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Player's Guide Draft

This document provides an introduction to a new tabletop roleplaying game system. It discusses the author's 42 years of experience playing RPGs and their goal to create an immersive, challenging game. The system draws inspiration from many other games but aims to stand on its own. It does away with character levels, classes, and hit points. Character generation involves allocating points to attributes, skills, and equipment rather than using dice. The game is intended to provide a gritty experience where player choices and teamwork are meaningful due to the deadly nature of the game world.

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Gary Luther
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0% found this document useful (0 votes)
406 views121 pages

Player's Guide Draft

This document provides an introduction to a new tabletop roleplaying game system. It discusses the author's 42 years of experience playing RPGs and their goal to create an immersive, challenging game. The system draws inspiration from many other games but aims to stand on its own. It does away with character levels, classes, and hit points. Character generation involves allocating points to attributes, skills, and equipment rather than using dice. The game is intended to provide a gritty experience where player choices and teamwork are meaningful due to the deadly nature of the game world.

Uploaded by

Gary Luther
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
You are on page 1/ 121

Introduction

I have been playing roleplaying games for 42 years, as of this printing. I first played
1stEdition Advanced Dungeons & Dragons back in 1980, at the age of 5. Mom and Dad
played, and I wanted to join in. My first character was a wizard, and I played occasionally as
my mom taught me bits of the game. By 10 years old, my sister and I played with mom on
occasion. By the time I was in 7th grade I was running my own games for my friends. For 35
years I have run, written, and DMd Dungeons & Dragons. During this time, I sought to
create a game for a sci-fi setting, that could use any existing game as a resource for a single
game. You know, Vulcan Jedi, Klingon Street Samurai, etc. After decades of play testing and
rules writing I finally accomplished that task in the early spring of 2021. Since I have
written 5 Tabletop Roleplaying Games (TTRPGs). My goal has always been to create an
immersive, intense, challenging game to play. That has brought me to creating this game.
Combining elements from games like; Dungeons & Dragons, Knave, Fate Core, Bounty
Hunter, Call of Cthulhu, Ars Magika, The Dark Eye, Low Fantasy Gaming, Aeternus (My own
game), and Savage Worlds. Using the parts that work together and form a new game that
though it draws inspiration from those other games, stands on its own.
It was my goal to create a challenging game, that is intense, immersive, fun, exciting,
and gritty. I believe that has been accomplished with this game. Combining unique
elements, and ascribing to the idea, that we can do more than single mechanic games. In
December of 2022 I watched a YouTube video by JFace Games that talked about borrowing
mechanics from other games, to have more than one in a single game. That got me thinking,
can there be more than one? More so, can they mesh? I have already done something
similar with my Aeternus game system, so why not? That got the creative juices flowing and
here we are, on our way.
I have noticed, that as D&D has grown, the publishers and writers seem to all be
going in one direction. Options, options, options. So much so, that now any class can have
magic, all can do good in combat, most can be sneaky and stealthy, a bunch can be the
designated healer. In short, the path, nay, stampede towards a “build the character you
want” goal, indicates that the need for classes is no longer a thing. Also, with the drop off of
interest and fun as characters get high in level, is a warning sign. In the drive to make
superhero like characters, by the time they are 4th tier (upper 5 levels = 15-20) they are so
powerful that it is either to hard to create a challenging game for them, or, the games are
staggeringly overpowered and homebrewed till they reach the ridiculous. So, what does
that tell me? The “good” stuff for characters takes forever to get too, and then is a pain to
implement or challenge. So why levels? Why Hit Points or Life Points? Why 2 rolls to
determine how hard you damage? Why is combat so long? Well I sought to deal with these
issues I have and create my own game.

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In this game you will find a multiple mechanic game system that uses several types
and styles of dice. A game with out levels, classes and even without hit points! A gritty,
challenging, intense and immersive game. Is it rule heavy? Yes, it is very “crunchy”, but also
fun. Try it and see for yourself. With the elements inspired and borrowed from other
games, it is a truly unique experience for the gamer that wants a challenge.
You see, back in the 80’s and even early 90’s, the 1st Edition AD&D had a deadly feel
to it. Your character’s often had average stats, had to play to their strengths, and had a
niche that they filled. You had to work together, and you had better not get attached to your
character, cuz they are going to die. I know people who had over a dozen characters rolled
up before they ever rolled a stat above 16. Deciding whether or not to fight a group of
kobolds could end up in a disastrous TPK! (Total Party Kill). This is why backstory was not
important, your character was assumed to be the Average Joe who took up adventuring
because they didn’t want to be a farmer or blacksmith like dad. The game marginalized
women (only 20% of a group could be female), as they had penalties to their abilities. They
marginalized non-humans (only 10% of a group could be one.) as they had limited classes
and levels they could be. They literally said, “A focus on a human dominant game setting is
ideal, as the other longer living races, if prominent, would soon take over.” (1st Edition
AD&D DMG) But what was exciting is that the characters were normal average people, the
game was challenging, you celebrated if you made it to the second tier of play (6th-10th).
Your character just might make it.
Well in an interest in getting rid of the bad and keeping the good, you will find this
game will be something special. You will have many options to help create the specific
character you want without multiclassing, homebrewing or using obscure online resources,
or dozens of books. Your character will be challenged in an intensely deadly game setting,
where every choice matters. You will want to work with your fellow players to think out of
the box and overcome the obstacles you face. Your backstory will mean something, it could
change and alter the narrative of the story, and could be meshed with others. PVP, as it
seems to be more and more common, will soon disappear as you need your fellow players
and their characters to win. This game is going to change how you think of TTRPGs and
how they can be played.
So, what kind of hero are you going to be?
What experience do you seek to have?
Can you survive in a deadly world, wracked with the growing darkness?
Are you up for a challenge?
With the turn of a page, you will be on your way to finding out!
The road ahead is dangerous, tread lightly, prepare well, and keep your wits about you.

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Character Generation
Character generation in name is straightforward. A combination of attributes, stats,
skills, equipment, and aspects that will detail your character. Characters are the backbone
of any Tabletop Role-Playing Game. (TTRPG) They are your way to interact with other
player’s, the game setting, and take part in the game itself. The steps presented here will
walk you through building your character. The ultimate control over what your character
can do in the game is yours. What hero will you make?

The Dice:
Every roleplaying game uses dice or some other mechanic to determine random outcomes
of the actions taken by the characters. Most of the time this comes in the form of dice.
Sometimes the simple 6-sided dice everyone knows from most boardgames. However, also
funky polyhedron dice are also used like these.

The proverbial “dice goblins” of the gaming world know these dice all to well. They are the
most common associated with ttrpgs and a staple in the collections of many a player. These
dice are used in a variety of ways in ttrpgs games.
However, NOT in name. “Wait, what? Then what dice are used?” The answer is a
surprising NONE. That’s right, NO dice are used at all in this game. Instead, the game is
driven by the allocation of certain points, and they fuel your use of each ability, action, and
skill in the game.

Step One: Character Basics


The first part of creating a character is to fill out the basic information at the top of
the page. This includes the character’s Name, Player (your name), Residence, & Birthplace.
Occupation is reserved for its own section.
• Name: The name of your character. This can be essentially what you want it to be.
However, it is a good idea to have a name for your character that makes sense.
Where it might be fun to have goofy or silly names or even name your character
after another character from a movie book TV show or even a comic book, the name
should fit the game you play. After all this is the name, your character will be
referred as throughout the game. Regardless of what name you pick it should be
something that makes sense isn't too silly or goofy and represents the character you
want to play.
• Player: This is your name; it is placed here as a reference for the Storyteller as they
preview your character at the start of the game etc.

3
• Residence: This is the place where your character has their main residence. This
can be a home in the woods, a small village, a town, or even the capital city.
Wherever this location is this will be the primary place your character can store
equipment, treasure, weapons, and armor. It will also serve as a safe place to sleep
and recuperate from adventure.
• Birthplace: This is the location of your characters birth; it is the location your
character had their start. This can be their hometown, or the last place that they
originally called home.
(Note: You will not be using age or gender on your character sheet. You can include
them if you wish, but they are not a built-in part of the game. Age is assumed to be
chosen by the player, and gender has no direct bearing on the game. Use of these two
aspects is up to the individual.)

Step Two; Choose a Character Path:


A Path is nothing more than the general concept your character is striving to be. The Path
they choose gives them bonuses in the game in certain instances. These give access to
special abilities and skills, not available to other characters. They also help give you the
framework of how to help create the character you want to play. The section on Character
Path, will help you select the Path you wish to build your character around at start the
game. Each Path has a specific function for use in the game, they are all important so
choose carefully and wisely. Turn to Character Paths and select one. Each numerical value
is placed in its respective box on the sheet marked “Path”, as a single number, not as a +,
even though they will be added together to determine tests.

Step Three: Heritage


You create a character in the name game in a special way. In other games what a character is
can be referred to as a race, or species. However, here this part of their identity is referred
to as a Heritage. Whether your character is human, or one of the 7 non-humans, you have
taken up the challenge of adventuring and left your old life behind. Humans are not the only
sentient humanoid beings that are in the world. In (name) there are 8 Heritages to choose
from. They are Aetherling, Dwarf, Elf, Gnome, Half-Elf, Halfling, Half-Orc, and Human.
Each has their own advantages and will adjust your attributes, give you special abilities, and
tie your character to that heritage. See the section on Heritage to select the one you wish to
play in the game. Turn there now.
Welcome back! Now, make sure you have recorded on the character sheet, all your
character’s values and abilities. You have completed step two, congratulations! So, with the
character racial portion of the process complete, we move on to step 3.

Step Four; Attributes:


As in other roleplaying games, a character in name must be defined by numerical values.
During play, these values can be used for Checks to determine the outcome of various
actions attempted. The higher a character’s values or scores, called Ranks, the better their
chances of success. These basic values are called Attributes. They quantify a character’s
physical as well as mental and even magical capabilities. Each character has 8 principal

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characteristics, the character’s attributes. The value of each attribute score depicts the
range of possibility of human and human like capability. They typically range in value from
1-5 at the beginning of the game. Each denotes special properties that will be associated
with situations and challenges in the game. They will give bonuses to skills, abilities, and
are used in a variety of ways. A character is defined by eight (8) Attributes; Courage,
Sagacity, Intuition, Charisma, Dexterity, Agility, Constitution, and Strength. The first
four are called the Mental Attributes, and the latter four are called the Physical Attributes.
Attributes may be raised in throughout the game, using points of experience, Hero Points,
to raise them. However, a character cannot raise their Attributes above 10. That said, Paths
could potentially raise them further.

Mental Attributes:
Mental attributes describe the mental state of the character, and the limits their mind can
achieve. These attributes are broken down into Courage, Sagacity, Intuition and Charisma.
Each ability covers a unique aspect of the character’s mental capabilities.
• Courage: The ability to act quickly and with determination in critical situations. It
also stands for daring and prowess, and for not being afraid of risks and unfamiliar
situations. To overcome fear or pain to retain one’s willpower and mental fortitude.
• Sagacity: This encompasses intelligence and logical thinking, and the ability to
analyze a situation and choose a course of action, and quick recognition of relations
and contexts, both mundane and magical. Also represents accumulated knowledge
and memory capacity.
• Intuition: This describes the ability to make the right decision without pondering
too long, as well as making a quick assessment of people and situations when no
hard facts and data are at hand. It also represents personal empathy and the ability
to get in touch with the other feelings and connect with them.
• Charisma: This Attribute represents personal magnetism, eloquence and
leadership, appearance, and the ability to use gestures and mimicry. Charisma also
indicates strength of their personality.

Physical Attributes:
Physical attributes are a description of the physical state of the character, and the limits
their body can achieve. These attributes are broken down into Dexterity, Agility,
Constitution, & Strength. Each ability covers a unique aspect of the character’s physical
capabilities.
• Dexterity: This refers to overall manual dexterity. It affects sleight of hand and
hand-eye coordination, especially when used for precise tasks, such as writing,
painting, or picking locks, and to gesticulate the complex somatic aspects of spells.
• Agility: Basic body coordination, quick reactions and reflexes, knowledge of body
proportions, taking off power, and more are defined by Agility. A high Agility rating
results in graceful, precise movements.
• Constitution: This attribute is almost exclusively used passively. It determines
physical toughness and fortitude, the ability to resist disease and poison, and forms
the basis of their Vigor.

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• Strength: Sheer muscle power and the ability to use it properly are dependent on
strength. Along with Constitution, Strength determines a hero’s general stamina.

On your character sheet add together the numerical value for each Attribute from your
character heritage, and their Age adjustments as stated in the table in the Heritage section.
Total these numbers and place them in the columns on the character sheet marked with
each heading. Then add the attribute bonuses from your Path in the designated column for
Paths. The last column is for any points you allocate, from the Hero Points you spend.

Step Five: Stats:


Your character will also have another set of statistics, that are simply called Stats. The
higher a character’s values or scores, the more often they may use their skills, abilities, and
actions. They quantify a character’s defensive, magical, physical, mental capabilities, as well
as how well they can change their fate. Each character has 5 principal characteristics. Stats
may be raised throughout the game, using Hero Points to raise them. These stats are
Arcana, Dodge, Luck, Psyche, and Vigor. Each of these are used in certain ways.
• Vigor: This value that represents the maximum amount of physical activity your
character can sustain. It also represents the amount of Equipment Slots your
character has. These points are used for physical actions, abilities, and skills in the
game. Vigor is a combination of Strength + Constitution.
• Psyche: This numerical value that is used for all mental abilities, actions, and skills.
This is a display of the mental fortitude a character possesses regarding the
soundness of their mind. Psyche is a combination of Courage + Charisma.
• Arcana: This numerical value used for all magical actions, abilities, and skills. This is
a display of the character’s tie to the arcane. You CANNOT cast ANY spell or use
arcane books and scrolls that exceed this number in difficulty. You also may not
spend more Arcana Points than this number on any given spell. (See the Spell
Casting Section for more information) Arcana is a combination of Sagacity +
Dexterity.
• Luck: This is a separate cache of points, that can be spent in the game. This is a
display of how lucky and fortunate a character is regarding fate, and their ability to
bend fate in their favor. Luck is a combination of Agility + Intuition.
• Dodge: This is not a cache of points but is used in combat as a defense against
attacks. All characters have this skill for free, and it can be adjusted with Hero
Points. Dodge is a combination of Agility + Intuition just like Luck.

Record these totals on the lines next to each stat on the character sheet on the “Max” line.
This represents your maximum number of points. The “Current” will represent your total
number of points you currently have to use. This second value will be adjusted frequently
as you play.
(It is also suggested that you utilize tokens, pennies, or colored plastic crystals, Red for
Vigor, Blue for Arcana, Green for Luck and White for Psyche. This makes spending them
easier.)

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Step Six: Abilities:
Your character will have several Abilities, both from their heritage choice, and those chosen
by you during this step. Turn now to the section on Paths and select your beginning
Abilities. Record these on your character sheet. Once this is done, you are ready to move on.

Step Seven: Skills:


Your character begins the game with 5 skills that you may choose from the list of skills in
the Skills Section. A character must have the skill selected to be able to use it. IF your
character does not possess the skill, they cannot use that skill or perform an action based
on it. More skills may be selected during the use of Hero Points, as the character
progresses in the game.

Step Eight: Equipment Slots:


In many games, the trouble and hassle of determining what a character can carry on their
person is either meticulous and time consuming, or is more like a video game, where
nobody cares how much they carry. In name your character instead has Equipment Slots.
Characters have several item slots equal to their Vigor, and items they carry must fit into
available slots. Most items take up one slot, but some take up more. Some small items can
be bundled together into one slot. Which is detailed in the section Arms & Equipment.
Your character can ALWAYS carry their starting equipment, so if your character does not
have enough Equipment Slots, it is assumed they do. So, make the change on your
character sheet.

Step Nine: Starting Gold:


Every character begins the game with some starting money, and the
equipment assigned to them from their Background and Occupation.
Each character starts with 50 gold pieces in addition to the starting
money and equipment. See the section on Arms & Equipment for more
information on all the types of equipment available for use in the game.

Step Ten: Aspects;


This is the last part, and may take you the longest to fill in. Turn to the section on Aspects.
There you will find all the information that you need on this part of the game. This will
include your Background and Occupation as well. Fill in the last parts of the character
sheet with this information.

Congratulations! You have now created a character for the name, it is my hope you will
enjoy this unique gaming experience. The game will challenge you, and hopefully make you
take a different look at what a TTRPG can be.

7
Chapter Two
Character Paths
So, character creation kicked you over to this section to get your character set up
with the next portion of your character, did they? Well, you are in luck, for in this section
you will learn all about Paths and how they work in the game. A Path is nothing more than
the general concept your character is striving to be.
Instead of a character class, like in other ttrpgs, you will design your character’s
Path. This is the overall design of your character. The Path and its direction are up to you.
This section will detail all the ways you can custom make your own character for play in the
game. In some ways Paths are like a class, in that they give you an overall idea of how your
character will advance and what they will be able to do. In other ways, they are very
different, as you are able to exchange the Aspects of your Path as you desire. The details on
how to Alter Your Path, are at the end of this section.
In the table below you will find the 6 Paths that are the most common, and their
focus. However, since you are forging your own Path in the game, you do not have to follow
the theme or concept of any one Path exclusively. Design your character as you please, the
list below is only a guideline, rather than an actual rule.

The Six Paths


Path Description
Path of the Arcane A focus on magic and the Aether including spell casting
Path of Balance A focus on the mind & body including martial arts & mental powers
Path of Might A focus on combat and weapons including special attacks
Path of the Soul A focus on healing and defense including restoration & resurrection
Path of the Veil A focus on subterfuge and stealth including assassination
Path of the Wild A focus on nature and survival including raw primal powers

The Way of the Path


A Path is a mystical connection to the Aether, that guides a soul along a specific
direction in life. Before the Aether, there were no adventurers, no heroes, and no
Aetherlings or Aether Spawn. After the Aether was discovered, every living thing felt the
resonance of the energies it released. Making a strong connection with all living beings.
Those who chose to recognize and tap into this resonance gain insight into the Way of the
Path. A mystical, and universal knowledge set, that is instinctively shared through a near
collective mind, that is tied to the Aether. Heroes are those who have heard the Aether call
and feel a yearning to bond with the Way of the Path. A connection to a Path, gives a
character special skills, bonuses, and abilities that other characters may not have. Though it
comes at a steep price, a Path is not necessarily the destiny for every character. A character

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can change their Path, at any time, as described below in its own section. This allows a
character to follow the ebb and flow the Aether and adapt to the challenges they face.

Choose Path Modifiers


You may modify your character’s Attributes by adding 2 +1 bonuses to the Attributes you
choose. The ones chosen should be those that govern the Path options you will choose but
are not limited to them. You may raise 2 Attributes by 1 OR 1 Attribute by 2.

Path of the Arcane


The Path of the Arcane is chosen by those who wish to study, utilize, and control the Aether
and magic. Players who want a character that operates like a wizard, sorcerer, necromancer
etc. choose this path. This path gives you access to Magic, at the cost of some combat
abilities, skills, and equipment. The trade is you can harness magic and cast spells, use
magic items, and even craft them. The abilities associated with this path are;
• Craft Magic Item
• Familiar
• Spellbook
• Spell Casting
• Use Magic Item

Path of the Balance


Unarmed and unarmored, only a fool mistakes you for easy prey. You are strong as the
mountain and supple as the wind, you perform deeds others hold impossible. The
embodiment of discipline, your warrior spirit burns brighter than the sun, as your balance
of the mind gives you special powers. The abilities associated with this path are;
Adaptive Body
Equilibrium
Mystical Recovery
Telekinesis
Telepathy
Telepathic Attack
Unarmed Attacks
Unarmored Defense

Path of Might
Focusing on martial prowess and skills at arms, the Path of Might is for those who want to
play the game as a warrior type character. Followers of this Path are versatile masters of all
weapons, switching between armaments and fighting styles to best meet the foe at hand.
These characters are some of the most heavily armed and armored adventurer in the game.
They are comfortable in the thick of battle, relying on brawn, steel, and superior skill to win
the day. The abilities associated with this path are;
• Athlete
• Deadly Strike
• Extra Attacks

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• Fighting Style
• Second Wind
• Weapon Specialization

Path of the Soul


Those that follow the Path of the Soul are deeply connected to the world, and to other
people. They share a compassion for all living things, and a strong to desire to protect them
from harm. They take up adventuring to drive off dangerous creatures and defend the
common person. They focus on healing and aiding their comrades in battle and have a
burning hatred for Aether Spawn and the Undead. The abilities associated with this path
are;
• Bless
• Divine Strike
• Heal
• Protection from Evil
• Raise the Dead
• Turn Undead

Path of the Veil


The Path of the Veil is not dishonorable, albeit is neither honorable nor highly respected in
some quarters. This Path utilizes skills and abilities in the larcenous arts. Burglars, bandits,
cutpurses, and other criminals typically follow this Path, but so do rogues who prefer to
think of themselves as professional treasure seekers, explorers, delvers, and investigators.
In addition to improving your agility and stealth, you learn skills useful for delving into
ancient ruins, reading unfamiliar languages, and using magic items, you normally could not
employ. Followers of this Path are lurkers in the shadows, gifted in Acrobatics and Stealth.
In any guise, agility and cunning are the practitioners of this Path’s hallmarks. Lightly
armored, you rely on speed and guile to keep you from harm, employing a range of tricks
and deceits to maintain the upper hand. When you strike, your sword comes without
warning, dropping opponents before they realize the true threat on the battlefield. The
abilities associated with this path are;
• Back Stab
• Lady Luck
• Light Feet
• Thieves’ Cant
• Unarmored Defense
• Use Magic Item
• Walk of the Unseen

Path of the Wild


Those who follow the Path of the Wild, have a strong connection to the primal currents of
the world. They are attuning with nature, and their animal side. They can manifest this in a
variety of ways. Typically, they are very uncomfortable in civilized settings, like towns and
cities. Instead, they prefer the wilds, and untamed habitats of nature. They can be ferocious

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fighters, like a great predator like great cats, bears, wolves and the like. They choose an
animal, that they take as their totem and gain additional bonuses as a result. The abilities
associated with this path are;
• Animal Friendship
• Animal Summoning
• Burst of Speed
• Extra Attacks
• Ferocious Attack
• Juggernaut
• Rage
• Savage Attack
• Shape Change
• Unarmored Defense

Path Abilities:
• Adaptive Body: (Path of Balance) You can spend 2 Arcana Points, as an Action.
You or a creature you touch ignores extreme heat or cold. Resulting in taking no
damage from one of these sources for 1 round.
• Athlete: (Path of Might) You may spend Vigor Points, to add to any Strength,
Agility, or Constitution tests you face.
• Animal Friendship: (Path of the Wild) You are able to use 2 Arcana Points, per CR
of target animal, the follower of this Path may cause the animal to become friendly
and will aid them for 2 rounds.
• Animal Summoning: (Path of the Wild) You are able to use 5 Arcana Points. This
spell summons a CR 1 animal from the surrounding area, which instantly appears
besides the character. You can communicate with the creature, you can give it simple
commands, and they will be followed. This animal is lost if you choose another Path,
vanishing just as suddenly as it appeared. They are also lost if you use this ability a
second time while the animal is still your companion.
• Back Stab: (Path of the Veil) You may make a back stab attack on a single target.
The target MUST be unaware of your presence, and you cannot be seen. You must
also approach from behind the opponent. If these conditions are met, you spend 5
Vigor Points to execute the attack. You deal double the number of wounds on the
attack. (Your weapon does NOT lose quality for this attack.)
• Bless: (Path of the Soul) You may bestow a +1 bonus per Arcana Point to a
character that is touched, which they can use for tests and in combat. This lasts until
used.
• Burst of Speed: (Path of the Wild) You can spend 5 Vigor Points; you may increase
your speed by 10 feet.
• Craft Magic Item: (Path of the Arcane) You can craft magic items, potions, and
scrolls. Even if it is designated for certain Path. See the section on Crafting in the
Arms & Equipment section.
• Deadly Strike: (Path of Might) You may spend 5 Vigor Points to deliver double
damage. (When you do, your weapon loses 1 point of Quality.)

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Divine Strike: (Path of the Soul) The character can use 5 points of Arcana to either
call column of fire or a bolt of lightning that strikes down from above. If this attack is
successful, the fire or the lightning does 8 wounds to the target. Attack value for this
ability is Intuition + Charisma + Courage.
• Equilibrium: (Path of Balance) You can meditate and take a full 10 minutes of time
and they can adjust their Vigor, Arcana, Psyche, and Luck points to make them all
equal. Any leftover points are lost.
• Extra Attacks: (Path of Might & the Wild) You can spend 1 Vigor Point to make 1
additional attack this round.
• Familiar: (Path of the Arcane) You have a special CR 1 creature or animal as a
companion, called a familiar. This familiar is bonded to the character, and they both
share what the other sees, hears and thinks. They also can communicate to each
other in the language of magic. See the Magic Section for more information on
familiars. Like all abilities, if a different Path is chosen to replace this one, the
enchantment on this animal is broken, and they revert to their natural self. They are
also lost if this ability is used while you already have a Familiar or if they are slain.
• Ferocious Attack: (Path of the Wild) You can spend 3 Vigor Points; you gain your
Courage on all attacks this round. However, you lose the use of your Agility on your
Dodge this round as well.
• Fighting Style: (Path of Might) You can choose a fighting style. Archery: +2 with
any bow or crossbow. Defense: +2 bonus to armor or Dodge. Great Weapon: +2
with any weapon with the “Two handed” property. Single Weapon: +2 with a
single-handed weapon. Two-Weapon Fighting: You may make a second attack as a
free action with the second weapon.
• Heal: (Path of the Soul) You may heal 1 Wound per Arcana Point used. This ability
also removes status conditions like poison, disease, and exhaustion.
• Juggernaut: (Path of the Wild) You can spend 5 Vigor Points. You then can keep
fighting even if Mortally Wounded. After the combat scene, if you have not been
healed, you drop unconscious as usual. If you have been Mortally Wounded for more
than 1 round of combat, after using this ability, you DIE.
• Lady Luck: (Path of the Veil) You may use Luck Points for any of your abilities or
skills at double effect.
• Light Feet: (Path of the Veil) You can spend 2 Vigor Points, you then half the
damage of any attack against you, by an opponent.
• Mystical Recovery: (Path of Balance) You can immediately, after you spend Psyche
Points on a Psyche Ability, you can take a Bonus Action to regain Wounds equal to
the number of Payche Points they spent.
• Protection from Evil: (Path of the Soul) The character may designate a 5ft radius
per Arcana Point spent as sacred ground and bless the area. No evil aligned
creature may enter the area without making a save against the Character’s
Charisma.
• Rage: (Path of the Wild) You can spend 5 Vigor Points; you may enter a rage.
When you do you gain the following bonuses if you are wearing either no, or light
armor; +5 on Strength Tests and Saves, you gain a bonus to your melee attacks
equal to your Courage bonus, you take half damage from weapon attacks. This rage

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lasts for 1 round. You may continue to stay in a rage by spending +1 Vigor
Point/round.
• Raise the Dead: (Path of the Soul) The character may touch a fallen individual that
is currently dead, and that has died in the last 1 round. By spending 10 Arcana
Points the dead individual is brought back to life. For each additional Arcana Point
added to this ability you may extend this time since death by 1 additional round. The
dead individual returns to life Incapacitated (See Wound Level in Combat Section).
The individual must be further healed to regain lost health.
• Savage Attack: (Path of the Wild) You can spend 5 Vigor Points; you deal double
damage. (Your weapon loses 1 point of Quality)
• Second Wind: (Path of Might) may spend 5 Vigor Points to regain 1 +
Constitution in Wound Levels back at the end of their combat round. However,
they must have be still conscious in order to do so.
• Shape Change: (Path of the Wild) You can spend 5 Arcana Points; the character
may assume any animal shape up to a CR 1 creature. They may become any creature
if they spend additional Arcana Points to make up the difference in CR. The
duration lasts until changed by the character or otherwise dispelled by other means.
The character may continue to use their powers and abilities while in this creature
shape if the form allows. If the character is rendered unconscious, they revert to
their true self. They also revert if they change Paths.
• Spell Book: (Path of the Arcane) You gain a spellbook, that is a manifestation of the
Aether, and gifted by the Aether to the caster. A character begins with 2 Wizardry
spells and one Witchcraft spell in their books. Other spells may be added by
acquiring books and spells during their travels. Sorcery spells may also be recorded
inside them.
• Spell Casting: (Path of the Arcane) You can spend Arcana Points on spells to cast
during the day. Each spell is made up of various components, and each has a
required number of Arcana Points to cast it, and even more to maintain them in
some cases. See the Magic Section for more information on these spells. Without
this ability, a character cannot cast spells.
• Telekinesis: (Path of Balance) You can spend 5 Psyche Points, as an action, and
try to grasp one creature they can see within 120 feet of them with telekinetic
energy. The target must succeed on a Constitution save or take 4 Wounds. The CR
for the save is the “caster’s” Psyche score. If the target fails a second save and is
Large sized or smaller, they can move it up to 10 feet in a straight line in a direction
of their choice. They can lift the target off the ground a distance equal to the Psyche
spent on this attack. The damage increases by 1 for each additional Psyche Point
they spend.
• Telepathy: (Path of Balance) You are able speak telepathically. By spending 1
Psyche Point you can telepathically speak to any creature you can see within 120
feet of you. You don’t need to share a language with the creature for it to understand
your telepathic messages.
• Telepathic Attack: (Path of Balance) You can spend 5 Psyche Points and unleash
devastating psychic energy in a 60-foot cone. Each creature in that area must make a
Courage save or take 5 Psyche Wounds. (Tracked separately, but the same as

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normal wounds) If they do save, they take half damage. You can increase the damage
by 1 for each time you spend 1 more Psyche Point on this ability. This Attack uses
the character’s Psyche vs. enemies Psyche. (Helmets add +1 to defense, and if worn
by the individual making the attack act as a -1 penalty)
• Thieves’ Cant: (Path of the Veil) You can communicate in the secret language of the
Thieves Guild. This language utilizes sign language and a secret dialect.
• Turn Undead: (Path of the Soul) You may turn a group of undead equal in number
to the Arcana spent on this ability. The undead make a Save vs. the Charisma of the
character using their Courage score. If they fail, they will flee as quickly as they can
in the most direct way possible. If they are mindless undead, like zombies or
skeletons, they fail automatically.
• Unarmed Attacks: (Path of Balance) You can use their Unarmed Attacks to deal
wounds equal to their Strength + Agility instead of just Strength.
• Unarmored Defense: (Path of Balance, Veil & Wild) You calculate your Armor as
Agility + Intuition as long you wear no armor.
• Use Magic Item: (Path of the Arcane & Veil) You can use ANY magic item. Your
Arcana powers it’s effects. Minimum of 1 Arcana Point per use.
• Walk of the Unseen: (Path of the Veil) You can move without being seen, nearly
invisible. You appear as a translucent ghost like version of yourself. You spend 3
Arcana Points to do so. This effectively gives you a +3 bonus to any stealth like
checks.
• Weapon Specialization: (Path of Might) You may choose a single weapon as your
preferred weapon of choice. They gain a +1 with that specific weapon.

Changing Paths
Being dedicated to a Path does not cement the destiny of the character. They can, if they
choose to do so, change Paths, by attuning to a different one, and leaving their previous
Path ability behind. This does come with penalties, and the process can be a costly one. The
following effects take place if a Path is changed.
1. If you have invested Hero Points in Abilities of a previous Path, those points are lost.
2. You lose any bonuses or effects of the previous Path
3. The Stat that is associated with the Path Ability is cut in half.
4. You gain the new Path.
5. Any bonuses or effects of the new Path MUST be paid for in points before they are
active.
You are only able to change Paths by performing a Path Attunement;
• During this special time of ritual like meditation, your character adjusts their own
Aether resonance from being aligned with the new Path.
• Your character can only do this by spending a full hour, in quiet meditation and
reflection.
• They then cannot change Paths again, until a full 24 hours has passed, since the last
Attunement.

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Chapter 3
Heritage

Hello, welcome to Heritages. In this section you can find all the information about
the heritages that are available to play in the name game. All the heritages are unique and
offer special benefits to the game. Choosing a heritage is simple, just ask yourself what you
want to be. Aetherlings closely resemble the other human and humanoid beings in many
aspects yet are unique. It is assumed that similarities are sufficiently apparent so as to
warrant no further comment, and only special racial characteristics which are dissimilar to
humans will be dealt with. Characters differ slightly within their respective heritage.
Physical size ranges, and age are located on the tables below. Age is included to give you a
ballpark idea of the average life span per heritage. Unless otherwise specified by the player
when they create their character, all characters are assumed to be in the “Mature Range” of
age.

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Heritage Young Adult Mature Middle Age Old Venerable
Aetherling 20-25 26-50 51-100 101-? ?
Dwarf 40-60 61-175 176-275 276-400 401-525
Elf 150-250 251-650 651-1,000 1,001-1,500 1,5001-2,000
Gnome 50-90 91-300 301-450 451-600 601-750
Half-Elf 24-40 41-100 101-175 176-250 251-325
Halfling 22-33 34-68 69-101 102-144 145-200
Half-Orc 12-15 16-30 31-45 46-60 61-80
Human 14-20 21-40 41-60 61-90 91-120

Age Category Bonus or Penalty


Young Adult -1 Sagacity, +1 Constitution
Mature +1 Strength, +1 Sagacity
Middle Aged -1 Strength, +1 Sagacity, +1 Intuition
Old -2 Strength, -2 Dexterity, -1 Constitution, +1 Sagacity
Venerable -1 Strength, -1 Dexterity, -1 Agility, -1 Constitution, +1 Sagacity, +1 Intuition

Heritage Base Height Max Height Size Category Base Weight Max Weight
Aetherling 2ft. 6 Inches 6ft. 6 Inches Tiny – Medium 25 Pounds 170 Pounds
Dwarf 3ft. 7 Inches 5ft. Medium 130 Pounds 175 Pounds
Elf 4ft. 6 Inches 5ft. 6 Inches Medium 90 Pounds 120 Pounds
Gnome 2ft. 2 Inches 3ft. 8 Inches Small 30 Pounds 50 Pounds
Half-Elf 5ft. 6ft. Medium 110 Pounds 150 Pounds
Halfling 2ft. 10 Inches 4ft. Small 40 Pounds 65 Pounds
Half-Orc 6ft. 8ft. Medium 175 Pounds 275 Pounds
Human 5ft. 2-24 Inches Medium 140 Pounds 170 Pounds

Heritage Courage Sagacity Intuition Charisma Dex Agility Con Str


Aetherling 2* 2* 2* 2* 2* 2* 2* 2*
Dwarf 3 2 2 1 2 2 3 2
Elf 2 2 3 2 3 3 1 2
Gnome 2 2 2 2 2 2 2 2
Half-Elf 2 2 3 2 2 2 2 2
Halfling 2 2 2 2 3 3 2 1
Half-Orc 2 2 1 1 2 2 3 3
Human 2 2 2 2 2 2 2 2

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Aetherling
Aetherlings are those who have born out of the influence of the Aether. Which has changed
them while they developed and altered them physically and mentally into a unique half-
human species. Though others may indeed exhibit the same traits as another Aetherling.
They have not yet interbred enough with each other, as to create a specific racial or species
individuality. Even two Aetherlings with identical traits, may not produce offspring, that
have the same traits as their parents. In game terms, you can create your own unique player
character race/species to play in the game. To this end, you may raise one attribute by 1
and reduce another by 1, if you so desire.

Physical Traits
You can choose to assign the traits you want, or you can consult the tables below. Your
choice of how best to describe your unique Aetherling character. The “Special Features”
column bellow offers many options, feel free to use between 1 or more up to 5.
Special Features Physique Face Skin Hair Clothing
Pointed Ears Athletic Bloated Battle Scar Bald Antique
Long Beard Brawny Blunt Birthmark Braided Bloody
Hairy Oversized Feet Corpulent Bony Burn Scar Bristly Ceremonial
Claw Like Nails Delicate Chiseled Dark Cropped Decorated
Prehensile Pointed Tail Gaunt Delicate Scaled Curly Eccentric
Prehensile Thick Tail Hulking Elongated Oily Disheveled Elegant
Bat Like Wings Lanky Reptilian Pale Dreadlocks Fashionable
Feathered Wings Ripped Pinched Perfect Filthy Filthy
Sharp Fangs Rugged Hawkish Pierced Frizzy Flamboyant
Solid Black Eyes Scrawny Broken Pockmarked Greased Stained
Reptilian Appearance Short Impish Reeking Limp Foreign
Dragon Like Wings Sinewy Narrow Tattooed Long Frayed
Glowing Red Eyes Slender Ratlike Rosy Luxurious Frumpy
Horns Flabby Round Rough Mohawk Livery
Feathered Wings Statuesque Sunken Sallow Oily Oversized
Animal-like Head Stout Sharp Sunburned Ponytail Patched
Animal-like Body Tiny Soft Tanned Silky Perfumed
Animal-like Tail Towering Square War Paint Topknot Rancid
Animal-like Hands Willowy Wide Weathered Wavy Torn
Animal-like Feet Wirey Wolfish Whip Scar Wispy Undersized

Virtue Vice Speech Occupation Misfortunes


Ambitious Aggressive Blunt Alchemist Abandoned

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Cautious Arrogant Booming Beggar Addicted
Courageous Bitter Breathy Butcher Blackmailed
Courteous Cowardly Cryptic Burglar Condemned
Curious Cruel Drawling Charlatan Cursed
Disciplined Deceitful Droning Cleric Defrauded
Focused Flippant Flowery Cook Demoted
Generous Gluttonous Formal Cultist Discredited
Gregarious Greedy Gravely Gambler Disowned
Honest Irascible Hoarse Herbalist Exiled
Honorable Lazy Mumbling Magician Framed
Humble Nervous Precise Mariner Haunted
Idealistic Prejudiced Quaint Mercenary Kidnapped
Just Reckless Rambling Merchant Mutilated
Loyal Rude Rapid-fire Outlaw Poor
Merciful Suspicious Dialect Performer Pursued
Righteous Vain Slow Pickpocket Rejected
Serene Vengeful Squeaky Smuggler Replaced
Stoic Wasteful Stuttering Student Robbed
Tolerant Whiny Whispery Tracker Suspected
Feel free to use any term or trait you desire if there is one you wish to use that is not on the
lists above. You may also decide to use details from your Aspects, also. Fill in the sections
for each on your character sheet.

Special Abilities
The following is a list of possible heritage abilities that an Aetherling character may
possess. You have 5 allocation points in which to “buy” the abilities below for your
character. One point for each special ability you choose. Using more than one point in an
ability with a + adds one point per point spent. (+2 vs Aether spawn = 2 points)
• +_ vs. magic
• +_ vs. poison
• +_ vs. sleep & charm
• +1 against ___________.
• +1 with 1 ranged weapons of choice
• +1 with 1 melee weapons of choice
• 60ft Infravision (seeing the heat radiation of objects and living beings, using
additional points in this ability extends the distance seen by 10’)
• Detect stone-built structures, openings, and traps.
• Detect underground construction; Able to determine if stone and earth has been
worked or altered by intelligent creatures and animals.

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• Find secret doors; Able to see Secret and Hidden doors better than others can.
• Large size and bigger creatures suffer a -_ vs. you in combat (Size determines bonus,
see Size below)
• Surprise opponents if acting alone or with only others doing the same. (see
Surprise in the Combat Section)
• Languages: (choose up to 6 Languages, +1 for every point in Sagacity over 5.)
Common, Dwarf, Elf, Gnoll, Gnome, Goblin, Halfling, Hobgoblin, Kobold, Lapine, Ogre,
and Orc.

Dwarf

Stubborn, and loyal to a fault, dwarves are rooted in tradition and


their clan. They are excellent miners, stone masons, metal workers,
and warriors. Shorter than humans, broad and sturdy. Their long
beards are a source of pride, as is their personal honor.
Languages: Dwarf, Goblin, Kobold, Orc, and Common. (+1 for
every point of Sagacity over 5.)
Special Abilities: +2 vs Magic, +2 vs Poison, 60’ Infravision (Seeing
in the infra-red spectrum when in darkness.), Detect Underground
Construction, Detect Underground Sliding or Shifting walls or
rooms, Detect Underground Traps, Determine Depth Underground,
+1 vs Half-Orcs, Goblins, Hobgoblins, and Orcs, and Giant size
creatures get a -4 against them in combat.

Elf
Elves are an ancient people, whose roots are steeped in magic and time.
They can be haughty, elitist and aloof. Living many centuries, they have
a very unique outlook on life. Their distaste for Dwarves is well known.
They are a proud people, with fair hair, angled features, and pointed
ears.
Languages: Elf, Gnome, Halfling, Goblin, Hobgoblin, Orc, Gnoll, and
Common. (+1 for every point of Sagacity over 5.)
Special Abilities: +2 Resist Charm, +1 with Short or Long Bow, and
with Short or Long Swords, 60’ Ultravision (functions like Night Vision
in our world), Detect Secret Doors.

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Gnome
Gnomes are similar in appearance to dwarves, except their noses are larger,
and they are not as tall. They live in wooded and hilly country and have a
cultural love and appreciation for gems and jewels. They are fond of salted
foods like salted fish and pork. They too have a love of a good beard, but they
keep theirs trimmed to a modest length. They are fond of jokes, puns and
mischief and are prone to practical jokes. Unlike their cousins the dwarves,
they also have a close tie to magic and the Aether.
Languages: Dwarf, Gnome, Halfling, Goblin, Kobold, Lapine (Language of Burrowing
Mammals) and Common. (+1 for every point of Sagacity over 5.)
Special Abilities: +2 vs Magic, 60’ Infravision, Detect Unsafe Walls, Floors and Ceilings
Underground, Determine Depth Underground, Determine Direction Underground, +1 vs
Kobolds and Goblins, Giant size creatures get -4 in combat against them.

Half-Elf
They do not form a full species or sublet race, but rather they can
be found among both elven and human settlements. Usually
marginalized by both, they tend to be solitary, until they have
adopted friends and allies. They merge the features of men and
elves, not quite so fine boned as elves, but not quite so solidly built
as men. They are common enough to deserve their own Heritage
spot.
Languages: Elf, Gnome, Halfling, Goblin, Hobgoblin, Orc, Gnoll, and
Common. (+1 for every point in Sagacity over 5.)
Special Abilities: Resist Sleep & Charm +1, 60’ Ultravision, Detect
Secret Doors.

Halfling
Short hardy little folk, they are proportionate to humans, except their
size is much smaller. They are noted by their slightly larger feet, that
have tops covered in hair. They go barefoot most of the time, as their
feet are rugged and tough. Their culture puts great value on food,
comforts, cheer, community, and a deep love of things that grow. Most
having impressive gardens at home. They are surprisingly good
fighters, and sneaky thieves.
Languages: Dwarf, Elf, Gnome, Goblin, Halfling, Orc and Common. (+1
for every point in Sagacity over 5)
Special Abilities: +2 vs Magic, +2 vs Poison, 30’ Infravision,
Determine Direction (above or under the ground).

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Half-Orc
Despite how or why they exist, the existence of Half-Orcs cannot be
denied. They are common enough that most people have heard of
them. Like Half-Elves, they do not comprise their own racial or
species distinction on their own. However, their Heritage is
common enough to make a special note of. They are almost always
an outcast and having inherited the brutish nature of one of their
parentages, they tend to be loners. They can form strong bonds
with others and are typically larger than their human parentage.
Their features blend both parents, and thus, are not as crude or
brutish ash their orcish ancestry. They do seem to universally carry
a dislike of elves and due to their similarity to their orcish ancestry
they tend to be on tense terms around dwarves. Most have made a
living as sell swords, muscle or even wilderness guides.
Languages: Orc and Common. (+1 for every point in Sagacity
over 5)
Special Abilities: +2 vs Poison, 60’ Infravision,

Human
Humans are the standard all other Heritages are compared to. Due
to their tenacity and adaptability, they have grown larger in number
than any of the others. Though numerous, they still lack the
dedication to their own Heritage, to prevent them from infighting
often. Humans can be loyal, steadfast, and true, but also can be
scheming, ambitious, and self-serving. It is the human empire of
Talondar that reigns most prominent in their culture. A vast region,
that comprises easily 75% of all human settlements.
Language: Common (+1 for every point in Sagacity over 5)
Special Abilities: At character creation, they get 2 bonus skills.

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Playing the Game
The name is a little more “crunchy” than other games, there are a lot of elements
that are used in the game, and this can make it a little more difficult to learn. To help in this
regard, this section is dedicated to the clarification of game rules and terms.

Ranks
Every numerical value used in the game, is referred to as a “rank”. This number a character
has in their stats, skills, and abilities. In situations like Armor, the number represents a
static number value the item has. (In the case of Armor, it’s how many s wounds it absorbs.)

Checks and Tests


The regular course of the game will have the players taking actions, using abilities, and skill
etc. Anytime you make an Action, whether it is in combat, using a skill or ability etc., you
will be making what is called a check, or a test. These two terms are synonymous and are
interchangeable in the name. Typically, a check would be when you want to use a skill or
ability and have to “Check” to see if it is resisted by another character, creature, or NPC. A
test would be when you must resist an effect, like poison, or are attempting something
while another is trying to stop you. These are usually called Opposed Tests, or checks.
However, the terms essentially mean the same thing. When this happens, the Storyteller
will ask you for the current Rank or point value of one of your attributes, abilities, or stats.
This will be compared to the opposition, and whoever has the highest wins. (You want to
push a monster off a cliff, it doesn't want to be pushed off, so you compare Strength scores.
If you have the highest, you win)
When determining a test, against a character’s action they are attempting, usually in the
form of saves or skill checks and the like, you will need to perform a test. A test is a simple
comparison between your numerical scores and the Difficulty Rating or (DR) of what it is
you are trying to do to see if you are successful or not. You may modify this roll by using
Luck Points, and the Storyteller may modify the test by assigning more difficulty to it.
Always remember the Golden Rule.
The table below details the levels of DR;
Task Difficulty Difficulty Rating (DR)
Very Easy 2
Easy 4
Average 6
Hard 8
Very Hard 10
Nearly Impossible 10+
Various parts of the game are added together to determine if you are successful. The
following are some examples;

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• Saves: Attribute + any applicable bonuses
• Skill Checks: Attribute + Skill + any applicable bonuses
• Ability Checks: Attribute + Ability (if any) + any applicable bonuses
• Spontaneous Spell Casting: Sagacity + Spellcraft + any applicable bonuses
• Ritual Spell Casting: Same as above
• Item Crafting: Attribute + Skill + any applicable bonuses
• Other situations the Storyteller feel are relevant.???????

Saves:
Saves are a special test you will make to avoid traps, spells, and other affects that the game
has thrown at you. Disease, poison, and the like are handled this way as well. Below are
what each attribute is used for to make saves.
• Courage: Used to resist the effects of fear and to keep up morale.
• Sagacity: Used to resist the effects of some mind spells and powers.
• Intuition: Used to avoid certain traps and some magic.
• Charisma: Used to counter the influence of another, could be used to resist some
magic and some mental effects.
• Dexterity: Used to avoid certain traps and magic.
• Agility: Used to avoid falls, trips and other dangers, balance checks as well.
• Constitution: Used to resist poison and disease, as well as some magic.
• Strength: Used to resist weakness, and to push and shove.
Ties during Saves go in favor of the target making the Save. Each of these saves is done in
the same way. You must compare your attribute score to the DR, if your numerical value is
higher, you succeed. Thus, the higher your attribute score, the better your chances at
success. Don’t forget the Golden Rule.

Using Stats
Using Stats in the name is fairly simple. The numerical value or Rank of a stat is the number
of points that you have for any action in the game. Each Stat, is used for different purposes;
• Vigor: Used for all physical actions taken in the game.
• Psyche: Used for all mental actions taken in the game.
• Arcana: Used for all magical actions taken in the game.
• Luck: Used as a resource to add to other rolls and is used for Aspects.

Action Points
Action points and their use can be confusing, so let us simplify it by providing the following
rules regarding spending and gaining back Action Points.
• Spending Action Points: Every action in the game, both in and out of combat,
that takes moderate effort requires a point to be spent. To spend a point, simply
temporarily lower your Stats Point maximum on your sheet by the number of
points used.

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• Action Points in Combat: Some points must be spent for most actions in
combat. Attacks, Dodge, extra Movement, Combat Maneuvers etc.
The common actions that use points are;
• Attacking
• Movement beyond the character’s Speed score
• Casting Any spell that is not Touch or Personal in range
• Combat Maneuvers
• Stealth
• ANY Path abilities that require points
• Crafting
• Removing traps
• Lifting heavy objects
• Breaking down doors
• Athletics skill
• Acrobatics skill
• Readying an Action (the Action Points used to Ready the Action, stays lost until the
Readied Action is triggered or dismissed.)
• Using a Magic Item

Free Actions:
These actions in and out of combat require NO Action Points.
• Movement: You can move up to your max Speed each round for free. Running,
sprinting, or taking additional Movement actions cost Points.
• Dropping an Item: Simply dropping an item, or even stowing an item is
considered a Free Action.
• Retrieving an Item: Retrieving an item off the ground, or from where it is
stowed on the character’s person is a Free Action.
• Passive Defense: You ALWAYS retain you Armor (equal to your current Armor
you wear and its quality.) if you are wearing armor or affected by other armor
like defenses.
• Touch Spells and Abilities: Simply touching a willing recipient for spells and
abilities does not require an Action Point. If the recipient is directly adjacent to
the caster. A character may move up to their Free Movement Speed to initiate the
touch. (Touch spells against an unwilling target ALWAYS require an Action Point)
• Action Points Out of Combat: This includes lifting heavy weight, breaking down
doors, acrobatic stunts, leaping, springing, climbing, swimming, etc. These points
reduce the Stats points as normal. Usually by 1 point per action.
• Running out of Points: Once your points reach 0 you CANNOT take ANY action
that requires the use of that Stat. They are ONLY able to take Free Actions.
• Action Point Recovery: A character cannot regain their Maximum Action Points
until they spend 8 hours of sleep, AND a total of 24 hours complete rest. This
demonstrates the character getting more and more tired as the adventure
continues. Action Points can ALWAYS be regained at 1 Point per 1 Hour of

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complete rest. UP to the Stat Max total of the character on their sheet. (Note: 8
Hours of sleep AND a total of 24 hours of rest Completely restores ALL Stat
points to Arcana, Luck, Psyche, and Vigor)
Other common Free Actions are;
• Drawing a weapon
• Sheathing a weapon
• Movement up to your character’s Speed
• Opening and Closing a door
• Picking up an object
• Retrieving an Object from a pack or pouch
• Throwing an object that is not an Attack
• Handing an object to another
• Dropping an object
• Speaking and talking, use of Telepathy etc (in combat this is only 2 sentences due to
the short amount of time combat rounds represent. ‘6 seconds of time’)
• Drop Concentration
• Dropping to Prone
• Picking a Lock
• Searching a room
• Finding a trap or secret door
• Releasing a grappled opponent
• Dismissing a spell or readied action
• Taking off or putting on clothing or armor
Many other situations may demonstrate a Free Action as well.

Advancement
Like any other ttrpg, characters in name advance the more they go on adventures, overcome
challenges, and face deadly encounters. Unlike other games, there are no levels in name.
Therefore, the way to advance characters in this game, is different than others. Characters
will be awarded Hero Points as they overcome certain challenges etc. These points, are
instantly used to raise ANY value of attributes, skills, abilities, gain equipment slots, stats,
etc. When they are awarded, a player may apply them to any existing numerical value. The
following details how you apply Hero Points to your character;
• Attributes: 25 Hero Points raises ANY attribute up by 1 point, to a maximum of 10.
ANY stat, skill etc that uses Attributes to determine they’re in game numerical values
go up ANY time one of their Attributes raise.
• Stats: 1 Hero Point raises Vigor, Arcana, Psyche, or Luck by 1 point. (It is better to
invest into Attributes until they reach a maximum cap of 10 before investing directly
into a stat itself. However, it’s up to the player to determine how they allocate their
Hero Points.)
• Skills: 1 Hero Point raises ANY skill by 1 point + 1 point for every 1 point of “Rank”
that the skill has currently. All Skills are considered to have a score of 1 once they are
gained. You may also choose a new Skill from the list by using 1 Hero Point. This new

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Skill is considered to have a score of a 1. (2 points to raise to a 2 etc. Skills may only
be increased until they are at a Rank of 5)
• Abilities: Adding Hero Points to abilities does different things as detailed in the
table below.
• Equipment Slots: 5 Hero Points can add 1 additional Equipment Slot the character
can have. (It is better to invest into Attributes until they reach the cap of 10, before
investing directly into the number of slots you can carry.)

Ability Advancement per Hero Point spent on the Ability


Adaptive Body Extend the duration for 1 round per Hero Point spent
Animal Friendship Duration increases by 1 round per 1 Hero Point spent
Animal +1 CR of animal per 5 Hero Points spent
Summoning
Athlete You get a +1 for every Stamina Point spent on this ability per 5 Hero Points
spent on this ability
Back Stab +1 damage for each 1 Hero Point you spend
Bless Raise the bonus by +1 for every 5 Hero Points you spend
Burst of Speed +5’ per 1 Hero Point spent
Craft Magic Item Magic Items you create gain +1 quality
Deadly Strike Raise the damage delivered by 1 for every Hero Point you spend
Divine Strike Either Reduce the Mana by 1 or Increase the Damage by 1 for every 5 Hero
Points spent
Equilibrium Reduce your Concentration time by 1 minute per 5 Hero Points spent
Extra Attack Gain 1 additional attack per 5 Hero Points you spent
Familiar Your Familiar remains such after you change Paths, also may be 1 CR higher
Ferocious Attack Either +1 to Attacks this round OR +1 Agility for each 5 Hero Point you
spend
Fighting Style Gain a +1 to the style of your choice, OR choose 1 additional Fighting Style
per 5 Hero Points you spend
Find and Remove +1 on tests to use this ability per Hero Point you spend
Traps
Heal Heal +1 Health Point per 5 Hero Points you spend
Juggernaut +1 round after the combat scene before you die per 5 Hero Points spent
Lady Luck Raise the bonus by 1 for every 5 Hero Points you spend
Light Feet Reduce damage by 1 for each 5 Hero Points you spend
Mystical Recovery You may gain +1 Health for each Hero Point spent.

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Protection from Increase the area of affect of this ability by 1’ per 1 Hero Point spent
Evil
Rage Duration increases for 1 round per 5 Hero Points spent
Raise the Dead +1 rounds to the time the target has been dead per 1 Hero Point spent
Savage Attack +1 damage per 5 Hero Points spent
Second Wind Gain +1 Health Point per Hero Point spent
Shape Change +1 CR of animal per 5 Hero Points spent
Spell Book Gain 1 spell for each Hero Point spent
Spell Casting Better 1 element of a spell, per Hero Point spent
Telekinesis Increase either damage by 1 or Range by 5’ per Hero Point spent
Telepathy Increase range by 5’ per Hero Point spent
Telepathic Attack Raise either the distance by 5’ or the damage by 1 per Hero Point spent
Turn Undead +1 Undead affected by this ability per 5 Hero Points spent on it.
Unarmed Attacks +1 to Damage score per 5 Hero Points spent
Unarmored +1 to your Defense score per 5 Hero Points spent
Defense
Use Magic Item Reduce the Mana necessary to use the item by 1 per Hero Point spent
Walk of the Unseen +1 on tests to use this ability per Hero Point you spend
Weapon Either choose 1 more weapon to specialize in OR raise the specialization of
Specialization the weapon you have already chosen by 1 per 5 Hero Points spent
If the ability does not appear on the list above, IT CANNOT BE raised using Hero Points.

Bonus & Penalty Levels


In the game, certain situations may require a bonus or penalty level. This is essentially a
special cost of additional Stat Points. Penalty and bonus levels are as follows;
• Bonus Level: Each Bonus Level gained essentially uses half of the regular stat
points.
• Penalty Level: Each Penalty Level doubles the point cost used.

The Golden Rule:


This rule is simple; a character’s Aspects, can always potentially rule
out the need for a test.

27
Chapter Three
Skills
Skills represent some of the most basic and yet most fundamental actions your
character possesses. As your character advances in level, they can gain new skills. Skills are
essentially universally available and your character.

Beginning Skills
On your character sheet, you will record which skills you have, these are determined by
you. Your character may begin the game with 5 skills of your choice. In addition to these,
you also have skills related to your Occupation and Background. Consult your Storyteller
to determine each of these. More may be selected as you accumulate Hero Points, as you
adventure. You may also advance skills as well using the same points.

Gaining Skills
As you accumulate Hero Points, you will be able to advance your character’s abilities, skills,
equipment slots, etc. You may ONLY use skills you have selected.
The table below shows the skills available for use in the name game, and what attribute and
Action Points they use.
Skill Attribute Action Point
Acrobatics Agility Vigor
Alchemy Sagacity Free
Appraise Intuition Free
Arcane Knowledge Sagacity Free
Armor Smithing Dexterity Vigor
Athletics Strength Vigor
Blacksmithing Strength Vigor
Blind Fighting Intuition Free
Bluff Charisma Free
Bowyer Dexterity Vigor
Diplomacy Charisma Free
Disguise Charisma Free
Dodge Intuition + Agility Vigor
Dungeoneering Sagacity Free
Escape Artist Agility Vigor
Find & Remove Traps Intuition/Dexterity Free/Vigor
Gem Cutting Dexterity Free
Handle Animal Charisma Psyche
Healing Intuition Free

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Hear Noise Intuition Free
Heavy Armor Intuition Free*
Herbalism Sagacity Free
History Sagacity Free
Intimidate Charisma Free
Investigation Intuition Free
Light Armor Intuition Free*
Linguistics Sagacity Free
Lore Sagacity Free
Medium Armor Intuition Free*
Melee Combat Strength Vigor
Nature Sagacity Free
Open Locks Dexterity Free
Perception Intuition Free
Perform Charisma Free
Pick Pockets Dexterity Free
Ranged Combat Agility Vigor
Read Languages Sagacity Free
Religion Sagacity Free
Ride Agility/Intuition Vigor
Sense Danger Intuition Free
Spellcraft Dexterity Free
Stealth Agility Vigor
Survival Sagacity/Intuition Free
Swim Strength Vigor
Unarmed Combat Strength/Agility Vigor
Weapon Smithing Dexterity Vigor

Accrobatics
This skill covers you staying on your feet, balancing, dives, rolls, somersaults, flips, and the
like.

Alchemy
This skill covers any situation where the character is either identifying a chemical
compound, potion etc. It also is used when crafting potions, elixirs, and poisons.

Appraise
This skill allows the character to gain an idea about how much an object, item etc. is worth.

Arcane Knowledge
This skill covers all arcane knowledge, and lore. If it has to do with general knowledge of
the Aether, spells, magic and the like, this skill covers it.

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Armor Smithing
This skill allows the character manufacture and craft armor.

Athletics
This skill covers difficult situations you encounter while feats of strength, climbing,
swimming, jumping, lifting etc.

Blacksmithing
This skill allows a character to make objects out of raw iron. This skill is needed to use any
other metal working skill. This skill is required before a character can take Armor Smithing,
Metalworking, or Weapon Smithing.

Blind Fighting
This skill allows a character to fight when blind, or in complete darkness.

Bluff
This skill allows a character to deceive another individual with an equal or lesser Psyche
successfully.

Bowyer
This skill allows a character to make bows and crossbows.

Diplomacy
This skill allows a character to negotiate with others in a diplomatic and formal way.

Disguise
This skill allows a character to conceal their identity or to assume a new one.

Dodge
This skill is used during combat to avoid attacks. All characters get this skill as a free skill. It
does not count against the number of skills they start with.

Dungeoneering
This skill covers all the situations that are encountered in dungeons, like stone working,
direction underground, noticing traps and hazardous areas, general knowledge of common
creatures that inhabit them, and the like.

Escape Artist
This skill allows a character to get loose from being tied up, hand cuffed, shackled etc.

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Find & Remove Traps
A character that has this skill can locate and remove traps. You may find these traps by
using your Intuition. You may remove the trap by spending 1 Action Point for any trap equal
or less in DR to your skill + Dexterity.

Gem Cutting
This skill allows a character to create beautiful gemstones, identify precious stones, and
how to cut and polish them. Essential for crafting some items.

Handle Animal
This skill allows the character to be able to train, and control domesticated animals, and
interact with wild ones.

Healing
This skill allows the character to administer essentially first aid. They can heal an injured
target for 1 Wound, but you must have a healer’s bag to do so. Otherwise, it can be used to
stabilize a target and keep it from dying.

Hear Noise
This skill allows a character to hear faint noises, and determine their direction and, at the
Storyteller’s discretion, identify them.

Heavy Armor
The character may use Heavy Armor. *note that armor reduces the base Vigor a character
has at the start of the day.

Herbalism
This skill allows a character to identify plants, and to identify any beneficial or harmful
properties it may have.

History
This skill lets a character recall historical information of places, persons, or things.

Intimidate
This skill covers anytime a character tries to force an individual to do or say something.
They are successful in doing so if their Charisma is greater than the target of their
intimidations Courage.

Investigation
This skill allows the character to gain extra information when, researching, searching, or
otherwise looking for specific persons, places or things.

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Light Armor
This skill allows a character to wear and use Light Armor. *note that armor reduces the
base Vigor a character has at the start of the day.

Linguistics
This skill allows a character to understand the basics of any language they hear. To get the
basic idea of any information that is trying to be communicated.

Lore
This skill is similar to history but instead, covers myths and legends.

Medium Armor
This skill allows the character to use and wear Medium Armor. *note that armor reduces
the base Vigor a character has at the start of the day.

Melee Combat
This skill allows the character to use ANY melee weapon. Without this skill character’s may
only use Simple Weapons.

Metalworking
This skill allows a character work precious metals into jewelry and other objects, that are
not armor or weapons.

Nature
This skill allows a character to recall knowledge about nature. Weather prediction, animal
identification, identify clean water, eatable plants etc.

Open Locks
This skill allows a character to open locked doors, chests, etc., if they have a set of Lock
Picks.

Perception
This skill covers, noticing details, being alert, and generally being aware of their
surroundings.

Perform
This skill allows a character to sing, play an instrument, recite a tale or story, or other
performance related situations.

Ranged Combat
This skill allows the character to use ANY Ranged Weapon. Otherwise, without this skill
they may only use Simple Ranged Weapons.

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Read Languages
This skill allows the character to read any language they know. This skill may be used with
Linguistics.

Religion
This skill is similar to history, and arcana, but instead covers religions, and the doctrines or
dogmas associated with them.

Ride
This skill allows a character to successfully ride and animal.

Sense Danger
This skill gives the character a 6th sense and awareness of possible danger.

Spellcraft
This skill allows the character to identify a spell, or spell like ability being cast, or that has
been cast.

Stealth
This skill allows you to attempt to conceal yourself, slink past guards, sneak up on someone
and the like.

Survival
This skill helps a character survive in the wild. Finding water, tracking, hunting, fishing,
building shelters, fire building, etc.

Swim
This skill this skill allows a character to be able to swim. IF the character also has Athletics,
then they swim as a Free Action.

Unarmed Combat
This allows the character to inflict 2 additional points of damage when using only their
hands and feet to attack.

Unarmored Defense
If the character is wearing NO armor, this skill allows them to reduce damage received in
combat by the same amount as their current Vigor score.

Weapon Smithing
This skill allows a character to craft weapons.

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Arms & Equipment

All prices for the equipment that is listed, is given in gold piece value. Payment for
things like ships, real estate, and so on usually takes the form of trade goods, favors, or
oaths of fealty rather than coins. If an item exists from another source, you wish to
purchase, simply ask your Storyteller if it is possible to buy it.
Each item is given a quality level in the lists below. This quality level is essentially
the “Health Points” of the item. This level is reduced under certain situations during game
play. Like breaking armor, shields, and weapons with combat maneuvers. Double damage
reduces it, and items may take damage from falls, and other situations. This quality may be
increased through upgrades and repair.
Each piece of equipment is accompanied with a numerical reference as to how many
Equipment Slots the item takes up. Armor and heavy weapons take up the most space.
Items that take up less than one slot, may be bundled together to share space in a slot, if
they are the same type of item. Torches, arrows, sling bullets, etc. can be bundled with their
own kind.

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Equipment
Item Slots Used Cost
Abacus .5 2
Acid (vial) .1 25
Air Bladder 1 5
Alchemist’s Fire (Flask) .1 50
Ammunition, Arrows (20) .1 1
Ammunition, Blowgun Needles (50) .1 1
Ammunition, Crossbow Bolts (20) .1 1
Ammunition, Sling Bullets (20) .1 1
Antitoxin (vial) .1 50
Artisan Tool Kit (choose type) 2 25
Backpack 1 2
Ball Bearings (bag of 1000) .3 1
Barrel 10 2
Basket .3 1
Bear Trap 1 2
Bedroll 2 11
Bellows 2 1
Black Grease .1 1
Blanket 1 1
Block & Tackle 1 3
Book (Blank) 1 30
Book (Reading) 1 60
Bottle/Vial .3 1
Bucket .3 1
Caltrops (Bag of 30) .3 1
Candle, 4 hours - 1
Cards with an extra Ace - 5
Case, Crossbow Bolt .1 1
Case, Map or Scroll .1 1

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Chain (10ft) 2 10
Chalk (10 Pieces) .1 1
Chest 5 5
Chisel .1 5
Climber’s Kit 2 25
Clothing, Furs 2 50
Clothing, Noble 1 30
Clothing, Poor 1 1
Clothing, Standard 1 5
Clothing, Winter 2 10
Cookpots 1 1
Component Pouch 1 25
Crowbar 1 1
Disguise Kit 1 25
Drill .5 1
Face Paint/Makeup - 1
Fake Jewels - 5
Fishing Rod/Tackle 1 1
Flask .1 1
Forgery Kit 1 15
Glass Marbles (bag of 50) .1 1
Glue (bottle) - 1
Grappling Hook 1 10
Hammer 1 10
Healer’s Kit 1 5
Herbalism Kit 1 5
Holy Symbol, Amulet 1 5
Holy Symbol, Emblem - 5
Holy Symbol Reliquary 1 5
Holy Water 1 25
Horn .5 10
Hourglass 1 30
Incense (packet) - 10
Iron Tongs 1 1
Ladder (10ft) 5 10
Lamp Oil, 4 hours .1 5

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Lantern .3 30
Large Sponge - 1
Lens .1 100
Lock Picks .1 10
Manacles 1 10
Mess Kit 1 1
Metal File .3 5
Mirror (small, silver) .1 20
Musical Instrument .3-2 2-30
Nails (12) .1 1
Navigator’s Tools 1 25
Net 1 10
Oilskin Bag 1 5
Oilskin Trousers 1 10
Padlock & Key .1 20
Perfume .1 50
Pick 2 10
Pole (10ft) 2 5
Poison (vial) - 100
Poisoner’s Kit 1 50
Potion of Healing (1 wound) .1 50
Potion of Greater Healing (2 wounds) .1 100
Potion of Superior Healing (4 wounds) .1 200
Potion of Supreme Healing (8 wounds) .1 400
Pouch .1 1
Quill & Ink - 1
Quiver .1 1
Rations (1 day) .3 1
Robes 1 1
Rope (50ft) 2 10
Sack .1 1
Saw .5 10
Set of Loaded Dice - 5
Shovel 1 10
Small Bell .1 10
Soap - 1

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Spell Book 1 500 x L
Spell Scroll .1 100 x L
Spike (iron) .1 5
Spike (wood) .1 1
Spiked Boots 2 5
Spyglass .1 1000
Tar (Pot) 1 10
Tent (3 man) 4 50
Tinderbox .5 10
Torch, 1 hour .1 1
Thieves Tools 1 25
Twine (300ft) .1 5
Waterskin 1 (full) 5
Whistle - 5

Armor:
Armor Type Defend Slots Quality Cost
Banded Mail Heavy 7 5 6 200
Breastplate Medium 6 3 6 400
Brigandine Medium 5 2 4 50
Buckler Shield 1 .5 1 5
Chain Mail Heavy 6 3 5 75
Chain Shirt Light 4 2 4 50
Full Plate Heavy 9 5 7 1,500
Half Plate Medium 8 4 6 750
Helmet Any 1 1 1 10
Hide Medium 4 2 3 10
Leather Light 2 2 4 10
Padded Light 1 1.5 4 5
Ring Mail Heavy 4 2 4 30
Scale Mail Medium 5 3 5 50
Shield Shield 1 1 1 10
Splint Mail Heavy 7 5 6 200
Studded Leather Light 3 2.5 4 45
Tower Shield Shield 2 2 2 20

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Armor Specials
• Light Armor: Using light armor, shields, and helms, imposes a penalty against the
use of Magic. Costing +1 Arcana for every magical ability used. This armor reduces
the base Vigor a character has for the day by 1.
• Medium Armor: Using medium armor, shields, and helms, imposes a penalty
against the use of Magic. Costing +2 Arcana for every magic ability used. This armor
reduces the base Vigor a character has for the day by 2.
• Heavy Armor: Using heavy armor, shields, and helms, imposes a penalty against the
use of Magic. Costing +3 Arcana for every magic ability used. This armor reduces the
base Vigor a character has for the day by 3.
• Shields: Cannot use a second weapon or cast spells while using them.
• Helms: Helmets give a +2 to all against Psyche powers. They also require 2 more
Psyche points in order to use mind powers. (Telepathy etc.)
• Bucklers: Can be strapped to the lower arm for use in combat and allowing a
second weapon to be used.

Weapons

39
Weapon Damage Type Special Properties Slots Quality Cost
Battle Axe 3 Slashing Versatile (4) 3 3 10
Blowgun 1 Piercing Range 25/100, Ammunition, loading 1 .2 3 2
Bolas (5) 1 Bludgeoning Nonlethal, Trip .2 3 5
Bow, Long 3 Piercing Range 150/600, Ammunition, heavy, Two- .5 3 75
handed
Bow, Long, 3 Piercing Range 200/800, Ammunition, heavy, Two- .5 3 100
Composite handed
Bow, Short 2 Piercing Range 80/320, Ammunition, Two-handed, .5 3 30
Simple
Bow, 2 Piercing Range 100/400, Ammunition, Two Handed .5 3 75
Short,
Composite
Chain, 2 Piercing Disarm, Trip 2 3 25
Spiked
Club 2 Bludgeoning Light, Simple 1 2 -
Crossbow, 1 Piercing Range 25/100 Ammunition, Light, Loading 1, .3 3 100
Hand Ignore Light Armor
Crossbow, 4 Piercing Range 30/120, Ammunition, Heavy, Loading 2 3 50
Heavy 3, Two-Handed, Ignore All armor types
Crossbow, 3 Piercing Range 80/320, Ammunition, Loading 2, 1 3 35
Light Simple, Two-Handed, Ignore Light & Medium
Armor

40
Crossbow, 4 Piercing Range 30/120, Ammunition, Heavy, 2 3 400
Repeating, Repeating, Two-Handed, Ignore All armor
Heavy types
Crossbow, 3 Piercing Range 30/120, Ammunition, Heavy, 1 3 250
Repeating, Repeating, Two-Handed, Ignore Light &
Light Medium Armor
Cudgel 2 Bludgeoning - 1 3 10
Dagger 1 Piercing Range 20/60, Finesse, Light, Thrown, Simple .2 3 2
Dagger, 1 Piercing Finesse, Light .2 3 2
Punching
Dart 1 Piercing Range 20/60, Finesse, Thrown, Simple .1 3 ½
Dwarven 3/2 Pierce/Slash Brace, Double 2.3 3 50
Urgrosh
Dwarven 4 Slashing - 2 3 30
Waraxe
Flail 3 Bludgeoning - 2 3 8
Flail, Dire 3/3 Bludgeoning Two-Handed, Heavy, Double 2 3 90
Flail, 4 Bludgeoning Two-Handed, Heavy, Disarm, Trip 2 3 15
Heavy
Gauntlet 1 Bludgeoning - .2 3 2
Gauntlet, 1 Piercing - .2 3 5
Spiked
Glaive 4 Slashing Heavy, Reach, Two-Handed 2 3 8
Gnomish 3/2 Bludgeoning Double, Trip 1 3 20
Hooked /Pierce
Hammer
Great Axe 5 Slashing Heavy, Two-Handed 2.3 3 20
Great Club 3 Bludgeoning Two-Handed, Simple 2 3 20
Guisarme 2 Slashing Reach, Trip 2 3 9
Halberd 4 Slashing Heavy, Reach, Two-Handed, Brace, Trip 3 3 10
Halfling 3 Bludgeoning Range 80/200, Ammunition .5 3 20
Sling Staff
Hand Axe/ 2 Slashing Range 20/60, Light, Thrown, Simple .3 3 8
Throwing
Axe
Javelin 2 Piercing Range 30/120, Thrown, Simple .3 3 1
Kama 2 Slashing Light, Finesse .3 3 2
Kukri 1 Slashing Finesse .3 3 8
Lance 3 Piercing Reach, Special 2 3 10
Mace, 3 Bludgeoning Heavy, Two-Handed 2 3 12
Heavy

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Mace, 2 Bludgeoning Simple 2 3 5
Light
Maul 4 Bludgeon Heavy, Two-Handed 1 3 10
Morning 3 Bludgeoning - .3 3 8
star
Nunchaku 2 Bludgeoning Two-handed 3 3 2
Orcish 3/3 Slashing Double .5 3 60
Double
Axe
Pick, Light 1 Piercing - 2 3 4
Quarter 2/2 Bludgeoning Versatile (3), Double, Simple .2 3 -
staff
Ranseur 2 Slashing Two-handed, Disarm, Trip, Reach 2 3 10
Sai 1 Piercing Ranged 20/60, Finesse, Light, Thrown - 3 1
Scythe 2 Slashing Two-Handed, Trip - 3 18
Shield 1 Piercing - .1 3 5
Spike
Shield 2 Piercing - .2 3 10
Spike,
Heavy
Shuriken 1 Piercing Range , Thrown .3 3 1
(5)
Siangham 2 Piercing Finesse, Light - 3 3
Sickle 2 Slashing Light, Simple 2 3 6
Sling 1 Bludgeoning Range 30/120, Ammunition, Simple .5 3 1
Spear, 3 Piercing Reach, Two-handed, Simple .5 3 5
Long
Spear, 2 Piercing Range 20/60, Versatile (3), Thrown 1 3 1
Short
Starknife 1 Piercing Finesse 1 3 24
Sword, 4 Slashing Versatile (5) 1.5 5 35
Bastard
Sword, 4 Slashing - 2 3 80
Elven
Curved
Sword, 4 Slashing Heavy, Two-handed 2 4 50
Great
Sword, 2 Slashing - 1 3 75
Falchion
Sword, 3 Slashing Versatile (4) .3 4 15
Long

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Sword, 3 Piercing Finesse 1 3 20
Rapier
Sword, 2 Slashing Finesse, Light .3 3 15
Scimitar
Sword, 2 Piercing Finesse, Light 2 3 10
Short
Sword, 3/3 Slashing Heavy, Two-handed, Double 1 3 100
Two-
Bladed
Trident 3 Piercing Range 20/60, Thrown, Versatile (4) - - 15
Unarmed 1 Bludgeoning Simple 3 3 -
Strike
War- 3 Bludgeoning Versatile (4) .5 3 12
hammer
Whip 1 Slashing Finesse, Reach .5 2 1

Weapon Specials
Ammunition: Requires ammunition to be used, like arrows, etc. Initial price includes 20
shots of whatever ammunition the weapon takes.
Brace: If used as a reaction, it may be set to receive a charge, if this is the case, it deals a
critical hit.
Crossbows: Crossbows ignore certain types of armor completely.
Disarm: This weapon may be used to disarm an opponent.
Double: This weapon allows you to make a second attack as a Free Action, the damage
listed is the damage dealt by this attack.
Finesse: When making an attack with two weapons, this weapon may be used as an off
hand weapon.
Heavy: Small Sized or smaller individuals cannot use this weapon. This weapon costs +1
Vigor to use in combat.
Light: Small and easy to handle, an individual using these weapons may make 1 Attack
Action for Free each round.
Loading: The weapon must be reloaded to be used again, a Loading of 1, may be reloaded
the same round, a 2 takes a round to reload, a 3 takes 2 rounds to reload.
Nonlethal: This weapon may be used to stun an opponent instead of dealing lethal damage.
Reach: Weapon may be used at opponents up to 10’ away.
Repeating: This weapon stores 5 shots of it’s ammunition. It takes 5 rounds to reload after
the ammunition has run out.
Thrown: This weapon may be thrown as a ranged attack.
Trip: This weapon may be used to trip an opponent.
Two-Handed: This weapon requires both hands to be used.
Versatile: This weapon may be used with two hands, to deliver the designated damage.

43
Crafting:
Characters with the appropriate skill may craft,
repair, or upgrade a weapon, armor, potion, poison,
or item. To do this, a character must spend time and
money to improve their items or create new ones.
Magic items require either assistance from or to be
made by, someone that has the right Ability.
In order to craft or even repair items a character
needs the required equipment to do so. A forge, or
work bench depending on the item. (Common sense
will tell you which is needed) As well as materials
for the repairs, upgrades or for the creation of the
item. Iron, leather, wood, etc. for a sword for example. Consult your Storyteller with what
you may need for such repairs and upgrades.
The table below details all the materials required to create repair and upgrade weapons
and equipment themselves. The characters may also decide to have someone else do the
work, and have them craft, repair or upgrade their items and equipment for them. If this is
the case, consult the second table for the cost of this service.

Upgrade and Repair


Option Cost Effect
Upgrade 50% of Item’s Cost Raises damage by 1
Repair 10% of Item’s Cost Restores original damage.
You may only upgrade an item, after it is fully repaired to it’s original state.

Upgrade Material Effect Cost


Adamantine Item will never break 500
Aether Item can carry a magical effect 1,000
Mithril Item will never break and x2 vs undead 1,000
Orichalcum Item now can sever limb 1,500
(5 Vigor point Maneuver)
Silver Item is now x2 vs undead 50
You may only use one upgrade material for each item that is upgraded. Once upgrade the
properties of the weapon cannot be changed to another material. Upgrade materials cost is
added to that of the upgrade itself.

Crafting An Item
Rarity of Effect or Ability Cost
Common 50
Uncommon 100

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Rare 500
Very Rare 5,000
Legendary 50,000
The cost for crafting an item covers all materials needed.

Item Crafted
Item # of Effects Additional Cost
Armor 1-3 X each effect
Books 1 none

Consumables 1 none
Rings 1-3 X each effect
Rods 1-5 X each effect
Scrolls 1 none
Staffs 1-5 X each effect
Wands 1-2 X each effect
Weapons 1-2 X each effect
Wondrous Items 1-5 X each effect

• Armor: Armor must be worn for it to function, you choose the armor type you wish
to make.
• Books: Books, especially spell books are a permanent spell in an inventory, they are
not consumed as scrolls are. Spells cost 100 gp/1 point Mana Cost.
• Consumables: Elixirs, potions, oils etc. These items only have a single use.
• Rings: Custom fit for the wearer, the ring may be made of any material, usually gold.
Gemstones and the like must be purchased or owned to be included.
• Rods: A scepter or just heavy cylinder, a magic rod can be made from any material.
• Scrolls: Written on paper, parchment, or papyrus, a scroll holds a single spell. Each
scroll is usable only once, and then it is consumed.
• Staffs: 5 to 6 feet long, they are two handed, but may be activated with a single hand.
• Wands: Made to be no longer than 15 inches or so, the wand is a very easy to use
item.
• Weapons: The type of weapon is up to the character.
• Wondrous Items: These items include; boots, belts, capes, gloves, non-ring jewelry,
bags, carpets, crystal balls, etc.

Common Effects
• +1 attack
• +1 to defense
• Raise attribute by 1

45
• 1 spell effect

Uncommon Effects
• +2 attack
• +2 to defense
• 2 spell effects
• Acid
• Basic Poison
• Elixir
• Extra dimensional space, doubles inventory slots
• Flight of 50ft movement
• Immune to magic missile spell
• Oil
• Raise attribute by 2
• Water Breathing

Rare Effects
• +3 attack
• +3 to defense
• 3 spell effects
• Conjure an elemental
• Dimension Door
• Double movement rate
• Explode on impact for 5 force damage
• Open Locks
• Raise attribute by 3
• Resistance to damage type. (Acid, cold, fire etc.)

Very Rare Effects


• +4 attack
• +4 to defense
• 4 spell effects
• ….of slaying = +4 vs
• Flight of 80ft movement rate
• Raise attribute by 4
• Spider Climb
• Teleport

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Legendary Effects
• +5 attack
• +5 to defense
• 5 spell effects
• Plane Shift
• Raise attribute by 5

Example: A character wishes to craft themselves a ring of Invisibility. That character must
spend 250 gold pieces on the materials. (50 for the common item value, + 200 for the
Arcana used for an Invisibility spell)

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Combat & Healing

Roleplaying games have always been associated with combat and combat scenarios.
Back in 1974, when DUNGEONS & DRAGONS first came out, it was based on a tabletop
wargame, called Chainmail. However, not all Tabletop Roleplaying Games (TTRPGs) are
centered around combat. In high fantasy settings like D&D they are common, as brave
heroes defeat gruesome monsters in dark dungeons. However, in games such as name, they
are far less frequent. This is due to several factors;
1. The characters are not superheroes, or even individuals of renown. They are but
simple, everyday people, thrust into challenging, horrific, and terrifying situations.
2. The characters do not have lots of powerful armor, weapons, and equipment at their
disposal. As common everyday people, they may not even own a sword, armor etc.
3. The monsters and horrors they face are usually way out of their league. Instead of
encountering multitudes of monsters that may be around their own level of
strength, characters can face one unknown creature. This can be some unknown
Eldritch horror, a man-made mutant, a deranged killer etc. This foe is almost always
supernaturally stronger than any human being. They are deadly and horrifyingly
efficient in what they do. So, most of the time, direct combat is not an option.
However, there will be times that the characters will have to defend themselves, fight
against, or otherwise combat other people, animals, creatures, and monstrous horrors in
the game. Thus, this game, like others, has a combat system. This system strives to be
efficient, smooth, and yet more realistic than others. Combat is deadly and dangerous and
should be looked at as such. Taking damage in combat wounds a character and keeps them
from being able to make lots of actions. There are 6 possible things a participant in combat
can do, and they are in order as they resolve in round, a character any ONE of these to do on
their turn. Remember that combat is broken into combat rounds. Each round is 6 seconds
long, and each round is broken into two (2) phases, each is 3 seconds long.

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1. Movement: Declare how much of your movement rate, you will use to move around
in combat. You may use all or a portion of your movement. However, you may never
move more than your total movement in a round.
2. Perform an Action: By taking an action you may attack, drink a potion, ready an
attack for a specific time, read a scroll, cast a spell, use an ability etc. Basically, just
about anything you would normally do in combat.
3. Free Action: Under certain circumstances, you may be able to perform an additional
action in combat, as determined by the source of whatever effect that allows you to
gain a free action. The actions taken during this time are the same as a standard
action. They also do NOT cost any action points to use.
4. Reaction: Under certain circumstances, you may be able to react to a specified
criteria in the combat, that allows you to do something specific. What action you can
take is determined by the cause of the reaction and will be specified in advance.
Abilities, certain spells etc, can grant a reaction.
5. Ready Action: A participant in combat, can instead of attacking, forfeit one of their
possible actions to hold an action ready for a special situation. Once the designated
circumstances take place, the action stated happens in response to it. A Readied
action stays readied until it is triggered or dismissed by the character.
6. Dodge Action: A participant can use this action to take a defensive stance in combat
and avoid attacks.

Bonus & Penalty Levels


In combat, certain situations may require a bonus or penalty level. Penalty and bonus levels
are as follows;
• Bonus Level: Each Bonus Level gained essentially reduces the amount of Action
Points used by half of the Regular point cost.
• Penalty Level: Each Penalty Level doubles the points used.

How Combat Work


• Each combat round is broken into 2 phases, the 1st Phase, and the Last Phase.
• All attacks during each phase are resolved at the same time.
• Only those who are participating in a phase may take actions in it.
• Combatants may choose to spend 1 Vigor Point to participate in the 1st Phase.
• The order of turns starts with the combatant with the highest Agility. In the case of a
tie, the Storyteller determines who goes first.
• An attack is declared by a character or an opponent.
• If the target of the attack chooses to Fight Back, (and is participating in that phase)
use the target’s Combat skill to oppose the attacker’s Combat skill. (The Combat skill
depends on the style and weapon choice of the character or opponent. This will
always be a non-ranged weapon.)
• If the character chooses to Dodge, use the target’s Dodge skill to oppose the Combat
skill of the attacker.
• If the target is neither Fighting Back nor Dodging, it is a Surprise Attack.
• The wounds received from the attack is tracked on the target’s total.

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• Once out of Vigor Points, no more attacks can be made.
• The same procedure is taken for the Last Phase.
• When the next combat round starts, the process is started over from the beginning.
• Combat continues until all combatants are dead or run away.

Fighting vs. Fighting


• If the Attacker has a higher level of Combat Rank, they deal wounds to their target.
• If the Defender has a higher level of Combat Rank, he or she has successfully
blocked, parried, or avoided the attacker’s blows and simultaneously landed a blow
of their own upon their Attacker, inflicting wounds.
• In the case of a draw they both inflict wounds.

Fighting vs. Dodging


• If the Attacker has a higher Combat Rank, they deal wounds.
• If the Defender has a higher Dodge Rank, they have Dodged the attack and take no
damage. They DO NOT get to make a counterattack action, if they are Dodging.
• In the case of a draw, the Defender wins but takes a Grazed wound (when the
Defender is Dodging).

Determining Damage
The number of wounds that is dealt depends on several factors. The wounds inflicted uses
the following formulas to determine the amount inflicted on a target.
• Melee Weapons: The wounds are equal to the weapon’s damage value Strength +
any ability, skill, or magic bonuses that apply.
• Projectile Weapons: The wounds are equal to the weapon’s damage value Dexterity
+ any ability, skill, or magic bonuses that apply. Damage bonuses due to range are
also applied. (see below)
• Thrown Weapons: The wounds are equal to the weapon’s damage value Dexterity +
any ability, skill, or magic bonuses that apply.
• Unarmed Attacks: The damage is equal to 1 point + Strength. (All Regular damage
is non-lethal)

Hit Locations
Some instances may require a determination of where an attack roll has hit. To do this the
Storyteller simply decides based on the description of the attack from the combatant,
where the blow lands.

Improvised Weapons
All sorts of items can be used to inflict physical harm: snooker cues, scissors, bottles, rocks
and so on. Even a wine crate could be smashed over the back of someone’s head for a nasty
injury. In general, use the damage from a weapon that is most like that being used.
Otherwise, you will have to consult with your Storyteller to determine the damage dealt.

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Does the Monster Fight Back or Dodge?
The default mode for monsters and non-player character is to Fight Back rather than
Dodge. This serves to make combat quicker and simpler for the Storyteller. Monsters and
non-player characters should only use Dodge when their priority is to escape, otherwise
the Darkness compels them to kill.

Special Maneuvers
Attacking and Defending are not the only thing that characters may do in combat. Some
abilities allow them to do other actions, like additional attacks etc. However, even those
who do not have an ability that gives them a special action in combat, may make special
maneuvers during their combat round.
By forfeiting their normal attack, and by spending the required Vigor Points, a character
may perform any of the special maneuvers below. The (#) next to the name of the
maneuver, is the required Vigor Points to use it. Some maneuvers require a weapon that has
a special property to be able to perform them.

• Called Shot (5): When this maneuver is used, the character declares where they are
aiming. (Usually with a ranged weapon) They then make their attack, and they score
double the number of wounds.
• Brace (2): By using a weapon with this property, the character may set to receive a
charge from a rushing attacker. They score double the number of wounds, but DO
NOT get their Strength added in, and the target’s movement is reduced to 0.
• Break Shield (5): By forfeiting your attack, you focus the attack on the opponent’s
shield. The item takes the damage to its quality level, if it is reduced to 0 it breaks,
and is useless.
• Break Weapon (5): By forfeiting your attack, you focus the attack on the opponent’s
weapon. The item takes the damage to its quality level, if it is reduced to 0 it breaks,
and is useless.
• Disarm (1): When this maneuver is used, you knock their weapon, or other object,
out of their hand.
• Distract (1): An Opposed Test of your Psyche vs. the targets is made. If you win you
cause the opponent, to be open to attack from a fellow combatant that will attack
before your next turn. That ally gains a +4 on their attack.
• Evasive Footwork (1): By using this maneuver, you gain a +1 to Dodge.
• Feint (1): By using this maneuver when you are facing multiple opponents, you
attack a different, adjacent opponent, than the one you attacked last round. This
attack yields a +4.
• Goad (1): By forfeiting your attack, you cause an opponent to make an Opposed Test
vs your Psyche. If they fail, they then focus their attack on you, moving toward you to
do so.
• Grapple (2): By forfeiting your attack, you instead make an attack to grapple your
opponent, and force them into the grappled condition.

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• Help (1): By forfeiting your attack, you distract an opponent, so that an ally that is
fighting the same opponent, gains a +4 to their attack.
• Lunge (1): When using this maneuver, you add 5’ to the range of your melee
weapon. Effectively giving your attack, reach. If you are separated by a gap of no
more than 10’, you may cross this gap at the same time.
• Push (1): When using this maneuver, you force the opponent to make a resisted
Strength test. If you have the highest result, you force your opponent to be pushed
up to 15’ back.
• Sunder Armor (5): By forfeiting your attack, you focus the attack on the opponent’s
armor. The item takes damage to it’s Quality level, if it is reduced to 0 it breaks.
• Stun (2): By forfeiting your attack, you force your opponent to make a Constitution
check vs your attack (highest result wins) if they fail they receive the stun condition
until their next turn.
• Rally (1): By forfeiting your attack, your allies may add your Action Point to theirs,
to for attacks, Opposed Tests etc.
• Restrain (3): By forfeiting your attack, if you have grappled an opponent the
previous round, you make your opponent receive the restrained condition.
• Sweeping Attack (1): When using this maneuver, if you are using a Two-Handed or
Reach weapon, you may also deal wounds to an adjacent opponent, that is within 5’
of the opponent you attacked. Your attack MUST, be high enough to hit both
opponents, but you only need one attack action.
• Throw (3): By forfeiting your attack, if you have grappled, or restrained an
opponent last round, you may throw your opponent, up to 1’ per your Strength
value. The opponent is then knocked prone.
• Trip (1): By using a weapon with this property, you force your opponent to knocked
prone if your attack is the higher result.

Other maneuvers may be possible as well. Ask your Storyteller if you may perform a special
maneuver, describe what it is you wish to do. The Storyteller will then determine if it is
possible, and if so, they will set a Action Point cost, and any special conditions that result if
successful.

Surprise
Alternatively, the attack may be a complete surprise, a sudden knee to the groin or punch to
the jaw, for example. When someone states that they are making a sudden, unexpected
attack, they should have the opportunity to surprise their opponent.
• If the target anticipates the attack they may choose to Dodge or Fight Back.
• If the target fails to anticipate the attack, the Storyteller may allow the attack to be
an automatic success or award the attacker a bonus level, depending on the
situation.
• If the attacker is making a ranged attack (for example with a crossbow or throwing
knife), it hits.

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Escape
A character can use their action to flee melee combat on their turn, providing they have an
escape route and are not physically knocked out, restrained, stunned, or subdued. They can
move up to their max movement rate in the direction they designate.

Armor
Armor reduces wounds received, whether it is the natural armor of some monsters, the
armor worn by a character, or the natural defense of an obstacle between the attacker and
the target. Deduct the number value of the armor from the wounds inflicted by attacks
passing through the armor. Note that armor will not reduce the wounds from magical
attacks, poison, drowning, etc. Each time the Armor reduces the wounds from an attack, it’s
Quality value is reduced by 1. Once the armor reaches 0, it is ruined and worthless.
Some forms of armor offer protection to specific parts of the body; for example, a helmet
protects the head. The standard name combat rules do not use hit locations. In the general
rough-and-tumble of a fistfight or a fall from a window, it is credible that armoring specific
parts of the body (such as the head) will reduce the overall wounds received, and in the
interest of simplicity and the flow of the game no further tests need be made. However, the
case of a single specific attack (such as being shot) raises the question of whether the shot
was to an area protected by armor. In the case of such an attack, an Aspect or Luck Point is
required.
• If the Luck point or Aspect is used, the armor was hit, and the wounds are reduced
by the armor value.
• If the Luck point is not spent, nor an Aspect used, the attack hit an area not
protected by armor. A character wearing armor that protects both head and torso
gains the armor protection.
• A character wearing armor all over their body or possessing natural armor such as
that of an elephant’s skin does not require a Luck point or Aspect; it applies in all
cases.
• If a weakness is spotted in an enemy’s armor—a vulnerable spot, such as an open
mouth or eye—that area may be targeted with a Called Shot.

Ranged Weapons
To resolve a ranged attack, make an attack as usual, however, the target MAY NOT Fight
Back unless it too has a Ranged Weapon and is not involved in a melee combat with another
target. The range of the attack affects the damage dealt
• Within the base range: Regular wounds as usual
• Long range (up to twice the base range): Half the number of wounds are made
• Very long range (up to four times the base range): Quarter the number of wounds
are made
• Point-Blank Range: If the target is at point-blank range—within a fifth of the
shooter’s movement in feet—the attacker gains double the number of wounds. An
attacker that is using a ranged weapon at point-blank range may be targeted by
melee attacks and could be disarmed with a successful fighting maneuver on their
opponent’s turn.

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• A target may not Fight Back against or Dodge a Ranged attack as they can a melee
attack.
• Aiming: The intention to take careful aim must be declared on the character’s turn.
The shot is taken on the same turn but on the following round. If no other actions
are taken before the shot is fired, the attacker gains one bonus level equal to their
Ranged Weapon Skill. If the aiming character takes damage or moves while aiming,
the advantage of aiming is lost.
• Fast-Moving Target: A target that is moving at full speed (movement of 30’ or
more) is hard to hit; apply one penalty level.
• Target Size: Smaller targets are harder to hit. If the target is Small size or smaller,
apply one penalty level. Larger targets are easier to hit. If the target is Large size or
larger, apply one bonus level per size category.
• Reloading: It takes one combat round to draw and nock an arrow. It takes one
round to reload a sling. It takes two rounds to reload a crossbow.
• Firing into Melee Combat: Combatants in melee combat are constantly on the
move and may obscure one another. One penalty level is applied when targeting a
combatant involved in melee combat. The combatant with the lowest Luck value in
the area of the attack takes the hit.

Wounds and Healing


Descriptions of injuries should be appropriate to the type and degree of damage received.
Thus, the character is not merely shot, but shot in one arm or the other; likewise a fall
might mean the character has sprained an ankle, or now has a lump the back of her skull, as
well as the wounds. Storytellers should describe the effects of damage and try to avoid
simply saying, “You take 3 wounds.”
Someone beaten unconscious by punches (each doing a small number of wounds) may
awaken the next day battered and bruised but able to act. However, someone who takes the
same total amount of harm in a single attack, such as an arrow, might be out of action for a
week or more before the slow healing process even begins. A punch is likely to result in
regular damage, whereas an arrow or crossbow bolt is more likely to inflict a major wound.
Each wound level progressively gets worse and is added to if another wound is taken. Each
wound also incurs a penalty the target suffers from as well. Below are the 10 levels of
wounds.
• Grazed = -5 movement speed
• Hurt = -10 movement speed
• Injured = -1 on all actions, lose half of remaining Action Points
• Wounded = -15 Movement
• Major Wound = Gain 1 Wound Level/round until healed
• Crippled = -20 Movement
• Disabled = -2 on all actions, lose half of remaining Action Points
• Maimed = Lasting Injury
• Incapacitated = Constitution check of 7/round to stay conscious, cannot walk.

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• Mortally Wounded = Loss of all Action Points, check Unconscious Box, check Dying
Box, you DIE at the beginning of your NEXT turn unless healed.
Remember that all wounds received are compounded. (If a target is Grazed, and then takes
3 more wounds, the target is now Wounded) As wounds affect the pools of all action point
uses, it displays that when your wounded, you cannot do much. (Also remember that Vigor
Points are also reduced by 1 each time a physically demanding action is taken.)

Healing Skill
To be effective, the Healing Skill must be delivered within one hour, in which case it grants 1
wound level in recovery. It may be used once, with subsequent attempts giving no
additional effect. Two people can work together to administer the Healing Skill, with a point
granted for each. An exception is allowed when treating a dying character (see Dying,
below), wherein the best that can be achieved with the Healing Skill is to temporarily
stabilize the patient.

Healing Potions
Treatment of injuries using a Healing Potion bestows 1 wound healed for each Rank of
strength that it has. A Rank 1 Healing Potion will heal 1 wound and a Rank 5 will heal 5
wounds. The potion must be given within a minimum of one hour and can be delivered any
time after damage is taken.

Healing Spells
Treatment of injuries using a Healing Spell bestows 1 wounds healed for each Rank of
strength that it has. A Rank 1 Healing Spell will heal 1 wound and a Rank 5 will heal 5
wounds. The spell must be cast within a minimum of one hour and can be delivered any
time after damage is taken.

Dying
A character is dying when their wounds have reached Mortally Wounded. Record all Action
Points as "0" and check the “Dying” box. The character immediately falls unconscious. The
character dies immediately at the beginning of their next turn. Healing of any kind must be
used to stabilize a dying character. The use of the Healing Skill to stabilize a dying character
grants 1 temporary wound level, and it must be followed up with a second skill, potion or
spell. A dying character that has been stabilized with the Healing Skill (on 1 temporary
wound level) lose 1 Luck point at the end of each hour; and if it reaches 0 it indicates the
patient's condition has deteriorated: they lose the temporary wound level and revert to the
start of the Dying process, in need of Healing. After a successful Healing skill, potion, or
spell, uncheck the “Dying” box on the character sheet and decrease the wounds equal to the
rank of healing.

Regular Damage Recovery


Recovering from regular wounds is relatively fast. If the character has not sustained a Major
Wound (the major wound box is unchecked) the character recovers 1 wound level per day.

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Major Wound Recovery
The following should be made at the end of each week of game time that the Major Wound
box is ticked.
• If the character is not stable, no recovery takes place that week. If they are, 3 wound
levels are recovered.
• Add one extra healed wound level if the character has complete rest in a comfortable
environment.
• If the character has professional medical care in a suitable medical facility, they
receive a bonus number of healed wounds equal to the Rank of the facility or
medical staff in charge of their care.
• Add a wound level if the character is in a poor environment and is unable to take
sufficient rest.
There is only one way to heal a major wound (i.e. erase the major wound marker).
Any time their current wound tracker has recovered to a point below the Major Wound
level.
A lasting injury, complication, or worse condition could be the result. The Storyteller is
encouraged to pick something that relates to the nature of the character’s injuries (e.g.
permanent limp, blindness in one eye, missing fingers, loss of a limb, scarred face, etc.) and
make an entry in the character’s backstory.

Unconsciousness and Death


name is a deadly game and sometimes it may be more terrifying for a character to stay
conscious. If the Storyteller wishes, a character may be incapacitated rather than fully
unconscious. Equally, final death does not have to occur instantaneously, and the light in a
character’s eyes might not go out until after a particularly dramatic moment or once their
final words have been uttered (at the Storyteller’s discretion).

Other Forms of Damage


Other situations can cause special circumstances in combat, and result in special conditions
to be applied to the target of an attack.
Asphyxiation and Drowning: Wounds are sustained each round until death or until the
victim is able to breathe. If the character is in a state of physical exertion, they lose twice as
many wounds. Death occurs at Mortally Wounded (ignore the Major Wound rule).
Bleeding: Bleeding damage, is a special effect that causes a target to lose wound levels at a
designated rate over time. (Typically 1/round) Bleeding damage is stopped anytime a
target receives healing, or stabilization. Unless, that is, the source of the bleeding has
special circumstances, like special poisons, evil curses, etc.
Blinded: Certain attacks and damage sources, can cause a target to be blinded. When this
happens, they cannot see, so anything that requires the use of their eyes, is not allowed.
They cannot attack unless they can fight while blind. (Blind Fighting)
Charmed: Certain attacks and spells may render a target charmed. In which case they are
subject to the specifications of the charm. Their actions, movement etc, are directly affected
while in this condition.

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Deafened: Some attacks and damage, can make a target deaf. Since they cannot hear, they
cannot use spells, they cannot communicate with allies, unless they are looking at them,
and then only if the one trying to communicate with them can do so without being heard.
Sonic attacks against them fail.
Frightened: Certain conditions can cause a target to become frightened. When this
happens the target will flee with all it’s might directly away from the source of the fear.
Grappled: A target that is grappled, has had its movement reduced to 0.
Subdued: Conditions that cause incapacitation of a target renders it unable to take Actions
and Reactions. Incapacitation renders it unable to do much of anything, but it is still
conscious.
Non-Fatal Damage: A combatant may choose to use this form of damage, that is tracked
the same as regular damage. With the intent of rendering the target unconscious and not
dead.
Paralyzed: Some sources of damage, poisons or attacks can render a target paralyzed. They
are incapacitated (see above) Any attack that hits them inflict double the number of
wounds.
Poison: A target that has been poisoned, takes the affects of the poison in addition to the
damage dealt by the attack, or other means of them receiving the poison. The effect of
poison is detailed in the table below;
Poison Type Wounds Inflicted or affect
Type I (Very Mild) No damage, only temporary unconsciousness
Type II (Mild) 3
Type III (Strong) 5
Type IV (Lethal) 10
Damage from Poison is not regained without antidote, or professional medical attention. If
a character is poisoned, check the Poisoned Box on the character sheet.
Prone: A target that has been knocked prone, is lying sprawled on the floor. Movement is ¼
as they must crawl on the floor to move or stand up. They gain no bonuses to attacks, and
attacks against them gain +4. The target may stand up on their next turn, using half their
movement.
Restrained: Restraining a target, prevents it from moving, and its speed is 0. Attacks gain a
+4. The target cannot take an action unless they succeed in a Strength test.
Slowed: Some affects may reduce a target’s movement speed. The degree it is reduced is
determined by the specifications of the affect itself but is usually halved.
Stunned: Stunning a target renders it incapacitated, and they can barely speak, and cannot
cast spells. They auto fail Constitution Tests and saves. Attack rolls against them get +4.
Unconscious: A target that is unconscious is also incapacitated. The target drops whatever
it is holding and falls prone. They auto fail Action tests. Attacks on the target do double the
number of wounds.

Movement During Combat


Combat is usually described narratively, so the distance between combatants is rarely
measured precisely. It is more often expressed in approximate and subjective terms such as

57
"arm’s reach," "close," "across the room," "away down the alley," etc. If it seems that distance
should be an issue in a particular fight, the following rules should be used.
• The maximum distance a character can move in one combat round is equal to their
movement rating, in feet.
• In the case of melee attacks, the attacker must get into melee range before attacking.
A character can move equal to their movement rate and attack normally.
• A character may move a portion of their movement rate, make a melee attack, and
then use the rest of their movement in the same round. The player decides the
distribution of their movement rate. (“I move 10’ and make an attack, then I will
move 20’ to the other side of the room.”)

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Magic
The Aether, the 5th Element,
or quintessence is the
material that fills the region of
the universe beyond the
terrestrial sphere. The Aether
permeates all throughout the
universe, providing a medium
through which light and
energy can travel throughout
the heavens. Some postulate
that it is the pure essence that
the gods breathe. Alchemists,
scholars, sages, oracles,
sorcerers, and others have
studied it, and most agree it
seems to be not only the
source of magic, but also
seems to be, intelligent.
Responding, and
communicating with mortals
in a variety of ways. All
magically endowed creatures
and individuals are able to
access an internal reservoir of
the Aether made manifest, it is
called Magic. This energy
permeates all living things, in
surrounds everything, penetrates everything, and binds the universe together. Characters
use this energy to tap into the powers of the Aether and bend small parts of it to their will,
changing it into a desired form, shape, or effect. The larger this change is supposed to be,
the higher the amount of energy, Arcana, will be needed to perform it. This process is
known as Thaumaturgy, or the use of Magic.
Magic is rare and mysterious. Spell casters are extremely uncommon, most villages
don’t have one at all, and even the largest cities conceal but a few. A commoner might go
their whole lives without ever witnessing magic directly, but all folk have heard tales of
sorcery, and most accept mystic forces exist in one form or another.
Since all living things have a connection to the strands of Magic that connect everything to
the Aether, they all can sense it.
Sensing Magic: Any character may spend a few minutes attempting to sense magic in a 30
feet radius by making using their Intuition. The character senses there is magic either
present or absent, perhaps as a tingling through their spine, a barely perceivable hum in the

59
air, or some other fleeting quality that vanishes after only a moment. The sign is different
for everyone, and most commoners are unaware of their own cues. If the character does not
have the Arcane Knowledge or Lore skill, they may not detect it at all, consult your
Storyteller. Illusion magic cannot be detected in this way, part of its power includes fooling
rudimentary detection methods of this kind (illusions are explained further below).
Thaumaturgy: In order to cast a spell, the character generally needs to speak loudly and
clearly, and have a free hand to gesticulate with. At the Storyteller’s discretion, a spell might
be able to be cast stealthily, with whispers and muted gestures.
Spell Interruption: Casting a spell requires steady concentration. If the caster suffers any
damage prior to their turn, they may not cast a spell that round. The character may take
other actions, including making a melee or ranged attack. Unless the spell is designed to do
otherwise, a spell takes effect in the caster’s turn.
Spell Duration: Most spells have instant durations, causing an immediate effect. Other
spells last several rounds, minutes or hours as designed. A caster may end a spell early by
spending an action to dismiss it. This also applies to users of magical items. Unless a spell
design is made to do otherwise, if the caster dies or is rendered unconscious, the spell ends
immediately.
Dark & Dangerous Magic: Whatever the facet of magic a spell caster invokes, the danger
remains the same. Every time a spell or an ability is cast, the caster accumulates a Dark &
Dangerous Magic (DDM) kismet, that results in a stain on their Arcane Aura. Note magic
items also trigger this effect, as do magical abilities. The determination of how and when a
DDM occurs is as follows;
• Each time Magic is used, the Cost in Arcana Points is recorded by the Storyteller,
once the casters Arcana maximum + 25 points are spent, a Dark & Dangerous
Magic (DDM) event occurs.
• The spell or ability is cast as usual, but with an additional magical effect from the
DDM table.
• Each time you tap into the Aether to do ANYTHING in the game, the threat grows
bigger and bigger. The number is added to each time. Until a DDM effect triggers or
the adventurer gets a full 8 hours of sleep AND does not use anymore Magic in a 24-
hour period.
• When a DDM occurs, the character loses 1 Luck Point from their max total
permanently.

The Table below describes what Dark & Dangerous Magic effect might take place,
Storytellers choice.
Dark & Dangerous Magic Effect
You are possessed by a cunning spirit for 1 hour
You grow a beard of short rubbery tentacles that you can’t control. Lasts 3 days
Your fingers turn into tentacles for 6 rounds. You cannot cast spells during this.
Your next single target spell affects two targets instead of one.
You sprout 2 inch, blackened tusks from your jaw. Lasts 6 days.
Your spell lasts half as long as usual.

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You have no discernible heart beat, and do not bleed. Lasts 12 months.
An enraged monster appears within 10’. It vanishes in 4 rounds.
All plant life within 60’ withers and dies.
You gain a random minor madness. If already suffering madness, it intensifies.
Your spell gains one additional effect from the Spontaneous Magic tables.
A random arm transforms into a branching flesh toned tentacle. Lasts 6 days.
You are stunned.
You do not breathe and cannot mimic breathing. Lasts 12 months.
Your skin oozes a foul smelling mucus for 3 days.
You cast a random spell. There is a chance the spell targets you.
You automatically go first in the order of combat next round.
You speak only in a sibilant whisper for 12 months.
Your spell takes 2 actions to cast instead of 1.
Whenever you stand still, insects, and vermin begin to gather around your feet.
All liquids within 30’ turn to salt, ash, dust or slime.
A random creature within sight or hearing gains a random minor madness.
Your spell has not used any Arcana
Your mouth fuses shut, preventing speech and spellcasting. Lasts 24 hours.
Your spell expends double Arcana cost
You cast no shadow. Lasts 12 months.
You grow a fish like eye on your forehead, giving Infravision. Lasts 10 days
You regain one Arcana point
Over the next hour, ALL your hair falls out
You unlearn a random spell for 6 days
Your eyes turn white, or black for 12 days
One of your hands transforms into a chitinous claw. Lasts 24 hours.
You gain a random moderate madness trait.
Your spells ignore magic resistance for 24 hours.
You feel no emotions for 4 months
Living targets are immune to your magic for 24 hours
Small open flames like torches and candles go out if within 30’. Lasts 12 months
You speak only in a disturbing otherworldly language. Lasts 4 months
You may change the damage type of any spell you cast to another for 24 hours.

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Your surface flesh begins to rot, extremities toward center. Painful, Lasts 6 months
All creatures in a 20’ radius make Agility save or knocked prone
Small and medium sized animals within 30’ fear you for 12 months
You sprout large bat like wings from your back, 40’ flight speed. Lasts 24 hours
A random creature within sight or hearing gains a moderate madness trait
Your spell causes 50% extra damage
You slowly change sex over the next 24 hours. Lasts 12 months
Your spell causes 50% less damage
You are never hungry or thirsty, and cannot eat or drink. Lasts 12 months
You grow to 8’ tall, our jaws and limbs distend. You hunger for flesh, Lasts for 1 day
Your next spell has a -5 to succeed
You develop a wet, hacking cough, coughing up maggots and worms, Lasts 6 days
Targets of your spells get +5 to save against them for 24 hours
Random limb turns black, rots and drops off over 20 hours
You transform into a random Aether Horror for 4 rounds.
You and all creatures in 60’ gain a random serious madness trait.
Your next spell causes maximum effect.
Gain a Dark Mark that is permanent (see table below)
You Drop Dead

Dark Marks
Dark Mark Effect
Heartless You have no discernible heartbeat and do not bleed.
Breathless You do not breathe and cannot mimic breathing.
Insect swarm Whenever you linger on earthen soil, worms and insects swarm at feet
Shadowless You do not cast a shadow
Cough You develop a wet, hacking cough. Occasionally you cough up maggots.
Darkening Small lights like candles and torches extinguish when within 30’ of you
Beast Fear Small and medium animals that are in 30’ of you instinctively fear you
Hollow You are never hungry or thirsty, you do not eat or drink it makes you ill
Whisperer You speak only in a sibilant whisper.
Devil Eyes Your eyes turn either all black or all white.
Foul Beard You grow a beard of short rubbery tentacles that you can’t control

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Mucus Your skin oozes a foul smelling mucus.
Third Eye You grow a fish like eye on your forehead, it gives you darkvision 60’
The Claw One of your hands transforms into a chitinous claw. (3 damage)
Winged You sprout a pair of bat like wings, giving you 40’ flying speed.
Jaws You grow to 8’ tall, you limbs and Jaw distend to grotesque proportions, you
hunger for flesh. Your Bite = 5 damage and you sever a limb.
Tentacled A random arm transforms into a branching tentacle. It can grasp items but is
incapable of casting spells.
Rotting Your surface flesh rots from the extremities inward. Though painful it is only
cosmetic. The smell is foul
Infernal Skin Your skin turns either jet black or a deep brick red.
Horned You sprout a pair of black horns from your head.
No magic that has yet been discovered can remove these effects.
Madness
Some things are so shocking, such an affront to the natural order, that they threaten the
minds of those who experience them. Depraved demons, grotesque monstrosities,
impossible aberrations, and forbidden lore are just a few of the unhinging horrors
adventurers might suffer. The following rules are meant to add fun to the game. They are
intended as an opportunity for players to temporarily mix things up, tainting their
character’s usual outlook with strange and possibly dangerous eccentricities.
Madness Traits: When a character’s sanity is threatened, an Intelligence save is usually
permitted to resist. On a failure the adventurer develops a madness trait. The table below
provides some examples, but Storytellers and players are encouraged to devise their own,
tailored to the character and scenario at hand.
MADNESS TRAIT
“Do not be ashamed. The tremors and flashbacks come upon me every nightfall. They will
subside by morning.”
“Something sinister is following us. Sometimes I catch a glimpse of it from the corner of my eye.”
“Have no fear, my friend. I am the greatest warrior that ever lived. There is no foe we cannot
overcome.”
“I must close every door I walk through. It keeps the Old One at bay.”
“This is no ordinary spider web. It is an ill omen. Five trapped insects struggling to be free, just
as we five are trapped here in this forsaken ruin! We must turn back before it is too late.”
“My apologies, please forgive my laughter. In recent times my sense of levity has become skewed.
I understand this is a very serious situation. Do continue.”
“I cannot abide the smell of beast-men any longer! The stink makes me wretch. I must leave this
place or cut off my nose.”

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“I can’t put my finger on it, but ever since [insert event] there has been something very wrong
with [insert ally name]. Keep a close eye, sister.”
“I grow weary of being exploited and taken advantage of all the time. From now on, I give the
orders round here.”
“Who is this burly dwarf with the broad axe? I think I would remember her if she were our ally
as you claim. What sorcery is this? Who are you, wench!?”
“On occasion I lose the power of speech. Sometimes for days. They say I am cursed, or mad.
Perhaps I am. But there is a secret in the silence, and I will be the one to uncover it.”
“If I draw my sword, one of us must die. Such is the price that the Blood God demands. I dare not
disobey.”
“It is a curious thing, but the more I lie and exaggerate, the more others respect me.”
“The more people I meet, the more I care only for myself.”
“I keep my dear friend’s ear with me always. As long as I have it, I know he can still hear me.”
“I don’t feel anything anymore. Not since [insert event].”
“Can you not see her? The cloaked woman in the shadow of the trees? Is she saying something, I
can’t make it out?”
“Bloodshed unleashes the demon within me. Keep well clear and loose the nets if I cannot shake
the bloodlust once the last of our foes is dead.”
“Sometimes I black out and wake up elsewhere, with no memory of how I got there.”
“I am whispering because even here they are likely listening. You would be wise to do the same.”

Madness Severity & Penalties: A madness usually begins at the minor severity level,
presenting infrequently and at low intensity. Additional exposure to horror, however, may
increase the severity of an existing madness or manifest as a new madness trait, at the
Storyteller’s discretion. From time to time, the Storyteller may determine that a madness
imposes a penalty on a current action. For example, an adventurer distracted by flashbacks
or hallucinations at the wrong moment may have a penalty to spot enemies waiting in
ambush. The severity table is meant as a ballpark guide, and Storytellers are encouraged to
apply penalties in a restrained and organic manner. In many instances, particularly social
encounters, players might instigate their own penalties.
Progression & Remission: Between adventures, time reduces the madness by one severity
level or removes a minor madness entirely. Additional trauma increases the severity by one
level. Storytellers might rule that extended personal care from an apothecary grants a
bonus or instead stabilizing it at the current level. An adventurer whose madness reaches
incapacitating level generally goes into compulsory retirement.
Severity Frequency & Intensity Penalty
Minor Rarely presents and/or weak compulsion Once per adventure
Moderate Occasional presentation and/or moderate compulsion Once per 8 hours
Serious Commonly presents and/or strong compulsion Once per day

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Pervasive Near continuous presentation and/or extreme compulsion Multiple times a day
Incapacitating Effective mental shutdown. The PC is retired. Constant
Magical Healing: The Heal ability removes one minor madness or reduces a more severe
madness by one level.

Different forms of Magic


As magic and the Aether has been studied for only a hundred years, and the dawn of
species, otherwise not known to the world, have become common place, Little formal and
universal aspects of magic have been recorded, let alone shared with others. To this end,
only a few spells are likely to be known by any just starting out in their career. These
existing spells are called Formulaic magic or Wizardry. In addition to these spells, there
are Ritual Spells, this magic is known as Witchcraft. These spells take longer to cast than
Wizardry spells, and require more than simple gestures, and words. Thus, they tend to be
more powerful, and, much rarer. A few things should be kept in mind when using Magic;
1. ALL magic costs Arcana Points, the amounts of this are listed for Wizardry and
Witchcraft. Spontaneous or Sorcery magic uses a total of all Arcana Points required
for each element of the spell.
2. The difficulty of the spell is equal to the amount of Arcana Points used in its casting.
If this number exceeds a caster’s Arcana Maximum, they cannot cast the spell.
3. Unless otherwise stated in the spell description, every spell takes 1 attack action to
cast. Some may take longer.
4. Spells requiring you to make an attack to hit a target, use standard attack mechanics,
but use the Spell as the effect. Dexterity is the Attribute used unless the spell is a
melee style attack. (Conjure a blade and hit with it, etc.)

In the sections below you will find the three forms of magic. Wizardry, which are
already established and designed spells, derived from laboratory work and
experimentation. Witchcraft, which are powerful, long lasting, and very rare spells that
require multiple components, elements and even casters. Lastly, Sorcery, which is the
literal creation of new spells, through trial and error, effectively creating spells on the fly.
Each of the three forms of Thaumaturgy, have its own advantages and its disadvantages. In
the following section each will be explained in detail, as well as a list of currently available

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spells that could be a part of a caster’s spell book. Wizardry and Witchcraft spells can be
found, and some may even be a little familiar, from the days of learning the basics of magic.
However, it is up to the player, to track all spells and the process of creating their own. To
this end, the Magic focused character will be the most involved, and the most complicated
to play in the game. However, for those who love a challenge, and have always wanted to
play wizard like character, as a wizard character would be, it is worth it.
Journals: Unlike all the other classes, it is recommended that a Magic focused character,
keep a journal. Inside, track spells you have in your spellbook, the ones you are currently
designing and the like. A full and complete set of notes will help keep your character on the
track they wish to follow. Though, indeed, a journal would help a player of any style, the
Magic focused player will benefit most, from an organized set of information and a record
of game elements.

Sorcery
Spontaneous or Sorcery magic is the process of creating spells on the fly, and the creation of
spells through trial and error. Using the same manner that all existing Wizardry and
Witchcraft spells were created. To create a spell a character must include several elements.
By adding one of each of these elements, a character can create a desired spell effect. Just
like all spells, creating a spell requires the combination of various elements. These elements
are; Focus, Technique, Range, Duration, Strength and Target. Each element carries its own
effect on the spell and how it is used, and it’s cost in Action Points. The following formula is
used to create a spell;
Technique + Focus + Range + Duration + Strength + Target = Total Action Point cost
and the spell result.

Remember, that for each element involved in a spell, it increases its DR by one. The caster
cannot use spells that are higher than the total of their Maximum Arcana Rank. (90% of
all spells require a minimum of 6 Arcana Points to cast. If your character has less than this
they CANNOT cast Sorcery Magic.)

Technique: The technique is what describes how the focus of the spell is going to be
manipulated in the spell.

Focus: The focus is that which is the center of the spell, the intention on the function of the
spell overall.

Range: The range of a spell is the distance to the nearest part of the target of the spell.
Thus, if the caster is touching the external wall of a room, he can cast a Target: Room Body
spell on the people within at Touch Range, even though he is not touching any of those
people, and indeed cannot see them. The target of the spell is the room, and thus the spell
does not violate its design. A spell that has a continuing effect remains in effect even if the
caster moves out of range. A spell that allows the caster to control the effect only permits
that control if the caster is within range. However, it does not expire if the caster moves out
of range, and he may control it again if he moves back into range.

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Duration: If a spell with a momentary effect, such as healing a wound, creating a fire, or
opening a pit, is cast with a longer duration, it generally sustains that effect for the duration,
rather than having its effect multiple times within the duration. Thus, a wound healed with
duration Sun stays healed for that length of time and reappears at the end. The target can
still take other wounds. A fire created with duration Diameter burns for two minutes and
may inflict damage every round over that period.

Strength: Strength is the designated magnitude the spell will have. The stronger the spell,
the more powerful it is, but the more Arcana Points it takes, and the harder it is to cast.

Target: Determines who or what is the focus of the spell, basically the location in which the
spell will first take effect.

In each of the tables below are descriptions of each element, and the options that each one
has. Using these tables, you will be able to create the spells that you wish to create. Some
elements do not work well with others, but all are possible. Each element also includes the
Arcana Point cost, for adding it to your spell. At the end of choosing each element, total the
amount of Arcana Points that the spell will cost, and deduct that number from your total
Arcana when casting that spell. (Be sure to keep notes as you create each spell, so you can
remember how to cast it again!)

Technique
Type Effect Cost
Create Magic that brings things into existence things that are either, natural or 1 or 2
unnatural
Perceive Magic that gathers information directly, about and from the actual 1
nature of things
Transform Magic that gives or takes properties from something they don’t 2
normally have.
Destroy Magic that makes things worse examples of the kind of thing they are. 2
(Opposite of Create)
Control Magic that changes the state of a thing to some other state that it could 2
naturally have.

Create: Creation magic makes things that exist independently, into better things of their
kind, which includes bringing them into existence from nothing. Things that exist
independently are called “substances,” and include people, trees, and rocks, but do not
include colors, weights, and sizes. This Technique can thus both create and heal things. The
kind of thing that something is depends on its form.
Natural things, such as plants, animals, flames, and so on, have simple forms, which means
that the form is just one thing. This makes them easy to create and heal. Natural things

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created by magic are always perfect examples of their kind unless the caster wants them to
be damaged. Similarly, magic can heal a natural thing even if the caster has no idea what is
wrong, as it simply restores the form.
Artificial things, such as bread, swords and books, have complex forms. Their forms are
combinations of several natural forms put together in a particular way. Creating an artificial
thing by magic requires some skill on the part of the caster. Further, a caster can only create
something he knows about. Any caster can create bread or cloth, but to create an elaborate
mosaic depicting the foundation of the Order of Hermes the caster would need to know
what it should depict. If they were wrong, the mosaic would also be wrong. Similar
considerations apply to repairing artificial things. A caster need not be able to create an
artificial item by mundane means in order to create it by magic; they only need to be
somewhat familiar with it. A magically created item will always be the right sort of thing
unless the magus (Magic wielding spell caster) botches it. Thus, unless the magus botches,
magically created cloth will always be a whole piece and keep people warm, but it might not
be very attractive if they had a bad Aspect invoked or compelled.
A caster can also use this technique to make something a better example of its kind, even if
it isn’t injured or damaged. Thus, Create can make a horse as swift as the fastest horse, or a
man as strong as the strongest man. Create cannot make a horse able to run as fast as the
wind, because no ordinary horse can do that, nor can it make a man strong enough to lift a
castle. Since maturation involves becoming a better example of your kind.

Perceive: Perception magic allows a caster to gather information directly from the forms of
things. This information does not deal with the appearances of things, unless the Perceive
Technique is used with the Image Focus magic. Rather, it provides information about the
actual nature of a thing. Thus, Perception magic is not deceived by mundane disguises.

Transform: By using Transformation magic a caster can grant or remove properties


something cannot naturally have. Thus, Transform can give a person wings or turn their
skin green, or turn a person into a wolf. The difficulty of the magic depends on the extent of
the change, so that turning someone’s skin green is easy, but turning someone into a golden
statue is difficult. Transformation magic cannot affect the properties that something has
naturally, although it can add other properties to them to mask their effects. Thus,
Transformation magic can neither injure nor kill someone directly, although it could render
them immobile, by turning them to stone, or kill them indirectly, by turning them into a fish
on dry land so that they suffocate.

Destroy: Destruction magic makes things worse examples of the kind of thing they are. It is
the opposite of Create. Destruction magic can simply destroy things, removing them
completely from existence, or it can destroy aspects of a thing. Thus, Destroy + Body could
remove a person’s weight, while leaving the rest of their properties intact, and Destroy +
Fire could make a fire unable to burn anything. Destruction alone can only destroy the
whole of a natural property; making fire able to burn only wool would be Destroy with a
Transformation requisite (see below for requisites), Destruction magic that is destroying
the ability to burn anything, and Transformation Magic granting the ability to burn only
wool, a property that fire cannot naturally have. Destruction magic is easier if the thing can
naturally lose the property destroyed. Thus, it is easier to kill a person than to remove his

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weight while leaving his other properties intact, because the first can occur naturally while
the second cannot. Further, destroying properties that a thing cannot naturally lose cannot
be permanent; the destroyed properties return by themselves at the end of the spell’s
duration. Destroy can only make something a worse example of what it is. You cannot
sharpen a sword with Destruction magic, even though sharpening involves removing some
of the metal. Similarly, you cannot remove someone’s condition of being wounded, because
that makes them a better example of what they are.

Control: This magic allows a caster to change the state of a thing to some other state that
the individual thing can naturally have. Thus, since all things can naturally have any
location, Control magic allows a caster to move things around. Control can also make a tree
blossom out of season, put a person to sleep, shape a piece of stone into a statue, or weave
thread into a tunic. It cannot make an animal appear young again, because mature animals
cannot naturally become young (although Transform could do this). Control also cannot
make an animal old, because aging is decay away from the form (so Destroy could do this).
Similarly, although Control can make a tree bear fruit out of season, that fruit would not
contain seeds, as the seeds are separate substances (potential trees), and thus creating
them would require Create. Equally, Control cannot turn a brown dog black, because while
dogs can naturally be black, the brown dog in question cannot naturally take on that color.

Requisites: Sometimes to get a spell to do exactly as you need it to, you will have to add a
requisite. This adds a technique to the spell, and helps it function as desired. Requisites are
only determined at the time of spell creation so they may or may not apply to a situation.
Consult your Storyteller if you are unsure if the spell you are trying to create has a requisite.

Focus
Type Effect Cost
Animal Animals of all kinds, cannot affect sentient beings. 1
Water All manner of liquids, as well as properties of liquidity. 1
Air Air, wind, and gaseous forms in general. 1
Body Sentient beings, alive or dead, and unnatural creatures. 2
Plant Plants and trees, including plant matter of all types, alive or dead. 1
Fire Fire, heat, and light 1
Image The five senses and what they can detect. Range is affected by the type. 1
Mind Minds, thoughts, and spirits. 2
Earth Solids, especially earth and stone. Also minerals, metal etc. 1
Power Raw magical power and magical energy itself. 2
It is possible, that to achieve a desired spell, more than one focus may be needed to
complete the spell. For instance, to create a lightning bolt you would need Air & Fire. Poison
would include Water & Plant or Earth, etc.

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Range
Type Effect Cost
Personal Affects the caster or the things they wear or carry. 1
Touch The caster or any person or thing they touch. 1
Eye Any person or creature the caster has gained eye contact with. 1
Voice Anything to which the caster’s voice carries. 2
Sight Anything that the caster can see. 2
Arcane Connection Anything the caster has a connection to, via the Aether. 2

Personal: The spell only affects the caster or things that they are wearing or carrying. The
target is thus never larger than Individual.

Touch: The caster or anything he touches, whether a person or thing.

Eye: The caster may target any person or creature that they have established eye contact
with. A human being who knows of no reason to avoid eye contact makes it automatically if
dealing with the caster in a social setting. Being a user of magic does not make people avoid
eye contact. It is impossible to make eye contact with an unwilling human without getting
at least two people to hold the victim down. It is effectively impossible to make eye contact
with an enemy in combat; they aren’t looking at your eyes. It typically takes a combat round
to establish eye contact with a calm animal, before the magus can start casting the spell.
(Touch and Eye are the same “level” of range.)

Voice: Anything to which the caster’s voice carries. Typically, firm words carry about 75’,
while a shout carries about 250’. Magical enhancement of the voice does not increase this
range, and a spell cast silently at this range can affect only the caster. The range is based on
the distance that the caster’s voice carries, not on whether the target can hear it. Deaf
targets, stones, targets in a noisy environment, and targets under the influence of spells
that stop sounds from reaching them can all be affected at the normal range. However, if the
caster is silenced or quieted by magic, the range is reduced. Such a spell must penetrate the
caster’s defenses. Magic items use the wielder’s voice; independent items need to be given a
voice to use this range. The range is established when the spell is cast and remains the
same even if the magus changes the loudness of their voice. Thus, a Voice range spell can
allow silent control, but only if the target is within the distance that the caster’s voice
carried when they cast the spell.

Sight: Anything that the caster can see. If the caster is standing on the highest point for
miles, this range can be immense. A blind caster can only affect themselves. A magic item
uses the wielder’s sight; independent items need to be able to see to use this range.

Arcane Connection: Anything that the caster has an Arcane Connection to. Distance is
immaterial unless the Storyteller chooses to impose some limit. Such limits are usually

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provided in the example spells. Note that while Arcane Connection is a range, it is different
from a physical item that is an Arcane Connection. This distinction is important, because
some spells require that the caster have an Arcane Connection, but the spell must be cast as
some range other than Arcane Connection.

Duration

Type Effect Cost


Momentary The spell lasts only monetarily and then dissipates. 1
Concentration The spell lasts as long as the caster concentrates and pays the mana 1
Diameter The spell lasts for two minutes (20 combat rounds) 2
Sun The spell lasts until the sun rises or sets. 3
Ring The spell lasts until the target of the spell leaves the ring. 2
Moon The spell lasts until both the new and full moon have set. 4
Year The spell lasts until the end of a year. 5

Momentary: The spell lasts but a moment and then dissipates. In many cases the effects of
the spell will endure long after the spell itself finishes. For example, a Control spell that
moves a rock from the bottom of the hill to the top might have Momentary duration, but the
rock stays at the top of the hill. Similar considerations apply to most Destroy spells; the
magic lasts but a moment, but the target stays destroyed. Ritual Creation spells with
Momentary duration create things that last as any other thing of that type. The magic is
gone in a moment and so cannot be dispelled. This also applies to ritual healing spells.

Concentration: The spell lasts if the caster concentrates. In the absence of distractions,
assume that a caster can concentrate for fifteen minutes per point of Action Point spent. If
there are distractions, see Spell Interruption, The spell lasts for the time that the sun takes
to move its diameter in the sky — almost exactly two minutes (twenty combat rounds).

Diameter: The spell lasts for the time that the sun takes to move its diameter in the sky —
almost exactly two minutes (twenty combat rounds).

Sun: The spell lasts until the sun next rises or sets.

Ring: The spell lasts until the target of the spell moves outside a ring drawn at the time of
casting, or until the ring is physically broken. A ring must actually be drawn while the spell
is being cast. The caster may use magic to do so, but that magic must not have a range
greater than Touch, and the caster must physically trace out the ring. The caster may not
move more quickly than their movement rate while doing this. The casting of a non-Ritual
spell may be extended out to allow the drawing of a large ring. However, the caster must
maintain concentration on the spell, and if someone breaks the ring at any point before it is
completed, the spell automatically botches. Really large rings are unlikely to be worth the

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risk. The ring may already exist, for example as a band laid into the ground. In this case, the
caster must trace the full circumference of the ring, moving no more quickly than their
movement rate.

Moon: The spell lasts until both the new and full moon have set.

Year: The spell lasts until sunrise on the fourth equinox or solstice after its casting. A spell
with this duration must be ritual.

Strength

Level Effect Cost


1 Light, 2 wounds, or 2 individuals 1
2 Setback, 4 wounds, or 4 individuals 2
3 Moderate, 6 wounds, or 6 individuals 3
4 Dangerous, 8 wounds, or 8 individuals 4
5 Serious, 10 wounds, or 10 individuals 5
6 Deadly, 12 wounds, or 12 individuals 6
Light: A light threat only causes a minor effect, one that is more of a hindrance than an
actual problem for the target. Saving throws against magic like this, have bonuses to resist

Setback: This level of Strength, incurs a challenging, but still not serious hindrance to the
target. The target will have to utilize a minor resource, in order to overcome it.

Moderate: This is the most common level Strength of a spell. It poses a hindrance to the
target that cannot be ignored, and must be dealt with very soon.

Dangerous: Spells at this level of Strength are definitely a hindrance to the target. They
cannot be ignored at all, and must be contended with immediately.

Serious: This level of Strength is significant threat to the target, and could be deadly.
Resistances break down at this level.

Deadly: The highest level of Strength, damage is potentially deadly, and the effects tend to
be permanent.

Target

Type Effect Cost


Individual The spell can affect a single thing, such as one person or one object. 1
Circle The spell affects everything with a ring made by the caster. 1

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Part The spell affects a part of a discrete thing, such as an arm. 2
Group The spell can affect a group of people or things. 2
Room The spell can affect everything inside a chamber. 2
Structure The spell affects everything inside a structure. 2
Boundary The spell affects everything in a well defined boundary. 3

Individual: The spell can affect a single discrete thing, such as one person or one object. A
huge boulder is a discrete object, a mountain is not (because it is joined to the ground).
Clothes on a person or moss on a boulder are part of the person or boulder for these
purposes.

Circle: The spell affects everything within a ring drawn by the caster at the time of casting,
and ends if the circle is broken, even if that is before the duration of the spell expires. The
spell also ends when its duration ends. See “Ring,” above, for restrictions on drawing the
circle. One circle may serve to underwrite both Ring duration and Circle target.

Part: The spell can affect a part of a discrete thing, such as a person’s arm or a section of the
ground. This target refers to spatial parts, parts that you could, at least in theory, cut off and
put in a bag. A person’s mind is not a part of them in this sense, nor is their sense of humor.
Their heart, however, is. Something is only a Part target while it is actually a part of
something else; things, like severed arms, that used to be part of something, or, like bricks,
which could become part of something, are Individual targets as long as they are not
currently part of something else. Part is harder than Individual because whole things are
metaphysically important. It is easier to affect a thing as a whole than to affect a part of it.

Group: The spell can affect a group of people or things. The components of the group must
be close together in space, and the group itself must be separated from any other things of
the same type. Three goblins huddled together or a ring of standing stones are a group: six
people out of a crowd are usually not. The things in the Group when the spell is cast are
affected for the entire duration, even if they split up. Things that join the Group during the
spell duration are not affected. It is possible to target a “Group” with a single member,
although an Individual target will always be lower cost.

Room: The spell affects everything within a chamber. This room can be very large (the nave
of a cathedral, for instance, or a natural cave), but it must be enclosed and have definite
boundaries. A courtyard would often count, a valley would not. A spell with target Room is
useless if there is no Room containing the targets; it cannot affect a “roughly room-sized
volume” in open space.

Structure: The spell affects everything within a single structure. The structure itself counts
as within the structure for these purposes, as the limit is the outer edge of any walls. The
structure can range in size from a hut to a castle keep, but it must be a single, linked edifice.
As a rule of thumb, if it is all covered by one roof, it is one structure, but the Storyteller

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discretion applies. As with Room, target Structure is no use if there is no pre-existing
structure bounding the target.

Boundary: The spell affects everything within a well-defined natural or man-made


boundary. This could be the wall of a city, the edge of a village, the shores of a lake, the edge
of a forest, or the bottom of a mountain. Since the ocean is not obviously bounded, it cannot
be affected in this way. As with Room and Structure, there must actually be a boundary for
this target to be useful. It cannot be used to simply affect a really big area. A spell with this
target must be a ritual.

Wizardry

Formulaic or, Wizardry, magic is the use of spells that have already
been developed and have been fully designed. The tedious and lengthy process has yielded
a polished version of the spell in question. The spell is free of error, will work as long as it is
cast correctly, and uses the least amount of Arcana Points possible. These take the form of
spells that can be found, are on scrolls and in books. Wizardry spells will always cost much
less than Sorcery spells and Witchcraft spells, usually. Firstly, because they are a perfected,
tried and true, and most efficient version of the spell. Secondly because they are not being
formed on the fly through force of will and without knowing all the details of how the spell
will function. Thirdly, it is possible that the original volume which held these spells,
belonged to a being from the Ether or the Nether and thus, their deeper understanding of
Magic and the Aether, results in very efficient spells. The following are a sample, but not a
complete list, of spells that are possible. Spells from other games may be included as well,
your Storyteller has the final say. For Arcana Point costs of other games spells, assume that
the level of the spell is the cost. So in D&D a 3rd level spell, would cost 3 Arcana Points, and
have 3 points toward a DDM. Unless otherwise noted in the spell’s effect, all wizardry spells
take one action to cast. The Difficulty Rating listed in the descriptions below, is the target
number that must to successfully cast the spell. A character’s Spellcraft and Arcane
Knowledge skills give bonuses to this roll. A Botched spell roll indicates a miscast and is up
to the Storyteller as to what happens.

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Animal Companion
Range: 30’
Casting Time: 1 action
Duration: Permanent
Target: Individual
Difficulty Rating: 3
Cost: 1
DDM: 2
Effect: This spell lets you convince an animal, natural or otherwise, that you mean it no
harm. You also charm and otherwise enchant the creature to become your companion. By
means of this spell you can communicate with the creature, and it will follow your
commands.

Arcane Alarm
Range: 30’
Casting Time: 1 round
Duration: 4 hours + ½ hour/Arcana point added
Target: up to 20’ cube
Difficulty Rating: 3
Cost: 1
DDM: 2
Effect: When an alarm spell is cast, the caster causes a selected area to react to the
presence of any creature larger than a normal rat. The area of effect can be a door, archway
etc, a section of floor, or even stairs. As soon as any creature enters the area or touches it,
the alarm triggers a pinging tone that is audible to the caster only. Or it can be designed to
make a loud ringing that can be heard clearly by anyone within a 60’ radius.

Arcane Armor
Range: Touch
Casting Time: 1 action
Duration: 8 hours
Target: Individual
Difficulty Rating: 3
Cost: 1
DDM: 2
Effect: By touching yourself or another willing recipient, you manifest a protective magical
force, that surrounds the individual and their gear. The target gains 5 points of Armor for
the duration of the spell.

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Arcane Shield
Range: Touch
Casting Time: 1 action
Duration: 8 hours
Target: Individual
Difficulty Rating: 3
Cost: 1
DDM: 2
Effect: By touching yourself or another willing recipient, you manifest a protective magical
force, that forms a hemispherical shield of pure magic, to appear before you. Your Armor
score is raised by 1.

Arcane Strike
Range: 120’
Casting Time: 1 action
Duration: Momentary
Target: Individual
Difficulty Rating: 3+
Cost: 1+
DDM: 2+
Effect: A bolt of pure Aether fires from your outstretched finger at a target. After an attack
the target takes 2 wounds. The bolt will not ignite combustible materials. It does strike with
force, and may break objects. For each additional Arcana Point used while casting this spell,
the caster gets an additional bolt. You may choose other targets for these bolts. Each
additional point raises the total DR, Cost, and DDM of the spell.

Bolt of the Arcane


Range: 180’ + 30’/Extra Arcana Point spent on range
Casting Time: 1 action
Duration: Momentary
Target: Individual or Group
Difficulty Rating: 3+
Cost: 2+
DDM: 3+
Effect: This spell creates up to 5 small bolts of magical energy that dart forth from the
caster’s fingertip and unerringly strike their target or targets designated. The targets must
be able to be seen by the caster. Each bolt strikes for 2 wounds when they hit the target.
These bolts automatically strike and ignore all defenses. For every 2 Arcana Points spent on
damage, the caster gains 1 additional bolt. Any added Arcana Points spent increase the
difficulty and the DDM chance as well.

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Chains of Darkness
Range: 90’
Casting Time: 1 round
Duration: Up to 10 rounds
Target: Group
Difficulty Rating: 6+
Cost: 4+
DDM: 5+
Effect: A swirling mass of tendrils of black smoke lash out and take hold of up to 3
creatures within range and within your line of sight. The targets must be adjacent to each
other, or within 5’ of each other. The targets may make a Strength test against the Caster’s
Sagacity to avoid the effects of this spell. If it fails, they are grappled, restrained, and
subdued. Totally bound in the tentacles for the duration of the spell. You MUST spend 1
additional Arcana Point per round this spell is active. Each round those bound by the spell,
may make a Strength test to be released from one of the three conditions. If they succeed 3
times, they break free. When they break free from a tentacle, it vanishes, and cannot
attempt to bind them again. The Spellcraft Skill can be used against the Strength tests.

Charm
Range: 30’
Casting Time: 1 action
Duration: 1 hour
Target: Individual
Difficulty Rating: 3
Cost: 1
DDM: 2
Effect: You charm an individual by making eye contact with a living creature you can see
within range. If its Intuition is higher than your Charisma it is unaffected by the spell. If its
lower it regards you not only with joyful friendship, but also will willingly follow your
commands. IF these commands would bring it harm, harm to those it is allied with, violate
it’s morals, or other negative effect, it breaks free from the charm.

Command
Range: 60’
Casting Time: 1 action
Duration: 1 round/each additional Arcana Point used in casting
Target: Individual
Difficulty Rating: 3+
Cost: 1+

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DDM: 2+
Effect: You lock eyes with a creature you can see within range and speak a single
command word. The creature is unaffected if it has a higher Courage than your Charisma. If
it is equal to or less, it will attempt to perform the specific command given. If it is
commanded to die, it is unaffected, and the spell is broken. If it is commanded to do
something it could normally not do, like fly, it will still attempt to do so, within its own
personal limits. This spell equals 1 round +1 round for every additional Arcana Point you
use while casting it. Each round you may choose another command. Any additional Arcana
Points spent add to the difficulty and DDM of the spell.

Discern Arcana
Range: Touch
Casting Time: 1 round
Duration: Momentary
Target: Individual
Difficulty Rating: 3
Cost: 1
DDM: 2
Effect: By use of this spell, you are able to discern the nature and use of any magic aura
you come in contact with. Items, spells, scrolls, potions etc, yield their secrets to you. This
includes what they do, their function, and what kind of magic they are made of. (This
knowledge can be recalled again later if a similar aura is encountered again, resulting in an
automatic identification of the aura. This knowledge can be used with Craft Magic Item, to
duplicate the magical effect if crafting items.)

Dispel
Range: 120’
Casting Time: 1 action
Duration: Momentary
Target: Individual
Difficulty Rating: 5
Cost: 3
DDM: 4
Effect: By use of this spell, you interrupt a spell currently being cast, or dispel the magic
already active on a person, place or thing. An Arcana Test where your result is higher than
the caster of the magical effect, indicates you have succeeded in disrupting or dispelling the
magic. If you fail, the magic was too strong, and your spell fails. The Arcana used is always
the individual who cast the spell or created the magic that is to be dispelled.

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Fear
Range: 30’ Cone
Casting Time: 1 action
Duration: Up to 10 rounds
Target: Group
Difficulty Rating: 5
Cost: 3
DDM: 4
Effect: You instill fear in the hearts of any living individual that is in the spell’s area of
affect. Each creature must take an Opposed Courage Test against your Charisma. If they fail,
they flee in terror for the duration of the spell. They will flee in the most direct opposite
direction of the caster.

Healing
Range: 60’
Casting Time: 1 action
Duration: Momentary
Target: Individual
Challenge Rating: 6
Cost: 6
DDM: 7
Effect: A single creature you can see in the range of the spell, is healed of 3 Wound Levels.
This spell also ends blindness, deafness, poison and disease.

Inferno
Range: 150’
Casting Time: 1 action
Duration: Momentary
Target: Group
Difficulty Rating: 6
Cost: 3+
DDM: 4+
Effect: When you cast this spell, you point at an area and a 20’ radius sphere is filled with
raging flames. Each creature in the area of affect takes 6 wounds + 2 for each additional
Arcana Point you add to its cost while casting it. Those affected by the flames, AND on the
edge of the area of affect, may attempt to Dodge. If they succeed, they take only half of the
wounds. Their Dodge must exceed your spell attack.

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Invisibility
Range: Touch
Casting Time: 1 action
Duration: 1 hour or if dispelled
Target: Individual
Difficulty Rating: 5
Cost: 3
DDM: 4
Effect: Any creature touched, including the caster, becomes invisible until the spell ends.
Anything the target is wearing or carrying is invisible as long as it remains on the target’s
person. The spell ends after 1 hour, if it is dismissed, or after the creature makes an action
requiring an Action Point.

Madness
Range: Touch
Casting Time: 1 action
Duration: 24 hours
Target: Individual
Difficulty Rating: 8
Cost: 8
DDM: 9
Effect: By use of this spell, the creature you successfully touch, is struck with a level of
madness. If the creature did not have a level of madness previously, they gain the first level.
IF they did suffer from madness, this spell increases it a level for the duration of the spell.
The target of the spell can attempt a Psyche Test to avoid the effects of this spell.

Reanimation
Range: 10’
Casting Time: 1 round
Duration: Instantaneous
Target: Individual
Difficulty Rating: 9
Cost: 6
DDM: 15
Effect: This spell raises a dead creature to undead life. This creature must be a skeleton or
corpse of Human size or smaller. The creature becomes either a skeleton or a zombie of
whatever it was in life. It has no memories, abilities, or skills of its former life. As a free
action you may mentally command the creature as long as it remains within 60’ of you.
After 24 hours, the creature will no longer be under your control. To regain control, you

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MUST cast this spell on it again. Otherwise the undead creature is free of control and
proceeds accordingly to its kind.

Shapechange
Range: Touch
Casting Time: 1 action
Duration: Up to 1 hour, or permanent
Target: Individual
Difficulty Rating: 9+
Cost: 9+
DDM: 10+
Effect: You or a creature you touch assume the form of a different creature for the
duration of the spell. The new form can be of any creature the caster has seen before. The
new form is only physical and powers, abilities, special attacks etc. are not gained. All items
and equipment worn or carried by the recipient of this spell are transformed and are a part
of the new form. The spell lasts until the end of an hour, or if dispelled. The spell duration
MUST be maintained by spending 1 additional Arcana Point per round. However, if 10
Arcana Points are added at the time of the casting (19 total), the spell remains permanent
until altered, dispelled or the recipient dies. An unwilling recipient of this spell may make a
Constitution test to resist the affect, if they succeeded the spell fails. If they fail, they assume
the new form.

Summon Animal
Range: 25ft + 5ft/Arcana Point
Casting Time: 1 action
Duration: 1 round/Arcana point
Target: Individual
Challenge Rating: 3+
Cost: 1+
DDM: 2+
Effect: This spell summons an animal from the surrounding area, which instantly appears
in the location designated by the caster, in the spell’s range. You can communicate with the
creature, you can give it simple commands, and they will be followed. The creature vanishes
after the duration ends, it’s dispelled, or dies. Each round you MUST pay 1 Arcana Point to
keep the spell active.

Summon Elemental
Range: 90’
Casting Time: 1 round
Duration: Up to 1 hour
Target: Individual

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Difficulty Rating: 8+
Cost: 5+
DDM: 6+
Effect: Using the Aether you conjure a creature of pure elemental form. (Fire, Water, Air or
Earth) The creature instantly appears in a location of your choosing, within range. You must
make an Opposed Charisma test with the creature. If you have the highest result the
creature is under your command for the duration of the spell. If the creature has the highest
result, it attacks you immediately. If commanded it obeys any verbal commands you issue to
it, at no action cost. It will always defend itself from hostile attack. It will serve you for the
duration of the spell, which lasts for up to 1 hour. You MUST spend an additional Arcana
Point per round the creature remains under your command. If you do not or the spell
reaches its end, the elemental vanishes.

Summon Monster
Range: 25ft + 5ft/Arcana Point
Casting Time: 1 round
Duration: 1 round/Arcana point
Target: Individual
Difficulty Rating: 4+
Cost: 2+
DDM: 6+
Effect: This spell summons a humanoid creature from the surrounding area, which
instantly appears in the location designated by the caster, in the spell’s range. The creature
summoned is always random, and up to the Storyteller to decide. You can communicate
with the creature, you can give it simple commands, and they will be followed. The creature
vanishes after the duration ends, it’s dispelled, or dies. Each round you MUST pay 1 Arcana
Point to keep the spell active.

Summon Undead
Range: 25ft + 5ft/Arcana Point
Casting Time: 1 round
Duration: 1 round/Arcana Point
Target: Individual
Difficulty Rating: 5+
Cost: 3+
DDM: 4+
Effect: This spell summons an undead creature, like a zombie or skeleton from the
surrounding area, which instantly appears in the location designated by the caster, in the
spell’s range. You can communicate with the creature, you can give it simple commands,
and they will be followed. The creature vanishes after the duration ends, it’s dispelled, or
dies. Each round you MUST pay 1 Arcana Point to keep the spell active.

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Teleport
Range: 10’
Casting Time: 1 action
Duration: Momentary
Target: Group
Difficulty Rating: 9
Cost: 7
DDM: 25
Effect: This spell instantly transports you and up to 8 creatures of your choice that you can
see within range, or a single object you can see in range, to a destination you select. The
destination you choose must be known well to you or serious complications may occur.
Even then, the spell can go awry. Each person transported gains the DDM for possible
results.

Familiarity Mishap Similar Area Off Target On Target


Permanent Circle - - - 100%
Associated Object - - - 100%
Very Familiar 5% 10% 10% 75%
Seen Casually 30% 10% 10% 50%
Viewed Once 40% 10% 20% 30%
Description 40% 10% 20% 30%
False Destination 50% 50% - -
Permanent Circle: This is a permanent teleportation circle whose sigil sequence you know
and have created prior to casting this spell. The material costs to make this circle are the
same as a common item in the Item Crafting section of the Arms & Equipment section.
Associated Object: Is an object you possess taken from the desired location within the last
6 months.
Very Familiar: A place you have been very often, a place you have carefully studied, or a
place you can see when you cast the spell.
Seen Casually: A place you have seen more than once, but with which you aren’t familiar.
Viewed Once: A place you have only seen once.
Description: A place whose location and appearance you know through someone else’s
description or even from a map.
False Destination: A place that doesn’t exist. Or a teleport you made without a destination
chosen.
On Target: You and your group appear exactly where you want them to.
Off Target: You and your group appear a random distance away. You appear 10 times your
Maximum Arcana Rank in feet away from where you intended. If you or any in your group
would appear inside a solid object or space, it results in a Constitution Save. A successful

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result in a random limb trapped in the solid structure. That individual takes 5 Wounds and
loses the limb. If it fails, the individual dies inside the solid space or object.
Similar Area: You and your group wind up in a different location. Use the same distance off
as Off Target, only instead of feet it is miles. The same results of appearing inside a solid
space applies.
Mishap: Everyone is transported as in Similar Area, but in different, separate locations. The
same results of appearing inside a solid space applies. Everyone takes 5 wounds from the
failed spell. In addition, everyone must roll on the DDM chart.
Unwilling persons in the group are entitled to a Combined Resistance test of their Vigor
against your Arcana. They are only transported if they fail.

Thunderbolt
Range: 100’ line
Casting Time: 1 action
Duration: Momentary
Target: Group
Difficulty Rating: 5+
Cost: 3+
DDM: 4+
Effect: A thunderbolt forming a line 100’ long by 5 wide blasts out from your outstretched
finger. Any creature in this area of affect takes 5 Wounds. If they are successful on their
Dodge, they take half the amount. The caster may add additional Arcana Points while
casting this spell. For each additional point spent, the wounds increases by 2.

Turn to Stone
Range: 60’
Casting Time: 1 action
Duration: Permanent
Target: Individual
Difficulty Rating: 8
Cost: 6
DDM: 15
Effect: By use of this spell, you attempt to turn one creature you can see in range to stone.
All of its body, and anything it wears or carries turns to stone with it. The creature gets to
make Vigor test, if it fails, it is turned to stone and remains forever in this form, as a statue.
The creature no longer breathes, requires food or water, and no longer ages. It is immune to
poison and disease, and its weight increases by times 10. It only takes half the wounds from
attacks. If pieces are broken off, they remain missing if the spell is ever removed, or
dispelled.

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Winter Storm
Range: 30’ + 30’ per Additional Arcana Points spent on range
Casting Time: 4 actions
Duration: Momentary
Target: Circle
Difficulty Rating: 6+
Cost: 5+
DDM: 10+
Effect: This spell causes large hail stones to pound down on the designated 40’ diameter
circle drawn by the caster, while driving sleet falls in the same area. Any creatures within
the area receive 5 wounds. The ground is also considered difficult terrain and all creatures
within the area must make an Agility save at DR equal to the Arcana points used on this
spell or fall prone. This spell will extinguish fires up to a campfire in size as well. Difficulty
and DDM chance increase with the number of points spent on the range of this spell.

Wizard Eye
Range: 30’
Casting Time: 1 action
Duration: Up to 1 Hour
Target: Personal
Difficulty Rating: 4+
Cost: 4+
DDM: 5+
Effect: This spell creates an invisible, magical eye within range that hovers in the air, for
the duration of the spell. You mentally receive anything the eye sees. The eye has
Infravision, and can see through invisibility, and illusions. They eye may not pass-through
solid objects. You may make the eye levitate at 30’/round. No limit on the distance the eye
can travel. You MUST spend 1 Arcana/round to maintain this spell.

Wizard Lock
Range: Touch
Casting Time: 1 action
Duration: Until Dispelled
Target: Individual
Difficulty Rating: 3
Cost: 2
DDM: 3
Effect: By touching a closed door, window, gate, chest, or other opening that can be closed,
you cause it to be magically sealed for the duration. You and any others you designate may
open and close the door and pass through it.

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Wizard Wall
Range: 120’
Casting Time: 1 action
Duration: Up to 10 rounds
Target: Part
Difficulty Rating: 6+
Cost: 4+
DDM: 5+
Effect: You create a wall of fire, ice, force, stone, or iron on a solid surface within range.
You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up
to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the
duration. When the wall appears, each creature within its area takes 8 fire or ice wounds, or
half as much on a successful Dodge. One side of the wall, selected by you when you cast this
spell, deals 8 fire or ice wounds to each creature that ends its turn within 10 feet of that
side or inside the wall. A creature takes the same damage when it enters the wall for the
first time on a turn or ends its turn there. The other side of the wall deals no damage. Walls
of force, stone or iron deal no damage, but present a barrier that prevents them from
moving through.

Witchcraft
Ritual or Witchcraft spells are like Wizardry spells, but they take longer to cast, and involve
both elaborate rituals and the expenditure of raw materials. It takes 10 times as much time
to cast a Witchcraft spell, and the caster must expend the Arcana Points on the magnitude
of the spell. Most Witchcraft spells are large and involve lots of steps to the process. If more
than one caster is involved in the Witchcraft, the overall point cost can be shared by the
participants. However, the Witchcraft must be known or in the spellbooks of each of the
casters, and they must each suffer their own DDMs etc. Witchcraft spells always cost the
most Arcana Points to cast, but yield terrible and potent power.

Animal Companion
Range: 10’
Casting Time: 1 Hour
Duration: Permanent
Target: Individual
Difficulty Rating: 4
Cost: 2
DDM: 3
Effect: This spell lets you convince an animal, natural or otherwise, that you mean it no
harm. You also charm and otherwise enchant the creature to become your companion. By
means of this spell you can communicate with the creature, and it will follow your
commands. You may communicate with this animal via telepathy. You see what it sees and

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hear what it hears. You also gain a boost to your health, equal to that of the animal you have
enchanted. This bonded creature may deliver “Touch” range spells and effects on your
behalf. They also speak the common tongue and can be used to communicate on your
behalf.

The Chirurgeon’s Healing Touch


Range: Touch
Casting Time: 1 hour
Duration: Momentary
Target: Individual
Difficulty Rating: 16
Cost: 16
DDM: 17
Effect: This spell heals a single individual of all Wounds and status effects.

Curse of the Ravenous Storm


Range: Touch
Casting Time: 5 hours
Duration: Moon
Target: Group
Difficulty Rating: 13
Cost: 13
DDM: 14
Effect: Calls a swarm of locusts or other destructive insects upon an area, which destroys
wild plant life and fields. When the spell’s duration ends, all the insects disappear, leaving
nothing but the damage. The Control requisite ensures that the insects only devastate the
area desired by the caster.

Curse of the Unportended Plague


Range: Sight
Casting Time: 3 hours
Duration: Momentary
Target: Boundary
Difficulty Rating: 27
Cost: 27
DDM: 28
Effect: Starts a plague in a city or other Boundary. Everyone within the boundary is
afflicted with the disease when the ritual is complete and suffers as described by the
Storyteller. The conditions causing the disease last but a moment, so people entering the

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area after the spell is cast are safe. Using, or even transcribing, this spell is rigorously
discouraged by most of the Arcane authorities.

Fog of Confusion
Range: Touch
Casting Time: 6 hours
Duration: Year
Target: Boundary
Difficulty Rating: 13
Cost: 13
DDM: 14
Effect: Turns a bank of fog up to six miles across into a silvery mist too thick to see
through. Random screams, thumps, hisses, and other noises harass and confuse anyone
within the fog, perhaps even leading them into danger. People have extreme difficulty
navigating through the fog, especially through unknown territory. No more than seven
people, who must be present at the ritual, can see normally through the fog. The fog does
not dissipate until the spell expires.

Gentle Touch of the Purified Body


Range: Touch
Casting Time: 1 hour
Duration: Momentary
Target: Individual
Difficulty Rating: 16
Cost: 16
DDM: 17
Effect: This spell causes a single individual to be cured of all curses and madness.

Rain of Oil
Range: Sight
Casting Time: 5 hours
Duration: Sun
Target: Individual
Difficulty Rating: 14
Cost: 14
DDM: 15
Effect: Turns rain into droplets of oil. The rain of oil continues as long as the storm does,
drenching the landscape with flammable liquid. The oil will evaporate at a natural rate after
the rain ceases. A Create Image spell can ignite the storm so that the oil burns as it falls, but

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this requires a Group target large enough to catch all the raindrops. Lighting the oil after it
has landed is much easier.

Restoration of the Defiled Body


Range: Touch
Casting Time: 1 hour
Duration: Momentary
Target: Individual
Difficulty Rating: 26
Cost: 26
DDM: 27
Effect: This restores a body to full life and health, that has been killed due to injuries,
diseases, poisons, premature aging, necrotic effects or any other form of defilement to a
person’s body that caused their death.

The Shadow of Life Renewed


Range: Touch
Casting Time: 1 hour
Duration: Momentary
Target: Individual
Difficulty Rating: 71
Cost: 71
DDM: 75
Effect: This spell creates a powerful, undead creature. Instilling in a malice for a list of 5
names. This creature will hunt them till they are slain. The creature DOES NOT end at the
fulfillment of its murderous spree. It then is free to pursue whatever course it chooses.
Typically revenge against those that made it.

Shapechange
Range: Touch
Casting Time: 2 Hours
Duration: Permanent
Target: Individual
Difficulty Rating: 20
Cost: 20
DDM: 30
Effect: You or a creature you touch assume the form of a different creature. The new form
can be of any creature the caster has seen before. The new form is only physical and
powers, abilities, special attacks etc. are not gained. All items and equipment worn or

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carried by the recipient of this spell are transformed and are a part of the new form. The
spell lasts until dispelled.

Classification of Magic
Though all magic is used through the three mediums, Sorcery, Wizardry, and
Witchcraft, the effects of magic are themselves also placed in 13 classifications. As magic is
studied and the art of Thaumaturgy is growing in understanding, practitioners have begun
to sort magical effects, types of casting, and focuses of spells into various classifications.
These classifications are listed below and have a basic information on what they are and
how they work.

Abjuration
Spells from this classification form a group of specialized protective spells. Each is used to
prevent or banish some magical or non-magical effect or creature. They are often used to
provide some other particularly dangerous spell. However, they also include spells that
form a pact or bond or break a pact or bond.

Alteration
Spells from this classification cause a change in the properties of some already existing
thing, creature or condition. This is accomplished by magical energy channeled through the
caster and focused on a target or group of targets.

Chronomancy
This classification of magic spells directly deals with the magical manipulation of time.
Either directly or indirectly around a specified target area or individual.

Conjuration
Spells of this classification focus on bringing something to the caster from elsewhere.
Conjuration normally produces matter or items from some other place. It can also enable
the caster to compel living creatures and powers to appear in their presence or to channel
extra-planar energies through themselves.

Divination
Discernment of hidden knowledge, and enabling the caster to learn secrets long forgotten,
predict the future and to uncover things hidden or cloaked by spells. This classification also
includes the detection of auras, and magical energies. Divination is done through a specific
type of medium these include the following;
• Cards: The player may use a standard deck of playing cards. Shuffle the cards
thoroughly and leave in the jokers. Then the character may either do a fast reading
or a standard reading. For a fast reading reveal the top card. If it is a black card it
reveals a bad or negative future Aspect. If it is a red card it reveals a good or

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beneficial future Aspect. A standard reading is done the same way by drawing 5
cards and placing them in a cross. This reveals the same via the majority of card
color types as a fast reading. The Storyteller can then gauge the severity by the suits
and the face of the card. (See Storyteller’s Guide for more information.)
• Bones, Tiles, Dice: Using actual tiles made or 6 sided dice. The numerical values are
determined by the Storyteller (See Storyteller’s Guide for more information. The
results are revealed as Aspects to be used in the future.
• Crystal Ball: The character has a crystal ball they use for scrying and divination. The
Storyteller reveals at their discretion, what is seen.
• Tea Leaves: The character uses tea leaves to divine the future. The Storyteller sets
the Aspect they reveal.
• Entrails: By looking through the entrails of a dead animal, they can attempt to tell
the future. The Storyteller sets the Aspect that is revealed.
• Reading the Stars: By spending time observing the night sky the character can
attempt to divine the future. The Storyteller sets the Aspect that is revealed.
The player who would like to have their character focus on Divination may do so, by using
some of the following rules.
• Portent: Using a Divination medium, the character can determine and foresee the
outcomes of future scenes and scenarios. Spend 1 Arcana Point to trigger the
portent, using the medium of choice. The character’s Intuition is used, as well as
any Investigation or Perception skills. These numbers are compared to a DR set by
the Storyteller. If the Portent score is higher than the DR the Storyteller divulges a
single sentence response to the criteria the character has set. This sentence is used
as an Aspect that can be compelled or invoked in the future of the game.
• Scrying: Using a reflective surface, like a bowl of water, mirror or crystal ball, the
character attempts to “See” an area and determine an Aspect from that location.
• Clairvoyance: This allows a character to “know” the location of a person, place or
thing. They may also determine an Aspect of a future person, place or thing.
• Augury: By using a single question with a yes or no answer, they player may in fact
use a “Magic 8 Ball” for this or simply rely on the Storyteller to describe what Aspect
they reveal. The character is able to Determine one of the following, at Storyteller’s
discretion. Or consult the Storyteller Guide for more meanings and answers.
1. Weal: A positive Aspect is gained.
2. Woe: A negative Aspect is gained.
3. Weal & Woe: A positive and a negative Aspect are gained.
4. The Powers are not Aligned: No Aspect is gained.

Enchantment
Magic of this type cause a change in the quality of an item or the attitude of a person or
creature. Enchantments can bestow magical properties on ordinary items, and unduly
influence the behavior of beings.

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Evocation
Evocation spells channel magical energy to create specific effects and materials. The enable
the caster to directly shape the energy of the spell.

Hemomancy
Also known as blood magic, this form of magic spells are 1 of 2 forms of “forbidden” magic.
Practitioners of this form of magic will likely be hunted down if exposed, or at the least,
driven out of the area. Hemomancy utilizes a practice by which, magic is cast through the
blood of the living. By the shedding of blood, it uses wounds instead of Arcana Points to cast
spells. This would be bad enough on it’s own, but the practice does not need to be the
caster’s blood to work. Each wound level yields 5 points worth of power.

Illusion
A number of spells and other magical effects create illusions or make one thing appear as
another. Some illusions are more powerful than others, with stronger illusions fooling more
senses over a wider area. No illusion can mimic the sense of tactile sensation however, and
interacting with an illusion may reveal the ruse, for example by passing a hand or object
through it. At any time, a character may attempt to disbelieve a suspected illusion, which
may require an Intuition check at the Storyteller’s discretion. If successful, the character
pierces the illusion and observes it only as a transparent overlay covering the real creature,
object or terrain. Illusions cannot directly cause damage or physically affect a target in any
way, and some creatures may be immune to or automatically pierce certain kinds of
illusions. For example, a bat using echolocation will not be fooled by an illusion covering a
cave entrance, and some undead automatically detect living creatures. Mindless creatures
are unaffected by illusions.

Invocation
Invocation spells channel magical energy to create specific effects and materials. These
normally rely on the intervention of some higher agency to whom the spell is addressed.

Magic Items
Either crafted or found, these items contain a magical effect that is released by the user, by
tapping into their own Arcana Points to trigger the magic in the item. Most activation costs
for magic items are but 1 point, however, some require more. See the description of the
Magic Item that you are using, for information on the number of points needed for
activation.

Arcana Abilities
Abilities can bestow the ability to use magic based, and magical abilities that are very spell
like in nature. This is still Thaumaturgy in a technical sense, as it is channeling magic and
shaping it into a desired effect.

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Necromancy
This classification of magic is centered around the manipulation of the dead. It deals with
dead things or the restoration of life, limbs, or vitality of living creatures. This is 1 of 2
forms of magic that are considered to be “forbidden”. Practitioners of this magic are often
driven out of the area in which they reside, if not outright prosecuted, imprisoned, or even
put to death if captured.

Familiars
Certain spells, and abilities can yield a connection with a creature, and turn it into a
familiar. Familiars (sometimes referred to as familiar spirits) are supernatural entities that
assist wizards, sorcerers, witches and other cunning folk in their practice of magic. They
can manifest as numerous forms, usually as an animal, but sometimes as a human or
humanoid figure. When they serve others, they are in the service of the one who conjured
them, and therefore have the same moral alignment, goals, ambitions, and desires as their
master. Superstitious people often categorized them as demons, while more commonly they
are thought of and described as fairies. The main purpose of familiars was to serve those
who summon them, providing protection for them as they came into their new powers.
As has been described before familiars are bonded to the character, and they both share
what the other sees, hears and thinks. They also can communicate to each other in the
language of magic. If the enchantment on this animal is broken, they revert to their natural
self. They are also lost if this ability is used while you already have a Familiar, or if they are
slain. They also infer one aspect of their nature to the caster. Owls can give Ultravision,
Hawks can give long distant sight, Rats can give immunity to disease, Toads can give
swimming or even a leap ability. Consult your Storyteller on what your familiar may gift
your character. However, take note that if your familiar is slain while in your service, you
take 5 wounds worth of damage equal to that which killed the familiar. Familiars also
bestow anything they know, to their masters. Essentially allowing them to be their master’s
“eyes and ears”.

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Aspects
Defining Aspects
An aspect is a phrase that describes something unique or noteworthy about whatever it’s
attached to. They’re the primary way you spend and gain Luck points, and they influence
the story by providing an opportunity for a character to get a bonus, complicating a
character’s life, or adding to another character’s test or passive opposition.

Defining Luck Points


Storytellers and players, you both have a pool of points called Luck points you can use to
influence the game. Players, you start with a certain number of points every story.
Storytellers you get a budget of Luck points to spend in every scene. When your aspects
come into play, you will usually spend or gain a Luck point.

Types of Aspects
Every game of name has a few different kinds of aspects: game aspects, character aspects,
situation aspects, consequences, and boosts. They mainly differ from one another in terms
of what they’re attached to and how long they last.

Game Aspects
Game aspects are permanent fixtures of the game, hence the name. While they might
change over time, they’re never going to go away. If you’ve already gone through game
creation, you’ve already defined these—the current or impending issues that you came up
with. They describe problems or threats that exist in the world, which are going to be the
basis for your game’s story. Everyone can invoke, compel, or create an advantage on a game
aspect at any time; they’re always there and available for anyone’s use.

Character Aspects
Character aspects are just as permanent, but smaller in scope, attached to an individual PC
or NPC. They describe a near-infinite number of things that set the character apart, such as:
• Significant personality traits or beliefs (Sucker for a Pretty Face, Never Leave a Man
Behind, The Only Good Orc Is a Dead Orc).
• The character’s background or profession (Educated at the Academy of Blades,
Burgomaster of Avenfell, Street Thief).
• An important possession or noticeable feature (My Father’s Bloodstained Sword,
Dressed to the Nines, Sharp Eyed Veteran).
• Relationships to people and organizations (In League with the Twisting Hand, The
King’s Favor, Proud Member of the Company of Lords).
• Problems, goals, or issues the character is dealing with (A Price on My Head, The
King Must Die, Fear of Heights).

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• Titles, reputations, or obligations the character may have (SelfImportant Merchant
Guildmaster, Silver-Tongued Scoundrel, Honor-Bound to Avenge My Brother).
You can invoke or call for a compel on any of your character aspects whenever they’re
relevant. Storytellers, you can always propose compels to any PC. Players, you can suggest
compels for other people’s characters, but the Storyteller is always going to get the final say
on whether or not it’s a valid suggestion.

Situation Aspects
A situation aspect is temporary, intended to last only for a single scene or until it no longer
makes sense (but no longer than a session, at most). Situation aspects can be attached to
the environment the scene takes place in—which affects everybody in the scene—but you
can also attach them to specific characters by targeting them when you create an advantage.
Situation aspects describe significant features of the circumstances the characters are
dealing with in a scene. That includes:
• Physical features of the environment (Dense Underbrush, Obscuring Snowdrifts,
Thick Fog).
• Positioning or placement (Lookout Tower, In the Trees, Backyard).
• Immediate obstacles (Burning Barn, Tricky Lock, Yawning Chasm).
• Contextual details that are likely to come into play (Disgruntled Townsfolk, Town
Guards, Loud Commotion).
• Sudden changes in a character’s status (Sand in the Eyes, Disarmed, Cornered,
Covered in Slime). Storytellers, you’re the final arbiter on what claims on an aspect
are valid. Sometimes situation aspects become obstacles that characters need to
overcome. Other times they give you justification to provide active opposition
against someone else’s action.

Consequences
A consequence is more permanent than a situation aspect, but not quite as permanent as a
character aspect. They’re a special kind of aspect you take in order to avoid getting taken
out in a conflict, and they describe lasting injuries or problems that you take away from a
conflict (Dislocated Shoulder, Bloody Nose, Social Pariah). Consequences stick around for a
variable length of time, from a few scenes to a scenario or two, depending on how severe
they are. Because of their negative phrasing, you’re likely to get compelled a lot when you
have them, and anyone who can justifiably benefit from the consequence can invoke it or
create an advantage on it.

Boosts
Boosts are a super-transient kind of aspect. You get a boost when you’re trying to create an
advantage but don’t succeed well enough, or as an added benefit to succeeding especially
well at an action. You get to invoke them for free, but as soon as you do, the aspect goes
away. If you want, you can also allow another character to invoke your boost, if it’s relevant
and could help them out.

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What Aspects Do
In name, aspects do two major things:
1. They tell you what’s important about the game
2. Help you decide when to use the mechanics
Importance: Your collection of game and character aspects tell you what you need to focus
on during your game. Think of them as a message from yourself to yourself, a set of flags
waving you towards the path with the most fun. Storytellers, when you make adventures for
name, you’re going to use those aspects, and the connections between aspects, to generate
the problems your PCs are going to solve. Players, your aspects are the reason why your PC
stands out from every other character who might have similar skills—lots of name
characters might have a high combat skill, but only your character is a Disciple of the Ivory
Shroud, for example. When his path as a disciple comes into play, or the Ivory Shroud takes
action, it gives the game a personal touch that it wouldn’t have had otherwise. The game
aspects do something similar on a larger scale—they tell us why we care about playing this
particular game in the first place, what makes it concrete and compelling to us. We can all
say, “Oh, we like dungeon crawl games,” but until we drill down to the specifics of a world
where people will enter foreboding dungeons, and where such places are common, we
don’t really have anything to attach our interest to. Situation aspects make the moment-to-
moment interactions of play interesting by adding color and depth to what might otherwise
be a boring scene. A fight in a tavern is generic by nature— it could be any tavern,
anywhere. But when you add the aspect Huge Bronze Devil Statue to the scene, and people
bring it into play, it becomes “that fight we were in at the Bronze Devil, when I smashed that
guy’s head into the statue.” The unique details add interest and investment.
Deciding When to Use Mechanics: Because aspects tell us what’s important, they also tell
us when it’s most appropriate to use the mechanics to deal with a situation, rather than just
letting people decide what happens just by describing what they do. Storytellers, this comes
up for you most often when you’re trying to figure out whether to require a player to
perform a test or spend a point. If a player says, “I climb this ladder and grab the idol,” and
there’s nothing special about the ladder or the idol, then there’s no real reason to require
an action to grab it. But if the situation aspects tell you that the ladder is a Rotting Rope
Ladder and the idol is Protected by the Wrath of the Gods, then you suddenly have an
element of pressure and risk that makes it worth going to the points for. Players, this comes
up for you most often when invoking your aspects and considering compels. Your aspects
highlight what makes your character an individual, and you want to play that up, right? So
when the opportunity comes up to make your character more awesome by invoking, go for
it! When you see an opportunity to influence the story by suggesting a compel for your
character, do it! The game will be much richer for it as a whole.

Making a Good Aspect


Because aspects are so important to the game, it’s important to make the best aspects you
can. So, how do you know what a good aspect is? The best aspects are double-edged, say
more than one thing, and keep the phrasing simple.
Double-Edged: Players, good aspects offer a clear benefit to your character while also
providing opportunities to complicate their lives or be used to their detriment. An aspect
with a double-edge is going to come up in play more often than a mostly positive or

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negative one. You can use them frequently to be awesome, and you’ll be able to accept more
compels and gain more Luck points. Try this as a litmus test—list two ways you might
invoke the aspect, and two ways someone else could invoke it or you could get a compel
from it. If the examples come easily to mind, great! If not, add more context to make that
aspect work or put that idea to the side and come up with a new aspect.
Say More Than One Thing: Earlier, we noted several things that a character aspect might
describe: personality traits, backgrounds, relationships, problems, possessions, and so
forth. The best aspects overlap across a few of those categories, because that means you
have more ways to bring them into play. Storytellers, for your situation aspects, you don’t
have to worry about this as much, because they’re only intended to stick around for a scene.
It’s much more important for game and character aspects to suggest multiple contexts for
use.
Clear Phrasing: Because aspects are phrases, they come with all the ambiguities of
language. If no one knows what your aspect means, it won’t get used enough. That isn’t to
say you have to avoid poetic or fanciful expression. Just a Simple Farmboy isn’t quite as
fetching as Child of Pastoral Bliss. If that’s the tone your game is going for, feel free to
indulge your linguistic desires. However, don’t do this at the expense of clarity. Avoid
metaphors and implications, when you can get away with just saying what you mean. That
way, other people don’t have to stop and ask you during play if a certain aspect would apply,
or get bogged down in discussions about what it means. If you’re wondering if your aspect
is unclear, ask the people at the table what they think it means.

Invoking Aspects
The primary way you’re going to use aspects in a game of name is to invoke them. If you’re
in a situation where an aspect is beneficial to your character somehow, you can invoke it. In
order to invoke an aspect, explain why the aspect is relevant, spend a Luck point, and you
can choose one of these benefits:
• Take a +2 on your action.
• Force a Retest
• Pass a +2 benefit to another character, if it’s reasonable that the aspect you’re
invoking would be able to help.
• Add +2 to any source of passive opposition, if it’s reasonable that the aspect you’re
invoking could contribute to making things more difficult. You can also use this to
create passive opposition at +2 if there wasn’t going to be any.
It doesn’t matter when you invoke the aspect, but usually it’s best to wait until after you’ve
taken a test to see if you’re going to need the benefit. You can invoke multiple aspects on a
single test, but you cannot invoke the same aspect multiple times on a single test. So if your
Retest doesn’t help you enough, you’ll have to pick another aspect (and spend another Luck
point) for a second test or that +2. The group has to buy into the relevance of a particular
aspect when you invoke it; Storytellers, you’re the final arbiter on this one. The use of an
aspect should make sense, or you should be able to creatively narrate your way into
ensuring it makes sense. Precisely how you do this is up to you. Sometimes, it makes so
much sense to use a particular aspect that you can just hold up the Luck point and name it.
Or you might need to embellish your character’s action a little more so that everyone
understands where you’re coming from. (That’s why we recommend making sure that

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you’re on the same page with the group as to what each of your aspects means—it makes it
easier to justify bringing it into play.)
If the aspect you invoke is on someone else’s character sheet, including situation aspects
attached to them, you give them the Luck point you spent. They don’t actually get to use it
until after the end of the scene, though.

Free Invocations
You don’t always have to pay a Luck point to invoke an aspect—sometimes it’s free. When
you succeed at creating an advantage, you “stick” a free invocation onto an aspect. If you
succeed with style, you get two invocations. Some of the other actions also give you free
boosts. You also get to stick a free invocation on any consequences you inflict in a conflict.
Free invocations work like normal ones except in two ways:
1. no Luck points are exchanged
2. you can stack them with a normal invocation for a better bonus.
So you can use a free invocation and pay a Luck point on the same aspect to get a +4 bonus
instead of a +2, two tests instead of one, or you can add +4 to another character’s test or
increase passive opposition by +4. Or you could split the benefits, getting a retest and a +2
bonus. You can also stack multiple free invocations together. After you’ve used your free
invocation, if the aspect in question is still around, you can keep invoking it by spending
Luck points. If you want, you can pass your free invocation to another character. That allows
you to get some teamwork going between you and a buddy. This is really useful in a conflict
if you want to set someone up for a big blow—have everyone create an advantage and pass
their free invocations onto one person, then that person stacks all of them up at once for a
huge bonus.

Compelling Aspects
The other way you use aspects in the game is called a compel. If you’re in a situation where
having or being around a certain aspect means your character’s life is more dramatic or
complicated, someone can compel the aspect. That aspect can be on your character, the
scene, location, game, or anywhere else that’s currently in play. We’ll start with character
aspects, and then talk about situation aspects in a bit. In order to compel an aspect, explain
why the aspect is relevant, and then make an offer as to what the complication is. You can
negotiate the terms of the complication a bit, until you reach a reasonable consensus.
Whoever is getting compelled then has two options:
• Accept the complication and receive a Luck point
• Pay a Luck point to prevent the complication from happening
The complication from a compel occurs regardless of anyone’s efforts— once you’ve made a
deal and taken the Luck point, you can’t use your skills or anything else to mitigate the
situation. You have to deal with the new story developments that arise from the
complication. If you prevent the complication from happening, then you and the group
describe how you avoid it. Sometimes it just means that you agree that the event never
happened in the first place, and sometimes it means narrating your character doing
something proactive. Whatever you need to do in order to make it make sense works fine,
as long as the group is okay with it. Storytellers, you’re the final arbiter here, as always—
not just on how the result of a compel plays out, but on whether or not a compel is valid in

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the first place. Use the same judgment you apply to an invocation—it should make
instinctive sense, or require only a small amount of explanation, that a complication might
arise from the aspect. Finally, and this is very important: if a player wants to compel
another character, it costs a Luck point to propose the complication. The Storyteller
can always compel for free, and any player can propose a compel on his or her own
character for free.
There are two major categories for what a compel looks like in the game:
1. Events
2. Decisions
These are tools to help you figure out what a compel should look like and help break any
mental blocks.
Events: An event-based compel happens to the character in spite of herself, when the world
around her responds to a certain aspect in a certain way and creates a complicating
circumstance. It looks like this:
• You have ____ aspect and are in ____ situation, so it makes sense that, unfortunately,
____ would happen to you. Damn your luck.
As you’ll see with decision-based compels, the real mileage is in the complication itself.
Without that, you don’t really have anything worth focusing on—the fact that the PCs
continually have complicated and dramatic things happen to them is, well, exactly what
makes them PCs in the first place.
Storytellers, event-based compels are your opportunity to party. You’re expected to control
the world around the PCs, so having that world react to them in an unexpected way is
pretty much part and parcel of your job description.
Players, event-based compels are great for you. You get rewarded simply by being there—
how much more awesome can you get? You might have a difficult time justifying an event-
based compel yourself, as it requires you to assert control over an element of the game that
you typically aren’t in charge of. Feel free to propose an event-based compel, but remember
that the Storyteller has the final say on controlling the game world and may veto you if they
have got something else in mind.
Decisions: A decision is a kind of compel that is internal to the character. It happens
because of a decision they make, hence the name. It looks like this:
• You have ____ aspect in ____ situation, so it makes sense that you’d decide to ____. This
goes wrong when ____ happens.
So the real dramatic impact from these kinds of compels is not what decision the
character makes, most of the time—it’s how things go wrong. Before something goes
wrong, the first sentence could be a prelude to making a skill test or simply a matter of
roleplaying. The complication that the decision creates is really what makes it a compel.
The decision part should be very self-evident, and something a player might have
been thinking about doing anyway. The same goes for players trying to compel NPCs or
each other’s PCs—make sure you have a strong mutual understanding of what that NPC or
other character might do before proposing the compel. Players, if you need Luck points, this
is a really good way of getting them. If you propose a decision-based compel for your
character to the Storyteller, then what you’re basically asking is for something you’re about
to do to go wrong somehow. You don’t even have to have a complication in mind— simply
signaling the Storyteller should be enough to start a conversation. Storytellers, as long as

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the compel isn’t weak (as in, as long as there’s a good, juicy complication), you should go
with this. If the compel is weak, poll the rest of the group for ideas until something more
substantial sticks.

Choosing Aspects
When a character is created you choose 1 Aspect for each of the criteria that are blow. Every
time you gain a point of Renown, you can choose a new aspect.

Bonds
Bonds represent a character’s connections to people, places, and events in the world. They
tie you to things from your background. They might inspire you to heights of heroism or
lead you to act against your own best interests if they are threatened. They can work very
much like ideals, driving a character’s motivations and goals. Bonds might answer any of
these questions:
1. Whom do you care most about?
2. To what place do you feel a special connection?
3. What is your most treasured possession?
Your bonds might be tied to your Occupation, your Background, your race, or some other
aspect of your character’s history or personality. You might also gain new bonds over the
course of your adventures.
• “I would die to recover an ancient relic, piece of legendary history, etc. that was lost
long ago.”
• “I will someday get revenge on…….”
• “I owe my life to …………… because……….”
• “Everything I do is for ……...”
• “I will do anything to protect………….”
• “I seek to preserve ………….. that ………….. seek”
• “I insulted, cheated, fleeced, or betrayed the wrong person and must work to ensure
that this individual never crosses paths with me or those I care about.”
• “I owe everything to my mentor.”
• “Somewhere out there, I have a child who doesn’t know me.”
• “I’m making the world better for ……....”
• “I come from a noble family.”
• “One day I’ll reclaim my ……... from those who stole them/it from me.”
• “A powerful person killed someone I love.”
• “Some day soon, I’ll have my revenge on ………..”
• “I swindled and ruined a person who didn’t deserve it.”
• “I seek to atone for my misdeeds but might never be able to forgive myself.”
• “I’m trying to pay off an old debt.”
• “My gold go to support my family.”
• “Something important was taken from me, and I aim to get it back.”
• “I will become the greatest hero that ever lived.”
• “I’m guilty of a terrible crime.”

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• “I hope I can redeem myself”.
• “Someone I loved died because of a mistake I made.”
• “That ………….. will never happen again.”
• “My …………. is my most treasured possession, and it reminds me of someone I love.”
• “Someone stole my precious …………..., and someday I’ll get it back.”
• “I want to be famous, whatever it takes.”
• “I idolize a hero of the old tales and measure my deeds against that person’s.”
• “I will do anything to prove myself superior to my hated rival.”
• “I would do anything for the other members of my group.”
• “I have a family, one day, I hope to see them again.”
• “I worked the land, I love the land, and I will protect the land.”
• “A proud noble once wronged me, and I will take my revenge on any noble I
encounter.”
• “My tools are symbols of my past life, and I carry them so that I will never forget my
roots.”
• “I protect those who cannot protect themselves.”
• “I wish my childhood sweetheart had come with me to pursue my destiny”.
• “The location where I learned my trade is the most important place in the world to
me.”
• “I created a …………….for someone, and then found them unworthy to receive it.”
• “I’m still looking for someone worthy of …………….”
• “I owe my guild, organization, etc. a great debt for forging me into the person I am
today.”
• “I pursue wealth to secure someone’s love.”
• “One day I will return to my guild, organization, etc. and prove that I am the greatest
of them all.”
• “I will get revenge on the evil forces that destroyed my ………... and ruined
my …………...”
• “Nothing is more important than the other members of my …………..”
• “I entered seclusion to hide from the ones who might still be hunting me, I must
someday confront them.”
• “I’m still seeking the enlightenment I pursued in my seclusion, and it still eludes me.”
• “I entered seclusion because I loved someone I could not have.”
• “Should my discovery come to light, it could bring ruin to the world.”
• “My isolation gave me great insight into a great evil that only I can destroy.”
• “I will face any challenge to win the approval of my family.”
• “My house’s alliance with another noble family must be sustained at all costs.”
• “Nothing is more important than the other members of my family.”
• “I am in love with the heir of a family that my family despises.”
• “My loyalty to my sovereign is unwavering.”
• “The common folk must see me as a hero of the people.”

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• “My family, clan, or tribe is the most important thing in my life, even when they are
far from me.”
• “An injury to the unspoiled wilderness of my home is an injury to me.”
• “I will bring terrible wrath down on the evildoers who destroyed my ………....”
• “I am the last of my tribe, and it is up to me to ensure their names enter legend.”
• “I suffer awful visions of a coming disaster and will do anything to prevent it.”
• “It is my duty to provide ……….. to sustain my tribe.”
• “It is my duty to protect my ……………...”
• “I have an ancient text that holds terrible secrets that must not fall into the wrong
hands.”
• “I work to preserve a library, university, scriptorium, or monastery.”
• “My life’s work is a series of tomes related to a specific field of lore.”
• “I've been searching my whole life for the answer to a certain question.”
• “I sold my soul for knowledge, I hope to do great deeds and win it back.”
• “I’m loyal to my captain first, everything else second.”
• “The ship is most important— crewmates and captains come and go.”
• “I’ll always remember my first ship.”
• “In a harbor town, I have a paramour whose eyes nearly stole me from the sea.”
• “I was cheated out of my fair share of the profits, and I want to get my due.”
• “Ruthless pirates murdered my captain and crewmates, plundered our ship, and left
me to die. Vengeance will be mine!”
• “I would still lay down my life for the people I served with.
• “Someone saved my life on the battlefield, to this day, I will never leave a friend
behind.”
• “My honor is my life.”
• “I’ll never forget the crushing defeat my company suffered or the enemies who dealt
it.”
• “Those who fight beside me are those worth dying for.”
• “I fight for those who cannot fight for themselves.”
• “My town or city is my home, and I’ll fight to defend it.”
• “I sponsor an orphanage to keep others from enduring what I was forced to endure.”
• “I owe my survival to another who taught me to live on the streets.”
• “I owe a debt I can never repay to the person who took pity on me.”
• “I escaped my life of poverty by robbing an important person, and I’m wanted for it.
• “No one else should have to endure the hardships I’ve been through.”

Flaws
Your character’s flaw represents some vice, compulsion, fear, or weakness—in particular,
anything that someone else could exploit to bring you to ruin or cause you to act against
your best interests. More significant than negative personality traits, a flaw might answer
any of these questions:
1. What enrages you?

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2. What’s the one person, concept, or event that you are terrified of?
3. What are your vices?
The following are Flaws you can choose as an Aspect for your character.
• “I judge others harshly (or leniently), and myself ……...”
• “I put too much trust in those who wield power within………...”
• “My beliefs lead me to blindly trust those who profess the same views.”
• “I am inflexible (or too flexible) in my thinking.”
• “I am suspicious (too trusting) of strangers and expect the worst (best) from them.
• “Once I pick a goal, I become obsessed with it to the detriment of everything else in
my life.”
• “Once I pick a goal, I never stick with it, and tend to lose interest, or even sabotage
my efforts in completing it.”
• “I can’t resist a pretty face.”
• “I'm always in debt.”
• “I spend my ill-gotten gains on decadent luxuries faster than I bring them in.”
• “I’m convinced that no one could ever fool me the way I fool others.”
• “I’m too greedy for my own good.”
• “I can’t resist taking a risk if there’s money, glory or renown involved.”
• ”I can’t resist swindling people who are more powerful (weak) than me.”
• “I hate to admit it, but I'll run, and preserve my own hide if the going gets tough.”
• “When I see something valuable, I can’t think about anything but how to steal it.”
• “When faced with a choice between money and my friends, I usually choose the
money.”
• “If there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore it.”
• “have a “tell” that reveals when I'm lying.”
• “I turn tail and run when things look bad.”
• “An innocent person is in prison for a crime that I committed.”
• “I’ll do anything to win fame and renown.”
• “I’m a sucker for a pretty face.”
• “A scandal prevents me from ever going home again.”
• “Trouble seems to follow me around.”
• “I once insulted a noble who still wants my head.”
• “………………..was a mistake that I will likely repeat.”
• “I have trouble keeping my true feelings hidden.”
• “My sharp tongue lands me in trouble.”
• “Despite my best efforts, I am unreliable to my friends.”
• “The tyrant who rules my land will stop at nothing to see me killed.”
• “I’m convinced of the significance of my destiny, and blind to my shortcomings and
the risk of failure.”
• “The people who knew me when I was young know my shameful secret, so I can
never go home again.”
• “I have a weakness for the vices of the city, especially hard drink.”

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• “I believe that things would be better if I were the one lording over the land.”
• “I have trouble trusting in my allies.”
• “I’ll do anything to get my hands on something rare or priceless.”
• “I’m quick to assume that someone is trying to cheat me.”
• “No one must ever learn that I once stole………..from………….”
• “I’m never satisfied with what I have— I always want more.”
• “I would kill to acquire more Renown.
• “I’m horribly jealous of anyone who can outshine my handiwork.”
• “Everywhere I go, I’m surrounded by rivals.”
• “Now that I've returned to civilization, I enjoy its delights a little too much.”
• “I harbor dark, bloodthirsty thoughts that I have failed to quell.”
• “I am dogmatic in my thoughts and philosophy”
• “I let my need to win arguments overshadow friendships and harmony.”
• “I’d risk too much to uncover lost knowledge.”
• “I like keeping secrets and won’t share them with anyone.”
• “I secretly believe that everyone is beneath me.”
• “I hide a truly scandalous secret that could ruin my family forever.”
• “I too often hear veiled insults and threats in every word addressed to me, and I’m
quick to anger.”
• “I have an insatiable desire for carnal pleasures.”
• “In fact, the world does revolve around me.”
• “By my words and actions, I often bring shame to my family.”
• “I am too enamored of ale, wine, and other intoxicants.”
• “There’s no room for caution in a life lived to the fullest.”
• “I remember every insult I’ve received and nurse a silent resentment toward anyone
who’s ever wronged me.”
• “I am slow to trust members of other races, tribes, and societies.”
• “Violence is my answer to almost any challenge.”
• “Don’t expect me to save those who can’t save themselves.”
• “It is nature’s way, that the strong thrive and the weak perish.”
• “I am easily distracted by the promise of information.”
• “Most people scream and run when they see a demon, I stop and take notes on its
anatomy.”
• “Unlocking an ancient mystery is worth the price of a civilization.”
• “I overlook obvious solutions in favor of complicated ones.”
• “I speak without really thinking through my words, invariably insulting others.”
• “I can’t keep a secret to save my life, or anyone else’s.”
• “I follow orders, even if I think they’re wrong.”
• “I’ll say anything to avoid having to do extra work.”
• “Once someone questions my courage, I never back down no matter how dangerous
the situation.”

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• “Once I start drinking, it’s hard for me to stop.”
• “I can’t help but pocket loose coins and other trinkets I come across.”
• “My pride will probably lead to my destruction.”
• “The monstrous enemy we faced in battle still leaves me quivering with fear.”
• “I have little respect for anyone who is not a proven warrior.”
• “I made a terrible mistake in battle cost many lives— and I would do anything to
keep that mistake secret.”
• “My hatred of my enemies is blind and unreasoning.”
• “I obey the law, even if the law causes misery.”
• “I’d rather eat my armor than admit when I’m wrong.”
• “If I'm outnumbered, I will run away from a fight.”
• “Gold seems like a lot of money to me, and I’ll do just about anything for more of it.”
• “I will never fully trust anyone other than myself.”
• “I’d rather kill someone in their sleep then fight fair.”
• “It’s not stealing if I need it more than someone else.”
• “People who can't take care of themselves get what they deserve.”

Ideals
Your ideals are the things that you believe in most strongly, the fundamental moral and
ethical principles that compel you to act as you do. Ideals encompass everything from your
life goals to your core belief system. Ideals might answer any of these questions:
1. What are the principles that you will never betray?
2. What would prompt you to make sacrifices?
3. What drives you to act and guides your goals and ambitions?
4. What is the single most important thing you strive for?
You can choose any ideals you like, but your character’s moral compass is a good place to
start defining them.
• “Ancient traditions must be preserved and upheld.”
• “I always try to help those in need, no matter the personal cost.”
• “We must help bring about the changes we want to see in the world.”
• “I hope to one day, to rise to the top of (specific type) hierarchy.”
• “I trust that my conscience, god, guiding spirit, etc. will guide my actions.”
• “I trust that if I work hard, things will go well.”
• “I seek to prove myself worthy of favor by matching my actions against, hero, god,
spirit, legend, authority figure etc. example.”
• “I am a free spirit— no one tells me what to do.”
• “I never target people who can’t afford to lose a few coins.”
• “I distribute the money I acquire to the people who really need it.”
• “I never run the same con twice.”
• “Material goods come and go. Bonds of friendship last forever.”
• “I’m determined to make something of myself.”
• “I don’t steal from others.”

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• “Chains are meant to be broken, as are those who would forge them.”
• “I steal from the wealthy so that I can help people in need.”
• “I will do whatever it takes to become wealthy, famous, loved, or feared.”
• “I’m loyal to my friends, not to any ideals, and everyone else can take a trip down the
river for all I care.”
• “There’s a spark of good in everyone.”
• “I make the world better than it was.”
• “The stories, legends, and songs of the past must never be forgotten, for they teach
us who we are.”
• “The world is in need of new ideas and bold action.”
• “I’m only in it for the money and fame.”
• “I like seeing the smiles on people’s faces when I ………....”.
• “Actions should reflect the soul; they should come from within and reveal who we
really are.”
• “People deserve to be treated with dignity and respect.”
• “No one should get preferential treatment before the law, and no one is above the
law.”
• “Tyrants must not be allowed to oppress the people.”
• “If I become strong, I can take what I want— what I deserve.”
• “There’s no good in pretending to be something I’m not.”
• “Nothing and no one can steer me away from my higher calling.”
• “It is the duty of all civilized people to strengthen the bonds of community and the
security of civilization.”
• “My talents were given to me so that I could use them to benefit the world.”
• “Everyone should be free to pursue his or her own livelihood.”
• “I’m only in it for the money.”
• “I’m committed to the people I care about, not to ideals.”
• “I work hard to be the best there is at my craft.”
• “My gifts are meant to be shared with all, not used for my own benefit.”
• “Emotions must not cloud our sense of what is right and true, or our logical
thinking.”
• “Inquiry and curiosity are the pillars of progress.”
• “Solitude and contemplation are paths toward mystical or magical power”
• “Meddling in the affairs of others only causes trouble.”
• “If you know yourself, there’s nothing left to know.”
• “Respect is due to me because of my position.”
• “All people regardless of station deserve to be treated with dignity.”
• “It is my duty to respect the authority of those above me, just as those below me
must respect mine.”
• “I must prove that I can handle myself without the coddling of my family.”
• “If I can attain more power, no one will tell me what to do.”
• “Blood runs thicker than water.”

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• “It is my duty to protect and care for the people beneath me.”
• “Life is like the seasons, in constant change, and we must change with it.”
• “It is each person’s responsibility to make the most happiness for the whole.”
• “If I dishonor myself, I dishonor my whole clan, family, group etc.”
• “The strongest are meant to rule.”
• “The natural world is more important than all the constructs of civilization.”
• “I must earn glory in battle, for myself and my…………..”
• “The path to power and self-improvement is through knowledge.”
• “What is beautiful points us beyond itself toward what is true.”
• “Emotions must not cloud our logical thinking.”
• “Nothing should fetter the infinite possibility inherent in all existence.”
• “Knowledge is the path to power and domination.”
• “The goal of a life of study is the betterment of oneself.”
• “The thing that keeps a ship together is mutual respect between captain and crew.”
• “We all do the work, so we all share in the rewards.”
• “The sea is freedom— the freedom to go anywhere and do anything.”
• “I’m a predator, and the other ships on the sea are my prey.”
• “I’m committed to my crewmates, not to ideals.”
• ‘Someday I’ll own my own ship and chart my own destiny.”
• “Our lot is to lay down our lives in defense of others.”
• “I do what I must and obey just authority.”
• “When people follow orders blindly, they embrace a kind of tyranny.”
• “In life as in war, the stronger force wins.”
• “Ideals aren’t worth killing over or going to war for.”
• ‘My city, nation, or people are all that matter.”
• “All people, rich or poor, deserve respect.”
• “We have to take care of each other, because no one else is going to do it.”
• “The low are lifted up, and the high and mighty are brought down.”
• “Change is the nature of things.”
• “The rich need to be shown what life and death are like in the gutters.”
• “I help the people who help me— that’s what keeps us alive.”
• “I'm going to prove that I'm worthy of a better life.”

Personality Traits
Personality traits are small, simple ways to help you set your character apart from every
other character. Your personality traits should tell you something interesting and fun about
your character. They should be self descriptions that are specific about what makes your
character stand out. “I’m smart” is not a good trait, because it describes a lot of characters.
“I’ve read every book in the Grand Library of Hermes.” tells you something specific about
your character’s interests and disposition. Personality traits might describe the things your
character likes, his or her past accomplishments, things your character dislikes or fears,
your character’s self attitude or mannerisms, or the influence of his or her ability scores.

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• “I idolize a particular hero, and constantly refer to that person’s deeds and example.”
• “I can find common ground between the fiercest enemies, empathizing with them
and always working toward peace.”
• “I see omens in every event and action.”
• “Nothing can shake my optimistic attitude.”
• “I quote (or misquote) maxims, proverbs, and idioms in almost every situation”.
• “I am tolerant (or intolerant) of other, faiths, races, social status, class status, Paths,
or any other classification of individual or group. I respect (or condemn) them.”
• “I’ve enjoyed fine food, drink, and high society among the elite.”
• “Rough living grates on me.”
• “I’ve spent so long with a certain class of people that I have little practical experience
dealing with people outside of this circle.”
• “I fall in and out of love easily, and am always pursuing someone.” “
• I have a joke for every occasion, especially occasions where humor is inappropriate.”
• “Flattery is my preferred trick for getting what I want.”
• ”I’m a born gambler who can't resist taking a risk for a potential payoff.”
• “I lie about almost everything, even when there’s no good reason to.”
• ”Sarcasm and insults are my weapons of choice.”
• “I keep multiple holy symbols, talismans, fetishes, and/or items of protection on me
and invoke whatever deity might come in useful at any given moment.”
• “I pocket anything I see that might have some value.”
• “I always (never) have a plan for what to do when things go wrong.”
• “I am always (never) calm, no matter what the situation is.”
• “I never (always) raise my voice or let my emotions control me.”
• “The first thing I do in a new place, is note the locations of everything valuable,
escape routes, possible threats or potential targets.”
• “I would rather (rather not) make a new friend than a new enemy.”
• “I am incredibly slow (or fast) to trust.”
• “Those who seem the fairest often have the most to hide.”
• “I don’t pay attention to the risks in a situation.”
• “Never tell me the odds.”
• “The best way to get me to do something is to tell me I can’t do it.”
• “I blow up at the slightest insult or threat.”
• “I know a story relevant to almost every situation.”
• “Whenever I come to a new place, I collect local rumors and spread gossip.”
• “I’m a hopeless romantic, always searching for that “special someone.”
• “Nobody stays angry at me or around me for long, since I can defuse any amount of
tension.”
• “I love a good insult, even one directed at me.”
• “I get bitter if I’m not the center of attention.”
• “I’ll settle for nothing less than perfection.”
• “I change my mood or my mind quickly.”

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• “I judge people by their actions, not their words.”
• “If someone is in trouble, I’m always ready to lend help.”
• “When I set my mind to something, I follow through no matter what gets in my way.”
• “I have a strong sense of fair play and always try to find the most equitable solution
to arguments.”
• “I’m confident in my own abilities and do what I can to instill confidence in others.”
• “Thinking is for other people. I prefer action.”
• “I misuse long words in an attempt to sound smarter.”
• “I get bored easily.”
• “When am I going to get on with my destiny?”
• “I believe that anything worth doing is worth doing right.”
• “I can’t help it— I’m a perfectionist.”
• “I’m a snob who looks down on those who can’t appreciate the finer things.”
• “I always want to know how things work and what makes people tick.”
• “I’m full of witty aphorisms and have a proverb for every occasion.”
• “I’m rude to people who lack my commitment to hard work and fair play.”
• “I like to talk at length about my profession.”
• “I don’t part with my money easily and will haggle tirelessly to get the best deal
possible.”
• “I’m well known for my work, and I want to make sure everyone appreciates it.”
• “I'm always taken aback when people haven’t heard of me.”
• “I’ve been isolated for so long that I rarely speak, preferring gestures and the
occasional grunt.”
• “I am utterly serene, even in the face of disaster.”
• “The leader of my community had something wise to say on every topic, and I am
eager to share that wisdom.”
• “I feel tremendous empathy for all who suffer.”
• “I’m oblivious to etiquette and social expectations.”
• “I connect everything that happens to me to a grand, cosmic plan.”
• “I often get lost in my own thoughts and contemplation, becoming oblivious to my
surroundings.”
• “I am working on a grand philosophical theory and love sharing my ideas.”
• “My eloquent flattery makes everyone I talk to feel like the most wonderful and
important person in the world.”
• “The common folk love me for my kindness and generosity”
• “No one could doubt by looking at my regal bearing that I am a cut above the
unwashed masses.”
• “I take great pains to always look my best and follow the latest fashions.”
• “I don’t like to get my hands dirty, and I won’t be caught dead in unsuitable
accommodations.”
• “Despite my noble birth, I do not place myself above other folk.”
• “We all have the same blood.”

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• “My favor, once lost, is lost forever.”
• “If you do me an injury, I will crush you, ruin your name, and salt your fields.”
• “I’m driven by a wanderlust that led me away from home.”
• “I watch over my friends as if they were a litter of newborn pups.”
• “I once ran twenty-five miles without stopping to warn to my clan of an approaching
orc horde. I’d do it again if I had to.”
• “I have a lesson for every situation, drawn from observing nature.”
• “I place no stock in wealthy or well-mannered folk.”
• “Money and manners won’t save you from a hungry bear.”
• “I’m always picking things up, absently fiddling with them, and sometimes
accidentally breaking them.”
• “I feel far more comfortable around animals than people.”
• “I was, in fact, raised by wolves.”
• “I use polysyllabic words that convey the impression of great erudition.”
• “I've read every book in the greatest libraries— or I like to boast that I have.”
• “I'm used to helping out those who aren’t as smart as I am, and I patiently explain
anything and everything to others.”
• “There’s nothing I like more than a good mystery.”
• “I’m willing to listen to every side of an argument before I make my own judgment.”
• “I . . . speak . . . slowly . . . when talking . . . to idiots, . . . which . . . almost . . .
everyone . . . is . . . compared . . . to me.”
• “I am horribly, horribly awkward in social situations.”
• “I’m convinced that people are always trying to steal my secrets.”
• “My friends know they can rely on me, no matter what.”
• “I work hard so that I can play hard when the work is done.”
• “I enjoy sailing into new ports and making new friends over a flagon of ale.”
• “I stretch the truth for the sake of a good story.”
• “To me, a tavern brawl is a nice way to get to know a new city.”
• “I never pass up a friendly wager.”
• “My language is as foul as a goblin nest.
• “I like a job well done, especially if I can convince someone else to do it.”
• “I'm always polite and respectful.”
• “I’m haunted by memories of war. I can’t get the images of violence out of my mind.”
• “I’ve lost too many friends, and I’m slow to make new ones.”
• “I’m full of inspiring and cautionary tales from my military experience relevant to
almost every combat situation.”
• “I can stare down an Aether Horror without flinching.”
• “I enjoy being strong and like breaking things.”
• “I have a crude sense of humor.”
• “I face problems head-on.”
• “A simple, direct solution is the best path to success.”

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• “I hide scraps of food and trinkets away in my pockets.”
• “I ask a lot of questions.”
• “I like to squeeze into small places where no one else can get to me.”
• “I sleep with my back to a wall or tree, with everything I own wrapped in a bundle in
my arms.”
• “I eat like a pig and have bad manners.”
• “I think anyone who’s nice to me is hiding evil intent.”
• “I don’t like to bathe.”
• “I bluntly say what other people are hinting at or hiding.”

Every story has a beginning. Your character’s Aspects reveals where you came from, how
you became an adventurer, and your place in the world. Your character might have been a
common farmer, carpenter, or a grizzled soldier. Your character could have been a scholar,
an artisan, professional thief, or commanded audiences as an actor. Choosing your
character’s Aspects provides you with important story cues about your character’s identity.
The most important question to ask about your background is what changed? Why did you
stop doing whatever your occupation describes and become an adventurer? Where did you
get the money to purchase your starting gear, or, if you come from a wealthy family, why
don't you have more money? How did you learn the skills of your occupation? What sets
you apart from ordinary people who share your occupation?
There are at least 10 Aspects to every character, and each describes a part of your
character’s Aspect information. When crafting your character’s Aspects, be specific,
emotional, and emphatic.

Personal Description
Think of a distinct look that sums up your character’s appearance. Whether your
appearance and your personality match are another question; a person may look stuffy but
actually be personable and open. Besides just your height, and weight, you should detail
descriptors about your character. The table below has several ideas or create your own.
Rugged Handsome Ungainly
Pretty Glamorous Baby-faced
Smart Untidy Dull
Dirty Dazzler Bookish
Youthful Weary Plump
Stout Hairy Slim
Elegant Scruffy Stocky
Pale Sullen Ordinary
Rosy Tanned Wrinkled
Stuffy Mousy Sharp
Brawny Dainty Muscular

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Strapping Gawky Frail

Ideology/Beliefs
Whether they are religious tenants you follow, or just your moral compass, your character
should have, and will develop their Ideologies and their Beliefs as they go through their
career. You can choose from the following or create your own for your character.
• There is a higher power that you worship and pray to them/it.
• Mankind can do fine without religions (staunch atheist, humanist, secularist).
• Science has all the answers. Pick a particular aspect of interest (evolution,
cryogenics, space exploration or what fits the genre of your game).
• A belief in fate (karma, the class system, superstitious).
• Member of a society or secret society (Freemason, Women’s Institute, Anonymous).
• There is evil in society that should be rooted out. What is this evil? (drugs, violence,
racism, dark spirits etc).
• The occult (the Aether, astrology, spiritualism, tarot).
• Politics (conservative, socialist, liberal).
• “Money is power, and I’m going to get all I can” (greedy, enterprising, ruthless).
• Campaigner/Activist (feminism, gay rights, union power).

Significant People
Pick one from each of the two lists below. Take the result and make it specific and personal
to your character. Think of a name for these people as well.
• Parent: A mother, father, stepmother etc.
• Grandparent: Maternal and/or Paternal Grandparents
• Sibling: Brother, Sister, Half-Sibling, Step-siblings etc.
• Child: Son or Daughter etc.
• Partner: Spouse, Fiance, lover etc.
• Special Individual: Person who taught you your highest occupational skill. Identify
the skill and consider who taught you (a schoolteacher, the person you apprenticed
with, your uncle).
• Childhood Friend: Classmates, Neighbor, Imaginary Friend etc.
• Famous Person: Your idol or hero. You may never have even met. Theater Star,
Politician, Musicians, etc.
• Another Character: A fellow character in your game. Pick one of your choice.
• NPC: A non-player character in the game. Ask your Storyteller to pick one for you.
• Other Relation:
Your Relationship to them
• You are indebted to them. How did they help you? (financially, they protected you
through hard times, got you your first job).
• They taught you something. What? (a skill, to love, to be a man).
• They give your life meaning. How? (you aspire to be like them, you seek to be with
them, you seek to make them happy).

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• You wronged them and seek reconciliation. What did you do? (stole money from
them, informed the police about them, refused to help when they were desperate).
• Shared experience. What? (you lived through hard times together, you grew up
together, you served in the war together)
• You seek to prove yourself to them. How? (by getting a good job, by finding a good
spouse, by getting an education).
• You idolize them (for their fame, their beauty, their work).
• A feeling of regret (you should have died in their place, you fell out over something
you said, you didn’t step up and help them when you had the chance).
• You wish to prove yourself better than them. What was their flaw? (lazy, drunk,
unloving).
• They have crossed you and you seek revenge. For what do you blame them?
(death of a loved one, your financial ruin, marital breakup).
• You lost touch, and they were once greatly important to you. (when did you see
them last, how many years has it been?)

Meaningful Locations
Pick one of the following. Take the result and make it specific and personal to your
character. Think of a name for these places.
• Your seat of learning (school, university, apprenticeship).
• Your hometown (rural village, market town, busy city).
• The place you met your first love (a music concert, on holiday, a bomb shelter).
• A place for quiet contemplation (the library, country walks on your estate, fishing).
• A place for socializing (gentleman's club, local bar, uncle’s house).
• A place connected with your ideology/belief (parish church, Mecca, Stonehenge).
• The grave of a significant person. Who? (a parent, a child, a lover).
• Your family home (a country estate, a rented flat, the orphanage in which you were
raised).
• The place you were happiest in your life (the park bench where you first kissed, your
university, your grandmother’s home).
• Your workplace (the office, library, bank).
• Favorite vacation spot (specific beach, retreat or resort)

Treasured Possessions
Pick one of the following. Take the result and make it specific and personal to your
character.
• An item connected with your highest skill (expensive suit, false ID, brass knuckles).
• An essential item for your occupation (doctor’s bag, cart, lock picks).
• A memento from your childhood (book, pocketknife, lucky coin).
• A memento of a departed person (jewelry, a portrait, a letter).
• Something given to you by your Significant Person (a ring, a diary, a map).
• Your collection. What is it? (antiques, stuffed animals, toys).
• Something you found but you don’t know what it is – you seek answers (a letter you
found in a cupboard written in an unknown language, a curious pipe of unknown

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origin found among your late father’s effects, a strange silver ball you dug up in your
garden).
• A sporting item (cricket bat, a signed ball, a fishing rod).
• A weapon (sword, your old hunting crossbow, the hidden knife in your boot).
• A pet (e.g. a dog, a cat, a tortoise).

Traits
Pick one of the following. Take the result and make it specific and personal to your
character.
• Generous (generous tipper, always helps out a person in need, philanthropist).
• Good with Animals (loves cats, grew up on a farm, good with horses).
• Dreamer (given to flights of fancy, visionary, highly creative).
• Hedonist (life and soul of the party, entertaining drunk, "live fast and die young").
• Gambler and a risk-taker (poker-faced, try anything once, lives on the edge).
• Good Cook (bakes wonderful cakes, can make a meal from almost nothing, refined
palate).
• Ladies’ man/seductress (suave, charming voice, enchanting eyes).
• Loyal (stands by his or her friends, never breaks a promise, would die for his or her
beliefs).
• A good reputation (the best after-dinner speaker in the country, the most pious of
men, fearless in the face of danger).
• Ambitious (to achieve a goal, to become the boss, to have it all).
• Angry (just want to watch the world burn, revenge consumes you)

Injuries & Scars


Lasting injuries and scars are likely to affect your character as you investigate outbreaks of
the Darkness, and progress through the game. Your Storyteller will let you know if any take
place, after you suffer significant damage or injury. However, you can, if you wish, describe
what, if any, your character has when they begin the game.

Phobias and Manias


When your character becomes insane the Storyteller may add a specific phobia or mania to
your character. Being sane or insane dictates a major distinction between how phobias
affect your character. While sane, a phobia or mania is just part of your character’s
backstory: a character trait that you can manifest however you wish in the game. If your
character has a phobia of spiders, you can choose to either have them run screaming or
overcome their fear when seeing a spider crawling in the bathtub. This all changes when
your character is insane, encountering the subject of a phobia or mania is then a big deal.
You retain control of your character’s actions, but you may be penalized depending on the
phobia or mania. In the case of a phobia, should you attempt something requiring a dice roll
and it isn’t directly related to fleeing from or fighting the source of the phobia, then you will
get one penalty die on the action. The dice are only against you if you refuse to give into the
fight or flight reaction! The Storyteller may prompt you to indulge your mania—if your

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character is a dipsomaniac and a scene takes place in a bar, the Storyteller may specify that
you will suffer a penalty on rolls until your character takes a drink or two.

Arcane Tomes, Spells, & Artifacts


Books like these, are ever present when and around certain outbreaks of the Darkness. In
fact, some scholars theorize that this is due to magic being a part of the Darkness itself.
These tomes and books are rare, and well-guarded. Even if a character has the skills to have
access to spells and the like. They have not seen REAL magic at work yet in their lives. On
the very rare off chance that they have, it was fleeting, and not by their own hand. All spells
and magic are discovered and learned through the game. See the Magic Section from more
information.

Encounters with Strange Entities


Close encounters with alien creatures, abductions, living in a haunted house, or even seeing
fae folk, are all examples. Your character could have become an adventurer because of an
experience they cannot explain, or as a witness of one. You will for sure, encounter some as
you play the game.

Questions for Your Hero


The following are 20 simple questions, to help you define the Aspects of your character, and
may be a guiding thought of how your character interacts with the world, and vice versa.
1. What does your hero look like?
2. What impression does your hero make on strangers?
3. How did your hero grow up?
4. Does your hero still maintain close contact with childhood friends or
relations?
5. Why did your hero take up adventuring?
6. Did your hero ever leave home prior to becoming an adventurer?
7. Is your hero religious?
8. What is your hero’s opinion of magic, the Aether, and Arcana?
9. For who or what would your hero risk their life?
10. What is your hero’s greatest desire?
11. What is your hero most afraid of?
12. What about your hero’s morals and ethics?
13. How does your hero treat strangers?
14. How much does your hero value life?
15. What are your hero’s favorite foods and beverages?
16. What about your hero’s love life?
17. Is there a dark secret in your hero’s past?
18. What are your hero’s dominant character traits?
19. What does your hero think of animals?
20. Does your hero have a sense of beauty?

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Occupations
It is natural to assume and realize that your character was not always a hero and
adventurer. That before they answered the call of an adventurer or sought fame, fortune or
adventure, they were a commoner like anyone else. They had an occupation that they were
pursuing, either a family business, were employed in a certain manner, etc. Below are some
sample occupations that your character could have had. It is suggested you pick 1 (ONE) as
the occupation you had before you started adventuring. Any more than that, you should
consult your Storyteller. Your Storyteller will let you know if you gain any additional skills
as a result of choosing a particular Occupation. Examples of occupations are;
• Acolyte
• Actor
• Alchemist
• Apothecary
• Armorer
• Astronomer
• Baker
• Blacksmith
• Bounty Hunter
• Bowyer
• Brewer
• Burglar
• Calligrapher
• Calvarymen
• Carpenter
• Cartographer
• Cobbler
• Con-artist
• Cook
• Cooper
• Dancer
• Discredited Academic
• Distiller
• Enforcer
• Exile
• Fire-Eater
• Folk Hero
• Forester
• Forger
• Gem Cutter
• Glass Blower
• Guide
• Hermit

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• Highway Robber
• Hired Killer
• Homesteader
• Jeweler
• Juggler
• Instrumentalist
• Librarian
• Limner
• Locksmith
• Nomad
• Painter
• Pewterer
• Pickpocket
• Pilgrim
• Poet
• Potter
• Prisoner
• Professor
• Quartermaster
• Rebel
• Researcher
• Sailmaker
• Sailor
• Scribe
• Scout
• Shipwright
• Singer
• Smuggler
• Soldier
• Standard Bearer
• Stonemason
• Storyteller
• Street Thief
• Tanner
• Tinker
• Trapper
• Tumbler
• Vagabond
• Vintner
• Wainwright
• Weapon Smith

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• Weaver
• Wizard’s Apprentice
• Wood Carver

Renown
Throughout the game, as you play your character, complete adventures and campaigns and
overcome certain challenges you will earn Renown. Renown is an indication of how well
your character is known, how much they are talked about, and their general fame or infamy.
This Renown will help influence the interactions you have with NPC’s and the world as a
whole. Your Storyteller awards Renown based on actions in the game, the completion of
quests and more. Each numerical value of Renown is shown below, and what it equates to;
Renown Value Equivalent
1 New, unheard of, beginner
2 Small very local admiration
3 Apprentice level adventurer, local area reputation
4 A local hero, who is generally recognized
5 Notoriety is advancing, and character is beginning to be known
6 Your reputation proceeds you, a few of your Aspects are common knowledge
7 You are growing a following, word is spreading
8 People in bars and taverns offer to buy you a drink.
9 Most people can recognize who you are
10 Children cheer and follow you through town.
11 Local lords, go out of their way to gain your favor
12 Many people are attempt to befriend you, you have a large following
13 Extremely popular, the entire country or even region knows you
14 Your fame and/infamy is so great that you are nearly always recognized
15 Quite the Celebrity, most people know who you are right away.
16 You have a very large following, others emulate you.
17 Other adventurers seek you out for training, guidance and advice
18 You are instantly recognized, your reputation has spread across the continent
19 Few do not know you, of you, or of your legend.
20+ Super fame, Kings and Queens seek audiences with you, you are a super hero

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Name:___________________________Occupation:_________________________Player:________________________
Age:_______________Residence:__________________Birthplace:_________________Heritage:______________
Attributes Stats Max / Current Movement Armor
Courage: - - - - - ____ Vigor: ____/______ _____/_____ Ft Type__________________
Sagacity: - - - - - ____ Psyche: ____/______ Size:____________ Quality_______________
Intuition: - - - - - ____ Arcana: ____/______ Bleeding: Blind:
Charisma:- - - - - ____ Luck: ____/______ Charmed: Deaf:
Dexterity: - - - - - ____ Frightened:  Grappled: Subdued:
Agility: - - - - - - ____ Paralyzed: Poisoned: Restrained:
Constitution: - - - ____ Slowed: Stunned: Unconscious:
Strength:- - - - - - ____ Dying:Renown:__________________________________________
Weapons
Weapon Damage Range # of Attacks Ammo
Unarmed

Equipment Slots:

Grazed: -5 Movement Speed


Hurt: -10 Movement Speed
Injured: -1 on all actions, lose half of remaining Action Points
Wounded: -15 Movement
Major Wound: Gain 1 wound level per round until healed, check Bleeding Box
Crippled: -20 Movement
Disabled: -2 on all actions, lose half of remaining Action Points
Maimed: Lasting Injury
Incapacitated: Constitution Check of 7 every round to stay conscious, cannot walk
Mortally Wounded: Loss of all Action Points, check Unconscious Box, check Dying Box, you
DIE at the beginning of your NEXT turn unless healed.

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Heritage Abilities:
:+___ vs. Magic :Raise the Dead
:+___ vs. Poison :Savage Attacks
:+___ vs. Sleep & Charm :Second Wind
:+___ vs. ______________________________________ :Shape Change
:+___ with ____________________________________ :Spell Book
:+___ with ____________________________________ :Spell Casting
:Infravision _________ft :Telekinesis
:Detect stone-built structures, openings, and traps. :Telepathy
:Detect underground construction :Telepathic Attack
:Detect unsafe walls, floors, and ceilings :Thieves’ Cant
:Determine depth underground :Turn Undead
:Determine direction underground :Unarmed Attacks
:Determine direction above or below ground :Unarmored Defense
:Detect secret doors :Use Magic Item
:Surprise opponents :Walk Unseen
:Languages:___________________________________ :Weapon Specialization__________
____________________________________________________ ________________________________________
:Giant Size creatures get -4 vs. you in combat Skills:
: Acrobatics
Path Abilities: : Alchemy
:Adaptive Body : Appraise
:Athlete : Arcane Knowledge
:Animal Friendship : Armor Smithing
:Animal Summoning : Athletics
:Back Stab : Blacksmithing
:Bless : Blind Fighting
:Burst of Speed : Bluff
:Craft Magic Item : Bowyer
:Deadly Strike : Diplomacy
:Divine Strike : Disguise
:Equilibrium : Dungeoneering
:Extra Attacks : Escape Artist
:Familiar : Find & Remove Traps
:Ferocious Attack : Gem Cutting
:Fighting Style _________________________________ : Handle Animal
:Heal : Healing
:Juggernaut : Hear Noise
:Lady Luck : Heavy Armor
:Light Feet : Herbalism
:Mystical Recovery : History

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:Protection from Evil : Intimidate
:Rage : Investigation
Skills Continued: Backstory & Aspects
: Light Armor Ideology/Beliefs:____________________________________
: Linguistics Significant People:___________________________________
: Lore ________________________________________________________
: Medium Armor Meaningful Locations:______________________________
: Melee Combat ________________________________________________________
: Nature Treasured Possessions:_____________________________
: Open Locks ________________________________________________________
: Perception Injuries & Scars:_____________________________________
: Perform ________________________________________________________
: Pick Pockets Phobias & Manias:___________________________________
: Ranged Combat ________________________________________________________
: Read Languages Arcane Tomes, Spells, & Artifacts:__________________
: Religion ________________________________________________________
: Ride ________________________________________________________
: Sense Danger Encounters with Strange Entities:_________________
: Simple Weapons ________________________________________________________
: Spellcraft ________________________________________________________
: Stealth Bonds:________________________________________________
: Survival ________________________________________________________
: Swim Flaws:________________________________________________
: Unarmed Combat ________________________________________________________
: Weapon Smithing Ideals:________________________________________________
________________________________________________________
Physical Traits: Personality Traits:___________________________________
Height:______________ ________________________________________________________
Weight:______________ Traits:________________________________________________
Special Features:__________________ ________________________________________________________
_____________________________________
_____________________________________ Aspects:
Physique:__________________________ ________________________________________________________
Face:_______________________________ ________________________________________________________
Skin:_______________________________ ________________________________________________________
Hair:_______________________________ ________________________________________________________
Clothing:___________________________ ________________________________________________________
Virtue:______________________________ ________________________________________________________
Vice:________________________________ ________________________________________________________
Speech:_____________________________ ________________________________________________________
Misfortune:________________________ ________________________________________________________

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