sc, +3 Goodwill,
out from up to a mile away and can be called to your side.
and you may make contact with one notable NPC with the
It is mundane, not magical, so it cannot be instantaneously
equivalent of 3 or fewer ranks in any occupation.
summoned.
RANK 2 RANK 4: PHYSICIAN
Once per visit to a friendly town or settlement, you may
Your beast of burden can be used to pull a customized cart
establish a makeshift hospital to treat the local populace.
or wagon large enough to hold you and up to three other
Your practice will halt the spread of any plague or disease
individuals. It shelters you from the elements. This wagon
and earns you an instant +5 Goodwill with the settlement.
can always be repaired using locally sourced materials and
You are granted free food and lodgings for one month.
is not slowed by rugged terrain.
RANK 3 R A N K 4 : C H A R L ATA N
Once per visit to a friendly town or settlement, you may
Your wagon is now large enough to carry you and up to five
attempt a grand scam that earns you double your scam
individuals and their personal belongings. You have two
income. Additionally, given one week of time you may
beasts to pull it, instead of only one. You may take 1 rank in
recruit one apprentice who will not travel with you but who
the Trader, Entertainer, Physician, or Charlatan professions
will perform the rank 1 Charlatan scam in your absence.
and gain the following benefit. Your selection gives you
This still comes with the risk of discovery, and sc earned
additional benefits at ranks 4 and 5.
from this scam will be saved until you are present to collect.
RANK 3: TRADER
RANK 5
Your wagon is a pop-up shop that may carry and trade
You gain no primary nomad benefits at this rank, but gain
general goods and you are exempt from any tariffs or
additional benefits based on your secondary profession
licenses required to trade in your home region. Your Trader
chosen at rank 3.
business dealings earn an additional 2d10+10 sc.
R A N K 3 : E N T E R TA I N E R RANK 5: TRADER
You may now hire an apprentice trader who will travel with
Your wagon is a popup stage or artist gallery from which
you but who will not put themselves willingly into danger.
you can perform or display your wares. Gain +3 to any skill
While stationed in a friendly settlement, this apprentice will
check with the performance tag made from your wagon.
run your Trader business dealings without your presence
R A N K 3 : P H YS I C I A N and your dealings now earn an additional 6d10 sc.
Your wagon is considered a well-sourced medical facility in R A N K 5 : E N T E R TA I N E R
which you can treat diseases or distribute herbal medicines.
You may now recruit up to three entertainers who will
R A N K 3 : C H A R L ATA N travel with you but who will not put themselves willingly
Your wagon acts as a base of operations for your scams and into danger. These entertainers boost your income from
gives you +3 on any Deceiving check made in relation to your rank 4 ability by 2d10 sc per entertainer and can
those scams. continue to perform or sell their wares when you are not
directly present. This passive income earns you 1d10 sc per
RANK 4
entertainer per week.
You have found a community of like-minded nomads who
will travel with you in your home region. This community
RANK 5: PHYSICIAN
will treat you and your allies as trusted friends and will You may now hire an assistant who will travel with you but
support you with food and lodgings whenever possible. This who will not put themselves willingly into danger. When
community brings four distinct wagons of the type chosen in your assistant is present, gain +3 on any Medicine check to
rank 3 of this profession. treat an injury or disease.
C hapter 2 | T he B O P S ystem 67
Additionally, your assistant can produce and sell herbal RANK 2
remedies without needing your presence and can earn
You may now attempt to cure uncommon diseases. Your
2d10+10 gold pieces per week when stationed in a friendly
patient load increases to two creatures; only one may have
settlement.
an uncommon disease. Given two days of operation at a
R A N K 5 : C H A R L ATA N well-resourced medical facility, make separate INT checks
You may now recruit a maximum of four apprentices at for each patient and add your Medicine skill; if you roll a 15
any time who will each perform the rank 1 Charlatan scam or higher, then you cure the disease.
without your presence. This still comes with the risk of RANK 3
discovery for the apprentice and any sc earned from these
Your patient load increases to four; only one of these
scams will be saved until you are present to collect it.
patients may have an uncommon disease.
Helping patients in this way now allows you to earn up to
PH YS IC I A N +1 Goodwill per week.
Occupations: Academic, Religious
RANK 4
You are dedicated to healing the sick and alleviating
the suffering of those around you. You have honed your You may now also attempt to cure rare diseases. Your
skills through years of study and practice, mastering the patient load remains at four; only one may have an
use of medicine and scientific methods to diagnose and uncommon or rare disease. Given two days of operation at
treat a wide range of ailments. Your compassion and your a well-resourced medical facility, make separate INT checks
unwavering commitment to your patients have earned you a for each patient and add your Medicine skill; if you roll a 15
reputation as one of the best in the land, and you are often or higher, then you cure the disease.
called upon to tend to the sick and injured. At this point, you are widely renowned internationally as
one of the preeminent physicians in the world. Monarchs
S TA R T I N G E Q U I P M E N T and people of significant influence seek you out for
If you take this profession when you create your character, treatments, and you can secure an audience with almost any
gain the following gear, in addition to the equipment you notable individual within 8 hours of requesting it.
gained based on your background: belt pouch and satchel, RANK 5
gambeson armor, 1 tool or kit, clothes (simple), bandages
Your patient load increases to five creatures. Only one
(10), medicine (basic), rations (3), lamp, flask of oil,
creature may have a rare disease, and all other creatures
medicinal tome, ink, quill, waterskin
may have common or uncommon diseases.
SKILLS Helping patients in this way now allows you to earn up to
+3 Goodwill per week.
Each time you gain a rank in the Physician profession
(including rank 1), gain +3 Medicine*, and +1 in three
skills of your choice:
PION EER
• Crafting: Alchemy*, Brewing*, Woodcarving* Occupations: Aristocratic, Wanderer
• Influence: Empathy, Leadership You are always pushing the boundaries and charting new
• Knowledge: Arcana, History, Law territories. With a thirst for adventure and discovery, you are
• Observation: Appraising, Intuiting not afraid to venture into the unknown. A builder, farmer,
• Subterfuge: Lockpicking, Sleight of Hand and protector, you create new settlements and carve out a
• Survival: Animal Handling, Nature place for yourself and those who follow in your wake. Your
determination, resilience, and resourcefulness are what sets
T R E AT M E N T you apart, and your name is known and respected by those
When you become a rank 1 Physician, and every time who live in the frontier lands.
you gain a rank in the Physician profession, your skill
as a medical practitioner and your status in the medical
S TA R T I N G E Q U I P M E N T
community improves. If you take this profession when you create your character,
you gain the following gear, in addition to the equipment
RANK 1
you gained based on your background: Traveler’s pack,
Given two days of operation at a well-resourced medical wood-splitting axe, brigandine armor, 1 tool or kit, clothes
facility, you can attempt to treat one patient. Make an INT/ (simple), hooded cloak, 2-person tent, mess kit, rations (7),
Medicine check; if you roll a 15 or higher, then you cure one torches (5), tinderbox, waterskin, 50 ft rope
creature of a common disease.
68 C hapter 2 | T he B O P System
SKILLS RANK 2: LO GGING
Your land encompasses a vast forest that produces quality
Each time you gain a rank in the Pioneer profession
timber. You may hire up to five laborers to chop and sell this
(including rank 1), gain +3 Cartography*, and +1 in three
wood locally, earning 2d10+5 sc per week after expenses.
skills of your choice:
Additionally, your reputation has attracted other
• Athleticism. Applied Force, Athletics, Sprinting
homesteaders. You may choose to construct one option
• Crafting. Carpentry*, Cartography*, Cooking*,
from the Community Upgrade list that becomes established
Glassblowing*, Jeweling*, Leatherworking*, Masonry*,
beside your homestead.
Pottery*, Smithing*, Weaving*, Woodcarving*
• Influence. Empathy, Leadership, Persuading RANK 3
• Knowledge. Geography, Medicine*, Vehicles* [land], Your homestead grows to 40 acres.
Vehicles* [water] Additionally, your reputation has attracted more
• Luck. Scavenging homesteaders. You may choose to construct two more
• Observation. Intuiting, Perceiving Community Upgrades from the list below that becomes
• Stamina. Distance Running, Forced March established beside your homestead.
• Survival. Animal Handling, Foraging, Nature,
Navigating*, Sheltering, Sneaking, Tracking R A N K 3 : FA R M I N G
You have cleared 5 acres of land and may hire up to ten
HOMESTEAD laborers who earn you 2d10 sc per week after expenses.
When you become a rank 1 Pioneer, and every time you gain RANK 3: FISHING
a rank in the Pioneer profession, you expand your control
over an unclaimed tract of wilderness. You may hire up to nine laborers to build and maintain
three fishing ships that produce fish worth 2d10 sc per week
RANK 1 after expenses.
You own a plot of undeveloped frontier land approximately RANK 3: LO GGING
20 acres in size. The land is assumed to produce enough
water and food to sustain a household. You may hire up to twelve laborers to chop and sell this
Additionally, you have made arrangements to have a place wood locally, earning 4d10+10 sc per week after expenses.
of residence constructed on your land. The residence is RANK 4
large enough to house you and six companions, and it will
You are now considered the leader of the community and all
be completed and ready to inhabit 6 months after you first
others living near your homestead look to you for guidance.
make these arrangements.
Your homestead is recognized as a settlement by the
RANK 2 regional authority and you may construct a town hall that
allows you to establish land trade with nearby communities.
You establish a means of sustaining your homestead. Choose
Additionally, your reputation has attracted more
Farming, Fishing, or Logging. This choice grants you benefits
homesteaders. You may choose to construct two more
at this rank and at rank 3.
Community Upgrades from the list below that becomes
R A N K 2 : FA R M I N G established beside your homestead.
You have cleared 2 acres of land that is now ready for RANK 5
planting, orchards, or livestock. You may hire up to three
laborers who will work the land and produce a harvest You are officially recognized as a frontier mayor and may
worth 1d10 sc per week after expenses. Once per year, your send petitions to the regional authority.
crops produce enough bounty that you can store enough Additionally, your reputation has attracted more
food for you and up to six companions for up to 3 months. homesteaders. You may choose to construct two more
You may also bring this crop to market; for each month’s Community Upgrades from the list below that becomes
worth of crops that you sell, you earn 4d10+20 sc. established beside your homestead.
C hapter 2 | T he B O P S ystem 69
Docks. Requires bordering river, lake, sea, or ocean. You
order the construction of a small commercial dock on a body
S TA R T I N G E Q U I P M E N T
of water within or bordering your homestead. This building If you take this profession when you create your character,
produces fish for settlement consumption as well as allows you gain the following gear, in addition to the equipment
trade via water routes. you gained based on your background: rucksack, leather
Farm. Up to 10 acres of your homestead is sold to a local armor, 1 tool or kit, clothes (simple), mess kit, rations (5),
farmer who will work the land and produce enough food to utensils, bowl, flask, 50 ft rope, compass
feed the entire community. This additionally produces 1d10
sc per week.
SKILLS
Inn. You order the construction of a traveler’s inn upon Each time you gain a rank in the Sailor profession (including
your homestead. This structure includes a kitchen, stable, rank 1), gain +3 Vehicles* [water], and +1 in three skills of
and tavern along with 10 rooms for visiting guests. You earn your choice:
a small tax from all revenue generated in this inn, earning • Acrobatics. Balancing
you 2d10 sc per week. • Athleticism. Applied Force, Athletics
Marketplace. You clear out a plot of land for merchants • Crafting. Cartography*, Cooking*, Woodcarving*
to congregate and ply their wares. Provided that merchants • Influence. Intimidating, Leadership
live nearby, this earns favorability with them and generates • Knowledge. Astrology, Astronomy, Geography,
10 sc per day for you. Economics, Medicine*, Military
Mine Shaft. Surveyors locate valuable minerals on your • Luck. Fortuity, Scavenging
homestead. At minimum, you will find either iron ore or • Observation. Intuiting, Perceiving
clay, which you can sell to manufacturers for 20 sc per week. • Performance. Instrument* [choose one], Singing
Your MC might also decide that you find precious metals • Stamina. Menacing
or other substances underground. Construction includes a • Subterfuge. Evading, Sleight of Hand
barracks for miners. • Survival. Nature, Navigating*
Palisade Wall. You construct walls around the heart of
your homestead, securing your land against the threat of
SEA LEGS
invasion. When you become a rank 1 Sailor, and every time you gain
Tailor. A skilled tailor moves in to ply their trade, a rank in the Sailor profession, your reputation among NPCs
constructing a fully functioning weavery, storefront, with your choice of mercantile, military, or underworld
and domicile on your homestead. Every week, the tailor backgrounds improves.
produces 1d10 clothing items. You earn a small tax from RANK 1
sales the tailor makes, earning you 1d10+5 sc per week, or
2d10+5 sc per week if you have a Farm. Crewmate: You have the skills and knowledge to secure
Tanner. A skilled leatherworker moves in to ply their a temporary position on a trading, privateer, pirate, or
trade, constructing a fully functioning tannery, storefront, exploratory vessel and earn 10 sc for every week spent
and domicile on your homestead. Every week, the tanner working in a friendly port.
produces 1d6 leather goods. You earn a small tax from sales RANK 2
the tanner makes, earning you 2d10+5 sc per week.
Boatswain: You are an established member of a ship’s crew
Watchtower. You install watchtowers around your
that provides you with free room and board in any port in
homestead for use by the local militia, allowing additional
which the ship is docked. You now earn 15 sc for every week
vigilance against potential threats.
of service, even if you are not at a port.
SA I L OR RANK 3
Occupations: Mercantile, Underworld, Wanderer Captain: You have risen to the rank of captain and have
You have spent considerable time as an explorer, freebooter, your own ship with a crew under your employ. When
pirate or mariner and define your life by the sea. From achieving rank 3 in this profession you may choose a
skiffs to frigates, you know your way around a ship and are specialization: explorer, merchant, pirate, or privateer. This
as comfortable in a raging storm as you are in a pleasant choice grants you specific abilities at ranks 4 and 5 as well
breeze. You embrace the freedom, adventure, and danger as this rank.
of life as you traverse the trading lanes or explore parts RANK 3: EXPLORER
unknown, never knowing what might be waiting over the
When choosing this specialization, you may immediately
next wave.
gain 1 rank of the Nomad profession, including all starting
equipment and skills. Your ship is outfitted for long
journeys.
70 C hapter 2 | T he B O P System
Once per week you may attempt a short expedition to 9-10: You discover a valuable shipwreck or island teeming
discover parts unknown. Roll a d10 and refer to the chart with resources. Selling the location or recovered salvage
below. earns you 8d10+80 sc.
1-4: Your expedition proves a failure and you are unable
RANK 4: MERCHANT
to discover any landmasses or treasure of note.
5-8: Your expedition uncovers an island or shipwreck. You are now a company merchant and gain 1 rank in the
Selling the mapped location or recovered salvage earns you Trader profession. You may hire an additional ship and no
4d10 sc. longer need to be present on board to run a trade mission.
9-10: You discover a valuable shipwreck or island teeming R A N K 4 : P I R AT E
with resources. Selling the mapped location or recovered
You are now a pirate master and have a second ship under
salvage earns you 4d10+40 sc.
your command. Your plunder now earns you 12d10+120
RANK 3: MERCHANT sc. You now know the location of every safe port and
When choosing this specialization you may immediately harbor within your home region and can spend one week
gain 1 rank of the Trader profession, including all discovering one in new regions you visit. Additionally, you
equipment and skills. Every week you may perform a trade gain 1 rank in the Thug profession.
mission and earn 2d10 sc in addition to your trader income. R A N K 4 : P R I VAT E E R
When entering a new port, you can locate any specific
You are now a commodore and have outfitted your ship for
shops, services, or trading houses within one hour.
serious military engagements. You may now take contracts
R A N K 3 : P I R AT E to hunt down dangerous bounties. Completing these
When choosing this specialization you may immediately contracts pays 8d10 sc and earns you an audience with any
gain 1 rank of the Thug profession, including all equipment official with the aristocratic or military background if they
and skills. Once per week you may take your ship out have 4 or fewer professional ranks. Additionally, you gain 1
to plunder a trading lane, earning you 8d10+80 sc but rank in the Soldier profession.
drawing the attention of local authorities. Every week spent RANK 5: EXPLORER
plundering this region will earn your ship a cumulative 50
You are now a famed explorer and your name is spoken with
sc bounty that increases the chance of direct conflict with
awe by NPCs with academic or aristocracy backgrounds.
military or privateer vessels. You become aware of one safe
You are twice as likely to find sponsors among these groups.
port in the region that will never attempt to collect your
The next elaborate exploratory mission you successfully
bounty.
complete will result in a small landmass being named after
R A N K 3 : P R I VAT E E R you and will earn you double the associated payment.
When choosing this specialization you may immediately Additionally, you gain the ability to communicate
gain 1 rank of the Soldier profession, including all rudimentary ideas to any intelligent beings, even if you do
equipment and skills. Your ship and crew are well known not speak their language, and gain a +3 to Intuiting checks
to the military of your home region and you may accept regarding understanding unknown cultures, customs, or
military contracts. These contracts pay 4d10 sc and languages.
generally include providing escort for supply ships, hunting RANK 5: MERCHANT
dangerous pirates, or protecting endangered ports. Each
You are now a company master and may employ up to three
completed contract provides +1 Goodwill with local
trading vessels. Additionally, you gain 1 rank in the Trader
settlements.
profession.
RANK 4: EXPLORER R A N K 5 : P I R AT E
You are now an expedition leader and can attempt to fund
You are now a pirate lord and may have a total of three
more elaborate exploratory missions. These missions can
ships in your fleet. Your plunder now earns you 20d10+200
be sponsored by NPCs with an academic or aristocratic
sc and your infamy causes all but the bravest merchants
occupation or can be paid out of your own pocket. Each
to surrender without defense. You have a +3 Intimidating
sponsor gives you a +1 on the Elaborate Expedition, but
against anyone within 5 miles of the port in which your
takes 10% of final earnings. Failing to succeed may damage
ships are docked.
your reputation with your sponsor. You also gain 1 rank in
the Nomad profession. R A N K 5 : P R I VAT E E R
Elaborate Expedition: You are now an admiral in your home region’s navy and
1-4: Your expedition proves a failure and you are unable captain one of the strongest ships of the line available.
to discover any landmasses or treasure of note. You gain 1 rank in the Honorable profession, including all
5-8: Your expedition uncovers an island or shipwreck. equipment and skills.
Selling the mapped location or recovered salvage earns you
8d10 sc.
C hapter 2 | T he B O P S ystem 71
In addition to your rank 1 benefits, while you are in
S OLDI ER an urban or rural area where your military maintains
Occupation: Militant a presence, you gain a +2 bonus to knowledge checks
You are a proud and dedicated warrior, serving your pertaining to current information of that region. Your
country and your people with honor and distinction. From stipend increases to 10 sc per week.
defending your homeland against invaders to marching on
RANK 3
a foreign land for just war, you are always ready to put your
life on the line in the name of duty and honor. With your When you reach rank 3 in the Soldier profession you
training, your discipline, and your courage, you are a force may choose one of the specializations below: Infantry or
to be reckoned with, feared by your enemies and respected Tactician. This choice gives you benefits at this rank, as well
by your allies, and you are proud to serve as a symbol of as ranks 4 and 5. Your stipend is now 15 sc per week.
strength and protection for those you hold dear. R A N K 3 : I N FA N T R Y
S TA R T I N G E Q U I P M E N T You are a mid-ranking noncom officer in the infantry. In
addition to your rank 1 and 2 benefits, you can levy two
If you take this profession when you create your character,
members of your military that are Monster Level 2 or lower,
you gain the following gear, in addition to the equipment
such as Guards or Scouts. These members of the infantry
you gained based on your background: rucksack, spear or
will travel with you and fight to protect you while within 30
halberd, chainmail armor, clothes (simple), torches (5),
miles of their original post.
flask, bedroll, flint & steel, insignia of rank (banner, patch,
pin, etc.), rations (7), waterskin, bandages (2), 50 ft rope R A N K 3 : TA C T I C I A N
You are a recognized battlefield tactician and commander.
SKILLS Members of the military you serve gain +1 to their WILL
Each time you gain a rank in the Soldier profession while you are within 30 ft of them and they can see you.
(including rank 1), gain +3 Distance Running, and +1 in The knowledge bonus of your rank 2 feature increases from
three skills of your choice: +2 to +5.
• Acrobatics. Balancing
R A N K 4 : I N FA N T RY
• Athleticism. Applied Force, Athletics, Sprinting
• Crafting. Carpentry*, Leatherworking*, Smithing*, You are a high-ranking noncom officer in the infantry. You
Woodcarving* can now levy 5 members of your military, instead of only 2,
• Influence. Gossiping, Intimidating, Leadership using your rank 3 feature.
• Knowledge. Geography, History, Law, Medicine*, Additionally, you may spend one week joining the forces
Military, Politics of [choose region], Religion [choose of your military on campaign or patrol. Doing so earns you
one], Vehicles* [land] an additional 2d10 sc per week as well as increasing your
• Observation. Intuiting, Perceiving reputation. NPCs with the aristocratic or militant occupation
• Stamina. Forced March, Menacing and 4 or fewer professional ranks will make time to meet
• Survival. Animal Handling, Dungeoneering, Nature, with you within 8 hours of your request.
Navigating* Your standard military stipend increases to 20 sc per
week.
M I L I TA R Y R A N K I N G R A N K 4 : TA C T I C I A N
When you become a rank 1 Soldier, and every time you gain
You are a distinguished battlefield tactician and commander.
a rank in the Soldier profession, you advance your official
Any members of the military you serve gain +1 to all of
position in the military entity of which you are a member.
their mental defenses while they can see you and are within
RANK 1 30 ft of you. The knowledge bonus of your rank 3 feature
You are a low-ranking member of the infantry. While in increases from +5 to +7.
an urban or rural area where your military maintains a Your standard military stipend increases to 20 sc per
presence, you can find free food and lodging among your week.
compatriots. Other members of your military will not go out
of their way to help you beyond feeding you and offering
you shelter. Additionally, you earn a stipend of 5 sc per
week.
RANK 2
You are a low-ranking noncommissioned (noncom) officer in
the infantry.
72 C hapter 2 | T he B O P System
R A N K 5 : I N FA N T RY • Influence. Deceiving, Empathy, Gossiping, Persuading
• Knowledge. Art, Economics, History, Law, Medicine*,
You are the highest rank of noncom officer in the infantry.
Politics of [choose region], Vehicles* [land], Vehicles*
You can now levy ten members of your military to travel
[water]
with you anywhere within 30 miles of their original post.
• Observation. Appraising, Intuiting, Perceiving
These NPCs can be of Monster Level 3 or lower. Additionally,
• Survival. Animal Handling
you may spend one week joining the forces of your military
on campaign or patrol. Doing so earns you an additional NETWORK
4d10 sc per week.
When you become a rank 1 Trader, and every time you
Your standard military stipend increases to 25 sc per
gain a rank in the Trader profession, you can sell wares,
week.
resupply your stock, and expand your wealth and mercantile
R A N K 5 : TA C T I C I A N influence.
You are one of the most renowned military tacticians in the RANK 1
world and the knowledge bonus from your rank 4 feature
Given one week of business dealings in a marketplace, you
increases from +7 to +10. Military commanders will
increase your profitability through skillful trade. You earn
seek you out for service and you may spend one week on
2d10+20 sc each time you do this.
campaign to earn 4d10 sc in payment.
Furthermore, you can secure an audience with most RANK 2
military individuals of great influence. Any NPC with the Given one week of business dealings in a marketplace, you
equivalent of 5 or fewer ranks in any militant, aristocratic, increase your profitability through skillful trade. You earn
or mercantile background will make time to meet with you 4d10+20 sc each time you do this, and you gain one tool or
within 2 hours of your request. kit of your choice, which you may sell for 20 additional sc or
Your standard military stipend increases to 25 sc per keep for your own uses.
week.
RANK 3
T R A DER In addition to your rank 2 benefits, you gain the
entrepreneurial capacity to open satellite trading stalls
Occupation: Mercantile
under your personal brand. Pick three marketplaces
You are constantly on the move, traveling from town to
that you have been to before: whenever you return to
town and village to village in search of new markets and
those marketplaces, you get food and lodging for free.
opportunities. With a keen eye for profit and a talent for
Additionally, you only need three days of trade in those
negotiation, you buy low and sell high, always seeking
marketplaces to gain your rank 2 trader benefit.
out the best deals and the most valuable merchandise to
trade. Whether you are trading in exotic spices, rare herbs, RANK 4
precious gems, or any other commodity that you can get You can apply your rank 3 benefit to any new marketplace
your hands on, you are always seeking to turn a profit and that you travel to, provided that you spend at least one full
to grow your wealth and influence in the world. week trading and establishing business connections in the
S TA R T I N G E Q U I P M E N T new marketplace.
Additionally, your rank 2 benefits increase to 8d10+80 sc
If you take this profession when you create your character,
and three tools or kits of your choice.
you gain the following gear, in addition to the equipment
you gained based on your background: traveler’s pack, RANK 5
hanging lantern rod, gambeson armor, 1 tool or kit, clothes Your reputation allows you to quickly ingratiate yourself into
(fine), blanket, bedroll, folding chair, scales, various pouches new marketplaces. You only need one day, rather than one
and bottles, magnifying lens, bolt of fabric (silk), spices week, to gain your rank 3 benefits in a new marketplace.
(exotic) Additionally, your rank 4 benefits increase to 15d10+150
SKILLS sc and five tools or kits of your choice.
Furthermore, as one of the most renowned entrepreneurs
Each time you gain a rank in the Trader profession
in the world, you can secure an audience with most
(including rank 1), gain +3 Savoir Faire, and +1 in three
individuals of great influence. Any NPC with the equivalent
skills of your choice:
of 4 or fewer ranks in any occupation will make time to
• Crafting. Alchemy*, Brewing*, Calligraphy*,
meet with you within 24 hours of your request.
Carpentry*, Cartography*, Cobbling*, Cooking*,
Glassblowing*, Jeweling*, Leatherworking*,
Masonry*, Painting*, Pottery*, Smithing*, Weaving*,
Woodcarving*
C hapter 2 | T he B O P S ystem 73
If discovered, you gain -1 community Goodwill and the local
T H I EF authorities immediately know your description and will seek
Occupation: Underworld you out for arrest or recompense.
You use your agility and cunning to steal from the wealthy
RANK 2
and powerful. You might be a pickpocket, an opportunist,
or a brute that holds people up. Regardless, you always Your thieving now earns you 4d10 sc per day. Additionally,
have an eye out for the next big score, and you are not given one day, you are able to find sympathetic criminals
above using violence if it means getting what you want. You in any medium or large settlement. These criminals will
thrive in the shadows, slipping in and out of buildings and direct you to inns and taverns that will always serve you,
alleyways undetected, and relish the excitement of pitting regardless of Goodwill, and will never report you to the
your skills against those of your marks. authorities. Some of these institutions might offer food and
lodgings for free in exchange for your services.
S TA R T I N G E Q U I P M E N T RANK 3
If you take this profession when you create your character,
Your thieving now earns you 8d10 sc per day. Your chance
you gain the following gear, in addition to the equipment
of discovery can never rise above 40%. You are now able
you gained based on your background: 4 daggers or knives,
to locate the dominant thieves’ guild in any medium or
pocketed cloak, 3 belt pouches, brigandine armor, 1 tool or
large settlement. Once per week this guild will offer you a
kit, hooded lantern, flask of oil, tinderbox, clothes (simple),
specialty task that earns your thieving income x2 with a set
rations (2), 50 ft rope, crowbar, waterskin
20% chance of discovery. The guild will always offer you
SKILLS safe lodging and mercantile services, regardless of Goodwill.
Each time you gain a rank in the Thief profession (including RANK 4
rank 1), gain +3 Evading, and +1 in three skills of your Your thieving now earns you 16d10 sc per day. The thieves’
choice: guild of your home region now considers you a member
• Acrobatics. Balancing, Contorting, Tumbling and gives you access to passages across any settlement.
• Athleticism. Athletics, Sprinting When using these passages, you will never run into any
• Crafting. Jeweling*, Painting*, Pottery*, Weaving*, authorities. If there is a bounty on your head, you may pay
Woodcarving* your guild 75% of the bounty’s cost and they will make the
• Influence. Deceiving, Empathy, Gossiping, Intimidating bounty disappear.
• Knowledge. Art, Economics, Geography, History, Law,
RANK 5
Politics of [choose region]
• Luck. Fortuity Your thieving income is now 20d10+200 sc per day. Your
• Observation. Appraising, Eavesdropping, Intuiting, cumulative chance of discovery can never rise above 20%.
Investigating, Perceiving If there is a bounty on your head, you may pay your guild
• Performance. Entertaining, Savoir Faire 50% of the bounty’s cost and they will make the bounty
• Stamina. Distance Running disappear.
• Subterfuge. Disguising*, Forging*, Lockpicking*, Additionally, once per week you may recruit up to three
Sleight of Hand thieves in any settlement. These thieves will not travel with
• Survival. Dungeoneering, Sneaking you but will increase your subterfuge tag skill checks by +3
per Thief for one day after being hired.
SECOND STORY WORK
When you become a rank 1 Thief, and every time you gain
a rank in the Thief profession, you improve your ability to
sneak and steal without getting caught.
RANK 1
Given one day of thieving in any medium or large sized
settlement, you earn 2d10 sc with a 10% chance of being
discovered by the local authorities. For each day spent
thieving in a given month, you gain an additional 10%
chance of getting discovered, which accumulates for each
day spent performing this action (two days leads to a 20%
chance, three days to a 30% chance, etc.) with no upper
limit to the likelihood of getting discovered.
74 C hapter 2 | T he B O P System
T H UG RANK 2
Your territory expands to approximately three city blocks
Occupation: Underworld, Militant
and your protection racket now generates 6d10+60 sc per
You are no stranger to the brutal struggle of urban life,
week. Your maximum number of henchmen increases to six.
outside the eyes of the law where the strong take from the
weak and the sharpness of a blade says more than a written RANK 3
decree. Perhaps your actions come from necessity or maybe Your territory expands to approximately six city blocks and
they come from a desire for power, but either way you are your protection racket now generates 12d10+120 sc per
not afraid to use your cunning, strength, and wits to take week. Your maximum number of henchmen increases to 12.
what you want when you want it. You claim your territory Additionally, you have managed to buy off a crooked
through brute force or intimidation and don’t let anything guard who will turn a blind eye to low tier crimes in your
stand in your way. territory for 10 sc per week.
S TA R T I N G E Q U I P M E N T RANK 4
If you take this profession when you create your character, Your territory expands to approximately ten city blocks and
you gain the following gear, in addition to the equipment your protection racket now generates 20d10+200 sc. Your
you gained based on your background: backpack, hooded maximum number of henchmen increases to 20 and it now
lantern, flask of oil, 1 tool or kit, clothes (simple), tinderbox, costs 30 sc to pay off six guards in the area, instead of only
cestus or brass knuckles, brigandine armor, 50 ft rope, one.
manacles, rations (2), torches (2) You are a greatly feared authoritarian figure at this point.
Gain rank 1 of the Honorable profession.
SKILLS
RANK 5
Each time you gain a rank in the Thug profession (including
Your territory expands to approximately fifteen city blocks
rank 1), gain +3 Evading, and +1 in three skills of your
and your protection racket now generates 40d10+400 sc.
choice:
Your maximum number of henchmen increases to 30 and it
• Acrobatics. Balancing
now costs 100 sc to pay off every guard in the area (instead
• Athleticism. Applied Force, Athletics, Sprinting
of only one) for one week.
• Influence. Deceiving, Intimidating
Your MC may decide that a small minority of guards are
• Luck. Fortuity, Scavenging
incorruptible, but such guards are initially unaware that
• Observation. Appraising, Eavesdropping, Intuiting,
their associates have been bought out. They may or may not
Investigating, Perceiving
ever learn the truth.
• Stamina. Distance Running, Forced March
Finally, you gain the Call a Hit ability.
• Subterfuge. Disguising*, Evading, Forging*,
Call a Hit. You may send thirty thugs to burn down
Lockpicking*, Sleight of Hand
a property, murder a target, or extort a bank or wealthy
• Survival. Dungeoneering, Navigating*, Sneaking,
merchant for 20d10 sc. You lose 5 Goodwill when you do
Tracking
this. Once you use this ability, you cannot use it again until a
GANG LEADER month has passed.
When you become a rank 1 Thug, and every time you gain
a rank in the Thug profession, you improve the strength of
your gang and expand your territory and influence. Every
month that you operate a territory, you gain -1 Goodwill
with the local community.
RANK 1
You have laid claim to territory in a medium or large sized
settlement equivalent to one city block. Inns, taverns,
and storefronts in that area will pay into your protection
racket each week, earning you 3d10+30 sc after your own
expenses. Businesses in your territory will always serve you,
regardless of Goodwill. Once per week, you can recruit a
maximum of three henchmen of Monster Level 2 or lower
into your gang. These henchmen will travel with and protect
you but only to a distance of 1 mile outside your territory.
C hapter 2 | T he B O P S ystem 75
CHAPTER 3: CLASSES
M
ost adventurers gain classes at some point in their
career. Classes are unique groupings of talents
ROGUE
with powerful capstone abilities, setting you apart Skilled operatives that are usually outside the law,
from common rabble. Many soldiers fight competently, but rogues might specialize in assassination, impersonation,
warriors command the field of battle on an entirely different exfiltration, and the like.
scale.
You do not have to take a class. You could choose to
TINKERER
simply keep taking specialization talents and/or magic By spending countless hours fiddling with scrap parts,
talents and focus on abilities granted outside of class talents. tinkerers can create wondrous items. Some tinkerers
But the thirteen classes in this chapter cover a broad range enhance their items with arcane magic.
of heroic abilities, so you’re likely to find something here
that suits your vision.
TROUBADOUR
Note that all classes have a prerequisite: you must be Whether a singer, storyteller, poet, or visual performer,
Character Level 2 or higher before you can enter a class. troubadours travel from court to court making their name as
This means that at level 1, the talent you take must be masterful performers.
a specialization talent (Chapter 5) or magic entry talent
(Chapter 4). VESSEL
By siphoning power from gods and other planar entities,
C L A S S BR E A K D OW N vessels augment their own souls for monumental power…
but at terrible cost.
BERZERKER
WA R R I O R
Berzerkers are ferocious and direct fighters that channel
Warriors are the ultimate soldiers and fighters; highly skilled
their terrible rage into devastating combat prowess.
and versatile, they hold their own in nearly any combat
CLERIC scenario.
Devotees of one or more gods, clerics use divine magic and WITCH
holy power to achieve their gods’ instructions.
Harnessing primal or occult power, witches bond with
MAGE familiars and can brew various concoctions to bolster their
allies.
From studious, academic wizards to chaotic sorcerers,
mages have a profound ability to manipulate the arcane. ZEALOT
ORACLE Loyal and stalwart, zealots remain utterly dedicated to their
cause, punishing evildoers or standing between evil and the
Mystical hermits and diviners, oracles use primal or psionic
innocent.
magic to predict the future or maintain a balance over the
natural world.
G A I N I N G TA L E N T S
PUGILIST You gain one talent each time you level up. Note that all
Whether a brawny boxer, a nimble martial artist, or a well- class talents have prerequisites you must meet before you
rounded wrestler, a pugilist excels at unarmed combat. can take that talent. Prerequisites might be a Character
Level (such as Character Level 2), a number of talents in a
RANGER track (such as Familiar 3), or a specific talent (such as Flock
Wardens of the natural world and guides through uncharted of Familiars II).
wilderness, rangers are often more at home in unsettled Classes also have several talents with the capstone tag.
lands than in luxurious cities. Capstone talents are especially powerful ways to define your
character. You can only ever have one capstone talent.
Note that many abilities can only be used a certain
number of times and have a recharge. 2/Rest means that
76 C hapter 3 | C lasses
you can use an ability 2 times, regaining it when you Take
a Rest. Similarly, AWR/Recoup means that you can use an
ability a number of times equal to your AWR, regaining all
expended uses when you Recoup. You can always use an
ability at least one time, even if your relevant attribute is 0
or less.
Classes and talent tracks are presented alphabetically.
Talents within tracks are presented in the approximate order
that you can unlock them.
BER Z ER K ER
BERZERKER TRACKS
Exile. Your life is a cruel joke. Through some misdeed or
overzealous act, you have become an exile, and you seek to
make your own way in an uncaring world.
Fearless. You are made of sterner stuff than the average
soldier and do not frighten easily. You can stare down any
horror without flinching.
Juggernaut. Capable of withstanding more punishment
than your companions, you assume the responsibility of the
front-line fighter where you can absorb the brunt of enemy
attacks.
Rage. By unleashing your inner demons, you can fuel
your attacks with mighty rage. This allows you to do
significantly more damage, but also makes you easier to hit
in your blind fury.
Read more on p. 90.
C hapter 3 | C lasses 77
CLER IC
“Each soul is a unique thread in a divine
tapestry. It is my sacred duty to nourish
these threads, as they are gifts given by the
gods themselves. I tend especially to those
threads that are frayed and in need of
repairs.”
CLERIC TRACKS
Exorcist. Stronger of will than your average clergyperson
or preacher, you might make it your life’s mission to stare
down the darkest demons of humanity and draw them out
of unfortunate souls.
Piety. You work small miracles, healing injury and disease
with a mere touch, or invigorating a season’s crops to
bounty.
Theologian. You passionately study scripture and ancient
texts, and how to illuminate manuscripts or scribe ornate
icons with which you can spread the miraculous wonder of
your faith.
Divine Icons. You have at least one divine icon, which
holds within it vestiges of holy power from the god or gods
that you worship.
Read more on p. 96.
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M AG E
“Magic is a wondrous gift. Why exert
unnecessary effort when a flick of the wrist
or a glance of the eye can accomplish the
same?”
MAGE TRACKS
Arcane Weaving. Some spells are especially mutable,
capable of being sculpted into something new. You might
master this ability, allowing you a diverse repertoire of
effects.
Archmage. By focusing on a single function of magic -
alchemy, illusory magic, or perhaps necromancy to name a
few - you can become an unparalleled master of customizing
the capabilities of your magic.
Sorcery. By manipulating chance, you mitigate the danger
of arcane magic or can cause the magic to become even
more unstable, with explosive results.
Tome Wizard. If you enchant a tome or scroll you can
learn far more magic than you might otherwise, as the tome
gradually comes to life and helps you learn and cast more
spells.
Read more on p. 107.
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O R AC L E
“Knowledge is both a gift and a curse.
Do not seek to understand the future, as
this can never be known, but instead to
understand the currents that shape it. May
the wisdom of the stars guide your steps
towards a future that begets goodness.”
ORACLE TRACKS
Druid. You take it upon yourself to serve as a mediating
force between primeval forces and embrace divine or occult
powers as a way to balance the primal magic that surges
within.
Elementalist. You capture the terrible energy of raging
fires and storms, turning such harmful effects into powerful
elemental shields.
Fate. Sometimes called a prophet or diviner, you might
gain the ability to see shadows of the future and exert your
influence over fate.
Guide. Whether a mysterious mentor or an eclectic
professor, you instruct your pupils in various skills and
techniques, helping them all to improve.
Read more on p. 114.
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PUGI LI S T
“In the streets, nobody cares if you wanna
fight fair or not. You gotta hit ‘em hard,
and hit ‘em where it hurts ‘til your right
hand’s runnin’ red.”
PUGILIST TRACKS
Constitute. Your body is capable of withstanding
overwhelming punishment. No matter how hard you are
hit, no matter how many blows, you come back for another
round.
Martial Arts. By focusing on harmony of body, mind,
and spirit, you can flow between various forms of unarmed
combat, going beyond the bounds of physique alone.
Pummeling. You hone your body and become inhumanly
strong, capable of delivering punches that devastate your
opponents.
Wrestling. A well-rounded wrestler, you have a balanced
mix of offensive and defensive maneuvers and can easily
grapple your foes.
Read more on p. 122.
C hapter 3 | C lasses 81
R A NGER
“The wilderness gives me solace as I
continue my grim purpose: to slay that
which would threaten the natural order.”
RANGER TRACKS
Bravery. You tap into your instinct to fight, flee, or freeze
in the face of danger, channeling this into fighting prowess.
Hunter. You are an unparalleled hunter of creatures both
natural and otherworldly, mastering both blade and bow.
Instinct. Your fighting instinct is sharper than the finest
steel and keener than an eagle’s eye.
Survivor. You know the natural world like the back of
your hand. Wherever you end up, you know how to survive.
Wilderness Warden. You learn primal magic and enhance
some of your primal spells as you gain skill as a magical
ranger.
Read more on p. 130.
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RO G U E
“Only four guards? I’m offended.”
RO GUE TRACKS
Con. You wear identities like clothes. Capable of
impersonating nearly anyone, you can pull elaborate cons.
Guild Affiliate. You are a talented poisoner and use
deadly reagents to enhance your weapon attacks.
Psyblade. You have an aptitude for psionic magic and use
this to silence your footfalls and improve your thievery.
Subtlety. Silent as a shadow, you infiltrate and exfiltrate
even well-guarded buildings with meticulous skill.
Stealth Archer. You are a master of raining death on your
enemies from a hidden vantage.
Read more on p. 137.
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T I N K ER ER
“Yeah, never go throwin’ crap away when
it might serve a purpose. Hoarding is
good for the soul, you see. You know what
they say about one person’s trash. ‘Give
it to the tinkerer,’ they say. Now, hand it
over and I’ll make you a can opener. Or a
flamethrower, mayhap.”
TINKERER TRACKS
Alchemist. By developing potions and alchemical
reagents, you bolster your allies or damage your foes.
Augmentor. You specialize in creating powerful armor
that implements weapons, gadgets, and enhanced defenses,
turning you into a tremendous front-line fighter.
Inventor. A skilled and creative inventor, you make all
manner of gadgetry and manage a tremendous inventory of
useful items.
Magitechnician. Through unstable experiments you have
accessed the arcane source of magic and can fuel spells with
your inventions.
Read more on p. 144.
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T RO U B A D O U R
“Tales reveal truth obscured by reality.
I only seek for my tales to ignite dreams
and to inspire hope. I carry the stories
of the world, spreading inspiration and
enchantment wherever I roam.”
TROUBADOUR TRACKS
Encore. Your energetic music or inspirational words rally
your allies and help your entire team move with enhanced
tactical coordination.
Jester. Your double-edged comments and savage quips
make you equally loved and hated among the common folk
and high nobility.
Legend Keeper. You maintain a powerful book of legends
and can summon creatures, heroes, and villains forth from
the pages of this book.
Lorist. Stories and research into myths have led you to
uncover the secrets of arcane or psionic magic, enhancing
your capacity to influence the world around you.
Lyricist. By improving your repertoire of music, poetry,
or stories, you can achieve a variety of effects in combat to
enhance your allies or unnerve your foes.
Read more on p. 154.
C hapter 3 | C lasses 85
V E S S EL
“The gods themselves handle their power
irresponsibly. Why any would put their
faith in such fickle beings is utterly beyond
me. If you want something done right, do it
yourself.”
VESSEL TRACKS
Antiessence. You channel your corrupted Essence into a
scouring aura that damages and weakens your foes.
Planar Thievery. By stealing energy from spells and
planar creatures around you, you can enhance your own
powers.
Soul Graft. You use the external energy that you have
attached to your soul to enhance your physical stamina far
beyond what you could naturally achieve.
Divine Icons. Through thievery or trickery, you gain
access to one or more divine icons, siphoning power from
the gods.
Read more on p. 165.
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WA R R I O R
“With honor as my shield and courage
as my sword, I face each battle with
unwavering resolve. I will clear my family’s
name, or will die trying.”
WA R R I O R T R A C K S
Archer. An unparalleled sniper, you can offer covering fire
to your allies and can pick off enemies with deadly accuracy.
Commander. A master of warfare, you know how and
when to issue orders. Help your allies fight as a cohesive
team, where the sum is greater than the parts.
Protection. You lead the charge in combat, locking down
enemies on the battlefield and helping your allies reposition
and retreat when they must.
Soldier. You are a proven warrior, capable of adapting
to any situation on the battlefield or any weapon in your
arsenal.
Read more on p. 170.
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W I TC H
“Secrets wait to be embraced in the
whispers of primeval spirits. Curiosity
never hurt anyone brave enough to go
looking. So long as I draw breath and
have strength to explore, I will ever look to
deepen my understanding of things within
our world and things beyond.”
WITCH TRACKS
Dark Hex. Curate a collection of poppets and cast
sympathetic magic on them to extend your range of
knowledge and power.
Fae. By communing with the six conclaves of the
Everwilds, you gain the power of the fae.
Familiar. Enhance your familiar, or summon a pack or
flock of familiars.
Pagan Attunement. You are one with the natural world
and can draw power from the soil itself through ritual and
meditation.
Witch’s Brew. By mixing strange ingredients, you can
create a variety of unique potions for your allies.
Read more on p. 178.
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Z EA L OT
“No matter the adversity, I hold to my
convictions. I will bring light to the
shadow, food to the hungry, and comfort
to the afflicted. I will stand as a shield for
those who cannot defend themselves, and
a sentinel for the weary. For I am a good
boy.”
-Chauncey
You have always been a serious person. As a child you took
playing with a somber gravity and it greatly upset you
when another child broke the rules. In your adolescence
you were often dismayed by the lackadaisical nature of
your contemporaries. At some point along the way, you
found a cause to which you dedicated your very soul. This
transformation has led you to seek out a sacred order or
deity to whom you have pledged your allegiance. You now
strive to undertake acts of selflessness and zeal for the
betterment of the world in accordance with the tenets of
your faith.
You are undoubtedly dedicated to your beliefs with keen
resolve. How do you approach those who do not share your
convictions? Do you seek to persuade folk to adopt your
tenets as their own, or do you try to learn the beliefs of
other creatures and the reasons behind those beliefs? Maybe
you engage in a mix of both approaches.
ZEALOT TRACKS
Aura. Gain powerful auras that bolster yourself and your
allies against the encroaching darkness.
Cavalier. Bond with a mystic steed, on whom you can
ride into battle.
Consecrated Blade. You can enchant a weapon, turning
it into a powerful artifact capable of smiting evil wherever it
might lurk.
Crusader. As a sword for the just and a shield for the
innocent, you lead a crusade against the forces of evil.
Holy Cause. Your very presence is enough to help other
creatures remain true to their convictions, even against
strong temptations.
Reputation. Your reputation precedes you, for good or ill,
and you are never treated as simply an innocuous traveler.
Read more on p. 189.
C hapter 3 | C lasses 89
THROW ANYTHING
Berzerker, Exile
B E R Z E R K E R TA L E N T S Prerequisites: Drunken Fighter
Improvised thrown weapons cost you 1 fewer AP to use
(min 1) and deal 1d6 damage.
After gaining the Berzerker Entry talent, you can take talents
from any of the Berzerker tracks. After gaining the Berzerker
B R U TA L I T Y
Berzerker, Exile
Entry talent, you can also gain Primal Aspect talents.
Prerequisites: Drunken Fighter
Gain +1 TA when attacking a creature that is Frightened or
BERZERKER ENTRY Prone.
Class Entry, Berzerker
ANOTHER SWIG
Prerequisites: Character Level 2
Berzerker, Exile
When you take this entry talent, you gain the following
Prerequisites: Drunken Fighter
abilities.
When you spend AP to move, you may take a drink (such
Blood Rage. Gain one special AP that can only be used to
as a potion or a tankard of ale) as part of the same move.
make attacks on your turn or to make reactive attacks if you
Doing so does not provoke additional reactive attacks, even
have the ability to do so. You regain this AP at the start of
if your movement does.
each of your turns, but it cannot carry over like normal AP.
You can only gain one source of special AP. If you take this D R U N K E N S TA G G E R
class feature while already having a source of special AP, Berzerker, Exile
choose which feature to retain. Prerequisites: Drunken Fighter
Ferocious. If an effect would cause you to become While the effects of Drunken Fighter are active, the first
Frightened, you may become determined and ferocious. You time you move on any given turn you do not trigger reactive
ignore that effect and become immune to being Frightened actions.
for a number of minutes equal to your amount of Berzerker DRUNKEN FIST
Talents+1. (2/Rest) Berzerker, Exile
Prerequisites: Drunken Fighter
EXILE TRACK If you have imbibed in the past hour, you may subtract any
number up to your CHA from your attack roll, and add that
MARKED
same number to your damage roll. You must declare if you
Berzerker, Exile
are using Drunken Fist and how much you are subtracting
Prerequisites: Berzerker Entry
before you roll your attack. (CHA/Rest)
You are marked, tattooed, or branded in some way. This
sign of your exile has not broken your will. Gain one of the H I D D E N DA G G E R
following benefits: Berzerker, Exile
Mad Dog. You have turned to the life of the mercenary, Prerequisites: Drunken Fighter
specializing in protection and thuggery. When you are Your Sneak Attack damage increases by +1d6 (if you had no
within 5 ft of a friendly creature, that creature can add ½ Sneak Attack, it becomes 1d6).
your STR/Menacing to a CHA check that they make. You can apply Sneak Attack damage to a creature that you
Kraken. You have turned to the sea, gaining +6 to the hit with a weapon that has the concealed tag, once per turn,
Vehicles* [Water] skill. When you roll CHA to interact with as long as you have at least one source of TA. You may still
professional sailors or port workers, you can roll 2d20 and use Sneak Attack if Drunken Fighter is your only source of
take the higher result. TD.
Lone Wolf. When making AWR or INT checks that would “ C O WA R D S ! ”
implement skills with the survival tag, you may use your Berzerker, Exile
CHA instead. Prerequisites: Drunken Fighter
DRUNKEN FIGHTER Whenever your Ferocious ability is active and friendly
Berzerker, Exile creatures you can see are Frightened, you deal +1 damage
Prerequisites: Marked per ally you can see that is Frightened, to a maximum equal
If you have imbibed in the past hour, you gain +2 to your to your CHA.
weapon damage rolls, but have TD. FIGHTING DIRTY
Berzerker, Exile
Prerequisites: Drunken Fighter
When you are Flanking, you can apply TA to your Maneuver
attack rolls.
90 C hapter 3 | C lasses
B R AW L I N G S T E A DY F I S T I I
Berzerker, Exile Berzerker, Exile
Prerequisites: Drunken Fighter Prerequisites: Steady Fist
Increase your unarmed damage die size by one (e.g., from You now gain +2 damage per -1 to hit from Steady Fist.
1d4 to 1d6). If you did not have an unarmed damage die, it
RESTORED HONOR
becomes 1d4.
Berzerker, Exile, Capstone
B E A S T C O M PA N I O N Prerequisites: Regain Honor, Exile 14
Berzerker, Exile Through endless tribulation you have emerged victorious,
Prerequisites: Exile 6 your honor restored. Your name and force of character are
You gain a special bond with a creature. This creature can an inspiring presence to behold.
be ML 2 or lower and must have the beast tag and no other Unimpeachable. Your allies within 30 ft of you may use
creature tags. Your companion follows your instructions and your WILL instead of their own. Once an ally has used your
acts at the end of your turn. WILL, they cannot benefit from this again until they Take a
When your companion reaches 0 HP, it falls Unconscious Rest. When someone uses your WILL in place of their own,
rather than dying, and will return to full health upon Taking you regain 1d10 HP.
a Rest. Level 30: When an ally uses Unimpeachable, their WILL is
replaced by your WILL for 1 minute.
REGAIN HONOR
Berzerker, Exile DEFIANCE
Prerequisites: Beast Companion Berzerker, Exile
Incompatibilities: Defiance Prerequisites: Beast Companion
Your mark becomes a badge of honor, an emblem of your Incompatibilities: Regain Honor
path to restoring your name. You may use your WILL Your Drunken Fighter feature deals +2 damage.
in place of your ANT or LOG when your ANT or LOG is
THROW ANYTHING II
attacked. (CHA/Rest)
Berzerker, Exile
C O M PA N I O N B O O N Prerequisites: Throw Anything, Exile 7
Berzerker, Exile You gain +20 ft range with improvised thrown weapons and
Prerequisites: Exile 7 the damage becomes 1d8.
Your beast companion gains additional maximum HP equal
H I D D E N DA G G E R I I
to your CHA.
Berzerker, Exile
C O M PA N I O N B O O N I I Prerequisites: Hidden Dagger, Exile 7
Berzerker, Exile You gain +1 sneak attack die.
Prerequisites: Companion Boon
DRUNKEN FEROCITY
Whenever you and your companion are within 5 ft of each
Berzerker, Exile
other, you both gain TA on your attacks.
Prerequisites: Exile 7
C O M PA N I O N B O O N I I I Your Ferocious ability becomes activated whenever you have
Berzerker, Exile imbibed in the past hour and you can no longer voluntarily
Prerequisites: Companion Boon II activate it.
Your beast companion gains a bonus to its attack rolls equal
SCRAPPING
to ½ your CHA.
Berzerker, Exile
DRUNKEN RESILIENCE Prerequisites: Exile 7
Berzerker, Exile You gain two Maneuvers of your choice from the Pugilist’s
Prerequisites: Exile 7 Maneuver list. You can use these Pugilist’s Maneuvers 2/
You gain Resist Toxic 5 and become immune to common Recoup.
poisons.
DRAG
S T E A DY F I S T Berzerker, Exile
Berzerker, Exile Prerequisites: Exile 7
Prerequisites: Exile 7 Your companion gains a special maneuver: Drag.
Drunken Fist becomes Steady Fist and no longer requires Drag. Forgoing all other actions this turn, your
imbibing to use. companion can move ½ its speed and drag a Prone target
with it. This movement can provoke reactive actions.
C hapter 3 | C lasses 91
REFRESH FEROCIOUS III
Berzerker, Exile Berzerker, Fearless
Prerequisites: Exile 7 Prerequisites: Fearless 3
If you are Bleeding, Burning, Chilled, or Dazed, you may roll Gain +4 Skill Points that you can spend on any skills with
1d6 every time you imbibe. If you roll a 5 or 6, the condition the END or AWR tag.
is removed. Ferocious becomes 4/Rest.
U T T E R LY I N D E P E N D E N T SEEING RED II
Berzerker, Exile, Capstone Berzerker, Fearless
Prerequisites: Exile 14, Defiance Prerequisites: Ferocious III, Blood Will Flow
Your exile has led you to a life of fierce and complete If your Ferocious ability is active and you are Bloodied, deal
independence from all others. Urban legends might follow +2 damage on all of your damage rolls.
you as you face down grave threats on your own.
BLOOD WILL FLOW II
You become immune to the Charmed and Enthralled
Berzerker, Fearless
conditions.
Prerequisites: Seeing Red II
Independence. Whenever a creature attacks your WILL
While you are Bloodied, your crit range increases by 1.
or attempts to Charm or Enthrall you, your next Drunken
Fist against that target does not consume one of your uses FRENZY
of Drunken Fist, and you may attack their WILL instead of Berzerker, Fearless
their AR. Prerequisites: Blood Will Flow II
Level 30: Independence activates with your ANT and LOG When you are Ferocious, you may use Frenzy.
defenses as well. Frenzy. For the duration of your Ferocious ability, when
you crit on an attack that cost 1 or more AP, you may
immediately make another attack for 0 AP. (2/Rest)
FEARLESS TRACK
STOIC II
FEROCIOUS II Berzerker, Fearless
Berzerker, Fearless Prerequisites: Ferocious III, Unflappable
Prerequisites: Berzerker Entry Choose REF, FORT, ANT, or LOG. While you are not
Gain +4 Skill Points that you can spend on any skills with Bloodied, WILL and your selection increase by +1.
the END or AWR tag.
Ferocious becomes 3/Rest. U N F L A P PA B L E I I
Berzerker, Fearless
SEEING RED Prerequisites: Stoic II
Berzerker, Fearless You can trigger your Ferocious ability when you would
Prerequisites: Ferocious II become Demoralized, granting you immunity to Frightened,
Incompatibilities: Stoic Shaken, and Demoralized for the duration.
Gain +2 Skill Points that you can spend on any skills with
the STR or END tag. N E V E R R E T R E AT
You are considered Bloodied at ¾ your max HP. Berzerker, Fearless
Prerequisites: Unflappable II
BLOOD WILL FLOW When you are Ferocious and not Bloodied, you are
Berzerker, Fearless Grounded and cannot be knocked Prone or moved against
Prerequisites: Seeing Red your will.
While you are Bloodied, deal an additional 1d12 damage on
a crit. FEROCIOUS IV
Berzerker, Fearless
STOIC Prerequisites: Fearless 7
Berzerker, Fearless Gain +4 Skill Points that you can spend on any skills with
Prerequisites: Ferocious II the END or AWR tag.
Incompatibilities: Seeing Red If you Recoup and have no uses of Ferocious remaining,
Gain +2 Skill Points that you can spend on on any skills regain one use.
with the STR or END tag.
You are considered Bloodied at ¼ your max HP. SEEING RED III
Berzerker, Fearless
U N F L A P PA B L E Prerequisites: Ferocious IV, Frenzy
Berzerker, Fearless Gain +2 Skill Points that you can spend on any skills with
Prerequisites: Stoic the DEX or END tag.
You can trigger your Ferocious ability when you would gain While Ferocious, your LOG equals your FORT unless your
the Shaken condition, granting you immunity to Frightened LOG was already higher.
and Shaken for the duration.
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BLOOD WILL FLOW III STOIC IV
Berzerker, Fearless Berzerker, Fearless
Prerequisites: Seeing Red III Prerequisites: Ferocious IV, Never Retreat II
While you are Bloodied your crit range increases by 1 more. When you are not Bloodied all of your physical and mental
defenses increase by +1.
FRENZY II
Berzerker, Fearless N E V E R R E T R E AT I I I
Prerequisites: Blood Will Flow II Berzerker, Fearless
Gain +1 FORT. Prerequisites: Stoic IV
Frenzy becomes 3/Rest. Gain the Iron Reave ability.
Iron Reave. When you use Iron Advance, if you end your
STOIC III
movement adjacent to an enemy, you can make one melee
Berzerker, Fearless
attack against it for 0 AP. (END/Rest)
Prerequisites: Ferocious IV, Never Retreat
Gain +2 Skill Points that you can spend on any skills with U N S T O P PA B L E F E R O C I T Y
the AWR or CHA tag. Berzerker, Fearless, Capstone
While you are Ferocious, gain an additional +2 to your Prerequisites: Fearless 14
defenses that you selected from Stoic 2. Having stared down the jaws of death myriad times, you
finally reach your snapping point.
U N F L A P PA B L E I I I
When you reach 0 HP, you may activate Unstoppable
Berzerker, Fearless
Ferocity. (0 Reactive AP)
Prerequisites: Stoic III
Unstoppable Ferocity. For the duration of Ferocious,
You can trigger your Ferocious ability when you would
gain +3 to all defenses. Gain TA on all attacks, and roll
become Charmed, granting you immunity to Frightened,
2d20 and use the higher. Whenever you hit a creature that
Shaken, Demoralized, and Charmed for the duration.
has imposed an active condition of Broken, Demoralized,
N E V E R R E T R E AT I I Frightened, or Shaken against you, the hit counts as a crit.
Berzerker, Fearless Whenever you hit a creature that would have imposed
Prerequisites: Unflappable III such a condition against you but did not because of your
Gain the Iron Advance ability. Ferocious ability, that hit counts as a crit.
Iron Advance. When you are Ferocious and not Bloodied, If you die during this time, you remain living until the
if you would be moved against your will, you may spend 1 end of the duration of Ferocious. During such time, you
Reactive AP to instead move up to your speed in a direction cannot regain HP, and you die at the end of that duration,
of your choice. whereupon you can be resurrected.
FEROCIOUS V After you use this ability you permanently lose all of your
Berzerker, Fearless talents in the Ferocious track and lose Ferocious 1. You do
Prerequisites: Fearless 11 not gain replacement Talents.
Gain +4 Skill Points that you can spend on any skills with Level 30: If you used Unstoppable Ferocity before
the END or AWR tag. reaching level 30, you regain all of your lost talents except
If you Catch Breath and have no uses of Ferocious for Unstoppable Ferocity.
remaining, regain one use. If you did not use Unstoppable Ferocity before reaching
level 30, then whenever a creature attempts to inflict
HORRIFYING FRENZY
Broken, Demoralized, Frightened, or Shaken against you,
Berzerker, Fearless
your next attack against that creature is considered a crit.
Prerequisites: Ferocious V, Frenzy II
When you use Frenzy and you are Bloodied, you can make it
Horrifying. Your Frenzy ability works when you hit, instead JUGGERNAUT TRACK
of only when you crit. (1/Rest)
JUGGERNAUT
S AVA G E F R E N Z Y Berzerker, Juggernaut
Berzerker, Fearless Prerequisites: Berzerker Entry
Prerequisites: Horrifying Frenzy Gain the Juggernaut ability.
Gain the Savage Frenzy ability. Juggernaut. By spending 1 AP, you may enter a combative
Savage Frenzy. When you make an attack that costs 0 focus that allows you to tune out injury. For the next 10
AP, you may choose to instead make two attacks if you are minutes, whenever you take physical damage, if you have
Bloodied. These attacks both have TA and the crit range any Reactive AP, gain DR 3. (2/Rest)
increases by 1. (2/Rest)
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H A R DY S TA U N C H R E S I S TA N C E I I
Berzerker, Juggernaut Berzerker, Juggernaut
Prerequisites: Juggernaut Prerequisites: Juggernaut III, Shrug It Off
Gain the Hardy specialization talent (Chapter 5, “Defense While your Juggernaut ability is active, increase DR by +3.
Stack”).
B AT T L E - R E A DY
E L E M E N TA L I N U R E M E N T Berzerker, Juggernaut
Berzerker, Juggernaut Prerequisites: Staunch Resistance II
Prerequisites: Hardy When you Recoup, you may remove +1 Death Point.
Incompatibilities: Staunch Resistance
ENDURE II
While your Juggernaut ability is active, reduce elemental
Berzerker, Juggernaut
damage as well as physical.
Prerequisites: Juggernaut 9
A R D E N T A S S AU LT Gain +4 Skill Points that you can spend on any skills with
Berzerker, Juggernaut the END tag.
Prerequisites: Elemental Inurement Endure becomes 3/Rest.
When you are not Bloodied, deal +2 damage on melee
H A R DY I I
attacks.
Berzerker, Juggernaut
S TA U N C H R E S I S TA N C E Prerequisites: Endure II
Berzerker, Juggernaut Gain +1 HP per character level, and +1 HP each time you
Prerequisites: Hardy level up.
Incompatibilities: Elemental Inurement
A R D E N T A S S A U LT I I
While your Juggernaut ability is active, increase DR by +2.
Berzerker, Juggernaut
SHRUG IT OFF Prerequisites: Hardy II, Citadel of Stamina
Berzerker, Juggernaut Gain +2 Skill Points that you can spend on any skills with
Prerequisites: Staunch Resistance the STR tag.
By spending 1 Reactive AP, gain Shield HP equal to the When you are not Bloodied, gain +1 to FORT.
amount of physical damage that you just took. You may use
SHRUG IT OFF II
Rage AP on this feature. (1/Recoup)
Berzerker, Juggernaut
ENDURE Prerequisites: Hardy II, Battle-Ready
Berzerker, Juggernaut Shrug It Off becomes 2/Recoup.
Prerequisites: Juggernaut 4
ENDURE III
Gain the Endure ability.
Berzerker, Juggernaut
Endure. When a creature makes an attack against your
Prerequisites: Juggernaut 12
AR, you may use your FORT instead. (2/Rest)
Gain +4 Skill Points that you can spend on any skills with
J U G G E R N AU T I I the END tag.
Berzerker, Juggernaut If you have no uses of Endure remaining and you Recoup,
Prerequisites: Endure regain one use.
Gain +4 Skill Points that you can spend on any skills with
JUGGERNAUT IV
the END tag.
Berzerker, Juggernaut
Juggernaut becomes ½ END/Rest.
Prerequisites: Endure III
J U G G E R N AU T I I I You no longer need leftover AP to gain the benefits of
Berzerker, Juggernaut Juggernaut. Juggernaut becomes END/Rest.
Prerequisites: Juggernaut II
U N S T O P PA B L E J U G G E R N A U T
While your Juggernaut ability is active, increase DR by +2.
Berzerker, Juggernaut, Capstone
E N E R GY I N U R E M E N T Prerequisites: Juggernaut 14
Berzerker, Juggernaut You have a reputation of being impossible to kill. People
Prerequisites: Juggernaut III, Ardent Assault challenge you to nonlethal combat just to witness your
While your Juggernaut ability is active, reduce energy unending stamina.
damage as well as physical and elemental. The final cap for your END increases from 12 to 14. When
your END is 14, gain +1 additional HP per character level.
C I TA D E L O F S TA M I N A
Gain the Back in the Fight ability.
Berzerker, Juggernaut
Back in the Fight. When you start your turn with 0 HP,
Prerequisites: Energy Inurement
you may spend X AP. Remove Death Points equal to ½ X. (1/
Gain +2 FORT.
Rest)
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Level 30: Back in the Fight becomes: Remove Death FURIOUS SMASH
Points equal to X. Berzerker, Rage
Prerequisites: Bloodlust
RAGE TRACK When you attack with Fury and hit, you may use Berzerk
Smash.
BLOOD RAGE II
Berzerk Smash. Roll 1d6 and 1d12. Add the d12 to the
Berzerker, Rage
damage you dealt and take damage equal to the 1d6.
Prerequisites: Berzerker Entry
Gain the Fury ability. D E AT H D R O P I I
Fury. When you make a melee attack, you may gain +2 Berzerker, Rage
to your attack rolls, but all attacks against you have TA and Prerequisites: Blood Rage IV, Death Drop
your mental defenses reduce by 2. This lasts until the start Death Drop works when you are Bloodied (instead of having
of your next turn. to be 10 HP or fewer).
FURIOUS BLOWS D E AT H D E F I E R I I
Berzerker, Rage Berzerker, Rage
Prerequisites: Blood Rage II Prerequisites: Death Drop II
Incompatibilities: Death Defier Gain the Cling to Life ability.
Attacks made with Fury deal +2 damage. Cling to Life. When you reach 8 Death Points, roll
1d20+END. On 14 or higher, you do not die and go back to
FURIOUS BLOWS II
7 Death Points. This check increases by +1 each time you
Berzerker, Rage
make it, resetting when you Take a Rest.
Prerequisites: Furious Blows
Deal +2 additional damage if you attack with Fury and are BLOOD RAGE V
Bloodied. Berzerker, Rage
Prerequisites: Rage 7
D E AT H D E F I E R
When you crit with Fury, if you are Bloodied, regain 1d6 HP.
Berzerker, Rage
Prerequisites: Blood Rage II BLOOD RAGE VI
Incompatibilities: Furious Blows Berzerker, Rage
When attacking with Fury, gain +X to attack and damage Prerequisites: Blood Rage V
where X = your current Death Points. Gain +1 Rage AP.
D E AT H D R O P BLOODLUST II
Berzerker, Rage Berzerker, Rage
Prerequisites: Death Defier Prerequisites: Blood Rage VI, Furious Smash
Gain the Death Drop ability. When you use Bloodlust, you may also use Rend.
Death Drop. For 0 AP, If you start your turn with fewer Rend. Spend 1 AP to attack a creature that took damage
than 10 HP, you may choose to lose all remaining HP. If you from your Bloodlust ability. Use STR or DEX (your choice)
do, then your first hit this turn that was not a crit becomes a vs. their FORT. If you hit, the creature gains Bleeding (1d4)
crit. (2/Rest) for 30 seconds. (2/Recoup)
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D E AT H D E F I E R I V Divine Icon. You gain a special Divine Icon depicting a
Berzerker, Rage deity or moment of religious significance. Choose one deity
Prerequisites: Death Defier III and gain access to their three Icons. Gain one Icon ability
When you Recoup, you may choose not to remove a Death whose prerequisite is only that you have access to that Icon.
Point. Divine Power. Each time you level up and spend your
talent point on a cleric talent, you gain +5 SP and +1
D E AT H D R O P I I I
Divine Power.
Berzerker, Rage
Prerequisites: Bloodlust IV NOTE ON DIVINE ICONS
Gain +4 Skill Points that you can spend on any skills with Gaining a deity’s Divine Icon is considered an enforceable
the STR tag. contract with that deity. You are expected to uphold that
Death Drop becomes 2/Recoup. deity’s ideals and conduct yourself in a fashion that the deity
would find commendable. At your MC’s discretion, failure
BLOOD RAGE VII
to obey your deity’s tenets might cause your deity to revoke
Berzerker, Rage
access to their Icons.
Prerequisites: Rage 12
If you are using homebrew deities, work with your MC
Your attacks made with Fury gain +1 to their crit range.
to choose three Icons for which that deity will grant you
BLOOD RAGE VIII access.
Berzerker, Rage
Prerequisites: Blood Rage VII EXORCIST TRACK
Gain +4 Skill Points that you can spend on any skills with
the STR, DEX, or END tag. SENSE PLANAR
When you crit with Fury, regain additional HP equal to Cleric, Exorcist
your END. Prerequisites: Cleric Entry
Gain the Sense Planar ability.
B L O O D R A M PA G E
Sense Planar. You sense the presence of avadri, celestial,
Berzerker, Rage, Capstone
eldritch, fae, and fiends within 1 mile of you. You sense their
Prerequisites: Blood Rage VIII
exact numbers and distance from you. You cannot sense
You are feared the world over as a warrior of legend, and
their exact identities. You can maintain this sense for up to
none wish to cross steel with you.
10 mins if you do nothing else other than non-strenuous
Gain the Blood Rampage ability.
walking, talking, or light activity. (2/Rest)
Blood Rampage. When you roll Initiative, all enemies
gain the Shaken condition for the duration of the fight. D I V I N E WA R D I I
When you are Bloodied, you gain double your Rage AP at Cleric, Exorcist
the start of each round. This can cause you to exceed 12 AP/ Prerequisites: Sense Planar, Holy Support
round. (1/Week) Your Divine Ward boosts your ally’s AR and physical
Level 30: Blood Rampage becomes 1/Rest. defenses for the duration.
After gaining the Cleric Entry talent, you can take talents D I S TA N T WA R D
from any of the Cleric tracks. Cleric, Exorcist
Prerequisites: Divine Ward II
Incompatibilities: Divine Shield
The range of your Divine Ward increases by +30 ft.
C L E R I C TA L E N T S DIVINE SHIELD
Cleric, Exorcist
Prerequisites: Divine Ward II
Incompatibilities: Distant Ward
CLERIC ENTRY Your Divine Ward adds an additional +1 to your target
Class Entry, Cleric creature’s relevant defenses.
Prerequisites: Character Level 2
SENSE PLANAR II
When you take this entry talent, you gain the following
Cleric, Exorcist
abilities.
Prerequisites: Exorcist 3
Devotee. Gain the Disciple of the Divine talent from the
Sense Evil recharges upon Recouping.
divine stack if you did not already have it. CHA is your
Gain the Identify Planar ability.
magic attribute.
Identify Planar. When using Sense Planar, you may
Divine Ward. Spend 1 Reactive AP when an ally within
select one creature and learn its identity as well as its root
30 ft of you is attacked to increase that ally’s AR by +2 until
motivation (selfless or selfish). (2/Rest)
the start of that ally’s next turn.
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A B J U R E U N H O LY D I S TA N T WA R D I I I
Cleric, Exorcist Cleric, Exorcist
Prerequisites: Sense Planar II, Holy Support II Prerequisites: Expert Exorcist, Divine Ward II
Gain Abjure Unholy, which counts as a spell for abilities that The range of your Divine Ward increases by +30 ft.
interact with spells. You can cast this unique spell 2/Rest.
DIVINE SHIELD III
Abjure Unholy
Cleric, Exorcist
Divine, Spell, Warding
Prerequisites: Expert Exorcist, Divine Shield II
APC: 5
Your Divine Ward adds an additional +1 to your target
Range: 60 ft
creature’s relevant defenses.
Requires: Verbal, Gesture
Duration: 10 minutes A B J U R E U N H O LY I I
Choose a point within range. A powerful warding circle Cleric, Exorcist
springs up in a 5 ft radius around that point. The circle Prerequisites: Exorcist 9
conjures an accompanying invisible cylinder that is 15 ft Abjure Unholy can be a 10 ft radius (choose each time you
tall. The cylinder does not block line of sight but does block cast it). Abjure Unholy becomes ½ CHA/Rest.
line of effect. The cylinder is solid to the touch, preventing SENSE PLANAR III
passage into or out of the circle. Spells, effects, and abilities Cleric, Exorcist
that include a physical source of damage (such as arrows, Prerequisites: Abjure Unholy II
fire, or acid) cannot penetrate this barrier. Sense Planar has a range of 5 miles. When you deal radiant
A creature within the barrier can attempt to escape by damage to avadri, celestial, eldritch, fae, or fiend creatures,
making a CHA check against 10 + your magic attribute. On add your CHA to the damage.
a success the creature can move through the barrier, taking
U N H O LY S C O U R G E
2d10 psychic damage.
Cleric, Exorcist, Capstone
When you cast this spell, choose a creature tag: avadri,
Prerequisites: Sense Planar III
celestial, eldritch, fae, or fiend. Creatures with that tag that
Malicious planar entities fear your name, and towns
are stuck in your circle can only attempt to escape if you
bereaved by such entities know to seek you out when they
have taken damage since your last turn, and must roll 2d20
need a skilled exorcist.
and use the lower when trying to escape.
When you use the Exorcism ritual, you never have to
You may choose to end the spell early.
roll on the side effect table. If you choose to Upcharge the
D I S TA N T WA R D I I exorcism, roll 2 times, instead of 4 times.
Cleric, Exorcist When you use your Abjure Unholy spell, you may use
Prerequisites: Abjure Unholy, Distant Ward Unholy Scourge.
The range of your Divine Ward increases by +30 ft. Unholy Scourge. All creatures in your circle take 4d10
DIVINE SHIELD II radiant damage at the start of each of their turns. (1/Rest)
Cleric, Exorcist Level 30: When you choose a creature tag for Abjure
Prerequisites: Abjure Unholy, Divine Shield Unholy, you can choose any creature tag of your choice.
Your Divine Ward adds an additional +1 to your target
creature’s relevant defenses. PIETY TRACK
D I V I N E WA R D I I I L AY O N H A N D S
Cleric, Exorcist Cleric, Piety
Prerequisites: Exorcist 6 Prerequisites: Cleric Entry
Divine Ward raises all defenses (AR, physical, and mental). Gain the Lay on Hands ability.
E X P E R T E XO R C I S T Lay on Hands. You may touch yourself or a creature and
Cleric, Exorcist spend 2 AP to restore 3 HP to that creature. (CHA/Rest)
Prerequisites: Divine Ward III, Holy Support III
You learn the Exorcism ritual if you did not already know it.
Gain the Exorcist ability.
Exorcist. When you use Exorcism and you do not
upcharge it, you may choose not to roll on the side effect
table. (1/Rest)
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M O N A S T I C H O R T I C U LT U R I S T PIETY III
Cleric, Piety Cleric, Piety
Prerequisites: Lay on Hands, Holy Support Prerequisites: Monastic Horticulturist II
By combining faith and agricultural understanding, you can Incompatibilities: Battle Medic
bless a field of crops with your Monastic Horticulture ability. Gain +4 Skill Points that you can spend on any skills with
Monastic Horticulture. Select a field of crops that the influence or knowledge tag.
is a 500 ft 2 or smaller. These crops become immune to Piety becomes 2/Week.
nonmagical blights, poisons, diseases, and insects. They still
PIETY IV
grow and produce food at their normal rate, but the food
Cleric, Piety
they produce is high-quality and delicious. (1/Month)
Prerequisites: Piety III
Gain +2 to Nature.
When you use Piety, you can instantaneously cure common
L AY O N H A N D S I I or uncommon poisons or diseases.
Cleric, Piety PIETY V
Prerequisites: Monastic Horticulturist
Cleric, Piety
While Recouping, you can use Lay on Hands one time
Prerequisites: Piety IV
without expending a use of it. (1/Rest)
Gain +4 Skill Points that you can spend on any skills with
PIETY the influence or knowledge tag.
Cleric, Piety Piety becomes 3/Week.
Prerequisites: Lay on Hands II
M I R AC L E W O R K E R
Gain +4 Skill Points that you can spend on any skills with
Cleric, Piety, Capstone
the influence or knowledge tag.
Prerequisites: Piety V
Gain the Piety ability.
You are heralded as a miraculous healer the world over.
Piety. You may touch a creature suffering from a common
Any religious institution (besides extremists and cults) will
poison and instantaneously cure it. (1/Week)
happily house you. Clergy, kings, nobles, politicians, and
L AY O N H A N D S I I I generals seek your presence as they know you can work
Cleric, Piety miraculous healing on behalf of those you deem worthy.
Prerequisites: Piety, Holy Support II Many seek you out for your inspiring presence and your
Your Lay on Hands ability restores 2 additional HP. ability to work miracles.
Gain the Miracle Worker ability.
W E L L S P R I N G O F H E A LT H
Miracle Worker. You may touch a creature suffering from
Cleric, Piety
any nonmagical poison or disease and instantaneously cure
Prerequisites: Lay on Hands III
them, or you can touch a creature suffering from a magical
When you cast a divine spell that restores HP to a target,
poison or disease and cure them, becoming Sickened for the
add your CHA to the amount healed.
next 24 hours. (1/Rest)
PIETY II Furthermore, whenever you arrive in a new town you
Cleric, Piety gain 1d12 disciples that follow you around while in town
Prerequisites: Wellspring of Health and do basic favors and errands for you.
Piety can cure common diseases as well. Each time you leave a town, you may choose to take one
M O N A S T I C H O R T I C U LT U R I S T I I of these disciples on as an apostle. They will follow you
Cleric, Piety around indefinitely and can gain the stats of any NPC of ML
Prerequisites: Piety II, Holy Support III 3 or lower. You can have no more Apostles at a time than
Gain the Horticultural Blessing ability. your cleric level.
Horticultural Blessing. When you spend at least 1 week Level 30: Miracle Worker becomes 1/Recoup. If you cure
in a settlement, and you have used Monastic Horticulture on a magical poison or disease, you are only Sickened for 30
a field that will produce crops, you can bless the crops. The minutes.
crops will produce 2d10 additional rations’ worth of food B AT T L E M E D I C
each day for the next week (in addition to what they would Cleric, Piety
normally produce). Rations produced in this way become Prerequisites: Monastic Horticulturist II
spoiled after 24 hours. (1/Week) Incompatibilities: Piety III
Gain +2 to Nature. Lay on Hands can be used with Reactive AP. If the target
is Bloodied, the target regains 3 additional HP from Lay
on Hands (8 total unless you gain another bonus from a
different ability).
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B AT T L E M E D I C I I
Cleric, Piety A P O C RY P H A L I S T
Prerequisites: Battle Medic
Lay on Hands only costs 1 AP. If the target is Bloodied, the Icon Magic
target regains 2 additional HP from Lay on Hands (10 total Ambition Sonorous Voice (occult chant)
unless you gain another bonus from a different ability).
Austerity Ignore Pain (psionic spell)
B AT T L E M E D I C I I I
Bravery Cornered Frenzy (primal spell)
Cleric, Piety
Prerequisites: Battle Medic II Cultivation Nature’s Bounty (primal spell)
If target has 0 HP, your Lay on Hands restores double the HP Darkness Darkness (occult spell)
it otherwise would.
Death Grave Whisper (arcane cantrip)
Gain the Relentless Healer ability.
Relentless Healer. If you roll Initiative and have no Lay Decay Decay (arcane spell)
on Hands, regain one use of Lay on Hands. Fate Sense Danger (psionic spell)
S AV I O R Freedom Levitate (psionic spell)
Cleric, Piety, Capstone Hedonism Bountiful Joy (primal chant)
Prerequisites: Battle Medic III
Honor Circle of Power (arcane spell)
You are known as a powerful healer and righteous fighter.
Generals and military commanders seek to conduct Knowledge Scry (occult ritual)
themselves in an exemplary and honorable manner in an Light Glimmer (primal chant)
effort to recruit you to their cause.
Love Charm Person (psionic spell)
You gain two abilities: Ambient Divinity and Divine
Salvation. Nature Summon Beast (primal spell)
Ambient Divinity. When you cast a divine spell, choose Order Arcane Swap (arcane spell)
a creature within 20 ft of you to regain HP equal to the SP Redemption Relaxing Presence (primal spell)
you just spent on that spell. (CHA/Rest)
Revenge Cultic Revenge (occult chant)
Divine Salvation. When a creature within 60 ft of you is
reduced to 0 HP, you may spend 1 Reactive AP to heal them Salvation Mage Armor (arcane spell)
for 100 HP. You become Helpless until the end of your next Serenity Silence (occult spell)
turn after doing this. (1/Rest)
Wisdom Detect Truth (psionic spell)
Level 30: Divine Salvation becomes 1/Recoup and you are
only Helpless until the start of your next turn. Wrath Boarish Savagery (primal spell)
SCRIPTORIUM
THEOLO GIAN TRACK Cleric, Theologian
ARDENT Prerequisites: Apocrypha
Cleric, Theologian Gain the Scriptorium ability.
Prerequisites: Cleric Entry Scriptorium. When in a well-equipped religious center
Gain +6 Skill Points that you can spend on any skills with with a library, you can reselect which divine spells you
the knowledge tag. When you spend time researching in know. This takes 24 hours. (1/Month)
a well-resourced library or religious center, you uncover ICONO GRAPHER
whatever information you are capable of learning in ½ the Cleric, Theologian
time it would normally take. (If required to roll INT, and you Prerequisites: Scriptorium
roll low, then you still might not find what you need, but Incompatibilities: Scrivener
whatever you do find takes ½ the time.) Gain the Iconographer ability.
A P O C RY P H A Iconographer. When you finish Taking a Rest, you can
Cleric, Theologian create a new Divine Icon. Pick a Divine Icon that you know
Prerequisites: Ardent which has a recharge ability (X/Rest, /Recoup, or /Catch
Choose an icon for which you have access. Gain additional Breath) and which is the lowest level for that ability (such as
magic (one spell, cantrip, chant, or ritual) based on that Blinding Dark I). You write a duplicate of that icon. Choose
choice, which counts as divine for you even though the new one willing creature to bond with the Icon. That creature
magic will not be originally from the Divine Source. gains one use of that icon and it recharges on Taking a Rest,
Recouping, or Catching your Breath as normal. The creature
can use this icon until you use this ability again.
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ICONOGRAPHER II Apprenticeship. When Recouping, you may change the
Cleric, Theologian effects of your Icon that another creature is bonded to as
Prerequisites: Iconographer though using your Iconographer ability. You cannot assign
When you create an Icon using your Iconographer ability, this Icon to a new creature when changing the Icon in this
if you know a higher-power version of it (such as Provision way.
II), you can inscribe that version onto the Icon. The creature ICONO GRAPHER III
can still only use the icon one time until they can recharge Cleric, Theologian
it, unless the Icon’s improved ability adds +1 usage of the Prerequisites: Apprenticeship
Icon, in which case the creature can use it twice before Iconographer now allows you to create two Icons, bonding
needing to recharge it. them to the same creature or different ones. One icon must
SCRIVENER be entry-level without higher-power icon abilities, while the
Cleric, Theologian other can be an Icon one power level higher. Apprenticeship
Prerequisites: Scriptorium only works on one creature each time you Recoup, but you
Incompatibilities: Iconographer can pick which creature is your Apprentice each time.
Gain the Scrivener ability. ICONO GRAPHER IV
Scrivener. When you finish Taking a Rest, you can create Cleric, Theologian
a spell scroll out of a prayer or divine spell that you know. Prerequisites: Iconographer III
This consumes valuable inks and gold leaf - the cost in sc is Both Icons created by your Iconographer ability can be
10x the spell’s SPC. higher-power, and if you have bonded two creatures, they
You also must spend the normal amount of SP as if casting can trade or give one another the Icons at will by physically
the spell when you scribe it and cannot scribe a spell with handing one another the separate Icons. When you use
an SPC greater than your Divine Power. Apprenticeship, both creatures can benefit from the ability.
Once you have scribed a spell onto a scroll, you or any
SOLA SCRIPTURA
creature that possesses the scroll can cast it by spending the
Cleric, Theologian
normal APC. The magic fades from the scroll once used or
Prerequisites: Scriptorium III, Scrivener II
after 24 hours if unused.
When you cast a spell that you have scribed onto a scroll, if
SCRIVENER II you are holding the scroll in your hand, then you can ignore
Cleric, Theologian all other Gesture, Verbal, and Visual requirements. (1/
Prerequisites: Scrivener Recoup)
You have grown more skilled at scribing your spell scrolls. It
SCRIVENER III
only costs you ½ the spell’s SPC to scribe it.
Cleric, Theologian
A P O C RY P H A I I Prerequisites: Sola Scriptura
Cleric, Theologian Thanks to careful gilding and embossing techniques, it only
Prerequisites: Theologian 5 costs you sc equal to 5x the spell’s SPC to scribe it.
Use your Apocrypha ability again, selecting a new Divine
SCRIVENER IV
Icon for which you have access.
Cleric, Theologian
SCRIPTORIUM II Prerequisites: Scrivener III
Cleric, Theologian By spending the necessary SP and material costs, you can
Prerequisites: Apocrypha II scribe two scrolls.
When you use Scriptorium, you can also reselect which
I L L U M I N AT E D M A N U S C R I P T
divine prayers you know.
Cleric, Theologian
SCRIPTORIUM III Prerequisites: Theologian 11
Cleric, Theologian When in a well-equipped religious center or library you
Prerequisites: Scriptorium II can spend 1 hour to make one additional scroll or icon. (1/
When you use Scriptorium, you can also reselect which Week)
divine rituals you know.
SCRIPTORIUM IV
APPRENTICESHIP Cleric, Theologian
Cleric, Theologian Prerequisites: Illuminated Manuscript
Prerequisites: Scriptorium III, Iconographer II When you use Scriptorium, you can also reselect which
Gain +4 Skill Points that you can spend on any skills with cleric talents you know.
the observation or knowledge tag.
Gain the Apprenticeship ability.
D I V I N E I C O N : B R AV E R Y DA R K N E S S : B L I N D I N G DA R K I I
Divine Icon - Darkness
B R AV E RY : C O U R A G E Prerequisites: Blinding Dark
Divine Icon - Bravery Blinding Dark becomes 2/Recoup.
Gain the Courage ability.
DA R K N E S S : B L I N D I N G DA R K I I I
Courage. By spending 3 AP and touching one creature,
Divine Icon - Darkness
you insulate it to horrors that would cause most to tremble.
Prerequisites: Blinding Dark II
For 1 minute, that creature cannot be Shaken. (2/Rest)
Blinding Dark lasts until the end of your next turn.
B R AV E RY : C O U R A G E I I DA R K N E S S : B L I N D I N G DA R K I V
Divine Icon - Bravery Divine Icon - Darkness
Prerequisites: Courage Prerequisites: Blinding Dark III
Courage becomes 2/Recoup. Blinding Dark becomes CHA/Recoup.
AWA K E N E D S P E L L B O O K AWA K E N E D S P E L L B O O K I I I
Mage, Tome Wizard Mage, Tome Wizard
Prerequisites: Mage Entry Prerequisites: Tome Familiar
Learn a new spell with the arcane ritual tag whose SPC does Learn a new spell with the arcane ritual tag whose SPC does
not exceed your total SP. not exceed your total SP.
You can no longer be separated from your Spellbook as You can imbue the mote of a spell that you captured
it becomes partially ethereal, gains limited sentience, and through the Steal Spell spell into your spellbook, instead of
has the ability to hover nearby. In this form, the Awakened casting it. When imbued in this way, that spell becomes an
Spellbook cannot be targeted and occupies the same space Arcane spell for you until you replace it with another stolen
as you. spell.
You gain +1 to all your mental defenses. T O M E FA M I L I A R I I
SPELL SCRIBE Mage, Tome Wizard
Mage, Tome Wizard Prerequisites: Awakened Spellbook III
Prerequisites: Awakened Spellbook Your Awakened Spellbook can now be 120 ft from you
Your Spellbook can produce an enchanted vellum. You can without being recalled to the space you occupy, and can
cast a spell you know on this vellum, which causes it to hover up to 30 ft in the air.
become a spell scroll. While there is an active scroll, you Gain the Joint Cast ability.
can not cast that spell normally. Any creature can use this Joint Cast: When you are casting a cantrip, your
spell scroll to cast the spell using the required AP without Awakened Spellbook can duplicate that cantrip on a target
expending SP. When cast, the vellum dissolves and you can of its own, or the same target, assuming all other conditions
cast the spell normally again. of the cantrip are met. (3/Rest)
If the SPC of the spell is over 16, the user of the scroll SPELLSTEALING
must make an INT/Arcana check after spending the required Mage, Tome Wizard
AP. The creature must beat a DC of 10+(the spell’s SPC/2). Prerequisites: Tome Familiar II
On a fail, the spell fizzles and the vellum dissolves. You gain an additional slot for stolen spells (Currently 2
Your Spellbook can only produce one enchanted vellum total from this track).
a day, regaining the ability to do so after Taking a Rest. It
cannot produce an enchanted vellum while there is another SPELL THIEF
enchanted vellum or spell scroll available. Mage, Tome Wizard
Prerequisites: Spellstealing
AWA K E N E D S P E L L B O O K I I You gain a +5 bonus to your Steal Spell rolls.
Mage, Tome Wizard
Prerequisites: Spell Scribe AWA K E N E D S P E L L B O O K I V
Learn a new spell with the arcane ritual tag whose SPC does Mage, Tome Wizard
not exceed your total SP. Prerequisites: Spell Thief
Your Awakened Spellbook can now occupy any space Learn a new spell with the arcane ritual tag whose SPC does
within 15 ft of you, and any spells that you cast can not exceed your total SP.
originate from you or the Awakened Spellbook. If you move You gain another +1 to your mental defenses.
more than 15 ft away, the book hovers back to occupy the You can now cast multiple Arcane Rituals: 2/Rest.
same space as the caster automatically. It can move 15 ft per
turn and moves at the end of your turn if you so desire.
You gain another +1 to your mental defenses.
C hapter 3 | C lasses 113
SPELLSTEALING II
Mage, Tome Wizard
Prerequisites: Awakened Spellbook IV
O R A C L E TA L E N T S
You gain an additional slot for Stolen Spells (Currently three
total from this track). After gaining the Oracle Entry talent, you can take talents
SPELL SCRIBE III from any of the Oracle tracks. After gaining the Oracle Entry
Mage, Tome Wizard talent, you can also gain Primal Aspect talents.
Prerequisites: Spellstealing II
The roll others must make to use your scroll can no longer ORACLE ENTRY
be higher than 15. Class Entry, Oracle
SPELLSTEALING III Prerequisites: Character Level 2
Mage, Tome Wizard When you take this entry talent, you gain the following
Prerequisites: Spell Scribe III abilities.
You learn one of the following of your choice: Woe. Whenever you crit fail on a d20, gain 1 SP. This
Divine ritual cannot exceed your maximum SP. You gain an inexpensive
Occult ritual object that you use to predict the future, such as tarot cards,
Primal invocation knuckle bones, charmed dice, lots, or cured entrails.
Psionic invocation Hermit. Gain +2 Arcana, Astrology, or Astronomy; AND
Psionic meditation +2 in a skill of your choice with the observation or survival
If your choice has a tier or power requirement, roll an tag.
INT/Arcana check, the DC of which is 10+ double the Tier Oracular Magic. Choose one: Primal or Psionic.
if Primal or Psionic, or 10+ the Divine or Occult Power If you choose Primal, gain Warden of the Primal unless
requirement if Divine or Occult. If you fail this check, you you already have it. If you already have it, gain +1 Primal
may never attempt to cast it again, and must make a new Power and +5 SP instead.
selection in its place. If you choose Psionic, gain Adept of the Psionic unless
This spot in your spellbook does not count towards your you already have it. If you already have it, gain +1 Psionic
three Stolen Spell slots. Power and +5 SP instead.
Whichever you choose, LUCK is your magic attribute.
AWA K E N E D S P E L L B O O K V Oracular Power. Each time you level up and spend your
Mage, Tome Wizard
Talent Point on an oracle talent, you gain +5 SP and +1
Prerequisites: Spellstealing III
Power in the source you chose.
Learn a new spell with the arcane ritual tag whose SPC does
not exceed your total SP.
You gain another +1 to your mental defenses.
DRUID TRACK
You can now cast more arcane rituals: 3/Rest. S TA R ’ S G U I D A N C E
TOME WIZARD Oracle, Druid
Mage, Tome Wizard, Capstone Prerequisites: Oracle Entry, Warden of the Primal
Prerequisites: Awakened Spellbook V Pick Astronomy or Astrology. Gain +2 Skill Points in that
Your spellbook fully awakens, gaining its own personality. It skill.
is intensely loyal to you while you treat it well. You can use Gain the Star’s Guidance ability.
your Grimoire spell on it freely for the purposes of storing Star’s Guidance. Use Astronomy or Astrology in place of
information, targeting a page instead, and you can choose a skill with the survival tag. (1/Recoup)
whether or not you forget the information stored inside. OLD GODS
Additionally, you gain another slot for Stolen Spells (four Oracle, Druid, Divine
total) and an additional enchanted vellum (three total). Prerequisites: Star’s Guidance
Level 30: If you die, your book will live on and pass the Incompatibilities: Wyrd Wood
knowledge scribed inside to whomever it deems worthy. Gain the Disciple of the Divine talent if you did not already
have it. Disciple of the Divine does not grant you additional
SP when you gain it in this way. Whenever you gain a talent
from this track with the divine tag, gain +1 Divine Power.
You have taken it upon yourself to maintain a balance
between nature and deity.
In combat, when you cast a primal chant or spell, gain
1 Primal Proclivity. When you cast a divine prayer or spell,
gain 1 Divine Proclivity. At the end of combat, subtract the
lesser number from the greater.
114 C hapter 3 | C lasses
If the difference is greater than 1, then you immediately S TA R ’ S G U I D A N C E I I
lose 2d10 SP and can only cast magic from the Source that Oracle, Druid
had higher Proclivity. You are also Sickened until balance is Prerequisites: Druid 3
restored. Gain +2 Skill Points in either Astrology or Astronomy.
When you Recoup, you may forego the normal benefits of Star’s Guidance becomes 2/Recoup.
Recouping to reset this ability. Otherwise, the ability resets
S TA R ’ S R E D I R E C T I O N
upon Taking a Rest.
Oracle, Druid
OLD GODS II Prerequisites: Star’s Guidance II
Oracle, Druid, Divine When you fail a Foraging, Sheltering, or Navigating check,
Prerequisites: Old Gods treat it as if it were the lowest tier of a successful outcome.
If you suffer the penalty from having imbalanced (1/Rest)
Proclivities, you lose 1d10 SP instead of 2d10.
THIRD EYE
If you remain within the difference, you regain 1d6 SP
Oracle, Druid
and gain +1 on attribute checks for the next 1 hour.
Prerequisites: Star’s Guidance II
WYRD WOOD Gain +2 Skill Points in Arcana, Astrology, or Astronomy.
Oracle, Druid, Occult Learn one Divining spell from any source, which counts as
Prerequisites: Star’s Guidance Primal for you.
Incompatibilities: Old Gods
B E A S T FO R M
Gain the Initiate of the Occult talent if you did not already
Oracle, Druid
have it. Initiate of the Occult does not grant you additional
Prerequisites: Star’s Guidance II
SP when you gain it in this way. Whenever you gain a talent
You can cast Polymorph on yourself without spending SP,
from this track with the occult tag, gain +1 Occult Power.
but when you use this spell in this way you can only target
You have taken it upon yourself to draw the wood’s rot into
yourself and can only turn into your choice of creature that
your own soul so that the wilderness might thrive even as
is Small or smaller, is appropriate to your current habitat
you suffer.
or the habitat of your youth, and does not have a Monster
Dark power triggers on a roll of 1-2 for you. Choose
Level (such as a squirrel, sparrow, or mundane scorpion).
two of your primal chants and one of your primal spells to
(1/Rest)
gain dark power. Choose what effects they have from your
Primeval Darkness table. In combat, when you cast a chant OLD GODS III
or spell without the dark power tag, gain 1 Light Proclivity. Oracle, Druid, Divine
When you cast a chant or spell with the dark power tag, Prerequisites: Druid 5, Old Gods II
gain 1 Dark Proclivity. At the end of combat, subtract the The difference between Proclivities must be greater than
lesser number from the greater. If the difference is greater 2 in order for you to suffer the penalty. If you suffer the
than 1, then you immediately lose 2d10 HP and can only penalty from imbalanced Proclivities, you are Shaken
cast magic with or without the sark power tag (whichever instead of Sickened.
Proclivity was stronger). You are also Sickened until balance WYRD WOOD III
is restored. Oracle, Druid, Occult
When you Recoup, you may forego the normal benefits of Prerequisites: Druid 5, Wyrd Wood II
Recouping to reset this ability. Otherwise, this ability resets Choose 0-2 additional primal chants and 0-2 additional
when you Take a Rest. primal spells to gain Dark Power, choosing their effects from
WYRD WOOD II the Primeval Darkness menu.
Oracle, Druid, Occult The difference between Proclivities must be greater than
Prerequisites: Wyrd Wood 2 in order for you to suffer the penalty from imbalanced
Choose 1-2 additional primal chants and 1-2 additional Proclivities.
primal spells to gain dark power, choosing their effects from When Dark Power triggers and you suffer the
the Primeval Darkness table. consequences of Dark Power, every ally within 30 ft of you
If you suffer the penalty from having imbalanced can gain 1d8 Shield HP as you draw in the negative energy.
Proclivities, you lose 1d10 HP instead of 2d10. MYSTIC DRUID
Whenever you spend SP on a spell with the dark power Oracle, Druid
tag in combat, you may choose an ally within 30 ft of you Prerequisites: Druid 6
that you can see to gain 1d8 Shield HP as you draw negative Gain +2 Skill Points in Arcana, Astrology, or Astronomy.
energy into yourself. You cannot gain Death Points from poison or disease.
Shibmar Spell that targets self or an ally If successful, the target gains +5 ft speed and TA for the duration.
Attunement and doesn’t heal Dark Power: Roll for dark power. On a roll of 5 or lower, the Shibmar
Conclave is angry that you stole power from it. For the next 24 hours,
beasts and monstrosities are likely to treat you with hostility as they
are supernaturally aware of your transgressions.
Chaotic Commune Spell that summons The creature you can summon with this spell can be 1 ML higher than
normal.
Dark Power: Roll for dark power. On a roll of 5 or lower, instead
of summoning the creature you intended, you summon a fiend or
eldritch creature of the MC’s choice that has an ML equal to or less
than the creature you would have summoned. It is hostile to you and
your allies.
Corrosive Strikes Repurpose Damage I When you take corrosive damage, you can corrode your attacks.
When attacking a single creature, ignore up to Resist 4 of any
kind for 1 minute.
Flaming Shield Repurpose Damage I When you would gain the Burning condition, you may instead
cast the Fire Shield spell as if it were primal or psionic without
spending SP.
Heat Aura Repurpose Damage I When you take fire damage, gain DR 4/Cold for 1 minute.
Ice Armor Repurpose Damage I When you take cold damage, gain DR 4/Fire for 1 minute.
Lightning Fast Repurpose Damage I When you take lightning damage, gain +4 AP on your next turn.
Sickening Strikes Repurpose Damage I When you take toxic damage, you can make your attacks toxic.
For 1 minute when you attack a single target and hit, the target is
Sickened until the end of its next turn.
Blood Permeation Repurpose Damage II When you would gain the Bleeding condition, you can instead
regain HP equal to the amount of damage you would take, for
1 minute or until your Bleeding condition would otherwise end
(whichever is shorter).
Blunt Force Armor Repurpose Damage II When you take Blunt damage, you can convert the force into
stone that encases your skin. Gain +3 AR for 1 minute.
Bodily Necrosis Repurpose Damage III When you take necrotic damage, you can weaken your enemies.
For 1 minute when you attack a single creature and hit, that
creature is Dazed until the end of its next turn.
Irradiated Aura Repurpose Damage III When you take radiant damage, you burst into radiance for 1
minute. Shed bright light for 30 ft, dim light for 30 ft beyond that,
and gain Resist 5 Ammunition. If this causes ammunition to miss,
it is burnt to a crisp.
Psychic Resonance Repurpose Damage III When you take psychic damage, you can surround yourself in a
psychic field. You cannot be Charmed, Enthralled, or Shaken for 1
minute.
Sonorous Strikes Repurpose Damage IIII When you take sonic damage, your attacks become thunderous.
For 1 minute when you attack a single creature and hit, that
creature also falls Prone if it is Huge or smaller.
S TA N C E O F T H E B E A R ARMED ARTS
Pugilist, Martial Arts Pugilist, Martial Arts
Prerequisites: Predict a Punch Prerequisites: Predict a Punch
You may spend 3 AP to enter the Stance of the Bear. You The following weapons work with any Martial Arts ability
remain in this Stance until you spend 3 AP to end it or to that references “unarmed or natural weapon attacks”:
pick a new stance. dagger, kama, kunai, kusarigama, nunchucks, quarterstaff,
Stance of the Bear. You have -1 REF and +3 FORT. shuriken, tonfa, and whip.
QUIET MIND F L U I D FO R M S I I
Pugilist, Martial Arts Pugilist, Martial Arts
Prerequisites: Fluid Forms, Martial Arts 7 Prerequisites: Fluid Forms, Martial Arts 9
Gain the Quiet Mind ability. Gain +4 Skill Points that you can spend on any skills with
Quiet Mind. When you Recoup, you can remove the the acrobatics tag.
Fatigue condition from yourself. (1/Rest) You can use Fluid Forms 2/Recoup.
UNFETTERED SPEED B OX E R ’ S M A N E U V E R S
Pugilist, Martial Arts Pugilist, Pummeling
Prerequisites: Fluid Forms II, Martial Artist 12 Prerequisites: Greater Counterpunch
Your base speed increases by +10 ft. Learn two Pugilist’s Maneuvers of your choice.
PUGILIST MANEUVERS
Maneuver Ability
Dodger Spend 2 AP to make an unarmed or natural weapon attack a creature then Dodge. This ends your turn,
but you keep any leftover AP.
Forced Release You can use the Disarm advanced maneuver. When you hit an enemy with an unarmed or natural
weapon attack, you may attempt to disarm it as part of the same attack.
Go For the Knees Make a 2 AP unarmed or natural weapon attack against a creature’s REF. If you hit, deal damage and
they fall Prone.
Gut Punch Make a 4 AP unarmed or natural weapon attack against a creature’s FORT. If you hit, deal damage and
they are Stunned until the end of their next turn.
Headlock Make a 3 AP unarmed or natural weapon attack against your Grappled target’s REF or FORT (their
choice). If you hit, they take damage as normal and become Restrained while you still have them
Grappled. Breaking free from Restrained in this way also ends the Grapple.
Jab You can use the Exploit advanced manuver. Making reactive attacks with unarmed or natural weapons
costs 1 fewer AP (min 1).
The Ol’ One-Two When you make an unarmed or natural weapon attack on your turn, you can make a second unarmed
or natural weapon attack for 1 fewer AP (min 1). You must not be holding anything in either hand to
gain this benefit unless it is Brass Knuckles or a Cestus.
Psych Out Make a 3 AP unarmed or natural attack against a creature’s ANT. If you hit, deal damage and they are
Taunted.
Roll When you are knocked Prone, you may spend 1 Reactive AP to immediately stand and move 10 ft
without provoking reactive attacks.
Shove Make a 2 AP unarmed or natural weapon attack vs FORT. If you hit, deal normal damage and push the
target 5 ft in a direction of your choice.
Suplex Make a 3 AP attack against your Grappled target’s FORT. If you hit, move 5 ft; you fall Prone; and your
target falls Prone. Roll unarmed or natural weapon damage. You take that damage and your target
takes double that damage and is Dazed until the end of their next turn.
Trade Blows When an enemy makes a melee attack against you, you may spend 1 Reactive AP to let it automatically
hit without rolling (this means the attack cannot crit). As part of the same reaction, you may make a 0
AP unarmed or natural weapon attack against that creature with TA.
Uppercut Make a 3 AP unarmed or natural weapon attack against a creature’s FORT. If you hit, deal damage and
they move 5 ft directly away from you, then fall Prone.
B R AV E RY I I COURAGE III
Ranger, Bravery Ranger, Bravery
Prerequisites: Courage Prerequisites: Bravery IV
Your Resist ability from Bravery increases by +1 and applies Gain +2 Skill Points that you can spend on any skills with
to Demoralized. the stamina tag.
When you use Courage, regain HP equal to your AWR
COURAGE II (regardless of whether you are Bloodied).
Ranger, Bravery
Prerequisites: Bravery II FIGHT II
When you use Courage, and you are Bloodied, regain HP Ranger, Bravery
equal to your AWR. Prerequisites: Courage III, Fight
Gain +4 Skill Points that you can spend on any skills with
FIGHT the athleticism tag.
Ranger, Bravery
Your damage from the Fight ability becomes 1d8.
Prerequisites: Courage II
Incompatibilities: Flight, Freeze
Gain the Fight ability.
Fight. When you use Courage, deal +1d6 damage against
the source of the condition for its duration.
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MIND SPIKE PIERCING STRIKE
Rogue, Psyblade Rogue, Psyblade
Prerequisites: Psyblade Focus Prerequisites: Psyblade Focus II
Your attacks and spells that deal psychic damage may now Your attacks ignore Resist Psychic.
deal Sneak Attack damage.
P S YC H I C S C R E A M
I M P R OV E D M I N D S P I K E Rogue, Psyblade
Rogue, Psyblade Prerequisites: Psyblade Focus II
Prerequisites: Mind Spike Gain the Psychic Scream ability.
You gain +1 Sneak Attack die when dealing psychic Psychic Scream. Spend 3 AP to make an INT vs LOG
damage. attack against all creatures within 5 ft of you. On a hit, deal
1d4+INT psychic damage and the creature cannot take
S PA C E B E N D
reactive actions until after their next turn. (3/Rest)
Rogue, Psyblade
Prerequisites: Psyblade Focus PSIONIC ARMOR
When you would be the victim of damage that affects more Rogue, Psyblade
than one creature, you may teleport to an unoccupied space Prerequisites: Psyblade Focus II
up to 15 ft away, but you start your next turn with 3 fewer You may use your LOG in place of your ANT or WILL when a
AP. (½ INT/Rest) creature attacks your ANT or WILL. (INT/Rest)
P SY B L A D E FO C U S I I MASTER PSYBLADE
Rogue, Psyblade Rogue, Psyblade, Capstone
Prerequisites: Psyblade 5 Prerequisites: Psyblade 14
You can now choose if the weapons created by your Create Your hardened capacity to manipulate the world around you
Weapon are visible, invisible, or shed bright light in a 15 ft with a mere thought is something of an urban legend among
radius and dim light for an additional 15 ft. cons and crooks. Even some circles of spellcasters whisper
your name with wonder.
SOUL KNIFE II
If you have zero uses of Soul Rend or Psychic Scream and
Rogue, Psyblade
a creature attacks but misses your LOG, you regain one use
Prerequisites: Psyblade Focus II, Soul Knife
of Soul Rend or Psychic Scream. If you have zero uses of
You may now spend 1 AP to teleport to a thrown weapon
both, you can choose which one.
from Create Weapon once per turn. (INT/Recoup)
Level 30: You now also regain uses of Soul Rend or
SOUL REND II Psychic Scream if you’re using your LOG against a WILL or
Rogue, Psyblade ANT attack using Psionic Armor.
Prerequisites: Psyblade Focus II, Soul Rend
Soul Rend now lasts until the end of the creature’s turn.
SUBTLETY TRACK
P SYC H I C B O N D I I
Rogue, Psyblade VA N I S H
Prerequisites: Psyblade Focus II, Psychic Bond Rogue, Subtlety
Psychic Bond now grants TA to your ally against creatures Prerequisites: Rogue Entry
that you have damaged during the duration. Additionally, You may roll 2d20 and take the higher result when
you can communicate telepathically with your Psychic Bond. attempting to hide.
Anti-Burglary Trigger 100 - Apply this mod to a weapon. Anyone that attempts to wield
that weapon and is unaware of the trigger must make a DC
20 AWR check. On a fail, they take 3d6 corrosive damage as
acid and paint spray over them.
Anti-Magic Cuffs 120 1 If you successfully restrain a creature with these cuffs, they
cannot use magic. It requires a DC 20 INT/Lockpicking or
STR/Applied Force check to break these cuffs. You also make
a key that can unlock these cuffs.
Caltrops 10 1 Gain Caltrops, which can be thrown 10 ft by spending 1 AP.
They cover a 10 ft by 10 ft area, which becomes Hazardous
Terrain (1d2 sharp).
Crossbow Mod: Repeating 120 - Reduce the AP needed to fire the crossbow that this is affixed
to by 1 (min 2).
Crossbow Mod: Thrower 100 - You may load tinkering items with the thrown tag into your
crossbow, giving them double their thrown range. Using any
item in this way costs 3 AP.
Dimensional Case 250 - This case contains an extradimensional storage space that
appears to be a normal briefcase, but is 10 ft 3 on the inside.
Dimensional Case (Greater) 500 - This case contains an extradimensional storage space that
appears to be a normal briefcase, but is 40 ft 3 on the inside.
Enhanced Goggles 80 3 By spending 1 AP, a creature wearing these goggles gains 60 ft
of Darkvision for 1 minute.
Flame-Retardant Spray 80 2 By spending 3 AP, you may apply this spray to a set of armor,
giving it Resist Fire 5 for 1 minute.
Fog Machine 150 - By spending 4 AP, you may activate the machine. At the start
of each of your turns, the machine produces fog. It begins as
a 10 ft radius cloud of fog and extends by 10 ft on each of
your turns until it is a 30 ft radius. Fog causes the Concealed
condition.
Gas Mask 40 3 By spending 2 AP to activate the gas mask, a creature
becomes immune from any dangerous effects of breathing for
1 minute.
Grappling Hook Launcher 50 1 Using DEX, you may attack the AR of an inanimate object
within 50 ft. On a hit, if the object can be pierced by an iron
bolt, then you do so and affix a rope to the surface.
Grappling Hook: Magnetic 80 1 Using DEX, you may attack the AR of an inanimate object
within 50 ft. On a hit, if the object can be pierced by an iron
bolt or is metallic, then you securely affix a rope to that
surface.
Insulating Spray 80 2 By spending 3 AP, you may apply this spray to a set of armor,
giving it Resist Cold 5 for 1 minute.
Mechanical Lockpick 40 3 Gain +5 to Lockpicking, which can exceed the normal cap of
+20 in a given skill. You do not need additional lockpicking
tools if you have this.
Potion Injector 50 3 You can consume and administer potions for 1 AP. This does
not provoke reactive attacks, such as from Exploit.
Quickstep Boots 120 5 The wearer may spend 1 AP to increase their speed by +10
ft whenever they use AP to move until the end of their next
turn.
Ranged Mod: Telescopic 70 - The ranged weapon with this modification gains +30 ft
Sight range.
Trap: Alarm 20 1 It takes 5 minutes to set this trap. Once set, this trap can be
spotted with a DC 15 AWR check and stretches across up
to a 30 ft line. Once a creature moves through that line, an
audible alarm sounds.
Trap: Net 30 1 It takes 10 minutes to set this trap. Once set, this trap can be
spotted with a DC 18 AWR check and it covers a 10 ft by 10 ft
area. When a creature steps on the area, make a +5 attack vs
REF. On a hit, all targets within its area are Restrained. It has
10 AR and 20 HP. It has DR 40/Sharp.
Trap: Razor Wire 35 1 It takes 5 minutes to set this trap. Once set, this trap can be
spotted with a DC 14 AWR check and stretches across up to
a 15 ft line. Once a creature moves through that line, it takes
2d4 sharp damage.
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Trap: Tripwire 15 1 It takes 5 minutes to set this trap. Once set, this trap can be
spotted with a DC 15 AWR check and stretches across up to
a 15 ft line. Once a creature moves through that line, that
creature falls Prone.
Weapon Mod: Chain 40 3 When you would be disarmed, lose 1 charge of this item
instead.
Whetstone 15 3 During a Recoup, you can use this on a weapon of your
choice. That weapon gains a +1 bonus to attack and damage
rolls for 1 hour after you end your Recoup.
SPECIAL AMMO
You can make any of these modifications to arrows or to crossbow bolts.
Item Tinkering Cost Uses Description
Barbed 20 - Attack vs FORT. Hit: 1d4 sharp, and Bleeding (1d4) for 1
minute or until treated (whichever is sooner).
Corrosive 40 1 Attack vs FORT. Hit: 1d6 corrosive, and the creature suffers -1
AR until the creature Takes a Rest.
Dazzling 30 1 Attack vs FORT. Hit: The target is Blinded until the end of its
next turn.
Explosive 30 1 Attack vs the REF of each creature in a 10 ft radius. Hit: 1d6
fire.
Light 10 1 Does not deal damage, but sheds bright light in a 20 ft radius
and dim light for 20 ft beyond that where it lands.
Tracking 20 1 Attack vs AR. Hit: All creatures gain TA against the target,
and it cannot become Invisible for 1 minute.
ALCHEMIC ITEMS
Item Tinkering Cost Uses Description
Arcane Disruptor 150 1 Thrown 30 ft. In a 15 ft radius, magical effects are suppressed
for 1 minute.
Bolas 20 - Thrown 20 ft. Hit: Creature falls Prone and its speed becomes
0. It takes 1 AP for a creature to free itself.
Fireworks 20 1 Thrown 50 ft, creating a spectacular light show. Target
creatures within a 10 ft radius. Hit: 1d6 sonic damage.
Flashbang 25 1 Thrown 20 ft, targeting all creatures in a 10 ft radius. Hit:
Creature is Blinded until the end of its next turn.
Smoke Bomb 20 1 Thrown 20 ft, making a 10 ft radius smoke cloud that causes
the Concealed condition.
Sonic Bomb 25 1 Thrown 30 ft, targeting all creatures in a 15 ft radius. Hit:
Creature is Deafened until the start of your next turn.
Sticky Bomb 25 1 Thrown 20 ft, targeting all creatures in a 10 ft radius. Hit:
Creature is Slowed until the end of its next turn.
Thunderstone 60 1 Thrown 20 ft, targeting all creatures in a 5 ft radius. Hit:
Creature is Deafened and Stunned until the end of their next
turn.
T R A G E DY I V C R E AT U R E C O M P E N D I U M I I
Troubadour, Legend Keeper, Tragedy Troubadour, Legend Keeper, Creature Compendium
Prerequisites: Tragedy III, Written Tradition III Prerequisites: Creature Compendium
Gain +2 Skill Points that you can spend on any skills with Incompatibilities: Comedy II, Tragedy II, Faerie Tale II, Book of
the influence tag. Souls II, Book of the Damned II, Necronomicon II
You can summon monstrosities with your Summon
Character ability.
Quivering Scorn: Creature gains Shaken. Range is 120 ft. Range is 120 ft, target two
creatures.
Silencing Scorn: Creature becomes Silenced. Target two creatures. Target three creatures.
Valor You or an ally is Rallied. This affects two allies or This affects three allies or you and
you and one ally. two allies.
Vigor You or an ally gains 1d4 Shield HP. This affects two allies or This affects two allies or you and
(Because Stanzas end at the end of your you and one ally. one ally. It bestows 1d8 Shield HP.
next turn, this Shield HP goes away at
that point)
SIPHON DIVINITY S TA L K I N G
Vessel, Divine Icon, Repeatable Warrior, Archery
Prerequisites: Vessel Entry Prerequisites: Sniper’s Nest
Choose one new Divine Icon from the Cleric stack. Gain You ignore Concealed, Unseen, and Invisible against your
access to that Icon and get one of its abilities that has no Focused Target while it is within 30 ft of you.
other prerequisites. IMPECCABLE AIM
Warrior, Archery
Prerequisites: Stalking
WA R R I O R TA L E N T S If you do not take any movement on your turn or your last
turn, have not taken damage since the end of your last turn,
did not use Impeccable Aim last turn, and are firing from
Cover, you can activate Impeccable Aim, gaining +10 to
After gaining the Warrior Entry talent, you can take talents your attack rolls until the end of your turn.
from any of the Warrior tracks.
SHARPSHOOTER II
Warrior, Archery
WA R R I O R E N T R Y Prerequisites: Impeccable Aim
Warrior, Class Entry If you kill a creature on your turn with a ranged attack,
Prerequisites: Character Level 2 you can make another attack immediately for 0 AP with
When you take this entry talent, you gain the following your equipped ranged weapon. If you kill that creature, you
abilities. may make one more additional attack for 0 AP. Subsequent
Battlefield Tactician. You may spend 1 AP on your turn attacks cost AP as normal, even if they are killing blows.
to specify a target within 5 ft of you. Friendly targets within
40 ft of you gain Focused against that target. Battlefield
SNIPER’S NEST II
Warrior, Archery
Tactician persists for 10 minutes while you can see the
Prerequisites: Sharpshooter II
target. If you use this on a new target, it fades on the
On your turn, you can move 5 ft for free. Once per turn, if
original target. (AWR+1/Recoup)
a ranged attack or spell misses you, you may move 5 ft for
Warrior Training. If this is your first Class Entry talent,
free.
you gain two specialization talents: One from the Defense
stack and one from the Combat, Command, or Defense S TA L K I N G I I
stack. If this is not your first Class Entry talent, you gain one Warrior, Archery
talent from the Defense stack. Prerequisites: Sniper’s Nest II
Your range for Stalking increases to half the range of the
ARCHERY TRACK weapon you have equipped.
HEADSHOT
A R C H E RY FO C U S
Warrior, Archery
Warrior, Archery
Prerequisites: Stalking II
Prerequisites: Warrior Entry
Gain the Headshot ability.
Gain the Focus Target ability.
Headshot. Declare you are attempting a headshot.
Focus Target. You may spend 1 AP to specify a target
Subtract 12 from your attack roll. If you hit, it is considered
you can see and that is within range of the weapon you are
a crit. (3/Rest)
holding. This target is your Focused Target.
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SHARPSHOOTER III FO C U S TA R G E T I I I
Warrior, Archery Warrior, Archery
Prerequisites: Headshot Prerequisites: Suppressing Fire
Your ranged attacks ignore Resist Physical and ignore the Draw a line from you to the closest unoccupied space
Prone condition. adjacent to a Focused Target. If physically being in that
square would cause a target to be considered Flanked, that
SNIPER’S NEST III
target is considered Flanked.
Warrior, Archery
Prerequisites: Sharpshooter III O V E R WAT C H I I I
Your benefits from Cover cannot be ignored by any other Warrior, Archery
ability or talent. If you have the high ground you gain an Prerequisites: Focus Target III
additional source of TA, and all of your defenses gain the Focused Targets now additionally trigger reactive attacks
benefit from your Cover. for you when they make a melee attack against one of your
allies.
S TA L K I N G I I I
Warrior, Archery FO C U S TA R G E T I V
Prerequisites: Sniper’s Nest III Warrior, Archery
Your range is doubled for ranged weapons against your Prerequisites: Overwatch III
Focused Target. Additionally, your range for Stalking You may now have a number of Focused Targets equal to
increases to your equipped weapon’s range. your AWR.
I M P E C CA B L E A I M I I COVERING FIRE
Warrior, Archery Warrior, Archery
Prerequisites: Stalking III Prerequisites: Focus Target IV
You may now activate Impeccable Aim without the Gain the Covering Fire ability.
conditions being met one time. (1/Catch Breath) Covering Fire. When you hit with a reactive attack that
was triggered by an enemy making a melee weapon attack,
HEADSHOT II
you may spend 1 AP to force the creature to roll the attack
Warrior, Archery
again and take the lower result. (AWR/Recoup)
Prerequisites: Impeccable Aim II
Your Headshots now only take a -10 penalty, and you add O V E R WAT C H I V
one additional damage die to your damage roll if you hit. Warrior, Archery
Prerequisites: Covering Fire
O V E R WAT C H
Reactive attacks now cost you 1 fewer AP (min 1).
Warrior, Archery
Prerequisites: Archery Focus COVERING FIRE II
Incompatibilities: Sharpshooter Warrior, Archery
If a Focused Target moves more than 10 ft on its turn and Prerequisites: Overwatch IV
is within range of your weapon after that movement, you You may use Covering Fire against enemies that make
may make a reactive attack against that target, spending the ranged weapon attacks, unless you are the target of that
normal amount of AP it would cost you to attack with that attack.
weapon.
FO C U S TA R G E T V
FO C U S TA R G E T I I Warrior, Archery
Warrior, Archery Prerequisites: Covering Fire II
Prerequisites: Overwatch Your Focused Targets now gain TD on all their attacks made
You may now have a number of Focused Targets equal to ½ until the end of their next turn when they are struck by your
your AWR. ranged attack.
O V E R WAT C H I I COVERING FIRE III
Warrior, Archery Warrior, Archery
Prerequisites: Focus Target II Prerequisites: Focus Target V
When you strike a target with a ranged reactive attack, they You may use Covering Fire against enemies that make magic
are Slowed until the end of their turn. attacks, unless you were the target of the attack.
SUPPRESSING FIRE O V E R WAT C H V
Warrior, Archery Warrior, Archery
Prerequisites: Overwatch II Prerequisites: Covering Fire III
You may spend 2 additional AP when making a ranged If you crit on a reactive attack, you can use Suppressing Fire
attack or ranged reactive attack. If that attack hits, the for free and the target is knocked Prone.
target is Suppressed until the end of their next turn.
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L E G E N DA RY A R C H E R B AT T L E S TA N DA R D R A N G E I I I
Warrior, Archery, Capstone Warrior, Commander
Prerequisites: Archery 14 Prerequisites: Battle Standard Range II
You are a marksman of great renown. Your presence on the Your battle standard’s range increases by +30 ft.
battlefield strikes fear in your enemies and brings comfort to
E X T R A S TA N D A R D
those you watch over. You do not lose the Unseen condition
Warrior, Commander
from making ranged attacks. If you have 3 or more TA
Prerequisites: Battle Standard Range III
against a target, your attacks gain the following benefits:
You gain an additional battle standard. This second battle
• You deal double damage. standard can be worn as a banner on your back, and
• Your attacks that hit knock the target Prone. equipped or stowed using 1 AP. It must be equipped to be
• Striking a Prone target gives them the Pinned condition. planted.
(Escape DC = 10 + Your DEX.)
• You regain 1d10 HP whenever you make the killing R E I N FO R C E D S TA N D A R D
blow against a creature that is ML 6 or higher. Warrior, Commander, Repeatable
Level 30: Once per week, you can kill a target of ML Prerequisites: Improved Battle Standard
or Character Level of 5 or less. You cannot miss and the Your battle standard gains +10 HP.
target cannot survive the attack. Provided you are Unseen R E I N FO R C E D S TA N D A R D I I
when you make the attack, it cannot be traced back to you Warrior, Commander
through evidentiary means. Prerequisites: Reinforced Standard
Your battle standard gains +5 DT.
COMMANDER TRACK R E I N FO R C E D S TA N D A R D I I I
Warrior, Commander
B AT T L E F I E L D C O M M A N D FO C U S
Prerequisites: Reinforced Standard II
Warrior, Commander
Your battle standard gains +5 AR, REF, and FORT.
Prerequisites: Warrior Entry
Your Battlefield Tactician ability range when choosing a I M P R O V I S E D R E PA I R S
target increases from 5 ft to 20 ft, and you gain the Battle Warrior, Commander
Standard ability. Prerequisites: Reinforced Standard II
Battle Standard. You carry your battle standard into You may repair one battle standard when you Take a Rest,
battle. This requires one free hand. You can plant or retrieve even if you are not in a settled area. (1/Week)
your battle standard with 1 AP. It has a base range of 20 ft.
R A L LY I N G S TA N DA R D
All friendly targets within range gain TA on their first attack
Warrior, Commander
made on each turn they start in range.
Prerequisites: Improved Battle Standard
Battle standards have AR, REF, and FORT of 15. They
Allies within range of your standard gain the Rallied
have 20 HP, DR 20/Fire, and DT 10.
condition.
Replacing a broken battle standard requires 4 hours and
40 sc in a settled area. If you have the soldier background, R A L LY I N G S TA N DA R D I I
it costs 2 hours and does not cost sc provided that your Warrior, Commander
military has a presence in the settled area. Prerequisites: Rallying Standard
While allies are Rallied by your battle standard, they cannot
I M P R OV E D B AT T L E S TA N DA R D be Charmed. Existing Charm effects are suppressed while
Warrior, Commander they remain within range.
Prerequisites: Battlefield Command Focus
Friendly targets now gain TA on all attacks while within UNDER THE BANNER
range of your standard. Warrior, Commander
Prerequisites: Rallying Standard II
B AT T L E S TA N DA R D R A N G E Whenever you start your turn in range of a battle standard,
Warrior, Commander you regain 1 HP while engaged in combat and Bloodied.
Prerequisites: Improved Battle Standard
Your battle standard’s range increases by +10 ft. UNDER THE BANNER II
Warrior, Commander
B AT T L E S TA N DA R D R A N G E I I Prerequisites: Under the Banner
Warrior, Commander While allies are Rallied by your battle standard, they are
Prerequisites: Battle Standard Range Protected.
Your battle standard’s range increases by +20 ft.
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G R E AT G E N E R A L P R O T E C T I O N I I : B AT T E R I N G R A M
Warrior, Commander, Capstone Warrior, Protection
Prerequisites: Commander 14 Prerequisites: Protection I: Intercept
You are a tactician of great renown, and tales of your battles When using Intercept, if you travel 10 ft or more, you may
spread far and wide. Your stratagems are the points of study make an attack against the triggering creature: STR vs FORT
for scholars and generals alike. Hit: If the creature is no more than one Size larger than
You gain a small retinue consisting of four Knights. They you, the creature is knocked Prone.
take their turn immediately following yours. If they are slain
P R O T E C T I O N I I : B AT T L E F I E L D
in combat, you can hire a new one into your service upon
SUPPORT
spending at least a week in a populated area and spending
Warrior, Protection
250 sc.
Prerequisites: Protection I: Any
Level 30: Your Knights add your AWR to their max HP
You gain 1 special AP (Battlefield AP) that cannot be used to
and ½ your AWR to their attack and damage rolls.
move or attack but can be used for any other action. You can
only have one source of Support AP.
PROTECTION TRACK If you gain a second source of special AP, choose whether
you keep this source or your new source.
P R O T E C T I O N FO C U S
Warrior, Protection PROTECTION III: CHALLENGING
Prerequisites: Warrior Entry SHOUT
Gain the Battlefield Protector ability. Warrior, Protection
Battlefield Protector. While you are wielding a shield, Prerequisites: Protection II: Any
friendly targets gain Focused on any targets that are within When you are using your Engage ability, you can also shout
5 ft of you and ranged attacks that would travel through the a challenge to enemies within 30 ft of you. If they can hear
space you occupy gain TD against a target other than you. you, they gain the Taunted condition until the end of their
next turn. (1/Catch Breath)
PROTECTION I: ENGAGE
Warrior, Protection PROTECTION III: OPPORTUNISTIC
Prerequisites: Protection Focus INTERCEPTION
Gain the Engage ability. Warrior, Protection
Engage. You may spend 2 AP to give a creature within 5 Prerequisites: Protection II: Any, Intercept
ft of you the Engaged condition. If a creature critically fails an attack roll farther than 10 ft
away, but no farther than 20 ft from you, you may use your
PROTECTION I: INTERCEPT
Intercept ability without expending AP.
Warrior, Protection
Prerequisites: Protection Focus P R O T E C T I O N I I I : TA K E H E A R T
Gain the Intercept ability. Warrior, Protection
Intercept. When an enemy is attempting to move into a Prerequisites: Protection II: Any
space that is both 5 ft from an ally and within 15 ft of you, Gain the Take Heart ability.
you may spend 2 Reactive AP to occupy that space instead Take Heart. By spending 1 AP, a target within 30 ft of
of the enemy. (AWR/Recoup) you that can hear you gains Shield HP equal to your AWR.
(AWR/Rest)
PROTECTION I: SHIELDS UP
Warrior, Protection PROTECTION IV: ENGAGE II
Prerequisites: Protection Focus Warrior, Protection
Gain the Shields Up ability. Prerequisites: Protection III: Any, Engage
Shields Up. When you or a target within 5 ft of you is Engage now causes up to two creatures of your choice
attacked, you may spend 1-3 Reactive AP to raise the AR, within 5 ft of you to become Engaged.
FORT, and REF of all friendly targets within 5 ft of you PROTECTION IV: INTERCEPT II
by the number of AP spent until the end of the triggering Warrior, Protection
creature’s turn. If a creature benefitting from this bonus is Prerequisites: Protection III: Any, Intercept
wielding a shield, they gain an additional +1. The space an enemy is attempting to enter that would
PROTECTION II: CHALLENGE trigger your Intercept ability can be 30 ft away from you.
Warrior, Protection PROTECTION IV: SHIELDS UP II
Prerequisites: Protection I: Any Warrior, Protection
Targets you have Engaged are now considered Taunted by Prerequisites: Protection III: Any
you as well. You gain Resist Physical 1, 2, or 3 in addition to your
defenses, depending on the number of Reactive AP you
spend.
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Shields up now lasts until the beginning of your next turn PROTECTION VII: SHIELDS UP III
and affects any ally while they are within 5 ft of you while it Warrior, Protection
is still active. Prerequisites: Protection VI: Any, Protection 10, Shields Up II
PROTECTION V: POSITIONING When your Shields Up ability is active, ranged attacks that
Warrior, Protection would travel through the space you occupy are forced to
Prerequisites: Protection IV: Any target you instead.
You and allies within 5 ft of you can no longer be Flanked PROTECTION VIII: DEFENDER’S
while you have an ally within 5 ft of you. SUPERIORITY
P R O T E C T I O N V : WA R R I O R ’ S F U R Y Warrior, Protection
Warrior, Protection Prerequisites: Protection VII: Any
Prerequisites: Protection IV: Any When making an attack or reactive attack, you may declare
When you become Bloodied, your speed increases by +10 ft that you are using the Defender’s Superiority ability.
until the end of your next turn. Defender’s Superiority. Add your AWR to the attack roll.
(AWR/Rest)
P R O T E C T I O N V : B AT T L E F I E L D
SUPPORT II P R O T E C T I O N V I I I : TA K E H E A R T I I I
Warrior, Protection Warrior, Protection
Prerequisites: Protection IV: Any, Battlefield Support Prerequisites: Protection VII: Any, Take Heart II
You have 2 Battlefield AP. All targets who can see and hear you and are within 15 ft
now gain the benefits of your Take Heart ability when you
PROTECTION VI: DEFENDER’S ARMOR
use it, in addition to the target who is at 30 ft and needs
Warrior, Protection
only hear you.
Prerequisites: Protection V: Any
You gain DR 5 against targets that you have Engaged. P R O T E C T I O N V I I I : B AT T L E F I E L D
SUPPORT III
P R O T E C T I O N V I : WA R R I O R ’ S
Warrior, Protection
P R E PA R AT I O N
Prerequisites: Protection VII: Any, Battlefield Support II
Warrior, Protection
You have 3 Battlefield AP.
Prerequisites: Protection V: Any
You gain an accumulating +1 to your mental defenses L E G E N DA R Y D E F E N D E R
for every round you take no movement (count from the Warrior, Protection, Capstone
beginning of each of your turns). This caps at +10, and Prerequisites: Protection 14
this bonus resets when you take any movement, forced or You are one of the most sought after bodyguards, protectors,
otherwise. and stewards in the realm. Monarchs would trust you with
their heir’s lives and their fortune’s defense.
P R O T E C T I O N V I : TA K E H E A R T I I
The price to hire you for defense and escort is quadrupled,
Warrior, Protection
and those with the means gladly pay it (average 80 sc/day
Prerequisites: Protection V: Any
or 30,000 sc/year).
Take Heart can now be used reactively when a target that
In addition, gain the Last Stand ability.
you can see or hear within range is hit by an attack.
Last Stand. When you or an ally you can see within 60 ft
PROTECTION VII: ENGAGE III would be reduced to 0 HP, you gain the following effects:
Warrior, Protection • You gain 12 AP and can take your turn immediately,
Prerequisites: Protection VI: Any, Protection 10, Engage II ending the triggering creature’s turn.
When you use your Engage ability, you can choose to target • The creature reduced to 0 HP regains 1 HP.
either 1 or 2 creatures within 5 ft, or to target all creatures • If the creature who triggered Last Stand is not you, you
within 5 ft of you. If you target all creatures, then the can move into their current square, and they can move
targets hit by your reactive attack granted by the Engaged up to their speed for free.
condition take no damage when you strike them, instead • All enemy creatures who witness this are considered
only losing their movement. Taunted by you, and all allied creatures who witness
PROTECTION VII: INTERCEPT III this are Rallied until the end of their next turn.
Warrior, Protection (1/Week)
Prerequisites: Protection VI: Any, Protection 10, Intercept II, Level 30: The final cap for your AWR Increases from 12
Shields Up to 14.
When you use Intercept, you may immediately use the
Shields Up ability for 0 AP, as if you’d spent 2 AP whenever
you use Intercept.
Senses Darkvision 30 ft
ACTIONS
W I T C H TA L E N T S Frightening. When your familiar is within 5 ft of you, you
gain Intimidating +4.
Spy. You can magically see through your familiar’s eyes for
After gaining the Witch Entry talent, you can take talents
a brief moment, provided that your familiar is within 500 ft
from any of the Witch tracks.
of you.
Ward. If your familiar is within 5 ft of you, it protectively
WITCH ENTRY crouches nearby. The next time you take damage from
Witch, Class Entry another creature before the start of your next turn (provided
Prerequisite: Character Level 2 that you are still within 5 ft of your familiar), reduce the
When you take this entry talent, you gain the following damage by 1d4 + your Witch level.
abilities.
Dark Presence. On your turn, you may take 1d4 damage
to regain 1 spell point. This costs 0 AP and you may use this
feature as many times as you want on your turn.
Familiar. You have a familiar. Your familiar has separate
stats from you and acts on your turn, taking one action.
ENVIRONMENT LIST
Environment Benefit from Recouping
Aquatic You gain Shield HP equal to your Witch level x1.
Coastal You gain a swim speed equal to your walking speed for the next 2 hours.
Desert You become immune to Fatigue from heat exposure for the next 4 hours.
Forest Your ANT increases by +3 for 4 hours. This bonus does not transfer to other defenses that use your normal
ANT defense in their place.
Grassland For the next 1 hour, your speed increases by +5 ft while in combat.
Jungle Your FORT increases by +3 for 4 hours. This bonus does not transfer to other defenses that use your
normal FORT defense in their place.
Mountain For the next 4 hours, standing from Prone costs you 0 AP, and when you take falling damage, reduce that
damage by 1d12.
Subterranean For the next 2 hours, gain a climb speed equal to your walking speed.
Swamp For the next 4 hours, gain Resist Toxic and Corrosive 5.
Tundra You become immune to Fatigue from cold exposure for the next 4 hours.
Volcanic For the next 1 hour, deal +2 fire damage on all of your weapon attacks and chants.
FA E T R A C K W Y L L A’ S S T R I D E
Witch, Fae
FA E M A G I C Prerequisites: Boon of Etalun or Caliban’s Cackle
Witch, Fae Gain the Wylla’s Stride ability.
Prerequisites: Witch Entry, Warden of the Primal Wylla’s Stride. Ignore Difficult Terrain imposed by foliage
You can cast Warp Step without spending SP. If you do not or loose sand, rocks, and similar natural phenomena for 1
know this spell, this is the only way you can cast it until hour. (CHA/Rest)
your learn it. (1/Recoup) G A A R D ’ S R E S I S TA N C E
B O O N O F E TA L U N Witch, Fae, Repeatable
Witch, Fae Prerequisites: Wylla’s Stride or Prowess of Sekh
Prerequisites: Fae Magic Gain Resist 2 to one elemental damage type of your choice
Gain +6 Skill Points that you can spend on any skills with (cold, corrosive, fire, lightning, or toxic). If you take this
the observation or survival tag. talent multiple times, choose a new elemental type.
If you succeed, then the potion is potent for 48 hours. (1/ COMBINED AURA III
Week) Zealot, Aura Enhancement
Level 30: Your Miracle Brew no longer expires. Prerequisites: Combined Aura II
By spending four uses of your Aura, you may activate four
different Auras simultaneously, spending the normal number
of AP that it costs you to cast one Aura.
Z E A L O T TA L E N T S EXTENDED AURA
Zealot, Aura Enhancement
After gaining the Zealot Entry talent, you can take talents Prerequisites: Zealot Entry
from any of the Zealot tracks. Your Aura’s radius extends by +5 ft.
EXTENDED AURA II
ZEALOT ENTRY Zealot, Aura Enhancement
Zealot, Class Entry Prerequisites: Extended Aura
Prerequisite: Character Level 2 Your Aura’s radius extends by +5 ft.
When you take this entry talent, you gain the following
EXTENDED AURA III
abilities.
Zealot, Aura Enhancement
Just Defender. Gain one talent from the Defense
Prerequisites: Extended Aura II
specialization stack.
Your Aura’s radius extends by +10 ft.
Holy Cause. You may spend 1 Reactive AP to cancel one
condition when an ally within 10 ft of you suffers from EXTENDED AURA IV
that condition. You are only able to cancel the Charmed Zealot, Aura Enhancement
condition with this ability. (2/Rest) Prerequisites: Extended Aura III
Aura. Gain one aura talent of your choice. You may Your Aura’s radius extends by +10 ft.
activate an Aura by spending 3 AP on your turn. The Aura EXTENDED AURA V
lasts for 10 minutes or until you choose to end it early Zealot, Aura Enhancement
(costing 0 AP) or cast another Aura. Your Aura’s radius is 10 Prerequisites: Extended Aura IV
ft. (AWR/Rest) Your Aura’s radius extends by +10 ft.
Divine. You gain +1 Divine Power from this talent and
EXTENDED AURA VI
from every talent you take in the Zealot stack. You do not
Zealot, Aura Enhancement
gain additional SP unless noted in an individual talent.
Prerequisites: Extended Aura V
Your Aura’s radius extends by +20 ft.
AURA ENHANCEMENTS
FREQUENT AURA
AU RA Zealot, Aura Enhancement
Zealot, Aura Enhancement, Repeatable Prerequisites: Zealot Entry
Prerequisites: Zealot Entry You regain expended uses of your Aura after Recouping.
Gain one additional Aura of your choice. When you activate
FREQUENT AURA II
your Aura, choose which Aura you use out of the ones that
Zealot, Aura Enhancement
you know.
Prerequisites: Frequent Aura, Zealot 7
You regain expended uses of your Aura after Catching
Breath.
AU RA OF AG G R E S S I O N AURA OF REDUCTION II
Zealot, Aura
Zealot, Aura
Prerequisites: Aura of Reduction, Zealot 7
Prerequisites: Zealot Entry
Aura of Reduction grants targets DR 3/Magic.
You and all creatures of your choice within your Aura’s
radius deal +2 damage whenever they hit a creature with AURA OF REDUCTION III
an attack. Zealot, Aura
Prerequisites: Aura of Reduction II, Zealot 12
AU RA OF AG G R E S S I O N I I
Aura of Reduction grants targets DR 5/Magic.
Zealot, Aura
Prerequisites: Aura of Aggression, Divine 7 A U R A O F V I TA L I T Y
You and all creatures of your choice within your Aura’s Zealot, Aura
radius deal +5 damage whenever they hit a creature with Prerequisites: Zealot Entry
an attack. You and all creatures of your choice within your Aura’s
radius gain Shield HP equal to your AWR at the start of their
AU RA OF AG G R E S S I O N I I I
turn.
Zealot, Aura
Prerequisites: Aura of Aggression II, Divine 12 A U R A O F V I TA L I T Y I I
You and all creatures of your choice within your Aura’s Zealot, Aura
radius deal additional damage equal to your AWR (min 5) Prerequisites: Aura of Vitality, Zealot 12
whenever they hit a creature with an attack. You and all creatures of your choice within your Aura do not
gain Death Points at the end of your turns if you end your
AU RA OF PR OT E CT I O N
turn with 0 HP.
Zealot, Aura
Prerequisites: Zealot Entry
You and all creatures of your choice within your Aura’s C AVA L I E R T R A C K
radius gain +1 to their mental defenses (ANT, LOG, and
H O LY M O U N T
WILL).
Zealot, Cavalier
B O D I LY P R O T E C T I O N Prerequisites: Zealot Entry
Zealot, Aura You gain a companion mount that is unusually intelligent
Prerequisites: Aura of Protection and can communicate basic thoughts, feelings, and ideas to
Your Aura of Protection applies to creatures’ physical you telepathically. It has the stats of a Draft Horse (although
defenses as well (REF and FORT). your MC may allow you other options for your mount) and
your mount has -1 INT instead of -3. You can choose your
B O D I LY P R O T E C T I O N I I
mount’s appearance and your mount has the divine tag.
Zealot, Aura
Each time you complete a rest, you must spend 15 minutes
Prerequisites: Bodily Protection, Divine 7
tending to your mount. If you do not, then it ignores you
Your Aura of Protection applies to creatures’ AR as well.
C AVA L I E R A B I L I T I E S L I S T
Cavalier Abilities Ability Enhanced
Invigorate Spend 1 MCAP to roll 1d6 + CHA; you and your Spend 1 MCAP to roll 1d10 + CHA; you and
mount each gain that much HP. (1/Recoup) your mount each gain that much HP. (3/
Recoup)
Lead the Charge When you move, you may spend 1 MCAP to allow When you move, you may spend 1 MCAP to
(CHA) number of allies to move up to ½ their speed allow CHA number of allies to move up to their
for free. (1/Recoup) speed for free. (3/Recoup)
Cavalier’s Charge When you use MCAP to move, you can spend 1 more When you use MCAP to move, you can also
MCAP to make a weapon attack against a creature make a weapon attack against a creature
that you moved within melee reach of during that you moved within melee reach of during
movement. (1/Recoup) movement. (3/Recoup)
Stampede Spend 2 MCAP to move and make a trample attack Spend 2 MCAP to move and make a trample
against up to 3 creatures that you moved next to. This attack against any creatures that you moved
does not provoke reactive attacks. (1/Recoup) next to. This does not provoke reactive attacks.
(3/Recoup)
Together We Fall When you or your mount takes damage, you can When you or your mount takes damage, you
reduce the damage by ½ CHA then split the remainder can reduce the damage by CHA then split the
evenly between the two of you. (1/Recoup) remainder evenly between the two of you. (3/
Recoup)
E X I L E T R AC K
Marked
Drunken Fighter
Exile 14 Exile 14
Scrapping Drag Drunken Resilience Steady Fist Companion Boon Restored Utterly
Honor Independent
Steady Fist II Companion Boon II
F E A R L E S S T R AC K J U G G E R N AU T T R AC K R AG E T R AC K
Seeing Red III Stoic III Citadel of Stamina Battle-Ready Blood Rage VI
Blood Will Flow III Unflappable III Endure II Bloodlust II Death Defier III
Ferocious V Ardent Assault II Shrug It Off II Bloodlust III Death Drop III
D I V I N E I C O N T R AC K P I ET Y T R AC K E XO RC I S T T R AC K
Blinding Dark IV Blinding Dark III Blinding Dark II Blinding Dark Darkness
Lay on Hands III Abjure Unholy
Last Rites II Last Rites Wellspring of Health Distant Ward II Divine Shield II
Death
Gravemaster II Gravemaster
Piety II Divine Ward III
Withering II Withering
Decay Holy Support III
Trembling II Trembling
Uncontainable II Uncontainable
Freedom Piety IV Battle Medic II Abjure Unholy 2
Unstoppable II Unstoppable
Piety V Battle Medic III Sense Evil 3
Gluttony II Gluttony
Hedonism
Miracle Worker Savior Unholy Scourge
Bloodlust II Bloodlust
Blossom II Blossom
Nature Scriptorium III
Survivor II Survivor
Apprenticeship Sola Scriptura
Redeeming Fervor III Redeeming Fervor II Redeeming Fervor Redemption
Iconographer III Scrivener III
Repentance
Iconographer IV Scrivener IV
Vengeful III Vengeful II Vengeful
Revenge
Aggressive Taunt Illuminated Manuscript
Rescue IV Rescue III Rescue II Rescue Salvation Scriptorium IV
Apocrypha III
Level Headed II Level Headed
Serenity Iconographer V Scrivener V
Keep Your Wit II Keep Your Wit
A R C A N E W E AV I N G TOM E W I Z A R D
S O R C E RY T R A C K
T R AC K T R AC K
Arcane Weaver
Sorcery Focus Awakened Spellbook
Mote Expert Spell Sculptor Empower Spell Expert
Careful Casting Wellspring Tap Spell Scribe
Mote Expert II Spell Sculptor II Spell Sniper
Careful Casting II Wellspring Tap II Awakened Spellbook II
Mote Expert III Spell Sculptor III Spell Sniper II
Arcane Weaver 5
Careful Casting III Wellspring Tap III Spell Scribe II
Arcane Weaver II
Tome Familiar
Metamagic: Spell Point Cost Metamagic: Morph Damage Careful Casting: Cantrips
Tome Familiar II
Metamagic: Overcome Metamagic: Maximize Cantrip Focus Unstable Casting
Spellstealing
Metamagic: Leeching Metamagic: Humane Spell Cantrip Focus II Unstable Casting II
A RC H M AG E T R AC K
Arcane Intellectual
Mage: Alchemy Mage: Altering Mage: Divining Mage: Enchanting Mage: Evoking Mage: Illusory Mage: Necromancy Mage: Summoning Mage: Warding
Mage: Alchemy II Mage: Altering II Mage: Divining II Mage: Enchanting II Mage: Evoking II Mage: Illusory II Mage: Necromancy II Mage: Summoning II Mage: Warding II
Mage: Alchemy III Mage: Altering III Mage: Divining III Mage: Enchanting III Mage: Evoking III Mage: Illusory III Mage: Necromancy III Mage: Summoning III Mage: Warding III
Mage: Alchemy IV Mage: Altering IV Mage: Divining IV Mage: Enchanting IV Mage: Evoking IV Mage: Illusory IV Mage: Necromancy IV Mage: Summoning IV Mage: Warding IV
Mage: Alchemy V Mage: Altering V Mage: Divining V Mage: Enchanting V Mage: Evoking V Mage: Illusory V Mage: Necromancy V Mage: Summoning V Mage: Warding V
Archmage 14
High Mage
Arcane Power 29
Archmage
FAT E T R A C K G U I DE T R AC K D RU I D T R AC K
Weal: Spells Weal: Skills Mystic Support Old Gods II Wyrd Wood II
E L E M E N TA L I S T T R A C K
Elemental Affinity
C O N S T I T U T E T R AC K P UM M E L I N G T R AC K W R E S T L I N G T R AC K
Death Defier Constitute Greater Uppercut Greater Gut Punch Wrestler's Maneuvers III
Red Right Hand II Mastery of Form Mighty Punch II Dodge a Punch III Headlock Choke III
M A RT I A L A RT S
T R AC K
Predict a Punch
Stance of the Owl Stance of the Squirrel Stance of the Bear Armed Arts
Stance of the Bison Stance of the Turtle Stance of the Leopard Kensei
Fluid Forms
Stance of Raging Fire Stance of Flowing Water Stance of the Stout Oak
Fluid Forms II
Meijin
B R AV E RY T R A C K H U N T E R T R AC K I N S T I N C T T R AC K
Courage
Corner Quarry Outnumbered Deadeye Volley Fighting Instinct II
Fight III Flight III Freeze III Cornered Quarry III Hordesbane III Deadeye III Volley III Fighting Instinct V
W I L D E R N E S S WA R D E N
S U RV I V O R T R A C K
T R AC K
Primal Warden
Natural Habitat
Environmentalist Planar Protector
Primeval Senses
Ranger's Invocation Intrinsic Boon
Natural Habitat II
Empower Chant Ranger's Spells
Primeval Senses II
Primal Warden IV
Nature Stride II
Environmentalist III Planar Protector III
Primeval Senses IV
Primeval Senses V
Primal Warden V
C O N T R AC K
Confidence
Impersonate
Con 5
Leave it to Luck
Frame How Dare You Check it Again Jammy Slippery Play Dead
Con 14
Conman Extraordinaire
G U I L D A F F I L I AT E
T R AC K
Guild Member
Find Weak Spot IV Lingering Drake's Breath Lingering Ice Blood Lingering Harlan's Breach
Drake's Breath Ammunition Ice Blood Ammunition Harlan's Breach Ammunition
Find Weak Spot V
Drake's Breath Expertise Ice Blood Expertise Harlan's Breach Expertise
Tactical Superiority II
Guildmaster
Tactical Superiority III
P S Y B L A DE T R AC K S U BT L ET Y T R AC K
Soul Knife Soul Rend Psychic Bond Improved Mind Spike Shadow Hop Shadow Assault Keep Quiet Blackjack
Psyblade 5 Subtlety 5
Psyblade Focus II In the Dark
Soul Knife II Soul Rend II Psychic Bond II Shadow Hop II Shadow Assault II Shadow Mastery Fellow Inhabitant
M AG I T E C H N I C I A N
A L C H E M I S T T R AC K
T R AC K
Alchemy
Create Bomb Create Potion Quaff Arcane Artificer
Fire in the Hole! Alchemist 4
Alchemy II
Up My Sleeve Elemental Bombs Bomb Upgrade Potion Upgrade Injector Vitality Solution
Golemancer
Alchemy Flask Upgrade
Alchemist 9 Spell Storing
Alchemy III
Explosion Upgrade Tolerance Injector Upgrade
Magitechnician
AU G M E N TO R T R AC K Cantrip Cannon
Golemancer II
Augmentor
Launcher Quick Compartment Elemental Absorption Adaptive Armor
Spell Storing II
Arcane Booster Install Shield Sentry Armor Install Weapon Grappler
Augmentor 5
Magical Tinkering
Augmentor II
Safer Devices
Power Slam Hoverjet Sentry Armor II Install Weapon II Grappler II
Magitechnician II
Audio Dampeners Enhanced Quick Compartment Install Mini Turret
I N V E N TO R T R AC K
Inventor
Salvage Crafter Repairs Additional Blueprints
Inventor 5
Breakthrough
Master Inventor
L O R I S T T R AC K J E S T E R T R AC K E N C O R E T R AC K
L E G E N D K E E P E R T R AC K
Book of Legends
Figure of Legend
Comedy Tragedy Creature Compendium Faerie Tale Book of Souls Book of the Damned Necronomicon
Comedy II Tragedy II Creature Compendium II Faerie Tale II Book of Souls II Book of the Damned II Necronomicon II
Written Tradition
Comedy III Tragedy III Creature Compendium III Faerie Tale III Book of Souls III Book of the Damned III Necronomicon III
Written Tradition II
Comedy IV Tragedy IV Creature Compendium IV Faerie Tale IV Book of Souls IV Book of the Damned IV Necronomicon IV
Comedy V Tragedy V Creature Compendium V Faerie Tale V Book of Souls V Book of the Damned V Necronomicon V
Comedy VI Tragedy VI Creature Compendium VI Faerie Tale VI Book of Souls VI Book of the Damned VI Necronomicon VI
Plot Twist
Comedy VII Tragedy VII Creature Compendium VII Faerie Tale VII Book of Souls VII Book of the Damned VII Necronomicon VII
Library of Legends
P L A N A R T H I E V E RY
S O U L G R A F T T R AC K A N T I E S S E N C E T R AC K
T R AC K
Vulnerability IV Terror IV
Vitriol IV Trepidation IV
Antiessence Rupture
A R C H E RY T R A C K C OM M A N D E R T R AC K
Sharpshooter Overwatch
Commander 14
Extra Standard Battle Standard Range III Battle Standard Range II Battle Standard Range Great General
Sniper's Nest Focus Target II Reinforced Standard III Reinforced Standard II Reinforced Standard
Improvised Repairs
Stalking Overwatch II
Under the Banner III Under the Banner II Under the Banner Rallying Standard II Rallying Standard
Impeccable Aim Suppressing Fire Standard Bearer V Standard Bearer IV Standard Bearer III Standard Bearer II Standard Bearer
Sharpshooter II Focus Target III Battlefield Tactician Improvement Battlefield Tactician II Command
Battlefield Tactician Improvement II War Cry Tactician's Command Command Improvement To Me!
Sniper's Nest II Overwatch III
Command Improvement II Hold!
Battlefield Tactician Improvement III War Cry II Battle Standard Command
Command Improvement III Fire!
Stalking II Focus Target IV Battlefield Tactician Improvement IV War Cry III
Imposing Battle Standard Command Improvement IV Forward!
War Cry V
Sharpshooter III Overwatch IV
Headshot II Overwatch V
Legendary
P RO T E C T I O N T R AC K S O L D I E R T R AC K
Protection Focus
Trained Soldier
Protection I: Engage Protection I: Intercept Protection I: Shields Up
Versatile Arsenal
Protection II: Challenge Protection II: Battering Ram Protection II: Battlefield Support
Versatile Arsenal II
Protection III: Challenging Shout Protection III: Opportunistic Interception Protection III: Take Heart
Blind Fighting
Protection IV: Engage II Protection IV: Intercept II Protection IV: Shields Up II
Blind Fighting II
Protection V: Positioning Protection V: Warrior's Fury Protection V: Battlefield Support II
Soldier's Opportunity
Protection VI: Defender's Armor Protection VI: Warrior's Preparation Protection VI: Take Heart II
Soldier's Opportunity II
Protection VII: Engage III Protection VII: Intercept III Protection VII: Shields Up III Soldier's Opportunity III
Showdown
Showdown II
Showdown III
Arete
Indomitable Champion
FA M I L I A R T R A C K FA E T R A C K
Familiar Enhancement
Gaard's Resistance Rosen's Blessing
Underfoot Flighty Prowl
Fae Magic II
Great Pounce Scuttle Talons
Latisk's Keen Eyes Puck's Pernicious Pleasure
Flock of Familiars III Evolution III
Okart's Skin Claws of Kleppar
Flock of Familiars IV Evolution IV
Wrath of Aeshir Strack's Stoicism
Flock of Familiars V Evolution V
Fae Magic III
Familiar Enhancement II
Great Pounce II Carapace Eagle Eye
Boon of Daropmet Edmari's Emotional Emancipation
Flurry of Familiars Apex Evolution Ashyidir Conclave’s Affinity Vertumna Conclave's Veneration
W I TC H ’ S BR EW PA G A N AT T U N E M E N T
DA R K H E X T R AC K
T R AC K T R AC K
Environ: Coastal
Greater Hex Dark Enchantment Reagent Pagan Attunement II
Environ: Desert
Innate Hex Sympathetic Magic Witch's Brew II
Pagan Attunement III Environ: Forest
C O N S E C R AT E D B L A D E
AU R A T R AC K T R AC K
Aura of Vitality Aura of Reduction Aura of Protection Aura of Aggression Aura of Bravery Holy Weapon
Aura of Vitality II Aura of Reduction II Bulwark Aura of Aggression II Aura of Bravery II Unwavering
Aura of Reduction III Bulwark II Aura of Aggression III Aura of Bravery III Ardent Weapon
Aura Enhancements
Bulwark III
Blessed Blade
Quickened Aura Quickened Aura II
Bodily Protection
Frequent Aura Frequent Aura II Zealot's Resolve
Bodily Protection II
C AVA L I E R T R A C K
Reactive Aura Everlasting Aura Holy Arsenal Versatile Weapon
Combined Aura Combined Aura II Combined Aura III Blessed Blade II Ardent Weapon II
Holy Mount
Extended Aura
Consecrated Weapon
Extended Aura II Cavalier
Zealot's Resolve II
Extended Aura III Holy Mount II
Recall
Extended Aura IV Cavalier II
Holy Arsenal II Versatile Weapon II
Extended Aura V
Holy Mount III
Reward Punishment
Extended Aura VI
Cavalier III
Consecrated Weapon II
Holy Mount IV
Zealot's Resolve III
Holy Mount V
Cavalier V
C RU S A DE R T R AC K H O LY C A U S E T R A C K R E P U TAT I O N T R A C K
Sword for Justice VI Shield the Innocent VI Good Reputation VII Bad Reputation VII
Ever Holy Piety II
Sword for Justice VII Shield the Innocent VII Good Reputation VIII Bad Reputation VIII
Lay on Hands III
Sword for Justice VIII Shield the Innocent VIII Good Reputation IX Bad Reputation IX
Ever Holy II Piety III
Crusader 10
Crusader Ordinant Good Reputation X Bad Reputation X
Stalwart Leader
Sword for Justice IX Shield the Innocent IX
Ever Holy III Piety IV
Sword for Justice X Shield the Innocent X
Fervent Leader II
Sword for Justice XI Shield the Innocent XI
Sword for Justice XII Shield the Innocent XII Lay on Hands IV
Crusader 14
Crusader Templar Shining Beacon
T
here are five Sources of magic, each of which work
a little bit differently. After providing basic rules for
CONJURING
magic as a whole, this chapter details each Source of Some spells have the conjuring tag. These spells must be
Magic, first by their lore, and then by the abilities you can cast over multiple rounds. “Conjuring 1” means that you
learn with that Source of Magic. must spend at least one full round conjuring the spell.
Rounds are counted at the beginning of your turn, meaning
M A G I C O V E RV I E W that even if you move and then start conjuring a spell, at the
start of your next turn you are considered to have spent 1
These rules apply to each Source of Magic.
full round conjuring.
Your spell activates the moment that you have met both the
SPELL POINTS number of conjuring rounds needed, and have spent enough
All spells refer to a “Spell Point Cost” (SPC) and “Spell AP to cast the spell.
Points” (SP). For example, if you cast a spell with Conjuring 1 that
When you cast a spell, you must spend both the spell’s needs 3 AP, and you spend 3 AP on it on your turn, it triggers
APC (Action Point Cost) and its SPC. If you cannot, then immediately on your next turn as it will at that point meet
you are unable to cast the spell. Each time you cast a spell, the Conjuring 1 requirement. Alternatively, if you cast a spell
subtract its SPC from your current amount of SP. with Conjuring 1 that needs 6 AP, and you spend 3 AP on it
You have a maximum amount of SP determined by the on your turn, it triggers immediately after you spend enough
magic talents and class talents that you have taken. You AP on your next turn to complete it.
regain all expended SP when you Take a Rest (Chapter 7). While conjuring, you may not move or spend any AP or
Reactive AP on anything other than conjuring the spell in
question.
If you take damage while conjuring, make a d20 roll and 15 ft away from a caster, a cone is 15 ft wide.) The magical
add your Magic Attribute. If you roll lower than a 10, the effect affects all spaces on the battle map that are at least
spell fails. You do not expend any SP. Even if you had AP, you half covered.
lose all AP until the start of your next turn. Line. Choose a point adjacent to you, and another point
a number of ft away specified by the magical effect. Draw
UPCHARGING a line to connect those two points. Any space on the battle
map that the line enters is affected.
Some spells will give you the option to make them more
Radius. Every space on the battlemap that is within the
powerful by upcharging them. This involves spending
radius of the magical effect and is at least half covered is
additional AP and/or SP. This additional AP and/or SP
affected.
must be spent when you initially cast the spell in order to
upcharge it. If you upcharge a spell but the spell fails, you
still lose the upcharged SP, even if the spell lets you retain REACTIVE CASTING
the base amount of SP on a fail. A spell’s APC will specify if it can be cast reactively.
GESTURE, VERBAL, D U R AT I O N
VISUAL For all durations besides “Instantaneous,” a magical effect
Many magical abilities require some combination of always ends at the end of a caster’s turn unless noted
gestures, verbal components, and the ability to see your otherwise. For example, “1 round” means the magic effect
target. ends at the end of the caster’s next turn. “1 minute” means
Gesture. If you cannot move your arms or relevant that the magic effect ends after the caster’s turn in 6 rounds.
appendages, you cannot cast magic with a gesture
requirement. CANTRIPS, CHANTS,
Verbal. If you cannot speak, you cannot cast magic with a A N D P R AY E R S
verbal requirement.
Cantrips, chants, and prayers are unique magical powers
Visual. If you cannot see your target or the area you’re
that you might learn. These powers cost 0 SP to cast and
trying to affect, you cannot cast magic with a visual
you can cast them as many times per day as you wish. When
requirement.
you reach certain Power Levels, the power of cantrips,
chants, or prayers become stronger.
LINES OF SIGHT AND
EFFECT RITUALS AND
Sometimes, magic will specify that you need Line of Sight I N V O C AT I O N S
(LoS) or Line of Effect (LoE).
Rituals and invocations are magical abilities that take a
Line of Sight. Nothing can obscure your vision between
significant amount of time to cast. Your specific Source
you and the target of your magic. This means that even
of Magic will explain how often you can use rituals or
if you meet the visual requirement to cast magic, but
invocations.
obscuring phenomena such as fog or mist is in the way, you
Some rituals and invocations have an Enhance section
cannot use this particular magic. However, if a pane of glass
after their description. This means that these rituals and
or a transparent force field is between you and your target,
invocations become more powerful when you reach greater
you can still cast the magic.
power within that source of magic. The amount of power
Line of Effect. No physical barriers may stand between
you need, and the additional effects, are described in the
you and the target of your magic. This means that obscuring
Enhance section of the ritual or invocation.
phenomena such as fog does not block your magic, but a
pane of glass or a transparent force field would block your
magic as it breaks LoE.
M U LT I P L E S O U R C E S
If you can use multiple Sources of Magic, then you choose
AREA OF EFFECT one source to be your Primary Source. You can change this
choice each time you level up, if you wish.
Some Spells and magical effects specify that they affect
All magic that you cast uses the magic attribute of your
an area, such as a radius, cone, or line. To determine the
Primary Source, but halves your magic attribute when
Area of Effect (AOE) of a magical ability, you can use the
casting magic from a source that is not your Primary Source.
following guidelines.
Cone. A cone originates from the spellcaster (on a side
or corner of the square that they occupy). The width of the
cone is equal to the distance that it is from the caster. (For
example, at 5 ft away from the caster, a cone is 5 ft wide. At
C O L D FO C U S I V BEAM OF FIRE
Arcane Magic Arcane Cantrip, Evoking
Prerequisites: Cold Focus III APC: 3
You gain an additional +1 to hit with spells that deal cold Range: 30 ft
damage, you gain Immune Cold, and your Vulnerable Fire Requires: Gesture, Visual, Line of Effect
value increases to 3. Duration: Instantaneous
You unleash a streak of flame. Make a magic attack against
a creature’s AR. If you hit, the creature takes 1d10 fire
F U N DA M E N TA L R E C OV E RY damage.
Arcane Magic
The power of this cantrip increases when you reach certain
When you Recoup, you may regain 1d4 SP. If you do, you do
Arcane Power levels:
not naturally regain HP during that Recoup.
Arcane Power 3: +20 ft range.
F U N DA M E N TA L R E C OV E RY I I Arcane Power 7: +20 ft range.
Arcane Magic Arcane Power 12: +20 ft range.
Prerequisites: Fundamental Recovery Arcane Power 18: +1d10 damage.
The amount of SP you regain increases by +1d4. Arcane Power 25: +1d10 damage.
F U N DA M E N TA L R E C OV E RY I I I FROSTBITE
Arcane Magic Arcane Cantrip, Evoking
Prerequisites: Fundamental Recovery II APC: 2
When you use your Fundamental Recovery ability, you can Range: 60 ft
still naturally regain HP as part of the same Recoup. Requires: Gesture, Line of Effect
F U N DA M E N TA L R E C OV E RY I V Duration: Instantaneous
Arcane Magic, Repeatable You whisper a chill breath, causing a lattice of frost to coat
Prerequisites: Fundamental Recovery III an enemy. Make a magic attack against a creature’s FORT. If
The amount of SP you regain increases again by +1d4. you hit, the creature takes 1d6 cold damage.
The power of this Cantrip increases when you reach certain
N E C R O T I C FO C U S Arcane Power levels:
Arcane Magic Arcane Power 3: +20 ft range.
Incompatibilities: Cold Focus, Fire Focus Arcane Power 7: +20 ft range.
Your spells that deal necrotic damage now ignore Resist, but Arcane Power 12: Additionally, on a hit, the creature gains
you can no longer cast magic that deals radiant damage. the Chilled condition until the end of its next turn.
N E C R O T I C FO C U S I I Arcane Power 18: +20 ft range.
Arcane Magic Arcane Power 25: +1d6 damage.
Prerequisites: Necrotic Focus G R AV E W H I S P E R
The first time you deal necrotic damage with a spell after Arcane Cantrip, Evoking
Taking a Rest, gain Shield HP equal to the amount of APC: 3
damage you dealt to one creature. Range: 40 ft
N E C R O T I C FO C U S I I I Requires: Verbal, Visual, Line of Sight
Arcane Magic Duration: Instantaneous
Prerequisites: Necrotic Focus II With a word laced with angry darkness, you prepare a
The first time you deal necrotic damage with a spell after creature for death. Make a magic attack roll against a
Recouping, gain Shield HP equal to the amount of damage creature’s FORT. If you hit, the creature takes 1d8 necrotic
you dealt to one creature. damage.
On a crit, the creature gains the Broken condition until
N E C R O T I C FO C U S I V
the end of your next turn with you as the source of its fear.
Arcane Magic
The power of this Cantrip increases when you reach certain
Prerequisites: Necrotic Focus III
Arcane Power levels:
When you deal necrotic damage with a spell, gain Shield HP
Arcane Power 3: +20 ft range.
equal to the amount of damage you dealt to one creature.
C hapter 4 | M agic 2 51
Dark Power: You may attempt to raise a corpse without or Frighten either of the recipients of this ritual, then the
expending ruby dust. For the first corpse that you attempt to attacking creature must roll 2d20 and use the lower roll.
raise in this way, make a Spellcasting check against DC 10.
C H I L D O F DA R K N E S S
All subsequent corpses that you attempt to raise in this way
Occult Ritual, Altering, Charm, Dark Power
increase the DC by 4 cumulatively. This DC resets when you
Casting Time: 1 hour, which can be part of a Recoup
Take a Rest. Each time you succeed this DC, you raise a corpse.
Range: Touch
Each time you fail, you instead gain Fatigue.
Recharge: Take a Rest
Upcharge: You may spend SP to raise more corpses or
Duration: 2 hours
reassert control over more corpses: +1 corpse per +10 SP.
Make the Dark Power roll described below, then choose a
BEDEVILING COUNTENANCE willing creature (which can be yourself). For the duration,
Occult Ritual, Enchanting, Charm its eyes burn with otherworldly blue light of unspeakable
Casting Time: 1 hour, which can be part of a Recoup malice, its skin becomes bone-white or pitch-black (your
Range: Touch choice), and its finger bones punch through the tips of its
Materials: A bit of perfume fingers, forming terrible, jagged claws.
Recharge: Take a Rest For the extent of the charm, the affected creature gains
Duration: 4 hours the following benefits:
One willing creature (which can be yourself) that was the • +5 Intimidating and +5 Sneaking (this can exceed
subject of the ritual becomes supernaturally persuasive. the normal cap of +20 to a skill).
For the extent of the charm, they gain the following special • Darkvision 30 ft and can see in magical darkness
attack: Bedeviling Countenance. 5 AP, Ranged 40 ft Natural within this range.
Weapon. +CHA vs WILL. Hit: The creature is Charmed for • DR 3 / Primal and Psionic.
1 minute. At the end of this time, a creature is aware that it • Special Dark Claws attack, which counts as a natural
was magically Charmed. weapon: Dark Claws. 3 AP, Reach 10 ft Natural
Weapon. +STR or DEX vs AR. Hit: 1d6 sharp damage
BLIGHT
and 1d6 necrotic damage.
Occult Ritual, Necromancy, Dark Power
Dark Power: Make a magic check vs a DC of 10 + your
Casting Time: 1 hour
character level (max 30). If you fail, then the ritual still takes
Range: Touch or Self
effect as described, but you attract the attention of a fiend lord
Recharge: 1 week
of the Black City of Durlossoth. If you crit fail, then you attract
Duration: Instantaneous
the attention of the Prince of Ruin, Sahrnulothon himself. Your
When you cast this ritual, roll for Dark Power. Then, choose
MC will determine the consequences of such attention.
one specific plant that you touch, or choose all plant life
within a ½ mile radius of you. If you choose a single plant, CURSE OF TREMBLING
then that plant cannot have a trunk larger in diameter than Occult Ritual, Necromancy, Curse, Dark Power
20 ft. Over the course of the next hour, that plant withers Prerequisites: Occult Power 7
rapidly until dead. If you choose all plant life within a ½ Casting Time: 1 hour
mile radius of you, then over the course of the next 24 Range: Indefinite
hours, all plant life in that radius withers. These plants do Recharge: 1 week
not die, but are malnourished as though they have gone Duration: 1 week
without sufficient nutrients for months on end. Food-bearing If you have not cast this curse in the last 7 days, you may
plants in this radius cannot produce edible crops for the make a magic attack against a creature of your choice on the
next month. same plane of existence as you, targeting their FORT.
Dark Power: When you cast this ritual, make a Spellcasting Your magic attack gains a modifier based on how familiar
check vs DC 20. On a fail, you gain Fatigue. you are with the creature:
• Have never met it: -20
BLOOD BOND
• Have met it more than a month ago: -15
Occult Ritual, Alchemy, Charm
Casting Time: 1 hour, which can be part of a Recoup • Have met it in the last month: -10
Range: Touch • Have met it in the last week: -5
Recharge: Take a Rest • Have met it in the last 24 hours: -2
Duration: 4 hours • Are currently in its presence: +0
Choose two willing creatures (one of which can be you) Your magic attack also gains a modifier based on whether
when you cast this ritual. Both of those creatures take 1d4 you have any of the creature’s personal effects:
damage. For the extent of the charm, whenever one of those • None: -5
creatures takes damage, split the damage evenly between • Personal effect like clothing or a trinket: -0
the two creatures. Additionally for the duration, whenever • Physical part of the creature, such as hair, teeth, or a
another creature attempts to Charm, Demoralize, Enthrall, finger: +5
• You have the creature itself: +10
252 C hapter 4 | M agic
Lesser Restoration and similar magic can remove this Your skin permanently gains obvious deformities, such as
curse if the caster succeeds on a magic roll against a DC pockmarks and permanent bruises, reflecting your body’s state
of your Magic Attribute +10. The creature attempting this of degeneration.
rolls 2d20, using the lower result. Greater Restoration and
D E AT H B O I L P L A G U E
similar magic can remove this curse automatically.
Occult Ritual, Necromancy, Dark Power
If you hit the creature, it is afflicted by your Curse of
Prerequisites: Occult Power 13
Trembling. For the extent of the curse, it is Shaken. It cannot
Casting Time: 24 hours
remove this Shaken condition by any means other than
Range: 5 miles
spells, chants, and/or invocations from the Primal and/or
Materials: At least 5 rats and powdered bone from an
Psionic source of magic. Such magic will suppress the effects
undead humanoid
for the duration of the spell, chant, or invocation, after
Recharge: 1 week
which point this curse resumes. The exceptions are Lesser
Duration: Instantaneous
Restoration and Greater Restoration.
Upon completion of casting this ritual, designate one urban
Dark Power: If your ritual misses the target creature, it
area within 5 range. If it is a very large urban area (such
afflicts you instead.
as a major city), you may choose to designate a specific
CURSE OF WITHERING neighborhood. That urban area suffers an outbreak of
Occult Ritual, Necromancy, Curse, Dark Power the Deathboil Plague (see the MythCrafter’s Guide). You
Prerequisites: Occult Power 13 gain Fatigue and are Sickened for 24 hours after you cast
Casting Time: 1 hour this ritual. When you cast this ritual, make a magic roll to
Range: Indefinite determine if you are afflicted by Dark Power.
Recharge: 1 week Dark Power: Make a magic roll against a DC determined by
Duration: 1 week your MC based upon the size of the urban area’s population:
You may make a magic attack against a creature of your Population DC
choice on the same plane of existence as you, targeting their Less than 1,000 13
FORT. 1,000 - 5,000 17
Your magic attack gains a modifier based on how familiar 5,001 - 20,000 23
you are with the creature: 20,001 - 50,000 29
• Have never met it: -20 50,001 - 100,000 31
• Have met it more than a month ago: -15 100,001 - 500,000 37
• Have met it in the last month: -10 More than 500,000 Impossible
• Have met it in the last week: -5 If you fail, then you immediately contract the Deathboil
• Have met it in the last 24 hours: -2 Plague, and the ritual fails to take root in the urban area.
• Are currently in its presence: +0 D E V I L’ S S I G H T
Your magic attack also gains a modifier based on whether
Occult Ritual, Enchanting, Dark Power
you have any of the creature’s personal effects:
Casting Time: 30 minutes, which can be part of a Recoup
• None: -5 Range: Touch
• Personal effect like clothing or a trinket: -0 Materials: A black onyx gem worth at least 200 sc, which
• Physical part of the creature, such as hair, teeth, or a the spell consumes
finger: +5 Recharge: Rest
• You have the creature itself: +10 Duration: 4 hours
If you hit the creature, it is afflicted by your Curse of Choose one willing creature (which can be yourself) when
Withering. The creature knows the nature of the curse but you cast this ritual. By siphoning power from an Archfiend
does not necessarily know that you are the caster. For the or an Exile living in Phlegmereth, you imbue that creature
duration, each time it completes a Rest, it immediately gains with the ability to see. For the duration, that creature gains
1 Death Point. Additionally, each time it completes a Rest, Darkvision 30 ft and can see in magical darkness. At any
it must make an END check against your WILL. If it fails, it point for the duration, the creature can improve their sight
does not remove any of the Death Points it has gained over by spending 1 AP, gaining one of the following benefits until
the previous day. the end of their next turn:
Lesser Restoration and similar magic can remove this That creature can also ignore fog, smoke, mist, and
curse if the caster succeeds on a magic roll against a DC similar atmospheric obscurants within 30 ft of it.
of your Magic Attribute +10. The creature attempting this That creature can see invisible creatures within 30 ft of it.
rolls 2d20, using the lower result. Greater Restoration and That creature can magically tell when another creature
similar magic can remove this curse automatically. within 30 ft of it is magically disguised or has its form
Dark Power: If your ritual misses the target creature, you magically altered in some way, but cannot see the target
suffer the full effects of the curse instead. creature’s true form.
8 Elafiphobic. Fear of deer. Creatures with “Deer,” “Elk,” “Antelope,” or Moose” in their name
9 Hemophobic. Fear of bleeding. A Bloodied creature
10 Nyctophobic. Fear of darkness. Darkness (not in dim light or any form of light); even if darkness is present
beyond the radius of torchlight, this effect only triggers if the creature is actively
in a dark area
E C S TA SY F E A S T FO R C R O W S
Primal Spell, Enchanting, Extrinsic, Emotion Primal Spell, Altering, Intrinsic, Nature
APC: 3 APC: 4
SPC: 45 SPC: 14
Range: 120 ft Range: Special
Requires: Gesture, Verbal, Visual Requires: Gesture, Visual, Line of Effect
Duration: Up to 10 minutes Duration: Instantaneous
The abundant bliss of the Everwilds’s spring breeze You tap into the power of the murderous flock, raining
overwhelms a creature’s senses. death from the sky.
Make a magic attack against the LOG of each creature As part of this spell, you must use a ranged weapon that
within a 20 ft radius of a point in range. If you hit, then the uses ammunition. Choose a point within that weapon’s
creature becomes Enthralled for the duration. If you miss, range. Make a weapon attack vs the REF of each creature
then instead, the creature becomes Enthralled until the end in a 20 ft radius from that point. On a hit, you roll your
of your next turn. While Enthralled in this way, the creature normal damage dice x4 (for example, a recurve bow deals
gains an additional random effect for the duration. Roll 1d8 1d6 damage, so this spell would deal 4d6 damage if you
and consult the table below to determine the effect. used a recurve bow). If you miss, then creatures in the area
d8 Ecstasy Effect: of effect take ½ damage. If you crit, add an additional 4
damage dice to the damage roll.
1 Creature prances about in circles.
Upcharge: +5 ft radius per +4 SP.
2 Creature sings your praises at the top of their
HAILSTORM
voice.
Primal Spell, Alchemy, Extrinsic, Weather, Conjuring 3
3 Creature rolls around on its back, using the APC: 12
ground as a backscratcher. SPC: 20
4 Creature does everything in its power to Range: Sight
remain exactly 5 ft away from you at all Requires: Gesture, Verbal, Visual
times. Duration: 1 minute
You conjure a cloud that produces chunky hailstones.
5 Creature moves to the nearest natural plant or
Choose a point within range. Thick, billowing clouds
earthen formation and tries to eat it.
materialize in a 30 ft radius disc from that point. One round
6 Creature jumps repeatedly in place. later, hailstones begin pummeling the ground beneath that
7 Creature sits down and stares mindlessly at disc of clouds. When this occurs, and for the duration of the
the sky. spell, the following effects apply to creatures and objects in
8 Roll twice more on the table, rerolling the hailstorm:
duplicates or additional rolls of 8. The • Nonmagical sources of fire are extinguished.
creature attempts to fulfill both rolls • Whenever a creature makes a ranged attack roll, they
simultaneously to the best of its ability. must roll 2d20 and use the lower, unless it would deal
cold damage.
2 74 C hapter 4 | M agic
• Terrain in the area is Difficult Terrain as hailstones You may dismiss the fog by spending 1 AP on your turn.
pebble the ground. Otherwise, it lasts for the duration.
• When a creature starts its turn in the hailstorm, make Upcharge: +5 ft range per +4 SP.
a magic attack roll against their FORT. If you hit, the
N AT U R E ’ S B O U N T Y
creature is Chilled until the start of their next turn.
Primal Spell, Divining, Intrinsic, Nature
When the spell ends, the hailstones melt at a natural rate.
APC: 5
Upcharge: +5 ft radius per +5 SP.
SPC: 8
H U N T E R ’ S Q UA R RY Range: Sight
Primal Spell, Divining, Intrinsic, Nature Requires: Gesture, Verbal, Visual
APC: 1 Duration: Instantaneous
SPC: 6 By communing with the natural world, your physical needs
Range: 90 ft are provided for.
Requires: Gesture, Verbal, Visual One plant that you see magically produces 3d6 delicious
Duration: 1 hour berries or nuts (depending on the type of tree). These
You mark a target as your prey, consigning it to a swift berries or nuts each remain edible for 8 hours, after which
death. point they shrivel. Before shriveling, a single nut or berry
Choose one creature within range. For the duration, you will provide a Medium or smaller creature with enough
have TA on attacks against that creature. Additionally, for nourishment for one day (creatures of a larger size must
the duration, you gain a +6 bonus to checks made to track eat one additional berry or nut per size they are above
that creature and recall information about it. Medium). If a Bloodied creature eats one of these berries or
Upcharge: +1 hour duration per +4 SP. nuts, it regains 1d2 HP as well.
L I G H T N I N G B O LT N AT U R E ’ S R E M E D I E S
Primal Spell, Evoking, Extrinsic, Weather, Conjuring 1 Primal Spell, Altering, Intrinsic, Nature
APC: 4 APC: 3
SPC: 20 SPC: 4
Range: 100 ft Range: Touch
Requires: Gesture, Verbal, Visual Requires: Gesture
Duration: Instantaneous Duration: Instantaneous
A sizzling bolt of lightning eviscerates all in its path. Using an herbal salve or a quick word of power, you heal a
Choose a point within range and draw a line between creature.
yourself and that point. Make a magic attack against the One creature that you touch regains 1d6 hit points.
ANT of each creature that the line touches. On a hit, deal
NIGHTEYE
6d8 lightning damage and a creature is Dazed until the end
Primal Spell, Divining, Intrinsic, Nature
of their next turn. On a miss, a creature takes ½ as much
APC: 5
damage and is not Dazed.
SPC: 5
MISTS OF THE EVERWILDS Range: Self
Primal Spell, Illusory, Extrinsic, Weather, Conjuring 1 Requires: Gesture
APC: 6 Duration: 1 hour
SPC: 12 You call upon the primal sight of feline hunters, allowing
Range: 300 ft your gaze to pierce the darkness.
Requires: Gesture, Verbal, Visual You can see in nonmagical darkness for 60 ft as if it were
Duration: Up to 10 minutes dim light, and in dim light for 60 ft as if it were bright light.
You conjure forth the appearance of mist, confounding the You cannot discern color while doing so.
senses. Upcharge: If you spend +20 SP on this spell, then you can
Choose a point within range. Illusory fog fills an area in see in magical darkness for the duration as well.
a 40 ft radius from that point. This fog occasionally flickers
PA D FO O T
with lights, as though multicolored fireflies are within. The
Primal Spell, Altering, Intrinsic, Nature
fog provides dim light and imposes the Concealed condition
APC: 5
on any creature within it. A creature can attempt to see
SPC: 3
through the illusory fog by spending 2 AP to make an AWR
Range: Touch
check against your WILL. If they succeed, then the fog fades
Requires: Gesture
to a mere veil for that creature. That creature ignores the
Duration: 10 minutes
Concealed condition of any other creature in the fog, and
By tapping into the subtle blend of shadow and mulch, you
the fog no longer provides dim light for that creature.
silence a creature’s tread.
APTITUDE P S YC H O K I N E T I C M A G I C
When you take the Adept of the Psionic talent, choose one Psionic Magic, Repeatable
aptitude: Clairsentience, Psychokinetics, Metacreativity, You learn three new spells and/or invocations with the
Telepathy, or Psychometabolics. psychokinetics tag.
C O N C E N T R AT I O N P S YC H O M E TA B O L I C M A G I C
Spells with the concentration tag require a lot of mental Psionic Magic, Repeatable
focus to keep running; thus, only one can be active at a You learn three new spells and/or invocations with the
time. If you take damage while doing this, you must make a psychometabolics tag.
Concentration check: 1d20+END. The DC of the check is ½ M E TAC R E AT I V E M A G I C
the amount of damage that you took. Psionic Magic, Repeatable
M A N I F E S TAT I O N You learn three new spells and/or invocations with the
A spell with the manifestation tag costs 0 SP for psions who metacreativity tag.
have the corresponding aptitude (although upcharging still PSIONIC SPELLS
requires SP). Psionic Magic, Repeatable
M E D I TAT I O N You learn two new psionic spells.
Psionic spells and invocations with the meditation tag P S I O N I C V E R S AT I L I T Y
require you to meditate for both the casting and duration Psionic Magic, Repeatable
of the spell. While meditating, you cannot spend AP to do Incompatibilities: Psionic Focus
anything else unless you have talents that specify otherwise. You gain another psionic aptitude.
Unless you have talents that specify otherwise, you cannot
voluntarily end a meditation early. Taking damage ends
meditation immediately. If your meditation ends early, then
the spell or invocation fails.
E
ach time you level up, you may gain a talent. If you POWER SHOT
choose not to gain a talent from one of the class Combat, Archery
stacks in Chapter 3, you can gain one of these talents, Prerequisites: Guarded Shot
provided you meet its prerequisites. Talents are listed You can elect to take a -5 on your attack roll for a +8
sequentially, or alphabetically when there is no sequence. damage bonus. You must declare this before you roll your
attack.
C O M B AT S TA C K
These talents will help you in a variety of combat situations.
CRIT TRACK
BULL RUSH ASTOUNDING CRITICAL
Combat Combat, Crit
If you move 10 ft or more on your turn in a straight line When you crit and roll max damage on a damage die, set
and then hit a creature with a melee attack, you may make that die aside and roll another die of the same type. Repeat
a secondary attack: STR vs FORT. Hit: Knock the creature this process until there are no new maximum dice. Your
Prone if it is no more than two Sizes larger than you. range for critical failure doubles (from a 1 to a 2, or a 2 to
a 4) and critically failing an attack immediately ends your
E X P L O I TAT I V E
turn regardless of how much AP you have remaining.
Combat
You gain the ability to Exploit (Chapter 7, “Maneuvers”). G O FO R T H E K N E E S
Combat, Crit
G I A N T S L AY E R
When you crit against a creature with a weapon attack, it is
Combat
Slowed until the end of its next turn.
Gain TA against creatures that are one or more Sizes larger
than you. GORE
Combat, Crit
OPPORTUNIST
Prerequisites: Bull Rush
Combat
If you crit with the attack made as a part of your Bull Rush,
You gain +2 to hit on Exploit attacks.
your target is automatically knocked Prone and you may
ARCHERY TRACK immediately make another attack against that creature
without expending AP.
CAREFUL SH OT
I M PA L E
Combat, Archery
Combat, Crit
You can deduct any penalties to your ranged weapon attack
If you crit with a two-handed melee weapon that deals
roll, such as those from Cover or TD, from your damage roll
sharp damage, make a secondary attack: DEX vs FORT. Hit:
instead of your attack roll.
the target is Grappled.
COOL UNDER PRESSURE
OPPORTUNISTIC CRIT
Combat, Archery
Combat, Crit
When you make a ranged weapon attack and are within 5 ft
If you crit using Reactive AP, you retain up to 3 of those
of a hostile creature, you do not gain any TD.
Reactive AP, and may attack again if you have enough AP to
G UA R D E D S H O T do so and conditions that triggered your reactive attack are
Combat, Archery still met.
When you make a ranged weapon attack and are within 5 ft
S L O W A N D S T E A DY
of a hostile creature, you do not provoke reactive attacks.
Combat, Crit
POINT BLANK SHOT You gain +1 damage on all damage rolls, but can no longer
Combat, Archery crit. This increases by an additional +1 at levels 10, 20, and
Prerequisites: Guarded Shot 30 to a maximum of +4, but does not work retroactively.
When you make a ranged weapon attack and are within 5 ft
of your target, your crit range increases by 1 (e.g., if you crit
on a 20, now crit on a 19-20).
290 C H A P T E R 5 | S P E C I A L I Z AT I O N TA L E N T S
TRAINING MEETS OPPORTUNITY DUAL WIELD IV
Combat, Crit Combat, Two-Weapon Fighting
Prerequisites: Weapon Expertise, +2 LUCK Prerequisites: Dual Wield III, STR 4
While you have 0 Luck Points, your crit range is increased You can reduce the APC of attacks using your Dual Wield
by 1 with weapons if you have Weapon Expertise with those even if both of your weapons have the hand-and-a-half tag.
weapons.
ONE-HANDED TRACK
DUAL WIELDING
TRACK DUELIST
Combat, One-Handed Fighting
B A S I C D UA L W I E L D When you are using a one-handed weapon and not holding
Combat, Two-Weapon Fighting any other weapons, add +1 to the attack and damage rolls
You can effectively use two light weapons at once. When you make with that weapon.
you make a melee attack with a light weapon and you are
LUNGE
holding a light weapon in your other hand, you can make
Combat, One-Handed Fighting
a melee attack with the second weapon, using 1 fewer AP
When you are using a one-handed weapon and not holding
than you normally would (min 1). You can only reduce the
any other weapons, when you spend AP to make an attack
APC of your attack in this manner once per turn.
with that weapon, you may first move 5 ft as part of the
A DVA N C E D D UA L W I E L D same action.
Combat, Two-Weapon Fighting
Prerequisites: Basic Dual Wield TWO-HANDED TRACK
When you make a melee attack with a weapon and you are
REND
holding a weapon in your other hand, and both weapons
Combat, Two-Handed Fighting
have the light and one-handed tags, you can make a melee
Prerequisites: STR 2
attack with the second weapon, using 1 fewer AP than you
Gain the Rend ability.
normally would (min 1). You can reduce the APC of your
Rend: When you make an attack with a two-handed
second attack any number of times per turn provided that
melee weapon using STR, add double your STR to the
you alternate weapon attacks each time. (Each time you
damage roll, instead of only adding your STR. (END/Rest)
make an attack for the normal amount of AP, you can make
one attack for 1 fewer AP). REND II
Combat, Two-Handed Fighting
BLADE BLOCKER Prerequisites: Rend
Combat, Two-Weapon Fighting
Rend becomes END/Recoup.
Prerequisites: Basic Dual Wield
While you are using two weapons, you gain Resist Physical 2 REND III
against melee attacks. Combat, Two-Handed Fighting
Prerequisites: Rend II, STR 6
BLADE BLOCKER II Rend becomes END/Catch Breath.
Combat, Two-Weapon Fighting
Prerequisites: Blade Blocker, Dual Wield IV G R E AT R E N D
Blade Blocker becomes Resist Physical 4. Combat, Two-Handed Fighting
Prerequisites: Rend, STR 4
D UA L W I E L D When you kill an enemy with a two-handed melee weapon
Combat, Two-Weapon Fighting
using STR, you immediately gain 1 AP. (2/Recoup)
Prerequisites: Basic Dual Wield
You can reduce the APC of attacks using your Dual Wield G R E AT R E N D I I
even if only one of your weapons has the light tag. Combat, Two-Handed Fighting
Prerequisites: Great Rend I, STR 8
D UA L W I E L D I I Great Rend becomes 2/Catch Breath.
Combat, Two-Weapon Fighting
Prerequisites: Dual Wield G R E AT R E N D I I I
You can reduce the APC of attacks using your Dual Wield Combat, Two-Handed Fighting
even if neither of your weapons have the light tag (they Prerequisites: Great Rend II, STR 10
must both still have the one-handed tag). You may use your Great Rend ability indefinitely.
D UA L W I E L D I I I
Combat, Two-Weapon Fighting
Prerequisites: Dual Wield II, STR 2
You can reduce the APC of attacks using your Dual Wield
even if one of your weapons has the hand-and-a-half tag.
C H A P T E R 5 | S P E C I A L I Z AT I O N TA L E N T S 291
HACKING BLOW H A R DY
Combat, Two-Handed Fighting Defense
Prerequisites: Rend You gain additional HP equal to your Level. You may
You may use Rend with a weapon that has the hand-and- recalculate your HP entirely when taking this talent if
a-half tag, but you must be wielding it with two hands in you so desire, following the modified formula 10+(Level)
order to use Rend. d(X)+(Level x2). Additionally, each time you level up, gain
+1 additional HP.
WEAPON TRACK
H A R DY I I
WEAPON EXPERTISE Defense
Combat, Weapon Prerequisites: Hardy, Level 10
Choose a weapon type: one-handed, two-handed, or hand- You gain additional HP equal to your Level. You may
and-a-half. Choose a range: melee, ranged, or reach. recalculate your HP entirely when taking this talent if
Gain +1 to hit and +1 to damage with weapons that have you so desire, following the modified formula 10+(Level)
both of those qualities. d(X)+(Level x3). Additionally, each time you level up, gain
+1 additional HP.
W E A P O N M A S T E RY
Combat, Weapon H A R DY I I I
Prerequisites: Weapon Expertise Defense
Choose a specific weapon with a type for which you have Prerequisites: Hardy II, Level 15
Weapon Expertise (e.g., if you have two-handed, ranged You gain additional HP equal to your Level. You may
Weapon Expertise, you may choose a longbow). Gain +1 to recalculate your HP entirely when taking this talent if
hit and +1 to damage with that type of weapon. you so desire, following the modified formula 10+(Level)
d(X)+(Level x4). You suffer no negative effects from Fatigue
I M P R OV E D W E A P O N M A S T E RY
for the first day you are Fatigued (allowing you to remove
Combat, Weapon
Death Points normally). This ability resets when your
Prerequisites: Weapon Mastery
Fatigue is removed. Additionally, each time you level up,
Choose a weapon for which you have Weapon Mastery.
gain +1 additional HP.
Increase its crit range by 1.
M E AT P I L E
C O M M A N D S TA C K Defense
Incompatibilities: Hardy
These talents will make you better at commanding a room
You gain -2 REF, and gain HP equal to your Level. Your HP
or battlefield with your undeniable presence.
die size becomes 1d20 and you can recalculate your HP
CHARMER following this modified formula: 10+(Level)d20+(Level
Command, Social x2). However, your AR and physical defenses can never
You may make a special attack: +CHA vs WILL of a creature exceed 11. You must roll for your HP when you have this
within 30 ft of you that is not hostile towards you. Hit: They talent.
are Charmed by you for 10 minutes. (2/Recoup)
CHARMER II ARMOR TRACK
Command, Social E VA S I V E
Prerequisites: Charmer Defense, Armor
Charmer becomes 2/Catch Breath. Incompatibilities: Lucky Placement, Impulse, Tough
O N YO U R F E E T If you are not wearing armor, you may use your REF in place
Command, Combat of your AR, but your AR cannot exceed 14 when you do.
You may spend 1 AP to pull an adjacent ally up from being E VA S I V E I I
Prone. Defense, Armor
Prerequisites: Evasive
D E F E N S E S TA C K Your AR cannot exceed 18 when you use this feature.
Through armor or tactics, these talents will improve your E VA S I V E I I I
capacity to avoid or mitigate damage. Defense, Armor
A I N ’ T N O G R AV E Prerequisites: Evasive II
Defense Your AR has no limit when you use this feature.
When you would gain a Death Point at the end of your turn,
you can instead expend an available Luck Point to remove a
Death Point. If this would cause you to reach 0 Death Points,
you regain 1 HP.
292 C H A P T E R 5 | S P E C I A L I Z AT I O N TA L E N T S
C A N ’ T K I L L W H AT YO U CA N ’ T CAT C H SECOND SKIN: LIGHT ARMOR
Defense, Armor Defense, Armor, Repeatable
Prerequisites: Evasive Choose one type of light armor (such as leather or
When an attack that targets your REF misses you, you may gambeson). Gain the armor’s Resist bonus when wearing
move 5 ft. that type of armor. When you level up, you may lose this
talent to gain another Second Skin talent.
PERFECT DODGE
Defense, Armor SECOND SKIN: MEDIUM ARMOR
Prerequisites: Evasive II Defense, Armor, Repeatable
If you would take half damage from an attack that targets Choose one type of medium armor (such as brigandine or
your REF, you instead take no damage. lamellar). Gain the armor’s Resist bonus when wearing that
type of armor. When you level up, you may lose this talent
H E AV Y A R M O R T R A I N E E
to gain another Second Skin talent.
Defense, Armor
Your movement is no longer restricted by wearing heavy S E C O N D S K I N : H E AV Y A R M O R
armor. Defense, Armor, Repeatable
Choose one type of heavy armor (chainmail or plate). Gain
IMPULSE
the armor’s Resist bonus when wearing that type of armor.
Defense, Armor
When you level up, you may lose this talent to gain another
Incompatibilities: Evasive, Tough
Second Skin talent.
If you are not wearing armor, you may use your ANT in
place of your AR, but your AR cannot exceed 14 when you SECOND SKIN: SHIELDS
do. Defense, Armor, Repeatable
Choose one type of shield (such as buckler or kite shield).
IMPULSE II
Gain the shield’s Resist bonus when you have that type of
Defense, Armor
shield equipped. When you level up, you may lose this talent
Prerequisites: Impulse
to gain another Second Skin talent.
Your AR cannot exceed 18 when you use this feature.
IMPULSE III TOUGH
Defense, Armor
Defense, Armor
Incompatibilities: Evasive, Impulse
Prerequisites: Impulse II
If you are not wearing armor, you may use your FORT in
Your AR has no limit when you use this feature.
place of your AR, but your AR cannot exceed 14 when you
LIGHT ARMOR TRAINEE do.
Defense, Armor
You gain +1 AR, REF, and FORT while wearing light armor. TOUGH II
Defense, Armor
LUCKY PLACEMENT Prerequisites: Tough
Defense, Armor Your AR cannot exceed 18 when you use this feature.
Incompatibilities: Evasive
You can use your LUCK (max +4), instead of your DEX, TOUGH III
when calculating your REF. Defense, Armor
Prerequisites: Tough II
LUCKY PLACEMENT II Your AR has no limit when you use this feature.
Defense, Armor
Prerequisites: Lucky Placement U N A R M O R E D AWA R E N E S S
You can use your LUCK (max +8), instead of your DEX, Defense, Armor
when calculating your REF. Prerequisites: Unarmored Defense
You may use Luck Points to force an attacker to reroll You become unnaturally attuned to a battlefield. While you
their attack if they are targeting your REF and not targeting are not wearing armor, you may increase your AWR by +5
other creatures. reactively when you are making an AWR roll or your ANT is
being attacked. This bonus lasts until the beginning of your
LUCKY PLACEMENT III next turn. (1/Catch Breath)
Defense, Armor
Prerequisites: Lucky Placement U N A R M O R E D AWA R E N E S S I I
You can use your LUCK, instead of your DEX, when Defense, Armor
calculating your REF. Prerequisites: Unarmored Awareness
You can use this ability once for 0 Reactive AP, and
indefinitely by spending 2 Reactive AP. Your free use of this
ability recharges when you Catch your Breath.
C H A P T E R 5 | S P E C I A L I Z AT I O N TA L E N T S 293
U N A R M O R E D AWA R E N E S S I I I B U C K L E R S P E C I A L I Z AT I O N
Defense, Armor Defense, Shield
Prerequisites: Unarmored Awareness II Prerequisites: Shield Training
You have three free uses of Unarmored Awareness, which While you have a buckler equipped, you may add 1 AP to a
you regain when you Catch your Breath. Subsequent uses of melee attack you are making, if that attack hits, the creature
Unarmored Awareness cost only 1 AP. gains TD while attacking you until the beginning of your
next turn.
U N A R M O R E D AWA R E N E S S I V
Defense, Armor BUCKLER STRAP
Prerequisites: Unarmored Awareness III, Level 15 Defense, Shield
Your unarmored Awareness increases to +10 AWR, and Prerequisites: Shield Training
you can no longer roll below a 10 on skill checks to discern You may equip a buckler by strapping it to your forearm,
tactical information in the heat of battle. allowing both of your hands to be free.
DEFENSIVE B U C K L E R WA R R I O R
MANEUVERS TRACK Defense, Shield
Prerequisites: Shield Fighting, Buckler Strap
BARREL ROLL You can use a two-handed weapon with a buckler, and can
Defense, Defensive Maneuvers use the two-handed benefits of a hand-and-a-half weapon.
Gain the Barrel Roll ability. SHIELD FIGHTING
Barrel Roll: You gain +2 AR against ranged attacks, and Defense, Shield
when a ranged attack misses you, you can immediately Prerequisites: Shield Training
move 10 ft, ignoring creatures between you and your target You can wield one-handed or hand-and-a-half weapons
space. You can only move in this way once on each round while wielding a shield, but cannot use a hand-and-a-half
(regaining the ability at the start of each of your turns). weapon using two hands.
BARREL ROLL II MEDIUM SHIELD TRAINING
Defense, Defensive Maneuvers Defense, Shield
prerequisites: Barrel Roll Prerequisites: Shield Training
You may use Barrel Roll multiple times per round, but every You gain the Resist abilities of kite shields and heater
barrel roll after the first takes 1 Reactive AP. shields.
B R AW L E R MEDIUM SHIELD TRAINING II
Defense, Defensive Maneuvers Defense, Shield
When two or more hostile creatures are within 5 ft of you Prerequisites: Medium Shield Training
and you have no allies adjacent to you, all of your defenses You gain an additional +1 to your AR while wielding a kite
increase by +1. or heater shield. The first time you use your Raise ability
HUMAN SHIELD after rolling Initiative, it does not cost AP. (1/Catch Breath)
Defense, Defensive Maneuvers MEDIUM SHIELD TRAINING III
You gain +2 to your physical defenses while you have an Defense, Shield
enemy Grappled. Prerequisites: Medium Shield Training II
LURKER While you have a kite or heater shield equipped, you gain
Defense, Defensive Maneuvers +2 to your physical defenses against reactive attacks
When you are Concealed, your AR and your physical triggered by your movement.
defenses increase by +2. MEDIUM SHIELD TRAINING IV
Defense, Shield
SHIELD TRACK Prerequisites: Medium Shield Training III
SHIELD TRAINING If an attack against your REF misses you while you have
Defense, Shield Raise active and are wielding a kite or heater shield, you
You can wield any melee weapon with the one-handed tag take no damage, if you would otherwise take half damage.
while wielding a shield, instead of only a light weapon. You can use your Raise ability for 0 AP 2/Catch Breath.
Gain the Raise ability. MEDIUM SHIELD TRAINING V
Raise: Spend 1AP to raise your shield, gaining +3 to Defense, Shield
physical defenses until the beginning of your next turn. This Prerequisites: Medium Shield Training IV
automatically ends your turn. Your Raise ability instead grants +4 to your physical
defenses until the beginning of your next turn.
You can use your Raise ability for 0 AP 3/Catch Breath.
294 C H A P T E R 5 | S P E C I A L I Z AT I O N TA L E N T S
M E D I U M S H I E L D M A S T E RY T O W E R S H I E L D S P E C I A L I Z AT I O N I V
Defense, Shield Defense, Shield
Prerequisites: Medium Shield Training V Prerequisites: Tower Shield Specialization III
You may now extend the bonus of your Brace ability to one The Cover granted to creatures directly behind you increases
target that remains within 5 ft of you until the start of your to Cover 3 and they are considered Concealed, creatures in
next turn. If the creature leaves a space that is within 5 ft of squares directly or diagonally behind you and within 10 ft of
you, it loses this benefit even if it returns. you gain Cover 1.
SHIELD SIBLINGS TOWER SHIELD MASTERY
Defense, Shield, Synergy Defense, Shield
Prerequisites: Shield Training Prerequisites: Tower Shield Specialization IV
While you are within 5 ft of another creature with the Shield The Cover granted to creatures in squares directly or
Training talent, you both gain +1 AR. If they also have the diagonally behind you and within 10 ft gain Cover 2. You
Shield Siblings talent, this increases to +2 AR, and you may now wield a tower shield with only one arm, however
cannot be flanked while within 5 ft of each other. when you make a melee attack, you only gain Cover 3
instead of Total Cover until the beginning of your next turn.
S H I E L D WA L L
Defenses, Shield, Synergy
Prerequisites: Shield Siblings M I S C S TA C K
While you are within 5 ft of another creature with this These talents offer a variety of miscellaneous bonuses.
talent and you are both wielding tower shields, you gain the
A N I M A L C O M PA N I O N
following benefits.
Misc Specialization
Whenever both shields are Raised and one of you moves 5
You gain a small, mundane animal companion, such as a
ft, the other may move 5 ft as well without expending AP.
songbird or hamster. This creature does not have statistics
If you are moving into a space that another creature
or participate in combat, but you can communicate very
occupies, you may make a special attack: STR vs FORT,
surface level thoughts with it, such as “Danger” or “Happy.”
adding your Shield Siblings AR bonus to your attack roll.
Hit: That creature is pushed back 5 ft. FA M I LY H E I R L O O M
Neither you nor your Shield Sibling can be moved against Misc Specialization
your will while both shields are Raised. Prerequisites: Must be Character Level 1 (cannot take at
higher levels)
SHIELD BASH You have a special item: either a set of armor, or a weapon
Defense, Shield
that to anyone else would seem mundane, but to you holds
Prerequisites: Shield Training
great value. Deduct half of its cost from your starting gold.
If you have a kite or heater shield equipped and the
If it is armor, you gain +1 AR and WILL at levels 1, 10, 20,
additional AR you receive from having that shield equipped
and 30. If it is a weapon, you gain a +1 to hit with this
causes a melee weapon attack to miss you, you make a
weapon at levels 1, 10, 20, and 30.
Shield Bash reactive attack for 1 Reactive AP, automatically
hitting for 1d4 + STR damage.
PR I M A L A S PEC T
T O W E R S H I E L D S P E C I A L I Z AT I O N TA L E N T S
Defense, Shield
Prerequisites: Shield Training To gain access to Primal Aspects, you must take one or more
You no longer suffer -5 ft speed while wielding a tower talents in the Berzerker, Oracle, and/or Ranger classes or
shield. find another way to access to them, such as a magical boon
from an Archfae.
T O W E R S H I E L D S P E C I A L I Z AT I O N I I
Defense, Shield PRIMAL ASPECT
Prerequisites: Tower Shield Specialization Primal Aspect, Repeatable
You may spend 1 AP to move 5 ft once on your turn when Prerequisite: Access to Primal Aspects
your tower shield is Raised. Learn a Primal Aspect. If you know more than one, you
can only gain the benefits of one at a time. You can choose
T O W E R S H I E L D S P E C I A L I Z AT I O N I I I which Primal Aspect is active each time you complete a Rest.
Defense, Shield
Prerequisites: Tower Shield Specialization II P R I M A L A S P E C T FO C U S
The Cover granted to creatures directly behind you increases Primal Aspect
to Cover 2, and when you move 5 ft, that creature can move Prerequisites: At least 2 Primal Aspects
with you without expending AP. Choose 2 Primal Aspects that you know. You may switch
between those Aspects freely when not in Initiative,
C H A P T E R 5 | S P E C I A L I Z AT I O N TA L E N T S 295
and by spending 1 AP when you are in Initiative. P R I M A L A S P E C T FO C U S I V
If you know more than 2 Aspects, you can choose which 2 Primal Aspect
are available to switch between upon Taking a Rest. Prerequisites: Primal Aspect Focus III, Character Level 15
If you have transferred an Aspect to an ally, it is You can have 3 Aspects active at once and can switch
unavailable to you. between which aspects you have active freely when not in
P R I M A L A S P E C T FO C U S I I combat, or by spending 1 AP per Aspect switch on your turn
Primal Aspect during Initiative.
Prerequisites: Primal Aspect Focus PRIMAL ASPECT TRANSFERENCE
You can switch between any of your Primal Aspects, even if Primal Aspect
you know more than 2, using your Aspect Focus. Prerequisites: Primal Aspect Focus
P R I M A L A S P E C T FO C U S I I I Choose a willing ally and spend 1 hour meditating, training,
Primal Aspect sparring, etc. At the end of this ritual, that ally can benefit
Prerequisites: Primal Aspect Focus II, Character Level 10 from an Aspect that you know but is not currently active for
You can have 2 Aspects active at once and can switch you. The Aspect activates when you choose (0 AP on your
between which aspects you have active freely when not in turn or your ally’s turn) and lasts for 10 minutes. (1/Rest)
combat, or by spending 1 AP per Aspect switch on your turn PRIMAL ASPECT TRANSFERENCE II
during Initiative. Primal Aspect
Prerequisites: Primal Aspect Transference
Primal Aspect Transference becomes 3/Rest.
P R I M A L A S P E C T TA L E N T S
Aspect: Al’An You cannot be Surprised and creatures cannot gain TA against you from being Unseen.
Aspect: Heq You gain a +2 bonus on rolls when attempting one of these Maneuvers: Shove, Grapple, or Trip.
Aspect: Leshy You can always find food and shelter in the wild for yourself and 6 other individuals if given at least
4 hours to prepare. If you do not have 4 hours to prepare, you instead gain +2 on all Survival and
Observation checks made to find food and shelter.
Aspect: Porov Gain +6 to Smithing and Masonry checks.
Aspect: Sekh 1 AP: You can leap 10 ft in a line towards an enemy you can see, attacking their REF with a weapon you
are holding. On a hit, they fall Prone.
Aspect: Stoll Commune with the body of a deceased, briefly gaining a connection with its soul. You gain surface level
insights into its state of emotions and wellbeing from the 4 hours leading up to its death, but not exact
thoughts or words. (1/Catch Breath)
Aspect: Tamat For 10 minutes, gain awareness of nearby magic: If a creature or object is within 30 ft of you and you can
see it, you know if it is magical or under the effects of magic. You learn the Source and Function of that
magical effect. (1/Recoup)
Aspect: Vele 1 AP: Creatures within 5 ft of you gain Shield HP equal to your Character Level. While they have this Shield
HP, attacks against them have TD. (1/Catch Breath)
Aspect: Woden Gain +6 to Vehicles* [water] and Navigation checks.
S K I L L S TA C K ALCHEMY EXPERT
Skill Specialization
These talents offer you a small bonus in addition to giving
Gain +3 in the Alchemy skill.
you more Skill Points.
Each time you Take a Rest, you can craft a tonic or a vial
A C R O B AT of caustic flame. Either option loses its potency after 24
Skill Specialization, Repeatable hours.
Gain +6 Skill Points that you can spend on any skills with Tonic: When a creature drinks this tonic, it regains 1d4
the acrobatics tag. HP.
296 C H A P T E R 5 | S P E C I A L I Z AT I O N TA L E N T S
Flame Vial: A creature can throw this vial as an ASTRONOMER
improvised thrown weapon. If it hits, the target creature Skill Specialization
gains the Burning (1d4) condition. Gain +3 in the Astronomy skill.
A LITTLE BIT OF SOUL If you can see the stars, you can use your Astronomy skill
Skill Specialization when navigating or mapping (as if it were the Cartography
Gain +6 Skill Points that you can spend on any skills with or Navigating skills).
the INT tag. Additionally, when making a check with a skill AT H L E T E
that has the crafting or knowledge tag, and that is a skill Skill Specialization, Repeatable
you have Skill Points for, you may use your CHA instead of Gain +6 Skill Points that you can spend on any skills with
your INT for your skill check. the athleticism tag.
ANIMAL WHISPERER AWA R E
Skill Specialization Skill Specialization, Repeatable
Gain +3 in the Animal Handling skill. Gain +6 Skill Points that you can spend on any skills with
You gain the ability to calm agitated animals. By spending the AWR tag.
3 AP, you may choose one Beast within 20 ft of you. Make an
BALANCED
Animal Handling check against the creature’s WILL. If you
Skill Specialization
succeed, then you Charm the creature and it will not harm
Gain +3 in the Balancing skill.
you, though it will not go out of its way to help you. (1/
When a creature attempts to knock you Prone, instead of
Rest)
using your defense against that particular effect, you may
ANIMAL TRAINER choose to roll a DEX (Balancing) skill check instead. If you
Skill Specialization meet or exceed their attack roll, you do not fall Prone (but
Prerequisites: Animal Whisperer still suffer damage or other effects, provided that they hit
If you use your Animal Whisperer ability on the same beast your appropriate defense).
once per day for a month, the creature becomes a loyal pet.
BIOLO GIST
It trusts you and will risk its life to protect you.
Skill Specialization
A R CA N I S T U N D E R S T U DY Gain +3 in the Biology skill.
Skill Specialization You can immediately identify if a creature has the beast
Gain +3 in the Arcana skill. tag or monstrosity tag, or if it has neither. This costs 0 AP.
You learn one arcane cantrip of your choice. INT is your
BREWER
magic attribute for this cantrip. If you already know arcane
Skill Specialization
magic through a different talent, use that magic attribute
Gain +3 in the Brewing skill.
instead.
Your drinks are particularly delicious. When you Take
ARTIST ASPIRANT a Rest, you can create one serving of a beverage of your
Skill Specialization choice. A creature that consumes it gains 1d6 Shield HP.
Incompatibilities: Entertainer (Artist) background
BREWING EXPERT
Gain +3 in the Art skill.
Skill Specialization
Given one week of downtime, you can create one piece of
Prerequisites: Brewer
art. If you sell it, it earns you 1d10+10 sc.
Gain +3 in the Brewing skill.
ARTISTIC APPRENTICE You can now produce three servings of your beverage
Skill Specialization when you use your Brewer feature.
Prerequisites: Artist Aspirant
BY F E E L , N O T M E A S U R E
Gain the entry level of the Entertainer Profession. You must
Skill Specialization
choose the Artist track instead of the Performer track.
Gain +6 Skill Points that you can spend on any skills with
This replaces your Artist Aspirant Talent.
the INT tag. Additionally, when making a skill check with
ASTROLO GER the crafting or knowledge tags, you may use your AWR
Skill Specialization instead of your INT for your Skill Check.
Gain +3 in the Astrology skill.
CALLIGRAPHER
When you Take a Rest, roll 1d20 and write down the
Skill Specialization
result. At any point before the next time you Take a Rest,
Gain +3 in the Calligraphy skill.
when you roll a d20, you may choose to replace it with the
When you spend an hour of uninterrupted concentration
number that you wrote down. (1/Rest)
and the requisite supplies, you can perfectly mimic any
creature’s handwriting and/or make an exact copy of one
page of text. You cannot Recoup while doing this, given the
amount of concentration such endeavors require.
C H A P T E R 5 | S P E C I A L I Z AT I O N TA L E N T S 297
CAREFUL A P P R AI S E R COBBLING MASTERY
Skill Specialization Skill Specialization
Gain +3 in the Appraising skill. Prerequisites: Cobbler
When you Take a Rest, you may choose one weapon, set Each time you Take a Rest, you may patch three pairs of
of armor, or item and carefully clean it to increase its value. shoes. For the next 24 hours, whoever wears those shoes
You can sell such an item for 110% its original cost. You gains a +3 bonus to the Forced March skill.
cannot use this ability multiple times on the same object.
CONTORTIONIST
CARP E NT ER Skill Specialization
Skill Specialization Gain +3 in the Contorting skill.
Gain +3 in the Carpentry skill. Moving through spaces that would require you to Squeeze
If you spend an hour reinforcing a door, gate, or section of costs no additional movement.
wall with wooden planks, you may increase its DT by 5. You
CRAFTER
cannot do this to an area larger than 20 ft 2.
Skill Specialization, Repeatable
CARTO GRAPH E R Gain +6 Skill Points that you can spend on any skills with
Skill Specialization the crafting tag.
Gain +3 in the Cartography skill.
DA N C E R
After charting an area (which takes a minimum of 1 week
Skill Specialization
of exploration), you may sell a map of that area. You may
Gain +3 in the Dancing skill.
sell one map per day per area that you have charted, and
Your REF increases by +1.
each map sold earns you 5 sc.
DECKHAND
C H A R I S M AT I C Skill Specialization
Skill Specialization, Repeatable Gain +3 in the Vehicles* [water] skill.
Gain +6 Skill Points that you can spend on any skills with You can book passage on a boat or ship for free, provided
the CHA tag. that you contribute to maintaining the vessel. A ship that is
CHEF already overstaffed might still turn you down.
Skill Specialization DEXTROUS
Gain +3 in the Cooking skill.
Skill Specialization, Repeatable
Your artistic sense of how to mingle flavors allows you
Gain +6 Skill Points that you can spend on any skills with
to improve any food and drink. When a creature consumes
the DEX tag.
food or drink that you have had at least ten minutes to
modify, you Charm that creature for 1 hour. At the end of DISGUISE ARTIST
this time, the creature is not aware that they were Charmed. Skill Specialization
Gain +3 in the Disguising skill.
CHEMIST You no longer need a disguise kit to make a Disguising
Skill Specialization check, provided that you are able to change your clothing,
Gain +3 in the Chemistry skill. hairstyle, props, etc.
Your profound understanding of how to mix chemicals
enables you to manipulate the qualities of food and drink. D I S TA N C E R U N N E R
When a creature consumes food or drink that you have had Skill Specialization
at least one minute to modify, you may roll a Chemistry skill Gain +3 in the Distance Running skill.
check against that creature’s FORT. If you hit, they become You can run a number of miles equal to your END x 2
Sickened for 1 hour. (min. 2 miles) at a steady pace before needing to make
Any magic that reveals poison reveals this tampering. Distance Running checks.
COBBLER DRIVER
Skill Specialization Skill Specialization
Gain +3 in the Cobbling skill. Gain +3 in the Vehicles* [land] skill.
Each time you Take a Rest, you may patch a pair of shoes. You have a way of coaxing vehicles beyond their normal
For the next 24 hours, whoever wears those shoes gains a capacity. Vehicles that you drive can traverse more uneven
+3 bonus to the Forced March skill. terrain than they normally could without penalty, and they
ignore Difficult Terrain imposed from rocks, debris and the
298 C H A P T E R 5 | S P E C I A L I Z AT I O N TA L E N T S like.
Difficult Terrain imposed by mud or sludge still slows your FO R A G E R
vehicle. Skill Specialization
DUNGEONEER Gain +3 in the Foraging skill.
Skill Specialization When you Take a Rest, you can always find a minimum of
Gain +3 in the Dungeoneering skill. 1 day’s worth of rations, even if you do not make a Foraging
Your ANT increases by +1. check. (If you are in an extremely bleak environment, such
as the void of space, your MC might rule that this ability
E AV E S D R O P P E R
does not work.
Skill Specialization
Gain +3 in the Eavesdropping skill. FO R C E F U L
When you make an Eavesdropping check, you may roll Skill Specialization
2d20 and use the higher. (1/Rest) Gain +3 in the Applied Force skill.
When you have a mechanism to leverage your strength to
ECONOMIST
greater effect, such as a crowbar and a fulcrum, then when
Skill Specialization
you make an Applied Force check, treat any d20 roll of 1-9
Gain +3 in the Economics skill.
as if it were a 10.
By spending 1 month in a town or urban area, you can
gain +1 Goodwill among the Aristocracy or Mercantile FO R G E RY
spheres (your choice each time). You may sell your services Skill Specialization
as an economist for 10 sc weekly while in a settled area. Gain +3 in the Forging skill.
If you assemble nice inks and fine papers before you forge
E M PAT H E T I C
a document, you can make it more convincing. For every 10
Skill Specialization
sc you spend, add +1 to your Forging check. (1/Rest)
Gain +3 in the Empathy skill.
Once when you Take a Rest, you may commiserate with a FO R T U I T O U S
companion of your choice. Make an Empathy check against Skill Specialization
a DC set by your MC. If you succeed, your companion Gain +3 in the Fortuity skill.
removes a permanent Charmed, Enthralled, Frightened, or When making a Fortuity skill check, your crit range
Phobic condition. increases by 3 (e.g., from 20 to 17-20). The maximum crit
range is still 16-20.
ENDURING
Skill Specialization, Repeatable GEO GRAPHER
Gain +6 Skill Points that you can spend on any skills with Skill Specialization
the END tag. Gain +3 in the Geography skill.
When your visibility is not restricted, if there is at least
ENGINEER
one notable landmark within sight, you can estimate your
Skill Specialization
distance from the nearest settled area. This estimation is
Gain +3 in the Engineering skill.
within 1 mile of being perfectly accurate.
You can consult on building repairs to earn 10 sc per week
while in an urban area. GLASSBLOWER
Skill Specialization
E N T E R TA I N E R A S P I R A N T
Gain +3 in the Glass Blowing skill.
Skill Specialization
You may make a Glassblowing check to make a plate or
Gain +3 in the Entertaining skill.
goblet, doing so successfully on a roll of 15 or higher. You
When in an inn or tavern, you can perform in exchange
may make a flute on a roll of 20 or higher. You can use these
for free room and board.
items or sell them for 125% their normal market rate. (1/
E N T E R TA I N E R Week)
Skill Specialization
GOSSIPPER
Prerequisites: Entertainer Aspirant or Musician
Skill Specialization
Gain the entry level of the Entertainer Profession. You must
Gain +3 in the Gossiping skill.
choose the Performer track instead of the Artist track.
You can gossip to sully someone’s reputation, provided
This replaces your Entertainer Aspirant Talent.
that they are not there. Make a Gossiping check against a
E VA D E R DC equal to 15 + that creature’s CHA. If you hit, they lose 1
Skill Specialization Goodwill. You can only do this 1/Rest, and can only target
Gain +3 in the Evading skill. the same creature 1/Week.
When a creature makes an AWR check to notice you, if
you are not in combat, you may move up to 20 ft before
the check is resolved, potentially mitigating the check
altogether. (2/Rest)
C H A P T E R 5 | S P E C I A L I Z AT I O N TA L E N T S 299
HISTORIAN You can produce a work of very precious jewelry provided
Skill Specialization that you have some form of precious mineral. Make a
Gain +3 in the History skill. Jeweling roll. You can sell your jewelry for that many dc.
After reading something from a book, you can recall it (1/Month)
with perfect accuracy for 1 year, unless your memory is KNOWLEDGEABLE
magically modified. Skill Specialization, Repeatable
INFLUENCER Gain +6 Skill Points that you can spend on any skills with
Skill Specialization, Repeatable the knowledge tag.
Gain +6 Skill Points that you can spend on any skills with L AW Y E R
the influence tag. Skill Specialization
INTELLIGENT Gain +3 in the Law skill.
Skill Specialization, Repeatable While staying in a friendly settlement you may sell your
Gain +6 Skill Points that you can spend on any skills with services as a lawyer or mediator to settle local disputes.
the INT tag. Doing so earns you a number of sc each week equal to your
Law skill, and increases your community Goodwill by +1 at
I N T I M I D AT O R
the end of each month.
Skill Specialization
Gain +3 in the Intimidating skill. LEADER
Before attempting to intimidate someone, you can study Skill Specialization
them to determine how to effectively frighten them. After Gain +3 in the Leadership skill.
spending 1 minute studying them, make an AWR/Intuiting When you take your first turn after rolling Initiative, gain
check against a creature’s WILL. If you succeed, then you +5 ft speed when you spend AP to move.
know exactly how to get under their skin. Roll 2d20 and use L E A N -T O
the higher when you make your Intimidating roll. (1/Rest) Skill Specialization
INTUITIVE Gain +3 in the Sheltering skill.
Skill Specialization When you fail a Sheltering check, you may spend 30
Gain +3 in the Intuiting skill. minutes to create a lean-to, provided that rocks, brambles,
Your intuition extends beyond living people to intellectual and the like are in your area. This provides minimal
fields as well. When you would make an INT roll, you can protection from wind and extreme temperatures, granting
add your Intuiting bonus. (1/Rest) you and other creatures that use it a +2 bonus on END
checks made to resist extreme weather.
I N V E S T I G AT O R
Skill Specialization L E AT H E R W O R K E R
Gain +3 in the Investigating skill. Skill Specialization
When making an Investigating check, you can add your Gain +3 in the Leatherworking skill.
Fortuity on top of your Investigating. (1/Rest) You can produce a nice leather good provided that you
have some form of animal hide. Make a Leatherworking roll.
J AC K O F A L L T R A D E S
You can sell your goods for that many sc. (1/Week)
Skill Specialization
Gain +3 in the Savoir Faire skill. LOCKPICKER
You can present yourself to another character as though Skill Specialization
you have 1 professional rank in any occupation of your Gain +3 in the Lockpicking skill.
choice. This deception is nonmagical and lasts for 1 hour. When you are in a settled area, you can scrounge for
(1/Rest) supplies for 1d6+1 rounds to find tools that you can use
to pick a lock, even if they would not normally be viable
JEWELER
lockpick tools. (1/Rest)
Skill Specialization
Gain +3 in the Jeweling skill. LUCKY
You can produce a work of semiprecious jewelry, provided Skill Specialization, Repeatable
that you have some form of mineral. Make a Jeweling roll. Gain +6 Skill Points that you can spend on any skills with
You can sell your jewelry for that many sc. (1/Rest) the LUCK tag.
J E W E L RY E X P E R T MASON
Skill Specialization Skill Specialization
Prerequisites: Jeweler, at least 3 Professional Ranks Gain +3 in the Masonry skill.
Gain +3 in the Jeweling skill. You can produce a nice stone good provided that you have
some form of stone to work with. Make a Masonry roll. You
can sell your goods for that many sc. (1/Week)
300 C H A P T E R 5 | S P E C I A L I Z AT I O N TA L E N T S
MEDIC P E R FO R M E R
Skill Specialization Skill Specialization, Repeatable
Gain +3 in the Medicine skill. Gain +6 Skill Points that you can spend on any skills with
When you have medical supplies and apply them to a the performance tag.
Bloodied creature, it regains 1d6 HP. (1/Rest)
PERSUASIVE
M E N AC E Skill Specialization
Skill Specialization Gain +3 in the Persuading skill.
Gain +3 in the Menacing skill. You can cast the Charm Creature primal chant using your
When you menace someone, you may first display your Persuading bonus for the attack roll, which does not count
strength to show that you mean business. Make a STR/ as magical when cast in this way. (1/Rest)
Applied Force check vs the creature’s WILL. If you hit, then
PICKPOCKET
you can roll 2d20 for your Menacing check, keeping the
Skill Specialization
higher. (1/Rest)
Gain +3 in the Sleight of Hand skill.
MUSICIAN When you have an item with the light tag on your person,
Skill Specialization you can give it the concealed tag as well. Only two such
Gain +3 in the Instrument [your choice] skill. items can gain this benefit at a time.
When in an inn or tavern, you can perform in exchange
POLITICIAN
for free room and board.
Skill Specialization
N AT U R A L I S T Gain +3 in the Politics of [choose region] skill.
Skill Specialization You may leverage favors to secure a meeting with a
Gain +3 in the Nature skill. noble or politician who outranks you. Choose an NPC with
If you gather plant matter that would normally be professional ranks equal to or less than your professional
inedible, you can make one day’s worth of rations out of it. ranks + 1. They will meet with you within 24 hours after
(1/Week) you make the request. (1/Week)
N AV I G AT O R POTTER
Skill Specialization Skill Specialization
Gain +3 in the Navigating skill. Gain +3 in the Pottery skill.
So long as you can see a natural landmark, you cannot You can produce some pottery provided that you have
become lost, except by magical means. some form of clay to work with. Make a Pottery roll. You can
sell your goods for that many sc. (1/Week)
O B S E R VA N T
Skill Specialization, Repeatable POWERLIFTER
Gain +6 Skill Points that you can spend on any skills with Skill Specialization
the observation tag. Gain +3 in the Athletics skill.
You can carry two additional Unwieldy items without
OFFICER
being encumbered.
Skill Specialization
Gain +3 in the Military skill. PRACTICE MAKES PERFECT
You know how to speak with military officials. You can Skill Specialization
request an audience with any military officer who has Gain +6 Skill Points you can spend on any skills with the
professional ranks in the militant occupation and they will INT tag. Additionally, when making a skill check with the
meet with you within 24 hours of your request. crafting or knowledge tags, you may use your DEX instead
of your INT for your skill check.
PA I N T E R
Skill Specialization RELIGIOUS
Gain +3 in the Painting skill. Skill Specialization
You can produce a nice painting provided that you have Gain +3 in the Religion skill, choosing which religion.
some form of canvas and pigments. Make a Painting roll. Most religious centers will provide food and shelter to you
You can sell your goods for that many sc. (1/Week) for free, even if you do not share their faith (extremists and
secretive cults will not extend this courtesy to you).
PERCEPTIVE
Skill Specialization S C AV E N G E R
Gain +3 in the Perceiving skill. Skill Specialization
When you make a check with another skill that has Gain +3 in the Scavenging skill.
the observation tag, you can add ½ your Perceiving as an When you fail a Scavenging check, you may instead treat
additional bonus. (1/Rest) it as the lowest tier of success. (1/Rest)
C H A P T E R 5 | S P E C I A L I Z AT I O N TA L E N T S 301
SMITH S U R V I VA L I S T
Skill Specialization Skill Specialization, Repeatable
Gain +3 in the Smithing skill. Gain +6 Skill Points that you can spend on any skills with
You can repair damaged and broken weapons and armor the survival tag.
that are made of metal. If all of the pieces of the weapon
SWIMMER
or armor are still available, you can completely restore a
Skill Specialization
weapon or armor set. (1/Week)
Gain +3 in the Athletics skill.
SNEAK You may give yourself a swim speed equal to your walking
Skill Specialization speed for 1 minute. (1/Rest)
Gain +3 in the Sneaking skill.
TRACKER
If you are hidden or Concealed, you may move up to
Skill Specialization
20 ft without being spotted, so long as you also end your
Gain +3 in the Tracking skill.
movement remaining hidden or concealed. (1/Rest)
When you fail a Tracking skill check, you may count it as
SPRINTER the lowest tier of successful. (1/Rest)
Skill Specialization TUMBLER
Gain +3 in the Sprinting skill.
Skill Specialization
When you roll Initiative, you can give yourself +5 ft speed
Gain +3 in the Tumbling skill.
when you spend AP to move. This lasts for the duration of
You can stand from being Prone for 0 AP on your turn,
the fight. (1/Rest)
provided that your movement is not restricted.
S TA M I N A W E AV E R
Skill Specialization, Repeatable Skill Specialization
Gain +6 Skill Points that you can spend on any skills with Gain +3 in the Weaving skill.
the stamina tag. You can produce woven goods provided that you have
STRONG some form of yarn or string to work with. Make a Weaving
Skill Specialization, Repeatable roll. You can sell your goods for that many sc. (1/Week)
Gain +6 Skill Points that you can spend on any skills with
WHITTLER
the STR tag.
Skill Specialization
SUBVERTER Gain +3 in the Woodcarving skill.
Skill Specialization, Repeatable You can produce whittled trinkets provided that you have
Gain +6 Skill Points that you can spend on any skills with some form of wood to work with. Make a Woodcarving roll.
the subterfuge tag. You can sell your goods for that many sc. (1/Week)
302 C H A P T E R 5 | S P E C I A L I Z AT I O N TA L E N T S
CHAPTER 6: EQUIPMENT
A
ny adventurer will need weapons, armor, and If your roll equals or exceeds your target’s defense
equipment to go on their grand quests. This (usually AR, but some attacks will target other defenses),
chapter provides detailed information on weapons, then you hit your target. Roll for damage.
armor, gear, goods, services, and even how you might use
magic items. The MythCrafter’s Guide contains additional DE A L I N G DA M AG E
information that your MC might use to adjust the economy, When you hit with a weapon attack, you deal damage. Roll
as well as a list of magic items that they might present to the amount of damage specified in the Damage column on
you. the weapons tables below and add the attribute specified
in the Attr. column. The creature takes that much damage,
S TA RT I N G G E A R subtracting it from their current HP.
Each background specifies how much wealth you start with. If a weapon says that it deals “physical” damage, that
In addition to the equipment you gain from your profession means you can choose whether you deal blunt or sharp
and background, all adventurers get the following: damage each time you use it. Polearms often have this
1. A) 2 one-handed melee weapons, or B) 1 two-handed property, given that you can often attack with either the
or hand-and-a-half melee weapon, or C) 1 one-handed bladed end or the butt of the weapon.
melee weapon and a shield (buckler) More detailed rules on damage, as well as dealing extra
2. A) 1 shortbow and 20 arrows, or B) 1 crossbow and 20 damage on critical hits, can be found in chapter 7.
bolts, or C) 3 javelins
3. or you can forego equipment in both 1. and 2. for an
W EA P ON R A NGE
amethyst wand You can only make an attack against a creature when that
4. A) 1 quarterstaff, or B) 1 hatchet, or C) 2 daggers, or D) creature is within your weapon’s range. Each weapon
2 knives, or E) 1 cestus, or F) 1 brass knuckles specifies its range on the weapons tables below.
5. 2 trinkets MELEE
Your profession and background may specify that you gain If a weapon has the melee property, then you can attack
additional equipment. any creature within 5 ft of you. Any abilities you have that
increase your reach can enhance this.
W EA P ONS
RANGED
While some adventurers rely more heavily on their weapons
If a weapon has the ranged property, you cannot use it as
than others, virtually every hero will need some form of
a melee weapon, but you can attack creatures within your
weapon at their side.
weapon’s specified range.
M A K I N G AT TA C K S REACH
To attack with a weapon, you have to spend a certain If a weapon has the reach property, then it functions as a
amount of AP. Weapons have unique APC (Action Point melee weapon, but the distance that you can attack with
Costs) listed in the weapons tables below. Some weapons that weapon is greater than 5 ft.
have a set APC: A dagger always costs 2 AP, and a crossbow THROWN
always costs 3 AP. If a weapon has the thrown property, you can use it as
Some weapons have APC formulas; these are a little more a melee weapon or you can throw it up to the specified
complex. For example, a longsword has an APC of 5-STR, thrown distance. Once you throw a weapon, you no longer
min 2. This means that using a longsword has an APC of have it in hand.
5, but you subtract your STR attribute from the APC, to a
minimum of 2. W E A P O N TA G S
When you spend AP to make an attack, roll 1d20 and Weapons will have one or more tags that give the weapon
add your relevant attribute. The attribute you use for a unique properties.
weapon is dependent upon that weapon and is specified in
the Attribute column on the weapons tables below. This will
usually be STR or DEX.
W EA P ON LI S TS
Below is a list of many weapons you might want to use on your quests. All weapon costs are in silver coins (sc).
AXES
Weapon Damage Attr. APC Range Tags Cost
Battle Axe 1d8 sharp STR 5-STR, min 3 Melee Hand-and-a-Half (1d10) 35
BLADES (SMALL)
Weapon Damage Attr. APC Range Tags Cost
KUNAI KUSARIGAMA
You can tie your kunai to a cord; if you do, it loses its While you are wielding a kusarigama with two hands, you
Thrown property but gains base reach 15 ft. gain +1 AR. While wielding it one-handed, you gain base
reach 10 ft.
BLADES (LARGE)
Weapon Damage Attr. APC Range Tags Cost
Katana 1d8 sharp DEX 5-DEX, min 3 Melee Hand-and-a-Half (1d10) 120
Nodachi 2d6 sharp DEX 8-STR, min 3 Reach 10 ft Two-Handed, Unwieldy 140
Morningstar 1d8 physical STR 5-STR, min 3 Melee Hand-and-a-Half (reduce APC 40
by 1, min 2)
Nunchucks 1d4 blunt COR 12-COR, Melee One-Handed, Light 30
min 2
Quarterstaff 1d4 blunt DEX 3 Melee Hand-and-a-Half (reduce APC 5
by 1, min 2)
Tetsubo 1d8 blunt STR 4-STR, min 2 Melee One-Handed 50
RANGED
Ammunition: If your weapon uses ammunition, you can purchase 10 arrows, bolts, or other relevant ammunition for 1 sc.
Oak Wand 1d10 fire INT 6-AWR, min 2 Ranged 60 ft One-Handed 150
Ruby Wand 1d6 fire CHA 3-INT, min 2 Ranged 40 ft One-Handed 400
Sapphire Wand 1d8 lightning INT 4-CHA, min 2 Ranged 80 ft One-Handed 380
MISCELLANEOUS
Weapon Damage Attr. APC Range Tags Cost
War Pick 1d12 physical STR 6-STR, min 3 Melee Two-Handed, Unwieldy 25
War Scythe 2d4 sharp DEX 4-DEX, min 2 Melee Two-Handed, Unwieldy 50
Whip 1d4 sharp DEX 5-DEX, min 2 Reach 10 ft One-Handed, Light, Special 25
BOOMERANG NET
When you throw a boomerang, it comes back to you at the On a hit, the target takes no damage, but is Restrained
start of your next turn unless it is knocked to the ground or (Escape DC 15). Nets have 15 HP, 10 AR, REF, and FORT,
physically blocked. and Immune Blunt.
If it hits an enemy, it still comes back to you.
WHIP
C AT- O - N I N E S When you attack with your whip, if you hit, you can spend
If you crit with a Cat-o-Nines, inflict Bleeding (1d4) on the 2 additional AP to make a second attack against a target’s
target creature. REF; on a hit, if the target is Large or smaller, it falls Prone.
Hide 11 - +1 - - - - - - Cold 3 25
Leather 11 +1 - - - - - - - Blunt 1 17
Robes 10 - - - +1 +1 - - - Psychic 3 22
(Command)
Robes 10 - +2 - - - - - - Necrotic 3, 55
(Corruption) Corrosive 3, Toxic
3
Robes 11 +1 +1 - - - - - - Elemental 3 75
(Elemental)
Robes (Mage) 10 +1 +1 +1 +1 +1 - - - Energy 2, 105
Elemental 2
SHIELDS
Armor AR REF FORT ANT LOG WILL STR DEX Speed Resist Cost
min max
Buckler - +2 - +2 - - - - - Physical 1 10
Heater Shield +1 +1 - +1 - - - - - Physical 2 50
TOWER SHIELD
Tower shields have the two-handed and unwieldy tags. Rather than improving your AR or your other defenses, tower shields
grant you Total Cover on one side.
You may spend 2 AP to raise the shield, which grants Partial Cover to a creature standing directly behind you, provided that
the creature is your Size or smaller.
T R I N K ETS
You might have one or more trinkets that have sentimental value. You can make up such items or roll on the table below.
Trinket d100 Trinket d100 Trinket d100
A chip of obsidian that 1 Strand of jewelry that used 6 Sheet of parchment with an 11
seems to draw in ambient to be woven into your impossible geometric design
light parent’s beard or hair scrawled on it in dark ink
A leather cord necklace with 2 Brooch of status that 7 Mote of lava that is 12
a trophy from the first foe belonged to a parent or somehow contained inside
you fought (such as a tooth, mentor a glass bead and is cool to
claw, or horn) the touch
Ring with your family crest 3 Bracelet with a locket that 8 A pouch of sand that is 13
or the crest of your local has a descriptive word on it, always just damp enough to
political leader such as “hero” or “traitor” hold its own form
Coin-sized seed that holds 4 Banner, insignia, or pin 9 Scroll of sheet music 14
sentimental value or needs denoting the status of a missing the final chorus
specific planting conditions childhood best friend who
has been missing for years
Small but high-quality 5 A loop of colorful string, 10 Tarot card with your 15
instrument gifted to you by a which you use to make likeness
close friend, family member, string art when bored or
or musical teacher looking to entertain an
audience
Sentimental piercing jewelry 20 Braided leather cord that 32 Hairpin with a tiny ruby at 44
that you think might give you made as a child with a its tip
you good luck parent or mentor, decorated
with painted clay beads
Brass pin of goat horns 21 A nugget of amber that 33 Hair clip with silver filigree 45
magically glows from within resembling butterflies and
moths
Letter of recommendation to 22 A set of three six-sided dice 34 Locket containing a clipping 46
a prestigious institution with indecipherable glyphs of hair from your youth
on them
Brass pin of filigree that 23 A small bone with 35 Twig that always has a 47
resembles a certain lineage a fossilized sprig of dewy spiderweb between
(goat horns for a satyr, vegetation growing out of it its tips
flames for an elemental, etc)
Choose a weapon that 24 Well-worn stuffed doll from 36 A smooth glass vial with no 48
you possess as part of this your childhood opening and strange liquid
trinket; it has personal inside
calligraphic inscriptions
etched along its length
Leather cord with 25 Miniature bird cage without 37 Large clamshell with 49
semiprecious stone pendant a door scrimshaw decorations
inside
Letter from your mentor 26 Tattoo you can peel off and 38 Wooden plaque with 50
that poses a philosophical stick elsewhere on your some form of memorial
question or a call to action; body dedication burned into it
either way it is unresolved
Clockwork toy that seems to 27 Carved wooden bird that 39 Speckled stone that hovers 51
work on its own at random chirps when you Recoup six inches off your hand
times when you toss it straight up
Necklace of braided flowers 60 Monocle rimmed in gold 75 Spiral seashell that seems 90
that have wilted a little over to be whispering an ancient
the years but are still quite language when held to your
colorful ear
Light gray stone that gives 61 Bracelet of braided silver, 76 A twig made of iron, which 91
off a faint scent of lemon gold, and brass wires serves no obvious purpose
Scrap of cloth that you 62 Semiprecious stone the size 77 Arrowhead made of pure 92
believe once belonged to a of your head darkness
national leader
Small box containing set of 63 Disc of petrified wood 78 Shrunken skull with its eyes 93
humanoid finger bones intact
A pair of lodestones that 64 Arrow with golden feather 79 Miniature intricately 94
clatter loudly when stuck fletching detailed ziggurat
together
Ivory comb that is always 65 Hook alleged to be the 80 Ornate wrought metal hand 95
missing a couple tines when replacement hand of a great with an eyeball in it
you use it, but never the pirate
same tines
Drop of blood encased in 66 Flag with the coat of arms 81 Powdered wig of medium- 96
glass of a neighboring nation length hair in a formal style
Fossilized scorpion 97 Cup that always smells 99 Wrought metal eldritch 100
faintly of coffee grounds creature with an orb-like
body and many tentacles
and eyes
Gilded crest of a long- 98
forgotten noble house
V EH ICLE S FO O D & D R I N K C O N T.
You might use any of these vehicles when you travel by land
or sea. Cider (Pint) 1
Steel (lb) 4
Item Cost
Timber (cf) 1
Ale Gallon (Good) 5
Wool (bolt) 1
Ale Gallon (Poor) 2
Ale (Mug) 1
Beer (Bottle) 1
T
his chapter has four sections, detailing the game’s number.
overall rules, combat, exploration, and social
O R D E R O F O P E R AT I O N S
interactions.
When leveling up, use the following order of operations.
• You level up.
GU I DI NG PR I NC I PLE S
• You take a talent. It cannot be its own prerequisite or
There are a few general principles to keep in mind as you
trigger itself.
play the game.
• You gain the effects of that talent.
S P E C I F I C B E AT S G E N E R A L • You increase one of your Attributes by +1.
Whenever you run into rules that conflict with one another, • You may decrease one of your Attributes by 1 to
defer to the most specific ruling. A talent or lineage ability increase another Attribute by +1.
should always supersede a general rule, and magical effects • You gain HP.
that last for a finite time override passive abilities.
SKILLS
A LWAY S R O U N D U P
When you attempt something that comes with a chance of
In MythCraft, you always round up in the instance of failure or a negative outcome, your MC might ask you to
fractional numbers. make an attribute check.
OVERCOMIN G D C S
AT T R I B U T E C H E C K S
When making an attack or ability check, you are successful
if your roll equals or exceeds the DC (Difficulty Class). The Like attacks, attribute checks involve rolling 1d20 and
DC might be a number set by the MC in the event of an adding your attribute to the roll.
ability check. In any kind of attack, the DC is the defending MCs will only ever ask for one of seven attribute Checks:
creature’s relevant defense. STR, DEX, END, AWR, INT, CHA, or LUCK. MCs will not ask
for COR attribute checks, given that COR functions differently
B A S E , C U M U L AT I V E , A N D from the other 7 attributes.
T R A N S FO R M AT I V E STR Checks can determine whether you succeed at kicking
When you see the word “base,” it means that this is the down a door, climbing a wall, or some other feat of strength.
default instance of an ability. It might be modified by other DEX Checks might be needed if you run along a precipice
abilities. or try to nimbly sneak past a guard.
Whenever you see “+” or “increase,” whether it is in END Checks represent your ability to withstand extreme
reference to more damage, increased range, additional dice, weather and march or run for long stretches of time without
or something else, the effect is cumulative, stacking on top of giving in.
the base ability. AWR Checks determine how attuned you are to sensory
If something says “is” or “becomes,” then it is transformative, input. It might help you spot traps or hidden motives.
overriding any previous abilities, damage, range, and the like. INT Checks can show how much you recall or can deduce
about learned information, as well as your capacity to quickly
RECHARGING ABILITIES
encode new data.
Many abilities, especially those gained through talents, can CHA Checks represent your ability to talk your way
only be used a finite number of times. You regain these through social situations by charming or deceiving, and to
abilities after you Catch your Breath, Recoup, or Take a lead or convince the people around you.
Rest, as denoted by the ability. (2/Rest) means that you LUCK Checks can represent the twists and turns of fate.
can use the ability twice, regaining the ability to do so after If you are looking through a cupboard in an abandoned
you Take a Rest. Similarly, (AWR/Recoup) means that you farmstead for some food, a LUCK check might determine
can use the ability a number of times equal to your AWR, whether you find any.
regaining all expended uses when you Recoup.
If you have an ability that you can use a number of times
equal to an attribute, you can always use that ability at least
once, even if your corresponding attribute is 0 or a negative
S K I L L S BY AT T R I B U T E
STR Applied Force, Athletics, Menacing, Sprinting
DEX Balancing, Contorting, Dancing, Sneaking, Tumbling
END Distance Running, Forced March
AWR Animal Handling, Eavesdropping, Foraging, Intuiting, Investigating, Navigating*, Perceiving, Sheltering, Tracking
INT Alchemy*, Appraising, Arcana, Art, Astrology, Astronomy, Biology, Brewing*, Calligraphy*, Carpentry*,
Cartography*, Chemistry, Cobbling*, Cooking*, Disguising*, Dungeoneering, Economics, Engineering, Evading,
Forging*, Geography, Glassblowing*, History, Jeweling*, Law, Leatherworking*, Lockpicking*, Masonry*,
Medicine*, Military, Nature, Painting*, Politics of [choose region], Pottery*, Religion [choose one], Smithing*,
Sleight of Hand, Weaving*, Woodcarving*, Vehicles* [land], Vehicles* [water]
CHA Deceiving, Empathy, Entertaining, Gossiping, Instrument* [choose one], Intimidating, Leadership, Persuading,
Savoir Faire
LUCK Fortuity, Scavenging
DUNGEONEERING FO R T U I T Y
INT, Survival LUCK
When exploring a dungeon or subterranean area, you might Fortuity represents the likelihood that good things just
use this skill to recall information about the area, to make happen to you. If your MC asks you to make a LUCK check
logical inferences, or to know how best to use your gear. to determine the likelihood of a positive outcome, you can
add your Fortuity.
E AV E S D R O P P I N G
AWR, Observation GEOGRAPHY
You can use this skill when you want to overhear key INT, Knowledge
information that other people are discussing without You can use this skill when trying to remember where you
yourself being part of the conversation. After you succeed on are in relation to somewhere else, or when you want to
an AWR/Eavesdropping check, your MC might award you deduce information about common geographical patterns in
a bonus to a check with the influence tag, given your better an area.
understanding of the social situation. GLASSBLOWING*
ECONOMICS INT, Crafting
INT, Knowledge When you have the appropriate tools, you can use this skill
This skill can help you recall or deduce information about to create stunning artistic glasswork, such as dining plates
the economy in a settled area and to better understand and even glass musical instruments.
economic theory. GOSSIPING
E M PAT H Y CHA, Influence
CHA, Influence You can use this skill to seed real or false information about
You can use this skill to make other people feel seen and a person, event, etc. among populated areas.
understood, as well as helping you understand what people HISTORY
are feeling. INT, Knowledge
ENGINEERING This skill reflects your capacity for remembering historical
INT, Knowledge events and your ability to quickly research historical events
This skill allows you to improve your knowledge in various when given access to a library, university, or the like. Your
types of engineering (architectural, mechanical, etc). MC might let you use this skill in tandem with another
Knowledge skill when researching a particular field of
E N T E R TA I N I N G
knowledge, making an INT/History check and an INT check
CHA, Performance
of the relevant Knowledge type.
You can use this skill when you want to captivate a crowd by
making a public performance of any kind.
JEWELING* M I L I TA R Y
INT, Knowledge
INT, Crafting
This skill will help you know the proper terminology when
When you have the appropriate tools, this skill can help you
speaking with members of a military and can help you when
create gorgeous works of jewelry.
trying to recall information about a military institution.
Your MC might allow you to use your Jeweling skill in
place of Appraising when you want to assess the value of a N AT U R E
piece of jewelry. INT, Survival
You might use this skill when trying to differentiate between
L AW
edible and toxic mushrooms, recalling the behavior of wolf
INT, Knowledge
packs, or other information about the natural world.
You can use this skill when you want to recall or acquire
information about the legal system in a settled area. You N AV I G AT I N G *
might also use this skill, along with the Entertaining and AWR, Survival
Persuading skills, to win a case in court. If you have a compass, astrolabe, sextant, or even just a
map, you can use this skill to find your way through an
LEADERSHIP
otherwise confusing area of wilderness. Your MC might rule
CHA, Influence
that you can make this check without the relevant tools, but
You might use this skill to bolster the resolve of a
the DC will be higher.
discouraged person or group of people, or to exert your
status and influence over various officials and convince PA I N T I N G *
them to follow your commands. INT, Crafting
When you have the appropriate tools, you can use this skill
L E AT H E R W O R K I N G *
to create beautiful paintings.
INT, Crafting
When you have the appropriate tools, you can use this skill PERCEIVING
to make leather goods such as clothes, bags, or even armor. AWR, Observation
You might make use of this skill when relying on sensory
LOCKPICKING*
input such as scanning a tree line for enemies, looking for
INT, Subterfuge
concealed weapons, listening for footsteps, or trying to
When you have a set of lock picks, you can use this skill to
identify a strange odor.
attempt picking any nonmagially sealed lock.
PERSUADING
CHA, Influence
You can use this skill when trying to influence someone
through sound arguments or emotional appeal.
CHAPTER 7 | GAME RULES 325
POLITICS SPRINTING
INT, Knowledge STR, Athleticism
When you take this skill, choose a specific region. Your MC You can use this skill when attempting to cover a small
will determine whether this should be a single city or a distance in an incredibly short amount of time. This is
whole nation, based on the campaign they intend to run. usually not applicable in normal combat, but might be used
When making INT checks related to the politics of that in a chase sequence.
region, you can add this skill. When making INT checks
TRACKING
related to the politics of another region, you can add ½ this
AWR, Survival
skill.
You can use this skill when you are trying to follow a
P O T T E RY * creature’s trail.
INT, Crafting TUMBLING
When you have the appropriate clay and tools, you can use
DEX, Acrobatics
this skill to make decorative and functional pottery.
This skill helps you fall in such a way that you don’t get
RELIGION hurt. In addition to allowing you to add dramatic flair to any
INT, Knowledge performance you might put on, if you fall 40 ft or less, you
When you take this skill, choose a specific religion. You can make a Tumbling check with a DC equal to the amount
could pick one of the pantheons listed in Appendix A, or of feet you fell. If you succeed, halve the damage you would
work with your MC to come up with another religious take and move 5 ft in a direction of your choice when you
tradition. When making INT checks related to the customs land.
and beliefs of that religion, you can add this skill. When
VEHICLES* [LAND]
making INT checks related to the customs and beliefs of any
INT, Knowledge
other religion, you can add ½ this skill.
You can use this skill to efficiently use land vehicles such as
S AVO I R FA I R E carriages or war carts.
CHA, Performance V E H I C L E S * [ WAT E R ]
You can use this skill to fit into any sort of situation. You can
INT, Knowledge
appear at home both with peasants and with aristocrats.
You can use this skill to operate water vehicles, such as
S CAV E N G I N G sailboats or galleons, with greater efficiency.
LUCK W E AV I N G *
You can use this skill when trying to find food or supplies
INT, Crafting
in an abandoned area. Your MC might also allow you to use
When you have the appropriate tools, you can use this skill
this skill to determine how much loot you find on a body.
to make textile goods such as clothing and blankets.
S H E LT E R I N G WOODCARVING*
AWR, Survival INT, Crafting
You might use this skill when you’re in the wilderness to find When you have the appropriate tools, you can use this skill
a cave, hollow tree, or rocky bluff that can offer shelter from to whittle toys, fletch arrows, repair a wagon wheel, and the
the elements. like.
SLEIGHT OF HAND Optional Crafting Rules
INT, Subterfuge If your MC decides, you might use these rules when
You can use this skill when attempting to pickpocket making any Crafting check.
someone, or when trying to keep an item undiscovered as You can make one check per day with a Crafting
you are patted down. skill. Your checks made with the same Crafting skill
SMITHING* are cumulative (e.g., if you roll Woodcarving 9 on
INT, Crafting one day and Woodcarving 14 on the next day, your
When you have the appropriate metal and tools, you can cumulative total is 23).
use this skill to make wrought iron artistic works or to repair You can create a good of the appropriate type (such
metal tools, weapons, and armor. as leather armor if you use Leatherworking) once
your cumulative number is double the sc of the
SNEAKING
object that you want to make. Once you make this
DEX, Survival
object, reset your cumulative crafting score to 0.
You could use this skill when skulking about and trying to
remain physically out of sight.
ACTION POINTS
MOVE
Adventurers track their capacity to perform different actions
All adventurers start with a base speed of 20 ft. You can
using Action Points (AP). AP is used for most actions such
spend 1 AP to move up to your speed. This movement ends
as moving, attacking, battle maneuvers, magic, and using
when you spend your next AP.
objects. The AP Cost (APC) of an action varies depending on
If you have a climb, swim, fly, or burrow speed, that
how much effort that action would take.
means that you can do those kinds of movements as well.
At the start of each turn, you gain 3 AP, and then gain
If you combine movements (say you run, then fly over a
additional AP based on your COR. If you had any Reactive
trench, then keep running) - you use the largest movement
AP (see below), you may add some of it to your new pool of
number for your total movement (instead of adding them
AP.
together), and cannot move more than your maximum
Coordination (COR) Bonus AP
speed in any specific type of movement. For example:
-3 -2 If you have Speed 20, Swim 20, and Fly 30, then for 1 AP:
-2 to -1 -1 You can run 10 ft, swim 10 ft, and fly 10 ft
You cannot swim 30 ft
0 to 1 0
If you do not have a climb speed or a swim speed, but
2 to 3 +1 wish to climb a surface or swim, it costs 2 ft of movement
4 to 5 +2 for every 1 ft that you actually move. If the surface might be
challenging to climb, then your MC might also require you
6 to 7 +3
to make a STR check, and if you have the Athletics skill, you
8 to 9 +4 can add that bonus to checks of this nature.
10 to 11 +5 Difficult Terrain costs 2 ft of movement for every 1 ft
12 +6 that you actually move. Hazardous Terrain costs as much
You may spend your AP as you deem appropriate on your movement as Difficult Terrain, and will also specify an
turn. amount of damage that you take for every 5 ft actually
moved.
Size STR Skill Mod DEX Skill Spaces Typical Reach Typical Height/ Typical Weight
Mod Length
R E S T I NG RECOUP
In order to recover from the rigors of combat and When you Recoup, you spend 1 hour of no or very light
exploration, you will need to rest. There are three levels of physical activity.
recuperating in MythCraft, each explained below. If you are Bloodied (Appendix B) when you Recoup, then
you regain up to ¼ of your maximum HP. However, when
C AT C H YO U R B R E AT H you regain HP in this way, you do not regain HP that would
cause you to remove the Bloodied condition.
When you Catch your Breath, you take 5 minutes of no or
For example, at level 2, Marcus and Avery both have 16
very light physical activity.
HP, meaning that they are Bloodied if they have 8 or fewer
If you are at 0 HP when you begin Catch your Breath, you
HP. When they Recoup, they would each regain 4 HP. Marcus
do not gain Death Points during that time, and you regain 1
has 3 HP, and Avery has 6. When they Recoup, Marcus
HP at the end of the 5 minutes.
regains 4 HP, bringing him up to 7 total HP; however, Avery
only regains 2 HP instead of 4, bringing them up to 8 total
332 CHAPTER 7 | GAME RULES
HP, because they cannot remove the Bloodied condition as a
E N C UM B R A N C E
result of Recouping.
Recouping assumes that you have time to Catch your Remember to observe the rules of encumbrance while
Breath, allowing you to regain any abilities that would traveling. It is wise to think ahead about how you might
necessitate Catching your Breath. transport any treasure you find on your quests.
Rules on encumbrance are in Chapter 6.
TA K E A R E S T
G O ODW I L L
When you Take a Rest, spend 8 hours of no or very light
physical activity. At least 6 hours of this time must be spent In addition to fighting monsters and exploring wondrous
sleeping. locales, adventurers will need to maintain and cultivate
You regain all of your HP after you Take a Rest and remove their reputation in the various towns and cities that they
all of your Death Points. If you have Fatigue, you remove the frequent.
Fatigue condition instead of removing your Death Points. Goodwill is a mechanic that tracks a community’s
Taking a Rest assumes that you both Catch your Breath and sentiment towards an individual. Any action a party or
Recoup, gaining those benefits as well when you Take a Rest. player takes may generate positive or negative Goodwill.
Professions have a particularly strong effect on Goodwill.
E X P L O R AT I O N Goodwill is tracked across several spheres of the
community, roughly correlated to occupations: academic,
Here are some tables that you can reference when aristocratic, layfolk, mercantile, militant, religious,
determining your party’s travel pace. underworld. Certain Professions are written with this in
Travel Pace Miles/Hour Description mind and specify which spheres of the community you gain
Normal 2 A steady pace of travel, Goodwill in.
balancing speed and If your MC wants to streamline this process, they can
endurance. simply track Goodwill per town or city, instead of tracking
Goodwill for individual community spheres in each urban
Forced March 3 Pushing beyond
area. If they do this, then any feature that gives you +1
normal limits to cover
Goodwill in a particular sphere gives you +1 Goodwill
more ground quickly.
overall.
Cautious 1.5 Moving slowly and Goodwill is tracked privately by your MC and can range
carefully, prioritizing anywhere on a scale from -20 to +20.
stealth and safety.
Goodwill Effect
Encumbered 1 Traveling while
-20 to -15 Villain. You are hated and feared by your
carrying a heavy load
community. Community resources will be
or burden without a
levied towards your arrest and destruction.
wagon or beasts of
burden. -14 to -10 Hated. The community is hostile to your
Forced March: Make a DC 6 END Check, adding Forced presence and will refuse your trade and
March if you have it. The check increases by 2 for each extra lodging. Angry mobs might attempt to exile
hour of travel. If you fail the check, gain Fatigue. you.
Cautious Travel: Gain a +2 Bonus on all AWR checks. -9 to -4 Disliked. Goods and services often cost
Encumbered: If you have more Unwieldy items than can more for you and merchants are unlikely to
be carried per character and no wagon or pack animal, you haggle.
travel more slowly.
-3 to 3 Neutral. You are unknown to the
Weather conditions will also affect your travel pace and
community overall.
your visibility. Weather conditions can be found in the
MythCrafter’s Guide. 4 to 9 Liked. Citizens usually go out of their way
to accommodate you and give you good
S US T ENA NC E deals.
Creatures must eat 1 lb of food a day and drink 1 gallon of 10 to 14 Beloved. Citizens rejoice to see you and
water a day to maintain an adventuring lifestyle. you can always find friends and allies in
You can go a number of days without food equal to your town.
END before gaining Fatigue (see p. 344) for not eating. If you 15 to 20 Hero. You are idolized by your community
do not find food on the final day, you gain Fatigue. You can and can get virtually any good or service
go 2 days without water; on the third day, if you do not find for free. Local authorities will overlook
potable water, you gain Fatigue at the end of the day. minor crimes that you commit and will help
you when they reasonably can.
CHAPTER 7 | GAME RULES 333
APPENDIX A: DEITIES
T
his appendix provides lists of known deities in They don’t believe in Good or Evil, but just try to keep all
Ancerra. These tables contain a deity’s basic planar and deific entities roughly equal in scope of power.
disposition on the cosmos, iconography that their
worshipers might use, and the divine icons to which they AVA D R I
may give you access if you worship, barter with, or steal
The avadri are a race of technological gods, wielding vast
power from that deity.
cosmic powers through the use of machines and programs
that use reality as the hardware and thoughts as software.
M A J O R PA N T H E O N S They often create monuments and supercomputers out
Most of the following pantheons are generally known of basic materials such as stone to exercise their creative
throughout Ancerra, but some (like the Cyoth) are cryptic capabilities. They are generally forgotten gods, known
and almost entirely unheard of by layperson and scholar (and feared) by the other planar entities but lost to the
alike. mainstream historical accounts of many mortals. As such, it
is uncommon for humanoid religions on Ancerra to venerate
A R C H FA E the avadri, though some cults dedicate themselves to them
and some religious teachings mention them in apocryphal
While still considered deities, the archfae are notably less
texts. An avadri might be a Paragon or a Corrupted; these
powerful than most other deities. The archfae can further be
are the two factions of avadri that clashed before the
categorized into six conclaves. These conclaves all reside in
creation of Ancerra in a cosmic war that nearly destroyed
the Everwilds, and an individual archfae might be a member
reality.
of multiple conclaves (though this is uncommon). The
conclaves are as follows:
Ashyidir. The fae from the Ashyidir Conclave are prime AVATA R S
elemental forces incarnate. They often fight amongst Avatars are a small group of fundamental entities that might
themselves, but do not have any true long-lasting animosity also be categorized in any of the other major pantheons.
as they recognize that they all need each other and offer They perpetuate a recurring cycle that can lead to the
something wholly unique to the magibiosphere. Given their creation or destruction of entire worlds. The most powerful
understanding of the necessity of all elements, the Ashyidir archfae, the leaders of the celestials, and the strongest fiend
Conclave is generally lawful and order-oriented. lords could be considered avatars. There are also a handful
Leitspina. Incarnations of the six humanoid senses: sight, of avatars more powerful than all other pantheons. These
smell, taste, touch, hearing, and instinct. The Leitspina avatars follow the model of the six creators, rarely involving
Conclave tends towards chaos, often creating whimsical themselves in direct happenings in the cosmos, instead
alliances with the Stravon just to cause trouble. guiding the other pantheons with a light touch.
Pashak. Archfae from the Pashak Conclave are exemplars
of the plant kingdom. The Pashak Conclave is fiercely C ELE S T I A L S
pacifistic and tries to maintain cordiality between all other
Celestials are disciplined and structured. They understand
conclaves.
the importance of divine law, and typically believe that
Shibmar. Archfae from the Shibmar Conclave are
upholding the cosmic order is their purpose. The Council of
exemplars of the animal kingdom. While the Shibmar
Celestials passes dictates that affect every major actor in the
Conclave tends towards maintaining law, they are also
planes of existence, and the celestials expect to be obeyed
usually more aggressive than the Ashyidir.
by other planar entities. In general, celestials are perceived
Stravon. Incarnations of the various primal emotions
as the arbiters of peace and justice, but the truth is more
and combinations thereof. The Stravon Conclave generally
complicated. Some celestials exploit the cosmic legislative
acts in chaotic and short-sighted fashion, causing endless
system in order to lord power over their colleagues.
frustration for the other courts.
Vertumna. Incarnations of the four seasons, their
symbolic representations. The Vertumna Conclave is
E L DR I TC H
generally unconcerned with day-to-day affairs but applies Horrible, twisted creatures from beyond the known planes,
pressure to the cosmic scales when any one deific faction in the obscuring mists of the Pale. Eldritch beings appeal to
grows too powerful or threatening. cultists due to their strange powers and the fear that they
334 APPENDIX A | DEITIES inspire.
EX I LE S C YO T H
Exiles are former celestials. After the Celestial Civil War, Beings of absolute and uncaring law, they seek to preserve
the exiles were banished to Inferno, where they quickly the existence of spacetime over the existence of life. In
became major warlords and power brokers in the hellscape. certain instances this has led to them carrying out mass
While the exiles are denounced in mainstream religions, exterminations when necessary and creating entire races
some religious offshoots believe that the exiles were treated when needed. They are even more cryptic and unknowable
unfairly and need to be venerated. than the ancient avadri, and virtually no mortal has ever
heard of them.
F I EN D L OR DS
Before the exiles arrived in Inferno, the fiend lords ran the
plane. Beings of brutality and chaos, they wage ongoing
war with the exiles. Fiend lords typically have secretive and
twisted cult followings.
A R C H FA E D E I T I E S
A S H Y I D I R C O N C L AV E
Deity Icons Symbolism Personality, Beliefs, and Tenets
Aeshir Cultivation, Raging fire She recognizes that time is finite, so you should do what you can while
Freedom, Light you draw breath. Sometimes that means knocking things down to make
AY-sheer something new.
Aevis Austerity, Swirling wind They are accommodating of many viewpoints, for truth can be found
Freedom, Love anywhere if you look hard enough.
AY-ves
Aya Decay, Fate, Blanket of ash She believes that the aftermath of utter annihilation is utterly fascinating,
Serenity and it is where true growth can occur.
AY-uh
Gaard Order, Serenity, Sturdy rock Actions are dangerous. He believes in careful consideration and deliberation
Wisdom before any significant action.
GAHRD
Gaesh Light, Wrath, Bubbling lava He thrives on conflict, seeing it as a chance to prove one’s might and worth.
Wisdom
GAYSH
Gaevid Austerity, Fate, Shifting sand She acts as an intermediary, trying to smooth over conflict whenever it
Freedom might arise. The happier everyone is, the happier she is.
GAY-ved
Sharyd Cultivation, Wet clay They adore any form of creative outlet, moving from one hobby to another
Order, Love with dizzying speed.
SHAHR-ed
Sheryn Freedom, Love, Crashing water She holds a strong will and is incredibly emotional, prone to bouts of rage;
Wrath however, she also cares for those close to her with unmatched passion.
SHEHR-en
Vishyyr Austerity, Order, Icy glacier They believe that emotion leads to rash decisions with terrible
Serenity consequences, and emotion has no place in a mature person.
vish-EAR
Yasheri Freedom, Exploding Love and pleasure are all that really matter in life. He believes that as long
Hedonism, Love steam as your actions hurt nobody, do whatever brings you joy.
yash-EHR-ei
Aralunsi Hedonism, Tongue Enjoy the finer things in life, for you will not live forever. He finds
Knowledge, Salvation great purpose in eating, singing, and conversing.
ahr-ahl-UN-see
Daropmet Darkness, Knowledge, Ear Be patient and understand what someone else is really trying to say.
Wrath They are deeply fulfilled through conversation and contemplation.
DAHR-ohp-met
Etaluna Fate, Nature, Wisdom Raised Sometimes, you just have to trust your gut. She embodies the elusive
hackles “sixth sense” and the simple but undeniable feeling when something
et-ahl-UN-uh is wrong.
Patyra Hedonism, Love, Hand They are completely focused on the present. You never know what
Nature tomorrow holds, so why bother fretting?
pat-EER-uh
Latisk Knowledge, Light, Eye It’s important to keep your eye on the big picture. He is constantly
Wisdom vigilant and always trying to consider the grand plan.
LAT-isk
Rosfa Salvation, Nature, Nose Sometimes, memory can hold more truth than plain fact. She
Serenity finds both sentiment and formative experiences to be absolutely
ROSS-fuh foundational to existence.
P A S H A K C O N C L AV E
Deity Icons Symbolism Personality, Beliefs, and Tenets
Amazonia Cultivation, Jungle tree If you have in abundance, you ought to share with those less fortunate.
Hedonism, Light
Augustan Ambition, Salvation, Sequoia Take measures to ensure that your legacy casts a long shadow, as it is
Light all that will remain of you once you are gone.
ah-GUST-un
Brackist Austerity, Bravery, Mangrove Be open to unexpected circumstances and adapt to whatever situation
Freedom you find yourself in.
BRACK-ist
Caspit Austerity, Nature, Cactus Be careful with what you have. The glutton will starve first, come the
Revenge famine.
KAS-pet
Cedrian Bravery, Salvation, Conifer The hard and cold times in life give context and sweetness to the easy
Serenity and warm months.
SEHD-ree-un
Elpad Light, Hedonism, Maple Merriment, a jovial spirit, and deep friendship are the staples of a life
Love well lived.
ELL-pad
Junia Cultivation, Love, Fern Tend to your own comfort and needs, and the needs of those you love,
Serenity provided that you don’t hurt others to do it.
JOO-nee-uh
Okart Bravery, Honor, Oak Take a stand against injustice and shelter the helpless from danger. If
Redemption you have the means to protect others, and you ignore them, you are
OAK-ert worse than a villain.
Pecash Cultivation, Tree nut Patience pays. Sometimes, you don’t see the fruits of your labor for
Salvation, Wisdom years or even decades.
PECK-esh
S H I B M A R C O N C L AV E
Deity Icons Symbolism Personality, Beliefs, and Tenets
Al’An Knowledge, Light, Giraffe’s head Do not go looking for danger, but always be aware of its reality. Stay
Wisdom vigilant to ensure the safety of those you love.
al-AHN
A’rl’ng Bravery, Freedom, Horseshoe Run wild and live free. Do not let anyone put shackles, real or
Honor ideological, on your own untamable spirit.
AH-ril-ing
Arych Ambition, Spider web There is a scheme devious enough to bring anyone to their knees. Learn
Darkness, Revenge these schemes and utilize them, or they will be used against you.
AHR-yick
Clikkirikkilc Decay, Darkness, Beetle One must work hard in order to earn any reward. Many hands,
Order however, make such work light, and even enjoyable.
Kli-KI-rik-ilk
Enthri Freedom, Eagle head in Many opportunities will present themselves to you if you maintain a
Knowledge, Wrath profile keen and watchful eye.
EHN-three
Gusper Fate, Freedom, Salmon A simple life is often the most satisfying. Go where the current of life
Salvation takes you, content with your family and your surroundings.
GUS-pehr
Heq Hedonism, Revenge, Boar head Violence is in every creature’s nature. Do not shy away from such
Wrath emotions or the acts that they prompt, for they make you powerful.
HEK
Immort Austerity, Order, Turtle shell Be in no rush. The slow and cautious planner usually succeeds where
Salvation the frantic worker fails.
em-OORT
Khailain Ambition, Decay, Cobra head Always treat others the way that they treat you. Assume that everyone
Revenge is out to manipulate you or get ahead.
kal-AIN
Kleppar Bravery, Freedom, Squirrel Maintain a balance between present and future. Take pleasure in the
Nature eating a nut present moment, but also prepare for hard seasons that will one day
kleh-PAHR come.
Kos Bravery, Love, Peacock It is right and good for one to seek status. By appealing to others, they
Wisdom feather will respect you more.
Leshy Cultivation, Orangutan Any discarded detritus might be repurposed into a tool. The things you
Knowledge, Nature head can create are limited only by your imagination.
LESH-ee
Lob Salvation, Light, Holstein cow Strive for bright, tranquil days. When possible, avoid darkness and
Love conflict of all varieties.
Tamat Death, Darkness, Elephant Never forget the past, for it is in the lessons of the past that we can
Knowledge head learn to shape a better future.
TAM-aht
Vele Bravery, Honor, Bear paw You will, invariably, be knocked down. When this happens, get back up.
Love You will be stronger for it.
VEY-ley
Woden Fate, Redemption, Crow Gaze ever into the future, and navigate the waters of life with sage
Wisdom counsel and a level head.
WOE-den
Wolven Honor, Love, Nature Wolf paw Your strength is never greater than when you surrender to others, and
your weakness is never stronger than when you rely only on yourself.
WOHL-vehn
S T R AV O N C O N C L AV E
Deity Icons Symbolism Personality, Beliefs, and Tenets
Assi Decay, Revenge, Humanoid with a He believes that life is a series of miseries, separated by brief
Redemption donkey’s head moments of annoyance. Might as well make sure everyone knows it.
ass-EE
Bline Hedonism, Handheld fan Alternating between joy and disgust, she tries to guide people in her
Light, Love own relatively narrow view of what “good” is and help them avoid
BLIEN “bad.”
Caliban Decay, Knotted staff with Often misunderstood, he inspires fear in all who see his hideous
Redemption, barnacles on it visage. In truth, although he angers quickly, he seeks to protect the
KAHL-ib-ahn Wrath misguided and help them see the error in their ways.
Edmari Austerity, Happy and sad Typically agitated and frustrated, he believes that any institution
Serenity, Wrath masks becomes corrupt over time. After a certain point, all orders must be
ed-MAHR-ee razed and started over.
Eyar Fate, Serenity, Sleeping pony Weary at the endless cycle of pain and shattered hopes, she prefers to
Wisdom slumber in melancholy and hope that one day the dreams give way to
EE-yer a brighter reality.
Halam Hedonism, Upraised hand Broody and emotional, he can be prone to manic phases of violent
Serenity, Wrath holding a skull action before returning to his emotional muck. He embodies the
hal-AHM tension between a desire for change and the overwhelming weight of
said change.
V E R T U M N A C O N C L AV E
Deity Icons Symbolism Personality, Beliefs, and Tenets
Rosen Cultivation, Love, Budding She sees beauty in the act of creating and cultivating new life, and in
Nature flower renewing old promises.
ROES-un
Strack Austerity, Snowflake Hardship gives rise to responsibility. He believes that frugal living is wise,
Darkness, Honor and creatures have the duty to look after one another.
STRAHK
Thaund Cultivation, Lightning bolt He often lives in the moment, without a thought for the next day. Quick to
Hedonism, Wrath wrath, and equally quick to forgiveness.
THAWND
Wythen Decay, Death, Fallen leaf Make merry, for tomorrow all will die. She believes in accepting the
Hedonism inevitable and in finding enjoyment in the present.
WEI-then
AVA D R I D E I T I E S
C O R R U P T E D AVA D R I
Deity Icons Symbolism Personality, Beliefs, and Tenets
Dethonax Ambition, Decay, Cluster of spiked A devious hivemind who uses any means available to control and
Wrath chains extort other creatures to his own ends. Paranoid, secretive, and
DETH-oh-NAX possessive.
Karthanon Decay, Cultivation, Bloody pawprint Manic and obsessive creator of all manner of poisons and
Revenge monstrosities. She tends not to scheme like the other Corrupted,
kar-THEN-ohn but acts on impulse.
Amonaq Death, Hedonism, Asteroid cluster Fanatically determined to eradicate life at any cost, as it sees all
Wrath existence as a terrible curse.
AH-muhn-ock
Ustaz Ambition, Death, Spiked hammer Believes that if he consumes enough souls he will ascend as
Revenge the ultimate god. His schemes are entirely to help him kill and
OOS-tahz consume more creatures.
Kamosh Freedom, Hedonism, Bleeding Kamosh offers little thought to the future, instead pursuing any
Wrath anatomical heart form of indolent pleasure that they can find in the present.
KAM-osh
Lashrael Austerity, Darkness, Black scythe An uncaring and unfeeling force of death who simply wants to see
Knowledge the universe plunge into eternal darkness.
LASH-ray-el
P A R A G O N AVA D R I
Deity Icons Symbolism Personality, Beliefs, and Tenets
Nexariel Cultivation, Four-dimensional Cold and uncaring, endlessly calculating. She exists as thousands
Order, cube of hypothetical iterations of the original Nexariel, who duplicated
nex-AHR-ee-el Knowledge herself before sacrificing herself to save the avadri.
Romariel Order, A forge hammer Compassionate and creative, he tends towards sorrow rather than
Salvation, engraved with a anger when he is wronged. A smith and mason of cosmic proportions.
row-MAYR-ee-el Redemption flower
Faetanorel Freedom, Opened book of Creative and generous to the point of naivete, she seeks to create
Honor, Love music songs and creatures that can spread joy, and tries to ignore when they
fay-TAN-oh-rel use their gifts for ill.
Yazardarel Death, Order, Flaming gavel Absolutely emotionless embodiment of justice with no room for
Revenge negotiation or exception. She sees no reason to offer any mercy to the
yah-ZAR-duh- guilty.
rel
Syllimael Austerity, Bleak humanoid A silent watcher, preferring to observe than interact directly. But
Darkness, face with a hand when they deem it necessary to intervene, their plans are unerringly
Sai-LEM-mai-el Wrath over its mouth successful.
Rakariel Death, Light, Upraised hand A violent warrior who strives for righteousness but will often strike
Wrath with a decorative first when he feels that proactive justice can prevent greater loss.
ray-KAHR-ee-el eye in the palm
AVATA R D E I T I E S
AVA TA R S
Deity Icons Symbolism Personality, Beliefs, and Tenets
Door Fate, Freedom, Door An impersonal, single center point that connects all worlds.
Knowledge Represents all beginnings and endings.
Dream Austerity, Darkness, Sleeping face A consciousness of what might lie beyond reality, what may or may
Serenity not come to pass, and endless possibilities. The Dream is the bridge
between the physical and spiritual.
Guide Cultivation, Knowledge, Lighthouse Taking many forms, a Guide is born when the cycle stalls and their
Redemption only drive is to put the cycle back into motion.
Interloper Ambition, Hedonism, Smirking face The Interloper exists as a necessary antagonist and contingency to
Revenge the cycle. Their goal is to break the wheel and end the cycle. The
Interloper constantly sturdies the wheel by attacking it.
Violence Death, Revenge, Wrath Yelling face The second avatar. Violence represents an eventuality that cannot
be avoided, brother against brother. Those seeking the Orphan must
find the Mother and Violence to start their path.
T H E S I X C R E AT O R S
Deity Icons Symbolism Personality, Beliefs, and Tenets
Change Ambition, Butterfly The incarnation of change. One small action can have endlessly cascading
Freedom, Nature ripples. From chaos comes all beauty.
Time Decay, Cultivation, Cat The incarnation of time. Controls the rate and flow of the multiverse’s
Fate forward progression. Protects the cycle.
Death Decay, Death, Crow The incarnation of death. Determines how the afterlife works and controls
Nature what happens to Essence after its vessel is gone.
Life Ambition, Fish The incarnation of life. Capable of creating mythic artifacts, living worlds,
Hedonism, and other deities.
Salvation
Destruction Decay, Order, Serpent The incarnation of destruction. Breaks down vessels, nations, planets, and
Wrath realities so that new ones might be created.
Creation Cultivation, Order, Turtle The incarnation of creation. Gives form to previously formless matter and
Wisdom energy, creating galaxies and realities.
C ELE S T I A L DEI T I E S
Deity Icons Symbolism Personality, Beliefs, and Tenets
Ahuromazdi Love, Redemption, Half-moon Charitability and wise counsel. He quietly works behind the
Wisdom solar eclipse scenes to facilitate reconciliation between aggrieved parties.
ah-HOO-row-MAHZ-
dee
Alenoc Ambition, Order, Thick, closed Crafty and methodical planner. He uses any means at his
Knowledge book disposal to gain influence and wields it with brutal efficiency.
AHL-en-ock
APPENDIX A | DEITIES 3 41
Betorien Bravery, Honor, Weighing Delicately balances pragmatism and empathy. She seeks
Wisdom scales peace and reconciliation, but accepts that this sometimes
be-TOUR-yen involves harsh justice.
Elohiereen Cultivation, Winged fish Generally considered the mother of mythic beasts, she
Knowledge, Nature always seeks to create new and wondrous creatures. Can be
ehl-OH-hier-EEN impulsive.
Judesaril Honor, Salvation, Flaming He is extremely security-oriented and militaristically pursues
Wrath sword the containment or execution of planar threats.
joo-DEH-sah-rihl
Lucien Freedom, Love, Harp Both loving and lustful, they embody both infidelity and
Redemption dedication in an intense tumult.
LOO-sien
Musharan Bravery, Honor, Light Antler Defender of the weak and speaker for those without a voice.
He also follows every celestial law to the letter, even when
MOO-sheh-rahn this misses the law’s intent.
Niphtaral Bravery, Order, Half-decayed Publicly a supporter of law and precedent, he maintains
Revenge tower schemes within schemes to cause tradition to crumble.
NIFF-tahr-all
Rasheen Ambition, Bravery, Executioner’s A prowling protector that seeks out threats and neutralizes
Light axe them to keep the innocent safe.
ray-SHEEN
Tovare Cultivation, Sprouting The leader of the Celestial Council, dedicated to cultivating
Salvation, seed the best in everyone and always seeking to redeem any who
TOW-vahr-ey Redemption lose their way.
Yrojaram Ambition, Decay, Flame-bladed A constant advocate for the villain and the monster, she
Freedom dagger trumpets the belief that there are always two sides to every
yer-OH-jar-ahm story.
EX I LE DEI T I E S
Deity Icons Symbolism Personality, Beliefs, and Tenets
Angrodean Decay, Hedonism, Fattened boar Will do anything to further his own comfort; believes one’s own
Serenity desires are the only truth.
an-GROW-dee-
un
Bolloc Bravery, Nature, Rabid dog’s They find purpose in eviscerating anyone and anything that moves.
Wrath head War provides meaning.
BOL-ock
Lissama Light, Love, Wrath Hissing snake Power and control through any means are the ultimate good. She
will do anything to gain and maintain such power.
liss-AHM-uh
Mikhael Ambition, Eagle’s wings Power is a means to an end: the protection and glorification of all
Salvation, Wrath creation. He intends to rule over the multiverse, as none could do it
MICK-hai-el better.
Ortharia Ambition, Decay, Chipped tooth Believes that the surest way to gain power and control is by
Darkness destabilizing everyone and everything around her.
or-THER-ee-uh
Ralzire Darkness, Honor, Bat’s wings Any born into darkness can nonetheless find the light. He is on
Redemption his own journey to such an effect and guides others on similar
rahl-ZIER redemptive journeys.
F I EN D L OR D DEI T I E S
Deity Icons Symbolism Personality, Beliefs, and Tenets
Gezanmorcrux Bravery, Death, Axe with a haft A brutish, hulking fiend. He believes that the direct
Wrath resembling a giant approach is usually the best.
GEZ-ehn-MOHR-crux femur
Rakmourtuth Death, Darkness, Six curved swords A cunning demon agile of both body and mind. He believes
Revenge held in a bleeding fist that action is important, but only after careful planning.
rack-MOOR-tuth
Sahrnulothon Darkness, Three triangular eyes A figure who sees all throughout the multiverse. She is
Knowledge, rimmed in flame unendingly intelligent, and he makes no deal without steep
sur-NUHL-eth-ohn Revenge recompense.
The Six Bishops Austerity, Decay, Human skull with six A group of six death-obsessed entities that are constantly
Nature eyes in a state of terminal illness. They are replaced by their
hopeful apprentices as they die.
Thaniakoth Death, Tongue licking fangs A carnal and riotous figure, he relishes any form
Hedonism, of hedonistic gratification and is known for fits of
THAHN-ee-ack-oth Revenge unpredictable passion.
Yolmurathun Ambition, Fate, Flaming warhammer A scheming fiend who spends as much time forging new
Revenge inventions as he does planning his next moves in battle.
YOHL-mur-AYTH-un
W
henever an ability references a condition, you can
check this appendix to see what that condition
CHILLED
does. Moving and making weapon attacks cost 1 more AP than
they would normally.
AFFINITY
When you have an Affinity with a type of damage, you take
CONCEALED
½ of that type of damage, and deal +3 additional damage You are Concealed when you are not completely hidden, but
whenever you deal that type of damage. Line of Sight is interrupted by fog, smoke, foliage, or other
obscuring phenomena. Creatures are aware of exactly where
BLEEDING you are but cannot see you clearly. While Concealed, you
have TA on attacks provided that you can see your enemy
A creature suffers Bleeding at the beginning of each of their
clearly, and attacks against you have TD.
turns, taking the amount of physical damage specified. This
might be a set number or a die roll, such as Bleeding (1d4).
The effect is ended by receiving any amount of magical
COVER
healing, Catching your Breath, or by receiving a successful If at least ½ of your body is protected by an object that
INT/Medicine check. would block physical damage, then you have Partial Cover.
Your AR and physical defenses gain between +1 and +3
BLINDED against ranged attacks, determined by your MC and the
amount of cover you have.
You cannot see or gain any benefits from any ability
When you have Total Cover, you cannot be targeted by
requiring sight. All creatures are Unseen.
ranged attacks or any effect that requires Line of Sight to you.
BLOODIED DAZED
You gain the Bloodied condition when you have equal to or
Your current AP is reduced to 3, unless it was already 3 or
less than ½ your maximum HP.
lower. You gain no more than 3 AP at the start of your turns
while Dazed and cannot use Reactive AP or carry over AP
BROKEN from previous rounds.
You are Frightened and Shaken. You must use all available
movement to retreat from perceived danger. DEAFENED
You cannot hear and are immune to effects that require
BURNING hearing. You automatically fail any roll that requires you
A creature suffers Burning at the beginning of each of their to be able to hear. Casting a spell that requires verbal input
turns, taking the amount of fire damage specified. This requires you roll 2d20 and take the lower result.
might be a set number or a die roll, such as Burning (1d4).
The effect is ended by being doused in water or by rolling in DEMORALIZED
dirt or mud by falling Prone and spending 3 AP.
All attacks against a Demoralized creature gain TA.
CHARMED ENGAGED
You look upon the creature that Charmed you as a friendly
A target that is Engaged provokes a 0 APC reactive attack
acquaintance. You will not intentionally harm the creature
when it leaves the reach of the creature that has Engaged it.
that Charmed you. When that creature targets your ANT,
If the attack hits, the creature takes damage as normal and
LOG, or WILL, they get TA. When that creature makes an
its speed is reduced to 0 until the start of its next turn.
INT or CHA check to interact with you, they roll 2d20 and
use the higher result. Unless stated otherwise, you know you
were Charmed after this condition fades.
ENTHRALLED
You are Charmed and lose your sense of self, following the
PHOBIC
FRIGHTENED
You are Frightened when you can see the subject of your
You have TD while the source of fear is in sight, and cannot
phobia. This effect is permanent until removed.
willingly move closer to the source of your fear.
PINNED
GRAPPLED &
GRAPPLING You are Prone, Grappled, and gain an additional TD on
attacks. Creatures making melee attacks against you gain
If a Grappled creature is the same or a smaller Size than
TA, and creatures making ranged attacks against you gain
the creature Grappling it, the Grappled creature’s speed
TD.
becomes 0 ft and the Grappling creature’s speed is halved.
If a Grappled creature is two or more Sizes smaller than
the Grappling creature, the Grappling creature’s speed is
PRONE
unaffected. You have TD on all attacks while Prone, and cannot make
If a Grappled creature is one or two Sizes larger than attacks with two-handed weapons. Additionally, melee
the creature Grappling it, the Grappled creature’s speed is attacks against you have TA, and ranged attacks against you
halved, and the Grappling Creature’s speed becomes 0 ft. have TD.
If a Grappled creature is three or more Sizes larger, the
Grappled creature’s speed is unaffected, and the Grappling PROTECTED
creature’s speed becomes 0. You gain +2 to your AR and physical defenses while
On its turn, a Grappled creature can try to break out of Protected.
a Grapple once per turn by spending 2 AP (or using one
action, if it is an NPC) to make an STR attack against the RALLIED
FORT, or DEX attack against the REF, of the creature that is
You cannot be Demoralized, Frightened, or Shaken. If you
Grappling it. On a success, the creature frees itself.
are already suffering from one of these conditions, the
A creature who is Grappling can let go at any time
effects are suppressed while you are Rallied.
without spending AP. Forced movement does not end the
Grappled condition. If the creature who is Grappling is
subjected to forced movement, the Grappled creature is
RESTRAINED
moved with it. If the Grappled creature is subjected to A creature is Grappled. When attacking a Restrained
APPENDIX B | CONDITIONS 345
creature, roll 2d20 and use the higher roll. Unless otherwise check against the attacker’s DEX/Sneaking. If the attacker
stated, escaping the Restrained condition is the same as wins all skill contests, it remains Unseen and combat does
escaping the Grappled condition, but requires 3 AP (or two not begin. Otherwise, roll Initiative and Partial Surprise
of an NPC’s actions). rules apply to all Surprised creatures.
SHAKEN S U R P R I S E D ( PA R T I A L )
You suffer a -2 penalty to all d20 rolls. If creatures are Surprised, they don’t act on the first round
of Initiative and have TD on the second round. They cannot
SICKENED use reactive actions until after their first turn in which they
can take action, and do not carry over AP until after their
Whenever rolling a d20, roll 2d20 and take the lower result.
first turn in which they can take action.
Creatures that are not Surprised have TA on the first two
SILENCED rounds of combat against creatures that were Surprised.
You cannot vocalize. You automatically fail any roll that
requires the ability to speak or use verbal components. TA U N T E D
You have TA attacking the creature that Taunted you, and
SLOWED have TD attacking other creatures.
Your speed is halved.
UNCONSCIOUS
S TA G G E R E D The creature must roll three dice and take the lowest result
You gain half the AP than you normally would at the start of to perceive checks that rely on sound. They automatically
each of your turns. fail checks that rely on vision. A creature can be shaken
awake by another creature who expends 1 AP as long as
STUNNED they have at least 1 HP. Taking any damage automatically
Your current AP is reduced to 1, unless it was already 1 or ends this effect. An Unconscious creature is Helpless.
lower. You gain only 1 AP at the start of your turns and your
AP cannot be raised above 1 while Stunned. NPCs can only UNSEEN
take one movement action on their turn. An Unseen creature gains TA, and when it makes an attack,
it rolls 2d20 and takes the higher result. It cannot be
S U F FO C AT I N G targeted by Line of Sight effects. Unseen creatures are also
After Suffocating for a number of rounds equal to your END considered Concealed.
+1, you gain a Death Point at the start of each of your turns. Unless the source of the Unseen condition states otherwise,
you lose the Unseen condition when:
SUPPRESSED • You make an attack roll.
• You are struck by an attack.
You cannot use your AP to move.
• A creature would occupy the space that you are in as
part of their movement.
SURPRISED • You move into clear Line of Sight of a creature, such as
(COMPLETE) into bright light, out of concealment, or the like.
Complete Surprise only occurs when a creature attacks an When trying to spot an Unseen creature, you can spend 1
enemy under all of the following conditions: AP (NPCs can trade one action) once on your turn to attack
• The target does not perceive the attacker and is an Unseen target’s ANT with your AWR. If you win, you
unaware of their presence. know what square it is occupying, but it remains Unseen. If
• The target is not in a heightened state of awareness it is more than 60 ft away from you, you automatically lose.
or on alert. For example, an alarm being raised, or If you are the target of a ranged attack or effect, you
being actively in combat, even if it’s with a third party, know which direction the attack came from. If you are the
disallows a full surprise round. target of a melee attack, you know which square you were
In this instance, the creature who begins combat is attacked from.
granted double their AP and takes a single turn. When attacking an Unseen creature, indicate which
If the defender survives this attack, that creature and square you are attacking, roll 2d20, and take the lower
its allies are Partially Surprised and combat begins. If the result. You know if the attack hits, but gain no information
creature that is attacked is reduced to 0 HP or knocked from missing.
Unconscious and the attacking creature is Unseen, the
victim’s allies that are within 30 ft make an AWR/Perceiving
A Little Bit of Soul, 297 Arcane Booster, 146 Attribute Points, 7 Biology, 323 Bull Rush, 290
Abjure Unholy, 97 Arcane Cantrips, 215, 216 Audio Dampeners, 147 Blackjack, 143 Bulwark, 190
Absorb Explosion, 118 Arcane Intellectual, 108 Augmentor, 146 Blacksmith Tools, 313 Burning, 344
Academic, 53 Arcane Knowledge, 215 Augmentor Extraordinaire, Blade Blocker, 291 By Feel, Not Measure, 297
Accelerando, 155 Arcane Magic, 215 147 Blades (Large), 305 Calculating, 133
Acrobat, 296 Arcane Power, 215 Augmentor Track, 146 Blades (Small), 304 Caliban’s Cackle, 183
Acrobatics, 322 Arcane Ritual, 215 Aura, 189 Bleeding, 344 Calligrapher, 297
Action Points, 327 Arcane Source, 214 Aura Enhancements, 189 Blessed Blade, 192 Calligraphy, 323
Adaptive, 184 Arcane Spells, 215, 218 Aura of Aggression, 190 Blind Fighting, 177 Camping Kit, 313
Adaptive Armor, 146 Arcane Magic Tags, 215 Aura of Protection, 190 Blinded, 344 Can’t Kill What you Can’t
Additional Blueprints, 148 Arcane Magic Stack, 215 Aura of Reduction, 190 Blink of an Eye, 143 Catch, 293
Additional Identities, 138 Arcane Versatility, 108 Aura of Vitality, 190 Blood Permeation, 119 Cancel Spell, 167
Adept of the Psionic, 279 Arcane Weaver, 107 Aura Track, 190 Blood Rampage, 96 Cantrip Cannon, 154
Advanced Dual Wield, 291 Arcane Weaving Track, 107 Austerity (Icon), 102 Blood Will Flow, 92 Cantrip Focus, 112
Advanced Maneuvers, 328 Arcanist Understudy, 297 Avadri, 339 Bloodied, 344 Cantrips, 212
Affinity, 344 Archdruid, 116 Avatars, 340 Bloodlust, 96 Capstone, 76
Aimed Shot, 144 Archery Focus, 170 Awakened Spellbook, 115 Bloody Recall, 192 Careful Appraiser, 298
Aimed Strike, 140 Archery Track, 170, 290 Aware, 297 Bludgeons, 306 Careful Casting, 111
Ain’t No Grave, 292 Archfae, 335 Awareness, 8 Blunt, 329 Careful Shot, 290
Alchemist Formula, 146 Archivist, 57 Axes, 304 Blunt Force Armor, 119 Carpenter, 298
Alchemist Tools, 313 Archmage, 111 Backgrounds, 53 Bodily Necrosis, 119 Carpenter Tools, 313
Alchemist Track, 144 Archmage Track, 108 Backlash, 214 Bodily Protection, 190 Cartographer, 298
Alchemy (Skill), 322 Ardent, 99 Bad Reputation, 196 Body Sculptor, 280 Cartographer Tools, 313
Alchemy (Talent), 144 Ardent Assault, 94 Balanced, 297 Bomb Upgrade, 145 Catch Me If You Can, 138
Alchemy Expert, 296 Ardent Weapon, 192 Balancing, 323 Bond Soul, 181 Catch Your Breath, 332
Alchemy Flask Upgrade, 145 Area of Effect, 212 Barber Kit, 313 Book of Legends, 157 Cavalier, 191
Ambient Luck, 120 Arete, 178 Barding, 309 Book of Souls, 161 Cavalier Abilities List, 191
Ambition (Icon), 101 Aristocratic, 53 Barrel Roll, 294 Book of the Damned, 161 Cavalier Track, 190
Ammunition, 304 Armed Arts, 124 Barrister, 58 Boon of Daropmet, 183 Cedrian’s Communion, 183
Animal Companion, 295 Armor Alchemist, 149 Basic Dual Wield, 291 Boon of Etalun, 192 Celestials, 341
Animal Handling, 323 Armor Focus, 149 Battle Drum, 155 BOP, 9, 53 Chant of the Wild Heart, 137
Animal Trainer, 297 Armor of Darkness, 249 Battle Focus, 123 Born in Darkness, 143 Chants, 212
Animal Whisperer, 297 Armor Rating, 309 Battle Medic, 98 Born Warrior, 54 Charisma, 8
Animals (Equipment), 311 Armor Track, 292 Battle Standard Command, Bowyer Tools, 313 Charismatic, 298
Annual Income, 318 Arrow Storm, 133 174 Boxer’s Maneuvers, 126 Charlatan, 59
Another Swig, 90 Art, 323 Battle Standard Range, 172 Bravery, 130 Charm, 249
Anthem, 155 Artist Aspirant, 297 Battle Stanza, 155 Bravery (Icon), 102 Charmed, 344
Anticipation, 309 Artistic Apprentice, 297 Battle-Ready, 94 Bravery Track, 130 Charmer, 292
Antidote, 188 Artistic Signature, 164 Battlefield Command Focus, Brawl, 128 Charming Identity, 138
Antiessence Aura, 165 Ashyidir Conclave’s Affinity, 172 Brawler, 294 Check it Again, 139
Antiessence Rupture, 167 184 Battlefield Concentration, 280 Brawling, 91 Chef, 298
Antiessence Track, 165 Astounding Critical, 290 Battlefield Tactician Breakthrough, 148 Chemist, 298
Apex Evolution, 186 Astrologer, 297 Improvement, 174 Brewer, 297 Chemistry, 323
Apocrypha, 99 Astrology, 323 Beast Companion, 91 Brewer Supplies, 313 Chilled, 344
Applied Force, 323 Astronomer, 297 Beast Form, 115 Brewing, 323 Cholereth-Blooded, 26
Appraising, 323 Astronomy, 323 Berzerker, 76 Brewing Expert, 297 Circumstantial Bonuses, 321
Apprentice, 121 Athlete, 297 Berzerker Entry, 90 Broken, 344 Citadel of Stamina, 94
Apprenticeship, 100 Athleticism, 322 Betrayal, 138 Brutality, 90 Clairsentience, 278
Aptitude, 279 Athletics, 323 Better Identities, 138 Buckler Specialization, 294 Clairsentient Magic, 279
Arcana, 323 Attribute Cap, 7 Bhrunai, 13 Buckler Strap, 294 Claws of Kleppar, 183
Arcane Artificer, 153 Attribute Checks, 320 Biologist, 297 Buckler Warrior, 294 Clear Thoughts, 215
INDEX 347
Clergy, 60 Crafting, 323 Distance Running, 324 Elemental (Fire), 21 Explosive Critical, 112
Cleric, 78 Create Bomb, 145 Distant Ward, 96 Elemental (Water), 21 Extend, 166
Cleric Entry, 96 Create Potion, 144 Diverse Repertoire, 164 Elementalist Track, 118 Extended Aura, 189
Climber, 298 Creature Compendium, 159 Divine Icons, 101, 170 Elf, 22 Extra Standard, 172
Climber Kit, 313 Creature Sizes, 332 Divine Magic, 232 Elf (Forest), 23 Extrinsic, 263
Clown, 156 Crescendo, 155 Divine Power, 232 Elf (Mountain), 23 Fae Magic, 182
Cobbler, 298 Criminal, 54 Divine Rituals, 232, 235 Elf (Plains), 23 Fae Track, 182
Cobbling, 323 Crit Track, 290 Divine Shield, 96 Elf (Star), 23 Faerie Tale, 160
Cobbling Mastery, 298 Critical Casts, 214 Divine Source, 231 Emotion, 263 Familiar Enhancement, 185
Cold, 329 Critical Hits, 329 Divine Spells, 232, 240 Empathetic, 299 Familiar Enhancements, 187
Cold Focus, 215 Cruel Jape, 157 Divine Magic Tags, 232 Empathy, 324 Familiar Track, 185
Collector, 181 Crusader Aspirant, 193 Divine Magic Stack, 232 Empower Chant, 136 Familiar, Crawling, 178
Colossal, 332 Crusader Ordinant, 194 Dodge, 328 Empower Spell Expert, 107 Familiar, Flying, 179
Colossal (long), 332 Crusader Postulant, 194 Dodge a Punch, 127 Empowered Mind, 153 Familiar, Hunting, 179
Colossal (tall), 332 Crusader Templar, 195 Double Time, 298 Enchantment Blueprints, 149 Familiars, 178
Combat, 327 Crusader Track, 193 Drag, 91 Encore Track, 155 Family Heirloom, 295
Combat Stack, 290 Cultivated Wilds, 264 Dragonfolk, 15 Encumbrance, 319, 333 Fate (Icon), 103
Combined Aura, 189 Cultivation (Icon), 102 Drake’s Breath Ammunition, Endurance, 8 Fate Track, 119
Combining Magical Effects, Currency, 318 140 Endure, 94 Fated, 120
331 Curse, 249 Drake’s Breath Efficacy, 140 Enduring, 299 Fatigued, 345
Comedy, 158 Damage, 329 Drake’s Breath Efficiency, 140 Energy Conversion, 169 Fear Itself, 131
Command, 173 Damage Reduction, 330 Drake’s Breath Expertise, 141 Energy Damage, 329 Fearless Track, 92
Command Improvement, 173 Damage Threshold, 330 Drake’s Breath Preference, Energy Inurement, 94 Fellow Inhabitant, 143
Command Stack, 292 Dance of Battle, 126 140 Energy Theft, 167 Fervent Leader, 195
Commander Track, 172 Dancer, 298 Drive to Survive, 130 Energy Transfer, 147 Fiend Lords, 343
Companion Boon, 91 Dancing, 324 Driver, 298 Engaged, 344 Fiendblood, 25
Con Track, 137 Dark Enchantment, 180 Drives, 51 Engineer, 299 Fight, 130
Concealed, 344 Dark Hex Track, 179 Drop Prone, 328 Engineering, 324 Fighting Dirty, 90
Concealed (Equipment), 304 Dark Magic, 179 Druid Track, 114 Enhanced Concentration, 280 Figure of Legend, 157
Concentration, 279 Dark Power, 249 Drunken Ferocity, 91 Enhanced Quick Find Weak Spot, 139
Conditions, 332 Dark Power Mastery, 249 Drunken Fighter, 90 Compartment, 147 Fine, 332
Confidence, 137 Dark Power Savant, 249 Drunken Fist, 90 Enlightened Mind, 142 Fire, 329
Conjuring, 211 Darkness (Icon), 102 Drunken Resilience, 91 Enrage, 123 Fire Focus, 215
Conman Extraordinaire, 139 Dazed, 344 Drunken Stagger, 90 Entertainer, 61 Fire in the Hole!, 145
Consecrated Blade Track, 192 Deadeye, 131 Dual Wield, 291 Entertainer Aspirant, 299 Fire!, 173
Consecrated Weapon, 192 Deadly Poison, 188 Dual Wielding Track, 291 Entertaining, 324 Fishing Kit, 313
Constitute, 123 Deafened, 344 Duelist, 291 Entrepreneur, 54 Five Sources, 213
Constitute Track, 122 Dealing Damage, 303, 329 Dungeoneer, 299 Environment List, 182 Flaming Shield, 119
Consumable Mastery, 149 Death (Icon), 103 Dungeoneering, 324 Environmentalist, 136 Flanking, 331, 345
Contorting, 323 Death Defier, 95, 123 Dwarf, 17 Equipment, 311 Flash of Genius, 154
Contortionist, 298 Death Drop, 95 Dwarf, Crag, 18 Esoteric Ritualist, 249 Flask Efficiency, 145
Cook Utensils, 313 Decay (Icon), 103 Dwarf, Deep, 18 Essence, 213 Fletcher, 133
Cooking, 323 Deceiving, 324 Dwarf, Mountain, 18 Essence Hoard, 168 Fletching Tools, 313
Cool Under Pressure, 290 Deckhand, 298 Dying, 330 Essence Siphon, 168 Flight, 130
Coordination, 8 Defense Stack, 292 Eagle Eye, 132 Ethereal Recall, 192 Flip, 124
Corner Quarry, 131 Defensive Maneuvers Track, Eavesdropper, 299 Evader, 299 Flock of Familiars, 184
Cornered Animal, 134 294 Eavesdropping, 324 Evading, 324 Fluid Forms, 124
Corrosive, 329 Defiance, 91 Economics, 324 Evasive, 292 Flurry of Familiars, 186
Corrosive Strike, 119 Deities, 334 Economist, 299 Evasive Throw, 140 Focused, 345
Courage, 130 Demoralized, 344 Edmari’s Emotional Ever Holy, 195 Font of Potions, 188
Cover, 329, 344 Dexterity, 8 Emancipation, 183 Everwilds Affinity, 264 Fool, 156
Covering Fire, 171 Dextrous, 298 Elemental, 20 Evolution, 184 Fool’s Strike, 138
“Cowards!”, 90 Diminutive, 332 Elemental Absorption, 146 Exile Track, 90 Forager, 299
Cracked Soul, 169 Disarm, 328 Elemental Affinity, 118 Exiles, 342 Foraging, 324
Crackling Field, 168 Disciple of the Divine, 232 Elemental Bombs, 145 Exorcist, 96 Force of Belief, 232
Crackling Miasma, 169 Disciplined Study, 163 Elemental Damage, 329 Expert Exorcist, 97 Forced March, 324
Cradle, 147 Disguise Artist, 298 Elemental Inurement, 94 Exploit, 328 Forceful, 299
Crafter (Alchemist), 148 Disguising, 324 Elemental Mastery, 118 Exploitative, 290 Forgery, 299
Crafter (Specialization), 298 Disrupt Ki, 125 Elemental (Air), 20 Exploration, 333 Forging, 324
Crafting Rules, 326 Distance Runner, 298 Elemental (Earth), 21 Explosion Upgrade, 145 Fortitude, 309
348 INDEX
Fortuitous, 299 Guide Track, 121 Ice Blood Ammunition, 141 Jack of All Trades, 300 Love (Icon), 104
Fortuity, 324 Guiding Principles, 320 Ice Blood Efficacy, 141 Jammy, 138 Luck (Attribute), 8
Forward!, 173 Guild Affiliate Track, 139 Ice Blood Efficiency, 141 Jeer, 156 Luck (Skill Tag), 322
Frame, 139 Guild Member, 139 Ice Blood Preference, 141 Jester Track, 156 Lucky, 300
Freedom (Icon), 103 Guildmaster, 141 Iconic Covenant, 101 Jeweler, 300 Lucky Placement, 293
Freeze, 130 Hacking Blow, 292 Iconographer, 99 Jeweler Tools, 313 Lunge, 291
Frenzy, 92 Halfling, 30 Icons, 101, 170 Jeweling, 325 Lurker, 294
Frequent Aura, 189 Hamstring, 140 Ignore Pain, 122 Jewelry Expert, 300 Lyricist Talents, 163
Friend of the Fae, 184 Hand-and-a-Half, 304 Illuminated Manuscript, 100 Juggernaut, 93 Mage, 79
Frightened, 345 Hardy, 292 Imitate, 156 Juggernaut Track, 93 Mage Entry, 107
Function of Magic, 213 Harlan’s Breach Ammunition, Immortal Surge, 169 Jump, 328 Mage: Alchemy, 109
Fundamental, 215 141 Immune, 330 Keep Quiet, 143 Mage: Altering, 109
Fundamental Recovery, 216 Harlan’s Breach Efficacy, 141 Impale, 290 Kensei, 124 Mage: Divining, 109
Fundamental Wellspring, 213 Harlan’s Breach Efficiency, Impeccable Aim, 170 Kettek, 35 Mage: Enchanting, 109
Furious Blows, 95 141 Impersonate, 137 Kleppin, 36 Mage: Evoking, 110
Furious Chant, 136 Harlan’s Breach Preference, Imposing Battle Standard, 174 Knave, 55 Mage: Illusory, 110
Furious Smash, 95 141 Improved Battle Standard, Knight, 65 Mage: Necromancy, 110
Gaard’s Resistance, 179 Headlock Choke, 128 172 Knocking Unconscious, 330 Mage: Summoning, 111
Gargantuan, 332 Headshot, 170 Improved Mind Spike, 142 Know your Enemy, 125 Mage: Warding, 111
Gargantuan (long), 332 Heat Aura, 119 Improved Silent Shot, 144 Knowledge (Skill Tag), 322 Magic, 211
Gargantuan (tall), 332 Heavy Armor, 309, 310 Improved Weapon Mastery, Knowledge (Icon), 104 Magic Items, 319
Garrote, 139 Heavy Armor Trainee, 293 292 Knowledgeable, 300 Magical Tinkering, 154
Gear (Equipment), 311 Heavyweight Champion, 127 Improvised Brew, 188 Large, 332 Magical Mentor, 121
Geographer, 299 Hedonism (Icon), 103 Improvised Repairs, 172 Large (long), 332 Magitechnician, 154
Geography, 324 Helpless, 345 Improvised Weapons, 128 Large (tall), 332 Magitechnician Track, 153
Gesture, 212 Heroic Landing, 147 Impulse, 293 Latisk’s Keen Eyes, 183 Maneuvers, 328
Giant Slayer, 290 Hew, 132 In the Dark, 143 Launcher, 146 Manifestation, 279
Gift of Gusper, 180 Hex List, 179 Incantation, 249 Law, 325 Manipulate Chance, 120
Glassblower, 299 Hidden Dagger, 90 Income and Labor, 318 Lawyer, 300 Many Hats, 156
Glassblowing, 324 Hide, 328 Indomitable Champion, 178 Lay on Hands, 97, 195 Marked, 90
Go for the Knees, 290 High Mage, 111 Influence, 322 Leader, 300 Martial Artist, 126
Golem, 28 Historian, 300 Influencer, 300 Leadership, 325 Martial Arts Track, 124
Golemancer, 153 History, 324 Initiate of the Occult, 249 Lean-To, 300 Mason, 300
Good Reputation, 196 Hit Points, 9 Initiative, 327 Leatherworker, 300 Mason Tools, 313
Goods and Services, 317 Hold!, 173 Injector, 145 Leatherworking, 325 Masonry, 325
Goodwill, 333 Holy Arsenal, 192 Injector Upgrade, 145 Leatherworking Tools, 313 Massive Damage, 329
Gore, 290 Holy Cause Track, 195 Innate Hex, 187 Leave it to Luck, 138 Master Alchemist, 145
Gossipper, 299 Holy Lance, 192 Inquisitor, 64 Legend Keeper Track, 157 Master Inventor, 149
Gossiping, 324 Holy Lectionary, 101 Inspirational, 195 Legendary Archer, 172 Master Magitechnician, 154
Grand Puppetmaster, 181 Holy Mount, 190 Inspire Fear, 195 Legendary Defender, 176 Master of Disguise, 138
Grand Sorcerer, 113 Holy Support, 101 Install Mini Turret, 147 Library of Legends, 158 Master of Shadow, 144
Grand Stanza, 164 Holy Weapon, 192 Install Shield, 146 Light (Equipment), 304 Master Psyblade, 142
Grand Weal, 120 Hondu, 32 Install Weapon, 146 Light (Icon), 104 Mastery of Form, 123
Grapple, 328 Honor (Icon), 104 Instinct Track, 134 Light Armor, 309 Meat Pile, 292
Grappled, 345 Honorable, 63 Instrument, 325 Light Armor Trainee, 293 Medic, 301
Grappler, 146 Horde Breaker, 133 Intellect, 8 Lightning, 329 Medical Kit, 313
Grappling, 345 Hordesbane, 132 Intelligent, 300 Lightning Fast, 119 Medicine, 325
Great General, 175 Horrifying Frenzy, 93 Inertia, 112 Line of Effect, 212 Meditative Rest, 280
Great Rend, 291 Hoverjet, 147 Intimidating, 325 Line of Sight, 212 Medium, 332
Great Stanza, 164 How Dare You, 138 Intimidator, 300 Lingering Drake’s Breath, 140 Medium Armor, 310
Great Weal, 120 Huge, 332 Intrinsic, 263 Lingering Harlan’s Breach, Medium Shield Mastery, 295
Greater Corner, 126 Huge (long), 332 Intrinsic Boon, 136 141 Medium Shield Training, 294
Greater Counterpunch, 126 Huge (tall), 332 Intuiting, 325 Lingering Ice Blood, 141 Meijin, 126
Greater Gut Punch, 127 Hulking, 127 Intuitive, 300 Liturgy, 232 Melaneth-Blooded, 26
Greater Hex, 179 Human, 34 Inventor, 148 Lockpicker, 300 Melee, 303
Greater Uppercut, 127 Human Shield, 294 Inventor Track, 148 Lockpicking, 325 Menace, 301
Grounded, 345 Hunter, 131 Investigating, 325 Locksmith Tools, 313 Menacing, 325
Guard, 62 Hunter Track, 131 Investigator, 300 Logic, 309 Mental Attributes, 8
Guarded Shot, 290 Hunter’s Quarry, 132 Invocations, 212 Lorist, 162 Mentor, 121
Guide, 121 Ice Armor, 119 Irradiated Aura, 119 Lorist Track, 162 Mercantile, 53
INDEX 349
Metacreative Magic, 279 Observation, 322 Planar Thievery Track, 167 Protection VII, 176 Ranger, 82
Metacreativity, 278 Occult Chants, 249, 250 Play Dead, 138 Protection VIII, 176 Ranger Entry, 130
Metamagic Caster, 108 Occult Magic, 249 Plot Twist, 158 Protective Elementalist, 118 Ranger’s Invocation, 136
Metamagic Expert, 108 Occult Power, 249 Point Blank Shot, 290 Prowess of Sekh, 183 Ranger’s Spells, 136
Metamagic: Conjuring, 108 Occult Rituals, 248, 251 Poison, 187 Psionic Aptitude, 278 Rapid Takedown, 133
Metamagic: Duration, 108 Occult Source, 247 Poisoner, 140 Psionic Focus, 280 Reach, 303
Metamagic: Hasten, 108 Occult Spells, 259 Polearms, 307 Psionic Invocations, 280 Reactive Attacks, 331
Metamagic: Humane Spell, Occult Magic Stack, 249 Politician, 301 Psionic Power, 279 Reactive Aura, 190
108 Occult Vitality, 169 Politics, 326 Psionic Spells, 279, 282 Reactive Casting, 212
Metamagic: Leeching, 108 Occupation, 53 Polytheism, 101 Psionic Source, 278 Reactive Instruction, 121
Metamagic: Maximize, 108 Officer, 301 Portent, 120 Psionic Magic Stack, 279 Reactive Stance, 125
Metamagic: Morph Damage, Okart’s Skin, 183 Potion, 187 Psionic Magic Tags, 279 Reagent, 187
108 Old Gods, 114 Potion Upgrade, 145 Psionic Tier, 279 Recall, 192
Metamagic: Overclock, 108 On the Ropes, 123 Potions Table, 322 Psionic Versatility, 279 Record Magic, 163
Metamagic: Overcome, 108 On Your Feet, 292 Potter, 301 Psyblade Focus, 141 Recoup, 332
Metamagic: Spell Point Cost, One with the Land, 133 Pottery, 326 Psyblade Track, 141 Recreational Gear
108 One-Handed, 304 Power Shot, 290 Psychic, 329 (Equipment), 312
Metaphysical Attributes, 8 One-Handed Track, 291 Power Slam, 147 Psychic Bond, 141 Red Right Hand, 123
Mighty Punch, 126 Opportunist, 290 Powerlifter, 301 Psychic Resonance, 119 Redemption (Icon), 105
Militant, 53 Opportunistic Crit, 290 Practice Makes Perfect, 301 Psychic Scream, 142 Reflexes, 309
Military, 325 Oracle, 80 Prayers, 212, 232, 233 Psychic Strike, 142 Refresh, 92
Mind over Matter, 126 Oracle Entry, 114 Predict a Punch, 124 Psychokinetics, 278 Regain Honor, 91
Mind Spike, 142 Order (Icon), 105 Preparatory Strike, 140 Psychometabolic Magic, 279 Reinforced Standard, 172
Miracle Brew, 189 Outlander, 55 Pressure Point, 126 Psychometabolics, 278 Religion, 326
Miracle Worker, 98 Outnumbered, 131 Primal Aspect, 295 Psychovillainy, 278 Religious (Background), 53
Misc Actions, 329 Overcome Woe, 120 Primal Aspect Focus, 295 Puck’s Pernicious Pleasure, Religious (Specialization), 301
Misc Stack, 295 Overwatch, 171 Primal Aspect Talents, 295 183 Remnant, 41
Miscellaneous (Weapons), 308 Pagan Attunement, 181 Primal Aspect Transference, Pugilist, 81 Rend, 291
Mockery, 156 Pagan Attunement Track, 181 296 Pugilist Entry, 122 Repairs, 148
Monastic Horticulturist, 98 Paint Supplies, 314 Primal Aspects, 296 Pugilist Maneuvers, 129 Repurpose Damage, 118
Monkey Climbing the Tree, Painter, 301 Primal Chants, 263 Pummeling Track, 126 Repurpose Radiance, 249
126 Painting, 325 Primal Exemplar, 137 Punishment, 193 Reputation Track, 196
Mote Expert, 107 Paralyzed, 345 Primal Invocations, 263, 266 Pure Physique, 128 Resist, 329
Motley Wardrobe, 156 Pashak Conclave’s Passage, Primal Magic, 263 Pure Technique, 128 Resistance Specialization, 309
Mounted Combat, 331 184 Primal Magic Tags, 263 Quaff, 145 Resting, 332
Move, 327 Peerless Hunter, 133 Primal Power, 263 Quick Compartment, 146 Restored Honor, 91
Moving Through Creatures, Perceiving, 325 Primal Recovery, 264 Quick Config, 149 Restrained, 345
328 Perceptive, 301 Primal Source, 262 Quick Craft, 148 Revenge (Icon), 105
Multitalented, 163 Perfect Dodge, 293 Primal Spells, 263, 271 Quick Mind, 280 Reverse Grapple, 127
Munitions Focus, 149 Performance, 322 Primal Survivalist, 263 Quick Strike, 140 Reward, 193
Musician, 301 Performer, 301 Primal Magic Stack, 263 Quick Throw, 140 Ritualize, 249
Mystic Druid, 115 Performer’s Props, 164 Primal Tier, 263 Quickdraw, 133 Rituals, 212
Mystic Support, 121 Personality, 51 Primal Warden, 135 Quickened Aura, 190 Rogue, 83
Natural Habitat, 134 Persuading, 325 Primeval Darkness, 117 Quickened Recovery, 232 Rogue Entry, 137
Naturalist, 301 Persuasive, 301 Primeval Invocation, 137 Quicker Identities, 138 Rogue Maneuvers, 140
Nature (Skill), 325 Petsina Conclave’s Perception, Primeval Senses, 135 Quiet Mind, 125 Rosen’s Blessing, 183
Nature (Tag), 263 184 Primeval Speed, 133 Quiet One, 143 Ruthless Hunter, 133
Nature (Icon), 105 Phlegmereth-Blooded, 26 Primeval Spells, 137 Quirks, 52 Sacrament, 232
Nature Stride, 135 Phobic, 345 Profession, 53 Radiant, 329 Safer Devices, 154
Navigating, 325 Photographic Memory, 163 Prolong, 166 Raedeen, 38 Safety Precautions, 148
Navigator, 301 Physical Attributes, 8 Prone, 345 Raedeen (Corrupted), 39 Sailor, 70
Navigator Tools, 313 Physical Damage, 329 Protected, 345 Raedeen (Dreamer), 39 Salvage, 148
Necronomicon, 162 Physician, 68 Protection Focus, 175 Raedeen (Paragon), 39 Salvation (Icon), 106
Necrotic, 329 Pickpocket, 301 Protection I, 175 Rage Track, 95 Sanctified Wards, 232
Necrotic Focus, 216 Piercing Strike, 142 Protection II, 175 Rain of Arrows, 132 Sanguineth-Blooded, 26
Never Retreat, 92 Piety, 98, 195 Protection III, 175 Rallied, 345 Satyr, 43
Noble Title, 55 Piety Track, 97 Protection IV, 175 Rallying Standard, 172 Savage Frenzy, 93
Nomad, 66 Pinned, 345 Protection Track, 175 Ranged, 303 Savior, 99
Obfuscate, 156 Pioneer, 68 Protection V, 176 Ranged (Weapons), 307 Savoir Faire, 326
Observant, 301 Planar Protector, 136 Protection VI, 176 Ranged Attacks in Melee, 328 Scale the Balcony, 142
350 INDEX
Scavenger, 301 Skill Cap, 321 Stance of the Wolf, 125 Taunted, 346 Unfettered Speed, 126
Scavenging, 326 Skill Stack, 296 Stand, 329 Telekinetic Magic, 278 Unflappable, 92
Scrapping, 91 Skills, 320 Standard Bearer, 173 Telepath Magic, 279 Unholy Rites, 249
Scribe Tools, 314 Skullduggery Kit, 314 Stanza Repertoire, 163 Telepathy, 277 Unholy Scourge, 97
Scriptorium, 99 Sleight of Hand, 326 Stanzas, 164 Terrain, 327 Unkillable Champion, 123
Scrivener, 100 Slippery, 138 Star’s Guidance, 114 Terror, 166 Unrivaled Explorer, 135
Season’s Givings, 118 Slow and Steady, 290 Star’s Redirection, 115 Theologian Track, 99 Unseen, 346
Second Skin: Heavy Armor, Slowed, 346 Stationary Gear (Equipment), Theological Magic, 232 Unstable Casting, 112
293 Small, 332 312 Thief, 74 Unstoppable Ferocity, 93
Second Skin: Light Armor, 293 Smith, 302 Staunch Resistance, 94 Third Eye, 115 Unstoppable Juggernaut, 94
Second Skin: Medium Armor, Smithing, 326 Steady Fist, 91 Thread of Fate, 119 Unwavering, 192
293 Smooth Tongue, 155, 156 Stealth Archer Talents, 144 Throw Anything, 90 Unwieldy (Equipment), 304
Second Skin: Shields, 293 Sneak, 302 Stoic, 92 Thrown, 303 Up My Sleeve, 145
Seeing Red, 92 Sneaking, 326 Story for Every Occasion, 158 Thug, 75 Upcharging, 212
Selling Goods, 318 Sniper’s Nest, 170 Strack’s Stoicism, 180 Tinker Tools, 314 Urchin, 56
Sense Danger, 124 Sola Scriptura, 100 Stravon Conclave’s Serenity, Tinkerer, 84 Urkou, 49
Sense Planar, 96 Soldier, 72 181 Tinkerer Entry, 144 Utterly Independent, 92
Sentry Armor, 146 Soldier Track, 177 Strength, 8 Tinkering Items, 150 Values, 51
Serenity, 126 Soldier’s Opportunity, 177 Strong, 302 Tiny, 332 Vanish, 142
Serenity (Icon), 106 Sonic, 329 Student, 55 Titan, 332 Vehicles, 317
Services and Hirelings, 318 Sonorous Strikes, 119 Student of the Arcane, 214 To Me!, 173 Vehicles (Land), 326
Shadow Assault, 143 Sorcery Focus, 111 Student of the Fundamental, Tolerance, 145 Vehicles (Water), 326
Shadow Hop, 142 Sorcery Track, 111 163 Tome Familiar, 113 Verbal, 212
Shadow Mastery, 143 Soul Collector, 185 Stunned, 346 Tome Wizard, 114 Versatile Arsenal, 177
Shadow Shot, 144 Soul Graft Track, 169 Sturdier Identities, 138 Tome Wizard Track, 113 Versatile Weapon, 192
Shadow Shot Range, 144 Soul Knife, 141 Subterfuge, 322 Tools and Kits, 312 Vertumna Conclave’s
Shadow Trick, 143 Soul of the Masterwork, 149 Subtlety Track, 142 Tough, 293 Veneration, 184
Shadowstep, 143 Soul Rend, 141 Subverter, 302 Tower Shield Mastery, 295 Vessel, 86
Shaken, 345 Soul Sacrifice, 165 Suffocating, 346 Tower Shield Specialization, Vessel Entry, 165
Sharp, 329 Source of Magic, 213 Superior Corner, 127 295 Vigilant, 134
Sharpshooter, 170 Space Bend, 142 Superior Counterpunch, 127 Toxic, 329 Visual, 212
Sheltering, 326 Space Efficiency, 148 Superior Gut Punch, 127 Tracker, 302 Vitality, 187
Shibmar Conclave’s Splendor, Spark of Life, 232 Superior Mentor, 122 Tracking, 326 Vitality Solution, 145
184 Spell Points, 211 Superior Uppercut, 127 Trader, 73 Vitriol, 166
Shield Bash, 295 Spell Scribe, 113 Supplicant’s Reward, 233 Tragedy, 159 Volley, 132
Shield Fighting, 294 Spell Sculptor, 107 Suppressed, 346 Trained Soldier, 177 Vulnerability, 166
Shield HP, 329 Spell Sniper, 107 Suppressing Fire, 171 Training Meets Opportunity, Vulnerable, 330
Shield Siblings, 295 Spell Storing, 153 Surge of Energy, 169 291 Wakeful Serenity, 121
Shield Track, 294 Spell Thief, 113 Surge of Magic, 169 Trapper Kit, 314 Wanderer, 53
Shield the Innocent, 193 Spellstealing, 113 Surge of Strength, 122 Travel Pack, 314 Wanderer’s Invocation, 136
Shield Training, 294 Sprint, 143 Surgeon Tools, 314 Trepidation, 166 Wanderer’s Spells, 136
Shield Wall, 295 Sprinter, 302 Surprised (Complete), 346 Trinkets, 314 War Cry, 174
Shields, 309, 310 Sprinting, 326 Surprised (Partial), 346 Trip, 329 Warden of the Primal, 263
Shining Beacon, 196 Staggered, 346 Survival, 322 Trollkin, 45 Warrior, 87
Shove, 328 Stalking, 170 Survival Instinct, 134 Troubadour, 85 Warrior Entry, 170
Showdown, 177 Stalwart Leader, 196 Survivalist, 302 Troubadour Entry, 154 Weak Spot, 125
Shroud, 133 Stamina (Skill Tag), 322 Survivor, 135 Troubadour’s Support, 155 Weal, 119
Shrug it Off, 94 Stamina (Specialization), 302 Survivor Track, 134 True Believer, 56 Weal II - Skills, 119
Sickened, 345 Stamina Theft, 168 Sustenance, 333 Tumbler, 302 Weal II - Spells, 119
Sickening Strikes, 119 Stance of Flowing Water, 125 Swimmer, 302 Tumbling, 326 Weal III - Chants, 119
Sidestep, 143 Stance of Raging Fire, 125 Sword for Justice, 193 Turn of Fortune, 120 Weal III - Weapons, 120
Siege Equipment, 312 Stance of the Bear, 124 Sympathetic Magic, 184 Two-Handed, 304 Weal IV - Fortune’s Favor, 120
Signature Brew, 188 Stance of the Bison, 124 Tactical Advantage, 331 Two-Handed Track, 291 Weal IV - Invocations, 120
Signature Move, 128 Stance of the Leopard, 124 Tactical Disadvantage, 331 Unarmored Awareness, 293 Weapon Attacks, 328
Silenced, 345 Stance of the Owl, 124 Tactical Superiority, 140 Unarmored Defense, 124 Weapon Expertise, 292
Silent Shot, 144 Stance of the Rabbit, 125 Tactician’s Command, 174 Unconscious, 346 Weapon Focus, 149
Silent Shot Range, 144 Stance of the Serpent, 124 Take a Punch, 126 Undaunted, 131 Weapon Mastery, 292
Siphon Damage, 118 Stance of the Squirrel, 124 Take a Rest, 333 Undead, 47 Weapon of Legend, 193
Siphon Divinity, 101, 170 Stance of the Stout Oak, 125 Talent, 9 Under the Banner, 172 Weapon Track, 292
Size Up, 128 Stance of the Turtle, 124 Talented Mentor, 121 Underworld, 53 Weapons, 303
INDEX 3 51
Weather, 263 Whittler, 302 Witch’s Brew, 187 Wrath of Aeshir, 180 Wythen’s Protection, 183
Weaver, 302 Wilderness Warden Track, 135 Witch’s Brew Track, 187 Wrestler’s Maneuvers, 127 Yasheri’s Explosion, 183
Weaver Tools, 314 Willpower, 309 Woe is Me, 120 Wrestling Track, 127 Zealot, 89
Weaving, 326 Wisdom (Icon), 106 Woodcarving, 326 Written Tradition, 158 Zealot Entry, 189
Wellspring of Health, 98 Witch, 88 Woodworking Tools, 314 Wylla’s Stride, 182 Zealot’s Resolve, 192
Wellspring Tap, 112 Witch Entry, 178 Wrath (Icon), 106 Wyrd Wood, 115