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Five Moons Corebook

Fantasy Role-playing game core rules

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burningbright
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100% found this document useful (1 vote)
1K views132 pages

Five Moons Corebook

Fantasy Role-playing game core rules

Uploaded by

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

Designer
Sean K Reynolds

Proofreader
Scotti W. Smith

Cover Artist
Gerald Lee

Interior Artists
Toren Atkinson, Gennifer Bone, Daniel Comerci (hounworks.it), The Forge, Jodi Lane, Gerald
Lee, Marc Radle, Ashton Sperry, and Maciej Zagorski
Some artwork copyright William McAusland, used with permission.

Special Thanks To
Jodi Lane
There is so much of you in this book.
Thank you for all of your support and advice.

the Kickstarter backers


Thank you for your input, playtesting, and patience.

my cats
You are so very distracting, but I wouldn’t be here without you.

Dedicated To
Parmi
You were such a good girl. I’ll miss you forever.

© 2018 Sean K Reynolds

Printed in the USA

2
TABLE OF CONTENTS

Beginning the Game 4 Skills60


Species6 Cronks74
Class12 Spells84
Heroic Feats 22 Stunts114
Weapons26 Magic Items 120
Armor and Shields 32 Glossary126
Equipment36 Background Feats 129
Combat Basics 40 Index130
Advanced Combat 48 Kickstarter Backers 131
Miscellaneous Rules 56

INTRODUCTION
What a long, strange journey this has been. each round, the number of stats, the number of
Years ago, I ran a special one-shot “rules classes, number of boosts, duration multipliers,
experimentation” game of PF at PaizoCon, and so on (at one point we even thought about
using some weird homebrew rules like Action calling it “The Plus 5 RPG” and reserved a
Points for combat, spellcasters adding their web address for it, but we decided that was too
Int or Wis to spell damage and spell healing, mathy and didn’t invoke the spirit of what we
every class having a BAB-like stat that added were doing). The skeleton of a game system
to caster level instead of attack bonus, and formed, I wrote a bunch of website articles
each classes having “surges” that let them do leading up to the announcement about the
weird things like attack or cast a second time game, and we had a successful Kickstarter.
in a round. At the time I was thinking I might And then a hell of a lot of life happened.
make these rules into a short PDF for use with But here we are now, with a corebook for
PF. In the end, I kept adding more and more the game, and a monster book, setting book,
ideas until I realized this was its own thing, not and other stuff to follow.
an add-on to an existing thing. Writing this game was fun (if a lot more
Jodi and I brainstormed a lot of the game work than I expected). Is it perfect? No, not
ideas and world concepts on our drive back to at all. Is it a lot simpler than PF? I think so—
Seattle from Gen Con. “Surges” became boosts. which was a goal, as Five Moons was in many
The “pure spellcaster” class concepts from ways a reaction to working on PF for so long.
PF all became one cloth-wearing wizard class. It’s probably still a little too complex for my
Three classes were designed to multiclassing- tastes, but if you want a fantasy RPG that’s
ish in a way that could compete with the crunchy enough to let you build just about any
warrior and wizard. Wisdom and Charisma sort of character, but loose enough that the
folded together into PSY. We mixed in things book won’t break your back, it’ll do.
we liked from other games, and threw out
things we didn’t like. Fives started showing up
everywhere—how many Action Points you got

3
BEGINNING THE GAME
Welcome to Five Moons! Just in case you’re and will, and how good you are at socially
reading this and you’ve never heard of or interacting with other creatures.
played a tabletop roleplaying game before, All of your ability scores (often called
in this game, one person is the gamemaster “stats”) start at +0.
(GM) and creates the framework for telling a Pick two of your stats and increase them by
story (called a “campaign,”), and all the other +1 each.
people play a fantasy character such as a You can increase any stat by +1 if you
warrior, wizard, or ranger, exploring the world, reduce another stat by –1. (You probably
interacting with characters, fighting monsters, shouldn’t reduce any stat to less than –2
acquiring treasures, and doing cool stuff. because that’ll make life harder for your
character in the long run.)
PLAYERS: CREATE A CHARACTER
If you’re going to be a player, follow these 5. Choose Skills
steps in order. A skill is a mundane ability you learn and can
get better at, such as climbing, knowing about
1. Choose a Class history, noticing when someone is lying to you,
Pick one of the five classes from the Classes sneaking, or working with animals.
chapter. A class is like your character’s career Your class tells you how many skills you
in the world. If this is your first time playing choose. You can learn more skills and get
Five Moons, the warrior, wizard, and ranger better at them as you play the game.
classes are the easiest to learn.
5. Choose Heroic Feats
2. Choose a Species Heroic feats are special abilities you can learn,
Your character’s species is the sort of creature anything from special combat maneuvers
you were born as: human, dwarf, elf, and so (called “cronks”), knowing a trick to use a skill
on. Examples of many common (and weird) in a special way (called “stunts”), magic spells,
species are in the Species chapter, and each or being resistant to poison.
of them gives you three special abilities, like You start with knowing two heroic feats,
being able to see in the dark or being easy to and you learn more as you play the game.
get along with. You get to choose what these feats are. Your
class has suggestions for what sort of feats
3. Assign Ability Scores you might want to learn (warriors usually
Your ability scores represent your natural learn cronks, rangers usually learn stunts, and
talent in one of five areas: wizards usually learn spells).
Strength (STR): Physical strength and Your class also lets you choose a
your ability to do physical tasks like climbing specialization that gives you two additional
and jumping. feats for free. Frex, you might choose to be an
Dexterity (DEX): Your physical agility archer warrior and get two archery feats for
and ability to do physically agile tasks like free, or you might choose to be a pyromancer
backflips, picking locks, and sneaking. wizard and get two fire spells for free.
Constitution (CON): Your overall Any character can select any kind of feat,
toughness and hardiness, and how resistant so it’s okay if you’re a wizard and you want
you are to sickness and poison. learn a cronk that makes you good at dodging
Intelligence (INT): Your intellect and arrows, or if you’re a warrior and you want to
ability to solve problems, and how well you learn a healing spell.
know and remember things.
Psyche (PSY): Your force of personality

4
6. Buy Equipment GM: CREATE A WORLD
The Weapons chapter, Armors and Shields As the GM, you’re responsible for creating the
chapter, and Equipment chapter have a setting where the story takes place, prompting
selection of things you can buy for your the players when they aren’t sure what to do,
character. Use the following as your starting and making sure everyone is having fun and
gold: bard (100 gp), ranger (175 gp), sharu the story is interesting.
(150 gp), warrior (175 gp), wizard (70 gp). If you’re new at this, it’s okay to say that
“your world” is the world of your favorite
7. Read and Play fantasy novel, TV show, movie, or comic book.
Read the description of your class and make Feel free to change things up and experiment.
any other choices it tells you to make. Read “Create a world” is a really simple
the descriptions of your feats and your sentence, and it’s a lot of responsibility. But
equipment so you know what they do. Read it’s also a lot of fun. You’re like the director
the Combat Basics chapter to know how the and the scriptwriter, except all the actors
game works. If you’re not sure how something (characters) get to improvise what they do,
works, ask the GM or another player. You’ll and you’re there to help tell a story they’ll
figure it out soon enough! be talking about for years. You’re not their
Then you’re ready to play. adversary, you’re their guide.

5
SPECIES
Your species is the sort of creature you are. Inborn: Athletic, Keen Senses, Poisonous
Usually you were born as this kind of creature—
human, dwarf, elf, and so on. (You might call these Catfolk
“races,” but kind of a misnomer in a game where Catfolk are feline humanoids that may resemble
changing from human to elf to dwarf is fairly easy.) any sort of cat, such as a housecat, lynx, or tiger.
Your choice of species gives you specific abilities They are agile and impulsive, with personalities
(called “inborn” feats), but what those abilities varying from gregarious to nervous to aggressive.
are might vary from region to region or campaign They tend to live in matriarchal tribal units,
to campaign. For example, in a typical fantasy with younger individuals often travelling solo or
campaign, being an elf means you are naturally associating with other beings.
stealthy in forests, but on a harsh desert world, the Inborn: Athletic, Natural Weapons, Stealthy
elves might be adapted to run for hours without
tiring and need very little food and water to survive. Cephalod
No matter what your species is, you start with Cephalods are anthropomorphic octopi, with
three inborn feats at level 1. You gain another one at flexible bodies and eight or more limbs (arms,
level 10 and your last one at level 20. tentacles, or both). Outside of the water they
usually intertwine their limbs into two pseudo-
EXAMPLE SPECIES legs and two pseudo-arms to allow them to walk
Here are examples of common fantasy species and at human speed and wear humanoid equipment.
what inborn feats are common for them. Cephalods are curious and cautiously outgoing,
but their minds are alien compared to humans
Human and they often come across as aloof or weird.
Humans are much like the creatures you know Inborn: Adaptable, Knowledgeable, Water
from Earth, including all the shapes, sizes, and Breathing
colors. Regardless of these qualities, they are
all fully human as far as the game is concerned. Corvin
Humans tend to be stubborn, influential, and able Corvins are bird-people resembling crows or
to adapt to many different environments—survival ravens. They usually have black feathers and black
traits that make them good at exploring new areas bills, clawed feet, and long feathers on their arms
and settling in as if they belong there. and hands that make it look like they have wings.
Inborn: Adaptable, Persuasive, Stubborn Intelligent, observant, and tenacious, corvins live
among other beings but socialize primarily with
Arachnith their own kind.
Arachniths are strange spider people with extra Inborn: Graceful, Keen Senses, Knowledgeable
eyes, mandibles by their mouths, thick bodies, odd
joints, and bristly hair all over. Most beings find them Deep Elf
unnerving, and many arachniths play up their odd Deep elves are elves adapted to living in the
appearance and behavior in other to keep others off magical places deep beneath the surface of the
guard. Meticulous and patient, they like schemes but earth. On some worlds they are arrogant, cruel,
are blunt when it suits them. and murderous, in others they are merely cunning,
Inborn: Fast Climber, Poisonous, Web reclusive, and strange. They tend to have more
exotic coloration than surface elves, with people in
Batrach settlements having violet or dark gray skin, and other
Batrachs are froglike or toadlike people with large locales where extremely pale coloration is the norm.
eyes, wide mouths, and strong limbs. They tend to Inborn: Darksight, Speedy, and one 1st-level spell
have either have a squat, fat build or a lean body (choose from Drain Life, Feather Fall, or Snuff Light)
more suitable for swimming or climbing. They are
not particularly sociable, and even among their Dhampir
own kind they prefer living in small individual Dhampirs are mortal offspring of vampires. Some
dwellings instead of larger family homes. look more like humans or vampires, but most are

6
a mix of human vitality and a vampire’s exotic but always with heads, hands, and feet that are larger
strangeness. They can subsist on blood or human than human proportions. Gregarious among their
food, but blood is alluring and addictive to them. own kind, among other people they prefer to stay
Inborn: Darksight, Slow Breather, Speedy quiet and let bigger folk attract unwanted attention.
Inborn: Stealthy, Stubborn, Tumbler
Doppelganger
Doppelgangers can change their appearance to Hellspawn
look like anyone else. Their natural features are Hellspawn are humans tainted by demonic power,
plain and almost vestigial. Some use their abilities but are can pass as mostly-human. Each as a
to work as actors, but many use their talents for distinctly infernal trait, such as animal horns,
thievery and spying. bright red skin, glowing eyes, fangs, or vestigial
Inborn: Adaptable, Deceitful, Face Morph wings. Often shunned by other people (even their
own human families), they tend to be resentful and
Dragonnar sullen, and respond aggressively when challenged.
Dragonnars are lizardlike reptilian humanoids with Inborn: Darksight, Fire Resistant, Regeneration
upright postures, thick muscles, and long jaws
bearing many teeth. Territorial and greedy, they Hyph
evaluate others by wealth and power, and expect Hyph are stout anthropomorphic hippopotami.
weaker beings to recognize them as superior. Aggressive but not particularly territorial, they
Inborn: Increased Defense, Natural Weapons, wander in small family units and react violently
Regeneration if they or their offspring are threatened. Strong
and intimidating, hyph often hire themselves out
Dwarf as laborers or mercenaries, thriving in a culture
Dwarves are about what you’d expect as a typical where there is a strict hierarchy.
fantasy trope—shorter than humans, tough, fond of Inborn: Ferocious, Hardy, Natural Weapons
living underground, and fierce fighters.
Inborn: Athletic, Darksight, Hardy. Jinn
Jinn are the mortal cousins of genies, or perhaps the
Elf offspring of genies and humans. Mysterious, aloof,
Elves are more adapted to the natural world and temperamental, they have exaggerated features
than a human, and they tend to prefer forest (sometimes to a monstrous or animalistic extreme)
environments so they can dance in the moonlight. and often have inhuman skin colors such as blue,
Elves are graceful, quiet, and have keen senses. green, red, and violet.
Inborn: Darksight, Keen Senses, Stealthy Inborn: Darksight, Gliding, Persuasive

Gnome
Gnomes are short beings who mix curiosity and
reclusiveness, They tend to adapt to the attitudes
of their neighbors (gnomes living near humans tend
to act like humans, those living near dwarves tend
to act like dwarves, and so on).
Inborn: Keen Senses, Stealth, and one 1st-level
spell (choose from Minor Telekinesis, Pidgin, or
Speak With Animals).

Goblin
Goblins are fast, light-boned creatures adapted for
gliding and hunting at night. They resemble bats,
with beady eyes, large ears, and gangly arms that
can transform into simple wings.
Inborn: Darksight, Gliding, Speedy

Halfling
Halflings are about half as tall as an adult human,
and have the typical variety of human body types,

7
Batrach
Catfolk Minotaur
Corvid Mektek
Doppelganger Dragonnar

Kitsune any sort of dog, such as a greyhound, labrador,


Kitsune are foxlike people with large ears, distinct or sheepdog. They are excitable and prone to
black marks on their faces, and fur that is usually wander, but return home often to visit their
red, brown, or grey. Clever and expressive, they friends and kin. They are friendly and open, but
are prone to mischief and tend to be cliquish protective and dangerous when threatened.
among their own kind and other species. Inborn: Keen Scent, Natural Weapons, Speedy
Inborn: Deceitful, Natural Weapons, Stealthy
Orc
Mektek Orcs are aggressive, bulky people able to survive
Mekteks are bipedal sentient automatons. in difficult environments. They are unattractive
Most look like they are cobbled together out of by human, dwarf, or elf standards, with sloping
scraps of armor, but some choose to refine their foreheads, jutting teeth, and pig-like snouts.
appearance into something smooth and elegant. Inborn: Athletic, Ferocious, Keen Scent
They crave the experience of true emotions and
manually program themselves to experience many Ratfolk
simulated feelings every day. Ratfolk are ratlike people with bodies covered in
Inborn: Hardy, Increased Defense, Shallow sort fur of various colors. They are skittish and
Breather keen-eyed, with long noses, prominent teeth, and
whiskers that they groom and style like human
Merfolk facial hair.
Merfolk have humanlike bodies from the waist up Inborn: Keen Senses, Speedy, Stealthy
and fishlike lower halves. Unsurprisingly, they are
much like humans in attitude and socialization, Squam
but tend to be distrustful of those outside their Squams are snakelike reptilian humanoids with
communities. Merfolk who spend a lot of time lean limbs, blunt faces, tiny fangs, and a sinuous
among “landwalkers” usually learn the Fishlimbs posture. Cautious and observant, they scheme and
inborn feat. deceive to secure a place of power and influence,
Inborn: Cold Resistant, Fast Swimmer, Water whether as a leader or a trusted subordinate.
Breathing Inborn: Deceitful, Graceful, Poisonous

Minotaur Skeletar
Minotaurs are hairy humanoids with bovine heads, Skeletars are intelligent undead beings. They are
horns, large hands, and hooves instead of feet. either fully skeletal or mummified. Most were
Most live in small peaceful tribes, worshipping created by a guardian curse or strange magic,
nature, and relying on hunting and simple but some were corpses or mindless skeletons that
agriculture. Some loners and outlying groups somehow achieved unlife and free will because
become violent and destructive, raiding settlements of lingering powerful emotions such as love or
and eating people. vengeance. They tend to make other beings
Inborn: Adaptable, Athletic, Natural Weapons uneasy, and many of them disguise themselves to
blend in with the living.
Nylla Inborn: Cold Resistant, Darksight, Slow
Nyllas are canine humanoids that may resemble Breather

8
Urzon Deceitful (inborn): Boosting to reroll a Bluff
Urzons are hairy bearlike humanoids related to skill roll is a rechargeable boost.
bugbears. Tall and strong, with thick fur and sharp Electricity Resistant (inborn): You have
teeth, they can be fierce and intimidating but are electricity resistance 5.
calm and hedonistic when unprovoked. Urzon Boost: You also protect 1 adjacent friend with
communities exile their most violent members, your electricity resistance until the end of your next
many of which join bugbear gangs and develop a turn; you can use this boost even if it isn’t your turn.
taste for human flesh. Face Morph (inborn): You can alter your
Inborn: Cold Resistant, Keen Senses, Natural coloration and facial features to look like a different
Weapons person or a different humanoid species. This takes
about a minute and lasts until you decide to change
Xylar your appearance again. You can even shape your
Xylar are ambulatory plants with a generally face into inhuman configurations and colors, such
humanoid shape. Some have hard wood skeletons as giving yourself vampire fangs, purple hair, or one
with softer plant matter overlaying it like muscle, eye like a cyclops.
others have a hard bark exterior protecting their These changes look perfect, but are only
softer insides. Curious and deliberate, they are cosmetic (just because you make your face look
often confused by the emotional reactions of like an elf’s face doesn’t change your abilities or
humans and other meat-creatures. inborn feats).
Inborn: Graceful, Regeneration, Shallow When using this ability as a disguise, trying to
Breather convince someone that you are who you appear
to be, treat your rating for the appropriate skill
INBORN FEATS (usually Bluff, Know Disguise, or Persuade) as one
This section is a description of inborn feats— category higher.
abilities that are a natural part of you (even At level 5, you can change your face by
if the “natural” ability is something weird or spending 5 AP instead of a minute.
supernatural, like being resistant to fire or able to At level 10, you can change your whole body
create webs like a spider). instead of just your face, which takes about a
Acid Resistant (inborn): You have acid minute. At level 15, you can do this by spending 5
resistance 5. AP instead of a minute.
Boost: You also protect 1 adjacent friend with Boost: For the next 10 minutes, add +5 to
your acid resistance until the end of your next turn; your level when figuring out what you can do with
you can use this boost even if it isn’t your turn. this feat.
Adaptable (inborn): Spend a boost to become Fast Climber (inborn): You move at 1/2
Competent in one skill for 1 hour x your level. your normal speed when climbing instead of 1/4
Athletic (inborn): Boosting to reroll an your normal speed. If you want to move at your
Athletics skill roll is a rechargeable boost. full speed while climbing, the task rating is 1 step
Cold Resistant (inborn): You have cold higher than normal.
resistance 5. Fast Swimmer (inborn): You move at 1/2
Boost: You also protect 1 adjacent friend with your normal speed when swimming instead of 1/4
your cold resistance until the end of your next turn; your normal speed. If you want to move at your
you can use this boost even if it isn’t your turn. full speed while swimming, the task rating is 1 step
Darksight (inborn): You can see in complete higher than normal.
darkness (like underground or an overcast night) Ferocious (inborn): If taking damage would
up to about 10 feet away—enough to let you walk reduce your Health to –1 or lower, you can spend a
around without stumbling. Starlight or a single candle boost to immediately heal 5 + CON Health.
is enough to let you see as well as a human sees with Fire Resistant (inborn): You have fire
a torch, a quarter moon lets you see about as well as resistance 5.
a human sees at twilight, and a full moon lets you see Boost: You also protect 1 adjacent friend with
as if it were daylight. When you use darksight, other your fire resistance until the end of your next turn;
creatures with darksight can see your eyes glowing you can use this boost even if it isn’t your turn.
(usually red or yellow) like a lit match. Fishlimbs (inborn): You can instantly
Boost: Increase the range of your vision in transform your legs into a fishy tail or your arms
complete darkness to about 50 feet away for the into long swimming fins, or vice versa. Your fish
next 10 minutes. limbs allow you to swim at your normal speed,

9
but you can’t use them for humanlike tasks and (1d6/20/+3). If you decide it is two weapons, each
they can’t use humanlike equipment (frex, you is a light weapon (1d4/20/+2). You can choose
can’t wear boots on a fish tail, can’t wield a this inborn feat more than once, adding one or
weapon with your swimming fins, and so on). two natural weapons each time you choose it
Gliding (inborn): You can glide and (however, you normally can’t attack with more than
control your falling. You can automatically slow two weapons in one round, see Fighting With Two
your falling speed at the last instant. You can Weapons in the Advanced Combat chapter).
automatically treat any fall as 10 feet shorter than Performer (inborn): Choose two Perform
it is (if you also use Athletics or Tumble to reduce subskills. Boosting to reroll a Perform skill roll for
falling damage, treat your training in that skill as either of these subskills is a rechargeable boost.
one category better). You can’t use this ability if Persuasive (inborn): Boosting to reroll a
you can’t take actions. At level 10, at will you can Persuade skill roll is a rechargeable boost.
fly at speed 15 (see the Fly spell). Poisonous (inborn): You can produce small
Having this inborn trait usually means you have amounts of poison, enough to coat a weapon or
wings or something that can act as wings (like contaminate a beverage or meal (see Poison in the
a flying squirrel’s skin flaps connecting its front Miscellaneous Rules chapter). You are immune to
and back legs), but it might instead mean you’re your own poison. If you have natural attacks (such
natually buoyant (like an air jinn), that you have a as a bite or claws), the poison might automatically
talent for a very specific kind of flesh-shaping that be part of those attacks. The poison becomes
quickly lets you turn a limb into a wing and back harmless after about 1 minute. An enemy exposed
again (see Shaper in the Heroic Feats chapter), to your poison (whether by eating/drinking it
or something weirder appropriate to your race. or being hit by your poisoned weapon) must
For example, an arachnith with this ability might immediately pass a Fort resist roll (DN = 10 + your
quickly spin a cloud of webbing that acts like a CON) or take 2 points of poison damage. On the
parachute, a mektek might have a built-in steam- start of your turn each round, it must pass another
powered rockets that slow its descent, and so on. roll or take the poison damage again. The poison
Boost: You can fly at speed 15 for 1 round. At ends once the enemy has attempted 5 poison resist
level 5, spending a boost to fly lets you fly at speed rolls. At levels 5, 10, 15, 20, and 25, add +1 to
15 for 1 minute instead of 1 round. At level 10, the poison’s DN and +2 to its damage.
spending a boost lets you double your flying speed Boost: The poison becomes harmless after
for 1 minute or double your flying weight limit. about 10 minutes instead of 1 minute.
Graceful (inborn): Boosting to reroll a Ref Regeneration (inborn): Spend 1 AP to heal
resist roll is a rechargeable boost. yourself Health equal to your level. You cannot
Hardy (inborn): Boosting to reroll a Fort use this ability to heal yourself more in a day than
resist roll is a rechargeable boost. 5 times your level.
Increased Defense (inborn): Increase your Boost: Heal yourself even if that would put
Def by +1. This might be from scales, rocky skin, you over today’s Health limit for this ability.
a psychic force field, or something even stranger. Boost: You can use this ability even when you
Keen Scent (inborn): You can track things can’t normally take actions (but not if you are dead).
by scent like a bloodhound, and count as being Boost: Heal an adjacent friend instead of
Competent for any skill you use when trying to yourself (this counts toward the maximum healing
find food or follow a scent. Boosting to reroll a this ability can heal each day).
Sense skill roll is a rechargeable boost if you are Shallow Breather (inborn): You have
relying on your sense of smell. almost no need to breathe. Perhaps you are
Keen Senses (inborn): Boosting to reroll a sustained by magic, or some rare substance in the
Sense skill roll is a rechargeable boost. air, or are some sort of unliving creature (like an
Knowledgeable (inborn): Choose two Know animated statue or vampire). It takes you 5 times
subskills. Boosting to reroll a Know skill roll for as long as normal to suffocate (see Suffocation
either of these subskills is a rechargeable boost. in the Miscellaneous Rules chapter). Suffocation
Natural Weapons (inborn): You either have never harms or kills you—you just fall asleep,
one built-in weapon, like a toothy bite, or two and you revive automatically when no longer
built-in weapons, such as clawed hands. When in a situation where breathing is a problem. At
you choose this inborn feat, decide what form level 5, you no longer need to breathe at all, and
this weapon (or weapons) has on your body. If things that would suffocate you have no effect
you decide it is one weapon, it is a light weapon (suffocation can’t even make you fall asleep).

10
Speedy: You have 1 extra Action Point each Note that you can use this simple system to
round that you can only use for movement (you create even really odd species choices for PCs.
can use this for any sort of movement you’re If you were in a campaign where everyone was
able to do, such as walking, running, climbing, playing a talking animal, you could just pick
swimming, or even flying if you already can fly). three inborn feats appropriate to that animal,
Boost: Gain 3 more Action Points (that you and that’s your character’s “species.” If your
can only spend on movement) each round for the campaign’s PCs are all demigods, you might
next 10 minutes. get to choose a 5th-level spell and treat it as an
Stealthy (inborn): Boosting to reroll a inborn feat. The whole point of this chapter is
Stealth skill roll is a rechargeable boost. to provide some reasonable and flexible game
Stubborn (inborn): Boosting to reroll a Will mechanics for what the characters can do
resist roll is a rechargeable boost. because of their species, but leave the flavor of
Tumbler (inborn): Boosting to reroll a those choices up to the GM or player. As long
Tumble skill roll is a rechargeable boost. as all characters are operating off of the same
Underminer (inborn): Boosting to reroll a baseline, the choice of three inborn feats isn’t
Sabotage skill roll is a rechargeable boost. going to break the game. And it’s okay if you
Water Breathing (inborn): You can breathe adjust the baseline to something a little unusual,
air and breathe water. You can spend 3 AP to like the PCs are intelligent animals, or vampires,
exhale breathable air for an adjacent air-breathing or demigods, or superheroes, or teenages who
friend, sustaining them for 1 round. haven’t fully mastered their inborn traits yet. You
Web (inborn): You can create strands of might increase the number of choosable inborn
sticky webbing that are strong enough to support traits (demigods, superheroes), grant some
your weight. You can use the webbing to hold specific inborn traits in addition to the three
things together, like glue or string. The strands standard ones (intelligent animals, vampires), or
last about 10 minutes. The strand breaks if it decrease the number of inborn traits (teenagers).
takes 1 damage from fire or cutting attacks.
Boost: Throw sticky webbing like a net (see the CHANGING INBORN FEATS
Weapons chapter); the boost to activate this ability Unlike your heroic feats (see the Heroic Feats
counts as spending a boost with a net to entangle chapter), which you can change each day, a
your target. To destroy the webbing, a creature character’s inborn feats are “locked in” and
(either the enemy or a creature adjacent to it) has usually don’t change. However, magic and
to spend 2 AP and pass a STR roll (DN 15). other strange effects can change your inborn
Boost: Spend 1 minute covering a 5 by 5 floor or feats to something else. Frex, you could go to
other surface with webbing, which makes that space a fleshshaper (see Shaper in the Heroic Feats
difficult terrain (see the Advanced Combat chapter). chapter) to remove your Keen Senses inborn feat
and replace it with the Ferocious inborn feat, or
CUSTOM SPECIES you might craft a powerful elixir that permanently
Maybe the world you live in has forest elves, changes you into a dragonnar, removing your
glacier elves, and desert elves, each with different original inborn feats and replacing them with the
inborn abilities. Or you’re on a weird world where dragonnar inborn feats.
the PC species are spider-people, bird-people, What effect changing your inborn feats has
dragon-people, and skeleton-people, so the on your appearance is up to you—if you’re an elf
typical fantasy species aren’t what you need. who loses the Keen Senses inborn feat and gains
In game terms, creating a custom species is the Fire Resistant feat, you might decide you want
easy: choose three inborn feats and you’re done— to look exactly the same as before, or you might
everything else is just cosmetic description. Of say that your skin and hair have changed to a
course, any new species or inborn feat should be reddish color. Just remember that what you can
approved by the GM before you start playing. do doesn’t have to determine what you look like,
If there’s an ability you want for a custom and vice versa.
species that you don’t see here, look through the
list of 1st-level spells and see if you can adapt a
spell into an inborn trait. For example, if you want
a species of fire-breathing volcanic newt creatures,
use the Fire Bolt spell as the starting point for an
inborn feat to represent its fiery breath.

11
CLASSES
Five Moons has five classes, which are sort of like such as climbing, jumping, and swimming, and
a career for your character. Your class says (in you might also be good at leading or observing
general) whether you’re good or bad at combat, others. You can learn spells, but you aren’t
using skills, or casting magic—but, depending on particularly good at it.
choices you make as you adventure and get more Armor and Shields: You are trained to wear
powerful, you can do just about anything. The all types of armor and shields.
five classes are bard, ranger, sharu, warrior, and Weapons: You are trained to use all types of
wizard. Of the five classes, the easiest to play are weapons.
the warrior, wizard, and ranger. (The bard and Starting Health: 10 + CON. When you level
sharu are more complex, and you should wait up, add 5 + CON to your maximum Health.
to play one of those until you really understand Starting Resolve: 3 + PSY. When you level
how the other classes work in the game.) Here’s a up, add 1 + PSY to your maximum Resolve.
quick explanation of the five classes in the game. Skills: Choose four skills. Your skill rating for
Warrior: You’re a deadly master of combat these skills is Competent. For more information
and all kinds of weapons. You’re 80% weapons on skill ratings, learning new skills, and improving
and 20% skills. skills when you level up, see the Skills chapter.
Wizard: You’re a clever caster of spells and Armor Training: If all of the armor you are
trained in many kinds of magic. You’re 80% wearing is mail or plate, add +1 to your Defense.
magic and 20% skills. This increases to +2 at level 11, +3 at level 16,
Ranger: You’re a talented and dangerous and +4 at level 21.
fighter or special agent trained in many things. Bravery: Add +1 to your resist rolls against
You’re 50% weapons and 50% skills. fear. This increases to +2 at level 9, +3 at level
Sharu: You mix the weapon training of a 14, +4 at level 19, and +5 at level 24.
warrior with the magic of a wizard. You’re 50% Exceptional Skill stunt: Learn the
weapons and 50% magic. Exceptional Skill stunt.
Bard: You’re a performer who inspires people Faster Feat Preparation: At 3rd level, you
to do better than they ever though possible. can use the Slow Preparation Rule to prepare a
You’re 50% magic and 50% skills. cronk in 10 minutes instead of 1 hour. At 10th
level, you can do it in 1 minute. At 15th level, you
WARRIOR can do it by spending 5 AP.
As a warrior, you are a master of combat, whether Heroic Feats: At 1st level, learn two heroic
using axes, bows, swords, or even your bare fists. feats of your choice (see the Heroic Feats
You are probably good at most physical activities chapter). Most warriors prefer to learn cronks
rather than spells or stunts. At every level after
All Classes: New Things At Every Level 1st, you learn one heroic feat of your choice (this
When you gain a new level, check the Leveling is not shown on the Warrior Leveling Table).
Table for your class to see what new abilities you Specialization: Choose one specialization
have. And don’t forget to make the following from the following list. Your specialization gives
changes that aren’t on the table: you an additional cronk.
1) Increase your Health. Archer: You primarily rely on ranged attacks
2) Increase your Resolve. and prefer to stay out of reach of enemies. You
3) Choose new skills. (See the Skills chapter.) learn Deadly Aim and Far Shot as cronks.
4) Choose a new feat. (This is part of the Brute: You favor strength over agility and
Heroic Feats ability that every class gets.) offense over defense. You learn Power Attack and
5) If your level is now 10 or 20, choose a Staggering Critical as cronks.
new inborn feat appropriate to your species (see Dervish: You mix athletic dancing with martial
the Species chapter). skill to create a flurry of attacks. You learn Cleave
6) If your level is now 5, 10, 15, 20, or 25, and Two-Weapon Fighting as cronks.
choose one of your ability scores (STR, DEX, Guardian: You are more concerned with
CON, INT, or PSY) and add +1 to it. protecting others than slaying enemies, and favor

12
Warrior Leveling Table
Martial Spell
Level Bonus Bonus Fort Ref Will Abilities
1st +1 +0 +3 +0 +0 Exceptional Skill stunt, heroic feats,
specialization, warrior aura, warrior mastery
2nd +1 +0 +3 +0 +0
3rd +2 +1 +3 +0 +0 Faster feat preparation (cronk)
4th +2 +1 +4 +1 +1 Bravery +1
5th +3 +1 +4 +1 +1 Weapon training +1
6th +3 +1 +4 +1 +1 Armor training +1
7th +4 +2 +5 +2 +2
8th +4 +2 +5 +2 +2
9th +5 +2 +5 +2 +2 Bravery +2,
10th +5 +2 +6 +3 +3 Weapon training +2
11th +6 +3 +6 +3 +3 Armor training +2
12th +6 +3 +6 +3 +3
13th +7 +3 +7 +4 +4
14th +7 +3 +7 +4 +4 Bravery +3
15th +8 +4 +7 +4 +4 weapon training +3
16th +8 +4 +8 +5 +5 Armor training +3
17th +9 +4 +8 +5 +5
18th +9 +4 +8 +5 +5
19th +10 +5 +9 +6 +6 Bravery +4,
20th +10 +5 +9 +6 +6 Weapon training +4
21st +11 +5 +9 +6 +6 Armor training +4
22nd +11 +5 +10 +7 +7
23rd +12 +6 +10 +7 +7
24th +12 +6 +10 +7 +7 Bravery +5,
25th +13 +6 +11 +8 +8 Weapon training +5

defense over offense. You learn Defending Shield


and Studied Enemy as cronks.
Swashbuckler: You favor agility over strength
and focus on maneuverability rather than armor. You
learn Expert Defense and Weapon Finesse as cronks.
Warrior Aura: Your friends (including you)
gain these boost abilities whenever they are within
100 feet of you:
Boost: If you fail a weapon attack roll, reroll it
to see if you actually passed it.
Boost: If you fail a resist roll against fear,
reroll it to see if you actually passed it.
Warrior Mastery: Add +5 to your martial
bonus. (Your martial bonus is what you add to
your attack roll when using a weapon like a bow,
dagger, or sword.)
Weapon Training: When you prepare your
feats each day, choose one weapon group (such
as “axe” or “hammer,” see the Equipment chapter
for a full list). When you attack with a weapon
from that group, add +1 on its attack and damage
rolls. This increases to +2 at level 10, to +3 at
level 15, to +4 at level 20, and to +5 at level 25.
The weapon groups are: axe, bow, close,
crossbow, flail, hammer, heavy blade, light blade,
monk, polearm, spear, thrown.

13
WIZARD your spells. When you cast a spell that does
As a wizard, you control the power of magic, damage, add your INT to the damage.
whether this magic is from intense study, innate Specialization: Choose one specialization
power, or granted to you by a powerful creature from the following list. Your specialization gives
such as a goddess. You are probably know a lot you an additional ability.
of things from books, and are less experienced at Conjurer: You know the secrets of runes,
physical challengers. Your focus is on your spells summoning circles, and calling creatures from
and knowledge, not physical activity or weapons. other worlds. You learn Conjured Pet and
Armor and Shields: You are trained to wear Explosive Rune as spells.
cloth armor. You are not trained to wear any type Cryomancer: You can pull the heat out of
of shield. objects and creatures or even create pure cold
Weapons: You are trained to use crossbows, energy. Your spells usually hamper opponents and
light blades, staves, and wands. create obstructions on the battlefield. You learn
Starting Health: 6 + CON. When you level Frost Bolt and Ice Armor as spells.
up, add 3 + CON to your maximum Health. Enchanter: You turn enemies into friends,
Starting Resolve: 3 + PSY. When you level tame wild beasts, and manipulate minds. Your
up, add 2 + PSY to your maximum Resolve. spells are usually quiet and subtle so they don’t
Skills: Choose 3 skills. Your skill rating for draw attention to you. You learn Friendliness
these skills is Competent. For more information charm and Minor Fear as spells.
on skill ratings, learning new skills, and improving Healer: You use your powers to protect and
skills when you level up, see the Skills chapter. heal others. Your spells are usually subtle and
Dampening: Add +1 to your resist rolls save lives. You learn Defensive Blessing and
against spells. This increases to +2 at level 9, +3 Healing as spells.
at level 14, +4 at level 19, and +5 at level 24. Illusionist: You manipulate light and sound
Exceptional Skill stunt: Learn the
Exceptional Skill stunt.
Heroic Feats: At 1st level, learn two heroic
feats of your choice (see the Heroic Feats
chapter). Most wizards prefer to learn spells
rather than cronks or stunts. At every level after
1st, you learn one heroic feat of your choice (this
is not shown on the Wizard Leveling Table).
Magic Source: Choose one of these abilities.
Divine Blessing: Your magic is a gift or loan
from a powerful creature, such as a goddess,
demon, or ancestral spirit, and it responds to
your prayers and rituals. (You might call yourself
a priest or shaman.) You use your PSY to power
your spells. Any time a spell says to use your INT,
use your PSY instead. When you cast a spell that
does damage, add half your PSY to the damage.
When you cast a spell that heals, add your PSY
to the healing. (Offending or acting against the
interests of your benefactor may make them limit
or end the magic they grant you.)
Innate Power: Your magic is innate and
inborn, and you have mastered it through practice
and experimentation. (You might call yourself a
psionicist or sorcerer.) You use your PSY to power
your spells. When you cast a spell that does
damage, add your PSY to the damage. Any time a
spell says to use your INT, use your PSY instead.
Trained Wizardry: You learned magic through
studying and repetition. (You might call yourself
a warlock or wizard.) You use your INT to power

14
Wizard Leveling Table
Martial Spell
Level Bonus Bonus Fort Ref Will Abilities
1st +0 +1 +0 +0 +3 Exceptional Skill stunt, magic source,
heroic feats, specialization, wizard aura,
wizard mastery
2nd +0 +1 +0 +0 +3
3rd +1 +2 +0 +0 +3 Faster feat preparation (spell)
4th +1 +2 +1 +1 +4 Dampening +1
5th +1 +3 +1 +1 +4 Spell training +1
6th +1 +3 +1 +1 +4 Wizard robes +1
7th +2 +4 +2 +2 +5
8th +2 +4 +2 +2 +5
9th +2 +5 +2 +2 +5 Dampening +2
10th +2 +5 +3 +3 +6 Spell training +2
11th +3 +6 +3 +3 +6 Wizard robes +2
12th +3 +6 +3 +3 +6
13th +3 +7 +4 +4 +7
14th +3 +7 +4 +4 +7 Dampening +3
15th +4 +8 +4 +4 +7 Spell training +3
16th +4 +8 +5 +5 +8 Wizard robes +3
17th +4 +9 +5 +5 +8
18th +4 +9 +5 +5 +8
19th +5 +10 +6 +6 +9 Dampening +4
20th +5 +10 +6 +6 +9 Spell training +4
21st +5 +11 +6 +6 +9 Wizard robes +4
22nd +5 +11 +7 +7 +10
23rd +6 +12 +7 +7 +10
24th +6 +12 +7 +7 +10 Dampening +5
25th +6 +13 +8 +8 +11 Spell training +5

to conceal, confuse, and delight. You learn Minor gain this boost ability whenever they are within
Illusion and Kaleidoscopic Blast as spells. 100 feet of you:
Necromancer: You are attuned to death, life, Boost: If you fail a spell attack roll, reroll it to
and the undead. Your spells manipulate dead see if you actually passed it.
bodies and souls. You learn Drain Life and Minor Boost: If you fail a Will resist roll against a
Undead Pet as spells. spell, reroll it to see if you actually passed it.
Pyromancer: You are skilled at using Wizard Robes: Add +1 to your Defense
fire magic. Your spells are usually flashy and against spells. You do not get this bonus while
destructive. You learn Fire Bolt and Scorching wearing any leather armor, mail armor, or plate
Armor as spells. armor. This increases to +2 at level 11, +3 at
Spell Training: When you prepare your feats level 16, and +4 at level 21.
each day, choose one spell code word (such as Wizard Mastery: Add +5 to your spell
“fire” or “healing”). When you cast a spell from bonus. You do not get this bonus while wearing
that group, add +1 on attack rolls and damage any leather armor, mail armor, or plate armor. (If
rolls (if the spell heals, you also add this on you prepare the feat to wear leather armor, mail
healing rolls). This increases to +2 at level 10, armor, or plate armor, this limitation no longer
to +3 at level 15, to +4 at level 20, and to +5 at matters for that kind of armor.)
level 25.
The spell code words are: acid, air, armor,
charm, cloud, cold, death, defense, earth,
electricity, emotion, energy, fear, fire, flying,
force, healing, illusion, information, mental,
minion, poison, polymorph, ray, sound, teleport,
trap, wall, ward, water.
Wizard Aura: Your friends (including you)

15
RANGER wear mail or plate armor, this limitation no longer
As a ranger, you create your own personal style of matters for that kind of armor.)
fighting and build on it with the special skills that Ranger Mastery: You get a total of +5 to
are important for your line of work. You might be add to your martial bonus or to one skill, in any
a military scout, crime investigator, thief, assassin, combination. (Your martial bonus is what you add
or even something exotic like a ninja. Depending to your attack roll when using a martial weapon
on your goals in life, you probably are good at like a bow, dagger, or sword.) For example, you
climbing, persuading, picking locks, or sneaking. can add +4 to your martial bonus and +1 to your
You might learn a few useful spells, but most of Sneak rolls, or +2 to your martial bonus and +3 to
your training is in weapons and skills. your Bluff rolls, or +5 to your martial bonus and
Armor and Shields: You are trained to wear +0 to any skill. Each day when you prepare your
cloth and leather armor. You are not trained to abilities, you can change these choices.
wear any type of shield. Skill Training: When you prepare your feats
Weapons: You are trained to use axes, bows, each day, choose one skill. Add +1 on rolls with
close weapons, crossbows, hammers, heavy that skill. This increases to +2 at level 10, to +3 at
blades, light blades, staves, and thrown weapons. level 15, to +4 at level 20, and to +5 at level 25.
Health: 8 + CON. When you level up, add 4 + Specialization: Choose one specialization
CON to your maximum Health. from the following list. Your specialization gives
Resolve: 3 + PSY. When you level up, add 1 you an additional ability.
+ PSY to your maximum Resolve. Archeologist: You use knowledge and reflexes
Skills: Choose 5 skills. Your skill rating for to recover lost treasures. You learn Amazing
these skills is Competent. For more information Reflexes and Incredible Sabotage as stunts.
on skill ratings, learning new skills, and improving Archer: You primarily rely on ranged attacks
skills when you level up, see the Skills chapter. and prefer to stay out of reach of enemies. You
Exceptional Skill stunt: Learn the learn Deadly Aim and Far Shot as cronks.
Exceptional Skill stunt, twice. Assassin: You use stealth and poison to kill
Faster Feat Preparation: At 3rd level, you your chose foes. You learn Incredible Sneaking
can use the Slow Preparation Rule to prepare a and Poisoner as stunts.
cronk or stunt in 10 minutes instead of 1 hour. Beastmaster: You have a close bond with an
At 10th level, you can do it in 1 minute. At 15th animal who is more like a best friend than a pet.
level, you can do it by spending 5 AP. You learn Animal Companion as a heroic feat and
Hardiness: Each day when you ready your Incredible Handling as a stunt.
feats, choose one of these kinds of attacks:
disease, poison, or trap. Add +1 to your resist
rolls against those kinds of attacks. This increases
to +2 at level 9, +3 at level 14, +4 at level 19,
and +5 at level 24.
Heroic Feats: At 1st level, learn two heroic
feats of your choice (see the Heroic Feats
chapter). Most rangers prefer to learn cronks or
stunts rather than spells. At every level after 1st,
you learn one heroic feat of your choice (this is
not shown on the Ranger Leveling Table).
Ranger Aura: Your friends (including you)
gain these boost abilities whenever they are within
100 feet of you:
Boost: If you fail a Reflex resist roll, reroll it
to see if you actually passed it.
Boost: If you fail a skill roll, reroll it to see if
you actually passed it.
Ranger Defenses: Add +1 to your Defense
against melee attacks. This increases to +2 at
level 11, +3 at level 16, and +4 at level 21. You
do not get this bonus while wearing any mail
armor or plate armor. (If you prepare the feat to

16
Ranger Leveling Table
Martial Spell
Level Bonus Bonus Fort Ref Will Abilities
1st +1 +0 +0 +3 +0 Exceptional Skill stunt x2, heroic feats,
ranger aura, ranger mastery, specialization
2nd +1 +0 +0 +3 +0
3rd +2 +1 +0 +3 +0 Faster feat preparation (cronk, stunt)
4th +2 +1 +1 +4 +1 Hardiness +1
5th +3 +1 +1 +4 +1 Skill training +1
6th +3 +1 +1 +4 +1 Ranger defenses +1
7th +4 +2 +2 +5 +2
8th +4 +2 +2 +5 +2
9th +5 +2 +2 +5 +2 Hardiness +2
10th +5 +2 +3 +6 +3 Skill training +2
11th +6 +3 +3 +6 +3 Ranger defenses +2
12th +6 +3 +3 +6 +3
13th +7 +3 +4 +7 +4
14th +7 +3 +4 +7 +4 Hardiness +3
15th +8 +4 +4 +7 +4 Skill training +3
16th +8 +4 +5 +8 +5 Ranger defenses +3
17th +9 +4 +5 +8 +5
18th +9 +4 +5 +8 +5
19th +10 +5 +6 +9 +6 Hardiness +4
20th +10 +5 +6 +9 +6 Skill training +4
21st +11 +5 +6 +9 +6 Ranger defenses +4
22nd +11 +5 +7 +10 +7
23rd +12 +6 +7 +10 +7
24th +12 +6 +7 +10 +7 Hardiness +5
25th +13 +6 +8 +11 +8 Skill training +5

Burglar: You use lockpicking and sneaking for


fun and profit. You learn Incredible Sabotage and Similar Specializations
Incredible Sneaking as stunts. You may have noticed that the warrior and
Guide: You are skilled at escorting others ranger both have specializations like “archer” and
through dangerous areas. You learn Dodge Arrows “swashbuckler,” or that the ranger and bard both
as a cronk and Incredible Sneaking as a stunt. have specializations like “archeologist” and “spy.”
Hunter: You use stealth and precision to track This is intentional. The specializations are built
and catch prey—whether that prey is animals, into the classes to help you pick feats appropriate
beasts, or people. You learn Deadly Aim as a to the theme you want for your character, and it’s
cronk and Incredible Tracking as a stunt. entirely possible for one player to want an archer-
Ninja: You are part assassin, part mystic. You themed warrior whose main focus is combat,
learn Smoke Bomb as a stunt and Sneak Attack another player to have an archer-themed ranger
as a cronk. who relies equally on skills and combat ability,
Spy: You mix charm and deadly force to and a third to have an archer-themed wizard who
infiltrate and eliminate threats. You learn Incredible shoots arrows and spells.
Disguising and Incredible Empathy as stunts. Because anyone can choose any feat, there’s
Swashbuckler: You favor agility over no reason why a warrior couldn’t select the
strength and focus on maneuverability rather “ninja” specialization from the ranger class, or
than wearing heavier armor. You learn Expert that a wizard couldn’t choose the “dragonfire
Defense and Weapon Finesse as cronks. monk” specialization from the sharu class.
Thug: You use a combination of threats Make the character you want to play, even if it
and actual violence to get your way. You learn goes against a stereotype for that class’s role,
Incredible Intimidation as a stunt and Power like a warrior who focuses on healing magic.
Attack as a cronk. Those aren’t optimal choices, but that’s okay—
you don’t have to optimize your character to
have fun.

17
SHARU Faster Feat Preparation: At 3rd level, you
(Sharu is a complicated class and you probably can use the Slow Preparation Rule to prepare a
shouldn’t play one unless you really understand cronk or spell in 10 minutes instead of 1 hour.
how warriors and wizards work in the game.) At 10th level, you can do it in 1 minute. At 15th
As a sharu, you mix magic and weapons in level, you can do it by spending 5 AP.
strange ways that are impossible for others to Heroic Feats: At 1st level, learn two heroic
duplicate. You might be a crusading paladin with feats of your choice (see the Heroic Feats
holy power, a woodlands druid wielding nature chapter). Most sharu prefer to learn cronks or
magic, an exotic self-trained spellsword, or a spells rather than cronks. At every level after 1st,
master of supernatural martial arts. You dabble you learn one heroic feat of your choice (this is
in physical and mental skills, learning what you not shown on the Sharu Leveling Table).
need to suit your goals or as taught to you by your Sharu Aura: Your friends (including you) gain
mentors. You can train to master weapons like a these boost abilities whenever they are within 100
warrior, study advanced spells like a wizard, or feet of you:
blend the two into your own unique combination. Boost: If you fail a spell attack roll, reroll it to
Armor and Shields: You are trained to wear see if you actually passed it.
cloth and leather armor. You are not trained to Boost: If you fail a weapon attack roll, reroll it
wear any type of shield. to see if you actually passed it.
Weapons: You are trained to use all types of Sharu Mastery: You get a total of +5 to add
weapons. to your martial bonus or your spell bonus, in any
Health: 8 + CON. When you level up, add 4 + combination. (Your martial bonus is what you add
CON to your maximum Health. to your attack roll when using a martial weapon
Resolve: 3 + PSY. When you level up, add 1 like a bow, dagger, or sword.) For example, you
+ PSY to your maximum Resolve. can add +4 to your martial bonus and +1 to your
Skills: Choose 3 skills. Your skill rating for spell bonus, or +2 to your martial bonus and +3
these skills is Competent. For more information to your spell bonus, or +5 to your martial bonus
on skill ratings, learning new skills, and improving and +0 to your spell bonus. Each day when you
skills when you level up, see the Skills chapter. ready your abilities, you can change how you
Eldritch Focus: Choose one of these abilities. added these plusses.
Divine Blessing: Your magic is a gift or loan
from a powerful creature, such as a goddess,
demon, or ancestral spirit, and it responds to
your prayers and rituals. (You might call yourself
a cleric, druid, paladin, or shaman.) You use your
PSY to power your spells. Any time a spell says
to use your INT, use your PSY instead. When you
cast a spell that does damage, add half your PSY
to the damage. When you cast a spell that heals,
add your PSY to the healing. (Offending or acting
against the interests of your benefactor may make
them limit or end the magic they grant you.)
Innate Power: Your magic is innate and inborn,
and you have mastered it through practice and
experimentation. (You might call yourself a death
knight or dragon disciple.) You use your PSY to
power your spells. Any time a spell says to use your
INT, use your PSY instead.When you cast a spell
that does damage, add your PSY to the damage.
Trained Wizardry: You learned magic through
studying and repetition. (You might call yourself
a mage-knight or spellsword.) You use your INT
to power your spells. When you cast a spell that
does damage, add your INT to the damage.
Exceptional Skill stunt: Learn the
Exceptional Skill stunt.

18
Sharu Leveling Table
Martial Spell
Level Bonus Bonus Fort Ref Will Abilities
1st +0 +0 +1 +0 +1 Eldritch focus, Exceptional Skill stunt,
heroic feats, sharu aura, sharu mastery,
specialization, spellweapon –10
2nd +0 +0 +1 +0 +1
3rd +1 +1 +1 +0 +1 Faster feat preparation (cronk, spell)
4th +1 +1 +2 +1 +2 Spellshield +1,
5th +1 +1 +2 +1 +2 Spellweapon –9
6th +1 +1 +2 +1 +2
7th +2 +2 +3 +2 +3
8th +2 +2 +3 +2 +3
9th +2 +2 +3 +2 +3 Spellshield +2
10th +2 +2 +4 +3 +4 Spellweapon –8
11th +3 +3 +4 +3 +4
12th +3 +3 +4 +3 +4
13th +3 +3 +5 +4 +5
14th +3 +3 +5 +4 +5 Spellshield +3
15th +4 +4 +5 +4 +5 Spellweapon –7
16th +4 +4 +6 +5 +6
17th +4 +4 +6 +5 +6
18th +4 +4 +6 +5 +6
19th +5 +5 +7 +6 +7 Spellshield +4
20th +5 +5 +7 +6 +7 Spellweapon –6
21st +5 +5 +7 +6 +7
22nd +5 +5 +8 +7 +8
23rd +6 +6 +8 +7 +8
24th +6 +6 +8 +7 +8 Spellshield +5
25th +6 +6 +9 +8 +9 Spellweapon –5

Specialization: Choose one specialization be a spell that affects one creature (not an area).
from the following list. Your specialization gives When you make a spellweapon attack, take a
you an additional ability. –10 on your weapon attack roll. If your weapon is
Dragonfire Monk: You channel your inner a light weapon, you only take a –5 instead of a –10
power through martial arts and magic. You learn on this roll. If you have the Two-Weapon Fighting
Fire Bolt as a spell and Stunning Strike as a cronk. cronk prepared, add +5 to this attack roll.
Paladin: You were chosen by divine powers If you’re casting an attack spell and you hit
to destroy their enemies. You learn Healing as a with the weapon attack, you hit the enemy with
spell and Power Attack as a cronk. the weapon and you cast the spell (if the spell is
Spellblade: You study how the movements of an attack spell, you don’t have to make a second
a weapon and the flow of magic are different sides attack roll to hit that enemy with the spell, it
of the same coin. You learn Weapon Finesse as a automatically hits if your weapon hits.) If you’re
cronk and Wizard Bolt as a spell. casting a spell on a friend (instead of an attack
Stormstriker: You control the power of nature, spell), it doesn’t matter if you hit or miss with the
wielding weapons and lightning. You learn Power weapon attack roll, you’re able to cast the spell.
Attack as a cronk and Shock Bolt as a spell. If you spend a boost with spellweapon, you
Spellshield: Each day when you ready your boost either the melee attack or the spell (not
feats, choose one of these kinds of attacks: melee both), and it cannot make your attack or spell
weapon attacks or melee spell attacks. Add +1 to affect multiple creatures.
your Defense against those kinds of attacks. This The penalty on your spellweapon attack roll
increases to +2 at level 9, +3 at level 14, +4 at decreases to by 1 at 5th, 10th, 15th, 20th, and
level 19, and +5 at level 24. 25th level. (Remember the modifiers for using a
Spellweapon (4 AP): You can combine light weapon or the Two-Weapon Fighting cronk.)
attacking with a melee weapon in one hand and You can’t use spellweapon and the “fighting
casting spell with the other hand. Pick one spell with two weapons” attack style (see the Advanced
to cast with your weapon attack. This spell must Combat chapter) at the same time.
19
BARD until you stop it (which costs 0 AP).
(Bard is a complicated class and you probably Attacks: Add +1 to your attack rolls. This
shouldn’t play one unless you really understand increases to +2 at level 6, to +3 at level 12, to +4
how the other classes work in the game.) at level 18, and to +5 at level 24.
As a bard, you blend magic and skill, Damage: Add +1 to your damage rolls. This
enhancing the abilities of yourself and your increases to +2 at level 6, to +3 at level 12, to +4
friends. You are versatile and able to fill in at level 18, and to +5 at level 24.
for many roles in a group. You might be a Defense: Add +1 to your Defense. This
detective, entertainer, investigator, preacher, or increases to +2 at level 6, to +3 at level 12, to +4
swashbuckler. You might be good at influencing at level 18, and to +5 at level 24.
people, recovering lost knowledge, or planning Healing: Add +1 to all healing you take. This
elaborate heists. You usually aren’t the most increases to +2 at level 6, to +3 at level 12, to +4
powerful person in a group, but your friends are at level 18, and to +5 at level 24.
always thankful for your abilities. Speed: Add +5 to your speed. This increases
Armor: You are trained to wear cloth and to +10 at level 15, and to +15 at level 25.
leather armor. Boost Friend: If a friend within 100 feet
Shields: You are trained to wear any type of wants to (or has to) spend a boost but doesn’t
shield. have any boosts left, you can allow them to
Weapons: You are trained to use bows, spend one of your boosts. At level 5, 10, 15,
crossbows, heavy blades, light blades, staves, and 20, and 25, you get an extra boost each day that
thrown weapons. you can only use with this ability (in other words,
Health: 8 + CON. When you level up, add 4 + you can’t use these extra boosts for yourself, but
CON to your maximum Health. you can allow your friends to spend them). You
Resolve: 4 + PSY. When you level up, add 2 regain these extra boosts when you rest for a full
+ PSY to your maximum Resolve. 8 hours.
Skills: Choose 5 skills. Your skill rating for Bard Mastery: You get a total of +5 to add
these skills is Competent. For more information to one or more skills, in any combination. For
on skill ratings, learning new skills, and improving example, you can add +4 to your Bluff rolls and
skills when you level up, see the Skills chapter. +1 to your Sneak rolls, or +2 to your Athletics
Bard Aura: Each day when you prepare rolls and +3 to your Sense rolls, or +1 each to
your feats, pick any two auras from other classes Bluff, Persuade, Sabotage, Sense, and Tumble
(like the ranger aura for rerolling a Reflex save rolls. Each day when you prepare your abilities,
and the warrior aura for rerolling an attack roll) you can change these choices.
to be your auras for the day. If your group already Exceptional Skill Stunt: Learn the
has that aura (from someone else in the group), Exceptional Skill stunt, twice.
your duplicate aura gives two rerolls instead of Faster Feat Preparation: At 3rd level, you
one. For example, if you pick the warrior attack can use the Slow Preparation Rule to prepare a
roll aura and there is a warrior in your group, spell or stunt in 10 minutes instead of 1 hour.
then anyone in your group who spends a boost to At 10th level, you can do it in 1 minute. At 15th
reroll a failed attack roll gets two rerolls and can level, you can do it by spending 5 AP.
take the best one. Heroic Feats: At 1st level, learn two heroic
Bard Defenses: Add +1 to your Defense feats of your choice (see the Heroic Feats
against melee attacks. This increases to +2 at chapter). Most bards prefer to learn spells or
level 11, +3 at level 16, and +4 at level 21. You stunts rather than cronks. At every level after 1st,
do not get this bonus while wearing any mail you learn one heroic feat of your choice (this is
armor or plate armor. (If you prepare the feat to not shown on the Bard Leveling Table).
wear mail or plate armor, this limitation no longer Specialization: Choose one specialization
matters for that kind of armor.) from the following list. Your specialization gives
Bard Inspiration: You can inspire your you an additional ability.
friends to be even better at doing things. You Archeologist: You use knowledge and reflexes
can use any one of these inspiration abilities at a to recover lost treasures. You learn Amazing
time. All of your friends (including you) gain the Reflexes and Incredible Sabotage as stunts.
inspiration ability whenever they are within 100 Archer: You primarily rely on ranged attacks
feet of you. Activating an inspiration ability costs and prefer to stay out of reach of enemies. You
3 AP, but it keeps going automatically each round learn Deadly Aim and Far Shot as cronks.

20
Bard Leveling Table
Martial Spell
Level Bonus Bonus Fort Ref Will Abilities
1st +1 +0 +0 +3 +3 Bard aura, bard inspiration, bard mastery,
boost friend, Exceptional Skill stunt x2,
heroic feats, specialization
2nd +1 +0 +0 +3 +3
3rd +2 +1 +0 +3 +3 Faster Feat Preparation (spell, stunt)
4th +2 +1 +1 +4 +4
5th +3 +1 +1 +4 +4 Boost friend (1 extra)
6th +3 +1 +1 +4 +4 Bard defenses +1
7th +4 +2 +2 +5 +5
8th +4 +2 +2 +5 +5
9th +5 +2 +2 +5 +5
10th +5 +2 +3 +6 +6 Boost friend (2 extra)
11th +6 +3 +3 +6 +6 Bard defenses +2
12th +6 +3 +3 +6 +6
13th +7 +3 +4 +7 +7
14th +7 +3 +4 +7 +7
15th +8 +4 +4 +7 +7 Boost friend (3 extra)
16th +8 +4 +5 +8 +8 Bard defenses +3
17th +9 +4 +5 +8 +8
18th +9 +4 +5 +8 +8
19th +10 +5 +6 +9 +9
20th +10 +5 +6 +9 +9 Boost friend (4 extra)
21st +11 +5 +6 +9 +9 Bard defenses +4
22nd +11 +5 +7 +10 +10
23rd +12 +6 +7 +10 +10
24th +12 +6 +7 +10 +10
25th +13 +6 +8 +11 +11 Boost friend (5 extra)

Burglar: You use lockpicking and sneaking for


fun and profit. You learn Incredible Sabotage and
Incredible Sneaking as stunts.
Dervish: You mix athletic dancing with martial
skill to create a flurry of attacks. You learn Cleave
and Two-Weapon Fighting as cronks.
Detective: You use your wits, magic, and
intuition to solve crimes and investigate mysteries.
You learn Incredible Empathy and Incredible
Perception as stunts.
Healer: You use your powers to protect and
heal others. Your spells are usually subtle and
save lives. You learn Defensive Blessing and
Healing as spells.
Spy: You mix charm and deadly force to
infiltrate and eliminate threats, perhaps for a
specific group or whoever pays you the most.
You learn Incredible Disguising and Incredible
Empathy as stunts.
Swashbuckler: You favor agility over strength
and focus on maneuverability rather than wearing
heavier armor. You learn Expert Defense and
Weapon Finesse as cronks.

21
HEROIC FEATS
Heroic feats are special abilities not directly tied to once you already learned it, you can’t try to learn it
your race, class, or skills (they’re often just called twice. If a feat lets you learn it more than once, it’ll
“feats”). For example, the Brew Potion feat teaches say so in its description.
you how to make magical potions, and you can learn
how to do that whether you’re a warrior, wizard, or PREPARING YOUR FEATS
something else. Any character can select any feat. Eventually (after you’ve gained a few levels), you’ll
learn so many feats that it’ll be too much to keep in
LEARNING NEW FEATS your head all at once. Preparing is like studying before
Most of the time, you learn a new feat in one of three a big test, or warming up before a sports game—
ways. you’re refreshing your mind and body about things you
Leveling Up: When you level up, you already know, focusing on what you think you’ll need
automatically learn a new feat from your class heroic to know that day, and ignoring the stuff that you don’t
feats ability. You don’t have to spend any time think you’ll need that day.
practicing or studying to learn it—the game assumes You can prepare your feats after resting for 4 or
it’s something you’ve been practicing in your spare more hours. Normally you prepare after you’ve rested
time, or an ability you learned without even meaning for the night (a full 8 hours).
to (like how a superhero might wake up with a new Once you prepare your feats, they stay prepared
superpower). In most cases, you can’t actually use the until you decide to change them after resting. (In other
feat until you stop to prepare your feats for the day words, if you forget to say what feats you prepared
(see Preparing Your Feats, below). today, just use the ones you prepared the last time.)
Additional Studying or Training: You can learn If you don’t prepare a feat that day, you don’t get
additional feats through study or training with someone any of that feat’s benefits. For example, if you’re a
who knows that feat. The time required to learn this wizard who learned Leather Armor Training (so you
depends on whether it’s a low-level feat (not long) or a can wear leather armor instead of just cloth armor), if
high-level feat (significantly longer), how familiar you are you don’t prepare Leather Armor Training, you can’t
with the basic concepts of the feat (frex, if you know any wear leather armor that day. Not preparing a feat is
similar feats to the one you’re trying to learn), the skill a lot like not knowing that feat at all—if you don’t
of the teacher, and other factors decided by the GM. A prepare it, it does nothing for you.
simple feat like Power Attack might take about a week The number of feats you can have prepared
to learn with a good trainer, but an advanced feat might at once is equal to your level + 5. This number is
take weeks or months to learn. how many “feat slots” you have. When you prepare
Special Sources: You might learn to a feat from your feats, you don’t have to “fill” all of your feat slots
an unusual source, like drinking from a magic fountain, right away—you can leave some slots open, and use
picking up a mysterious gem, or praying at a goddess’s the Slow Preparation Rule or the Fast Preparation Rule
shrine. Normally these sources just automatically add to prepare them later.
the feat to your list of known feats, and you can choose The Slow Preparation Rule: You can spend 1 hour
to prepare it or not as part of your daily routine. In resting to “fill” one open feat slot with a feat you know.
other words, you don’t have to spend any time learning Until the next time you rest to prepare feats, you can
the feat from the unusual source. However, depending use this feat as if you had prepared it right after resting.
on the source, knowing the feat might be temporary. The Fast Preparation Rule: You can spend a
For example, you might lose the feat after a certain boost to “fill” one open feat slot with a feat you know.
amount of time (like 1d6 days after drinking from a Spending a boost to do this doesn’t count toward the
magic fountain), if you lose contact with the source normal limit of one boost per round. Until the next
(like you drop or break the mysterious gem), or if you time you rest to prepare feats, you can use this feat as
travel too far from the source (like going more than 10 if you had prepared it right after resting.
miles from the goddess’ shrine). Whether the feat is
temporary or permanent might even be a secret to you TYPES OF FEATS
(but the GM probably knows). There are five kinds of feats.
The GM controls what unusual sources are in A cronk lets you be better or do something better
the game, and whether you know about them. For with weapons, defense, and other stuff related to
example, the GM might tell you about ancient oak tree physical attacks and combat, like shoot two arrows at
on a mountaintop, and that if you sleep under it, you the same time, increase how much protection you get
become resistant to electricity. from a shield, or increasing how much damage you can
For most feats, you can only pick them once— take before you go unconscious.

22
A spell lets you use magic to do something Amazing Will
unusual, like shoot an enemy with a bolt of fire, protect Add +5 to your Will resist rolls.
yourself with a layer of ice, or instantly transport Boost: Reroll a Will resist roll that you just failed,
yourself from one city to another. and use the better roll.
A stunt lets you be better or do something better
with a skill, like increasing how fast you can climb, Animal Companion
improving how well you can intimidate someone, or You bond with an animal, who becomes your trusted
make you better at noticing deadly traps. and loyal companion. They follow you and even aid
A general feat isn’t a cronk, metamagic, spell, or you in battle. (See the Miscellaneous Rules chapter for
stunt. It lets you do something basic, like move faster, more information.)
wear heavier armor, or be better at resisting mental If the companion is killed, you can revive them by
attacks. If a feat doesn’t say it’s a cronk, metamagic, spending 5 hours and 5 boosts performing a ritual to
spell, or stunt, it’s just a generic feat. revive them. Instead of reviving a slain companion, you
An inborn feat is something you can do because bond with another after 1 week using the normal ritual.
of your species. Dwarves are naturally hardy, elves are
naturally stealthy, and so on. Unlike the other kinds of
Brew Potion
feats, you don’t have to prepare your inborn feats—
Add +5 to your Craft (alchemy) checks.
they’re always available to you, and they don’t count
Boost: You may spend 1 hour brewing or cooking
against the number of feats you can have prepared.
a potion of any 1st-level spell you know. Anyone who
See the Species chapter for more information about
drinks the potion gets the benefit of that spell for 1
inborn feats.
hour (as if they had cast that spell on themself). The
Some feats are more than one type. For example,
drinker may spend their boosts on boosted abilities
the Sneak Attack feat is a cronk and a stunt.
of that spell. The potion’s effects (whether boosted
or non-boosted) only affect the drinker of the potion.
HEROIC FEAT DESCRIPTIONS After 24 hours, the potion loses its powers.
These are descriptions of general feats.
Diehard
Amazing Fortitude Add 5 + CON to your maximum Health. At level 5,
Add +5 to your Fort resist rolls. 10, 15, 20, and 25, add another 5 + CON to your
Boost: Reroll a Fort resist roll that you just failed, maximum Health.
and use the better roll. Boost: If your health is 0 or less, immediately heal
5 health. At level 5, 10, 15, 20, and 25, increase
Amazing Reflexes the amount this heals you by 5 Health. You can use
Add +5 to your Ref resist rolls. this boost if you are disabled, dying, helpless, or
Boost: Reroll a Ref resist roll that you just failed, unconscious.
and use the better roll.
Endurance
Preparing Example Add +5 to checks and resist rolls to avoid or reduce
Octavius is a 2nd-level wizard who knows these feats: exhaustion, fatigue, and suffocation. You may sleep
Alarm, Burst of Billowing Fog, Diehard, Feather Fall, in leather or mail armor without becoming fatigued.
Frost Bolt, Ice Armor, Minor Healing, Pidgin, and (Normally, sleeping in leather, mail, or plate armor
Smoke Bomb. (This is more than what a 2nd-level makes you fatigued the next day.)
wizard normally knows, but he’s traded spells with Boost: For the next 24 hours, you may sleep in
another wizard.) plate armor without becoming fatigued the next day,
Because Octavius is 2nd level, he has 2 + 5 = 7 but your maximum number of boosts the next day is
feat slots. This morning he prepared Diehard, Frost reduced by 1 (this reduced limit goes away after you
Bolt, Ice Armor, Pidgin, and Smoke Bomb; that’s 5 have a full sleep without wearing plate armor).
feats, leaving him 2 feat slots open.
While adventuring in a dungeon that day, Expanded Aura
Octavius falls into a deep pit trap. He spends a boost Increase the range of your class’s aura ability to 200 feet.
to use the Fast Preparation Rule to instantly prepare Boost: For the next 1 minute, increase the range of
his Feather Fall spell, then casts the spell so he lands your class’s aura ability to 500 feet.
safely. He still has 1 feat slot open today. Boost: For the next round, increase the range of
When his team camps for the night, he spends your class’s aura ability to 1 mile.
an hour resting and uses the Slow Preparation Rule
to prepare his Alarm spell so he can protect their
campsite. He doesn’t have any more feat slots left,
Farther Spell [metamagic]
You know how to alter your spells so they reach farther.
and won’t be able to change his prepared feats until
Boost: When you cast a spell that requires you to
he’s had a rest of at least 4 hours.
touch a target, it instead becomes a ranged spell with a

23
Metamagic Mail Armor Training
A metamagic is a special kind of spell that lets you You are trained to wear mail armor. If you have any
alter other spells in unusual ways. For example, you class abilities that stop working if you wear mail armor
can use the Farther Spell metamagic to increase the (such as a wizard’s mastery ability), those abilities keep
range of any spell you cast. working even when you wear mail armor.
A metamagic usually needs you to spend a
boost to activate it. Spending a boost to activate a Plate Armor Training
metamagic doesn’t count toward the normal limit of You are trained to wear plate armor. If you have any
how many boosts you can use per round. class abilities that stop working if you wear plate armor
Using a metamagic increases the time to cast a (such as a wizard’s mastery ability), those abilities keep
spell by 1 Action Point (so casting a 3 Action Point working even when you wear plate armor.
spell with one metamagic takes 4 Action Points).
Metamagics only work on spells, so if you don’t Resist Acid
know any spells, there’s no point in learning any You get acid resistance 1, which reduces acid damage
metamagics. from each attack against you by 1. Add +5 to your
Defense and resist rolls against acid attacks.
range of 10 feet. Boost: Reroll a failed resist roll against an acid
Boost: When you cast a spell that has a range of 5 attack that you just failed.
feet, increase the range to 10 feet. Boost: Increase your acid resistance to 10 until
Boost: When you cast a spell that has a range of at your next turn.
least 10 feet, multiply the spell’s range by 1.5 (15 feet
instead of 10, 1.5 miles instead of 1 mile, and so on).
Resist Cold
You get cold resistance 1, which reduces cold damage
Fast Drinker from each attack against you by 1. Add +5 to your
You can drink a potion by spending 1 AP (normally, Defense and resist rolls against cold attacks.
drinking a potion costs 2 AP). Boost: Reroll a failed resist roll against an cold
Boost: You can retrieve the potion as part of the attack that you just failed.
AP cost to drink it. Boost: Increase your cold resistance to 10 until
your next turn.
Fleet
Add 5 feet to your speed. At level 10 and 20, add Resist Electricity
another 5 feet to your speed. You get electricity resistance 1, which reduces
Boost: Add another 5 feet to your speed this electricity damage from each attack against you by
round. At level 15 and 25, this boost adds another 5 1. Add +5 to your Defense and resist rolls against
feet to your speed for this round. electricity attacks.
Boost: Reroll a failed resist roll against an
Iron Guts electricity attack that you just failed.
Add +5 to your resist rolls against disease, nausea, Boost: Increase your electricity resistance to 10
poison, and sickening. until your next turn.
Boost: Add another +5 to a disease or poison
resist roll you just failed. If this new total would pass Resist Fire
the resist roll, you instead pass the roll. You get fire resistance 1, which reduces fire damage
from each attack against you by 1. Add +5 to your
Leather Armor Training Defense and resist rolls against fire attacks.
You are trained to wear leather armor. If you have any Boost: Reroll a failed resist roll against an fire
class abilities that stop working if you wear leather attack that you just failed.
armor (such as a wizard’s mastery ability), those abilities Boost: Increase your fire resistance to 10 until
keep working even when you wear leather armor. your next turn.

Longer Spell [metamagic] Resist Poison


You know how to alter your spells so they last longer. You get poison resistance 1, which reduces poison
Boost: When you cast a spell that lasts at least 2 damage from each attack against you by 1. Add +5 to
rounds, multiply the spell’s duration by 1.5 (3 rounds your Defense and resist rolls against poison attacks.
instead of 2 rounds, 15 minutes instead of 10 minutes, Boost: Reroll a failed resist roll against a poison
and so on). This includes spells that last “for the next attack that you just failed.
1 minute,” increasing their duration to the next 1.5 Boost: Increase your poison resistance to 10 until
minutes (which is 1 minute plus 5 rounds). your next turn.

24
Shaper automatically as part of any shaping, without costing
Choose one type of material: flesh, glass, metal, stone, any Resolve or taking any extra time.
wood. You can rearrange this material in remarkable Expel Poison or Disease: The creature tries a
ways, like a scupltor shaping clay. The change comes resist roll against the poison every minute (or every
from your mind, and the pressure of your hands on the hour for a disease); failure means no progress (but no
material is almost unnecessary. additional effect), success counts toward overcoming
Shaping is a slow and taxing process; any shaping the affliction. Once the target is cured, the offending
action that takes more than about a minute costs 1 material is discharged from the body as harmless pus.
Resolve, or 1 Resolve per hour of shaping, whichever Harm: You can do the reverse of any of the helpul
is greater. Boosts can accelerate shaping flesh-shapings—create wounds or deformities, break
Shaping alters what is present and available; it bones, inflict pain, plant tumors, and so on. These
does not create or destroy substance. shapings take half as long as healing them would.
Boost: The shaping takes half as long. Heal a Wound: You repair an injury. Healing 1
Boost: The shaping costs half as much Resolve. Health takes about a minute. Novice shapers leave scars
Flesh-Shaper: You can reshape living flesh in any from this healing, just as if it healed naturally over time,
of the following ways. but experienced shapers leave no trace of the injury.
Alter Ability Scores: Reassigning 1 STR, DEX, or Mend Bone: You fuse together broken bones,
CON to another one of those three stats takes about making a seam that is at least as strong as the
8 hours. Most shapers won’t reduce an ability score surrounding undamaged bone. A simple fracture in
below –2, for fear of making the creature unhealthy. a small bone like a finger or wrist takes about 10
Alter Appearance: You alter a creature’s outward minutes, one in a femur takes about an hour. Splintering
physical appearance. Changing eye color, removing a fractures take about twice as long as a simple one. An
mole, or a smoothing a few square inches of wrinkles open fracture requires separate shaping to heal the
takes about a minute. Changing skin color, facial wound. Note that repairing a skull or spinal fracture
features, fingerprints, or voice takes about an hour. probably also requires healing damaged soft tissue.
Adding or subtracting a few inches of height takes Regrowth: A lost finger takes about 10 minutes.
about 8 hours (making the creature slightly narrower or A crushed or amputated hand takes about an hour. An
broader, as appropriate), as does changing gender or internal organ or severed limb takes 4–8 hours.
apparent species. Replace Inborn Feat: Switching an inborn feat for
Block Pain: You disconnect a creature from any a different inborn feat takes about 8 hours.
feelings of pain or discomfort. This is one of the first Shapecrafting: This is a catch-all term for any kind
things a shaper learns to do, as otherwise their patients of shaping of non-flesh, such as glass, metal, stone, or
might struggle from their injuries. You can block pain wood (individuals are called glass-shapers, metalshapers,
and so on). Shapecrafting is as effective as a skilled
crafter with an excellent set of tools; frex, an ironshaper
can bend, flatten, and expand cold metal as easily as a
mundane blacksmith does with a hammer and anvil.
Shapecrafting an item takes about as long as it would
take a sculptor to make a replica of it out of clay or wax.
(Assume something with about as much solid volume
as a fist takes about 10 minutes to craft.) Destroying
something takes about half as long as creating it.

Shield Training
You are trained to wear shields. If you have any class
abilities that stop working if you wear a shield (such as
a wizard’s mastery ability), those abilities keep working
even when you wear a shield.

Scattering Spell [metamagic]


You can alter your spells so they affect more creatures.
Boost: Whenever you use a spell’s boost to affect
an additional target, you get two additional targets
instead of one.
Boost: When casting an attack spell that only affects
one target, attack 1 additional target with the spell.

25
WEAPONS
Weapons are vital pieces of equipment for most to the attack and damage rolls with the weapon.
adventurers. The Weapons Table shows game Damage: The weapon does this much
stats for many kinds of weapons. Here’s an damage when it hits.
explanation of those game stats. Cost: You can usually buy the weapon for this
Melee or Ranged: A weapon is either melee much money from a typical town.
(used in hand-to-hand combat) or ranged (used Crit Damage: If your attack is a critical hit
at a distance from your enemy). Some melee (also known as a “crit”), add this number to your
weapons can also be used as ranged weapons damage roll for that attack.
(like throwing a dagger). Ranged weapons are Threat: This is the number you need to roll on
either thrown, or projectile. your d20 to get a critical threat. If you roll this
Thrown: A thrown weapon is a ranged critical threat number with your attack roll, and
weapon that you throw, like a dagger, handaxe, or the attack roll is a hit, you get to make a second
throwing star. Add your STR to the damage for a roll called confirmation roll: try your attack
thrown weapon. roll again, and if that is a hit, then your hit is a
Projectile: A projectile weapon shoots critical hit. The attack roll on the d20 has to be a
ammunition at your enemy, like an arrow, bolt, “natural” roll of that number—for a weapon with a
or sling stone. Most projectile weapons are two- threat of 20, you have to get a “20” on the d20.
handed weapons—you either need two hands to Increased Threat: If your weapon’s critical
fire it, or you need two hands to load and fire it. threat is a number lower than 20 (like “19+”),
Ammunition: A projectile ranged weapon that means a “natural” roll of that number is also
shoots ammunition. Drawing ammunition from a critical threat. For example, a “19+” weapon
the right kind of container (arrows from a quiver, threatens on a natural 19 or 20, an “18+”
sling stones from a pouch, and so on) doesn’t weapon threatens on a natural 18, 19, or 20,
cost any Action Points—it’s something you can and so on. Remember that your attack roll has to
automatically do as part of using the weapon. hit your enemy for it to be a critical threat; if a
Ammunition is fragile, and tends to get lost or natural 18 plus your bonuses is a miss, it doesn’t
broken when you use it; after a battle, you can matter what your weapon’s threat number is, it’s
retrieve half of the mmunition you fired. still a miss and not a critical threat.
Even though a throwing star is a thrown weapon Range: When using a ranged weapon attack
instead of ammunition, you can draw a throwing or a ray spell attack, it’s harder to hit something
star for 0 AP, and it is fragile like ammunition. that’s farther away. Between 0 feet away and
Hands: This tells you how many hands you the listed range, you make ranged attacks roll
need to wield the weapon. A weapon can be light, against the enemy with your normal attack
one-handed, or two-handed. bonus. If your enemy is farther away than the
Light: You can wield a light weapon with one listed range, you take a –5 on your ranged attack
hand. (Wielding it in two hands isn’t any better for roll. If the enemy is farther away than twice the
you.) Add either your STR or DEX to the attack listed range, you take a –10 on your attack roll
and damage rolls with the light weapon. Wielding (and so on for each additional range the enemy is
a light weapon makes it easier to fight with two from you). For example, a longbow has a Range
weapons at the same time (see Fighting With Two of 200 feet, so shooting an enemy from 0 to 200
Weapons in the Advanced Combat chapter). feet away is at your normal bonus, more than
One-Handed: You can wield a one-handed 200 feet gives you a –5, more than 400 feet
weapon with one or two hands. If you wield it gives you a –10, and so on.
with one hand, add your STR to the attack and Point Blank Range: Anything up to half of
damage rolls with the weapon. If you wield it with your weapon’s Range is “point blank range.”
two hands, add 1.5 times your STR to the attack Some special abilities need your enemy to be
and damage rolls with the weapon. within point blank range for you to use them (see
Two-Handed: You have to wield a two-handed Point Blank Shot in the Cronks chapter). For
weapon with two hands. Add 1.5 times your STR example, a longbow’s Range is 200 feet, so point

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WEAPONS TABLE
Crit
Weapon Damage Threat Damage Range Special Cost
Light Weapons
Bolas(R) 1d4 20 2 20 ft. trip 5 gp
Dagger 1d4 19+ 2 20 ft. throwing 2 gp
Hanbo 1d4 20 2 40 ft. finesse 1 gp
Hand crossbow(R) 1d4 19+ 2 60 ft. — 100 gp
Handaxe 1d6 20 6 20 ft. throwing 8 gp
Javelin(R) 1d6 20 3 60 ft. throwing 1 gp
Light Hammer 1d4 20 2 40 ft. throwing 1 gp
Shortsword 1d6 19+ 3 — — 10 gp
Sling(R) 1d4 20 2 100 ft. — —
Throwing star(R) 1d2 20 1 20 ft. throwing 2 sp
Whip 1d3 20 1 — disarm, trip 1 gp

One-Handed Weapons
Battleaxe 1d8 20 8 — — 10 gp
Blowgun(R) 1d2 20 1 40 ft. — 2 gp
Light crossbow(R) 1d8 19+ 4 150 ft. — 35 gp
Light flail 1d8 20 4 disarm, trip 8 gp
Longsword 1d8 19+ 4 — — 15 gp
Net 1d4 20 2 10 ft. entangle, throwing20 gp
Quarterstaff 1d6 20 3 — finesse, trip —
Sabre 1d6 18+ 3 — finesse 20 gp
Shortspear 1d6 20 3 40 ft. brace 1 gp
Warhammer 1d8 20 8 — — 12 gp

Two-Handed Weapons
Greataxe 1d12 20 12 — — 20 gp
Greathammer 1d12 20 12 — — 16 gp
Greatsword 2d6 19+ 7 — — 50 gp
Guisarme 1d8 20 8 — trip 9 gp
Halberd 1d10 20 10 — brace, trip 10 gp
Heavy crossbow(R) 1d10 19+ 5 200 ft. — 50 gp
Heavy flail 1d10 19+ 5 — disarm, trip 15 gp
Longbow(R) 1d8 20+ 8 200 ft. — 75 gp
Longspear 1d8 20 8 — brace 5 gp
Ranseur 2d4 20 10 — disarm 10 gp
Scythe 2d4 20 15 — trip 18 gp
Shortbow(R) 1d6 20 6 150 ft. ­— 30 gp
(R) Ranged weapon

Ammunition
Arrows (20) — — — — — 1 gp
Blowgun darts (20) — — — — — 1 gp
Crossbow bolts (10) — — — — — 1 gp
Sling bullets (10) — — — — — 1 sp

blank range for a longbow is anything up to 100 flying dragon. Unless the rules say otherwise, a
feet away from you. weapon’s Range is 10 feet. Most weapons that are
Default Range: Sometimes you want to use supposed to be used as ranged weapons have a
a weapon as a ranged weapon, even if it’s not longer Range than this.
designed for it, like throwing your sword at a Maximum Range: The maximum range of

27
a throwing weapon (like a dagger, handaxe, or WEAPON GROUPS
throwing star) is 5 times its Range. The maximum Weapons are divided into different weapon
range of a projectile weapon (like a crossbow or groups based on how they’re used in combat. For
longbow) is 10 times its Range. You can’t use a example, heavy blades are large, sharp weapons
weapon to attack an enemy that’s farther than this that you use to slash or stab. Depending on
maximum range. Boost: Increase the maximum your class, you probably know how to use some
range of your weapon by one Range for this weapon groups but not others.
attack. For example, if you’re using a longbow, Here are the weapon groups and examples of
your maximum range is 10x200 = 2,000 feet, but the weapons in those groups.
spending a boost increases this to 2,200 feet. Axe: battleaxe, greataxe, handaxe.
Special: If the weapon has any special Bow: longbow, shortbow.
abilities, the special ability is listed here. The Close: heavy shield, light shield, unarmed.
special abilities are brace, disarm, entangle, Crossbow: hand crossbow, heavy crossbow,
finesse, throwing, and trip. light crossbow.
Brace: you can spend 1 AP to brace your Flail: heavy flail, light flail, whip.
weapon against a charge, which gives you an Hammer: hanbo, light hammer, quarterstaff,
automatic attack in response to a charge against warhammer.
you or past you. If you didn’t spend AP to brace Heavy Blade: greatsword, longsword, scythe.
on your turn, you can activate this ability by Light Blade: dagger, sabre, shortsword.
spending a boost in response to a charge against Monk: nunchaku, quarterstaff, sai, siangham,
you or past you throwing star, unarmed.
Disarm: The weapon is helpful when you’re Polearm: guisarme, halberd, ranseur.
trying to disarm an enemy. If you’re trying to Spear: javelin, longspear, shortspear.
disarm someone and you’re not using a disarm Thrown: blowgun, bolas, dagger, hand axe,
weapon, you get a –5 on your attack roll. For javelin, light hammer, net, shortspear, sling,
more information on disarming, see the Advanced throwing star.
Combat chapter.
Entangle: The weapon can be used to UNTRAINED WEAPON USE
entangle an enemy. To entangle, try an attack If you’re not trained how to use a weapon, you
against your enemy. If you hit, you can spend a get a –5 on your attack roll with it.
boost to try to entangle them.
The enemy can try or a Ref resist roll or an WRONG-SIZE WEAPONS
opposed attack roll with their weapon against Because your hands are amazing tools with
your attack roll. They can use their STR or DEX versatile adaptations like opposable thumbs, it’s
for the attack roll (even if their weapon doesn’t possible for you to wield a weapon with a tiny
normally give them a choice). handle (like a dagger) or a big handle (like a tree
If they tie or beat your roll, they aren’t branch) with two hands. Likewise, you can wield
entangled. If they lose the roll, they are entangled a weapon for a creature that’s bigger or smaller
(they can spend a boost to reroll their attack or than you, but it might require more or fewer
resist roll). hands to wield it properly.
Finesse: A finesse weapon is used for light, The GM decides how many hands you need
precise hits instead of strong, general hits. When to wield a wrong-size weapon. Typically, using a
attacking with a finesse weapon, instead of adding weapon for a creature twice your size takes one
your STR to attack and damage rolls, you add extra hand, and using one for a creature half your
your DEX. size takes one fewer hand. The GM may decide
Throwing: You can throw this weapon. A that some weapons are just too big or small for
thrown weapon has a shorter ranged than a you to use at all.
projectile weapon (like a bow or crossbow). See For example, you’re a human and you want
the Range section for more information. to wield an ogre’s dagger. The dagger is a light
Trip: The weapon is helpful when you’re trying weapon for the ogre. Ogres are about twice the
to trip an enemy. If you’re trying to trip someone size of a human, so the GM decides that shifts
and you’re not using a trip weapon, you get a the dagger one hands category, from “light” to
–5 on your attack roll. For more information on “one-handed.” If you wanted to wield an ogre’s
tripping, see the Advanced Combat chapter. greatsword, that’s a two-handed weapon for the

28
ogre. Shifting one Hands category would put it at Heavy Crossbow: A more powerful version
more hands than “two-handed,” which means it’s of a light crossbow. It fires crossbow bolts. You
just too big for you to wield. have to spend 5 AP to reload a heavy crossbow.
You can buy a heavy crossbow with a stronger
WEAPON DESCRIPTIONS lever arm (adding damage like having high STR),
Here are descriptions of the weapons, and any but it takes longer to reload if your STR isn’t high
special rules for them. enough (see Strength Bows).
Battleaxe: A strong wooden pole with a Heavy Flail: A two-handed version of the
curved blade on one end. light flail.
Blowgun: A long hollow tube used to shoot Javelin: Basically a light shortspear that’s
blowgun darts (5 sp for 10 darts). You can fire it designed to be thrown.
with one hand but you need two hands to load it. Light Crossbow: A bow with a handle and
Bolas: A pair of stone or metal weights mechanism for drawing and holding the string.
connected by a leather cord. It fires crossbow bolts. You can fire it with one
Dagger: A very short blade for stabbing or hand. You need two hands to load it. You have to
slicing. spend 2 AP to reload a light crossbow. You can
Greataxe: A larger, heavier version of the buy a light crossbow with a stronger lever arm
battleaxe, sometimes with two blades instead of (adding damage like having high STR), but it takes
one. longer to reload if your STR isn’t high enough (see
Greathammer: A two-handed version of the Strength Bows).
warhammer. Light Flail: A handle with a chain on one end
Greatsword: A two-handed version of the and a ball or spiked ball at the end of the chain.
longsword. Light Hammer: A wooden handle with
Guisarme: A polearm with a blade and hook a heavy, metal head, either one-sided (like
on the end. a carpenter’s hammer), two-sided (like a
Halberd: A polearm with a spearhead and a sledgehammer). This also includes maces (which
small axe blade. might be round, knobbed, or flanged).
Hanbo: A thin club about half the length of a Longbow: A bent piece of flexible wood
quarterstaff. with a taut string connected to each end. It fires
Hand Crossbow: A smaller and weaker arrows. If your STR is –1 or less, add your STR
version of a light crossbow. It fires crossbow bolts. to your longbow damage. If your STR is +1 or
You can fire it with one hand. You need two hands more, you should think about getting a bow with
to load it. You have to spend 1 AP to reload a a strength upgrade so you can add your STR to
hand crossbow. You can buy a hand crossbow your longbow damage (see Strength Bows).
with a stronger lever arm (adding damage like Longspear: A longer, heavier version of the
having high STR), but it takes longer to reload if shortspear.
your STR isn’t high enough (see Strength Bows). Longsword: A long-bladed sword, longer
Handaxe: A one-handed axe that’s good for than a shortsword, but not as large as a
melee or throwing. greatsword.

29
Net: A net designed for battle rather than fishing.
Weapon Weight
It has metal hooks at each intersection to help catch
There are no weights listed for these weapons
your enemy. You can throw it with one hand. You
because tracking the weight of equipment
need two hands to fold it up (10 AP, or 2 AP if you
(often called “encumbrance”) is annoying and
spend a boost) so it is ready to throw again.
usually something you forget about unless your
Quarterstaff: A wooden pole about 5 feet
character sheet does the math for you. Some
long.
people might think that because there are no
Ranseur: A trident-like longspear with two
listed weights, there’s no reason why you can’t
curving blades at the base of the main blade. carry 100 longswords at once; don’t be that
Sabre: A single-edged blade with a large person.
crossguard, often used by pirates.
Scythe: A farmer’s tool repurposed for battle. and just call your weapon a katana. If you want
Shortbow: A smaller, weaker version of the to use a spinesword (a weapon that looks like a
longbow. It fires arrows. If your STR is –1 or spiked human spine made out of metal), that’s
less, add your STR to your shortbow damage. If similar to a light flail (one-handed) or heavy flail
your STR is +1 or more, you should think about (two-handed) so you can just use the flail stats you
getting a bow with a strength upgrade so you like and just call your weapon a spinesword.
can add your STR to your shortbow damage (see
Strength Bows). MASTERWORK WEAPONS
Shortspear: A one-handed spear about 3 feet A masterwork weapon is a higher-quality version
long. of a weapon. It might be made out of better
Shortsword: A one-handed sword with a materials, or built by an expert, or be perfectly
blade about 2 feet long. balanced, or something else that
Sling: A small pouch makes it exceptional compared to
connected to two cords. You an average weapon of its kind.
spin it and let go of one of the A “typical” masterwork
cords to hurl the stone at an weapon gives you +1 on attack
enemy. You can fire it with one and damage rolls. It costs 300 gp
hand. You need two hands to more than a normal version of the
load it. weapon.
Throwing star: A piece of Upgrading to Masterwork:
metal with sharpened edges, A skilled crafter can turn a normal
meant for throwing. Also called weapon into a masterwork weapon,
a ninja star or shuriken. but it might require taking it apart,
Warhammer: A larger re-forging it, and rebuilding some or
version of the light hammer, all of the weapon (or having a shaper
but not as large as the reshape it, see the Heroic Feats
greathammer. chapter). This process costs 300 gp,
Whip: A leather cord and might take as long as creating a
with a handle, used more for brand new weapon.
tricks, special maneuvers, and Masterwork Ammunition:
punishment rather than deadly Masterwork ammunition costs 5 gp
combat. more than a normal version of that
ammunition. Masterwork ammunition is fragile
REFLAVORING WEAPONS just like normal ammunition.
If there’s a weapon you want to use—whether a Inferior Masterwork: Sometimes, a
historical weapon or something inspired by a movie masterwork weapon isn’t quite as good as a
or videogame—and you can’t find it on the weapon “typical” masterwork weapon. It might only give a
table, just find a weapon on the table that’s similar +1 on damage rolls, or only +1 on crits.
and used in a similar way, use that weapon’s game A weapon that only adds +1 to crit damage is
stats, and call it by a different name. usually about 50 gp more than a normal weapon.
Frex, if you want to use a katana, it’s not A weapon that only adds +1 on damage rolls is
on the weapon table, but a katana is basically usually about 150 gp more than a normal weapon.
a heavy blade that you can use one-handed or Placing these items as treasure is normally
two-handed, so you could just use longsword stats in the hands of the GM, to allow “upgraded”

30
weapons for low-level characters without giving
them something that’s worth more than their
starting gold.
Superior Masterwork: Rarely, a masterwork
weapon is better than a “typical” masterwork
weapon. It might give a +2 on attack and damage
rolls, or something weird like +1 on attack rolls,
+2 on damage rolls, and +4 on crit damage.
These are special items added to the campaign
by the GM, and are often used in campaigns
where magic doesn’t exist or isn’t very powerful,
but there are still “legendary” weapons that are
incredibly effective.

STRENGTH BOWS
Bows and crossbows can be bought or upgraded
with a higher “pull strength,” allowing you to add
more to your damage rolls. The upgraded bow
has its own STR, like “longbow (STR +1).” These
are usually called “strength bows.”
Longbow or Shortbow: To use this kind of
strength bow, your STR has to be at least as much
as the STR of the bow. Add the bow’s STR to its
damage rolls.
Hand Crossbow or Light Crossbow: Because
you draw this kind of crossbow with your hand or
a small lever, you’re still using your own strength
to get it ready to shoot. To draw this kind of costs +1 AP for every point of difference between
strength bow, your STR has to be at least as the bow’s STR and your STR. Frex, if your STR is
much as the STR of the bow (but you can have +0 and you’re using a STR +3 heavy crossbow, it
someone else draw it for you). Add the bow’s STR costs you 8 AP (5 + 3) to draw and reload it.
to its damage rolls. Some strength light crossbows
can be rebuilt with a small winch like a heavy
crossbow instead of a lever, allowing you to draw
FANTASY FIREARMS
Some people hate having firearms (cannons,
it slowly like you can a heavy crossbow.
pistols, rifles, and so on) in their fantasy
Heavy Crossbow: Because you draw this kind
campaign, other love it, and others are in
of crossbow by turning a small winch, you can
between (with “dwarves invented guns but they’re
draw it even if its STR is higher than yours—it
scarce” being a common answer). Certainly,
just takes longer to do so. If your STR is the same
firearms on Earth greatly changed the nature of
or higher than the bow’s STR, you can draw and
battle, the role of armor, and the shape of castles
reload it by spending 5 AP, just like a normal
and city walls.
heavy crossbow. If your STR is less than the STR
Rather than introducing a bunch of firearms
of the bow, you can still draw and reload it, but it
rules, keep it simple and use the Reflavoring
Weapons section on the previous page. Early one-
Strength Bows shot firearms that are slow to reload work just
Bow Strength Upgrade Cost like crossbows of various sizes. Advanced firearms
STR +1 100 gp* (especially those like revolvers that can hold
STR +2 300 gp** multiple shots at once) work just like longbows
STR +3 700 gp*** and shortbows, except after a specific number of
STR +4 1,500 gp shots they need to be reloaded like a crossbow.
STR +5 3,100 gp
* Maximum STR of a hand crossbow.
** Maximum STR of a shortbow.
*** Maximum STR of a light crossbow.

31
ARMOR AND SHIELDS
Armor and shields are vital pieces of equipment better protection than cloth armor, but not as
for most adventurers. good as mail or plate.
A suit of armor includes whatever pieces or Mail: An armor made of linked or overlapping
layers are necessary to keep the armor from metal pieces that can restrict your movement but
scratching or cutting you while you wear it (for gives good protection. Chain (or chainmail) and
example, instead of wearing plate mail over just scale mail are the most common examples of mail
your underwear, it includes a set of thick clothing armor. Mail armor gives better protection than
or is attached to a softer leather backing). These cloth or leather, but not as good as plate.
pieces or layers are included in the game stats for Plate Armor: An armor made of large solid
the armor. pieces of metal that can restrict your movement
The Armor Table shows game stats for many but give excellent protection. The best example of
kinds of armor (unless the rules say otherwise, this is knight’s armor. Plate armor gives the best
“armor” means “armor or shield”). Here’s an protection of any kind of armor.
explanation of the game stats for armor. Shield: A moveable barrier you hold in your
Defense: The amount of Defense that the hand or strap to your arm. You use a shield to
armor gives you when you wear it. deflect attacks if possible, and to absorb hits
Physical Penalty: If you aren’t trained in that can’t be deflected. A shield is usually round,
wearing this type of armor, add this number to square, rectangular, triangular, or oval, but some
all of your physical skill rolls (climbing, jumping, cultures have shields of unusual shapes (perhaps
picking locks, and so on) and Reflex resist rolls. with a symbolic meaning or religious purpose).
A buckler or shield always adds its Physical
Penalty, even if you already have a Physical WEARING AND REMOVING ARMOR
Penalty from wearing armor. Most armor has to be put on in just the right
Wearing armor or using a shield doesn’t way to give its full protection, and that can
reduce your Speed (see the Combat chapter), even sometimes take several minutes. Use the Wearing
if you’re not trained to use it. and Removing Armor Times table to see how
Cost: How much that armor or piece of armor long it takes.
costs from a typical merchant. Someone adjacent to you who isn’t doing
anything else can spend their AP to help you put
ARMOR CATEGORIES on or remove your armor.
All armor counts as one of four categories. From If you put on your armor fast, you only get
weakest to strongest, they are: cloth, leather, half the normal Defense from wearing it.
mail, and plate. There are also shields, which are The One Piece at a Time Rule: If you wear
things you carry or hold rather than wear. more than one suit of armor at once, or more
Cloth Armor: A light kind of armor that isn’t than one piece of armor on the same part of your
very restrictive and is easy to wear, but doesn’t body, you only get the Defense from the best
give much protection. Normal clothing doesn’t piece. For example, if you wear a heavy cloth
give you any Defense unless it is very bulky or chest piece and a scale chest piece over that, you
has many layers (like winter clothing), at which only use the Defense from the scale, not both.
point it counts as heavy cloth armor. An outfit
made out of fashionable leather (designed for ARMOR DESCRIPTIONS
appearance rather than durability) counts as The game assumes you’re human-sized and
heavy cloth armor. All creatures are trained to humanoid-shaped. Armor for larger creatures
wear cloth armor. costs proportionately more (2x the size is 2x the
Leather Armor: An armor made of cost), and armor for non-humanoids (such as
hardened and/or reinforced leather that isn’t very horses) costs 2x as much.
restrictive, is pretty easy to wear, and gives a little Beast Hide: Leather armor that’s made from
bit of protection. A heavy leather jacket, leather thicker or poorly-cured animal skins. It’s heavier
chaps, leather work gloves, and leather work and bulkier than other kinds of leather armor.
boots count as leather armor. Leather armor gives Buckler: A very small shield about the size

32
of a large dinner plate. Unlike a light shield or mail). Your joints are protected by small layered
heavy shield, you don’t strap a buckler to your plates over flexible chain.
arm, you just hold it in your hand and use it to Heavy Cloth: Cloth armor that’s heavy
deflect attacks. enough to reduce the effect of attacks against
You can punch someone with the buckler, you, such as winter clothing, a wizard’s robe, or a
just like you were punching them with your fashionable leather outfit.
bare hand. If you try to hit an enemy with your Heavy Shield: A large shield about 24–30
buckler, you lose its Armor bonus until the start inches in diameter. The inner surface has a strap
of your next turn. for your arm to go through and a handle for
Chain: Mail armor made from hundreds of you to grab with your hand. The shield is heavy
interlocking metal rings or links. Often called enough that you can’t use that hand to hold
“chainmail.” It provides good protection but anything other than the handle.
is expensive because of the work involved in You can punch someone with the heavy
connecting all the rings. shield, just like you were punching them with a
Full Plate: A complete suit of fitted metal warhammer. If you try to hit an enemy with your
plates that give excellent coverage and protection heavy shield, you lose its Defense bonus until the
against attacks. Sometimes called “plate mail” start of your next turn.
(although this game categorizes it as plate, not Leather: Leather armor made of hardened
leather pieces (usually by boiling it or treating it
ARMOR TABLE with chemicals). It’s stiffer than leather clothing,
Physical but still flexible enough that you can bend and
Type Defense Penalty Cost twist in it.
Cloth Armor Light Shield: A medium-sized shield about
Heavy cloth 4 0 2 gp 18–24 inches in diameter. The inner surface has
Padded 5 –1 5 gp a strap for your arm to go through and a handle
for you to grab with your hand. The shield is light
Leather Armor enough that you can still use that hand to hold
Leather 8 0 10 gp something (like a torch), but you can’t use it to do
Studded 9 –1 25 gp anything complex or requiring agility (like wielding
Beast Hide 9 –3 15 gp a weapon).
You can punch someone with the light shield,
Mail Armor just like you were punching them with a light
Chain 12 –5 150 gp hammer. If you try to hit an enemy with your light
Scale 10 –5 50 gp shield, you lose its Defense bonus until the start of
your next turn.
Plate Armor Padded: Cloth armor that’s deliberately
Splint 14 –7 400 gp designed with multiple layers to be thick and
Full Plate 16 –6 1,000 gp protective. This is sometimes called “quilted
armor” because it is a layer of padding sewn
Shields between two layers of cloth.
Buckler 1 –1 5 gp Scale: Mail armor made from overlapping
Light Shield 2 –2 7 gp scales or plates attached to a leather or cloth
Heavy Shield 3 –2 15 gp backing. Often called “scale mail” It’s cheaper

33
0). Your shield gains the ruined condition (see
WEARING AND Glossary) and can’t be used as a shield until it is
REMOVING ARMOR TIMES repaired. For example, if you’re using a heavy
Armor Type Normal Fast Remove shield (Defense 3) and you use this rule, reduce
Buckler 2 AP — 0 AP the damage of the attack against you by 6 Health.
Light shield 2 AP — 2 AP You can spend a boost to double how much
Heavy shield 2 AP — 2 AP damage the shield absorbs from one attack. You
Cloth armor 5 minutes 2 minutes 2 minutes can spend a boost to reduce damage from one
Leather armor5 minutes 2 minutes 2 minutes attack without ruining your shield.
Mail armor 10 minutes5 minutes 5 minutes
Plate armor 10 minutes5 minutes 5 minutes EXOTIC ARMOR MATERIALS
to produce than chain but doesn’t give quite as You can make armor out of just about any hard
much protection. material—bone, ceramic, stone, wood, dragon
Splint: Long strips of metal attached to a hide, and so on. Similar to reflavoring weapons
cloth or leather backing. Often called “splint to suit your character (see the Weapons chapter),
mail” (although this game categorizes it as plate, you can reflavor your armor by describing it as
not mail). This type of armor is easier to shape having been made out of exotic materials, and
for long, straight parts of your body (such as picking an appropriate type of armor listed here
your arms and legs), but tends to restrict your for its game stats.
movement at the joints and waist. For example, if your character comes from a
Studded Leather: Leather armor with metal tribe that doesn’t have metalworking, your armor
studs or rivets to help prevent weapons from might be made out of flat pieces of bone sewn to
penetrating it, either by deflecting weapons away a leather backing, and depending on your concept
from vital areas or by catching them. of the armor, it might offer the same protection
as studded leather or scale. Maybe one of your
RUINING YOUR ARMOR ancestors killed a dragon, and you’ve inherited
TO SAVE YOURSELF a suit of (old, heavily used) armor made out of
The purpose of armor is to keep you from getting dragon scales that might have the game stats of
hurt. Sometimes, the Defense from your armor scale armor, studded leather, or full plate. An
isn’t enough to keep you alive, and you have to do elven community might craft armor out of wood
something a little extreme. instead of metal, creating chainmail made of
The Ruin My Armor Rule: If you are wearing carved wooden rings and leather armor out of a
armor and an enemy harms you (whether from special type of thick leaves.
a melee weapon, ranged weapon, spell, or other Even weirder kinds of materials could be
attack like dragon breath), you can choose to used for armor, although they might need to be
have that hit damage your armor instead of you, augmented by magic or a talented shaper before
which protects you from the attack. Reduce the they’d be practical for defense. Gold, glass, ice,
damage from the attack by a number of Health and crystal are all good examples of this. Your
equal to the armor’s Defense (this can reduce the “studded leather” armor might be woven of thin
damage from the attack to 0). Your armor gains metal threads, or your chainmail might be a
the ruined condition (see Glossary) and can’t be swarm of beetles that link together in the shape of
used as armor until it is repaired. For example, if armor. Of course, these extremely exotic armors
you’re wearing beast hide (Defense 9) and you use probably aren’t the sort of thing your character
this rule, reduce the damage of the attack against begins play wearing—they’re found as treasure or
you by 9 Health. You can spend a boost to double
how much damage the armor absorbs from one ARMOR WEIGHT
attack. You can spend a boost to reduce damage There are no weights listed for these armors
from one attack without ruining your armor. because tracking the weight of equipment (often
The Ruin My Shield Rule: If you are wearing called “encumbrance”) is annoying and usually
a buckler or shield and an enemy harms you, something you forget about unless you have an
you can choose to have that hit damage your electronic character sheet that does the math
shield instead of you, which protects you from the for you. If you defeat a bunch of evil knights
attack. Reduce the damage from the attack by a and try to carry out 20 suits of plate so you can
number of health equal to 2 x the shield’s Defense sell them in town, the GM is going to tell you
(this can reduce the damage from the attack to that you can’t carry that much.

34
awarded to you as gifts for completing a quest for
Armor Pieces Table
an NPC.
Type Defense Penalty Cost
Cloth Armor
OPTIONAL RULE: ARMOR PIECES Heavy cloth 4 0 2 gp
The earlier section of this chapter talks about
arms 1 0 5 sp
complete sets of armor—arms, chest, head, and
chest 1 0 8 sp
legs. But what if you want to mix and match?
head 1 0 2 sp
This option lets you treat each suit of armor
legs 1 0 5 sp
as four smaller pieces (arms, chest, head, and
Padded 5 –1 5 gp
legs), each with its own set of game stats, and
arms 1 –1 1 gp 2 sp
you can wear them in any combination you want,
chest 2 –1 2 gp
recreating historical or fantasy armors (such as a
head 1 –1 5 sp
breastplate or chain shirt), or creating your very
legs 1 –1 1 gp 3 sp
own custom look.
Use the Armor Pieces Table to see what each
Leather Armor
section of armor for each of the armor types gets
Leather 8 0 10 gp
you.
arms 2 0 2 gp 5 sp
For example, if you want to play a gladiator
chest 2 0 4 gp
character wearing leather pants, a metal helm,
head 2 0 1 gp
and a chain armguard, and have a bare chest, you
legs 2 0 2 gp 5 sp
can do that. Just add up the Defense and Cost
Studded 9 –1 25 gp
for each piece. If you’re wearing more than one
arms 2 –1 6 gp
kind of armor that gives you a Physical Penalty,
chest 3 –1 10 gp
just use the biggest Physical Penalty number. For
head 2 –1 2 gp
example, if you aren’t trained to wear mail or
legs 2 –1 7 gp
plate, and you’re wearing chain on your chest (–5)
Beast Hide 9 –3 15 gp
and full plate on your arms (–6), you only add –6
arms 2 –3 3 gp
(not –11) to your physical skill rolls and Reflex
chest 3 –3 6 gp
resist rolls.
head 2 –3 2 gp
The time to put on or remove a piece of armor
legs 2 –3 4 gp
is 1/4th the time to remove the complete suit.
The Armor Pieces table gives game stats to all
Mail Armor
the individual armor pieces.
Chain 12 –5 150 gp
When using the Ruin My Armor Rule with
arms 3 –5 37 gp
pieces of armor, you can decide how many pieces
chest 4 –5 60 gp
of armor are ruined by the attack and use their
head 2 –5 15 gp
Defense value to reduce the incoming damage.
legs 3 –5 38 gp
Spending a boost to double the amount of
Scale 10 –5 50 gp
damage absorbed or to prevent your armor from
arms 3 –5 12 gp
being ruined applies to all of the pieces of armor
chest 3 –5 20 gp
you’re choosing to have ruined by the attack.
head 2 –5 5 gp
legs 2 –5 13 gp

Plate Armor
Splint 14 –7 400 gp
arms 4 –7 100 gp
chest 4 –7 160 gp
head 3 –7 40 gp
legs 3 –7 100 gp
Full Plate 16 –6 1,000 gp
arms 4 –6 200 gp
chest 5 –6 320 gp
head 3 –6 80 gp
legs 4 –6 200 gp

35
EQUIPMENT
This is a sample of equipment that adventurers Blanket: This blanket has straps so it can be
and explorers use. Of course, many other rolled up and tied.
mundane items exist in the world (such as chalk, Book of Lore: A book with information on
ladders, and winter clothing), and might have a particular topic, such as geography, history,
applications in a dungeon, ruin, or haunted forest, magic, or religion. When using a book of lore (by
but it’s within the GM’s purview to decide if such skimming it for an hour), boosts spent on Know
things cost a few copper, silver, or gold coins, rolls about that topic are rechargeable boosts
depending on how common they are in a typical (this only works if you’ve read the book before
village, town, or city (especially as heroes tend to skimming it).
accumulate moey quickly, so the cost of mundane Caltrops: A bag of hard things you scatter
equipment like chalk quickly becomes trivial on the ground to slow or injure anyone walking
whether it’s 1 cp or 1 sp per piece). through an area. One bag covers about 5 feet
The Selling My Loot Rule: Any equipment by 5 feet and makes that area count as difficult
can generally be sold in a settlement for half its terrain. A creature can safely move through it
listed price. This assumes some haggling and the as if it were difficult terrain (half speed) or move
availability of a merchant who can resell the items through at normal speed. If a creature moves
or trade them to someone else. through the area at normal speed, they must
pass a DN 15 Ref defense roll or step on one or
CURRENCY more caltrops, take a total of 1d6 damage, and
Civilizations use metal coins—usually copper, be reduced to half its normal speed until they are
silver, gold, and platinum—to represent wealth. healed or treated for the injury.
10 copper pieces (cp) are worth 1 silver, 10 silver Candle: A candle burns for 1 hour and
pieces (sp) are worth 1 gold, and 10 gold pieces creates dim light in a 5 foot by 5 foot area.
(gp) are worth 1 platinum piece (pp). In terms of Climbing Kit: A set of crampons, pitons,
buying power, think of cp as dimes, sp as dollars, ropes, and tools. When using a climbing kit,
gp as $10 bills, and pp as $100 bills. boosts spent on Athletics rolls to climb are
rechargeable boosts.
EQUIPMENT DESCRIPTIONS Cooking Kit: A set of small metal pots and
Equipment that needs additional explanation pans, plus four bowls and plates.
or rules for how they’re used in the game is Disguising Kit: Makeup, simple prosthetics,
described here. and a wig or two, suitable for disguising or a
Acid: A flask of concentrated acid. You can theatrical production. When using a disguising
throw it as a splash weapon (see the Advanced kit, boosts spent on Know Disguise rolls are
Combat chapter) with Range 20 feet. Direct rechargeable boosts.
damage is 1d6 acid, splash damage is 1 acid. Drill: A hand-turned tool used to make holes
Backpack: A typical adventure’s backpack in metal, stone, wood, or other hard substances.
with a large central bag (able to hold about Drilling is about as loud as a person talking.
2 cubic feet), multiple small pockets, padded Flask: A flask is made out of clay, glass, or
shoulder straps, and hooks for attaching items. metal, and holds 1 ounce of liquid. A small bottle
Battering Ram: This is a wooden beam holds and costs 10x as much.
with an iron cap on the striking end. If you have
a friend help you use it, add +5 to your roll to
break down a door. When using a battering
ram, boosts spent rolls to break down doors are
rechargeable boosts.
Bedroll: A waterproof tarp with eyelets
around the edge and a blanket, which can be used
as a sleeping bag, improvised tent, or (if rolled
tight and secured) a seat. Some bedrolls might
include a bearskin or cow’s hide instead of a tarp.

36
Flint and Steel: A piece of flint and a piece
Equipment Costs
of steel. Striking them against each other creates
Acid 10 gp
a spark you can use to light a fire. Lighting a fire
Backpack 2 gp
with flint and steel costs 5 AP.
Battering ram 10 gp
Grappling Hook: A metal hook with a loop
Bedroll 1 sp
for a rope. You throw it as a weapon with Range
Blanket 5 sp
10 feet. To catch the hook on a wall or similar
Book of lore 50 gp
structure, pass an attack roll against Defense 5.
Caltrops 1 gp
Hammer: A tool for hitting and prying nails.
Candle 1 cp
You can use it as a weapon (1d2/20/+1) with
Climbing kit 80 gp
Range 10 feet.
Cooking kit 1 gp
Healing Kit: A collection of bandages,
Disguising kit 50 gp
needles, thread, and basic medicines (like
Drill 5 sp
antiseptic and willow bark. It has enough
Flask (clay) 3 cp
materials for 10 uses. When using a healing
Flask (glass or metal) 1 gp
kit, boosts spent on Know Healing rolls are
Flint and steel 1 gp
rechargeable boosts.
Grappling hook 1 gp
Holy Water: A flask of special water blessed
Hammer 5 sp
with divine power by a priest. It is harmless
Healing kit 50 gp
to living creatures, but hurts undead like it’s
Holy water 25 gp
acid. (This is not the “common” holy water
Horse 75 gp
used in most religious ceremonies, it’s special
Hourglass 10 gp
concentrated stuff made for this purpose. A gallon
Ink 1 gp
of “common” holy water might do 1 point of
Key 1 gp
damage to an undead if splashed on them.)
Lamp 1 sp
Horse: A horse. Horses are kind of skittish
Lantern 7 gp
and don’t take well to combat unless carefully
Liquid fire 20 gp
trained. A combat-trained horse costs 2x as much.
Lock 20 gp
Hourglass: A device made of glass and wood
Lockpicks 30 gp
that measures time with falling sand. A typical
Magnet 5 sp
hourglass measures one hour of time; others with
Magnifying glass 25 gp
shorter times cost about the same amount.
Manacles 15 gp
Ink: A 1 ounce flask of black or blue ink.
Marbles 1 sp
Other colors cost twice as much.
Matches 1 gp
Key: A typical key for an average lock. An
Mirror 1 gp
ironshaper, or a person with a metalworking
Musical instrument 5 gp
background and the proper tools, can make a
Oil 1 sp
functional copy of an existing key in about an
Paper 1 sp
hour; making an exact duplicate takes about a day
Piton 1 sp
and significantly greater skill.
Pole 5 cp
Lamp: A technological advancement over the
Prybar 2 gp
torch (picture a stereotypical “genie lamp”). A
Rations 5 sp
lamp creates normal light in a 15 foot by 15 foot
Rope 1 gp
area and dim light another 15 feet beyond that. It
Saddle 10 gp
burns for 5 hours on one pint of oil. If dropped, it
Saw 1 sp
might spill oil, break, or both.
Scroll case 1 gp
Lantern: A technological advancement over
Shovel 1 sp
the oil lamp, it has a wick that draws oil from
Smoke torch 20 gp
a reservoir. A lantern creates normal light in a
Stove can 10 gp
25 foot by 25 foot area and dim light another
Swim bladder 1 gp
25 feet beyond that. It burns for 5 hours on one
Tent 10 gp
pint of oil. If dropped, it might spill oil, break,
Torch 1 cp
or both.
Watch 25 gp
Liquid Fire: A flask of volatile chemicals that
ignite when exposed to air. You can throw it as a

37
or shaped convex glass that magnifies what’s
viewed through it. You can use it to start a fire by
magnifying sunlight (this costs 5 AP). A typical
glass usually has 2x magnification. A 5x magnifier
costs 5x as much. When using a magnifying glass,
boosts spent on Sense rolls to see fine details are
rechargeable boosts.
Manacles: Metal restraints that hold an enemy’s
wrists or ankles in place and are secured with a pin
or screw. Like a lock, manacles have a skill rating
(Notable, Olympic, or Superhuman). You use the
Sabotage skill to escape manacles. Manacles can
also include a lock (add the cost of the lock you
want to the cost of the manacles), which must be
opened before you can escape them.
Marbles: A bag of marbles (usually glass or
clay) you scatter on the ground to slow or trip
anyone walking through an area. One bag covers
about 5 feet by 5 feet and makes that area count
as difficult terrain. A creature can safely move
through it as if it were difficult terrain (half speed)
or move through at normal speed. If a creature
moves through the area at normal speed, they
must pass a DN 15 Ref defense roll or slip on the
marbles and fall prone. Picking up all the marbles
so you can use them again takes about 1 minute.
Matches: A box of 25 wooden matches.
A match ignites when scratched against a
splash weapon (see the Advanced Combat chapter) rough surface (the box has one side covered in
with Range 20 feet. Direct damage is 1d6 fire and sandpaper for this purpose) and it burns for about
the enemy catches on fire (see the Miscellaneous 1 round. Striking a match costs 1 AP and lighting
Rules chapter), splash damage is 1 fire. a fire with it costs 1 AP. Waterproof matches cost
Lock: An independent lock such as a padlock, 10 times as much, but resist strong winds and
or a lock incorporated into a door or window. can even re-ignite themselves after briefly being
Locks have a skill rating (see the Skills chapter). immersed in water.
A typical lock is Notable (anything less than Mirror: A polished metal hand mirror, usually
that is easy to pick if you have enough patience, copper, bronze, or brass. It’s better for signaling
even if you’re an amateur). When you buy a by reflecting light than for looking around corners
lock, it includes one key. Exceptional locks are or at yourself. A polished silver mirror is of higher
Olympic instead of Notable and cost 5x as much, quality, but costs 2 times as much. A coated glass
Superhuman locks cost 25x as much. mirror is equivalent to a modern mirror in quality,
Lockpicks: A subtle pack or kit containing but costs 10 times as much and is fragile.
tools needed for the Sabotage skill. Without Musical Instrument: A typical handheld
tools like these, treat your Sabotage skill as one musical instrument, such as a guitar, hand harp,
category lower when picking locks (or similar flute, or drum. Superior versions of these cost
activities). Superior lockpicks cost 5x as much. anywhere from 5 times to 25 times as much.
When using superior lockpicks, boosts spent on When using a superior musical instrument, boosts
Sabotage rolls to pick locks (or similar activities) spent on Perform rolls with that instrument are
are rechargeable boosts. rechargeable boosts.
Magnet: A hand-sized horseshoe magnet Oil: A pint of lamp oil in a bottle. It burns for
that can hold about 3 pounds. Magic, science, 5 hours in a lantern or lamp.
or (rarely) unusual natural phenomena can make You can throw oil as a splash weapon as if
magnets that are 5 times as strong, but they cost it were liquid fire, but you first have to spend
25 times as much as a common magnet. 5 AP to improvise a wick, and light the wick
Magnifying Glass: A piece of ground (which takes time according to whether you’re

38
using matches, a torch, or some other method). enough to last for minutes or hours. A metal scroll
Because lamp oil isn’t meant to burst into flame case costs twice as much.
immediately (for safety reasons, lamps and Shovel: A long-handled shovel. You can use it
lanterns use slow-igniting and slow-burning oil), to excavate about 2 cubic feet per minute of work.
there’s only a 50% chance that the wick ignites Smoke Torch: A firework-like torch coated
the oil when you throw the bottle. with chemicals that give off thick smoke if burned.
You can pour oil on a smooth floor or patch It completely burns out in 1 round, and creates
of ground to cover a 5 foot by 5 foot area, which thick smoke that fills a 10 foot by 10 foot area.
makes that area count as difficult terrain. A The smoke limits how far anyone can see to
creature can safely move through the oil slick about 5 feet. Anything up to 5 feet away has
as if it were difficult terrain (half speed) or move concealment; anything farther away is effectively
through at normal speed. If a creature moves invisible. Once created, the smoke stays where
through the area at normal speed, they must pass it is unless moved by wind, and disperses after 1
a DN 15 Ref defense roll or slip on the oil and fall minute. The smoke smells unpleasant (not bad
prone. If you light the oil slick, it burns for 1d3 enough to be harmful, but enough to discourage
rounds and does 1d3 fire damage to anyone in or being in it).
moving through the area. Stove Can: A slow-burning candle in a metal
Paper: One piece of paper made from hemp, container with a metal lid. It gets hot enough that
wood pulp, or similar materials, about the size of you can cook with it, and you can extinguish the
a standard piece of printer paper. flame by closing the lid over it. It burns for 5 hours.
Piton: A metal stick with a loop on one end Swim Bladder: A harness attached to an
and a spike on the other. It is most commonly air-filled bladder to help you stay afloat. When
used by adventurers to hold doors closed or using a swim bladder, boosts spent on staying
provide an anchor point for a rope. You can afloat or supporting another swimmer are
cram it under a door like a doorstop or hammer rechargeable boosts.
it into a floor or wall for a better hold. If you’re Tent: A small tent suitable for one person.
desperate, you can use it like a small, inefficient Setting up the tent takes about 20 minutes. A tent
dagger (1d2/20/+1) with Range 10 feet. for two people costs twice as much, three people
Pole: A wooden pole, about 10 feet long. Use costs three times as much, and so on. Larger tents
it to poke stuff that might be dangerous. You can take proportionately more time to set up alone.
get one that unscrews into two or more pieces (for Torch: A torch burns for 1 hour, creates
easier carrying) for 5 sp. normal light in a 15 foot by 15 foot area and dim
Prybar: A metal bar used as a lever to force light another 5 feet beyond that. It’s not designed
open objects (such as doors and treasure chests). for hitting things. You can try to burn an enemy
When using a prybar, boosts spent on forcing with it (it does 1 damage if you hit) but if you
open an object are rechargeable boosts. use it like a club, treat it as a light hammer that
Rations: Enough storable food to sustain an breaks after one hit.
adult for one day. Filling, but not particularly tasty. Watch: A mechanical pocket watch with
Hard tack, jerky, and beans are common rations. a chain. It shows hours and minutes, but not
Rope: Fifty feet of sturdy hemp rope about seconds. You have to wind it once a day, and it
1/2 inch thick, strong enough to hold about is usually accurate to within 10 minutes between
2,500 pounds. Silk rope costs 10 times as much windings. A watch that shows seconds costs twice
and weighs half as much. as much. A wristwatch costs 5 times as much.
Saddle: A seat you put on a mount to make
riding more comfortable, to hold you in place
if you’re knocked unconscious in combat, or to
hold cargo.
Saw: A one-handed saw for cutting wood. A
two-handed saw costs twice as much and requires
two people to use, but lets you cut bigger or
harder woods with less work and time.
Scroll Case: A watertight cylinder meant to
protect papers from accidental exposure to fire or
water, usually made of wood, leather, or ceramic.
It won’t keep water out forever, but it’s good

39
COMBAT BASICS
Sometimes talking isn’t enough, and the only that means there are about 10 rounds per minute.
way to solve a problem is by getting into a fight.
Sometimes you’d rather talk, but the other side EXPLANATION OF COMBAT STEPS
would rather fight than listen to what you have to This section explains each of the seven steps of
say. That’s when the game shifts from exploration handling combat in the game.
or roleplaying to combat.
This chapter explains the basic stuff you need 1. Roll Initiative
to know in a combat—how to figure out who goes When combat starts, everyone tries an initiative
first, attack enemies, defend against enemies, roll. An initiative roll is
move around, and other simple things you can 1d20 + DEX + other bonuses
do in the middle of combat. Once you’ve played The “other bonuses” might be from something
through a few combats, you should take a look like the Improved Initiative feat, a spell or stunt
at the Advanced Combat chapter for rules on that gives you a bonus on initiative, or a magic
stuff like hiding behind obstacles, helping a friend item that gives you a bonus on initiative.
attack or defend, combat while on horseback, and If you’re a player, you roll initiative for your
fighting with two weapons at the same time. character. If you have a class ability or feat
that gives you a minion, your minion uses your
THE COMBAT “ROUND” initiative.
Five Moons handles combat like a turn-based If you’re the GM, you roll initiative for all
board game: you figure out who gets to go first, the NPCs and monsters. If you have multiple
second, and so on, everyone takes one turn, and creatures of the same type, like a group of 6 orcs,
when the last person finishes their turn you go it’s okay to try one roll for the entire group.
back to the first person and start that cycle again.
Going through that cycle (from the first person 2. Sort Initiative
to the last person) is called a round. One round Now that everyone has rolled initiative, you have
lasts about 6 seconds of game time (that’s time for to put them in order, highest to lowest, so you
your characters, even though it will take longer know who goes first, second, and so on.
for you and the other players to describe what The Polite Initiative Rule: If you’re tied for
you do in that round). initiative with someone else, you can be polite and
Because there are 60 seconds in a minute, let the other person go ahead of you. Subtract .5
Summary of Combat Steps from your initiative roll; now the other person is
This is the shorthand version of what happens ahead of you—and you’ll still be ahead of anyone
in combat who rolled worse than you.
1. Roll initiative. The Tiebreaker Initiative Rule: If neither
2. Sort everyone from highest initiative to person in a tie wants to use the Polite Initiative
lowest initiative. Rule, the person with the highest bonus to their
3. See if anyone is surprised at the start of roll (like 1d20+4 compared to 1d20+3) breaks
combat. (If you’re surprised, you don’t get to the tie and adds .5 to their initiative roll. If both
take a turn on the very first round.) people have the same bonus to their roll, both of
4. Everyone who isn’t surprised gets to take them roll initiative against each other (repeating
one turn, starting with the highest initiative and this if they roll a tie again), and the winner adds
ending with the lowest initiative. .5 to their initiative roll. Now that person is
5. Once everyone who isn’t surprised has ahead of the other one, but both are still ahead of
taken a turn, round 1 is over. Everyone who is anyone who rolled worse than them.
surprised is no longer surprised. Even if you can’t take actions on your turn
6. Everyone gets to take one turn, starting (like you’re paralyzed, unconscious, or dead),
with the highest initiative and ending with the you keep your initiative score for that combat.
lowest initiative. That way, if later on in that encounter you’re able
7. Repeat step 6 until combat ends. to take actions again, you don’t have to reroll

40
initiative and figure out when you’re supposed to Sense rolls, they aren’t surprised.
take your turn. Sometimes both sides of a fight know that
Once the initiative order is worked out, it’s a fight is about to happen. For example, if two
the GM’s job to write it down and keep track of it teams are in a gladiator arena and they’re waiting
during combat. for the signal to start fighting, neither side is
Example: Shannon, Scotti, Robert, and Bryan surprised. In situations like this, the GM skips
are about to start combat against a group of combat step 3 (“See if anyone is surprised”) and
goblins. Shannon’s initiative bonus is +4, Scotti’s goes right to step 4 (“Everyone who isn’t surprised
is +1, Robert’s is +2, and Bryan’s is +0. Shannon gets to take one turn”).
rolls a 10 +4 = 14, Scotti rolls 8 +1 = 9, Robert
rolls 12 +2 = 14, Bryan rolls a 9 +0 = 9. Shannon 4. Take Your Turn
and Robert are tied at 14, but Shannon uses the Each round, if you aren’t surprised, you get to
Polite Initiative Rule, which changes her initiative take one turn, which may be one or more actions.
to 13.5. Scotti and Bryan are tied at 9, and On your turn, you can do almost anything.
neither of them wants to use the Polite Initiative You might move toward or away from an enemy,
Rule, so they use the Tiebreaker Initiative Rule make an attack, cast a spell, open or close a door,
and compare bonuses; Scotti’s +1 beats Bryan’s drink a potion, and so on. Sometimes you might
+0, so Scotti’s initiative changes to 9.5 and do only one thing on your turn, other times you
Bryan’s stays at 9. Meanwhile, Sean rolled for might do several things. For example, if you’re
the goblins, and their initiative is 12, so the final already standing next to a monster, the only thing
initiative order is 14 (Robert), 13.5 (Shannon), 12 you may want to do is attack that monster. But
(goblins), 9.5 (Scotti), Bryan (9). if you’re across the room and you just ran out
of arrows, you might drop your bow, draw your
3. Is Anyone Surprised? sword, yell a challenge, move across the room,
If you didn’t expect combat to happen, you might and attack.
be surprised. For example, if you’re in town and Some actions take a long time, and some are
you walk into a jewelry store and there’s a robbery so fast they take no time at all, or can be done
going on, you might be surprised to suddenly while you’re doing something else (like shouting a
be in combat when you were just planning on warning to a friend while you make an attack).
buying stuff. Or, you might be in a cave arguing The Common Combat Actions sidebar has a
with some orcs, and one of them gets mad and list of typical actions adventures do in combat.
decides to attack, you might be surprised about That section also tells you how many Action
this unexpected aggression. Even experienced Points (AP, see below) those actions cost so you
adventurers can get caught off guard just for a can figure out how many things you can do on
few seconds. your turn.
If anyone is surprised at the start of combat,
the first round is called the “surprise round.”
The Surprise Round Rule: If you’re surprised
in combat, you don’t get to take a turn on the very
first round. (At the end of the first round, if you
were surprised, you’re not surprised any more.)
When you’re surprised, you’re not quite ready
to defend yourself, so it’s easier for enemies to hit
you (see the Surprised condition in the glossary).
Sometimes everyone on one side of a fight
might know a fight’s about to start, but the other
side has no idea. For example, if some bandits
are waiting near a bridge to ambush any travelers
who get close, the bandits won’t be surprised, but
the approaching travelers might be. In situations
like this, the GM usually secretly makes a Sense
roll for the characters who don’t know what’s
going on (see the Sneak skill for rules on noticing
someone hiding). If those characters fail their
Sense rolls, they’re surprised. If they pass their

41
Action Point), then make a melee attack against
Common Combat Actions
that warrior (3 Action Points), at which point you
Action AP Cost
don’t have any Action Points left so you can only
Make a melee attack 3
do things that cost 0 Action Points (like drop your
Make a ranged attack 3
sword or drop to the ground).
Cast an attack spell 3
Retrieve and drink a potion 3
Drink a potion 2
COMMON COMBAT ACTIONS
Make sure you understand each of these combat
Open a door 2
options.
Manipulate an item 2
Cast an Attack Spell (3 AP): Most spells
Pick up an item 2
that are used in combat cost 3 AP to cast. A
Retrieve a stored item 2
combat spell that costs more or fewer AP will say
Stand up from prone 2
so in its description. Spells that take a minute or
Draw a weapon 1
more to cast aren’t the sort of thing you’d cast in
Move (up to your speed) 1
combat, because you’d have to use your whole
Drop an item 0
turn for many rounds in a row to finish the spell.
Drop to the ground (prone) 0
Draw a Weapon (1 AP): You draw a weapon
Speak 0
so that you can use it in combat. The weapon has
to be easy to access, like a sword in its scabbard.
5. End the Round
If the weapon isn’t easy to reach (like in your
Once everyone who isn’t surprised has taken a
backpack), you have to dig through your gear to
turn, round 1 is over. If you were surprised, you’re
get to it, which takes longer (see the Retrieve a
not surprised any more (but you don’t get to take
Stored Item action for more information).
a turn right now, you wait until your turn comes
You can use this action to draw a weapon-like
up in the next round).
object that’s easy to access, like a magic wand in
a holster or tucked into your belt.
6. New Round Begins
If your martial bonus is +3 or higher, and you
This is just like step 4, except because nobody
move on your turn, drawing or putting away a
is surprised, everyone gets to take a turn. When
weapon is 0 AP instead of 1 AP.
everyone has taken a turn, the round ends.
If you have the Two-Weapon Fighting cronk,
you can draw two weapons instead of one for the
7. Repeat Until Done
same AP cost (neither weapon can be larger than
Repeat steps 4 and 5 until everyone on one side
a one-handed weapon).
of the combat is unconscious, dead, or surrenders.
Drawing ammunition for a ranged weapon
When that happens, combat ends, and you don’t
(arrows, bolts, sling bullets, throwing stars, and so
have to keep track of rounds any more.
on) from an easy-to-access container is always 0 AP.
Putting away a weapon costs the same AP as
ACTION POINTS drawing it. Remember that you can drop an item
Everything you do on your turn costs Action
for 0 AP, so if you don’t need to put it away right
Points (AP). Action Points are like a “power
now, it might be better to just drop it and worry
meter” for your turn—you can spend all of it to do
about picking it up later.
one big action, or do a bunch of little actions that
Drink a Potion (2 AP): You open a potion
cost a little bit each.
bottle and drink some or all of it. Most potions
At the start of your turn each round, you get 5
have a simple cork stopper that you can pop open
Action Points (AP). When you run out of AP, you
with your thumb or pull out with your teeth, and
can only do things that don’t cost any AP. If you
doing that is included in this action. If you drink
have AP left over when you end your turn, they’re
all of the potion, you probably should drop the
lost—you can’t save them from turn to turn.
bottle (0 AP) unless for some reason you want to
Fortunately, when your next turn happens, you
save the bottle.
get to start over with 5 AP again.
Drop an Item (0 AP): You drop an item
You can take your actions in any order you
you’re holding in your hand. It lands at your feet
want, so long as you don’t spend more than 5
or within 5 feet of you (you choose where). If you
Action Points on your turn. For example, you
want the item to land farther away, you have to
could draw your sword (1 Action Point), insult an
use the “manipulate an item” action to throw it to
enemy warrior (0 Action Points), move 15 feet
a person or place.
so you’re close enough to attack the warrior (1

42
Drop to the Ground (Prone) (0 AP): You Closing a door takes as much time as opening
drop flat on the ground. It doesn’t matter if you it. For most doors, you could slam it shut for only 1
want to be face down, face up, or on your side. AP, but it’ll be loud and nearby creatures will hear it.
If you’re prone, you take a –5 on your Defense Some doors might be stuck, rusted, or
against melee attacks, but get a +5 on your weighted so they open faster or slower than a
Defense against ranged attacks. typical door.
Make a Melee Attack (3 AP): You make a Pick Up an Item (2 AP): You grab an item
melee attack. A special ability that lets you make within reach, such as from a table or the floor, using
an extra or “free” melee attack on your turn your hand. Depending on what the item is, you
(like from the Cleave cronk) doesn’t cost you any might be able to pick it up with your foot instead.
extra AP. Retrieve and Drink a Potion (3 AP): You
Make a Ranged Attack (3 AP): You make a combine the “retrieve a stored item” action and
ranged attack. A special ability that lets you make the “drink a potion” action, but it only costs you
an extra or “free” ranged attack on your turn (like 3 AP instead of the 4 AP for doing those two
from the Rapid Shot cronk) doesn’t cost you any actions separately.
extra AP. Retrieve a Stored Item (2 AP): You grab
Manipulate an Item (2 AP): Moving something that you keep in easy reach, like in a
or manipulating an item usually costs 2 AP. bandoleer, belt pouch, or purse.
Examples of this are dismounting or mounting If the item you want isn’t in easy reach, you
a horse, knocking over a heavy table, pulling a have to spend 2 AP to search for the item, which
lever, strapping a shield to your arm so you can might include removing whatever is holding the
use it, turning a winch, unstrapping a shield from item. For example, if you have an Amulet of Water
your arm so you can drop it. Breathing in your backpack, you’ll need to spend 2
If your martial bonus is +3 or higher, and you AP removing and searching through the backpack,
move on your turn, strapping or unstrapping your then spend 2 AP to retrieve it from the backpack.
shield costs 0 AP instead of 2 AP. Putting an item away costs the same AP as
Move (up to Your Speed) (1 AP): You retrieving it, even if you’re putting it somewhere
move, going any distance up to your Speed. See that’s not within easy reach. For example, if
the Speed and Movement section in this chapter you decide you don’t need the Amulet of Water
for more information. Breathing, you can spend 2 AP to put it in your
Open a Door (2 AP): You open a door. You backpack (even if you’re wearing it). Remember
could open it all the way, open it just enough for that you can drop an item for 0 AP, so if you don’t
a human to fit through it, or open it just a little bit need to put it away right now, it might be better
so you can peek through it, but it costs you 2 AP to just drop it and worry about picking it up later.
no matter what. If you’re drawing a weapon that’s within easy
reach, you should use the “draw a weapon” action
because it’s only 1 AP.
Stand Up From Prone (2 AP): You stand
up from being prone on the ground (lying down,
whether you’re face up, face down, or on your side).
Speak (0 AP): You talk, whisper, shout, sing,
or make some other sort of vocal noise. Because a
round is only 6 seconds, you really can’t say more
than about 6 seconds’ worth of stuff on your turn.

ATTACKS AND DEFENSE


You’ll need to remember these game stats for
when you’re in combat.
Attack Roll: This is you attempting to hit an
enemy, usually with a weapon or spell. An Attack
Roll is always 1d20, plus bonuses depending on what
kind of attack it is. For example, you might have a +5
to attack rolls with an axe, or +5 with a spell. If your
roll + bonuses is equal to or more than your enemy’s
Defense, you hit and can roll damage against them.

43
Melee Attack: A type of attack using a melee 5
(hand-to-hand) weapon like an axe, hammer, + armor
sword, or claw. A melee attack roll is usually + shield
1d20 + DEX
+ STR + other modifiers
+ Martial Bonus
+ other bonuses When an enemy tries an attack roll against
you, they’re trying to get a number equal to or
Ranged Attack: A type of attack using more than your Defense. If they do, they get
a ranged (distance) weapon like a crossbow, to roll damage against you. If not, the attack
longbow, or thrown weapon (like a dagger or bounced off your armor, you dodged out of the
throwing spear). A ranged attack roll is usually way, or basically didn’t hit you hard enough to
1d20 hurt. Note: This means someone could “hit” you,
+ DEX but not hit you hard enough to hurt you—the
+ Martial Bonus game only cares about hits that are hard enough
+ other bonuses to hurt.
+ Ranged Penalty
DOING DAMAGE
Spell Attack: A type of attack using a magic When your attack roll is equal to or more than
spell, like a bolt of fire, freezing hand, or squirt of your enemy’s Defense, you’ve hit them hard
glue. Some spell attacks need you to touch your enough to cause damage, and you get to roll
enemy with your hand, others let you shoot the damage. How much damage depends on what
magic at a distance. attack you’re using—for example, a spear does
A touch spell attack roll is usually better damage than a dagger. The Weapons
1d20 chapter talks more about weapon damage and
+ STR what numbers you add to it.
+ Spell Bonus Minimum Damage Rule: If an attack does
+ other bonuses damage, but you have a penalty or modifier that
reduces the damage (like a negative STR), this
A ray spell attack roll is usually can’t make the damage less than 1 point. In other
1d20 words, if you hit, you always get to do 1 point of
+ DEX damage, no matter how weak you are.
+ Spell Bonus
+ other bonuses HEALTH AND TAKING DAMAGE
+ Ranged Penalty Health shows how much damage you can take

Automatic Attack Hit Rule: If your attack roll


is a “natural 20” (the “20” side is what comes up
on the d20), that’s an automatic hit. This means
there’s always a chance you can hit, even against
an enemy with really good Defense and even if
you’re really bad at fighting.
Automatic Attack Miss Rule: If your attack
roll is a “natural 1” (the “1” side is what comes
up on the d20), that’s an automatic miss. This
means there’s always a chance you can miss, even
against an enemy with really bad Defense and
even if you’re really good at fighting.
Defense (Def): This number shows how
difficult it is for an enemy to hurt you with
an attack. Your Defense number comes from
a combination of things, including dodging,
blocking the strength of an attack with armor or a
shield, magical force fields, the toughness of your
skin, and so on. Your Defense is

44
before you go unconscious. When an attack does
Injury Categories, Best to Worst
damage to you, it reduces your Health.
Here’s a short chart to help keep track of being
As long as you have at least 1 Health left,
healthy, disabled, dying, and so on.
you’re healthy, and being hurt doesn’t make it
Healthy: You have at least 1 Health and you
harder for you to do things. In other words, it
can still take your normal actions.
doesn’t matter if you’re at 1 out of 10 Health
Disabled: You’re at exactly 0 Health. You’re
or 1 out of 100 Health, you’re good to go.
staggered (only able to do half as much on your
“Healthy” is how you normally are when you’re
turn). Disabled is worse than healthy.
not adventuring.
Stable: You have less than 0 Health and you
When your Health reaches 0, you’re disabled.
were dying, but you’re holding on for now. You
You’re still conscious, but it limits what you can
still have less than 0 Health, you’re unconscious,
do on your turn (see below).
and you can’t take actions. Stable is worse than
When your Health reaches –1 or lower,
disabled. You can try each hour to wake up and
you’re unconscious, dying, and slowly losing
be disabled.
Health (see the section on Dying, below). Usually,
Dying: You have less than 0 Health.
going unconscious means you fall down (unless
You’re unconscious, can’t take actions, and are
you’re already lying down, or if you’re chained
automatically taking damage every turn. Dying
to a wall, or something like that). If you’re hurt
is worse than stable. You can try each turn to
while dying, you might become comatose, or—
become stable.
even worse—dead.
Comatose: You’re nearly dead.Comatose is
Most people think of Health like it’s measuring
like stable, but you can’t even try to wake up on
how much physical damage you can take, but
your own—without someone else helping you,
it’s more than that—it’s also close calls and near-
you’ll eventually die. Comatose is worse than
misses that, over time, tire you out and make you
stable.
vulnerable to a hit that can knock you out.
Dead: You have died. You can’t do anything
Example: You’re a warrior with 45 Health.
when you’re dead. Dead is worse than
If you run through a castle courtyard and ten
comatose.
archers “hit” your Defense with arrows for 4
points each, so you take 40 damage and only can try a Fort resist roll to become stable at your
have 5 Health left. But that doesn’t mean you current Health. The Difficulty Number of this roll
have ten arrows sticking out of your body—some is 10, but you have to add your current Health
of those arrows got caught in your armor, you to your resist roll. For example, if you are at –5
deflected some of them with your shield, one Health, you add –5 to this resist roll. (In other
grazed your arm, and so on. You’re tired and words, the more hurt you are, the harder it is
bleeding, but still able to fight. to stabilize). If you pass the resist roll, you are
stable. If you fail, you lose 1 Health and you’re
Disabled (0 Health) still dying.
When you have exactly 0 Health, you’re disabled. The Stabilize a Dying Creature Rule: If
You gain the staggered condition (see the you’re close enough to touch a dying creature,
Staggered condition in the Glossary). you can spend 3 Action points to try to stabilize
Anything that raises your Health to 1 or more them. If you pass a Difficulty Number 15 Know
(like a healing potion or healing spell) makes you Healing skill roll, the creature is stabilized. If you
healthy and fully functional again, as if you hadn’t fail, nothing happens (the creature isn’t any better
been at 0 Health. or worse off).
Any sort of healing on a dying creature (such
Dying (Negative Health) as a Healing spell) makes it stable.
If you take enough damage that your Health If your Health ever gets down to or below –10
actually goes below 0 (like taking 10 damage minus CON, you are comatose (see below). For
when you only have 4 Health left), you are dying. example, if your CON is 2, you’re comatose if
You immediately fall prone and are unconscious. your Health ever gets down to –12.
You can’t take actions when you are dying
(unless you have a special ability that says you can Stable
use it when you’re unconscious). Being stable is like dying, but you’re not losing
The Stabilize Yourself Rule: When you’re 1 Health every turn, and you don’t have to keep
dying, every round at the start of your turn you trying to stabilize each turn.

45
If you take any damage while you are stable,
you are no longer stable, and you go back to
being dying.
One hour after you become stable, you can try
to wake up on your own. This is just like trying a
Fort resist roll to stabilize while dying (remember
to add your current Health to your roll). If you
pass the roll, your Health doesn’t change, but you
are awake and you’re disabled (instead of dying).
If you fail the roll, you can try again in an hour.
The Death Warmed Over Rule: If your Fort
resist roll to wake up is a “natural 1” (the “1” side
is what comes up on the d20), not only is that an
automatic fail, but you take 1 point of damage,
and you’re comatose instead of stable.

Comatose
Comatose is like being stable, but you can’t
recover from it on your own—you’re helpless until
someone else helps you. When you’re comatose,
you’re unconscious, can’t take actions, can’t actually change your location, like nodding your
recover Health on your own, and can’t try Fort head, flapping your arms, or turning around in
resist rolls to stabilize or wake up. place—that’s all free.
If you’re comatose, any attack against you that Moving on your turn always costs at least 1
does damage makes you dead (see below). Action Point, even if you only move 5 feet.
Even if you’re not attacked, if nobody helps You can take several small moves during your
you, you’ll eventually starve to death because you turn in between other actions. Just add up your
can’t feed yourself. total movement and spend Action Points as if
you had moved all at once. For example, if you
Dead move 5 feet, open a door, and move another 10
Dead is… dead. When you’re dead, you can’t feet, that’s a total of 15 feet, which only costs
take actions (because you’re dead). Your soul you 1 Action Point, even though you had two
leaves your body and goes to wherever souls separate moves.
go. Your body will start to decay. When you’re You can move through a friend’s space.
dead, healing doesn’t work on you unless the You normally can’t move through an enemy’s
description of the healing effect says it works on space (but the Advanced Combat chapter explains
dead creatures. a way how to do it).
Technically, your dead body is an object, not When you move, you don’t have to move in a
a creature, so things that only work on creatures straight line. You can zig-zag between enemies,
(like a mind-reading spell) don’t work on your go around a corner, or go forward and retreat, as
dead body. long as you count how much distance you actually
If your character dies, you probably should traveled on your turn.
start creating a new character, or ask the GM for Note: The game handles movement in a simple
a temporary character you can use for the rest of way that makes the game play faster. For most
that game session (because sitting at the table not GMs, you don’t have to carefully count out or
being able to do anything isn’t fun). measure exactly how far you moved. For example,
if your Speed is 15 feet and there’s a monster
SPEED AND MOVEMENT “about 30 feet away” on the other side of the
You have a Speed rating that says how far you room, you can spend 2 Action Points to move next
can move if you spend 1 Action Point. Humans to the monster if you want to, even if the monster
and most human-like creatures have Speed 15 was only 25 feet or actually 35 feet away. Things
feet, so they can move up to 15 feet by spending get pretty chaotic in combat, and you shouldn’t
1 Action Point. have to count squares and diagonals three or four
“Movement” is about going from one place to times on your turn in an attempt to squeeze out
another. It doesn’t mean movement that doesn’t another 5 feet of movement.

46
RESIST ROLLS Resist Roll Automatic Fail Rule: If your
When an enemy attacks you with an unusual resist roll is a “natural 1” (the “1” side is what
effect, like a poisonous spider bite or an evil glare comes up on the d20), that’s an automatic fail.
that’ll turn you to stone, you usually get to try a This means there’s always a chance you can fail,
resist roll to resist some or all of that effect. even against a very weak effect and even if you’re
There are three kinds of resist rolls: really good at powerful. Even mighty heroes
Fortitude (Fort): You try a Fort resist roll trip over a cobblestone, get distracted by bad
against effects that transform your body (like a memores, and so on.
spell that turns you to stone) or directly affect
your life (like disease, poison, or a death ray). A HEALING
Fort resist roll is always If you’re at less than your full Health, you can
1d20 heal (regain Health) by resting for a while,
+ CON activating a special ability, or using magic.
+ your class Fort bonus Healing can never give you more Health than
+ other bonuses your maximum Health.
The Resting Rule: If you rest or sleep for
Reflex (Ref): You try a Ref resist roll against 8 hours, you heal 1 Health times your level. A
effects that affect a large area (like an explosion) significant interruption to this rest means you
or require you to quickly react (like falling off a don’t heal from it. For example, a strange noise
cliff and trying to catch the edge). A Ref resist roll that wakes you up doesn’t count as a significant
is always interruption, but a monster attacking in the middl
1d20 of the night does.
+ DEX The Bed Rest Rule: If you spend an entire
+ your class Ref bonus 24 hours resting—no combat, no travel, no
+ other bonuses spellcasting, no using special abilities—then you
heal 2 Health times your level instead of 1 Health
Will (Will): You try a Will resist roll against times your level. Even though it’s called “bed
effects that influence your mind (like a charm or rest,” you’re allowed to get up to eat, use the
fear spell). A Will resist roll is always bathroom, talk to other visitors, and so on—you
1d20 just have to take it easy for the entire 24 hours.
+ PSY
+ your class Will bonus RESOLVE
+ other bonuses Resolve is like Health, but for your mind instead
of your body. Some special attacks, like mind
Just like how you try an attack roll against control spells and alcohol, do damage to Resolve
your enemy’s Defense, you try a resist roll against instead of Health. What happens when you reach
the incoming effect’s Difficulty Number (DN). 0 Resolve depends on the effect that got you
The effect will say what kind of resist roll you there—a mind control spell that knocks you down
need to try and the Difficulty Number you need to to 0 Resolve means you’re under the control
roll against. of the spellcaster, but drinking enough whiskey
If your total resist roll is equal to or more to get you to 0 Resolve probably means you’re
than the effect’s Difficulty Number, you resist unconscious or at least really suggestible.
it. Whether you resist all of it or just some of Some special attacks let you spend Resolve
it is explained in the effect. Frex, many attacks to overcome them, much like spending a boost to
that have you make a Ref resist roll do only half reroll a failed Will resist roll. If the special attack
damage if you pass the roll. lets you use Resolve in this way, its description
Resist Roll Automatic Pass Rule: If your will say so.
resist roll is a “natural 20” (the “20” side is what Some special abilities cost resolve to use
comes up on the d20), that’s an automatic pass. (frex, the Shaper feat is mentally taxing and costs
This means there’s always a chance you can resist, Resolve when you use it).
even against a very powerful effect and even if You recover Resolve through rest, at the same
you’re really weak. Sometimes you get lucky—the rate as you recover Health with the Resting Rule
enemy wizard hiccuped when saying part of a and the Bed Rest Rule.
spell, there was a rock that blocked some of the
dragon breath, and so on.

47
ADVANCED COMBAT
This chapter introduces more advanced options for
combat. For the first few game sessions, you might
CHARGE
A charge (or “charge attack”) is a fast move
want to just stick to the Combat Basics chapter,
ending in a melee attack. You get a +5 on the
but over time you should learn how these abilities
melee attack roll. A charge is more reckless than
work, too. It’s okay if you want to use some of
a normal move, so you get a –5 on your Defense
these rules instead of all of them.
until your next turn.
You have to move at least 10 feet, and the last
AGGRESSIVE FIGHTING 10 feet of your move have to be in a straight line.
Aggressive fighting is when you’re taking wild
You can move up to your speed and make one
swings that are harder to hit with, but do more
melee attack for 3 AP.
damage if you hit.
You can move up to twice your speed and
The Fighting Aggressively Rule: Before you
make one melee attack for 5 AP.
attack, say “I’m using the Fighting Aggressively
You can’t charge through other creatures or
Rule.” You get a –5 on your attack rolls that
difficult terrain.
turn, but you add +2 damage to your attacks.
You can’t charge through an obstacle (like a
At the start of your next turn, this penalty and
chair or table), but you can get over or around it
bonus go away.
by passing a Athletics or Tumble roll.
If you have the Power Attack cronk, use that
After you charge, you can’t move any more for
instead of fighting aggressively (it’s a better bonus
the rest of your turn.
to your damage at the same –5 cost on your attack
Some weapons, like spears, can be braced to
roll). You can’t combine fighting aggressively and
defend against a charge attack.
Power Attack.

CAUTIOUS FIGHTING CONCEALMENT


Concealment is something that makes it harder for
When you’re in combat, you’re trying not to let
an enemy to see, target, or hit you effectively, but
enemies hit you, but you’re also trying to hit your
isn’t actually a physical barrier that would block
enemies. If you’re more interested in defense
an attack. Fog, dim light, smoke, and tall grass are
than offense, you have two special options when
some of the things that can give you concealment.
in combat.
Area attacks (like explosions) ignore
The Cautious Fighting Rule: Before you
concealment and total concealment.
attack, say “I’m using the Cautious Fighting Rule.”
The Concealment Rule: If your enemy
You get a –5 on all of your attack rolls that turn,
has concealment, there’s a 25% chance you
but you add +2 to your Defense. At the start of
automatically miss, no matter how good or bad you
your next turn, this bonus and penalty go away.
are. Roll d% when you try your attack roll against
The Total Defense Rule: If you want an even
the enemy with concealment. If the d% roll is 25 or
better defense, and are willing to give up your
less, you automatically miss (just ignore the regular
attacks this round to get it, spend 3 AP and say
attack roll). If the d% roll is 26 or more, continue
“I’m using the Total Defense Rule.” Add +5 to
with normal the attack roll. Even if you pass the
your Defense, but you can’t make any attacks this
d% roll, you still might miss with your normal
turn (even if you have a special ability that lets you
attack roll.
make a free attack). At the start of your next turn,
The Total Concealment Rule: If you can’t see
your total defense ends, you can attack if you want
your enemy at all (like you’re blind, it’s totally dark,
to, and the +5 bonus to your Defense goes away.
or they’re invisible), they have total concealment,
If you have the Expert Defender cronk, use
which is a 50% chance to automatically miss
that instead of cautious fighting (it’s a better
instead of just 25%. Because you can’t even see
bonus to your Defense at the same –5 cost on
your enemy, the best you can do is pick a general
your attack roll).
area (like a square on the dungeon map) where you
You can’t combine cautious fighting, Expert
think they are (like “northwest of me”) and try an
Defender, and total defense (whether you’re trying
attack in that direction. If they attacked you, you at
to combine two or three of them).

48
least know the direction that attack came from (but Armor, shields, and anything you’re wearing
the enemy might have moved since then). The GM doesn’t count as cover—cover has to be a
decides if the enemy is actually there, and has you separate barrier.
try your d% roll and attack roll whether or not the You don’t have to actively do anything to use
enemy is actually there—that way, you don’t know cover—if it’s in the way, it’s cover.
if you missed because of concealment, or because The Cover Rule: If you have cover against an
the enemy wasn’t there, or because your attack roll enemy, you get a +5 on your Defense against that
didn’t hit the enemy’s Defense. creature’s attacks. You get a +2 on your Ref rolls
The Pinpoint Rule: If you’re fighting a creature against that creature’s attacks that go through the
with total concealment, there are two ways to cover. For example, a table gives you cover if a
figure out what general area the enemy is in. bomb explodes on the other side of it, but not if
One, you can try attacking them with the Total your enemy throws the bomb over the table so it’s
Concealment Rule, and if you hit, you pinpoint on the same side as you are. You can try a Sneak
what area they’re in. Two, you can spend 5 AP roll against that creature.
to grope or sweep in all adjacent squares with The Soft Cover Rule: You can use a creature
the Total Concealment Rule, and if you hit, you as cover just like you use an object as cover. The
pinpoint what area they’re in. If you pinpoint an creature is called “soft cover.” Soft cover is like
enemy’s location, you can tell your friends where cover, but you only get the +5 to your Defense
to attack so they don’t have to use the Pinpoint (you don’t get the +2 to Ref rolls, and you can’t try
Rule—but the enemy still has total concealment. a Sneak roll). It doesn’t matter if the creature is a
If an enemy has more than one thing giving friend, enemy, or neutral, they’re in the way. Keep
it concealment (or total concealment, or a this in mind when someone is attacking you with a
combination of them), just use the best one. For ranged attack—if there’s anyone in the way of their
example, if you’re fighting an enemy on a foggy shot, you can use the Soft Cover Rule against them.
night (concealment, 25%) when it’s totally dark The Half Cover Rule: A little cover is better
(total concealment, 50%), they just get the 50% than nothing. If the cover isn’t as big as you, and
from the darkness. If you’re fighting an enemy in fog only blocks half (or less) of your body, you only get
(25%) and tall grass (25%), they just get the 25% +2 on your Defense and +1 on your Ref rolls. The
from one or the other, they don’t add together. GM decides if something is only giving you half
cover instead of cover. Sometimes the kneeling or
COVER lying down can be the difference between getting
Cover is any physical object—like a table, door, cover instead of half cover.
tree, or ruined wall—that you can use to protect The Improved Cover Rule: Sometimes cover is
yourself against an attack. If an enemy is trying to even better than normal, like you’re hiding behind
attack you, and there’s a solid object between the an arrow slit in a castle wall. That’s improved
enemy and you, that’s cover. cover. You get a +10 on your Defense against that
Cover has to be at least the same size as you creature’s attacks. You get a +5 on your Ref rolls
to do any good against your enemy’s attacks. For against that creature’s attacks that go through the
example, guitar sitting on the ground between you cover. If you pass a Ref resist roll against an attack
and an enemy isn’t going to block the enemy’s that goes through the cover, that attack doesn’t
attacks. affect you at all.
The Total Cover Rule: If there’s no way for your
DEFENSE MODIFIERS enemy’s attacks to get to you, you have total cover
Here is a table of common things that modify a against them, which means they can’t attack you
creature’s Defense. at all. For example, if you’re around a corner in a
Defending Creature Is… Melee Ranged stone castle, an archer can’t even try to attack you
Behind cover +5 +5 because their shots can’t get through the stone. (But
Blinded –2* –2* they could throw a bomb past the corner so there’s
Feared –2* –2* nothing between you and the explosion.)
Distracted * * The Bypassing Cover Rule: If you’re closer to
Helpless –5* –5* the cover than your enemy is, you can ignore the
Prone –5 +5 cover when making attacks. For example, if there’s
Stunned –2* –2* a table between you and an orc, you’re 5 feet away
* The defending creature also doesn’t get to add from the table, and the orc is 10 feet away, the orc
its DEX to Defense. doesn’t get cover from the table.

49
DISARM
A disarm is a special attack that tries to knock an
enemy’s manufactured weapon out of their hand.
To disarm, try an attack against your enemy. If
your weapon doesn’t have the disarm special ability
(see the Weapons chapter), you get a –5 on this
attack roll.
If you hit, you can either decide to damage
your enemy (like a normal hit), or you can spend
a boost to try to disarm them. (If they’re wielding
more than one weapon, pick which weapon you’re
trying to disarm.)
The enemy can try an opposed attack roll with
their weapon against your attack roll. They can use
their STR or DEX for this attack roll (even if their
weapon doesn’t normally give them a choice).
If they tie or beat your roll, they aren’t disarmed.
If they lose the roll, they are disarmed (they can
spend a boost to reroll this opposed roll).
The disarmed weapon lands in the enemy’s
square. If you have a hand free, instead of letting
the weapon fall to the ground, you can decide that
you’ve grabbed it away from them.
If you have the Expert Disarm cronk, you have
more options for when you try to disarm an enemy.
Obviously, you can’t disarm a natural weapon
like a bite, claw, or punch. The GM might let you
disarm some other item the enemy has out in open
view, like an amulet, belt pouch, or something
they’re holding in their hand. Some things just using one hand to hold that weapon, or maybe
can’t be disarmed (like your enemy’s shoes). two hands if it’s a big weapon or you want to put
some extra power into the attack. If instead you’re
FEINT holding a second weapon with your other hand,
A feint is a bluff you do against an enemy to set up you can try attacking with both weapons on your
a better attack. turn. This is called fighting with two weapons, or
To feint, try a Bluff check. The Difficulty dual-wielding, or two-weapon fighting.
Number is one of these, whichever is highest: Fighting with two weapons costs 3 AP, just like
10 + enemy’s martial bonus + enemy’s PSY making an attack with one weapon.
10 + enemy’s spell bonus + enemy’s PSY When you use two-weapon fighting, decide
10 + enemy’s Sense modifier which weapon is the main weapon (sometimes
If the enemy isn’t a humanoid (like a dragon or called the “primary” weapon). The other weapon
gryphon), you get a –5 on your roll. is the off-hand (or “secondary”) weapon. Try an
If the enemy is only as intelligent as an animal, attack roll with the main weapon.
you get a –10 penalty on your roll. If neither the main weapon nor the off-hand
If you pass the Bluff check, the enemy is weapon is a light weapon (see the Weapons
distracted against you for your next attack. If you chapter), you get a –10 on this attack roll. If at
don’t attack them by the end of your next turn, least one of them is a light weapon, you only get a
they’re no longer distracted against you. –5 on this attack roll instead of –10.
You can try a feint for 3 AP. (If you have the If you have the Two-Weapon Fighting cronk
Expert Feint cronk, you can make a feint for 2 AP.) prepared, add +5 to this attack roll.
If you hit, the main weapon does normal
FIGHTING WITH TWO WEAPONS damage and the off-hand weapon does half damage.
The game assumes you’re basically shaped like For example, let’s say your STR is 2, and
a human, with two arms, two legs, and a head. you’re using a longsword and a dagger, so your
It assumes if you attack with a weapon, you’re longsword damage is 1d8+2 and your dagger

50
damage is 1d4+2. You attack using two-weapon You can try to pin an enemy you’re grappling.
fighting and decide that your longsword is your It works just like trying to grapple them, except
main weapon. You hit. You roll longsword damage you do not take the –5 on the attack roll. If you hit,
and get a total of 7. You roll dagger damage and you can either decide to do damage (like a normal
get a total of 4, divided by 2 to get 2. Added hit) or you can spend a boost to try to pin them.
together, that’s 9 points of damage to your enemy. A pinned enemy is helpless (usually you’re holding
The Off-Hand Kick Rule: Your second attack them in a choke hold or arm lock). Escaping from a
doesn’t have to be with your other hand. You pin is like escaping from a grapple, except passing
might have a blade on your boot, a spike on your the roll means the enemy goes back to being
armor, and so on. Your second attack could even grappled instead of being free.
be a punch, kick, knee, elbow, and so on. No You can release a grappled or pinned enemy
matter what, you’re still limited to one extra attack immediately even if it’s not your turn.
per round when you use two-weapon fighting,
whether it’s from your hand or not, and whether HELPLESS ENEMIES
it’s actually a weapon or not. It’s really easy to hit a helpless enemy. They get a
–5 on their Defense, and they don’t get to add their
DISTRACTED DEX to Defense.
Being distracted means your mind and reflexes are The Mercy Kill Rule: If you’re next to a
a little preoccupied, so you can’t defend yourself helpless enemy, you can spend 5 AP to attack
quite as well as normal. When you’re distracted, them. You automatically hit (you don’t need to try
you don’t add your DEX to your Defense, and an attack roll), and it’s automatically a critical hit. If
enemies get +2 on their attack rolls against you. this damage doesn’t kill the enemy, they have to try
Some feats (like the Sneak Attack cronk) only work a Fort resist roll (the DN is 10 + the damage you
on you if you’re distracted. do). If they pass, nothing else happens. If they fail,
If two enemies are attacking you from opposite they automatically die (or you can choose to have
sides, you’re distracted. them just be comatose). If the enemy is immune to
If three or more enemies are attacking you, crits, you can’t use mercy kill on them.
you’re distracted. They don’t have to be from
opposite sides. HELP OUT
You can help a friend with their attacks or defense.
GRAPPLE The Help Out Rule: If you could attack an
A grapple is a special attack that holds an enemy enemy your friend is attacking, you can instead
(usually by grabbing their arm or leg), preventing spend 3 AP to help that friend, giving them +2 on
them from getting away. their next attack roll against that enemy, or +2 on
To grapple, try a melee attack against your their Defense against that enemy. This goes away
enemy using an unarmed attack or natural weapon at the start of your next turn.
that can grab (like a bite or a claw). You get a –5 Multiple friends can help out the same creature,
on this attack roll. and each helper’s +2 bonus counts.
If you hit, you can either decide to damage
your enemy (like a normal hit), or you can spend a INITIATIVE ACTIONS
boost to try to grapple them. Sometimes you want to do things out of the
The enemy can try an opposed attack roll or a initiative order, like waiting until a friend opens a
Fort resist roll against your attack roll. If they try door, or until an enemy comes around a corner.
an opposed attack roll, they can use their STR or
DEX for it. Brace Against a Charge
The GM can add +5, +10, or +15 if the Some weapons, like spears, can be braced to
enemy is double, quadruple, or octuple your size, defend against an enemy making a charge. If
or –5, –10, or –15 if it is half, quarter, or an someone charges you while you’re braced, you get
eighth your size. a free attack against them.
If they tie or beat your roll, they aren’t grappled. On your turn, you spend 1 AP to brace the
If they fail the roll, they are grappled. On their weapon firmly against a hard surface like the floor
turn, they can still take actions (including attacking or wall. If an enemy charges close enough that you
you), but can’t move more than 5 feet from you. can hit them with your braced weapon, you can
They can spend 3 AP and a boost on their turn to make a free melee attack against them. (You can
try to break the grapple and be free. do this even if you already made an attack on your

51
turn.) It doesn’t matter if they were charging at you “If the dragon starts to breathe fire, I use a
or charging past you, you can make this attack. boost on my Resist Energy spell.”
You can instead let them pass—you don’t have to “If the wizard tries to cast a spell, I attack them
use this attack (this also means you could hold the with my battleaxe.”
brace until a different enemy charges by). “If the spider comes toward me, I move 30
Once you make this prepared attack, your feet away.”
weapon isn’t braced any more (but you can brace it Once you complete your reaction, the creature
again on your turn). you interrupted can take the rest of their turn.
Bracing for a charge doesn’t affect your place If the hook doesn’t happen and the initiative
in the initiative order. goes around until your turn on the next round, you
lose your reaction.
Delay Unlike using delay, your initiative doesn’t change
Delaying is holding your turn until a later initiative when you use ready. Whether or not the hook
number. If you want to delay, on your turn, say “I happens, you keep your original initiative number.
delay.” Later in the round, when you want to act, If your initiative comes up again in the next round
say “I stop delaying.” This changes your initiative and the hook didn’t happen, you lose your reaction
for the rest of that combat to the current initiative (but you can take your turn in the new round).
number. Example: The heroes are still trying to kill the
Delaying doesn’t let you interrupt someone else’s giant spiders, and we’re back with Robert’s ranger
action—you have to use the ready action for that. in 12. Robert sees that Shannon’s wizard is hurt,
If you delay, it doesn’t cost you anything—when so Robert says he readies an action, and that his
you take your turn, you still get to take a full turn’s hook is the spider trying to attack the wizard, and
worth of actions. his reaction is to shoot the spider. The spider
If you keep delaying long enough that your goes in 11 and turns to attack the wizard, which
initiative comes up again in the next round, your activates Robert’s reaction. Because Robert used
delayed turn from last round is lost (but you can ready instead of delay, his reaction goes before the
take your turn in the new round). spider’s attack. Robert tries a ranged attack roll
Example: Shannon, Scotti, and Robert are against the spider, hits, and the damage kills it, so
fighting two giant spiders. Robert’s ranger is in 15, now there’s only one spider left.
Scotti’s warrior is in 13, the spiders are in 11, and
Shannon’s wizard is in 7. It’s Robert’s turn. He is MOUNTED COMBAT
running low on arrows and doesn’t want to waste The main advantage of riding a mount in combat
any if Scotti can kill a spider on her turn. He tells is you can move faster than you do with your own
the GM he wants to delay. Scotti attacks a spider legs. The main disadvantage is once you’ve gained
in initiative 13, but doesn’t kill it. In initiative 12, a few levels, you’re probably tougher than your
Robert tells the GM he wants to stop delaying and mount, and you enemy might easily kill your mount.
attack. This changes Robert’s initiative to 12 for If you charge while riding a mount, you and
the rest of the combat. your mount both count as charging (you both get
the attack roll bonus and the Defense penalty).
Ready While mounted, you can take any sort of
Readying an action is a special kind of delay that combat action that you can on foot. For example,
lets you interrupt another creature’s turn. Instead you could make a melee attack, a ranged attack,
of waiting to jump in whenever you want, you tell or cast a spell, and move before, after, or during
the GM what you want to interrupt, and if that that action.
happens, you get to take your action first. Combat-Trained Mount: If your mount is
Readying an action costs 3 AP. The action trained for combat, it’s basically an extension
you’re readying can take up to 3 AP (or could be a of you. It acts on your turn, and you can use its
zero-AP action like speaking or using an ability that speed instead of your normal speed. For example,
doesn’t cost AP). if you’re riding a horse (Speed 30 feet) and want
The thing you want to interrupt is called a to move northwest 60 feet and stop, that’s a
hook. The thing you do if the hook happens is normal move (2 AP). You don’t have to make a
called a reaction. Some example hooks and your special roll to do this, just like how you don’t have
possible reactions to them are: to make a special roll to walk 15 feet.
“If someone appears in the doorway, I slam If the mount’s movement means you’d have to try
the door.” a skill roll, use the mount’s skill bonus instead of your

52
are more likely to run away than obey a rider.
If your mount is untrained, each round you
have to spend 2 AP to try controlling the mount
with a Tumble check (Difficulty Number 20). If
you pass, it obeys you as if it were a combat-
trained mount until your next turn. If you fail, the
animal is frightened and you have to spend 3 AP
to control it (or you can just let it run away, which
doesn’t cost you any AP).
An untrained mount won’t make attacks, even
if you try to make it (and even if you pass the roll
to control it).

MOVEMENT AND OBSTACLES


If there are multiple reasons why your movement
is slowed, these combine to make you move even
slower. For example, crawling makes you move at
one-third speed, and difficult terrain makes you
move at half speed. If you’re crawling through
difficult terrain, you move at one-sixth speed (1/3
own. For example, if you’re riding a horse and you x 1/2).
want it to jump over a fence, you’d try a jump roll If your speed is reduced to less than 5 feet,
with the horse’s Athletics bonus instead of your own. you have to spend multiple AP just to move 5
If you want your mount to attack on your turn, feet. For example, if your Speed is 5 feet and
you have to pass a Tumble roll (Difficulty Number something makes you move at half speed, that’s
10). If you pass, it makes its attacks against Speed 2.5, so you have to spend 2 AP just to
enemies you choose. If you fail, the mount doesn’t move 5 feet.
make its attacks but still obeys you. No matter how slowed you are, you always
Normally you have to use one hand to hold have the option to spend 5 AP to move 5 feet.
your mount’s reins so you can steer it. You can Crawling: If you’re prone, and you don’t
steer with your knees (freeing up both your hands, want to stand up, you can still crawl at one-third
like to use a two-handed weapon) for one round normal Speed. Frex, if your Speed is 15 feet,
if you pass a Tumble roll (Difficulty Number 5). when you crawl your Speed is 5 feet.
Trying to steer with your knees doesn’t cost you Difficult Terrain: This is anything in the area
any AP, but if you fail the roll, you either have to that slows you down, like rubble, bushes, or stairs.
use one hand to steer that round, or your mount Moving through difficult terrain slows you
won’t move that round. down to half speed—for every 5 feet you move
If your mount is intelligent (like a dragon through difficult terrain, it counts as 10 feet of
or unicorn) and can understand what you’re movement. For example, if you want to move 5
saying, you don’t have to steer it, you can just feet across flat ground, 5 feet across a hedge,
tell it where you want to go. (If for some reason then 5 feet across more flat ground, that hedge
you want steer it nonverbally, you need to counts as 10 feet of movement, so your total
practice with your mount for several minutes so movement counts 20 feet.
it understands your signals.) Intelligent mounts You can’t charge or run through difficult terrain.
always count as combat-trained. You can climb or jump over difficult terrain by
The Long Mounted Shot Rule: Unlike when passing an Athletics check. If you pass the check,
you’re on your own feet, you can have your you can move through that area at normal speed
mount move up to twice its Speed while you instead of half speed (see the Athletics skill in the
make a ranged attack, but you get a –5 on your Skills chapter for more info). Sometimes trying
ranged attack roll for doing this. You can even to jump over the difficult terrain doesn’t make
have your mount run while you make a ranged sense—for example, you can’t jump up stairs
attack, but you get a –10 on your ranged attack faster than you can run up stairs.
roll for doing this. If you can fly, you can fly over difficult terrain
Untrained Mount: Most mounts are afraid of on the ground without slowing down, but flying
the noise, smells, and dangers of battle, and they through branches in a forest would still count as

53
difficult terrain for you. Obviously, you can’t push some enemies (like
Moving Through Creatures: You can move ghosts). The GM might decide that an enemy is
through a friend’s space without slowing down. just too strange to push (the GM should let you
Normally you can’t move through an enemy’s know this before you try).
space at all, but there are two exceptions:
1) If they’re helpless (like they’re unconscious, RANGED ATTACKS INTO A MELEE
dead, or paralyzed). If you make a ranged attack against an enemy
2) If you pass a Tumble roll. The enemy first that’s in melee with another creature, you take
gets a free attack roll against you. The DN of your a –5 on your ranged attack roll because the
Tumble roll is 5 + the enemy’s attack roll. If you creatures are shifting around so much that it’s
pass, they miss you, and you can move through hard to hit the one you’re aiming for.
their space. If you fail, they hit you and you can’t If you have the Precise Shot cronk, you don’t
move through their space. take this penalty for firing into a melee.
Visibility: If you can’t see at all, whether You also take this penalty if you’re using a
you’re blind or you’re in darkness, you’re slowed ranged weapon against an enemy within melee
to half Speed. distance of you.
If you have the Point Blank Shot cronk, you
PUSH don’t take this penalty for firing at an enemy
A push is a special attack that tries to move an within melee distance of you.
enemy away (usually away from you).
To push, try an attack against your enemy. If RUNNING
your weapon doesn’t have the push special ability A run is a special kind of movement that is faster
(see the Weapons chapter), you get a –5 on this than a normal move, but reckless.
attack roll. The Running Rule: If you don’t do anything
If you hit, you can either decide to damage else on your turn, you can run faster than normal.
your enemy (like a normal hit), or you can spend a If you go in a straight line, multiply your Speed by
boost to try to push them. 2 for this turn. If you make one sharp turn (more
The enemy can try an opposed attack roll or a than 60 degrees), two medium turns (more than
Fort resist roll against your attack roll. If they try 45 degrees), or three gentle turns (more than 30
an opposed attack roll, they can use their STR or degrees), multiply your speed by only 1.5 this
DEX for it. turn. When you run, it’s hard to defend yourself,
The GM can add +5, +10, or +15 if the so you are distracted.
enemy is double, quadruple, or octuple your size, Unlike normal movement, you can’t run
or –5, –10, or –15 if it is half, quarter, or an through another creature’s space.
eighth your size.
If they tie or beat your roll, they aren’t pushed. SPLASH WEAPONS
If they lose the roll, they are pushed (they can A splash weapon is a thrown weapon that affects
spend a boost to reroll their attack or resist roll). your target and also things near the target, like a
You move the pushed enemy 5 feet in any glass bottle filled with acid that breaks open and
direction. You can’t push them into a solid object splashes on everything nearby.
or obstacle (they have to be able to stand where A splash weapon does two kinds of damage:
you push them). direct damage and splash damage. Direct damage
If you beat them by 5 or more and want to only affects the creature you hit. Splash damage
move with them, you can push them an additional only affects whatever is nearby (usually within 5
5 feet for every 5 points you beat them by, but feet, unless the splash weapon says it has a larger
you have to spend the AP for your own movement splash range). Splash damage can affect anyone,
(the enemy doesn’t spend AP for this movement.) even you or your friends.
You have to push them in a straight line (you can’t If you hit with a splash weapon, your target
make turns). takes the direct damage, and nearby creatures
If you push them into a square with another take splash damage.
enemy, you can try to push that enemy, too, but If your target is especially large and takes up
it’s a separate push attempt, and you get another extra space on the ground compared to a human
–5 on your attack roll to push them. (like an ogre or a dragon), you have to pick part
If you have the Expert Push cronk, you have of its area (one 5-foot square) to be the focus of
more options for when you try to push an enemy. the attack, and the splash damage affects things

54
within 5 feet of that focused area. (Otherwise, boost to try to trip them.
you could cheat by throwing a splash weapon at The enemy can try an opposed attack roll or
a building and affect everyone within 5 feet of all a Reflex resist roll against your attack roll. If they
sides of the building!) try an opposed attack roll, they can use their STR
You don’t need to be trained to throw a splash or DEX for it.
weapon—anyone can use one without a penalty If they tie or beat your roll, they aren’t tripped.
on the attack roll. If they lose the roll, they are tripped (they can
Instead of attacking a creature, you can attack spend a boost to reroll their attack or resist roll).
a blank square, like the floor or wall. Try a ranged The tripped enemy falls down and lands prone
attack roll against Defense 5. If you hit, nothing in their square.
takes the direct damage, and everything within 5 If you have the Expert Trip cronk, you have
feet takes splash damage. more options for when you try to trip an enemy.
The Bounce Rule: Because a splash weapon An enemy with more than two legs gets +5 on
that misses can still hurt creatures if it lands their opposed roll for every additional pair of legs
nearby, you have to figure out where it lands. it has. For example, a horse (one extra pair of
To find the direction of the miss, roll 1d12 and legs) gets a +5, a giant spider (three extra pairs)
count clockwise around the target (like looking at gets a +15, and so on.
an analog clock, so 3 is due east, 6 is due south, Obviously, you can’t trip some enemies (like
and so on). The range increment of the splash blobs or snakes) because they either don’t have
weapon (see the Equipment chapter) is how far a “top” or “bottom,” or because they’re basically
in that direction it goes. It does splash damage to already lying flat on the ground. The GM might
anything within its normal splash area (including decide that an enemy with many legs (like a
anything where it lands). (If you use a gridded centipede) can’t be tripped because all of extra
map, it might be easier to roll 1d8 instead of 1d12 pairs of legs are too many to count (the GM
and count the squares around your target, starting should let you know this before you try).
at 1 with the north square.) Tripping a flying creature usually doesn’t do
anything unless it’s so close to the ground that it
TRIP doesn’t have a chance to turn right side up again
A trip is a special attack that tries to knock down (usually it only needs about 10 feet of vertical
an enemy or pull their feet out from under them. space to flip over and keep flying).
To trip, try an attack against your enemy. If Trying to trip someone who’s swimming
your weapon doesn’t have the trip special ability usually doesn’t do anything. (However, someone
(see the Weapons chapter), you get a –5 on this standing in shallow water could be tripped so
attack roll. they’re prone and completely underwater.)
If you hit, you can either decide to damage
your enemy (like a normal hit), or you can spend a

55
MISCELLANEOUS RULES
This chapter is a catch-all for various other rules Boost: For the next 1 minute, your companion
that come up during gameplay. adds its full damage instead of half its damage.
Boost: If you missed with your attack, try an
CATCHING ON FIRE attack roll for the companion. If the companion
When a game effect says “you catch on fire,” hits, it does full damage.
that usually means your clothes are on fire, Distract: The companion moves to the
you’re covered in something (like oil) that is enemy’s opposite side, or joins two other allies in
on fire, or there is a magical fire on your that’s fighting the enemy. The enemy is distracted.
continuing to burn. Boost: For the next minute, the companion
If you catch on fire, you take 1d6 fire damage distracts the enemy, even if it isn’t in the right
each round on your turn. If you want to extinguish position to cause a distraction.
the flames, spend 5 AP to try a DN 15 Ref roll. Guard: The companion guards a friend you
If you roll on the ground, add +2 to your roll. choose. The companion remains adjacent to that
Immersing yourself in water (whether by jumping friend. The friend adds +2 to their Defense.
into a pool or someone throwing a lot of water at Boost: For the next minute, the companion
you) automatically passes the roll. If you pass the adds another +3 to the friend’s defense.
roll, you extinguish the fire before it damages you Boost: For the next minute, the companion
this turn. adds +2 to a different adjacent friend’s Defense (it
is guarding two friends adjacent to it).
COMPANION CREATURES Mount: The companion acts like a combat-
Many fantasy character concepts involve a trained mount for you.
companion creature as part of the character’s Boost: For the next minute, ignore the attack
identity—the ranger and the tamed animal, the roll penalties for using the Long Mounted Shot
paladin and the warhorse, the wizard and the rule.
familiar, and so on. Feats like Animal Companion Boost: For the next minute, if you charge
and Familiar Bond allow you to have a character while mounted, you can keep moving after you
with some kind of companion creature. attack.
However, it is easy for a character controlling Boost: Your mount can try a trip attack (as if
a second creature to take up more than their fair its natural weapons had the trip ability). If the trip
share of time at the game table—in some ways,
having a companion creature is like having a ENHANCED COMPANIONS
second character. In combat it can get even more If you know a feat that gives you a companion
cumbersome because you have an additional creature, you automatically know this additional
creature that needs to move, attack, and defend, feat to enhance the companion. You must
which takes more time on your turn, and means prepare this feat to gain its benefit.
the other players have less time in the spotlight.
The solution is that whenever possible, treat Empathic Link (feat) [minion]
the companion as an extension of your PC, You have an empathic link with the companion
and use existing feat mechanics to handle what creature and can send and receive basic
the companion is doing. This makes using the emotions to and from it if it is within 1 mile.
companion easy to understand, and doesn’t You and your companion can communicate as
introduce a lot of extra attack or defense rolls on if you shared a common language (usually this
the character’s turn. means you speak normally to your familiar, and
Here are several common combat options for it answers with a combination of body language,
companion creatures. animal vocalizations, and empathic images to
Attack: The companion attacks an enemy provide clarity and context).
you’re attacking. If you hit that enemy with your Boost: For the next 25 hours, you have
attack, add half the companion’s damage to your full telepathy with your companion instead of
damage for that attack. empathy.

56
succeeds, this is a rechargeable boost. TREATING WOUNDS
Boost: If you are knocked off your mount, the You can use the Know Healing skill to treat
mount immediately gets you mounted again (this wounds, including poison and disease.
doesn’t cost you any AP). Treat Injury: If a creature has taken Health
damage in the past 25 hours, you can spend
DOORS 1 hour treating them with the Know Healing
Most doors are either simple (like the wooden skill. How much Health they recover depends
interior door of a house), good (like the exterior on your rank in Know Healing: 1x their level for
door of a house), or strong (like a reinforced door competent, 2x their level for expert, 3x their level
to a guardhouse or city wall). You can break down for notable, 4x their level for olympic, or 5x their
a stuck door by spending 3 AP and passing a STR level for superhuman. Once you’ve passed this roll,
roll. The DN is 12 for a simple door, 15 for a you can’t attempt to heal them again for 25 hours.
good door, and 22 for a strong door. Treat Disease: If a creature has a disease,
Battering rams and prybars (see the equipment at any time that day you can spend 10 minutes
chapter) make it easier to break down doors. tending them with Know Healing to help
If the door is locked instead of stuck, add +2 them fight it. As long as your rank is at least
to the DN to break it down. If a door is made of competent, the patient can spend a boost to reroll
stone or metal instead of wood, add +5 to the DN a disease resist roll. At expert or higher, they
to break it down. get +5 on their disease resist roll. At notable or
higher, they get another +5 on their resist roll.
Concealed and Secret Doors At olympic or higher, they get a second reroll
Concealed doors are doors that are hidden behind for spending a boost. At superhuman, they get
something, but once that covering is moved another +5 on their resist roll.
they’re obviously doors. Frex, a wall tapestry Treat Poison: This is similar to treating
might cover a concealed door (built to be flat and disease, except instead of providing care any
not have a doorknob), or a bookcase might pivot time on the day the patient rolls, you spend 5 AP
to reveal a hallway behind it. when the patient tries their poison resist roll. The
Secret doors are doors that have been disguised bonuses and effects of your Know Healing rank
to look like a normal part of the wall, ceiling, or floor. are the same as for treating disease.
All concealed and secret doors have a skill
rating (competent to superhuman) indicating how LEVELING AND EXPERIENCE
hard it is to find them. A typical concealed door Most fantasy stories are about inexperienced
is Competent or Expert. A typical secret door is characters seeing more of the world and
Notable. When you “search for secret doors,” it’s growing and changing in response to what
assumed you’re also looking for concealed doors. If happens. Usually, the characters become more
a character isn’t actively looking for concealed and powerful and learn new things relevant to their
hidden doors, treat the door’s category as one rank adventures—skills, combat abilities, spells, and so
higher than normal. on. You can track this progress with experience

57
points (XP), and the GM can give them to a light source. In darkness, you’re basically
characters for defeating monsters, figuring out blind. A creature in darkness can use the Total
puzzles and mysteries, exploration, and otherwise Concealment Rule to sneak.
adding to the story. After a certain amount of XP,
the characters can gain a new level in their class. POISON AND DISEASE
However, XP are just a way to give small Poison is a harmful substance that adds damage
increments of progress toward leveling up. or a special effect to an attack, usually over time.
Instead of doing that, the GM can just decide If you’re poisoned, you must pass a Fort resist roll
when the PCs gain a new level. A new level every or the poison affects you. If the poison lasts over
other session is satisfying, allows the players to time, you’ll need to pass multiple resist rolls until
have a short-term goal to look forward to, and the poison is done.
gives you nearly 50 game sessions before the Frex, if a kargani death snake poisons you
characters reach “max level.” If the GM wants a with its bite, you’ll need to pass a Fort resist roll
slower pace, they can have the characters level on your turn to avoid taking 5 points of poison
up less frequently and give other rewards every damage. This happens every round on your turn
session, like learning a new feat without having until you pass a total of two Fort resist rolls or a
to train for it, a special treasure, land, titles, total of 5 rounds have passed.
followers, and so on. Some poisons are more slow-acting, and you
Because character advancement isn’t don’t have to start trying resist rolls until minutes
specifically tied to killing monsters, travel, or or even hours have passed (this is called the
anything else, the incremental goals of the game “onset time”), and you might have to make a roll
can be anything the GM wants. In other words, every hour instead of every round.
because the only function of XP is to advance If you have a dose of liquid poison, you can
your character, skip the middle step of XP and apply it to a weapon by spending 5 AP. If you hit
just advance the characters when it’s appropriate with the poisoned weapon, the enemy is poisoned
for the campaign. (it has to start trying resist rolls against the
poison) and the poison on your weapon is used
LIGHT up. If you miss, the poison is still on your weapon
Light has four categories: and is ready for your next attack.
Bright: As bright being outside as a clear day, You can add a liquid or solid poison to food
even if you’re not in direct sunlight. Creatures that or a beverage, and anyone who eats or drinks
are sensitive to light (like moles and mole-people) it becomes poisoned. If you want to use a solid
have penalties when it’s this bright. poison on a weapon, you’ll first need to dissolve it
Normal: About as bright as a room with in a suitable liquid.
several electric lights or lamps or outside in Most poisons remain dangerous for days
a thick forest that blocks out a lot of ambient or weeks, but after that they decay or degrade
light. Normal light is enough to read by, but isn’t
so bright that creatures sensitive to light are
bothered by it. (Modern office lighting is at least
2x as bright as this, an overcast day is at least 5x
to 10x as bright as this, and full daylight is easily
50x to 100x as bright as this.)
Dim: Less strong than normal light, like a
room with a torch or reading lamp in the opposite
corner, outside on a clear night with a the moon
visible, or very bright starlight. It’s enough to see
by, but it can be hard to read or see fine details.
A creature in dim light can use the Concealment
Rule to sneak. (Normal light is around 3x to 5x as
bright as this.)
Darkness: There’s either no light at all (like
in a closed room or underground with no lights),
or the light isn’t enough to let you see anything
clearly, like being outside on a cloudy moonless
night, or a room with only a digital clock as

58
and become harmless. Some poisons remain SUFFOCATION AND DROWNING
dangerous indefinitely, and that’s the sort of You can hold your breath for about 2 minutes if
poison people use on traps they plan to leave you’re not exerting yourself. Each +1 CON adds
unattended for years or longer. one minute to this time. Each –1 CON subtracts
Disease works like poison, except most 30 seconds.
diseases have a lengthy onsite time (hours or even If you’re exerting yourself (spending 3 or more
days) and require a resist roll every day instead of AP each round on physical actions), divide how
every round or hour. long you can hold your breath by 2.
If you’re close to your limit and you need to
RELIGION AND BLESSINGS see how much longer you can hold your breath,
No class is specifically tied to being part of a try a Fort resist roll (DN 10). If you pass, you
religion (although there are options for some can hold on for another round. If you fail, you
classes to have a divine source of power). are staggered and add +5 to the DN of your
Choosing one deity is strange because most resist rolls against suffocation. If you are already
fantasy worlds are polytheistic—you pray to the staggered and fail, you become unconscious and
goddess of war before a battle, you pray to the take 5 points of damage. If you’re unconscious
god of the sea before sailing somewhere, and so and fail the roll, you take 10 points of damage.
on. There is a benefit for choosing a religion. If you are unconscious from suffocation but
The Faith Blessings Rule: Any character can are now able to breathe again, you might be
choose to worship a deity (or similar powerful stable (able to revive on your own) or comatose
entity) as their patron. This grants them a choice (unable to revive without help), depending on
of additional feats relevant to that entity’s interests. how you became unconscious. Frex, if you were
These feats might be called these “domain powers” trapped in a sealed room and passed out due to a
or “divine blessings” or something like that, but the lack of air, you’re probably stable, and unsealing
net effect is that the character has additional options the room and letting fresh air in should let you
for when they ready their feats each day. Frex, if revive on your own. If you nearly drowned in
a character chooses the goddess of battle as their a lake and someone dragged you to the shore,
patron, they’d be able to choose from the goddess’s you’re probably comatose and need someone to
specific list of blessings when readying feats each expel the water in your lungs before you have a
day. If the character changed their patron, they’d chance to wake up.
have access to a different set of blessings. If you are staggered from nearly drowning,
These blessings might have restrictions based one or two rounds of normal breathing removes
on time or distance. A blessing from the god of the staggered condition and the +5 increase to the
cities might only work in or near a walled city. Fort resist roll.
A blessing from the god of the sea might stop The Slow Suffocation Rule: An adult human
working if you’re more than a mile from the can survive in a sealed 10 by 10 by 10 room for
ocean. The goddess of travel’s blessing might only about 5 hours before the air starts to run out. A
be available to those who made a pilgrimage to fire source such as a torch consumes about as
her favorite temple in the past year. much air as an adult human. If you’re close to this
The Faith Blessings Rule is what allows limit, try a Fort resist roll every 1 minute instead
powerful and manipulative entities like demons of every round.
to recruit people so easily—by offering some
useful blessings in exchange for worship, and by
threatening to remove those blessings if orders
are not obeyed, the entities attract and retain
people to serve them.
The Faith Blessings Rule also allows the GM
to use blessings as story elements in the hands of
NPCs, even if the blessing isn’t really because a
character has chosen a patron deity. An ancient
dryad might award a blessing to PCs who help
protect her tree. A magical fountain might grant
knowledge of a spell to someone who drinks
from it. A shrine to a forgotten god might grant a
blessing to anyone who leaves an offering at it.

59
SKILLS
A skill is a mundane ability you learn and can CHOOSING SKILLS
get better at, such as climbing, knowing when At 1st level, you are Competent in just a few skills
someone is lying to you, sneaking, or taming (your class tells you how many). As you adventure
animals. If you’re a low-level character, you and level up, you’ll learn more skills and get
probably only know a little bit about a few things better at the ones you known.
and are ignorant of many things, but as you You don’t have to choose all of your starting
level up and learn more about the world, you’ll skills before you start playing—if you can’t
be able to improve your existing skills and learn decide all of them right away, you can save them
new ones. Your class and other character abilities for later and choose them using the Sudden
(such as feats) can affect how good you are at Reveal Rule.
some skills. The Sudden Reveal Rule: If you haven’t
chosen all of your Competent skills, you can
SKILL RATINGS spend a boost to immediately choose them.
How good you are with a skill depends on how You don’t have to choose all that you have
well-trained you are with it. In addition to being available, but you have to follow the normal
completely untrained in a skill, there are five rules for choosing your skills. These choices are
categories of training. (These categories are permanent, just like the ones you spent when
sometimes called “ratings,” and the differences you leveled up. For example, if you’re a 2nd-level
between each is sometimes called a “step.”) bard and you haven’t chosen a new Competent
Untrained: You don’t have any training, skill, and you have to sneak past a sleeping orc,
and maybe you’ve never really tried using it. you can use this rule to immediately become
You really don’t know what you’re doing. Your competent in the Sneak skill, suddenly revealing
natural physical or mental aptitude may help (or realizing) that you’re actually sneaky.
offset this inability.
Competent: You have a basic amount of IMPROVING YOUR SKILLS
training in this skill, enough that you could do it When you level up, choose one of these options:
if it were part of your job. You’re not especially • Pick a skill that you’re untrained in. You are
good or bad at it. At 1st level, this is the highest now Competent in that skill.
category you can have in a skill (see the Category • Pick a skill that you’re at least Competent
Limit Rule). at. Improve your training in that skill to the next
Expert: You’re good enough at this skill that category. The maximum training you can have in
people recognize your ability. You aren’t the best at a skill is limited by the Category Limit rule.
it, but you make it look easy enough that unskilled The Category Limit Rule: Your level limits
people think they could do it if they tried. how good your training can be. From 1st through
Notable: You’re especially good at this, and are 4th level, you can’t have any skill be better than
probably recognized for it by your peers. You might Competent. From 5th through 9th level, you
be considered one of the best at it, at least locally. can’t have any skill be better than Expert. From
Olympic: You’re one of the best people in 10th through 14th level, you can’t have any skill
the world. If there were a competition between be better than Notable. From 15th through 19th
all the skilled people, you’d probably win, and if level, you can’t have any skill be better than
you didn’t win, it’s because you’d be up against Olympic. At 20th level and higher, your skill
someone else who’s in the Olympic category. category can go all the way up to Superhuman
Superhuman: You’re able to push past the (the maximum for any skill).
limits of what humans on Earth are able to do. These new skills or skill improvements aren’t
Olympic-level challenges are routine for you. This things that appear out of nowhere—they represent
doesn’t necessarily mean you can jump 100 feet, practicing, studying, and training you’ve been
swim up a waterfall, track a hawk on a cloudy doing in your spare time.
day… but maybe you could, under the right Just like the skills you got at 1st level, you can
circumstances and the right combination of talent, save this new or improved skill and choose it later
boost, and gumption. using the Sudden Reveal Rule.
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USING SKILLS there will be times when you don’t need to add
Most of the normal things you want to do during excitement to what’s happening. In those times,
the game automatically work, and you don’t have the GM can decide you don’t have to try a skill
to try a roll to do them. You don’t have to roll to roll at all—they just let you automatically succeed.
walk up stairs, remember your address, turn a Here are some reasons why the GM might
doorknob, order dinner at a restaurant, and so have you skip the roll and automatically pass.
on. But because you’re an adventurer, there are • The task is so easy that it would be silly for
times where you want to do something crazy, like someone of your skill to fail at it. For example,
climb a burning rope, remember the magic words if you want to climb onto the roof of a one-story
from an old legend, pick a lock, or talk a vampire house (a Competent task) to get a better view of
into surrendering. Those things usually aren’t an alley, and you’re Expert at climbing, it’s so
automatic, and that’s when you have to use a skill. easy that there’s no point in having you roll just
Every task has a rating, using the same five to make sure you don’t mess up by getting a 5 or
training categories: Competent, Expert, Notable, lower. If the task rating is one or two steps lower
Olympic, or Superhuman. This rating tells you than your skill rating, that’s a really good reason
how easy or hard it is to do that task. for the GM to let you skip the roll.
The GM might set a task’s rating higher • You’re not in a rush, so you can relax,
or lower than normal, depending on the practice the task in your head, and get it right.
circumstances. For example, climbing a rock For example, if you’re trying to climb a 10-foot
wall might normally be a Competent task, but wall before a city guard shows up 10 minutes
if the wall is wet the GM can decide it’s actually from now, you’re not in a rush and you’ll get
an Expert task. Convincing a city guard to leave it done, even if it takes you a couple of rounds
you alone might normally be an Expert task, but (which isn’t an important amount of time
if the guard is cowardly the GM might decide it’s compared to the guard’s arrival in 10 minutes).
actually a Competent task. • Nobody is trying to attack you or prevent
you from using the skill.
SKILL DIFFICULTY NUMBERS • There isn’t a chance you can critically fail
Rating Compared with the skill.
to Training DN • It’s not important to the story, game session,
2 easier DN 0 or campaign for you to have a chance to fail.
1 easier DN 5 This is the most important reason to skip a roll;
Same DN 10
1 harder DN 15 SKILLS OVERVIEW
2 harder DN 20 Here’s a quick description of what you can use
3 harder DN 25 the different skills for.
4 harder impossible Athletics [STR]: Climb, jump, swim, and
similar physical challenges that rely mostly on
To use a skill, roll 1d20 and add the linked strength.
ability score for that skill (STR for Athletics, Bluff [PSY]: Lie, or make a feint (a
PSY for Bluff, and so on). The Difficulty Number distracting attack) in combat.
for this roll depends on how hard the task is Know [INT]: Know things about different
compared to your training. If you pass the roll, topics, like geography or magic.
you accomplish what you were trying to do with Perform [PSY]: Dance, sing, or play a
the skill. musical instrument.
Some tasks might take multiple rolls to Persuade [PSY]: Convince someone by
succeed. For example, if you are climbing a very being friendly or talkative.
tall cliff, you might have to pass multiple climb Sabotage [DEX]: Mess with a mechanical
rolls to get all the way up to the top. The GM device like a lock or trap.
decides if a task takes more than one roll. Sense [PSY]: Notice stuff like lies or
sneaking enemies.
SKIPPING THE SKILL ROLL Sneak [DEX]: Move carefully and quietly so
The point of having a skill task is to add some enemies can’t hear you.
excitement to an encounter; you’re not sure if Tumble [DEX]: Balance, control a horse,
you’re going to succeed or fail at the roll, and that flip, roll, contort, and other gymnastics that rely
can affect how well the encounter goes. However, mostly on agility and flexibility.

61
if making you roll slows the game down, and the critical failure, and that means something bad
GM wants you to succeed so you can move on to could happen. For example, if you get a critical
the next part of the story, there’s no need reason failure while trying to climb a wall, you fall; if you
to make you roll. get a critical failure while trying to disable a trap,
If any of these apply reasons to your situation, the trap goes off. Each skill’s description tells you
the GM should consider just skipping the roll and if there’s a chance of a critical failure.
letting you automatically pass. If more than one of
these reasons apply, that a good sign for the GM SKILLS AGAINST CREATURES
to just skip the roll. Sometimes you have to use a skill against another
creature, like lying to a troll or sneaking past a
HELPING OTHERS USE SKILLS watchdog. This works like a normal skill roll, and
There are two ways you can help other people do the rating of the skill task is the skill rating of the
better with a skill: direct help and coaching. creature. For example, if you want to sneak past
The Direct Help Skill Rule: If you give direct a watchdog, and the watchdog’s Sense skill rating
help to someone on how to use a skill, they can us Expert, it’s an Expert task to sneak past it.
use your skill training on a roll instead of theirs. The PC Skill Roll-Off Rule: If you and
What exactly counts as “direct help” depends another player character are evenly matched at a
on the skill they’re using and what they’re doing skill and you’re trying to figure out who wins (such
with it, but it usually means both of you are as running an obstacle course or answering trivia
spending your actions on the task. Usually you
can only give direct help to one person at a time. SUPERHUMAN SKILL
For example, if someone is using Athletics to As you level up and discover what your
climb a rope, direct help could be giving them a character can do with skills, remember that in
boost up, tying them to yourself while you climb, some fantasy stories, the heroes are just well-
or raising or lowering the rope as they climb up or trained people, but in other stories they are
down. If someone is using Athletics to jump over much more than that. At the lowest character
a pit, direct help could be you throwing them as levels, you’re like an average person with a
they jump or catching them as they land. small amount of training, like a high school or
For some skills and tasks, you can’t use the college student or athlete.
Direct Help Skill Rule because it’s impossible to By the time you’re 10th level, you’re close
give direct help. For example, if someone is using to the limit of what modern Earth humans can
Sabotage to pick a lock, you really can’t hold their do. If you’re Notable with a skill, that means
hands while they fiddle with their lockpicks, it just you can sometimes meet or break Olympic
doesn’t work. If someone is using Sense to keep records for climbing, jumping, or running, or
an eye out for thieves, you can’t really point their you’re as smart as Einstein, Hawking, or Tesla.
head in the right direction every few seconds. By the time you’re 15th level, you can
The Coaching Skill Rule: If you can show or have an Olympic rating in a skill. This means
tell other creatures how to perform a task, for the Olympic-level feats are routine for you.
next 1 minute their skill training counts as one You’re clearly superhuman—like a “peak of
step worse than yours (for example, if you are human perfection” superhero. You’re capable
Notable with Athletics, they count as Expert) if of amazing things that, if shown in a movie,
this is better than their own training in that skill. would probably require special effects, like
You can do this for up to 5 creatures at a time. catching arrows mid-flight, climbing smooth
The creatures have to be able to either clearly walls, or plotting multiple arrow trajectories
see what you are doing or clearly hear your simultaneously in your head. People on the
instructions. If you spend a boost, you instead can internet would argue about whether or not what
do this for up to 25 creatures at a time, and it you’re doing is even possible.
lasts for 10 minutes. By the time you’re at 20th level or higher,
you can have a Superhuman rating with a
TRYING AGAIN skill, which means your skill is as legendary as
If you fail a skill roll, usually you can just try Hercules’ strength. You could sell shoes to a
again. For example, if you fail an Athletics roll to mermaid, balance on the head of a pin, recite
climb, you don’t make any progress on that climb. a thousand digits of pi, quietly tap-dance past
For some skills, if you fail by a lot (usually a sleeping baby, or pick a lock by elbowing it.
rolling 1–5 on your skill roll), that’s called a You’re that good.

62
questions), the GM has you both roll on that skill. Climbing uses both hands and both legs. If you
The winner is the with the higher total (reroll ties). use fewer limbs than this, the task rating is 1 step
higher than normal for each limb you’re not using.
SKILL DESCRIPTIONS • Untrained: A rope next to a wall you can
This section describes all the skills in the game. brace yourself against, a knotted rope, a tree with
If you want to do something that isn’t covered by many good branches.
one of these skills, the GM should decide which • Competent: A wall with frequent footholds
skill is the closest to what you want to do and that can support you while you reach, a very
have you try a roll with that skill. Each skill also rough wall, a mortared stone wall, ship’s rigging,
includes examples of skill tasks for each skill a tree with few good branches, a wall with pitons.
rating (Competent, Expert, and so on). • Expert: A very rough cliff wall, an unknotted
rope, a tree with no available branches, pulling
Athletics [STR] yourself when hanging by your hands.
You use this skill for physical efforts that have • Notable: An uneven cliff wall or dungeon
more to do with strength than agility, such as wall with occasional footholds.
climbing, distance jumping, and swimming. • Olympic: A fairly smooth wall with finger-
Armored Athletics Rule: Wearing mail or holds such as a cliff or brick wall.
plate armor makes it harder for you to climb, • Superhuman: A plastered or wood-paneled
jump, or swim. If you’re wearing mail, your wall, or a surface that feels smooth.
Athletics training counts as one category worse. Jumping: Jumping allows you to cross
If you’re wearing plate, your Athletics training horizontal or vertical distances. The jumping
counts as two categories worse. difficulty depends on whether you’re trying to
Climbing: When climbing, you usually move jump high or far, and how much of a running start
at 1/4 your normal speed. If you want to move at you get. Any distance you jump counts toward
1/2 your normal speed, the task rating is 1 step your movement that round, as if you had spent
higher than normal. AP to move.
If you’re climbing at a favorable angle (tilted For a high jump, you face forward the entire
forward), the task rating is 1 step lower than time and land on your feet (unlike a modern
normal. If you’re climbing upside-down or at an Olympics high jump which has you jumping
unfavorable angle, the task rating is 1 step higher backward or turning in midair and landing on your
than normal. back on a cushion). It requires a running start of
20 feet. If you can only get a running start of 10
feet, the task rating is 1 step higher than normal.
If you can’t get a running start, the task rating is 2
steps higher than normal.
A running long jump requires a running start
of 20 feet. If you can only get a running start of 10
feet, the task rating is 1 step higher than normal.
A standing long jump is a long jump from a
standing start instead of a running start.
Jumping Critical Failure: If you roll a 1–5 on
a horizontal jump, you fall short of the distance.
• Untrained: High jump 1 foot, running long
jump 6 feet, standing long jump 3 feet.
• Competent: High jump 2 feet, running long
jump 12 feet, standing long jump 6 feet.
• Expert: High jump 3 feet, running long jump
16 feet, standing long jump 8 feet, reduce the
effective distance of a fall by 10 feet.
• Notable: High jump 5 feet, running long
jump 20 feet, standing long jump 10 feet.
• Olympic: High jump 8 feet, running long
jump 24 feet, standing long jump 12 feet.
• Superhuman: High jump 12 feet, running
long jump 30 feet, standing long jump 15 feet.

63
Swimming: When climbing, you usually move unless the queen has a reason to believe you
at 1/4 your normal speed. If you want to move at really might be a dragon, the GM can just decide
1/2 your normal speed, the task rating is 1 step that she doesn’t believe you.
higher than normal. If you want to move at your If the lie is pretty reasonable, such as “I was
normal speed, the task rating is 3 steps higher just robbed in that alley,” the task rating is 1 step
than normal. lower than normal.
If you are moving or supporting another If the lie is something a neutral or grumpy
swimmer (whether they’re a poor swimmer or stranger would probably think is a lie or an
unconscious), the task rating is 1 steps higher exaggeration, such as, “despite my thuggish
than normal for each swimmer you’re helping. accent and shabby clothes, I am actually an
Swimming Critical Failure: If you roll a 1–5 important person from a nearby city,” the task
on a swim roll, you spend 1 AP remaining in rating is 1 step higher than normal.
place, but can try again with the remainder of If the lie is particularly convoluted or strange,
your movement. such as “I know I look like the person on the
• Untrained: Remain on the surface of calm wanted poster, but I was cursed by a witch to look
water. this way so the actual criminal could escape and
• Competent: Move in calm water, remain on I’d take the fall for them,” the task rating is 2
the surface of rough water steps higher than normal.
• Expert: Move in rough water, remain on the • Untrained: The creature trusts you or has
surface in stormy water. no reason to think you’re lying.
• Notable: Move in stormy water, remain in • Competent: The creature is friendly enough
place against a strong current. to be reasonably trusting of what other people
• Olympic: Swim against a strong current as if say.
it didn’t exist, remain in place within a whirlpool. • Expert: The creature is indifferent or
• Superhuman: Swim through a whirlpool as unfriendly and isn’t inclined to listen or believe
if it didn’t exist. what other people have to say. Most busy
strangers in a town fit this category.
Bluff [PSY] • Notable: The creature is distrustful,
You use this skill to tell convincing lies, to make a generally hostile, or has a good reason to doubt
feint (misleading attack) in combat, or talk using you, such as a city guard who supposed to be
innuendo to pass a secret message. suspicious of people out after dark.
Lying: Lying gets a creature to believe what • Olympic: The creature is hostile to you in
you’re saying is true. particular and assumes you’re probably being
Telling a lie takes at least 1 round. untruthful, particularly if they’ve interacted with
If you pass the Bluff roll, the creature believes you before.
the lie… at least for a little while. • Superhuman: The creature knows you’re a
If you fail the Bluff roll, the task rating for talented liar, considers you a significant enemy, or
any other lies you tell them is 2 steps higher than has no reason to let you talk at all.
normal. Feinting (3 AP): A feint is a bluff you do
The key to using the Bluff skill to tell a lie is against an enemy to set up a better attack.
that you should have a good idea of the lie you To feint, try a Bluff check. The Difficulty
want the enemy to believe and how you’re telling Number is one of these, whichever is highest:
them that lie. The roll gives the GM guidelines for 10 + enemy’s martial bonus + enemy’s PSY
filling in the blanks about how well you present 10 + enemy’s spell bonus + enemy’s PSY
the lie, but shouldn’t be an excuse for you to 10 + enemy’s Sense modifier
avoid roleplaying talking to the enemy. For If the enemy isn’t a humanoid (like a dragon
example, if you’re trying to get past a gate guard, or gryphon), you get a –5 on your roll.
you should come up with a lie you want the guard If the enemy is only as intelligent as an animal,
to believe, instead of just saying, “I tell the guard you get a –10 penalty on your roll.
a convincing lie so they let me into the castle” and If you pass the Bluff check, the enemy is
expect a good roll to fill in the details. distracted against you for your next attack. If you
The GM is free to say that a lie is too don’t attack them by the end of your next turn,
implausible or ridiculous for the creature to they’re no longer distracted against you.
believe. For example, if you’re confronting the evil You can try a feint for 3 AP. (If you have the
queen, and you claim to be a dragon in disguise, Expert Feint cronk, you can make a feint for 2 AP.)

64
Send a Secret Message: To send a secret What you know as a player is usually very
message to someone using code words, innuendo, different than what your character knows. You
or subtle gestures (like a wink or air quotes), try a and the GM can use the Know skills to justify
Bluff roll. how your character knows something that you
Sending the secret message takes at least as don’t, or how your character can suddenly realize
long as saying it in a plain way. something that you know. This can be tricky and
Secret Message Critical Failure: If you you shouldn’t abuse this relationship; in far too
roll a 1–5 on a secret message roll, the listener many fantasy games, jerk players try to use their
misunderstands the message. real-world knowledge to invent gunpowder and
If someone is trying to listen in on your other modern inventions, ruining the campaign.
message, they can try an opposed Sense roll Don’t be that jerk.
against your Bluff roll to understand the secret The Know subskills are:
message. Sending a secret message takes twice as Know Dimension: You know about alternate
long as saying the message normally. worlds and dimensions, like Heaven, Hell, where
• Untrained: Show in an obvious way that you demons and elementals are from, where souls go
mean the opposite of what you’re saying, such as when they die, the fey realm, the shadow realm,
with a funny voice or sarcasm. worlds with alternative histories compared to your
• Competent: Use a commonly-known double world, and so on. This is pretty weird stuff.
entendre and be clear about which meaning Know Disguise: You know how to create
you’re using. effective disguises and how to recognize when
• Expert: A simple message about a sentence someone is wearing a disguise. This even makes
long. you better at spotting illusions that disguise a
• Notable: A complex message, up to about creature as someone or something else. Creating
five sentences. a disguise normally takes 1d3x10 minutes.
• Olympic: A large amount of subtext Know Geography: You know the lay of the
presented in only a few sentences, phrasing it in land, why the rain-shadow of a mountain is
an obscure way, or calling out individual words usually a desert, how seasons and climate affect
with some sort of spoken or written code (such the terrain, the kind of creatures that live in
as hiding your true message in every third word various terrain, and how to survive in the wild
of a speech, or spelling it out by putting dots (including fishing, hunting, picking wild berries,
underneath some letters). tracking, and finding drinkable water).
• Superhuman: A lengthy hidden message Know Healing: You know how bodies work,
keyed to the listener or to someone who has very how to keep them healthy, how to put them back
specialized knowledge about a rare subject, such together again, and how to treat diseases and
as naming four types of plants in an alchemical poisons. You probably know how to undo all of
context that actually indicate intense grief for the that stuff, too, but most healers don’t talk about
death of the listener’s mother. that.
Know History: You know the political and
Know [INT] social history of the world. More than just
You use this skill to know things. This can include memorizing dates and battles, you understand the
“book learning” and actual in-the-field experience reasons that drive settlements and countries into
on the topic. The Know skill covers many different conflict over ideology and resources, and see the
topics, each of which is called a “subskill.” patterns of how these conflicts occur again and
There is some overlap between the various again.
subskills; for example, someone who knows about Know Language: You know how to read,
the history of England or the religion of England speak, and understand another language. (You’re
could give you a good explanation about how assumed to be fluent in your native language.) You
conflicts over religion played an important part are probably able to identify someone’s homeland
in England’s history. If you are trained in both based on their accent. If you’re in a game world
subskills, you probably have unique insight about where languages are grouped into families (such
how they overlap (more so than someone who as how French, Italian, and Spanish are “romance
focused only on one side of the story), and the GM languages” derived from Latin), this may let you
should adjust a Know task’s difficulty according to communicate in other related languages, but at a
this, or give you more information when you pass less fluent level. For example, if you are an Expert
the Know roll. in Know Language (French), you can usually act

65
the land and learning what lives there, you
USING LANGUAGES IN THE GAME understand what lives there and learn about
From a gaming perspective, having multiple
where it lives. Over time, you can train a tamed
languages in a game world serves two purposes:
animal or tame a wild one.
One, it allows you to talk to your friends in
Know Religion: You know about beliefs,
a common language so that enemies can’t
faiths, religions, deities, and the symbols, rituals,
understand what you’re saying. Two, it allows
and magic associated with them. You know what
you to listen in on an enemy’s conversation in
things are blasphemies and which are permissible,
a different language without them knowing you
who is allied with or enemies of who, and what
can understand them (included in this category
role they play in various societies. You don’t have
is reading notes or old codes written in a lost
to belong to any of these faiths to understand it.
language, which is basically “listening in” on the
Know Settlement: You know about large
writer’s “secret” message).
and small settlements, why they are built near
Anything other than that is probably just
waterways and roads, the importance of trade,
making things cumbersome for the players
the necessity for sewers, and the avenues and
and the GM. Yes, it’s fun for a while to be the
prevalence of crime. You know what foods are
“stranger in a strange land” character who
popular, where to hear the best gossip, why the
doesn’t share a common language with some
local people think the way they do, and how they
people in the adventuring party, but it gets old
feel about foreigners. Some of this is learned,
for the other players who have to translate for
some of this is an intuitive grasp about how
you—either by repeating exactly what you say,
societies work.
paraphrasing what you say, or telling the GM
Know Underground: You know about
that from now on they automatically translate
caverns, subterranean waterways, why some rock
for you (at which point the language difference
is better for mining gold instead of diamonds,
doesn’t matter). If everyone playing thinks
what dangers lurk in the lightless world, and what
jumping through hoops to talk with the rest of
intelligent creatures call it home. This skill is sort
the party is fun, then go for it, but if it becomes
of like knowing the geography, magic, nature,
tedious, just hand-wave it and assume that
religion, and settlements of the underground
your character has learned enough of the local
world, all wrapped up into one subskill.
language to get by.
• Untrained: You only know basic information
like you are Competent in Italian or Spanish, about a topic, such as what a typical adult
but your knowledge of French wouldn’t help you uneducated peasant living in the world knows.
communicate with someone who only knows Examples are “this is the world of the living,
Mandarin or Swahili. and dead souls go somewhere else” (Know
Know Magic: You know abstract, weird stuff Dimension), “if we put on guard uniforms, we
about magic as well as useful things like common can pretend to be guards and sneak into the
magic words and how to operate unusual magic castle” (Know Disguise), “to the north is the
items. You know if teleportation is supposed to Cave of Death, to the south is the capital city”
make you sick to your stomach, can recognize the (Know Geography), “they’re bleeding to death,
presence of magic in the air, and know that the put pressure on the wound” (Know Healing),
wizard’s spell that shoots a ray of green energy is “nobody’s lived in that castle since my grandfather
something you don’t want to get hit by. This skill was a boy” (Know History), “I know how to say
is sort of like knowing a secret language, history, ‘hello’ and ‘goodbye’ in Dwarvish and Elvish”
and physics, all wrapped together. (Know Language), “they have a black cat and a
Know Nature: You know about ecologies, how cauldron, they’re probably a witch” (Know Magic),
predators and prey interact, and the difference “if we follow the north star and pick berries for
between animals, plants, and fungi. You can tell food, we’ll find our way home” (Know Nature),
if a creature is a “natural” one, if it has been “thou shalt not kill” (Know Religion), “you should
mutated or magically warped, or if it is so weird talk to the mayor or the head of the town guard
that it’s not part of the natural ecology (like about that” (Know Settlement), and “there are
something from another dimension or world). You pockets of bad air underground that’ll suffocate
can identify things that are safe to eat, unsafe you” (Know Underground).
to eat, how to follow tracks, and find drinkable • Competent: You know about as much
water. In some ways this skill is the flip side of as a reasonably-informed person with a typical
Know Geography, but instead of understanding education, such as a high school graduate or

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a noble’s child who has been given private
tutoring. You may not know many specific details REGIONAL KNOWLEDGE
or terminology, but you can follow along in a Depending on the campaign you’re playing in,
conversation and offer an informed opinion. some knowledge skills might be specialized
You can name several other dimensions by their based on parts of the world. For example, in
common names, do a passable impression of a fantasy Europe setting, you might know the
someone you’ve met, name various geographical history of France instead of all of Europe, and
features and what animals live there, know what you might know Christianity (or even specifically
CPR is (even if you’re not qualified to do it), describe Catholicism) instead of all religions. This makes
the national political trends of the last 20 years, it harder for a character to know a lot about
hold a basic conversation in another language, multiple topics, and weakens the Know skill
realize whether a trick is stage magic or actually somewhat, so in these campaigns, the GM
supernatural, identify some wild plants that are safe should give characters additional Know skill
to eat, quote multiple passages from one or more training, or allow a high Know training level to
religious texts, find the best and worst restaurants work at a lesser level for related knowledge.
in a city, and recognize basic cave hazards such as For example, someone who is Notable in Know
slimes and fungi. In terms of monsters, you know History (France) might count as Expert in Know
that trolls can be killed by acid and fire, vampires History for other nearby countries.
die from a stake to the heart, and other common • Notable: You are known for your knowledge
lore that adventurers would find useful. in this area, even by people outside the field.
• Expert: You’ve had significant experience, You might be sought out by those seeking this
study, or training in this particular area of knowledge, whether students, politicians, or
knowledge, equivalent to a graduate degree entertainers. Depending on how popular your
or several years in the field. You know stuff a opinions are, this may accord you fame or infamy.
dabbler doesn’t know, and you can quickly figure In terms of monsters, you can rate the relative
out if someone knows less than you about this strengths of various creatures, know secrets on
topic. This area of knowledge is probably either how to defeat them or survive their attacks, and
your chosen line of work or an obsessive hobby. could write a book about their biology and social
Most academics and medical professionals are habits.
at this level of knowledge. In a fantasy world, • Olympic: Your genius or dedication to this
you could easily work as a sage or scholar. In area of knowledge is remarkable enough that you
terms of monsters, you can describe the strengths are almost a legendary figure. You discover and
and weaknesses of creatures relating to your clarify concepts that revolutionize understanding,
specialized knowledge, and recognize when these or your work influences others to accomplish
monsters aren’t acting as they should. great feats. You are the Marie Curie, Albert
Einstein, Jane Goodall, Louis Pasteur, Margaret
Sanger, or Nikola Tesla of your field. In terms of
monsters, you know enough to justify memorizing
their stat blocks (but nobody likes a know-it-all).
• Superhuman: Your insight into this type of
knowledge is uncanny. You’re capable of founding
new areas of knowledge that experts didn’t even
realize existed. You know more than all the other
experts combined. There probably isn’t any
known information on this topic that you haven’t
learned. You probably have a hard time relating to
creatures with normal human intelligence because
they seem stupid compared to you.

Perform [PSY]
You use this skill to make an artistic performance,
such as singing, playing a musical instrument,
reciting a speech, acting in a play, or painting a
portrait. The Perform skill covers many different
topics, each of which is called a “subskill.”

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There is some overlap between the various middle- or high-school dance, music, or theater
subskills; for example, a skilled singer (Perform performance, a typical hobbyist performer in a
Sing) could give an emotional song performance, local theater company, a street corner busker,
just as could a skilled actor (Perform Act) who or the actors in a student film (see also Sean’s
has a weaker voice. If you are trained in both performance in Gamers: Dorkness Rising).
subskills, you probably bring extra nuance to • Expert: You’re good, enough to be
your performance, such as visually engaging the recognized in public as a “star.” You probably
audience as well as moving them with sound, and have fans of your work who make a point to
the GM should adjust a Perform task’s difficulty attend your performances at least once per year.
according to this, or give you a stronger effect Novice performers look up to you. Examples are
when you pass the Perform roll. a known character actor, home-grown diva, a
The Perform subskills are: favored bard or comedian, an evocative preacher,
Perform Act: This includes all performances or a clever satirist.
that rely on presenting the essence of a role or • Notable: You’re definitely a local celebrity (if
story with a combination of your facial expressions, you choose to be) and have recognition in more
body posture, and language, such as comedy, distant settlements. Veteran performs respect (or
drama, joke-telling, limericks, and pantomime. are jealous of) your work. The rich and powerful
It also includes performances that rely on the try to court you to perform at their events,
emotion of your spoken word, such as making participate in their creative projects, or train their
speeches, reciting poetry, and telling stories. protégées. Examples are actress Maude Adams,
Perform Dance: This includes the sort of Shakespearean actor Ned Alleyn, actor/dancer/
dancing you’d watch in a theater (such as ballet, singer (a triple threat!) Josephine Baker, or opera
modern, or jazz) and the sort of social dancing singer Enrico Caruso. In modern terms, you’d
you could participate in if you were watching it frequently be nominated for a fan-voted award, or
(such as at a party, wedding, or other celebration). headline a blockbuster movie or tour.
Perform Keyboard: This includes any musical • Olympic: You’re one of the most skilled
instrument that works by pressing keys, such as a performers of your generation, or have such
harpsichord, piano, or pipe organ. incredible appeal that people think you are a
Perform Percussion: This includes any musical great performer. Examples include Lon Chaney,
instrument that that is shaken struck to produce a Greta Garbo, Cary Grant, Audrey Hepburn,
sound, such as a bell, chime, drum, or gong. Meryl Streep, or Denzel Washington. In modern
Perform Sing: This includes all performances terms, if you haven’t won a major peer-voted
that rely on your singing (not spoken) voice, award, they’ll eventually give you a lifetime
whether a ballad, chant, chorus, melody, and achievement award.
whether or not you’re accompanied by music. • Superhuman: You’re often called the
Otherwise it is much like the Perform Act skill. greatest performer of all time. Your skills are
Perform String: This includes any musical legendary. You could out-fiddle the devil. You are
instrument that has strings you hit or strum to the lord of the dance. You see a little silhouetto
produce a sound, such as a banjo, dulcimer, of a man. Examples of this include Orpheus,
fiddle, guitar, harp, lute, or mandolin. and anyone whose performances are known for
Perform Wind: This includes any musical making fans faint, swoon, or thrash.
instrument that you blow on or across to produce
a sound, such as a didgeridoo, flute, horn, pan Persuade [PSY]
pipes, recorder, trumpet, tuba. You can convince creatures to agree with what
• Untrained: You have no training in this, you you say, whether you do this with etiquette,
have no talent for it, or you lack the dexterity and flattery, good manners, bribes, physical threats,
emotional skills to make it an artistic performance or verbal threats. How difficult this is depends on
rather than a rote exercise. Examples are shouting what method you use and how much the creature
the words to a song instead of singing, a drunk likes or dislikes you already—someone who is
trying to perform a ballet, or a novice musician hostile to you might ignore a compliment but still
practicing the same eight notes over and over. respond to a hint of violence.
• Competent: You have practiced enough If the creature can’t understand you, it may
or have enough natural talent that you meet be impossible to use the Persuade skill on them.
the technical requirements for a performance It’s usually hard to persuade someone with kind
and bring some emotion to it. Examples are any words in the middle of combat, but you might

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be able to intimidate them into surrendering or dangerous or illegal goods.
running away. • Olympic: The creature is hostile toward you
No matter how persuasive you are, there are in particular, over and above their general level of
limits to what you can convince someone to do; a hostility. This is the normal difficulty for getting
person won’t act against their own nature except a creature to do something that has a reasonable
for a great reward or at great risk. For example, chance of harming it or getting them into trouble
a good person can’t be convinced to murder an with the law. Examples of this include convincing
innocent child. an enemy with a personal grudge against you to
Persuade Critical Failure: If you roll a 1–5 call a cease-fire.
on a Persuade roll, you fail, and you’ve made a • Superhuman: The creature’s dislike of or
mistake that makes it harder for you to succeed. opposition to you is a fundamental part of its
Maybe you said an insult when you meant to say existence, history, or future plans. This is the
a complement, or you tripped when you were normal difficulty for someone who’d rather suffer
trying to look intimidating, or maybe you have harm than help or obey you in any way. Examples
spinach in your teeth. This increases the difficulty of this include talking a swordsman (who has
of persuading that creature by 1 category for sought you out for killing his father) to let you
all future actions (people have long memories, escape with your life, convincing your rebellious
especially if they’re insulted or embarrassed). child to turn to the power of the dark side, or
• Untrained: The creature is already inclined convincing an evil archaeologist to hand over the
to do what you say, whether because they feel Ark of the Covenant.
helpful, very afraid, or they’re required to do
what you say. This difficulty is also for when Sabotage [DEX]
what you’re asking requires them to do very little You can pick locks, damage or repair things so
and wouldn’t put them in danger or get them in they stop or start working, and otherwise meddle
trouble. Examples of this are a stranger pointing with objects in helpful and harmful ways.
out which way a fleeing person ran, or ignoring Using this skill on a simple object or device
that you’re doing something that’s suspicious but usually costs 3–5 Action Points. A tricky device
not obviously illegal. usually costs 5–20 Action Points. A difficult or
• Competent: The creature is reasonably extremely difficult device usually costs 10–40
friendly or agreeable, and wouldn’t mind doing Action Points.
what you say, or what you’re asking only requires it The Safe Passage Rule: If your training is two
to go a little out of its way. Examples are asking a or more categories above the difficulty of a trap,
stranger to hold your backpack while you tie your you usually can figure out a way for you and your
shoes, making room on the sidewalk when you’re friends to bypass it safely without disarming it (or
chasing someone, or convincing a corrupt guard to you can figure out how to rearm it after you’ve
step away from the door for a couple of minutes. gotten past it).
• Expert: The creature is indifferent to you or The Speedy Sabotage Rule: Opening a lock
requires a significant effort to get them to do what or disarming a trap in half as much time increases
you want. Examples are getting an impatient or the difficulty by one category.
self-centered person to let you step ahead of them The Winkler Rule: Trying to do something
in line, getting a local tough to pay for your drink stylish and cool like unlocking a lock by hitting
at a bar, or convincing a typical merchant to buy it with your elbow increases the difficulty by two
your obviously-stolen goods. categories, but only costs 3 Action Points.
• Notable: The creature is hostile toward If you fail the roll, you can retry it unless there
people in general or otherwise resistant to what is a chance of a critical failure.
you’re suggesting. This is the normal difficulty Sabotage Critical Failure: Some devices
for getting a creature to do something it wouldn’t might break if you roll a 1–5 on a Sabotage roll,
normally do, but doesn’t actually harm it and which means you can’t try again. For example,
isn’t likely to get it arrested if found out (or your lockpick might break off inside the lock. The
gives them a plausible lie they can tell to avoid description of the object usually says if a critical
repercussions). Examples of this include getting a failure is possible, and the GM can decide whether
restaurant host to let you use the private dining or not there is a chance of it (whether or not the
room reserved for fancy guests, convincing a description says it’s possible).
typical bandit to let you pass without robbing you, Using Sabotage assumes you’re being careful
or convincing a typical merchant to buy or sell instead of just using brute force. Anyone can

69
break a wagon wheel by hitting it a few times Sense [PSY]
with a warhammer, but anyone who sees it can You can notice things, whether it’s an
immediately tell it’s damaged; a careful cut with a approaching assassin, secret door, diamond in
saw or knife could make the wheel break the next the rough, counterfeit coin, or that someone is
time it goes over a pothole. Anyone can wreck lying to you. You can also figure out if someone
a trap by pouring acid on its mechanism, but is trying to pass a secret message without your
that might spring the trap or lock it in its active knowledge (see the Bluff skill).
(dangerous) configuration; a skilled person can Sometimes using Sense is a reactive thing (like
disarm the trap in its safe configuration and maybe a creature tries to sneak up on you and you get to
find a way to reactivate it at a distance once you’ve try a Sense roll), in which case it doesn’t cost you
passed it, leaving no sign that you were there or any Action Points. Otherwise it’s an active thing
that anyone touched the trap. and you have to spend Action points to study or
• Untrained: You don’t know what you’re search for something.
doing but you can see a clear way to manipulate Appraising an item costs 3 Action Points.
or interfere with the object. Whatever you do The Basic Search Rule: Carefully looking at
is probably easily reversible by someone more a 5 ft. cube (like checking the walls, floor, and
skilled than you. Examples of this are pulling an ceiling for traps and secret doors) costs 3 Action
obvious lever to unlock a portcullis, pushing a nail Points. You can use the Sense skill to look for and
into a lock to jam it, or hold a wheel together with follow tracks just like using the Know Nature skill,
a lot of rope or glue. but the task is 2 steps harder.
• Competent: You can manipulate or interfere If you’re using Sense to notice something, the
with a simple object with moving parts or one that difficulty increases by 1 step for every 50 feet
connects to other objects in a specific way (such as between you and it, by 1 step for every closed
a wagon wheel, door hinge pin, bicycle chain, or door between you and it, and by 2 steps for every
windmill). Someone with as much skill as you could 1-foot-thick wall between you and it. Obviously,
fix the problem with a little work. Examples of this some things are so big or small that the distance
are jamming a lock so it takes several minutes to doesn’t matter; you can see a mountain even
fix, removing the pin that holds a wagon wheel though it’s a mile away, and you can’t see the
on its axle, or jamming a pit trap mechanism so it germs on your skin even if your hand is right in
stays closed and still supports weight. front of your face (of course, the GM shouldn’t
• Expert: You can manipulate tricky objects, have you try rolls to notice those things anyway).
or rig simple ones to fail after a certain amount of The Alarm Clock Rule: If you’re asleep,
time or use. Examples of this are carefully cutting the difficulty to feel, hear, or smell something
a rope so it looks safe but slowly unravels once a increases by 2 steps. If you pass the roll, it wakes
person starts climbing it, or sabotaging a wagon you up. (Normally you can’t be woken up by
wheel so it falls off after a few hundred feet. A something visual, but a sudden change in light
simple mechanical device like a crossbow, catapult, might let you try a roll.)
block-and tackle, or gear train fits this category. • Untrained: You’re not particularly
• Notable: You can manipulate difficult observant. You’re not oblivious, you’re just not
objects, such as opening a typical lock or particularly good at noticing things. Examples
disabling a typical trap (these “typical” devices of untrained Sense checks are hearing people
are meant to keep out 99% of the people because fighting from 100 feet away, smelling smoke,
they don’t have any training for it, but aren’t listening in on a conversation at the next table
intended to keep out skilled people such as over, or realizing your food is spoiled.
yourself). A complex mechanical device (one that • Competent: You’ve made a point to be
uses or consists of multiple simple mechanical cautious and aware of what’s going on around
devices) fits this category. you, about as much a typical city guard or novice
• Olympic: You can manipulate extremely adventurer. Examples of this are a person walking
difficult objects, such as a pin tumbler lock. normally (not sneaking) or a clumsy person trying
• Superhuman: Your can manipulate to sneak.
impossibly difficult objects (such as a disc tumbler • Expert: You’re good at noticing important
lock), or difficult objects without using a necessary details, as much as a professional sentry, crime
sense (such as picking a typical lock with your scene investigator, or document forger. Examples
eyes closed, or cracking a combination lock using of this are noticing a somewhat sneaky creature
touch instead of hearing). (such as a housecat, typical burglar, or quiet

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zombie), listening in on a whispered conversation Sneak [DEX]
the next table over, or finding a typical concealed You can hide or move without anyone noticing
door while searching. you. This skill is used for moving silently and for
• Notable: You’re able to pick out details hiding, but you don’t have to roll twice—each
that a normal person would overlook or ignore, Sneak roll takes care of both.
as much as a well-trained painter, detective, or When you use Sneak, you gain the sneaking
diagnostician. Examples of this are noticing a very condition, which means you can only move at
sneaky creature (such as a ninja or a vampire), half speed. If you want to move at normal speed
hearing a key being turned in a lock, finding a while sneaking, your Sneak training counts as one
typical secret door or typical trap, appraising category lower. If you want to run while sneaking,
a common item, placing a person’s accent to a your Sneak training counts as two categories lower.
specific part of a large city, or getting a hunch (a When sneaking, most of the time you’re
“gut feeling”) about a situation or a person (such as worried about whether an enemy has a chance
if something feels suspicious or if someone seems of seeing you. If an enemy could look in your
trustworthy). If you fail an appraise roll by less direction (even if they aren’t looking in your
than 5, you’re still able to estimate it within about direction right now) and possibly see you, they
25% of its value. Spotting the best item in a typical have line of sight to you.
treasure chest fits into this category (this costs 5 When trying to sneak, you have to rely one or
Action Points). more of the following things to prevent an enemy
• Olympic: You almost have a “sixth sense” from seeing you:
about noticing things at just the right time. Concealment: Concealment is something that
You recognize important details that a trained makes it harder for an enemy to see you, but isn’t
observer would misidentify, gloss over, or consider actually a physical barrier that would block an
irrelevant. Examples of this are finding a well-built attack. Fog, dim light, smoke, tall grass, darkness,
secret door, hearing a bow being drawn, hearing and invisibility are some of the things that can
a creature burrowing underground, noticing that give you concealment. There’s more information
someone is acting differently because they’re on concealment in the Advanced Combat Chapter.
under a charm spell, or any sort of crime that Cover: Cover is any physical object—like a
would need Moriarty to plan or Sherlock Holmes table, door, tree, or ruined wall—that you can use
to solve. to block line of sight from an enemy. There’s more
• Superhuman: You’re able to see difficult information on concealment in the Advanced
clues with a casual glance that others would Combat chapter.
need a minute with a magnifying glass to notice. Inattention: Inattention is taking advantage
Examples of this are identifying twins just by their of someone looking in the wrong direction.
voices, hearing an impossibly sneaky creature The game normally doesn’t keep track of what
(such as a ghost), or spotting a well-concealed direction anyone is facing, and even a guard looks
trap. Quickly spotting the best item in a large left and right instead of always straight ahead.
treasure hoard fits into this category (this costs 5 The GM might decide that an unusual enemy is
Action Points). always looking in the same direction (like a robot

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that never moves unless it sees an intruder), and
against those enemies you can’t use inattention to
NOTICING INATTENTION
If you want to use inattention against an enemy,
sneak, but normally inattention works just fine.
you usually only have to observe them for a
If you don’t have concealment, cover, or
round or two so you can figure out the timing.
inattention against an enemy, then you can’t try a
For example, if you watch a guard for a little
Sneak roll at all.
bit, you can see that they look in the other
If you have concealment, cover, or inattention
direction about every 10 seconds, and that gives
against an enemy, you can try to sneak—try a roll
you an idea of when you should try to sneak by.
with your Sneak skill using their Sense rating as
Depending on how observant the enemy is, your
the difficulty.
opportunity might only happen once every few
If you win the Sneak roll, the enemy doesn’t
rounds, once every few minutes, or longer.
notice you’re there, and they count as distracted
If you think the enemy is trying to trick you
against you. If you fail the Sneak roll, the enemy
into thinking they’re not paying attention, you
notices you (and if they’re hostile, you’ll probably
can try a Sense roll against by their Bluff skill. If
need to roll initiative to start combat).
you win, you know if they’re just faking it.
If you’re trying to sneak past multiple enemies
at once, the GM sorts them into categories based distracted for the second attack.
on their Sense skill, and you only have to try one Armored Sneaking Rule: Wearing mail or
roll for each group of enemies in that category. plate armor makes it harder for you to sneak. If
For example, if you’re Expert in Sneak and you’re you’re wearing mail armor, your Sneak training
trying to sneak past three guards (Competent in counts as one category worse. If you’re wearing
Sneak) and two guard dogs (Expert in Sneak), you plate armor, your Sneak training counts as two
only have to roll once for all the dogs and once categories worse.
for all the guards (or the GM might let you skip • Untrained: You’re not particularly stealthy.
the roll against the guards because your training You’re not clumsy or prone to trip over pots and
is one category better than them). This means it’s pans, you’re just not particularly good at sneaking
possible that you’re successfully sneaking against and probably don’t have any idea how much
some enemies in a group and not others. noise you normally make when you’re walking. A
In general, passing a Sneak roll means you can person who is Competent at Sense can’t help but
sneak for your entire turn. You can stop sneaking notice you as you move around.
any time you want, but if you want to start • Competent: You’ve made a point to be
sneaking again you have to try another roll. For careful where you step and take motions to
example, Thyrizi can move at normal speed behind minimize the noise you make and drawing
a castle wall, use the Sneak skill (at half speed) to attention to yourself. You’re generally able to
sneak past a balcony that has a guard, then turn sneak past a regular person, but someone with
the corner to where the guard can’t see and keep any training (like a guard) might notice you.
moving at normal speed without sneaking. Examples of this are a typical burglar or a cat.
Once you attack an enemy or draw attention • Expert: You’re really good at not being
to yourself, you aren’t sneaking any more (this noticed, and only well-trained creatures (such
is usually called breaking stealth). If you want as watchdogs and professional sentries) have a
to use Sneak against an enemy who has noticed reasonable chance of detecting you. Examples of
you, you have to have concealment, cover, or this are ninjas and vampires.
inattention (this might mean you have to move to a • Notable: You have an excellent sense
new location to qualify). If you have concealment, for knowing how to minimize your noise and
cover, or inattention, you can try a new Sneak roll, presence when around others, and can sneak
but their Sense counts as two categories harder through things that normal people would consider
because they know where to look. impossible. Examples are walking ss a creaky
If you ended your sneaking by attacking an wooden floor, across firm ground covered in dry
enemy, you still get the benefits of sneaking on leaves, or through a crowd.
your first attack against that enemy. For example, • Olympic: You’re among the best of the
you could sneak up to an enemy so they’re best. If the snow is hard enough, you can walk
distracted and attack them while they’re distracted, without leaving tracks. People say you’re able to
and they’d count as distracted for that first attack— hide in your own shadow, or stroll across a floor
but if you had a second attack that round, you’re covered in bells. Examples of this are ghosts,
not sneaking any more, so you don’t count them as grasshoppers, and zen masters.

72
• Superhuman: You barely need to touch the • Competent: 10 Have your combat-trained
ground at all when you’re sneaking. You can walk horse attack on your turn and still be able to
across water and barely leave a ripple, stand on make your own attacks (normally making your
a thin branch without it bending, or hide in plain combat-trained horse attack costs you 3 Action
sight, and only the most eagle-eyed or fox-eared Points). Walk on a ledge that’s 2–6 inches wide at
creature might notice you. Even when wearing half speed without falling. Walk at half speed on
plate armor, you are more quiet than a ninja. a slippery surface without falling. Do a series of
cartwheels from a walking or running start. Do a
Tumble [DEX] handspring or somersault from a standing start, or
You use this skill for physical efforts that have a series of them from a walking or running start.
more to do with agility than strength, such as Walk on your hands at half speed. Do a loop on
balancing, controlling a horse, balancing, doing a horizontal or vertical bar. Do a leg swing or
flips, rolling, contortions, and other gymnastics scissor on a pommel horse. Swing on a rope and
that rely mostly on agility and flexibility, as well land where you want to, on your feet, with style.
as similar agile challenges associated with figure • Expert: 15 Use your horse as cover by
skating and stunt skiing. dropping to one side (you can do this when it’s
Many of the examples in this skill description not your turn, but to get upright again costs 2
assume you’re riding a horse, but they apply AP on your turn). Land safely and on your feet
no matter what kind of creature you’re riding— after falling off of or being knocked off of your
dragon, giant sandworm, pony, and so on. The horse. Get your horse to jump over an obstacle
GM might decide that some creatures are easier (the horse uses its or your Athletics training,
or harder to ride and treat your Tumble skill as whichever is worse, to see how well it can jump).
one category higher or lower for riding them. Walk on a ledge that’s less than 2 inches wide at
Armored Tumbling Rule: Wearing mail or half speed without falling. Walk at normal speed
plate armor makes it harder for you to tumble. If on a slippery surface without falling. Reduce the
you’re wearing mail, your Tumble training counts as effective distance of a fall by 10 feet. Do a series
one category worse. If you’re wearing plate, your of handsprings or somersaults from a standing
Tumble training counts as two categories worse. start. Do a turning handstand on a horizontal
Ledge Movement Rule: Walking on a ledge bar. Do multiple leg swings or scissors on a
at normal speed counts your Tumble skill as one pommel horse. Do a circle, flair, Kehrswing, or
category lower. Running on a ledge treats your wendeswing on a pommel horse.
Tumble skill as two categories lower. • Notable: Keep a horse that isn’t combat
The examples in this skill description assume trained from panicking during combat (if you fail,
a smooth, level surface like a floor, dirt road, or you can’t do anything else on your turn except
flat patch of ground. Mud, a rough surface like keep the horse from running away). Mount or
gravel, a slippery surface like grease, or a slope dismount your horse for 0 Action Points (normally
might count your Tumble training as one or two this costs 2 Action Points). Do multiple circles,
categories less. Tumbling (cartwheels and so on) flairs, Kehrswings, or wendeswings on a pommel
assumes you have a safe path about 3 feet wide; horse.
a path 1 foot wide or less counts your Tumble • Olympic: Reduce the effective distance of
skill as one category less, or two categories less a fall by 20 feet. Perform multiple gymnastic or
if it’s 2 inches wide or less. Using a trampoline tumbling maneuvers in unusual combinations
or springboard might make your Tumble training with a standing, walking, or running start, or on a
count as one category more. narrow surface like plank or a rope.
• Untrained: 0–5 Guide a horse with your • Superhuman: Reduce the effective distance
knees so you can use both hands for something of a fall by 40 feet. Perform a flawless Olympic-
other than steering. Stay mounted when your level gymnastics, skating, or stunt skiing routine.
horse rears or when something might knock you Invent and perform new tumbling maneuvers
off your horse (like being hit with an attack). Walk that are impossible for normal people, such as a
on a ledge that’s 1–3 feet wide at normal speed standing double somersault.
without falling. Walk on a ledge that’s 7–11 inches
wide at half speed without falling. Do a handstand
or cartwheel from a standing start. Swing on a
rope and land in the general area you’re aiming
for, hopefully on your feet.

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CRONKS
This section is a description of cronks—heroic feats reroll your miss chance percentile roll once to
that usually have something to do with combat. see if you actually hit your enemy.
This cronk allows you to perform many kinds
Bashing Shield (cronk) [attack] of impressive tricks when you can’t see, such as
When using a shield, you may attack with your catching things in midair when blindfolded, hitting
weapon and your shield as if you had the Two- targets that are behind you, or navigating an
Weapon Fighting cronk. obstacle course in the dark.
Boost: For the next 1 minute, when attacking Boost: Reroll your concealment miss chance
with your shield, you do not lose your shield’s again (this is a rechargeable boost).
Defense bonus this turn.
Boost: For the next 1 minute, ignore the Blinding Critical (cronk) [attack, critical]
attack penalty for fighting with two weapons. When you crit an enemy with a weapon attack,
Boost: For the next 1 minute, your off-hand you partially blind them for 1d4 rounds. Everyone
weapon does full damage instead of half damage. automatically gets to use the Concealment Rule
Boost: Add 2x the main weapon or off-hand (see the Advanced Combat chapter) against that
weapon’s crit damage to your damage roll with partially blinded enemy.
this attack. Each round on its turn, the enemy can spend
2 Action Points to try a Fort resist roll (DN = 10 +
Bleeding Critical (cronk) [attack, critical] 1/2 your level + either your STR, DEX, or PSY) to
When you crit an enemy with a weapon attack, end the partial blindness.
the wound bleeds a lot. At the start of the enemy’s Because you’re good at aiming for an enemy’s
turn, they take Health damage equal to 1/2 your eyes, you get a +5 on Bluff rolls to feint (you don’t
level. Anything that gives the enemy Health (like get this bonus against an enemy that is already
a healing spell or using the Diehard feat’s boost) blind or doesn’t use vision).
automatically ends the bleeding, otherwise see the This cronk has the “critical” keyword. You can
Know Healing skill for more information. only add one cronk like this to an enemy for each
This cronk has the “critical” keyword. You can crit (so if you have two critical cronks prepared,
only add one cronk like this to an enemy for each each time you crit you have to choose which one
crit (so if you have two critical cronks prepared, to add to your enemy).
each time you crit you have to choose which one At levels 5 and 10, the partial blindness lasts
to add to your enemy). 1d4 additional rounds.
Boost: Add +5 to the bleed damage for this At level 15, instead of partially blinding the
critical hit. enemy, you blind them for the next 1 minute
Boost: Add +5 to the Difficulty Number of any (unless ended early by the enemy’s resist roll).
rolls to end the bleeding. Healing the enemy only
ends the bleed if it gives more Health than the
Rechargeable Boosts
amount of the bleed damage.
There are some abilities that cost a boost to
Boost: If you hit, this attack makes the enemy
activate, but if you do it right, you get the boost
bleed as if you had critted them.
back. These are called rechargeable boosts, and
Boost: For the next 1 minute, the enemy
there’s a special rule for them.
doesn’t realize they’re bleeding. (It can be brought
Rechargeable Boost Rule: If an ability has
to their attention, but they don’t automatically
a rechargeable boost instead of a regular boost,
realize it on their own.)
and you succeed at the boosted effect, unspend
the boost you spent to activate that boosted
Blind-Fight (cronk) [attack]
effect (as if you hadn’t spent the boost at all,
Add +5 to your attack rolls against enemies with
but you still get the boosted effect). Because a
concealment, cover, or that are invisible (see the
rechargeable boost is like you didn’t spend a
Advanced Combat chapter for more information
boost at all, it doesn’t count toward the limit of
on concealment, cover, and invisibility). If you
spending 1 boost per round.
miss with an attack because of concealment,

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At level 20, the blindness is permanent (unless At level 20, the deafness is permanent (unless
ended early by the enemy’s resist roll). ended early by the enemy’s resist roll).
Boost: Add +5 to your level when figuring out Boost: Add +5 to your level when figuring out
what happens to the enemy with this crit. what happens to the enemy with this crit.
Boost: Add +5 to the Difficulty Number of the Boost: Add +5 to the Difficulty Number of the
Fort resist roll. Fort resist roll to end the deafness.
Boost: If you hit, this attack makes the enemy Boost: If you hit, this attack makes the enemy
blinded as if you had critted them. deafened as if you had critted them.

Cleave (cronk) [attack] Defending Shield (cronk) [defense]


Say you are using this cronk, take a –2 penalty When wearing a shield, increase your Defense
to your Defense until your next turn, then try by +2.
a melee attack. If you hit, you get a free melee At level 10, when wearing a shield you
attack with that weapon against another enemy. increase your Defense by an additional +2.
At level 10, if that free melee attack hits, you Boost: Add your shield’s Defense bonus
get another free melee attack with that weapon (including the bonus from this feat) to an adjacent
against a different enemy. friend’s Defense until your next turn.
Boost: Add +5 to your melee attack roll when Boost: For the next 1 minute, add +5 to
using Cleave. If you hit, you also add this to the your Defense against one attack per round. You
free melee attack with that weapon. can use this boost on an attack that just hit you
Boost: For the next 1 minute, ignore the –2 (before damage is rolled), and if the attack roll
penalty to Defense for using Cleave. wouldn’t hit your improved Defense, the attack
Boost: Add your weapon’s crit damage to misses you instead.
every damage roll you make with that weapon
this round. Devastating Charge (cronk, stunt) [attack]
When you charge (see the Advanced Combat
Deadly Aim (cronk) [attack] chapter), or when your mount charges, add +5 to
Say you are using this conk, take a –5 penalty your melee weapon damage.
on your ranged attack roll, then make a ranged Boost: Add another +5 to your melee weapon
attack. If you hit, add +5 to your damage roll for damage when you charge.
this attack. Boost: You do not take the normal –5 to your
At level 10, you can instead take a –10 Defense when making this charge.
penalty on your ranged attack roll and add +10 to Boost: Try a Persuade roll against any
your damage roll for this attack. adjacent enemy to intimidate them into retreating.
Boost: For the next 1 minute, ignore the –5 You get +5 on this roll.
attack penalty for using Deadly Aim.
Boost: Add +5 to your damage roll for this
attack.
Boost: Add 2x the weapon’s crit damage to
your damage roll with this attack.

Deafening Critical (cronk) [attack, critical]


When you crit an enemy with a weapon attack,
you deafen them for 1 round.
This cronk has the “critical” keyword. You can
only add one cronk like this to an enemy for each
crit (so if you have two critical cronks prepared,
each time you crit you have to choose which one
to add to your enemy).
At levels 5 and 10, add +1 round to the
deafness duration. The enemy can try a Fort resist
roll (DN = 10 + 1/2 your level + either your STR,
DEX, or PSY) to end the deafness after 1 round.
At level 15, the deafness lasts 1 minute (unless
ended early by the enemy’s resist roll).

75
Boost: If your attack is a push or trip (see the When you damage a creature with a melee
Advanced Combat chapter), add +5 to the attack roll. or ranged weapon (manufactured or natural
Boost: For the next 1 minute, you can charge weapons, but not spells), add 1 damage of this
through other creatures (as if they were friends) energy type to your weapon damage.
and difficult terrain. If you prepare this cronk more than once,
you can add the energy damage from both
Distracting Fear (cronk, stunt) [attack] cronks to your attacks (you don’t have to choose
If your enemy has a fear effect on them, they are one or the other).
distracted against you. At level 5, 10, 15, 20, and 25, increase this
Boost: If you hit with a melee attack against energy damage by 1.
an enemy with a fear effect on them, they are Boost: Add 5 energy damage of this type to
distracted against all of your friends until the start one attack. (At level 5, 10, 15, 20, and 25, add
of your next turn. an additional 5 energy damage when you use this
boost.)
Dodge Arrows (cronk) [defense]
Add +5 to your Defense against projectile Expert Charge Attack (cronk) [attack]
weapons, thrown weapons, and ray spells. When you charge (see Charge in the Advanced
At level 5, once per round, you can choose to Combat chapter), you can keep moving after you
catch any weapon (but not a ray spell) that misses attack. You can charge through other creatures
you because of the Defense bonus from this cronk and difficult terrain.
(this does not cost a boost). You have to have one Boost: Your movement after the attack doesn’t
hand free to catch the weapon. have to be in a straight line.
Boost: Add +10 to your Defense against one Boost: Add +10 to your charge attack roll.
projectile or thrown weapon attack; you can use this Boost: Add +10 to your melee weapon
boost on an attack that just hit you (before damage damage when you charge.
is rolled), and if the attack roll wouldn’t hit your Boost: You do not take the normal –5 to your
improved Defense, the attack misses you instead. Defense when making this charge.
Boost: For the next 1 minute, add your Dodge Boost: Try a Persuade roll against any
Arrows bonus to one adjacent friend’s Defense adjacent enemy to intimidate them into retreating.
against projectile weapons, thrown weapons, and You get +5 on this roll.
ray spells. Boost: If your attack is a push or trip (see
Boost: Catch a weapon or ray spell that misses Advanced Combat), add +5 to the attack roll.
you because you have this cronk. This doesn’t
count toward the limit of spending 1 boost per Expert Defense (cronk) [defense]
round. (A caught ray spell vanishes harmlessly.) Say you are using this cronk, take a –5 penalty
Boost: At level 10, if you catch a weapon on all your melee attack rolls until your next turn,
or ray spell that misses you because of the
Defense bonus from this cronk, for 0 AP you can
immediately throw it at an enemy as a ranged
attack. Note that in many cases you might just be
deflecting the attack at someone else instead of
literally catching and throwing it.
Boost: For the next 1 minute, if you catch a
weapon with this cronk, you can automatically put
that weapon away (tuck a dagger into your belt,
put an arrow in your quiver, and so on).

Energized Weapons (cronk) [attack]


When you prepare this cronk, choose one energy
type (cold, electricity, or fire). You can cover any
weapon you’re wielding with this energy. The
energy shines light like a torch, and you can use
it like you would any source of cold, electricity, or
fire (chilling a drink, zap someone with static, or
set something on fire).

76
and add +5 to your Defense until your next turn. the damage roll for this attack.
At level 10, you can instead take a –10 Boost: If you push your enemy, you don’t have
penalty on all your melee attack rolls until your to move them in a straight line (you can push
next turn and add +10 to your Defense until your them around corners).
next turn. Boost: If you push your enemy, when you
Boost: When using this feat, ignore its stop moving them, you get to try a free trip
penalty to your attack rolls and add another +2 against them using the attack roll you rolled for
to your Defense until your next turn. (At level 10, your push.
add another +2 to your Defense when you use
this boost.) Expert Trip (cronk) [attack, movement]
Boost: For the next 1 minute, add +5 to When attacking with a weapon that has the trip
your Defense against one attack per round. You ability, it’s a rechargeable boost for you to use
can use this boost on an attack that just hit you that ability.
(before damage is rolled), and if the attack roll Boost: If you trip your enemy, you also roll
wouldn’t hit your improved Defense, the attack damage against them with the weapon you used
misses you instead. to trip them. Add your weapon’s crit damage to
the damage roll for this attack.
Expert Disarm (cronk) [attack] Boost: If you trip your enemy, instead of
When attacking with a weapon that has the them falling down in their square, you can make
disarm ability, it’s a rechargeable boost for you to them land 1 square away, either clockwise or
use that ability. counterclockwise from where they are compared
Boost: If you disarm your enemy, you also roll to you.
damage against them with the weapon you used Boost: If you trip your enemy, you get to try a
to disarm them. Add your weapon’s crit damage free disarm against them using the attack roll you
to the damage roll for this attack. rolled for your trip.
Boost: If you disarm your enemy, the
disarmed weapon lands 1d3x5 feet away in a This cronk is known among adventurers and
random direction. (At level 10, you can double bounty hunters as Tierrini’s Taunting Trip.
this distance when you use this boost.) Its namesake, Tierrini Corvus, is a friendly
Boost: At level 10, if you disarm your enemy, young woman with a broad smile, a welcoming
and grab their weapon away from them instead manner, and a wicked-looking scythe that
of letting it fall, and it is a weapon you can wield she says is a remembrance of her upbringing
in one hand, you immediately hit them with that by humble farming folk. She chose to leave
weapon and deal half damage, as if you had the her tiny village and see the great wide world,
Two-Weapon Fighting cronk). hunting and capturing criminals and other
undesirables for a price. She has a reputation
Expert Feint (cronk, stunt) [attack] of always bringing back her prey alive,
When you try a feint (see “Feint” in the Advanced capturing them “with a quip and a trip.”
Combat chapter), it only costs you 2 AP instead of
3 AP. Far Shot (cronk) [attack]
Boost: For the next 1 minute, you can try one When using a ranged weapon to attack an enemy,
feint each round without spending any AP. treat the enemy as one Range closer. (This has no
Boost: For the next 1 minute, you get a +5 on effect if the enemy isn’t at least one Range away.)
your feint roll. Boost: Choose an adjacent friend to gain the
Boost: If you pass the feint roll, your enemy benefit of this cronk for 1 round.
is distracted against all of your friends (instead of Boost: Add 2x to the ranged weapon’s crit
just you). damage to your damage roll with this attack.

Expert Push (cronk) [attack, movement] Favored Enemy (cronk, stunt) [attack]
When attacking with a weapon that has the push Choose one kind of creature, like “dragon” or
ability, it’s a rechargeable boost for you to use “human” or “mummy” or “orc.” Add +2 on Bluff,
that ability. Know, Persuade, Sense, attack, and damage rolls
Boost: If you push your enemy, you also roll against this kind of creature.
damage against them with the weapon you used At level 10, add an additional +2 to these rolls
to push them. Add your weapon’s crit damage to against your favored enemy.

77
Boost: Your attack that just hit and was a
critical threat is a crit.
Boost: For the next 1 minute, add your
weapon’s critical damage to all of its crits.

Improved Initiative (cronk) [movement]


Add +5 to your initiative rolls.
Boost: When initiative is rolled, add an
additional +5 to your initiative roll for this
combat. This doesn’t count toward the limit of
spending 1 boost per round.
Boost: In this combat, you are not distracted,
even if you haven’t had a turn yet.

Master Disarm (cronk) [attack]


Choose one of the boost abilities of Expert
Disarm. When you disarm an enemy, you may use
that boost ability without spending a boost.
You can choose this cronk multiple times;
each time you choose it, select a different boost
ability from Expert Disarm.

Master Push (cronk) [attack, movement]


Choose one of the boost abilities of Expert Push.
When you push an enemy, you may use that boost
ability without spending a boost.
You can choose this feat multiple times; You can choose this cronk multiple times;
each time you choose it, select a different kind each time you choose it, select a different boost
of creature. You have to prepare each feat ability from Expert Push.
separately if you want to use more than one.
Boost: For the next 1 minute, when attacking Master Trip (cronk) [attack, movement]

your favored enemy, add an additional +5 to your Choose one of the boost abilities of Expert Trip.
attack roll for this attack. When you trip an enemy, you may use that boost
Boost: For the next 1 minute, when attacking ability without spending a boost.
your favored enemy, add an additional +5 to your You can choose this cronk multiple times;
damage roll for this attack. each time you choose it, select a different boost
Boost: Use your bonus from this feat against ability from Expert Trip.
a similar kind of creature for the rest of the day.
The GM decides whether a creature is “similar” Mounted Archery (cronk, mounted, stunt)

or not, and lets you know before you have to When using the Long Mounted Shot Rule (see
spend the cronk. Frex, if you have Favored Enemy Mounted Combat in the Advanced Combat
(dragon) and you’re fighting a dinosaur, the GM chapter), add +5 to your ranged attack roll.
can decide if dinosaurs are similar enough to Boost: For the next 1 minute, add another +5
dragons to let you spend a boost to use this feat to your ranged attack roll while using the Long
against dinosaurs as well. Mounted Shot Rule.

Frequent Critical (cronk) [attack] Mounted Combat (cronk, stunt)

For all weapons you wield, increase their critical Once per round when an enemy hits your mount,
threat range by 1 (so 20+ becomes 19+, 19+ you can try a Tumble roll opposed by the enemy’s
becomes 18+, and so on). attack roll. If you pass, the attack actually misses.
You can choose this feat multiple times; each Instead of helping your mount dodge an
time you take it, increase your critical threat attack, you can redirect an attack against you to
range by another 1. your mount. Once per round when an enemy hits
Boost: Your attack that just hit is a critical you, you can try a Tumble roll opposed by the
threat. enemy’s attack roll. If you pass, the attack actually

78
hits your mount instead of you. At level 10, for this attack, you can instead
You treat your Athletics and Tumble skills take a –10 penalty on your melee attack roll and
as one category higher when performing riding add +10 to your damage roll.
tricks (such as standing on your saddle, doing Boost: For the next 1 minute, add +5 to your
handstands from the saddle, mounting or attack roll when using Power Attack.
dismountig a moving horse, or hanging by your Boost: Add 2x the weapon’s crit damage to
stirrups to grab something from the ground). your damage roll with this attack.
Boost: For the next 1 minute, add +5 to your
Tumble rolls to turn a hit to your mount into a miss. Powerful Critical (cronk) [attack]
Boost: For the next 1 minute, add +5 to your Add +5 damage to your crits.
Tumble rolls to turn a hit to you into a hit against Boost: For the next 1 minute, add your
your mount. weapon’s critical damage to all your crits.
Boost: You can try the Tumble roll even if Boost: Add 2x your weapon’s crit damage to
you’ve already used it this round. your damage roll with this attack.

Phalanx Formation (cronk) [defense] Precise Shot (cronk) [attack]


When wearing a shield and adjacent to a friend Enemies can’t use the Soft Cover Rule against
wearing a shield, increase your Defense by +5 you when you’re trying to hit them with a ranged
and add +5 to your Fort and Ref resist rolls attack (see the Advanced Combat chapter).
against attacks that affect an area (such as a At level 5, enemies can’t use the Half Cover
Fireball spell). Rule against you when you’re trying to hit them
Boost: Add your shield’s Defense bonus with a ranged attack.
(including the +5 bonus from this feat) to an At level 15, enemies can’t use the Cover Rule
adjacent friend’s Defense until your next turn. against you when you’re trying to hit them with a
(You still get to use your shield’s Defense bonus ranged attack.
on yourself.) At level 20, enemies can’t use the
Boost: For the next 1 minute, once per round Concealment Rule against you when you’re trying
add +5 to your Defense against one attack (you to hit them with a ranged attack.
can instead use this additional bonus against a Boost: If you miss an enemy with a ranged
Fort or Ref resist rolls against attacks that affect attack because of any kind of cover or concealment,
an area). You can use this boost on an attack that
just hit you (before damage is rolled), and if the
attack roll wouldn’t hit your improved Defense,
the attack misses you instead. You can use this
boost on an area attack that you failed your resist
roll agaunst, and if the +5 means you would have
passed the roll, you pass the roll.

Point Blank Shot (cronk) [attack]


You don’t have a penalty for using a ranged attack
against an enemy within melee distance of you.
An enemy within point blank range can’t use the
Soft Cover Rule against you when you’re trying to
hit them with a ranged attack (see the Advanced
Combat chapter).
Boost: If you miss with a ranged attack
against an enemy that is within point blank range,
reroll your attack roll and add a +5 bonus to it.
Boost: Treat an enemy within one Range as if
it were within point blank range.

Power Attack (cronk) [attack]


Say you are using this cronk, then take a –5
penalty on your melee attack roll. If you hit, add
+5 to your damage roll.

79
reroll your attack roll and add +5 to it. you get another free ranged attack against a
different enemy.
Rapid Shot (cronk) [attack] Boost: Add +5 to your ranged attack roll when
You may make two ranged attacks on your turn, attempting a rebound throw. If you hit, you also add
either simultaneously or one right after the other. this to the free ranged attack with that weapon.
If you want to attack the same enemy with Boost: Add your weapon’s crit damage to
both attacks, make one attack roll with a –5 every damage roll you make with that weapon
penalty. If you hit, the first attack does normal this round.
damage and the second shot does half damage. Boost: For the next 1 minute, the thrown
If you want to attack two different enemies weapon rebounds to you whether you hit or miss
with these attacks, make a separate attack roll (your enemy may have abilities that prevent the
for each weapon, with a –2 penalty to each. The weapon from returning to you, such as sticky
second attack only does half damage. skin). This doesn’t count toward the limit of
Boost: For the next 1 minute, ignore the spending 1 boost per round.
attack roll penalties from this cronk.
Boost: For the next 1 minute, the second Ride-By Charge Attack (cronk, stunt)
attack from using Rapid Shot does full damage [attack]
instead of half damage. When you charge while riding a mount (see
Boost: Add 2x the ranged weapon’s crit Mounted Combat in the Advanced Combat
damage either one of your damage rolls. chapter), you can keep moving after you attack.
Boost: Your movement after the attack doesn’t
Rebound Throw (cronk) [attack] have to be in a straight line.
When you throw a weapon with the throwing Boost: Add +10 to your charge attack roll.
quality and you miss, the weapon rebounds (off Boost: Add +10 to your melee weapon
the enemy, other obstacles, or both) and returns damage when you charge.
to you at the end of your turn, and you may
automatically catch it. If you do not catch it, it Martel de Mortimer (the less-handsome
lands in your square at the end of your turn. brother of Aurelius de Mortimer) is known far
You may try to hit two opponents with one and wide as an incredible horseman. He won
attack. Announce you are attempting a rebound many battles by riding full-speed at an enemy
throw, take a –2 penalty to your Defense until commander, killing them in one blow, and
your next turn, then try a ranged attack. If you continuing past his slain opponent to scatter
hit, you get a free ranged attack with that weapon the surrounding defenders. This maneuver
against another enemy. became known as Martel’s Furious Charge.
At level 10, if that free ranged attack hits,
Slowing Strike (cronk) [attack]
Say you are trying to use this cronk. Spend 5 AP
to make an unarmed melee attack on an enemy. If
you hit, the enemy must pass a Fort resist roll (DN
= 10 + 1/2 your level + your STR, DEX, or PSY)
or they get –10 to their Speed for the next 1d3
rounds. The enemy gets a +5 on its resist roll for
every time you’ve slowed it in the past 25 hours.
Boost: The enemy you just hit must try a Fort
resist roll even if you didn’t announce that you
were attempting a slowing strike. If the enemy fails
its Fort resist roll, this is a rechargeable boost.

Sneak Attack (cronk, stunt) [attack]


When you hit a distracted, flanked, or helpless
enemy, add +5 to your damage roll.
At level 5, 10, 15, 20, and 25, add an
additional +5 damage when using this cronk.
Boost: If you do sneak attack damage to an
enemy, they get a –5 to hit you for 1 round.
Boost: Add 2x your weapon’s crit damage to

80
your damage roll with this attack. them land 1 square away, either clockwise or
counterclockwise from where they are compared
Staggering Critical (cronk) to you.
[attack, critical] Boost: If you trip your enemy, you get to try a
When you crit an enemy with a weapon attack, free disarm against them using the attack roll you
you stagger them for 1 round (see the staggered rolled for your trip.
condition in the Glossary). Boost: If you stop the enemy instead of
This cronk has the “critical” keyword. You can pushing or tripping them, add 2x your weapon’s
only add one cronk like this to an enemy for each crit damage to the damage roll for this attack.
crit (so if you have two critical cronks prepared,
each time you crit you have to choose which one Step Up (cronk) [movement]
to add to your enemy). Once per round, when it isn’t your turn, you can
At levels 5 and 10, the stagger lasts 1 spend 1 AP from your next turn to move 5 feet.
additional round. The enemy can try a Fort resist Boost: For the next 1 minute, taking this 5
roll (DN = 10 + 1/2 your level + either your STR, feet of movement doesn’t cost you any AP.
DEX, or PSY) to end the stagger after 1 round. Boost: For the next 1 minute, you can take
At level 15, the staggered enemy’s AP are this extra move twice per round instead of once
reduced by 3 instead of by 2. per round.
At level 20, the staggered enemy’s AP are
reduced by 4 instead of by 2. Studied Enemy (cronk, stunt) [attack]
Boost: Add +5 to your level when figuring out Spend 2 AP to study one enemy. You get +1 on
what happens to the enemy with this crit. Bluff, Know, Persuade, Sense, attack rolls, and
Boost: Add +5 to the Difficulty Number of the damage rolls against that enemy. These bonuses last
Fort resist roll. until that enemy dies or you study a different enemy.
Boost: Instead of being staggered, the enemy At level 5, you can have two studied enemies
must pass a Fort resist roll or be stunned. Each at the same time (studying a second enemy
round at the start of its turn, the enemy can try a doesn’t end the bonuses against the first one). At
new Fort resist roll to end the stun. level 10, 15, and 20, this increases to 3, 4, or 5
Boost: If you hit, this attack makes the enemy enemies at once (if you study another enemy over
staggered as if you had critted them. this limit, you get to decide which current studied
enemy stops being a studied enemy).
Stand Still (cronk) At level 10, add an additional +1 to these rolls
[attack, defense, movement] against all of your studied enemies.
When an enemy tries to move past you, you can Boost: For the next 1 minute, when attacking
spend a boost and 2 AP from your next turn to a studied enemy, add an additional +2 to your
push or trip them (this is a rechargeable boost). If attack roll for this attack.
you succeed, instead of pushing or tripping them, Boost: For the next 1 minute, when attacking
you can end their movement and prevent them a studied enemy, add an additional +2 to your
from taking any more movement on their turn damage roll for this attack.
(this doesn’t prevent them from doing anything
else, though). Stunning Strike (cronk) [attack]
Boost: If you push, stop, or trip your enemy, Announce you are attempting a stunning strike.
you also roll damage against them with the Spend 5 AP to make an unarmed melee attack on
weapon you used to push, stop, or trip them. Add an enemy. If you hit, the enemy must also pass a
your weapon’s crit damage to the damage roll for Fort resist roll (DN = 10 + 1/2 your level + either
this attack. your STR, DEX, or PSY) or be stunned on their
Boost: If you push your enemy, you don’t have next turn. The enemy gets a +5 on its resist roll
to move them in a straight line (you can push for every time you’ve stunned it in the past 25
them around corners). hours.
Boost: If you push your enemy, when you Boost: The enemy you just hit must try a Fort
stop moving them, you get to try a free trip resist roll even if you didn’t announce that you
against them using the attack roll you rolled for were attempting a stunning strike. If the enemy
your push. fails its Fort resist roll, this is a rechargeable
Boost: If you trip your enemy, instead of boost.
them falling down in their square, you can make

81
weapon does full damage instead of half damage.
Boost: Add 2x the main weapon or off-hand
weapon’s crit damage to your damage roll with
this attack.

Unseat (cronk) [mounted]


When you are mounted and your mount is
charging, if you hit an enemy, you may spend
a boost to try to push that enemy (this is a
rechargeable boost for you). If you pass the push
roll, you push the enemy off of their mount, and
they land prone as if you had tripped them.
Boost: If you push your enemy, you also roll
damage against them with the weapon you used
to push them. Add your weapon’s crit damage to
the damage roll for this attack.
Boost: If you push your enemy, you don’t have
to move them in a straight line (you can push
them around corners).

Weapon Finesse (cronk) [attack]


Trample (cronk, stunt) [attack, mounted]
When wielding a light weapon or a weapon
When you are mounted, you can spend a boost so with the finesse quality, add your DEX and STR
your mount can try a trip attack (as if its natural to attack and damage rolls with that weapon
weapons had the trip ability). When you use this (normally you have to choose either DEX or STR).
cronk, the mount’s trip is a rechargeable boost. This cronk allows you to perform many kinds
Boost: If the mount trips your enemy, the of impressive tricks requiring skill and precision
mount also rolls damage against the enemy with with a weapon, such as slicing through a tall
the natural weapon it used to trip them. Add the candle without the top piece falling off, snuffing
natural weapon’s crit damage to the damage roll candles with a slashing attack, or striking an
for this attack. enemy on the face in order to leave a scar.
Boost: If the mount trips your enemy, instead Boost: For the next 1 minute, add your
of the enemy falling down in their square, you DEX to the attack and damage rolls with your
can make the enemy land 1 square away, either weapon, even if you’re not using a weapon with
clockwise or counterclockwise from where they the finesse quality.
are compared to your mount. Add the natural
weapon’s crit damage to the damage roll for this Weapon Mastery (cronk, level 5) [attack]
attack. Choose one weapon group (see the Weapons
chapter). When you attack with a weapon from that
Two-Weapon Fighting (cronk) [attack] group, add +1 on your attack and damage rolls.
You may wield two weapons at once. If your You can learn this cronk multiple times; each
attack roll with your main weapon misses, you time you learn it, select a different weapon group.
can immediately try an attack roll with your off- At level 10 and level 20, add an additional +1
hand weapon. If the off-hand weapon hits, it on your attack and damage rolls with weapons
does half damage. (Normally you make only one from that group.
attack roll, and if you hit, the main weapon does
normal damage and the off-hand weapon does Weapon Training (cronk) [attack]
half damage, and if you miss, you do no damage Choose one weapon group (see the Weapons
at all.) chapter). You are trained to use weapons from
For more information about fighting with two that weapon group.
weapons, see “Fighting With Two Weapons” in You can learn this cronk multiple times; each
the Advanced Combat chapter. time you learn it, select a different weapon group.
Boost: For the next 1 minute, ignore the (If you aren’t trained to use a kind of weapon,
attack penalty for fighting with two weapons. you get a –5 on your attack rolls with it.)
Boost: For the next 1 minute, your off-hand

82
Wuxia Weapons (cronk) [attack] Wind Stance (cronk) [defense, movement]
When you prepare your feats each day, choose If you move 35 feet or more on your turn, you
one of your manufactured weapons. This is your automatically can use the Concealment Rule (see
focused weapon for the day. The focused weapon the Advanced Combat chapter) against all ranged
must be a one-handed or light weapon (see the attacks against you, until the start of your next
Weapons chapter for more information). turn. You only count movement you do from
When you make an unarmed attack, you may spending your Action Points to move (so falling or
use the focused weapon’s game stats (attack being pushed doesn’t count).
bonus, damage bonus, and so on) if they are This cronk allows you to perform many kinds
better than your unarmed attack game stats. Frex, of impressive tricks when you can’t see, such as
if you choose your +1 Flaming Longsword as your catching things in midair when blindfolded or
focus weapon, all of your unarmed attacks either hitting targets that are behind you.
use their own stats or the stats of your +1 Flaming Boost: For the next 1 minute, subtract 5 feet
Longsword, whichever are better. from how for you have to move on your turn to
You must be bearing the focused weapon to use activate this feat this round.
this cronk (frex, if you don’t have it with you, you Boost: For the next 1 minute, you can count
can’t use its game stats for your unarmed attacks). all your movement when it is not your turn
At level 5, you don’t have to bear the focused (including falling, being pushed, being carried by
weapon to use this cronk, but you have to be a river, and so on) until the start of your next turn
holding it when you prepare this cronk. when figuring out if you can activate this feat.
At level 10, your focused weapon can be any Boost: Until the start of your next turn, using
of your manufactured weapons that you have held this feat lets you use the Total Concealment Rule
in the past 25 days. Frex, you can prepare this instead of the Concealment Rule.
cronk, choose your focused weapon, then leave it Boost: Choose one adjacent friend who gains
in a safe place while you adventure. the benefit of this cronk for 1 round. If you and
At level 15, your focused weapon can be any the friend are ever more than 5 feet apart, they
of your weapons that you have held in the past lose the benefit of this cronk (so you should synch
125 days. up your actions so you can move at the same time
At level 20, your focused weapon can be any of in the round).
your weapons that you have held in the past year.
If your focused weapon is destroyed or is
claimed by an enemy (including taking it from the
safe place where you’ve hidden it), it is no longer
your focused weapon and you can’t use its game
stats for your unarmed attacks.
Boost: Choose a second manufactured
weapon to be a focused weapon. For the rest of
the day, when you use unarmed combat, for each
attack you make, you may use your unarmed
game stats or the game stats from any of your
focused weapons.
Boost: Choose a previous focused weapon even
if you haven’t held it within the required time limit.
Boost: Immediately choose a new focused
weapon instead of waiting to choose when you
prepare your feats.
Note: If you are using two-weapon fighting
to make two attacks per round, your unarmed
strikes count as whatever type of weapon your
focus weapon is, so you’re better off using a light
weapon and the Two-Weapon Fighting cronk (see
Fighting With Two Weapons in the Advanced
Combat chapter).

83
SPELLS
A spell is a heroic feat that lets you use magic to do (casting a new one makes the previous one vanish
something unusual, like shoot an enemy with a bolt of harmlessly).
fire, protect yourself with a layer of ice, or instantly You can set a password for the Alarm; anyone
transport yourself from one city to another. who speaks the password can enter the area within 1
A spell might be a magical phrase, an innate minute without triggering the spell.
superpower you have, or a mind trick you know—but Boost: Casting this Alarm doesn’t make the
exactly how it works doesn’t matter. For example, you previous one vanish.
might know the magical phrase “ignis pronto” that Boost: If a mental alarm, choose up to 5 friends to
shoots fire out of your hand, or you might be able also be alerted when you are.
to breathe fire like a dragon, or you might use your Boost: Set up to 5 individual mental reminders
brain to vibrate and ignite the molecules of an enemy’s within the next 25 hours, choosing yourself or a friend
clothing. Your explanation for how your spell works for each. These reminders act like a mental alarm, but
is up to you and what you think is coolest for your only for the chosen friend (for example, to set watches
character. for the night).
All spells have a level. If your level isn’t as high as
the spell’s level, you can’t learn the spell. Alysanne’s Bitter Bite (spell) [ward]
You can only have one [armor] spell on you at a Your flesh and everything you hold or carry acquires
time. Casting an [armor] spell on someone wearing a bad taste that is repulsive to any sort of creature (to
actual armor has no effect. humans, you taste like a bar of soap). If a creature
You can only have one [ward] spell on you at a bites you once, it avoids doing so again in the future
time. You can wear armor and have a [ward] spell at (attacking you with other methods, or fleeing combat if
the same time, or a [ward] spell and an [armor] spell at it has no other effective attacks). If forced to bite you
the same time. after tasting you, it gets a –5 on its bite attack roll.
If a spell allows a resist roll, the Difficulty Number Boost: Choose one friend within 25 feet. For the
of that roll is 11 + half the level of the spell + your INT. next 25 hours, they are protected by this spell as if
Some spells (like Web) allow a STR roll or something they were you.
similar to overcome the spell effect, and these actions Boost: For the next 25 hours, you subtly stink as
use the resist roll difficulty as well. well as tasting bad. Creatures do not have to bite you
Unless otherwise stated, casting a spell is 3 AP. to realize that you taste bad.
Boost: A creature that just bit you is nauseated
(see the Glossary).

When she was a young wizard, the archmage


Alysanne lost her first adventuring comrades to a
hungry giant toad. To prevent this sort of tragedy
in the future, she created a spell that people taste
awful, then founded the Second Wind adventuring
1ST-LEVEL SPELLS company.
Any character can learn these spells.
Bad Horse (spell) [minion]
Alarm (spell) [sound, trap] You conjure, create, or summon a horse-like magical
You create a harmless magical trap that activates an construct (complete with riding saddle, bit, bridle, and
alarm when creatures enter an area. Choose a square reins) to be your steed. It has Speed 25 feet and moves
within 25 feet to be the center of the 20-foot-radius as if it were an extension of you, so you can use its
area. Choose what minimum size a creature has to be Speed instead of your own. Unlike an actual horse,
to activate the alarm (it can detect creatures as small you don’t need to try to control it, nor can it act on its
as a mouse). Choose whether you want the alarm to own—it has no will or intelligence (which also means
be loud or silent. If loud, the alarm comes from the it isn’t frightened in combat or by things that a real
center of the area, sounds like a handbell, and lasts for animal would avoid).
1 round. If silent, the alarm mentally alerts you (waking When you cast this spell, you can either have it
you up, if necessary) if you are within 1 mile of the appear beneath you (so you are automatically mounted)
area. or you can climb or vault onto its saddle by spending
You may only have one Alarm spell at a time 1 AP. If you dismount (voluntarily or involuntarily) or

84
Alphabetical Spell Index Minor Undead Pet 90
Acid Bolt 94 Mirusi’s Major Illusion 100
Alarm 84 Mirusi’s Minor Illusion 90
Alysanne’s Bitter Bite 84 Monster Friendliness Charm 104
Bad Horse 84 Paralysis 101
Basic Sustenance 86 Perfect Teacher 101
Beast Morph 94 Pidgin 91
Beckoning Apparition 99 Poison Fog 107
Blindness 95 Possession 108
Blur 95 Prehensile Rope 92
Burst of Billowing Fog 86 Raise the Dead 108
Calming Presence 96 Resist Energy 98
Chain Firestorm 111 Resist Poison 98
Circle of Death 111 Scorching Armor 92
Confusion 104 Scorching Ray 98
Conjured Pet 86 Scrying Eye 12
Deafness 96 See Invisibility 98
Debilitating Curse 99 Shape Stone 102
Defensive Blessing 86 Shock Bolt 92
Disintegrate 111 Short Teleport 105
Drain Life 86 Skeletal Horde 102
Elanessë’s Forestwhisper 96 Slow 102
Eternal Light 96 Snuff Light 92
Explosive Rune 87 Solid Fog 105
Face Alteration 88 Speak In Tongues 106
Familiar Bond 87 Speak With Animals 93
Fast Floating Eye 104 Speak With the Dead 102
Fear 104 Spider Climb 98
Feather Fall 88 Statue 112
Fire Bolt 89 Stinking Fog 103
Fireball: 99 Suggestion 103
Floating Eye 100 Summer Ward 93
Fly 100 Tantal’ian’s Chain Lightning 113
Force Field Bubble 104 Team Invisibility 113
Force Field Wall 106 Telekinesis 109
Friendliness Charm 89 Telepathy 109
Frost Bolt 89 Teleport 110
Grand Illusion 107 Temporary Tunnel 110
Haste 100 Thought Empathy 98
Healing 89 Undead Attunement 93
Ice Armor 89 Vampiric Mist 103
Icicles of Doom: 100 Voice of the Dead 99
Insanity 112 Wall of Fire 106
Invisibility 97 Wall of Ice 106
Kaleidoscopic Blast 90 Wall of Iron 112
Levitate 97 Wall of Sand 110
Lightning Bolt 100 Water Breathing 103
Magic Lock 97 Web 99
Martyr’s Link 97 Winter Ward93
Mass Paralysis 112 Wizard Armor 93
Minor Fear 90 Wizard Bolt 93
Minor Telekinesis 90 Ynnika’s Wish 113

85
die, it disappears after 1 round. If you are unconscious, pick a square within 25 feet to be the center of the fog.
it stops moving after 1 round. It can carry you Boost: The fog looks really supernaturally spooky,
(including your equipment) plus 200 pounds without which may discourage some creatures from willingly
affecting its Speed; each additional 100 pounds carried entering it.
reduces its Speed by 5 feet. Any attempts to attack it Boost: The fog disperses after 2 minutes instead of
automatically redirect to you. 1 minute.
If you no longer have this spell prepared, the Boost: The fog smells unpleasant (not bad enough
mount vanishes. to be harmful, but enough to discourage being in it).
At level 5, its Speed increases to 40 feet and
it gains a limited intelligence that allows it to keep Conjured Pet (spell) [minion]
moving even if you are unconscious and to avoid Spend 1 minute drawing a magic circle on the ground
obvious obstacles. Frex, if you fall asleep in the saddle, and performing a ritual to summon a minion creature
it keeps moving in the same general direction, but from another dimension, such as a minor demon. This
won’t walk into a fire, off a cliff, or through a active is a companion creature who remains with you and
battlefield. serves you loyally (see the Companion Creature rules).
At level 10, its speed increases to 50 feet and You can dismiss the creature without effort,
it can move across sand, mud, and shallow water at sending it back to its native dimension.
normal speed. If killed, the creature’s spirit automatically returns
At level 15, it can walk on water. to its own dimension, where it slowly reconstitutes a
At level 20, it can fly at its Speed. new body for itself over the next 25 hours. Once this
Boost: Create another mount that a friend can time has passed, you can summon it again.
ride as if they had cast the spell, or assign your current If you no longer have this spell prepared, the pet
mount to another person. vanishes, instantly returning to its home dimension.
Boost: Add 5 to your level when figuring out what Boost: Instead of spending 1 minute drawing the
this spell can do. magic circle and performing the ritual to summon the
Boost: Double the mount’s speed for ten minutes, companion, you cut a few corners and only have to
or triple it for one minute. spend 3 AP.
Boost: Instead of waiting 25 hours for your
Basic Sustenance (spell) [ward] slain companion to form a new body, it forms a new
You do not need to eat or drink—the spell sustains you body instantly, making it immediately available for
as if you had an adequate amount of food and water summoning. This boost doesn’t count toward the limit
each day. of how many boosts you can spend in a round).
You can spend 3 AP to create a small amount
(approximately a tablespoon) of simple food (crackers, Defensive Blessing (spell) [defense]
rice, bean paste, porridge, and so on) or water. You improve the effectiveness of a friend’s defensive
You can spend 3 AP to flavor a small amount of boosts. Choose a friend within 25 feet to be the target
food or drink, enhancing the existing flavor or adding of this spell. When the friend spends a boost to reroll
to it. a defensive roll (any roll other than an attack roll), the
You can spend 3 AP to purify a small amount of friend gets one additional reroll from spending the
diseased, poisoned, or spoiled food or drink, making it boost.
safe for eating and drinking. For example, if the friend is a ranger (with the
Boost: Choose five friends within 25 feet. They do aura that lets you reroll a failed Reflex resist roll) and
not need to eat or drink for the next 25 hours. spends a boost, they get two rerolls instead of just one.
Boost: For the next 25 hours, when you use this If the group also has a bard duplicating the ranger’s
spell to create or purify food, it affects ten times as aura (which gives an extra Reflex resist reroll), the
much. friend gets three rerolls instead of two.
Boost: For the next 25 hours, when you use You may only have one Defensive Blessing spell
this spell to create food, it creates quality, fancy, or at a time (casting a new one makes the previous one
otherwise memorable food (exotic flavors, caviar, a vanish harmlessly).
favorite family recipe, wine, and so on). Boost: Casting this Defensive Blessing doesn’t
make the previous one vanish.
Burst of Billowing Fog [cloud, water] Boost: You can cast this spell even if it isn’t your
You create a 20-foot-radius sphere of thick fog turn (frex, allowing you to gain its benefits against an
centered on your square. The fog limits how far anyone enemy’s spell cast on you just now).
can see to about 5 feet. Anything up to 5 feet away
has concealment; anything farther away is effectively Drain Life (spell) [attack, death, ray]
invisible. Once created, the fog stays where it is unless Attack one enemy with an unhealthy-looking ray of
moved by wind (it does not follow you), and disperses necromantic energy (25 foot range, 1d6/20/+3). If
after 1 minute. the attack is a critical hit, the ray heals you 1 point of
Boost: Instead of being centered on your square,

86
damage. time (casting a new one makes the previous one vanish
You can instead create a deathlight, a candle-sized harmlessly). An Explosive Rune harmlessly vanishes 25
flame in your hand, and always green, pale white, or hours after you cast it.
violet. The deathlight doesn’t burn—it feels as cold as Boost: The rune is invisible and does not glow (but
ice and can’t start fires, but it gives off light equivalent you can still see it).
to a candle. Smothering it extinguishes it. You can Boost: Casting this Explosive Rune doesn’t make
extinguish your deathlight without effort. A deathlight the previous one vanish.
stops burning automatically if you are unconscious, but Boost: This Explosive Rune doesn’t vanish after 25
not if you are dead. hours.
Boost: Attack 1 additional target with this spell. Boost: This Explosive Rune explodes after 25
Boost: Add +6 to this spell’s damage. hours instead of harmlessly vanishing.
Boost: Add 5 to the healing from a critical hit (this Boost: This Explosive Rune explodes on a silent
cannot exceed the damage the ray did). timer decided by you (up to 1 hour after you cast it).
Boost: Create a deathlight that persists without Boost: Explode one of your Explosive Rune
you for 1 hour (for example, on a rock or in midair). If spells that you can see right now, as if a creature had
cast on a willing undead, it can last for years. triggered it.
Boost: Add +14 damage to this Explosive Rune.
Explosive Rune (spell) [cold/electricity/
fire, trap] Familiar Bond (spell) [mental, minion]
Spend 1 minute creating a one-use magic trap that Spend 8 hours performing a ritual to summon a
looks like a glowing magic rune. You can cast it on a familiar and bind it to you. A familiar is an intelligent
touched doorway, drawer, floor, or similar surface (the spirit that takes the form of a small animal (such as
rune covers approximately 1 square foot). a bat, bird, cat, rat, snake, and so on). Once you
You decide if the trap explodes if touched (like have summoned a familiar, it shows up whenever you
on a drawer), passed through (like a doorway), or if a prepare this feat and leaves when you no longer have it
creature enters its square (like on the floor). prepared (you don’t have to repeat the ritual every time
You decide whether the rune does cold damage, you want your familiar around).
electricity damage, or fire damage. The spell has the You have an empathic link with the familiar and
[energy] code word of the energy you choose (frex, if can send and receive basic emotions to and from
you choose fire, it is a [fire] spell). it if it is within 1 mile. You and your familiar can
You can only put one Explosive Rune in a 5-foot- communicate as if you shared a common language
square. (usually this means you speak normally to your
When it explodes, the rune does 2d6 points of familiar, and it answers with a combination of body
damage to the creature who triggered it and half that language, animal vocalizations, and empathic images
damage to anyone within 5 feet of that creature (all to provide clarity and context).
affected creatures can try a Reflex resist roll for half Your familiar helps you enhance your magic. If
damage). your familiar is within 25 feet, you gain an extra boost
You may only have one Explosive Rune active at a that can only be used on spells.
Your familiar looks out for you and advises you on
some tasks. If your familiar is within 25 feet, spending
a boost on a Sense skill roll is a rechargeable boost
for you. The familiar provides a similar benefit to one
other skill appropriate to the type of animal it appears
to be (a cat might make Stealth boosts rechargeable,
a snake might make Athletics boosts to climb
rechargeable, and so on).
You may cast spells on your familiar as if it were
you. If your familiar is in physical contact with you, any
attacks on it redirect to you.
If you no longer have this spell prepared, the
familiar vanishes (but it returns if you prepare the spell
again). You can spend 3 AP to safely send your familiar
away (this works even if you are in a sealed room), and
it will return the next time you prepare this spell. If you
die, the familiar may stay for a while if it thinks there is
a possibility that your friends can revive you, otherwise
it vanishes (and will return if you are alive again and
have the spell prepared).
You can spend 1 minute permanently dismiss
your familiar, breaking the link to it. Once the link is

87
broken, that familiar leaves and never returns, even
Many people know of Face Alteration as Aurelius’
if you use the ritual to summon it. (You can still use
Altered Visage, named for it’s creator, Aurelius
the ritual to summon and bind a new familiar, but the
de Mortimer, a handsome bard known for his ability
dismissed familiar no longer responds to you.)
to convince the mightiest of Kings and lowest of
If the familiar is killed, you lose half your maximum
thieves to see his way of thinking within moments
Health and half your maximum Resolve. You can
of meeting them, in no small part due to being able
revive the familiar by spending 5 hours and 5 boosts
to adapt his features to more closely resemble that
performing the summoning ritual. Instead of reviving a
of his opponents and allies.
slain familiar, you can summon and bind another after
1 week using the normal ritual. so your skin matches your face. The specific details are
At level 10, you gain another extra boost that can up to you. Frex, if you make your face look like a very
only be used on spells. hairy man with a tan, you could have your skin become
At level 20, you gain another extra boost that can tanned and sprout body hair. If you make your face
only be used on spells. look warty and pale, you could also have your body
Boost: Summon your familiar to you. This may match that look. These changes do not significantly
take anywhere from 1 round to about 10 minutes, change the configuration of your body—if you’re tall
depending on how far away it is (if you sent it away, and slender and alter your face to look like a broad-
returning usually takes about 10 minutes). faced dwarf, you’ll look like a tall, slender person with
Boost: The familiar survives an attack that would a dwarf-like head.
have killed it, as if the attack never happened. At level 10, the spell affects your entire body,
Boost: For the next 25 hours, you have full allowing you to completely look like a different person
telepathy with your familiar instead of empathy. or species, down to very fine physical details. These
changes are purely cosmetic; if you’re scrawny and
Face Alteration (spell) [polymorph] make yourself look muscular, you’re no stronger than
You alter your features from the neck up—facial you were before.
features, head hair, facial hair, coloration, shape, and Boost: Instead of spending 3 AP to alter your
so on. For example, you could make yourself look appearance, for the next 10 minutes you can change it
like another humanoid species (dwarf, elf, and so on), instantly (even if it isn’t your turn).
change your coloration from dark to fair or anything Boost: Alter a friend’s face instead of your own.
in between (even strange inhuman colors like green or This boost doesn’t count toward the limit of how many
blue), alter the size and shape of your facial features boosts you can spend in a round).
(even to comical or disturbing effect), grow a beard Boost: Casting this Face Alteration doesn’t make
or go bald, look older or younger, create or hide the previous one vanish.
blemishes and beauty marks, and even completely alter Boost: For the next hour, add +5 to your level
your voice by reshaping your vocal cords. when figuring out what you can do with this spell.
The spell repurposes what you have, it doesn’t This boost doesn’t count toward the limit of how many
create or destroy flesh, so if you make your face fuller boosts you can spend in a round).
or more gaunt, it draws from or redistributes to the Note: Some variants of this spell exist that
rest of your body (almost unnoticeably, unless you’re only allow taking a specific appearance, usually a
making very radical changes to the size of your face. nondescript member of a particular species, such
You can use this spell to erase or repair scars and as “old woman with ruddy skin” or “dwarf with
certain injuries. Frex, if you are missing an ear from red beard.” Rarely there are variants that imitate a
an old war wound, you can regrow the ear, either to specific person, who might be alive today or dead for
make yourself look as you did before the injury or to a hundred years (these spells were probably created to
look like another person who isn’t missing an ear. You thwart assassins or create alibis). Other than this sort
can regrow lost teeth (they’re made from your bones of limitation, these spells work exactly like the Face
and work like real teet). You could even restore a Alteration spell.
missing eye, and it would move and blink as normal,
but you wouldn’t be able to see out of it (it’s just flesh Feather Fall (spell) [flying]
repurposed to look like an eye, not actually an eye). If you fall, you automatically slow your falling speed at
If you’re trying to make yourself look like a specific the last instant. Treat any fall as 10 feet shorter than it
person, it helps to have them (or a representation is (for example, a 10-foot fall is treated as a 0-foot fall,
such as a drawing or painting) nearby as a reference, and does no damage).
otherwise you might overlook small details. If you are jumping and your ending height is at
You may only have one Face Alteration active at least 5 feet lower than your starting height, the skill
a time (casting a new one makes the previous one task is one step easier.
vanish). You may choose to fall normally (taking normal
If you no longer have this spell prepared, all flesh falling damage for doing so).
morphed by the spell reverts to its unmodified shape. Boost: Treat the fall as another 10 x INT + 10 feet
At level 5, you can extend the coverage of the spell shorter.

88
Boost: Affect up to six friends with the automatic You can instead create harmless snowballs or
effect of this spell (you may combine this boost with bursts of snowflakes. You can create a candle- or
other Feather Fall boosts). torch-sized light in your hand that is cold to the touch
Boost: Choose one projectile or thrown weapon but is not harmful.You may chill an unattended object
being used to attack. Make a spell attack roll against within 25 feet of up 1 cubic foot in volume, reducing
the martial attack roll for that weapon. If you tie or its temperature as much as you wish (but no lower than
beat that roll, the weapon misses. the freezing point of fresh water). You can maintain
this chill on an object so long as you remain within
Fire Bolt (spell) [attack, fire, ray] 25 feet of it, after which it adjusts to the current
Attack one enemy with a blast of fire (25 foot range, temperature at the normal rate. You may spend 2 AP
1d6/20/+3). to create a simple object out of ice (such as a dagger);
You can instead create a candle- or torch-sized fire in this object can be no heavier than 1 pound.
your hand. Your handfire doesn’t burn you, but you can Boost: Add +6 to this spell’s damage.
use it just like a normal candle or torch (as a light source, Boost: If you hit, ice fuses the target to the ground
to cook food, set something on fire, and so on). You can (targets more than 10 feet from the ground are
extinguish your handfire without effort. Handfire stops unaffected), preventing them from moving from that
burning automatically if you are unconscious. square until your next turn (the ice has Hardness 0 and
Boost: Attack 1 additional target with this spell. Health 5).
Boost: Add +6 to this spell’s damage. Boost: Freeze water beneath your feet so it
Boost: If you hit, the target catches on fire. supports you like solid ground, allowing you to stand
Boost: Create handfire that burns without fuel and on it or move up to half your speed this turn.
persists without you for 1 hour (frex, you can cast it on Boost: For the next 1 minute, choose an ice object
a rock or in midair). The hand-fire can be extinguished within 25 feet of up to 1 cubic foot. Add +5 to its
like any other fire (such as with water or sand). Hardness, Health, and break DN.
Boost: For the next 1 hour, any ice weapon you
Friendliness Charm (spell) [charm, mental] wield has the Hardness, Health, and break DN of steel.
One humanoid enemy within 25 feet improves its Boost: For the next 25 hours, you can chill up to
attitude toward you by one step (see the Influence 10 cubic feet of unattended objects instead of 1 cubic
skill). This spell can’t improve the enemy’s attitude foot. Multiple uses of this boost stack.
toward you from “friendly” to “helpful.”
You can only have one Friendliness Charm active Healing (spell) [healing]
at a time (casting a new one immediately makes the Heal 1 point of damage to 1 creature within 5 feet.
previous one end, and the previous enemy returns to At level 5, increase the healing to 5.
its earlier attitude toward you). Just because the enemy At level 10, increase the healing to 10.
likes you better doesn’t mean they like your friends. At level 15, increase the healing to 15.
The enemy can try a Will resist roll against the At level 20, increase the healing to 20.
spell. If the enemy is in combat, add +5 to its resist roll At level 25, increase the healing to 25.
against this spell; if it is in combat against you or your Boost: Increase the range to 25 feet.
friends, add another +5 to its resist roll against this Boost: Affect 5 additional creatures.
spell. If you or your friends threaten the enemy, the Boost: Increase the healing by 5 points.
spell ends immediately. Boost: Cast this spell when it is not your turn.
Boost: Instead of immediately ending when you
cast another Friendliness Charm, this one lasts for 1 Ice Armor (spell) [armor, cold]
minute after that. Create a layer of flexible ice over your clothing that
Boost: The enemy’s attitude toward you improves adds +4 to your Defense. Add an additional +5 to your
by an additional step (this still can’t make them more Defense against fire spells. You gain fire resistance 1.
friendly than “friendly”). This ice doesn’t hurt you or melt, and remains until you
Boost: The enemy’s attitude improves toward your dismiss it. You can only have one kind of armor spell
friends as well as you. Up to 5 friends are affected (if active at a time (casting a second makes the previous
you have more than 5 friends present, choose which one immediately end).
friends are included). Boost: If you were just hit with a melee attack, ice
Boost: Affect a non-humanoid creature, such as an fuses your attacker to the ground (targets more than
animal or an undead. 10 feet from the ground are unaffected), preventing
Boost: After the spell ends, the enemy accepts that them from moving from that square until your next
its attitude change toward you is completely normal. turn (the ice has Hardness 0 and Health 5).
Boost: If you were just hit with a melee attack,
Frost Bolt (spell) [attack, cold, ray] icicles automatically hit your attacker, dealing 1d6
Attack one enemy with a blast of cold (25 foot range, points of piercing damage.
1d6/20/+3). Boost: Freeze water beneath your feet so it
supports you like solid ground, allowing you to stand
89
on it or move up to half your speed this turn. 1 round. Each additional boost you spend increases the
Boost: If swimming, use the ice to increase your weight limit by 25 pounds. This boost doesn’t count
buoyancy for 1 minute. This prevents you from sinking, toward the limit of how many boosts you can spend in
even in stormy water. If underwater, you may float a round).
upward up to 25 feet each round on your turn (this Boost: For 1 minute, you can use your full STR (or
does not count toward your movement). INT, if it is better) on the object, as if using your arm
instead of just your fingers. For example, you could use
Kaleidoscopic Blast (spell) this to throw a dagger or javelin.
[attack, illusion, ray] Boost: You can affect an object held or worn by
Attack one enemy with a blast of chaotic light and another creature for 1 round, but this is just as difficult
colors (25 foot range, 1d6/20/+3). as doing it with your actual hand. For example, you
You can instead create a candle- or torch-sized could try to steal an enemy’s wallet, but it wouldn’t be
light in your hand, of any color. Your kaleidolight any easier than using your hand to do it.
doesn’t give off heat but you can “program” it to alter Boost: You can affect a willing creature (up to 10
its shape, color, and size in a pattern or randomly. pounds) for 1 round as if it were an unattended object.
You can extinguish your kaleidolight without effort. Boost: For 1 minute, you can affect a second
The kaleidolight goes out automatically if you are object at the same time. You don’t have to move the
unconscious. second object the same way you do the first one (so
Boost: Attack 1 additional target with this spell. you could push a dagger away from you and pull a key
Boost: Add +6 to this spell’s damage. toward you) and they don’t have to be near each other.
Boost: If you hit, the target is blinded on its next
turn (the target can try a Will resist roll to not be Minor Undead Pet (spell) [death, minion]
blinded). Spend 1 hour creating or preparing a corpse or part
Boost: Create a kaleidolight that persists without of a corpse (no larger than a small dog) then spend
you for 1 hour (frex, you can cast it on a rock or 1 minute performing a magical ritual to imbue it with
in midair). The kaleidolight can be extinguished by a tiny piece of your own life force, animating it as an
smothering it with a solid or bulky material (such as undead a companion creature who remains with you
sand, wood, or heavy clothing). and serves you loyally (see the Companion Creature
rules). Typical undead pets created with this spell
Minor Fear (spell) [attack, death, emotion, are animals (which might be skeletons, zombies, or
mummies), disembodied hands or claws, and skulls.
fear, mental]
You can deanimate the undead creature without
You make one enemy within 25 feet so afraid that
effort, making it completely inert and no more than a
it tries to run away. The enemy gains the frightened
corpse (it is no longer an undead creature in this state).
condition for 1d4 rounds. They can try a Will resist
You can reanimate it again by spending 1 minute on
roll against the spell. If it runs away, it can try another
the magical ritual.
resist roll on its turn each round to get over its fear.
If it is killed, you can repair its physical form
Boost: Affect 1 additional enemy with this spell.
(which usually takes about an hour, but might be longer
Boost: Add 2 rounds to the frightened duration
if the damage is extensive) and repeat the magical
(the enemy still gets to try a resist roll every round).
ritual to animate it again.
Boost: The fleeing enemy screams in terror as they
If you no longer have this spell prepared, the pet
run away.
immediately deanimates.
Boost: Instead of spending 1 hour to prepare a
Minor Telekinesis (spell) [flying] corpse or part of a corpse for animation, or repairing a
You can push, pull, twist, or otherwise mess with slain undead pet for reanimation, you cut a few corners
an unattended object within 25 feet as if you were and only have to spend 1 minute.
touching it with your hand. The object can’t be heavier Boost: Instead of spending 1 minute on the
than 5 pounds. The force you can use is limited to magical ritual to animate the undead pet, you cut a few
about what you can do with your fingers, so you could corners and only have to spend 3 AP.
push buttons, move the object about 5 feet (or 10 feet Boost: If slain, 1 round later this undead pet knits
if it weighs 1 pound or less), and so on. This takes the itself back together and immediately reanimates at full
same amount of time as if you were doing it with your Health. Each time it is slain again, the delay increases
actual hand. You can use this spell on any object you’re (to 1 minute, 5 minutes, 1 hour, and finally 5 hours).
holding or wearing (even though technically it’s not an This boost ends if the undead pet’s body is dispersed or
unattended object), like pulling your dagger from its destroyed, or after its fifth self-reanimation.
scabbard into your hand, or shaking your cloak to look
like it is blowing in the wind. (“Telekinesis” means “far
Mirusi’s Minor Illusion (spell) [illusion]
off movement.”)
You create an illusion up to one cubic foot in size up
Boost: Increase the range to 100 feet for 1 round.
to 25 feet away. The illusion is essentially a perfect
Boost: Increase the weight limit by 25 pounds for
hologram—it looks real, but has no substance and

90
Mirusi (or Mirari, in some tales) is a legendary wizard spend 3 AP to animate it for one round. You can create
who created several useful illusion spells. This a mask illusion on a friend instead of yourself, but it is a
enigmatic person is reputed to be somewhat detached still image unless you animate it. You can move a mask
from reality and often unable to understand other illusion from one person to another friend by spending
people, so they use illusion and misdirection to avoid 3 AP. An animated mask illusion can alter its wearer’s
conversations and awkward silences. vocal range by up to two categories (bass, baritone,
tenor, alto, soprano, falsetto).
can’t change or harm physical things. (However an You may only have one Minor Illusion active at a
illusion of a solid object does hide what’s behind it as time (casting a new one makes the previous one vanish).
well as an actual object would.) The illusion remains in At level 5, the area of the illusion can be as large
place and is completely still (not animated); spending as a human. The sound can be as loud as a human
3 AP lets you move the area of the illusion, animate yelling. You can create two mask illusions with one use
it, or both, for 1 round. You have to be able to see the of the spell, but the wearers must remain within about
illusion to change it. 5 feet of each other. Instead of one or two masks, you
Frex, you could create an illusion of a cat 25 feet can create a full-body illusory “costume” that moves
away from you, and it would remain at that location as you move (or could be “worn” by another person).
and unmoving. If you spent 3 AP, for one round you An animated mask or costume illusion can modulate
could have the cat sit, stand, play, and so on, within a wearer’s voice with various effects (sounding like a
that one cubic foot of space, or you could move the high-pitched pixie, a deep-chested dragon, a robotic
area of the illusion to another location within 25 feet mektek echo, and so on).
of you (similar to turning a movie projector so it points At level 10, the area of the illusion can be as large
at another location), or both. and loud as a bear. You can create four mask illusions
When animating the illusion, the changes you make or two costume illusions with one use of the spell,
are completely under your control—if you start with an but the wearers must remain within about 10 feet of
illusion of a cat, you could change it to an illusion of a each other. An animated mask illusion can modulate
human head, or a burning torch, or a bunch of swirling a wearer’s voice with accents, backwards speech, and
fireflies.The illusion can create ambient or directional similar complicated effects.
light, but is no brighter than a torch. Boost: The illusion repeats an animation of up to
An animated illusion can create any sound a one minute, for up to ten minutes, and can move up
human can make (including speech), simple musical to 25 feet from its original location. For example, you
instruments (like a horn, drum, or guitar), common could create an illusion of a small dog that runs back
animal noises (growls, barks, meows, and hisses), and forth 50 feet every minute for ten minutes.
and basic environmental and background sounds like Boost: For the next hour, this mask illusion (or
running or dripping water, the clang of metal on metal, costume illusion) exactly copies the facial movements
creaking boards, and so on. The volume is about as of whoever is wearing it (it blinks when the wearer
loud as a human speaking in a normal tone of voice. blinks, its mouth moves to match their speech, and so
You can create an illusory “mask” of a different face on).
or head, which you can wear, covering or disguising Boost: Casting this Minor Illusion doesn’t make the
your own face. The mask illusion moves when your previous one vanish.
body moves, and even turns to match how your head Boost: For the next hour, animating and moving
turns, but it otherwise is a still image (frex, it doesn’t this illusion doesn’t cost AP.
blink, and its lips don’t move when you talk) unless you Boost: Program a reactive animation into the
illusion for as long as it exists, such as the dog
taking an aggressive posture and growling if anyone
approaches it. This reaction may apply to only some of
the illusory creatures, or all of them (your choice).
Boost: For the next hour, add +5 to your level
when figuring out what you can do with this spell.

Pidgin (spell) [information]


You can understand the gist of what someone is saying
(or what you are reading) in a language you don’t
understand. If the language you’re trying to understand
is similar to a language you already know (GM’s
opinion), you might be able to understand more; if it is
completely alien to you (such as an inhuman language
of verbal clicks and pops, or written in hieroglyphics),
you might understand only a little of it. You must focus
your attention on one speaker or one piece of writing
at a time to make sense of it. Your listening or reading

91
speed is half normal (listening to a person talking too automatically hits your attacker, dealing 1d6 points of
fast or trying to read too fast means you understand fire damage.
very little). This doesn’t give you the ability to speak Boost: Create a cloud of smoke that fills your
or write the language you’re trying to understand. square. This lasts 1 minute and moves with you. The
This magical knowledge of the language fades if you cloud gives you concealment (see Advanced Combat)
stop preparing this spell; you remember the gist, but against attackers but does not affect your vision.
not the details (in other words, this doesn’t help you
permanently learn a language). This doesn’t decipher Shock Bolt (spell) [attack, electricity, ray]
codes or reveal hidden messages hidden in what you’re Attack one enemy with a blast of electricity (25 foot
hearing or reading. range, 1d6/20/+3).
Boost: For the next 1 minute, you figure out how You can instead create a candle- or torch-sized
to speak (if listening) or write (if reading) a few basic spark in your hand. Your hand-spark doesn’t harm
words or concepts in the language you are focusing on. you, but you can use it as a light or as a weak source
Boost: A friend within 25 feet also gains the of electricity (to power a small electrical device,
benefit of this spell. stimulate a muscle, and so on). You can extinguish
your hand-spark as a free action. A hand-spark stops
Prehensile Rope (spell) [flying] automatically if you are unconscious.
You control an unattended rope within 25 feet as if it Boost: Attack 1 additional target with this spell.
were a weak, prehensile limb. You can affect up to a Boost: Add +6 to this spell’s damage.
50-foot length of rope (any parts longer than that are Boost: If you hit, the enemy must also pass a Fort
unaffected) up to 1” thick. Controlling the rope costs resist roll (DN = 10 + 1/2 your level + either your INT
2 AP. Only one part of the rope has to be in range or PSY) or be stunned on their next turn.
for you to affect it. You can make the rope coil, form Boost: Create hand-spark that persists without you
a loop on the end, tie simple knots that you could tie for 1 hour (for example, on a rock or in midair). The
with your own hands, attempt to lasso something in hand-spark can be extinguished by smothering it with
its square, move or climb up to 5 feet, or reverse any non-conductive material (such as sand or wood).
of these actions. The spell has enough strength to lift Boost: Target one dying or comatose creature
about 5 feet of the rope, but it could not snake its way within 25 feet and automatically make it stable as if
up a tall wall to attach itself at the top (however, you you had passed a Know Healing roll to stabilize it.
could throw one end to the top of the wall and have it Boost: Target 4 adjacent squares within 25 feet
attach itself). If a friend tries to climb the rope, the skill with this spell. Divide the spell’s damage among up to
task is one step easier; if an enemy tries to climb it, the 4 creatures in those squares.
skill task is one step harder.
Boost: The spell can support up to 50 feet of rope, Snuff Light (spell) [light]
allowing it to climb a wall or balance on end like a You can extinguish normal and magical lights, whether
pole. simple flames or actual glows. The time and effort to
Boost: The spell affects up to double the length or do this depends on the size of the light and how many
thickness. you want to effect. Instead of fully extinguishing them,
Boost: For the next 1 minute, add +5 to your you can suppress them so they’re no brighter than the
attack roll to use the rope as a lasso. ember on the end of a candle wick that’s been blown
Boost: For the next 1 hour, controlling the rope out.
costs 1 AP instead of 2 AP. If a light you want to affect is magical and its
Boost: For the next 1 minute, add +5 to the rope’s creator is nearby, you must pass an opposed INT roll
Hardness, Health, and break DN. (against their INT or PSY) to affect it.
Boost: The rope looks like a snake while you If affecting multiple lights at the same time, you
control it. may choose which lights you want to effect, as long as
you’re able to identify which you want to effect. Frex,
Scorching Armor (spell) [armor, fire] in a room full of candles, you could snuff “all the ones
Create a layer of flickering flame over your clothing on the west side,” “every other one,” “every red one,”
that adds +4 to your Defense. Add an additional +5 or “every one shaped like a skull,” but not “every one
to your Defense against cold spells. You gain cold made of beeswax” or “every one crafted by a redhead.”
resistance 1. This fire doesn’t hurt you or ignite When you leave the area, you may spend 3 AP to
anything that you touch, and remains until you dismiss restore these lights. Permanent magical lights usually
it. You can only have one kind of armor spell active restore themselves 1d4 minutes after you leave.
at a time (casting a second makes the previous one You can spend 1 AP to snuff any number of
immediately end). candle-sized lights within 25 feet.
Boost: Until your next turn, add +5 to your crit You can spend 3 AP to snuff 5 torch-sized or 1
confirmation rolls with fire spells. campfire-sized lights within 25 feet.
Boost: If you were just hit with a melee attack You can spend 5 AP to snuff 1 bonfire-sized light
(including attacks such as constrict and grapple), fire within 25 feet.

92
At level 5, you have darksight—you can see in Undead Attunement (spell)
complete darkness (like underground or an overcast [death, information]
night) up to about 10 feet away—enough to let you You automatically know if a corpse you see is just
walk around without stumbling. Starlight or a single a dead body or if it is actually undead. Your Know
candle is enough to let you see as well as a human sees Disguise skill is one step higher for realizing that a
with a torch, a quarter moon lets you see about as well lifelike undead (such as a vampire) is actually undead.
as a human sees at twilight, and a full moon lets you You can supernaturally track undead as if using
see as if it were daylight. the Know Nature skill. This even allows you to track
Boost: Increase your snuffing range to 100 feet for bodiless undead (like ghosts) just by sensing if they
25 hours. were in the area recently.
Boost: Double the number of lights affected for 25 You can harm bodiless undead as if they didn’t
hours. have the bodiless monster ability.
Boost: Reroll any attack or defense roll made
Speak With Animals (spell) [information] against an undead.
You can talk to animals as if you shared a common Boost: For the next hour, undead perceive you as
language with them. Communicating with most animals undead (usually of the same or a weaker type) instead
with this is like talking to a human toddler—they of a living creature.
have a limited vocabulary and are ignorant of many Boost: Choose up to five creatures. For the next
concepts. minute, undead perceive these creatures as undead
This doesn’t make the animals automatically (usually of the same or a weaker type) instead of the living.
friendly to you, but you can use other methods (such
as the Know Animals skill or bribing them with food) to Winter Ward (spell) [ward]
influence them. Most animals won’t want to stay with Regardless of what you are wearing, you are protected
you for more than a few minutes, or fight for you at all against extremely cold natural environments as if
(if you want a long-term animal companion who will wearing optimal clothing and equipment for the
fight for you, use the Animal Companion feat). environment. Frex, you are protected against frostbite,
Trying to convince a hostile animal to stop cold damage from exposure, fatigue, and other effects
attacking is about as difficult as convincing a hostile of extreme cold, as well as incidental effects such
intelligent creature to do so. as slipping on ice or partial blindness from sunlight
If you have this spell prepared, your Friendliness reflecting off of ice or snow.
Charm spell affects animals as well as humanoids. This does not protect against cold environments
Boost: A friend within 25 feet also gains the that clothing or equipment cannot protect against.
benefit of this spell for the next 1 minute. Frex, a magical cold attack still hurts you, avalanches
Boost: You create a close bond with one animal can still bury you, swimming in freezing water is still
you’re speaking with, which lasts 1 hour. You can dangerous and you’re still at risk of drowning.
mentally call this animal to you from 1 mile away, and Boost: Choose five friends within 25 feet. For the
if it feels friendly toward you it will come to you as next 25 hours, they are protected by this spell as if
soon as it can. they were you.
Boost: You get energy resistance 5 against cold for
Summer Ward (spell) [ward] 1 minute.
Regardless of what you are wearing, you are protected
against extremely warm natural environments as Wizard Armor (spell) [armor]
if wearing optimal clothing and equipment for Create a skin-tight force field that adds +4 to your
the environment. Frex, you are protected against Defense. If attacked by Wizard Bolt, add an additional
heatstroke, heat damage from exposure, fatigue, and +5 to your Defense against that attack. You can only
other effects of extreme heat, as well as incidental have one kind of armor spell active at a time (casting a
effects such as sunburn or partial blindness from second makes the previous one immediately end).
bright sunlight. Boost: Add +5 to your Defense against one attack;
This does not protect against warm environments you can use this boost on an attack that just hit you
that clothing or equipment cannot protect against. (before damage is rolled), and if the attack roll wouldn’t
Frex, you are still burned by boiling water or lava, and hit your improved Defense, the attack misses you instead.
sandstorms can still blind or bury you. Boost: If a projectile weapon or spell would hit
Boost: Choose five friends within 25 feet. For the you, you deflect it so it instead hits an adjacent friend.
next 25 hours, they are protected by this spell as if
they were you.
Wizard Bolt (spell) [attack, ray]
Boost: You get energy resistance 5 against fire for
Attack one enemy with a blast of pure magic (25 foot
1 minute.
range, 1d6/20/+3).
Boost: Attack 1 additional enemy with this spell.
Boost: Add +6 to this spell’s damage.

93
BEAST MORPH ANIMAL ABILITIES
Constrict: Spend a boost to grab and squeeze an
enemy you just hit with a natural attack. Spend
a boost to squeeze an enemy you’re grabbing.
Squeezing automatically does your natural attack’s
damage (no attack roll needed). You can let go on
5TH-LEVEL SPELLS your turn for 0 AP. An adjacent or grabbed enemy
You have to be at least 5th level to learn any of these can make you let go of a squeezed enemy by spending
spells. a boost.
Grab: Spend a boost to grab an enemy you hit
Acid Bolt (spell) [acid, attack, ray] with a natural attack this round. You get +5 on attack
Attack one enemy with a blast of acid (25 foot range, rolls against a grabbed target. The target cannot
2d6 acid/20/+7). You can instead touch an object and move away from you while it is grabbed. You can let
do this acid damage directly to it. You can touch up to go on your turn for 0 AP. An adjacent enemy or the
1 pound of food and make it taste very spicy-hot. You grabbed enemy can make you let go of a grabbed
can use an acidic finger to inscribe letters or symbols enemy by spending a boost.
on any surface that can be harmed by acid. Pinpoint Sense: Spend a boost to activate your
Boost: Attack 1 additional enemy with this spell. enhanced senses for 1 minute. While this sense is
Boost: Add +14 to this spell’s damage. active, you automatically pinpoint all creatures within
Boost: If you hit, the acid lingers on the enemy and 25 feet, even if they are hidden or invisible.
automatically deals 1d6 points of acid damage at the Trample: Spend a boost to charge through enemy
start of your turn for a number of turns equal to your squares. You can move up to your Speed when you
INT. use this ability. Each enemy you move through takes
damage as if hit by your natural attack (no attack roll
Beast Morph (spell) [polymorph] needed).
You alter your entire body to look like an animal. Your Trip: Spend a boost to trip an enemy you just hit
size doesn’t change, so if you take the shape of an with a natural attack. This is a rechargeable boost.
animal that is normally much larger or smaller than
your acual size, you are an unusual-size example of bear that looks like that bear.
that creature. Frex, if you’re a human who weighs If you’re trying to make yourself look like a specific
200 pounds, you could turn into an extremely large animal, it helps to have them (or a representation
housecat, a large breed of dog (such as a St. Bernard), such as a drawing or painting) nearby as a reference,
an oversized wolf, a small tiger, or a very small otherwise you might overlook small details.
elephant. The spell repurposes what you have, it doesn’t
This is mostly a cosmetic change and doesn’t grant create or destroy flesh. Frex, if you turn into a giant
you any of the animal’s special abilities (such as being snake, your arms and legs are absorbed into your body
able to track by scent in dog form, breathe water in (and your skeleton probably looks really strange). If
fish form, sprint in cheetah form, and so on). If you you turn into a giant spider, your arms and legs split
take the form of an animal that can fly (like a bat, bird, lengthwise to become eight spider legs (and your
or insect), you’re too heavy to fly with your wings. If skeleton changes to support your new shape). It’s
you take the form of an animal that breathes water, probably best to not think about it too much, or listen
you can breathe water or air. too carefully as your meat and bones crack and squirm
No matter how many attacks a true animal of this into inhuman configurations.
type would have, you have one basic melee attack, Just like Face Alteration, you can use this spell to
usually a bite or claw (1d6/20/+3). This is a light erase or repair scars and certain injuries. Frex, if you
weapon. are missing an ear from an old war wound, your animal
Your senses don’t change for the better or worse. form isn’t missing an ear unless you want it to be
You are able to speak as well you can in your normal (perhaps the missing ear is a way your friends can tell
humanoid form. Being in animal form does not give which animal is you).
you any ability to communicate with animals. You may only have one Beast Morph active at a
You choose the coloration and any specific time (casting a new one makes the previous one vanish).
markings you want to have in your animal form. Frex, If you no longer have this spell prepared, all flesh
if you transform into a tiger, you could be an orange morphed by the spell reverts to its unmodified shape.
tiger with black stripes, a white tiger with black stripes, At level 10, you can also make any or all of the
a green tiger with purple stripes, or a blue tiger with no following changes in animal form:
stripes (“tiger” is merely a shape to you, and its colors • Redistribute your nerves and muscles to build up
and markings don’t have to look like a real tiger). If your animal form’s physical abilities, adding up to
you know a bandit leader has a pet bear with black fur +2 (total) to your STR, DEX, or CON, but you must
and a white blaze on its chest, you could turn into a compensate for this by subtracting this amount of

94
bonus from your other physical stats. Frex, you could the spell on them effortlessly and immediately. This
add +2 to STR by subtracting –2 from DEX, or –2 from boost doesn’t count toward the limit of how many
CON, or –1 from DEX and –1 from CON. boosts you can spend in a round).
• Add a second basic melee attack (1d6/20/+3). Boost: Casting this Beast Morph doesn’t make the
This is a light weapon. This doesn’t have to match previous one vanish.
what the real animal has—if you’re in giant snake Boost: For the next hour, add +5 to your level
form, the second attack could be a slap with the tail when figuring out what you can do with this spell.
or even a second bite on your turn. (Of course, the This boost doesn’t count toward the limit of how many
stranger your animal form’s attack routine is, the more boosts you can spend in a round).
likely enemies will realize you’re not a real animal.) Note: Many variants of this spell exist that only
• Add two of the following abilities to your animal allow taking a specific animal’s shape, such as White
form, even if a real animal of this type doesn’t have Tiger Morph or Gray Wolf Morph. Other than this
that ability: climb Speed 15, swim speed 15, fly Speed sort of limitation, these spells work exactly like the
15, Darksight inborn feat, Keen Scent inborn feat (see Beast Morph spell. Some spell variants, particularly
the Species chapter for more information on inborn for small creatures, include limitations but give
feats), or add +2 to Defense. Some of these abilities abilities not normally available until higher levels.
(especially flight) might require obvious, unusual Frex, the Sparrow Morph spell turns you into a
alterations to your animal form, making it obvious that normal-sized sparrow, and it can fly as fast as a real
you are not a normal animal. sparrow, but it can’t make attacks (at least, not any
• Increase or reduce your size by 50% (so a human sort of attack that’s a threat to anything larger than
weighing 200 pounds could turn into an animal an actual sparrow).
weighing anywhere from 50 pounds to 300 pounds).
This effect is temporarily creating or destroying Blindness (spell) [attack, illusion]
flesh. It’s best not to think about where it goes or Add +2 to your resist rolls against effects that blind or
comes from, or who might be using it when it’s not dazzle you.
part of you. Try to blind one enemy within 25 feet. If the enemy
At level 15, the following options become available fails a Fort resist roll, they’re blinded for 1 round
to you in your animal form (in addition to the list at + your Int or your PSY. Each round on its turn, the
10th level): enemy can spend 5 Action Points to try another resist
• Alter one of your physical stats by +1 without a roll to end the blindness.
corresponding penalty to another physical stat. At level 5, add 2 rounds to the blindness duration.
• Increase or reduce your size by another 50% (so a At level 10, the blindness lasts for hours, not
human weighing 200 pounds could turn into an animal rounds, and the enemy can only try to end the
weighing anywhere from 25 pounds to 450 pounds). blindness once per hour, starting with 1 hour after you
• One or both of your melee attacks in animal form cast the spell.
improves (1d8/19/+4). At level 15, the blindness lasts for days, not
• Add two of the following abilities to your animal hours, and the enemy can only try to end the
form, even if a real animal of this type doesn’t have blindness once per day, starting with 1 day after you
that ability: climb Speed 30, swim speed 30, fly Speed cast the spell.
30, constrict, grab, Ferocious inborn feat, pinpoint At level 20, the blindness is permanent, and the
sense, Poisonous inborn feat, Speedy inborn feat, enemy can’t spend AP to try another resist roll against it.
Stealthy inborn feat, trample, trip, Web inborn feat. Boost: You can try to affect a second enemy with
At level 20, the following options become available this spell.
to you in your animal form (in addition to the lists at Boost: Add +5 to your level when figuring out what
10th and 15th level): happens to the enemy with this spell.
• Alter one of your physical stats by +1 without a
corresponding penalty to another physical stat. Blur (spell) [illusion]
• Increase or reduce your size by yet another 50% (so You can surround yourself in a wavy haze, or go back
a human weighing 200 pounds could turn into an animal to normal. When hazy, you can use the Concealment
weighing anywhere from 12 pounds to 675 pounds). Rule against your enemies. You can’t use the
• One or both of your melee attacks in animal form Concealment Rule against an enemy who can’t see
improves (1d10/19/+5). you (like a blind enemy using a non-visual sense to
• Add two more abilities to your animal form from the find you).
last bullet points in the 10th-level or 15th-level list, even Boost: You also make one adjacent friend hazy
if a real animal of this type doesn’t have that ability. (or you can just turn the friend hazy instead of both of
Boost: Instead of spending 3 AP to change form, you). If you and the friend are ever more than 5 feet
for the next 10 minutes you can change it instantly apart, the spell ends for them.
(even if it isn’t your turn). Boost: The haze becomes so thick for 1 round that
Boost: Turn a friend into an animal instead of you can use the Total Concealment Rule against your
yourself. You choose their animal form. They can end enemies instead of the Concealment Rule.
95
Calming Presence (spell) [emotion, ward]
You may reroll any failed resist roll against an
[emotion] effect used against you. Your friends may
spend a boost to reroll a resist roll against an [emotion]
effect.
Boost: An enemy affected by a helpful [emotion]
effect must pass a PSY roll opposed by your INT or
PSY or lose that effect.
Boost: Give a friend a reroll on an [emotion] effect
used against them.
Boost: End an [emotion] effect on yourself. You
can use this boost even when you are unable to take
actions.

Deafness (spell) [attack, illusion]


Add +2 to your resist rolls against effects that deafen
you or use sound against you.
Try to deafen one enemy within 25 feet. If the
enemy fails a Fort resist roll, they’re deafened for 5
rounds + your Int or your PSY. Each round on its turn,
the enemy can spend 5 Action Points to try another
resist roll to end the deafness.
At level 5, add 5 rounds to the deafness duration. plants won’t want to stay with you for more than a few
At level 10, the deafness lasts for hours, not minutes, or fight for you at all.
rounds, and the enemy can only try to end the deafness Trying to convince a hostile plant to stop attacking
once per hour, starting with 1 hour after you cast the is about as difficult as convincing a hostile intelligent
spell. creature to do so.
At level 15, the deafness lasts for days, not hours, If you have this spell prepared, your Friendliness
and the enemy can only try to end the deafness once Charm spell affects plants as well as humanoids.
per day, starting with 1 day after you cast the spell. Boost: A friend within 25 feet also gains the
At level 20, the deafness is permanent, and the benefit of this spell for the next 1 minute.
enemy can’t spend AP to try another resist roll against Boost: You create a close bond with one mobile
it. plant you’re speaking with, which lasts 1 hour. You can
Boost: You can try to affect a second enemy with mentally call this plant to you from 1 mile away, and if
this spell. it feels friendly toward you it will come to you as soon
Boost: Add +5 to your level when figuring out what as it can.
happens to the enemy with this spell.
Eternal Light (spell) [light]
Elanessë’s Forestwhisper (spell) You can create a candle- or torch-sized glow in your
hand that is as bright as a lantern but gives off no heat.
[information]
You can spend 1 AP to place it on an object (such as
You can talk to plants as if you shared a common
a torch or doorway) and it will remain there until you
language with them. Communicating with most plants
spend 1 AP to pick it up again. The light can be white
with this is like talking to a human toddler—they have a
or any color of the rainbow. You can have multiple
limited vocabulary and are ignorant of many concepts.
Eternal Light spells active at the same time (up to your
Furthermore, plants do not sense their environment
INT). Creating more than this immediately destroys the
in the ways that people do, so interpreting their
oldest one. If you can see your Eternal Light spell, you
impressions of what is nearby takes some practice.
can destroy it without effort.
This spell doesn’t make the plants automatically
Boost: This Eternal Light spell doesn’t count
friendly to you, but you can use other methods (such
toward how many you can have at once.
as the Know Nature skill or bribing them with fertilizer
Boost: Instead of one light as bright as a lantern,
or sunlight magic) to influence them. Most mobile
you create ten lights as bright as candles. These don’t
count toward how many Eternal Light spells you can
Elanessë is a ranger of the forest who belongs to
have at once.
a faction of worldly guardians. When nefarious
Great Strength (spell): Choose one friend within 25
forces try to topple the balance between good and
feet. That friend gets +1 to STR for 1 minute.
evil, he and his allies stand together and oppose
You may only have one Great Strength active at a
them. He frequently communes with the forest to
time (casting a new one makes the previous one vanish
discover if there are any disturbances that require
harmlessly).
his attention.
At level 10, the friend gets +2 STR instead of +1

96
STR. Boost: Treat a fall as another 30 x INT feet shorter.
Boost: Add +5 to your level when figuring out what Boost: Affect up to six falling friends or objects
happens to the friend with this spell. with the automatic (fall-reducing) effect of this spell
Boost: Affect a second friend with this spell. (you may combine this boost with other boosts from
Boost: Casting this Great Strength doesn’t make this spell).
the previous one vanish.
Magic Lock (spell) [ward]
Invisibility (spell) [illusion] You touch a closed door (or drawer, chest, or other
You can make yourself slightly transparent, or go back object that can be opened and closed) and make it
to normal. When you’re slightly transparent, Sneak difficult to open.
checks are one category easier. By spending 3 AP, If the door has a lock, your spell also automatically
you can turn invisible until the end of your next turn. locks the lock. Attempts to pick the lock are one step
Invisibility is unstable, and ends if you attack or directly harder. If the door doesn’t have a lock, the spell
harm another creature. You can also end it voluntarily creates a Notable lock on it.
and instantly at any time. You can open or close the door as if it were
Boost: You also turn one adjacent friend invisible unlocked, and it automatically locks itself again when
(or you can just turn the friend invisible instead of both you close it. (If the door was locked when you cast the
of you). If you and the friend are ever more than 5 feet spell, this doesn’t unlock that lock for you).
apart, the spell ends for them. Add +5 to the Difficulty Number to break open a
Boost: Your invisibility lasts for 1 additional round door with a Spell Lock on it.
(unless you end it). You may only have one Magic Lock active at a
Knock (spell): Your Sabotage checks to open locks time (casting a new one makes the previous one vanish
and doors are one step easier. You can use your INT harmlessly). A Magic Lock harmlessly vanishes 25
on these rolls instead of your DEX. hours after you cast it.
Boost: One Sabotage check to open a door or lock Boost: You can use the spell on a door up to 25
is an additional step easier. feet away.
Boost: You can try your Sabotage roll to open a Boost: Casting this Magic Lock doesn’t make the
lock from up to 25 feet away. previous one vanish.
Boost: The Sabotage try only takes half as long as Boost: This Magic Lock doesn’t vanish after 25 hours.
normal.
Martyr’s Link (spell) [ward]
Levitate (spell) [flying] Spend 3 AP to choose one friend and link your soul to
You can move yourself straight up or down with magic. theirs. Any time the linked friend takes Health damage,
Your Speed with this movement 15. It doesn’t cost any split the damage evenly between you (the extra point
Action Points to hold yourself in midair, just to move (if from odd-numbered damage goes to the friend). This
you’re levitating and unconscious, you keep hovering link stops working if you are more than 25 feet apart,
where you are). but resumes automatically once you’re in range again.
If you (and all your equipment and anything else You can end a link without efforct. You can only have
you’re carrying) weigh more than 200 pounds, your one Martyr’s Link active at a time; casting a second
flying Speed is only 1/2 normal. You can’t carry more one immediately destroys an existing one.
than 400 pounds with this spell. Boost: Increase the link’s range to 100 feet for 25
When levitating, it’s like you’re held up by a safety hours.
rope that doesn’t limit your horizontal movement. If Boost: This Martyr’s Link doesn’t count toward
you can reach an adjacent wall or other surface, you how many you can have at once.
can climb, pull, or push yourself along it at you’re Boost: For the next 1 minute, each time a linked
your normal Speed, and you don’t have to worry about friend takes Health damage, instead of splitting the
falling. damage, you may choose to take all of it yourself.
Instead of moving yourself, you can move an
Martyr’s Link spell is commonly known as Sigil’s
unattended object or a willing friend within 25 feet. If
Martyred Embrace. The use of this name originated
you are out of range, they immediately fall. A group
in a sect of dedicated healers and has since spread
of similar smaller objects (like enough gravel to fill a
to the general population. It is named for Sigil, a
bucket) counts as one object.
kindly young priestess who (because of this spell)
If you fall, you automatically slow your falling
has gone to death’s door more times than she can
speed at the last instant. Treat any fall as 25 feet
remember. Although she did not create this prayer,
shorter than it is (for example, a 30-foot fall is treated
she was the first one to expand its power to share
as a 0-foot fall, and does no damage).
the wounds of more than one person a time. Her
Boost: Double the spell’s levitation Speed for the
companions warned her that this dangerous practice
next minute.
would lead to her death, but so far the gods still
Boost: Double the levitation weight limit for 1
smile upon her and she has escaped that fate.
round.
97
Resist Energy (spell) [ward] until the start of your next turn.
Choose one energy type (acid, cold, electricity, or Boost: Increase the range of the unboosted powers
fire). You get energy resistance 5 against that kind of of this spell to 100 feet for 1 minute.
energy. You can spend 1 AP to change this energy
resistance to a different energy. Spider Climb (spell)
Boost: You also protect 1 friend with your energy You make your hands and feet sticky (even through
resistance. This lasts 25 hours. If you change your a layer of clothing or armor), or return to normal
energy resistance, their energy resistance changes too. instantaneously.
Boost: Increase your energy resistance from this Athletics rolls to climb are one step easier for you.
spell to 10 against one effect; you can use this boost You only need two limbs (such as two hands, or
against an effect that just hit you (before damage is one hand and one foot, or two feet, or a foot and a
rolled). Anyone who has energy resistance from your knee) to remain in place during a climb.
spell also gets this increase against that effect. When you use an unarmed attack to try to disarm
an enemy, they get a –5 on their opposed attack roll
Resist Poison (spell) [healing] against you.
You may reroll any failed resist roll against poison. Boost: If you are going to fall while climbing
Your friends within 25 feet may spend a boost to reroll because of a really bad Athletics roll, you don’t fall, but
a resist roll against poison. you don’t make any progress.
Boost: Give a friend a reroll on a poison used Boost: You only need to use one hand to climb this
against them. round instead of two.
Boost: End a poison on yourself. This ends any Boost: If your Athletics skill is at least two
conditions from the poison (such as sickness) and categories better than the difficulty of a wall, you can
prevents that dose of the poison from doing any more walk or run up the wall a distance equal to your Speed
damage. You can use this boost even when you are without using your hands to climb.
unable to take actions. Boost: You also affect one adjacent friend with the
Boost: Spend 10 minutes examining a sample of spell. If you and the friend are ever more than 5 feet
poison. You become immune to that poison while you apart, the spell ends for them.
have this spell prepared.
Thought Empathy (spell)
Scorching Ray (spell) [attack, fire, ray] [information, mental]
Attack one enemy with a bolt of fire (25 foot range, Your Sense rolls to realize someone is trying to lie to
2d6 fire/20/+7). You can instead touch an object and you, that the person you’re talking to is under a mental
do this fire damage directly to it. You can boil up to 1 spell effect, or to understand a secret message (see the
gallon of water per round or melt 1 cubic foot of non- Bluff skill) are one step easier. You get these bonuses
magical ice per round. You can instead create a candle- because you’re able to sense their mood and hints of
or torch-sized fire in your hand. Your handfire doesn’t their thoughts, so the person you’re “reading” must
burn you, but you can use it just like a normal candle be within 25 feet, and you can’t read someone whose
or torch (as a light source, to cook food, set something mind is protected against mental attacks.
on fire, and so on). You can extinguish your handfire Boost: Focus your mind-reading sense on one
without effort. Handfire stops burning automatically if enemy to try to read its thoughts for 1 minute. The
you are unconscious. enemy can try a Will resist roll to prevent you from
Boost: Attack 1 additional enemy with this spell. reading their thoughts. The enemy can spend a boost
Boost: Add +14 to your Scorching Ray damage. or 1 resolve to reroll their Will resist roll against your
Boost: If you hit, the target catches on fire. spell. If they pass the roll, you can’t read their thoughts
Boost: Create hand-fire that burns without fuel and (but you could spend another boost to try again). If
persists without you for 1 hour (for example, on a rock they pass the roll, you can read their surface thoughts
or in midair). The hand-fire can be extinguished like as if they were thinking out loud.
any other fire (such as with water or sand). Boost: Focus your mind-reading sense on one
enemy to try to learn one specific thing from its mind,
See Invisibility (spell) [information] such as a password, the location of a prisoner, or the
Sense checks to notice invisible creatures are one step name of their employer. The enemy can try a Will
easier for you. You automatically get a Sense check resist roll (add +2 to the DN) to prevent you from
to notice when an invisible creature or object is within reading this thought. The enemy can spend a boost
25 feet of you. If you spend 2 AP, until the start of or 1 resolve to reroll their Will resist roll against your
your next turn you can see outlines around all invisible spell. If they pass the roll, you can’t read their thoughts
creatures and objects within 25 feet. (but you could spend another boost to try again). If
Boost: Pick one invisible creature you’ve noticed they pass the roll, you learn the information you want
within 25 feet. You outline this creature in a glow as to know (unless the enemy doesn’t actually know it,
strong as a candle and visible to everyone. This lasts in which case you know that the enemy doesn’t know

98
what you’re looking for). Beckoning Apparition [illusion, information]
Boost: You can use this spell through a barrier You create a hand-sized ghostly image of your face, your
(up to 3 feet of dirt or wood, 1 foot of stone, 1 inch hand, or a faintly-glowing animal or humanoid shape.
of metal, or a thin sheet of lead). Spending this boost You can send the apparition to find either a
doesn’t count toward the normal limit of how many specific person (named or by physical description) or
boosts you can spend in a round. the first person it can find. The apparition is just an
image, is invisible to anyone but you and the person it
Voice of the Dead (spell) is looking for, and can’t attack or be attacked. It moves
[death, information] at Speed 15 and can fit through spaces as small as a
You are able to communicate with the dead (and undead) keyhole.
in a limited way. You can use this spell as if it were Pidgin, The apparition moves at Speed 15. Depending on
but only for communicating with undead creatures. how close the person is, it might take anywhere from
You can spend 1 minute studying a corpse (even just 1 round to several hours to reach them. If it can’t find
a skeleton or a skull) to learn one of the following things: anyone within 5 miles, it returns to you and waits.
 How it died—age, falling, longsword, poison, If the apparition finds the person, it beckons or
sickness, spell, and so on. points for the person to follow it. If the person follows
 Its “public” name—a name it would give to a it, the apparition leads the person back to you along
stranger on the road or a city guard. an efficient and direct route, moving at Speed 30 or
 Why it is here—a battle, treasure hunting, trying the person’s speed (whichever is slower). If the person
to find someone, and so on. doesn’t follow it, the apparition returns to you.
A very old or very damaged corpse gives more You may only have one Beckoning Apparition
vague, confusing, or cryptic answers, as the association active at a time (casting a new one makes the previous
with its former life has decayed. one vanish harmlessly).
Boost: Get an answer to a more detailed question Boost: Casting this Beckoning Apparition doesn’t
the creature knew when it was alive, even if it would make the previous one vanish.
have been reluctant to share it when it was alive. Boost: Double the apparition’s Speed for 25 hours.
Boost: Choose five words. The apparition greets
Web (spell) [attack, ray, trap]
the person with these five words (using your voice or a
Attack one enemy with a spray of sticky webbing generic voice), and repeats them when questioned.
(25 foot range, entangle). If you hit, the enemy is Boost: The apparition’s range increases to 25 miles.
entangled. If the attack is a crit, the enemy is rooted.
To destroy the webbing, a creature (either the enemy Debilitating Curse (spell) [attack, curse]
or a creature adjacent to it) has to spend 2 AP and You curse an enemy within 25 feet so they are clumsy,
pass a STR roll. weak, and ineffective. They may try a Will resist roll to
Instead of attacking a creature, you can cover a ignore the spell.
5 foot by 5 foot space with webbing, which makes Whenever the cursed enemy tries a roll, it rolls
that space difficult terrain (see the Advanced Combat twice and uses the worst result. If they spend a boost
chapter). You can instead use the webbing to hold a for a reroll, ignore the curse for that roll. The enemy
door closed, stick objects together, and so on. The can spend a boost to ignore the effects of the curse for
webbing lasts 1 minute or until it is destroyed. 1 minute.
Boost: Attack 1 additional enemy with your webbing. You may only have one Debilitating Curse active
Boost: If you hit, you also cover the enemy’s face at a time (casting a new one makes the previous one
in webs, blinding it in addition to entangling it. It can vanish harmlessly).
remove the webbing from its face by spending 2 AP (no Boost: Casting this Debilitating Curse doesn’t
STR roll needed) or automatically as part of destroying make the previous one vanish.
the webbing.
Boost: The webbing lasts for 10 minutes or until it Fireball: (spell) [attack, fire]
is destroyed. Create an explosion of fire in a 15-foot cube. One edge
or corner of this cube must be within 25 feet of you.
Any creature in the explosion takes 1d6 fire damage
unless they pass a Reflex resist roll to take no damage.
Boost: The damage increases to 1d6 fire per level
(so if you are level 10, it does 10d6 fire damage), but
anyone in the explosion can try a Reflex resist roll to
only take half damage.
Boost: Any creature damaged by the explosion
9TH-LEVEL SPELLS also catches on fire.
You have to be at least 9th level to learn any of these Boost: The explosion is a 25-foot-diameter sphere
spells. instead of a 15-foot-diameter cube.

99
Floating Eye (spell) [information] Instead of hasting yourself, you can lend this haste
You create a one-inch diameter magical flying eyeball ability to a willing friend within 25 feet. If you are out
in your square that you can see through like it was one of range, they immediately lose this ability.
of your own eyes. Boost: You can use the additional AP to cast spells
At the start of your turn, decide if you are looking this round.
through the Floating Eye or through your own eyes. You Boost: For the next 1 minute, the spell gives you 2
can switch what you’re looking through by spending 1 AP every round instead of 1.
AP. When looking through the Floating Eye, you can
spend Action Points to move it at Speed 30. Icicles of Doom: (spell) [attack, cold]
The eyeball has 1 Health and Defense 10. It Create an explosion of ice in a 15-foot cube. The
automatically fails all resist rolls and is destroyed if it center square of this burst must be within 25 feet of
takes any damage (this automatically switches you to you. Any creature in the burst takes 1d6 cold damage
looking through your own eyes). unless they pass a Reflex resist roll to take no damage.
You may only have one Floating Eye active at a Boost: The damage increases to 1d6 cold per level
time (casting a new one makes the previous one vanish (so if you are level 10, it does 10d6 cold damage), but
harmlessly). A Floating Eye harmlessly vanishes when anyone in the burst can try a Reflex resist roll to only
you are unconscious or dead. take half damage.
Boost: Casting this Floating Eye doesn’t make the Boost: The area of the burst is covered in icicles
previous one vanish. and is difficult terrain for 1 minute.
Boost: For the next 1 minute, you can see through Boost: The burst is a 25-foot-diameter sphere
your own eyes and the Floating Eye at the same time. instead of a 15-foot-diameter cube.
Boost: Increase the eyeball’s Speed to 100 for the
next 1 minute. Lightning Bolt (spell) [attack, electricity]
Create a burst of lightning in a rectangular cylinder of
Fly (spell) [flying] electricity. The lighting bolt has to start in an adjacent
You can magically fly. Your flying Speed is 15. It square. This area is either 5 feet wide, 5 feet higher,
doesn’t cost any Action Points to hold yourself in and 100 feet long, or 10 feet wide, 5 feet high, and
midair, just to move (if you’re flying and unconscious, 50 feet long. Any creature in the burst takes 1d6
you keep hovering where you are). electricity damage unless they pass a Reflex resist roll
The spell doesn’t let you carry more than you can to take no damage.
carry on foot under your own strength. If you can’t Boost: The damage increases to 1d6 electricity per
carry your friend without this spell, you can’t lift them level (so if you are level 10, it does 10d6 electricity
using the spell. damage), but anyone in the burst can try a Reflex resist
Instead of flying yourself, you can lend this flying roll to only take half damage.
ability to a willing friend within 100 feet. If you are out Boost: Any creature damaged by the burst also
of range, they immediately fall. catches on fire.
If you fall, you automatically slow your falling Boost: Double the length, width, or height of the
speed at the last instant. Treat any fall as 60 feet burst.
shorter than it is (for example, a 60-foot fall is treated Boost: You bend the burst once at a 45-degree
as a 0-foot fall, and does no damage). angle from its path.
You may only have one Fly active at a time (casting
a new one makes the previous one end harmlessly). Mirusi’s Major Illusion (spell) [illusion]
For example, if you are flying and you lend a friend You create an illusion up to 25 feet in diameter, up
the ability to fly, you lose the power to fly and start to to 125 feet away. The illusion is essentially a perfect
fall (the spell’s ability to automatically slow a fall only hologram—it looks real, but has no substance and can’t
works on whoever has the ability to fly). change or harm physical things. (However an illusion
Boost: Double the spell’s flying Speed for the next of a solid object does hide what’s behind it as well as
1 minute. an actual object would.) The illusion remains in place
Boost: Double the flying weight limit for 1 round. and is mostly still except for a few minor animation
Boost: Treat a fall as another 30 x INT feet effects—a fire crackles and flickers, creatures blink and
shorter. breathe, running water moves, and so on.
Boost: Affect up to six falling friends or objects The illusion includes some scent and thermal
with the automatic (fall-reducing) effect of this spell effects—a torch or campfire feels warm (but not
(you may combine this boost with other boosts from enough to burn or cook), the breath of a large beast
this spell). stinks, and so on. Spending 3 AP lets you move the
area of the illusion, fully animate it, or both, for 1
Haste (spell) round. You have to be able to see the illusion to
You get 1 additional AP every round, but you can only change it.
spend this extra AP to move or make martial attacks. Frex, you could create an illusion of a group of city

100
guards 125 feet away from you, and the guards would If you are ever more than 25 feet from the enemy,
remain at that location, and unmoving except for the paralysis ends.
minor idle motions. If you spent 3 AP, for one round If the enemy passes a resist roll against your spell,
you could have the guards salute, stand at attention, they add +5 on resist rolls against your Hold Person
draw their weapons, or walk around with that 25-foot spell (and similar spells from you) for the next 25
diameter, or you could move the area of the illusion hours.
to another location within 125 feet of you (similar Boost: Affect 1 additional enemy.
to turning a movie projector so it points at another Boost: Affect a non-humanoid creature, such as an
location), or both. undead.
When animating the illusion, the changes you make Boost: Add your INT to the number of rounds the
are completely under your control—if you start with an paralysis lasts after you stop spending AP to maintain
illusion of a group of city guards, you could change it it. (The enemy can still end it early by passing a Will
to an illusion of a gang of orcs, a dragon, or a small resist roll.)
cottage. The illusion can create ambient or directional
light, but is no brighter than a bonfire. Perfect Teacher (spell) [information]
An animated illusion can create speech (up to five Choose one Know subskill that you are at least
separate discernable voices at once, or a muddled Competent in; your skill rating with that Know subskill
crowd of ten or more), multiple musical instruments, increases by one category. You have an excellent
animal noises, and basic environmental or background memory for anything you know about that subskill—not
sounds. The volume is about as loud as ten humans or a photographic memory, but close to it.
a very large animal. Boost: For one hour, you have a photographic
You may only have one Major Illusion active at memory for anything you know about that subskill,
a time (casting a new one makes the previous one including the ability to perfectly recite speeches you’ve
vanish). heard or text you’ve read about it. You can spend a
You can use this spell as if it were Minor Illusion, boost to reroll any roll using that subskill.
except you can create up to 5 illusory masks or 10 Boost: For one hour, choose a second Know
illusory costumes.
At level 15, the area of the illusion can be up to
50 feet in diameter, and as loud as 25 humans or five
large animals.
At level 20, the area of the illusion can be up to
125 feet in diameter, and as loud as 125 humans or
25 large animals.
Boost: The illusion repeats an animation of up to
ten minutes, for up to one hour, and can move up to
125 feet from its original location. For example, you
could create an illusion of a group of soldiers patrolling
back and forth every ten minutes for an hour.
Boost: Casting this Major Illusion doesn’t make the
previous one vanish.
Boost: For the next hour, animating and moving
this illusion doesn’t cost AP.
Boost: Program a reactive animation into the
illusion for as long as it exists, such as the soldiers
challenging anyone who gets in their path. This
reaction may apply to only some of the illusory
creatures, or all of them (your choice).
Boost: Add +5 to your level when figuring out what
you can do with this illusion.

Paralysis (spell) [attack, mental]


Try to paralyze one humanoid enemy within 25 feet.
The enemy can try a Will resist roll to ignore the spell.
If they fail, they are paralyzed for 1 round. If you keep
spending 3 AP each turn on maintaining the spell on
that target, they keep being paralyzed.
If the held enemy takes damage, it can try another
Will resist roll to end the paralysis.
Each round on the enemy’s turn they can spend 5
resolve to try another Will resist roll to end the paralysis.

101
subskill and gain the benefits of this spell for that roll to negate the spell. If they fail, they get –2 AP on
subskill. their turn for 1 round (plus your INT).
Boost: When you use the Coaching Skill Rule (see You may only have one Slow active at a time
the Skills chapter), it lasts 1 hour instead of 1 minute. (casting a new one makes the previous one vanish
Spending this boost doesn’t count toward the normal harmlessly).
limit of how many boosts you can spend in a round. Boost: Affect a second enemy.
Boost: Choose one willing friend within 25 feet and Boost: Affect up to 4 enemies, but each of them
one heroic feat you have prepared today. The feat must only gets –1 AP instead of –2 AP.
be 5th-level or lower. The friend instantly learns and
prepares that heroic feat (even if this means they have Speak With the Dead (spell) [death,
more feats prepared than their maximum). After 1 day, information]
their knowledge of that instantly-taught heroic feat fades. You are able to converse with undead beings, and
recall the lingering spirits of the recently deceased to
Shape Stone (spell) [earth] answer your questions.
You can mentally alter surface details of stone within If the undead being you’re trying to converse with
5 feet as if it were heavy clay, carving lines, forming is mindless, or if you do not share a common language,
ridges and shapes, and so on, affecting up to a square you can still communicate in a limited fashion (similar
foot at a time to a depth of about 1 inch. Making to using Voice of the Dead). Intelligent undead
these changes takes as long as shaping clay by hand. usually consider living creatures using this spell to be
Although the changes are directed by your mind and respectful of their condition and look more favorably
not your hands, the quality of the result is limited by upon living creatures who use it, improving their
your actual skill at sculpting. When you stop working attitude toward you by one step (see the Bluuf and
the stone, it keeps its new shape and returns to its Persuade skills). This spell can’t improve the undead’s
original hardness. attitude toward you from “friendly” to “helpful.”
You can use this spell to shape clay or even sand. If you wish to speak with a corpse’s spirit (instead
Shaping clay takes half as long, shaping sand takes of an active undead creature), you must first spend
1/4th as long. 1 minute preparing the area around the corpse and
At 15th level, you affect stone to a depth of 1 foot. performing a simple ritual to invite its spirit to your
Boost: Affect up to 5 cubic feet of stone to a location. For the spirit to respond, the creature must
depth of 1 foot. You can continue to alter this stone be dead for no longer than your level in days. The
as long as you remain within range. At 15th level, this spirit has the same attitude toward you as it did when
increases to 25 cubic feet of stone to a depth of 5 feet. it was alive and is not compelled to speak the truth (or
Boost: Instantaneously shape the stone instead of speak at all). It only knows what it knew when it was
taking the normal time to sculpt it. alive (frex, it can’t tell you what happened in the area
after it died). Most spirits are only willing to remain
Skeletal Horde (spell) [death] present long enough to answer up to 5 questions; after
You animate up to 25 corpses as undead skeletons, this, they ignore you, fade away, or are pulled back to
which serve you and obey your verbal commands. The the afterlife. You can negotiate with or threaten the
corpses must be human-sized or smaller. spirit to make it more likely to answer your questions
As long as you have this spell prepared, the (such as by avenging its death, giving it a proper burial,
undead remain with you and obeys your commands. leaving offerings at its grave, reanimating its corpse,
At 15th level, you can animate larger corpses (up and so on).
to five times the size of a human), but these count At level 15, increase how long the corpse can be
proportionately toward the 25 corpse limit (frex, you dead from days to weeks.
could animate five corpses that are five times human At level 20, increase how long the corpse can be
size). dead from weeks to months.
You may only have one Skeletal Horde active at At level 25, increase how long the corpse can be
a time (casting a new one makes the previous one dead from months to years.
collapse into inanimate bones). If you are killed, any Boost: A friend within 25 feet also gains the
undead created by this spell persist as independent benefit of this spell (able to speak with and understand
creatures. the undead being or the recalled spirit) for the undead
Boost: You animate half as many corpses, but they or spirit you are talking to. Any questions directed at
are zombies instead of skeletons. the spirit by the friend count toward influencing it’s
Boost: Casting this Skeletal Horde doesn’t make attitude and how long it remains willing to answer.
the previous one vanish. Boost: Add +5 to your level when figuring out how
long the corpse can be dead.
Slow (spell) [attack, mental] Boost: The spirit remains present to answer
Slow down the mental and physical abilities of one another 5 questions.
enemy within 25 feet. The enemy can try a Will resist Boost: The spirit truthfully answers your next
question.

102
Stinking Fog [attack, cloud, poison, water] but the enemy gets a +10 on their resist roll against it,
You create a 10-foot-radius sphere of thick greenish- and they don’t have to spend resolve each turn to try
yellow fog centered on a square within 25 feet of you. another resist roll to end it.
The fog limits how far anyone can see to about
5 feet. Anything up to 5 feet away has concealment; Vampiric Mist [attack, cloud, death]
anything farther away is effectively invisible. You create a 10-foot-radius sphere of sparse green,
You may only have one Stinking Fog active at a pale, or violet mist centered on a square within 25 feet
time (casting a new one makes the previous one vanish of you. The fog looks supernaturally spooky, with faint
harmlessly). A Stinking Fog harmlessly disperses 1 images of clutching hands or wailing spirits visible from
minute after you cast it. time to time. The mist does not limit vision.
Any creature in the cloud at the start of its turn, You may only have one Vampiric Mist active at a
and any creature who enters the fog, must pass a Fort time (casting a new one makes the previous one vanish
save or be nauseated. The nausea lasts as long as the harmlessly). A Vampiric Mist harmlessly disperses 1
creature is in the fog. minute after you cast it.
You can instead use this spell as if it were Burst of Any creature in the mist at the start of its turn,
Billowing Fog. and any creature who enters the mist, must pass a
Boost: The fog disperses after 2 minutes instead of Fort save or take 1d6 points of damage. Undead are
1 minute. immune to this damage. The mist near a damaged
Boost: You are immune to the nausea of this creature takes on the color of its blood.
casting of Stinking Fog. Each time a creature is damaged by the mist, you
Boost: A friend you choose within 25 feet is heal 1 Health. You must be within 25 feet of the mist
immune to the nausea of this casting of Stinking Fog. to gain this healing.
Boost: Add 2 rounds to how long the nausea lasts Boost: The damage increases this round to 1d6
for this casting of Stinking Fog. per level (so if you are level 10, it does 10d6 damage),
Boost: Casting this Stinking Fog doesn’t make the but anyone in the mist can try a Fort resist roll to only
previous one vanish. take half damage.
Boost: The mist disperses after 2 minutes instead
Suggestion (spell) [attack, mental] of 1 minute.
Try to change the mind of one enemy within 25 feet. Boost: The mist limits how far anyone can see
This can be as simple as “let me through this doorway to about 5 feet. Anything up to 5 feet away has
without asking any questions” or as complex as “go concealment; anything farther away is effectively
home, board up the doors and windows, and wait invisible.
for someone to knock with the secret knock.” What Boost: You are immune to the damage from this
you can suggest the enemy do is generally limited to casting of Vampiric Mist.
about one or two sentences, and has to be something Boost: A friend you choose within 25 feet is
reasonable. For example, “jump off a cliff” or “set immune to this casting of Stinking Fog.
yourself on fire” are unreasonable suggestions and Boost: Casting this Vampiric Mist doesn’t make the
never work. previous one vanish.
The enemy can try a Will resist roll to ignore the
spell. If they fail, they go through with your suggestion Water Breathing (spell) [air, water]
for 1 minute. Once they complete the suggestion, the You can breathe air and breathe water as if doing this
effect ends. Depending on what you suggested, the was natural for you. Different variants of this spell
enemy may or may not realize that magic was involved. grant you water breathing in different ways—it might
For example, deciding to go home might be strange create a bubble of breathable aerated water around
enough that the enemy knows someone prolly cast a your head, give you gills, transform your head into that
spell on them, but the idea of letting someone through of a fish, make your skin more permeable to oxygen
a door might not be. (like a frog), and so on.
Each round on the enemy’s turn they can spend 5 You can spend 3 AP to affect an adjacent friend
resolve to try another Will resist roll to end the spell. wth this spell for 1 minute. If they remain within 25
You may only have one Suggestion active at a feet of you, you can automatically renew this ability
time (casting a new one makes the previous one end each minute without spending AP (this allows you and
harmlessly). the friend, or even multiple friends, to breathe water if
If the enemy passes a resist roll against your spell, you stay together).
they add +5 on resist rolls against your Suggestion spell Boost: Spend 3 AP to give up to 6 friends within
(and similar spells from you) for the next 25 hours. 25 feet this ability for 1 minute.
Boost: Affect 1 additional enemy. Boost: Give one friend within 25 feet this ability
Boost: Add your INT to the number of minutes the for 1 hour.
Suggestion lasts. (The enemy can still end it early by Boost: Double the swim speed of everyone affected
passing a Will resist roll.) by your spell. This lasts 1 minute.
Boost: You can make an unreasonable suggestion,
103
Fear (spell) [attack, emotion, fear, mental]
You fill a 10-foot-cube with magical energy that
frightens away anyone in it. One edge or corner of this
cube must be within 100 feet of you. Each enemy in
the cube gets the frightened condition for 1d4 rounds
unless it passes a Will resist roll. If an enemy runs away
13TH-LEVEL SPELLS because of the fear, it can try another resist roll on its
You have to be at least 13th level to learn any of these turn each round to get over its fear.
spells. If the enemy passes a resist roll against your spell,
they add +5 on resist rolls against your Fear spell (and
Confusion (spell) [attack, mental] similar spells from you) for the next 25 hours.
Try to confuse one enemy within 100 feet. The enemy Boost: Add 4 rounds to the frightened duration
can try a Will resist roll to ignore the spell. If they fail, (the enemy still gets to try a resist roll every round).
they are confused for 1 round. Boost: Choose one enemy who failed their resist
If you keep spending 3 AP each turn on roll against the spell. That enemy is terrified instead of
maintaining the spell on that enemy, they keep being frightened.
confused. Boost: The fleeing enemies scream in terror as
Each round on the enemy’s turn they can spend they run away.
5 resolve to try another Will resist roll to end the Boost: The spell is a 15-foot-cube instead of a
confusion. 10-foot-cube.
If you are ever more than 100 feet from the
enemy, the confusion ends. Force Field Bubble (spell)
If the enemy passes a resist roll against your spell, [attack, force, trap]
they add +5 on resist rolls against your Confusion spell Try to trap an enemy within 100 feet in an unmovable
(and similar spells from you) for the next 25 hours. force field bubble that is barely large enough to fit
Boost: Affect 1 additional enemy. them. The enemy can try a Reflex resist roll to ignore
Boost: Add your INT to the number of rounds the spell. If they fail, they are trapped in the bubble.
that the confusion lasts after you stop spending AP to The bubble is visible but transparent, like a soap
maintain it. (The enemy can still end it early by passing bubble.
a Will resist roll.) Nothing can cross or interact with anything on
the other side of the bubble (but normal light and
Fast Floating Eye (spell) [information] breathable air are able to pass through it).
You create a one-inch diameter magical flying eyeball The bubble has 2 Health times your level. If the
in your square that you can see through like it was one bubble is destroyed, the enemy gets +5 on resist rolls
of your own eyes. against your Force Field Bubble spell for the next 25
At the start of your turn, decide if you are looking hours.
through the Floating Eye or through your own eyes. You You may only have one Force Field Bubble active
can switch what you’re looking through by spending 1 at a time (casting a new one makes the previous one
AP. When looking through the Floating Eye, you can vanish harmlessly). A Force Field Bubble harmlessly
spend Action Points to move it at Speed 60. disperses 1 minute after you cast it.
The eyeball has 5 Health and Defense 15. It Instead of trapping an enemy, you can create the
automatically fails all resist rolls and is destroyed if it bubble around a friend.
goes to 0 Health (this automatically switches you to Boost: Affect 1 additional enemy (each affected
looking through your own eyes). enemy gets its own bubble).
You may only have one Fast Floating Eye active Boost: Double the bubble’s Health.
at a time (casting a new one makes the previous one Boost: Casting this Force Field Bubble doesn’t
vanish harmlessly). A Fast Floating Eye harmlessly make the previous one vanish.
vanishes when you are unconscious or dead.
You can instead use this spell as if it were Floating Monster Friendliness Charm (spell) [attack,
Eye.
charm, mental]
Boost: Casting this Fast Floating Eye doesn’t make
One enemy within 100 feet improves its attitude
the previous one vanish.
toward you by one step (see the Influence skill). This
Boost: For the next 1 minute, you can see
spell can’t improve the enemy’s attitude toward you
through your own eyes and the Fast Floating Eye at
from “friendly” to “helpful.”
the same time.
You can only have one Monster Friendliness Charm
Boost: Increase the eyeball’s Speed to 120 for the
active at a time (casting a new one immediately makes
next 1 minute.
the previous one end, and the previous enemy returns to
Boost: Teleport the eyeball up to 5 feet in any
its earlier attitude toward you). Just because the enemy
direction (for example, through a closed door). The
likes you better doesn’t mean they like your friends.
eyeball cannot teleport through stone or metal.

104
The enemy can try a Will resist roll against the When you teleport, you bring your body plus up to
spell. If the enemy is in combat, add +5 to its resist roll 300 pounds (for example, your body, gear, treasure,
against this spell; if it is in combat against you or your another person, and so on). You have to be touching,
friends, add another +5 to its resist roll against this holding, or wearing what you want to bring with you.
spell. If you or your friends threaten the enemy, the You can decide to bring some things and not others,
spell ends immediately. as long as you can clearly visualize what you do or do
Boost: Instead of immediately ending when you not want to bring. For example, if you were tied up
cast another Monster Friendliness Charm, this one lasts with ropes and were leaning against a friend, you could
for 1 minute after that. teleport yourself and the friend (if they were under the
Boost: The enemy’s attitude toward you improves weight limit), but leave the ropes behind. You can even
by an additional step (this still can’t make them more use a friend as a “chain” to something that’s out of
friendly than “friendly”). your own reach, as long as you bring everything in the
Boost: The enemy’s attitude improves toward your “chain” with you.
friends as well as you. Up to 5 friends are affected (if Boost: Creating this anchor doesn’t make the
you have more than 5 friends present, choose which previous one vanish.
friends are included). Boost: Instead of spending 1 minute to cast the
Boost: After the spell ends, the enemy accepts that spell, you only have to spend 3 AP.
its temporary attitude change toward you is completely Boost: You can teleport to a place within 1,000
normal. feet that isn’t an anchor. This can be a location you
know (like “at the top of this tower”), can see (like
Short Teleport (spell) [teleport] “across this ravine”), or based on distance (like “1000
Spend 1 minute attuning yourself to your current feet north”). If for some reason this would mean
location, creating an invisible “anchor” that you can you land inside a solid object, you bounce to the
teleport to when you cast this spell. You may only closest open location within 100 feet and everything
have one anchor active at a time (casting a new one teleported takes 1d6 damage for each 10 feet away
makes the previous one vanish harmlessly). An anchor from the place you were trying to get to. If there isn’t
harmlessly vanishes 25 hours after you cast it. an open location within 100 feet, the spell just fails.
Instead of creating an anchor, you can spend 1 Boost: Bring another 300 pounds with you when
minute teleporting yourself from your current location you teleport. Spending this boost doesn’t count toward
to your anchor. If the anchor isn’t within 1,000 feet, the normal limit of how many boosts you can spend in
you can’t teleport to it. a round.
Boost: Increase the maximum range to the anchor
by 1,000 feet. Spending this boost doesn’t count
toward the normal limit of how many boosts you can
spend in a round.

Solid Fog (spell) [attack, cloud, water]


You create a 10-foot-radius sphere of thick fog
centered on a square within 100 feet of you. The fog
is safe to breathe but feels like moving through heavy
foam.
Any creature in the fog moves at half its Speed.
Attacks within or into the fog get a –5 on the attack
and damage roll.
Falling through Solid Fog doesn’t count toward the
distance fallen. For example, if you fall 60 feet through
normal air and 10 feet through Solid Fog, it only
counts as falling 60 feet.
The fog limits how far anyone can see to about
5 feet. Anything up to 5 feet away has concealment;
anything farther away is effectively invisible.
You may only have one Solid Fog active at a time
(casting a new one makes the previous one vanish
harmlessly). A Solid Fog harmlessly disperses 1 minute
after you cast it.
Wind of 30 mph or less has no effect on Solid Fog.
Wind of 31 mph or more disperses it in 1 round.
You can instead use this spell as if it were Burst of
Billowing Fog.

105
Boost: The fog disperses after 2 minutes instead of harmlessly). A Wall of Fire harmlessly disperses 1
1 minute. minute after you cast it.
Boost: Casting this Solid Fog doesn’t make the Boost: Any creature damaged by the wall also
previous one vanish. catches on fire.
Boost: For the next 1 minute, your current square Boost: For the next 1 minute, your Wall of Fire
is a “hole” in the area of your Solid Fog spell. This doesn’t damage you.
“hole” moves with you. Boost: Casting this Wall of Fire doesn’t make the
previous one vanish.
Speak In Tongues [information] Boost: Add 25 square feet times your INT to the
You can communicate verbally with any intelligent area of the wall. For example, if your INT is +2, you
creature that understands at least one language, as add 50 square feet to the wall, for a total of 100
if you had a two-way “universal translator.” If the square feet.
creature’s language is completely alien to you (such as
an inhuman language of verbal clicks and pops), your Wall of Ice (spell) [attack, cold, wall]
listening and speaking speed is half normal. If you Create a wall of ice that is 1 inch thick plus your INT,
speak to multiple creatures who don’t share a common and has an area of up to 50 square feet (such as 5
language (frex, an elf that only speaks Elf and a goblin feet long and 10 feet high, or 10 feet long and 5 feet
that only speaks Goblin), they hear your words in their high). One end of this wall must be within 100 feet of
preferred language. If you listen to multiple creatures you. The ice has to be one continuous piece, but it can
who don’t share a common language, you hear all of make 45- or 90-degree turns. It can be vertical (like a
them in your preferred language. This doesn’t give wall) or horizontal (like a bridge or ice floe). Horizontal
you the ability to write the language you’re trying to ice will break under its own weight if not supported at
understand. This magical knowledge of the language both ends.
fades if you stop preparing this spell; you remember Instead of a straight or angled line, you can make a
the gist, but not the details (in other words, this doesn’t circle with a 2 foot radius and 4 feet high, or a 3-foot-
help you permanently learn a language). This doesn’t radius hemisphere.
decipher codes or reveal hidden messages hidden in Each 5 foot by 5 foot area of ice has 3 Health
what you’re hearing or reading. for every inch of its thickness. If a section of the wall
Boost: For the next 1 hour, you are able to read is broken, that section is filled with freezing cold air
and write in the favored language of an intelligent that does 2d6 cold damage to anyone who touches or
creature within 25 feet, as if you were fluent in that passes through it (the creature can try a Reflex resist
language. roll to only take half damage).
Boost: A friend within 25 feet also gains the You may only have one Wall of Ice active at a time
benefit of this spell. (casting a new one makes the previous one vanish
Boost: For the next 1 hour, you can prevent any harmlessly). A Wall of Ice harmlessly collapses and
number of listeners from understanding you, even if fades away 1 minute after you cast it.
you share a common language; these creatures just Boost: For the next 1 minute, you can move
hear gibberish when you speak. Frex, you could talk through your Wall of Ice as if it weren’t there, and it
to your friends in front of a crowd and nobody in the doesn’t damage you.
crowd would be able to understand what you’re saying. Boost: Casting this Wall of Ice doesn’t make the
previous one vanish.
Wall of Fire (spell) [attack, fire, wall] Boost: Add 25 square feet times your INT to the
Create a vertical wall of fire that is 1 inch thick and area of the wall. For example, if your INT is +2, you
has an area of up to 50 square feet (such as 5 feet long add 50 square feet to the wall, for a total of 100
and 10 feet high, or 10 feet long and 5 feet high). One square feet.
end of this wall must be within 100 feet of you. The
wall has to be one continuous piece, but it can make
45- or 90-degree turns.
Instead of a line, you can make a circle with
a 2 foot radius and 4 feet high, or a 3-foot-radius
hemisphere.
Any creature that touches or passes through the
wall takes 2d6 fire damage (the creature can try a 17TH-LEVEL SPELLS
Reflex resist roll to only take half damage). You have to be at least 17th level to learn any of these
Any creature adjacent to a flat side of the wall (not spells.
to its edge) takes 1d6 fire damage (the enemy can try a
Reflex resist roll to take no damage). This damage only Force Field Wall (spell) [force, wall]
happens once on the creature’s turn. Spend 1 minute creating a force field wall that and has
You may only have one Wall of Fire active at a an area of up to 50 square feet (such as 5 feet long
time (casting a new one makes the previous one vanish and 10 feet high, or 10 feet long and 5 feet high). One

106
end of this wall must be within 100 feet of you. The
wall has to be one continuous piece, but it can make
45- or 90-degree turns. It can be vertical (like a wall)
or horizontal (like a bridge).
Instead of a straight or angled line, you can make a
circle with a 2 foot radius and 4 feet high, or a 3-foot-
radius hemisphere.
The wall is visible but transparent, like a soap
bubble.
Nothing can cross or interact with anything on the
other side of the wall (but normal light and breathable
air are able to pass through it).
Each 5 foot by 5 foot section of the wall has 2
Health times your level.
You may only have one Force Field Wall active at a
time (casting a new one makes the previous one vanish
harmlessly). A Force Field Wall harmlessly disperses 1
minute after you cast it.
You can instead use this spell as Force Field
Bubble.
Boost: Double the wall’s Health.
Boost: Casting this Force Field Wall doesn’t make
the previous one vanish.
Boost: For the next 1 minute, you can move
through your Force Field Wall as if it weren’t there.
Boost: Add 25 square feet times your INT to the
area of the wall. For example, if your INT is +2, you
add 50 square feet to the wall, for a total of 100
square feet.
separate discernable voices at once, or a muddled
Boost: Casting the spell only takes 5 AP instead of
crowd of 100 or more), multiple musical instruments,
1 minute.
animal noises, and environmental or background
sounds. The volume is about as loud as 25 humans or
Grand Illusion (spell) [illusion] 5 very large animals.
You create an illusion up to 125 feet in diameter, up You may only have one Grand Illusion active at a
to 125 feet away. The illusion is essentially a perfect time (casting a new one makes the previous one vanish).
hologram—it looks real, but has no substance and can’t You can use this spell as if it were Major Illusion,
change or harm physical things. (However an illusion except you can create up to 25 illusory masks or 50
of a solid object does hide what’s behind it as well as illusory costumes.
an actual object would.) The illusion remains in place Boost: The illusion repeats an animation of up to
and is still unless you choose to animate it. The illusion 5 hours, for up to 25 hours, and can move up to 125
repeats an animation of up to 1 hour for as long as it feet from its original location. For example, you could
exists, and can move up to 125 feet from its original create an illusion of a camp of bandits changing who
location. For example, you could create an illusion of is on watch, preparing meals, pack up, and move to a
a camp of bandits, and have them follow a route of nearby location.
cooking and keeping watch, looping every hour. Boost: Casting this Grand Illusion doesn’t make
The illusion includes scent and advanced thermal the previous one vanish.
effects—fires are hot enough to burn, creatures and Boost: For the next hour, animating and moving
materials smell real enough to fool a bloodhound, and this illusion doesn’t cost AP.
so on. Spending 1 AP lets you move the area of the Boost: Program a reactive animation into the
illusion for 1 round, change the animation, or both. illusion for as long as it exists, such as bandits drawing
You have to be able to see the illusion to change it. weapons when creatures approach or a beast dodging
When animating the illusion, the changes you make if attacked. This reaction may apply to only some of
are completely under your control—if you start with the illusory creatures, or all of them (your choice).
an illusion of a camp of bandits, you could have the Boost: Add +5 to your level when figuring out what
camp fill with an illusion of poisonous acidic fog that you can do with this illusion.
kills the bandits, leaving an illusion of melted corpses
and skeletons. The illusion can create ambient or
Poison Fog [attack, cloud, poison, water]
directional light, but is no brighter than sunlight on a
You create a 10-foot-radius sphere of thick greenish-
spring day.
yellow fog centered on a square within 25 feet of you.
An animated illusion can create speech (up to 25

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The fog limits how far anyone can see to about Will resist roll each hour to expel you. Killing the
5 feet. Anything up to 5 feet away has concealment; host expels you automatically. If you leave or are
anything farther away is effectively invisible. expelled from the host, you persist in your spirit
You may only have one Poison Fog active at a form at that location for up to 5 rounds and can
time (casting a new one makes the previous one vanish attempt to possess a humanoid (that same creature
harmlessly). A Poison Fog harmlessly disperses 1 or a different one) within 25 feet. After 5 consecutive
minute after you cast it. rounds in spirit form, you automatically return to your
Any creature in the cloud at the start of its turn, own body; if at the end of this time your own body is
and any creature who enters the fog, must pass a Fort dead, or your spirit form is somehow prevented from
resist roll or take poison damage equal to your level. reaching it, you die.
For example, if you are level 20, any creature that At level 20, the host can try to expel you once per
fails its resist roll against this spell takes 20 points of day instead of once per hour.
poison damage. At level 25, the host can try to expel you once per
When you cast this spell, decide if you want the fog week instead of once per day.
to stay in place (like normal fog) or move 10 feet per Boost: Alter a possessed enemy’s mind while you
round in a direction of your choice at the start of your are there so the next time you use Possession on it,
turn. Either way, the fog can still be moved by wind. add +5 to the spell’s DN.
You can instead use this spell as if it were Burst of Boost: Attempt to possess an animal or undead
Billowing Fog. creature instead of a humanoid.
Boost: The fog disperses after 2 minutes instead of Boost: Persist in spirit form for 1 additional round
1 minute. before being sent back to your body.
Boost: You are immune to the poison of this Boost: Draw upon the host’s general memories and
casting of Poison Fog. personality for 10 minutes, allowing you to pretend to
Boost: Any creature poisoned by the fog also be them. During this time, checks for others to realize
takes the poison damage again 1 round after they the host is not in control are one step harder.
leave the fog.
Boost: Casting this Poison Fog doesn’t make the Raise the Dead (spell) [death, healing]
previous one vanish. Spend 5 hours bringing a dead friend within 25 feet
back to life. If the friend has been dead for longer than
Possession (spell) [attack, charm, mental] your level in days, you can’t raise them from the dead,
You can spend 5 AP to pull your soul out of your body and trying this spell does nothing. The spell doesn’t
and linger within 25 feet as an invisible presence, work on undead creatures, only actual dead corpses.
called your spirit form or astral form. The friend can refuse to let you raise them from
In your spirit form, you cannot take physical the dead. If they refuse, you realize this within 1 hour
actions and can’t be harmed by physical attacks, of starting the spell, and can stop casting it.
but can be affected by abilities that specifically work When you finish the spell, the dead friend becomes
against ghosts and other spirits. You can spend 5 alive with 1 Health. Any diseases or poisons they have
AP to attempt to take over the body of a humanoid are cured.
creature within 25 feet of your body. The enemy The spell closes mortal wounds and can reattach
humanoid can try a Will resist roll against the spell. If severed body parts but cannot regrow missing pieces,
it fails, you possess its body and control it as if it were so the body must be mostly whole. For example, if the
your own. You can spend 5 AP to leave the host. friend is missing a hand, they come back to life but
When controlling a host body, you use its physical have a healed-over wrist stump; if they’re missing a
statistics (STR, DEX, CON, Health, and so on), and head or a heart, or all you have is a finger, they can’t
your own knowledge, skills, and abilities associated be brought back to life.
with your mind (including your resist bonuses from Coming back from being dead is traumatic. The
your class and mental stats). Frex, if your original friend’s CON permanently decreases by 1. The friend is
body can fly because you have wings, this doesn’t let staggered for the next 1d6 x 10 minutes.
you fly in your host body. If you are a skilled climber, Instead of using this spell to raise a dead friend,
you can use your Athletics skill even if your host is you can use it on a comatose friend. Raising a
clumsy (low DEX). comatose friend only takes 1 minute instead of 5
You can spend boosts to read your possessed hours, they don’t lose CON, and they’re only staggered
enemy’s mind, as if using a boost on Thought Empathy. for 1d6 minutes.
Your abandoned body is comatose. You are aware Boost: The friend comes back with half their
if your body is touched or attacked (but because normal Health instead of 1 Health. Spending this boost
it is comatose, any attack against it can kill it). If doesn’t count toward the normal limit of how many
your body is killed, you can live on indefinitely by boosts you can spend in a round.
possessing others. Boost: Casting the spell takes 5 minutes instead of
The host’s mind is imprisoned within its body 5 hours. You can instead spend two boosts to cast the
and is aware you are in control. It can try another spell with 5 AP instead of minutes or hours. Spending

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this boost doesn’t count toward the normal limit of how from its scabbard into your hand, or shaking your
many boosts you can spend in a round. cloak to look like it is blowing in the wind.
Boost: The friend isn’t staggered from coming You can instead use this spell as if it were Fly,
back from the dead. Spending this boost doesn’t count except you use the Telekinesis weight limit.
toward the normal limit of how many boosts you can Boost: Double the spell’s Speed for the next minute.
spend in a round. (If you’re using the spell to wield a weapon, add +2 to
Boost: The spell regrows all of the friend’s your attack and damage rolls with the weapon.)
missing pieces. Spending this boost doesn’t count Boost: Double the weight limit for 1 round.
toward the normal limit of how many boosts you can Boost: Affect multiple objects within range. Add up
spend in a round. the weight of these objects and use their total weight
Boost: Add your INT to the number of days dead to figure out how fast you can move them. You have to
the friend can be. Spending this boost doesn’t count move the objects in the same direction.
toward the normal limit of how many boosts you can Boost: Treat a fall as another 100 x INT feet
spend in a round. shorter.
Boost: If you are dead, you reanimate as an Boost: Affect up to six falling friends or objects
intelligent undead. Depending on the manner of your with the automatic (fall-reducing) effect of this spell
death and the damage to your body, this might take (you may combine this boost with other boosts from
rounds, minutes, or hours. You can persist in this this spell).
undead state as long as you continue to have this spell
prepared; if you no longer have this spell prepared, Telepathy (spell) [information, mental]
you immediately die and remain dead. You can spend You mentally communicate with one creature within
this boost if you are dead. 100 feet. If you don’t share a common language, you
can communicate at half normal speed while the link
Telekinesis (spell) [flying] “translates” what you’re saying to each other.
You can move yourself in any direction with magic. For creatures that don’t use language or aren’t
Your Speed with this movement 20. It doesn’t cost any smart enough to understand a language (like animals),
Action Points to hold yourself in midair, just to move you can only send and receive basic concepts like
(if you’re floating and unconscious, you keep hovering “attack,” “danger,” “flee,” and “food.”
where you are). You and the other creature don’t automatically read
If you (and all your equipment and anything else each others’ thoughts—you have to think “at” each
you’re carrying) weigh more than 300 pounds, your other to communicate. If the creature doesn’t want to
flying Speed is only 1/2 normal. You can’t carry more listen to you, it can refuse or allow this communication
than 600 pounds with this spell. at will, and you may or may not know if your messages
Instead of moving yourself, you can move an are getting through (creature’s choice).
unattended object or a willing friend within 100 feet. You can switch which creature you’re
If you are out of range, they immediately fall. A group communicating with instantly (so you could alternate
of similar smaller objects (like a cart full of manure) between two or more creatures each round), but this
counts as one object. spell doesn’t let you telepathically communicate with
Instead of moving yourself, you can try to move an more than one creature at a time. Using telepathy
enemy, but they can try a Will resist roll to prevent it. requires as much concentration as talking, so it is very
If you fall, you automatically slow your falling difficult to mouth-talk one conversation and thought-
speed at the last instant. Treat any fall as 100 feet talk a different conversation at the same time.
shorter than it is (for example, a 100-foot fall is treated Once you’ve made contact with a creature, you
as a 0-foot fall, and does no damage). no longer need to keep an unbroken path between
You can use this spell to wield a weapon, or throw you to continue communicating. For example, you
an object as if it were a throwing weapon. You can use could telepathically talk to someone in a castle, then
your INT instead of your STR when making attack and go outside and continue talking with them, so long as
damage rolls with the weapon. A hard, dense thrown you’re within range. Days later, you could return to the
object (like a boulder) does 1d6 points of damage per castle and try to communicate with that person again.
25 pounds. Boost: You can communicate with a friend within 1
You can push, pull, twist, or otherwise mess with mile for the next 10 minutes.
an unattended object within 100 feet as if you were Boost: You can communicate with a friend within
touching it with one or both hands. The object can’t be 10 miles for the next 1 minute.
heavier than 300 pounds. Use your INT as your STR Boost: You can communicate with a friend within
to figure out what force you can use on the object (for 100 miles for the next 1 round.
example, you could turn a heavy wheel). This takes Boost: Link yourself and up to six friends together
the same amount of time as if you were doing it with so you can telepathically communicate with each
your actual hand. You can use this spell on any object other on a private mental “channel.” This lasts for 1
you’re holding or wearing (even though technically it’s hour. The friends must all be within 100 feet when
not an unattended object), like pulling your dagger you cast the spell, and anyone more than 100 feet

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from another linked person can’t use the link. to teleport to the anchor. Once the doorway has
Boost: For the next 1 hour, your telepathic teleported your weight limit for this spell, it closes. If
communications are effortless. This allows you to have something trying to get through the doorway would be
one or more mental conversations at the same time more than the weight limit, it can’t get through at all.
you’re having a verbal conversation. The doorway automatically closes INT rounds after you
create it. You can close the doorway from either side
Teleport (spell) [teleport] on your turn for 0 AP.
Spend 1 minute attuning yourself to your current Boost: Instead of touching what you want to bring
location, creating an invisible “anchor” that you can with you, you can bring any friends or unattended
teleport to when you cast this spell. You may only objects with you, up to your weight limit. Anything you
have one anchor active at a time (casting a new one bring has to be within 25 feet of you.
makes the previous one vanish harmlessly). An anchor Boost: You can try to bring a touched unwilling
harmlessly vanishes 25 hours after you cast it. enemy with you. The enemy can try a Fort resist roll to
Instead of creating an anchor, you can spend 1 resist the spell. If they pass to resist roll, you teleport
minute teleporting yourself from your current location without them.
to your anchor. If the anchor isn’t within 1 mile, you
can’t teleport to it. Temporary Tunnel (spell) [earth]
When you teleport, you bring up to 300 pounds You create a temporary magical tunnel into earth,
(for example, your body, gear, treasure, another plaster, stone, or wood. One end of the tunnel has to
person, and so on). You have to be touching what be within 100 feet of you.
you want to bring with you. You can decide to bring The tunnel is 5 feet tall and 5 feet wide. It is 10
some things and not others, as long as you can clearly feet deep, plus 5 times your INT. If that’s deep enough
visualize what you do or do not want to bring. For to come out the other side, then it creates a safe
example, if you were tied up with ropes and were passageway through the material.
leaning against a friend, you could teleport yourself The tunnel lasts for 1 minute, but on your turn you
and the friend (if they were under the weight limit), but can automatically renew this duration for 0 AP if you
leave the ropes behind. You can even use a friend as a are within 100 feet of it.
“chain” to something that’s out of your own reach, as This tunnel does not harm what it passes through.
long as you bring everything in the “chain” with you. When the spell ends anything inside the passage is
Unwilling enemies can’t be brought with you unless pushed out through whichever end is closest.
they are helpless. You may only have one Temporary Tunnel active
Some cities have a permanent anchor than anyone at a time (casting a new one makes the previous one
can use (it usually looks like a human-sized crystal). If vanish harmlessly).
you have touched that anchor, you can use it as your Boost: Casting this Temporary Tunnel doesn’t
anchor for this spell, and it doesn’t count as your one make the previous one vanish. (You can use multiple
active anchor. tunnels, or have another person cast this spell, or
Boost: Creating this anchor doesn’t make the physically dig to create a longer tunnel.)
previous one vanish. Boost: Double the duration of this Temporary
Boost: Instead of spending 1 minute to cast the Tunnel.
spell, you only have to spend 3 AP. Boost: Double the height, width, or length of the
Boost: You can teleport to a place within 1 mile Temporary Tunnel.
that isn’t an anchor. This can be a location you know Boost: You can spend 1 AP to close or open one
(like “at the top of this tower”), can see (like “across end of the tunnel if you are within 100 feet. When the
this ravine”), or based on distance (like “1000 feet spell ends, both ends open just before everything inside
north”). If for some reason this would mean you land is pushed out.
inside a solid object, you bounce to the closest open
location within 100 feet and everything teleported Wall of Sand (spell) [earth, wall]
takes 1d6 damage for each 10 feet away from the Spend 1 minute creating a wall of hard-packed sand
place you were trying to get to. If there isn’t an open and gravel that is 2 inches thick plus your INT, and
location within 100 feet, the spell just fails. has an area of up to 50 square feet (such as 5 feet
Boost: Bring another 300 pounds with you when long and 10 feet high, or 10 feet long and 5 feet high).
you teleport. Spending this boost doesn’t count toward One end of this wall must be within 100 feet of you.
the normal limit of how many boosts you can spend in The wall has to be one continuous piece, but it can
a round. make 45- or 90-degree turns. It can be vertical (like
Boost: Multiply the maximum range to the anchor by a wall) or horizontal (like a sandbar across a stream).
5. Spending this boost doesn’t count toward the normal Horizontal sand will break under its own weight, and is
limit of how many boosts you can spend in a round. best used to temporarily cover or fill an area.
Boost: Create a one-way magical doorway that Instead of a straight or angled line, you can make a
is adjacent to you. The doorway is connected to your circle with a 2 foot radius and 4 feet high, or a 3-foot-
anchor. Anyone can move through this doorway radius hemisphere.

110
Each 5 foot by 5 foot area of sand has 10 Health the “death pool,” which is the total amount of damage
for every inch of its thickness. The sand has hardness 2. you do with the spell.
You may only have one Wall of Sand active at a Starting with the enemy in range that has the
time (casting a new one makes the previous one vanish lowest level (or monster Challenge Rating), subtract
harmlessly). A Wall of Sand harmlessly collapses and from the death pool to damage that enemy. If that
fades away 1 minute after you cast it. enemy dies, you can switch to a new enemy within
Boost: For the next 1 minute, you can move range and use the death pool to hurt them (and you
through your Wall of Sand as if it weren’t there. can keep repeating this until you run out of points in
Boost: Casting this Wall of Sand doesn’t make the the death pool). The spell ends at the end of your turn,
previous one vanish. when you run out of enemies within range, or when
Boost: Add 25 square feet times your INT to the you run out of points in the death pool.
area of the wall. For example, if your INT is +2, you Boost: Double the number of death dice you get
add 50 square feet to the wall, for a total of 100 for this spell, but any enemy you damage with the spell
square feet. can try a Fort resist roll to take half damage. Once you
Boost: Instead of packed sand, the wall is damage an enemy with this spell, you can’t damage
sandstone. It has hardness 5 and 12 Health per inch that enemy with it on that same round. (In other words,
of thickness. Unlike a packed sand wall, a horizontal you can attack them with the spell, and if they pass the
sandstone wall is stable if supported at both ends (like roll, you can’t try damaging them more unless you cast
a bridge crossing a pit). the spell again.)
Boost: Casting the spell only takes 5 AP instead of Boost: If you damage an enemy with the death
1 minute. pool, all enemies adjacent to that enemy take 1 point
of damage. This damage doesn’t cost you any points
from your death pool.

Disintegrate (spell) [attack, ray]


Attack one enemy with a blast of destructive energy
that breaks apart physical matter (100 foot range,
2d6/20/+7).
21ST-LEVEL SPELLS Anything killed or destroyed by this blast is turned
You have to be at least 21st level to learn any of these into a small pile of harmless dust (about one tenth of
spells. its original volume). If the enemy has equipment, its
nonmagical equipment is destroyed along with it (but
Chain Firestorm (spell) [attack, fire] you can single out one item to save, such as a key), but
Create multiple bursts of fire at different locations any magical equipment it is carrying is not destroyed,
within 100 feet. The maximum number of bursts you and lands on top of the pile of dust.
can create is 1 plus your INT. Each burst fills a 5 foot By focusing this energy into your hand or one
cube. You can’t overlap bursts. finger, you can engrave or write into almost any hard
Any creature in a burst takes 1d6 fire damage surface, such as metal, stone, or wood, at a rate of one
unless they pass a Reflex resist roll to take no damage. hand-sized letter per round.
Instead of multiple bursts, you can use this spell as Boost: Attack 1 additional target with this spell.
Fireball. Boost: Add +14 to this spell’s damage.
Boost: The damage increases to 1d6 fire per level Boost: The damage increases to 1d6 per level, but
(so if you are level 10, it does 10d6 fire damage), but the enemy can try a Fort resist roll to only take half
anyone in the burst can try a Reflex resist roll to only damage.
take half damage. Team Great Strength (spell): Choose 1 + INT
Boost: Each burst is surrounded by a 5-foot area friends within 100 feet. Those friends get +2 to STR
of weaker fire. Any creature in one of these areas takes for 1 minute.
1 fire damage. These areas can overlap. A creature in You may only have one Team Great Strength (or
overlapping areas of weaker fire takes damage for each regular Great Strength) active at a time (casting a new
area (so a creature in 3 overlapping areas takes 3 fire one makes the previous one vanish harmlessly).
damage). Instead of affecting multiple friends, you can use
Boost: Any creature damaged by the burst also this spell as Great Strength.
catches on fire. At level 25, the friends get +3 STR instead of +1
Boost: Create 1 additional burst. STR.
Boost: Add +5 to your level when figuring out what
Circle of Death (spell) [attack, death] happens to the enemy with this spell.
You attack the life force of all creatures within 100 Boost: Affect an additional INT friends with this
feet, killing off the weakest creatures first. spell.
You get 1 “death die,” plus your INT. Roll 1d6 for Boost: Casting this Team Great Strength doesn’t
each death die you get, and add them together. This is make the previous one vanish.

111
Wall of Iron (spell) [earth, wall] spell. If they fail, they are paralyzed for 1 round. If you
Spend 1 minute creating a wall of pig iron that is keep spending 3 AP each turn on maintaining the spell
2 inches thick plus your INT, and has an area of up on that target, they keep being paralyzed. (This means
to 50 square feet (such as 5 feet long and 10 feet some enemies might be paralyzed and some might not.)
high, or 10 feet long and 5 feet high). One end of Each round on the enemy’s turn they can spend 5
this wall must be within 100 feet of you. The wall resolve to try another Will resist roll to end the paralysis.
has to be one continuous piece, but it can make 45- If you are ever more than 125 feet from the
or 90-degree turns. It can be vertical (like a wall) or enemy, the paralysis ends.
horizontal (like a bridge). If the enemy passes a resist roll against your spell,
Instead of a straight or angled line, you can make a they add +5 on resist rolls against your Mass Paralysis
circle with a 2 foot radius and 4 feet high, or a 3-foot- spell (and similar spells from you) for the next 25 hours.
radius hemisphere. Boost: Affect an additional INT enemies with this
Each 5 foot by 5 foot area of iron has 20 Health spell.
for every inch of its thickness. The iron has hardness 5. Boost: Affect non-humanoid creatures, such as an
You may only have one Wall of Iron active at a undead.
time (casting a new one makes the previous one vanish Boost: Add your INT to the number of rounds the
harmlessly). A Wall of Iron harmlessly collapses and paralysis lasts after you stop spending AP to maintain
rusts away 1 minute after you cast it. it. (The enemy can still end it early by passing a Will
Boost: For the next 1 minute, you can move resist roll.)
through your Wall of Iron as if it weren’t there.
Boost: Casting this Wall of Iron doesn’t make the Scrying Eye (spell) [information]
previous one vanish. You create a one-inch diameter magical flying eyeball
Boost: Add 25 square feet times your INT to the that you can see through. This eyeball can appear
area of the wall. For example, if your INT is +2, you anywhere within 1,000 feet, even if there is a barrier
add 50 square feet to the wall, for a total of 100 between you and where you want it to be.
square feet. At the start of your turn, decide if you are looking
Boost: Instead of pig iron, the wall is steel. It has through the Scrying Eye or through your own eyes. You
hardness 10 and 20 Health per inch of thickness. can switch what you’re looking through by spending
Boost: Casting the spell only takes 5 AP instead of 1 AP. When looking through the Scrying Eye, you can
1 minute. spend Action Points to move it at Speed 100.
The eyeball has 20 Health and Defense 20. It
automatically fails all resist rolls and is destroyed if it
goes to 0 Health (this automatically switches you to
looking through your own eyes).
You may only have one Scrying Eye active at a
time (casting a new one makes the previous one vanish
harmlessly). A Scrying Eye harmlessly vanishes when
25TH-LEVEL SPELLS you are unconscious or dead.
You have to be 25th level to learn any of these spells. You can instead use this spell as if it were Floating
Eye or Fast Floating Eye.
Insanity (spell) [attack, mental] Boost: Casting this Scrying Eye doesn’t make the
Try to confuse one enemy within 100 feet. The enemy previous one vanish.
can try a Will resist roll to ignore the spell. If they fail, Boost: For the next 1 minute, you can see through
they are permanently confused. your own eyes and the Scrying Eye at the same time.
You may only have one Insanity spell at a time Boost: Increase the eyeball’s Speed to 200 for the
(casting a new one makes the previous one vanish next 1 minute.
harmlessly). Boost: Teleport the eyeball up to 100 feet in any
Each round on the enemy’s turn they can spend a direction (for example, through a closed door). The
boost and 10 resolve to try another Will resist roll to eyeball cannot teleport through stone or metal.
end the confusion. Boost: The eyeball can appear within 1 mile
If the enemy passes a resist roll against your spell, instead of within 1,000 feet.
they add +5 on resist rolls against your Insanity spell Boost: Watch the last 1 minute of what happened
(and similar spells from you) for the next 25 hours. at the eyeball’s location (as if watching a video
Boost: Casting this Insanity doesn’t make the recording).
previous one vanish.
Statue (spell) [earth]
Mass Paralysis (spell) [attack, mental] You can turn into an immobile stone statue, or return
Try to paralyze 1 + INT humanoid enemies within 125 to normal. Transforming this way is instantaneous (0
feet. Each enemy can try a Will resist roll to ignore the AP), but you can only do it on your turn.
When you are a statue, you have hardness 8. You

112
can see, hear, and smell normally while you are a additional round (unless they end it).
statue, but you don’t need to eat or breathe. Boost: Affect an additional INT friends with this
Boost: For the next 1 round, you can transform spell.
into a statue or back to normal even if it isn’t your
turn. For example, this allows you to become a statue Ynnika’s Wish (spell) [special]
right when someone attacks you. You bend the universe to your will. By speaking what
Boost: For the next 1 minute, instead of turning you want to happen, it happens. A Wish is powerful
yourself into a statue, you can lend this statue ability magic, and getting the wording exactly right is difficult.
to a willing friend within 125 feet. If you are out of Unlike other spells, preparing a Wish doesn’t have any
range, they immediately lose this ability and it reverts automatic abilities—you have to spend a boost to get it
back to you. to do anything.
When you use a Wish to duplicate another spell,
Tantal’ian’s Chain Lightning (spell) the Wish has all the keywords of that spell. Frex, if you
[attack, electricity] use it to duplicate an [earth] spell, it is an [earth] spell.
You create multiple bursts of lightning at different Casting a Wish takes as long as it takes to say what
locations within 100 feet. The maximum number of you’re wishing for. If you’re just using it to duplicate
bursts you can create is 1 plus your INT. Each burst another spell, it usually costs 5 AP to cast the Wish (if
fills a 5 foot cube. You can’t overlap bursts. the spell takes longer than that to cast, use that spell’s
Any creature in a burst takes 1d6 electricity casting time).
damage unless they pass a Reflex resist roll to take no Boost: Duplicate any lower-level spell you know,
damage. whether or not you have it prepared.
Instead of multiple bursts, you can use this spell as Boost: Spend 2 boosts to duplicate any spell you
Lightning Bolt. don’t know.
Boost: The damage increases to 1d6 electricity per Boost: Activate a boost ability of a spell you’re
level (so if you are level 10, it does 10d6 electricity duplicating. Spending this boost doesn’t count toward
damage), but anyone in the burst can try a Reflex resist the normal limit of how many boosts you can spend in
roll to only take half damage. a round.
Boost: Each burst is surrounded by a 5-foot area of Boost: Spend 2 boosts to create a magical effect of
weaker electricity. Any creature in one of these areas about the same power level as a spell in this book.
takes 1 electricity damage. These areas can overlap.
A creature in overlapping areas of weaker electricity
takes damage for each area (so a creature in three
overlapping areas takes 3 electricity damage).
Boost: Any creature damaged by the burst also
catches on fire.
Boost: Create 1 additional burst.
Tantal’ian was an elven wizard who had risen to
great power, but had to begin her career again after
a powerful undead creature drained away most of
her soul and knowledge. Her most famous endeavor
was defeating a glaive-wielding master wizard,
offering her own staff as a gift to trick him into
touching the gem that would bind him away forever.

Team Invisibility (spell) [illusion]


You can make yourself plus INT friends slightly
transparent, or go back to normal. The friends must be
within 25 feet when you cast the spell, but after that
the spell stays on them unless they go 125 or more
feet away.
Sneak checks are one step easier for anyone made
slightly transparent by this spell. By spending 3 AP,
you can turn yourself and these friends invisible until
the end of your next turn. Invisibility is unstable, and
it ends if the invisible friend attacks or directly harms
another creature. You or they can also end their own
invisibility without effort at any time.
Boost: Each friend’s invisibility lasts for 1

113
STUNTS
Stunts are a type of heroic feats that usually have by one category, your Athletics training increases
something to do with skills. to Notable, but only so long as you wear the belt
and have this feat prepared.
Bravado (stunt) If you choose this feat more than once, you
Add your STR to your Persuade rolls to impress have to apply it to a different skill each time.
or intimidate someone. If your PSY is less than If you choose the Know or Perform skill for
0, you can choose to not add your PSY to your this stunt, instead of applying its benefit to all of
Persuade rolls. the skill’s subskills, choose two subskills that gain
You can add your PSY to your initiative rolls. the benefit of this feat. You can instead select
If you hit an enemy using Sneak Attack, one Know subskill and one Perform subskill. For
you can make a free intimidate roll against that example, if you chose Know, you could select
enemy. If you reduce the sneak attack damage by Know Disguises and Know History, or Know
5, add +5 to the intimidate roll. Magic and Know Nature, or Know History and
Boost: You do not have to reduce the sneak Perform Act, and so on.
attack damage to get the +5 bonus on the
intimidate roll. Evasion (stunt)
Boost: Add an additional +5 to the intimidate If an effect lets you try a Reflex resist roll to take
roll. half damage, and you pass the roll, you take no
Boost: Spend 5 AP doing something damage from that effect (instead of half damage).
physically impressive. For the next 10 minutes, You can’t use this ability if you’re wearing medium
you get +5 on Persuade rolls against people who armor, heavy armor, or if you are helpless.
saw you do it. You can use evasion to avoid common
annoyances. Frex, you could run across the street
Crawler (stunt) in a heavy rain and not get wet, move through a
You can move at normal speed while prone smoky room and not get the smell on you, or have
(instead of only being able to at one-third normal soup or a glass of red wine spilled at you and
speed). somehow not get any on you.
Standing up from prone costs you 0 AP Points Boost: For the next minute, you can use
instead of 2 AP. evasion even if you’re wearing medium armor,
Boost: Until your next turn, if you are prone, heavy armor, or if you are helpless.
ignore the melee attack penalty for being prone. Boost: If you just failed a Reflex resist roll to
Boost: Until your next turn, if you are prone, take half damage, take half damage instead of
ignore the Defense penalty for being prone. full damage.
Boost: For the next 10 minutes, get +5 on Boost: If you just passed a Reflex resist roll
Sneak rolls while you are prone. to take half damage, take no damage instead of
half damage.
Exceptional Skill (stunt) Boost: Add +5 to your Reflex resist roll
Choose one skill, such as Athletics or Bluff. against one effect. You can use this boost on a
Increase your training in this skill by one category, resist roll you just failed (before damage is rolled),
even if this breaks the Category Limit Rule (see and if your modified resist roll would pass, you
the Skills chapter). For example, if you’re 1st level pass instead of fail.
and you chose Bluff, and are already Competent Boost: Choose one adjacent friend. Until your
in Bluff, you act as if you were Expert in Bluff, next turn, that friend can use your Evasion stunt
even though a 1st-level character normally can’t as if they had prepared it.
be Expert in any skill.
If your training in that skill improves (whether Favored Enemy (cronk, stunt):
from leveling up, a magic item, spell, or other See the Favored Enemy cronk in the Cronk
source), this feat still applies. For example, if you chapter.
have Exceptional Skill (Athletics) prepared, and
you put a magic belt that increase your Athletics

114
Incredible Acrobatics (stunt)
Add +5 to your Tumble rolls to balance, soften a
LIST OF STUNTS BY SKILL
Athletics (STR): Exceptional Skill, Incredible
fall, and perform other gymnastic tasks.
Climbing, Incredible Jumping, Incredible
Boost: Add an additional +5 to your
Swimming
Acrobatics rolls this round.
Bluff (PSY): Exceptional Skill, Incredible
Boost: While balancing, move at full speed
Empathy, Studied Enemy
instead of half speed.
Know (INT): Exceptional Skill, Incredible
Boost: When trying to soften a fall, ignore an
Disguising, Incredible Handling, Incredible
additional 10 feet of falling distance (whether you
Healing, Incredible Knowledge, Incredible
pass or fail the roll).
Linguistics, Incredible Tracking, Studied Enemy
Boost: If you would be knocked prone from a
Perform (PSY): Exceptional Skill, Incredible
failed Athletics roll, you instead remain standing.
Acrobatics
Boost: The attack or acrobatic maneuver you
Persuade (PSY): Exceptional Skill,
just performed was done in such an impressive
Bravado, Incredible Intimidation
and inspiring way that all friends who saw you
Sabotage (DEX): Exceptional Skill,
do it get +5 on their next try at anything similar
Incredible Sabotage
within the next 1 minute.
Sense (PSY): Exceptional Skill, Incredible
Boost: Treat water or other liquid as “a
Empathy, Incredible Perception, Incredible
surface less than 2 inches wide,” moving up to
Tracking, Studied Enemy
half your speed across it with a passed roll.
Sneak (DEX): Crawler, Exceptional Skill,
Boost: Spend 10 minutes planning and
Incredible Sneaking, Light Steps
rehearsing a set of acrobatic maneuvers that
Tumble (DEX): Exceptional Skill, Incredible
take up to a minute to perform. For the next 10
Acrobatics, Incredible Escaping, Incredible
minutes, treat your training in Acrobatics as one
Riding
category higher when performing those maneuvers.
None: Evasion, Favored Enemy, Poisoner,
Slow Metabolism, Smoke Bomb, Sneak Attack,
Incredible Climbing (stunt)
Water Glide Stride
Add +5 to your Athletics rolls to climb.
Boost: Add an additional +5 to your Athletics specific person’s appearance in just a few seconds
rolls to climb this round. that you can create an accurate disguise of them.
Boost: Double your climb speed this round. Boost: If disguised as a specific person,
Boost: Instead of falling because of a bad people who know what that person looks like
Athletics roll or Reflex resist roll, you stop your aren’t automatically suspicious of you and
fall where you are. don’t get a bonus on their Sense roll based on
Boost: For the next minute, you only need to familiarity with the person.
use one hand to climb instead of two. Boost: Create multiple similar disguises in the
Boost: Reroll a failed try to catch yourself time it normally takes to create one. “Similar”
while falling or someone else who is falling. disguises are things like turning several people
Boost: If your Athletics training is at least one into orcs or making several people look like the
category higher than the difficulty of the climb, same person or members of the same family.
you can run up the wall a distance equal to your
Speed without using your hands at all. Incredible Empathy (stunt)
Boost: Use 10 feet of movement to pass 5 Add +5 to your Sense rolls to realize someone
feet of an obstacle that is too difficult for you is trying to lie to you, realize that the person
to climb past (such as a horizontal gap or an you’re talking to is under a mental spell effect, or
overhang with a Difficulty Number you cannot understand a secret message (see the Bluff skill).
pass). Somehow, you make it work. Boost: For the next minute, add an additional
+5 your Sense roll to realize someone is trying to
Incredible Disguising (stunt) lie to you, realize that the person you’re talking
Add +5 to your Know Disguise rolls. to is under a mental spell effect, or understand a
Boost: Add an additional +5 to your Know secret message.
Disguise rolls this round. Boost: For the next 10 minutes, understand
Boost: Complete a disguise in 1d3 minutes a secret message (see the Bluff skill) as if it were
instead of 1d3x10 minutes. spoken to you in plain language.
Boost: Memorize enough details about a Boost: If an enemy has used a feint against

115
you (see the Bluff skill), you don’t count as Incredible Healing (stunt)
distracted against them for their next attack. Add +5 to your Know Healing rolls.
Boost: If you rolled a critical failure when Boost: Add an additional +5 to your Know
trying to understand a secret message, instead Healing rolls this round.
of misunderstanding it, you just don’t know what Boost: This use of the Know Heal skill takes
they’re trying to say. half as long.
Boost: If a creature died within the past 1
Incredible Escaping (stunt) round, you may use the treat deadly wounds task
Add +5 to your rolls to slip out of bonds or escape on that creature to keep it alive until the start of
from grapples. your next turn (the creature counts as dying).
Boost: Add an additional +5 to your roll to Boost: All nearby friends using the Resting
slip out of bonds or escape from grapples. Rule recover 2x as many Health as normal, and
Boost: When squeezing through a tight space, significant interruptions don’t prevent them from
treat up to 5 feet of space your head won’t fit regaining Health from this rest.
through as a tight space you can fit through.
Boost: If trying to escape from a pin, passing Incredible Intimidation (stunt)
the roll means you also escape the grapple (see Add +5 to your Persuade rolls to intimidate.
the Advanced Combat chapter). If your PSY is less than 0, you can choose
Boost: When trying to escape using the to not add your PSY to your intimidate rolls (it’s
Boost: If you pass the roll to free yourself from prolly a good idea to not add it).
bonds, you may leave the bonds in place and Boost: Add an additional +5 to your intimidate
appear to be bound, but are actually free. rolls this round.
Boost: If you pass a roll when bonds are Boost: Treat an intimidate roll you just failed
placed on you, you appear to be bound securely by 5 or more as a normal failure instead of a
but can free yourself by spending 5 AP. critical failure.
Boost: The intimidate roll you just passed lasts
Incredible Handling (stunt) longer than expected (anywhere from hours to a
Add +5 to your Know Nature rolls to handle full day).
an animal, push an animal past its normal Boost: If you spend 2 Action Points, a
capabilities, rear a wild animal, teach an animal a creature you just intimidated is frightened for 1
trick, or train an animal. round, which means it tries to get away from you
Boost: Add an additional +5 to your Know (see the Glossary).
Nature roll to direct an animal this round (whether Boost: Intimidate a second enemy with your
you’re trying to get it to do something it knows roll.
how to do, or trying to push it beyond its training). Boost: Add an additional +5 to your Persuade
Boost: Try to influence an animal by making a roll to intimidate.
Know Nature roll; success means it is affected as Boost: Spend 5 AP doing something cruel,
if you had used the Persuade skill. destructive, or that otherwise shows how
dangerous you are. For the next 10 minutes, you
get +5 on intimidate rolls against people who saw
you do it.

Incredible Jumping (stunt)


Add +5 to your Athletics rolls to jump, soften a
fall, and catch yourself while falling.
Boost: Add an additional +5 to your Athletics
roll to jump, soften a fall, and catch yourself while
falling this round.
Boost: Treat a standing jump as if you had a
running start.
Boost: Your jump distance may exceed your
maximum movement for the round.
Boost: When trying to soften a fall, ignore an
additional 10 feet of falling distance (whether you
pass or fail the roll).

116
Boost: Reroll a failed try to catch yourself Incredible Perception (stunt)
while falling. Add +5 to your Sense roll to notice other creatures
Boost: When jumping, you can ricochet off a (such as hidden, invisible, or sneaking creatures).
surface or a creature of at least your size, allowing This increases to +10 if you do not move from your
you to make up to a 60-degree turn in the middle current position at all on your turn.
of your jump and continue the remainder of your Boost: Add an additional +5 to your Sense
jump distance in the new direction. rolls this round.
Boost: Allow an adjacent friend to use your
Incredible Knowledge (stunt) Sense roll to notice creatures. If an enemy is using
Choose one Know subskill. Add +5 to your rolls inattention to try a Sneak roll against that friend,
with that Know subskill. and you pass the Sense roll, the enemy cannot
You can easily recall strange and interesting use inattention against that friend that round.
facts relating to that Know subskill, some of which Boost: If an enemy is using inattention to
sound unbelievable. try a Sneak roll against you, they cannot use
Boost: Add an additional +5 to rolls with that inattention against you for the next minute.
Know subskill this round.
Boost: If using a library, book of lore, or other Incredible Sneaking (stunt)
source of knowledge, gain its bonus to your roll Add +5 to your Sneak rolls. This increases to +10
after 1d4 minutes instead of 1d4 hours. if you do not move from your square at all on
Boost: Recite a strange fact relating your your turn.
chosen Know subskill to a task at hand. Choose Boost: Add an additional +5 to your Sneak
a nearby ally who can hear you. They get +5 on rolls this round.
their next roll on that task. Frex, if you chose the Boost: For the next minute, add +5 to your
Know Underground skill, you might say, “To avoid Sense rolls to notice sneaking creatures.
bad luck, trolls always close one eye when looking Boost: Hide one adjacent friend using your
over their right shoulder,” and give someone a Sneak roll until your next turn. If the friend is ever
+5 on their next Sneak roll if they’re trying to use more than 5 feet away, they no longer use your
inattention (see the Sneak skill) to approach a Sneak roll.
troll from one side. Boost: For the next minute, you can move at
full speed (instead of half speed) without taking a
Incredible Linguistics (stunt) penalty on your Sneak rolls.
Add +5 to your Know Language rolls.
Boost: Add an additional +5 to your Know Incredible Riding (stunt)
Language rolls this round. Add +5 to your Tumble rolls to ride.
Boost: Get the gist of a page of text in 1 round. You can easily leap into the saddle, dismount
Boost: Flip to the correct page in a book that
has the information you’re looking for.
Boost: Create a forgery of a specific person’s
handwriting without needing a large sample of
that handwriting.
Boost: Create a forgery in half the normal time.
Boost: For the next hour, flawlessly speak or
write in a specific dialect or accent of a language
you know.
Boost: For the next hour, communicate
fluently with someone who knows a language
similar to one you know (like using French to talk
to someone who understands Spanish).
Boost: For the next hour, communicate at a
child’s speaking level with someone who shares no
common or similar languages with you (like if you
only know English and they only know Mandarin,
you can have simple conversations).

117
from a moving mount, and perform simple Incredible Swimming (stunt)
mounted circus tricks (like laying completely flat, Add +5 to your Athletics rolls to swim.
hanging from one side of the mount, and so on). Boost: Add an additional +5 to your Athletics
Boost: Add an additional +5 to your Tumble rolls to swim on this turn.
rolls to ride this round. Boost: Double your swim speed this round.
Boost: Reroll a Tumble roll to ride that you Boost: Bring a willing adjacent friend with you
just failed. when you swim this turn. The friend must be the
Boost: Treat a mount as if it were combat- same size as you or smaller.
trained for 10 minutes. Boost: Hold your breath for 1 minute without
trying a CON roll.
Incredible Sabotage (stunt) Boost: If you can pass the swim’s Difficulty
Add +5 to your Sabotage rolls to disable a trap, Number by taking 10, you can hurl yourself out
open a lock, or rig a simple device. Add +5 to of the water up to 5 feet, either up or sideways. If
your Sense rolls to notice traps. this brings you to a solid object, you can grab it or
Boost: Add an additional +5 to your Sabotage land on it.
rolls to disable a trap, open a lock, or rig a simple
device on this turn. Incredible Tracking (stunt)
Boost: For the next minute, add an additional Add +5 to your rolls to find or follow tracks
+5 to your Sense roll to notice traps. (whether you’re using a Know skill, the Sense
Boost: The Sabotage try only takes half as skill, or some other ability that allows you to find
long as normal. or follow tracks).
Boost: If you or an adjacent friend activated a Boost: Add an additional +5 to your rolls to
trap, you can delay its effects up to 1d4 rounds, find or follow tracks for the next minute.
but you have to stay in the trap’s area while Boost: This tracking roll lasts for 5 miles
you’re delaying it (if you leave the area, the delay instead of 1 mile.
ends and the trap activates). Boost: You can move at normal speed for this
Boost: You can try your Sabotage roll from up to tracking roll instead of half speed.
10 feet away, but you have a –10 penalty on the roll. Boost: After losing a trail, discover by chance
a clue within 100 feet that allows you to find the
trail again.

Light Steps (stunt)


Add +5 to your Sneak rolls when moving.
Creatures cannot use the pinpoint sense monster
ability to pinpoint your location.
Boost: Ignore difficult terrain for the next 20
feet.
Boost: As part of your move, you can walk
up to 20 feet across water, oil, slippery surface,
or any solid object incapable of supporting your
weight (such as a string or slender vine) as if it
were solid ground. Taking damage while moving
this way ends the effect (you may spend another
boost to continue this movement despite damage
from that source, and that boost doesn’t count
toward the normal limit of 1 boost per round).
Boost: As part of your move, you can move
up to 20 feet without activating location-based
mechanical traps (such as pressure plates and
trip wires).

Poisoner (stunt)
You are trained in how to create and use poison,
and you cannot accidentally poison yourself when
applying poison to a weapon or trap.

118
Boost: The attack you just made doesn’t use Boost: Creatures in the area of the smoke
up the poison on your weapon. bomb must pass a Fort resist roll or be staggered
Boost: Until your next turn, you can apply while they remain in the smoke plus the round
poison to a weapon by spending 2 Action Points after that.
instead of 5 Action Points. Boost: Add one bottle of inhaled poison to
Boost: Until your next turn, you can apply the smoke, affecting anyone who breathes it
poison to up to 5 ammunition by spending 1 within the next round. You must have the bottle
Action Point instead of 3 Action Points. when you use this boost. This uses up the bottle
Boost: Increase the poison Difficulty Number of poison.
of the poisoned weapon you just hit with by +2. Boost: Delay the explosion of your smoke
You can use this boost even if your enemy has bomb by up to 1 minute.
already passed its resist roll against the poison,
and if the resist roll wouldn’t pass this improved Sneak Attack (cronk, stunt):
DN, the enemy fails the resist roll. See the Sneak Attack cronk in the Cronk chapter.
Boost: Add +5 to your resist roll against
poison. You can use this boost on a resist roll you Studied Enemy (cronk, stunt) [attack]
just missed (before poison damage is rolled), and See the Studied Enemy cronk in the Cronk chapter.
if your improved roll is enough to pass the poison
resist roll, you aren’t poisoned after all. Water Glide Stride (stunt):
If you move at half speed, you can glide across
Slow Metabolism (stunt) water, only touching the surface of the water
You can automatically slow your body’s about every 15 feet. If all you do on your turn is
metabolism. You can hold your breath for 2 move, you can move at full speed and glide across
minutes more than normal before needing to water this way. Whether you’re moving at half
try a CON roll (4 + CON minutes instead of 2 + speed or full speed with this feat, if you end your
CON minutes). When you are poisoned, treat the turn on water, you fall into it.
poison’s frequency as twice the normal amount of Boost: If you end your turn on water, you
time (so a poison that has you try a resist roll once don’t fall into it. You may resume using this
every round instead has you try every 2 rounds). ability to move on your next turn as if you hadn’t
Boost: Hold your breath for 1 minute without “stopped” at the end of your turn.
trying a CON roll. You can use this boost even Boost: Glide across water at full speed this
if you’ve already had to start making CON rolls turn.
to hold your breath. This minute doesn’t count
toward how long you’ve been holding your breath.
Boost: Delay a poison’s onset time by 1
minute.
Boost: Delay one ongoing poison resist roll by
1 minute (even if this means that would be after
the poison is supposed to end).
Boost: Slow your breathing, heartbeat, and
other signs of life for 1 minute so that you appear
to be freshly dead.

Smoke Bomb (stunt)


You can throw a smoke bomb up to 30 feet by
spending 2 Action Points. The smoke bomb fills a
10-foot cube and lasts 1 round. You can choose
the color of the smoke (black, blue, gray, green,
orange, red, white, or yellow).
You can create handfuls or mouthfuls of
harmless smoke at will, in the same colors as a
smoke bomb. These dissipate after 1 round. This
doesn’t cost you any AP.
Boost: The smoke lasts 1 minute instead of 1
round.

119
MAGIC ITEMS
Magic items are a way to put wondrous abilities only heals 1 point, enough to stabilize a person
in the hands of player characters. However, the who is bleeding to death, but certainly not worth
focus of the game is on what your character much in the grand scheme of things.
can do, not what your equipment can do. To Bravo: A consumable item like an alpha item,
that end, most magic items are just physical, except you can use your boosts to get the boosted
wearable, usable versions of things your effect of the item’s ability. Bravo items might
character can learn: heroic feats. In effect, the have multiple charges, like a wand of Healing (5
value of having a magic item is that it is letting charges) or a staff of Fireball (3 charges).
you “test drive” an ability you don’t have, Charlie: A permanent item that isn’t used up
perhaps to see if you want to learn it. Sometimes after a certain number of uses—like a feat, you
an item is something you’re able to learn (but can keep using it over and over. The effect of this
haven’t spent the time to do yet), sometimes it’s item is always the non-boosted version of the feat,
something beyond your current power level. If and you can’t boost it (so it’s not quite as good as
having a magic item makes you want to learn (or actually having the feat prepared). A charlie item
not learn) that item’s ability, great! might be a weakened or damaged version of a
The Five Worn Items Rule: You can wear 5 more powerful item, no longer at its full potential
magic items at once. It doesn’t matter if those but still useful.
items are a cloak, ring, boots, belt, and amulet, Delta: A permanent item like a charlie item,
or 2 amulets and 3 rings, or 5 rings, so long as but you can spend your boosts to activate the
you’re not wearing more than 5. Putting on a 6th item’s boosted effects. In effect, having this item is
item as no effect; you have to remove an earlier exactly like preparing the feat itself.
item to gain the abilities of the most recent item. Echo: A permanent item like a delta item,
Armor, shields, weapons, wielded items (like staffs plus it always has its own set of boosts (usually
and wands), and consumable items (like potions 1, but more powerful items could have more)
and scrolls) don’t count toward this 5 item limit. that you can use to activate the item’s boosted
effects. (You can’t use the item’s boosts to activate
MAGIC ITEM CATEGORIES your own abilities, just the item’s abilities.) Most
Magic items are divided into five categories, based echo items recover their boosts about 25 hours
roughly on what they can do and what you can do after they were last used. You might consider
with them. They are, from weakest to strongest: an echo item to be an “artifact.” Note that
Alpha: A consumable item that is used up echo items aren’t necessarily world-shattering
after you activate it, such as a potion or scroll. magic; depending on the item’s feat, it might be
The effect of this item is always the non-boosted very weak. Frex, you could have an echo ring
version of the feat, and you can’t boost it. These of Healing (3 boosts), a minor spell, but useful
weak items can be common enough that even a because it allows you to spend your boosts on
small village or gang of goblins might have a few other things.
at their disposal. Frex, an alpha potion of Healing These categories are relative to the power
and/or minimum level of the feat built into it, but
aren’t an overall indicator of how powerful it is
compared to all magic items. In other words, a
delta-category item isn’t automatically better than
an alpha-category item. Frex, Frost Bolt is a 1st-
level spell and Fireball is a 9th-level spell; a one-
use alpha Fireball item is probably more powerful
than a delta Frost Bolt item. And because may
feats (especially spells) are limited by character
level, the power level of the feat helps the GM
determine whether an item is too powerful for
the PCs. Frex, if there’s no way the GM would

120
let a 3rd-level character learn the 21st-level you get the feat’s level 5 increase to the weapon’s
Disintegrate spell, then the GM prolly shouldn’t energy damage.
let the character find a jewel of Disintegrate… but
the GM might allow the character to find a ring of FEAT CHOICES IN MAGIC ITEMS
Invisibility (a 5th-level spell), especially if it’s an Some feats have multiple options to choose
alpha, bravo, or charlie item. from when you prepare it. Frex, the Energized
Weapons cronk has you choose if you want your
IDENTIFYING MAGIC ITEMS weapons to add cold damage, electricity damage,
For most magic items, you automatically or fire damage, and you can choose a different
learn what it does as soon as you try to use it damage type each time you prepare the cronk.
appropriately. Frex, if you pick up a longsword of Magic items almost always have that choice built
Energized Weapons and give it a few test swings, into them, and you can’t change it. Frex, a ring
it either activates or you understand how to of Energized Weapons might always adds fire
activate it and what it does. Some items are more damage to your weapons, and a greatsword of
subtle—you might need to sniff or taste a potion Favored Enemy might always give its bonuses
to know what it does, or decipher some runes against dragons instead of other kinds of
on a magic wand before you can use it, but this creatures. The item’s choice is listed in the item
shouldn’t take more than a few minutes. name, like ring of Energized Weapons (fire) or a
(It is annoying to not know what an item greatsword of Favored Enemy (dragons).
does, and often means you write it down on the A magic item that lets you make this choice
back of your character sheet and forget where is probably a delta or echo item, and you’d either
you got it, so even the GM can’t remember what make the choice when you prepare your feats or
it was supposed to do. Because the point of by performing some sort of ritual with the item
getting magic items as treasure is to provide you (which might take anywhere from 1 round to 24
with items you can use on your adventures, and hours, depending on the item).
perhaps let you take a “test drive” of a feat you
might want to learn, it makes sense to let you try MAGIC ITEM VALUE
using the item as soon as possible.) Magic items are weird and most of the feats in the
game focus on what adventurers need, so it’s hard
USING MAGIC ITEMS to determine an item’s value outside the context of
Wearing, carrying, wielding, or otherwise using adventuring. Frex, people in a small town prolly
the item appropriately lets you act as if you’ve don’t have much use for an amulet of Expert Push
prepared the feat built into the item. That means or a ring of Ice Armor. This means that most
your own abilities can augment those of your magic items have a value relative to other magic
magic items, and vice versa. items, and aren’t the sort of thing you buy or sell
Example: If you have the Farther Spell feat for gold.
prepared and you’re wearing a ring of Fire Bolt, In that relative context, what a magic item is
you can spend a boost on your Farther Spell feat “worth” greatly depends on three things:
to increase the range of the Fire Bolt from your • Its power category (alpha, and so on)
ring. Likewise, if you wear an amulet of Farther • What level is needed to learn its feat
Spell and have Fire Bolt prepared, you can spend • What it does
a boost on the amulet to increase the range of In other words, if you have two alpha magic
your Fire Bolt. items, and each has a feat you can learn at 1st
If you remove, put away, or set aside an item level, and they’re both fairly similar attack spells
so you’re no longer wearing, carrying, wielding, (such as Fire Bolt and Frost Bolt), they’re worth
or using the item, it stops working immediately, about the same. If you met another adventurer,
just as if you had chosen to not prepare its feat it would be pretty easy to get them to trade
that day. As soon as you start wearing, carrying, your item for their item. It gets a little more
wielding, or using it again, it starts working again. complicated if the two items do very different
things (such as a defensive cronk and an attack
MAGIC ITEM LEVEL spell), but overall most people would consider it a
Because magic items work like you’ve prepared fair exchange, assuming they want the item you’re
the feat, magic items use your level to determine offering.
any level-based effects of the feat. Frex, if you’re This means that most magic items aren’t
level 5 and wearing a ring of Energized Weapons, things you exchange for currency, you try to find

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WEAK MAGIC ITEM PRICES Cold Resistance: You get cold resistance 1,
Item Price Electricity Resistance: You get electricity
Alpha 1st 5 gp resistance 1.
Alpha 5th 25 gp Fire Resistance: You get fire resistance 1.
Alpha 9th 125 gp Glamer: You can spend 1 AP to change the
Beta 1st 25 gp appearance and sounds of your armor into any
Beta 5th 125 gp other kind of armor, clothing, or nothing at all.
Beta 9th 625 gp This is an illusion instead of a physical change,
and the armor still works like normal and keeps
someone who has an item of about the same its normal game stats.
power and try to trade with them. You or they Heartwarding: When using the Ruin My
might have to sweeten the deal by offering some Armor rule (see the Armors and Shields chapter),
gold, a service, or a second (weaker) item, but multiply how much damage the armor reduces by
most of the value is in the trade. x1.5.
Alpha and beta items are the exception— Poison Resistance: You get poison
they’re weak enough and limited enough that they resistance 1.
have an approximate gp value, especially for low- Stabilizing: If you are disabled, dying,
level feat items. stable, or comatose, you can spend a boost to
immediately heal 1 Health. This healing happens
AWARDING MAGIC TREASURE before any automatic damage you’d take at the
In a typical campaign, the group of characters start of your turn. You can use this boost even if
should have the opportunity to find one or two you are unable to take actions.
alpha or bravo magic items every game session Swimming: When in water, the armor’s
or every 2 to 4 encounters. This gives them many Physical Penalty is 0 for any rolls to float or swim.
opportunities to use their consumable items and If you are unconscious, the armor automatically
replace them with new ones. becomes buoyant enough that you float to the
Each character should end up with one or two surface and turns you so you can breathe.
permanent magic items (charlie, delta, or echo) by Winged: If you fall, you automatically slow
the time they’re level 5, and another one or two your falling speed at the last instant. Treat any fall
by level 10, 15, 20, and 25. Depending on what as 5 feet shorter than it is. If you spend a boost,
they find, this means that a character might be you can fly at Speed 15 until your next turn.
at the limit of 5 wearable items by the time they
reach level 15. RINGS
A magic ring must be worn on your body for
PIECEMEAL MAGIC ARMOR you to use its magic. Fingers, toes, tongue, ears,
If you use the Armor Pieces rule (see the Armors and so on are all suitable locations for wearing a
and Shields chapter), each separate piece of magic ring.
armor can be its own magic item, but each piece Boosting: This sort of ring usually has a large
of magic armor after the first counts toward the prominent gem on it. It contains one boost that
Five Worn Items Rule (the first piece of magic you can spend on any of your own abilities. Like
armor never counts, nor does an entire suit of an echo item, this boost refreshes each day. Each
magic armor). time it is used, there is a 25% chance that the
gem shatters and the ring is destroyed.
ARMOR ENCHANTMENTS
Armor enchantments are minor abilities that can
be added to armor by a skilled crafter. They are
usually less powerful than a feat.
Adding an enchantment costs 125 gp and
takes about an hour.
Armor can only have one enchantment at a
time; adding a new one replaces the old one.
If you use the Armor Pieces optional rule,
enchantments count as separate magic items for
the Five Worn Items Rule.
Acid Resistance: You get acid resistance 1.

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Regeneration: You can spend a boost to weapon leave your hand for 1 round and attack
automatically heal 1 Health every round at the on its own (starting the round you activate this
start of your turn for the next 10 rounds. This ability). It makes one attack per round against an
healing happens before any automatic damage enemy you choose. It uses your attack bonus (as
you’d take at the start of your turn. This healing if you were wielding it yourself). You may spend
works if you are dead, so long as some of your boosts on the weapon as if you were wielding it.
body still exists and is touching the ring. It remains adjacent to you and counts as part of
Spell Storing: You can store one prepared your gear. At the end of the 5 rounds, you can
spell in the ring so that anyone who wears it grab it (if you have a free hand), have it sheathe
can cast the spell as if they had prepared it itself (as if you were putting it away), or fall to
themselves. The wearer has to be high enough the ground.
level to learn the spell (for example, a 1st-level Defending: When you attack with the
character can’t use a 9th-level spell). weapon, add +1 to your Defense until the start of
Storing a spell in the ring means you can’t your next turn.
use that prepared spell (as if you hadn’t prepared Glowing: At will, you can make the weapon
it that day, except it still uses one of your “feat glow as brightly as a torch, or end this light. The
slots” for the day)—you’re essentially transferring color of the light is decided when the weapon is
the power of the prepared spell from your mind enchanted. You can spend a boost to make the
into the ring. If you want to be able to use that glow as bright as a lantern for 1 hour (any time
spell on your own, you must prepare it using you activate or reactivate the light during this
another feat slot. time, you can decide if it is as bright as a candle,
The spell vanishes from the ring 24 hours torch, or a lantern).
after you store it there. You can spend a boost Rebounding: If you throw the weapon and
when you store it to make it last an extra miss, it returns to you at the end of your turn and
day. When you store a spell in the ring, you you may automatically catch it. If you hit, you
automatically remove any other spell stored in it. may spend a boost to have it rebound to you.
Wounding: If you hit, you can spend a boost
WEAPON ENCHANTMENTS to do 1 point of damage to the enemy at the start
Weapon enchantments are unusual abilities that of their turn for the next 5 turns. Anything that
can be added to a weapon by a skilled crafter. gives the enemy Health ends the bleeding.
They are usually less powerful than a feat.
Adding an enchantment costs 125 gp and WONDROUS AND SPECIFIC ITEMS
takes about an hour. Wondrous items are magic items that don’t fit
A weapon can only have one enchantment at into any of the previous categories. Some have
a time; adding a new one replaces the old one. to be worn, some don’t. This section describes
Ammunition can be enchanted in batches of 25. many wondrous items, as well as some specific
Bonded: You can spend 1 AP to examples of items of various types.
telekinetically move the weapon into your hand. Alikor’s Robe of Convenient Equipment:
You must be able to see the weapon and it must You can spend 3 AP to pull a nonmagical piece of
be within 100 feet of you. If someone is trying to equipment (including armor or weapons) from the
physically prevent the weapon from reaching you, robe, but only if the item’s price is less than 1 gp.
treat this as the enemy trying to disarm you of the The item fades away about a minute after it is no
weapon; if the disarm attempt fails, the weapon longer held, worn, or carried by you. If you spend
goes to you.
Concealed: You can spend 1 AP to transform Alikor Shade is a gnome rogue, a tailor by
the weapon into a harmless object, such as a ring, trade, whose skill with stitching is of such
necklace, or coin. You can spend 1 AP to reverse quality that the items he creates sometimes
the transformation. The transformed shape is become magical. Known for his shears that
decided when the item is enchanted. If you spend split into a pair of daggers, he is said to be
a boost when you transform it, the weapon able to identify a person’s place of origin just
vanishes into a pocket dimension and cannot be from the cut of their clothes. He uses coded
found no matter how carefully you are searched; stitches to send messages in custom garments,
it appears in your hand if you are killed or if you and it is said that he can sew a hidden pocket
spend 1 AP to bring it back. into any piece of cloth, even a necktie or
Dancing: You can spend a boost to have the handkerchief.

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Dannas Von Oostmeeren was a dashing man a boost, you can pull a more expensive piece of
best known as a warrior, particularly for his equipment from the robe (up to 25 gp).
triumph in the Battle of Sevenhearts Pass. Boots of Speed: Spend a boost to cain 1
Among learned folk he is also considered a additional AP every round for the next minute.
scholar, with exploits such as recovering the You can only use this AP on movement.
annals of several long-forgotten martyrs. A Bottomless Bag: This belt pouch or small
select few knew his life as a scoundrel and thief sack can hold as much as a strong human can
of hearts—but despite many attempts to find carry, but itself weighs almost nothing. (It isn’t truly
the romantic getaway where he took his lovers, “bottomless.”) Many of these bags have a quirk—
he and his paramours were never discovered. perhaps due to age or damage—that requires you
Moromaas was the love child of an exiled to remove items in the order they were added to
elf and a renegade redeemed orc. Her father the bag, so something you crammed in it weeks
died of old age when she was little more than ago might take a while to find.
a toddler. A defender of outcasts, strays, Cloak of Spiderwalking: Webbing (such as
and the folks on the fringe, Moromaas spent spider webs or a Web spell) doesn’t stick to you
some time as a man thanks to a cursed girdle, and generally doesn’t hinder you much at all.
but found a way to control its magic, and Frex, being wrapped in a sheet of webbing might
both sired and bore children in the course of inconvenience you as much as being wrapped in
her adventures. Her most notable deed was a blanket, but you could easily remove it, and you
destroying the undead dragon Ardrathrinnyx, could walk across a floor covered in sticky webs.
although the dragon’s death curse put its Dannas’s Paramour Palace Pendant: This
undead army on the march toward her jeweled pendant on a fine gold chain is exactly the
homestead valley. Moromaas died defending sort of thing a wealthy and dashing swashbuckler
her family and their land. would wear. If two or more people touch the
The rogue called Squeaker was given that pendant and each spends a boost at the same
name by his fellow guild thieves, for he always time, it transports them into a parallel dimension
managed to make a squeaking noise when he that resembles a romantic hotel room. The people
was trying to be quiet—his boots, his armor, a remain there until they spend 1 AP to leave or if
floorboard, or something completely unexpected 25 hours pass.
would give him away. When he tried to steal Glove of Storing: You can spend 1 AP to
the crown jewels on a dare, he was confronted store a handheld object of up to 25 pounds in
by Captain Seabee, but Squeaker defeated the an extradimensional space attached to the glove.
captain, stole his magic boots, and became a Time passes normally for the stored object (for
legend. Many young rogues claim their magic example, a lit torch continues to burn). You can
boots are the actual ones worn by Squeaker spend 1 AP to retrieve the item, which appears
(perhaps stolen, perhaps a loan), and nobody in your open palm or held appropriately in your
knows for sure what the truth is. hand (your choice).
Sunglar was a noble-born warrior who Hovering Step: This is a piece of metal,
left behind a life of comfort to fight for the stone, tile, or wood, about 2 feet long and 6
common people. He eventually became a inches wide. If you hold it in place and spend
lord and ruled justly, bringing peace to his a boost, its becomes “locked” in that spot and
lands. He believed foes who surrendered remains there forever. If you touch it and spend a
could be redeemed, and his goblin jester and boost, it is “unlocked” and can be moved again.
friend Pipsqueak was living proof of Sunglar’s The locked step can hold 500 pounds (any more
honorable code. than that and it sinks at a rate of 1 foot per
Valmar the Mad is an elf who has seen second for about 1 round, and then becomes
many battles and strange things. After being unlocked and falls normally).
trapped in a realm of haunting mists, he was Miniature Cottage: This looks like a tiny
lost and morose until he found and bonded sculpture or model of a house, small enough to
the clockwork toy that now bears his name. fit in your hand. If you spend a boost, you can
The two are now true companions, and when transform it into a one-room stone cottage with
another person finds the cat, it is said that an exterior door and two shuttered windows, and
Valmar sent her into the world to rescue a small fireplace. It remains in this form until you
someone who was as lost as he once was. spend 1 AP to revert it or if 25 hours pass. If
destroyed in its cottage form, the item reverts to

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its miniature form and is ruined (see the Glossary).
Moromass’ Girdle of Genders: This sturdy WILD WAND MAGIC TABLE
belt may be nondescript or elaborate, and tends d20 Effect
to change its appearance to match your other 1 Fireball
clothing. When first put on, it changes your gender 2 coins or tiny gems worth 1 gp each hit
to something other than your current gender; this everything in a line between you and the
is usually (but not always) a dramatic visual change. target, doing 3d6 damage
The new gender persists even if you remove the 3 glows as boosted See Invisibility*
girdle. If you spend a boost, you can change your 4 grass grows in a 25-foot radius, up to 5
gender again for 1 hour (some versions of this belt feet tall
have a longer duration per boost). 5 grow 150% taller
Note: Because this changes your gender even 6 heavy rain falls in a 25-foot radius*
if you don’t want it to, technically this is a cursed 7 Invisibility*
magic item. However, someone who wants to 8 Kaleidoscopic Blast*
change their gender probably doesn’t consider it a 9 leaves, crystals, or hairs grow from target,
cursed item at all. lasting 25 hours*
Squeaker’s Echo Boots of Incredible 10 Lightning Bolt
Sneaking: These boots give you the Incredible 11 random animal appears, attacks for a few
Sneaking stunt. They have one built-in boost. rounds, then vanishes
Sunglar’s Justice: This beautiful weapon is 12 random permanent color change*
an echo longsword of Power Attack. When used to 13 read target’s thoughts for 1 minute as
attack an evil or vile creature (a demon, rampaging boosted Thought Empathy
dragon, vampire, and so on), it also has the Cleave 14 shrink to 50% shorter
and Energized Weapons (fire) cronks. It has three 15 Slow
built-in boosts. 16 Snuff Light
Teleportation Anchor Crystal: If you spend 17 Stinking Fog
1 minute attuning this head-sized crystal to its 18 swarm of butterflies, moths, locusts,
current location, it becomes an anchor for any or other flying bugs fills a 25-foot
teleport spell requiring an anchor. Anyone who radius, giving everyone in the area total
knows such a spell can attune themselves to it concealment*
by touching it and spending 1 AP, and it doesn’t 19 vanish for 1d4 rounds, returning as if no
count as an active anchor for that person. If moved time had passed*
from its current position, everyone loses their 20 you and the target switch places
attunement to it, the anchor must be re-attuned * There is a 50% chance that this affects you
to that site, and anyone wanting to use it as an or is centered on you instead of the target, and
anchor must re-attune themselves to it (for this you don’t know who it affects until after you’ve
reason, most Teleportation Anchor Crystals are decided to spend a boost on it.
held in place to prevent them from being moved).
Valmar’s Clockwork Cat: This battered and
scarred clockwork toy in the shape of a cat bonds
with you and becomes a familiar as if using the
Familiar Bond spell. It is a delta-category item. It
is inhabited by the soul of a friendly and loving
cat, and sometimes seeks out those who are in
desperate need of companionship. If destroyed, it
reforms itself on the next new moon and returns
to its owner.
Wand of Wild Magic: This item is usually
garishly colored and decorated with dice and
symbols of chaos. The wand is usually an alpha or
bravo item. Each time it you use it, roll on the Wild
Wand Magic table to see what happens; you realize
what the magic will be an instant before the magic
works, so you can decide whether or not to use a
boost on it. The wand has a 125-foot range.

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GLOSSARY
Here’s a rundown of common terms in the Five in a specialized field, like being a computer
Moons RPG. engineer, doctor, mason, sniper, or theoretical
Abilities: Special things your character has physicist. In the game, your “career” is warrior,
learned how to do, like create magical fire, run up wizard, ranger, sharu, or bard, and that career
walls, or chop an opponent’s weapon in half with roughly defines the sort of things you probably
one hit. know, and assumptions that other people can
Ability Scores: You have five basic statistics make about you.
that represent your raw ability: Strength (STR), Comatose (condition): You’re nearly dead.
Dexterity (DEX), Constitution (CON), Intelligence Comatose is like stable, but you can’t even try
(INT), and Psyche (PSY). to wake up on your own—without someone else
Action Points (AP): A way of measuring how helping you, you’ll eventually die. Comatose is
long it takes to do something with time is really worse than stable.
important, like in combat. Player characters have Concealment: Something that makes it
5 AP they can spend every turn. harder for an enemy to see you, but isn’t actually
Armor: Something worn on your body a physical barrier that would block an attack. Fog,
to protect you from harm, such as a helmet, dim light, smoke, and tall grass are some of the
breastplate, gauntlets, or boots. All types of things that can give you concealment.
armor belong to one of four categories: cloth, Cover: Any physical object—like a table, door,
leather, mail, or plate. Your class says what kind tree, or ruined wall—that you can use to block
of armor you can wear. You can learn heroic feats attacks or prevent an enemy from seeing you.
that allow you to use better kinds of armor. Every Creature: Anything that isn’t an object (like
piece of armor you wear adds to your Defense a boulder or a house). A dead person’s skeleton
statistic, which makes it harder for opponents to isn’t a creature unless it’s animated by magic
hurt you. as an undead monster. A statue isn’t a creature
Attack Roll: A roll you make to see if you hit unless it’s able to move because of something
with a weapon or spell. supernatural. A tree is a creature, but because it
Aura: A special ability that your class grants can’t move or take actions you can usually treat it
to your teammates. For example, a warrior makes like an object.
her allies braver in combat by allowing them to Cronk: A type of heroic feat that gives you a
reroll against fear effects. special ability that’s especially useful in combat,
Background Feat: A feat you have from your such as being extremely hard to kill (Diehard),
career or training before you were an adventurer, shooting twice as fast (Rapid Shot), or wielding
such as baker or butcher. two weapons at once (Two-Weapon Fighting).
Bearing: You are bearing an object if you are Dead (condition): You have died. You can’t
carrying it, whether it is in your hand, tucked into do anything when you’re dead. Dead is worse
your belt, in your backpack, and so on. Bearing is than comatose.
less active than holding or wielding. Defense: A game statistic representing how
Boost: A temporary or limited increase hard it is for something to damage you with an
or improvement to one of your abilities. For attack.
example, you could boost your Diehard ability to Destroyed: An object that has taken enough
immediately heal yourself, boost your Feather Fall damage to be non-functional, and cannot be
spell to affect your entire team instead of yourself, repaired. (Compare to “ruined.”)
or boost your Evasion ability to protect an ally as Disabled (condition): You’re at exactly 0
well as yourself. You can boost 5 times per day. If Health. You’re also staggered. Disabled is worse
you rest for 1 hour, you regain 1 boost. If you rest than healthy.
for 8 hours, you regain all of your boosts. You can Distracted: Your mind and reflexes are a
only use 1 boost per round. Most boosts do not little preoccupied, so you can’t defend yourself
take any longer than using the ability normally (if quite as well as normal. When you’re distracted,
a boost takes longer than normal, it says so). you don’t add your DEX to your Defense. Some
Class: A class is like a modern-day career special abilities (like the Sneak Attack feat) only
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work if you’re distracted. chapter), which is really dangerous for you.
Dying (condition): You have less than 0 Heroic Feat: A special ability you can learn
Health. You’re unconscious, can’t take actions, that either improves something you can already
and are automatically taking damage every turn. do (like giving you a bonus on your Fort resist
Dying is worse than stable. You can try each turn rolls), or give you an entirely new ability (like
to become stable. making a spell last twice as long as normal).
Enemy: Any creature you think is hostile to Holding: You’re holding an object if you
you. Some abilities can only be used on enemies, have it in one of your hands. If you can’t easily
or ignore your friends and only affect your use an object the right way (like you have it
enemies. in your armpit or tucked between your head
Entangled: Your movement is hindered, like and shoulder), you’re bearing it, not holding it.
with a net or giant spider web. Your Speed is Holding is more active than bearing and less
divided by 2, you can’t run or charge, and you get active than wielding. If you’re holding something,
a –2 on attack rolls and DEX. it automatically counts as bearing it.
Flanked: When enemies gang up on you so Inattention: Taking advantage of someone
it’s harder to defend yourself. You’re flanked if looking in the wrong direction. It’s used mainly
you have two enemies attacking from opposite when you’re trying to sneak up on an enemy. For
sides, or three or more enemies attacking (even if example, if an enemy is looking west (even for a
they’re not on opposite sides). few seconds), you can use the Sneak skill to sneak
Fort: Short for “Fortitude,” this is a type of up on them from the east. See the Skills chapter
resist roll. Fort is used to resist special attacks for more information.
against your body, like poison and disease. Inborn Feat: A feat you have because of your
Frex: For example. species, such as from being a dwarf, elf, human,
Friend: Any creature you think is friendly or dragonnar.
(or at least indifferent) to you. Some abilities can Invisible: An invisible creature can’t be
only be used on friends, or ignore your enemies seen—they have total concealment (see the
and only affect your friends. You are a friend to Advanced Combat chapter) against anyone trying
yourself, so an ability that only works on friends to look for them. If you don’t know where an
works on you. invisible creature is, you can use the Pinpoint
Frightened (condition): A frightened Rule (see Concealment in the Advanced Combat
creature is afraid and tries to run away from chapter) to try to figure out where they are. An
whatever it is afraid of. If it can’t get away, it gets invisible creature automatically has inattention
–2 on all of its rolls. It can still use its abilities against everyone who can’t see them. Objects can
even if it’s frightened—and if those abilities are be invisible just like creatures can.
the only way it can escape, it has to use them. Manufactured Weapon: A weapon that isn’t
Ground: It’s what’s under your feet. Indoors, naturally part of a creature’s body. For example,
it’s the floor. On a ship, it’s the deck. a longsword, warhammer, or crossbow is a
Health: A game stat measuring how manufactured weapon. So is a thrown rock or a
much physical damage you take before going tree branch used as a club (even though they’re
unconscious. You lose Health any time you take not “manufactured”). Claws, bites, stingers,
physical damage, whether from poison, monster and things like that are natural weapons, not
claws, an enemy’s sword, or falling from a roof manufactured weapons.
onto the hard ground. Magic and rest can restore Martial Bonus: A number you add to attack
your Health to its normal amount. rolls made with weapons to see if you hit your
Healthy (condition): You have at least 1 enemy. Your martial bonus comes from your class.
Health and you can still take your normal actions Mastery: A bonus your class adds to your
on your turn. martial bonus or your spell bonus. Your kind of
Helpless (condition): When you can’t take mastery is named for your class (bard mastery,
any actions at all and you’re basically at the ranger mastery, and so on).
mercy of your enemies. Frex, you’re sleeping, Natural Weapons: A weapon that is
unconscious, paralyzed, or tied up. When you’re naturally part of a creature’s body, like claws,
helpless, you don’t get to add your DEX to bites, and stingers. Kicks, punches, elbows,
Defense, and you get a –5 to your Defense. An and other unarmed combat attacks are natural
enemy can also make a special attack against weapons for humans. Anything that isn’t a natural
you called a mercy kill (see the Advanced Combat weapon is a manufactured weapon.

127
Nauseated (condition): You’re feeling like special attacks allow resist rolls (the special attack
you’re going to vomit. When you’re nauseated, will say whether or not it allows a resist roll).
you have 3 fewer Action Points to spend on your Depending on the kind of special attack used, a
turn (so if you normally have 5 AP, you only resist roll is always one of three types: Fort, Ref,
have 2 AP when nauseated). If you get away or Will.
from whatever is making you nauseous, your AP Resolve: A stat measuring how well you can
increases by 1 every round until you’re completely resist mental and social attacks before giving in.
back to normal (so you’re only 2 AP down the You lose Resolve any time you are affected by
round after the nausea ends, 1 AP down the mind control, fear, intimidation, or even peer
round after that, and back to normal on the third pressure. Some hostile abilities might let you
round after). spend points of Resolve to break free. Magic
Object: An inert thing that can’t take actions. and rest can restore your Resolve to its normal
A rock, door, crossbow, sword, and dead body are amount.
all objects. Anything that isn’t an object is prolly Rooted: You are stuck to the floor or
a creature. Magic can turn some objects into otherwise can’t move from your current location.
creatures (like turning a dead body into a zombie) This doesn’t prevent you from taking actions, you
or give an object the ability to take actions (like a just can’t leave that spot.
magic sword that moves by itself). Ruined: An object that has take enough
Pinpoint: When you can’t see an enemy (like damage that it’s now non-functional, but is not
if they’re invisible or you’re blind), pinpointing is destroyed, so it could be repaired.
figuring out the general area where that enemy is Shield: A shield is a specific type of armor
so you can attack them. See the Pinpoint Rule in worn on your forearm or held with your hand,
the Advanced Combat chapter. such as a small round shield or a triangular
Prepare: Eventually (after you’ve gained a knight’s shield. Your class says whether or not you
few levels), you’ll learn so much that it’ll be too can wear a shield. You can learn heroic feats that
much to keep in your head all at once. Preparing allow you to use shields.
is like studying before a big test, or warming up Skill Points: How good you are with a
before a sports game—you’re refreshing your particular skill. Skills include physical activity
mind and body about things you already know, like climbing and swimming, mental activity like
and focusing on what you think you’ll need to knowing about history or magic, and other things
know that day. For more information, see the like hunches or studying a crime scene for clues.
Heroic Feats chapter. Your training in a skill has a rank or category;
Prolly: Probably. from worst to best the categories are: untrained,
Prone: You’re lying on the ground (it doesn’t competent, expert, notable, olympic, and
matter if you’re face up, face down, or on your superhuman.
side). If you’re prone, you get –5 on your Defense Sneaking: When you’re using the Sneak skill,
against melee attacks and +5 on your Defense you’re sneaking. You move at half speed and can’t
against ranged attacks. To stand up from being run.
prone costs 2 Action Points. Specialization: If your class is your career,
Ref: Short for “Reflex,” this is a type of resist then your specialization is your specific training
roll. Ref is used to resist special attacks that affect within that career. Just as a doctor might be a
an area (like explosions) and in other situations cardiologist, neurologist, or pediatrician, a warrior
where quick reflexes can keep you safe (like might be an archer, guardian, or swashbuckler.
grabbing the edge of a cliff when you start to fall). Your specialization gives you additional feats.
Rechargeable Boost: An ability that, if you Species: Dwarf, elf, human, and so on—a mix
do it correctly, un-spends the boost to activate it, of your character’s biology and culture.
as if you hadn’t spent it. Frex, the Expert Disarm Spell Bonus: A number you add to attack
cronk lets you spend a boost to try to disarm an rolls made with spells to see if you hit your
enemy; if you succeed at disarming them, you get opponent.
the boost back. Spell: A type of heroic feat that uses
Resist Roll: A roll you can make to resist supernatural power to accomplish an amazing
the effects of a special attack against you. For effect, such a creating a magical trap (Explosive
example, you might make a resist roll to take Runes), saving yourself from a fall (Feather Fall),
half damage from a Fireball spell, or to not take or creating a protective layer of ice (Ice Armor).
any damage from a giant snake’s venom. Not all Stable (condition): You have less than 0

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Health and you were dying, but you’re holding on Unattended: An object is unattended if
for now. You still have less than 0 Health, you’re nobody is wielding, holding, or bearing it. For
unconscious, and you can’t take actions. Stable example, a sword on the ground, a strange gem in
is worse than disabled. You can try each hour to the eye socket of a creepy statue, and the blood
wake up and be disabled. of a dead adventurer are all unattended objects.
Staggered (condition): You’re all shook up. Weapon: A weapon is an object you use to
You get –2 Action Points on your turn (so if you hurt another creature in combat. This includes
normally would have 5 AP, you only have 3 AP). natural weapons such as a tiger’s claws or a
Stats: Short for “statistic.” A number on your human’s fists, and manufactured weapons such
character sheet. Usually referring to your ability as daggers and swords. Most weapons need to be
scores (STR, DEX, CON, INT, and PSY). held in your hand for you to be able to use them,
Stunned (condition): You can’t take any but some (like metal cleats on your boots) might
actions. You get –2 to your Defense and you can’t not use your hands at all.
add your DEX to Defense. Wielding: You are wielding an object if
Stunt: A type of heroic feat that isn’t a spell you’re holding it so you are able to make attacks
and usually isn’t directly related to combat, such with. Wielding is more active than holding or
as reducing damage you take from Ref spells bearing. The right way to “wield” the weapon
(Evasion), knowing how to safely use poison depends on what the weapon is. For example,
(Poisoner), or being really good at dealing with you are wielding a dagger if you’re holding it in
locks and traps (Incredible Sabotage). your hand, or wielding a shield if it is strapped to
Terrified (condition): Terrified is like your arm, but if you’re holding a dagger in your
frightened, but even worse. A terrified creature teeth, that doesn’t count as wielding. You are
has all the penalties from being frightened, and automatically wielding your natural weapons. If
it also drops everything it is holding, flees along you’re wielding something, it automatically counts
a random path, and can’t take any actions that as bearing it (and probably counts as holding it, if
don’t help it get away from whatever it is afraid it’s in your hand).
of. If it can’t escape, it cowers and doesn’t attack, Will: This is a type of resist roll. Will is used
but can use defensive abilities (and defensive to resist special attacks that affect your mind, like
combat actions) to protect itself. mind control, fear, and illusions.

BACKGROUND FEATS
Background feats are used to explain the knowledge You can learn as many additional background
you gained before you became an adventurer. For feats as you want. Because this sort of knowledge
example, if you were raised on a farm, you know is broad, learning it takes longer than most feats—
the basics of taking care of domesticated animals, you probably need about one to three months to
planting and harvesting crops, and so on. Every get the basics of a typical profession.
character starts play with one background feat. Here is a not-comprehensive list of background
At worst, these feats should let you act as if you feats: Apothecary, Architect, Armorsmith, Artist,
had a Competent rank in a relevant skill. At best, Baker, Barber, Barrister, Bartender, Blacksmith,
they might give you a +5 on a relevant roll or let Bookbinder, Bowyer, Brewer, Butcher, Calligrapher,
you treat your skill rank as one higher than normal. Candlestick Maker, Carpenter, Clerk, Cobbler,
You can spend a boost for insight or a reroll on Cobbler, Cook, Court Mage, Courtesan, Driver,
something relating to your background. (Note: A Engineer, Falconer, Farmer, Fisher, Gambler,
background in weaponsmithing or armorsmithing Gardener, Glassmaker, Healer, Hedge Mage,
is not “related enough” to let you spend a boost to Herbalist, Highway Robber, Hostler, Houndmaster,
reroll an attack.) Innkeeper, Jester, Jeweler, Leatherworker,
These backgrounds are deliberately broad and Librarian, Locksmith, Mason, Merchant, Merchant,
usable for multiple similar professions. For example, Midwife, Miller, Miner, Minstrel, Moneylender,
you can use the Jeweler background if you are a Porter, Potter, Religious, Ruffian, Sailor, Scribe,
trained goldsmith or silversmith, or the Soldier Sculptor, Shepherd, Shipwright, Soldier, Surgeon,
background if one of your parents was a soldier Tailor, Tanner, Trapper, Trapsmith, Vagrant,
(even if you weren’t). Weaponsmith, Weaver, Woodcutter.

129
INDEX
Ability scores 4 Dual-wielding50 Religion59
Action points 42 Echo magic item category 120 Resist rolls 47
Advanced combat 48 Equipment36 Resolve47
Aggressive fighting 48 Equipment costs 37 Rings122
Alpha magic item category 120 Equipment descriptions 36 Round40
Armor32 Exotic armor materials 34 Ruining armor to save yourself 34
Armor categories 32 Explanation of combat steps 40 Running54
Armor descriptions 32 Fantasy firearms 31 Sabotage skill 69
Armor enchantments 122 Feat choices in magic items 121 Sense skill 70
Armor pieces 35 Feint50 Sharu18
Armor table 33 Feint64 Shields32
Athletics skill 63 Fighting with two weapons 50 Skill difficulty numbers 61
Attacks and defense 43 Grapple51 Skill ratings 60
Awarding magic treasure 122 Healing47 Skills60
Bard20 Health44 Skills against creatures 62
Beta magic item category 120 Help out 51 Skipping the skill roll 61
Blessings59 Helping others use skills 62 Sneak skill 71
Bluff skill 64 Helpless enemies 51 Species6
Boost126 Heroic feats 22 Specific magic items 123
Brace against a charge 51 Holding your breath 59 Speed and movement 46
Catching on fire 56 Identifying magic items 121 Spells84
Cautious fighting 48 Improving your skills 60 Splash weapons 54
Changing inborn feats 11 Inattention (sneaking) 71 Strength4
Charge48 Inborn feats 9 Strength bows 31
Charlie magic item category 120 Initiative40 Stunts114
Choosing skills 60 Intelligence4 Suffocation59
Class12 Jumping63 Superhuman skill 62
Climbing63 Know skill 65 Swimming64
Combat basics 40 Learning new feats 22 Taking damage 44
Combat round 40 Leveling57 Treating wounds 57
Combat steps 40 Light58 Trip55
Common combat actions 42 Magic item level 121 Trying again with skills 62
Companion creatures 56 Magic item value 121 Tumble skill 73
Concealment48 Magic items 120 Two-weapon fighting 50
Concealment (sneaking) 71 Masterwork weapons 30 Types of feats 22
Constitution4 Mercy kill 51 Untrained weapon use 28
Cover49 Metamagic24 Using magic items 121
Cover (sneaking) 71 Miscellaneous rules 56 Using skills 61
Creating a character 4 Mounted combat 52 Warrior12
Cronks74 Movement46 Weapon descriptions 29
Currency36 Movement and obstacles 53 Weapon enchantments 123
Custom species 11 Noticing inattention 72 Weapon groups 28
Damage44 Perform skill 67 Weapons26
Defense modifiers 49 Persuade skill 68 Wearing and removing armor 32
Delay52 Piecemeal magic armol 122 Wizard14
Delta magic item category 120 Poison58 Wondrous magic items 123
Dexterity4 Preparing your feats 22 Wrong-size weapons 28
Difficult terrain 53 Psyche4 XP57
Disarm50 Push54
Disease58 Ranged attacks into a melee 54
Distracted51 Ranger16
Doing damage 44 Ready52
Doors57 Rechargeable boosts 74
Drowning59 Reflavoring weapons 30

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