(PRIMARY ATTRIBUTES)
[Physical Attributes]
Strength
Dexterity
Stamina
Senses
[Mental Attributes]
Prowess
Intelligence
Willpower
Charisma
*Attributes (STRENGTH)
This attribute will represent a characters ability to inflict Physical
Damage (melee/Hand to Hand), His Carrying capacity also is affected by this attribute
And also lifting capacity.
-Note/s-
1-5 Human strength levels ave. Carrying capacity: x10 lbs.
6-10 above human strength levels ave. Carrying capacity: x25 lbs.
11-15 Class 1 super strength ave. Carrying capacity: x50 lbs.
16-20 Class 2 super strength ave. Carrying capacity: x250 lbs.
21-25 Class 3 super strength ave. Carrying capacity: x1250 lbs.
26-30 Class 4 super strength ave. Carrying capacity: 5x strength in tons.
31-35 Class 5 super strength ave. Carrying capacity: 10x strength in
tons.
36-40 Class 6 super strength ave. Carrying capacity: 50x strength in tons
41-45 Class 7 super strength ave. Carrying capacity: 100x strength in
tons
46+ Cosmic Level Strength ave. Carrying capacity: 500x strength in
tons
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Throwing Range for Strength
Throwing Range is determined by the Strength of the thrower and the weight of the
thrown object.
Thrower strength x 20 in ft. For objects with a weight below the normal lift weight of the
character.
Thrower strength x 5 in ft. For objects with a weight equal to the lift weight of the
character.
Thrower strength in ft. For objects with a weight greater than the lift weight of the
character.
*Attributes (DEXTERITY)
This Attribute will represent the characters agility, ability to dodge and
Reflexive Ability.
*Attribute (STAMINA)
This Attribute represents a Characters Physical Fortitude and Health.
*Attribute (SENSES)
This attribute represents the functions and effectiveness (also the sensitivity) of the
characters
Available senses.
This attribute modifies the senses based skills and also the DC or dice challenge for any
stealth based action or event.
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*Attribute (INTELLIGENCE)
This Attribute represents a Characters Intellectual Strength and Ability.
*Attribute (WILLPOWER)
This Attribute represents a Characters Mental Strength and Fortitude.
*Attribute (CHARISMA)
This represents a Characters charm and likability
(SECONDARY ATTRIBUTES)
Hitpoints (Hp) Variable
Stamina 1-10 Stamina x 10 Hp
Stamina 11-30 Stamina x 20 Hp
Stamina 31+ Stamina x 200 Hp
Fist damage: See Fist/Kick damage table
Kick damage: See Fist/Kick damage table
Strength ratings of 01-15
Fist Damage= 5 x Strength Rating
Kick Damage= 10 x Strength Rating
At Strength ratings of 16-30
Fist Damage= 20 x Strength Rating
Kick Damage= 40 x Strength Rating
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At Strength ratings of 31+
Fist Damage= 80 x Strength Rating
Kick Damage= 160 x Strength Rating
*Attribute Modifiers (except for Strength, Stamina, and Willpower)
For every 2 rating above 4 an Attribute has it gains a +1 modifier to any roll associated
with that Attribute
For every point below 4 an Attribute has provides a -1 modifier to any roll associated
with that Attribute
[CORE SYSTEM]
D20
A Natural roll of 1 is treated as, roll another D20 if that roll generates a 1 that
would make this roll a Critical failure instead
(Combat-Attacker)
Making an Attack roll
Roll 1d20 + Attribute modifier (Physical Prowess or Dexterity) + Skill modifier +
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Circumstantial modifiers
Attack misses target completely penalizing all the remaining attacks or actions of
the character with a -10 penalty, if the character has no other actions, the
penalties carry over to the next turn
(Combat-Defender)
Making a Defensive roll
Roll 1d20 + Attribute modifier (Physical Prowess or Dexterity) + Skill modifier +
Circumstantial modifiers
Defender critically fails to defend against the attack, the attack hits and inflicts
double the damage
(Skill check)
Making a Skill check
Roll 1d20 + Attribute modifier (Intelligence, Senses, or Charisma) + Skill modifier
+ Circumstantial modifiers
A critically failed skill check means the attempt fails and all future skill checks are
at a -10 penalty
Any Roll with a total roll 10 or more points above the required roll to succeed is
considered a Critical success.
(Combat-Attacker)
Attack inflicts double the damage
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(Combat-Defender)
A Defensive roll involving the block defense (or if the defender is armored) allows
the character to resist or absorb double the amount he normally can resist or
absorb.
[CORE SYSTEM-DIFFICULTIES]
SKILL CHALLENGES
Easy No rolls needed
Average 20
Difficult 30
Challenging 40
Improbable 50
Using Skill challenges system
Ex. Lock picking
The lock breaker will use an appropriate skill against the creator of the lock.
Lock breaker Dex modifier +2, thievery skill (10) and then rolling a D20
Vs.
Lock creator Int modifier +1, Engineering skill (20) and then rolling D20
This is a contested roll, highest roll wins.
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SKILLS
[COMBAT SKILLS]
Hand to hand combat
Melee Weapon Training
Ranged Weapon training
Combat Skills Modifiers
For every level attained with a combat skill, the skill gains a combat skill modifier
appropriate for the skill in question.
+1 to hit HtoH
+2 to hit Fist
+2 to hit kick
+1 to hit Grappling
+1 to parry (HtoH)
+1 to parry-counter
+1 to hit Ranged
+1 to hit Melee
+5 to HtoH damage
+10 to Ranged weapon damage
+10 to Melee Weapon damage
+5 to grappling damage
+1 to Initiative
+1 to # of actions per turn
[INTELLIGENCE BASED SKILLS]
Knowledge Choose a particular body of knowledge
Ex.:
Any 1 of the sciences (Chemistry, Engineering, etc.)
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[DEXTERITY AND STAMINA BASED SKILLS]
The skills in this list represents skills that modify the various movement rates
Running Improves running speed by skill level x 5%
Leaping Improves leaping mv. Rate by skill level x 5%
Swimming Improves swimming mv. Rate by skill level x 5%
Climbing Improves climbing mv. Rate by skill level x 5 %
Riding Improves mount mv. Rate by skill level x 5%
Acrobatics Improves all dodge rolls by Skill level of this skill
[SENSES BASED SKILLS]
Tracking The tracking skill represents training in identifying and
following tracks.
This will be an opposed by a Stealth skill or Tracking skill
check.
Notice The Notice skill represents training in observation.
This will be opposed by an opposed Stealth skill check or
A static check depending on the situation
Intuition This represents a character trained in using Intuition as a
form of passive notice, allowing a character to make an
Intuition roll
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When the character can’t actively make a Notice roll.
This will be opposed by an opposed Stealth skill check or
A static check depending on the situation, this check can
also be applied to other situations as well.
[SUBTERFUGE SKILLS]
Sleight of Hand The Sleight of Hand skill allows a character to use fine motor
Skills to deceive others, this is often used for pick pocketing
Attempts
This will usually be an opposed roll against the Notice skill,
Or the Intuition skill of the target, sometimes a static
challenge
Can be assigned
Disguise The Disguise skill represents training in concealing ones
Identity, using physical and social techniques.
This will usually be an opposed roll against the Notice skill,
Or the Intuition skill of the target, sometimes a static
challenge
Can be assigned
Stealth The Stealth skill represents training in obfuscation and
concealment, often time’s distraction is used in
conjunction
This will usually be an opposed roll against the Notice skill,
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Or the Intuition skill of the target, sometimes a static
challenge
Can be assigned.
[SOCIAL SKILLS]
Intimidation The Intimidation skill represents training in vocal and even
physical manipulation of another characters reaction
Intimidation can be used to force the target to do or agree to
The characters “requests”
Intimidation effect:
Intimidation Target/s suffer -5 to all rolls against
The character
Intimidation Intimidation roll is 10 points above the
Target/s roll
-10 to all rolls against the character
Request Target/s are Intimidated enough to
Agree to fulfil a request of a reasonable
Nature out of fear so this request should
Be done in front of the character or the
Target/s will retreat.
This is an opposed roll against the willpower attribute of the
Target/s of the Intimidation, if the target/s has the Meditation
Skill that can be used on the opposed roll
Persuasion The Persuasion skill represents a characters skill in
convincing or persuading the target to agree to the
characters request
Persuasion effect:
Persuasion target/s are persuaded to agree to a
Agree to a minor request
Minor requests represents requests of
A convenient nature
Persuasion Persuasion roll is 10 points above the
Target/s roll
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Target/s are persuaded to agree to a
Major request
[WILLPOWER SKILLS]
Meditation
[MOVEMENT RATE]
Walking Movement Rate
Strength + Dexterity + Stamina / 3 +5 in Feet
Running Movement Rate
Walking Movement Rate x4 in Feet
Leaping Movement Rate
Strength in Feet divided by 2
Running Leap Movement Rate
Leaping Movement rate plus 3 in Feet
Swimming Movement Rate
Strength + Stamina in Feet
Climbing Movement Rate
Strength + Dexterity + Stamina /3 in feet
Note/s
If the Total attribute rating of Str + Dex + Sta is greater than 30
Walking, Leaping, Swimming and climbing movement rate is doubled.
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If the Total attribute rating of Str + Dex + Sta is greater than 45
Walking, Leaping, Swimming and climbing movement rate is tripled.
If the Total attribute rating of Str + Dex + Sta is greater than 60
Walking, Leaping, Swimming and climbing movement rate is quadrupled
Movement rate in Combat
Divide the movement rate that will be used by the # of actions of the character
Ex.
#of actions of character: 5
Movement rate running = 40
40 / 5 = 8 ft. per action used
[ACTIONS]
Base # of Actions= 1
For every 4 points above 12 of the sum of Dexterity, Prowess and Willpower
Gain 1 additional action
Ex.
Dexterity 6, Prowess 5, and Willpower 6 Total 17 Gain +1 action
[ACTIONS LIST]
HtoH attack Action cost: 1
Ranged attack Action cost: 1
Melee attack Action cost: 1
Dodge Action cost: 1
Dodge-Sidestep Action cost: Free Action
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Full Dodge/Defense Action cost: All actions
Parry Action cost: Free action
Parry-Deflect Action cost: 1
Parry-Counter Action cost: Parry action cost + action cost of counter
Dodge-Counter Action cost: Dodge action cost + action cost of counter
Grappling Action cost: 2
Slam attack Action cost: 1 + action cost of attack
Stun attack Action cost: 1 + action cost of attack
Hold action Action cost: 1
Interrupt Action cost: 1 + action cost of attack used for the interrupt
Simultaneous action Action cost: action cost of action to be used for simultaneous
Requirement: Interrupt
Called Shot Action cost=Add +2 to the action cost of the attack or action
used with a called shot.
Full attack Forego Defense gain +5 to all attack rolls
Full defense Forego the ability to attack gain +5 to defensive rolls
Disarm Action cost: 1 + action cost of attack used to disarm
Positioning (or Advantage) Action cost: variable
Sundering attack Action cost: Action cost of attack used
Trip or Off-balance Action cost: 1 + Action cost of attack used
Charging attack Action cost: combat movement action cost to achieve a
movement rate of 20ft. (Minimum) + action cost of attack
used
Charging attack damage bonus: movement rate x 5
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[ACTIONS DEFINED]
A.) Parry
Action cost= Free Action
Damage Reduction=Modified fist or kick Damage or Modified Melee
Damage
B.) Parry-Deflect
Action Cost= 1
Parry Roll Penalty= -5
C.) Counter Attack (parry-Counter/Dodge-Counter)
Action Cost (Parry-Counter) =Parry type action cost+1(except full block/Defense)
Action Cost (Dodge-Counter) =Dodge type action cost+2(except full
Dodge/defense)
D.) Slam Attack
Action Cost= 1+attack cost of action used
Slam Effect= Defender is pushed back a # of feet equal to the throwing range of the
attacker, Edged attacks cannot be used to make a slam attack, energy attacks must
have a kinetic component for a slam attack to work
E.) Grappling Attack
Action Cost= 2
Damage (Base) = Fist Damage + 50%
Status effect: Grappled
Grappled characters are considered prone targets and attackers gain a +5 bonus to hit,
a grappled character can spend 2 actions and try to escape via an attack roll against
(Grapplers Str + 10 + any appropriate modifiers) or If the Grappler is actively resisting
the attempt to escape the grappler can spend to 2 actions to gain a +10 bonus to the
target number the character needs to roll against being grappled
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F.) Hold Action
Action Cost= 1
Effect=Allows the Character to forego his Initiative and wait to act also this turn.
Provides a +5 bonus to all die rolls on this turn.
(The +5 bonus applies only to the one with highest initiative.)
G.) Simultaneous Action
Action Cost= 1+ action cost of action used
Effect= Allows a Character to simultaneously execute an action at the same time
another action is executed by somebody with lower initiative.
H.) Interrupt Action
Action Cost= 1+ action cost of action to be used
Requirement: Must have a higher initiative rating than the target of this action
Effect= Allows a character to interrupt an action executed by another character.
I.) Called Shot
Action cost= Add +2 to the action cost of the attack or action used with a called shot.
Called shot Guide:
Example:
A particular body part (arms, legs, torso, etc.) Action penalty: -5
An open portion of an armor Action penalty:-10
Neck, nape, and face Action penalty:-15
Called Shot benefit
When a called shot is successful, if the attack roll is 5 points higher than the defensive
dice roll of the defender, it inflicts double the damage
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J.) Dodge
Action cost= 1 Action cost
Dodge allows a character to move away (either by jumping or running away) to avoid an
attack, in combat (Combat movement rates are used).
K.) Side-Step Dodge
Action cost= Free Action
Side-step dodge allows a character to avoid anything without an area of effect.
Dodge penalty: -5
L.) Perceive action
Action cost= 1 attack or all of your actions
This action allows the character to make a perception roll to “try” to perceive stealth
actions, allowing the character to actively “search out” obfuscated actions, individuals or
objects.
M.) Full Attack
This action provides a +5 bonus to all attack rolls but foregoes the ability to defend
against oncoming attacks on this turn or the next.
N.) Full Defense
This action provides a +5 bonus to all defensive rolls but foregoes the ability to attack on
this turn or the next.
O.) Disarm
Action cost: 1 + action cost of action used for disarm
This action if successful forces a character to drop their weapon or in some cases their
shield, maybe an item they are carrying.
It will require one action to pick up a dropped item or weapon
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P.) Positioning or Advantage
Action cost: variable
For every action spent for this combat option gain a +1 to hit bonus on one specified
attack.
Q.) Sundering Attack
Action cost: same as the attack cost of attack used
A Sundering attack is made to damage the Armor or Shield of the target, the target of
the Sundering attack suffers only 10 damage from the attack but the armor or shield is
damaged if the attack is successful reducing its Ac by 1.
A Sundering attack can also be used on a weapon, effectively damaging the weapons
durability and damage dealing capability. A successful sundering attack on a weapon
reduces its damage dealing capability by 10.
R.) Trip or Off-Balance
Action cost: 1 + Action cost of attack used
A Trip or Off-Balance action is made to throw the target of balance, a successful trip or
Off-balance action knocks the character down and is considered prone, it requires one
action to get back up in this case
S.) Charging attack
Action cost: combat movement action cost to achieve a
movement rate of 20ft. (Minimum) + action cost of attack
used
Charging attack damage bonus: movement rate x 5
[COMBAT TURN]
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A Typical Combat Turn
1 combat turn=6 seconds
(Roll Initiative using 1d20)
Each player rolls 1d20 + modified by dexterity modifier
For enemies roll 1d20 for the group with a modifier equal to the average dexterity bonus
for the group
For special enemies type (it’s better to have a set initiative in place)
For ease of play
Higher initiative goes first
Highest to lowest
(Characters do their actions)
All characters still having actions can execute actions until nobody has actions (or
nobody is willing to do anymore actions), in this case end the turn.
(Start over again from rolling initiative)
[GAMEMASTERS GUIDE]
SURPRISE
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How to determine SURPRISE?
1.) Circumstance surprise
A situation that the characters are surprised by a circumstance or situation
For example:
Collapsing floor or ceiling and traps
If the characters are not looking for traps or location based details that could give
away the dangers of the circumstance or situation the perception roll is made by
the gamemaster (players make the roll if they are actively searching or
prepared), character failing the roll are surprised.
2.) Encounter surprise
This represents an Encounter with other beings, like an ambush or just simple
happenstance.
For Example:
A group has set up an ambush for the characters, or two groups accidentally
encounter each other.
If the characters are not actively prepared that could give away the dangers of
the ambush or encounter the perception roll is made by the gamemaster (players
make the roll if they are actively searching or prepared), character failing the roll
are surprised.
Perception roll (player characters ambushed)
Characters roll perception vs. the stealth rating of their opposition (an equal
result on this roll represents the player characters being surprised)
Perception roll (Accidental encounter)
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Characters roll perception vs. the stealth rating of their opposition (an equal
result on this roll represents both parties being surprised)
Effects of SURPRISE
Surprised party status
1.) Resting or not prepared
Unable to attack and defensive rolls are at -10
This applies only to the first turn of the encounter
2.) Unaware
Unable to attack
This applies only to the first turn of the encounter
3.) Sleeping or completely unable to perceive the attacker
Unable to defend against the first hit, the rest of the attacks can be defended
against at -10 to defensive roll
Unable to attack
This applies only to the first turn of the encounter
Reminder:
The effects of Surprise applies only to the first turn of the surprise encounter
POISON
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All poisons are rated by their intensity, the higher the intensity the more potent or
effective the poison, also poisons have a mode of transmission like skin contact poison,
ingestion, and inhalation poison.
(Ingestion Poison)
Sleeping poison
Intensity: 10
Target must make a Stamina roll vs. Intensity 10 or fall unconscious 4-6 hours
Victim can be awakened using ammonia.
Scarlet kiss poison
Intensity: 20
Target must make a stamina roll vs. intensity 20 or suffer 50 damage every min.
Duration: Until antidote is taken
Antidote:
(Skin contact Poison)
Red flame poison
Intensity: 10
On skin or open wound contact target must make a Stamina roll vs. Intensity 10
or suffer 100 points of damage
Application: Usually via Weapon
Will last for 10 uses on a weapon
(Inhalation Poison)
Aurora’s wind
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Intensity: 10
Duration: 10 turns
Area of effect: 10 ft. from point of exposure
On inhalation target must make a Willpower roll vs. Intensity 10 or suffer
hallucinations for 10 turns.
Antidote: Intense pain will jar the character from the hallucinations
TRAPS
Traps are vessels for inflicting damage and death to their victims.
All traps have the following attributes
Stealth attribute:
This represents the Traps concealment rating
Effect:
Usually direct damage or a poison effect (see poisons)
Complexity:
This represents the difficulty of disarming or even identifying the trap
Examples:
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Classic pitfall trap
Stealth rating: 10
Effect: Falling damage + 200
Complexity: 10
Note:
Falling Damage
10 damage per feet of fall
Lock spring trap
Stealth rating: 15
Effect: needle damage 10
Poison Red flame poison
Complexity: 20
FALLING DAMAGE
Falling Damage
50 damage per feet of fall
HP, DAMAGE and ADRENALINE SURGE
When a Characters Hp is reduced to 0, the character regains full HP of the characters
loses 1 point of Stamina, This is called an Adrenaline surge
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Once a character loses stamina, that character is considered Hurt or Bruised, but has
no effect on the character.
Once a character loses half their stamina, that character is considered wounded,
The Wounded status becomes active after the battle or Incident the character got the
wounded status from.
Note:
Stamina lost from damage can exceed 1 depending on the damage.
Example:
5 stamina = 150 Hp per stamina point
Damage received 300 damage
Stamina lost is 2
Wounded status
Effect:
-5 to all rolls
The Wounded status can only be removed once all the Stamina lost is healed.
Note:
The Wounded status takes effect after battle where the wounds were received
HEALTH and HEALING
(Hitpoints)
Regain full Hitpoints after a couple of hours of rest
Note:
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Hitpoint damage mostly represents bruises and cuts
(Stamina)
Stamina damage represents more serious damage, Healing these wound would take
days of rest (and/or medical attention)
Regain 1/10th of your current stamina for every 1-6 days of rest or 1 -2 days of medical
attention
If the character has the wounded status
Regain 1/10th of your current stamina for every 1 week to a month or 4 days to 2 weeks
of medical attention
ACTIONS
For actions without any defined action cost, you can use the following guideline to
determine its action cost.
FLANKING
Characters that are assaulted from behind are considered “FLANKED”. Flanked
characters suffer a -5 penalty to all defensive rolls in this situation.
To avoid being flanked the character must avoid having any attacker positioned on his
rear side.
TWO WEAPON COMBAT
By wielding two weapons the character gains an additional attack per 2 attacks He has
with a single weapon.
Two weapon combat penalty
-5 to hit with second weapon
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Note:
The modifiers for the 2nd weapon is always based on the skill of the
wielder with that particular type of weapon.
RANGED COMBAT AND COVER
Types of cover
Full Cover and Partial cover
Full Cover
A character is considered in full cover if the character is behind a substantial cover (like
a wall, boulder, heavy door, etc.) and is not exposing himself to any ranged attackers.
Benefit:
The character cannot be attacked directly (or cannot be hit) with any ranged attack,
unless the cover can be destroyed or the ranged attack is powerful enough to negate
the cover being used.
Partial Cover
A character is considered in partial cover if the cover cannot fully hide or protect the
character (example of partial cover – Bushes, curtains, etc.), or if the character has full
cover but is exposing himself to ranged attackers.
Benefit:
The character has a +5 bonus to all defensive rolls against the ranged attack while
under partial cover.
GAINING EXPERIENCE
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Determine the Experience awards for an encounter
Opponent Experience award
Attributes x 10 in Experience
Skill levels x 10 in Experience
Faith Level x 200 in Experience
Arcane Magic Level x 400 in Experience
Monster Special ability
# of abilities +500 Experience
Poor Gear
Average Gear + 25% in Experience
Excellent Gear +50% in Experience
Masterwork Gear +100% in Experience
Monetary Experience awards
Gain Experience from the total monetary gain in a Session
1 Experience per 2 Gp. gained
Skill Check Experience award
Skill test difficulty x 400 Experience
Minor Goal completion Experience award
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Represents in session goals that are completed
Easy Goals 10,000 Experience
Average Goals 20,000 Experience
Difficult Goals 30,000 Experience
Session Goal Experience award
50,000 Experience
This reward represents the ultimate goal for a session, like the completion of the
module, the defeat of the main enemy, or rescuing the princess.
SPENDING EXPERIENCE
Improving an Attribute by 1
Current Attribute score x 10,000 Experience cost
Improving a Skill by 1
Current Skill level x 5,000 Experience cost
Learning a New Skill
50,000 Experience cost
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Learn a New Spell or Miracle
100,000 Experience cost
SCROLLS
Scrolls are magically imbued items with spells locked into it, these spells are actually
released when the command phrase in the scroll is read aloud.
Scrolls are always consumed once the magic in them is released.
Creating a scroll
To create a scroll you need a couple of items
A sheet of vellum
Writing implement and Ink
You can only put into a scroll a spell with a complexity equal or lower than your
arcane lore
CHASE SCENES
1.) Determine the initial distance between the two parties (the ones chasing) and the
one being chased.
2.) Roll Initiative
3.) If the one being chased wins the initiative he increases the distance between him
and the one chasing him
4.) If the one chasing their target wins the initiative they have a couple of options
that they can do, they can either close the distance (even overtake their target),
do an action to trip and disable their target.
5.) Repeat step 1
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