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Domain RPG aka d26

Post by JonSetanta »

NOTICE!
This is the old draft version.
Consider this "1e", while "2e" is over here






DOMAIN
a d26 RPG

concept and writing by Jon Setanta

edited by James Waugh

indexing by Alex Whitehead



Index
1. Stats
2. Races
3. Character Basics and Classes
4. Powers (skills and spells)
5. Items
6. Combat
7. Status Effects
8. Monsters
9. Realms




1. STATS

Stats to assign at character creation: 6 points with no stat higher than 4 at start


Body
Physical strength, endurance, bulk, stamina, and muscle.

• Body + 10 = Hit Points
• Body x 5 = Health
• Carry limit (4 + Body in Weight Points)
• Brute weapon damage



Dexterity
Coordination, toned muscle, speed, and reflexes.

• Initiative
• Accuracy
• Dodge
• Parry
• Finesse weapon damage



Mind
Logic, perception, willpower, charisma, and wit.

• Mind x 5 = Mana
• Damage with spells
• Spell effect






2. RACES


SELECTING RACE

A character's race mostly just determines their sensory abilities, types of motion, and traits. Offensive abilities are only gained by selecting class, subclass, and powers.
Gaining levels in the character's Type grants more Trait powers for use with Power slots.


TRAITS

Some races have monstrous racial traits for free.
See the #8 Monster section below for a list of monster traits.


VISION TYPES
• Infravision: A monochromatic spectrum based on heat detection, works in darkness
• Color: the humanoid color sight of the rainbow spectrum


RACIAL SPELLS KNOWN

If a race knows any spells by default, equip them normally with power slots.
These spells are not added on top of what they already know.
Having a spell known for a race merely allows that character to equip a spell without using two slots if the spell was not found on any of their class lists.


HALF RACES

While the term "race' is somewhat obsolete, a player might still wish to play a character that might be part human and, say, part orc or elf or dwarf.
Simply pick and choose stat adjustments and traits or racial skills as a combination of the character as long as they don't exceed the three slot limit.


LANGUAGES

Each character knows the common tongue for their region, which is unique to each world and sometimes even to each continent, and a number of languages equal to their Mind stat.

The languages are:

• Common (a kind of basic trade speak unique to each world)
• National (depending on any racial, ethnic, and/or country group, the language takes on its own name)
• Yaza, the language of angels and hymns
• Druja, the language of demons, devils, and curses
• Zaegric, the language of the fae and elves

To speak rudimentary conversations with someone in a different language, an hour's worth of effort and a TN 11 Mind check can be made by the person presenting the message. Success means a breakthrough is made and a conversation can be approximated. Failure allows a retry after another hour of effort but otherwise leaves the recipient of a message baffled.


AGE

Playable races have two listings for age, an age at which they reach sexual maturity and a "maximum age" when the body ceases to function.
Characters with the Ageless trait such as Fae variants do not have a maximum age.
The maximum age is calculated by multiplying the age of maturity by 8.
Maximum ages vary by 4d6 years higher or lower with a 50% chance of deviating either way.


WEIGHT

To calculate physical weight take the base amount and adjust it by a deviation according to the following chart:
Roll 1d6
1 4d6 pounds lighter
2 2d6 pounds lighter
3 Same
4 Same
5 2d6 pounds heavier
6 4d6 pounds heavier

After adjustments, add another 20 pounds per point of Body, or subtract that much if into the negatives to a minimum of 1 pound in total body weight.

Finally, modify the total weight by a multiplier according to the character's size. For instance the default total is for size medium, so for size small characters the weight is divided by 8 and larger characters multiply it by 8.
At DM and player's agreement some characters might be closer to another size and so remain heavier than normal, for instance weefolk might be closer to a dwarf in size and so be only half or four times lighter rather than eight times.
Round up all fractions to the nearest pound.

The writer of Domain refuses to bias weight by sex and so it's up to a player to decide how much a character weighs depending on whether they are male or female.

For racial entries the average weight has already been factored for size. Apply the size multiplier to the random adjustment if desired and add.


SIZE

Size Scale (Body and Dexterity adjustment and modifier with weight multiplier)

Fine: Modifier -8, One sixteenth the size of a Medium, Speed -8, Stealth +8, Dodge +8, Unarmed Melee Damage -8, , Body -8, Dexterity +8, weight divided by 2048

Diminutive: Modifier -6, One eighth the size of a Medium, Speed -6, Stealth +6, Dodge +6, Unarmed Melee Damage -6, , Body -6, Dexterity +6, weight divided by 256 (.6 foot tall, .3 foot or 3.75 inch reach)

Tiny: Modifier -4, One quarter the size of a Medium, Speed -4, Stealth +4, Dodge +4, Unarmed Melee Damage -4, Body -4, Dexterity +4, weight divided by 32 (1.25 feet tall, .6 foot or 7.5 inch reach)

Small: Modifier -2, One half the size of a Medium, Speed -2, Stealth +2, Dodge +2, Unarmed Melee Damage -2, Body -2, Dexterity +2, weight divided by 8 (2.5 feet tall, 1.25 feet or 15 inch reach)

Medium (5 feet tall, 2.5 foot reach)

Large: Modifier +2, Double the size of a Medium, Speed +2, Body +2, Stealth -2, Dexterity -2, weight x8 (10 feet tall, +1 Reach)

Huge: Modifier +4, Quadruple the size of a Medium, Speed +4, Body +4, Stealth -4, Dexterity -4, weight x32 (20 feet tall, +2 Reach)

Gargantuan: Modifier +6, Octuple the size of a Medium, Speed +6, Body +6, Stealth -6, Dexterity -6, weight x256 (40 feet tall, +4 Reach)

Colossal: Modifier +8, Sixteen times the size of a Medium, Speed +8, Body +8, Stealth -8, Dexterity -8, weight x2048 (80 feet tall, +8 Reach)


• Reach distance less than 2.5 feet can still extend into the nearest space as long as the character is mobile.
• Apply size modifier to all weapon and unarmed damage. This stacks with the modifier for weapon size.
• Apply size modifier to land move speeds only. The smaller a character is, the harder they must work to keep up running.


HUMANOID RACES

Human
Age Maturity: 12
Age Maximum: 96
Weight: 120 pounds
Body +1
Mind +1
Highly adaptable. Other races sometimes say they talk too much.
Range in color from pale to dark brown.
They alter their environments to suit their needs and tame all wildlife they can, building anything from towns to cities and domesticating animals.
• Bonus Skill: Social
Tend to select Culture as a humanoid bonus skill.

Variant: Selkie (Fae)
Body +0 instead of +1
Black hair.
Can magically become seals.
Almost always female.
• Seal form: Fins, No Hands

Variant: Swanmay (Fae)
Body +0 instead of +1
White hair.
Can magically become swans.
Almost always female.
• Swan form: Wings, No Hands

Variant: Tuatha (Fae)
Body +0 instead of +1
Always pale with dark hair.
They thrive in the twilight realms despite being identical to default humans.
• Ageless

Variant: Satyr (Fae)
Mind +0 instead of +1
Hooved and horned musicians of the Fae.
Spend most of their time chasing attractive beings.
Almost always male.
No bonus skill "Social".
• Swift
• Ageless

Variant: Yuki (Fae)
Body +0 instead of +1
Always pale with dark hair.
Supernaturally adapted to the cold.
• Resist Energy (Cold)

Variant: Undine (Fae)
Body +0 instead of +1
An aquatic race with no culture to speak of beyond singing.
Almost always female.
• Amphibious



Dwarf
Age Maturity: 50
Age Maximum: 400
Weight: 160 pounds
Body +2
Stocky, insular, and resistant to change.
They prefer to dwell inside mountains while mining and smithing.
Dwarf homes are a part of the stone they work with.
• Infravision
Tend to select Craft (Building) and Culture as humanoid bonus skills.

Variant: Hill
These dwarves are transient traders rather than live in the mountains.
They tend to be quick witted and talkative rather than like their mountain-dwelling relations, and slightly taller.
No Infravision
• Bonus Skill: Social

Variant: Dugar
Body +1 instead of +2
These pale recluses would rather raid others than create their own culture, living in the dark depths under mountains.
Experts with fungal farming.
• Swift

Variant: Woodwose (Fae)
Body +1 instead of +2
These hairy beings live in the forest, respected for their woodwork.
• Ageless
The following spells may be slotted regardless of class: Plant and Vanish.

Variant: Gnome
Body +1 instead of +2
Size Small
Body -2
Dexterity +2
These diminutive beings are masters of gemwork and metalcraft, forming small communities within other cities or among the Fae.
The following spells may be slotted regardless of class: Metal.



Elf
Age Maturity: 125
Age Maximum: 1000 (an elf that eats only Fae food does not age)
Weight: 80 pounds
Dexterity +2
Pretentious and reclusive with prominently pointed ears.
Vary from exceptionally petite and pale to very dark and lanky.
Live in forests, adapting their homes to blend with the trees themselves by using the Plant spell.
The Fae variants have no culture to speak of, except for the lazy Aes Shee relying upon the labor of other Fae races.
• Bonus Skill: Sense
Tend to select Craft (Arts) and Wild as a humanoid bonus skill.

Variant: Dark
Dark elves live underground where no one can intrude on their elaborate cities.
They have dark gray skin, white hair, and red irises.
No bonus skill (Sense)
• Infravision

Variant: Aes Shee (Fae)
Tall and pale.
Haughty and overbearing. Would rather enslave other races to do work than accomplish anything.
Prominent masters of the Fae realms though deception, conspiracy, and sheer arcane power.
No bonus skill (Sense)
• Ageless
The following spells may be slotted regardless of class: Charm, Illusion, and Vanish.


Variant: Dryad (Fae)
Dexterity +1 instead of +2
Leaf-haired beings that are part of living forests.
They have no culture besides protecting their forests.
Skin is green tinted.
Almost always female.
No bonus skill (Sense)
• Woodmeld: Treat moving through plants as normal terrain.
• Ageless
The following spells may be slotted regardless of class: Plant and Vanish.


Variant: Nymph (Fae)
Dexterity +1 instead of +2
Beautiful beings that dwell near pools of water in the forest.
They have no culture beyond preening and bathing.
Almost always female.
No bonus skill (Sense)
• Swift
• Ageless
The following spells may be slotted regardless of class: Vanish.


Variant: Faun (Fae)
Hooved beings of the forests and plains.
No bonus skill (Sense)
• Ageless
The following spells may be slotted regardless of class: Vanish.



Weefolk
Age Maturity: 12
Age Maximum: 96
Weight: 30 pounds (adjusted for size)
Mind +1
Size Small
Body -2
Dexterity +2
Appearing as short yet proportionate humans, weefolk tend to blur their cultural boundaries with that of other social humanoids.
Also called halflings.
• Bonus Skill: Stealth

Variant: Brownie aka Hobgoblin (Fae)
Mind +0 instead of +1
House-dwelling helpers that work at night for gifts from their providers.
• Ageless
The following spells may be slotted regardless of class: Vanish and Silence.

Variant: Laga aka Rabbitfolk (Fae)
Mind +0 instead of +1
Long-eared shapeshifters that can appear as rabbits.
The following spells may be slotted regardless of class: Animal Shape (rabbit).
No bonus skill (Stealth).
• Ageless
The following spells may be slotted regardless of class: Vanish and Silence.

Variant: Leprechaun (Fae)
Reclusive travellers that love to party and report back information to their Aes Shee masters.
The pot of gold is a lie.
Almost always male.
No bonus skill (Stealth).
• Ageless
The following spells may be slotted regardless of class: Illusion and Vanish.




Goblin
Age Maturity: 6
Age Maximum: 48
Weight: 20 pounds (adjusted for size)
Dexterity +1
Size Small
Body -2
Dexterity +2
These versatile and varied beings are sharp of tooth and wit, typically a shade of green.
While quick to breed, they culturally don't have the self-preserving instincts to live very far into adulthood.
Goblin cities prosper at the expense of their environment, depleting most resources quickly at a rate that puts humans to shame.
Fae variants tend to lack the immortality of other Fae types.
• Infravision

Variant: Boggart (Fae)
Dexterity +0 instead of +1
These fae live to scare others for fun.
• Ageless
The following spells may be slotted regardless of class: Illusion and Vanish.

Variant: Redcap (Fae)
size Medium
Weight: 100
These bullies seek to kill mortals with scythes in their desolate places and soak their caps in blood.
Almost always male.
• Ageless
The following spells may be slotted regardless of class: Fear and Vanish.

Variant: Gremlin (Fae)
Dexterity +0 instead of +1
size Tiny
Body -4
Dexterity +4
Goblins that resemble bats more than anything.
In fact, they prefer to take the forms of bats.
The following spells may be slotted regardless of class: Animal Shape (bat).

Variant: Kobal
Weight: 15
Miners under civilized places. While they lack the crafting skill of dwarves, they make up for it with a tenacity to dig tunnels beneath cities.
The following spells may be slotted regardless of class: Stone and Metal.



Orc
Age Maturity: 10
Age Maximum: 80
Weight: 140 pounds
Body +2
Culturally aggressive but also nurturing to their own kind, orcs have a history of violence that spans centuries into the records of other races.
They are green skinned with tusks on the lower jaw and have broad shoulders.
• Bonus Skill: Wild.

Variant: Icthar
Body +1 instead of +2
These beings could very well be called mer-orcs.
They are a blue-green in color with scales and a flowery tail for displays.
• Fins trait, No Legs
• Amphibious: Can breathe water and air.

Variant: Suda aka Boarfolk (Fae)
Body +0 instead of +2
This variant lives like the animals they take the form of, dwelling in pools of mud and digging for rare fungus.
They construct mud huts and fight in animal form, the shape of pigs.
The following spells may be slotted regardless of class: Animal Shape (boar).
• Ageless

Variant: Grimlock
These eyeless subterranean beings resemble gray orcs but thrive on their own in the dark.
• Blind
• Scent



Ogre (Rank 2)
Age Maturity: 8
Age Maximum: 64
Weight: 960 pounds
Body +1
size Large
Body +2
Dexterity -2
Brutish humanoids with long arms and large appetites.
They prize strength and shows of physical power above all else.
They are not above eating fellow humanoids, but will not eat other ogres.
• Thick Skin

Variant: Oni (Fae)
Body +0 instead of +1
They exist in colors of blue or red with either one or two horns.
Prefer living on the edges of civilization for raids on alcohol and cooked meat.
Their cultural weapon is a giant metal club.
• Ageless
The following spells may be slotted regardless of class: Vanish.

Variant: Sasquatch
More apelike than humanoid, covered with black hair.
Lives in forests alone.

Variant: Yeti
Resemble sasquatch, but pure white.
Lives in mountains.
• Resist Energy (Cold)
No Thick Skin.



Dragar aka Lizardfolk or Dragonfolk
Humanoid (Dragon)
Age Maturity: 15
Age Maximum: 120
Weight: 120 pounds
Body +1
Dexterity +1
These scaled beings are the closest thing to humanoid dragons.
While most don't have wings, they make up for it with the ability to dwell within civilizations and use tools.
• Bite

Variant: Sky
Like their draconic relatives these beings have full wings.
That's about the only resemblance though.
• Wings, no arms, although each wing has a single thumb

Variant: Ocean
These beings have a long serpentine lower body.
• Fins, No Legs

Variant: Sand
These beings have ostrich-like legs and a propensity for vivid scales.
• Swift
No Bite.



Mora aka Merfolk
Age Maturity: 12
Age Maximum: 96
Weight: 120 pounds
Body +1
Mind +1
Mora build vast underwater cities that blend with the coral reefs and rocky ground below.
They are fond of spears and tridents.
Their skin tends to be shades of silvery blue with dark hair.
• Fins, No Legs
• Amphibious



Neph aka Half-Celestial
Age Maturity: 12
Weight: 120 pounds
Dexterity +1
Mind +1
These slender beauties are suppposedly descended from the Yaza races of heavenly beings.
They always have white hair and gold eyes but skin color varies, tending towards that of humans.
• Ageless
The following spells may be slotted regardless of class: Glow.



Cambion aka Half-Fiend or Devil
Age Maturity: 12
Weight: 120 pounds
Body +1
Mind +1
Crossbreeds between humanoids and the Druja demons long ago made (and sometimes still make) these hybrids.
One distinguishing trait they all have in common between varied forms is a pair of upward curving horns on their forehead.
• Ageless
The following spells may be slotted regardless of class: Shadow.

Variant: Fomra
Mind +0
These devils come from the sea. They have dark blue skin and gray hair.
Culturally they have been at war with the Aes Shee for millenia.
• Amphibious



Golem
Weight: 200 pounds
Body +2
These mechanical beings don't reproduce per se as much as build their offspring.
They vary from magic-powered to clockwork to steam to being made of wood.
• Construct: Replace Health with more Hit Points. Immune to Life and Death element. Treat as an object when it comes to healing HP.
Golems do not need to breathe but do require sustainance; choose magic (mana points), life essence (taken from other beings), flammable objects, windup gears, or fresh water.

Variant: Small Golem
Body +1 instead of +2
size Small
Body -2
Dexterity +2

Variant: Tiny Golem
Body +0 instead of +2
size Tiny
Body -4
Dexterity +4

Variant: Large Golem
Body +1 instead of +2
size Large
Body +2
Dexterity -2

Variant: Homonculus (can be applied to any other variant)
This variant modifies but does not remove the Construct trait.
These beings are affected normally by organic magic such as Life and Death element. Treat as an organic being when it comes to healing HP, although they still have HP instead of Health.



Fairy (Fae)
Age Maturity: 3
Age Maximum: 24
Weight: 2 pounds
size Tiny
Body -4
Dexterity +4
These pint-sized elflike Fae are as common as insects in the twilight realms.
• Wings
Fairies age and die like mortals but only because by evolution or design they are meant to die and refresh the cycle of their culture.
They have tiny gems in place of navels.
There is no default Fairy race. Only variants.

Variant: Pixie
These beings protect their forests ferociously with small arrows, adorning themselves with leaves.
The following spells may be slotted regardless of class: Plant and Vanish.

Variant: Sprite
These shimmering beings want to be noticed. They glow with their magic given any opportunity to show off, but not to the point of getting caught or injured.
The following spells may be slotted regardless of class: Glow and Vanish.

Variant: Grig
These drab beings resemble the insects they take the form of.
No Wings.
The following spells may be slotted regardless of class: Animal Shape and Vanish.

Variant: Naiad
More fish than anything, these scaled beings have large puckering lips and small fins.
They lack the fast swimming speed of an aquatic race because they dwell in ponds and lazy rivers with no natural predators.
No Wings.
• Amphibious
The following spells may be slotted regardless of class: Water and Vanish.



Ventai aka Birdfolk
Age Maturity: 10
Age Maximum: 80
Weight: 80 pounds
Dexterity +1
Mind +1
Have bird heads and feet, but the location of wings or not differs due to variant.
They roost in forests or dwell in the cities of other races.
• Wings, No Hands
• Bite (beak)

Variant: Harpy (female) aka Borear (male)
Mind +0
While they resemble other feathered Ventai, these beings have human faces.
The dispositions tend to be aggressive to outsiders.
• Claws

Variant: Celar
Ground-running birdfolk.
• Claws
No wings

Variant: Ocypar
Mind +0 instead of +1
These birdfolk have the heads of owls.
• Infravision

Variant: Tengu (Fae)
An unusual magical breed of mountain-dwellers.
They seek knowledge above all else.
Rather than a bird head these beings have a long nose.
Has arms in addition to wings but no Bite attack.
• Dexterity +0
• Ageless



Felar aka Catfolk
Age Maturity: 4
Age Maximum: 32
Weight: 80 pounds
Dexterity +1
These beings are generally lithe humanoids covered with fur and have a feline head.
Their culture resembles lion prides or loners.
• Scent
• Claws



Nol aka Dogfolk
Age Maturity: 4
Age Maximum: 32
Weight: 120 pounds
Body +1
These beings are hairy dogheaded natural warriors.
They have no culture beyond mercenary travelling in bands or alone, or scavenging.
• Scent
• Bite

Variants:
While not necessarily variants, Nols can resemble coyotes, hyenas, wolves, or jackals more than dogs.



Kitsa aka Foxfolk
Age Maturity: 10
Weight: 80 pounds
Dexterity +1
Mind +1
These fox-headed beings take the form of a fox supernaturally, although many debate which is the true form.
Advanced Kitsa become true humanoids and dwell among other cultures.
The following spells may be slotted regardless of class: Animal Shape (fox).
• Ageless



Ungal aka Horsefolk or Centaurs
Age Maturity: 5
Age Maximum: 40
Weight: 200 pounds
Body +2
The horsefolk in humanoid form resemble brutish humans with the legs of a horse, or four horse legs, but with no change in speed.
They do little more than drink heavily and fight.
• Swift
The following spells may be slotted regardless of class: Animal Shape (horse).



Troll
Age Maturity: 20
Age Maximum: 160
Weight: 200 pounds
Body +2
Trolls are generally uncivilized omnivores ranging in color from green to gray.
They are known to carve shapes and holes into rock though.
• Scent

Variant: Moss Troll
Body +1 instead of +2
size Small
Body -2
Dexterity +2
Kindly beings of the mountains that take care of the sick and injured, but maintain the typical trollish habit of eating the dead.
The following spells may be slotted regardless of class: Cure, Plant, and Stone.

Variant: Green Troll (Rank 2)
These lanky fanged beings eat anything that will fit in their mouth.
They are filthy vagabonds that raid towns by night for anything or anyone to eat.
size Large
Body +2
Dexterity -2
• Traits from high levels:
Larger
Claws
Bite
Rend
Regenerate x2 (+4 Health)
Scent
Thick Skin



Giant aka Yotun (Rank 3)
Age Maturity: 12
Age Maximum: 96
Weight: 7,680 pounds
size Huge
Body +4
Dexterity -4
Giants resemble ugly oversized humans.
Their attempts at culture are crude but cover large areas of raiding and conquer.

Variant: Fire
• Resist Energy

Variant: Frost
• Resist Energy

Variant: Titan (Rank 4)
Weight: 61,440 pounds
size Gargantuan
Body +8
Dexterity -8
Among giants, Titans are the biggest. They style themselves as deities which puts them at odds with the real gods.

Variant: Cyclops
Despite their single eye these giants prefer to throw rocks at their foes.
Knows the skill Hurler.

Variant: Forest
• Woodmeld

Variant: Stone
• Stonemeld




3. CHARACTER BASICS AND CLASSES


RANKS

Ranks sort skills, spells, and traits into tiers of accessible influence, mostly to keep Level 1 characters from launching city-destroying spells and absorbing massive amounts of damage.
A new Rank is gained every 5 levels. Powers increase in ability with higher Rank.

Level Rank
1 1
6 2
11 3
16 4


Each Rank past the first adds +1 to all stats as well as an additional +1 to assign as desired. There is no maximum to how high a stat can increase.

Rank Stat Minimum/High (not counting race)
1: 0/4
2: 1/6
3: 2/8
4: 3/10


Many monsters and races are tied to specific Ranks. In order to play as one or fight one in a balanced battle you have be the minimum Rank.


POWERS

Power Slot amount equals 3 + Level, +2 Non-combat Skills at Rank 1


Level Power Slots
1 4
2 5
3 6
4 7
5 8
6 9
7 10
8 11
9 12
10 13
11 14
12 15
13 16
14 17
15 18
16 19
17 20
18 21
19 22
20 23


ROLLING DICE

Pick up a die. Slide it out of your hand onto the table from a height of at least 2 inches so that it rolls. Read result face up on top of the die.

Domain is a d26 game which means you will be using only a single 20-sided die and any number of 6-sided dice.


HOW TARGET NUMBERS WORK

Most defenses and objectives will be a base of 11. This is because a character with an equipped skill adds their level, which is at least 1, to their roll, giving a 50divided by chance to start.
The character must roll equal to or higher than the target number.

The abbreviation for Target Number is "TN".


ACTIONS

Each character's turn consists of a Normal action, a Move action, and a Quick action. They also get one Counter action to react to other characters if a power allows it.
A Normal action may be used to make a Move or Quick action, while a Move action may be used to make a Quick action.

An action may be saved until another character's turn. This is called readying an action.

Some powers and abilities happen as a result of an event occuring. These are called reactions and don't take up any time.



CLASSES

All player characters may have up to two classes.
Classes determine skill and spell access according to their own power list.


Warrior Classes
• Assassin
• Fighter
• Monk
• Thief

Mage Classes
• Druid
• Elementor
• Healer
• Illusionist
• Kinetic
• Mentalist
• Mystic
• Necromancer
• Protector
• Shaman
• Summoner
• Transmuter


REPLICATING A FANTASY TROPE

Also known as "why isn't my favorite class listed".
Many stereotypical roles were left out or absorbed into these classes due to the ability of a player and DM to work together emulating the abilities with the skills and spells that Domain provides.

Some common Dungeons and Dragons classes can easily be emulated with a combination of Domain classes:
• Alchemist: Transmuter, use the spell Imbue to create items on the fly
• Barbarian: Fighter/Transmuter, take spells such as Bulk and Hidden Morph to augment combat ability
• Bard: Illusionist/Mentalist with spells themed to require playing an instrument, singing, or dancing to cast as spell
• Cleric: Fighter/Healer, more Mage than Warrior
• Ninja: Assassin/Mystic or Assassin/Shaman
• Paladin: Fighter/Healer (or Protector), more Warrior than Mage
• Ranger: Assassin/Druid
• Witch/Warlock: Shaman/Necromancer


CLASS POWER LIST

Warrior Classes
• +5 Health per Rank: All Warriors gain 5 bonus Health per Warrior class for each Rank they possess.
• +1 Action Point per Rank (optional): All Warriors gain 1 additional Action Point for each Rank they possess per Warrior Class if the rule is used.

All Warrior Classes:
• Action Bonus: +1 Action Point per Rank

• Assassin
Skills:
Rank 1
Archer
Backstab
Counter
Dodger
Gunner
Hurler
Lasher
Leap
Lightning Trigger
Longshot
Pinning Arrow
Power Blade
Pressure Point
Slay
Swift
Reflex
Tough
Wolf Fang

Rank 2
Blade Wave
Crushing Blow
Dispelling Strike
Elemental Weapon
Evasion
Explosive Arrow
Flash Step
Flurry
Loyal Weapon
Mana Arrow
Mana Bullet
Perfect Block
Perfect Parry
Returning Weapon
Vampiric Strike

Rank 3
Air Strike
Airwalk
Hand Projectile
Phase Puncture
Shadow Slip
Shockwave

Rank 4
Barrier Parry
Hermetic Form
Rend Void
Unlimited Breath

• Fighter
Skills:
Rank 1
Archer
Boxer
Counter
Defender
Dodger
Dragon Push
Gunner
Heft
Hurler
Lasher
Leap
Lightning Trigger
Longshot
Pinning Arrow
Power Blade
Pressure Point
Slay
Swift
Tough
Wild Swing
Wolf Fang

Rank 2
Blade Wave
Crater
Crushing Blow
Dispelling Strike
Elemental Weapon
Explosive Arrow
Flurry
Guts
Loyal Weapon
Mana Arrow
Mana Bullet
Perfect Block
Perfect Parry
Returning Weapon
Vampiric Strike
Whirlwind Strike

Rank 3
Air Strike
Hand Projectile
Phase Puncture
Shockwave

Rank 4
Barrier Parry
Hermetic Form
Worldwreck
Physical Perfection
Rend Void
Unlimited Breath

• Monk
Skills:
Rank 1
Bladehand
Boxer
Chi Transfer
Counter
Defender
Detect Magic
Dodger
Dragon Push
Hurler
Iron Body
Iron Fist
Leap
Long Strike
Mantis Claw
Pressure Point
Serpent Grasp
Slay
Sonic Punch
Straightarm Punch
Swift
Reflex
Tiger Claw
Tough
Wise
Wolf Fang

Rank 2
Chi Aura
Chi Blast
Crater
Crushing Blow
Dispelling Strike
Elemental Weapon
Evasion
Flash Step
Flurry
Guts
Perfect Block
Perfect Parry
Vampiric Strike
Whirlwind Strike

Rank 3
Air Strike
Airwalk
Chi Bomb
Hand Projectile
Phase Puncture
Shockwave

Rank 4
Barrier Parry
Hermetic Form
Worldwreck
Physical Perfection
Rend Void
Unlimited Breath

• Thief
Skills:
Rank 1
Archer
Backstab
Detect Magic
Dodger
Gunner
Hurler
Lasher
Leap
Lightning Trigger
Longshot
Pinning Arrow
Pressure Point
Slay
Steal Mana
Swift
Reflex
Tough
Wolf Fang

Rank 2
Blade Wave
Dispelling Strike
Elemental Weapon
Evasion
Explosive Arrow
Flash Step
Flurry
Loyal Weapon
Mana Arrow
Mana Bullet
Vampiric Strike

Rank 3
Air Strike
Airwalk
Phase Puncture
Shadow Slip

Rank 4
Steal Power
Hermetic Form
Physical Perfection
Rend Void
Unlimited Breath


Mage Classes

(Universal; all Mages have these skills and powers on their list but must ready them with power slots)
Rank 1
• +5 Mana per Rank: All Mages gain 5 bonus mana per Rank per Mage class.
• Cantrip (bonus spell, all mages have this)
• Sense Magic (skill)
• Dimension Pocket (spell)
• Wise (skill)
Rank 2
• Astral Projection (spell)
Rank 3
• Astral (spell)
Rank 4
• Wish (spell)

• Druid
Spells:
Rank 1
Air
Animal Shape
Enhance Sense
Fire
Fog
Ice
Lightning
Partial Morph
Plant
Regrow
Stone
Water
Waterwalk

Rank 2
Enlarge
Half Morph
Polymorph
Poison
Shrink
Waterform

Rank 3
Earthquake
Forest
Hidden Morph
Storm

Rank 4
Restore Terrain
Tornado
Volcano

• Healer
Spells:
Rank 1
Cure
Bless
Dispell
Enhance Sense
Glow
Imbue
Regrow
Sleep

Rank 2
Bulk
Habitat
Haste
Totem

Rank 3
Contingency
Life
Sunlight

Rank 4
Resurrection
Seal

• Elementor
Spells:
Rank 1
Acid
Air
Create
Fire
Fog
Ice
Lightning
Metal
Stone
Thunder
Water

Rank 2
Change Object
Vapor
Waterform

Rank 3
Earthquake
Storm
Sunlight

Rank 4
Meteor
Tornado

• Illusionist
Spells:
Rank 1
Disrupt
Fear
Glow
Illusion
Shadow
Silence
Vanish

Rank 2
Countermagic
Dominate
Duplicate
Invisibility

Rank 3
Contingency
Phase
Sunlight

Rank 4
Antimagic
Mirage

• Kinetic
Spells:
Rank 1
Air
Animate
Force
Glow
Regrow
Shield
Silence
Thunder

Rank 2
Change Object
Flight
Habitat
Halt
Vapor

Rank 3
Earthquake
Megakinesis
Phase

Rank 4
Fortress
Volcano

• Mentalist
Spells:
Rank 1
Charm
Disrupt
Fear
Message
Nerve
Sleep
Telepathy

Rank 2
Countermagic
Dominate
Halt
Haste

Rank 3
Enslave
Mimic Spell
Stop Time

Rank 4
Memory Probe
Precognition
Seal

• Mystic
Spells:
Rank 1
Become Object
Charm
Dispell
Disrupt
Enhance Sense
Fear
Force
Telepathy
Wallwalk

Rank 2
Countermagic
Flight
Halt
Haste
Scry

Rank 3
Hidden Morph
Phase
Stop Time

Rank 4
Antimagic
Seal
Switch

• Necromancer
Spells:
Rank 1
Bone
Drain
Fear
Nerve
Regrow
Shadow
Undeath

Rank 2
Habitat (made of bone)
Halt
Vapor

Rank 3
Contingency
Life

Rank 4
Resurrection
Seal

• Protector
Spells:
Rank 1
Create
Dispell
Imbue
Message
Metal
Protection
Repair
Shield
Silence
Stone

Rank 2
Countermagic
Change Object
Door
Habitat
Teleport
Totem

Rank 3
Contingency
Phase
Stop Time
Wall

Rank 4
Antimagic
Gate
Seal

• Shaman
Spells:
Rank 1
Animal Shape
Bone
Drain
Enhance Sense
Fire
Message
Partial Morph
Protection
Regrow
Shadow
Sleep
Vanish
Wallwalk
Water
Waterwalk

Rank 2
Bulk
Duplicate
Flight
Half Morph
Haste
Invisibility
Polymorph
Poison
Scry
Totem

Rank 3
Hidden Morph
Life
Storm

Rank 4
Petrify
Seal

• Summoner
Spells:
Rank 1
Create
Fog
Ice
Metal
Plant
Protection
Shield
Stone
Summon
Water

Rank 2
Door
Habitat
Teleport
Totem

Rank 3
Contingency
Forest
Wall

Rank 4
Fortress
Gate
Meteor


• Transmuter
Spells:
Rank 1
Acid
Animal Shape
Animate
Become Object
Enhance Sense
Fire
Ice
Imbue
Metal
Partial Morph
Repair

Rank 2
Bulk
Change Object
Duplicate
Enlarge
Flight
Half Morph
Haste
Polymorph
Shrink
Vapor
Waterform

Rank 3
Contingency
Hidden Morph
Phase

Rank 4
Evolve
Petrify
Volcano


OPTIONS

Classes gain options based on which category they belond to.
For instance, Battle Options apply to Combat Skills while Sorcery Options apply to spells.

Options are learned when they are witnessed by a character observing another character use them.
A TN 16 Mind check is made. Success means the option was learned and is ready to use. Failure means no retries for 24 hours.

Otherwise, one week of study in a special library or with a mentor.

Only one option may be used for each action. For instance, if a character uses the Flurry skill granting two attacks, two attack-linked options may be used.



ESSENCE

All characters generate a number of Essence points equal to their Rank.
Essence may be invested into magic items to gain certain effects, or into spells affecting the character to sustain their durations beyond normal.
Any effect duration lasting on a character may be sustained.

Investing Essence is a Quick action. One action is required per point to be invested.

Once Essence is spent a character must use a Normal action to recover all of it by the end of the round.
Actively invested Essence can not be recovered. The effect(s) must be canceled first.

Investing Essence into a Curse spell extends the duration as it would any effect placed on the caster theirself.
As soon as Essence is withdrawn the duration resumes as normal.


PAYING FOR MAGIC SERVICES

Paying an NPC to cast a spell is just like any other job but tends to be costly.

A single spellcasting costs 200 gold per Rank of effect. The form tends to be a ritual.

For instance, raising the dead from an intact corpse costs 600 gold because the spell Life is Rank 3.



4. POWERS

LEARNING NEW POWERS

Learning a power means the character has been exposed to its use either by individual study for 1 week or observing another character perform the power.

A TN 11 + 5 per Rank of power check is made; combat skills and both Body and Dexterity non-combat skills require an Athletics or Wild skill check, while Mind non-combat skills and spells require a Culture check. Failure means no progress is made and the power can't be equipped. Success means the power can be equipped, if it's on one of the lists for the character's classes.
A Social check may be substituted for the other types of skill checks if the character is studying with a mentor that knows the power the character wishes to equip.

A character may Take 10 or Take 20 on this skill check if there are no other distractions and a full 8 hours a day are devoted to learning in a safe place.

Equipping a power takes 1 day of practice per Rank of the power, after which it is ready for use.

Equipping a power that is not on a list for the character's classes requires an additional power slot.

Equipping a spell with an additional power slot can also remove the requirement for Mana when casting that spell.

Unequipped powers are not "forgotten" and they don't need to be relearned to be equipped again.


SKILLS (NON-COMBAT)

Skills grant both constant abilities in the form of expanded options as well as a bonus to d20 checks when facing a challenge.
In general add Rank to the stat of the skill to calculate the total bonus.

Non-combat skills may be performed even if unequipped, but do not gain a Rank bonus or trained bonus (+5). Performing an untrained skill and rolling a 1 means both no retries and something disastrous happens (or Bane is applied for the encounter).

A trained skill check is 1d20 + stat + 5 or 10.
An untrained skill check is 1d20 + stat.

A skill may be trained up to twice. The trained bonus is cumulative.


TAKE 10

A player may opt to use the number 10 instead of a d20 roll for adding to their skill total. This can be done at any time, but only if the player has rolled at least once while performing the skill as a challenge.


TAKE 20

Instead of 10, a player may even elect to use the number 20 instead of a d20 roll, but this takes 20 times longer than specified for the skill, and can't be performed while in combat.


Athletics
[Dexterity]

• Balance (Reaction), TN 11 for terrain as wide as a character's head, TN +2 for slippery, sloped, or obstructed terrain
• Escape Grapple (Reaction), make check at the beginning of character's turn, opposed by grappler's Body + 10, success means grapple is ended
• Squeeze Into Tight Space, TN 31, the space is no larger than the character's head
• Jump (Move action), move at least 4 spaces to jump as high as 1/4 the check result, distance equal to check result in feet (divide by 5 for number of spaces), the TN for terrains is unique to each terrain
• Soft Landing (take half damage from a fall), TN 21


Climb
[Dexterity]

Climbing is a Move action that scales a character at a rate of half their movement speed each round.
Roll only when facing obstacles or being attacked while climbing.

• Rope, TN 6
• Ledges, TN 11
• Uneven, TN 21
• Slippery, TN +5
• Hang On To Monster, TN is monster's Dexterity + 10


Craft
[Mind]

To craft an item or work of art the character must have spent at least a week training with a particular type.
Replicating an item from casual observation applies Bane.
In general, 1 week of effort generates 1 gp worth of items with a successful check and costs 1/3 the item's final value in raw materials. A failed check wastes the materials.
Each time this skill is equipped select either Arts or Building.

Arts:
• Perform Music or Create Art, generate 1d6 silver per day in a populated area, TN 11 success converts this gain to gold, TN +5 for each additional 1d6 gold

Building:
• Simple Tool, TN 11
• Weapon or Armor, TN 16
• Complex Item (such as a trap or gun), TN 21
• Magic Item, TN 16, 1 day per 1000 gold in original price, spend half that price in raw materials, a spell must be equipped if a spell effect is to be embedded, on a failed check the materials are not wasted but no progress is made for that time period
• Generate Income, check result divided by 2 in gold
• Repair Object, TN 11 for wood or mixed objects, TN 16 for iron or other metals, object recovers 2d6 + Mind in Hit Points after 1 minute of effort and a proper tool kit


Culture
[Mind]

• Ride an Animal, TN 6 Reaction to stay in a saddle, TN 16 Move action for fancy maneuvers, TN 21 for quick mount
• Handle Animal (1 week for trick), TN 16 to teach a trick or train
• Cook a Meal
• Navigate a Town or City (per square mile), TN 6
• First Aid (Normal action, ends Bleed), TN 11, target recovers 1d6 + Mind in Health or Hit Points
• Identify Magic, TN 16 + 2 per Rank of effect or object
• Knowledge (Normal action), TN 11 for easy answer, TN 16 for common, TN 21 for difficult, research grants Boon
• Generate Income (1 week), check result divided by 2 in gold
• Tie Rope (Reaction), make check + 10 opposed by a Device check when target attempts to escape


Device
[Dexterity]

The character is skilled in matters pertaining to machines and tools, both constructing and deconstructing.

• Open Lock or Disable Device (1d6 rounds), TN 11 + 5 per Rank of device
• Activate Magic Item (Normal action), TN 21
• Escape Binds, TN 21 for net or ropes, TN 31 for cuffs
• Notice Trap (Normal action per space), TN 21, TN +5 per Rank of effect if the trap is magically armed
• Bypass Trap Without Disarming, trap TN +10


Social
[Mind]

To make Social checks with a target the character must speak the same language. Otherwise pantomime is used, imposing a -10 penalty to the roll.

• Bluff (Quick action), opposed by target's Social bonus + 10, success means a lie is passed as truth
• Fake Out (Move action), opposed by target's Sense bonus + 10, success means the next attack against the target applies Bane to their Dodge roll as long as the attack is made within one minute
• Information (1d6 hours), TN 11, a fact or bit of information about a subject about a sentence long is discovered
• Detect Charm, TN 26, TN 16 to identify use of the Charm or Dominate spell or similar mind control

• Intimidate (Normal action):
By scaring a target or group into coercion, their attitude may be temporarily improved.
• Target is Enemy, TN 16 to improve to Neutral +5 TN per Rank of target if higher than the character rolling Social, enemies will harm a character as long as they can get away with it but otherwise treat them badly and seek to cause social or otherwise nonphysical harm
Enemy characters will attack after 1 minute of interaction or sooner if the Intimidate is not maintained.
• Target is Neutral, TN 16 to improve to Ally +5 TN per Rank of target if higher than the character rolling Social, neutral enemies won't do as a character asks unless there is a threat or reward associated, if attacked they will defend themselves and become Enemy but otherwise flee
Neutral characters will become Enemy after 1 minute of interaction if they have the means to fight back. Otherwise, they are affected by Fear for up to 1 minute after and attempt to flee.

• Diplomacy (Normal action):
The initial attitude is determined by the DM, but is usually Neutral.
Social (Diplomacy) checks may be made only once per encounter, or day if there is enough time between encounters. Some checks may not be rerolled unless Boon is applied, such as if a Neutral target becomes attacked and turns Enemy. Even then a bribe might not be enough to change someone's mind if, for instance, a limb was hacked off or their ally was killed.
Some harmful events might even leap an NPC straight from Ally to Enemy.
The TN to convert an attitude to one more favorable varies:

• Target is Enemy, TN 16 to improve to Neutral +5 TN per Rank target is higher than the character rolling Social, enemies will harm a character as long as they can get away with it but otherwise treat them badly and seek to cause social or otherwise nonphysical harm
• Target is Neutral, TN 16 to improve to Ally +5 TN per Rank target is higher than the character rolling Social, neutral enemies won't do as a character asks unless there is a threat or reward associated, if attacked they will defend themselves and become Enemy but otherwise flee
• Target is Ally, can not improve further, strangers don't tend to be allies but if they are affiliated with a group or religion it can be the default status

Favorable conditions such as bribery or having good mutual contacts provides Boon on Social checks.
Unfavorable conditions such as prejudice, threatening behavior, or a bad reputation applies Bane on Social checks.

Attempting to change attitude at the beginning of an encounter is a Normal action. Changing it further is a minute.


Stealth
[Dexterity]

• Hide and Move Silently (Move action), opposed by target's Sense bonus + 10 if looking or listening passively (without spending actions to sense), if a Quick action is spent to actively search for a target or group the character rolls a Sense check using the target's Stealth result as TN, some situations such as being observed directly while attempting to hide or in a bright or noisy terrain apply Bane yet while being in darkness and not moving more than half speed applies Boon, roll once per encounter or whenever an action is performed that might reveal location, moving faster than a single Move action is possible but applies a -5 penalty for that check
• Steal Item (Normal action), TN equal to target's Sense bonus + 10, failure increases this TN by 10 for further attempts in the same encounter
• Hide Item (Normal action), TN 11, +2 to check for an item the size of the character's hand, +4 to the check for a palmable item, +2 to the check for baggy clothes
• Disguise (Reaction, or 1 minute to prepare), oppose by target's Sense bonus + 10, -2 penalty for changing sex or race, check has Bane if target knows a figure the character is impersonating
• Fake Out (Move action), opposed by target's Sense bonus + 10, success means the next attack against the target applies Bane to their Dodge roll as long as the attack is made within one minute


Sense
[Mind]

• Spot, Hear, or Feel Stealthy Character (Quick action), opposed by target's Stealth check, TN +5 if distracted or through an obstacle
• Notice Trap (Normal action per space), TN 21, TN +5 per Rank of effect if the trap is magically armed


Swim
[Body]

• Navigate (Move action), TN varies by terrain but normally TN 11 to move at half speed in calm water, TN 16 for rough, and TN 21 for stormy, each hour of swimming requires a TN 21 check or character takes 1d6 fatigue damage
• Hold Breath, retain air for a number of rounds equal to Rank + Body + 10, TN 11 to extend this duration by 1 round but TN increases by +1 at the end of each round. Each time the character takes damage, reduce the number of rounds of air held by the amount of damage.


Wild
[Body]

• Hunt and Track (Move action), TN 11 for soft ground, TN 16 for firm, TN 21 for hard, apply target's size modifier to the check
• Survive Outdoors, TN 16
• Forage for Food, TN 11
• Predict Weather, TN 16
• Prepare Shelter from Nature
• Identify Monster, TN 11 + twice target's Rank, success reveals a particular power or weakness
• Avoid Getting Lost, TN 11 for hills, TN 13 for mountain, TN 16 for forest, check is made every hour of travel without a path or knowledge, +4 to Wild check if character uses a map
• Avoid Altitude Sickness, TN 16 check +1 TN per check made after every 6 hours, failed check means Tired and take 1d6 damage

• Intimidate (Normal action):
Body language is used to convey a message of crude aggression. While a message might be simple, encounters between characters using the Wild skill can still get what they want.
By scaring a target or group into coercion, their attitude may be temporarily improved.
• Target is Enemy, TN 16 to improve to Neutral +5 TN per Rank of target if higher than the character rolling Wild, enemies will harm a character as long as they can get away with it but otherwise treat them badly and seek to cause social or otherwise nonphysical harm
Enemy characters will attack after 1 minute of interaction or sooner if the Intimidate is not maintained.
• Target is Neutral, TN 16 to improve to Ally +5 TN per Rank of target if higher than the character rolling Wild, neutral enemies won't do as a character asks unless there is a threat or reward associated, if attacked they will defend themselves and become Enemy but otherwise flee
Neutral characters will become Enemy after 1 minute of interaction if they have the means to fight back. Otherwise, they are affected by Fear for up to 1 minute after and attempt to flee.



LANGUAGES

Speaking, reading, writing, or understanding a language doesn't require a skill check.
It's assumed that if a character knows how to speak a language they know how to read and write it as well.

A character knows how to speak Common and any racial languages, plus one additional language for each point of Mind they have.

Telepathy does not require knowledge of a mutual language.




SKILLS (COMBAT)

Types:
• Attack - The skill effect occurs as part of an attack. Different attack skills may be used in the same round, but not as a Counter.
• Defense - The skill is used as a reaction.
• Bonus - The skill grants a constant effect. If listed as "cumulative" the skill may be taken more than once and the bonus stacks with itself.
• Special - Effect varies.


SKILL LIST

Rank 1
Action Bonus [Bonus]: The character gets an extra Action Point per Rank.

Archer [Bonus]: +2 Accuracy with bows, +2 damage per Rank with bows

Bladehand [Bonus]: Unarmed attacks may also deal Slashing or Piercing damage. Slashing or Piercing unarmed attacks cause a critical hit on a damage roll of 5 or 6.

Backstab [Attack]: Against an unaware or flanked target, or target with Bane on Dodge rolls, deal an automatic critical hit +1d6 damage of the same type with the first attack you make in the round with a Light or Medium weapon. The weapon must be Finesse.

Boxer [Bonus]: Both hands become Lesser* Light unarmed weapons dealing 1d6+1 + Body or Dexterity Bludgeoning damage and gain a single Greater* kick, body slam, or headbutt dealing 2d6 + (twice Body) or (Body + Dexterity), otherwise the unarmed attack is unchanged.

Chi Transfer [Special]: Transfer Health or Mana to another character by touch, or shift Health or Mana between two willing touched targets

Counter [Attack]: Make a melee attack as a Counter action when attacked by a melee attack that isn't another Counter action. Character makes attack as soon as damage is taken but before the attacker's turn is over. Multiple Lesser attacks may be made as a single Counter while only a single Greater attack is made if that is all the character has.

Defender [Bonus]: Enemies attacking allies that are within reach get -5 to Threat and Accuracy rolls.

Sense Magic [Bonus]: The character can see and feel magic auras with their normal senses.

Dodger [Bonus]: +1 to Dodge rolls, +1 additional Dodge per Rank. You take no damage from area effects on a successful save or attack regardless of being held or having nowhere to move.

Dragon Strike [Attack]: As part of a melee attack target is propelled 2d6 per Rank + Body spaces minus a number of spaces equal to the target's Body stat.

Grappler [Bonus]: The character gets +2 to all d20 rolls and Threat concerning grapples and attacks made in a grapple including +2 to Dodge rolls to avoid being grappled

Gunner [Bonus]: +2 Accuracy with guns, +2 damage per Rank with guns

Heft [Bonus]: Use a two-handed weapon with one hand but subtract 1d6 damage, only one weapon may be used like this at a time

Hurler [Bonus]: +2 Accuracy with thrown weapons, +2 damage per Rank with thrown weapons

Iron Body [Defense]: Character gains Armor Value equal to Body even while unarmored, Insulation equal to half that value

Iron Fist [Attack]: Unarmed attack ignores Armor Value on damage roll of 5 or 6

Lasher [Bonus]: +2 Accuracy with whips, +2 damage per Rank with whips

Leap [Special]: The character gets +5 to Athletics checks involving jumping. When jumping the character may travel as high as they travel horizontally, jumping may be performed without moving first, and double jump distance and height for each Rank

Lightning Trigger [Bonus]: Dodge rolls against your gunshots get -4 penalty when character draws a gun and fires it in the same round

Long Strike [Attack]: Greater* unarmed melee attacks have Reach

Longshot [Bonus]: Double bow or gun distance

Mantis Claw [Attack]: Disarm target of weapon parried with an unarmed attack

Pinning Arrow [Attack]: Target hit with arrow is Immobile until the arrow is removed as a Move action

Power Blade [Attack]: The character creates either a pair of energy swords out of magic dealing 1d6 + 1 + Body or Dexterity Slashing damage or a single larger blade dealing 2d6 + Body Slashing damage with Reach +1, it has 15 Hit Points and a new one can be created or vanished as a Quick action

Pressure Point [Attack]: As part of a melee attack target is Stunned for 1d6-2 rounds on a damage roll of 5 or 6

Reflex [Bonus]: +4 Initiative rolls

Serpent Grasp [Attack]: Limb lock, limb is broken during grapple on an unarmed attack critical roll of 5 or 6 causing loss of arm or half land movement speed if leg, loss of both legs means the target can only move 1 space per action

Slay [Bonus]: +2 Threat value, and +1 damage per Rank per hand holding a weapon with melee weapons and limb attacks

Sonic Punch [Attack]: Target is knocked Prone on a roll of 6 and Deaf for 1 minute on hit

Steal Mana [Attack]: As a melee attack take 1 Mana from target and give to character

Straightarm Punch [Attack]: Punch doesn't trigger retaliation by counter powers, a target hit buy this attack is Immobile for 1 round

Swift [Bonus, cumulative]: Movement is increased by a number of spaces equal to 3 or Dexterity whichever is higher

Tiger Claw [Attack]: Even if unarmed attack is Dodged target takes half damage

Tough [Bonus, cumulative]: +10 Health per Rank

Wild Swing [Attack]: Even if Reach attack is Dodged target takes half damage

Wise [Bonus, cumulative]: +10 Mana per Rank

Wolf Fang [Attack]: Attack knocks target Prone on damage roll of 5 or 6


Rank 2

Blade Wave [Attack]: Slashing melee attack becomes ranged attack with distance increment equal to 6 spaces

Chi Aura [Special]: Each melee attacker that poses Threat to character takes damage equal to character's Body stat

Chi Blast [Attack]: Range 12 attack dealing 3d6 Fire damage + Body to all targets in a line or as a single target projectile. The damage increases by an additional 1d6 per Rank beyond 2.

Crater [Attack]: Bludgeoning melee attack causes damage equal to Body stat to all targets in a small group in contact with the ground

Crushing Blow [Attack]: By increasing weight deal an additional 2d6 damage to a Prone target or target beneath the character

Dispelling Strike [Attack]: Successful hit ends one magic effect on target

Elemental Weapon [Bonus]: Add 1d6 Energy damage of a single type to attack per Rank, roll the physical portion of damage to be dealt first to see if character scores a critical hit and then roll Energy damage after

Evasion [Bonus]: Once every 10 rounds as a reaction you may make a Dexterity save against the damage result of an attack, success means no damage or effect from that attack, you must be able to move to use this reaction

Explosive Arrow [Attack]: Target hit by arrow must make Body save against Accuracy or be knocked Prone

Flash Step [Special]: Become invisible while making a Move action

Flurry [Attack]: Gain an extra Lesser melee attack in the same action used to attack normally

Guts [Bonus]: Once every 10 rounds as a reaction you may make a Body save against the damage result of an attack, success means no damage or effect from that attack

Loyal Weapon [Special]: Weapon summons to hand as a Move action, character can teleport to it as well

Mana Arrow [Bonus]: Replace arrows with Mana points, spend Mana to create 10 temporary arrow ready to fire, ammunition lasts 1 hour

Mana Bullet [Bonus]: Replace bullets with Mana points, spend Mana to create 10 temporary bullets ready to fire, ammunition lasts 1 hour

Perfect Block [Defense]: Finesse attacks may be Blocked as if they were Brute attacks.

Perfect Parry [Defense]: Brute attacks may be Parried as if they were Finesse attacks.

Returning Weapon [Bonus]: Thrown or fired weapon returns at the end of the round

Vampiric Strike [Attack]: Melee attack heals Health equal to half the damage dealt

Whirlwind Strike [Attack]: Each melee attack causes Threat against every target in a small group


Rank 3

Air Strike [Attack]: Single melee attack affects all targets in a small group

Airwalk [Bonus]: Treat air as ground by using chi to reduce ones weight

Chi Bomb [Attack]: As Chi Blast but affects all targets in a small group as the projectile detonates at a set point after firing

Hand Projectile [Bonus]: Ammunition such as bullets and arrows can be fired without a weapon

Phase Puncture [Attack]: A melee attack becomes Ghost and ignores Armor Value

Shadow Slip [Special]: Move between shadows within 24 spaces treating the distance between each shadow as normal movement but this is a teleport effect

Shockwave [Attack]: As a melee attack push back all targets within 12 spaces 5d6 + Body spaces minus a number of spaces equal to the target's Body stat that fail to Dodge


Rank 4

Barrier Parry [Defense]: As a Move action for 1 round the character can automatically Parry a number of incoming Finesse projectiles equal to their Dexterity stat

Hermetic Form [Bonus]: The character does not need to eat or sleep

Worldwreck [Attack]: Each melee attack deals double solid damage, one terrain object as large as a castle is destroyed with each attack

Physical Perfection [Defense]: As a Counter action roll Body vs the amount of damage taken, if successful the character instead takes no damage from the attack instead

Rend Void [Attack]: Melee attack tears a 1-space wide portal to another known location or another dimension, sends target hit with melee attack to other location on a critical hit but only targets reduced to at least half Health

Unlimited Breath [Bonus]: The character can hold their breath forever

Steal Power [Attack]: One target within 24 spaces must make a Mind save against the character's Mind + 10, on failure they lose one power of the character's choice for 1 hour and the user of Steal Power gains that power for 1 hour

* For Lesser and Greater melee attack actions see the Combat section later in this document.



BATTLE OPTIONS (choose one)

Rank 1

Disarm: Attack success causes target's item to drop, may be opposed by a Dodge or Body save

Trip: Attack success knocks target Prone, may be opposed by a Dodge or Body save

Push: A Bludgeoning or unarmed attack success causes target to be pushed 1d6 + Body space minus a number of spaces equal to the target's Body stat, attacker moves in the same direction



Rank 2

Move Strike: Make up to 2 melee attacks as a Move action instead of a Normal action. The character may only do this once each round.



Rank 3

Quick Strike: Make up to 2 melee attacks as a Quick action instead of a Normal action. The character may only do this once each round.



SPELLS

Types:
• Attack - The spell takes effect on a target or targets on a failed save usually dealing damage.
• Defense - The spell creates a defense for the caster or others.
• Boost - The spell provides a benefit to the caster and can be sustained beyond its normal duration by investing 1 Essence.
• Curse - The spell takes detrimental effect on a target with a specified duration.
• Special - Effect varies.


SPELL ACTIVATION

Normally in order to cast a spell a caster needs to be able to speak and move at least one arm freely. Some spells might be missing one or both requirements.
If holding a staff, wand, or weapon the caster can channel a spell through it without needing a free hand.
Only one spell may be cast each round.


MANA

Spells cost an amount of Mana to cast equal to the rank of the spell.

However, if a spell takes up two power slots rather than one, it does not require Mana.


MULTIPLE TARGETS AND VARIABLE RANGE

Any spell with a target of "1" may be changed to up to "3" opponents or allies, reducing the range of the spell to no more than 12 spaces if not already.
The targets must be adjacent to each other in the same group.


RITUAL CASTING

Any spell with a "ritual" sub entry can be cast as a ritual without paying Mana if at least 1 minute is put into casting the spell without interruption.


WILL AND SAVES

When a spell is being resisted the target or targets must roll the appropriate save against a value equal to 10 + the caster's Mind stat.
This value is called the caster's Will. It is the TN to match in order to reduce or prevent effect from a spell.


SPELL DAMAGE

While solid weapon attacks may score critical hits, spells do not. Even on rolling a 6 for any damage die there is no Bleed effect and the damage does not ignore armor.


SPELL LIST

Rank 1
Acid
Air
Animal Shape
Animate
Become Object
Bless
Bone
Cantrip
Charm
Create
Cure
Dimension Pocket
Dispell
Disrupt
Drain
Enhance Sense
Fear
Fire
Fog
Force
Glow
Ice
Illusion
Imbue
Infect
Lightning
Message
Metal
Nerve
Partial Morph
Protection
Plant
Regrow
Repair
Shadow
Shield
Silence
Sleep
Stone
Summon
Telepathy
Thunder
Undeath
Vanish
Wallwalk
Water
Waterwalk


Rank 2
Astral Projection
Bulk
Countermagic
Change Object
Dominate
Door
Duplicate
Enlarge
Flight
Habitat
Half Morph
Halt
Haste
Invisibility
Polymorph
Poison
Scry
Shrink
Teleport
Totem
Vapor
Waterform


Rank 3
Astral
Contingency
Earthquake
Forest
Hidden Morph
Life
Megakinesis
Mimic Spell
Phase
Stop Time
Storm
Sunlight
Wall


Rank 4
Antimagic
Evolve
Fortress
Gate
Memory Probe
Meteor
Mirage
Petrify
Precognition
Restore Terrain
Resurrection
Seal
Switch
Tornado
Volcano
Wish




SORCERY OPTIONS (choose one)

Rank 1
Far Spell: double the spell's normal range
Intensify Spell: increase all numeric effects such as damage or healing by 2 points per Rank
Contact Spell: the spell takes effect against a single touched target as part of a melee strike
Revenge Spell: the spell takes effect against anyone that strikes the caster in melee combat as a Counter action
Voiceless Spell: the spell doesn't need to be spoken
Motionless Spell: the spell doesn't need hand motion
Hidden Spell: the spell is not noticed unless anyone observing the caster passes a Sense check
Ranged Spell: the spell gains a range of 12 spaces if its range is normally Touch
Trap Spell: the spell becomes a trap object for 24 hours triggered by touch

Rank 2
Area Spell: the spell affects all targets in a small group
Fast Magic: the spell is a Move action to cast but only one spell may be cast each round
Radiate Spell: the spell's effect emanates from the caster out to a distance of 6 spaces in all directions

Rank 3
Quick Magic: the spell is a Quick action to cast but only one spell may be cast each round



SPELL DESCRIPTIONS


TEMPLATE

Spellname
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: Touch 12 spaces 24 spaces
Target: 1 small group large group terrain
Duration: Instant 2 minutes 1 hour 24 hours
Save: Body Dodge Mind None


Rank 1

Acid
[Attack, Special]
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: 24 spaces
Target: 1
Duration: 2 minutes
Save: Dodge

Attack: Target takes Acid damage equal to 2d6 + Mind. The caster chooses between Fleshmelter (only affects organic targets) or Corroder (only affects inorganic targets) damage.
For each additional Rank beyond Rank 1 increase this damage by 1d6 of the same type.

This attack causes ongoing damage. At the end the caster's turn each opponent previously failing a save against this spell takes 2 + Mind Acid damage of the same type until they succeed a Dodge save against the caster's Will.

[Ritual] Special: A pool of acid is created that occupies no more than 6 spaces wide. Anything coming into contact with this pool takes damage at the end of each round on a failed save.
The acid evaporates after one hour unless washed away.


Air
[Attack, Special]
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: 24 spaces
Target: 1
Duration: Instant
Save: Body (half)

Attack: Target takes Bludgeoning damage equal to 2d6 + Mind. On a damage roll of 6 the target and a failed save is knocked Prone.
For each additional Rank beyond Rank 1 increase this damage by 1d6 of the same type.

Special: Targets in a small group are pushed in a direction of the caster's choice for 2d6 spaces + 1d6 spaces per additional Rank on a failed save, and then knocked Prone. If they hit an obstacle they take 1d6 Bludgeoning damage for every 2 spaces traveled just as if they had fallen.

[Ritual]: The Special form of this spell instead pushes targets 5d6 spaces.


Animal Shape
[Special]
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: self
Target: 1
Duration: 24 hours
Save: Mind

The caster temporarily replaces their character with the form of an animal no larger or heavier than theirself, but retains their own thoughts and willpower.
The Rank of the animal form can not exceed the caster's Rank.
They can not use any of their normal powers unless their new form knows those same powers by default.
If the new form is smaller than normal while wearing armor, the armor falls off. If larger, the armor breaks and is reduced to 0 HP.
Only one shape per Rank may be memorized at a time. Study of a new shape requires a day.

The caster's Hit Points, Health, and Mana remain unchanged even if the stats change.

[Ritual]: Target takes the animal form as by the caster's choosing. If unwilling they get a save.


Animate
[Special]
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: 12 spaces
Target: 1
Duration: 2 minutes
Save: None

An unattended object with no more weight points than caster's Mind and no larger than 1 space becomes a Rank 1 monster.
Move actions are required to give it directions.

See the monster entry for an “Animated Object”.


Become Object
[Special]
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: self
Target: 1
Duration: 24 hours
Save: None

The caster temporarily replaces their character with the form of an object no larger or heavier than theirself, but retains their own thoughts, senses, and willpower.
Weapons and armor may be assumed with this spell.
They can not move or take actions other than communicating or ending this spell as an object unless their Rank is 2 or higher, using the character's original speed.


Bless
[Boost]
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: 12 spaces
Target: small group
Duration: 2 minutes
Save: None

Targets within the group get +2 to their Threat and Accuracy.


Bone
[Attack, Defense]
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: 12 spaces
Target: 1
Duration: 2 minutes
Save: Dodge (half)

Attack: Target takes Slashing, Piercing, or Bludgeoning damage equal to 2d6 + Mind. A roll of 6 on any damage die for this spell and a failed save causes Bleed.
For each additional Rank beyond Rank 1 increase this damage by 1d6 of the same type.

Defense: A weapon or suit of bone armor is crafted from pre-existing undamaged bone that weighs no more weight points than the caster's Mind stat.

[Ritual]: A permanent object made of bone no bigger than 1 space is created from nothing.


Cantrip
[Attack, Special]
Activation: Motion
Casting Time: 1 Normal action
Range: Touch
Target: 1
Duration: 1 hour
Save: None

Use of this spell does not use mana.

Attack: This spell deals damage of any energy element equal to the caster's Mind stat to a single target within 12 spaces. There is no save.
The type of element is set to a single type, but may be changed after an hour of rest.

Special: Any minor trick that does not cause harm, such as changing a touched item's surface, creating a small fire or light with a range of "touch", permanently cleaning a hand-sized surface, doubling the volume of ones voice, changing eye and hair color, or creating a tiny illusion, can be performed. Any effect lasts no longer than 1 hour and no more than one effect can be sustained at any one time.


Charm
[Special]
Activation: Speech
Casting Time: 1 Normal action
Range: 12 spaces
Target: 1
Duration: 1 hour
Save: Mind

The target is Charmed, Ally to the caster and their allies. This does not cause them to stop being Ally to their own allies or attack them.
When the duration ends the target is unaware that they were Charmed unless they heard the spell cast and knew what it did.


Create
[Special]
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: Touch
Target: 1
Duration: Instant
Save: None

One object of almost any material is created with no more weight points than the caster's Mind stat.
Essence must be invested immediately to use this item. As soon as Essence is withdrawn it vanishes.
Metal and organic material can not be created.

[Ritual]: Twice as much material is created.


Cure
[Attack, Special]
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: 24 spaces
Target: 1
Duration: Instant
Save: Mind (half)

Target recovers 2d6 + Mind in Health, then Hit Points once Health is full, or takes that much Life damage on a failed save if Undead.
For each additional Rank beyond Rank 1 increase this healing by 1d6 of the same type.

Each casting of this spell may also remove one Poison or Disease effect, or stops Bleed.

[Ritual]: Target recovers all Health at the end of the ritual.


Dimension Pocket
[Special]
Activation: Motion
Casting Time: 1 Normal action
Range: Touch
Target: 1
Duration: Instant
Save: None

This spell creates a pocket zone equal in size to 1 space (a 5 foot cube) and with a carry limit equal to the caster's Mind stat.
Items can travel to and from as long as they are held or worn by the caster. Swapping an item is a Move action.
The air inside is only breathable for one hour.
The duration of this spell lasts as long as the power is equipped in a slot. If unequipped, items eject themselves immediately.


Dispell
[Special]
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: 24 spaces
Target: 1
Duration: Instant
Save: Mind

One magic effect or Essence investment of equal or lesser Rank compared to the caster is ended. Essence is immediately refunded to its owner.
The target of any effect to be ended gets the save according to its owner.


Disrupt
[Attack]
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: 24 spaces
Target: 1
Duration: Instant
Save: Mind

Target takes Mental damage equal to caster's Mind stat and on a failed save is Stunned for 5 rounds if affected by the Mental element with another save at the end of each round to end this effect.


Drain
[Attack]
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: 24 spaces
Target: 1
Duration: Instant
Save: Body (half)

Target takes Death damage equal to 2d6 + Mind. Caster heals Health or HP equal to half that amount.
For each additional Rank beyond Rank 1 increase this damage by 1d6 of the same type.


Enhance Sense
[Boost]
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: Touch
Target: 1
Duration: 1 hour
Save: None

Target gains +5 bonus to checks related to a single sense.


Fear
[Attack]
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: 12 spaces
Target: 1
Duration: 2 minutes
Save: Mind

Target is affected by Fear. They get a new save at the end of each turn to end this effect.


Fire
[Attack]
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: 24 spaces
Target: 1
Duration: Instant
Save: Dodge (half)

Attack: Target takes Fire damage equal to 2d6 + Mind. A target hit by a critical roll of 6 from this attack and a failed save is Burning.
For each additional Rank beyond Rank 1 increase this damage by 1d6 of the same type.

Defense: A barrier of fire is erected up to 12 spaces long. It may be a circle, line, square, or any other shape. Anything passing through this barrier takes 10 per Rank + Mind Fire damage with a Body save for half.

[Ritual]: A 10 per Rank + Mind Fire damage with no save explosion strong enough to burn down a small house in 1 minute is created.


Fog
[Defense]
Activation: Motion
Casting Time: 1 Normal action
Range: 12 spaces
Target: terrain
Duration: 1 hour
Save: None

A thick damp mist covers the small group area. It can be blown away but does not put out fires.
Everything within has Concealment and gains Boon to Stealth checks related to vision, and that's only for targets one space away from an attacker.
Sight does not penetrate farther than 1 space into the fog.

[Ritual]: The area covered is a large group instead.


Force
[Attack, Special]
Activation: Motion
Casting Time: 1 Normal action
Range: 12 spaces
Target: 1
Duration: Instant
Save: Body (half)

Attack: Target takes Bludgeoning damage equal to 2d6 + Mind. A roll of 6 on any damage die for this spell and a failed save knocks a target Prone.
For each additional Rank beyond Rank 1 increase this damage by 1d6 of the same type.

Special: A single target with no more weight points than twice the caster's Mind stat is lifted or pushed up to 6 spaces as a Move action, and continues to be lifted as long as the caster concentrates. If colliding with a surface, both the target and surface take 1d6 Bludgeoning damage.

[Ritual] Special: The weight point limit lifted by this spell is multiplied by 10.


Glow
[Attack, Special]
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: 12 spaces
Target: small group
Duration: Instant
Save: Dodge

Attack: Targets in a small group that fail their save are Blinded for 1 minute with a save at the end of each round to end this effect. Monsters damaged by light or sunlight take 2d6 + Mind in Fire damage with no save.
For each additional Rank beyond Rank 1 increase this damage by 1d6 of the same type.

Special: A floating globe of light that moves up to 100 spaces each round lasts and is controlled by whoever invests Essence into it.
The spell Shadow cancels this effect.


Ice
[Attack, Defense]
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: 12 spaces
Target: 1
Duration: 2 minutes
Save: Dodge (half)

Attack: Target takes Slashing, Piercing, or Bludgeoning damage equal to 2d6 + Mind. A roll of 6 for any damage die of this spell and a failed save renders the target Immobile for 1 round.
For each additional Rank beyond Rank 1 increase this damage by 1d6 of the same solid type.

Attack 2: Target takes 2d6 + Mind Cold damage. A roll of 6 for any damage die of this spell and a failed save renders the target Immobile for 1 round.
For each additional Rank beyond Rank 1 increase this damage by 1d6 Cold.

Defense:
[Ritual]: An object of ice no larger than 1 space is created from air moisture, or a weapon or shield of ice is created that weighs no more weight points than the caster's Mind stat. This object can encase a target, applying Frozen. The target has Cover while Frozen by this effect and gets a Body save at the end of every minute to shatter the ice.


Illusion
[Special]
Activation: None
Casting Time: 1 Normal action
Range: 24 spaces
Target: 1
Duration: 1 hour
Save: Mind

Target or object takes an appearance that you choose. It can't appear larger or smaller than it is.
The Mind save only occurs if target is interacted with in order to determine if it is real.

[Ritual]: The target becomes "terrain", affecting a small group area.


Imbue
[Special]
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: Touch
Target: 1
Duration: 1 hour
Save: None

A spell effect is placed within a weapon held. The spell may be activated later upon a successful weapon strike, activating the effect and removing the magic.

[Ritual]: This spell creates a temporary 1 hour enchantment in any single expendable item to be used later. Upon activation the item is either devoured or destroyed.


Infect
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: 12 spaces
Target: 1
Duration: Instant
Save: Body

On a failed save the target is Diseased. The disease is nonmagical but takes effect instantly. This spell only works on targets affected by Death damage.


Lightning
[Attack]
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: 24 spaces
Target: 1
Duration: Instant
Save: Body (half)

Iron targets and objects get a -2 penalty to saves against this spell.

Attack: Target takes Electric damage equal to 2d6 + Mind. Beings made of iron or affected by Death damage are Stunned for 1 round on a damage roll of 6 for any die of this spell.
For each additional Rank beyond Rank 1 increase this damage by 1d6 of the same type.

Attack 2: All enemies in a straight line between the caster and the target location receive Electric damage equal to 1d6 + Mind regardless of multiple targets or an expanded area. A roll of 6 on any damage die of this spell and a failed save causes Burning.
For each additional Rank beyond Rank 1 increase this damage by 1d6 of the same type.

[Ritual]: A stroke of lightning comes from the sky for 10 per Rank + Mind in Electric damage with no save. Beings made of iron or affected by Death damage are Stunned for 1 round on a damage roll of 6 for any die of this spell. A roll of 6 on any damage die of this spell causes Burning.


Message
[Special]
Activation: Speech
Casting Time: 1 Normal action
Range: special
Target: 1
Duration: Instant
Save: None

A telepathic or auditory message is sent to a person far away. The caster must have seen or know the person to send the message. A reply can not be given.

The distance is as follows:
Rank 1: 1 mile
Rank 2: 100 miles
Rank 3: 10,000 miles
Rank 4: Unlimited

[Ritual]: A single response may be given.


Metal
[Attack, Defense]
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: 12 spaces
Target: 1
Duration: 2 minutes
Save: Dodge (half)

Attack: Target takes Slashing, Piercing, or Bludgeoning damage equal to 2d6 + Mind. A roll of 6 on any damage die for this spell and a failed save is a critical hit that causes Bleed.
For each additional Rank beyond Rank 1 increase this damage by 1d6 of the same type.

Defense: A weapon or suit of iron armor is created that weighs no more weight points than the caster's Mind stat.

[Ritual]: The weight limit produced by the Defense mode of this spell is doubled.


Nerve
[Attack]
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: 12 spaces
Target: 1
Duration: Instant
Save: Mind (half)

Target takes Mental damage equal to 1d6 + Mind damage. A target brought to 0 Health by this attack may have its memory erased up to 1 hour ago as by the caster's desire.
For each additional Rank beyond Rank 1 increase this damage by 1d6 of the same type.


Partial Morph
[Special]
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: self
Target: 1
Duration: 1 hour
Save: Mind

This spell grants a single monster trait for the duration.
One pair of limbs or one organ is transformed into that of a monster with no higher Rank than the caster.
The caster must have encountered or studied the monster to become.

Each time this spell is readied a new monster trait may be assumed.

[Ritual]: The range becomes "touch".


Plant
[Attack, Special]
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: 24 spaces
Target: 1
Duration: 2 minutes
Save: Dodge (half)

Attack: Target takes Piercing or Bludgeoning damage equal to 2d6 + Mind. A target that fails their save may be grappled at distance by the caster, using the caster's Will value rather than Body + 10 as the TN to escape.
For each additional Rank beyond Rank 1 increase this damage by 1d6 of the same type.

Special: A small group is affected by vines that Immobilize any target for the spell's duration. A Body save may be made at the end of each round to end this effect.

[Ritual] Special: A tree is created from a single seed into a full plant no more than Mind spaces high, or double the height and width of a pre-existing tree only once.


Protection
[Defense]
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: self
Target: 1
Duration: 1 hour
Save: None

An invisible magic circle is formed with radius up to 6 spaces away from the caster. One monster type per Rank can't enter the circle.
Choose from the following types to protect from:
• Angel
• Animal
• Demon
• Fae
• Plant
• Slime
• Spirit
• Undead

If the type specified is within the circle when it is formed, the defense doesn't apply to that monster until it leaves and attempts to re-enter.

[Ritual]: An entire structure such as a house or ship is protected by this spell.


Regrow
[Boost, Special]
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: Touch
Target: 1
Duration: 2 minutes
Save: None

Boost: Target recovers caster's Rank in Health at the end of each round, then Hit Points once Health is full.

[Ritual] Special: A detached limb or organ is reattached. This spell allows risk-free organ transplants but nothing out of ordinary for what comes normal for the target.


Repair
[Special]
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: 12 spaces
Target: 1
Duration: Instant
Save: None

Object recovers 2d6 + Mind in Hit Points.

[Ritual]: A small group area is rearranged and recovered to normal.


Shadow
[Defense]
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: 24 spaces
Target: terrain
Duration: 1 hour
Save: None

The small group area is filled with inky darkness, making everything inside effectively invisible. Infravision works normally as the darkness only blocks out the normal visible spectrum..
The spell Glow cancels this effect.

[Ritual]: The area is spread to a large group.


Shield
[Defense]
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: 12 spaces
Target: 1
Duration: 2 minutes
Save: None

A target is protected from all solid and energy sources while under this effect.
After 20 damage per Rank is prevented the HP of the Shield spell runs out and this spell ends.

[Ritual]: A wall is created with square area no greater than 20 x 20 feet (4 spaces by 4 spaces) with HP equal to 30 per Rank.


Silence
[Curse]
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: 12 spaces
Target: terrain
Duration: 2 minutes
Save: None

No sound can occur within the small group area. All characters within it are effectively Deaf and Sonic attacks don't work.
Spells that require speech are prevented.

[Ritual]: The area is spread to a large group.


Sleep
[Curse]
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: 12 spaces
Target: small group
Duration: 2 minutes
Save: None

The caster rolls a value equal to 2d6 + Mind. Any target in a group with Health and HP less than or equal to this value falls asleep for the duration as a Mental effect.
For each additional Rank beyond Rank 1 increase this value by 1d6.
As normal, any loud noise or point of damage inflicted upon the sleepers awakens them immediately.


Stone
[Attack, Defense]
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: 12 spaces
Target: 1
Duration: 2 minutes
Save: Dodge (half)

Attack: Target takes Slashing, Piercing, or Bludgeoning damage equal to 2d6 + Mind. A roll of 6 on any damage die for this spell causes Immobile for 1 round.
For each additional Rank beyond Rank 1 increase this damage by 1d6 of the same type.

Defense: A weapon or shield of stone is created that weighs no more weight points than the caster's Mind stat.

[Ritual]: A large stone no bigger than 1 space is pulled from the ground and erected.


Summon
[Special]
Activation: Speech
Casting Time: 1 Normal action
Range: 12 spaces
Target: 1
Duration: 2 minutes
Save: None

A copy of a monster of the same or less Rank as the caster is created by magic.
No more than one monster may be controlled in this way at any one time.
Summons may act immediately after being created. The caster must spend a Move action to direct a monster each round.
The telepathic bond between caster and summoned monster persists across any distance.
If the caster becomes unconscious or dead the summons disappears.

Multiple summons may be created if the caster is a higher Rank. The monsters must be the same.

Rank Number
2 2 Rank 1
3 2 Rank 2, 4 Rank 1
4 2 Rank 3, 4 Rank 2, 8 Rank 1

[Ritual]: A specific demon, angel, spirit, or other extradimensional being is called instead of a magical copy created. The caster may ask it specific questions but it will not risk its life for the caster as it flees back to its home dimension when reduced down to its Hit Points (or if it doesn't have any Health, when it takes a single damaging hit).


Telepathy
[Special]
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: 24 spaces
Target: 1
Duration: 1 hour
Save: Will

A bond is created between characters in a mental group that shares communication between its members across any distance once the bond is made. Mental messages are sent to the group in an all-or-none fashion.

The caster may choose to read a target's surface thoughts, but the caster's mind can be read in the same way by the target.

[Ritual]: The telepathic bond is created between the caster and any willing target that they have communicated with before across any distance.


Thunder
[Attack]
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: 24 spaces
Target: 1 or small group
Duration: 2 minutes
Save: Dodge (half)

Attack: Target takes Sonic damage equal to 2d6 + Mind. A roll of 6 on any damage die for this spell causes Deaf for 1 round.
For each additional Rank beyond Rank 1 increase this damage by 1d6 of the same type.

Attack 2: As a burst of noise all targets in a small group that fail their save to cover their ears become Deaf for the duration.

[Ritual]: A vibration strong enough to knock down small structures is begun, dealing 10 per Rank + Mind damage.


Undeath
[Special]
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: 12 spaces
Target: 1
Duration: Instant
Save: None

A Rank 1 undead monster is created from a corpse. The body must have been dead for at least 1 hour.
The caster may control a number of undead Ranks equal to twice their level.
Giving a group of undead a simple instruction is a Move action.

If the caster is killed or rendered unconscious, or if the magical link is severed, the controlled undead roam free. Skeletons and zombies seek to kill all living things they find while more intelligent undead may have other motives.

Skeleton: One undead skeleton is created from a corpse. The flesh falls off.

Zombie: One undead zombie is created from a corpse.

[Ritual]: A monster created with this spell does not need to be a mook, but its Rank counts as twice the amount of control limit. Alternatively a mook undead is converted to a normal monster.


Vanish
[Defense]
Activation: Motion
Casting Time: 1 Normal action
Range: Touch
Target: 1
Duration: 1 hour
Save: None

The target is invisible as long as they don't deal or receive damage. The moment any action other than movement is made, the spell ends.
The skill Sense Magic allows a character to target an invisible character.
The invisibility works even against infravision.


Wallwalk
[Boost]
Activation: Motion
Casting Time: 1 Normal action
Range: Self
Target: 1
Duration: 1 hour
Save: None

The caster sticks to any surface strong enough to support their weight.
This allows them to travel across walls and ceilings as long as one limb is touching the surface. Otherwise they fall.

[Ritual]: The range becomes "touch".


Water
[Attack]
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: 24 spaces
Target: 1
Duration: 1 hour
Save: Body (half)

Attack: Target takes Bludgeoning damage equal to 2d6 + Mind. A roll of 6 on any damage die for this spell causes a target to suffocate for 1 round and pushes them 1d6 spaces in the direction of the caster's choosing.
For each additional Rank beyond Rank 1 increase this damage by 1d6 of the same type.

[Ritual] Special: A pool of fresh water is created that occupies no more than 6 spaces wide. The duration of an individual sip if drank becomes "instant".


Waterwalk
[Boost]
Activation: Motion
Casting Time: 1 Normal action
Range: Self
Target: 1
Duration: 1 hour
Save: Mind

The caster is perfectly buoyant and can travel across the surface of any liquid as if walking on solid ground.
If underwater, they rise at a rate of 12 spaces per round.

[Ritual]: The range becomes "touch".



Rank 2

Astral Projection
[Special]
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: self
Target: 1
Duration: 1 hour
Save: None

The caster's mind leaves their body as a disembodied point of perception in the astral plane.
The body becomes Frozen but not unconscious. Receiving any damage ends this spell.

[Ritual]: One other touched target per Rank may join the travel.


Bulk
[Boost]
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: Touch
Target: 1
Duration: 2 minutes
Save: None

Target gets +2 Body.
Health and Hit Points are only gained with this spell if Essence is invested and the duration extended long enough for a rest or sleep to recover them.


Counterspell
[Defense]
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: 24 spaces
Target: 1
Duration: Instant
Save: Mind

This spell is cast as a Counter action when another spell is cast within range.
If the target fails their save, their spell is lost if their Rank is no higher than the caster's.


Change Object
[Special]
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: 12 spaces
Target: 1
Duration: 2 minutes
Save: None

A single unattended or held (by caster) inorganic object with no more weight points than caster's Mind becomes another object of caster's choice.
This spell can change an object's size but not weight.


Dominate
[Curse]
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: 12 spaces
Target: 1
Duration: 2 minutes
Save: Mind

The caster controls the target's actions by spending their own actions of the same type.
For instance if the target is to make an attack, a Normal action must be spent in order to give the direction.
A new save may be made at the end of every minute to end this effect.

[Ritual]: The new save made by the target is made instead at the end of every hour.


Door
[Special]
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: 12 spaces
Target: 1
Duration: 2 minutes
Save: Dodge

Two portals appear no larger than 1 space, allowing transfer of materials or beings between the two. One portal is within reach of the caster while the other is at distance.
If the portal is ended while an object or being is between them, they are ejected to the nearest exit.
A save may be made to avoid being transported if a portal is placed beneath or near a target.

[Ritual]: The portals may be up to 6 spaces wide.


Duplicate
[Special]
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: Touch
Target: 1
Duration: 2 minutes
Save: None

This spell clones the caster and every nonmagical item they are wearing or holding. Magic items are cloned as nonmagic items and any cloned item dropped vanishes.
Move actions are required to give clones telepathic instructions.
A single clone is created for each point in Mind. Clones have only 1 Hit Point and no Health or Mana, and vanish when hit.
Powers may be used from a clone but Normal actions must be spent to channel the effect to it.


Enlarge
[Special]
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: self
Target: 1
Duration: 1 hour
Save: Mind

Target grows one size larger.
If the caster is Rank 3 or higher, the target grows up to two sizes larger.
If the caster is Rank 4 or higher, the target grows up to three sizes larger.
Health and Hit Points are only gained with this spell if Essence is invested and the duration extended long enough for a rest or sleep to recover them.

[Ritual]: The range becomes 12 spaces, targets enlarging accordingly on a failed save.


Flight
[Special]
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: Touch
Target: 1
Duration: 1 hour
Save: None

Target gains a flying speed equal to 6 or the target's Mind stat, whichever is higher.


Habitat
[Special]
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: 12 spaces
Target: terrain
Duration: 24 hours
Save: None

A house or shelter no larger than 6 spaces wide and tall appears.
It is furnished and takes on any design the caster desires.
Any created item bound to the structure vanishes if removed from this area.


Half Morph
[Special]
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: self
Target: 1
Duration: 1 hour
Save: Mind

Parts of the caster's form are transformed into that of a monster with no higher Rank than the caster.
This spell grants a monster trait for the duration for each Rank the caster has.
The caster also gains all Defense and Motion traits of that form while retaining their own.

[Ritual]: The range becomes "touch".


Halt
[Attack]
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: 24 spaces
Target: 1
Duration: 2 minutes
Save: Mind

Target is Frozen. A new save may be attempted at the end of each round to end this effect.

[Ritual]: Duration increases to 1 hour with a save allowed at the end of every 10 minutes.

When this spell is equipped the effect may be either Cold or Mental.


Haste
[Boost]
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: Touch
Target: 1
Duration: 2 minutes
Save: None

Target gets +2 Dexterity and +2 move speeds.


Invisibility
[Boost]
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: self
Target: 1
Duration: 1 hour
Save: None


The target is invisible as long as they don't deal damage or cast any spell.
The skill Sense Magic allows a character to target them but not remove the Bane they cause to Dodge rolls.
The invisibility works even against infravision.


Polymorph
[Special]
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: 12 spaces
Target: 1
Duration: 1 hour
Save: Mind

The caster temporarily replaces their character with the form of a monster no larger or heavier than theirself, but retains their own thoughts and willpower.
The Rank of the monster form can not exceed the caster's Rank.
They can not use any of their normal powers unless their new form knows those same powers by default.
If the new form is smaller than normal while wearing armor, the armor falls off. If larger, the armor breaks and is reduced to 0 HP.
Only one shape per Rank may be memorized at a time. Study of a new shape requires a day.

The caster's Hit Points, Health, and Mana remain unchanged even if the stats change.

This spell can not be used as a disguise other than changing species. If a caster changes into a similar race they are still recognizably theirselves.

[Ritual]: Target takes the monster form as by the caster's choosing. If unwilling they get a save.


Poison
[Attack]
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: 12 spaces
Target: 1
Duration: 2 minutes
Save: Body

The target is Poisoned on a failed save. They take an amount of damage at the end of each round equal to the Rank of the caster.
Further Body saves may be made as Normal actions at the end of each round to end this effect.


Scry
[Special]
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: 1 mile
Target: terrain
Duration: 1 hour
Save: None

This spell creates an invisible ghosted eye made of magic that relays to the caster, and anyone else present if the caster desires, a remote person or area that is either accessible to the flying eye or one that the caster has seen before.
The eye flies at a speed of 100 spaces per round, has a size of -6, and has 1 Hit Point.


Shrink
[Special]
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: self
Target: 1
Duration: 1 hour
Save: Mind

Target shrinks one size smaller.
If the caster is Rank 3 or higher, the target shrinks up to two sizes smaller.
If the caster is Rank 4 or higher, the target shrinks up to three sizes smaller.

[Ritual]: The range becomes 12 spaces, targets shrinking accordingly on a failed save.


Teleport
[Special]
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: 24 spaces
Target: 1
Duration: Instant
Save: Mind

The caster and anything they carry are transported to a new location within distance.
The new location must either be visible to the caster or a place the caster has touched or seen before.

Using this spell creates a temporary rift for 1 round after a character teleports, allowing items and other characters to follow the caster to their new destination if they are fast enough.

[Ritual]: Target, or an object with no more weight points than caster's Mind, touched is affected instead.
The distance is as follows:
Rank 2: 1 mile
Rank 3: 100 miles
Rank 4: Unlimited


Totem
[Special]
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: 12 spaces
Target: terrain
Duration: 2 minutes
Save: Dodge (none)

A decorated object implants itself into the ground within range, radiating one of the following effects at the end of each round:
• Healing: All allies within 6 spaces of the totem recover 1d6 Health or Hit Points. Undead take damage from this as a Life effect.
• Damage: All enemies within 6 spaces of the totem lose 1d6 Health or Hit Points as a Death effect.

Upon arrival, if a target was positioned beneath where the totem arrives, they take 3d6 Piercing damage on a failed save.

A caster may only have one totem active at a time. If a new one is summoned the previous one vanishes.


Vapor
[Special]
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: self
Target: 1
Duration: 1 hour
Save: Mind

The caster becomes like a gas. They take half solid damage and can fly at speed 3 but can't pass through surfaces unless there is a hole or gap as wide as a pinhole.
If blown by wind, the caster follows the wind speed in movement in direction.

[Ritual]: Target touched is affected.


Waterform
[Special]
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: self
Target: 1
Duration: 1 hour
Save: Mind

The caster becomes like a liquid. They don't need to breathe. They take half solid damage and gain a swim speed of 6 but can't fly and can't pass through surfaces unless there is a hole or gap an inch wide.
If drank or a portion of the liquid is split off from the target's main body, they take 1d6 damage each time.

[Ritual]: Target touched is affected.



Rank 3

Astral Form
[Special]
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: self
Target: 1
Duration: Instant
Save: None

The caster and everything they carry is bodily transported to or from the astral plane.

[Ritual]: Up to one other willing touched target may come along per Rank.


Contingency
[Special]
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: Touch
Target: 1
Duration: 24 hours
Save: None

The caster or touched willing target is programmed to trigger another spell effect under the conditions specified.
Once triggered, both Contingency and other spell end. Only one Contingency may be placed on a target at a time.


Earthquake
[Attack]
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: 24 spaces
Target: terrain
Duration: Instant
Save: Body (half)

4d6 + Mind Sonic damage is dealt to everything touching the ground within the radius distance specified.
For each additional Rank beyond Rank 3 increase this damage by 1d6 of the same type.
The spell destroys all terrain objects in contact with the ground, such as a house.


Enslave
[Curse]
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: 12 spaces
Target: 1
Duration: 24 hours
Save: Mind

Like the spell "Charm" this spell Charms a target, but allows the caster to direct them to attack their allies.
Each time the target takes damage or is forced to do something against their character morals they are allows a new save at the end of that round.


Forest
[Special]
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: 24 spaces
Target: terrain
Duration: Instant
Save: None

A forest full of the species of tree you desire arises from the soft ground within the spell's range.
The forest has 5d6 x 10 trees in it.


Hidden Morph
[Special]
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: 12 spaces
Target: 1
Duration: 1 hour
Save: Mind

As the spell Polymorph but changes taken in the new form don't show. The caster appears as normal for their original form and items.


Life
[Boost]
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: 12 spaces
Target: 1
Duration: Instant
Save: Mind (half)

A corpse no older than 24 hours is restored and brought back to life at full Hit Points but 0 Health and Mana. Any injuries prior to returning to life remain.
This spell deals 4d6 + Mind in Life damage to Undead.


Megakinesis
[Special]
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: 24 spaces
Target: terrain
Duration: 1 hour
Save: Body

All objects and characters within a large group area float into the air.
Up to 100 tons per point of Mind may be lifted in this way.


Mimic Spell
[Special]
Activation: Motion
Casting Time: 1 Normal action
Range: 12 spaces
Target: 1
Duration: 24 hours
Save: None

This spell must be cast within one minute of having observed a spell being used. The spell's Rank may not be higher than the caster's maximum Rank.
The caster then may copy that spell by spending mana as normal for the next 24 hours using their own level for intensity of effect and own stat bonuses.


Phase
[Special]
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: self
Target: 1
Duration: 2 minutes
Save: None

The caster and everything they carry becomes Ghost.


Stop Time
[Special]
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: self
Target: 1
Duration: 2 minutes
Save: None

The caster speeds up to the point where time appears to stop.
They may only take Move actions or non-attack physical actions but can not cast spells while in this altered state.
The caster must hold their breath since air molecules cease to move.


Storm
[Special]
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: self
Target: terrain
Duration: 2 minutes
Save: Dodge (half)

Weather across 100 spaces of terrain is manipulated to either cause or end a dramatic storm.
Lightning may be called as a Normal action down upon within 100 spaces while they remain in this zone, dealing 5d6 + Mind in Electric damage to anything under the clouds that fails their save. However if there is an object or target taller than the original target and wearing or composed of iron, the caster must target that object or being first due to conductivity.

[Ritual]: The area of terrain affected is increased to 1 mile wide.


Sunlight
[Attack]
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: 24 spaces
Target: large group
Duration: Instant
Save: Dodge

A blast of pure sunlight is created.
Targets within the area are Blinded for 1 minute on a failed save.
Monsters injured by sunlight take 4d6 + Mind damage on a failed Body save, success means they take half damage.
For each additional Rank beyond Rank 3 increase this damage by 1d6 of the same type.


Wall
[Defense]
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: 12 spaces
Target: terrain
Duration: 1 hour
Save: Dodge

A shapeable wall of stone is pulled from the ground within an area not exceeding 6 spaces. When the duration ends the wall crumbles to dust.
Each square foot of the wall has 30 Hit Points and Armor Value 8.
If used to surround any targets they get a save to escape being enclosed.


Rank 4

Antimagic
[Curse]
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: 12 spaces
Target: terrain
Duration: 2 minutes
Save: Dodge

All spell effects entering a visibly dull zone 6 spaces wide end and spells within the area can not be cast.
Targets caught in the area get a save to escape it as soon as it arrives, avoiding the effects.


Evolve
[Special]
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: Touch
Target: 1
Duration: Instant
Save: Body

One mutation is gained permanently or removed instantly. No more than one such mutation may be gained in this way at any one time.
The target must not be immune to Death effects for this spell to work.


Fortress
[Special]
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: self
Target: terrain
Duration: 24 hours
Save: None

A keep or tower is created fully furnished and decorated within an area no wider than 100 spaces.
Any created item bound to the structure vanishes if removed from this area.


Gate
[Special]
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: 12 spaces
Target: 1
Duration: 2 minutes
Save: None

A wide portal to a known far away location to any known location or other dimension is created.
The portal is 6 spaces wide and can only be entered from one sides.


Memory Probe
[Attack]
Activation: Motion
Casting Time: 1 Normal action
Range: Touch
Target: 1
Duration: Instant
Save: Mind

The caster learns all memories the target has. They experience the memories as if they were the target without confusing identies.


Meteor
[Attack]
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: 24 spaces
Target: small group
Duration: Instant
Save: Dodge (half)

A large rock is called from a magic portal in the sky, falling for 5d6 + Mind in Bludgeoning damage
Targets in the area get a save to avoid the rock which vanishes once it impacts.

[Ritual]: The spell affects a large group area and the range is 100 spaces.


Mirage
[Special]
Activation: Motion
Casting Time: 1 Normal action
Range: Touch
Target: terrain
Duration: 24 hours
Save: Mind

This spell replicates any kind of terrain up to the size of a small city but does not remove the pre-existing terrain, only obscures it.
This large illusion is tangible and has scent but if any part of it is removed from the area, damaged, or consumed, that part vanishes.


Petrify
[Attack]
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: 12 spaces
Target: 1
Duration: Instant
Save: Body (half)

The target takes 5d6 + Mind in Stone damage. This damage ignores Armor Value and armor HP. A target reduced to 0 Health by this spell becomes stone, restored by spells such as Life or this spell reversed.

[Ritual]: A target is petrified on a failed save instead.


Precognition
[Boost]
Activation: None
Casting Time: 1 Normal action
Range: Self
Target: 1
Duration: Instant
Save: None

Once per minute as a Counter action (or as part of any other action) the caster gains a +5 bonus to any single d20 roll. This spell can only be used once every minute and does not count towards the one spell per round limit.


Restore Terrain
[Boost]
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: touch
Target: terrain
Duration: Instant
Save: None

This spell restores an area to its natural state before disaster occurred such as the spell Volcano.
If being actively contested by another caster, roll opposed Mind checks. The winner determines what becomes of the terrain.


Resurrection
[Boost]
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: 12 spaces
Target: 1
Duration: Instant
Save: Mind (half)

A dead character's soul is summoned and brought back to bodily life at full Hit Points but 0 Health and Mana.
A soul can not be reunited with a body that has died of old age.
The spell also fails if the soul is trapped somehow, or if the soul has already been brought back earlier in the same hour.

This spell deals 5d6 + Mind Life damage to Undead.


Seal
[Special]
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: 12 spaces
Target: 1
Duration: Instant
Save: Mind

A Spirit or soul is trapped within an object touched, binding it and preventing Resurrection until the object is destroyed or the Seal is undone.


Switch
[Attack]
Activation: Motion
Casting Time: 1 Normal action
Range: 12 spaces
Target: 1
Duration: 2 minutes
Save: Mind

The caster and target swap minds. They use the character information of each other in all respects but control has been reversed.


Tornado
[Attack]
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: 24 spaces
Target: large group
Duration: 2 minutes
Save: Body

A whirlwind of reasonable size forms from a small cloud above and lifts everything within its path 5d6 spaces away, taking 5d6 Bludgeoning damage plus any damage from falling. A Body save is allowed to prevent being lifted.
The tornado moves up to 12 spaces when directed by the caster as a Move action.


Volcano
[Attack]
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: 12 spaces
Target: terrain
Duration: 1 hour
Save: Dodge (half)

A rift of magma and a small mountain erupts from the ground beneath the terrain in an area no wider than 12 spaces.
All targets within the area take 5d6 + Mind in Fire damage.
When this spell ends the rift closes, the ground returns to normal, and lava cools.


Wish
[Special]
Activation: Speech, Motion
Casting Time: 1 Normal action
Range: varies
Target: varies
Duration: varies
Save: varies

This spell duplicates the effect of any other spell of a lower Rank, or undoes the result of any other action made within 24 hours of casting.
Otherwise, it's up to the DM's choice to determine the limits of this spell.
After casting Wish the caster can not use Rank 4 or higher spells again until they sleep.






5. ITEMS

CURRENCY
An adventurer tends to deal with gold often. However, for much of a population the currency is silver or even copper.
One gold equals 10 silver.
One silver equals 10 copper.
Gems can act as a stand-in for currency if an NPC is willing to trade, and vary according to rarity:
• Common: 10 to 50 gold (pearl, moonstone, onyx)
• Uncommon: 100 to 500 gold (amber, amethyst, jade)
• Rare: 1000 to 5000 gold (topaz, emerald, opal, sapphire, ruby, diamond)

1 pound of gold is 50 gold pieces, or 1 Weight Point per 500 pieces, so carrying gems or other objects of greater value is of great worth when a luggage cart or horse isn't availible.


BONUS TYPES

There are two types of bonuses; unnamed and magic. They stack with each other and unnamed bonuses stack with itself, but magic does not stack with itself.
This means that if you have two spells active that grant a bonus, use the higher one only.


CARRY LIMIT

The number of "weight points" a character can carry without being Slowed is equal to 4 + twice Body.
A character can exceed this amount up to double the normally carry limit but is Slowed.
They can push or drag four times that amount by 1 space as a Normal action.

1 weight point is roughly equal to 10 pounds or less, but items weighing less than 1 pound are not counted.

Carry limit is doubled for each size category larger than medium, and halved for each smaller.

If carry limit would be reduced to less than one Weight Point, it becomes one.
This might seem abstract and slightly absurd given the size of such a character but for game purposes it works.


ARMOR

10 pounds of armor grants a character 1 point of Armor Value resistance against physical damage.
20 pounds of armor grants a character 1 point of Insulation (energy resistance).

Armor also provides 3 bonus Hit Points of protection between attacks and the wearer. When reduced to 0 HP it breaks and falls off but can be repaired to working order with as little as 1 HP.

1 WP worth of armor is valued at 10 gold for mixed materials.

The Armor Value defense only reduces damage dealt by Slashing, Bludgeoning, and Piercing attacks. All other damage is either an Energy type resisted by Insulation, or it can't be resisted (armor HP still protects a character first though).

Subtract a character's worn Armor Value derived from armor from all Stealth checks. Wearing wood, chain, creaking leather, and iron plates tends to be noisy.

Criticals may bypass the Armor Value but still deal damage to armor directly first.

WP Armor Value/Insulation/Hit Points Example
1 1/0/3 Thick Cloth, Helmet, Chainmail Bikini
2 2/1/6 Leather
3 3/1/9 Studded Leather
4 4/2/12 Scale
5 5/2/15 Chainmail
6 6/3/18 Banded Mail
7 7/3/21
8 8/4/24 Full Plate
9 9/4/27 Full Plate With Helmet
10 10/5/30
11 11/5/33
12 12/6/36 Ornamental Full Plate
(Armor does not tend to exceed 12 points for being too heavy and awkward to move in)

Armor Hit Points represent the ability of a set to stay on the body, not necessarily the integrity of the armor material.
A suit of chainmail for instance would fall off in sheets if damaged in the right spots, easily repaired with a proper toolkit and some time.


PUTTING ON AND REMOVING ARMOR

Putting on 1 point of armor requires 2 rounds, and taking it off requires 1 round.

Forcibly removing armor from a target is a melee attack action made during a grapple, against a Stunned or Frozen target, or against a target that has Bane to Dodge rolls.
With each successful hit 1 point of armor is removed.


SHIELDS

Equipping a shield to an empty hand is a Quick action.

Shield bonuses function like armor. There is no Stealth penalty for using a shield.

1 WP worth of shield is valued at 10 gold for mixed materials.

WP Armor Value/Insulation/Hit Points Example
1 1/0/3 Buckler
2 2/1/6 Wood Shield
3 3/1/9 Mixed Shield
4 4/2/12 Iron Shield

Shields may be used to Block or Parry and continue to provide passive Armor Value defense regardless.

A shield bash attack deals 1d6 Bludgeoning damage as a Brute weapon.

As a Normal action a shield may be used to provide Cover to the user for 1 round.


WEAPONS

Weapons may carry a variety of traits, using up Build Points. Each weapon has 4 Build Points.

Equipping a weapon to an empty hand is a Quick action.

Every weapon is either a Brute or Finesse item.
Brute weapons apply the Body stat to damage while Finesse ones apply the Dexterity stat. Some are both, allowing the character wielding one to choose with each attack.

Weapons deal a form of damage: (S)lashing, (B)ludgeoning, or (P)iercing.
Adding another form of damage costs 50% more gold and takes up one Build Point.

As explained in the Combat section earlier in this document, Lesser and Greater denotes the limit of melee attacks made per round.

Melee Weapon Types (sized for Medium characters and default is metal weapons):
• Unarmed: 1d6 B damage, Lesser, Brute and Finesse
• Tiny: 1d6-3 damage, Lesser, Light, Finesse, 5 gold, 1 wp per 10
Examples - Knife S, Dagger P, Sap B
• Small: 1d6-1 damage, Lesser, Light, Finesse, 10 gold, 1 WP
Examples - Shortsword P, Rapier P, Scimitar S, Throwing Axe S, Quarterstaff B
• Medium: 1d6+1 damage, Lesser, either Brute or Finesse, 15 gold, 1 WP
Examples - Longsword S, Daito Katana S, Waraxe S, Club B, Mace B,
• Medium (Two-Handed): 2d6+1 damage, Greater, either Brute or Finesse, 15 gold, 1 WP
Examples - Spear P
• Large (Two-Handed): 2d6+3 damage, Greater, Brute, Two-Handed, Reach, 20 gold, 2 WP
Examples - Greatsword S, Greataxe S, Scythe S, Greatclub B, Polearm S, Longspear S, Nodachi Katana S


Ranged Weapon Types:
• Thrown, Tiny: 2 damage, Light, Finesse, Distance: 10 spaces, 5 gold (but rocks are free), Sling: 5 gold, increases Distance by 5 but requires a Quick Action to load, increase damage of sling bullet by +1d6.
• Thrown, Small: 4 damage, Light, either Brute or Finesse, Distance: 10 spaces, 10 gold
• Thrown, Medium: 6 damage, Light, either Brute or Finesse, Distance: 10 spaces, 10 gold
• Fired, Bow: 8 damage, Two-Handed, Finesse, Distance: 20 spaces, Bow: 75 gold 1 WP, Crossbow: 50 gold (requires a Move action to reload), 20 Arrows: 1 gold and 1 WP per 60
• Gun, Flintlock Pistol*: 12 Piercing damage, Light, Finesse, Distance: 15 spaces, Gun: 1000 gold, Bullet and powder for 1 shot: 10 gold
• Gun, Flintlock Rifle*: 16 Piercing damage, Two-Handed, Finesse, Distance: 50 spaces, Gun: 5000 gold
• Lash: 4 damage, Finesse, Reach, Distance: 2 spaces (the lash does not leave the wielder's hand), a critical hit with the lash can begin a grapple, 5 gold, 1 WP
Example - Whip S, Scourge S/P (8 gold), Grappling Hook P
• Bomb or Vial: 2d6 damage of an Energy type, Light, small group area, Distance: 10 spaces (the bomb vanishes when used), 20 gold, 10 bombs equal 1 WP
• Bolas: 6 damage, Brute, Distance: 10 spaces, an attack with a bolas if not Dodged will start a grapple at distance

* Gun (Flintlock) weapons require a loading time of 2 rounds worth of Normal actions. These guns use a burning fuse that goes out when damp. On an Accuracy roll of 1 the gun misfires, wasting the powder.
Bullets apply a -10 penalty to Dodge and Parry rolls against their targets.
For a more advanced alternative depending on setting and culture, cap bullets require a single Move action to insert and cost 15 gold.

A character may normally only make one ranged attack with a Normal action.

Ranged weapons get no Accuracy penalty for attacks made within the listed distance. For each distance segment beyond the first, apply a -2 penalty to Accuracy until this penalty reaches -10, after which point the attack misses automatically.

Thrown, Gun, Bomb, and Vial attacks may be made up to twice in a round as a Normal action if the character is wielding one in each hand.

Fired (Bow) attacks may be made twice in a round only if the character spends a Move action to draw the second arrow faster.


Weapon Traits (Build Point cost):
Accuracy (0) - The ranged weapon requires an Accuracy roll rather than causing Threat in melee. It is Dodged as normal but misses anyway if Accuracy is rolled less than 11.
Brute (-1) - Add the character's Body to damage. The weapon can be used to Block other Brute attacks.
Finesse (-1) - Add the character's Dexterity to damage. The weapon can be used to Parry other Finesse attacks.
Greater (+1) - The melee attack is limited to once per Normal action.
Lesser (-1) - The melee attack is limited to twice per Normal action.
Light (-1) - The weapon removes the penalty for wielding or throwing two weapons at the same time.
Metal (-1) - The weapon deals +1 damage per size category (to a minimum of +1)
Reach (-1) - Threats made with this weapon may be made an additional space in distance from the character. Reach may be added to a Light or Medium weapon for +5 gold and increase its weight by 1 WP.
Two-Handed (0) - The weapon requires 2 hands to wield. It applies either twice Body to damage or Body + Dexterity. It gets an additional +1d6 to damage for having a second hand on it. A two-handed weapon attack always counts as a Greater attack.


Minimum Damage:
If a weapon has a penalty to damage that would place the result of a d6 roll to less than 1, it deals 1 damage instead.


Adjustments:
The properties listed are for items of mixed or wood composition.
For entirely iron items double the price.
Swords are the exception to this rule since they are thin and don't weight as much; treat them as mixed materials.


Increasing or Decreasing Weapon Size:
For a size Medium character a weapon that becomes a size larger is now Heavy, and a weapon that becomes smaller is now Light.
The weapon is labeled as the same size as the character for which it is considered "Medium". For instance, a Large Longsword is Heavy for a Medium character, Medium for a Large character, and Light for a Huge character.
Characters can not use weapons larger than Heavy for their size.

Apply the size modifier table adjustment to the weapon's damage:

Fine: Modifier -8

Diminutive: Modifier -6

Tiny: Modifier -4

Small: Modifier -2

Medium: none

Large: Modifier +2

Huge: Modifier +4

Gargantuan: Modifier +6

Colossal: Modifier +8

For each increase in weapon size double the cost and weight. For each decrease halve the cost and weight.


Weapon Weight And Hit Points:
A weapon tends to weigh as much as half the maximum damage in pounds. If this total is less than 1 weight point and the weapon is not ammunition, the total is 1 weight point.
A weapon's Hit Points equal twice its weight if made from solid iron.
Wood or mixed weapons have Hit Points equal to weight.

Items resist damage to themselves equal to the minimum amount of damage they deal, doubled for metal items. When exposed to solid damage, Sonic, or Cold, an item bends or shatters. When exposed to Acid (Corroder), Fire, or Lighting, the item melts.


CRITICAL HITS
Rolling a damage roll of 6 on a d6 die results in an armor-penetrating strike that ignores both Armor Value and armor HP, damage going straight to the target's Health or HP. This is known as a critical hit.
For multiple solid damage dice in an attack, all damage of that attack is armor-penetrating if any one die comes up a critical.
With ranged weapons a roll of 19 or 20 on a d20 Accuracy roll ignores both Armor Value and armor HP.
Some effects might adjust the number required for a critical hit, lowering the number required to score a critical.

A critical hit also causes Bleed 1. Healing at least 1 HP or Health stops this, or bandaging the wound as a Normal action.


BREAKING A WEAPON
An unattended weapon may be struck. Deal melee weapon damage normally to the object instead of otherwise hitting the wielder.
Likewise a weapon used to Block might be subjected to damage from an attacker, risking breakage if the damage exceeds the weapon's inherent Armor Value and reduces the weapon to 0 Hit Points.


MATERIAL HARDNESS
Materials each have their own Armor Value and Hit Points per inch of thickness if damaged directly.
While this Armor Value does not protect a character attempting to wear the material (see Armor section previously for wearing armor) it does protect the object material from being damaged directly.

Material Armor Value/HP
Ice 0/5
Leather 2/5
Wood 5/10
Stone 8/15
Iron 10/30


MAGIC ITEMS

Magic can affect objects in long lasting ways. Embedding a special object with magic brings about new effects once a character invests Essence into it.

Magic items have 10 points of additional Armor Value to determine what damages it, and 10 additional Hit Points.

A character can craft a magic item as a Complex Item (TN 21 Craft check) after 4 weeks of effort, paying half the gold cost in raw materials. There is no limit to the number of magic items a character can own or craft but Essence limits the number of items that can be used at any one time.
A failed Craft check when crafting a magic item means the time were wasted but the materials were not.

An item can be enchanted more than once. Use crafting rules and add the ability to the item upon success.

Magic Armor:
Although armor is normally piecemeal by weight points, enchanting a suit of armor sets the number of WP to a specific amount.
Separating these portions of armor from each other prevents the enchantment from taking effect. A character can wear multiple sets of enchanted armor mixed at the same time but is still limited by Essence.
A suit can have as little as 0 WP, essentially being an enchanted set of clothes.

Gold Cost: 1000 gold per suit or shield plus the cost of a suit

• Glamered: The armor can change appearance into any other suit or set of clothes as often as once per round as a Quick action
• Fortified: Critical hits against the character do not bypass armor Hit Points
• Slick: +5 to checks made to escape bindings or escape a grapple
• Dark: +5 Stealth checks pertaining to sight
• Silent: +5 Stealth checks pertaining to hearing
• Resist Energy: take half damage from Energy element of a specific type
• Ghost: Ghost characters and attacks can not pass through the suit
• Dragonscale: Scales of a dragon fashioned into armor weighing half as much as normal, rounded up, while retaining the same protection


Magic Weapons:

Gold Cost: 2000 gold per weapon plus the cost of a weapon, ammunition such as arrows is priced 40 gold per arrow

• Defending: +2 Parry rolls and +1d6 Block damage reduced
• Dragonbane: Add 1d6 damage against Animal (Dragon) monsters
• Energy Coating: Add 1d6 damage of a specific Energy type
• Ghost: Ghost targets do not get half damage reduced when hit by this weapon
• Keen: Slashing and Piercing weapons with this enchantment cause critical hits on a d6 roll of 1 value lower and Accuracy rolls 2 values lower
• Lodestone: Enchanted iron composes a Bludgeoning weapon causing critical hits on a d6 roll of 1 value lower and Accuracy rolls 2 values lower
• Returning: At the end of each ranged attack after being thrown the weapon or ammunition returns to the wielder's hand
• Holy: Add 1d6 Life damage against Demons and Undead
• Unholy: Add 1d6 Death damage against Angels and Plants
• Wounding: Critical hits by this weapon cause Bleed on a roll of 5 or 6


Magic Accessories:

• Potions
Gold Cost: 50 per Rank of effect

Potions duplicate spell effects, targeting the drinker.
Drinking a potion is a Move action.
A sip of a potion may be made to identify it.

When creating a potion the spell to be embedded must be known first.


• Scrolls
Gold Cost: 50 per Rank of effect

To use a scroll the character reads from the scroll as a Normal action.
The scroll is rendered blank upon using.
The Will value of an item's effect is equal to the user's Mind stat + 10.

When creating a scroll the spell to be embedded must be known first.


• Staffs and Wands
Gold Cost: 400 per Rank of effect

Wands and staves allow a character to activate the spell effect embedded in the item as a Normal action.
The Will value of an item's effect is equal to the user's Mind stat + 10.

When creating a staff or wand the spell to be embedded must be known first.


• Jewelry
Gold Cost: 1000 gold per Rank of effect, for items with variable Ranks of effect depending on the amount of Essence invested this rating determines the Essence maximum.

Jewelry tends to provide a constant bonus once Essence is invested.

• Ring of Protection: +2 Armor Value per Essence invested
• Ring of Insulation: +2 Insulation per Essence invested
• Boots of Speed: +2 move speeds per Essence invested
• Lens of Detection: Allows seeing invisible characters
• Belt of Strength: +2 Body
• Gloves of Dexterity: +2 Dexterity
• Headband of Intellect: +2 Mind
• Boots of Climbing: As the spell Wallwalk
• Amulet of Mighty Strikes: Increase unarmed damage by 2 per Essence invested
• Broom of Flying / Carpet of Flying / Boots of Levitation / Cloak of the Bat (Rank 2): As the spell Flight
• Necklace of Adaptation (Rank 2): The character does not need to breathe
• Cape of the Mountebank (Rank 2): As a Normal action the character can teleport 12 spaces

The following items do not need Essence to use:
• Bag of Holding: As the spell effect of Dimension Pocket, the carry limit is 4
• Dimensional Shackles (Rank 2): A character bound by these cuffs can't teleport, does not require Essence
• Magic Lamp (Rank 4): A captured genie or demon is within a small bottle or lamp that will grant 3 Wishes as the spell effect before it is released, does not require Essence


Traps and Magic Traps:
Constructing a trap requires spending 20% of the gold cost and requires Craft (Building).
Traps have a Sense or Device TN of 21 to discover. Magic traps are TN 25 + 5 per Rank of effect.

Types Of Traps:
Rank 1 encounter
• Pit: TN 20 Dexterity save, 1d6 Bludgeoning damage per 10 feet deep, 1300 gold
• Pit, Spiked: Dexterity save, Threat 20, 1d6-1 spikes hit for 1d6 Bludgeoning damage (for falling damage) with 1 Piercing damage per 10 feet per spike, 1600 gold
• Poison Needle: Accuracy +8, Poison 1, 700 gold
• Darts: Accuracy +10, 1d6-1 darts for 6 Piercing damage each, 500 gold
• Arrow: Accuracy +10, 8 damage, 2000 gold
• Portcullis: Accuracy +10, 3d6 Piercing damage and blocks hallway or door, 1400 gold
• Rock: Accuracy +10, 2d6 Bludgeoning damage, 1400 gold
• Blade: Threat 18, 1d6+1 Slashing damage, 1700 gold
• Spear: Accuracy +12, 8 Piercing damage, 1200 gold
• Bricks: Threat 22, 2d6 Bludgeoning damage, 2400 gold
• Net: Threat 15, grapples, 3000 gold
• Pendulum (resets after trigger): Threat 25, 2d6+2 Slashing damage, 14100 gold
• Stone Blocks: Threat 20, 4d6 Bludgeoning damage, 5400 gold
Rank 2 encounter
• Lightning Bolt: Will 14 Dexterity save for half, 5d6 Electric damage, 7500 gold
• Collapsing Column: Threat 25, 6d6 Bludgeoning damage, 8800 gold
• Water Room: drowns, 2 space wide room, delay 5 rounds, 11200 gold
• Poisoned Doorknob: touch, Poison 2
• Statue With Axe (resets after trigger): Threat 26, 2d6+2 Slashing damage, attacks all targets surrounding, 22500 gold
• Pit, Deep: TN 20 Dexterity save, 20 spaces deep/100 feet, 5000 gold
• Compacting Room (resets after trigger): 12d6 Bludgeoning damage, 2 space wide room, 25200 gold
• Fusillage of Spears: as Spear Trap but 1d6 spears per target, 31200 gold
• Acid Fog: 2d6 Acid (Fleshmelter) damage for 11 rounds, 33000 gold
Rank 3 encounter
• Dropping Ceiling: 12d6 Bludgeoning damage, 2 space wide room, delay 1 round, 12600 gold

Magic traps cause the embedded spell effect on whoever triggers it and cost 500 gold per Rank of effect.
The spell must be equipped in order to craft a specific effect.


UTILITY ITEMS

A player is recommended to not bother keeping track of every little accessory in their inventory.
Assume every adventurer comes equipped with an "Adventurer's Kit".
A kit costs 15 gold and weighs 3 Weight Points, containing the following in a leather backpack:
• Bedroll
• Torch, flint, and steel
• A week of rations
• Various pouches
• Waterskin
• Soap
• A knife
• Rope (50 feet) and hook



6. COMBAT


BOON OR BANE

Gaining Boon on rolls means you reroll a failure once per check when the situation calls for it
Gaining Bane on rolls means you reroll a success once per check when the situation calls for it

These two conditions cancel each other out if both occur at the same time for a character.

Applying a Boon or Bane condition to a roll is the mathematical approximation to a +3 or -3 modifier without actually exceeding the limits of a d20 roll range.


INITIATIVE

Determining which character goes first or second is an opposed Dexterity check.
Each character is rolled for and the DM allows each to act in turn starting with the highest check result and descending lower as each character is finished.

Alternatively, the DM might decide that each group in a group-against-group combat rolls only once, then allows players to determine who goes in what order.
In this case the DM rolls once for the monsters using the highest Dexterity stat, and players all roll but use the highest result for their team.


SURPRISE ROUND

If one character or team "gets the drop" on another, such as attacking from hiding, they get a surprise round.
A surprise round is one Normal action taken before initiative is rolled.
After this action is taken, if the enemy's side notices, combat begins normally.
If the action was not noticed each side rolls initiative but does not interact.

A side that has not acted yet int the surprise round has Bane to Dodge rolls.
Once they start their turns this penalty is removed.


TIME

One round of actions (everyone got their turn) is about 6 seconds.
10 rounds equal 1 minute.

A rest is a long action wherein nothing strenuous is done, no combat takes place, no spells are cast, and the character is not under danger. A rest recovers all Health and Mana.
A sleep is about 8 hours long and recovers all Hit Points.


GROUPS

Groups of allied characters are divided on the battlefield according to who their neighbors are.
Usually two groups begin combat, after rolling Initiative, facing each other at a distance of 2d6 + 3 spaces apart.

A small group is no more than 6 spaces wide and tends to be no more than 9 characters. At smallest, a small group has at least two characters standing side by side. Any more than 9 characters counts as a large group.
A large group is over 6 spaces wide and even more loosely defined than a small group; a single large group might actually be composed of multiple adjacent small groups, stretching across a whole battlefield, but generally no more than one acre. Affecting a large group with a small group effect deals only half damage, unless a specific character is targeted (then the spell deals full damage).

Leaving one group and moving into another counts a character as being in the "neutral zone" between groups at first, then as part of the other group once movement is completed. This new positioning might lead to being affected by spells that target a small or large group if a caster targets the opposing group.
Likewise leaving the allied group and splitting off alone counts a character as being in their own small group.

Melee Threats may only be posed to targets if both groups have closed distance in the neutral zone to 0, or the attacker has approached the enemy group.

Within a group of allies they may position theirselves into two rows; a front row and a back row. The back row has Cover against ranged attacks (but not spells) made from any other group but adds 2 spaces in distance from the neutral zone.

Combat ends when neither side interacts with the other.


THREAT

Each melee attack started by a character is a single Threat. A Threat has a TN value equal to 12 + 2 per Rank.
The target of a Threat attack rolls Dodge and uses the Threat value as a TN.
Success means the target is not hit, failure means they take damage according to the weapon used and subtract that amount from Health or from Hit Points when Health is zero.

Critical hits occur, and cause Bleed, on a damage roll of 6 on any damage die for a melee attack. Some abilities lower the number needed to cause a critical.


LESSER AND GREATER MELEE ATTACKS

Melee attacks have two different speeds.
Lesser attacks may be made up to twice in a round as part of a Normal action to attack.
A single Greater attack may instead be made as a Normal action.

Some options modify which action type is used to make a melee attack. The two attack limit per round is still in effect.

While in a grapple only Lesser attacks may be made.


LIMB STRIKE

On a critical hit the attack disables the use of one limb (if leg, half speed) or if the head was the target they lose the use of one eye or ear until the damage that was dealt in that attack is healed. Players must keep track of the damage dealt to an injured limb, not counting extra Bleed damage from the critical hit later.
A second hit to the same limb destroys that limb of a character (cutting it off if Slashing damage) that can be healed or reattached if the HP is recovered while holding the limb in place, or regrown using the spell Regrow.


ACCURACY

Each ranged attack made by the character uses Accuracy.
Roll a d20 and add the character's Dexterity stat.
If the number is higher than 10, it might be a hit; the target has a chance to Dodge each incoming projectile by rolling at least as high as the Accuracy result. If the attack is dodged, the projectile harmlessly flies past the intended target until it reaches its maximum range or hits another object or character.

Ranged weapons have set damage values to speed up combat and represent an increase in damage due to velocity.

Critical hits occur, and cause Bleed, on an Accuracy roll of 19 or 20. Some abilities lower the number needed to cause a critical.


FLANKING

A flanked character is within melee reach of at least two attackers.
The defender gets Bane to Dodge rolls against those attackers, and may escape being flanked by slipping into a different configuration within the small group area. To do this they must make a Move action and succeed on a Dodge roll or Athletics check against the highest flanking Threat value. Failure means they remain flanked.

Another defender may intercede between flankers and their target. They may make a Dodge roll, Athletics check, or grapple roll against the highest Threat value of the attackers, and if successful they prevent their ally from being flanked for 1 round.

When prevented from flanking a target, an attacker may simply spend a Move action to shift position. No roll is needed. Except when prevented by a defending character, flanking status is regained.

If one entire group of characters is being flanked by at least two attacking groups in melee combat, all characters in that group get a penalty. Treat the group as a single character for purposes of escaping a flanking position, using the best bonus out of the group for a single roll to escape.


ACTION POINTS
(Optional Rule)
At the DM's option players may be allowed 1 Action Point per five levels (gained at levels 1,6, 11, and 16).
Action Points may be spent as reactions to reroll any die roll, or force an attacking character to reroll any roll that affects the defender or an ally; the player that spent the AP gets to chose which die result to use.
These points are not regained until after an hour of rest.


NUMBER OF ATTACKS

Although not limited entirely, the expected number of attacks a character can make each round is 2.
This means either they are making two unarmed attacks, a weapon attack and an unarmed attack, two weapon attacks if they are dual wielding, or a single two-handed weapon attack, and so on.

Certain powerful attacks such as a two-handed weapon or more powerful unarmed strike restrict the rest of a character's body from making, for instance, unarmed strikes with their feet or head. This is due to balance more than simulationism.


READYING AN ITEM

Drawing an item from a sheath or storage is a Quick action. A pair of weapons or a weapon and a shield may be readied as part of the same action.


ATTACKING WITH TWO WEAPONS

Using two melee weapons or thrown ranged weapons at the same time incurs a -1 penalty to Threat to all melee and thrown attacks for each hand holding a weapon.
This means that using two normal weapons at the same time has a -2 Threat penalty.
Light weapons get no penalty. Using one normal and one Light weapon incurs a -1 penalty to all attacks.


USING A ONE HANDED WEAPON WITH TWO HANDS

A normal or Light weapon may be used with both hands, adding +2 to damage rolls and applying the Body stat to melee damage an additional time.
A Heavy two-handed weapon may not be used with one hand.


CHARGING

A charge attack combines a Move action with a melee attack or dual weapon attack. The character must move at least 2 spaces. The damage roll for this attack gets +1 per hand used to hold the weapon per Rank, of the same type of damage as the weapon.
A character charging unfortunately also gets a -2 penalty to Dodge rolls until the beginning of their next turn, but gets +2 Threat on their attacks for the same duration.

A Charge made instead from a running start (two Move actions exceeding the distance of both move speeds added together) deals an extra 1d6 Bludgeoning damage to the target or targets.


GRAPPLE

As an attack action made with an empty hand or Trait weapon such as Bite or Claw the character poses Threat to a target.
The target then attempts to Dodge. On a failed roll the two are now grappling.
The initial attack to begin a grapple counts as an unarmed attack made during a grapple, but does not cause damage.
The character may impose either Immobile to the target if the target's legs are grappled or Stun to the target if their arms are grappled as long as a hand is used to hold them. Otherwise the target is merely Slowed.

A grappled target may make a Body check, Athletics check, or Dodge roll to break free as a reaction once each round at the beginning of their turn with a TN equal to the grappler's Threat.

In the same round that a grapple attack causes grappling a followup attack can be made with any free limb.

Strangling a target by covering their breathing holes or choking them is also possible. The target begins to suffocate for each round they are in a grapple. See the Swim skill rules for suffocating. This attack does not work on targets immune to Death damage. See the Swim skill section on "Hold Breath" for rules on suffocation.

Attacking within a grapple is also possible if the grappler has a free limb and either an unarmed attack or a Light weapon. The grappled target gets Bane to Dodge rolls.
Attacks made during a grapple ignore armor HP but not Armor Value against a grappled target.

Grappling a target that has the Wings trait allows an attacker to bind the wings, preventing flight.

Grappling ignores visibility since all involved are in contact with each other at all times. Treat invisible targets as visible while touched.


FIGHTING DEFENSIVELY

By spending 1 Normal action doing nothing but defending, a character gains Boon on all Dodge rolls for 1 round.


CATCHING AN OBJECT

To catch a thrown object a character must have at least one open hand and be aware of the incoming projectile.
An action must be delayed until it is the turn of the attacker that is launching the object. The catcher must use one of their unarmed attacks to ready for a catch. A Dodge roll is made against the Accuracy of the object within melee reach. If at least two hands are open, the Dodge roll gets Boon.
If successful, the object is caught. If failed, the object hits the target normally if Accuracy result was high enough. Otherwise the object flies past as normal.

The Dodge roll to catch a fired projectile such as an arrow or sling shot gets -10.
The Dodge roll to catch a bullet, while seemingly impossible for mundane people is certainly within the realm of fantasy, is -20.


DEFENSES

Movement and reach in an area is measured in spaces. Each space is roughly a five-foot cube. A character's melee reach extends into all neighboring spaces.

"Dodge" is a reaction that is free to use at any time you are attacked.
• You get a reaction save against the incoming attack that prevents you from being hit if you succeed.
• Dodging ranged attacks requires that you roll at least as high as the Accuracy result.
• Roll Dodge (d20 + Dexterity) and try to get a result higher than the Threat or Accuracy of the attack, or Will TN of a spell, success means either half or no damage depending on the effect.

"Block" is a Counter action that is free to use once each round at any time with additional Blocks using a melee attack from your next turn.
• Roll damage using one of the weapons you hold; if you match or roll higher than the damage of the attack hitting you, all the damage is prevented. Any overflow is dealt to the weapon itself, then if the weapon reaches 0 HP it breaks and any further overflow damage is then dealt to the blocker.
• Any attack made within Reach of the character may be Blocked. This allows characters to protect their allies from attacks nearby.
• Only Brute attacks may be Blocked.

"Parry" is a Counter action that is free to use once each round at any time with additional Parry using a melee attack from your next turn.
• Roll a Dexterity check, attempting to beat the Threat or Accuracy of the attack. If successful the attack is redirected harmlessly nearby.
• Any attack made within Reach of the character may be Parried. This allows characters to protect their allies from attacks nearby.
• Only Finesse attacks may be Parried.

"Armor Value" is a constant passive defense, either worn or part of the character's skin. Wearing armor consumes Carry Limit capacity, so the heavier the armor, the more damage it reduces yet the less you may carry overall.
• Armor has Hit Points, Weight, Size, and an Armor Value that reduces damage. Each attack reduces its HP after being prevented by the Armor Value rather than the character taking harm. Once this total is 0 the armor breaks and falls off.
• Armor Value also provides an Insulation value that reduces Energy damage such as Acid, Electric, Fire, and Cold. The Insulation value is half the Armor Value, rounded up, unless enhanced by item properties.


SAVES
All save rolls are non-actions usable once per round each at the beginning of a character's turn with rerolls granted for failure if certain resources are spent.
A save is a d20 + stat bonus + defender's Rank check attempting to at least match a Target Number equal to 15 + the attacker's Rank. If successful, the attack or effect is removed or ignored.
A save result always fails on a d20 roll of 1 (but can be rerolled normally), and always succeeds on a d20 roll of 20.

• Body: This save is used to stop Bleed (once per Bleed effect every round) and remove unwanted Body effects such as Poison, Disease, Stun, and grappling.

• Dodge: This save is used to avoid a physical attack, usually weapons or spells that create solid materials. An attack can only be Dodged if the defender is aware of it and can make Move actions, and area attacks can only be Dodged if there is cover within a single space distance or enough room to move.

• Mind: This save is used to ignore or remove unwanted Mental effects. When a Mental effect first occurs against the character they may make a save to resist.


HEALTH, HIT POINTS, AND MANA

Health:
• This is the abstraction for bodily stamina and superficial injuries. Some types don't have Health, replaced by more Hit Points instead, such as Golems and most types of Undead (Vampires are a notable exception, having a Health score); those without Health are also immune to Bleed.
• Rest: Health recovers entirely after one hour of uninterrupted rest.
• Wounded: A character reduced to 0 Health is actually injured rather than just losing stamina and bruised. While this doesn't have any game effects, it represents an actual wound rather than loss of stamina.

Hit Points/HP:
• This is the abstraction for bodily integrity and avoiding unconsciousness due to injury; when HP reaches 0 the character falls unconscious with a TN16 Body save allowed at the end of every 10 rounds or 1 minute to reawaken with 1 HP.
• Hit Points recover fully after a full sleep (usually 8 hours).
• When affected by healing aids such as items or spells, Health recovers first and then HP once Health is full.

Mana:
• This is the abstraction for mental stamina and an internal etheric resource for using magic.
• All characters have at least 1 Mana.
• Focus: 1 Mana is spent when rolling a save to end an ongoing mental effect. A single Mind save against an ongoing effect may be rerolled. This option may not be used for 1 minute after.


LOSING CONSCIOUSNESS

A character dropped to 0 Hit Points is unconscious by default, and the attacker that dealt the final blow to them gets to decide if they are dead or not.
Further hits to them are always critical.
A character regains consciousness after 1 minute and a TN 16 Body check. If they fail they are still unconscious and may try again every minute, but if three checks fail they can't retry until every 10 minutes pass, then every hour after that.
The character doesn't regain Health while unconscious at 0 HP.


SPEED

By spending a Move action on the character's turn they may move up to 6 spaces.
This value can be adjusted by skills, spells, and traits, such as the Swift skill adding Dexterity to the move speed.


FREE STEP
If using a power consumes more than the usual amount of actions so that a character has no Move action to spend on their turn as normal, they may still move a single space. This movement is called a Free Step.


FATIGUE

Becoming tired is a real threat to a character in the middle of combat.
Being Tired imposes penalties, but continuing to act deals damage to the character.
Each Normal or Move action taken while Tired and reduced to 0 Health deals 1 Hit Point in damage to them.


DIFFICULT TERRAIN

Some terrain is littered with obstacles or generally rough. Each space instead takes up two spaces worth of movement by characters passing through it.


USING TERRAIN

Rocks deal damage according to their size and can be thrown a distance increment of 10 spaces. See the Items section for examples.

Throwing a cloud of dirt, sand, or dust will Blind any target with eyes for 1 minute or until they spend a Move action clearing their eyes. It counts as a ranged attack, using Accuracy. This material clings to the target, revealing any Invisible characters if a hit.

Climbing an object and dropping onto a target deals the same falling damage to both target and attacker.


TERRAIN OBJECTS

Terrain objects include any immobile object at least as large as the character.
Moving around or over these objects counts as difficult terrain.

The skill Worldwreck destroys a single terrain object such as a mountain, reducing it to rubble.

A grapple check or Climb check against a larger monster opposed by 10 + the target's Dexterity stat allows the smaller character to climb it like an object.
A new check is required at the end of every round to continue climbing it; failure means the character falls off.


RUNNING

A character can run if they give up all Counter actions for a round.
They make two Move actions and move up to 4 times their normal move speed.
Running for more than 1 minute straight requires a TN 11 Body check or the character becomes Tired.


CHASING

If one character chases another they begin the chase either at 2d6+3 spaces away or whichever distance they were in during combat.
Roll Initiative if not already.
At the end of each round if each character involved is moving as fast as they can each character rolls an opposed Dexterity check. The winner decides whether both characters are now next to each other or the fleeing character is now 1d6 spaces further away.


FALLING

A character takes 1d6 Bludgeoning damage for every 2 spaces (10 feet) they fall.
A Dexterity save or Athletics check may be made for half damage against a TN equal to the distance traveled.


LOSING LIMBS

If a limb is lost due to a skill or spell attack it can be reattached with the spell Cure or similar HP recovery, regrown with the spell Regrow, or the monster trait Regeneration.
Once an amount of damage is healed equal to the damage dealt that removed the limb, it returns.


FOOD AND STARVING

A character must eat at least one meal every day.
Missing a day means the character is Tired for that day even with sleep.
Not eating for three days in a row means the character is both Tired no matter how much they sleep, can not regain Health by resting, and takes 1d6 Hit Point damage at the end of each day beyond three days.
A character that goes without water for three days in a row dies.

For each size smaller than medium the character needs half as much food as the previous size larger.
For each size larger the character needs twice as much.
Small creatures don't eat as much due to size, but larger creatures will starve quickly if calorific needs are not met on a daily basis.


7. ELEMENTS AND STATUS EFFECTS


ELEMENTS: ENERGY

Damage from Energy elements is resisted by Insulation.

• Fire: A chemical reaction caused by excessive heat and the excitation of molecules. Fire effects cause Burn on a critical of 5 or 6.
• Cold: Damage caused by the slowing of molecules and frostbite.
• Electric: The flow of electrons, disrupting the composition of a target. Targets and objects wearing or composed mostly of iron get -2 to saves against Electric attacks and spells.
• Acid: Either high or low pH. "Fleshmelter" only affects organic targets while "Corroder" only affects inorganic targets.
• Sonic: Excessive vibrations strong enough to damage objects and beings.


ELEMENTS: OTHER

Non-Energy elements that don't deal Slashing, Bludgeoning, or Piercing damage don't have a resistance.

• Stone: A target is becoming entirely petrified.
• Mental: A target's mind is bombarded telepathically. This element ignores armor HP completely and attacks the target.
• Death: The energy or property of a loss of organic processes. Undead and Constructs are immune to Death.
• Life: The very nature of organic life energy itself. Undead are harmed by Life energy while it heals the living.
• Rust: A chemical reaction, this element damages only iron.


STATUS EFFECTS

Bleed
A character takes 1 Death damage at the end of each round.
The check to end Bleed is a TN 11 Mind check as a Normal action.
Otherwise if not stopped by action, bleeding ceases after 1 minute and a TN 16 Body check; if this check fails the bleeding continues for another minute, if successful the bleeding stops.

Blind
The character can't see. Sense checks related to vision automatically fail.
Dodging while Blind applies Bane to the Dodge roll. Being attacked by a Blind character grants Boon to the Dodge rolls of the target.
The duration of Blind varies depending on the cause.
The target of an invisible attacker is treated as Blind.

Burn
At the end of each round the character takes an amount of Fire or Acid damage equal to the 1d6 per Rank of the effect that caused it.
Ending a Burn is a TN 11 Dexterity check as a Move action.

Charm
A Charmed character is Ally to the charmer but not necessarily Enemy to their own allies.

Concealed or Cover
Dodge reactions made while hiding partially behind cover or partially visible get Boon. Firing a weapon from behind either gets a -4 penalty to Accuracy.

Deaf
The character can't hear. Sense checks related to sound automatically fail.
Magic that requires speaking is impossible to use.
The duration of Deaf varies depending on the cause.

Disease
The character is infected with a virus or bacteria and gets a -2 penalty to all rolls.
An infected character gets a new Body save against TN 16 to end each Disease individually at the beginning of each day. Each failure deals 1d6 Death damage to the character and they are Tired for the rest of that day.

Fear
A character affected by Fear flees to the best of their ability until they can't sense the cause of Fear.
Being affected by Fear applies a -2 penalty to all rolls.

Frozen
The character can't make actions or reactions such as a Counter. A Frozen character can't Dodge nor talk.
The duration of Frozen varies depending on the cause.

Ghost
A character with this status takes half damage from physical attacks and passes through solid matter when moving if they wish to.
Ending a Ghost effect while still inside an object ejects the character to the nearest exit.

Immobile
The character can't make Move actions.

Invisible
Anyone attacked that can't see the invisible character gets Bane on Dodge rolls.
Observers attempting to see an invisible object or character are effectively Blind while interacting with them.
Detecting an invisible character act is a TN 21 Sense check based on either sight or hearing, but they get +10 to the TN if holding still.

Poison
At the end of each round the character takes an amount of Poison damage equal to the Rank of the effect that caused it.
Ending a Poison is a TN 16 Body check performed at the end of each round.

Prone
The character is lying on the ground. Attacking a Prone character grants Boon, and Prone characters get Bane to Dodge rolls.
Standing up from Prone is a Move action.

Slow
The character can make a Normal action or Move action each round but not both.
The duration of Slow varies depending on the cause.

Stunned
The character can't make Normal actions.
Ending a Stun effect is a TN 11 Body check made at the end of each round.

Tired
The character is fatigued when failing a TN 11 Body check after 1 hour of activity.
Tired characters can't run and suffer a -2 penalty to all rolls.
Health can't be regained by rest while Tired.
Becoming Tired again while already Tired deals 1d6 Health damage to the character.
1 hour of rest removes the Tired condition.



8. MONSTERS


WHY MONSTERS

The term "monster" applies to all non-player characters that don't have access to player classes.
Instead they have their own class and power list, the monster list.
Monster powers are called traits and either provide a constant bonus, a new form of mobility, or an attack usable as a Normal action.
They gain 3 + level powers just like a player character class.

Monsters are meant to provide Rank-appropriate encounters for players as they gain levels.
Sometimes the monsters win, but usually the player does. As far as what happens if a monster wins an encounter is up to the Dungeon Master to decide.


MONSTERS WITH CLASS

Some monsters have a single class other than "monster". This allows them to use the skills and spells normally accessible to players only.
The powers must still be equipped as normal.


WHY DO SOME MONSTERS ONLY HAVE 1 HIT POINT

These monsters are called "mooks" meaning they are meant to go down easily in a fight.
The lack of durability allows mooks to be eliminated easily and players then move on with the encounter.


WHY ARE SOME MONSTERS NOT ACTUALLY MONSTERS

Some monsters such as humanoid characters lack the monster class and as such can't equip monster traits without increasing the slot cost by 1.
They can have two classes though, just like players.



TRAITS

Types:
• Attack - The skill effect occurs as part of an attack.
• Defense - The skill is used as a reaction.
• Bonus - The skill grants a constant effect. If listed as "cumulative" the skill may be taken more than once and the bonus stacks with itself.
• Motion – The power provides a new method of mobility.
• Special - Effect varies.
• Flaw - Not an actual benefit but a weakness allows one extra trait to be equipped and does not occupy a power slot by itself


MULTIPLE ATTACKS

A monster with multiple natural weapons may use any number of them in the same round up to a limit provided by the number of attacks they may make.
A pair of attacks may be made as a Normal action with the standard -2 Threat penalty for two-weapon fighting.
Otherwise a single powerful attack is made, such as Bite.


BRUTE OR FINESSE TRAITS

In general for monster trait attacks which grant a new attack form use the Body stat for Threat or Accuracy if Body is added to damage. Otherwise use Dexterity.


MONSTER SIZE

Add the size modifier number to the monster's attack damage:

Fine: Modifier -8

Diminutive: Modifier -6

Tiny: Modifier -4

Small: Modifier -2

Medium: none

Large: Modifier +2

Huge: Modifier +4

Gargantuan: Modifier +6

Colossal: Modifier +8



TRAITS LIST

Ageless [Bonus]: No age limit, effectively making them immortal upon reaching adulthood.

Alternate Form [Special]: The monster may take the shape of another race of the same size while retaining all powers normally

Amorphous [Defense]: The monster can't be grappled and slips through any barrier with a hole at least 1 inch wide

Amphibious [Special]: The monster can breath both water and air

Blind [Flaw]: The monster has no eyes and is constantly Blind unless they have another means of "seeing" such as Sonar

Bite [Attack]: Greater attack. Mouth attack deals 1d6 + 3 + Body or Dexterity in Piercing damage, the bite is a Brute or Finesse weapon depending on which stat is higher for the monster, on a critical roll of 5 or 6 the target is Bleeding and if a hit is scored during a grapple attack it always causes Bleed

Bloodsuck [Attack]: Greater attack. Blood sucking attack made during grapple deals 1d6 + Dexterity in Death damage, monster heals half damage

Breath Attack [Attack]: Greater attack. A small group is affected by one Energy type dealing 1d6 + Body damage, while not a spell, ranged, or melee attack this attack does use Threat equal to 10 + Body

Burning Body [Bonus]: The monster's form is on fire. Anything grappling it is Burned and each successful unarmed melee attack it hits with causes Burn.

Claws [Attack]: Lesser attack. A pair of Slashing claw attacks deal 1d6 - 1 + Body or Dexterity damage, the claws are Light Brute or Finesse weapons, on a critical roll of 5 or 6 the target is Bleeding

Constrict [Attack]: Greater attack. During a grapple an attack may be made for 2d6 + 2 + Body in Bludgeoning damage and each hit causes suffocation automatically for 1 round

Crawler [Motion]: The monster can travel on any solid surface as if it were the ground

Devour [Attack]: Greater attack. A target reduced to 0 Health or Frozen is swallowed if no more than two sizes smaller than the monster, the character escapes either by crawling out the mouth with a TN 21 Climb check or by reducing the monster to 0 Hit Points from inside (monsters do not get Armor Value from the inside), they take 1d6 + Body in Acid (Fleshmelter) damage each turn spent inside

Dig [Motion]: Soft ground may be burrowed under but the monster must hold their breath, the digging speed is equal to half their Body stat

Disease Attack [Bonus]: A melee attack with the linked attack causes Disease

Doll [Defense]: Limbs and head may detach and reattach harmlessly as a Move action, parts are not controlled unless connected to the head

Extra Head [Bonus]: +2 Sense checks per head and additional 1 Bite attack no matter how many heads

Fins [Motion]: The monster has fins allowing it +5 to Swim checks and a swimming speed equal to its land speed

Flap [Defense]: As a Normal action while flying a dust cloud covering a small group may be raised granting Concealment to everyone within it

Flop [Attack]: Greater attack. Prone targets take 2d6 + Body in Bludgeoning damage as the monster rolls over them, buried targets that fail their Dodge saves are grappled as long as the monster remains on top

Fruit Punch [Attack]: Lesser attack. A 1d6 - 2 + Body in Bludgeoning damage punch knocks a small fruit out of the target on a critical, the fruit is magical and may be eaten to cure 1 Hit Point

Ghost [Defense]: The monster is constantly Ghost and gains a flight speed equal to their Mind stat

Glare [Attack]: Greater attack. As a Normal action one target within 12 spaces that fails an opposed Mind check loses their next Dodge action when they would normally be allowed one, this penalty lasts for 10 round

Gore [Attack]: Greater attack. Horn attack deals 2d6 + Body in Piercing damage, the horns are a Brute weapon, on a critical the target is impaled and grappled

Hoof [Attack]: Lesser attack. Two stomping attacks deal 1d6 + 2 + Body in Bludgeoning damage, the hooves are Brute weapons but not Light

Immortal [Bonus]: Immortals only need to sleep in order to recover HP. They don't need to eat unless otherwise specified. These monsters don’t age but can’t breed, they induct spirits into their race by a 24 hour long ritual that converts them to one monster of the same type but keeping their original Rank (and if a player all levels gained)

Immunity [Defense]: This trait requires Resist Energy to be equipped first. The monster is instead immune to all damage from the Energy type that Resist Energy protects from.

Infravision [Special]: The monster sees heat, this allows them to see in the dark as long as there are heat sources but not spot invisible targets (the magic conceals thermal radiation as well)

Larger [Bonus, cumulative]: The monster is one size larger

Mindless [Flaw]: The monster is immune to Mental effects but has no mind of its own and thusly has a Mind stat of 0; it can attack, feed, and act under orders though, a Mindless monster will remain inert until non-allies enter their sensing range at which point they will attack until rendered immobile

Multiarm [Special, cumulative]: The monster has an additional pair of arms but can only attack with a pair of Claw attacks in any round

No Legs [Flaw]: The monster loses all forms of land movement and must rely on another form of transportation, if serpentine count the monster as "has legs" even though they don't

No Hands [Flaw]: The monster can't make unarmed or Claw attacks or use items that require being held

No Organs [Defense]: The monster is immune to disease, poison, suffocation, and Bleed

Paralytic Slime [Attack]: A linked unarmed melee attack causes Slow on any target it hits and deals damage to for 1 round. A Slowed opponent is then Frozen if they are hit again.

Plating [Defense]: This trait requires Thick Skin to be equipped first. The monster has unarmored Armor Value equal to twice their Body stat

Poison Attack [Bonus]: A melee attack with the linked attack causes Poison effect damage equal to Rank

Poop [Attack]: As a Normal action the monster defecates, adding +5 to Wild checks when using Scent to detect the poop but obscuring all other scents within 6 spaces

Regeneration [Defense, cumulative]: The monster heals Health at a rate equal to 1 point per Rank for each time this trait is equipped

Rend [Attack]: This trait requires Claws to be equipped first. If two Claw attacks hit a target in the same round they take an additional 1d6 Slashing damage

Resist Energy: (specific energy type) [Defense]: The monster takes half damage from a specific elemental damage type

Roar [Attack]: All targets within a small group are Stunned for 2 rounds on a failed Body save versus a TN equal to 10 + the monster's Body stat

Rusting Touch [Attack]: Greater attack. This melee attack deals 2d6 + Body Acid (Corroder) damage to iron weapons and armor ignoring the Armor Value that would normally protect it

Scent [Special]: Generally a TN 11 Sense check to detect and track targets within 6 spaces + 2 TN for each hour since the target passed by

Serpentine Body [Bonus]: The monster can't be tripped. They retain the same land speed as a character with legs.

Smaller [Bonus, cumulative]: The monster is one size smaller

Sonar [Special]: The monster sees by sound within 24 spaces and is immune to Blind

Splash [Special]: While swimming the monster may make a Move action and deal 1d6 + Body in Bludgeoning damage to all targets within a small group that they occupy

Spikes [Defense]: When grappled the enemy takes Body in Piercing damage at the end of each round

Spike Fling [Attack]: As a thrown ranged attack the monster deals Body in Piercing damage with a range increment of 10

Stonemeld [Motion]: Treat moving through unworked stone as normal terrain

Stretch [Bonus]: All melee attacks gain Reach equal to Rank

Swift [Bonus, cumulative]: Movement is increased by a number of spaces equal to 3 or Dexterity whichever is higher

Tail Whip [Attack]: A lashing attack with Reach, counts as a lash (use Accuracy not Threat)

Tendril [Attack]: Lesser attack. A pair of tentacle attacks dealing 1d6 - 2 + Body in Bludgeoning damage, the tentacles are Light Brute weapons, a roll of a critical can start a grapple

Thick Skin [Defense]: The monster has unarmored Armor Value equal to their Body stat

Tough [Bonus, cumulative]: +10 Health per Rank

Tremor [Attack]: Greater attack. By impacting the ground the monster deals 2d6 + Body in Bludgeoning damage to all targets within a small group on a failed Body save versus a TN equal to 10 + the monster's Body stat

Weak To (Energy Type) [Flaw]: Damage dealt by a specific energy is doubled

Weak To (Physical Damage Type) [Flaw]: Damage dealt by a specific physical weapon type (Slashing, Bludgeoning, or Piercing) is doubled

Weak To (Material) [Flaw]: When damaged by a specific material the damage from that attack can not be healed until after a full 8 hours of sleep

Weak To Sunlight [Flaw]: While exposed to sunlight the monster is Burning and continues to Burn until snuffed while out of the light

Weak To Water [Flaw]: When exposed to water the monster takes 1d6 damage at the end of each round and can not swim (can only stay afloat with Swim checks)

Whirlpool [Attack]: By spending a Move action while swimming the monster increases the Swim TN within a large group to "stormy", targets failing their checks are drowning, take 1d6 + Body in Bludgeoning damage, and must hold their breath

Wings [Motion]: The monster has a flying speed equal to 6 or the target's Dexterity stat, whichever is higher, they must make a Move action each round and move at least 6 spaces to stay aloft but the monster may spend a Normal action to hover for the round

Woodmeld [Motion]: Treat moving through plants as normal terrain




MONSTER TYPES

• Angel: Immortals that are created by the good gods, angels do not need to breathe, sleep, or eat, but must follow orders from their superiors without question
+ Immortal

• Animal: Eat, drink, sleep, reproduce, and die but some are Ageless, become Spirits after death forgetting all previous levels and powers, animals don't have a secondary class other than monster except for dragons because they are special

• Demon: Immortals spawned from underworld realms, demons do not breathe or sleep but need to eat, they reproduce by converting Spirits into low level demons with a gruesome ritual that takes 24 hours
+ Immortal

• Elemental: Immortals created from the elemental realms or the astral or regions in mortal worlds that have high activity of a specific element such as strong winds/tsunamis/forest fires/earthquakes, they eat material of the same element they are made of, don't need to breathe or sleep
+ Immortal
+ No Organs

• Fae: A subtype of Humanoid. Similar to mortals but are always Ageless, when they die they are reabsorbed by the twilight realms and do not become Spirits, can crudely sense other Fae and locations that blend the twilight realms with others, a mortal can become Fae if they eat twilight realm food for over a week and the reverse is also true for Fae eating mortal food, they also get +2 bonus noncombat skills just like mortal humanoids
+ Ageless (A Fae that becomes mortal resumes aging at a normal pace)
+ Weak To Iron (flaw)

• Construct: A metallic being with or without a soul, being mechanical overrides any other type, does not bleed and as with all objects has Health replaced by HP, does not recover HP by rest and must be repaired, either powered by magic, clockworks, or steam
+ Immortal

• Humanoid: Eat, drink, sleep, reproduce, and die but some are Ageless, become Spirits after death forgetting all previous levels and powers, humanoids walk upright and have at least two hands, they get +2 bonus noncombat skills and lack the monster class but if a humanoid monster does have the monster class they lack bonus skills
+2 Bonus Noncombat Skills

Humanoid Variants:

Zoanthrope
+ Ageless
+ Animal Shape (spell), one specific animal form is gained
+ Hybrid Form (spell), this spell is gained when a higher Rank is achieved
+ Weakness To Silver
This infection or curse is passed on within 24 hours of a bite from another Zoanthrope of the same kind

• Plant: Plants only require sunlight and water although monstrous plants might supplement this diet with meat, mobile and hostile, plants don't have a secondary class other than monster
+ No Organs
+ Amorphous
+ Mindless
+ Weak To Fire

• Slime: These slightly amorphous creatures encompass everything from a gel to an ooze to any kind of fungus, they are immune to the Mental element and have no brain or willpower, slimes don't have a secondary class other than monster
+ No Organs
+ Amorphous
+ Mindless
+ Weak To Acid (Fleshmelter)

• Spirit: Immortal astral life of a disembodied soul that can manifest to be seen and heard in non-astral realms, can be destroyed but reform in their home dimension within 24 hours, can choose to reincarnate, all spirits have the Ghost and Amorphous traits and can fly (without trait) due to existing between the material and astral realms
+ Immortal
+ Ghost
+ Amorphous

• Undead: The immortal corpse of a mortal reanimated by magic with or without the soul, does not breath or sleep but can if it wants to, only vampire has a heartbeat and blood flow and can bleed, many undead have a special diet to avoid falling unconscious forever until reanimated or fed, all Undead are immune to Death element but damaged by Life element, they reproduce by killing Animals and Humanoids converting their victims into the same type
+ Immortal

Undead Variants: (these variants can be applied to any Animal or Humanoid)

Skeleton
+ Doll
+ No Organs
+ Resist Energy: Cold
+ Immune: Cold
+ Mindless (flaw)
+ Weak To Bludgeoning (flaw)
Zombie
+ Bite
+ No Organs
+ Mindless (flaw)
+ Weak to Fire (flaw)
Vampire
+ Bloodsuck
+ Bite
+ Weak To Sunlight (flaw)
+ Weak To Silver (flaw)
An Animal or Humanoid that drinks even a drop of Vampire blood loses 1d6 Health each day on a failed TN 20 Body save against disease, can not recover Health while infected, and becomes a Vampire theirself once their Health reaches 0.
Lich
+ Doll
+ No Organs
+ Resist Energy: Cold
+ Immune: Cold
+ Phylactery (see the Lich entry below)
+ Weak To Bludgeoning (flaw)
Mummy
+ Doll
+ No Organs
+ Weak To Water (flaw)
+ Weak To Fire (flaw)


MONSTERS BY RANK

Rank 1
Angelic Page
Bat, Bloodsucking
Bee, Giant
Bird, Flying
Boar
Cat, House
Demon, Gargoyle
Demon Grunt
Demon, Hellhound
Dragar Scavenger
Dungeon Maggot
Dwarf Battlepriest
Elemental, Air
Elemental, Earth
Elemental, Fire
Elemental, Water
Elf Ranger
Fairy, Pixie Trickster
Fox
Ghoul
Goblin Miscreant
Horse
Human Noble
Human Thug
Imp
Mushroomfolk
Orc Barbarian
Rabbit
Rat, Sewer
Rustbug
Skeleton, Medium Humanoid
Snake
Spider, Giant
Spirit, Lost Soul
Vampire Spawn
Wolf
Zombie, Medium Humanoid

Rank 2
Angelic Ruler
Cat, Large
Bear
Beetle Hulk
Demon, Arachnoid
Demon, Lesser
Demon, Mindblast
Demon, Naga
Demon, Orb
Demon, Succubus/Incubus
Doppelganger
Dragon, Young
Gelatin
Grue
Landshark
Manticore
Mimic
Minotaur
Ogre
Spirit, Wraith
Troll, Green
Unicorn
Vampire
Zoanthrope, Werewolf

Rank 3
Angelic Virtue
Demon, Greater
Demon, Guardian
Dinosaur, Tyrannosaurus
Dragon, Adult
Giant
Golem, Stone
Lich
Mummy
Ooze
Treant
Troll, Hag

Rank 4
Angelic Dominion
Basilisk
Demon Lord
Demon, Gorgon
Dragon, Elder
Dragon, Wyrm
Genie
Golem, Iron
Titan



MONSTER ENTRIES

statblock template

Monstername
Rank
Size Monster/class
Initiative: +; Sense check:

Armor Value:
Hit Points:
Health:
Mana:

Stats:
Body
Dexterity
Mind

Speed spaces
Melee Attacks: Threat ( damage)

Traits:
Spells:

Items:
Gold:


AVERAGE GOLD PER RANK

While the number might seem to represent just gold it also includes gems and jewelry.

Rank 1: 5d6
Rank 2: 4d6 x 10
Rank 3: 3d6 x 100
Rank 4: 2d6 x 1,000

Treasure found in lairs can be up to 10 times more.


Rank 1

Angelic Page
Rank 1 Angel
Medium Monster/Healer
Initiative: +2; Sense check: +3

Armor Value: 4
Insulation: 2
Armor HP: 12
Hit Points: 10
Health: 5
Mana: 20

Stats:
Body 1
Dexterity 2
Mind 3

Speed 6 spaces, Flight 6

Ranged Attacks:
Arrow, Distance 20, Accuracy +4 (10 Piercing damage)

Traits:
Immortal (racial)
Wings
Alternate Form (human)
Spells:
Cure
Glow

Items: Bow, 60 Arrows, Chainmail
Gold: 5d6

Description:
Angelic pages are messengers and simple servants to the gods of good but also take missions in the prime worlds where the gods can not reach directly.
They are summoned as aid to mortals or venture on their own, but usually accompany more powerful angels as archers when needed.


Angelic Soldier

Rank 1 Angel
Size Monster/Fighter
Initiative: +2; Sense check: +0

Armor Value: 8
Insulation: 4
Armor HP: 24
Hit Points: 14
Health: 25
Mana: 1

Stats:
Body 4
Dexterity 2
Mind 0

Speed 6 spaces, Flight 6

Melee Attacks:
Longsword (two-handed), Threat 16 (2d6+7 damage)
Two Longswords, Threat 14 (1d6+6 damage)


Traits:
Wings
Alternate Form (human)
Immortal (racial)
Skills:
Slay
Counter

Items: Two Longswords, Full Plate
Gold: 5d6

Description:
These divine soldiers serve as guards and frontline warriors for the gods of good to fight the forces of the Abyss.
They are numerous and strong but live to serve; if not given orders they will seek out their masters, and if such an act is not possible they will simply wait in place.
They prefer not to harm mortals but will respond if attacked.


Bat, Bloodsucking
Rank 1 Animal
Tiny Monster
Initiative: +6; Sense check: +0

Armor Value:
Hit Points: 8
Health: 0
Mana: 1

Stats:
Body -2
Dexterity 8 (Dodge +12)
Mind 0

Speed 2 spaces, Flight 8

Melee Attacks:
Bloodsuck, Threat 14 (1d6 Death damage), grapple attack, heal half

Traits:
Sonar
Wings
Smaller x2
No Hands
Bloodsuck

Items: None
Gold: 0

Description:
These flying nocturnal mammals are larger than their insect-hunting relatives and crave blood.
They will gather in swarms and kill livestock, but go after humanoids if other animals are not nearby.


Bee, Giant
Rank 1 Animal
Tiny Monster
Initiative: +8; Sense check: +0

Armor Value: 0
Hit Points: 8
Health: 0
Mana: 1

Stats:
Body -2
Dexterity 8 (Dodge +12)
Mind 0

Speed 10 spaces, Flight 14

Melee Attacks:
Unarmed (Sting), Threat 14 (1d6-1 damage), Light, Poison 1

Traits:
Smaller x2
Wings
No Hands
Swift
Poison Attack: Unarmed (Sting)

Items: Honey
Gold: 0


Bird, Flying
Rank 1 Animal
Tiny Monster
Initiative: +8; Sense check: +2

Armor Value: 0
Hit Points: 6
Health: 0
Mana: 10

Stats:
Body -4
Dexterity 8 (Dodge +12)
Mind 2

Speed 10 spaces, Flight 14

Melee Attacks:
2 Claws, Threat 14 (1d6+3 damage), Light, Bleed on damage roll of 5 or 6

Traits:
Wings
Smaller x2
No Hands
Claws
Swift

Items: None
Gold: 0


Boar
Rank 1 Animal
Medium Monster
Initiative: +2; Sense check: +0

Armor Value: 0
Hit Points: 14
Health: 30
Mana: 1

Stats:
Body 4
Dexterity 2
Mind 0

Speed 9 spaces

Melee Attacks:
Bite, Threat 14 (1d6+7 damage), Bleed on damage roll of 5 or 6

Traits:
Bite
Scent
SWift
No Hands
Tough
Thick Skin

Items: None
Gold: 0


Cat, House
Rank 1 Animal
Small Monster
Initiative: +6; Sense check: +0

Armor Value: 0
Hit Points: 10
Health: 0
Mana: 1

Stats:
Body 0
Dexterity 6 (Dodge +8)
Mind 0

Speed 12 spaces

Melee Attacks:
2 Claws, Threat 14 (1d6+3 damage), Light, Bleed on damage roll of 5 or 6

Traits:
Smaller
Claws
Scent
No Hands
Swift
Skills:
Athletics

Items: None
Gold: 0


Demon, Gargoyle
Rank 1 Demon
Medium Monster/Monk
Initiative: +3; Sense check: +0

Armor Value: 3
Hit Points: 13
Health: 20
Mana: 1

Stats:
Body 3
Dexterity 3
Mind 0

Speed 6 spaces, Flight 6

Melee Attacks:
2 Claws, Threat 14 (1d6+2 Slashing damage), Light, Bleed on damage roll of 5 or 6

Traits:
Thick Skin
Infravision
Wings
Claws
Immortal (racial)

Items: None
Gold: 5d6

Description:
Created by the dark gods in massive quantities as servants and watchers, gargoyles crouch in high places waiting for victims to pass by.
They appear stonelike but their grotesque visage is actually made of flesh.


Demon Grunt
Rank 1 Demon
Large Monster/Elementor
Initiative: -1; Sense check: +1

Armor Value: 4
Hit Points: 16
Health: 30
Mana: 10

Stats:
Body 6
Dexterity -1 (Dodge -3)
Mind 1

Speed 8 spaces

Melee Attacks:
Greatsword, Threat 14 (2d6+15 Slashing damage), Reach +2
Gore, Threat 14 (2d6+6 Piercing damage), impale, Reach +1

Traits:
Gore
Larger
Thick Skin
Immortal (racial)
Spells:
Fire, Will 11 (2d6+1 Fire damage)

Items: Large Greatsword
Gold: 5d6

Description:
These fairly intimidating demons are beyond count in the Abyss.
When they escape to the prime they wreak havoc and untold carnage, consuming flesh and spirit energy to become more powerful forms and begin cults of their own.


Demon, Hellhound
Rank 1 Demon
Medium Monster/Monk
Initiative: +3; Sense check: +0

Armor Value: 3
Hit Points: 13
Health: 20
Mana: 1

Stats:
Body 3
Dexterity 3
Mind 0

Speed 9 spaces

Melee Attacks:
Bite, Threat 14 (1d6+6 damage), Bleed on damage roll of 5 or 6
Breath Attack, Threat 14 (1d6+3 Fire damage)

Traits:
Bite
Scent
Breath Attack: Fire
No Hands
Swift
Immortal (racial)
Thick Skin

Items: None
Gold: 0

Description:
Hellhounds occur in the wilds of the Abyss, roaming the twisted landscapes in search of prey.
They are gathered and trained to serve the dark gods and demon lords as well as mortal summoners.


Dragar Scavenger
Rank 1 Humanoid
Medium Monk/Fighter
Initiative: +4; Sense check: +5

Armor Value: 0
Hit Points: 14
Health: 30
Mana: 1

Stats:
Body 4
Dexterity 4
Mind 0

Speed 6 spaces

Melee Attacks:
Unarmed, Threat 14 (1d6+5 Bludgeoning damage), Light
Bite, Threat 14 (1d6+7 Piercing damage), Bleed on damage roll of 5 or 6

Traits:
Bite (racial)
Skills:
Boxing
Iron Body
Iron Fist
Counter
Wild (bonus)
Sense (bonus)

Items:
Gold: 5d6


Dungeon Maggot
Rank 1 Animal
Medium Monster
Initiative: +2; Sense check: +0

Armor Value: 0
Hit Points: 14
Health: 20
Mana: 1

Stats:
Body 4
Dexterity 2
Mind 0

Speed 6 spaces

Melee Attacks:
Tendril, Threat 14 (1d6+2 Bludgeoning damage), Light, Slow/Frozen

Traits:
Crawler
Tendril
Paralytic Slime (Tendril)
No Legs
Serpentine Body
Tough

Items: None
Gold: 0

Description:
These slimy insects live in dark caves where live prey or refuse can be found.
They are the immature form of beetle hulks.


Dwarf Battlepriest
Rank 1 Humanoid
Medium Fighter/Protector
Initiative: +1; Sense check: +1

Armor Value: 9
Insulation: 4
Armor HP: 27
Shield Armor Value: 4
Shield HP: 12
Hit Points: 16
Health: 45
Mana: 10

Stats:
Body 6
Dexterity 1
Mind 1

Speed 6 spaces

Melee Attacks:
Waraxe, Threat 16 (1d6+8 Slashing damage)
Throwing Axe, Distance 10, Accuracy +4 (12 Slashing damage)

Traits:
Infravision (racial)
Skills:
Counter
Craft (bonus)
Culture (bonus)
Slay
Spells:
Cure
Shield

Items: Waraxe, 20 Throwing Axes, Full Plate, Helmet, Iron Shield
Gold: 5d6


Elemental, Air
Rank 1 Elemental
Medium Monster/Monk
Initiative: +4; Sense check: +0

Armor Value: 0
Hit Points: 12
Health: 15
Mana: 1

Stats:
Body 2
Dexterity 4 (Dodge +6)
Mind 0

Speed 10 spaces, Flight 10

Melee Attacks:
Unarmed, Threat 14 (1d6+4 Bludgeoning damage), Light

Traits:
Immortal (racial)
Amorphous
Wings, although no wings are present
Swift
Dodger

Items: None
Gold: 0


Elemental, Earth
Rank 1 Elemental
Medium Monster/Monk
Initiative: +2; Sense check: +0

Armor Value: 8
Hit Points: 14
Health: 25
Mana: 1

Stats:
Body 4
Dexterity 2
Mind 0

Speed 6 spaces, Dig 1

Melee Attacks:
Unarmed, Threat 14 (1d6+4 Bludgeoning damage), Light

Traits:
Stonemeld
Thick Skin
Plating
Dig
Immortal (racial)

Items: None
Gold: 0


Elemental, Fire
Rank 1 Elemental
Medium Monster/Monk
Initiative: +3; Sense check: +0

Armor Value: 0
Hit Points: 13
Health: 20
Mana: 1

Stats:
Body 3
Dexterity 3
Mind 0

Speed 9 spaces

Melee Attacks:
Unarmed, Threat 14 (1d6+3 Bludgeoning damage), Light, Burn

Traits:
Crawler
Resist Energy: Fire
Immunity: Fire
Burning Body
Weak To Water
Swift
Immortal (racial)

Items: None
Gold: 0


Elemental, Water
Rank 1 Elemental
Medium Monster/Monk
Initiative: +3; Sense check: +0

Armor Value: 0
Hit Points: 13
Health: 20
Mana: 1

Stats:
Body 3
Dexterity 3
Mind 0

Speed 6 spaces, Swim 6
Melee Attacks:
Unarmed, Threat 14 (1d6+3 Bludgeoning damage), Light

Traits:
Amorphous
Fins, although there are no fins per se
Crawler
Immortal (racial)
Skills:
Swim

Items: None
Gold: 0


Elf Ranger
Rank 1 Humanoid
Medium Assassin/Druid
Initiative: +5; Sense check: +6

Armor Value: 2
Insulation: 1
Armor HP: 6
Hit Points: 11
Health: 15
Mana: 10

Stats:
Body 2
Dexterity 5
Mind 1

Speed 11 spaces

Melee Attacks:
Longsword, Threat 14 (1d6+6 Slashing damage)
Bow, Distance 20, Accuracy +6 (15 Piercing damage)

Skills:
Archery
Climb (bonus)
Pinning Arrow
Sense (bonus)
Swift
Wild (racial)
Spells:
Plant, Will 11 (2d6+1 S/B/P damage)

Items: Bow, 60 Arrows, Longsword, Leather
Gold: 5d6


Fairy, Pixie Trickster
Rank 1 Fae (Humanoid)
Tiny Thief/Illusionist
Initiative: +8; Sense check: +7

Armor Value: 0
Hit Points: 6
Health: 5
Mana: 15

Stats:
Body -4
Dexterity 8 (Dodge +12)
Mind 2

Speed 2 spaces, Flight 14

Melee Attacks:
Bow, Distance 20, Accuracy +4 (12 damage)

Traits:
Wings
Ageless (racial)
Smaller x2 (racial)
Skills:
Stealth (bonus)
Sense (bonus)
Spells:
Plant, Will 12 (2d6+2 B/P damage)
Vanish
Illusion

Items: Tiny Bow, 60 Tiny Arrows
Gold: 1


Fox
Rank 1 Animal
Small Monster
Initiative: +8; Sense check: +0

Armor Value: 0
Hit Points: 10
Health: 0
Mana: 1

Stats:
Body 0
Dexterity 6 (Dodge +8)
Mind 0

Speed 10 spaces

Melee Attacks:
Bite, Threat 14 (1d6+7 damage), Bleed on damage roll of 5 or 6

Traits:
Scent
Swift
Bite
No Hands
Reflex
Smaller

Items: None
Gold: 0


Ghoul
Rank 1 Undead (humanoid)
Medium Monster/Monk
Initiative: +4; Sense check: +0

Armor Value: 0
Hit Points: 12
Health: 15
Mana: 1

Stats:
Body 2
Dexterity 4
Mind 0

Speed 6 spaces, Dig 1

Melee Attacks:
Claws, Threat 16 (1d6+8 Slashing damage), Light, Bleed on damage roll of 5 or 6

Traits:
Claws
Dig
Immortal (racial)
Infravision
Skills:
Slay

Items: None
Gold: 5d6 in lair

Description:
Rumor has it that a ghoul is created when a cannibal dies. Regardless of veracity, ghouls are present in ancient tombs, forgotten sewers, and in the service of evil necromancers.
They prefer to gnaw on corpses but will kill for fresh meat if bones are not available.
Ghouls pass on the disease that created them by biting their victim until they bleed to death. A new ghoul knows how to speak but has forgotten their previous life.


Goblin Miscreant
Rank 1 Humanoid
Small Thief/Transmuter
Initiative: +7; Sense check: +3

Armor Value: 1
Armor HP: 3
Hit Points: 9
Health: 5
Mana: 10

Stats:
Body -1
Dexterity 7
Mind 1

Speed 11 spaces

Melee Attacks:
2 Daggers, Threat 14 (1d6+2 Piercing damage), Light
Ranged Attacks:
2 Daggers, Distance 10, Accuracy +4 (7 damage), Light

Traits:
Infravision (racial)
Skills:
Backstab
Device (bonus)
Sense (bonus)
Stealth
Swift
Spells:
Metal, Will 11 (2d6+1 S/B/P)

Items: 20 Daggers, Thick Cloth
Gold: 5d6


Horse
Rank 1 Animal
Large Monster
Initiative: +1; Sense check: +0

Armor Value: 0
Hit Points: 14
Health: 35
Mana: 1

Stats:
Body 5
Dexterity 1 (Dodge -1)
Mind 0

Speed 11 spaces
Melee Attacks:
2 Hooves, Threat 14 (1d6+9 Bludgeoning damage)

Traits:
Swift
Tough
Hoof
Larger
No Hands
Scent
Items: None
Gold: 0


Human Noble
Rank 1 Humanoid
Medium Fighter/Mentalist
Initiative: +2; Sense check: +7

Armor Value: 2
Insulation: 1
Armor HP: 6
Hit Points: 12
Health: 10
Mana: 30

Stats:
Body 2
Dexterity 2
Mind 4

Speed 6 spaces

Melee Attacks:
Rapier, Threat 16 (1d6+1 Piercing damage), Light
Dagger, Threat 16 (1d6-2 Piercing damage), Light
Two Weapons, Threat 16 (1d6+1 P and 1d6-2 P)

Skills:
Pressure Point
Sense (bonus)
Slay
Social (racial)
Stealth (bonus)
Social +15
Spells:
Message

Items: Rapier, Leather
Gold: 5d6 x 10


Human Thug
Rank 1 Humanoid
Medium Fighter/Assassin
Initiative: +3; Sense check: +2

Armor Value: 3
Insulation: 1
Armor HP: 9
Hit Points: 13
Health: 35
Mana: 1

Stats:
Body 3
Dexterity 3
Mind 0

Speed 9 spaces

Melee Attacks:
Longsword (two-handed), Threat 16 (2d6+8 Slashing damage)
Ranged Attacks:
Bow, Distance 20, Accuracy +4 (11 damage)

Skills:
Backstab
Sense (bonus)
Slay
Social (racial)
Stealth (bonus)
Swift
Tough

Items: Longsword, Bow, 60 Arrows, Studded Leather
Gold: 5d6


Imp
Rank 1 Demon
Small Monster/Illusionist
Initiative: +6; Sense check: +2

Armor Value: 0
Hit Points: 8
Health: 0
Mana: 10

Stats:
Body -2
Dexterity 6
Mind 2

Speed 4 spaces, Flight 6

Melee Attacks:
Unarmed, Threat 14 (1d6+4 damage)

Traits:
Wings
Small
Immortal (racial)
Spells:
Animal Shape (spider, bat, toad, or cat)
Vanish

Items:
Gold: 5d6

Description:
Imps are the servants and messengers of the Abyssal lords.
They can hold their own in a fight but prefer to fly or vanish so as to avoid detection.
Imps, like other basic demon types, are promoted to stronger forms when they prove to be exceptionally cunning and loyal to their masters.


Mimic
Rank 1 Animal
Medium Monster
Initiative: +2; Sense check: +0

Armor Value:
Hit Points: 13
Health: 20
Mana: 1

Stats:
Body 4
Dexterity 2
Mind 0

Speed 6 spaces

Melee Attacks:
Bite, Threat 14 (1d6+7 damage), Bleed on damage roll of 5 or 6

Traits:
Bite
No Hands
Amorphous
Spells:
Become Object (3 slots, unlimited)

Items: None
Gold: 5d6

Description:
Mimcs prefer the meat of adventurers that seek treasure, luring victims in with shapes such as a pile of gold or a treasure chest.
When within reach of a target they bite, gaining surprise.


Mushroomfolk
Rank 1 Slime
Medium Monster
Initiative: +2; Sense check: +0

Armor Value: 0
Hit Points: 14
Health: 30
Mana: 1

Stats:
Body 4
Dexterity 2
Mind 0

Speed 6 spaces

Melee Attacks:
Unarmed, Threat 14 (1d6+4 Bludgeoning damage), Poison 1
Spore, Threat 14 (1 Poison damage)

Traits:
Spore [Attack]: All targets in a small group are Poisoned
Mindless
Poison Attack: Unarmed
Tough

Items: None
Gold: 0

Description:
These creatures are essentially ambulatory fungus in the crude shape of a humanoid.
They breed by spreading spores into damp areas and tending the cultures.


Orc Barbarian
Rank 1 Humanoid
Medium Fighter/Shaman
Initiative: +2; Sense check: +5

Armor Value: 9
Insulation: 4
Armor HP: 27
Hit Points: 16
Health: 45
Mana: 5

Stats:
Body 6
Dexterity 2
Mind 0

Speed 6 spaces

Melee Attacks:
Greataxe, Threat 16 (2d6+15 damage), Reach +1

Skills:
Climb (bonus)
Counter
Sense (bonus)
Slay
Tough
Wild (racial)
Wild Swing

Items: Greataxe, Full Plate, Helmet
Gold: 5d6


Rabbit, Feral
Rank 1 Animal
Diminutive Monster
Initiative: +6; Sense check: +0

Armor Value: 0
Hit Points: 6
Health: 0
Mana: 1

Stats:
Body -4
Dexterity 10 (Dodge +16)
Mind 0

Speed 16 spaces

Melee Attacks:
Bite, Threat 14 (1d6+7 Piercing damage), Bleed on damage roll of 5 or 6

Traits:
Smaller x3
Swift
No Hands
Bite

Items: None
Gold: 0

Description:
This feral breed of wild rabbit has nasty sharp teeth and will not hesitate to leap up and slice the veins of any attacker.
If it can not take down a threat, it will run.


Rat, Sewer
Rank 1 Animal
Tiny Monster
Initiative: +8; Sense check: +1

Armor Value:
Hit Points: 9
Health: 0
Mana: 5

Stats:
Body -1
Dexterity 8 (Dodge +12)
Mind 1

Speed 14 spaces

Melee Attacks:
Bite, Threat 14 (1d6+7 Piercing damage), Bleed on damage roll of 5 or 6

Traits:
Swift
Bite
Smaller x2

Items: None
Gold: 0

Description:
Sewer rats are larger variants than normally found, thriving in large cities where plumbing is vastly underground and ignored.
They venture forth at night to gang up on prey or scrounge for scraps in the filth.


Rustbug
Rank 1 Animal
Medium Monster
Initiative: +2; Sense check: +0

Armor Value: 0
Hit Points: 12
Health: 10
Mana: 1

Stats:
Body 2
Dexterity 4
Mind 0

Speed 10 spaces

Melee Attacks:
Bite, Threat 14 (1d6+7 Piercing damage), Bleed on damage roll of 5 or 6
Rusting Touch, Threat 14 (2d6+2 Acid (Corroder) damage)

Traits:
Bite
Rusting Touch
Scent
Swift

Items: None
Gold: 0

Description:
Rustbugs appear to be giant cockroaches or crickets with long fronds for antennae.
They quickly rust metal objects and eat the powdery remains, causing fear to many civilized beings that use iron for weapons and armor, not to mention structures.


Skeleton, Medium Humanoid
Rank 1 Undead (Humanoid)
Medium Monster/Monk
Initiative: +4; Sense check: +0

Armor Value: 0
Hit Points: 11
Health: 10
Mana: 1

Stats:
Body 2
Dexterity 4 (Dodge +6)
Mind 0

Speed 10 spaces

Melee Attacks:
2 Claws, Threat 14 (1d6+3 Slashing damage), Light, Bleed on damage roll of 5 or 6

Traits:
Claws
Dodger
Doll (bonus)
Immortal (racial)
Infravision
Mindless (flaw)
Weak To Bludgeoning (flaw)
Swift
Resist Energy: Cold (bonus)
Immune: Cold (bonus)

Items: None
Gold: 0

Description:
Eternally servile, skeletons do not reproduce on their own; they are made by dark magic from corpses, either ancient inert skeletons or fresh ones with the flesh still hanging.
When not given orders they stand completely still or lie down.
They are sustained by necromantic magic and do not require food to prevent dormancy.


Snake
Rank 1 Animal
Small Monster
Initiative: +6; Sense check: +5

Armor Value: 0
Hit Points: 10
Health: 0
Mana: 1

Stats:
Body 0
Dexterity 6
Mind 0

Speed 6 spaces

Melee Attacks:
Bite, Threat 14 (1d6+7 damage), Bleed on damage roll of 5 or 6, Poison 1

Traits:
No Hands
No Legs
Serpentine Body
Bite
Poison Attack: Bite
Scent
Devour
Skills:
Sense, has good sense of smell and touch but poor vision and hearing


Items: None
Gold: 0


Spider, Giant
Rank 1 Animal
Medium Monster
Initiative: +4; Sense check: +0

Armor Value: 0
Hit Points: 12
Health: 10
Mana: 1

Stats:
Body 2
Dexterity 4
Mind 0

Speed 10 spaces

Melee Attacks:
Bite, Threat 14 (1d6+7 damage), Bleed on damage roll of 5 or 6, Poison 1

Traits:
Crawler
Bite
Poison Attack: Bite
Swift

Items: None
Gold: 5d6 x 10 in lair


Spirit, Lost Soul
Rank 1 Spirit
Medium Monster/Mystic
Initiative: +2; Sense check: +4

Armor Value: 0
Hit Points: 10
Health: 0
Mana: 25

Stats:
Body 0
Dexterity 2
Mind 4

Speed 6 spaces, Flight 6

Melee Attacks:
Unarmed, Threat 14 (1d6+2 Bludgeoning damage)

Traits:
Amorphous
Ghost
Immortal (racial)
Spells:
Vanish
Force, Will 14 (2d6+4 Bludgeoning damage)

Items: None
Gold: 0

Description:
Lost souls roam the Abyss and Celestial realms, as well as the astral surrounding prime worlds.
The exact appearance depends on the nature of the spirit but their faces are recognizably similar to their former lives.
In the Abyss they are tortured until all kindness has left them at which point they become demons.
In the Celestial they serve angels and the gods of good unless they volunteer to serve as angels themselves.
Quite often a spirit will reincarnate as another mortal, changing their identity.


Wolf
Rank 1 Animal
Medium Monster
Initiative: +3; Sense check: +0

Armor Value: 0
Hit Points: 13
Health: 15
Mana: 1

Stats:
Body 3
Dexterity 3
Mind 0

Speed 9 spaces

Melee Attacks:
Bite, Threat 14 (1d6+6 Piercing damage), Bleed on damage roll of 5 or 6, when used with Wolf Fang knocks target Prone on damage roll of 5 or 6

Traits:
Bite
Scent
No Hands
Swift
Skills:
Wolf Fang (2 slots)

Items: None
Gold: 0


Vampire Spawn
Rank 1 Undead (Humanoid)
Medium Monster/Mystic
Initiative: +2; Sense check: +2

Armor Value: 3
Insulation: 1
Armor HP: 9
Hit Points: 12
Health: 10
Mana: 15

Stats:
Body 2
Dexterity 2
Mind 2

Speed 8 spaces

Melee Attacks:
Longsword, Threat 14 (1d6+3 damage)
Bite, Threat 14 (1d6+5 Piercing damage), Bleed on damage roll of 5 or 6
Bloodsuck, Threat 14 (1d6+2 Death damage), heal half damage dealt

Traits:
Swift
Weak To Sunlight (flaw)
Weak To Silver (flaw)
Bloodsuck (bonus)
Immortal (racial)
Infravision
Spells:
Charm
Wallwalk
Telepathy
Vanish

Items: Longsword, Studded Leather
Gold: 5d6

Description:
Vampire spawns are not a variant of vampire but rather simply a young, newly created vampire that lacks the experience and blood potency to cause as much harm as a higher level one.
Once they have lived long enough and absorbed enough blood over centuries they become true vampires of legend.


Zombie, Medium Humanoid
Rank 1 Undead (Humanoid)
Medium Monster/Monk
Initiative: +2; Sense check: +0

Armor Value: 4
Hit Points: 14
Health: 20
Mana: 1

Stats:
Body 4
Dexterity 2 (Dodge to avoid Grapple +4)
Mind 0

Speed 6 spaces

Melee Attacks:
Bite, Threat 14 (1d6+7 Piercing damage), Bleed on damage roll of 5 or 6
Unarmed, Threat 14 (1d6+4 Bludgeoning damage), Light
Unarmed (Grapple), Threat 16

Traits:
Bite (bonus)
No Organs (bonus)
Immortal (racial)
Infravision
Mindless (flaw)
Thick Skin
Scent
Grappler

Items: None
Gold: 0

Description:
There are two methods to create zombies from mostly intact corpses; a virus and necromantic energy.
Viral zombies are not under control of magic but can be. They pass their infection on by bite, causing the death and transformation of their victim into another zombie within 1 hour. These types crave brains and meat and will rabidly chase down any living being they sense. If no beings are within range, they pace their area until they starve and become dormant within 3 days.
Those created by magic tend to serve necromancers without infecting others. These types will stand in place unless given orders. This variant does not starve but requires magic to remain animated.



Rank 2

Angelic Ruler
Rank 2 Angel
Medium Monster/Protector
Initiative: +1; Sense check: +5

Armor Value: 4
Insulation: 2
Armor HP: 12
Hit Points: 13
Health: 15
Mana: 40

Stats:
Body 3
Dexterity 1
Mind 6

Speed 6 spaces, Flight 6

Melee Attacks:
Spear, Threat 16 (2d6+7 damage), Reach +1

Traits:
Wings
Alternate Form (human)
Immortal (racial)
Spells:
Create
Dispell
Message
Teleport (2 slots, unlimited) R2
Totem R2
Stone, Will 15 (3d6+6), appears as a crystal shaft

Items: Spear, Chainmail
Gold: 4d6 x 10

Description:
Rulers are not the most powerful of angels but are possibly the most influential in mortal affairs.
They mostly live in the astral where they can observe without being observed.


Bear
Rank 2 Animal
Large Monster
Initiative: +1; Sense check: +0

Armor Value: 7
Hit Points: 17
Health: 55
Mana: 5

Stats:
Body 7
Dexterity 1
Mind 1

Speed 9 spaces

Melee Attacks:
Bite, Threat 16 (1d6+12 Piercing damage), Bleed on damage roll of 5 or 6, Reach +1
2 Claws, Threat 16 (1d6+8 Slashing damage), Light, Bleed on damage roll of 5 or 6, Reach +1

Traits:
Swift
Tough
Bite
Claws
Scent
Thick Skin
Skills:
Climb

Items: None
Gold: 0


Beetle Hulk
Rank 2 Animal
Large Monster
Initiative: +1; Sense check: +1

Armor Value: 16
Hit Points: 18
Health: 80
Mana: 5

Stats:
Body 8
Dexterity 1
Mind 1

Speed 8 spaces

Melee Attacks:
Bite, Threat 16 (1d6+13 Piercing damage)
Constrict, Threat 16 (2d6+12 Bludgeoning damage)

Traits:
Larger
Bite
Multiarm
Thick Skin
Plating
Constrict
Wings
Tough x2

Items: None
Gold: 0

Description:
The adult form of the dungeon maggot, these giant black bipedal insects love to crush their victims between massive pincers.
When outmatched they unsheath large wings and fly away, but only when outside of their underground environments.


Cat, Large
Rank 1 Animal
Large Monster
Initiative: +5; Sense check: +1

Armor Value:
Hit Points: 13
Health: 35
Mana: 5

Stats:
Body 3
Dexterity 5
Mind 1

Speed 11 spaces

Melee Attacks:
Bite, Threat 16 (1d6+12 Piercing damage), Bleed on damage roll of 5 or 6, Reach +1
2 Claws, Threat 16 (1d6+10 damage), Light, Bleed on damage roll of 5 or 6, Reach +1

Traits:
Small
Bite
Claws
Scent
No Hands
Swift
Thick Skin
Tough
Skills:
Athletics
Slay (2 slots)

Items: None
Gold: 0


Demon, Arachnoid
Rank 2 Demon
Large Monster/Illusionist
Initiative: +4; Sense check: +3

Armor Value: 0
Hit Points: 13
Health: 15
Mana: 25

Stats:
Body 3
Dexterity 4
Mind 3

Speed 6 spaces

Melee Attacks:
2 Shortswords, Threat 16 (1d6+5 Piercing damage), Light, Reach +1

Traits:
Crawler
Larger
Alternate Form (dark elf)
Infravision
Spells:
Illusion
Shadow
Teleport (3 slots, unlimited) R2

Items: Two Shortswords
Gold: 4d6 x 10

Description:
Arachnoids are created by the dark gods to serve spider-worshipping cults across the prime worlds.
They resemble a dark elf from the waist up and the body of a spider from the waist down, since the largest and most infamous cult of spiders belongs to a certain branch of dark elf culture.


Demon, Lesser
Rank 2 Demon
Medium Monster/Elementor
Initiative: +; Sense check:

Armor Value: 4
Hit Points: 14
Health: 20
Mana: 25

Stats:
Body 4
Dexterity 3
Mind 3

Speed 6 spaces, Flight 6

Melee Attacks:
Gore, Threat 16 (2d6+4 damage), impale
2 Claws, Threat 16 (1d6+3 damage), Light, Bleed on damage roll of 5 or 6

Traits:
Gore
Wings
Thick Skin
Claws
Immortal (racial)
Spells:
Teleport (3 slots, unlimited) R2
Fire, Will 13 (3d6+3 Fire damage)
Lightning

Items: None
Gold: 4d6 x 10

Description:
Lesser demons evolve from weaker forms when they have absorbed enough spirit energy from their kills.
They are cunning sorcerers in their own right, summoned by mortal mages or happening across portals to the prime on their own.


Demon, Mindblast
Rank 2 Demon
Medium Monster/Mentalist
Initiative: +3; Sense check: +6

Armor Value: 0
Hit Points: 11
Health: 5
Mana: 40

Stats:
Body 1
Dexterity 3
Mind 6

Speed 6 spaces

Melee Attacks:
Bite, Threat 16 (1d6+5 Piercing damage)

Traits:
Bite
Immortal (racial)
Infravision
Resist Energy: Acid
Spells:
Charm
Disrupt
Nerve, Will 16 (2d6+6 Mental damage)
Telepathy
Halt (Mental) R2
Dominate R2

Items: None
Gold: 4d6 x 10

Description:
Mindblast demons are known by many names among the prime cults they begin, dwelling in dark regions where they can take up slaves and build fortifications.
They are not very good physical combatants but hold their own with enough preparation and minions to hide behind.
They are thin and slimey with a face like a squid.


Demon, Naga
Rank 2 Demon
Medium Monster/Druid
Initiative: +2; Sense check: +6

Armor Value: 0
Hit Points: 12
Health: 10
Mana: 40

Stats:
Body 2
Dexterity 2
Mind 6

Speed 6 spaces

Melee Attacks:
Bite, Threat 16 (1d6+5 Piercing damage), Bleed on damage roll of 5 or 6, Poison 2
Constrict, Threat 16 (2d6+4 Bludgeoning damage), grapple attack

Traits:
Alternate Form (human)
Constrict
Bite
Poison Attack: Bite
Amphibious
Scent
No Legs
Serpentine Body
Skills:
Swim
Spells:
Animal Shape (snake)
Water, Will 16 (3d6+6 Bludgeoning damage)


Items: None
Gold: 4d6 x 10 in lair

Description:
Naga demons are an ancient variant of fiend with a legacy of being one of the first kind created in the Abyss from primal mortal fears of serpents.
They are cunning and patient, willing to wait centuries to build their own cult.


Demon, Orb
Rank 2 Demon
Large Monster/Mystic
Initiative: +0; Sense check: +5

Armor Value: 12
Hit Points: 19
Health: 65
Mana: 10

Stats:
Body 9
Dexterity 1
Mind 1

Flight 6 spaces

Melee Attacks:
Bite, Threat 16 (1d6+14 Piercing damage), Bleed on damage roll of 5 or 6, Reach +1

Traits:
Bite
No Legs (flaw)
No Arms (flaw)
Thick Skin
Plating
Tough
Larger
Immortal (racial)
Spikes
Skills:
Sense
Chi Blast, Accuracy +6 (3d6+9 Fire damage) (2 slots)
Spells:
Flight R2 (2 slots, unlimited)

Items: None
Gold: 0

Description:
Orb demons are not very bright but physically hold their own.
They roam the skies of Abyssal realms looking for victims to char and consume.
When they are summoned to the prime or serve more powerful demons they gleefully blast victims with their fire attacks.


Demon, Succubus/Incubus
Rank 2 Demon
Medium Monster/Illusionist
Initiative: +3; Sense check: +5

Armor Value: 0
Hit Points: 11
Health: 5
Mana: 35

Stats:
Body 1
Dexterity 3
Mind 6

Speed 6 spaces

Melee Attacks:
Unarmed, Threat 16 (1d6+3 Bludgeoning damage)

Traits:
Immortal (racial)
Wings
Skills:
Social
Spells:
Drain, Will 16, 3d6+6 Death damage (3 slots, unlimited)
Invisibility R2
Illusion
Teleport (3 slots, unlimited) R2

Items: None
Gold: 4d6 x 10

Description:
Of all the demon breeds to serve the dark gods, succubi and incubi are granted the most freedom.
They seek out unwitting sleeping victims to perform sexual acts upon before consuming their energy causing a condition known among some prime worlds as "consumption", as well as a general wasting away as their life is drained night after night.
Sucking the souls out of mortals is not the only thing they do though; they make excellent spies for demon lords and mortal summoners.


Doppelganger
Rank 2 Fae (Humanoid)
Medium Monster/Mystic
Initiative: +2; Sense check: +0

Armor Value:
Hit Points: 11
Health: 5
Mana: 35

Stats:
Body 1
Dexterity 2
Mind 6

Speed 9 spaces

Melee Attacks:
2 Claws, Threat 16 (1d6+1 damage), Light, Bleed on damage roll of 5 or 6

Traits:
Claws
Alternate Form (human)
Swift
Ageless (racial)
Skills:
Social (bonus)
Culture (bonus)
Stealth
Spells:
Polymorph (3 slots, unlimited)
Telepathy

Items: None
Gold: 5d6

Description:
In their natural forms, dopplegangers appear to be frail elves with white hair and solid black eyes.
Dopplegangers have the uncanny ability to naturally change shape, blending with many cultures of Fae and mortals.
They either seek out stable lives amidst other beings or serve Fae royals as assassins and spies.
The child of a mortal and doppleganger is a "changeling" and a Fae variant derived from the other parent's race.


Dragon, Young
Rank 2 Animal (Dragon)
Medium Monster/Shaman
Initiative: +3; Sense check: +8

Armor Value: 8
Hit Points: 13
Health: 20
Mana: 25

Stats:
Body 4
Dexterity 3
Mind 3

Speed 6 spaces, Flight 6

Melee Attacks:
Breath Attack, Threat 16 (1d6+4 Fire damage)
Bite, Threat 16 (1d6+7 Piercing damage), Bleed on damage roll of 5 or 6
2 Claws, Threat 16 (1d6+3 damage), Light, Bleed on damage roll of 5 or 6

Traits:
Scent
Breath Attack: Fire
Bite
Claws
Wings
Thick Skin
Plating
No Hands
Resist Energy: Fire
Skills:
Sense
Spells:
Fire, Will 13 (2d6+3 Fire damage)

Items: None
Gold: 4d6 x 100 in lair

Description:
Dragons are found in many prime worlds where magic and life is abundant.
They have wings in place of forearms and are covered with metallic scales.
While appearing reptilian and still lay eggs they are actually warm-blooded.

They mature within 5 years or so but can live to a thousand if well fed and healthy.
As they mature they grow in size and magical ability.

Variant: Ice Dragon
Replace the fire portion of Breath Attack and Resist Energy with Cold damage instead of Fire.

Variant: Bile Dragon
Replace the fire portion of Breath Attack and Resist Energy with Acid (Fleshmelter) damage instead of Fire.

Variant: Ground Dragon
Remove the Wings trait and No Hands flaw.


Gelatin
Rank 2 Slime
Large Monster
Initiative: +1; Sense check: +1

Armor Value: 0
Hit Points: 17
Health: 35
Mana: 5

Stats:
Body 7
Dexterity 1
Mind 1

Speed 6 spaces

Melee Attacks:
Flop, Threat 16 (2d6+7 damage)

Traits:
Mindless
No Hands
Ageless
Amorphous
Devour
Flop
Larger
Scent
Devour
Regeneration x2 (4 Health)

Items: 1d6 Light weapons, 1d6 Medium weapons, 1d6-3 points of armor
Gold: 4d6 x 10

Description:
Naturally thriving protoplasmic animals, gelatins are simple creatures with only the will to consume organic material to guide them.
They are best suited to roaming dark tunnels, cleaning them of all living things.
Bits of metal and coin are sometimes found inside a gelatin's clear body.


Grue
Rank 2 Demon
Medium Monster/Assassin
Initiative: +8; Sense check: +6

Armor Value: 4
Hit Points: 14
Health: 25
Mana: 5

Stats:
Body 4
Dexterity 4
Mind 1

Speed 10 spaces
Melee Attacks:
Bite, Threat 18 (1d6+8 Piercing damage), Bleed on damage roll of 5 or 6

Traits:
Immortal (racial)
Bite
Infravision
Scent
Swift
Thick Skin
Weak to Sunlight (flaw)

Skills:
Stealth
Sense
Reflex
Slay
Dispelling Strike R2


Items: None
Gold: 0


Landshark
Rank 2 Animal
Large Monster
Initiative: +3; Sense check: +6

Armor Value: 10
Hit Points: 15
Health: 35

Stats:
Body 5
Dexterity 3
Mind 1

Speed 6 spaces, Dig 1

Melee Attacks:
Bite, Threat 18 (1d6+9 Piercing damage), Bleed on damage roll of 5 or 6, Reach +1

Traits:
Thick Skin
Plating
Dig
Bite
Devour
Tough
Scent
Skills:
Slay (2 slots)

Items: None
Gold: 0

Description:
A type of ancient warm-blooded reptile, landsharks dig beneath their targets and pop up to devour them whole.
Their limbs are blunted but clawed and their mouths are wide.
Their entire backs are smooth and sharply plated with a single fin.



Manticore
Rank 2 Demon
Large Monster/Monk
Initiative: +1; Sense check: +6

Armor Value: 8
Hit Points: 18
Health: 45
Mana: 5

Stats:
Body 8
Dexterity 1
Mind 1

Speed 8 spaces, Flight 8

Melee Attacks:
Bite, Threat 18 (1d6+14 Piercing damage), Bleed on damage roll of 5 or 6, Reach +1
2 Claws, Threat 18 (1d6+10 Slashing damage), Light, Bleed on damage roll of 5 or 6, Reach +1
Spike Fling, Distance 10, Accuracy +6 (8 Piercing damage)

Traits:
Scent
Spike Fling
Wings
Bite
Claws
Thick Skin
Infravision
Sense
Larger
No Hands

Skills:
Slay

Items: None
Gold: 4d6 x 10 in lair

Description:
An animalistic form of demon apart from their humanoid cousins, manticores have the body of a red lion and the face of a human.
Their mouths are full of teeth like a shark and their tail is spiked.
When serving dark gods and demon lords they tend to be assigned to guard gates but when found on their own in the prime worlds they are simply vicious predators.


Minotaur
Rank 2 Humanoid
Large Monster/Fighter
Initiative: +1; Sense check: +0

Armor Value: 9
Hit Points: 19
Health: 75
Mana: 5

Stats:
Body 9
Dexterity 1
Mind 1

Speed 8 spaces

Melee Attacks:
Gore, Threat 18 (2d6+10 Piercing damage), impale, Reach +1
Greataxe, Threat 18 (2d6+26 damage), Reach +2

Traits:
Gore (racial)
Hoof
Infravision
Roar
Tough
Thick Skin
Scent
Maze Direction [Bonus] (racial): The monster is never lost in a maze.

Skills:
Slay
Wild Swing
Crushing Blow R2

Items: Large Greataxe
Gold: 4d6 x 10 in lair

Description:
Minotaurs have the body of a dark muscular humanoid and the head of a bull.


Ogre
Rank 2 Humanoid
Large Fighter/Monk
Initiative: +1; Sense check: +1

Armor Value: 8
Hit Points: 18
Health: 95
Mana: 5

Stats:
Body 9
Dexterity 1
Mind 1

Speed 8 spaces
Melee Attacks:
Unarmed, Threat 18 (1d6+10 Bludgeoning damage), Reach +1
Greatclub, Threat 18 (2d6+25 Bludgeoning damage), Reach +2

Traits:
Thick Skin (racial)
Skills:
Slay
Tough x2
Wild Swing
Guts
Crushing Blow R2
Crater R2
Counter

Items: Large Greatclub
Gold: 4d6 x 10


Spirit, Wraith
Rank 2 Spirit
Medium Monster/Necromancer
Initiative: +3; Sense check: +6

Armor Value: 0
Hit Points: 11
Health: 5
Mana: 40

Stats:
Body 1
Dexterity 3
Mind 6

Speed 9 spaces, Flight 9

Melee Attacks:
2 Claws, Threat 16 (1d6+2 damage)

Traits:
Immortal (racial)
Ghost
Amorphous
Claws
Swift
Weak To Sunlight (flaw)
Infravision
Spells:
Drain, Will 16 (3d6+6 Death damage) (2 slots, unlimited)
Fear (2 slots, unlimited)
Halt R2

Items: None
Gold: 0

Description:
Supposedly created when a vampire dies, wraiths are found in prime world astral regions and in desolate crypts alike.
They hate the living and seek to drain victims of all vitality.


Troll, Green
Rank 2 Humanoid
Large Monster/Monk
Initiative: +2; Sense check: +6

Armor Value: 8
Hit Points: 18
Health: 50
Mana: 5

Stats:
Body 8
Dexterity 3
Mind 1

Speed 8 spaces
Melee Attacks:
2 Claws, Threat 18 (1d6+9 Slashing damage), Bleed on damage roll of 5 or 6, Light, Reach +1
Bite, Threat 18 (1d6+13 Piercing damage), Bleed on damage roll of 5 or 6, Reach +1

Traits:
Bite
Claws
Larger
Regeneration x2 (+4 Health)
Rend
Scent (racial)
Thick Skin
Skills:
Slay
Sense (bonus)
Wild (bonus)

Items: None
Gold: 4d6 x 10 in lair

Description:
Green trolls, unlike their wiser yet smaller cousins, are feral and mostly solitary hunters roaming the night and dark areas in search of weaker prey.
They prefer defenseless animals but will fight and eat adventurers if nothing else is to eat.


Unicorn
Rank 2 Fae (Animal)
Medium Monster/Healer
Initiative: +4 (+6); Sense check: +8

Armor Value: 0
Hit Points: 13
Health: 15
Mana: 25

Stats:
Body 3
Dexterity 4 (6)
Mind 3

Speed 10 (14) spaces

Melee Attacks:
Hooves, Threat 13 (1d6+5 Bludgeoning damage)
Gore, Threat 13 (2d6+3 Piercing damage)

Traits:
Ageless (racial)
Hoof
Gore
Swift
No Hands
Skills:
Sense Magic
Sense (bonus)
Wild (bonus)

Spells:
Cure
Dispell
Imbue
Sleep
Glow
Haste R2

Items: None
Gold: 0

Description:
These moderately sized beautiful horse-like beings live mostly solitary lives in Fae realms where they can avoid civilization.
If summoned by Fae nobility they will serve and then retreat once more into obscurity.
The rumor that only virgins can ride one is partially true; no one can ride one. They hate serving as mounts as much as any intelligent humanoid would.

Variant: Kirin
This flying variant replaces the spell Haste with the spell Flight. They are partially covered with shining scales but otherwise appear similar to their ground-dwelling relatives.


Vampire
Rank 2 Undead (Humanoid)
Medium Monster/Mystic
Initiative: +5; Sense check: +3

Armor Value: 3
Hit Points: 13
Health: 15
Mana: 25

Stats:
Body 3
Dexterity 5 (7)
Mind 3

Speed 6 (8) spaces

Melee Attacks:
Longsword, Threat 16 (1d6+6(+8) Slashing damage)
Bloodsuck, Threat 16 (1d6+5(+7) Death damage), heal half damage dealt

Traits:
Weak To Sunlight (flaw)
Weak To Silver (flaw)
Thick Skin
Bloodsuck (bonus)
Immortal (racial), drinks blood and sleeps during the day
Regenerate (2 Health)
Infravision
Spells:
Charm
Force, Will 13 (3d6+3 Bludgeoning damage)
Telepathy
Wallwalk
Flight R2
Dominate R2
Haste R2

Items: Longsword
Gold: 4d6 x 10

Description:
A "true vampire" has matured to the point where it can create dark magics with the potency of its own stolen blood, appearing almost fiendish in ability.
While some regions might have slight differences in ability, the default uses the spells listed.


Zoanthrope, Werewolf
Rank 2 Humanoid, base race: Human
Size Monster/Shaman
Initiative: +6; Sense check: +1

Armor Value: 6
Hit Points: 16
Health: 30
Mana: 15

Stats:
Body 6
Dexterity 6
Mind 1

Speed 9 spaces

Melee Attacks:
Unarmed, Threat 16 (1d6+6 damage)

Traits:
Ageless (bonus)
Thick Skin
Scent
Regeneration (2 Health)
Weak To Silver (flaw)
Swift
Skills:
Social (racial)
Wild (bonus)
Culture (bonus)
Spells:
Animal Shape (wolf) (2 slots, unlimited)
Hybrid Form (wolf with hands) (2 slots, unlimited)

Items: None
Gold: 4d6 x 10

Description:
Werewolves are created when one bites a mortal. Weaker (lower level/rank) mortals gain only the ability to become a wolf as by the Animal Shape spell (using their own mana rather than unlimited use) as well as a weakness to silver, and do so automatically upon the first full moon, but more powerful mortals gain the Regeneration and Hybrid Form traits/spells when they have the slots to do so.
The infection is passed on within 24 hours after a successful bite but if the victim views a full moon the transformation into a wolf is instantaneous.
Werewolves in their mortal form are indistinguisable from other mortals, but upon each full moon they transform again involuntarily and remain that way until daybreak.



Rank 3

Angelic Virtue
Rank 3 Angel
Medium Monster/Kinetic
Initiative: +2; Sense check: +8

Armor Value: 0
Hit Points: 14
Health: 20
Mana: 55

Stats:
Body 4
Dexterity 2
Mind 8

Speed 6 spaces, Flight 6

Melee Attacks:
Longsword, Threat 18 (1d6+5 Slashing damage)

Traits:
Wings
Alternate Form (human)
Immortal (racial)

Spells:
Earthquake R3
Phase R3
Teleport (3 slots, unlimited) R2
Force, Will 16 (4d6+8 Bludgeoning damage)
Glow
Regrow
Shield
Silence
Astral R2
Stop Time R3

Items: Longsword
Gold: 3d6 x 100

Description:
Of a greater influence than angelic rulers, virtues pertain to matters relating to interdimensional travel, assisting the will of the gods of good where they can.
They are seldom alone, accompanied by pages and soldiers of lesser rank.


Demon, Greater
Rank 3 Demon
Larger Monster/Elementor
Initiative: +2; Sense check: +4

Armor Value: 6
Hit Points: 16
Health: 30
Mana: 35

Stats:
Body 8
Dexterity 2
Mind 4

Speed 8 spaces

Melee Attacks:
Gore, Threat 18 (2d6+10 damage), impale, Reach +1
2 Claws, Threat 18 (1d6+9 damage), Light, Bleed on damage roll of 5 or 6, Reach +1

Traits:
Gore
Wings
Alternate Form (human)
Claws
Immortal (racial)
Thick Skin
Larger

Spells:
Teleport (3 slots, unlimited) R2
Fire, Will 14 (4d6+4 Fire damage)
Lightning
Storm R3
Illusion (2 slots)

Items: None
Gold: 3d6 x 1000

Description:
A greater demon has advanced in age and accumulation of energy enough to cause massive harm with its abilities.
They tend to have a small cult gathered for their worship, but when serving the demon lords or dark gods they tend to be generals.


Demon, Guardian
Rank 3 Demon
Huge Monster/Monk
Initiative: +2; Sense check: +2

Armor Value: 24
Hit Points: 22
Health: 75
Mana: 10

Stats:
Body 12
Dexterity 2
Mind 2

Speed 10 spaces

Melee Attacks:
Gore, Threat 20 (2d6+19 Piercing damage), impale, Reach +1
2 Claws, Threat 20 (1d6+16 Slashing damage), Light, Bleed on damage roll of 5 or 6, Reach +1

Traits:
Gore
Alternate Form (human)
Claws
Multiarm, two hands may hold a target during grapple while two claw attacks are made
Immortal (racial)
Thick Skin
Plating
Larger x2
Skills:
Slay
Pressure Point

Spells:
Teleport (3 slots, unlimited) R2
Illusion (2 slots)

Items: None
Gold: 3d6 x 1000

Description:
Guardian demons are found alone. They infiltrate mortal societies to destroy them from within, resorting to their natural form when talks go bad and they are found out.
They serve the demon lords as bodyguards, hence the name.


Dinosaur, Tyrannosaurus
Rank 3 Animal
Huge Monster
Initiative: +0; Sense check: +7

Armor Value: 24
Hit Points: 22
Health: 160
Mana: 10

Stats:
Body 12
Dexterity 0
Mind 2

Speed 9 spaces

Melee Attacks:
Bite, Threat 20 (1d6+18 Piercing damage), Bleed on damage roll of 5 or 6

Traits:
Swift x2
Bite
Tough x3
No Hands
Devour
Scent
Thick Skin
Plating
Skills:
Slay (2 slots)
Sense
Shockwave (2 slots) R3

Items: None
Gold: 0


Dragon, Adult
Rank 3 Animal (Dragon)
Large Monster/Shaman
Initiative: +2; Sense check: +9

Armor Value: 12
Hit Points: 16
Health: 70
Mana: 35

Stats:
Body 8
Dexterity 2
Mind 4

Speed 8 spaces, Flight 8

Melee Attacks:
Breath Attack, Threat 18 (1d6+10 Fire damage)
Bite, Threat 18 (1d6+11 Piercing damage), Bleed on damage roll of 5 or 6
2 Claws, Threat 18 (1d6+7 Slashing damage), Bleed on damage roll of 5 or 6

Traits:
Bite
Breath Attack: Fire
Claws
Devour
Larger
Plating
Scent
Thick Skin
Wings
No Hands
Resist Energy: Fire
Tough
Skills:
Sense
Spells:
Fire, Will 14 (4d6+4 Fire damage)
Polymorph (human, elf, dragar) R2
Scry R2

Items: None
Gold: 3d6 x 1000 in lair


Giant
Rank 3 Humanoid
Huge Fighter/Monk
Initiative: -2; Sense check: +4

Armor Value: 8
Hit Points: 20
Health: 190
Mana: 3

Stats:
Body 10
Dexterity -2 (Dodge and Stealth -6)
Mind 2

Speed 10 spaces

Melee Attacks:
2 Unarmed, Threat 20 (1d6+14 Bludgeoning damage), Light, Reach +2
Greater Unarmed, Threat 20 (2d6+23 Bludgeoning damage), Reach +2

Traits:
Larger x2 (racial)
Tough x4

Skills:
Slay
Boxer
Iron Skin
Sense (bonus)
Wild (bonus)
Scent
Counter
Crater R2
Guts
Devour (2 slots)

Items: Loincloth
Gold: 3d6 x 1000



Golem, Stone
Rank 3 Construct (humanoid)
Huge Monster/Monk
Initiative: -2; Sense check: +0

Armor Value: 12
Hit Points: 172
Health: 0
Mana: 1

Stats:
Body 12
Dexterity -2 (Dodge and Stealth -6)
Mind 0

Speed 10 spaces

Melee Attacks:
2 Unarmed, Threat 18 (1d6+13 damage), Light, Reach 2 spaces
Greater Unarmed, Threat 18 (2d6+24 damage), Reach 2 spaces
Tremor (Greater), Body save TN 18 (2d6+12 Bludgeoning damage), small group

Traits:
Immortal (bonus)
Doll
Resist Energy: Fire
Resist Energy: Cold
Resist Energy: Electric
Immune: Cold
Immune: Electric
No Organs
Mindless (flaw)
Larger x2
Thick Skin
Tremor
Weak To Water (flaw)
Weak To Bludgeoning (flaw)
Tough x3
Boxer
Wild Swing

Items: None
Gold: Whatever treasure it was guarding



Lich
Rank 3 Undead (Humanoid)
Medium Monster/Necromancer
Initiative: +4; Sense check: +8

Armor Value: 1
Armor HP: 3
Hit Points: 12
Health: 10
Mana: 55

Stats:
Body 2
Dexterity 4
Mind 8

Speed 6 spaces

Melee Attacks:
2 Claws, Threat 18 (1d6+3 Slashing damage)

Traits:
No Organs (bonus)
Weak To Bludgeoning (flaw)
Regeneration (3 Health)
Doll (bonus)
Infravision
Immortal (racial)
Claws
Resist Energy: Cold (bonus)
Immune: Cold (bonus)
Phylactery [Special] (bonus): This magical trinket is the source of a Lich's power. It contains their soul. If destroyed the Lich reforms next to its phylactery object 24 hours later. If the object is destroyed the Lich can not reform. A phylactery may not exceed 1 WP.

Spells:
Drain
Bone, Will 18 (4d6+8 S/B/P damage)
Ice
Fear
Undeath
Halt R2
Astral R3
Contingency R3

Items: Phylactery, Thick Black Cloth
Gold: 3d6 x 1000

Description:
A lich is created when a powerful yet unscrupulous wizard uses a combination of the spell Contingency with the spell Undeath and a powerful ritual in preparation for their own death and rebirth.
They appear to be skeletons with glowing eyes, well dressed in robes.


Mummy
Rank 3 Undead
Medium Monster/Monk
Initiative: +4; Sense check: +2

Armor Value: 8 (9 with armor)
Armor HP: 3
Hit Points: 18
Health: 85
Mana: 10

Stats:
Body 8
Dexterity 4
Mind 2

Speed 6 spaces, Flight 6

Melee Attacks:
2 Unarmed, Threat 20 (1d6+12 Bludgeoning damage), Light
Greater Unarmed, Threat 20 (2d6+19 Bludgeoning damage)

Traits:
Doll (bonus)
No Organs (bonus)
Thick Skin
Weak To Water (flaw)
Weak To Fire (flaw)
Tough
Infravision
Disease Attack: Unarmed
Amorphous, can become a swarm of scarabs or flies at will
Immortal (racial)
Flight, as a swarm of insects

Skills:
Boxer
Slay
Iron Fist
Counter
Sense Magic
Straightarm Punch
Tiger Claw
Dispelling Strike R2

Items: Thick Cloth
Gold: 3d6 x 10000 in tomb

Description:
A mummy guards their tomb and place of burial from intrusion.
They are animated in advance and lie in wait for thieves to make an attempt at their riches, returning to rest once the problem is dealt with.
They appear to be dessicated corpses wrapped in white strips of cloth. Without the cloth wrappings they might be confused for zombies.


Ooze
Rank 3 Slime
Large Monster
Initiative: +2; Sense check: +7

Armor Value: 8
Hit Points: 18
Health: 140
Mana: 10

Stats:
Body 10
Dexterity 2
Mind 2

Speed 9 spaces

Melee Attacks:
Bite, Threat 18 (1d6+13 Acid (Fleshmelter) damage), Poison 3, Slow/Frozen
Constrict, Threat 18 (2d6+12 Bludgeoning damage)

Traits:
Bite, acid touch
Paralytic Slime (Bite)
Mindless
Amorphous
Swift
Devour
Poison Attack: Bite
Tough x3
Thick Skin
Constrict
Crawler
Scent
No Hands
Regeneration (3 Health)
Blind
Skills:
Sense

Items: None
Gold: 0

Description:
These naturally occuring creatures squirm their way through dark halls along the ceiling and floor in search of prey to engulf.
Similar to gelatins but more dangerous, they care only about food.


Treant
Rank 3 Plant
Huge Monster
Initiative: -2; Sense check: +4

Armor Value: 24
Hit Points: 22
Health: 360
Mana: 20

Stats:
Body 12
Dexterity -2
Mind 4

Speed 10 spaces

Melee Attacks:
Unarmed, Threat 18 (1d6+13 damage), Light, Reach +2

Traits:
Thick Skin
Plating
Tough x10
Larger x2

Items: None
Gold: 0

Description:
Originating in the Fae realms and created by the gods of good, these massive walking trees protect their forests from destruction.


Troll, Hag
Rank 3 Humanoid
Large Monk/Shaman
Initiative: +2; Sense check: +12

Armor Value: 7
Hit Points: 17
Health: 35
Mana: 60

Stats:
Body 9
Dexterity 0
Mind 7

Speed 6 spaces

Melee Attacks:
2 Claws, Threat 18 (1d6+11 Slashing damage), Bleed on damage roll of 5 or 6

Traits:
Claws (2 slots)
Thick Skin (2 slots)
Scent (racial)

Skills:
Wild (bonus)
Sense (bonus)
Slay

Spells:
Polymorph R2
Regrow
Invisibility
Poison
Scry
Storm R3
Sleep
Lightning, Will 17 (4d6+7 Electric damage)
Bone

Items: None
Gold: 3d6 x 1000

Description:
Hags live either alone or in covens. They will sometimes raise a mortal female child stolen from their parents to be transformed into another hag by ritual once they are old enough but mostly just eat them.
They are always female.


Rank 4

Angelic Dominion
Rank 4 Angel
Large Monster/Protector
Initiative: +7; Sense check: +7

Armor Value: 0
Hit Points: 17
Health: 55

Stats:
Body 4
Dexterity 7
Mind 7

Speed 6 spaces, Flight 6

Attacks:
Bow, Distance 20, Accuracy +10 (17 damage)

Traits:
Wings
Alternate Form (human)
Immortal (racial)

Spells:
Teleport (2 slots, unlimited) R2
Message
Dispell
Wish R4
Resurrection R4 (2 slots)
Contingency
Wall
Antimagic R4
Gate R4
Seal R4

Items: Large Bow, 60 Arrows
Gold: 2d6 x 1000

Description:
While there are supposedly more powerful angels than these, dominions are the most powerful encountered in prime and astral regions.
They oversee massive operations to prevent Abyssal influence upon the prime.


Basilisk
Rank 4 Animal
Medium Monster
Initiative: +5; Sense check: +8

Armor Value: 14
Hit Points: 17
Health: 85
Mana: 15

Stats:
Body 7
Dexterity 5
Mind 3

Speed 16 spaces

Melee Attacks:
Bite, Threat 20 (1d6+10 Piercing damage), Bleed on damage roll of 5 or 6, Poison 4
4 Claws, Threat 20 (1d6+6 damage), Light, Bleed on damage roll of 5 or 6

Traits:
Thick Skin
Plating
Swift x2
Tough
Bite
Poison Attack: Bite
Multiarm
Claws
Glare
Dig
Rend
Scent
No Hands
Infravision
Skills:
Sense
Climb
Stealth
Spells:
Petrify, Will 13 (5d6+3 Stone damage) (3 slots, unlimited) R4

Items: None
Gold: 2d6 x 1000 in lair

Description:
Originating in some obscure prime world, they have long ago since spread to other worlds.
Although rare they dominate any ecosystem they dwell in, turning anything they can't eat into stone and providing even dragons a fierce competition.
They have six legs but appear to be reptiles.


Demon, Gorgon
Rank 4 Demon
Medium Monster/Assassin
Initiative: +14; Sense check: +9

Armor Value: 4
Hit Points: 14
Health: 80
Mana: 20

Stats:
Body 4
Dexterity 10
Mind 4

Speed 6 spaces

Melee Attacks:
Bite, Threat 20 (1d6+13 Piercing damage), Bleed on damage roll of 5 or 6, Poison 4
Bow, Distance 40, Accuracy +10 (20 damage)

Traits:
Immortal (racial)
Bite, snake hair
Poison Attack: Bite
Thick Skin
Tough

Skills:
Archer
Dodger
Reflex
Longshot
Pinning Arrow
Backstab
Mana Arrow R2
Evasion R2
Shadow Slip R3
Unlimited Breath R4
Wild
Sense

Spells:
Petrify, Will 14 (5d6+4 Stone damage) (3 slots, unlimited)

Items: None
Gold: 2d6 x 1000

Description:
Gorgons appear to be beautiful women with glaring eyes and the bodies of snakes in place of hair.
They are ancient and have absorbed enough spirit energy to carve out a niche in demonic culture for their own, but many are encountered alone due to intense paranoia and distrust of even fellow demons.


Demon Lord
Rank 4 Demon
Huge Monster/Summoner
Initiative: +4; Sense check: +4

Armor Value: 11
Hit Points: 21
Health: 55
Mana: 55

Stats:
Body 11
Dexterity 1 (Dodge and Stealth -3)
Mind 5

Speed 10 spaces, Flight 10

Melee Attacks:
Gore, Threat 20 (2d6+11 damage), impale, Reach +2

Traits:
Gore
Wings
Alternate Form (human)
Immortal (racial)
Thick Skin
Larger x2

Spells:
Teleport (2 slots, unlimited) R2
Illusion (2 slots)
Summon
Wish R4
Gate R4
Meteor, Will 15 (5d6+5 Bludgeoning damage) R4

Items: None
Gold: 2d6 x 1000

Description:
These massive fiends each have a unique appearance, earning names across many prime worlds and Abyssal realms influenced by their evil.
They have many demons in their service and only set forth to take action by themselves if no servant can do the job.


Dragon, Elder
Rank 4 Animal (Dragon)
Huge Monster/Shaman
Initiative: +0; Sense check: +10

Armor Value: 20
Hit Points: 20
Health: 130
Mana: 45

Stats:
Body 11
Dexterity 0 (Dodge and Stealth -4)
Mind 5

Speed 10 spaces, Flight 10

Melee Attacks:
Bite, Threat 20 (1d6+18 Piercing damage), Bleed on damage roll of 5 or 6, Reach +2
2 Claws, Threat 20 (1d6+14 damage), Bleed on damage roll of 5 or 6, Reach +2
Breath Attack, Threat 20 (1d6+11 Fire damage)

Traits:
Bite
Breath Attack: Fire
Claws
Devour
Tough x2
Larger x2
Plating
Scent
Thick Skin
Wings
No Hands
Resist Energy: Fire

Skills:
Sense

Spells:
Fire, Will 15 (2d6+5 Fire damage)
Polymorph (human, elf, dragar) R2
Scry R2

Items: None
Gold: 2d6 x 10000 in lair


Dragon, Wyrm
Rank 4 Animal (Dragon)
Colossal Monster/Monk
Initiative: -3; Sense check: +3

Armor Value: 34
Hit Points: 27
Health: 265
Mana: 15

Stats:
Body 17
Dexterity -3 (Dodge and Stealth -11)
Mind 3

Speed 20 spaces

Melee Attacks:
Bite, Threat 22 (1d6+30 Piercing damage), Bleed on a roll of 5 or 6, Reach +8
Constrict, Threat 22 (2d6+32 Bludgeoning damage), grapple attack

Traits:
No Hands
No Legs
Serpentine Body
Scent
Devour
Thick Skin
Flop
Plating
Bite
Constrict
Swift x2
Tough x4
Larger x4

Skills:
Slay
Serpent Grasp
Grappler

Items: None
Gold: 2d6 x 10000 in lair

Description:
These limbless dragons have large mouths and even larger appetites. They only dwell in prime worlds where live is overflowing and prey is likewise just as big.


Genie
Rank 4 Demon
Large Monster/Transmuter
Initiative: +5; Sense check: +10

Armor Value: 0
Hit Points: 13
Health: 15
Mana: 70

Stats:
Body 3
Dexterity 5
Mind 10

Flight 10

Melee Attacks:
Unarmed, Threat 20 (1d6+5 damage), Reach +1

Traits:
No Legs
Immortal (racial)
Alternate Form (human)
Infravision

Skills:
Sense Magic

Spells:
Flight (2 slots, unlimited) R2
Enlarge R2
Shrink R2
Invisibility R2 (2 slots, unlimited)
Dimension Pocket
Lightning, Will 20 (5d6+10 Electric damage)
Thunder
Repair
Change Object R2
Polymorph (2 slots, unlimited) R2
Vapor R2
Astral R3
Wish R4
Create (2 slots)

Items: None
Gold: 2d6 x 1000

Description:
These demons have a culture to their own, building sultanates and kingdoms of their own kind over the course of millenia.
Powerful mortal wizards sometimes capture and bind one into an object to do their bidding.


Golem, Iron
Rank 4 Construct (humanoid)
Huge Monster/Monk
Initiative: -1; Sense check: +0

Armor Value: 28
Hit Points: 462
Health: 0
Mana: 1

Stats:
Body 14
Dexterity -1 (Dodge and Stealth -5)
Mind 0

Speed 10 spaces

Melee Attacks:
2 Unarmed, Threat 20 (1d6+15 Bludgeoning damage), Light, Reach +2
Greater Unarmed, Threat 20 (2d6+28 Bludgeoning damage), Reach +2
Tremor (Greater), Body save TN 20 (2d6+14 Bludgeoning damage), small group

Traits:
Immortal (bonus)
Doll
Resist Energy: Fire
Resist Energy: Electric
Immune: Electric
No Organs
Mindless (flaw)
Larger x2
Thick Skin
Plating
Tremor
Weak To Water (flaw)
Weak To Acid (Corroder) (flaw)

Skills:
Tough x7
Boxer
Wild Swing
Physical Perfection

Items: None
Gold: Whatever treasure it was guarding


Titan
Rank 4 Humanoid
Gargantuan Fighter/Transmuter
Initiative: -2; Sense check: +5

Armor Value: 11
Hit Points: 21
Health: 295
Mana: 35

Stats:
Body 11
Dexterity -6 (Dodge and Stealth -12)
Mind 3

Speed 12 spaces

Melee Attacks:
Unarmed, Threat 22 (1d6+29 Bludgeoning damage), Reach +4
Greatsword, Threat 22 (2d6+36 Slashing damage), Reach +5

Traits:
Larger x2 (racial)
Tough x5
Thick Skin (2 slots)
Guts
Devour (2 slots)
Skills:
Slay
Reflex
Sense (bonus)
Culture (bonus)
Scent
Counter
Crater R2
Physical Perfection R4
Worldwreck R4
Spells:
Polymorph R2
Wish R4

Items: Gargantuan Greatsword
Gold: 2d6 x 10000 in lair



9. ENCOUNTERS AND REALMS

RUNNING A GAME

While Domain may seem simple it was actually written with "advanced players" in mind.
Namely, the writer assumes that anyone interested in Domain has already heard of at least the basics of Dungeons and Dragons and might want something different.
In this document there will be no description of "how to roleplay". It's assumed a person already knows how to play pretend and roll dice (the guide to rolling dice earlier was a joke).
Most people come already equipped socially to play pretend; you did it as a child, and it's not difficult to remember and emulate that interaction.
The difference is that a role playing game has rules to make sure confrontations between player and monster don't become like shouting matches on a playground over who won a fight.
For that we have dice.


THE DUNGEON MASTER

Above all the DM should be fair. Favor fun and rules balance before petty arguments.
Make sure everyone gets their turn and that players are respectful towards each other.
When problems arise such as players killing off an NPC that the DM had become emotionally invested in don't get upset or attempt to teach anyone a lesson.
Move on, keep creating, work with the players in "world building", and have fun even if it means catering to a bunch of adrenaline-high videogame afficionados.

To ease the burden of being DM it's recommended you use ample notes.
While a clipboard is not always needed, spare paper for jotting Hit Points and ample use of post-its is recommended.
Print out monster entries for ease of use. Make sure everyone knows the rules to save time looking up contradictions.


NPCS

All characters in a Domain session that aren't controlled by players are Non-Player Characters.
This includes all monsters.
NPCs use the same rules as PCs, the Player Characters, when designing a power set.


WHAT IS AN AVERAGE ENCOUNTER

An average encounter is when a monster or monsters are presented to the players by the Dungeon Master fairly and numerically balanced towards the players winning.

For a mixed group of four players, a single monster of equal Rank arrives at a distance of 2d6+3 spaces on average.
For larger groups the Dungeon Master may want to double or even triple this amount of monsters.

If an encounter seems too difficult for the players perhaps by misjudging or some element of game balance try to go easy on them. Knock someone unconscious rather than kill them, or present an opportunity for a player to flee.
However if you wish to present a fatal encounter for your players that is surely within a DM's influence to do so.


WHEN TO LEVEL UP

Gaining levels should be a special event that occurs after at least 10 encounters.
Domain was designed with narration as a possible goal to work towards rather than merely wandering around the wilderness killing things.
The DM counts challenges that put a player at risk as full encounters as well.

For instance a "stealth mission" to invade a fortress and steal a gem might count as a single encounter even if a player or group didn't kill anyone.
Likewise a series of Social and Culture checks in an urban setting might determine success and advancement while surrounded by townsfolk without a single weapon drawn or spell cast.

Roleplaying is encouraged, not just combat. Encourage and reward creative dialogue.
Pulling away from "hack-n-slash" encounters favors characters that didn't invest in straight out damage dealing.


BOSS ENCOUNTER

In order to advance not only in levels but in Ranks as well a DM should present a "boss" fight or encounter that pushes the limits of what a character can do.
A boss encounter is one Rank higher than the player character.
While not presented as fatal it should be challenging.
If the character(s) win a boss encounter they may gain a Rank upon completion.
If they fail, they can try again after a while, or not.

Some DMs and groups might even want to stay in the same lower Rank for a while.
That's fine too.
Simply run a session or campaign as normal and don't advance Rank. Levels can accumulate regardless of Rank, but effects don't become more powerful. The game is designed to handle that.






REALMS

Astral - A connective glowing expanse that overlaps all planes.
Bothros (the Abyss) - Varied hazardous zones of hostile beings and dangerous terrain.
Kaetonic (the Prime worlds) - The "universe" as we know it, a tremendous void filled with stars and worlds.
Megaron (the Celestial meeting) - Idyllic lands of the heavens and glowing spires of the angels. This includes the Megaron itself, a kind of meeting place for the gods.
Zagric (the Twilight Realms) - The Fae realm. Lands that mirror the natural worlds of the Prime while bathed in eternal twilight.



ASTRAL REALM

The Astral is a realm of glowing silver clouds and shining starts in the distance.
This realm connects with all others as a means of converying mana between worlds and solidifying the very subatomic structure of the material that beings dwell in.
The actual terrain varies however if one is in the "low" or "high" regions.

Every being within the Astral realm gains a flight speed equal to 6 or their Mind stat, whichever is higher.
This may seem unfair to beings with lower Mind stats but it represents the ability of the willful and intelligent to shape the mana-flooded material to their desire.

Beings affected by the Ghost status effect, such as spirits, are instead solid and tangible here. The Ghost effect simply does not work.

Races that normally need to eat and drink, or other special diets, might be pleased to find that their metabolisms are altered to digest mana while in the Astral.
They simply do not need to consume matter, converting the abundant mana amply as needed.


Low Astral:
These zones are seperate from each other, divided by the high astral.
They overlap regions where there is ground and land.
For instance, for every Prime world there is a specific zone of low astral.
Travelling between these zones requires transit through the high astral "above".

Objects and beings in the Prime or whichever realm this zone overlaps appear ghostly and as indistinct shadows.
No effect passes from the Astral to the overlapped realm, and likewise in the other direction.

Traveling to the low astral zones of a Bothros realm is dangerous as there are many spirits there waiting for fresh kills.
Other than that travel works the same way.

High Astral:
There is no up or down in this continuous zone.
The milky nebula of sparkling mana is broken up by expanses of pure cloud wherein visibility is limited.

Roll 1d6 for what a character finds after 1 hour of travel in high astral:
1 Nothing. Just clouds.
2 A lump of rock with or without inhabitants.
3 A star. While not harmful to a character, there is little defining feature to this glowing ghostly object of massive size.
4 A Prime world in the low astral.
5 Another realm such as the Celestial or Abyss.
6 A dimensional rift. It only lasts 1d6 minutes after being found.



BOTHROS DOMAIN (THE ABYSS)

The Abyss is divided into loose infinite layers, connected to each other by dimensional portals that incorporate parts of the natural terrain.

There is one unifying trait between the varied regions of Bothros, the demon realm, and that is fatality. Every natural element seems hellbent on killing visitors and sometimes the inhabitants, making the natives very resilient and dangerous themselves.

Roll a d20 and consult the chart every time a new layer is discovered:
1 Shallow oceans of godsblood and a dark sky. This zone has access to the first layer of Bothros, the Hellkeep.
2 Obsidian fields of jagged rocks.
3 Fairly mild, rolling red hills of decaying flesh.
4 Volcanoes everywhere. Lava deals 5d6 Fire damage.
5 Floating lumps of granite connected by giant iron chains.
6 Dark forests of gray trees.
7 Pools of Fleshmelter acid dealing 5d6 damage to everything they touch. There are highly contested safe zones but the inhabitants might be more dangerous than the terrain at times.
8 Living iron cities that grow by themselves from the rusted ground.
9 Fields of red clay and sand. Large dunes are a prominent feature here.
10 Mountains of bone. Nothing but piles of bone.
11 Fungal reaches. The air is full of spores and has the trait Poison 1. A Body save against TN 21 allows a character to avoid the Poison effect for 1 hour.
12 An ocean full of monsters beyond the wildest nightmares. There is a zone of air and a direction of "up" but no land here.
13 A rain-filled desert covered with lightning storms.
14 A frozen wasteland blasted by blizzards of ice shards.
15 Massive granite pillars carved with ancient runes of power.
16 The ground is a giant brain or intestines.
17 Rocks floating amongst dark clouds.
18 Hills, streams, and towns of demons just like a Prime world. 1d6 fortresses ruled by demon lords lay atop the tallest hills.
19 The still and silent ossified body of a dead dark god 10 mile tall. Everything else is a black void.
20 The bodies of demons piled upon each other, some sleeping, some eating, many simply crawling. Nothing but demons, all the way down.

For sky features roll a d6 unless the sky is mentioned specifically:
1 Black
2 Red
3 Green
4 Blue
5 Yellow
6 Stormy


Exvitus And The Hellkeep:
A home to millions of ageless cambion devils and their empire, the Hellkeep sits as a series of spires ringed around a massive hole that eternally dumps volumes of godsblood from the shallow ocean around it into the dark pit of the first layer of the Abyss.
From time to time monstrosities fly or climb their way up from this pit, but are beaten back down by spells and devil traps that lay in wait.
There is one single spire that climbs higher than the rest, and that is The Finger. Empress Lora sits here, a hybrid ruler that combined the powers of both vampire and devil long ago.

Everything else in this layer is dark obsidian islands jutting out across a field of red fluid.

Godsblood, the primary terrain, is roughly three feet deep and never coagulates. It is the remnant of a millenia-old war wherein the dark gods were defeated and imprisoned in Bothros, Bleed on damage roll of 5 or 6ing into the planes.
Drinking it causes 1 hour of memory loss but a temporary rush. The character gets +2 to all rolls for 1 hour, but no more. This memory loss is cumulative; if more than one sip is taken the loss tracks back additive into the past to the point where a character forgets who they are entirely, doomed to roam the ocean sustained by the blood of gods alone.
It is rumored that this is how vampires are made, but unproved. However, many vampires do end up here.

While the sky is pitch black and starless it is unknown how the layer remains well lit. Light seems to radiate from above eternally dim and constant without origin. Rumor has it that the light comes from Megaron far away.

Distant thunder rumbles far off as battles are waged between cambion sorcerers and their evil demonic enemies seeking to escape The Pit.


The Pit:
This massive dark portal is roughly ten miles wide. Hellkeep encircles the mouth.
Every day, roughly 24 hours by Prime standards, 2d6 levels worth of demons come crawling or flying out of The Pit and straight at the Hellkeep.

Descending into The Pit allows a character to access a random Abyss layer.



KAETONIC DOMAIN (THE PRIME)

The number of Prime planets is without count. There are too many and too varied to list here.
All manner of mortals and immortals dwell in the Prime with or without access to the other realms.

The defining feature of Kaetonic is that every inhabitable zone is on a planet or similar structure hanging in the void, orbiting a star or nestled within a glowing nebula, organized into spinning galaxies.

While every planet has a different rotation schedule, many Prime planets capable of supporting typical humanoid life fall in a range of 24-hour schedules with gravity similar to Earth and four seasons.


Sample Prime Setting - Deepseeker, the Eternal Dark:

Deepseeker is unusual in its type of setting for being completely underground with no source of daylight anywhere.
Entire ecosystems thrive upon phosphorescent fungus, magic-magnetic stones called "moonstone", and living eyeless creatures swimming about in the dark.
The entire setting is a continent or similar, a network of caverns and tunnels with entire underground oceans of freshwater flowing.

Dwarves are the dominant race here, but they are contested by albino "dark" elves, grimlock orcs, slick dragar, vat-grown demons, and mushroomfolk. Sometimes cities are trade partners. Some times they are in a fragile alliance. And sometimes they are in outright bloody war over hotly contested deposits of moonstone.


City of Crag:

This major city is dominantly dwarfish but a smattering of other influential races trade and live here. Structures are built into a cliff face opposing a gigantic river and fungal forest.
The city has plumbing and is well-lit. There are wizard guilds and churches that provide structure to the activities magical practitioners and numerous trade guilds.
This city has a single portal to other prime worlds but is only used for trade; some residents move to daylit worlds but most stay due to distrust of the other side's cultures.
The government here is a democratic republic with elected officials from five districts and a supreme court of three members.
The population numbers in the millions.


New Felm Halukiir:

This dark elf fortress is predominantly elfish but some other races come to trade along its border town.
It is not well lit but it is well defended against intrusion from the numerous tunnels scattered along the edges of the vast cavern it sits inside.
There is running water but food imports mostly come from local farming in the town.
When mobilized to war, residents retreat inside the fortress walls.
This fortress is ruled by the military with a single commander chosen yearly through trial by combat.
The population is under half a million.


Uublek:

These goblin tunnels are dark and smelly but crowded with goblins of all kinds.
The move quickly and silently in the blackness delivering food and goods to regions unattainable to other races.
They have intrusions from monsters in the nearby wild regions but fight off threats with sheer numbers.
This sprawling city is ruled by a matriarchal clan and single queen.
The population is easily a million or more but is constantly shifting. Numerous goblins have a certain mutation in their bloodline such as a different color, height, weight, ear length, or other features.


Grundor:
This orc town is a sprawling mass of smoothly curved buildings. It sits within a high arching cavern and surrounded by a moat and river.
It is populated mostly with warriors and martial artists but there is a strong shamanic religious tradition here and ancestral shrines dot the interior.
To the south of the town lies the "gothra", a morbid pit where the dead are thrown. Rumor has it foul creatures thrive in the tunnels below but few dare to travel there.
The tribes are led by a loose council of elders that consult the ancestors by trance before making any decision.
The population is a few hundred thousand, but difficult to measure since this town blends with the surrounding areas and farms.


Deepseeker Mining Minigame:
Use this table to determine the results of a day of mining in the Deepseeker setting.

Roll 1d6:
1 No encounter. The mining team returns with only gravel, quartz, and other common minerals.
2 No encounter. The mining team discovers a small vein of gold, or gems if they roll an additional 1d6 and get a 6 as a result, worth 1d6 gold pieces.
3 As result 2.
4 Goooold! A motherload is struck, supplying one Culture check, divided by 2, worth of gold and/or gems if mined for the following week. Otherwise roll the check and divide by 14 for a day's effort.
5 A single monster of the same Rank is discovered. Roll again for mineral results. If another monster encounter is rolled again, add only one monster of the same Rank.
6 A single monster of a higher Rank is discovered, or 1d6-3 Rank appropriate monsters are discovered.. Roll again for mineral results. If another monster encounter is rolled again, add only one monster of a lower Rank.


Monsters of Deepseeker:

Rank 1
Bat, Bloodsucking
Dungeon Maggot
Elemental, Earth
Goblin Miscreant
Mushroomfolk
Rat, Sewer
Skeleton
Spider, Giant

Rank 2
Beetle Hulk
Dragon, Young
Gelatin
Grue
Landshark
Troll, Green

Rank 3
Dragon, Adult
Ooze

Rank 4
Dragon, Wyrm


CELESTIAL DOMAIN (MEGARON)

The Celestial is fairly homogenous, comprised of shallow seas and rolling idyllic hills. There are some smooth mountain ranges but not many.

For every hour of travel roll 1d6:
1 Fields and hills, some towns of spirits
2 A wide but shallow river
3 A desert of white sand
4 A forest of beautiful yet sparse trees
5 A mountain
6 An angel city

The Megaron:
Although located in the Celestial, this meeting place of the gods is open to all that can access it.
At any time there are 3d6 gods bathing in this wide bath hall with a side room where many seats are located for public discussion.
There is another side area filled with nothing but pillows, lounging gods, and attendant angels.
Essentially a place of relaxation, debate, and for spying openly upon the other realms for a laugh.

The head god Altric leads all council discussions before the gods of good make any group decision. He steers the anarchy of such powerful beings into order with the assistance of to others and a host of angels at ready.
Altric's side room holds a scale with which a soul's heart is weighed against an angel's feather. If heavier, the soul is sent to the underworld. If as light as the feather, the soul gets to live in the Yaza domain.


ZAEGRIC DOMAIN (FAE IN TWILIGHT)

The first thing many notice upon arrival to Zaegric is its resemblance to the Kaetonic worlds in its natural splendor and variety.
However, despite having close ties with the Prime as far as natural settings go (mountains, oceans, and forests tend to lay in the same location between the two) every terrain feature in the Fae realm is exaggerated and exploding with life.

That, and the fact that the sky is an eternal silvery haze wherein the suns never set or rise. There are no stellar light sources nor stars visible in Zaegric.

For every hour of travel roll 1d6:
1 A dense forest
2 Rolling hills and fields of green
3 A lake of fairies
4 A small town of elves, weefolk, goblins, and fairies
5 A fortress of the Aes Shee
6 The halls of an Aes Shee lord or lady built into the massive trees themselves

All Fae realms are ruled by a structured lineage of royal Aes Shee bloodlines all leading back to a long-forgotten queen of an unknown age simply called "Grand Mother".
In modern times, the various Fae worlds in twilight are led indirectly by a pair called Titania and Oberon, but each world also has a single king or queen as regional ruler.
In all regards the Aes Shee direct the "lesser" Fae.



MUTATIONS

Some regions are inherently dangerous with ambient magical radiation that causes mutations. This is an optional rule subject to DM choice and not for everyone since its effects can be long lasting and often debilitating.
Portals between dimensions in the underworld tend to be native hazards high in radiation.

Mutations tend to occur after every 24 hours on a failed TN16 Body save. Some zones might be more toxic than others, requiring a new save after every hour instead.

They can be removed with a week of constant rest and frequent use of a Cure effect or similar, or the spell Evolve.

Roll one on the body location and once on the effect chart.
The mutation occurs on the location result only if it affects body parts.
If the same effect is rolled as before and it does not provide a numeric bonus or penalty, remove the previous mutation of that type.

Location:
1 Head
2 Left Arm
3 Right Arm
4 Torso
5 Left Leg
6 Right Leg

Mutation Effect:
1 Deformed: Character reduces the amount of armor they can wear (not counting shields) by 2 points. They gain or lose one extra limb.
2 Vocal Urge: The character must scream or grunt loudly at least once every hour; roll a TN6 Mind check during stressful events to prevent shouting. If this mutation is gained again the frequency increases to every minute.
3 Slow: Reduce the character's movements by 2 spaces.
4 Blurry Vision: Take a -2 penalty to Accuracy.
5 Herbivore: The character can't digest meat.
6 Voracious: The character needs to eat twice as much, but heals Health after only half an hour of rest.
7 Frail: Lose 2 Health or Hit Points to a minimum of 1.
8 Weak Minded: Lose 2 Mana to a minimum of 1.
9 Fangs/Beak: Gain a bite attack that deals 1d6+1 Piercing damage as a Brute or Finesse weapon.
10 Claw: If this result occurs with the "Head" location, reroll location. The character gains a claw attack for 1d6-1 Slashing damage as a Brute or Finesse weapon.
11 Horns/Spikes: Gain a gore attack or body spikes that deals 1d6+1 Piercing damage as a Brute weapon. On a critical the target is impaled and grappled.
12 Hoof/Tentacle/Tail: If the location roll is "Head", reroll location. One limb is converted to a cloven hoof or tentacle. If the location roll is "Torso", it is a tail instead.
13 Thick Fur/Scales: Increase Armor Value by 2 points.
14 Piebald: Mismatched coloration provides camouflage, increasing Stealth by +2.
15 Fast: Increase the character's movements by 2 spaces.
16 Carnivore: The character can't digest non-meat food.
17 Slow Metabolism: The character needs to eat only half as much, but heals Health only after two hours of rest.
18 Hardy: Gain 2 Health, or undo the Frail mutation.
19 Smaller: The character is reduced one size.
20 Larger: The character increases one size.
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reserved
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Post by JonSetanta »

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This is all a rough draft for now. It might never even be complete, the skills aren't even near begun, but for now I'm balancing combat basics and RNG before I do spells.


This is a classless system that uses only the d20 and d6s.
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Post by JonSetanta »

CHARACTER SHEET


Character Name:


Appearance:
Weight:


Rank:
Level:

Type:
Race:
Size:

Class 1:
Class 2:


Initiative: +
Sense check: +

Armor Worn:
Armor Value:
Insulation:
Armor Hit Points:
Shield Value:
Shield Hit Points:


Hit Points:
Health:
Mana:


Stats:
Body
Dexterity
Mind


Speed spaces

Melee Attacks:
Weapon: Threat ( damage)

Ranged Attacks:
Weapon: Accuracy + ( damage)



Skills:



Spells:




Items:



Gold:
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Post by JonSetanta »

This makes me tired just thinking about it.

There's more that must be transcribed from my notepad to the laptop but that will go on hold while I finish reading manga.
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Post by JonSetanta »

So the concept of character creation is thusly.

You have 6 points for stats.
You could dump most into one for a +4, put the remaining +2 aside, then suffer with a 0.
You could do a +4 with two +1s.
You could spread it out with three +2s.
You could have a +3, a +2, and a +1.

Regardless, it shouldn't break the RNG since stat boosts aren't given out very often.
I'm not binding accuracy but it will be kept minimum.
Right now there are skills that provide +5 to select d20 rolls but those will most likely be reduced to +2 later.

Having a +4 in Body means a shitload of HP and Health but one of the other stats is going to suffer.
Regardless...



Then you pick your two classes.
One main class and the other a subclass.
No more than half your power slots may be from the subclass list.

Adding powers from beyond your classes costs double the slot, which means it most likely isn't worth it.

That's all I have for now.
Monsters have their own list of powers, I'll write that up later.
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Post by JonSetanta »

Added non-combat skills, an index, and various clarifications such as "Threat"

Made sure opposed rolls add Rank to the base 10 or d20 value although I might have missed some.

Up next is spells. Class lists are already on paper.
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Post by JonSetanta »

Spells and monster traits are done.

Now all that's left is to decide how much gold a character gets (although there really should be no maximum), somehow do magic items, and stat out some iconic monsters.
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Post by JonSetanta »

The game is complete but sometimes I add a new spell when I can think of one.

Working on monster statblocks and then onto worldbuilding.
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Post by JonSetanta »

Finished game basics but I adjusted a few spells and skills to do a bit more effect.
Added rituals for some more spells.
Changed ritual time from 10 minutes to 1 minute.

Added many iconic monsters such as demons and dragons.

Working on realms, might delete the section on DMing if it seems too pretentious, figured I'd put it in there for newer players.
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Post by JonSetanta »

First playtest of the Domain RPG went well. Characters are an Elf Fighter/Assassin and a Human Fighter/Monk. I was disappointed no one chose spellcaster classes but whatever.
Fights occured in an arena 100 spaces wide with smooth stone walls and a dirt floor.
In the first fight between players the monk won by grappling, ignoring his opponent's armor and dealing extra damage due to skills.
So far I'm hoping we play long enough to challenge a dragon but if not it can wait until next time.
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Post by JonSetanta »

Playtest against a Rank 2 young dragon just happened.

Monk threw bolas (to be implemented soon) at the dragon's wings, binding it to the ground.
Assassin lept at it with a charge attack.
Dragon's 2 grapple attempts failed.
Monk closed in and began punching, dealt a crit.
Dragon died quickly.

I forgot to add a skill for the dragon, it will be Tough (+20 Health), but I doubt that would do much. If the dragon could leave the ground and breath fire from a distance or cast the Fire spell from a high height it might have done something but as it stands the dragon did poorly even though it was a rank higher.
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Post by JonSetanta »

I made some math errors in the monster statblocks, fixed that, might still be a few more. Mostly had to do with damage calculation.

Added a few spells. Mentalist needs more high rank spells.
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Post by JonSetanta »

Fixed more numbers.

Changed the wording for grapple and charge.

Rewrote some skills and added a few more.

Added a clause for spells that deal damage to require a failed save in addition to a damage roll of 6 in order to apply a rider effect.
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Post by JonSetanta »

I've been adding descriptions for some but not all monster entries. Animals for instance don't get any because we already know what their ecology and behavior is like on Earth.

Entries for realms was updated.

Basic rules such as combat skill functions were adjusted slightly, some spells added.
More skills especially in the Rank 3 category might be added later. Seems lacking there.
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Post by JonSetanta »

Added a small bouns of +5 to warrior class Health and mage class Mana to help get early level characters started and differentiate between classes. It stacks so if you have two warrior classes you get +10.

Added "action points" to assist players, optional rule. Used for rerolls.
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Post by OgreBattle »

Would you be willing to do a PbP of your game on TGD? I'd like to play it.

What visual style do you imagine your game being illustrated in?
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Post by JonSetanta »

I've never managed an RPG over the internet. Seems difficult.

With friends and my brothers I printed out select portions and NPC statblocks along with ample character sheets. See if you can round up some people and do that?

OB you win one internets for being the first person to comment on this with hundreds of page views.

A friend recommended I put this on D&D Wiki somewhere, I just might.

One of my brothers is an illustrator and is doing the artwork for this off and on. I keep asking for "Basic player races such as elf and dwarf" but he draws things like an ogre or green troll.


Here is a sample of his work:

http://imgur.com/DmgkLBs
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Post by JonSetanta »

Added a few more high level spells to make the Mage class lists more even, especially for Mentalist, and added optional mutations for grittiness of extraplanar travel.
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Post by OgreBattle »

How did skills work out when you playtested it, and what were the decision points for making the list the size it is now?

I've got questions on positioning, how large is a 'group'? Is being Defended by an ally and flanked by an enemy mutually exclusive or can they stack? If a guy in robes is standing behind a guy in plate armor, what prevents a monster from walking up to robed guy and biting him? What can a skirmishing guy do to dance around the armored guy and hit the robed guy?
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Post by JonSetanta »

When playtesting it was mostly arena battles.
I chose to shrink the list after years of playing 3e and its shitty spread of individual skills that require hyperfocus to do anything competent, so I chopped them up and condensed them to what you see here.
You can do more with less training.

I'm pissed about games such as Pathfinder, 4e, and Next for not correcting this when they had the chance.


A group is a variable amount of people. It should be detailed in the Combat section.
I left it loose because Domain is played without a grid.

Being protected by an adjacent ally and flanked at the same time is possible. Each position has its own advantages.
On a defender's turn they can place themselves between flanker and target and end the flanking status, although if you want me to add another rule to help define how defenders keep their charges alive I could do that. Maybe I didn't go into detail enough.
I could make it an opposed check to force someone out of flanking position but right now it's automatic. What do you think?
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Post by JonSetanta »

All right I apologize, I said I was done but thanks to OgreBattle I noticed I was missing clarified ruling for flanking.

I also added a rule for catching objects, all in the combat section.

Spelling errors found and corrected.
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Post by OgreBattle »

An opposed check seems uneeded. It could be a particular attack maneuver, and you already have a bunch of moves that push dudes out of the way.

I like what I see so far, it seems more polished than 13th age already heh.
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Post by JonSetanta »

I suppose the check isn't needed, but in 3e it's a Tumble check so I figured why not.
As far as why someone would need a check to intercede between flankers, I put it in so that there is a random element to combat positioning rather than just taking turns applying bonuses and penalties. Positioning is abstracted rather than grid based so I had to use something.
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Post by JonSetanta »

Second playtesting went well, but brief.

The players began in a mining town near the city Crag in the Deepseeker setting. Dwarf miners were missing so they explored past a goblin town nearby, killing two goblins they encountered in a tunnel but bribing another one further in the town to lead them into the mining regions infested with monsters.
Things will most likely go bad once the goblins learn of who exactly killed their own kind, but I digress.

They fought a single beetle hulk (umber hulk knockoff) that slaughtered a single goblin by constricting it in half but it went down due to excessive use of the Fire spell. Its armor was too high for the dragon to contribute, but one of the goblins used Backstab to evade the armor value of 16 and deal about a dozen damage twice.
Dragon tried to grapple it but failed.

They found the three miners wrapped in cocoons being attacked by two dungeon maggots, and that's where we ended.
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