Warforger
Warforger Pre-Alpha Version 1.2
Chapter 1 - The Basics ・・・・・・・5 ・ Defense・・・・・・・・・・・・17
・ What is Warforger・・・・・・・・7 ・ Equipment ・・・・・・・・・・17
・ What is a TTRPG・・・・・・・・7 ・ Inventory・・・・・・・・・・・18
・ Your GM・・・・・・・・・・・7 ・ Expertise・・・・・・・・・・・18
・ Dice・・・・・・・・・・・・・・8 ・ Class Rules・・・・・・・・・・18
・ Checks・・・・・・・・・・・・8 ・ Stamina & Mana ・・・・・・・・19
・ Bonus Dice ・・・・・・・・・・・9 ・ Spells・・・・・・・・・・・・・19
・ Most Recent Effect・・・・・・・・9 Chapter 3 - Roleplay ・・・・・・・23
・ Round Down・・・・・・・・・・9 ・ Time Scale・・・・・・・・・・25
・ Targeting Sight・・・・・・・・10 ・ Rests & Breaks・・・・・・・・・25
・ Source・・・・・・・・・・・・10 ・ Fatigue・・・・・・・・・・・・25
・ Summons・・・・・・・・・・・10 ・ Hunger・・・・・・・・・・・・25
Chapter 2 - Terms & Character Sheet・11 ・ Helping Checks・・・・・・・・28
・ The Seven Basic Stats・・・・・・13 ・ Fall Damage・・・・・・・・・・28
・ Level & Tier・・・・・・・・・・14 ・ Travel・・・・・・・・・・・・28
・ Health & Damage・・・・・・・・15 ・ Boons & Banes・・・・・・・・・28
・ Death・・・・・・・・・・・・17 ・ Currency・・・・・・・・・・・28
Warforger Pre-Alpha Version 1.2 2
・ Trades・・・・・・・・・・・・28 ・ Ranged Attacks・・・・・・・・37
Chapter 4 - Combat ・ ・ ・ ・ ・ ・・33 ・ Casting a Spell・・・・・・・・・37
・ Combat Time Scale・・・・・・・35 ・ Summons and Commanding・・・37
・ Starting Combat・・・・・・・・35 ・ Basic Actions・・・・・・・・・37
・ Speed・・・・・・・・・・・・・35 ・ Reactions・・・・・・・・・・・39
・ Rounds・・・・・・・・・・・・35 ・ Free Actions・・・・・・・・・・40
・ The Field and Measurement・・・ 35 ・ Conditions・・・・・・・・・・40
・ Turns・・・・・・・・・・・・35 Chapter 5 - Items ・ ・ ・ ・ ・ ・ ・41
・ Actions・・・・・・・・・・・・35 ・ Crafting・・・・・・・・・・・43
・ Movement・・・・・・・・・・36 ・ Armor・・・・・・・・・・・・44
・ Movement Types・・・・・・・・36 ・ Melee Weapons・・・・・・・・45
・ S.A.C. ・・・・・・・・・・・・36 ・ Ranged Weapons・・・・・・・・49
・ Attacking・・・・・・・・・・・36 ・ Defensive Items・・・・・・・・52
・ Weapon Attacks・・・・・・・・37 ・ Weapon Traits・・・・・・・・・53
・ Weapons Types & Expertise・・・37 ・ Spellcasting Mediums・・・・・・53
・ Dual Wielding・・・・・・・・・37 ・ Potions・・・・・・・・・・・・55
Warforger Pre-Alpha Version 1.2 3
Chapter 6 - Character Creation ・・・57 ・ Berserker・・・・・・・・・・・94
・ Character Sheet・・・・・・・・59 ・ Assassin・・・・・・・・・・・・98
・ Creating a Concept・・・・・・・60 ・ Hunter・・・・・・・・・・・103
・ Basic Stats・・・・・・・・・・・60 ・ Mage・・・・・・・・・・・・109
・ Non-Basic Stats・・・・・・・・60 ・ Scribe・・・・・・・・・・・・114
・ Save MT・・・・・・・・・・・61 ・ Artificer・・・・・・・・・・・119
・ Casting Stat・・・・・・・・・・61 ・ Gunsmith・・・・・・・・・・126
・ Expertise・・・・・・・・・・・61 ・ Acolyte・・・・・・・・・・・131
・ Action Breaks・・・・・・・・・62 ・ The Divine・・・・・・・・・・134
Chapter 7 - Lineage・・・・・・・・63 Chapter 9 - Finishing Touches・・・140
Chapter 8 - Class ・・・・・ ・・・・73 Appendices
・ Class・・・・・・・・・・・・・75 ・Spells・・・・・・・・・・・・142
・ Skill Trees・・・・・・・・・・・75 ・Materials and Accessories・・・・174
・ Martial・・・・・・・・・・・・77 ・Storage & Other Items・・・・・213
・ Vulcanian・・・・・・・・・・・83 ・Conditions, Boons, & Banes・・・217
・ Warrior・・・・・・・・・・・・89 ・Summons・・・・・・・・・・・226
Warforger Pre-Alpha Version 1.2 4
Chapter 1
The Basics
Warforger Pre-Alpha Version 1.2
The Basics
This chapter will teach you the basics of
what a TTRPG is, what makes Warforger
Warforger, how to generally make checks,
along with a couple important rules at the
end.
Chapter 1 Guide
・ What is Warforger・・・・・・・・7
・ What is a TTRPG・・・・・・・・7
・ Your GM・・・・・・・・・・・7
・ Dice・・・・・・・・・・・・・・8
・ Checks・・・・・・・・・・・・8
・ Bonus Dice ・・・・・・・・・・・9
・ Most Recent Effect・・・・・・・・9
・ Round Down・・・・・・・・・・9
・ Targeting Sight・・・・・・・・10
・ Source・・・・・・・・・・・・10
・ Summons・・・・・・・・・・・10
Warforger Pre-Alpha Version 1.2 6
What is Warforger Your GM
Welcome to Warforger! Warforger is a Tabletop The Game Master, or GM, leads the story along
Roleplaying Game, developed by Mythical while the players play in their world. The game
Tabletop, with a focus on creativity and player goes as the players describe what they wish to do
choice. We strive to let both players and and the GM decides how that plays out. The GM
GM’s(Game Masters) make whatever they desire may have them roll dice to see if their characters
in their game. This game is made so that players can successfully do the action. If you have an issue
new and old to TTRPGs can enjoy playing it. Our with how things are run, communicate it with
goal is to make a game that is both affordable to your GM. Good communication is what makes a
the common person and enjoyable to play. Over game work. If you don’t like something your GM
time these rules will be changed to improve does, kindly bring it up to them and work on a
balance and overall enjoyability. solution with them. Keep in mind that your GM
has the final say, and if they say no to having a pet
What is a TTRPG Infernal Raptor, then you should respect that.
Remember, you don’t have a game without your
A tabletop roleplaying game, or TTRPG for short,
GM, but your GM does not have a game without
is traditionally a pen-and-paper style board game.
their players.
Usually they are played with groups of 3-7 people
where each player has a unique character. A GM,
or Game Master, will usually guide the players
through a world that either they, or the game
creators, have made. Players will roleplay or act as
the characters in these worlds and make decisions
which affect the overall plot. This can be done
with dice, just roleplay, or other means like
spinning tops. The point is there is usually a
tabletop, sometimes virtual, and players are
roleplaying a story,
Warforger Pre-Alpha Version 1.2 7
Dice How to make Checks: To make a check you
Like most TTRPGs, Warforger uses polyhedral
start by rolling 1d10, referred to as the
dice to determine most things. Each die has a Base Die, and additional dice based on your
number of sides with numbers on each side character’s Tier called your Tier Dice. The
determining the outcome. If you wish to play specifics of Tiers and Tier Dice will be
Warforger physically, then you will probably need covered later in Chapter 2. After you roll
a set of polyhedral dice. Digital dice rollers work
your dice you add any relevant Stat or
and are usually fair if you do not have the funds
to, or do not wish to, use physical dice. A standard
other bonuses to get your final roll. If your
set of dice includes a 4-sided die, a 6-sided die, an final roll is equal to, or greater than, the
8-sided die, two-10 sided dice, a-12 sided die, and GM’s decided MT for the roll then you
a 20-sided die. Each of these dice can be pass and the GM describes how the action
abbreviated to the letter ‘d’ followed by the plays out. If you did not succeed the GM
amount of sides. For example, if your GM told you
can describe you failing the action in some
to roll a d6 then you would roll a 6-sided die. The
most used of the dice in Warforger is the ten-sided
way or can choose to say you did not do the
die, or the d10. action at all. You can choose to fail any
Check you make.
Checks
When you face a situation where the outcome
Saving Checks: A Saving Check, or Save, is
would be determined by your character's skills or a Check made when a character is in
even pure luck, your GM can have you make a danger. This could be an explosion, poison,
Check. Checks are done by rolling dice. The GM a dart trap, anything that puts someone in
will privately or publicly set a minimum total, or harm's way. Most Saving Checks will be
MT, which is the minimum you have to roll to
made in combat, but not all, so you may
pass. The GM will also tell you which stat or skill
to use if any at all. In Warforger there are seven
want to think twice about opening that
Basic Stats. The Basic Stats are Strength, Agility, chest.
Vitality, Intelect, Knowledge, Charm, Luck. These
stats can be abbreviated to STR, AGI, VIT, INT,
KNO, CHA, LUC. More details about stats will
be covered later in the book under chapter 2.
Warforger Pre-Alpha Version 1.2 8
Checks - Continued Bonus Die
Contesting Checks: A Contesting Check is If you roll a 10 on your Base Die for a
when two or more creatures roll against each Check, roll an extra 1d8 Bonus Die and
other to determine an outcome. Both creatures add it to your original roll. The bonus dice
make a Check with the same or different stats only happens if the final roll’s base dice is a
and determine who is higher. In the case of a 10. I.E for advantage if you got a 9 and 4
tie the creature who initiates the Contesting and a 10 and 1 bonus dice would not apply
Check wins. A great example of this would be as the higher roll of 13 total did not have a
two players having an arm wrestling contest base dice roll of 10.
both would roll strength and the higher one
would win. Most Recent Effect
The most recent effect rule, or MRE, is a
Favored and Unfavored Checks: The GM or rule defining the order and priority of
an Ability may determine that your roll is effects on a character. Throughout playing
Favored or Unfavored. If your roll is Favored you may find many different effects placed
then you roll a d10 die and add it to your roll on your character. An effect is defined as
whereas if your roll is Unfavored you roll a an applied change to a creature or object
d10 die and subtract it from the final result. from any source. Most effects are applied
There are rare occasions where your roll would to a creature or object will have an
be Favored/Unfavored multiple times. For this associated name. If a creature or object is
scenario you add more d10 for each Unfavored under two effects which have the same
or Favored you have and subtract or add the name, that do not state they can stack, the
corresponding dice. In the instance you have most recent effect with that name will take
both Favored and Unfavored at once they priority and old effect(s) nullified or
cancel each other out in a ratio of 1:1. So if you removed if possible. This does not apply to
had 2 Favored and 1 Unfavored you would roll skills gained from skill points in Classes or
1d10 and add it to the total. Lineages.
Advantage and Disadvantage: The GM or an Round Down
Ability may determine that your roll has The round down rule is a rule that applies
Advantage or Disadvantage. If your roll has to any time a calculation of any kind is
Advantage or Disadvantage make the base and made. Unless otherwise stated, if a
tier dice rolls twice. if it had Advantage take calculation would result in a decimal point,
the higher total of the two rolls and if it had round down.
Disadvantage take the lower of the two rolls.
Warforger Pre-Alpha Version 1.2 9
Targeting Sight Source
Target is a common term throughout the Source is a term more common among
Warforger rules. Target simply means to monsters, but important for any player to
select an object, place, or creature. You can know. The source of an effect is the latest
only target things that you can see unless originating creator of said effect. So say a
otherwise stated. When doing certain creature lit another creature on fire. The
things, it may not require you to see an source of the fire damage is the creature
outcome of an event but the trigger. For that lit the fire not the fire itself. Then say
example, if you were throwing a rock over another creature made the fire bigger by
a wall, you would need to be able to see the pouring gasoline, the source is now the
top of the arc of the rock to know where to creature that poured the gasoline.
throw it, but not need to see where it
would land. Note: Command transfers source
backwards. So if you Command a creature
to do something you are the source not the
Commanded creature.
Summons
Any monsters linked to an ability that a
player may need can be found in Appendix
V at the end of the book. When reading a
Summon, P/DL means per-Danger-
Level, and if the Summon scales, you
multiply those numbers by the Danger
Level to get the final amount.
Warforger Pre-Alpha Version 1.2 10
Chapter 2
Terms and Character Sheet
Warforger Pre-Alpha Version 1.2
Character Sheet
Your character sheet is your key to the
game world. It encompasses the way you
interact with the game world. There are
many different parts your character sheet
and knowing them is essential to learning
the rest of the game.
Chapter 2 Guide
・ The Seven Basic Stats・・・・・・13
・ Level & Tier・・・・・・・・・・14
・ Health & Damage・・・・・・・・15
・ Death・・・・・・・・・・・・17
・ Defense・・・・・・・・・・・・17
・ Equipment ・・・・・・・・・・17
・ Inventory・・・・・・・・・・・18
・ Expertise・・・・・・・・・・・18
・ Class Rules・・・・・・・・・・18
・ Stamina & Mana ・・・・・・・・19
・ Spells・・・・・・・・・・・・・19
Warforger Pre-Alpha Version 1.2 12
The Seven Basic Stats Vitality: Measures a character’s health,
endurance, fortitude, and resistance to
There are seven Basic Stats in Warforger.
bodily effects.
These show your character’s physical and
Vitality is used in situations where a
mental abilities. When making a Check you
character is hit, poisoned, diseased, doing
will often have one of these stats applied as
hard tasks for long periods of time, or faces
a bonus to the Check. The stat applied
harsh natural elements like extreme heat
depends on the situation you are making
and cold. It can also be a measure of how
the Check for. For example, if you were
fast a character can recover from a serious
trying to lift a heavy object out of the way
injury.
you may use Strength but if you were
trying to jump over the same object you
Intellect: Measures a character’s, problem-
may use Agility. Below is a description of
solving skills, perception, reaction time,
each of the seven Basic Stats and what
and intuition.
scenarios they may be used in.
Intellect is used in situations where a
character may not know a solution to a
Strength: Measures a character's raw
problem but is trying to solve it based on
physical power and ability to exert physical
context. It is also used in situations where a
force.
character may need to quickly react to a
Strength is used in situations where force
situation or perceive minimal things like
or power is needed to perform an action
reacting to a trap before another character
such as, lifting, pushing, or pulling heavy
triggers it.
objects, and breaking objects that would be
hard to destroy.
Knowledge: Measures a character’s mental
abilities such as researching, recalling
Agility: Measures a character’s finesse,
information, understanding complex
speed, and dexterity.
topics, and mental fortitude.
Agility is used in situations where a
Knowledge is used in situations where a
character may need to run, jump, dodge,
character may need to recall or find
and do acrobatics as well as situations
information on a subject as well as to
where a player may need to do something
defend from mental attacks if its psionic or
with extreme precision.
just verbal.
Warforger Pre-Alpha Version 1.2 13
Basic Stats - Continued Tier
Charm: Measures a character's charisma, Tier is one of the most important systems
influence over others, general social skills, in Warforger. Your Tier indicates a major
and people-reading skills. increase in your characters power. Any
Charm is used in situations where a time this books mentions P/T it means per
character needs to persuade, deceive, learn tier. Your Tier starts at one and increases
the true intentions of, and be diplomatic every fifth total Level. Below is a chart
with others. showing your Tier at Level ranges.
Level Range Tier
Luck: Measures a character’s good fortune.
1-4 1
Luck is used in situations where the 5-9 2
outcome would be random such as 10-14 3
gambling, finding treasure, avoiding 15-19 4
mishaps, or doing something amazing out 20-24 5
of pure luck. 25-29 6
30+ 7
Level
Your Level is the combination your Tier Dice
characters total power, experiences, and Tier Dice are an extension of your Tier.
acquired skills. A character starts at Level The higher your Tier is, the higher the Tier
one and goes up to a max of Level 30. Your Dice you roll whenever you make a Check
GM may level your character up on a is. Below is a chart showing your Tier Dice
milestone like completing a major goal, at different Tiers. Rolling Tier Dice was
story arc, etc. Your GM may also Level-up explained back in Chapter 1 under Checks.
your character on a value known as
Tier Tier Dice
experience. Experience is usually gained at
1 1d4
the end of each combat but can also be
2 1d6
given out when completing objectives or
3 1d8
hard checks. For more information on
4 1d10
increasing Level check Chapter 9. 5 1d12
6 2d8
7 2d10
Warforger Pre-Alpha Version 1.2 14
Health Damage
Health is a measure of your character’s life Damage is a value which determines
force and physical health determined by many Current Health. Your Max Health – the
different factors with the main three being Damage you have taken is your Current
Class, Level, and Vitality. Your Health is split
Health. There are different types of
into two categories, Current Health and Max
Damage which are in two categories,
Health. Current Health is your current
Physical and Magical. Just because it says
remaining Health and Max Health is the
Physical does not mean it is always from
maximum amount of Health you can have at
any time. If a Creature’s Current Health is physical sources and vice versa. A wind
higher than their Max, their Current Health is spell could do Bludgeoning Damage. Same
reduced to match. goes for a torch dealing Fire Damage.
Health Multiplier Physical Damage Types
Health Multiplier is a portion of the Bludgeoning: Bludgeoning Damage is done
calculation to determine a creature’s Max by blunt forces.
Health. Characters have Max Health based on E.g. Hammers or walls of water.
their Classes' Health Multipliers times the
amount of Levels they have in those Classes.
Piercing: Piercing Damage is done by
For example, Mage has a Health Multiplier of
poking and stabbing forces.
6 and Warrior has a Health Multiplier of 8. So,
E.g. Spears or firearms.
if you have 2 levels in Mage you would have 12
Base Health. If afterwards, you took a level in
Warrior you would have 20 Base Health. Base Slashing: Slashing Damage is done by
Health is your Max Health gained from cutting forces.
Health Multiplier. E.g. Swords or monster claws.
Vitality Health Bonus Vital: Vital Damage is the most complex
physical damage and is defined as internal
Your Vitality also plays a key role in Health.
Creatures gain bonus Max Health equal to damage. This internal damage is usually
their Vitality times their current Tier. Your done to vital organs or bodily functions.
Vitality Health Bonus is not affected by any E.g. Suffocation, starving, disease, acute
changes to a creature’s Vitality unless that physical strain, or spontaneous organ
effect is still on the creature after their next failure such as a heart attack or stroke.
Rest.
Warforger Pre-Alpha Version 1.2 15
Magical Damage Types Healing
Arcane: Arcane Damage is done by sources Healing is a Damage Type that works like
of pure, unfiltered sources of magic. dealing negative Damage. When a creature
E.g. Mana Ray or a Rog’s mana drain.
is Healed, is dealt Healing Damage, their
Current Health is increased by the amount
Corrosive: Corrosive Damage is done by
of Healing they received. Healing can be
corrosive substances.
E.g. Acids or bases. affected by Weakness, Resistance, and
Immunity but not Defense. A creature’s
Dark: Dark Damage is done by sources of Current Health cannot be greater than
unholy energy and shadows. their Max Health.
E.g. Undead or living Shadows.
Fire: Fire Damage is done by extremely hot True Damage
sources usually to the point of combustion. True Damage, while technically a Damage
E.g. Fireballs or magma. Type, has properties unique to it. The
amount of damage True Damage will do
Frost: Frost Damage is done by extremely
cannot be changed in any way including
cold sources.
Weakness, Resistance, and Immunity. True
E.g. Blizzard or frozen lake.
Damage is very rare for obvious reasons
Light: Light Damage is done by sources of and reserved for special moments or the
holy energy and pure light. most powerful of enemies. An example of a
E.g. Smite from a god or a laser beam. creature who can do true damage is the
Neon Morshi who are meant to be very late
Poison: Poison Damage is done by toxins. game enemies with weapons that destroy
E.g. Toxic gas or a cobra bite. anything they touch.
Psychic: Psychic Damage is done by mental
and emotional attacks. Critical Damage
E.g. Heartbreak or mind control. Critical damage is a Damage Type that
reduces the Max Health of a Creature
Shock: Shock Damage is done by extreme instead of their Current Health. Critical
electricity. Damage is only healed on a Rest, not a
E.g. Lightning or a Thunderattle. Break or any other form of Healing.
Warforger Pre-Alpha Version 1.2 16
WEA/RES/IMM/REF/DRN Defense
Weakness, Resistance, Immunity, Reflect Defense is a value given by armor and other
and Drain represent a creature's innate Equipment. When you take Damage from
resiliency or susceptibility to Damage
anything other than a Condition, the total
Types. When a creature has Weakness to a
amount of Damage you take is reduced by
Damage type, it takes double Damage from
your Defense value. For Critical Damage it
any Damage done to it with that Damage
Type. Inversely, if it has Resistance to a is reduced by any remaining Defense after
Damage Type it takes half Damage from all other damage types have been
any Damage done to it with that Damage calculated.
Type. If a creature is Immune to a Damage
Type, it takes no Damage from that
Equipment
Damage Type. Reflect makes it so any
source that deals that Damage takes the Equipment Items are items you can put in
Damage instead. A creature that Drains a Equipment Slots. You have 5 Equipment
Damage Type, it receives the negative Slots:
amount of that Damage. If a creature has
multiple damage interactions, they only Hand Slots: You have 2 Hand Slots. Most
count the highest one in the following items you cannot wear need to be equipped
order, Weakness, Resistance, Immunity, in one or more Hand Slots to be used.
Reflect, Drain
Armor Slot: Your Armor Slot is used to
Death equip armor and clothes.
When a creature reaches 0 Health, they
gain the Downed Condition until they are Accessory Slots: Like Hand Slots, you have
Stabilized. A Downed Creature dies when 2 Accessory Slots. Accessory Slots are used
it reaches 3 Damage Counters or is
for wearable items like rings, amulets, etc.
Stabilized when it reaches 3 Heal Counters.
Any accessory needs to be equipped in and
A Downed Creature gains 1 Damage
Counter any time it takes Damage and 1 Accessory Slot in order to gain its benefits.
Heal Counter any time it is Healed. When
a Creature is Stabilized, they are brought
to 1 Health and then they gain half the
amount of healing they received while they
were Downed. After a creature has been
downed for 2 minutes, they are stabilized.
Warforger Pre-Alpha Version 1.2 17
Inventory Class
Inventory is done through a unit called Your Class defines your character’s
Storage Units, or SU. SU is a metric of how archetype and play style. These Class rules
much you can fit on you. There are two will not define how to take levels into
types of SU, Personal SU and Container classes, for that see Chapter 8. There are six
SU. You have 20 Personal SU and 0 Classes in Warforger. Acolyte, Artificer,
Container SU naturally. Any item you have Assassin, Mage, Martial, and Warrior.
on your person has an SU Cost. Equipment These Classes are split into two categories,
Items you have equipped do not use SU. Magical Classes and Physical Classes. For
The bigger the item, the larger the SU Cost details on which Classes are Magical or
it has. Physical, as well as other parts of this
section that vary Class to Class, check the
Storage Items Class descriptions in Chapter 8.
Storage Items only work while in your
Personal SU. This includes items like Class Stat & Save MT
backpacks, quivers, sheaths, potion bags, Each Class is linked to one of the Seven
etc. These items give you Container SU or Basic Stats as their Main Stat for that Class.
some special form of storage. You can find Your character also has a Stat called a Class
the list of storage items in the Appendix. Save MT for each Class they have levels in.
This number is the MT for any Class Skills,
Expertise see Chapter 8. Your Class Save MT can be
calculated as 5 + Class Main Stat + Tier.
Expertise is a system showing knowledge
and practice with a type of Weapon or
Trade. Weapon and Trade Expertises have Health Multiplier
their own rules. Weapon Expertises can be For each Level you have in a Class, your
found under Chapter 4, Combat, and Max Health is increased by that Class’s
Trade Expertises can be found under Health Multiplier.
Chapter 3, Roleplay. Expertise as a value,
sometimes referred to as Expertise Bonus,
is equal to your Tier and is commonly
added onto effects.
Warforger Pre-Alpha Version 1.2 18
Stamina & Mana Spellcasting using mana from the
spellcaster’s mana gland is nearly instant
Stamina and Mana are your secondary
only taking as long as it takes the
resources. Stamina is mainly used by
spellcaster to speak the rune. When doing
Physical Classes, like in Martial Stances. To
it this way however, the spellcaster loses
calculate your Max Stamina, take your
Mana equal to the Spell’s Mana Cost when
total Level multiplied by 4 and add your
they cast it. Because the spells are nearly
Levels in Physical Classes multiplied by 4.
instant, this is referred to as Quick casting.
For example, if your total Level was 4 and
you had 3 Physical Levels you would have
Spellcasting using natural mana is a
16 base Max Stamina and an additional 12
relatively long and tedious process for a
from your Physical Levels. Conversely
spellcaster. To cast a Spell using natural
Mana is used by Magical Classes primarily
mana, the spellcaster must do a ritual that
to cast spells. To calculate your Max Mana,
takes 30 seconds for each Power Rune the
take your Levels in Magical Classes and
Spell has, or simply 30 seconds if the Spell
multiply them by 10. In the prior example
isn’t Runic. During this ritual they put
you would have 10 Mana from your 1
themselves through immense mental strain
Magical Level.
and lose Stamina equal to half the Mana
Cost of the Spell. Natural mana casting is
Spellcasting typically shortened to Long Casting.
Spellcasting is the art of turning Mana into Although, Quick casting is more efficient
magical effects known as Spells. Most experienced spellcasters will use a mix of
spellcasters primarily use what is known as Quick and Long Casting to maximize the
runic magic. By combining the magical amount of spells they can cast before
glyphs called Runes into a new character needing to take a Break or Rest.
and speaking the character, a spellcaster
can create magical effects. A spellcaster can Sometimes a spellcaster may have a Spell
cast Spells they have prepared made from that is too costly for them to cast. In that
the Runes they know by drawing from a case other casters may help, with Group
source of mana. There are two primary Casting. To Group Cast, you need to spend
sources of mana, natural mana and mana Mana equal to the amount you want to
from a special organ called the mana gland reduce the spell’s cost by and spend
found in most creatures. Stamina equal to half the amount of Mana
you spent.
Warforger Pre-Alpha Version 1.2 19
Runic Spells Casting a Spell
Runic Spells are Spells comprised of 2-3 To Cast a Spell, the spellcaster must have a
Spell Runes, 1 Core Rune and up to 1 or 2 Casting Medium or open Hand Slot and be
Power Runes. The Core Rune defines how able to speak. When doing so, a giant
a spell acts. Is the Spell an explosive ball, a glowing rune will appear in front of them
magical bolt, or creating a magical blade. that forms the spell. They then pay the
This determines how the Spell will hit or appropriate resources: Stamina, Mana, etc.
target, but not what happens when it hits Once this is done, the Spell appears. Runic
the target. That is the job of the Power Spells take the form the caster imagines
Runes. The Power Runes in a Spell says them in, and Non-Runic Spells take
what happens to the target after they have whatever form they have been given.
been targeted successfully. Do they take
Damage, gain a Condition, etc. The Mana If a caster tries to cast a Spell and it is
Cost of a Runic Spell is the combined interrupted or stopped, the Spell fizzles.
Mana Cost of the Power Runes multiplied The spellcaster still pays Mana or Stamina
by the Core Rune. but the Spell is not cast.
Example: If you had a Power Rune with a
Mana Cost of 2 and a Core Rune with a Casting Stat
Mana Cost of 3 the Spell’s Mana Cost
Spellcasters use one of three of the Basic
would be 6. If you had a second Power
Stats to cast their Spells. The three Casting
Rune of Mana Cost 4 the Spell’s Mana
Stats are Intellect, Knowledge, and Charm.
Cost would be 18.
The Casting Stat a Spell uses is determined
by the spellcaster’s Primary Casting Stat.
Non-Runic Spells Upon a character gaining the ability to
There are Spells that, while originally Cast a Spell, they choose a Primary Casting
developed with Runes, over time evolved Stat to use.
to be so complex they turned into a new
type of spellcasting. These Spells are Non-
runic and thus cannot be changed like the
Runic Spells. They have set complex effects
and conditions and are usually only learned
by the Artificers due to the amount of
knowledge they take to use.
Warforger Pre-Alpha Version 1.2 20
Prowess Attention
In a Spell's effect it may say Prowess. Some Spells or Runes say they require
Prowess is equal to the spellcaster’s Attention for effects that would last longer
Primary Casting Stat for the Spell, but if than the Action you cast it with, such as a
you have a Spellcasting Medium attuned Fire Wall Spell. When you cast a Spell that
and equipped you add your Expertise to requires Attention you gain 3 Attention
Prowess. Counters and can only have a maximum of
3 at any given time. Those Counters go
Spell MT away when the Spell ends by any means. If
you take Damage from any source you lose
Some spells may require a creature make a
1 Attention Counter. If you have 0
Check. Unless stated otherwise, the MT for
Attention Counters any Spells you are
these Checks is your Spell MT. Your Spell
currently casting with that require
MT is equal to 5 + Prowess. If a Spell lists
Attention immediately end. If you have
Spell Check or Spell Save in the effect, you
Attention Counters on a Spell, you cannot
choose the stat of the Check or Save when
Cast a Spell that requires Attention. At any
the Spell is Prepared.
time when you have Attention on a spell,
you can break Attention as a Free Action,
thus ending the Spell.
Warforger Pre-Alpha Version 1.2 21
Learning Spells and Runes Preparing Spells
There are 4 different Rune/Spell lists. Spells, Runic or Non-Runic, need to be
Basic, Arcane, Spirit, and Mind. Each list is Prepared to be Cast. You can change up to
defined by a Class or type of Class. Basic is 2 Prepared Spells on a Break or any amount
any Magical Class, Arcane is Mage, Spirit is of Prepared Spells on a Rest. When
Acolyte, and Mind is Artificer. The first choosing what Spells you have Prepared,
three lists are made out of Runes and Mind you either make Runic Spells from your
is made out of Non-runic Spells. Known Runes or directly take Spells from
your Known Non-Runic spells. You have
Each Rune or Spell has a minimum Level an amount of Prepared Spells equal to 3 +
that you can know that Rune or Spell. your Tier.
That Level is the amount of Levels in the
Class or category related to that list.
Example, if you have 8 levels in Mage and 2
in Acolyte, you could know any Runes
from the Arcane list of Level 8 or lower,
any Runes from the Spirit list of level 2 or
lower, and any Runes from the Basic list of
Level 10 or lower.
You have an amount of Known Runes
equal to your 3 + your Primary Casting
Stat. With Non-runic spells you
automatically know any Non-runic Spells
you are the proper Level to know without
them counting towards your Known
Runes.
Warforger Pre-Alpha Version 1.2 22
Chapter 3
Roleplay
Warforger Pre-Alpha Version 1.2
Roleplay
Roleplay is one of two game states in
Warforger. Roleplay is everything outside
of combat fighting. The Roleplay rules
encompass Resting, Breaks,
Transportation, etc.
Chapter 3 Guide
・ Time Scale・・・・・・・・・・25
・ Rests & Breaks・・・・・・・・・25
・ Fatigue・・・・・・・・・・・・25
・ Hunger・・・・・・・・・・・・25
・ Helping Checks・・・・・・・・28
・ Fall Damage・・・・・・・・・・28
・ Travel・・・・・・・・・・・・28
・ Boons & Banes・・・・・・・・・28
・ Currency・・・・・・・・・・・28
・ Trades・・・・・・・・・・・・28
Warforger Pre-Alpha Version 1.2 24
Time Scale Your Tier Dice is reduced in Tier by the
amount of Fatigue you have. If your Tier
The time scale of the average world is 24
Dice reaches 0 you do not add any Tier
hours. This is important as many roleplay
Dice to your Checks. If your Tier Dice is
mechanics require longer spans of times
reduced to a negative value, you instead
than mere seconds like combat. It is
subtract the corresponding Tier Dice from
important to note that while some roleplay
all Checks. For example, a Tier 3 character
mechanics have strict times, it is usually up
with 5 Fatigue would subtract 1d6 from
to the GM to decide how long something
every Check they make. If you reach a
takes.
negative Tier Dice value, you immediately
die if you are Downed. This effect lasts
Breaks until you run out of all Fatigue you
Breaks are a short time span, between 30 currently have. Your character immediately
minutes and 1 hour, where your character dies if you reach a Tier Dice value of –8.
takes a break to sleep or meditate. Breaks
gain all Stamina and half your Max Health
Hunger
if you are sleeping or all Mana and half
You have 10 maximum Hunger Points. On
your Max Health if you are meditating.
a Rest you lose 6 Hunger Points and on a
Break you lose 2 Hunger Points. Each time
Rests you reach negative Hunger Points you gain
Rests are a long time span, between 6 and 8 1 Fatigue. If you are already at negative
hours where a character is asleep. This Hunger Points, you cannot take a Rest or
restores all Health, Mana, Stamina and Break. You can only gain a maximum of 1
cures most negative effects and Conditions. Fatigue per day from hunger.
Fatigue
Every day you go without a Rest you gain 1
Fatigue. You lose 1 Fatigue every 5 Breaks
or 2 Rests and can only lose 1 Fatigue per
day.
Warforger Pre-Alpha Version 1.2 25
Helping Checks Currency
During roleplay, if a creature is making a Warforger has one standard set of currency
check, you can help with the check. If you coins. Below is a chart of the currency from
would have a higher bonus to the check highest to lowest by name, exchange rate
than the creature you are helping, the between coins, and an equivalent exchange
creature gets a bonus to the check equal to to real world USD. You can also equate it
your Base Stat used for the check. using a bushel = the price of a loaf of
bread.
Fall Damage Nation - 10 Crowns, 300k USD
Crown - 10 Nobles, 30k USD
There may be times where you fall from a
Noble - 10 Quills, 3k USD
great distance. For every 2m past their max
Quill - 10 Ranks, 300 USD
jump height a creature falls (see Chapter 4),
Rank - 10 Bushels, 30 USD
they take 2 P/T Critical Damage when
Bushel - 10 Spokes, 3 USD
they hit the ground. A creature can fall a
Spoke - 10 Stiffs, 0.3 USD
maximum of 180m in 5 seconds.
Stiff - 0.03 USD
Travel
Traveling is usually going a longer
Trades
Trades are a expertise a character has
distance. By default, a player group can
picked up throughout their life. They are
travel 3km before needing to take a Break
usually a job or general skills that would
or Rest. Players may have mounts and
define someone’s lifestyles. Each Trade
other forms of travel (see Appendix) which
Expertise gives you four tools/kits and a set
each have their own travel distance and
of general Checks you get Expertise applied
Stats.
to. When you make a Check outside of
combat you can ask your GM or your GM
Boons and Banes will tell you that a Trade Expertise applies.
Boons and Banes are effects on a creature So for example, if a character with the
that last longer than a single Rest. Each has Thieves’ Trade was making an Agility
its own rules and effects and states how Check to pickpocket someone, they would
they go away, if they do. Boons are good get Expertise, and thus add their Tier to
effects, and Banes are bad effects. Boons the check. They also get Expertise when
and Banes can be diseases, curses, loss of using their tools to aid in a Check. Even if
limbs, gifts from a god, gaining wings, etc. they are using the tools in an
unconventional way.
Warforger Pre-Alpha Version 1.2 26
Trades List Sailor・・・・・・・・・・・・・・28
Below is the list of all the trades and the
Soldier・・・・・・・・・・・・・29
pages they appear on.
Spelunker・・・・・・・・・・・・29
Alchemist・・・・・・・・・・・・25
Survivalist・・・・・・・・・・・・29
Bard・・・・・・・・・・・・・・25
Thief・・・・・・・・・・・・・・29
Beastmaster・・・・・・・・・・・25
Calligrapher・・・・・・・・・・・25
Chef・・・・・・・・・・・・・・26
Crafter・・・・・・・・・・・・・26
Diplomat・・・・・・・・・・・・26
Engineer・・・・・・・・・・・・26
Gambler・・・・・・・・・・・・・27
Guard・・・・・・・・・・・・・・27
Harvester・・・・・・・・・・・・27
Historian・・・・・・・・・・・・27
Merchant・・・・・・・・・・・・28
Navigator・・・・・・・・・・・・28
Priest・・・・・・・・・・・・・・28
Warforger Pre-Alpha Version 1.2 27
Alchemist Beastmaster
Check Examples - brew potions, identify Check Examples - Communicate with, and
substances, or create magical concoctions. understand creatures, or calm hostile
Alchemy Kit: Alembics, retorts, flasks, and animals.
mortars and pestles for potion making. Training Kit: Includes leashes, treats, and
Poisoner's Kit: Vials, herbs, and tools for manuals for a variety of creatures.
crafting a wide range of toxins and Creature Lexicon: A book of behaviors,
antidotes. diets, and habitats of a variety of creatures.
Crystal Phials: Special containers that Whispering Flute: An instrument that
preserve the potency of magical produces sounds that soothe or attract
concoctions specific animals.
Elemental Balancer: Used to measure and Beast Charms: Magical tokens that when
balance elemental energies within eaten by a creature allow you to speak them
concoctions. no matter the language including animals.
Bard Calligrapher
Check Examples - captivate audiences, Check Examples - Create artistic lettering,
persuade individuals, and perform or forge documents, imitate handwriting, or
entertain craft symbols and seals.
Performer’s Instrument: Chose an Calligraphy Set: Variety of pens, brushes,
instrument. inks, and papers.
Disguise Ensemble: Costumes, makeup Forgery Kit: Stamps, seals, special inks, and
kits, and props to adopt different personas. papers that mimic those used in official
Orator's Scroll: A scroll with famous documents.
speeches, stories, and jokes to draw upon Hand Analysis Guide: Manual for studying
for inspiration. and replicating various handwriting styles.
Lyricist's Quill: A quill and ink set for Symbol Reference: A collection of symbols,
composing songs, poems, and tales. seals, and signatures used by nobility,
guilds, and secret societies.
Warforger Pre-Alpha Version 1.2 28
Chef Diplomat
Check Examples - Cook, bake, or prepare Check Examples - Negotiate treaties,
food and drinks. resolve conflicts, and understand cultural
Flavor Guide: Guide of where to find or nuances, and establish diplomatic relations.
source essential ingredients. Linguist's Scrolls: Scrolls that provide
Cookware: Cooking utensils, pots, and essential phrases, cultural etiquette, and
pans for preparing meals. negotiation terms in multiple languages.
Spice Kit: Collection of spices and herbs Diplomatic Seals: Official seals and stamps
for flavoring. used to authenticate documents.
Presentation Tools: Plating tweezers, sauce Cultural Guide: Guide to the cultural
spoons, and garnishing tools. artifacts, customs, and traditions of various
peoples and nations.
Crafter Persuasion Kit: Includes items that aid in
persuasion, such as fine clothing or gifts
Expertise with crafting items. Instead of
for hosts.
adding to checks, it adds directly to
crafting.
Smithing Hammers: A variety of hammers Engineer
for forging. Check Examples - design, construct, or
Sewing Kit: Needles, threads of various repair mechanical devices.
colors and strengths, and scissors for Tinker's Tools: Wrenches, screwdrivers,
cutting fabric. and gears for creating machinery
Carving Tools: Chisels, gouges, and knives Drafting Kit: Pencils, rulers, and
designed for detailed wood carving. compasses for drawing blueprints
Skiving Tools: Knives and blades for Steamwork Toolkit: Tools for working
thinning and shaping leather. with steam engines and related technology.
Clockwork Maintenance Kit: Fine tools for
repairing and adjusting delicate clockwork
mechanisms.
Warforger Pre-Alpha Version 1.2 29
Gambler Harvester
Check Examples - Play games of chance, Check Examples - gather natural resources,
bluff opponents, and calculate odds identify plants and animals, efficiently
quickly. harvest materials, or track wildlife.
Cardsharp Deck: Deck of playing cards, Forager's Kit: knives, bags, and containers
tampered with for an edge in games for collecting plants, herbs, and fungi.
Loaded Dice: Dice subtly weighted to favor Skinner's Tools: Knives and scrapers for
certain outcomes. skinning animals and preparing hides.
Betting Ledger: A small book for tracking Naturalist's Guide: Book detailing many
wins, losses, and debts. species of flora and fauna, their habitats,
Teller's Coin: Coin used for flipping that and their uses.
has a slightly higher chance of landing on Tracking Gear: Compasses, maps, and
the desired side. marksman's chalk for tracking animals.
Guard Historian
Check Examples - Uphold law and order, Check Examples - Decipher ancient
detain and manage suspects, and apply writings, understand historical contexts, or
regional laws and customs. identify and evaluate historical artifacts.
Law Codex: Collection of legal texts, Archivist's Tools: magnifying glass, gloves
statutes, and precedents from various for handling delicate items, and a journal.
regions. Codex Decoder: Guide for translating and
Manacles & Keys: Restraints designed for understanding various ancient languages.
securely detaining individuals, along with a Preservation Kit: Materials necessary for
set of keys. the careful preservation of ancient
Interrogation Kit: Tools and materials documents and artifacts.
used for conducting interrogations, such as Cartography Set: For studying and
lie detection manuals. creating detailed maps of historical and
Patrol Supplies: Flashlights, whistles, signal archaeological significance.
mirrors, and basic first aid kits.
Warforger Pre-Alpha Version 1.2 30
Merchant Priest
Check Examples - negotiate deals, appraise Check Examples - Perform religious
goods, manage inventory, and identify ceremonies, provide spiritual counsel,
market trends exorcise malevolent entities, or interpret
Ledger and Quill: For tracking divine omens.
transactions, inventory, and financial Divine Conduit: Holy symbol that serves as
records. a focus for channeling divine energy and
Appraisal Kit: Magnifying glass, scales, and communication with celestial beings for
a booklet of ways to spot fake objects. guidance.
Trade Routes Map: Map highlighting Lore Scrolls: Set of scrolls containing
profitable trade routes, including sacred texts, myths, and parables.
information on tariffs and local demands Ritual Kit: Includes candles, incense, and
Wagon Driving Gear: Equipment and tools chalk for drawing holy symbols.
designed for efficiently managing and Exorcism Kit: Compact kit containing
driving a wagon. blessed oils, sacred charms, and small relics.
Navigator Sailor
Check Examples - Chart courses, read the Check Examples - Operate and maintain a
stars, navigate treacherous terrain, or vessel, tie and use knots, excel in fishing
predict weather patterns. techniques.
Cartographer’s Tools: Compasses, quills, Fisherman's Tackle: Rods, nets, lures, and
and parchment for mapping areas. bait.
Sextant: Precision instrument used for Aqualector: Magical sonar-like device that
celestial navigation. maps underwater terrain and locates
Weather Glass: Tool for predicting changes schools of fish.
in weather. Rigging Gear: Specialized ropes, pulleys,
Terrain Guides: Collection of maps and hooks for efficient sail management.
detailing various landscapes, seas, and skies. Shipwright's Tools: Equipment and
materials for performing repairs and
maintenance on ships.
Warforger Pre-Alpha Version 1.2 31
Soldier Survivalist
Check Examples - Maintain weaponry and Check Examples - survive in the wilderness,
armor, execute tactical maneuvers, and utilize natural resource, and create basic
understand military protocols. structures or tools from the environment.
Arms Maintenance Kit: oils, whetstones, Wilderness Kit: Multipurpose tool, fire
and tools repairing weapons and armor. starter, and water purification tablets.
Tactical Manual: Comprehensive guide on Shelter Building Materials: Lightweight,
various combat formations, strategies, and durable materials for constructing
protocols used in organized military forces. emergency shelters
War Games Table: Portable, foldable table Foraging Guide: Manual on edible,
featuring maps and miniature figures. medicinal, and poisonous plants and fungi.
Arcane Cipher Device: device that uses Terrain Navigation Kit: Compass,
magical runes and mechanical components topographic maps, and a guide to reading
to encrypt and decrypt messages natural landmarks.
Spelunker Thief
Check Examples - Navigate underground Check Examples - Conduct stealth
caverns, identify geological formations, and operations, pickpocket, and decipher traps.
descend into or ascend out of cave systems. Stealth Kit: Soft-soled boots and dark
Caver's Pickaxe: Tool for rock breaking cloaks.
and secure anchoring. Sleight of Hand Kit: Gloves and tools
Speleology Kit: Helmets with mounted designed for pickpocketing.
lights, gloves, and durable ropes. Trap Disarming Gear: Wires, springs, and
Geological Compass: Compass used for tools tailored for safely disarming
measuring and recording the orientation of mechanical and magical traps.
rock layers and structures. Thieves' Multitool: Screwdriver
Mineral Testing Kit: Tools and chemicals attachments, a small knife, pliers, and a
for testing and identifying various minerals circular glass cutter.
and ores.
Warforger Pre-Alpha Version 1.2 32
Chapter 4
Combat
Warforger Pre-Alpha Version 1.2
Combat ・ Ranged Attacks・・・・・・・・37
Combat is one of two game states in
・ Casting a Spell・・・・・・・・・37
Warforger. Combat is when the players are
engaged in battle with foes.
・ Summons and Commanding・・・37
Chapter 4 Guide ・ Basic Actions・・・・・・・・・37
・ Combat Time Scale・・・・・・・35
・ Reactions・・・・・・・・・・・39
・ Starting Combat・・・・・・・・35
・ Free Actions・・・・・・・・・・40
・ Speed・・・・・・・・・・・・・35
・ Conditions・・・・・・・・・・40
・ Rounds・・・・・・・・・・・・35
・ The Field and Measurement・・・ 35
・ Turns・・・・・・・・・・・・35
・ Actions・・・・・・・・・・・・35
・ Movement・・・・・・・・・・36
・ Movement Types・・・・・・・・36
・ S.A.C. ・・・・・・・・・・・・36
・ Attacking・・・・・・・・・・・36
・ Weapon Attacks・・・・・・・・37
・ Weapons Types & Expertise・・・37
・ Dual Wielding・・・・・・・・・37
Warforger Pre-Alpha Version 1.2 34
For example, if a creature gained 5m of
Combat Time Scale
Movement, their Speed would increase by
Time is much more precise in combat, 5. This could change the turn order for the
unlike roleplay, being counted in seconds. following round.
Each Round of combat is 5 seconds long. If
an ability has a non-standard time length,
The Field & Measurement
it is rounded up to the nearest multiple of
Combat is done on a square grid called the
5 seconds. So an ability that lasts 18 field. Each square tile on the field is 1m x
seconds would last 4 rounds. 1m. Typically characters are Medium size,
and thus take up 1 tile. Some creatures can
Starting Combat take multiple tiles. When measuring
distances on the field, measure 1 tile
Combat is started when a creature makes a
distance as 1m even diagonally. To
generally hostile action towards another calculate diagonal distances to aerial
creature that would start a physical fight. targets, take the longer distance to the
The initiating action is carried out, and target between the horizontal distance to
then Speed is rolled. your target or vertical distance.
Speed Turns
When combat first starts, each character When a creature gets a turn in combat,
rolls 1d10 or a Speed Roll. This is not either via their turn in the turn order or
command, they get 2 Actions, 1 Reaction,
considered a Check. Afterwards, the
and Movement. Actions and Movement
creature adds on their Speed Stat. A
can only be done during your turn. A
character’s Speed Stat is equal to their creature’s turn ends when they declare it.
Agility + Movement. From there, creatures
act in a turn order from the highest total
Actions
Speed to the lowest.
Actions are a general things a character
does on their turn. Such as attacking,
Rounds casting spells, drinking potions, etc. While
A round of combat passes when all a character gets 2 Actions, there are limits
creatures turns in the turn order have on what Actions a character can take. See
the SAC rules.
passed. At the end of each round the turn
order is updated for any changes in
creatures Speed Stats.
Warforger Pre-Alpha Version 1.2 35
Movement S.A.C.
Movement is a stat on a creature which says The Spell, Attack, Command rule or SAC
how far they can move in meters during is a term limiting the usage of certain
their turn without an outside source. Actions on a creature’s turn. Action Breaks
allow a creature to interact with this rule,
Movement Types or Actions generally in a different way.
Action breaks can be found in Chapter 6.
There are four different types of
movement, Walking, Flying, Swimming,
SAC: Once during each of their turns, a
and Climbing.
creature can Cast a Spell, make a Attack, or
take the Command Action. You cannot do
Walking: The Walking Movement Type is
a mix of these in a turn and can only do any
moving across relatively flat ground with
of the three once.
no sheer height increases 1m or higher.
Spells that would make an Attack as a part
Flying: The Flying Movement Type is
of the Spell only count as Casting a Spell,
moving throughout the air including
not Casting a Spell and Attacking.
vertical movement. For every 1m of height
a creature flies during their turn it takes
2m of movement. Attacking
When a creature Attacks a target within
Climbing: Climbing is used for going up the Attack’s Range in combat, a special
sheer surfaces 1m or higher. Creatures Contesting Check, called a To-Hit Check,
without the Climbing Movement type can is made by the attacker and defender. The
still climb but it takes twice the amount of defender in turn makes a Contesting
movement. Evasion Check. If the defender’s total for
the Check is greater than or equal to the
Swimming: Swimming is used for moving attacker’s total, the Attack misses.
around on and under water or other Otherwise, the Attack lands and different
liquids. Swimming works similarly to effects are applied depending on the
flying when under water. Creatures source.
without the Swimming Movement type
can still swim but cannot choose to go
underwater.
Warforger Pre-Alpha Version 1.2 36
Weapon Attacks Ranged Attacks
Weapon Attacks typically use Strength or Ranged Attacks have a special property: if
Agility as their bonus to To-Hit Checks. they are within the range of an enemies
Melee Weapons use Strength, while
Melee Attack, the Attacking To-Hit Check
Ranged Weapons use Agility. This bonus is
for the ranged attack has Disadvantage.
called the weapon’s Attacking Stat and can
be changed by a variety of effects. The Base
Damage of a weapon is the Damage Type Casting Spells
the weapon does, along with an amount of When a creature Quick Casts a Spell in
Damage a weapon does per Tier before any Combat, it takes 1 Action. Spells that
modifications. The creature also adds their
Attack use the Creature’s Prowess for To-
weapon’s Attacking Stat as bonus to their
Hit bonus. Otherwise, all effects are listed
Damage.
on the Spell or Runes.
Weapon Types & Expertise
Each weapon falls under two categories. Summons and Commanding
Melee or Ranged, and its Weapon Type. Summons, pets, and other creatures
Characters may have Expertise in one of controlled by another creature do not get a
the Weapon Types. If they do, they add turn in the turn order; they require the
their Expertise to the Attacking Stat of the creature controlling them to take the
Weapon’s Type they have Expertise with. Command Action. When a creature takes
the Command Action on a creature they
Dual Wielding control, that creature takes a full turn. The
Some characters may be wielding one commanded creature does not get their
weapon in each hand. If they are, they can Reaction back after it is used until they are
choose to Attack with either weapon. If commanded again.
they hit using an Action, they add half of
the Base Damage of the weapon in the
other Hand Slot to the total Damage of the Basic Actions
Attacking weapon. If the offhand weapon On the following pages is a list of the Basic
has a requirement to Attack, those Actions. Basic Actions are Actions all
requirements apply when using it to Dual creatures can take by default. Included in
Wield.
the Basic Actions is Attacking, Casting
Spells, and Commanding.
Warforger Pre-Alpha Version 1.2 37
Stabilize - You can take the Stabilize Sprint - You gain 5m of Movement. This
Action to attempt to stabilize a Downed Movement goes away at the end of your
creature. You make a Luck Check. The MT turn and does not affect Speed unless you
of the Luck Check is equal to 10 + 2 times are sprinting when combat is started.
the Tier of the creature being stabilized. If
the stabilizing creature passes the check, Jump - You jump an amount of meters
the creature being stabilized instantly goes equal to 1 + a third of your Agility
to 3 Heal Counters. They do not gain any upwards and equal to your 1 + your Agility
additional Healing from this. forwards. You cannot jump upwards or
forwards less than 1m.
Execute: You can take the Execute Action
to attempt to Execute a Downed creature. Guard - While you have a Defensive Item
You make a Check using Strength, Agility, equipped, you can take the Guard Action.
or your Casting Stat. The MT of the Check You gain bonus Defense equal to your
is equal to 10 + 2 times the Tier of the Strength Stat. This bonus goes away after
creature being executed. If you pass the you have been hit by an Attack.
check the creature you are executing
immediately reaches 3 Damage Counters Grab - As an Action, you can attempt to
and dies. You cannot take the execute grab a creature within 1m of you. You
action if you do not have an Attack or Spell make a To-Hit Check using Strength. On a
that can deal Damage to the creature. hit you grab the creature. While the
creature is grabbed, they cannot move and
Hide - You take cover behind an object you all To-Hit Checks against them are
could reasonably hide behind. After doing Favored. They must take the Disengage
so creatures must use an Action to try to Action to leave the grab during their turn.
see you. The enemy must make a The grab lasts until they leave, or you let go
Contesting Knowledge Check against your as a Free Action on your turn. You must
Agility Check. If they were aware of your have a free Hand Slot to use this Action.
presence before you took the Hide Action, This does not count as an Attack.
they are favored in their Knowledge
Check.
Warforger Pre-Alpha Version 1.2 38
Reactions
Equip - You can use the Equip Action to
A Reaction can be done at any time as long
switch out currently equipped items in
as the condition of the Reaction is met.
your Hand, Armor, or Accessory Slots with
You regain any used Reactions at the start
items either in the environment within 1m
of your next turn. Below are the Basic
of you or items that are in your Personal
Reactions a Creature can take.
SU.
Attack of Opportunity - If a creature
Unarmed Attack - You get access to a
moves out of the Range of a Melee Attack
default Unarmed Attack. The Attacking
you have, you can take an Attack of
Stat for this Attack is Strength. You cannot
Opportunity. When you do so, you Attack
make Unarmed Attacks if you do not have
the creature that moved out of your Melee
an empty Hand Slot.
Attack Range.
Unarmed
Range: 1 meter
Coyote Time - If at any time you would fall
Damage: 3 P/T Bludgeoning
far enough to take Fall Damage, before you
Traits: Unarmed, Special - While you get
start to fall you can take any one Action as
this Attack by default, you can only use it
a Reaction. This Action is treated as a
while you have 1 or more Hand Slots open.
Reaction for all purposes, such as bonuses
gained to Reaction Attacks or ignoring
Mount - You mount a creature that is
SAC.
Ridable. If you control that creature,
during your turn you use their movement
Spell Break - If a creature is Casting a Spell
instead of your own. This does not affect
is within 1m of you or the Range of a
Speed. You can unmount during your turn
Melee Attack you have access to, you can
as a Free Action and still have any
take the Spell Break Reaction. You make a
movemeant you would have naturally.
Melee To-Hit Check on the creature using
Agility. This does not count as Attacking.
Disengage – You disengage allowing you to
If you hit the creature, the Spell fizzles, but
not be targeted by attacks of opportunity.
the spellcaster does not lose any Mana or
This can also be used to get out of
Stamina.
restraints in certain scenarios.
Warforger Pre-Alpha Version 1.2 39
Free Actions Conditions
Free actions are specific abilities that can be Conditions are effects on a creature or area
taken as much as they are allowed at any that linger over a short time determined by
time. Certain Free Actions can only be the effect that gave it to them. Any
done on your turn. While picking an item Conditions creatures have go away at the
off the ground is an Action, dropping an end of their next Break or Rest. There are
item Free Action and can be done at any three types of Conditions: Creature
time. Conditions, Stacking Conditions, and
Environmental Conditions.
Creature Conditions
Creature Conditions don’t have any special
rules to them. They last for a certain
amount of time stated by what gives the
Condition.
Stacking Conditions
Stacking Conditions are Conditions that
have an amount of stacks added to a
creature. When a creature receives multiple
instances of the same Stacking Condition it
is added to the total. Stacking Conditions
decrese by 1 stack at the end of a creature’s
turn.
Environmental
Conditions
Conditions that affect the area that
creatures battle in also affect creatures, so
long as they stand within the area of the
Environmental Condition.
Warforger Pre-Alpha Version 1.2 40
Chapter 5
Items
Warforger Pre-Alpha Version 1.2
Items Materials
Items are objects that your character will Materials are items used to craft armor,
have on them. All items have one of six weapons, and Defensive Items. Each
Rarities. The rarer the Item, the more Material has an armor and weapon effect.
powerful it is. The six item Rarities are These effects are applied to the character
Common, Uncommon, Rare, Exotic, equipped with the item made with the
Mythical, and Unique, with Common Materials. Note, for cases where a
being the weakest and Mythical being the character has 2 of the same Material effect,
strongest. Unique Items are items where Rarity and effect type (armor or weapon),
only one of them is in existence. Such as they do not stack. Each Material belongs to
Excalibur or Sekyr. one of three Material types, Metal, Wood,
and Textiles.
Chapter 5 Guide
・ Crafting・・・・・・・・・・・43
・ Armor・・・・・・・・・・・・44
・ Melee Weapons・・・・・・・・45
・ Ranged Weapons・・・・・・・・49
・ Defensive Items・・・・・・・・52
・ Weapon Traits・・・・・・・・・53
・ Spellcasting Mediums・・・・・・53
・ Potions・・・・・・・・・・・・55
Warforger Pre-Alpha Version 1.2 42
Crafting If your Knowledge + Expertise (if you have
the Crafter Trade Expertise) is greater than
Crafting is used to create armor, weapons,
or equal to an item’s Crafting Difficulty,
Defensive Items, and some accessories. By
than you can automatically craft the item
using Materials given to you either from
with no roll. If this is not the case, you can
abilities or your GM, you can craft your
choose to make a Crafting Roll to attempt
own items with special effects. When
to craft the item. Roll 1d10 + your
crafting an item you must meet that items
Knowledge + Expertise (if applicable), and
Crafting Difficulty or make a Crafting
if the result is greater than the Crafting
Roll. An item’s Crafting Difficulty is
Difficulty of the item, it is crafted.
determined one of two ways.
Otherwise the craft fails and you roll 1d4.
An amount Materials are destroyed equal
Set Difficulty: Items that require specific
to the number you rolled, starting from the
resources to craft such as accessories have a
lowest Rarity Materials to the highest. In
set Crafting Difficulty.
the case of a Rarity tie you pick.
Variable Difficulty: Items that have
Crafting takes minutes equal to 30 * the
Material Slots such as weapons have a
Crafting Difficulty to complete. It needs to
Crafting Difficulty that varies by materials
be done at a place where you have proper
used. To determine a variable Crafting
tools to work with your materials. It is up
Difficulty, take the Crafting Difficulty of
to your GM to decide what is considered
the item and add a number based on the
suitable to craft.
highest rarity among Materials that are
being used to craft the item. Where
Common is 1, Uncommon is 2, Rare is 3, Material Slots
Exotic is 4, and Mythical or Unique is 5. Items crafted with Materials have Material
If a dagger has a base difficulty of 3 and the Slots. Each Material Slot is indicated by an
highest rarity Material it is being made amount and Type. Each item can only have
with is Exotic, than the final Crafting 1 unique Material of each Material Type. If
Difficulty would be 7. an item is crafted with 3 Metal, all 3 have
to be the same Metal name and Rarity. An
armor’s secondary Materials do not need to
be the same as the primary Materials..
Warforger Pre-Alpha Version 1.2 43
Armor Heavy
Armor is a key part of any adventure. Evasion: +1
When choosing an armor, you choose an Defense: 3 P/T
armor weight and a primary and secondary
Strength Requirement: 3
Material for the armor to be crafted. An
SU: 25
armor’s weight determines Strength
Material Cost: 3 Primary, 2 Secondary
Requirement, Evasion, Defense, and
amount of Materials needed to craft. Crafting Difficulty: 7
Armor Weights Weapons
Weapons are the main attacking force of a
Ultra-Light physical adventurer. There are two weapon
Evasion: +4 categories being Melee and Ranged. Each
Defense: 0 weapon falls into one of 11 Weapon Types
Strength Requirement: 0 which correspond to a Weapon Expertise.
SU: 10 Each weapon has a set of Traits that can be
Material Cost: 1 Primary, 1 Secondary found at the end of the section.
Crafting Difficulty: 6
Melee Weapons
Light
Evasion: +5
Defense: 1 P/T Axes
Strength Requirement: 1
SU: 14
Material Cost: 2 Primary, 1 Secondary
Battle Axe
Crafting Difficulty: 5 Range: 1 Meter
Slots: 2 Metal, 1 Wood
Medium Crafting Difficulty: 4
Evasion: +3 1 Textile (Optional)
Defense: 2 P/T SU: 9
Strength Requirement: 2 Damage: 2 P/T Slashing
SU: 18 Traits: Swing
Material Cost: 2 Primary, 2 Secondary Strength Requirement: 2
Crafting Difficulty: 6
Warforger Pre-Alpha Version 1.2 44
Hand Axe Blades
Range: 1 Meter or Thrown distance
Slots: 1 Metal, 1 Wood, 1 Textile(Optional) Greatsword
Crafting Difficulty: 3
Range: 2 Meters
SU: 4
Slots: 2 Metal, Wood
Damage: 3 P/T Slashing
Crafting Difficulty: 7
Traits: Swing, Heavy, Thrown
SU: 10
Note: Swing applies to the Thrown Attack.
Damage: 8 P/T Slashing
The center of the swing is where the
Traits: Momentum, Stance:(Piercing),
weapon hits and you decide what two non-
Long, Heavy
diagonal tiles it hits on.
Strength Requirement: 2
Strength Requirement: 3
Longsword
Titanic Greataxe Range: 1 Meter
Range: 2m Slots: 2 Metal, 1 Wood, 1 Textile(Optional)
Slots: 5 Metal, 2 Wood, 1 Textile Crafting Difficulty: 4
Crafting Difficulty: 8 SU: 7
SU: 14 Damage: 7 P/T Slashing Two-handed/5
Damage: 5 P/T Slashing P/T Slashing One-handed
Traits: Heavy, Swing, Special - This Traits: Special - This weapon can be
weapon’s swing covers up to 5 tiles wielded with either 1 hand or 2 hands.
vertically or horizontally. The center of Strength Requirement: 1
these tiles must be within a point up to 2m
away from you vertically or horizontally Rapier
not diagonally.
Range: 2 Meters
Strength Requirement: 4
Slots: 2 Metal, 1 Textile(Optional)
Crafting Difficulty: 6
SU: 5
Damage: 5 P/T Piercing
Traits: Dexterous, Long
Strength Requirement: 0
Warforger Pre-Alpha Version 1.2 45
Blunt Polearms
Warhammer Spear
Range: 1 Meter Range: 3m
Slots: 3 Metal, 1 Wood Slots: 2 Wood, 1 Metal
Crafting Difficulty: 6 Crafting Difficulty: 2
SU: 12 SU: 7
Damage: 12 P/T Bludgeoning Damage: 6 P/T Piercing
Traits: Heavy, Stamina(3) Traits: Heavy, Polearm, Special - You can
Strength Requirement: 4 equip a one-handed Defensive Item in your
one hand slot while this weapon is
Mace equipped. If you do this weapon’s Range is
reduced by 1m.
Range: 1m
Strength Requirement: 1
Slots: 1 Metal, 1 Wood
Crafting Difficulty: 4
SU: 5 Glaive
Damage: 6 P/T Piercing Range: 3m
Traits: Stamina(2) Slots: 2 Metal, 2 Wood
Strength Requirement: 2 Crafting Difficulty: 3
SU: 15
Club Damage(Single Target): 7 P/T Piercing
Damage(AOE): 5 P/T Slashing
Range: 1m
Traits: Heavy, Polearm, Dexterous, Special
Slots: 1 Metal or 1 Wood
- As an Action you can choose to do a spin
Crafting Difficulty: 1
attack. When you spin, Attack all creatures
SU: 4
within 1m of you must make an Agility
Damage: 6 P/T Bludgeoning
Weapon Save. On a fail they take Damage
Traits: Stamina(2)
according to the weapon’s Damage(AOE).
Strength Requirement: 1
Strength Requirement: 2
Warforger Pre-Alpha Version 1.2 46
Lance Combat Anchor
Range: 4m Range 1 Meter
Slots: 3 Metal Slots: 3 Metal
Crafting Difficulty: 5 Crafting Difficulty: 6
SU: 18 SU: 11
Damage: 7 P/T Piercing Damage: 9 P/T Bludgeoning
Traits: Long, Polearm, Mounted, Special - Traits: Heavy, Special - When an enemy is
The weapon deals 1 additional Damage for hit with the anchor they must make a
every 2m moved towards the Attacked Strength Save. On a fail they are knocked
creature this turn. away from you an amount of meters equal
Strength Requirement: 3 to your Strength.
Strength Requirement: 4
Specialty Melee
Chain Scythe
Syringe Range: 2m
Slots: 2 Metal, 1 Textile
Range: 1 Meter
Crafting Difficulty: 9
Slots: 1 Metal
SU: 5
Crafting Difficulty: 1
Damage: 5 P/T Slashing
SU: 2
Traits: Long, Dexterous, Special - As an
Damage: 1 P/T Piercing
Action you can throw the Scythe at a
Traits: Dexterous, Speedy, Special - As an
creature within an amount of m equal to
Action you can fill it with a liquid (potion,
your Agility. Make a To-Hit Check, and if
poison, or otherwise). When you hit with
you hit you can choose to pull yourself to
this weapon you inject the liquid inside it
the creature. This does not count as
into the creature you hit affecting them as
Attacking.
if they drank the liquid you injected them
Strength Requirement: 0
with. You can also choose to deal no
Damage with this weapon.
Strength Requirement: 0
Warforger Pre-Alpha Version 1.2 47
Unarmed Whips and Flails
Gauntlets Flail
Range: 1 Meter Range: 1 Meter
Slots: 2 Textile Slots: 1 Metal, 1 Wood
Crafting Difficulty: 3 Crafting Difficulty: 6
SU: 8 SU: 9
Damage: 7 P/T Bludgeoning Damage: 8 P/T Piercing
Traits: Unarmed, Heavy, Special - While Traits: Momentum, Stamina(4)
these are equipped, you can hold items that Strength Requirement: 3
aren't Defensive Items or weapons.
Strength Requirement: 0 Whip
Range: 1 Meter
Knuckle Dusters Slots: 2 Textile, 1 Wood
Range: 1 Meter Crafting Difficulty: 8
Slots: 2 Metal SU: 3
Crafting Difficulty: 1 Damage: 4 P/T Slashing
SU: 1 Traits: Dexterous, Special - You can use the
Damage: 8 P/T Bludgeoning Grab Action while wielding this weapon.
Traits: Unarmed, Heavy Strength Requirement: 0
Strength Requirement: 0
Nunchaku
Claws Range: 1m
Range: 1m Slots: 1 Metal, 1 Wood, 1 Textile
Slots: 1 Metal, 1 Textile (optional) Crafting Difficulty: 6
Crafting Difficulty: 4 SU: 4
SU: 5 Damage: 5 P/T Bludgeoning
Damage: 7 P/T Slashing Traits: Stamina(2), Dexterous, Momentum
Traits: Unarmed, Dexterous, Heavy, Strength Requirement: 0
Stance:(Piercing)
Strength Requirement: 0
Warforger Pre-Alpha Version 1.2 48
Ranged Weapons Shortbow
Range: 20m
Bows Slots: 1 Wood, 1 Wood
Crafting Difficulty: 4
SU: 6
Crossbow Damage: 6 P/T Piercing
Range: 10m Traits: Heavy, Mounted, Special - When
Slots: 2 Wood, 1 Metal crafting this weapon you can use two
Crafting Difficulty: 5 different types of wood.
SU: 7 Strength Requirement: 1
Damage: 5 P/T Piercing
Traits: Special - This weapon receives +2
Firearms
on To-Hit Checks.
Strength Requirement: 0 Blunderbuss
Range: 5m
Slots: 2 Metal, 1 Wood
Longbow Crafting Difficulty: 5
SU: 11
Range: 30m/15m
Damage: 10 (At 1m), 8 (At 2m), 6 (At 3m),
Slots: 3 Wood, 1 Textile
4 (At 4m+) P/T Piercing .
Crafting Difficulty: 6
Traits: Reload(1), Heavy, Spread, Special -
SU: 14
Creatures must make an Agility Save. On a
Damage: 9 P/T Piercing
success, creatures take half damage.
Traits: Heavy, Special - When using this
Strength Requirement: 2
weapon you can use Strength instead of
Agility for the Attacking Stat. When doing
so the weapon’s range is decreased from Revolver
30m to 15m. Range: 25m
Strength Requirement: 2 Slots: 1 Metal, 1 Wood
Crafting Difficulty: 6
SU: 4
Damage: 5 P/T Piercing
Traits: Reload(6), Speedy
Strength Requirement: 1
Warforger Pre-Alpha Version 1.2 49
Rifle Flamethrower
Range: 25m up to 125m Range: 3m
Slots: 2 Metal, 1 Wood, 2 Textile Slots: 2 Metal, 1 Textile
Crafting Difficulty: 9 Crafting Difficulty: 6
Damage: 8 Piercing P/T SU: 12
Traits: Reload(5), Heavy, Special - You can Damage: 6 P/T Fire
spend an Action to aim the weapon. If you Traits: Reload(3), Heavy, Spread, Special -
do, the Range of the weapon increases by Each oil jar can be used for 10 reloads of 3
50m until you reload, move, or at the end attacks each reload.
of your next turn. For every 12m your Strength Requirement: 1
target is from you while aiming, you gain a
+1 bonus to To-Hit Checks with this Hand Mortar
weapon.
Range: 15m
Strength Requirement: 3
Slots: 4 Metal
Crafting Difficulty: 4
Specialty Ranged SU: 12
Damage: 3 P/T Fire + 1 P/T Piercing.
Blowgun Traits: Heavy, Reload(1), Special - After
the bomb hits the ground, it explodes. All
Range: 12m
creatures within 1m of the explosion must
Slots: 1 Metal/Wood
make an Agility Save. On a fail they take
Crafting Difficulty: 1
Damage and suffer additional effects based
SU: 12
on the ammo used.
Damage: Based on ammo
Strength Requirement: 3
Traits: Heavy, Special - This weapon can
fire darts and syringes. When using a dart
this weapon deals 7 P/T Piercing Damage.
When using a syringe this weapon does 5
P/T Piercing Damage, along with any of
the syringe effects.
Strength Requirement: 0
Warforger Pre-Alpha Version 1.2 50
Thrown Atlatl
Range: 5m + Thrown distance
Dagger Slots: 1 Wood
Crafting Difficulty: 2
Range: 1m (Melee), Thrown distance
SU: 9
(ranged)
Damage: Based on ammo
Slots: 1 Metal/Wood
Traits: Thrown, Speedy, Special - This
Crafting Difficulty: 3
weapon allows you to throw arrows and
SU: 3
spears. When using arrows it deals 5 P/T
Damage: 4 P/T Slashing
Piercing Damage . When using spears it
Traits: Dexterous, Speedy, Thrown, Special
does the Damage of the spear including all
- Counts as both a Melee and Ranged
Traits, effects, and bonuses, and it deals an
weapon.
additional 2 Damage. You must use an
Strength Requirement: 0
Action to reload spears. You do not need to
reload arrows.
Strength Requirement: 3
Boomerang
Range: Thrown distance
Slots: 1 Metal/Wood, 1 Textile (Optional)
Crafting Difficulty: 5
SU: 2
Damage: 3 P/T (Bludgeoning if made with
wood, Slashing if made with metal)
Traits: Thrown, Dexterous, Special - This
weapon returns to you after it has been
thrown.
Strength Requirement: 0
Warforger Pre-Alpha Version 1.2 51
Defensive Items Cape
Range: 1m
Pavise Shield Slots: 1 Textile
Crafting Difficulty: 2
Range: 1m
SU: 1
Slots: 1 Metal/Wood, 1 Textile
Traits: Special - As an Action you can
Crafting Difficulty: 5
distract a creature within Range. They lose
SU: 12
Evasion equal to 1 + your Tier until the
Defense bonus: 2 Defense P/T
end of your turn.
Traits: Heavy, Special - You can plant the
Strength Requirement: 0
tower shield into the ground 1m in front
of you as an Action. Creatures standing in
a space directly behind the shield gains the
benefits of Full Cover, and as an Action
you can pick the shield up. While it is
planted you do not gain the Defense Bonus
and it is no longer equipped in your hand
slots. If you do not have a free hand slot
when you pick it up, equipped Hand Slot
items are automatically unequipped so you
can equip it.
Strength Requirement: 3
Buckler
Range: Null
Slots: 1 Metal/Wood, 1 Metal/Wood
Crafting Difficulty: 3
SU: 6
Defense bonus: +1 Defense P/T
Strength Requirement: 1
Warforger Pre-Alpha Version 1.2 52
Weapon Traits Momentum - You can take a Reaction at
any time to build momentum and gain a
stack of Momentum. The next time you hit
Long - The weapon gains 1m of Range.
with this weapon it does a bonus 50% base
This is automatically calculated into the
damage per stack of Momentum you have
weapon’s Range if it is an inherent
and consumes all stacks. All stacks go away
property of the weapon.
after 2 rounds have passed that you did not
gain at least 1 stack of Momentum or after
Dexterous - The weapon can use Agility to
5 rounds have passed since the first stack of
hit instead of Strength. This includes
Momentum you gained.
bonus Damage.
Thrown - The weapon can be thrown.
Speedy - The weapon can Attack at any
Usually the weapon will have two separate
time as a Reaction.
Damages for non-thrown/thrown. The
weapon can be thrown up to a Range in
Swing - Weapon hits in an area totalling 3
meters up to your To-Hit bonus for the
tiles. You target a tile within the weapon’s
weapon. You use your Strength to throw
range and choose two orthogonal tiles to
the weapon. If the weapon has Dexterous
the center within the weapon’s Range to
you can choose to use Agility.
also be targeted. Any creatures on those
tiles must make an Agility Weapon Save.
Heavy - The weapon takes up two Hand
On a fail they take the weapon’s Damage,
Slots to use.
including all Traits, effects, and bonuses.
Special - Defined on the weapon itself.
Polearm - The weapon gains 2m of Range.
This is automatically calculated into the
weapon’s Range if it is an inherent
property of the weapon.
Warforger Pre-Alpha Version 1.2 53
Stance:(Type) - Allows it to change its Spellcasting Medium
Damage to the specified Damage Type.
Spell Mediums modify Spells and have
Stamina(#) - Attacking with the weapon
other magical properties. They are usually
takes an amount of P/T Stamina as
only used by Magical Classes. You must be
specified.
attuned to Spell Medium for its effects to
work. You can only attune to one Spell
Unarmed - Any buffs that would apply to
Medium at a time and can change which
Unarmed Attacks apply to the weapon as
weapon you are attuned to when you Rest.
well. You can choose to not have a buff
If a spell medium is equipped in your
apply. I.e. if your race gave an Unarmed
character's Hand Slots they can Cast a
Attack Damage that was worse than your
Spells with somatic components using the
weapons Damage you can have it not apply,
spell medium as if they were using a free
so your weapon’s Damage does not change.
hand.
Spread - The weapon shoots out in a cone
in a direction equal to it’s Range. Creatures Wand
inside this range must make an Agility Effects: Used as a Mana storage device that
Weapon Save (MT 5 + To-Hit bonus for refills when you Rest. Wands get Mana
the weapon). On a fail they take Damage. storage equal to four times your Tier. You
This Damage usually decreases based on can use the wand’s Mana to pay Mana costs
how far away the creature is. instead of your own.
SU: 2
Reload(#) - How many shots before the Equip Slot(s): 1 Hand
weapon has to be reloaded. It takes an
action to reload a weapon. Staff
Effects: Used as a Mana storage device that
Mounted - The weapon receives a +2 bonus refills when you rest. Staves get Mana
to To-Hit Checks and Damage when storage equal to eight times your tier. You
attacking while mounted. can use the staff’s Mana to pay Mana costs
instead of your own.
SU: 8
Equip Slot(s): 2 Hands
Warforger Pre-Alpha Version 1.2 54
Runic Tome Potions
Effects: Allows you to prepare bonus Potions have a Potion Level which
Runes. You can only change what Runes determines their effect. Each potion has 4
Levels which determine how
you have stored in your Runic Tome when
potent/effective it is. Some potions may
you Rest. Your tome can store up to four
not have certain Levels or even Levels at all.
Runes.
SU: 4 Lesser - 1
Equip Slot(s): 2 Hands Regular - 2
Greater - 3
Orb Master - 4
Effects: Orbs help you to sense your
Healing - Target Heals 12 Health per
enemies actions. When using an orb your Potion Level and additional Stamina equal
Spell Save MT is increased by half your to your Vitality.
Tier rounded up.
SU: 3 Stamina - Restores 6 Stamina per Potion
Equip Slot(s): 1 Hand Level and additional Stamina equal to your
Strength.
Spell Scroll Mana - Restores 10 Mana per Potion Level
Effects: If you start Rest attuned to this and additional Mana equal to your
scroll, you can write down or change the Intellect.
spells written on this scroll (max of 2 spells
on the scroll at a time) over the rest. A Dodge - Evasion is increased by 1 per
creature attuned and equipped to the scroll Potion Level for 3 rounds.
can cast the Spells written on it as if that
creature had the Spells Prepared. Endurance - Defense is increased by 3 per
Potion Level for 3 rounds.
SU: 2
Equip Slot(s): 1 Hand
Haste - Movement is increased by 2 per
Potion Level for 3 rounds.
Regeneration - Heals 4 P/T Health at the
start of each of your turns for an amount
of rounds equal to 1 + the Potion Level.
Warforger Pre-Alpha Version 1.2 55
Potions Cont.
Stat - Increases a Stat of the drinkers choice
an amount equal to the Potion Level for 3
rounds. This cannot stack with itself even
choosing different stats.
Resistance - Gives the drinker Resistance
to a Damage Type of their choice for an
amount of rounds equal to the Potion
Level. A creature who forced another to
ingest the potion would instead choose the
Damage Type. This cannot stack with itself
even if there would be different Damage
Types.
Sight - You can see in Deep Darkness,
Darkness, and Bright Light for an amount
of rounds equal to the Potion Level.
Leaping - Your jump height and distance
doubles for an amount of rounds equal to
the Potion Level.
Warforger Pre-Alpha Version 1.2 56
Chapter 6
Starting Character Creation
Warforger Pre-Alpha Version 1.2
Character Sheet Character Sheet
Your character sheet is the window from
the real world to the inner workings of
your character. It displays all key
information on your character. While the
character sheet is the foremost sheet we
recommend having additional ones to keep
info like Spell effects, ability descriptions,
specifics on items, etc.
Note: For the Pre-Alpha you will only be
provided the main character sheet. Later on
you will have more official sheets to hold
information.
Chapter 6 Guide
・ Character Sheet・・・・・・・・59
・ Creating a Concept・・・・・・・60
・ Basic Stats・・・・・・・・・・・60
・ Non-Basic Stats・・・・・・・・60
・ Save MT・・・・・・・・・・・61
・ Casting Stat・・・・・・・・・・61
・ Expertise・・・・・・・・・・・61
・ Action Breaks・・・・・・・・・62
Warforger Pre-Alpha Version 1.2 58
Character Sheet
Warforger Pre-Alpha Version 1.2 59
Creating a concept Health
When creating a character concept in Your Max Health is increased by a Class’s
Warforger, the most important aspect is to Health Multiplier for each Level you take
have fun and make a character that you in that class, plus your Vitality times your
enjoy playing. Remember that your Tier.
character is a unique individual in a vast
and exciting world, so don't be afraid to let Mana
your imagination run wild and take risks
Your Max Mana increases by 10 for each
when crafting their backstory, personality,
Level you have in a Magical Class.
and other key traits.
Stamina
Basic Stats
Your Max Stamina increases by 4 for each
When creating your character, you receive
Level you have and an additional 4 for
14 points to distribute into your seven
every Level you have in a Physical Class.
Basic Stats. with each point increasing a
Stat by 1. Each Stat begins at 0 and can be
raised to a maximum of 4 during initial Defense
creation. Defense starts at 0 and is determined from
your armor and other items.
For every Tier above your first you can
increase two different Basic Stats by 1 up Evasion
to a max of 7 total in any Stat. Your Evasion is equal to your tier+ your
armor’s Evasion + misc. effects.
Non-Basic Stats
Your Non-Basic Stats are used for resource Movement
and combat tracking. Your Non-Basic Stats Movement is how far in meters you can
are Health, Mana, Stamina, Defense, move per turn in combat. Your movement
Movement, Speed, and Save MT(s). The is equal to 5 + permanent modifiers + misc.
basic rules on these stats have been stated
on Chapters 1-4 and calculations for these
stats are stated in this section.
Speed
Your Speed Stat is equal to your current
Movement + Agility.
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Save MT(s) Weapon Expertise
This is defined by your Class and is Axes
discussed more in detail there. Your Save Blades
MT for a skill or ability is 5 + Class Stat + Blunt
Tier. This does not apply to Weapon Save Bows
MTs, which are equal to 5 + To-Hit bonus. Firearms
Gauntlets
Casting Stat Improvised Weapons
Polearms
Your Casting Stat is determined when you
Specialty Weapons
first take a Level into a Magical Class.
Thrown Weapons
When you do this, you select either
Whips & Flails
Knowledge, Intellect, or Charm stats to be
your Casting Stat.
Trade Expertise
Alchemist’s Trade
Expertise Brewer’s Trade
When making your character you gain two Forager’s Trade
Weapon Expertises and one Trade Clothier’s Trade
Expertise. Cook’s Trade
Jeweler’s Trade
Priest’s Trade
Navigator’s Trade
Calligrapher’s Trade
Engineer’s Trade
Thieves’ Trade
Woodworkers Trade
Tanner Trade
Historian Trade
Warforger Pre-Alpha Version 1.2 61
Action Breaks
Action Breaks also known as Breaks allow
your character to push past defined limits.
When you create your character you select
one type of Action Break and gain the
benefit of that Break. You can change this
Action Break whenever you Rest.
Extra Action - Gives you an extra Action
on your turn.
Extra Reaction - Gives you an extra
Reaction.
Double Attack - You can Attack twice on
your turn.
Double Cast - You can Cast a Spell twice
on your turn.
Double Command - You can Command
twice on your turn.
Attack and Command - You can Attack
and Command on the same turn.
Attack and Cast - You can Attack turn and
Cast on the same turn.
Cast and Command - You can Cast and
Command on the same turn.
Warforger Pre-Alpha Version 1.2 62
Chapter 7
Lineage
Warforger Pre-Alpha Version 1.2
Lineage Chapter 7 Guide
Your Lineage is a representation of what ・ Draconis・・・・・・・・・・・65
humanoid species your character is. From
Elves, to Dwarves, to a Lamanie angel, the ・ Dwarf・・・・・・・・・・・・66
world of Warforger is filled with many
fantastical people each with their own ・ Elf・・・・・・・・・・・・・・67
stories to tell.
・ Human・・・・・・・・・・・・68
Hybrid Lineages
・ Lamanie・・・・・・・・・・・69
There is a second type of Lineage, hybrid
Lineages. Half-breeds, or combinations of
・ Manticora・・・・・・・・・・・70
two Lineages, are called hybrid Lineages.
The way hybridization affects any given
・ Rataskyr・・・・・・・・・・・71
character is between the Player and GM.
Some longer lines of hybridization end up
・ Slime・・・・・・・・・・・・・72
creating a whole new Lineage such as the
case of the Draconis and Nekara evolving
into the Manticora.
Selecting a Lineage
Each Lineage has two abilities. When
selecting a non-hybrid Lineage, you get
both abilities from that Lineage. When
selecting a hybrid Lineage, choose 1 ability
from each Lineage that you are a hybrid of.
For example, if you were a Dwarf Elf,
commonly known as a Dwelf, you would
take either Dwarven Forging or Mead and
Manamorph or Manablood.
Warforger Pre-Alpha Version 1.2 64
Draconis
Long ago, dragons were all one creature.
The True Mirror Dragon, Nyrakir. One
dragon that could use every element. A
draconic god that ruled over the essence
of elemental magic. The since banished
god of nature, Neh’are, thinking magical
elements should be her domain killed
Nyrakir, shattering him into three mortal
types of dragons. Elemental Dragons,
Kobolds and Draconis.
As the only dragons with greater
sentience, they tend to look down on
elemental dragons and kobolds. Some
draconis cultures keep kobolds as pets for
hunting like a dog. This dynamic is
generally regarded as non-regular since
most draconis are weaker than kobolds.
Abilities
Draconic Breath - You gain access to the Draconis are incredibly heavy for their
Draco Blast Attack. size compared to the other two dragon
Draco Blast blood and as such their wings have
Attacking Stat: Vitality become more of a show of power than
Attack Type: Ranged usable. Some Dracraconis legends tell of
Damage: 6 P/T Type tribes of Draconis learning to use their
Range: 5m wings again from other cultures such as
Traits: Special - The Damage Type of your
the manticora.
blast is decided upon character creation. It
can be any Damage Type other than True or
After a long time Draconis learned to
Critical Damage. If you choose Healing, you
can only use this ability once per Break. harness their elemental powers into
powerful elemental blasts. They have still
Kobold Summon - You get access to a not perfected certain rare elements like
Kobold pet Summon. If it dies, you can the other dragon bloods such as the
summon it on a Rest. Its DL is equal to your element of healing.
Level.
Warforger Pre-Alpha Version 1.2 65
Dwarf
Known to be responsible for the current
age of Age of Artificing and
Metalsmithing, Dwarfs normally are
represented by their crafts and for the
creation of new tools and machines.
Within Dwarf society it is the highest
honor to be adorned with marks of
flames. For in the past the first smith was
granted an eternal flame by the god of
Pyre allowing them to purify and shape
metal allowing them to cross into the Age
of Iron.
Abilities Due to their natural affinity for forging,
Dwarven Forging - You can de-craft Dwarven cities are built in mountains for
items back into their Materials. To de- the ease of access to a vast amount of ores
craft an item use the same rules you and gems. This gave them the perfect
would for crafting an item. environment to work on new machines.
Mead - Gain the access to the Mead Dwarfs despite their short stature are
Action. hardy and resilient with a certain
Mead - You immediately lose all stacks of fondness for Booze and Alcohol many
Drunk. You receive Healing equal to 3 Dwarfs claim that it invigorates them
times the amount of stacks of Drunk you inspiring them to do better.
lost.
Warforger Pre-Alpha Version 1.2 66
Elf Elves are a species obsessed with magic.
Over time their bodies started to fuse
with the magic. This process is called
manamorphosis.
Elves started as humans that split off
when the Humans went deeper into
technological advancement instead of
magical advancement. This has lead much
of Elven culture to shun technology such
as firearms.
Many cultures view elves as being shut in
or pretentious as Elven culture tends to
build large closed off cities where they
very rarely allow immigration from non-
elven Lineages. This leaves many Elven
magics to remain secret to outsiders with
some hiring mercenaries to steal the Elven
Abilities secrets.
Manamorph - You gain access to the
Mana Drain reaction. You can use it three Researchers speculate as to why
times per Break. manamorphosis enlarged the ears of the
Mana Drain - When you would be dealt Elven kind. They theorize it is to act as a
Magical Damage, you can reduce the sort of, mana radar, which allows them to
amount of Damage you take by your feel magical effects around them and the
Prowess. You gain Mana equal to the mana flow of creatures.
amount of Damage you reduced this way.
Elves developed the ability to absorb
Manablood - You can recover wounds mana from magical sources that hit them.
quickly by drawing natural mana into This can sometimes even absorb more
yourself. By spending 3 P/T Stamina and mana from the world around the effect
2 minutes drawing natural mana, you than was initially was put into the
recover 8 P/T Health. You can only do magical effect. They can also use their
this twice per Break. mana to repair wounds or serious injuries
they have sustained.
Warforger Pre-Alpha Version 1.2 67
Human
Humans, the core beings among
Humanoids, embrace simplicity and
adaptability. They're the most common
Lineage, thriving in vast numbers and
accumulating wisdom by observing
diverse Lineages. Human societies
highlight their versatility, relying on the
diversity within their own kind.
Lacking innate ties to mana, divine or
demonic powers, scales, or wings,
Humans are often seen as the most
ordinary. Yet, this lack of specialization is
their strength, allowing them to navigate
various situations without predefined
roles.
In Human life, kingdoms rise from
mortar and stone, sprawling due to the
Abilities vast population and diverse professions.
Shieldbearer - You can use a 1 handed Most Humans contribute to these large
defensive item while you have both hand societies, while only a few venture into
slots full. adventuring, knighthood, or magical
pursuits. Human adaptability ensures
Master Learner - A Weapon Expertise success in their chosen paths.
and gain +1 bonus to Expertise on
Checks made with that Expertise. Variety in the human experience extends
to values, beliefs, and cultural
expressions, resulting in art, literature,
and innovations reflecting collective
experiences. This cultural diversity
enriches Human societies and fosters
connections with other Lineages,
expanding the humanoid world's
tapestry.
Warforger Pre-Alpha Version 1.2 68
Lamanie Lamanie, mortal embodiments of the
Angelic Syphir, result from the Syphir
choosing mortality or to have offspring
with mortals.
Their defining feature is a unique vision
with three rings serving as eyes, each
focusing on the near future, present, and
recent past. The power level determines
the extent of this temporal insight.
Inheriting the ability to conjure golden
magical flames from Syphir ancestors,
Lamanie produce fires hotter than a star's
center. They are immune to their own
golden fire, often crafting a golden mask
to conceal their true face forged using
their flames.
Lamanie age at a remarkably slower pace,
Abilities living for hundreds of years in peak
Magniscient - Once per Break you can
physical condition. Their extended
peer into the future of a Check. You
lifespans make them trustworthy sources
make the Check early and then retry for
the real Check. If you passed the first of historical knowledge, though their
Check you gain Favored on your real roll rarity makes accessing this wisdom
or if you failed you gain Advantage on challenging.
your real roll.
In their culture, Lamanie have
Syphiric Flames - Using two Actions, you constructed small sky cities, floating
can create golden flames on a tile within architectural marvels serving as hubs of
5m of you. These flames are magical and celestial wisdom. These cities reflect the
cannot be put out except by other
blend of mortal and Sephir influences
Lamanie and angels and dissipate after 24
that define the Lamanie Lineage.
hours. If a creature enters the tile during
their turn or starts their turn on the tile,
they make an Agility Save. On a fail they Lemanie’s fiery wings are not as powerful
take 12 P/T True Damage. as the Syphir and thus they cannot fly.
Mostly serving as a social status.
Warforger Pre-Alpha Version 1.2 69
Manticora
The Manticora, a Lineage long split from
the Nekara they came from. A more
combat focused civilization, they often
have battles for power. They are skilled
hunters and tend to be a more nomadic as
a species setting up camps, hunting, and
moving.
Their bodies are covered in thick bristly
fur which protects them from both harsh
environments and attacks. Some scholars
say their fur is stronger than steel when
woven into armor though the process is
incredibly difficult.
Manticora are larger, bulkier creatures
and thus their wings take a lot of energy
to keep them airborne. Because of this,
Abilities most manticora will forgo flying, instead
Glide - While you are falling you can use the
using their strong back and wing muscles
Glide Reaction.
to glide. In combination, they will use
Glide - You can glide forward 3m for every
their large, bulky tails to steer them while
1m you fall this round are and don’t take Fall
Damage this round when you do so. they are in the air.
You also gain access to the Wing Burst
Action. The tail of a Manticora is very deadly,
Wing Burst - You can spend Stamina to fly and they have very fine control of it.
upwards. Spending 4 Stamina for every They can use their tail to grab even small
meter you fly upwards. objects and still have full motor control.
Some Manticora even use it like a third
Tail - You can use the Grab Action when you arm to restrain prey while they attack it.
have both of your Hand Slots occupied. Due to their fine control, some Manticora
Additionally when creatures are in your will use their tail as a means of spear-
Grab they take 3 P/T Piercing Damage and
fishing.
gain one stack of Deadly Poison at the start
of their turn.
Warforger Pre-Alpha Version 1.2 70
Rataskyr
The Rataskyr are a mischievous Lineage.
They are known for hoarding objects in
backpacks. Due to this they have learned
how to fit more in the space they have.
They are a nocturnal Lineage coming out
at night to steal from neighboring camps.
This can sometimes result in a cycle of the
Rataskyr stealing from each other and
stealing back what the other stole. This is
referred to by the locals as a squeak cycle.
Researchers are still unsure what the
squeak means. Due to being nocturnal
they have developed excellent night
vision.
There is a old Rataskyr tale of a legendary
Abilities inventor and thief named Bjofir. During
Organized - You gain an additional 4 his life Bjofir created many trinkets to aid
Personal SU, and any items that give him in his grand heists, with his greatest
Container SU give 50% more container invention being a magical backpack called
SU. Sekyr. The artifact was said to hold
infinite treasures, allowing Bjofir to
Master Thief - You gain Thieves’ Trade acquire anything he could have ever
Expertise and receive a +2 bonus to wanted. Eventually, Bjofir had stolen so
Expertise on Checks using the Thieves’ many treasures using Sekyr that he
Trade. became known as the Rat King around
the planes, leading his tribe of thieves
called the Rataskyr. Named after Sekyr,
the artifact that brought them so many
riches.
Warforger Pre-Alpha Version 1.2 71
Slime The Slime are a Lineage of gelatinous
creatures known for their goopy and usually
friendly nature. Slimes are made up of a
bunch of tiny slime cells and liquid binding
polymers. This results in their generally
liquid form.
Slime cells slowly turn sunlight or food,
water, and oxygen into new slime cells.
Though this means that small Slimes can
grow over time, slime cells do die out after
enough time and lack the energy to
reproduce if there are not enough present.
slime cells can change the amount of
chlorophyll in them to allow the slime to
change its color.
Once enough slime cells are present, they
work together like neurons in a traditional
brain, albeit a lot less efficient in size. Once a
large enough network of slime cells exist the
slime gain a hive mind. This hive mind can
grow big enough to walk, talk, speak, and act
Abilities as one big organism.
Shape Shift - The slime can change their
shape, and color at will. This can make them Some Slimes have been known to enter a host
appear as nearly anything, but they cannot as a sort of parasite. The parasite Slime will
change their texture. slowly eat the host keeping the host alive by
simulating the organs it eats until it no
Phytoparasitic - You gain access to the
longer needs the host or outgrows it.
Consume action.
Consume - Once per day you can spend 30
seconds consuming a living creature for each Once a Slime is big enough, it will split off a
tile it occupies. The consumed creature large enough part to form a new baby slime.
immediately dies. While you are in the If the Slime had eaten a host instead of their
creature your turn is skipped and you cannot normal sunlight diet the baby Slime will
take reactions or free actions. become a mutant Slime.
While you are in a living creature that knows
you are inside them, that creature gains the Mutant Slimes are combinations of the DNA
Reject Slime Action.
of the slime cells it inherited and the host the
Reject Slime - You and your slime parasite
fight for control. You both make a “parent” the Slime consumed. Because Slimes
Contesting Vitality Check and if you succeed have been known to consume many types of
then you reject your Slime Parasite. creatures, Slime mutants can be among the
most powerful creatures in existence.
Warforger Pre-Alpha Version 1.2 72
Chapter 8
Class
Warforger Pre-Alpha Version 1.2
Chapter 9 Guide
・ Class・・・・・・・・・・・・・75
・ Skill Trees・・・・・・・・・・・75
・ Martial・・・・・・・・・・・・77
・ Vulcanian・・・・・・・・・・・83
・ Warrior・・・・・・・・・・・・89
・ Berserker・・・・・・・・・・・94
・ Assassin・・・・・・・・・・・・98
・ Hunter・・・・・・・・・・・103
・ Mage・・・・・・・・・・・・109
・ Scribe・・・・・・・・・・・・114
・ Artificer・・・・・・・・・・・119
・ Gunsmith・・・・・・・・・・126
・ Acolyte・・・・・・・・・・・131
・ The Divine・・・・・・・・・・134
Warforger Pre-Alpha Version 1.2 74
Class In the example, to get Skill 1, 6, or 11 you
must have Skill 0 first. Then, for Skill 2
Classes are the backbone of your character.
you need Skill 1, 7 you need Skill 6, and 12
What they do, who they are, how they
you need Skill 11. The numbers don’t
interact with the world around them.
always line up and are used as a guide for
There are Seven classes in Warforger.
readability.
Martial, Warrior, Assassin, Mage,
Artificer, Acolyte, and [REDACTED].
To take a Skill you must have a Skill Point.
Each has its own playstyle, common goals,
For each Level you have, and whenever
and views. On top of this each has multiple
your Level increases, you gain one Skill
Subclasses that change or adapt the way the
Point. You must spend all Skill Points you
Class feels or acts.
have as soon as you get them.
Some characters may be multiple Classes,
There are Skills that work differently and
or multiple Subclasses. These characters do
are typically shown with a difference in the
what is called Multiclassing. There is no
branch on the tree and in red under the
restrictions on Multiclassing of any kind.
Skill ability.
As long as you have a Skill Point and the
required Skills to.
Skill Types
Skill Trees Base Skill - Base Skills are Skills that when
you take them, you also get one Skill
Class abilities are called Skills and are
branching off of them without using a Skill
gained through Skill Trees. Each Class has
Point. Each Tree, main or sub, has a Base
a Main Skill Tree and a Skill Tree for each
Skill as the Skill numbered 0.
Subclass. Skill trees are ability lists in a
Base Skills are notated with a square
diagram read left to right with branching
instead of an arrow leading to the skill.
abilities. To get a Skill you must have the
Skill to the left it branches off of. Below is
an example Skill Tree.
Warforger Pre-Alpha Version 1.2 75
Skill Types Continued Optional Merge - Like a Merge Skill but
only requires X amount of the Skills
Multi Skill - You gain one or more Skills
leading into it to be unlocked.
for free with this Skill that may or may not
Optional Merge Skills are notated by
be branching off of it. It is specified in the
having the number of X on the lines
Skill description.
leading into the skill
Multi Skills are notated with a doubled line
leading to the skill.
Skills and Class Levels
Optional Skill - You can skip over Optional When you spend a Skill Point to gain a
Skills, getting Skills branching off of them Skill from a Tree, you gain 1 Level in the
before you have the Optional Skill. Class that Skill Tree belongs to. Trees for
Optional Skills are notated with a circle Subclasses count as Levels in the Class the
instead of an arrow leading to the skill. Subclass belongs to.
Prerequisite - A Skill may have additional
conditions before you can take it. Usually
Prerequisites are another Skill that it is not
branching off of, but they can be anything
such as needing a certain amount of a Stat.
Skills with Prerequisites are notated with a
double arrow leading into the skill.
Merge Skill - Skills which can only be
gained after you have all Skills leading into
them.
Merge Skills are notated with multiple
Skills leading into one.
Warforger Pre-Alpha Version 1.2 76
Martial
Warforger Pre-Alpha Version 1.2
Martial
The Martial, a master of weapon
fighting. It uses stances and a
high health pool to be a mix of
support and damage. They have
many abilities to buff them and
their weapons. As the Strength
class, they excel in using
weapons of any kind. They truly
are the jack of all trades of the
Physical Classes. This does not
make them a master of none as
they also excel at field control
using things like Swing.
Stats Subclasses
Physical Class Vulcanian
Main Stat: Strength
HP Multiplier: 8
Warforger Pre-Alpha Version 1.2 78
Martial Main Tree
Number Name Page
0 Martial Training 80
1 Embody Weapon: Blade 80
2 Embody Weapon: Polearm 80
3 Embody Weapon: Axe 80
4 Embody Weapon: Blunt 80
5 Embody Weapon: Thrown 80
6 Stamina Capacity 80
7 Dual Stance 80
8 Weapon Soul 80
9 Adrenaline Stance 81
10 Fight Response 81
11 Flight Response 81
12 Freeze Response 81
13 Brawler Stance 81
14 Resistant Body 81
15 Reckless Brawler 81
Warforger Pre-Alpha Version 1.2 79
Martial Main Tree
Martial Training Embody Weapon: Blunt
You gain 3m of Movement and the ability You can use an Action to spend 2 P/T
to go into Martial Stances. To enter a Stamina. Weapons you have equipped gain
Stance you use a Free Action and spend the 2 P/T Damage for 2 rounds.
Stance's Stamina Activation cost, and at
the beginning of each of your turns while Embody Weapon: Thrown
it is active you lose Stamina equal to the
You can use an Action to spend 3 P/T
Stance's Stamina Upkeep cost. Each Stance
Stamina. Weapons you have equipped gain
will have its own effect while it is active.
the Thrown Trait for 2 rounds.
You can exit a Stance as a Free Action on
your turn, but you cannot exit a Stance the
turn you entered it. You can only have one Stamina Capacity
Stance active at a time. You gain Max Stamina equal to your Level.
Base Skill
Dual Stance
Embody Weapon: Blade Stance Abilities take 1 less Stamina to
You can use an Action to spend 2 P/T activate and upkeep. You can now have
Stamina. Weapons you have equipped gain two Stances active at once.
the Momentum Trait for 2 rounds.
Weapon Soul
Embody Weapon: Polearm Your Embody Weapon abilities last for 1
You can use an Action to spend 3 P/T more round and costs 1 P/T less Stamina.
Stamina. Weapons you have equipped gain
the Long Trait for 2 rounds.
Embody Weapon: Axe
You can use an Action to spend 5 P/T
Stamina. Weapons you have equipped gain
the Swing Trait for 2 rounds.
Warforger Pre-Alpha Version 1.2 80
Martial Main Tree
Adrenaline Stance Brawler Stance
Stamina Activation: 3 Stamina Activation: 2
Stamina Upkeep: 3 Stamina Upkeep: 2
While you are in Adrenaline Stance, you While in a Brawler Stance, if you are
gain 1 Evasion, 2m of Movement, and 1 Attacked by a creature within 1m, you can
Strength. use a Reaction to make a Melee Weapon
Stance Attack on the creature you were Attacked
by.
Fight Response Stance
You gain 2 Strength instead of 1 while in
your Adrenaline Stance. Resistant Body
When you are hit by an Attack while
Flight Response in your Brawler Stance, you can spend 2
P/T Stamina as a Reaction to increase
Once per round while you are in your
your Defense by your Strength for that
Adrenaline Stance, you can take the Sprint
Attack.
Action as a Free Action by spending 2
Stamina.
Reckless Brawler
Freeze Response Once per round while you are in your
Brawler Stance, you can use the Reaction
While you are in your Adrenaline Stance,
Attack from Brawler Stance as a Free
at the beginning of your turn you can
Action instead of a Reaction.
spend 2 Stamina and reduce your
Movement to 0. You gain 1 Defense for
every 2m of Movement that you reduced
this way. This goes away when you are hit
or at the beginning of your next turn.
Warforger Pre-Alpha Version 1.2 81
Vulcanian
Warforger Pre-Alpha Version 1.2
Vulcanian
Number Name Page
0 Vulcanian 84
1 Embody Weapon: Fire 84
2 Consume Flame 84
3 Concussive Blow 84
4 Ignition Shift 84
5 Flame Lash 84
6 Embody Weapon: Earth 84
7 Rock Wall 85
8 Scattershot 85
9 Improved Walls 86
10 Rock Protection 86
11 Stance: Magma Form 86
12 Magma Armor 86
13 Magma Walk 86
14 Lava Flow 87
15 Eruption 87
Warforger Pre-Alpha Version 1.2 83
Vulcanian
Vulcanian Ignition Shift
You can now produce a flaming hand that can You gain access to the Inferno Action.
Grab creatures within 3m of you. Creatures
Inferno - You can consume up to 3 + twice
that are grabbed by the hand gain 3 stacks of
On Fire at the beginning of their turn. You your Tier stacks of On Fire from creatures
still use Strength to Grab. you can see. Target a creature within 5m
Base Skill that has at least 1 stack of On Fire. That
creature gains stacks of On Fire equal to
Embody Weapon: Fire the amount you consumed.
You can use an Action to spend 2 P/T
Stamina. Weapons you have equipped gain 1
Fire Damage for every 2 stacks of On Fire you Flame Lash
have for 2 rounds. As an Action you consume stacks of On
Fire from a creature you can see within 5m
Consume Flame to enhance your weapon with flames. For
When a creature takes damage from the On every 3 stacks of On Fire you consumed,
Fire Condition within 5 m, you can spend 4 your weapon gains 1m of Range.
Stamina as a Reaction and consume up to
twice your Tier stacks of On Fire from the
creature. You heal 2 Health for each stack of Embody Weapon: Earth
On Fire you consumed. You can use an Action to spend 2 P/T
Stamina. Weapons you have equipped
Concussive Blow inflict the Grounded Condition for 2
As an Action, spend 3 P/T Stamina and make
rounds. This effect lasts 3 rounds.
a Weapon Attack against a creature within
your range. When you make this Attack, you
consume up to 1 P/T stacks of On Fire
regardless of whether you hit or miss the
Attack. Creatures within an amount of meters
equal to 1 + the amount of On Fire stacks
consumed this way must make an Agility Save.
On a fail Creatures receive of stacks of On Fire
equal to half the amount of stacks used for the
initial Attack. (This still counts as taking the
Attack Action)
Warforger Pre-Alpha Version 1.2 84
Vulcanian
Rock Wall Shattershot
As an Action or Reaction at the start of a As an Action you can spend 4 Stamina and
creature's turn, you can spend 2 P/T shatter a Rock Wall within 1m of you. You
Stamina. You create a wall of rock 1m thick can chose to do a Burst Shot or a Blast
and an amount of meters wide and tall Shot. Your wall is treated as a Ranged
equal to 3 + your Tier and 5m extra if you Weapon for the purposes of effects, and
are in Magma Form Stance. You can create any modifications to the wall modify the
this an amount of meters from you equal to Burst and Blast Shot. These Actions are
2 + your Tier or twice as far if you are in treated as you having Expertise in them
Magma Form Stance. You can only have and use the Strength stat for their
two Rock Walls conjured at a time. Attacking Stat. These do not count as
Attacks.
Burst Shot - All creatures within an
amount of meters equal to your Strength of
the wall must make an Agility Save. On a
fail they take 4 P/T Piercing Damage. If
you shattered a Magma Wall, the creatures
that fail gain stacks of On Fire equal to
your Tier.
Blast Shot - Target a creature within 30m
of you and make a To-Hit Check. On a hit
you deal 5 P/T Bludgeoning Damage. If
you shattered a Magma Wall, the hit
creature takes an additional 3 P/T Fire
Damage and gains stacks of On Fire equal
to your Tier.
Warforger Pre-Alpha Version 1.2 85
Vulcanian
Improved Walls Stance: Magma Form
Walls you create can be moved. As an Stamina Activation: 2
action you can move a rock wall an amount Stamina Upkeep: 2
of meters up to your Tier and spend When you hit a creature with a Weapon
Stamina equal to the amount of meters you Attack while in Magma Form Stance, that
moved the wall. If a creatures in the path of creature makes an Agility Saving Check.
the wall it is moved with the wall. if the On a fail that creature gains stacks of On
creature would be crushed by the wall it Fire equal to 2 + your Tier. At the start of
must make a Strength Save and if it fails it each of your turns when you have this
take 6 P/T Vital Damage. Stance active, you receive 2 stacks of On
Fire.
If you are in Magma Form Stance you can Stance
now create walls out of magma instead.
They are still considered Rock Walls. Magma Armor
Creatures touched by these walls make a
As an Action you enhance your armor by
Vitality Save or take 4 P/T Bludgeoning
surrounding it in magma. Your armor
and 3 P/T Fire Damage and gain On Fire
gains Defense equal to your Tier, and you
stacks equal to the amount of meters they
gain Reflect to Fire, but you gain one stack
were moved by the wall.
of On Fire each round it is active. You
cannot lose stacks of on fire until you
Rock Protection deactivate it as a Free Action on your turn.
As an Action or Reaction at any time you
can shatter a Rock Wall within 1m of you. Magma Walk
and surround yourself in protective stones.
You can stand on magma and lava an
You gain Reflect to Bludgeoning Damage
amount of minutes equal to your Tier. And
and your Defense is increased by your Tier
you gain 3 Movement while starting your
until the end of your next turn. If you
turn on top of magma.
shattered a Magma Wall creatures that
Attack you gain two stacks of On Fire.
Warforger Pre-Alpha Version 1.2 86
Vulcanian
Lava Flow
You can spend 3 P/T Stamina to spew a
line of magma 2m wide and 5m long in a
direction. Creatures that enter the magma,
are in the area on creation, or start their
turn in the magma make an Agility Save.
On a fail they take 2 P/T Fire Damage and
gain stacks of On Fire equal to your Tier.
The magma hardens and cools after 3
rounds.
Eruption
As an Action you can spend 8 Stamina and
strike the ground to have magma erupt out
of the ground around you in meters equal
to 1 + your Tier. Creatures that start their
turn or moves into a space with magma for
the first time on a turn makes an Agility
Save. On a fail they gain stacks of the On
Fire Condition equal to your Tier and take
4 P/T Fire Damage. The magma hardens
and cools after 3 rounds.
Warforger Pre-Alpha Version 1.2 87
Warrior
Warforger Pre-Alpha Version 1.2
Warrior
Warrior is the guardian support
Class. Using abilities like Taunt,
a Warrior can draw the
attention away from their allies.
It also has abilities which allows
it to get stronger when the
enemy doesn’t attack it, making
it a powerful threat to any
opposing force if ignored. A
strong offense is a good defense
and that definitely applies for
the Warrior.
Stats Subclasses
Physical Class Berserker
Main Stat: Vitality
HP Multiplier: 8
Warforger Pre-Alpha Version 1.2 89
Warrior Main Tree
Number Name Page
0 Warrior Training 91
1 Focus 91
2 Stronger Focus 91
3 Focus Pool 91
4 Speeding Focus 91
5 Double Focus 91
6 Heavy Armor Master 91
7 Quick Guard 91
8 Unarmed Guard 91
9 Focusing Guard 91
10 Vital Guard 91
11 Taunt 92
12 Focusing Taunt 92
13 Guarding Taunt 92
14 Deep Cut 92
15 Multaunt 92
Warforger Pre-Alpha Version 1.2 90
Warrior Main Tree
Warrior Training Speeding Focus
When you have a Defensive Item equipped, You now also gain a bonus to Speed equal
you gain Defense equal to half your Tier to the amount of Focus Counters you have.
rounded up.
Base Skill Double Focus
You now gain 2 Focus Counters at the start
Focus of each turn instead of one.
At the beginning of each of your turns
during combat, you gain one Focus Heavy Armor Master
Counter. You automatically lose all Focus
While wearing Heavy Armor you gain a
Counters when a creature hits you with an
bonus to Defense equal to your Vitality up
Attack or when combat ends. Weapon
to a max of 1 P/T.
Attacks you make gain a bonus to Expertise
equal to the amount of Focus Counters you
have. You can have a max amount of Focus Quick Guard
Counters equal to your Tier. You can use the Guard Action as a
Reaction at any time.
Stronger Focus
When you are hit by an Attack and have Unarmed Guard
more than 1 Focus Counter, you make a You can Guard even if you don't have a
Vitality Save. The MT for this Save is the Defensive Item equipped.
Weapon or Spell Save of the creature that
hit you, depending on what they used to Focusing Guard
hit you. On a success you do not lose your When you are Guarding and you are hit by
Focus Counters. an Attack, you don’t lose Focus Counters.
Focus Pool Vital Guard
You can now have an amount of Focus When you take the Guard Action, you also
Counters up to your Vitality instead of gain 2 Evasion and can use your Vitality
your Tier. If your Vitality is lower than or instead of Strength for the bonus to
equal to your Tier you can have an amount Defense.
of Focus Counters of up to 1 + your Tier.
Warforger Pre-Alpha Version 1.2 91
Warrior Main Tree
Taunt Deep Cut
You get access to the Taunt Action. Taunt now lasts for 2 rounds.
Taunt - Target a creature. That creature
makes an INT Save. On a fail they cannot Multaunt
target creatures other than you for 1
You can Taunt two creatures at once.
round.
Focusing Taunt
When you are hit by a creature that you
Taunted, you lose 1 Focus Counter instead
of all of them.
Focus
Guarding Taunt
When you Taunt a creature, you gain the
benefits of the Guard Action on Attacks
they make against you. You must still be
able to take the Guard Action normally.
This effect can stack with the Guard
Action as well.
Warforger Pre-Alpha Version 1.2 92
Berserker
Warforger Pre-Alpha Version 1.2
Berserker
Number Name Page
0 Berserker 95
1 Rage 95
2 Ragdrenaline 95
3 Berserk 95
4 Longer Berserk 95
5 Enduring Rage 95
6 Speeding Rage 95
7 Berserking Taunt 95
8 Supberserk 96
9 Even Angrier 96
10 Instinctual Rage 96
11 Ragejuvinate 96
12 Raging Luck 96
13 Improved Rage 96
14 Living Shield 96
15 Raging Shield 96
Warforger Pre-Alpha Version 1.2 94
Warrior Berserker Tree
Berserker Longer Berserk
Your Speed is increased by 2. Berserk now lasts until the end of your
Base Skill next turn, and Rage Counters you gain
while Berserk automatically add onto its
Rage effects and are removed. This does not
increase the duration of your Berserk.
Whenever an ally within 5m is targeted by
an opponent you gain a Rage Counter. You
can have a max amount of Rage Counters Enduring Rage
equal to three times your Tier. Rage While you are in Berserk, you gain Defense
Counters go away at the end of combat or equal to the amount of Rage Counters you
after 5 rounds have passed where you lost when you went Berserk.
didn't gain any Rage Counters. When you
would take Damage, you can expend any Speeding Rage
amount of Rage Counters. Reduce the
While you are in Berserk, you gain an
Damage you took by 1 for each Rage
amount of meters of Movement equal to
Counter you spent.
the amount of Rage Counters you lost
when you went Berserk.
Ragdrenaline
When you gain 1 or more Focus Counters, Berserking Taunt
you can choose to instead gain that many
While you are in Berserk, creatures suffer a
Rage Counters.
penalty to their INT Save against your
Taunt equal to by the amount of Rage
Berserk Counters you lost when you went Berserk.
As a Free Action you can go Berserk until Prerequisite: Taunt
the end of this turn, removing all Rage
Counters you currently have. While
Berserk you gain a bonus to To-Hit Checks
with weapons equal to the amount of Rage
Counters you used.
Warforger Pre-Alpha Version 1.2 95
Warrior Berserker Tree
Supberserk Improved Rage
When you enter Berserk with 3 or more You reduce Damage by 3 for each Rage
Rage Counters, you can take the Taunt Counter instead of 1.
action as a Free Action.
Living Shield
Even Angrier When another creature within 1m of you is
When you gain Rage Counters, you now targeted by an Attack they can use you as a
gain 2 instead of 1. Living Shield as a Reaction if you are
willing. When they do so you gain 2 Rage
Instinctual Rage Counters and you take Damage instead of
them.
You gain 1 Rage Counter when Attacked
or when you take non-Healing Damage
from a non-Attack ability. This is not Raging Shield
increased by Even Angrier. When a creature uses you as a Living
Shield, you can spend Rage Counters up to
Ragejuvinate your Strength to reduce the To-Hit Check
of the Attack by the amount of Rage
You get access to the Ragejuvinate Action.
Counters spent. This still uses the
Attacked creature's Evasion not yours.
Ragejuvinate - You can expend Rage
Counters up to your Tier and Heal for 2
Health for each Rage Counter expended
this way.
Raging Luck
When you roll a Saving Check, you can
expend Rage Counters to increase your roll
by 1 for each Rage Counter spent up to a
max amount equal to your Vitality.
Warforger Pre-Alpha Version 1.2 96
Assassin
Warforger Pre-Alpha Version 1.2
Assassin Assassins are the scariest of the
Classes. Being able to take down a
target in a matter of seconds. You
never want to be on the wrong side
of an assassin’s blade. Well versed in
Ranged weapons and weapons with
immeasurable speed. Typically
assassins are calculating taking a few
seconds to setup before striking
down their opponent when they
least expect it. Assassins are also
masters of dodging and stealth.
Using quick evasion to dodge
enemies attacks at a moment's notice
or hiding so the enemy can’t even
attack them.
Stats Subclasses
Physical Class Hunter
Main Stat: Agility
HP Multiplier: 7
Warforger Pre-Alpha Version 1.2 98
Assassin Main Tree
Number Name Page
0 Assassin Training 100
1 Assassin’s Mark 100
2 Quick Mark 100
3 Extra Mark 100
4 Surprise Attack 100
5 Double Tap 100
6 Vital Strike 100
7 Backstab 100
8 Knock Down 100
9 Focus 101
10 Quick Strike 101
11 Tenacity 101
12 Assassin’s Might 101
13 Sprinter 101
14 Quick Dodge 101
15 Backflip
Warforger Pre-Alpha Version 1.2 99
Assassin Main Tree
Assassin Training Double Tap
You gain a +1 bonus to Expertise with You can spend 3P/T stamina to reroll the
Assassin Weapons. A weapon counts as an To-Hit Checks of an Attack as a Reaction.
Assassin Weapon if it can use Agility as its
You must take the new roll and cannot
main Attacking stat.
reroll the check more than once.
Base Skill
Assassin's Mark Vital Strike
As an Action you can mark a creature you When you roll a 10 on your Base Die on
can see within 10m with your Assassin's Attacks made with Assassin Weapons, you
Mark. You gain +2 to hit with Assassin deal a Critical Hit. Critical Hits deal extra
Weapons when Attacking creatures you P/T Critical Damage equal to the number
have marked with your Assassin's Mark. you rolled on your Bonus Die.
You can only have one creature marked at a
time. Assassin Marks last for one hour or
until you mark another creature. Backstab
If you are within 1m of an enemy that has
Quick Mark been hit by an Attack that you were not hit
Once per round when you target a creature by, and you did not use an Action to
with an Attack with an Assassin Weapon, Attack or cast a Spell during your last turn,
you can mark that creature with your as a Free Action you can spend 4 Stamina
Assassin's Mark as a Free Action. to Attack that enemy with an Assassin
Weapon you have equipped. This Attack
Extra Mark counts as Attacking as a Reaction. You can
You get access to a second Assassin's Mark. only do this once per round.
You cannot mark the same creature twice.
Knock Down
Surprise Attack When you hit a creature with Backstab
When you hit a creature with an Attack as they must make an Agility save. On a fail
a Reaction, that creature's Defense is they gain the Frail Condition for 1 round.
reduced by your Tier until the end of your
This applies before the Damage of the
next turn. This effect can stack and is
Backstab.
extended by 1 round for each stack.
Warforger Pre-Alpha Version 1.2 100
Assassin Main Tree
Focus Sprinter
You gain access to the Focus Action. You gain 3m of Movement.
Focus - You focus on your weapon. For 1
round, that Weapon deals bonus Damage Quick Dodge
equal to the Weapon’s Base Damage.
As a Reaction at the start of any turn, you
can take the Disengage Action and move an
Quick Strike amount of meters up to your Agility.
When you use Assassin Weapons, they are
treated as having the Speedy property. If Backflip
they already have the Speedy property, they
You can now Quick Dodge as a Reaction to
can be used to Dual-Wield if you are
an Attack before you know if you are hit or
Attacking as a Reaction.
not. By doing so you can only move 1m
away. If the Attack could not hit you at the
Tenacity new distance it misses.
When Dual-Wielding Weapons, you can
use the Guard Action.
Assassin’s Might
Your Focus now works when Dual-
Wielding. If your Offhand Weapon has
Focus you also add the Focus Damage into
the Dual-Wielding damage.
Warforger Pre-Alpha Version 1.2 101
Hunter
Warforger Pre-Alpha Version 1.2
Hunter
Number Name Page
0 Hunter 104
1 Rope Arrows 104
2 Net Trap 104
3 Hunter’s Mark 105
4 Shredding Mark 105
5 Blinding Mark 105
6 Poisoned Mark 105
7 Wolf Companion 105
8 Pack Animal 105
9 Hunter’s Transformation 105
10 Direwolf 106
11 Hawk Companion 106
12 Aerodynamic 106
13 Greathawk 106
14 Octopus 106
15 Easy Fit 106
16 Giant Squid 107
Warforger Pre-Alpha Version 1.2 103
Assassin Hunter Tree
hunter Net Trap
You get access to a Hunter’s Companion By spending 2 Actions, you or your
Summon. The Summons DL is equal to your Hunter's Companion set down a Net Trap.
Level. Your Hunter's Companion gains any The size of the Net Trap is either the tile
Main Tree Assassin Skills you have. For each
they are on or all tiles within 1m of them.
Tier above 1, you can increase two of your
Creatures other than you and your
Companion’s Stats by 1 up to a maximum of 7.
Hunter's Companion cannot see the trap.
Your Hunter's Companion takes Breaks and
Any creatures other than you or your
Rests and gains the same benefits from them as
you do. If your Hunter's Companion dies, you Companion that starts their turn in the
can bring it back to life fully healed on a Rest. trap or enters the Trap during their turn
You can only have one Hunter's Companion must make an Agility save. On a fail the
out at a time and can change which type of creature is caught in the trap and is prone,
Companion you have on a Break. cannot move, automatically fails Agility
Multi Skill: One of the following: Wolf Saving Checks, and cannot take Actions or
Companion, Hawk Companion, Octopus Reactions other than to escape. They can
Companion break free of the trap by spending 2
Actions and making a Strength Save. On a
Rope Arrows success they break free and are no longer
You can spend 2 P/T Stamina when you trapped. Other creatures within 1m of
Attack with a bow. On a hit the target makes them can spend 2 Actions to free them
an Agility Save. On a fail they are Restrained without making a save. The trap becomes
by the arrows and cannot move, take Actions, the size of the creature it trapped when it’s
or take Reactions other than to break free and triggered and is destroyed when the
automatically fails Agility Saving Checks. To
creature is freed.
break free they take an Action and make a
Strength Save. On a success they are no longer
Restrained. Other creatures within 1m of
them can also release them as an Action
without making a Check. During your turn,
you can use the Pull Action on the Restrained
creature. This moves them up to 3m from
their current position in any direction except
away from you.
Warforger Pre-Alpha Version 1.2 104
Assassin Hunter Tree
Hunter's Mark Shredding Mark
You get access to Hunter’s Marks. You can now apply a Shredding Hunter's
Whenever you hit a creature with a Mark. When your Hunter's Companion
Ranged Attack, that creature gains a hits a creature with the Shredding
Hunter's Mark for 2 rounds. If your Hunter's Mark, that creature gains the
Hunter's Companion Attacks a creature Frail Condition until the end of your next
with a Hunter's Mark, the Attack gains all turn.
benefits of your Assassin’s Mark. If you
learn an additional type of Hunter's Mark, Wolf Companion
when you hit a creature you chose what
You get access to a Wolf Companion. It
Mark to use. They are all still considered
gains additional abilities based on its DL.
Hunter's Mark for the sake of MRE.
The Danger Level of the Summon is equal
to your Level.
Poisoned Mark
You can now apply a Poisoned Hunter's Pack Animal
Mark. When your Hunter's Companion
Your Hunter's Companion gains the Pack
hits a creature with the Poisoned Hunter's
Animal ability.
Mark, that creature makes a Vitality Save
Pack Animal - While this creature is within
against your Assassin MT. If it fails it gains
2m of an ally, it gains a +2 bonus to
the Poisoned Condition and 1 P/T stacks
Evasion and to To-Hit Checks with all
of the Poison Stacking Condition. The
Attacks.
Poisoned Condition goes away when that
creature no longer has any stacks of Poison.
Hunter’s Transformation
By spending 2 P/T Stamina as a Free
Blinding Mark
Action and an additional 2 P/T Stamina
You can now apply a Blinding Hunter's
each time you command it, your Hunter’s
mark. When your Hunter's Companion
Companion can turn into its Hunter's
hits a creature with the Blinding Hunter's
Transformation based on the type of
Mark, that creature can no longer see more
Hunters Companion it is.
than 3m away from it until the end of its
Base, Optional Merge (1)
next turn.
Warforger Pre-Alpha Version 1.2 105
Assassin Hunter Tree
Direwolf Greathawk
Your Wolf Companion transforms into the Your Hawk Companion transforms into
Hunter's Direwolf. While transformed it the Hunter's Greathawk. While
uses the Hunter's Direwolf statblock and transformed it uses the Hunter's
counts as a Hunter’s Companion for all Greathawk statblock and counts as a
purposes including increasing DL. It Hunter’s Companion for all purposes
retains any Damage taken and Stamina lost including increasing DL. It retains any
when transforming into and out of Damage taken and Stamina lost when
Direwolf form. transforming into and out of Greathawk
Transformation, Prerequisites: Pack form.
Animal Transformation, Prerequisites:
Aerodynamic
Hawk Companion
You get access to a Hawk Companion. It Octopus Companion
gains additional abilities based on its DL. You get access to a Octopus Companion. It
The Danger Level of the Hawk Companion gains additional abilities based on its DL.
is equal to your Level. The Danger Level of the Octopus
Companion is equal to your Level.
Aerodynamic
Your Hunter's Companion gets the Easy Fit
Aerodynamic ability. Your Hunter's Companion gains the Easy
Aerodynamic - This creature's movement is Fit ability.
increased by 5m. Easy Fit -This creature gains an Armor
Slot. Its Evasion and Defense are calculated
the same as a character while wearing
armor, and it gains any additional benefits
the armor provides.
Warforger Pre-Alpha Version 1.2 106
Assassin Hunter Tree
Giant Squid
Your Octopus Companion transforms into
the Hunter's Giant Squid. While
transformed it uses the Hunter's Giant
Squid statblock and counts as a Hunter’s
Companion for all purposes including
increasing DL. It retains any Damage taken
and Stamina lost when transforming into
and out of Giant Squid form.
Transformation, Prerequisites: Easy Fit
Warforger Pre-Alpha Version 1.2 107
Mage
Warforger Pre-Alpha Version 1.2
Mage
The Mage is the master of the
arcane. Studying runic magic to
it’s near perfection has led Mages
to be able to modify spells with
modification runes. Runes that
enhance or modify the other
Runes in the spell. Mages are
super versatile combat
spellcasters. Mages are capable of
taking down even the strongest
opponent with massive spells and
Damage Types that no other
spellcasters have access to like
Arcane and True Damage.
Stats Subclasses
Magical Class Scribe
Main Stat: Intellect
HP Multiplier: 6
Rune List: Arcane
Warforger Pre-Alpha Version 1.2 109
Mage Main Tree
Number Name Page
0 Arcane Magic 111
1 Mage Hand 111
2 Sage’s Regret 111
3 Attentive 111
4 Rune Capacity I 111
5 Memorization I 111
6 Memorization II 111
7 Rune Capacity II 111
8 Medium Versatility 111
9 Refocus 111
10 Friendly Fire I 112
11 Friendly Fire II 112
12 Mana Regen I 112
13 Mana Regen II 112
14 Mana Regen III 112
15 Manaflow 112
Warforger Pre-Alpha Version 1.2 110
Mage Main Tree
Arcane Magic Memorization II
You have the ability to feel the arcane. You You gain an additional Prepared Spell. This
can use an Action to detect if an object you stacks with Memorization I.
can see is magical.
Base Skill Rune Capacity II
You gain an additional Known Rune. This
Mage Hand stacks with Rune Capacity I.
You gain a bonus Hand Slot. It can be used
to cast Spells even if both of your hands Medium Versatility
have equipped items. You can activate
Once per Rest you can use two Actions to
active effects of items in the Slot. The
attune to a Spell Medium with a different
Strength of the Hand is equal to your
Type than the one you are currently
Strength.
attuned to. You cannot swap from a Wand
to a Staff or vice-versa.
Sage’s regret
You can replace 1 Known Rune with Refocus
another Rune you could currently know
You gain access to the Refocus Action.
on a Rest.
Refocus - You gain 2 Attention Counters.
This can only increase your Attention
Attentive Counters up to the amount of Attention
Attention Spells now give you 4 Attention Counters you gained from casting that
Counters instead of 3. spell originally.
Rune Capacity I
You gain an additional Known Rune.
Memorization I
You gain an additional Prepared Spell.
Warforger Pre-Alpha Version 1.2 111
Mage Main Tree
Friendly Fire I Mana Regen II
When you cast a Spell with a Saving Check, Once per turn as an Action, you gain 3 P/T
you can choose a number of creatures equal Mana. This does not work outside of
to half your Intellect to automatically combat.
succeed the Save.
Mana Regen III
Friendly Fire II Once per turn as an action, you gain 5 P/T
You can now choose a number of creatures Mana. This does not work outside of
equal to your Intellect for Friendly Fire. combat.
Mana Regen I Mana Flow
Once per turn as an Action, you gain 2 You gain a bonus to Max Mana equal to
Mana. This does not work out of combat. your Magical Levels.
Warforger Pre-Alpha Version 1.2 112
Scribe
Warforger Pre-Alpha Version 1.2
Scribe
Number Name Page
0 Scribe 115
1 Spell Mod 115
2 Quick Mod 115
3 Telepath Mod 115
4 Sniper Mod 115
5 Elemental Mod 115
6 Long Mod 115
7 Lucky Mod 115
8 Spell Sigil 115
9 Triple Sigil 116
10 Stored Sigil 116
11 Quick Sigil 116
12 Instant Sigil 116
13 Spell Scroll 116
14 Second Scroll 116
15 Unknown Scroll 116
16 Runic Scroll 117
Warforger Pre-Alpha Version 1.2 114
Mage Scribe Tree
Scribe Elemental Mod
You gain 2 additional Max Stamina for You spend 4 P/T Stamina to change one
each Level you take in the Scribe tree. Damage Type the Spell does to any other
Base Skill Physical or Magical Damage Type of your
choice.
Spell Mod
You get access to Spell Modifications. You Long Mod
can modify a Spell with an unlocked Spell
You spend 3 P/T Stamina to double the
Mod by spending an amount of Stamina
duration of effects of a Spell.
specified on the Spell Mod.
Base Skill
Lucky Mod
You spend 7 P/T Stamina when you cast a
Quick Mod
Spell that uses Runes. Roll 1d4 and add
You spend 5 P/T Stamina to Cast a Spell as
that to To-Hit Checks of the Spell. If the
a Reaction at any time.
Core Rune requires a Saving Check, the
creature making the Save rolls 1d4 and
Telepath Mod subtracts it from their Save.
You spend 4 Stamina to Cast a Spell
without the need to use of your hands or Spell Sigil
voice.
As an Action you make a small Spell Sigil
on any surface you can touch. Cast a Spell
Sniper Mod you have Prepared to store the Spell in a
You spend 3 P/T Stamina to double the Sigil. You can activate that Sigil as an
range of the Spell. This does not affect the Action and the Spell takes effect from the
size of a spell's AOE only targeting position of the Sigil. If a Spell with
distance. Attention is Casted into a Sigil, you gain
Attention when the sigil activates. You can
only have one Sigil made at once, and your
Sigil goes away after 3 rounds.
Warforger Pre-Alpha Version 1.2 115
Mage Scribe Tree
Triple Sigil Spell Scroll
You can now have up to three Spell Sigils When you take a Rest or Break, you can
out at once. write any Spell you could Prepare on a
minor Scroll. You have one Scroll and
Stored Sigil magically get a new one on a Break or Rest
but your old one is destroyed. Any creature
You can store an object or willing creature
with the Spell Scroll can cast the Spell
that is less than or equal to one tile in size
using the Scroll with your Mana if you are
in your Spell Sigil and it reappears when
willing. They can also destroy the Spell by
you activate it. If the Sigil disappears with
Casting the Spell without using your
an object or creature inside it, they are
Mana. If the Spell is casted in this way and
automatically released. Creating a Stored
has a variable Mana Cost, it is Cast with an
Sigil does not count as casting a spell.
amount of Mana equal to your Level. The
spell is cast using your Intellect.
Quick Sigil
You can activate your Spell Sigil at any
Second Scroll
time as a Reaction. This also counts as
You get a second Spell Scroll that is written
Casting the Spell as a Reaction.
and replenished the same as the first.
Instant Sigil
Unknown Scroll
You can activate Spell Sigils as a Free
You can now write Spells on your Spell
Action.
Scrolls using any Runes or Non-runic
Spells that you could know.
Warforger Pre-Alpha Version 1.2 116
Mage Scribe Tree
Runic Scroll
You can now write any Known Rune in
your Spell Scroll. This Scroll can substitute
a Power or Core Rune for any of your
Spells upon Casting and will use the effect
of the Rune on this Scroll instead of the
original for this Spell. If it is a Power Rune,
you can destroy the Scroll to reduce the
Mana Cost of the Power Rune on the
Scroll to 0.
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Artificer
Warforger Pre-Alpha Version 1.2
Artificer Artificers are masters of
technology and utility. They can
make powerful artifacts for them
and their allies to use. They also
have mastered Non-runic magic,
an ancient form of magic so
complex it takes years to learn.
They are the ultimate magical
Shh… multi-tool. This doesn’t mean
they can’t do battle. As a clever
artificer can easily use their tools
to destroy their enemies. As the
Knowledge Class they are experts
in crafting and trades and are
commonly blacksmiths and
engineers.
Stats Subclasses
Magical Class Gunsmith
Main Stat: Knowledge
HP Multiplier: 6
Spell List: Mind
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Artificer Main Tree
Number Name Page
0 Mind Magic 121
1 Intermediate Casting 121
2 Natural Expert 121
3 Stamina Junkie 121
4 Artificer's Best Friend 121
5 Bonus Artifacts 121
6 G1 Grand Design 121
7 Grade One Artifacts 121
8 G1 Hermes Boots 121
9 G1 Enchanted Plate 122
10 G1 Maneki Neko 122
11 G1 Anklet of Featherfall 122
12 Grade Two Artifacts 122
13 G2 Portable Wall Amulet 122
14 G2 Tent in a Can 123
15 G2 Mystical Bonfire 123
16 G2 Telekinetic Gloves 123
17 Grade Three Artifacts 123
18 G3 Manasmith’s Wand 123
19 G3 Ring of Teleportation 124
20 G3 Artifice Potion 124
21 G3 Manashield
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Artificer Main Tree
Mind Casting Bonus Artifacts
Artificer, is a Class focused on producing You can now have an amount of Artifacts
special magical items only available to out at once equal to your Tier, including
them. If one of your Artifacts is stolen,
multiple of the same Artifact.
lost, or broken, you can take one hour of
meditation to recover your lost Artifacts.
You can only have one Artifact out at a G1 Grand Design
time and you can swap what Artifact you This Artifact counts as a Grade 1 Artifact.
have out as an Action. This Artifacts act as the item in your
Base Skill Grand Design Artifact Slot. When you
have this Skill you can choose one weapon,
Intermediate Casting armor, Defensive Item, or Accessory you
Long Casting now takes 10 seconds to touch to be copied into your Grand Design
Cast. Artifact Slot over the course of 1 hour. The
overrides the previous item in the Slot.
Natural Expert
The Stamina Cost of Long Casting a Spell
is halved.
Grade 1 Artifacts
You can now use Grade 1 Artifact Skills.
Multi Skill: When you take this Skill, you
Stamina Junkie
gain two optional Grade 1 Artifact Skills
Your Max Stamina is increased by 2 per
from this tree without using skill points.
Artificer Level you have.
Artificer's Best Friend G1 Hermes Boots
You get a small Spell book. It can hold an You get access to the Grade 1 Artifact -
amount of Spells equal to three times your Hermes Boots.
Tier. You can put any Known Spell in the Name: Hermes Boots
book but can only Long Cast them. If your Storage Cost: 4
book is lost or destroyed you can recall it to Equip Slot: Accessory
yourself by spending 1 minute focusing. If Effects: You gain Movement equal to your
it still exists, your old spell book is
Tier.
destroyed. Only you can read your Spell
Optional, Artifact
book.
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Artificer Main Tree
G1 Enchanted Plate Grade 2 Artifacts
You get access to the Grade 1 Artifact - You can now use Grade 2 Artifact Skills.
Enchanted Plate. Multi Skill: When you take this skill, you
Name: Enchanted Plate gain two Grade 2 or lower Artifact Skills
Storage Cost: 2 from this tree without using Skill Points.
Three times per day you can have the
magical plate summon any food. The G2 Portable Wall Amulet
magically enhanced food gives a creature
You get access to the Grade 2 Artifact -
who eats it Hunger Points equal to your
Portable Wall Amulet
Tier.
Name: Portable Wall Amulet
Optional, Artifact
Storage Cost: 1
Equip Slot: Accessory
G1 Maneki Neko Effects: As an Action you can make a wall
You get access to the Grade 1 Artifact - of magic that is 1m thick, up to 3m high,
Maneki Neko. and extends out an amount of meters up to
Name: Maneki Neko your Tier. This wall is opaque and can be
Storage Cost: 1 hidden behind.
Equip Slot: Accessory Optional, Artifact
Effects: Once per Rest as a Reaction, you
can use the Maneki Neko to get a bonus to
a Check equal to your Tier.
Optional, Artifact
G1 Anklet of Featherfall
You get access to the Grade 1 Artifact -
Anklet of Featherfall.
Name: Anklet of Featherfall
Storage Cost: 1
Equip Slot: Accessory
Effects: You take no Fall Damage.
Optional, Artifact
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Artificer Main Tree
G2 Tent in a Can G2 Telekinetic Gloves
You get access to the Grade 2 Artifact - You get access to the Grade 2 Artifact -
Tent in a Can Telekinetic Gloves.
Name: Telekinetic Gloves
Name: Tent in a Can
Storage Cost: 2
Storage Cost: 1
Equip Slot: Accessory
Equip Slot: Hand
Effects: Allows you to pick up objects you
Effects: Once per day as an Action, you can can see within 10m of you whose size is less
release a tent in 3m x 3m x 3m area. You than an X meter cube in size using your
can dismiss the tent as a Free Action. While mind where X is equal to your Tier. You
in the tent, Rests and Breaks take half as cannot pick up creatures with this ability.
long. You also gain 5 P/T Mana on a sleep Optional, Artifact
Break or 3 P/T Stamina on a meditation
Break. Only one person can rest in the tent Grade 3 Artifacts
at a time. These tents last 1 day before they You can now use Grade 3 Artifact Skills.
disappear. Multi Skill: When you take this skill, you
Optional, Artifact gain two grade three or lower artifact skills
from this tree without using skill points.
G2 Mystical Bonfire
You get access to the Grade 2 Artifact -
G3 Manasmith's Wand
You get access to the Grade 3 Artifact -
Mystical Bonfire
Manasmith’s Wand.
Name: Mystical Bonfire Name: Manasmith’s Wand
Storage Cost: 3 Storage Cost: 3
Equip Slot: Hand Equip Slot: Hand
Effects: Once per day using 2 Actions, you Effects: Has Mana storage equal to four
can create a magical bonfire. This bonfire times your Tier. When you cast Spells
lasts 30 seconds. The bonfire takes up 2m x using the Mana stored in the wand their
2m. Creatures within 5m of the bonfire total mana cost is reduced by your Tier,
gain Health, Mana, or Stamina (their minimum 0. This counts as a Wand
choice) equal to your Tier at the beginning Casting Medium and restores any used
Mana on a Rest.
of each of their turns.
Optional, Artifact
Optional, Artifact
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Artificer Main Tree
G3 Ring of Teleportation
You get access to the Grade 3 Artifact -
Ring of Teleportation.
Name: Ring of Teleportation
Storage Cost: 1
Equip Slot: Accessory
Effects: As an Action you can teleport
yourself or one willing creature you can
touch up to an amount of meters equal to 3
+ your Tier.
Optional, Artifact
G3 Artifice Potion
You get access to the Grade 3 Artifact -
Artifice Potion.
Name: Artifice Potion
Storage Cost: 2
Effects: Three times per day you can drink
from the potion. You gain Mana and
Stamina equal to four times your tier.
Optional, Artifact
G3 Manashield
You get access to the Grade 3 Artifact -
Manashield.
Name: Manashield
Storage Cost: 0
Effects: A floating shield will follow you
around and protect you. You gain 1 P/T
Defense while the shield is following you.
You can only have one Manashield
following you at a time.
Optional, Artifact
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Gunsmith
Warforger Pre-Alpha Version 1.2
Gunsmith
Number Name Page
0 Gunsmith 127
1 G1 Modular Firearm 127
2 Attachment: Scope 127
3 Attachment: Magic Ammo 127
4 Attachment: Chaser Bullets 127
5 Attachment: Thermal Vision 127
6 Attachment: Speedloader 127
7 Attachment: Stock 127
8 Attachment: Large Mags 127
9 Attachment: Silencer 128
10 Attachment: Bayonet 128
11 Quick Load 128
12 Quick Draw 128
13 Hyper Modular 128
14 Trickshot 128
15 Chainshot 128
Warforger Pre-Alpha Version 1.2 126
Artificer Gunsmith Tree
Gunsmith Attachment: Chaser
You do not have any penalties Attacking Bullets
from within an enemy’s Melee Range using
Your Modular Firearm can now aim at
Firearms.
targets around walls and your bullets travel
Base Skill
non-linearly. You can target any creature
you know the location of in your weapon's
G1 Modular Firearms range that the bullet could reach,
You get access to the Grade 1 Artifact - regardless of path.
Modular Firearm. This Artifact acts as any
Firearm without Materials. Attachment Attachment: Thermal
Skills only apply to your Modular Firearm.
Prerequisite: Grade 1 Artifacts Vision
You can see the location of creatures
through walls which are 2m thick or less.
Attachment: Scope
You can use an Action to aim your
Modular Firearm. You gain Favored on Attachment: Speedloader
your next To-Hit Check with the Firearm. Your Modular Firearm gains the Speedy
This effect goes away after 1 minute. Trait. If it already has it, you can now
Reload it as a Free Action once per round.
Attachment: Magic Ammo
You imbue your Modular Firearm with a Attachment: Stock
Magical Damage Type. Your Firearm's Your modular firearm receives a +1 on To-
Damage Type is changed to that Type. You Hit Checks.
can change what Damage Type the Firearm
is imbued with as an Action. Attachment: Large Mags
Your Modular Firearm now holds double
the amount of shots before needing to
Reload.
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Artificer Gunsmith Tree
Attachment: Silencer Hyper Modular
Your Modular Firearm is now completely You can add or remove any number of
silenced and no longer makes noise when Materials from your Modular Firearm as
fired, reloaded, dropped, or interacted with you see fit. You must still use the proper
in any way. This does not stop the wielder amount of Materials for each slot, and you
from making noise such as speaking. are still limited to the Slots the weapon has.
Attachment: Bayonet Trickshot
You attach a Dagger to your Modular If you miss a target, the next creature
Firearm. The Dagger is treated as if it is behind them within your weapon's Range
equipped in your Hand Slot but you must make an AGI Save. On a fail they are
cannot throw it. If you hit an enemy with hit by the Attack instead.
your Modular Firearm that could be hit by
the Dagger, you use Dual Wielding as if Chainshot
you used the Dagger as well. This still
Your Trickshot now can go in any
applies if you Attack as a Reaction.
direction from the target.
Quick Load
When you fire your Modular Firearm, you
can spend 3 Stamina instead of using
ammo.
Quick Draw
At the beginning of combat as a Reaction,
you can Attack with your Modular
Firearm. You gain a +1 bonus to To-Hit
Checks when you Attack this way.
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Acolyte
Warforger Pre-Alpha Version 1.2
Acolyte The Acolyte, a follower of a being
of higher power than themselves.
Deriving their magic from the
bond between them and the
entity(s), They are truly loyal to
their devotion. Focusing on
support magic, they can heal and
buff their allies or leave their
enemies with horrible curses and
other debuffs. Keep in mind they
have many damaging abilities such
as exalting weapons with pure
divine energy. Never
underestimate the damage of a
combat medic.
Stats Subclasses
Magical Class The Divine
Main Stat: Charm
HP Multiplier: 7
Rune List: Spirit
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Acolyte Main Tree
Number Name Page
0 Spirit Casting 132
1 Aura 132
2 White Aura 132
3 Blue Aura 132
4 Green Aura 132
5 Auralocate 132
6 Spirit of Devotion 133
7 Adaptable Attunement 133
8 Improved Spirit 133
9 Material Medium 133
10 Aport Spirit 133
11 Exalt 134
12 Improved Exalt 134
13 Quick Exalt 134
14 Magical Exalt 134
15 Scaling Exalt 134
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Acolyte Main Tree
Spirit Casting Green Aura
You gain access to the Divine Insight Action. If any allied creature is Healed within your
You can use it an amount of times per Break
Aura, the allied creature is also Healed for
equal to your Tier.
Divine Insight - Target one creature within Health equal to your Charm. This effect
10m. You learn one Resistance or Immunity cannot happen to the same creature more
that creature has if it has one. than once per turn.
Base Skill Optional, Aura
Aura
As a Free Action you can
enable/disable/change an Aura that is Auralocate
surrounding you. The Aura is a 2m radius As a Free Action during your turn or a
circle centered on you that glows a solid color. Reaction at any time outside of your turn,
Depending on the color of the Aura, it has you can choose to center your Aura on any
different effects. The effects of Auras do not
point within 3m of yourself instead of
stack if one creature is under multiple of the
same color Aura. Auras last until you shut yourself.
them off. You also get access to the Red Aura. Prerequisite: Requires you have at least 4
different aura skills. This includes Red
Red Aura - Allies within your Aura Heal an Aura from the Aura skill.
amount of Health equal to twice your Tier at
the beginning of their turn. This Aura does
not work outside of combat.
White Aura
Allies who start their turn within this Aura
gain 3m of Base Movement.
Optional, Aura
Blue Aura
Allies inside this Aura gain 3 Defense.
Optional, Aura
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Acolyte Main Tree
Spirit of Devotion Adaptable Attunement
You summon a Spirit based on your You can now attune to any weapon or
devotion. The form this Spirit takes is up Defensive Item. That item counts as a
to you and your GM. Choose one special Casting Medium for the purposes of
ability for it to gain from the list below: getting Expertise on Prowess.
Eyes of Devotion: You can see through Improved Spirit
your Spirit’s vision.
Choose a second special ability for your
Spirit of Devotion to gain.
Mind of Devotion: You can communicate
with your Spirit telepathically from
anywhere and it can communicate with Material Medium
you in the same way. You can replace any one Material Slot on a
weapon or Defensive Item you have with a
Dermis of Devotion: Your Spirit can pick Spell Medium. While you are attuned to
and choose who can see it and any items it that weapon or Defensive Item you gain
is holding or wearing. the effects of the Spell Medium you applied
to it.
Feet of Devotion: Your Spirit can walk
through solid objects. Aport Spirit
You gain access to the Spirit Swap Action.
Wings of Devotion: Your Spirit gains the You can use it 3 times per Break and can
Flying Movement Type. only do it if your Spirit of Devotion is
within an amount of meters equal to 3 +
Voice of Devotion: Your Spirit can mimic CHA.
sounds it has heard before. Spirit Swap - The position of you and your
Spirit of Devotion is swapped.
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Acolyte Main Tree
Exalt Magical Exalt
You gain access to the Exalt Action. You You can now spend an Action or Reaction
can use this an amount of times per Break when you hit with a Spell Attack to Exalt
equal to your Tier. that Spell. Any affected targets gain the
Exalt - You Exalt a weapon you touch for 1 Exalt effects and Damage.
round. That weapon gains an amount of
bonus Light Damage equal to your Exalt Scaling Exalt
Damage. Your Exalt Damage is 3. When
Your Exalt Damage is now based on your
Exalting a weapon, you choose which Exalt
Tier.
type to use. A weapon cannot be Exalted
with more than one Exalt.
Tier 2 & 3: 5
Improved Exalt Tier 4 & 5: 7
Your Exalt Damage becomes 4 and Exalt
lasts for 2 rounds instead of 1. Tier 6 & 7: 9
Quick Exalt
You can now spend a Reaction when you
hit with a Weapon Attack to Exalt the
weapon before the effects are calculated.
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The Divine
Warforger Pre-Alpha Version 1.2
The Divine
Number Name Page
0 The Divine 137
1 Blessing 137
2 Golden Aura 137
3 Excessive Worship 137
4 Aura Enchantment 137
5 Favor of Devotion 137
6 Healing Embrace 137
7 Guarding Touch 137
8 Social Distancing 137
9 Larger Embrace Pool 138
10 Combat Medic 138
11 Smiting Exalt 138
12 Weapon of the Gods 138
13 Exalted Gift 138
14 Improved Gift 138
15 Shifting Gift 138
Warforger Pre-Alpha Version 1.2 136
Acolyte Divine Tree
The Divine Favor of Devotion
You get access to the Heal Rune, and it Once per Rest as a Free Action, you can call
does not count towards your Known upon your devotion for a favor. This can be
Runes. If you already Know it you can
re-rolling a roll, Healing you, reducing the
choose another rune to add to your Known
Damage you take from an Attack, etc. Your
Runes.
GM has final say if what you ask is
Base Skill
reasonable and can twist your words if it
would make sense, or be natural, for your
Blessing devotion to do so.
You make some sort of gesture towards
your devotion. This can be praying,
reciting a verse, etc. As an Action you can Healing Embrace
Bless a creature you can see within 3m. You have an amount of Healing Points
Blessed creatures can use their Blessing to equal to your Charm times 4. As an Action
reroll one die. They must take the new roll. or Reaction, you can touch a creature
You can only use this once per Break.
within 1m and Heal them for any amount
by spending Healing Points. Your Healing
Golden Aura Points refill on a Break.
Choose a Basic Stat. All allies in your Aura
gain 1 to the chosen Basic Stat.
Prerequisite: Aura, Aura Guarding Touch
As an Action you can touch a creature.
Excessive Worship That creature's Defense is increased by
You can now use Blessing three times per your Charm until your next turn or until
Break. they would take Damage, even if the
Damage is reduced to 0.
Aura Enchantment
As an Action you can touch a creature and Social Distancing
enchant them with an Aura for 3 rounds. You can now target creatures with Healing
This can be any Aura you have unlocked Embrace and Guarding Touch from up to
and is not tied to your active Aura. The
5m away.
creature that is enchanted gains all effects
of the Aura.
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Acolyte Divine Tree
Larger Embrace Pool Exalted Gift
You now have Healing Points equal to your Your gift is always Exalted. You cannot
(Charm + Tier) times 5. Exalt your weapon again. As a Free Action,
you can change which Exalt it uses.
Combat Medic
You gain access to the Combat Medic Improved Gift
Reaction. You can use it when you Heal Your Gifted Weapon can now use Charm
another creature. You can use the Combat for its Attacking Stat. On a Break you can
Medic Reaction up to three times per add or remove any amount of Materials
break. from your Gifted Weapon. You must still
Combat Medic - Target a creature that you use the proper amount of Materials for
Healed this turn. You Heal for half the each slot, and you are still limited to the
Health you Healed that creature for. Slots the weapon has.
Smiting Exalt Shifting Gift
Your Exalt Damage is increased by 2. This You can now change your gift as a Free
only applies when you use Smiting Exalt. Action. Upon doing so all Materials are
Prerequisite: Exalt, Exalt removed. You cannot change your gift into
an Improvised Weapon.
Weapon of the Gods
Choose one Weapon Expertise you gain
that Expertise if you don't have it. You are
gifted a weapon from that category. If the
weapon goes more than 30m from you or is
broken, it dissolves into bright light and
ash before returning to your inventory.
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Warforger Pre-Alpha Version 1.2
Chapter 9
Finishing Touches
Warforger Pre-Alpha Version 1.2
Basic Equipment Spirit Vial
On Character creation your Character Your Character has a magical bottle linked
gains basic equipment for an Adventurer. to them. This item can be used 3 times
Which are listed below. before being refilled. When drank from the
character Heals half of their Max Health.
2 Basic Weapons; or 1 Basic Weapon and 1 On a break the Spirit Vial increases by 1
Defensive Item use and a Rest it increases to full uses of 3.
1 Basic Armor This can also be used as a Potion, such as
Spirit Vial for a Syringe, where the amount of Healing
is half the Health of the Character the
Backpack Spirit Vial is linked to not the receiving
5 Common Materials (Other than Charms) Character.
20m of Rope
Waterskin or Flask Background
15 Rations
On Character creation your Character
1 Quill
gains a Tool Expertise. Each Expertise lists
Common Clothes
4 tools. On character creation you get all 4
Tinderbox
tools from your base Trade Expertise.
Torch
Sleeping Bag
Compass Backstory
When creating a character before the
Special: adventure happens they have a life. This
Casting Medium: if you are a caster can affect their personality, aspirations,
500 Rounds + Pouch: If you have a firearm and even class choice. To make a character
50 Arrows + Quiver: If you have a bow work in the world they are in give your
10 Grenades: If you have a hand mortar character a backstory.
5 Oil flasks: If you have flame
Warforger Pre-Alpha Version 1.2 141
Appendix I
Spells
Warforger Pre-Alpha Version 1.2
Core
Warforger Pre-Alpha Version 1.2
Melee Attack Ranged Attack
Level: 1 Basic Core Rune Level: 1 Basic Core Rune
Mana Cost: 2 Mana Cost: 2
Range: 1m
Range: 5m
You make a Melee Spell Attack on a
You make a Ranged Spell Attack on a
creature within 1 meter of you. On hit they
creature within 5m of you. On hit they
gain the Spell's effects. If you prepare a
Spell with this Rune it counts towards gain the Spell's effects.
your Melee Range.
Ranged Attack II
Melee Attack II Level: 5 Basic Core Rune
Level: 5 Basic Core Rune Mana Cost: 3
Mana Cost: 3 Range: 10m
Range: 2m You make a Ranged Spell Attack on a
You make a Melee Spell Attack on a creature within 10m of you. On hit they
creature within 2m of you. On hit they
gain the Spell's effects.
gain the Spell's effects. If you prepare a
Spell with this rune it counts towards your
Melee Range. Ranged Attack III
Level: 10 Basic Core Rune
Melee Attack III Mana Cost: 4
Level: 10 Basic Core Rune Range: 15m
Mana Cost: 4 You make a Ranged Spell Attack on a
Range: 1m creature within 15m of you. On hit they
You make a Melee Spell Attack on a gain the Spell's effects.
creature within 1 meter of you. On hit they
gain the Spell's effects. When you make a
Spell with this Rune you can chose to add
either the Swing or Polearm Trait to the
Spell as if it were a Weapon Attack. Swing
uses your Spell Save MT as its Save MT. If
you prepare a Spell with this rune it counts
towards your Melee Range.
Warforger Pre-Alpha Version 1.2 144
Self Chain II
Level: 1 Basic Core Rune Level: 7 Basic Core Rune
Mana Cost: 1 Mana Cost: 5
Range: Self Range: 5m (5m)
You gain the Spell's effects. Target a creature within 5m. That creature
makes an Agility Save. On a fail they gain
Touch the Spell's effects. Target a different
creature within 5m of the last Save and
Level: 1 Basic Core Rune
repeat. This can chain up to 4 creatures.
Mana Cost: 1
Range: Touch
You touch a willing creature and they gain Chain III
the Spell's effects. Level: 10 Basic Core Rune
Mana Cost: 6
Point Range: 8m (8m)
Target a creature within 8m. That creature
Level: 1 Basic Core Rune
makes an Agility Save. On a fail they gain
Mana Cost: 3
the Spell's effects. Target a different
Range: 5m
creature within 8m of the last Save and
All creatures on a 1 meter tile within 5m of
repeat. This can chain up to 5 creatures.
you must make a Spell Save. On a fail they
gain the Spell's effects.
Chain
Level: 2 Basic Core Rune
Mana Cost: 4
Range: 5m (5m)
Target a creature within 5m. That creature
makes an Agility Save. On a fail they gain
the Spell's effects. Target another creature
within 5m of the last Save and repeat. This
can chain up to 3 creatures total, including
the first one. This cannot chain to the same
creature more than once.
Warforger Pre-Alpha Version 1.2 145
Line X
Level: 1 Basic Core Rune Level: 3 Basic Core Rune
Mana Cost: 3 Mana Cost: 4
Range: Self (5m) Range: 5m (3m)
All creatures in a 5 meter line beginning Target a point within 5m of you. All
from you must make a Spell Save. On a fail creatures on a tile within 3m diagonally
they gain the Spell's effect. from that point must make a Spell
Save. On a fail they gain the Spell's effect.
Line II
Level: 2 Basic Core Rune Star
Mana Cost: 4 Level: 6 Basic Core Rune
Range: Self (10m) Mana Cost: 5
All creatures in a 10 meter line beginning Range: 5m (3m)
from you must make a Spell Save. On a fail Target a point within 5m of you. All
they gain the Spell's effect. creatures on a tile within 3m orthogonally
or diagonally of the targeted point must
Cross make a Spell Save. On a fail they gain the
Spell's effect.
Level: 3 Basic Core Rune
Mana Cost: 4
Range: 5m (3m)
Target a point within 5m of you. All
creatures on a tile within 3m orthogonally
from the selected point must make a Spell
Save. On a fail they gain the Spell's effect.
Warforger Pre-Alpha Version 1.2 146
Cone Sphere II
Level: 2 Basic Core Rune Level: 8 Basic Core Rune
Mana Cost: 3 Mana Cost: 5
Range: Self (3m) Range: 10m (3m)
All creatures in a 3 meter cone centered on All creatures within a 3 meter sphere of a
you must make a Spell Save. On a fail they point centered within 10m of you must
gain the Spell's effect. make an Agility Save. On a fail they gain
the Spell's effect.
Cone II
Level: 5 Basic Core Rune Sphere III
Mana Cost: 4 Level: 12 Basic Core Rune
Range: Self (5m) Mana Cost: 7
All creatures in a 5 meter cone centered on Range: 15m (5m)
you must make a Spell Save. On a fail they All creatures within a 5 meter sphere of a
gain the Spell's effect. point centered within 15m of you must
make an Agility save. On a fail they gain
Sphere I the Spell's effect.
Level: 4 Basic Core Rune
Mana Cost: 4
Range: 5m (1m)
All creatures within a 1 meter sphere of a
point centered within 5m of you must
make an Agility Save. On a fail they gain
the Spell's effect.
Warforger Pre-Alpha Version 1.2 147
Cube Wall
Level: 4 Basic Core Rune Level: 3 Basic Core Rune
Mana Cost: 4 Mana Cost: 4
Range: 5m (2m) Range: 10m (3m,1m,5m)
All creatures within a 2 meter Cube of a You create a wall up to 3m wide, 1m thick,
point centered within 5m of you must and up to 5m tall at a point within 10m of
make an Intellect Save. On a fail they gain you. If a creature starts their turn in the
the Spell's effect. wall or enters the wall for the first time
during their turn, they make a Spell Save.
Cube II On a fail they gain the Spell's effect. This
wall lasts for 3 rounds or until you lose
Level: 9 Basic Core Rune
Attention.
Mana Cost: 5
Requires Attention
Range: 10m (3m)
All creatures within a 3 meter Cube of a
point centered within 10m of you must Wall II
make an Intellect Save. On a fail they gain Level: 7 Basic Core Rune
the Spell's effect. Mana Cost: 6
Range: 10m (7m,1m,10m)
Cube III You create a wall up to 7m wide, 1m thick
and up to 10m tall centered at a point
Level: 13 Basic Core Rune
within 15m of you. If a creature starts their
Mana Cost: 7
turn in the wall or enters the wall for the
Range: 15m (5m)
first time during their turn they, make a
All creatures within 5 meter Cube of a
Spell Save. On a fail they gain the Spell's
point centered within 15m of you must
effect. This wall lasts for 5 rounds or until
make an Intellect Save. On a fail they gain
you lose Attention.
the Spell's effect.
Requires Attention
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Wave Arena II
Level: 5 Basic Core Rune Level: 8 Basic Core Rune
Mana Cost: 6 Mana Cost: 5
Range: 10m (3m,1m,5m) Range: 15m (5m, 5m)
You create a wall up to 5m wide, 1m thick You create a 5 meter radius circle at a point
and up to 7m tall centered at a point centered within 15m that has a height of
within 15m of you. If a creature starts their 5m. Creatures that touch the edge of the
turn in the wall or enters the wall for the circle for the first time on any creature’s
first time during their turn, they make a turn must make a Spell Save. On a fail they
Spell Save. On a fail they gain the Spell's gain the Spell's effect. This Arena lasts for
effect. At the beginning of each round 4 rounds or until you lose Attention.
after this wall was created, it begins Requires Attention
moving 1m in a direction of your choice
perpendicular to itself. The wall cannot
change direction after it has begun moving.
This wall lasts for 4 rounds or until you
lose Attention.
Requires Attention
Arena
Level: 5 Basic Core Rune
Mana Cost: 3
Range: 15m (3m, 5m)
You create a 3 meter radius circle at a point
centered within 15m that has a height of
5m. Creatures that touch the edge of the
circle for the first time on any creature’s
turn must make a Spell Save. On a fail they
gain the Spell's effect. This Arena lasts for
2 rounds or until you lose Attention.
Requires Attention
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Field Enchant
Level: 5 Basic Core Rune Level: 4 Basic Core Rune
Mana Cost: 4 Mana Cost: 4
Range: 10m (3m) Range: Touch
You create a 3 meter radius circle at a point You touch a weapon. This weapon deals
centered within 10m. Any creature that the effect of the Spell when you hit a target
starts their turn or steps into the circle for with the weapon. This Enchant lasts for 2
the first time during their turn must make Rounds or until you lose Attention.
an Intellect save. On a fail they gain the Requires Attention
Spell's effect. This Field lasts for 3 rounds
or until you lose Attention.
Requires Attention
Field II
Level: 9 Basic Core Rune
Mana Cost: 6
Range: 15m (4m)
You create a 4 meter radius circle at a point
centered within 15m. Any creature that
starts their turn or steps into the
circle for the first time during their
turn must make an Intellect save. On a fail
they gain the Spell's effect. This Field lasts
for 4 rounds or until you lose Attention.
Requires Attention
Warforger Pre-Alpha Version 1.2 150
Basic
Warforger Pre-Alpha Version 1.2
Aero Terra
Level: 1 Basic Power Rune Level: 1 Basic Power Rune
Mana Cost: 3 Mana Cost: 4
Target is knocked an amount of meters Target gains 5 Defense for 4 rounds or
equal to your Prowess upwards. until the next time they take Damage.
Cryo Feather
Level: 1 Basic Power Rune Level: 2 Basic Power Rune
Mana Cost: 3 Mana Cost: 2
Target movement is reduced by 3m for 1 Target is half the weight they'd be for 3
round and takes 4 P/T + Prowess Frost rounds and take half the fall damage.
Damage.
Poison
Electro Level: 2 Basic Power Rune
Level: 1 Basic Power Rune Mana Cost: 3
Mana Cost: 2 Target gains the Poisoned Condition for 2
Target takes 7 P/T + Prowess Shock rounds and takes 5 P/T + Prowess Poison
Damage. Damage.
Flash Ignis
Level: 1 Basic Power Rune Level: 3 Basic Power Rune
Mana Cost: 3 Mana Cost: 4
Target receives a –2 to the next To-Hit Target gains Prowess stacks of the On Fire
Check they make. Condition.
Hydro Acid
Level: 1 Basic Power Rune Level: 3 Basic Power Rune
Mana Cost: 3 Mana Cost: 3
Target is knocked backwards an amount of Target gains the Corroded Condition for 2
meters equal to your Prowess from the rounds and takes 3 P/T + Prowess
origin of the Spell and gains the Wet Corrosive Damage.
Condition until the end of your next turn.
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Blast Shred
Level: 5 Basic Power Rune Level: 6 Basic Power Rune
Mana Cost: 3 Mana Cost: 3
Target takes 9 P/T+ Prowess Bludgeoning Target gains the Shredded Condition for 2
Damage. rounds and takes 4 P/T + Prowess Slashing
Damage.
Boom
Level: 5 Basic Power Rune Fog
Mana Cost: 3 Level: 7 Basic Power Rune
Target takes 5 P/T + Prowess Vital Mana Cost: 2
Damage and gains the Deafened Condition All tiles within 2m of of the target gain the
for 1 round. Fog Environmental Condition for 3
rounds.
Psychic
Level: 5 Basic Power Rune Vine
Mana Cost: 2 Level: 7 Basic Power Rune
Target takes 2 P/T + Prowess Psychic Mana Cost: 4
Damage. Target makes a Intellect Save. On Target has their Movement reduced to 0
a fail they cannot take Reactions until the for 2 rounds.
end of their next turn.
Mud
Skewer Level: 8 Basic Power Rune
Level: 5 Basic Power Rune Mana Cost: 3
Mana Cost: 2 All tiles within 3m of of the target gain the
Target takes 7 P/T + Prowess Piercing Mud Environmental Condition for 3
Damage. rounds.
Ice
Level: 6 Basic Power Rune
Mana Cost: 2
All tiles within 2m of of the target gain the
Ice Environmental Condition for 3 rounds.
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Disguise
Level: 9 Basic Power Rune Furnace
Mana Cost: 2 Level: 13 Basic Power Rune
Target’s physical appearance is changed to Mana Cost: 5
be another creature with the same Type For 3 rounds at the start of the target’s
and size for 3 rounds. This can also alter turn, all creatures within 2m of the target
minor details such as color, texture, etc. If must make a Vitality Save, including the
there are multiple targets, you chose the target. On a fail the creature takes 2 P/T
form for each target separately. Fire Damage and gains 1 stack of On Fire.
Substitute Gravity
Level: 10 Basic Power Rune Level: 12 Basic Power Rune
Mana Cost: 1 Mana Cost: 2
This Rune applies before the Core. When For 2 rounds, the target is pulled heavily to
Casting the Spell, you Cast it as if you were the ground and cannot jump or fly. If the
at a target position within 5m of you target is currently in the air, they are
instead of your current position. This does immediately pulled to the ground and take
not apply to any passive effects of the Core the appropriate amount of Fall Damage.
rune. (Such as Melee Attack Melee Range
Prepared passive) Magma
Level: 14 Basic Power Rune
Drain Mana Cost: 3
Level: 11 Basic Power Rune All tiles within 2m of of the target gain the
Mana Cost: 4 Magma Environmental Condition for 3
Target takes 4 P/T + Prowess Vital rounds.
Damage. Target makes a Vitality Save. On
a fail the caster receives Healing equal half
the Vital Damage dealt by the spell.
Warforger Pre-Alpha Version 1.2 154
Wounds Vacuo
Level: 15 Basic Power Rune Level: 19 Basic Power Rune
Mana Cost: 3 Mana Cost: 5
Target gains Prowess stacks of Wound and Target makes a AGI Save. On a fail they
takes 5 P/T + Prowess Slashing Damage. disappear instantly to an empty void and
reappear where they disappeared from at
Hypno the start of your next turn.
Level: 16 Basic Power Rune
Mana Cost: 2 Winged
Target gains the Sleep Condition at the Level: 20 Basic Power Rune
end of their next turn that lasts for 2 Mana Cost: 3
rounds. Target gains the Flying Movement Type
for an amount of rounds equal to your
Radiation Tier.
Level: 17 Basic Power Rune
Mana Cost: 4 Wrath
All tiles within 1m of of the target gain the Level: 21 Basic Power Rune
Irradiated Environmental Condition for 3 Mana Cost: 4
rounds. Target is forced on their next two turns to
Attack the nearest creature with at least
Reposition one of their two Actions.
Level: 18 Basic Power Rune
Mana Cost: 4 Thorned
Target is teleported up to 3m away from Level: 22 Basic Power Rune
their current position to another targeted Mana Cost: 2
position. If there are multiple targets, For 3 rounds, whenever the target takes
target a new position for each target Damage all creatures within 1m of them
affected by the spell. make an Agility Save. On a fail they take 7
P/T Piercing Damage.
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Fail Glacier
Level: 23 Basic Power Rune Level: 27 Basic Power Rune
Mana Cost: 3 Mana Cost: 5
For 2 rounds, Creatures within 1m of the Target must make an Agility Save. On a fail
target, including the target, cannot take they are impaled by an ice spike taking 12
Reactions. P/T Piercing and 5 P/T Frost Damage.
Chronostall Intimidation
Level: 24 Basic Power Rune Level: 28 Basic Power Rune
Mana Cost: 5 Mana Cost: 4
Target is slowed in time until the end of Target gains the Threatened and Crippled
their next turn. They are Unfavored on all Condition for 2 rounds.
Saving Checks and only have 1 Action per
turn. Morph
Level: 29 Basic Power Rune
Sap Mana Cost: 7
Level: 25 Basic Power Rune Target is transformed into a Beast Type
Mana Cost: 3 creature that you have seen for 1 hour. If
Target loses 4 P/T Stamina. You gain their Health reaches 0 they automatically
Stamina equal to the Stamina they lost. revert, retaining all loss of Stamina, Health,
and Mana while transformed. If there are
Mimic multiple targets you chose the form for
each target separately.
Level: 26 Basic Power Rune
Mana Cost: 4
Select one Material on a armor, weapon, or
Defensive Item you have currently
equipped. Target gains the effects of the
Material as if they were wearing armor
with that Material for 3 turns. If there are
multiple targets you chose the Material for
each target separately.
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Mirror
Level: 30 Basic Power Rune
Mana Cost: X
This Rune’s ability mimics the abilities of
any two Power Runes that you could
Know when you make the spell other than
Mirror. The Mana Cost for this Rune is
double the total Mana Cost of the runes it
mimics.
Mead
Level: 30 Basic Power Rune
Mana Cost: 10
Targets gains Prowess stacks of Drunk.
Leech
Level: 30 Basic Power Rune
Mana Cost: 6
Target takes 5 P/T + Prowess Arcane
Damage. Target makes a Intellect save. On
a fail the caster receives Mana equal half
the Arcane Damage dealt by the spell.
Warforger Pre-Alpha Version 1.2 157
Spirit
Warforger Pre-Alpha Version 1.2
Heal Curse: Fragility
Level: 1 Spirit Power Rune Level: 3 Spirit Power Rune
Mana Cost: 3 Mana Cost: 3
Target Heals 5 P/T + Prowess Health. Target loses 2 Defense for 1 round.
Curse: Slow Blessing: Accuracy
Level: 1 Spirit Power Rune Level: 5 Spirit Power Rune
Mana Cost: 3 Mana Cost: 3
Target receives a –2 penalty to their next Target gains a +1 bonus to their next 3 To-
Contesting Evasion Check. Hit Checks.
Light Cleanse
Level: 2 Spirit Power Rune Level: 5 Spirit Power Rune
Mana Cost: 2 Mana Cost: 4
Target takes 7 P/T + Prowess Light Remove one Condition that a target has. If
Damage. it is a Stacking Condition, remove an
amount of stacks of that Condition equal
Blessing: Swift to your Prowess.
Level: 2 Spirit Power Rune
Mana Cost: 3 Curse: Hexing
Target gains 3m of Movement for 2 Level: 7 Spirit Power Rune
rounds. Mana Cost: 4
For the next 3 Rounds, whenever the
Dark target takes Damage, they take a bonus 2
P/T Dark Damage.
Level: 3 Spirit Power Rune
Mana Cost: 3
Target take 5 + Prowess Dark Damage and
receive 3 stacks of the Dark Affliction
Condition.
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Blessing: Defense Curse: Pestilence
Level: 7 Spirit Power Rune Level: 12 Spirit Power Rune
Mana Cost: 3 Mana Cost: 5
Target gains 2 Defense for 2 rounds. Target gains the Pestilence Condition for 2
rounds.
Blessing: Evasion
Level: 9 Spirit Power Rune Nimbostratus
Mana Cost: 3 Level: 14 Spirit Power Rune
Target gains 2 Evasion for 2 rounds. Mana Cost: 4
Target emanates a magical dark cloud
Nomad within 3m of them that only they cannot
see through. They can only target things
Level: 9 Spirit Power Rune
within 1m of them. This cloud dissipates
Mana Cost: 2
after 2 rounds.
Target gains the Swimming and Climbing
Movement Types for 2 rounds.
Break
Ward Level: 15 Spirit Power Rune
Mana Cost: 6
Level: 10 Spirit Power Rune
Target's Action Break is replaced with a
Mana Cost: 3
different Action Break of your choice
Target is unable to have the Execute
during their next turn. If there are
Action used on them for the next 3 rounds.
multiple targets you chose the Action
Break for each target separately.
Warforger Pre-Alpha Version 1.2 160
Cauterize Penitence
Level: 17 Spirit Power Rune Level: 24 Spirit Power Rune
Mana Cost: 4 Mana Cost: X
Target gains the Cauterized Condition for Target gains the Deafened Condition for 2
3 rounds. rounds and takes 4 P/T + Prowess Vital
Damage.
Shuffle
Level: 19 Spirit Power Rune Contract
Mana Cost: 4 Level: 25 Spirit Power Rune
Target rerolls their Speed Roll. Mana Cost: 9
Target is compelled to follow a one word
Blessing: Enhancement command of your choice. If they disobey or
fail the command they take 13 P/T +
Level: 20 Spirit Power Rune
Prowess Psychic damage.
Mana Cost: 5
Target gains 1 to a Basic Stat for 3 rounds.
If there are multiple targets, choose a single Control
Stat for all targets. Level: 27 Spirit Power Rune
Mana Cost: 6
Inert At the start of the target’s next turn, you
can move them using their movement like a
Level: 22 Spirit Power Rune
puppet.
Mana Cost: 5
Target loses all Movement Types they
currently have until the end of their next Unstable
turn. Level: 29 Spirit Power Rune
Mana Cost: 7
For 5 rounds, the target dies after 1
Damage Counter or is Stabilized after 1
Heal Counter while Downed. Creatures
taking the Stabilize or Execute Action on
the target have Advantage and Favored to
their roll.
Warforger Pre-Alpha Version 1.2 161
Guardian
Level: 30 Spirit Power Rune
Mana Cost: 10
Target gets a guardian spirit that follows
them for 3 rounds. If they are Downed
while they are being protected by their
guardian they are immediately stabilized
and brought back to half their Max Health.
If they are not Downed by the end of the
3rd round, they regain all missing Health,
including Max Health lost due to Critical
Damage.
Warforger Pre-Alpha Version 1.2 162
Arcane
Warforger Pre-Alpha Version 1.2
Aether Vacuum
Level: 1 Arcane Power Rune Level: 3 Arcane Power Rune
Mana Cost: X Mana Cost: 3
Target takes 3X + Prowess Arcane Target takes 5 P/T + Prowess Piercing
Damage. You can spend a maximum Damage and cannot speak for 1 round.
amount of Mana equal to three times your
Tier each time you cast this spell but must Rewind
cast it with at least 1 Mana.
Level: 3 Arcane Power Rune
Mana Cost: 3
Illuminate The Damage of the last Attack the target
Level: 1 Arcane Power Rune took during this combat is nullified.
Mana Cost: 1
The target produces magical light. For 1 Critical
hour, any target affected by the spell
Level: 5 Arcane Power Rune
illuminates 3m around them.
Mana Cost: 1
Target takes 2 P/T Critical Damage.
Shield
Level: 2 Arcane Power Rune Disarm
Mana Cost: X
Level: 5 Arcane Power Rune
For 1 round, the target gains X Defense.
Mana Cost: 4
You can spend Mana up to twice your Tier
Target drops the current items that are in
each time you cast this spell.
their Hand Slots.
Rush
Level: 2 Arcane Power Rune
Mana Cost: 2
For 1 round, the target’s Speed is increased
by 3 times their Tier.
Warforger Pre-Alpha Version 1.2 164
Shackle Resize
Level: 7 Arcane Power Rune Level: 9 Arcane Power Rune
Mana Cost: 3 Mana Cost: 2
The target cannot change position in any Target’s size is increased or decreased by 1
way until the end of your next turn. stage. This effect ends after a number of
rounds equal to your Prowess or when you
Core end it at will.
Level: 7 Arcane Power Rune
Mana Cost: 0 Frequency
When Preparing this Spell, you chose a Level: 10 Arcane Power Rune
second Core Rune to take the slot of this Mana Cost: 5
Power Rune. The Core Rune’s Mana Cost Target takes 4 P/T + Prowess Bludgeoning
is increased by 1. When casting the spell Damage, and remove a Damage Resistance
you can choose either Core Rune to use. the target has for 2 Rounds.
The spell requires another Power Rune to
use. Reverse
Level: 12 Arcane Power Rune
Magnetize Mana Cost: 4
Level: 9 Arcane Power Rune Target gains the following effect during
Mana Cost: 2 the next round:
All creatures within 3m of the target are If the target was in the first half of the
moved 2m in a straight line towards the Turn Order, they instead go at the end of
target. If their path is blocked by another the Turn Order. If they were in the last
creature or object they are moved as close half of the Turn Order, they instead go at
as they can. the start of the Turn Order. If there are
multiple targets, their order in relation to
each other is determined by their normal
order.
Warforger Pre-Alpha Version 1.2 165
Miasma Manastorm
Level: 14 Arcane Power Rune Level: 20 Arcane Power Rune
Mana Cost: 4 Mana Cost: 4
All tiles within 2m of the target gain the Target takes 1 P/T Damage of every
Miasma Environmental Condition for 3 Magical Damage Type as well as an amount
rounds. of Damage equal to Prowess of a single
Physical or Magical Damage Type of your
Discount choice chosen upon Preparing the Spell.
Level: 15 Arcane Power Rune
Mana Cost: 0 Power-Up
This Rune applies before the Core Rune. Level: 22 Arcane Power Rune
The Core Rune’s Mana Cost is reduced by Mana Cost: 3
1 to a minimum of 1. To cast a Spell with This Rune applies before any other Runes.
this rune you must spend 2 P/T Stamina. Your Tier is treated as if it is 2 higher for
the purposes of this Spell. This applies to
Duration everything in the Spell including Prowess,
Save MT, To-Hit Checks, etc.
Level: 17 Arcane Power Rune
Mana Cost: 4
If the first Power Rune in this spell applies True
a effect that lasts an amount of rounds, Level: 24 Arcane Power Rune
that effect lasts for 2 more rounds. Mana Cost: 3
The target takes 5 P/T + Prowess True
Exchange Damage
Level: 19 Arcane Power Rune
Mana Cost: X Coffin
You can choose to swap the positions of Level: 25 Arcane Power Rune
pairs of creatures affected by the spell. If Mana Cost: 5
there is only one affected target the caster Target must make a Strength Save. On a
can choose to swap with the target. fail the target gains the Frozen Condition.
Warforger Pre-Alpha Version 1.2 166
Multiply
Level: 27 Arcane Power Rune
Mana Cost: 2
If the first Power Rune in this spell does
Damage it gains 4 P/T Damage for the
Damage Type it deals. If it deals more than
one damage type, choose one of the types it
deals to add on to.
Duplicate
Level: 29 Arcane Power Rune
Mana Cost: 4
Target has a copy of it appear within 1
meter of it this version of the Creature
only has a Max Health of 1 and loses their
Action Break and acts as a Summon for the
caster. This Summon disappears after have
they have been commanded once and their
turn is over.
Missile
Level: 30 Arcane Power Rune
Mana Cost: 4
Any Checks made by creatures other than
the caster as a result of this Spell have
Unfavored.
Warforger Pre-Alpha Version 1.2 167
Mind
Warforger Pre-Alpha Version 1.2
Owlsight Summon Familiar
Level: 1 Level: 2
Mana Cost: 4 Mana Cost: 4
Core: Touch Core: Point
For 1 hour you can see in darkness as if it You summon a creature to a point within
was light, but light is considered Bright 5m made out of mana whose size is small.
Light. You decide what it looks like. It can do
Basic Actions such as picking up items,
Multitool searching, etc., but cannot Attack, equip
items, and has no P-SU or C-SU. You speak
Level: 1
with your familiar telepathically, and your
Mana Cost: 3
familiar cannot go more than 30m away
Core: Self
from you. You can only have one Familiar
You create a magical set of tools containing
summoned at a time and the old one
one of the four items from a Trade
disappears if you summon a new one.
Expertise you have. These items disappear
after 1 hour.
Spike Trap
Minor Stasis Level: 3
Mana Cost: 3
Level: 2
Core: Point
Mana Cost: 5
Target a point within Range creating
Core: Touch
hidden spikes. For 30 minutes, if a creature
You put an object that you can hold into
enters that space they must make an Agility
stasis for 1 minute. It cannot be moved
Save or take 7 P/T Piercing Damage. On a
until the spell ends even by gravity. It can
success they instead take half the Damage.
hold weight equal to 4 times its own
Requires Attention
weight. If it has more weight, the spell
immediately ends.
Warforger Pre-Alpha Version 1.2 169
Manipulate Elements Insect Swarm
Level: 3 Level: 7
Mana Cost: 2 Mana Cost: 4
Core: Special Core: Special
You can manipulate the earth, water, wind, Target a point within 10 meters. Any
or fire around you within 5m of you. You creatures on that point must make a
can perform actions such as moving dirt or Vitality Save. On a fail the creature takes 5
water, making small breezes, moving fire P/T Piercing Damage and gains the
between candles, and other such minor Poisoned Condition for 2 rounds.
effects. None of these can be done with
enough force to cause Damage and the GM Minor Trinket
decides what happens as a result.
Level: 7
Mana Cost: 10
Hunter's Concealment Core: Self
Level: 5 You create a small object capable of fitting
Mana Cost: 6 comfortably in one of your hands. This can
Core: Touch be anything of Common Rarity, but
Touch a willing creature. For 30 minutes disappears after 1 hour. The amount of
that creature does not and cannot make detail in the object you make is based off
any noise from any action they take. the amount of detail you know about the
Requires Attention object.
Rockwall Leap
Level: 5 Level: 9
Mana Cost: 7 Mana Cost: 3
Core: Special Core: Touch
You create a solid wall of rock 1m thick, For 1 minute a creature you touch has its
and up to 3m tall and wide. It crumbles jump height and distance doubled.
and disappears after 2 rounds. You cannot
have more than one rockwall active at once.
Warforger Pre-Alpha Version 1.2 170
Detect Life Summon Clay Soldier
Level: 9 Level: 12
Mana Cost: 6 Mana Cost: 8
Core: Self Core: Special
For 10 minutes you gain the ability to You summon a small clay soldier to a spot
detect all living creatures within 20 meters within 5m of you. It uses the Clay
of you. If you detect a creature, you can use Fighter Statblock. It has 2 Hand Slots, and
a Free Action once per turn to determine it comes equipped with a Basic Weapon of
what its Creature Type is and its Tier. your choice when it is summoned. If you
Requires Attention have any Materials in your Storage when
casting this spell, you can pay 2 Mana per
Summon Mount Material to add it to the weapon. After 4
hours, or when the clay soldier dies, the
Level: 10
Spell ends and the weapon and soldier
Mana Cost: 4
disappear. You regain any Materials put
Core: Point
into the weapon.
You summon a steed with the Riding
Horse Statblock at a point within Range.
You can grant it any of the following traits Minor Telepathy
by paying additional Mana as listed. This Level: 14
Summon lasts for 8 Hours. Mana Cost: 12
Core: Special
- 5 mana - Swimming Movement Type Target a creature within 10 meters that
(This gives it the ability to breathe you can see. You and the creature gain the
underwater as well). ability to communicate telepathically for
10 minutes.
- 5 mana - Climbing Movement Type
- 20 mana - Flying Movement Type
Warforger Pre-Alpha Version 1.2 171
Magic Pocket Totem of Distraction
Level: 15 Level: 20
Mana Cost: 15 Mana Cost: 10
Core: Touch Core: Point
You touch an object that isn’t being held You create a totem on an unoccupied tile
by another creature that you can hold or within Range that lasts for 3 rounds.
could fit in a 2 meter cube and store it in a Creatures within 2m of it cannot target
extra dimensional space for 24 hours. creatures other than itself with Attacks or
While the Spell is active you can place or Spells.
remove an object from your Magic Pocket
as a Free Action but only one object can be Telekinesis
stored there at a time. If the Spell ends
Level: 22
while something is in the Magic Pocket, it
Mana Cost: 25
is dropped out next to you.
Core: Special
For 10 minutes as a Free Action,
Invisibility you can move objects within 15 meters of
Level: 17 you. An object must fit within a 3 meter
Mana Cost: 25 cube and can't be held by a creature. You
Core: Touch can't move them with enough force to deal
A willing Creature you touch becomes Damage.
invisible for 1 hour. Attacking or Casting a Requires Attention
Spell immediately ends the invisibility.
Requires Attention
Signal Flare
Level: 19
Mana Cost: 5
Core: Special
Target a point within 25 meters. That
area explodes in light creating Bright Light
for 3 meters and light for an additional 15
meters.
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Aether Wisp Scry
Level: 24 Level: 27
Mana Cost: X Mana Cost: 18
Core: Special Core: Special
You create a wisp with a simple Target a creature or object that you have
consciousness to it that floats around you. seen before. You create a mirror that shows
This wisp has a pool of Mana equal to the the creature or object and can be used to
amount of Mana spent on the spell and view around that area that lasts for 15
lasts for 24 hours. At any time when you minutes. You know the location of the
cast a Spell, you may choose to instead use Creature or Object once you cast this spell.
Mana from the wisp’s pool or use it along
with your own pool of Mana. Other Bane Removal
creatures can draw Mana from the wisp if
Level: 29
you are willing. You may only have one
Mana Cost: 50
Aether Wisp at a time, and cannot cast this
Core: Touch
spell with Mana from an Aether Wisp.
You remove one Bane on a creature.
Warp Gate Fabricate
Level: 25
Level: 30
Mana Cost: 15
Mana Cost: 100 + X
Core: Special
Core: Special
You create a permanent Warp Gate on a
You instantly craft a weapon, armor, or
tile within 20m of you. You can only have
Defensive Item. This can have any
two Warp Gate active at once. If a creature
Materials of Exotic Rarity or lower even if
or moving object enters the tile with the
you don’t have the Materials. The Mana
Warp Gate, they are instantly transported
Cost of this spell is increased by 20 times
to the other Warp Gate. If you have two
the Crafting Difficulty of the crafted item.
Warp Gates and cast a new one you can
choose which one to remove.
Warforger Pre-Alpha Version 1.2 173
Appendix II
Materials and Accessories
Warforger Pre-Alpha Version 1.2
Materials
Warforger Pre-Alpha Version 1.2
Common
Warforger Pre-Alpha Version 1.2
Metals Platinum - C
Material Type: Metal
Weapon Effect: Your weapon gains the
Iron - C Stance:(Light) Trait.
Material Type: Metal Armor Effect: You take 3 less Dark
Weapon Effect: No Effect Damage
Armor Effect: No Effect
Peletine - C
Aetherium - C Material Type: Metal
Material Type: Metal Weapon Effect: Your weapon gains the
Weapon Effect: Your weapon gains the Stance:(Fire) Trait.
Stance:(Arcane) Trait. Armor Effect: You take 3 less Frost
Armor Effect: You take 3 less Arcane Damage.
Damage.
Lead - C
Copper - C Material Type: Metal
Material Type: Metal Weapon Effect: Your weapon gains the
Weapon Effect: Your weapon gains the Stance:(Poison) Trait.
Stance:(Shock) Trait. Armor Effect: You take 3 less Poison
Armor Effect: You take 3 less Shock Damage.
Damage.
Tin - C
Gold - C Material Type: Metal
Material Type: Metal Weapon Effect: Your weapon gains
Weapon Effect: Your weapon gains the the Stance:(Psychic) Trait.
Stance:(Corrosion) Trait. Armor Effect: You take 3 less Psychic
Armor Effect: You take 3 less Corrosion Damage.
Damage.
Warforger Pre-Alpha Version 1.2 177
Hexathil - C Bamboo - C
Material Type: Metal Material Type: Wood
Weapon Effect: Your weapon gains the Weapon Effect: Your weapon gains 1 P/T
Stance:(Dark) Trait. Piercing Damage.
Armor Effect: You take 3 less Light Armor Effect: When you are hit by a Melee
Damage. Attack, the creature that Attacked you
takes 2 Piercing Damage.
Skaltir - C
Material Type: Metal Red Wood - C
Weapon Effect: Your weapon gains the Material Type: Wood
Stance:(Frost) Trait. Weapon Effect: Your weapon gains 1 P/T
Armor Effect: You take 3 less Fire Damage. Slashing Damage.
Armor Effect: When you are hit by a Melee
Woods Attack, the creature that Attacked you
takes 2 Slashing Damage.
Oak - C Iron Wood - C
Material Type: Wood Material Type: Wood
Weapon Effect: No Effect. Weapon Effect: Your weapon gains 1 P/T
Armor Effect: No Effect. Bludgeoning Damage.
Armor Effect: When you are hit by a Melee
Bone - C Attack, the creature that Attacked you
Material Type: Wood takes 2 Bludgeoning Damage.
Weapon Effect: Your weapon loses 1 Base
Damage. You Heal 2 Health on a hit. Ash Wood - C
Armor Effect: The first time you Heal Material Type: Wood
Damage each round you heal for 2 Health Weapon Effect: Your weapon gains 1 P/T
more. Vital Damage.
Armor Effect: When you are hit by a Melee
Attack, the creature that Attacked you
takes 2 Vital Damage.
Warforger Pre-Alpha Version 1.2 178
Textiles Insect Carapace - C
Material Type: Textile
Weapon Effect: Your weapon gains the
Tanned Hide - C Stance:(Slashing) Trait.
Material Type: Textile Armor Effect: You take 2 less Slashing
Weapon Effect: No Effect Damage.
Armor Effect: No Effect
Aqueous Scales - C
Wolf Hide - C Material Type: Textile
Material Type: Textile Weapon Effect: Your weapon gains the
Weapon Effect: When an ally within 1m of Stance:(Piercing) Trait.
you is Attacked, you can make an Attack of Armor Effect: You take 2 less Piercing
Opportunity with this weapon. Damage.
Armor Effect: You can see in darkness up
to 30m and Deep Darkness up to 5m.
Undead Flesh - C
Material Type: Textile
Weapon Effect: Your weapon gains the
Stance:(Vital) Trait.
Armor Effect: You take 2 less Vital
Damage.
Beast Pelt - C
Material Type: Textile
Weapon Effect: Your weapon gains the
Stance:(Bludgeoning) Trait.
Armor Effect: You take 2 less Bludgeoning
Damage.
Warforger Pre-Alpha Version 1.2 179
Uncommon
Warforger Pre-Alpha Version 1.2
Metals Platinum - U
Material Type: Metal
Iron - U Weapon Effect: Your weapon gains
theStance:(Light) Trait and an additional 2
Material Type: Metal
P/T Base Light Damage.
Weapon & Armor Effect: This item’s
Armor Effect: You take 6 less Dark
Crafting Difficulty is reduced by 2.
Damage.
Aetherium - U
Peletine - U
Material Type: Metal
Material Type: Metal
Weapon Effect: Your weapon gains the
Weapon Effect: Your weapon gains the
Stance:(Arcane) Trait and an additional 2
Stance:(Fire) Trait and an additional 2 P/T
P/T Base Arcane Damage.
Base Fire Damage.
Armor Effect: You take 6 less Arcane
Armor Effect: You take 6 less Frost
Damage.
Damage.
Copper - U
Lead - U
Material Type: Metal
Material Type: Metal
Weapon Effect: Your weapon gains the
Weapon Effect: Your weapon gains the
Stance:(Shock) Trait and an additional 2
Stance:(Poison) Trait and an additional 2
P/T Base Shock Damage.
P/T Base Poison Damage.
Armor Effect: You take 6 less Shock
Armor Effect: You take 6 less Poison
Damage.
Damage.
Gold - U
Tin - U
Material Type: Metal
Material Type: Metal
Weapon Effect: Your weapon gains the
Weapon Effect: Your weapon gains the
Stance:(Corrosion) Trait and an additional
Stance:(Psychic) Trait and an additional 2
2 P/T Base Corrosion Damage.
P/T Base Psychic Damage.
Armor Effect: You take 6 less Corrosion
Armor Effect: You take 6 less Psychic
Damage.
Damage.
Warforger Pre-Alpha Version 1.2 181
Hexathil - U Neatrax - U
Material Type: Metal Material Type: Metal
Weapon Effect: Your weapon gains the Weapon Effect: Your weapon gains the
Stance:(Dark) Trait and an additional 2 Dexterous Trait.
P/T Base Dark Damage. Armor Effect: The Strength Requirement
Armor Effect: You take 6 less Light of the armor can now compare to your
Damage. Agility Stat.
Skaltir - U Aluminium - U
Material Type: Metal Material Type: Metal
Weapon Effect: Your weapon gains the Weapon Effect: If your weapon has the
Stance:(Frost) Trait and an additional 2 Heavy Trait, it is removed.
P/T Base Frost Damage. Armor Effect: The Strength Requirement
Armor Effect: You take 6 less Fire Damage. for this armor is reduced by 1.
Whetsteel - U Renosuim - U
Material Type: Metal Material Type: Metal
Weapon Effect: Your weapon gains the Weapon Effect: If an Attack requires
Reload(3) Trait. It also gains 2 P/T Base Stamina, it costs 3 less.
Damage. For Melee Weapons this takes the Armor Effect: You gain 3 Stamina at the
form of sharpening or adjusting the start of each of your turns during combat.
weight.
Armor Effect: This armor’s Evasion is Obliviam - U
reduced by 1 and Defense is increased by 3.
Material Type: Metal
Every time you take Damage that is
Weapon Effect: When you take the Spell
reduced by Defense this armor’s Defense is
Break Reaction with this Weapon in
reduced by 1 up to a maximum reduction
hand, you roll this Weapon’s To-Hit for
of 3. You can use an Action to polish your
the Check.
armor and remove all Defense reduction
Armor Effect: When you successfully stop
this armor has from this Material.
a creature by using the Spell Break
Reaction, that Creature gains 2 P/T stacks
of the Dark Affliction Condition.
Warforger Pre-Alpha Version 1.2 182
Wood Iron Wood - U
Material Type: Wood
Oak - U Weapon Effect: Your weapon gains 2 P/T
Bludgeoning Damage.
Material Type: Metal
Armor Effect: When you are hit by a Melee
Weapon & Armor Effect: This item’s
Attack, the creature that Attacked you
Crafting Difficulty is reduced by 2.
takes 4 Bludgeoning Damage.
Bone - U
Ash Wood - U
Material Type: Wood
Material Type: Wood
Weapon Effect: Your weapon loses 1 Base
Weapon Effect: Your weapon gains 2 P/T
Damage. When you hit with this weapon
Vital Damage.
you Heal for 3 Health.
Armor Effect: When you are hit by a Melee
Armor Effect: The first and second time
Attack, the creature that Attacked you
you Heal each round you Heal for 4 Health
takes 4 Vital Damage.
more.
Bamboo - U Yew - U
Material Type: Wood
Material Type: Wood
Weapon Effect: This weapon gains 1m of
Weapon Effect: Your weapon gains 2 P/T
Range if it is a Melee Weapon and 5m of
Piercing Damage.
Range if it is a Ranged Weapon.
Armor Effect: When you are hit by a Melee
Armor Effect: This armor gains 1 Evasion.
Attack, the creature that Attacked you
takes 4 Piercing Damage.
Helmwood - U
Red Wood - U Material Type: Wood
Weapon Effect: This weapon can float
Material Type: Wood
itself and up to 10 times its weight on
Weapon Effect: Your weapon gains 2 P/T
water. This can be magically enabled or
Slashing Damage.
disabled as a Free Action.
Armor Effect: When you are hit by a Melee
Armor Effect: You gain 3 meters of
Attack, the creature that Attacked you
Movement while starting your turn in
takes 4 Slashing Damage.
water.
Warforger Pre-Alpha Version 1.2 183
Dream Wood - U Textiles
Material Type: Wood
Weapon Effect: Your weapon gains 2 P/T Tanned Hide - U
Psychic Damage.
Material Type: Leather
Armor Effect: While under the Sleep
Weapon & Armor Effect: This item’s
Condition you gain 2 P/T Healing, 2 P/T
Crafting Difficulty is reduced by 2.
Mana, and 2 P/T Stamina at the start of
each of your Turns.
Wolf Hide - U
Material Type: Leather
Hearth Wood - U
Weapon Effect: When an ally within 2m of
Material Type: Wood
you is Attacked, you can make an Attack of
Weapon Effect: Creatures hit with this
Opportunity with this weapon.
Weapon are Blinded until the beginning of
Armor Effect: You can see in darkness up
their next turn.
to 60m and Deep Darkness up to 10m.
Armor Effect: Once per Break you can
become Immune to one condition of your
choice for 2 rounds. Beast Pelt - U
Material Type: Leather
Weapon Effect: Your weapon gains the
Sapping Wood - U
Stance:(Bludgeoning) Trait and an
Material Type: Wood
additional 2 P/T Base Bludgeoning
Weapon Effect: Your weapon loses 1 Base
Damage.
Damage. When you hit with this weapon
Armor Effect: You take 5 less Bludgeoning
you gain 2 Stamina.
Damage.
Armor Effect: The first time you are hit
each round, the creature that hit you loses
3 Stamina, and you gain the Stamina they Insect Carapace - U
lost. Material Type: Leather
Weapon Effect: Your weapon gains the
Stance:(Slashing) Trait and an additional 2
P/T Base Slashing Damage.
Armor Effect: You take 5 less Slashing
Damage.
Warforger Pre-Alpha Version 1.2 184
Aqueous Scales - U Plant Fiber - U
Material Type: Leather Material Type: Leather
Weapon Effect: Your weapon gains the Weapon Effect: Creatures hit with this
Stance:(Piercing) Trait and an additional 2 weapon are treated as grabbed.
P/T Base Piercing Damage. Armor Effect: For every hour you are in
Armor Effect: You take 5 less Piercing direct sunlight, you Heal 4 P/T Health.
Damage.
Humanoid Flesh - U
Undead Flesh - U Material Type: Leather
Material Type: Leather Weapon Effect: Creatures hit by this
Weapon Effect: Your weapon gains the weapon gain 2 stacks of Bleed.
Stance:(Vital) Trait and an additional 2 Armor Effect: You always have the
P/T Base Vital Damage. Pestilence Condition, but you are Immune
Armor Effect: You take 5 less Vital to the damage it deals.
Damage.
Mythical Hide - U
Material Type: Leather
Weapon Effect: Your weapon loses 1 P/T
Base Damage. When you hit a Creature
you can spend 3 P/T Mana to increase your
weapon’s Damage by 4 P/T Arcane
Damage.
Armor Effect: On your turn as a Free
Action, you can activate or deactivate this
effect. When first activated and at the start
of each of your turns until deactivated, you
lose 1 Mana per Level. While this effect is
active, you gain 2 P/T Defense.
Warforger Pre-Alpha Version 1.2 185
Rare
Warforger Pre-Alpha Version 1.2
Metal Platinum - R
Material Type: Metal
Iron - R Weapon Effect: Your weapon gains the
Stance:(Light) Trait and an additional 3
Material Type: Metal
P/T Base Light Damage.
Weapon & Armor Effect: This item’s
Armor Effect: You gain Resistance to Dark
Crafting Difficulty is reduced by 4.
Damage.
Aetherium - R
Peletine - R
Material Type: Metal
Material Type: Metal
Weapon Effect: Your weapon gains the
Weapon Effect: Your weapon gains the
Stance:(Arcane) Trait and an additional 3
Stance:(Fire) Trait and an additional 3 P/T
P/T Base Arcane Damage.
Base Fire Damage.
Armor Effect: You gain Resistance to
Armor Effect: You gain Resistance to Frost
Arcane Damage.
Damage.
Copper - R
Lead - R
Material Type: Metal
Material Type: Metal
Weapon Effect: Your weapon gains the
Weapon Effect: Your weapon gains the
Stance:(Shock) Trait and an additional 3
Stance:(Poison) Trait and an additional 3
P/T Base Shock Damage.
P/T Base Poison Damage.
Armor Effect: You gain Resistance to
Armor Effect: You gain Resistance to
Shock Damage.
Poison Damage.
Gold - R
Tin - R
Material Type: Metal
Material Type: Metal
Weapon Effect: Your weapon gains the
Weapon Effect: Your weapon gains the
Stance:(Corrosion) Trait and an additional
Stance:(Psychic) Trait and an additional 3
3 P/T Base Corrosion Damage.
P/T Base Psychic Damage.
Armor Effect: You gain Resistance to
Armor Effect: You gain Resistance to
Corrosion Damage.
Psychic Damage.
Warforger Pre-Alpha Version 1.2 187
Hexathil - R Neatrax - R
Material Type: Metal Material Type: Metal
Weapon Effect: Your weapon gains the Weapon Effect: Your weapon gains a
Stance:(Dark) Trait and an additional 3 special Trait called Physicality.
P/T Base Dark Damage. Physicality - You can use any Physical Stat,
Armor Effect: You gain Resistance to Light Strength, Agility, or Vitality, for this
Damage. weapon’s Attacking Stat.
Armor Effect: The Strength Requirement
Skaltir - R of the armor can now compare to your
Agility or Vitality Stat.
Material Type: Metal
Weapon Effect: Your weapon gains the
Stance:(Frost) Trait and an additional 3 Aluminium - R
P/T Base Frost Damage. Material Type: Metal
Armor Effect: You gain Resistance to Fire Weapon Effect: If your Weapon has the
Damage. Heavy Trait, it is removed and the
Strength Requirement for this Weapon is
Whetsteel - R reduced by 1.
Armor Effect: The Strength Requirement
Material Type: Metal
for this armor is reduced by 2. With this
Weapon Effect: Your weapon gains the
armor equipped you gain 3m of
Reload(2) Trait. It also gains 5 P/T Base
Movement.
Damage. For Melee Weapons this takes the
form of sharpening or adjusting the
weight. Renosuim - R
Armor Effect: This armor’s Evasion is Material Type: Metal
reduced by 1 and Defense is increased by 5. Weapon Effect: If your Attack requires
Every time you take Damage that is Stamina, it costs 5 less.
reduced by Defense, this armor’s Defense is Armor Effect: At the start of each of your
reduced by 1 up to a maximum reduction turns during combat you gain 5 Stamina.
of 3. You can use an Action to polish your
armor and remove all Defense reduction
this armor has from this Material.
Warforger Pre-Alpha Version 1.2 188
Obliviam - R Formio - R
Material Type: Metal Material Type: Metal
Weapon Effect: When you take the Spell Weapon Effect: You can give a weapon
Break Reaction with this Weapon in hand with Formio a Metal Material. The weapon
you roll this Weapon’s To-Hit for the consumes it and saves the effect. This
Check. The caster of the Spell gets weapon can remember up to two effects,
Disadvantage on the Contesting Evasion and only one can be active at a time. As a
Check for the Spell Break. Free Action once per turn, you can switch
Armor Effect: When you successfully stop the effect that is currently being used.
a creature by using the Spell Break Armor Effect: You can give armor with
Reaction, that Creature gains 2 P/T stacks Formio a Metal Material. The weapon
of the Dark Affliction Condition. Their consumes it and saves the effect. This
Evasion is reduced by the amount of Dark armor can remember up to two effects, and
Affliction they have until they run out of only one can be active at a time. As a Free
Dark Affliction. Each time they use Action once per turn, you can switch the
Evasion for a Check they lose one stack of effect that is currently being used.
Dark Affliction.
Neosteel - R
Spectrite - R Material Type: Metal
Material Type: Metal Weapon Effect: Your weapon gains the
Weapon Effect: Attacks made with this Stance:(True) Trait.
Weapon ignore 1 P/T Defense. Armor Effect: When you take True
Armor Effect: Once per Break as a Free Damage, you Heal for 3 P/T Health
Action, you can become invisible until the immediately after.
start of your next turn.
Warforger Pre-Alpha Version 1.2 189
Wood Iron Wood - R
Material Type: Wood
Oak - R Weapon Effect: Your weapon gains 3 P/T
Bludgeoning Damage.
Material Type: Metal
Armor Effect: When you are hit by a Melee
Weapon & Armor Effect: This item’s
Attack, the creature that Attacked you
Crafting Difficulty is reduced by 4.
takes 6 Bludgeoning Damage.
Bone - R
Ash Wood - R
Material Type: Wood
Material Type: Wood
Weapon Effect: Your weapon loses 1 Base
Weapon Effect: Your weapon gains 3 P/T
Damage. When you hit with this weapon
Vital Damage.
you Heal for 4 Health.
Armor Effect: When you are hit by a Melee
Armor Effect: The first, second, and third
Attack, the creature that Attacked you
time you Heal each round you heal for 6
takes 6 Vital Damage.
Health more.
Bamboo - R Yew - R
Material Type: Wood
Material Type: Wood
Weapon Effect: This weapon gains 2m of
Weapon Effect: Your weapon gains 3 P/T
Range if it is a Melee Weapon and 10m of
Piercing Damage.
Range if it is a Ranged Weapon.
Armor Effect: When you are hit by a Melee
Armor Effect: This armor gains 2 Evasion.
Attack, the creature that Attacked you
takes 6 Piercing Damage.
Helmwood - R
Red Wood - R Material Type: Wood
Weapon Effect: This weapon can float
Material Type: Wood
itself and up to 20 times its weight on
Weapon Effect: Your weapon gains 3 P/T
water. This can be magically enabled or
Slashing Damage.
disabled as a Free Action.
Armor Effect: When you are hit by a Melee
Armor Effect: You gain 6 meters of
Attack, the creature that Attacked you
Movement while starting your turn in
takes 6 Slashing Damage.
water.
Warforger Pre-Alpha Version 1.2 190
Dream wood - R Eyewood - R
Material Type: Wood Material Type: Wood
Weapon Effect: Your weapon gains 3 P/T Weapon Effect: If a creature enters or
Psychic Damage. leaves the weapon’s Eange, even by force,
Armor Effect: While under the Sleep you must make an Attack on that creature
Condition you receive 4 P/T Healing, 4 as a Free Action with this weapon.
P/T Mana, and 4 P/T Stamina at the start Armor Effect: You can see all creatures
of each of your Turns. within 10m of you no matter what. This
includes through walls, invisibility, etc.
Sapping Wood - R
Material Type: Wood Fossilized Wood - R
Weapon Effect: Your weapon loses 1 Base Material Type: Wood
Damage. When you hit with this weapon Weapon Effect: The weapon’s size is
you gain 4 Stamina. doubled, doubling the Storage Units it
Armor Effect: The first and second time takes up, and giving it the Heavy Trait if it
you are hit each round, the creature that does not have it. If it does have the Heavy
hit you loses 6 Stamina, and you gain the Trait the Strength Requirement is
Stamina they lost. increased by 2. The weapon gains the
Stamina(5) Trait and gains 5 P/T Base
Hearth Wood - R Damage.
Armor Effect: Your size is increased by one
Material Type: Wood
size while wearing this armor. While your
Weapon Effect: Creatures hit with this
size is increased, the Strength Requirement
Weapon are Blinded for 2 rounds.
for items is decreased by 4, your Movement
Armor Effect: Twice per Break as a
and Evasion are decreased by 2, and you
Reaction, you can become Immune to one
gain 2 P/T Defense.
Condition of your choice for 2 rounds.
Warforger Pre-Alpha Version 1.2 191
Textiles Aqueous Scales - R
Material Type: Leather
Tanned Hide - R Weapon Effect: Your weapon gains the
Stance:(Piercing) Trait and an additional 3
Material Type: Leather
P/T Base Piercing Damage.
Weapon & Armor Effect: This item’s
Armor Effect: You gain Resistance to
Crafting Difficulty is reduced by 4.
Piercing Damage.
Wolf Hide - R
Undead Flesh - R
Material Type: Leather
Material Type: Leather
Weapon Effect: When an ally within 3m of
Weapon Effect: Your weapon gains the
you is Attacked, you can make an Attack of
Stance:(Vital) Trait and an additional 3
Opportunity with this weapon.
P/T Base Vital Damage.
Armor Effect: You can see in darkness and
Armor Effect: You gain Resistance to Vital
Deep Darkness up to 20m.
Damage.
Beast Pelt - R
Mythical Hide - R
Material Type: Leather
Material Type: Leather
Weapon Effect: Your weapon gains the
Weapon Effect: Your weapon loses 1 P/T
Stance:(Bludgeoning) Trait and an
Base Damage. When you hit a
additional 3 P/T Base Bludgeoning
Creature, you can spend 3 P/T Mana to
Damage.
increase your weapon’s Damage by 6 P/T
Armor Effect: You gain Resistance to
Arcane Damage.
Bludgeoning Damage.
Armor Effect: On your turn as a Free
Action, you can activate or deactivate this
Insect Carapace - R effect. When activated and at the start of
Material Type: Leather each of your turns until deactivated you
Weapon Effect: Your weapon gains the lose 1 Mana per Level. While this effect is
Stance:(Slashing) Trait and an additional 3 active you gain 3 P/T Defense.
P/T Base Slashing Damage.
Armor Effect: You gain Resistance to
Slashing Damage.
Warforger Pre-Alpha Version 1.2 192
Plant Fiber - R Divine Ectoleather - R
Material Type: Leather Material Type: Leather
Weapon Effect: Creatures Attacked with Weapon Effect: When you hit with this
this Weapon are treated as grabbed. weapon, you Heal for half the amount of
Armor Effect: For every hour you are in Damage you dealt with it.
direct sunlight, you Heal 8 P/T Health. Armor Effect: Once per Break you can
make yourself and anything you are
Humanoid Flesh - R holding or equipped with become
intangible for 5 minutes. While
Material Type: Leather
intangible, you can pass through all solid
Weapon Effect: Creatures hit by this
objects and can fly, but cannot interact
weapon gain 4 stacks of Bleed.
with or be interacted with by the outside
Armor Effect: You always have the
world. You can start or end this effect as a
Pestilence Condition, but you are Immune
Free Action.
to the Damage it deals. Creatures that gain
the Pestilence Condition from you have it
for 4 rounds instead of 2.
Fallen Ectoleather - R
Material Type: Leather
Weapon Effect: Creatures hit with this
weapon receive 4 stacks of Dark Affliction.
Armor Effect: Creatures that Attacked you
gain the Threatened Condition until the
beginning of their next turn.
Warforger Pre-Alpha Version 1.2 193
Exotic
Warforger Pre-Alpha Version 1.2
Metals Aluminium - E
Material Type: Metal
Whetsteel - E Weapon Effect: If your Weapon has the
Heavy Trait, it is removed and the
Material Type: Metal
Strength Requirement for this Weapon is
Weapon Effect: Your weapon gains the
reduced by 2.
Reload(1) Trait. It also gains 10 P/T base
Armor Effect: The Strength Requirement
Damage. For Melee Weapons this takes the
for this armor is reduced by 3. With this
form of sharpening or adjusting the
armor equipped you gain 6m of
weight.
Movement.
Armor Effect: This armor’s Evasion is
reduced by 2 and Defense is increased by 3
P/T. Every time you take Damage that is Renosuim - E
reduced by Defense this armor’s Defense is Material Type: Metal
reduced by 1 P/T up to a maximum Weapon Effect: If your Attack costs
reduction of 3 P/T. You can use an Action Stamina, it costs 7 less.
to polish your armor and remove all Armor Effect: At the start of each of your
Defense reduction this armor has from this turns during combat, you gain 7 Stamina.
Material.
Neatrax - E
Material Type: Metal
Weapon Effect: Your weapon gains a
special Trait called Speciality.
Speciality - You can use any Basic Stat
for this weapon’s Attacking Stat.
Armor Effect: The Strength Requirement
of the armor can now compare to any Basic
Stat.
Warforger Pre-Alpha Version 1.2 195
Obliviam - E Spectrite - E
Material Type: Metal Material Type: Metal
Weapon Effect: When you take the Spell Weapon Effect: Attacks made with this
Break Reaction with this Weapon in Weapon ignore 2 P/T Defense.
hand, you roll this Weapon’s To-Hit for Armor Effect: Three times per Break as a
the Check. The caster of the spell gets Free Action, you can become invisible until
Disadvantage on the Contesting Evasion the start of your next turn. If you make an
Check for the Spell Break. When you do attack while invisible, the defending
this you can also hit the caster with this creature gets Disadvantage on the
weapon as an Attack. Contesting Evasion Check.
Armor Effect: When you successfully stop
a creature by using the Spell Break Formio - E
Reaction, that Creature gains 2 P/T stacks
Material Type: Metal
of the Dark Affliction Condition. Their
Weapon Effect: You can give a weapon
Evasion is reduced by the amount of Dark
with Formio a Metal Material. The weapon
Affliction they have until they run out of
consumes it and saves the effect. This
Dark Affliction. Each time they use
weapon can remember up to two effects,
Evasion for a Check they lose one stack of
and both effects are active. (This cannot
Dark Affliction. Once per Break you can
gain the effects from Formio)
take the Spell Break Reaction on any
Armor Effect: You can give armor with
Action. If it is successful the Action is not
Formio a Metal Material. The armor
performed and the creature still loses an
consumes it and saves the effect. This
Action for that turn.
armor can remember up to two effects, and
both effects are active. (This cannot gain
the effects from Formio)
Warforger Pre-Alpha Version 1.2 196
Neosteel - E Cobalt - E
Material Type: Metal Material Type: Metal
Weapon Effect: Your weapon gains the Weapon Effect: When you hit a Creature
Stance:(True) Trait and an additional 2 with this weapon, that creature is pushed
P/T Base True Damage. an amount of meters away from you up to
Armor Effect: When you take True twice your Tier.
Damage, you Heal for 6 P/T Health Armor Effect: When a creature hits you, it
immediately after. is knocked 3m away from you.
Mercury - E
Material Type: Metal
Weapon Effect: Creatures hit by this
weapon take 0 Damage from the weapon’s
Base Damage. They get an amount of
stacks equal to your Tier of a Stacking
Condition whose name is the same as the
Weapon Type that hit. At the beginning of
each of their turns, they take Damage equal
to the weapon’s Base Damage at Tier 1.
Armor Effect: As a Free Action armor with
this Material can be turned into a small
object which is 3 SU. While carrying this
object, you can use a Free Action to equip
it instead of using the Equip Action.
Warforger Pre-Alpha Version 1.2 197
Woods Sapping Wood - E
Material Type: Wood
Yew - E Weapon Effect: Your weapon loses 1 Base
Damage. When you hit with this
Material Type: Wood
weapon, you gain 8 Stamina.
Weapon Effect: This weapon gains 3m of
Armor Effect: The first, second, and third
Range if it is a Melee Weapon and 15m of
time you are hit each round, the Creature
Range if it is a Ranged Weapon.
that hit you loses 12 Stamina, and you gain
Armor Effect: This armor gains 3 Evasion.
the same amount.
Helmwood - E
Hearth Wood - E
Material Type: Wood
Material Type: Wood
Weapon Effect: This weapon can float
Weapon Effect: Creatures hit with this
itself and up to 30 times its weight on
weapon create Bright Light within 1m of
water. This can be magically enabled or
where they stand for 2 rounds.
disabled as a Free Action.
Armor Effect: Once per Break as a
Armor Effect: You gain 12 meters of
Reaction, you can become Immune to two
Movement while starting your turn in
conditions of your choice for 2 rounds.
water.
Dream Wood - E Eyewood - E
Material Type: Wood
Material Type: Wood
Weapon Effect: If a creature enters or
Weapon Effect: Your weapon gains 4 P/T
leaves the weapon’s Range even by force,
Psychic Damage.
you can choose to make an Attack on that
Armor Effect: While under the Sleep
creature as a Free Action with this weapon.
Condition, you receive 6 P/T Healing, 6
Armor Effect: You can see all creatures
P/T Mana, and 6 P/T Stamina at the start
within 100m of you no matter what. This
of each of your Turns.
includes through walls, invisibility, etc.
Warforger Pre-Alpha Version 1.2 198
Fossilized Wood - E Aulder Oak - E
Material Type: Wood Material Type: Wood
Material Type: Wood Weapon Effect: When a creature is hit by
Weapon Effect: The weapon’s size is this weapon, they must make an Intellect
doubled, doubling the Storage Units it Save. On a fail, their Stats become a
takes up, and giving it the Heavy Trait if it creature of your choice whose Tier is the
does not have it. The weapon gains the same as the creature you hit for 3 rounds.
Stamina(8) Trait and gains 8 P/T Base Their Health, Stamina, and Mana stay
Damage. unchanged and they retain any changes
Armor Effect: Your size is increased one that happen to it while they are
size while wearing this armor. While your transformed.
size is increased, the Strength Requirement Armor Effect: Twice per Break as a Free
for items is decreased by 8, your Movement Action during your turn, you become a
and Evasion are decreased by 2, and you creature of your choice whose DL is less
gain 3 P/T Defense. than or equal to your Level for 3 rounds.
Your Tier, Health, Stamina, and Mana stay
unchanged, and you retain any changes
that happen to it while you are
transformed.
Warforger Pre-Alpha Version 1.2 199
Textiles Humanoid Flesh - E
Material Type: Leather
Mythical Hide - E Weapon Effect: Creatures hit by this
weapon gain 6 stacks of Bleed.
Material Type: Leather
Armor Effect: You always have the
Weapon Effect: Your weapon loses 1 P/T
Pestilence Condition but you are Immune
Base Damage. When you hit a Creature
to the damage it deals. You can choose
you can spend 3 P/T Mana to increase your
which creatures are affected by Pestilence
weapon’s Damage by 8 P/T Arcane
when you are hit. Creatures that gain the
Damage.
Pestilence Condition from you have it for 4
Armor Effect: As a Free Action on your
rounds instead of 2.
turn, you can activate or deactivate this
effect. When activated and at the start of
every turn until deactivated you lose 1 Fallen Ectoleather - E
Mana per Level. While this effect is active Material Type: Leather
you gain 4 P/T Defense. Weapon Effect: Creatures hit with this
weapon receive 8 stacks of Dark Affliction.
Plant Fiber - E Armor Effect: Creatures that Attacked you
gain the Threatened and Frightened
Material Type: Leather
Condition until the beginning of their
Weapon Effect: Creatures attacked with
next turn.
this Weapon are treated as grabbed.
Creatures grabbed in this way they take 4
P/T Piercing Damage at the start of their
turn.
Armor Effect: For every hour you are in
direct sunlight, you Heal 12 P/T Health.
Warforger Pre-Alpha Version 1.2 200
Divine Ectoleather - E
Material Type: Leather
Weapon Effect: When you hit with this
weapon you Heal for the amount of
Damage you dealt with it.
Armor Effect: Twice per break you can
make yourself and anything you are
holding or equipped with become
intangible for 15 minutes. While
intangible you can pass through all solid
objects and can fly but cannot interact
with or be interacted with by the outside
world. You can start or end this effect as a
Free Action.
Horror Membrane - E
Material Type: Leather
Weapon Effect: Creatures that get hit by
this weapon must make a Vitality Save. On
a fail their Evasion and Defense are reduced
to 0 for 2 rounds.
Armor Effect: Once per turn as a Free
Action on your turn, you can teleport up
to 15m to an unoccupied space you can see.
Warforger Pre-Alpha Version 1.2 201
Mythical
Warforger Pre-Alpha Version 1.2
Metals Neosteel - M
Material Type: Metal
Spectrite - M Weapon Effect: Your weapon gains the
Stance:(True) Trait and an additional 3
Material Type: Metal
P/T Base True Damage.
Weapon Effect: Attacks made with this
Armor Effect: When you take True
Weapon ignore 3 P/T Defense.
Damage, you Heal for an amount equal to
Armor Effect: As a Free Action you can
9 P/T + Defense Health immediately after.
become invisible or visible. If you make an
Attack while invisible, the defending
creature gets Disadvantage and Unfavored Mercury - M
on the Contesting Evasion Check. Material Type: Metal
Weapon Effect: Creatures hit by this
Formio - M weapon take 0 Damage from the weapon’s
Base Damage. They get an amount of
Material Type: Metal
stacks equal to your Tier of a stacking
Weapon Effect: This weapon mimics the
condition whose name is the same as the
weapon effects of any two Exotic or lower
Weapon Type that hit. At the beginning of
rarity Materials. You do not need to have
each of their turns, they take Damage equal
the Materials on you, and can change them
to the weapon’s Base Damage at Tier X,
on a Break. (This cannot gain the effects
where X is equal to the amount of stacks of
from Formio)
the condition they have. X can go beyond
Armor Effect: This armor mimics the
tier 7.
armor effects of any two Exotic or lower
Armor Effect: As a Free Action armor
rarity Materials. You do not need to have
with this Material can be turned into a
the Materials on you, and can change them
small object which is 3 SU. While carrying
on a Break.
this object, you can use a Free Action to
(This cannot gain the effects from Formio)
equip it instead of using the Equip Action.
You can also turn this armor into an
Accessory that can be equipped instantly as
a Free Action. If you are currently wearing
armor, this armor is worn over it and you
only gain the effects of this one.
Warforger Pre-Alpha Version 1.2 203
Cobalt - M Woods
Material Type: Metal
Weapon Effect: When you hit a Creature Eyewood - M
with this weapon, that creature is pushed
Material Type: Wood
an amount of meters away from you up to
Weapon Effect: If a creature enters or
twice your Tier. If its path is blocked, it
leaves the weapon’s range or your line of
takes 5 P/T Bludgeoning Damage. If it is
sight even by force, you can make an
blocked by a creature, the creature that
Attack on that creature as a Free Action
blocked it also takes 5 P/T Bludgeoning
with this weapon. You can only Attack
Damage.
each creature once per turn this way.
Armor Effect: When a creature hits you, it
Armor Effect: You can see a creature and
is knocked 10m away from you. If its path
their surrounding environment and
is blocked, it takes 5 P/T Bludgeoning
location as long as you know their name
Damage. If it is blocked by a creature ,the
and face. You also can see all creatures
creature that blocked it also takes 5 P/T
within 200m of you no matter what. This
Bludgeoning Damage.
includes through walls, invisibility, etc.
Nyrakirum - M Fossilized Wood - M
Material Type: Metal
Material Type: Wood
Weapon Effect: Your weapon gains 3 P/T
Weapon Effect: The weapon’s size is
Base Damage of every Physical and Magical
doubled, doubling the Storage Units it
Damage Type.
takes up. The weapon gains the
Armor Effect: You gain Immunity to all
Stamina(10) Trait and gains 10 P/T Base
Physical and Magical Damage Types.
Damage.
Armor Effect: Your size is increased one
size while wearing this armor. While your
size is increased, the Strength Requirement
for items is decreased by 10, your
Movement and Evasion are decreased by 2,
and you gain 4 P/T Defense.
Warforger Pre-Alpha Version 1.2 204
Aulder Oak - M Chrysomidas - M
Material Type: Wood Material Type: Wood
Weapon Effect: When a creature is hit by Weapon Effect: When a creature is hit by
this weapon, they make an Intellect Save. this weapon, they make an Intellect save.
On a fail, they become a creature of your On a fail they are turned to solid gold for
choice whose DL is less than or equal to 30 seconds. While they are gold, all turns
their DL or Level permanently. Their DL is of theirs are skipped and they cannot take
increased to the DL or Level they were at Reactions. They can still take Damage but
before the transformation. cannot be Downed.
Armor Effect: As a Free Action during Armor Effect: Once per two Rests as a Free
your turn, you can transform yourself into Action, you can gain the full effects of a
another creature whose DL is less than or Rest. You are also cured of all Banes and
equal to your Level. You can leave this state other effects you wish to be cured of.
as a Free Action. Your Tier, Health,
Stamina, and Mana stay unchanged and Textiles
you retain any changes that happen to it
while you are transformed. You can also
choose to make this effect permanent, and Fallen Ectoleather - M
if you do so, the DL of the creature you are Material Type: Leather
transformed into is increased to the Level Weapon Effect: Creatures hit with this
you were before transformation. You also weapon receive 12 stacks of Dark
regain all Skill Points and can choose new Affliction.
Class Skills. The creature’s Statblock is Armor Effect: Creatures that Attacked
counted as your Lineage abilities. The you gain the Threatened and Frightened
creature you turn into has the default Condition for 2 rounds. They cannot take
character Equipment Slots and storage the Disengage Action while Frightened this
with your items. You lose all Boons and way.
Banes. You use the creature’s Health
Multiplier instead of the Class Heath
Multipliers.
Warforger Pre-Alpha Version 1.2 205
Divine Ectoleather - M incarnate Essence - M
Material Type: Leather Material Type: Leather
Weapon Effect: When you hit with this Weapon Effect: This weapon transcends
weapon you Heal for twice the amount of space, allowing you to Attack with it as if
Damage you dealt with it. you were at a position you can see instead.
Armor Effect: Three times per break you You still must be able to see targets from
can make yourself and anything you are your current position.
holding or equipped with become Armor Effect: Three times per rest as a
intangible for 30 minutes. While Free Action, you can stop time for 20
intangible you can pass through all solid seconds. Only you and Summons you
objects and can fly but cannot interact Command can do anything during this
with or be interacted with by the outside time. Afterwards, everything you did
world. You can start or end this effect as a during this time plays out instantly. Any
Free Action. Checks made by creatures as a result of
things you did during the time stop get
Horror Membrane - M Unfavored twice.
Material Type: Leather
Weapon Effect: Creatures that get hit by
this weapon have their Evasion and
Defense are reduced to 0 for 2 Rounds.
Armor Effect: As a Free Action three times
per turn, you can teleport up to 15 meters
to an unoccupied space you can see.
Warforger Pre-Alpha Version 1.2 206
Accessories
Warforger Pre-Alpha Version 1.2
Accessories Crow’s Eye - C
Effect: You can see how corpses that are
Amulet of Warding - C less than one day old died, when they died,
and any information that the creature
Twice per break if you would make a
knew about their death when they died.
Saving Check from a Spell and roll a 2 or
lower on one of your dice for that Check,
including Bonus Dice, you can reroll that Ranger’s Spirit - C
die as a Free Action. Effect: You can turn wood into arrows and
bullets. One Wood Material becomes 5
Blink Wrap - C ammo. Attacks made with that ammo gain
the bonuses from that Wood Material.
Twice per break you can use a Reaction at
any time to teleport 1m.
Soul Henge - C
Shadowblade Ring - C Effect: Your Spirit Flask can be used an
additional time per Break, but you lose one
A weapon or creature you can touch is
use after your next Break or Rest.
enveloped in shadow. The Weapon's
Damage Type or creature's
Attacks' Damage Types are changed to Amulet of Warding - U
Dark Damage. Three Times per break if you would make a
Saving Check from a Spell and roll a 3 or
Charm of Gluttony - C lower on one of your dice for that check,
including bonus dice, you can reroll that
Effect: Once per Rest you can summon
die as a free action.
a ration for free.
Amber Mosquito - C Ring of the Empowered - U
You get bonus to To-Hit Checks and
Effect: You receive a –1 penalty on To-Hit
Evasion equal to the amount of creatures
Checks. You Heal for 6 Health when you
within 1m of you.
deal Damage with a weapon or Attacking
Spell.
Warforger Pre-Alpha Version 1.2 208
Blink Wrap - U Ranger’s Spirit - U
Twice per break you can use a Reaction at Effect: You can turn wood and metal into
any time to teleport up to 2m. arrows and bullets. One Material becomes
10 ammo. Attacks made with that ammo
Shadowblade Ring - U gain the bonuses from that Wood or Metal
Material.
A weapon or creature you can touch is
enveloped in shadow. The weapon's
Damage Type or creature's Attacks' Sephyr Wings - U
Damage Types are changed to Dark Effect: You gain the Flying Movement
Damage. You gain Immunity to Dark Type.
damage while wearing the ring.
Invisibility Cloak - U
Charm of Gluttony - U Effect: Twice per Rest as an Action, you
Effect: Twice per rest you can summon can go invisible. This invisibility ends
a ration for free. when you take Damage or take an Action,
Reaction, or Free Action.
Amber Mosquito - U
Effect: You receive a –2 penalty on To-Hit Soul Henge - U
Checks. You Heal for 12 Health when you Effect: Your Spirit Flask can be used an
deal Damage with a weapon or Attacking additional two times per Break but you
Spell. lose one use after your next Break or Rest
for each time you use it after the third.
Crow’s Eye - U
Effect: You can see how corpses that are Amulet of Warding - R
less than one week old died, when they Four Times per break if you would make a
died, and any information that the creature Saving Check from a spell and roll a 4 or
knew about their death when they died. lower on one of your dice for that check,
including bonus dice, you can reroll that
die as a Free Action.
Warforger Pre-Alpha Version 1.2 209
Tiara of Hope - R Crow’s Eye - R
As an Action you can give a creature a Effect: You can see how corpses died, when
bonus to their next Check equal to your they died, and any information that the
Charm. creature knew about their death when they
died.
Ring of the Empowered - R
You get bonus to To-Hit Checks and Ranger’s Spirit - R
Evasion equal to the amount of creatures Effect: You can turn materials into arrows
within 2m of you. and bullets. One Material becomes 15
ammo. Attacks made with that ammo gain
Blink Wrap - R the bonuses from that Material.
Twice per Break you can use a Reaction at
any time to teleport up to 4m. Sephyr Wings - R
Effect: You gain the Flying Movement
Shadowblade Ring - R Type and 3m of movement.
A weapon or creature you can touch is
enveloped in shadow. The weapon's Invisibility Cloak - R
Damage Type or creature's Attacks' Effect: Three times per Rest as an Action
Damage Types are changed to Dark you can go invisible. This invisibility ends
Damage. You Drain Dark Damage while when you take Damage or after 10
wearing the ring. minutes.
Charm of Gluttony - R Soul Henge - R
Effect: Four times per Rest you can Effect: Your Spirit Flask can be used 3
summon a ration for free. additional times per Break, but you lose
one use after your next Break or Rest for
Amber Mosquito - R each time you use it after the third.
Effect: You receive a –3 penalty on To-Hit
Checks. You Heal for 4 P/T Health when
you deal Damage with a weapon or
Attacking Spell.
Warforger Pre-Alpha Version 1.2 210
Traveler’s Watch - R Sephyr Wings - E
Effect: Once per Rest as an action, you can Effect: You gain the Flying Movement
touch a creature to rewind the last Damage Type, 3m of Movement, and Drain Fire
that creature took. and Light Damage.
Unstable Choker - R Traveler’s Watch - E
Effect: When you would take Damage, you Effect: Twice per Rest as an Action, you
can choose roll 1d6 to add a Damage can touch a creature to rewind the last
interaction to the Damage you would take. Damage that creature took.
1, 2, 3: Weak to the Damage
4: Resist the Damage Invisibility Cloak - E
5: Immune to the Damage
Effect: Five times per Rest as an Action you
6: Drain or Reflect the Damage (wearer’s
can go invisible. This invisibility ends
choice)
when you take Damage.
Tiara of Hope - E Uranium Spectacles - E
As an Action or Reaction you can give a
Effect: Tiles within 1m of you gain the
creature a bonus to their next Check equal
Irradiated Environmental Condition. You
to your Charm and Expertise on the
are Immune to the Irradiated Condition.
Check if they don't have it.
Unstable Choker - E
Ring of the Empowered - E
Effect: When you would take Damage you
You get bonus to To-Hit Checks and
can roll 1d4 to add a Damage interaction to
Evasion equal to the amount of creatures
the Damage you would take.
within 3m of you.
1: Weak to the Damage
2: Resist the Damage
Midas Glove - E 3: Immune to the Damage
Effect: You can touch a non-living object 4: Drain or Reflect the Damage (wearer’s
and turn it to solid gold. choice)
Warforger Pre-Alpha Version 1.2 211
Tiara of Hope - M Unstable Choker - M
Whenever a creature you can see makes a Effect: When you would take Damage, as a
Check you can give it bonus equal to your Reaction you can add a Damage
Charm + your Tier. interaction to the Damage you would take
(weak, resist, immune, drain, reflect). After
Phoenix Plume Earring - M doing this, the next time you take any
Damage besides Healing Damage, flip a
The first time each day you would die, you
coin. On tails you take double Damage.
come back to life. You gain he effect of a
You can negate the coin flip by adding a
Rest and lose all Banes.
Damage interaction to the next Damage. If
you do so the following damage after you
Midas Glove - M flip two coins. These coins can keep being
Effect: You can touch an object or creature negated and increased this way until you
and turn it to solid gold for 2 hours. flip only heads or take double Damage.
Traveler Watch - M
Effect: Three times per Rest as an
Action, you can touch a creature to rewind
that creature to the state they were at after
their last Rest.
Uranium Spectacles - M
Effect: Tiles within 4m of you gain the
Irradiated Environmental Condition. You
are Immune to the Irradiated Condition.
Warforger Pre-Alpha Version 1.2 212
Appendix III
Storage and Other Items
Warforger Pre-Alpha Version 1.2
Basic Storage Items Name: Quiver
SU Cost: 3
Personal Effects: Holds 50 arrows without
Name: Backpack
them using Storage Units.
SU Cost: 12
Personal Effects: You gain 30 CSU.
Name: Potion Bag
SU Cost: 6
Name: Satchel
Personal Effects: Holds up to 5 potions
SU Cost: 4
without them using Storage Units. Potions
Personal Effects: You gain 8 CSU.
in your potion bag can be used as a
Reaction at any time. They can also be
Name: Small Sheath
loaded into syringes as a Free Action.
SU Cost: 4
Personal Effects: Can hold a weapon that
Name: Jewelry Pouch
takes one Hand Slot. While in the sheath
SU Cost: 2
the weapon takes 0 Storage Units. Once per
Personal Effects: Holds up to 10
turn as a Free Action, you can swap a
Accessories. Once per turn as a Free
weapon you are holding with the one in
Action, you can swap your currently
the sheath. If the weapon is one-handed the
equipped Accessories with ones from your
weapon you swapped out goes in the
jewelry pouch.
sheath, otherwise it goes into your P-SU or
is dropped on the ground
Name: Ammo Pouch
SU Cost: 2
Name: Large Sheath
Personal Effects: Holds 500 bullets for
SU Cost: 6
firearms without them using Storage
Personal Effects: Can hold a weapon.
Units.
While in the sheath the weapon takes 0
storage units. Once per turn as a Free
Action, you can swap a weapon you are
holding with the one in the sheath.
Warforger Pre-Alpha Version 1.2 214
Basic Items Name: Gaming Set
SU Cost: 1
Materials - Any Kind (2)
Name: Lantern
SU Cost: 1
SU Cost: 3
Name: Arrows (5)
Name: Cooking Set
SU Cost: 1
SU Cost: 5
Name: Oil Jar
Name: Rations (4)
SU Cost: 2
SU Cost: 1
Name: Rope (4m)
Name: Quill
SU Cost: 1
SU Cost: 1
Name: Sleeping Bag
Name: Paper
SU Cost: 6
SU Cost: 1
Name: Waterskin/Flask
Name: Book
SU Cost: 2
SU Cost: 2
Name: Common Clothes
Name: Inkwell
SU Cost: 5
SU Cost:
Name: Tinderbox
Name: Bag of Sand
SU Cost: 1
SU Cost: 4
Name: Torch
Name: Trade Kit
SU Cost: 3
SU Cost: 5
Name: Compass
Name: Hammer
SU Cost: 1
SU Cost: 3
Warforger Pre-Alpha Version 1.2 215
Basic Items Name: Hat
SU Cost: 2
Name: Nails
Name: Fishing Rod
SU Cost: 1
SU Cost: 4
Name: Wood Plank
Name: Fishing Rod
SU Cost: 4
SU Cost: 8
Name: Blanket
Name: Baguette
SU Cost: 3
SU Cost: 3
Name: Dynamite
Name: Sextant
SU Cost: 3
SU Cost: 3
Name: Tavern Cup
Name: Lockpicking Set
SU Cost: 2
SU Cost: 3
Name: Barrel
Name: Crystal Ball
SU Cost: 8
SU Cost: 2
Name: Dining Utensils
Name: Chair
SU Cost: 2
SU Cost: 7
Name: Plate
Name: Small Table
SU Cost: 2
SU Cost: 12
Name: Bowl
Name: Cushion
SU Cost: 2
SU Cost: 3
Name: Coin
Name: Seal
SU Cost: 0
SU Cost: 1
Warforger Pre-Alpha Version 1.2 216
Appendix iv
Conditions, Boons, and Banes
Warforger Pre-Alpha Version 1.2
Conditions
Warforger Pre-Alpha Version 1.2
Creature Conditions Downed: A Downed creature has their
turns skipped, and has Unfavored on all
Checks.
Blind: Creatures with the Blind Condition
cannot target creatures farther than 1
Enraged: A creature with the Enraged
meter with Attacks or Spells and
Condition can only target the nearest
automatically fails all Checks relying on
living creature. They also gain Advantage
sight.
on To-Hit checks while Enraged.
Cauterized: The creatures inflicted with
Frightened: Creatures with the Frightened
Cauterized Condition gain Resistance to
Condition cannot move towards or target
Healing and loses all stacks of the Bleed
what they are frightened by. If they are
Condition.
within 1m or the Melee Attack range of
what they are frightened by they, cannot
Choke: Creatures with the Choke
move unless they take the Disengage
Condition cannot speak.
Action.
Corroded: Creature with the Corroded
Frail: A creature with the Frail Condition
Condition have their bonus to To-Hit and
gains Weakness to all Physical Damage
bonus Damage halved (rounded up).
Types.
Corroded Mana: Creatures with the
Frozen: A Creature that is Frozen has their
Corroded Mana Condition cannot gain
Movement reduced to 0 and cannot gain
Mana in any way.
Movement in any way. Creatures that are
Frozen are gain Weakness to all Physical
Crippled: Creatures with Crippled
Damage Types. At the beginning of each of
Condition lose 3 meters of Movement and
their turns, creatures inflicted with Frozen
cannot take the Disengage Action.
make a Strength Save with the DM
depending on the source. On a success they
Deafened: A creature that is Deafened
lose the Frozen Condition.
cannot hear sounds or be Commanded
unless they are Commanded telepathically.
Invisible: Cannot be seen by anything and
thus cannot be targeted.
Warforger Pre-Alpha Version 1.2 219
Grounded: Creatures with the Grounded Prone: Creatures with the Prone
Condition gain Resistance to Shock Condition have their Movement halved.
Damage and lose the Flying Movement They gain Unfavored on Evasion Checks.
Type. They can spend an Action romove the
Prone Condition.
Hardened: Creature with the Hardened
Condition gain Resistance to Slashing, Restrained: Creatures with the
Piercing, and Bludgeoning Damage. Restrained Condition cannot move unless
the Disengage Action is taken.
Inflammable: Creature with the
Inflammable Condition gain Weakness to Shocked: A creature with Shocked has
Fire Damage and cannot use Actions to Disadvantage on Agility Saves.
remove stacks of On Fire.
Shredded: A creature with Shredded loses 1
Pestilence: Creatures with the Pestilence P/T Defense.
Condition takes 4 P/T Vital Damage at the
start of each of their turns. The Tier is Sleep: Creatures with the Sleep Condition
equal to the source it comes from. If there must be woken up by another Creature as
is no source, than it is equal to the Tier an Action. Their next turn after they wake
of creature with Pestilence. up this way, they cannot move. Creatures
Whenever a creature with Pestilence is under the Sleep Condition will also wake
Damaged, creatures within 1m must make up if they take any Damage. To-Hit Checks
a Vitality Save. The MT of the Save is equal on sleeping creatures gain Favored.
to 5 + Vitality + Tier of the Damaged
creature. On a fail gain they Pestilence Threatened: Creatures with the
Condition for 2 rounds. Threatened condition loses 1 P/T Defense
and Movement equal to 1 per Tier and
Poisoned: A creature with the Poisoned gain Unfavored on Saving Checks to resist
Condition loses 1 from all Stats. effects that cause the Frighted Condition.
Wet: A creature with the Wet Condition
gains Weakness to Shock Damage and
gains Resistance to Fire Damage.
Warforger Pre-Alpha Version 1.2 220
Stacking Conditions Poison: Creatures with the Poison
Condition take 2 Poison Damage for every
stack of Poison at the beginning of each of
Bleed: Creatures with the Bleed Condition
their turns.
with take 3 Vital Damage per stack at the
start of their Turn.
Shrouded: When a creature with the
Shrouded Condition is Attacked, they can
Dark Affliction: Creatures with the Dark
choose to use an amount of stacks of
Affliction Condition loses 1 Mana
Shrouded to reduce the To-Hit roll by that
per stack at the start of their turn. If this
amount.
reduces a creature’s Mana to 0, they receive
the Corroded Mana Condition for 2
Wound: Creatures with the Wound
rounds.
Condition lose 1 meter of Movement per
stack. Once a creature reaches 6 stacks of
Drunk: Creatures with the Drunk
Wound, they gain 2 stacks of Bleed and
Condition have their Movement and bonus
lose all stacks of Wound.
to To-Hit Checks reduced by 1 per stack. If
their Movement is reduced to 0 they pass
Slow: Creatures with Slow lose 1 Evasion
out and get the Sleep Condition for as long
per stack.
as they have stacks of Drunk. Creatures
lose a stack of Drunk at the start of every
Rust: Creatures with the Rust Condition
other one of their turns.
lose 1 Defense per stack.
On Fire: Creatures with the On Fire
Condition take 2 Fire Damage per stack of
On Fire at the start of their turn. Creatures
with this Condition can use an Action to
roll their Tier Dice and decrease the
amount of Stacks of On Fire on them by
that amount.
Warforger Pre-Alpha Version 1.2 221
Environmental Irradiated: Creatures in an Irradiated
Environment take 2 P/T Vital and 2 P/T
Conditions Light Damage at the start of their turns.
They also make a Vitality Save. The MT of
Bright Light: This area is considered as the Save, is equal to 5 + Vitality + Tier of
light, Creatures in a Bright Light the Damaged creature. On a fail the
Environment are Blinded. Creature gains the Frail and Corroded
Condition. The condition ends 3 rounds
Deep Darkness: Creatures in a Deep after they leave the Irradiated
Darkness Environment cannot see more Environment.
than 1 meter in any direction unless they
have a way to see through the Darkness. Magma: Creatures in a Magma
Creatures outside an area of Deep Darkness Environment take 4 P/T Fire Damage if
can only see 1m into the area. they start in the area or ender it for the
first time on their turn.
Fog: Creatures in a Fog
Environment receive a –1 P/T bonus to Miasma: Creatures in a Miasma
To-Hit Checks and a +1 P/T bonus to Environment loses 1 from all Stats.
Evasion. Creatures in Fog gain Unfavored
for Checks relying on sight. Mud: Creatures that start their turn in a
Mud Environment halve their Movement.
Ice: The first time each turn that a creature
moves on an Ice Environment more than
1m, they make a AGI Save. On a fail they
fall Prone. The MT is equal to the creature
that created the condition or 11 if it is not
from a creature.
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Boons &
Banes
Warforger Pre-Alpha Version 1.2
Boons Avatar of Wind
Effect: You gain 5 meters of Movement.
Winged Whenever you take the Sprint Action, you
gain an additional 2 meters of movement.
Effect: You gain the Flying Movement
Type.
Avatar of the Lands
Finned Effect: You gain Immunity to the Magma,
Mud, and Ice Environmental Conditions.
Effect: You gain the Swimming Movement
Type.
Weapon Master
Wall Crawler Effect: You have a +2 bonus to To-Hit
Checks for all Weapon Types.
Effect: You gain the Climbing Movement
Type.
Mirror Blooded
Acknowledged by Mana Effect: You have Immunity to 2 Magical
Damage Types of your choice upon
Effect: You gain 5 Max Mana Per Level.
receiving this Boon.
Extordnary Stamina Lucky
Effect: You gain 4 Max Stamina Per Level. Effect: Five times per Rest you can replace
any normal bonuses to a Check with your
Godly Heath Luck + Expertise.
Effect: You gain Two Max Health for Per
Level.
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Banes Easily Exhausted
Effect: You receive half the amount of
Stamina for each Level.
Manaless
Effect: Your Max Mana is set to 0 and
cannot be changed in any way.
Corrupted Vitality
Effect: You lose 1 Max Health for per Level.
One-armed Avatar of Pestilence
Effect: You have one Hand Slot instead of Effect: You are permanently under the
two. This can be regained with prosthetics. Pestilence Condition and don’t take Damage
from the Pestilence Condition.
Eyeless
Effect: You cannot see, however can sense Avatar of Miasma
an area within 5 meters of you. Effect: During Combat you emanate a Miasma
Environment within 1 meter of you. You are
not affected by Miasma.
Legless
Effect: You lose the Walking Movement
Type. This can be regained with Contracted
prosthetics. Effect: You are under a Magical Contract of
some kind. You must to follow the commands
and tasks given by your contractor to the best
Designed for Death of your ability so long as it follows the terms
Effect: When Creatures take the Execute of your contract.
Action on you, they get Favored on the
Check. You die at two Damage Counters
instead of three. Madness
Effect: You are constantly mad. At any time,
Nightmare the GM can create fake creatures for you to
envision. You are automatically Frightened of
Effect: You no longer gain Health from
those creatures.
Breaks or Rests.
Avatar of Demons
Soulless Effect: A Demon based on your character’s
Effect: Your Spirit Vial only has one use. fears determined by your GM starts to hunt
you down and will not stop until you or it
dies.
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Appendix v
Summons
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Credits
thanks to those who made this
possible
Warforger Pre-Alpha Version 1.2
Team: IonLunra
Echo - Co-Lead Developer, Manager
Phantom - Co-Lead Developer Jamesbob
Lurkingfox - Deck of the Realms
Developer RobShepArt
Hollowstuff - Morshi Lore
Josh - Quality Control and Loremaster CatchyCantrips
Pudd - Quality Manager and CRFW Lead
Pyro - Quality Control Art:
Bubble - General Help
Class Icons - Brendan M L McCleery
Helping Thanks:
Lineage Arts - Fxat
TheWitchAndSmith
Icons - Delapouite, Lorc
Offbeat Outlaw
Morshi - Hollow
Chaoticshmoo
Abyssal Vampire - DMRedCap
Bone Wizard
Character Sheet - Soren A.
The Log
Constantine
Zota
And finally,
JackSquarePeg You,
You reader are what makes this possible.
PixelTheyDM There is no game without a player, no fun
without the party, and no words to
DwarfDownUnder describe how thankful we are to every
person who even reads the game. You are
ShropshireDM what make this worth it, so keep on
adventuring!
JekStarGuzzler
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