THE JADE DOMINION
Introduction
This document uses the Viking Death Squad Hackers Core Document as a base.
The premise of this ‘Hack’ is a custom campaign in a Fantasy adjacent theme.
The Empire rules over all the known world. Long ago, Ancients walked the
world, ruling and teaching the children life-forms - Humans, Dwarves, Elves, and
Small Folk. Magic was prevalent, and all was peace and bliss.
Then the Dragons arrived. Foul tempered beasts fueled by gold lust and
superiority complexes, they waged war on the Ancients. For millennia, the
Ancients and their children managed to hold their own. However, the Elves,
having been the closest to the Ancients, and most prone to envy, fell in with the
winged beasts, and the tides turned for ill.
Together, the traitorous Elves and Dragons managed to overthrow the Ancients.
They hunted them to extinction, and enslaved Humans and the stoic Dwarves.
The Small Folk, filled with more courage than one would believe based on their
small stature, refused to be enslaved. As a result, they too were hunted to
extinction.
Millenia passed in this manner. However, the Dwarves and their Human cousins
were secretly working on rebellious plans. The Dwarves, having been gifted in
engineering and the sciences, developed a black power. This powder, when
ignited, gave off a terrible boom. Human ambition took this engineering marvel,
and created the first rudimentary firearms.
Magic was never taught properly to Humans and their bearded brethren, and was
a staple used by the twisted beings that once were called Elves and their Dragon
overlords. However, the invention of black power, and the weapons it powered,
leveled the field.
In a heroic rebellion, many Humans and Dwarves rose up against their enslavers.
Many lives were lost. But, in the end, they were successful, and drove the evil
ones from the lands, never to be seen again.
Today, a millenia later, Humans and Dwarves have formed an unbreakable bond,
and live in a vast Empire, where all of both species are equal, and many Dwarven
Emperors have ruled alternating with their Human counterparts. Life is… safe.
Life is… boring.
But a new land has been discovered, far to the west. Tales are told of towering
trees, tall as the mountains they surround. Mines contain huge veins of Jade, and
the soil is fertile and easy to farm. Ruins are being discovered daily, filled with
riches beyond comprehension. Adventure awaits in the Jade Dominion.
The Rolls
To play this game, you’ll need a set of six-sided dice. Dice are indicated
throughout this book with a capital
D. 4D means four six-sided dice and so on.
Part of the game is describing scenes, saying things in character, or asking key
questions. There are no rules to
govern this part of role playing. Just keep moving around the table as the story
unfolds.
When things get dangerous, or you’re trying something with an uncertain
outcome, or enemies come flying out
out of nowhere, it’s time for the dice to get rollin’. Your character’s stats and
skills, modified by gear and other conditions, will determine how many D6’s
you’ll roll. What you’re up against will determine the number you’re aiming to
beat.
TEST: The GM will roll for how hard an obstacle or task is. Roll with the stat
called for, meet or beat the GM to succeed!
ATTACK: When you attack a foe, roll with your POWER or AIM stat, plus any
dice from gear or circumstances. Meet or beat the enemy’s SPEED roll to
succeed!
REACTION: When you are attacked, or the environment
explodes with hazards, you’ll roll the stat called for to avoid getting hit,
poisoned, or blown to bits!
SKILL: Using SKILLS doesn’t require a roll target. You simply roll the
number of dice in a SKILL being used, and gain effects based on 4’s, 5’s, or 6’s
rolled, with some special cases to make things interesting
Difficulty Categories
Easy 2D
Average 3D
Difficult 4D
Heroic 5D
Amazing 6D
Types
HUMANS: +1D SPEED, +1D CHOICE, +6D SKILLS, 1 WOUND
Special Skill (Choose 1):
Lucky: Change a failure to an Auto Crit once per session.
I know a guy: Receive Aid from an associate 1 time per city/village/town.
Limitation:
Humans have no capacity for Arcane Magic.
Gun Knight: Trained in the use of firearms, these men and women are deadly
with any firearm.
BONUS SKILL: GUNSLINGER +2D
BONUS GEAR: 6 Shooter and Ammo Kit: Create ammo and black powder at
every rest.
Blademaster: Deadly with a bladed weapon, they are opponents you do not want
to get in close combat with.
BONUS SKILL: WEAPON SPECIALIZATION (Bladed Weapons) +2D
BONUS GEAR: Bladed weapon that instant kills on a crit.
Friar: Men and women of God, traveling and spreading the good word… and
occasionally fighting evil!
BONUS SKILL: ZEALOT +2D
BONUS GEAR: One Prayer Stone
Miscreant: Con artist, thief, rogue, ne’er do well, pirate. You get the picture.
BONUS SKILL: SNEAK ATTACK +2D
BONUS GEAR: Thieves Tools: +2D on appropriate tests.
DWARVES: +1D GUTS, +1D POWER, +4D SKILLS, 2 WOUNDS
Special Skill(Choose 1):
Durable: Ignore 1 HIT per Encounter(No armor needed to use)
Stubborn: +2D REACTIONS against Fear, Charm, and Mind control effects and
spells.
Limitation: Dwarves refuse to be carried by beast or vehicle on land. They only,
begrudgingly, ride in boats and ships when absolutely necessary.
Shield Master: Special Forces of Dwarves trained in the expert usage of spiked
shields.
BONUS SKILL: SHIELD MASTER +2D
BONUS GEAR: Spiked Shield: Attacker takes 1 HIT when they successfully hit.
Forge Priest: These dwarves revere fire and engineering. Masters of all smithing.
BONUS SKILL: SMITH +2D
BONUS GEAR: Forge Hammer: Weapon and can be used as smith’s tools with
+1D to SMITH checks.
Rune Knight: While most Arcane Magic is lost to current day dwarves, the old
ways of the Runes are not.
BONUS SKILL: RUNES +2D
BONUS GEAR: One Spell Stone
Thief Catcher: These dwarves have been trained in tracking down enemies of the
realm, and bringing them in for trial.
BONUS SKILL: WHIPS AND CHAINS +2D
BONUS GEAR: Net Whip: This special weapon is given to all Thief Catchers.
When using the WHIPS AND CHAINS skill add +2D to Grapple attempts.
Skills(Only usable 1x per turn/location)
SUNDER: Trained in destroying GEAR, WEAPONS, and ARMOR, you know the
quickest way to kill is to remove barriers.
For each 6 rolled, destroy 1 piece of
your target’s GEAR.
SMITH: With some simple tools and scrap, you can whip together makeshift
ARMOR and WEAPONRY. Roll this skill, for
each 6 rolled, create a single piece of ARMOR or a simple WEAPON.
WHIPS AND CHAINS: Master of using chains, whips, and other ‘ropelike’
weaponry. Roll the skill, for each 4,5, or 6 rolled, accomplish either
• inflict 1 hit
• grapple a foe, holding them
• catch an anchor point at range to pull or climb
COMBAT REPAIR: You’ve been trained in fixing GEAR quickly in the heat of
battle. Roll this skill to repair 1 piece of gear or armor. Restore 1
use for each 4, 5, or 6 rolled.
CRUSHING STRENGTH: You grow stronger and stronger by the day. Win any
power contest by rolling at
at least one 6 with this skill.
SPELL ARTS: After using a spell or prayer stone, scroll, or potion, roll this skill.
If at least one 6 is rolled, expend no use.
GUARDIAN: You are trained to protect. If an ally is hit, roll this skill. For each 4,
5, or 6 rolled you spring to their aid and intercept 1 hit. On your turn after using
this skill, you cannot move.
BATTLESONG: You know how to rally the troops with your songs. When you
sing your song in battle, roll this skill. Gain 1D resolve for each 4, 5, or 6 rolled.
Distribute these dice among your allies in any array.
DUAL WEAPONS: You are trained in dual-weapon fighting. When you attack,
any six in your attack roll
inflicts an additional hit.
FEARLESS: Your courage is legendary. Each time you are hit, roll this skill, for
each 4, 5, or 6 recover 1D resolve. Also, you only fail rolls involving fear by rolling
6 or more under your goal.
FIND GEAR: You have a sharp eye for discarded equipment. Make this skill roll
once per encounter, scouting for either gear or armor. Find 1 piece for each 6
rolled.
GUNSLINGER: After any hit made with a gun, roll the Gunslinger skill.
Instantly score as many additional hits as 4’s, 5’s, or 6’s rolled. Fire these
additional shots at any targets, or all
at the same target.
ARCANE LORE: Knower of secrets long forgotten, you have studied what is left
on the Ancients, and their magics. Roll this skill and for each 4, 5, or 6 rolled,
gain knowledge about anything Arcane or Ancient related.
DECEIVER: You’ve a gift for lies, deceptions and diversions. Roll a 4, 5, or 6 to
deceive them with creative tomfoolery, sleight of hand, or disguise.
JADE DOMINION HISTORY: You know a bit about this new land’s history.
Roll a 4, 5, or 6 to identify secrets about this wild and untamed land.
IMPERIAL HISTORY: Most know the common history of the Realm. But you
know the truths behind the fanfare, the secrets of the dead, and facts that would
move the common folk into rebellion. Roll and for each 4, 5, and 6 rolled know a
pertinent fact.
RIDER OF BEASTS: Many use strength or luck when riding
beasts. Not you. Roll this skill to control a mount. Perform precision maneuvers,
or impossible stunts on any 4, 5, or 6.
BLOOD OF THE ANCIENTS: Your ancestry has traces of the Ancients in it.
Choose 1 option below. Effects depend on the number of 6’s rolled, up to three.
● Holy Fire: Inflict a single HIT with a fire blast with a single 6 rolled.
Inflict 3 HITS if two 6s are rolled. Inflict 6 HITS if 3 6’s are rolled.
● Divine Health: Heal a WOUND with a single 6. Heal 3 WOUNDS with
two 6’s. Heal 6 WOUNDS with three 6’s.
● Telepathy: Communicate via telepathy within 100ft with a single 6. Two
6’s range is a mile. Three 6’s you can communicate within any distance.
RUNES: You have been trained in the mysterious art of drawing mystic geometry
to effect. Roll this skill to scrawl a rune on any surface, with any marking tool.
Roll a 4, 5, 6 to do it properly. This symbol will act as a
single use spell or prayer stone when activated. You determine activation
conditions and what spell or prayer stone is used.
SCOUT: You have the keenest of eyes. Roll this skill against a successful GM
surprise. For each
6 rolled, remove 1 GM SPEED die from their winning roll and reevaluate.
SHARPSHOT: Roll this skill instead of a ranged attack, taking careful aim. Score
a critical hit for each 6 rolled.
SHIELD MASTER: Your knowledge of shields knows no equal.
As long as you have a shield equipped, roll this skill once per encounter. For each
4, 5 or 6 rolled, ignore that many hits to your Shield.
SNEAK ATTACK: Any time you win a surprise roll, you can follow up with this
skill roll. Roll at least one 6. Destroy one piece of armor or kill
instantly if unarmored. Additionally, your attack is so fast, it is undetected by
other combatants, and does not use your turn.
TRACKING: You could track a falcon on a cloudy day. With a 4, 5, or 6 discern
tiny details of evidence
that all others miss, find clues, or
follow those who would elude pursuit. When engaging the enemy you
successfully tracked, refill your RESOLVE if you and your allies win surprise.
THE ‘CANT’: You have detailed knowledge of thieves, smugglers, traitors and
double agents. Roll at least one 6 to make a key contact to
assist your group in the current location.
WEAPON SPECIALIST: You have trained with one specific type of
weapons, such as rifles, battle axes, hammers or swords. When using such a
weapon, roll this skill instead of a normal attack roll. Inflict a critical hit for each
6 rolled.
WHIRLWIND: You employ a chaotic fighting style that favors momentum over
control. A blood rage. Once you have made a successful melee attack, roll this
skill as a follow up. Gain a bonus attack for each 6 rolled. You
cannot move while in a whirlwind.
ZEALOT: You are anathema to demons, devils, undead and true evil. At the start
of an encounter, roll this skill. For each 4, 5, or 6 rolled, force such an enemy to
ignore its best die rolled at any time.
Turns
A turn is that moment when the GM looks your way, and it’s time to shine. Here
are the three most common things done by heroes every single turn, in any order.
SAY SOME LINES: Role playing is all about saying cool stuff under fire,
taunting enemies, proclaiming blood and justice, or letting your allies know how
deep your bond really goes. Don’t be shy, go big.
MAKE A ROLL: Whether you’re using your training to decipher cryptic runes,
smashing the face in on a monster, or riding a savage griffon mount, you’ll be
rolling dice.
MOVE: In every situation, where you are is critical to survival. You might be
standing too close to a magma vent, out of reach of a grapple chain, or too far
from a coal demon to attack. In any given turn, you can move AND make a roll.
All play takes place in turns. Your GM will guide things along, calling out each
player and making their own rolls. Be ready when your turn comes around!
Movement and Distance
This game doesn’t measure distance in grids or feet. It is simply arm’s length,
ranged, and out of reach.
ARM’S LENGTH: The area directly around you. Also called ‘melee.’
RANGED : The area just beyond where you are, up to a ‘bowshot’ away. The
distance guns are useful.
OUT OF REACH: An area further than you can throw a rock. Approaching
enemies come from this area as they rush in.
On your turn, you can move from one of these areas to another before or after
making a roll.
For example, if Olaf needs to dash to the grapple chain to escape, but it is out of
reach, he uses his first turn to move toward it. Now the chain is his new ‘ranged’
distance, so he uses his next turn to get to arm’s length.
Alternatively, heroes can forgo making a roll on their turn to move TWO range
areas in a dash.
Battle Order
Every encounter in this game follows the same basic sequence until one side is
destroyed, retreats, or surrenders. It all starts with who gets the jump on who.
1: ROLL SPEED
All heroes and enemies roll SPEED. This roll serves as their to-hit value for the
encounter AND determines turn order. Surprise factors may offer advantages on
this roll.
2: TAKE TURNS IN ORDER
Take turns in the order of highest to lowest SPEED. The GM may combine some
enemies into a single SPEED. Continue this way until the battle is resolved.
Boosting SPEED Rolls
Gaining surprise on the enemy is crucial, as going first can lead to a decisive
early victory. A few factors go into how many dice are granted for surprise.
AMBUSH: If an ambush is a possibility, the group being ambushed rolls its best
WITS roll against the ambusher's best SPEED roll. If the WITS roll fails,
ambushers gain +2D SPEED.
CONDITIONS: Nothing is more important to opening a battle than positioning
and situational tactics. Use the table below.
Attacking from Concealment +3D
High Ground +2D
Fight from Cover +1D
In Pursuit -1D
Being Pursued -2D
Armor is Life
All characters have WOUNDS. Humans only ever have a single WOUND, but
Dwarves are tougher folk and receive two WOUNDS. If you are hit by any
harmful force with no armor to protect you, mark a WOUND. Each WOUND
inflicts -1D on ALL rolls. If you are hit again with no ARMOR, and no
WOUNDS left, you are dead.
Combat here should be all about destroying armor. Armor can be repaired,
replaced, or even built on the spot with salvaged materials. Stockpile it, look for
it, and pray you can keep it intact.
It’s a Hit!
These types of battles hinge on hits. Simply use POWER or AIM to overcome a
target’s SPEED roll with weaponry, and you’ve scored a hit. The victim marks 1
hit on 1 piece of armor.
The best piece of armor worn is hit first. If your target has no armor, your hit is a
kill! Fire away!
Rule of Three
All armor has 3 hits. It will be smashed to bits after 3 hits. You’ll want to
stockpile armor, but your total inventory is limited to 10 total items and you can
only wear 4 armor
pieces at a time. Don’t get hit!
Going Critical
Any time your roll is 12 or more beyond the roll target, you’ve scored a critical
success. Choose one of the options below:
Your roll achieves its maximum narrative effect.
If attacking, destroy 1 armor completely!
Take another turn instantly.
If using a skill, mark 2 bubbles to improve, instead of 1.
Pushing Gear
All gear has three hits unless otherwise specified. Once the third hit is crossed
off, the gear is destroyed. This doesn’t mean a gun is only fired three times!
Normal use does not expend hits. Mark off 1 hit when gear is damaged OR
PUSHED beyond its normal limits. Pushing your gear is a wide open way to
negotiate with the GM for more dice. It begins with a question, a call by the GM,
and some amplification of your upcoming roll. Here are a few common examples.
Add a die to a roll
Hit more than one foe with an attack
Reduce the target number of a test
Achieve unlikely narrative effect
Attempt to destroy armor instantly without a critical
Skill or Stat?
How many dice will you roll? That depends on what skill or stat is linked to the
task or effect you’re trying to achieve. Your character will have different amounts
of dice in different skills and stats. Here are the basics.
Melee attacks: Roll your POWER to use melee weapons.
Ranged attacks: Roll AIM to shoot ranged weapons.
Getting info: Roll WITS to scout, decipher, or investigate.
Acrobatic feats: SPEED is used for dashes or feats of agility.
Your special moves: Your SKILLS are what make you stand out. Roll skills to
perform your specific specialties.
Recovering Resolve
There is only 1 stat that drains and refills over time: RESOLVE. This is a pool of
dice players can use to boost their rolls, representing their willpower or bursts of
strain. Regain all spent RESOLVE dice when you rest in a safe place for an hour
or more.
Create a Character
Get a clear character concept in mind or on paper. You may not know the details,
but you know the spirit of the character, and your unique role in the team. It’s
time for the nuts and bolts steps to build it in game terms.
1: ASSIGN STATS
All heroes have six core stats. When you create a character, you have 4 dice to
distribute into the 6 stats in any array you choose. All start with 1D free.
Minimum (1D): All stats have a 1D base for free. This is normal minimum ability.
So if you place 2D into a stat you will have a 3D roll, and so on.
Skilled (2D): Famous athletes, rock stars or ground breaking mathematicians
would operate at this level. Amazing for normal folk, but minimally impressive
for a hero. Expert (3D): This is where heroes leave others behind. You are faster,
stronger, tougher than almost anyone around.
Master (4D): This level is the stuff of legend. A master of GUTS, for example,
could drink an entire cantina dry before falling into his soup. Supreme ability.
POWER: Roll to hit a target with fists or melee weapons. Roll to lift, bend, smash
or hold fast against physical objects.
AIM: Roll to use ranged weapons, throw things, or operate ship weaponry.
SPEED: Roll to gain surprise or evade explosions. Also serves as your to-hit roll
and turn order value in combat.
WITS: Roll to discern information, scout the distance, find clues, locate secrets
or out-think foes. No stat is as versatile as this.
GUTS: Roll to resist poison, the elements, shock, fear or stun effects.
RESOLVE: Resolve is a pool of dice you can use on any roll at any time as a
boost. Then, when you rest in safety for an hour or more, the RESOLVE pool
refills. You can also earn RESOLVE dice with skills or as GM award for cool play.
2: CHOOSE TYPE: Humans, Dwarves, Elves, and Small Folk outlined above.
3: WRITE DOWN BACKGROUND: No rules needed here, just a brief
explanation of who or what the character is or came from. For bonus
effectiveness, offer players potential areas of origin, themes, or roll tables to
create small stories.
4: CHOOSE SKILLS: Choose a set of skills that makes the most of all your
previous decisions. See ‘Creating Skills’ for more detail as the homebrewer here.
5: CHOOSE YOUR GEAR: Choose a set of starting equipment to accent your
concept. See ‘Creating Gear’ for more detail as the creator, making gear exciting
for players.
Ever Stronger
This game does not use levels or experience points to progress its characters.
Instead, you will steadily grow in RESOLVE and skill quality over time. For each
milestone completed, all characters gain +1D RESOLVE. This is a permanent
upgrade.
Skills are increased through practice. Each time you use a skill in play with a
successful roll, mark a bubble of improvement on that skill. After 5 successful
uses of any one skill, gain 1D. This 1D can be added to the skill used, or placed
into a brand new skill. Once the die is gained, clear the uses and start again.
Every 5 milestones achieved, increase a stat of your choice by 1D.
● RESOLVE MAX: 7D
● ALL OTHER STATS MAX: 5D
D66 Gear
11: IRON SWORD | Melee | A basic hand-to-hand weapon as old as war itself
12: GREAT SWORD | Melee | Two-handed blade. Inflicts 2 hits on any 12+ roll that hits
13: BATTLE AXE | Melee | Two-handed axe. Can destroy structures and doors
14: IRON SPEAR | Melee/Ranged | Can delay melee attackers by 1 round
15: BATTLE HAMMER | Melee | Can target non-armor gear when used
16: IRON DAGGER | Melee/Ranged | Standard battle knife, easily concealed
21: CROSSBOW | Ranged | Inflicts 2 hits on any 12+ roll that hits. Reload takes a turn.
22: COMPOSITE BOW | Ranged | Fire again on any 15+ roll
23: SLING | Ranged | Accurate when trained. +1D
24: HAND AXE | Melee/Ranged | Light axe. Thrown and melee. +1D thrown.
25: IRON CHAINS | Melee | Hit 2 foes when rolling, hit 2 allies on rolls of 5 or less
26: QUARTERSTAFF | Melee | Combo walking staff and peasantry weapon.
31: IRON GLAIVE | Melee | Can be used against RANGED characters as melee
32: RAPIER | Melee | Thin bladed duelist sword. Use AIM instead of POWER
33: IRON JAVELIN | Melee/Ranged | +1D thrown
34: IRON MACE | Melee | Inflicts an additional hit against metal plate armor 12+
35: IRON FLAIL | Melee | Disarm enemy weapon on 15+
36: HEAVY MORNINGSTAR | Melee | Inflicts an additional hit against shields 12+
41: HEAVY PICK | Melee | +2D against non metal armor
42: 6 SHOOTER | Ranged | Common pistol. Shoot six times then a round to reload
43: BOLT ACTION RIFLE | Ranged | +2D, Single shot/turn, reload turn after 5 shots
44: SHOTGUN | Ranged | Inflict a hit for each 6 rolled. 5 shots, then reload
45: ANTI TOKIN KIT | Kit to stop the spread and effects of poison/toxin/venom
46: HUNTING TRAP | Traps and snares for catching small game. 3 in 6 chance
51: ADVENTURING PACK | 3 in 6 chance 1 needed item found in here per session
52: FORGE HAMMER | Melee | Useful for both Forge as well as combat. +1D SMITH
53: WAR DRUM | Inspire (+1D) or intimidate (-1D) any 1 roll per round
54: PORTABLE RAM | Break down doors +3D, but light enough to lug around
55: IRON MANACLES AND SHACKLE KIT | Everything needed to keep captive still
56: 10 FOOT POLE | Standard Adventurer issue
61: CAMPING KIT | Single person kit, tent, bedroll, blanket, cookware, eating utensils
62: CLIMBING KIT | Rope, grapple, pitons, rock hammer
63: LANTERN AND OIL | Kit includes wicks and oil for 24 full hours of light
64: NET WHIP | Thief Catcher weapon. +2D Grapple using WHIPS AND CHAINS skill
65: TOOL BELT | +2D to any roll using tools
66: CALTROPS | Thrown on ground, causing 1 hit per turn for any who walk over
D66 Armor
11: LEATHER GLOVES | Other | Thick hand wear for Forge work
12: FORGE GOGGLES | Helmet | Ignore effects of blinding light
13: IRON PLATE | Armor | A chunk of thick slag iron, ignore first hit
14: IRON HELMET | Helmet | Horns. Also usable as a melee weapon
15: IRON CHAIN SHIRT | Armor | Can be hit, but not destroyed by blunt damage
16: SHIELD GLOVE | Other | Equipped shield ignores its first hit
21: IRON SHIELD | Armor | Heavy | A salvaged wall of metal. Ignore hits from pistols
22: ABLATIVE SPLINT | Armor | If hit, inflict 1 hit on 1 melee attacker
23: LEATHER VEST | Armor | Can be swam in
24: BUGJAW HELMET | Helmet | +1D POWER. Also used as a melee weapon
25: IRON RAZOR GLOVE | Other | Melee attackers suffer 1 hit when destroying armor
26: SPARTAN HELM | Helmet | Heavy | Brush-crested headgear of old. +1D GUTS
31: SNIPER GOGGLES | Helmet | Ruby lenses. +1D to AIM rolls
32: IRON GLOVES | Other | +1D to GUTS rolls
33: BUCKLER | Shield | Only has 1 hit, but can be used with 2 handed weapons
34: DRAGON SCALE | Armor | Scales can be hit but not destroyed by bladed damage
35: HIDE ARMOR | Armor | Multiple animal pelts used for clothing and protection
36: TOWER SHIELD | Shield | Ignore Ranged attacks
41: IRON GAUNTLETS | Other | Allow punches to inflict hits to armored opponents
42: IRON PAULDRON | Armor | 3 in 6 chance to avoid instant kill
43: OLD LEATHER BOOTS | Other | Standard adventuring boots.
44: WINTER FUR BOOTS | Other | +1D GUTS against cold weather
45: WINTER GLOVES | Other | Keep hands warm
46: TRAVELERS GARB | Armor | Standard adventurer issue with only 1 hit
51: HEAVY ROBES | Armor | May stop a knife, but not much more with only 1 hit
52: SPIKED SHIELD | Shield | Attacker takes 1 HIT when they successfully hit you
53: IRON LEG GREAVES | Other | Standard armor piece
54: DWARVEN PLATE | Armor | Dwarven sized and Dwarven smiths are the best: 4 hits
55: RANGER'S HOOD | Other | Large cloak that blends into the wilderness: +2D stealth
56: WIZARD'S CLOAK | Other | Boldly colored with uncountable pockets
61: ELVEN BOOTS | Other | Useful in walking quietly in the wooded areas. +2D stealth
62: MITHRIL CHAIN SHIRT | Armor | Sized for the near extinct small folk
63: MINSTREL GARB | Other | Garishly colored clothing: +2D for hiding various items
64: FRIAR'S OVERCOAT | Other | Made out of thick hemp helps turn blades : 2 Hits
65: BERSERKERS HELM | Helmet | Attacker takes 1 hit for each hit the helm has taken
66: ELFIN GAMBESON | Armor | Thick stag leather, 3 hits, ignore first hit
D66 Prayer Spells (Stones, Scrolls, and Potions)
11: ELEMENTAL AIR: Move a mass of air in powerful blasts of wind. Foes roll POWER
or be pushed away one range. (ST,SC)
12: ELEMENTAL EARTH: Draw forth a mass of stone and soil. The mass shoots from
the ground, forming a wall 5 feet thick, curved around you at RANGED (ST,SC)
13: ELEMENTAL FIRE: Empower any open flame you see into a huge fire quickly
burning out of control. It behaves naturally, but with terrible accelerant (ST,SC)
14: ELEMENTAL ICE: Freeze water into solid ice. Freeze up to 10,000 gallons. The ice
melts naturally after frozen (ST,SC)
15: DETECT EVIL: Detect evidence of despicable deeds or malevolence within your
current location. A green glow will reveal creatures, objects, or enchantments (ST,SC)
16: GROWTH: Increase one target to 3x its size for 1D6 rounds. Add +3D to POWER, +1
WOUND, but -2D SPEED (ST,SC,PT)
21: THE HIDDEN: Allies NEAR you are invisible for 1D6 ROUNDS, they become
visible again if leaving RANGED of you. Ends if you’re harmed or cast (ST,SC)
22: RADIANT SHIELD: Call on divine forces to imbue your shield with holy light. The
light will blind all evil creatures that see it for 1D6 ROUNDS (ST,SC)
23: HEALING NOVA: Emit a burst of divine healing energy. This wave heals your allies
within sight of a single WOUND (ST,SC)
24: HEALING TOUCH: Touch an ally, heal them of all WOUNDS with holy magic.
(ST,SC)
25: SONG OF THE MOUNTAIN: Sing! All enemies within FAR range are enamored
with you for 1D6 ROUNDS, willing to hear you out, cancel attacks or befriend (ST,SC)
26: INVULNERABILITY: Touch an ally or object. It is immune to all forms of harm for
the next ROUND. (ST,SC,PT)
31: CLEANSE: With a touch and a prayer, cure all negative effects, curses, poisons or
disease from a creature. (ST,SC,PT)
32: LION HEART: With a bold voice, proclaim the righteous destiny of you and your
allies. Those who hear you are immune to fear for 4 ROUNDS (ST,SC)
33: RESURRECTION: Focus all your soul on restoring life to a dead ally. This SPELL
cannot be cast in combat, or anywhere that is unsafe in any way
34: YOGI STASIS: Assume a cross-legged posture, and enter meditation. In this state
you are immune to harm and require no food or air. No duration limit (ST,SC,PT)
35: FAR SEER: Use awareness to access the senses of any person you have met before.
Experience all they do for 1 MINUTE (ST,SC,PT)
36: QUICKNESS: Focus your mind to hasten your feet. Once cast, move anywhere
within the current location, on your TURN for 1D6 ROUNDS (ST,SC,PT)
41: ATOM PALM: Lift yourself from the ground with will. When you descend, your
hand creates a seismic burst. 3 HITS to all RANGED (ST,SC)
42: ASTRAL SELF: Separate from your physical body. As long as the physical body is
safe, you can function in astral form, except acquiring GEAR or being healed (ST,SC,PT)
43: WILD GROWTH: Call upon the dormant force of all plant life within sight. It
suddenly grows to a massive, tangled thicket of wood and vine
44: VINE WHIP: Use this thorned tendril as a melee weapon, or grapple lashed foes or
objects and pull them with a POWER roll after the cast (ST,SC)
45: ENCHANT: Place any SPELL you know into a weapon or usable item. Create only 1
at a time. Once used, it is dispelled (ST,SC)
46: ANIMAL FRIEND: Use realistic calls and a supernatural empathy to call an animal
from local environs. It is fiercely loyal, and communicates with you. 2 HITS, 3D rolls
(ST,SC)
51: WOODSHAPER: Use magic to bend wood into weapons, armor, or objects of
comparable mass. (ST,SC)
52: DIRE FORM: Call upon your own feral nature to transform yourself into a dire
animal, gaining +2D to POWER and SPEED and a natural attack. Natural ARMOR 3
HITS. (ST,SC,PT)
53: DESTROY THE DEAD: Give your own blood to annihilate an undead creature. Take
a WOUND. Destroy 1d6 Undead creatures immediately. (ST,SC)
54: PURIFY Cleanse a living being or area of ground of all poisons or blights (ST,SC,PT)
55: TEACHER Use to increase a skill by 3D for 1 turn (ST,SC,PT)
56: IMMUNITY For 4 turns, you cannot be afflicted with conditions, poisons or blight
(ST,SC,PT)
61: BLIGHT Curse an enemy. It takes 1 hit per round until all gear and armor destroyed
(ST,SC)
62: FORAGER: Find specific fungus or plants for creating specific potions, poisons or
other tinctures. Food can also be found (ST,SC)
63: LIFE Destroy to survive a kill roll (ST,PT)
64: CRYSTAL SANCTUARY: Form a grid of hexagonal energy shields. All allies within
RANGED now have +3 HITS. (ST,SC)
65: SHIELD Use to absorb 1 attack against you (ST,SC,PT)
66: GREAT SHIELD Destroy to absorb all attacks against you and allies for 1 round
(ST,SC,PT)
D66 Arcane Spells (Stones, Scrolls, and Potions)
11: POCKET DIMENSION Conjure a tiny realm. Holds up to 10 people. Lasts D6 days
(ST,SC)
12: BLINK PHASE Phase you and allies into immaterial for D6 rounds (ST,SC)
13: AAZUL’S CONJURATION: Open a brimstone portal to summon 1D6 imps. The
demons have 1 HIT, bite for 1 HIT, and mostly obey (ST,SC)
14: MIND TRAP: Cripple a target you can see with endless, looping thoughts. They are
stunned for 1D6 ROUNDS, or until they make WITS (ST,SC)
15: ILLUSORY IMAGES Create illusory images with basic realism, lasting D6 turns per
use (ST,SC)
16: ARCANE BOMB: An orb of light forms in one hand. It can be thrown and everyone
within RANGED takes 2 HITS. SPEED halves. (ST,SC)
21: WIZARD’S EYE Remotely view any known location for 1 minute (ST,SC,PT)
22: MASS ANCHOR Vastly increase or reduce the weight of an object (ST,SC)
23: COUNTER SPELL: Any time yhou see a spell stone or scroll used, break this stone
to cancel it. (ST,SC)
24: MARKED Tag an enemy with a magical flame. If they take a hit, they take 2 (ST,SC)
25: LANTERN Create a glow of pure sunlight for several minutes (ST,SC)
26: POSSESSION Transpose your mind into an enemy for D6 rounds (ST,SC)
31: ARCANE MISSILE: Hurl a shard of pure arcane energy at a target you can see for 2
HITS (ST,SC)
32: ARCANE SHIELD Conjure a reddish energy barrier on an ally, it has 3 hits
(ST,SC,PT)
33: LIGHTNING BOLT: Unleash a crackling bolt. All targets within a straight line roll
REACTION SPEED to avoid. 2 HITS, (4 HITS against metal clad) (ST,SC)
34: SHAPING Use magic force to bend metal into any shape within its mass (ST,SC)
35: SHADOWFORM Assume a smoke-like form for D6 rounds per use (ST,SC,PT)
36: TRANSLOCATE: Instantly swap places with a target you can see in a puff of smoke
(ST,SC)
41: ARC Unleash a bolt of raw energy. Afflicts D6 enemies with 2 hits each (ST,SC)
42: AAZUL’S CONJURATION: Open a brimstone portal to summon 1D6 imps. The
demons have 1 HIT, bite for 1 HIT, and mostly obey (ST,SC)
43: MELT Liquify metal or stone. Melt a 10’x10’x10’ cube per use (ST,SC,PT)
44: BLACK WINGS Conjure shadow wings for limited gliding and flight. D6 rounds
(ST,SC,PT)
45: BRIMSTONE CLOUD Fill an area with choking smoke, obscuring vision (ST,SC,PT)
46: WALL OF SPIKES Materialize a chaotic barrier of random spines. It has 12 hits
(ST,SC)
51: QUICKSAND Soften an area. Those within roll POWER or sink, gone after 3 tries
(ST,SC,PT)
52: ENERGY EATER Absorb 1 round worth of energy or fire, redirect as desired
(ST,SC,PT)
53: SHADOW ARMOR Encase your armor in darkness. Add 1 temporary hit to all armor
(ST,SC,PT)
54: SHADOW BLADES Manifest swords of smoke. They last for D6 rounds. They always
inflict 2 hits (ST,SC)
55: VULCAN Channel a column of hellfire. Victims roll GUTS or lose 1 gear (ST,SC)
56: RAZOR VINES Spiked vines entangle a foe. Take D6 hits within, POWER to escape
(ST,SC)
61: PRISON Contain a foe within this stone. It breaks free in D6 hours (ST)
62: DOORWAY: Create a magical doorway from your present location to any location
you have been before. The door remains open 1D6 ROUNDS (ST,SC)
63: FIRE FORM Tranform into living fire. Take no hits, ignite all for 1D6 turns
(ST,SC,PT)
64: BANISH Use to completely banish any extraplanar creature back to their home
plane (ST,SC)
65: FIREBALL: Conjure an incendiary sphere of destruction. Blast everything for 3
HITS within RANGED of a designated location you can see, ignite any flammables
(ST,SC)
66: PERSONAL DARKNESS Banish light from an area, but you can still see (ST,SC)