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Failure and success are rarely black
Herosong uses the standard
and white. A character narrowly
polyhedral dice associated with TTRPGs.
escaping the odds by rolling exactly
Utilizing the D4, D6, D8, D10, Percentile
the number needed vs someone
Die, D12, and D20. However, the D10 and
who overcomes the odds and beats
percentile dice are most utilized as the
the challenge by a sickening degree.
system revolves around the D100.
Herosong utilizes a concept of
All dice rolls follow a “roll under”
incremental success and failure.
rule set where you try to roll below the
The table below shows the
given DC.
increments, outright failure is
unfun but adding a catch to success
provides another level of caution
A DC represents the number that a
and stress which is fun.
character needs to overcome
through rolling in order to succeed.
You critically succeed a check if
you roll a 1 (00/1) or otherwise beat the
DC by over 50. On the reverse, you
Player may face in some cases a
critically fail if you roll a 100 (00/0) or
more difficult check due to time
alternatively fail the DC by over 50.
constraint, environments, or hostile
creatures. The GM in this case can ask the
player to roll an increased difficulty check
or even lower with 4 scales of difficulty
Certain abilities and happenstance
that are outlines below. If there is a check
in game grant advantage (abbreviated to
that is so easy a player can do it without
ADV). Advantage grants +10 to the DC,
challenge, do not ask for a roll. Same
increasing the chance of success. If a
applies to challenges that are impossible,
character gains another source of
do not let them roll if you don’t want the
advantage they add an additional +10 to the
players to pass or fail.
DC. Creatures can have up to five
Easy 15 Closer from to DC different sources of advantage.
Standard Roll Flat
Difficult 20 Away from the DC Disadvantage (abbreviated to DIS) is
Challenging 30 Away from the DC the same as advantage but reversed.
Grueling 50 Away from the DC Taking a penalty of -10 away from the DC.
So, a skill check would increase the
difficulty check by 10 and an attack roll
would have a -10 to hit. The same logic
applies to stacking sources of advantage.
Advantage and disadvantage cancel roll under their stat, any modifiers are
each other. If a character has disadvantage added to the total.
but uses an ability to grant themselves
EX) Roll d100 -Saving Throw bonus < save’s stat
advantage, then the result is a normal roll.
If the character has two stacks of DIS,
they can still grant themselves advantage
to still roll at disadvantage but no longer GMs don’t provide a DC players
with the -20 penalty and now at a -10. need to beat, instead a player must roll
under their stat in order to pass. If
proficient in the skill, the player adds their
Whenever an ability or ruling says
proficiency to the total DC, increasing the
there is a “+” then that means it
chance of success.
adds to the DC. Making it easier to
succeed. Whenever it is a “-” you EX) You have 40 in STR and make a Break
subtract it from the DC, making it check. You are versed so you a 45 or lower to
more difficult. succeed.
Skills are divided into four main
In combat when you choose to categories, each based off of a
make an attack, you roll a d100 then specific stat. The category a skill is
subtract your weapon proficiency and then in determines what base stat you
modifiers. If your result is lower than the roll for this skill.
Attack Chance of the target then you
Physical Brace, Break, Digestion,
succeed and hit the target. Overwhelm, Vault
(STR)
D100 – Weapon Proficiency – modifiers < AC Dexterous Crafting, Perception,
(AGI) Investigation, Sneak, Thievery
On a hit, you roll the damage die of Deception, Intimidation,
Social
Leadership, Perform,
your attack and then add the stat score (WIT) Persuasion, Taming
used to Attack. Such as INT for magic or Knowledge Arcana, History, Medicine,
STR for weapons, then any additional Nature, Religion, Repair,
(INT) Society, Study
bonuses.
There are four different types of
saving throws: Grit, Reflex, Will, and Ego.
Each of with different purposes and tied
with a different stat (More on PG XX).
When subjected to a save a creature must
Below are suggestions for when to use specific skills
Arcana To identify magic or recall info
Cycles are used as measurements of
Brace To endure challenges that aren’t so
serious to require a Grit save time. All cycles use segments of four
Break Destroying an object passages. A Passage is the segment within
Crafting Creating a new object
the Cycle which represents a different
length of time depending on what they’re
Deception Lying to someone or conceal a truth
used for. A Full Cycle refers to the end of
Digestion Overcoming bad food poisoning
whatever time is remaining.
History Knowledge of the Past
Intimidate To verbally overwhelm
Insight Perceiving true intentions
Investigation Search an area During combat there may be some
Leadership Motivating a group of people certain abilities or scenarios with a time
Medicine Knowing illnesses and treatment limit or visually showing the amount of
Nature Identifying local flora and uses time it takes for a certain NPC to arrive
Overwhelm To physically intimidate with the backup you so desperately need.
Perception Aware of world around Each passage represents the number of
Performance Entertaining others combat rounds it takes for that certain
Persuade Convincing someone
something to occur.
Pilot Driving a vehicle or animal riding
Religion Info of deities, rituals, and practices
Repair Fixing a broken object In total there
Sneak Hiding yourself from others are 4 passages
Society Determining the culture of a region within a day cycle.
Study Specific bit of knowledge you know With each passage
Taming Befriending an animal representing a
Thievery Stealing or sleight of hand portion of the day.
Vault Jumping over objects
A GM can describe any amount of
changes in time but as soon as the
description of shifting from day to night
or from night to dawn, the Day Passage
has past.
than your enemy. With 10 above,
making the check Difficult.
All creatures have five different
ability stats that are a representation of
what they are. These stats range from 1-100 Most stronger (and heavier) armor
and cannot exceed the amount except require a certain physic to wear.
under very special and specific
circumstances.
Inventory slots are related to one’s
strength. A character has an
amount inventory slots per 10 stat
Your ability score is equal to your points in Strength multiplied by
stat’s total divided by 10, rounded down to your creature carry size.
nearest 10. Your ability boost is equal to
your stat’s total divided by 5, rounded
down to nearest 5.
Agility is referring to a character’s
dexterity, reflex, and precision. A
character that makes agility their primary
Strength is meant to measure stat is expected to be flexible and have
physical power and ability. A good extremely quick reflexes. Speed is always
example of a strength based character is a major factor when using an agility check.
someone who uses heavy weapons in order
to attack. A check requiring strength
should involve a deal of physical effort to Reflex is meant to measure how
overcome the challenge at hand. well you are able to dodge or react
to something that is coming to
harm you.
Meant to represent how well you
are able to endure. Grit can be used
to maintain your ground and not Initiative is based how fast a
move or can the endurance of a character is to react in a situation.
character’s body.
No matter the tool’s type or
All melee weapons use strength to intended purpose, they all need
properly wield. Whenever you precision and careful work. Steady
impose a Save on a creature, you hands are the difference between a
can increase the difficulty by 1 stage lifesaving potion and an alchemical
for every 10 STR you have more explosion.
Vitality refers to one’s health of Wit represents your natural charm
body. It can be interpreted as how durable and mental fortitude. Having a high wit
your body is or physical health. A can mean others find you easy to approach
character use primarily uses vitality should or being perceptive. Alternatively, you
have a layer of fat or strong frame to show could have high willpower.
physical endurance.
The devotion towards a higher
Aura is the physical representation being such as a Constellation or
of a fighter’s determination, Daemon and in turn being
mastery over their weapon, and rewarded for their faith through
manifestation of fighting spirit. divine powers.
Mysticism represents the natural
Intelligence refers to a slew of state of the world. Utilizing
different concepts, differing from creature Mysticism is a conversation
to creature. One measurement could be between yourself and the natural
knowledge of chemistry and the creation world, asking it to bend to you.
of alchemical goods. Another could be an
uncanny recollection of spells. They all
share something similar; the ability to Your own thoughts, ideas, and
think comprehensively. creativity are brought to life
through sheer force of will and
one’s desire to share their work
Magic is the practical application of with the world.
utilizing mana and bending it to
your will in order to create things
that have previously not existed in One’s determination, drive, and
that state at that moment. mental fortitude. Making a Will
Typically Mages go out and study save represents the mental battle a
Magic character makes.
Ego in the game is represented as
one’s identity. When a character
makes an Ego save they are
fighting to keep their personality or
state of mind unchanged.
by speed but by the amount of events it
takes to get there.
Distance Events
Close 1
Short 2
Often referred to as AC. The Long 3
higher it is, the more likely you are hit. Far 4
Distant 5+
When an ability “hinders” your AC, it
increases the likelihood of being attacked
where “boosts” lowers your AC, decreasing
Whenever “Harsh Conditions”
the chances of being attacked.
occur, the time needed to travel is
You don’t gain any benefit from extended by at least one event.
using a shield aside from the AC boost it More catastrophic conditions add
gives to your equipped limb. In order to more events or restrict travel
properly use a shield, you need to use the entirely.
Block action.
An event is any one notable
interaction with the world. There
Rather than calculating the distance are three primary types of events:
using feet or meters, paces (P) are used.
• Roleplay may have a social
On a battlemap a pace represents a single
situation that requires the
tile or hexagon. The GM can decide how
party in order to progress
big a pace is by using the traditional 5ft, 2
forward.
meters, or something else entirely.
• Combat involves fighting with
some sort of creature to pass.
When you move through another • Exploration involves finding
creature’s space, the movement cost notable or locations,
is doubled. investigating it in order to
progress faster.
These events can be an entire
sidequest over the course of many
Any distance where time is counted
sessions or even a benchmark in the
by days or weeks rather than hours, it’s
current session as the party quickly
considered long travel. Long travel could be
moves onto the main plot.
treated as fast travel with players instantly
teleporting to their desired location. But
could be treated as an overview of events
during the trip as distance isn’t calculated
To simplify weight from either An unarmed strike is a melee attack
pounds or kilos, Bulk (B) is used as to let made without weapons. An unarmed
the group decide what’s easiest. Weight strike uses Strength unless otherwise
can be a 1-1 scale of whatever measurement stated, it deals an amount of bludgeoning
you use or even a 10-1. 10 pounds or 5 kilo is damage equal to your strength score.
recommended.
If you are proficient in unarmed
strikes, the damage changes to 1d4+ your
strength score. Increasing by 1 die size per
Creatures can carry, push, or drag
level of proficiency to a maximum of 1d8.
an amount of bulk equal to half
your Strength Stat multiplied by
their creature size’s carry capacity.
Each limb has a certain percentage
of health taken from the total HP, the
You have an Inventory size equal
amount of health that each appendage or
to 6 + your Creature Size’s Carry
limb holds can be seen in the table below.
Capacity (PG XX) multiplied by
Whenever an ability, level up, or item
your Strength Boost.
alters total HP then you may refer to the
table on how health is distributed
Limb Health Base AC
You can hold your breath for a Head 35% 85
number of seconds equal to 5 multiplied by Torso 25% 95
Arm(s) 10% Each 90
your Vitality stat (minimum of 1 minute), Legs 20% 85
rounded to the closest 30 seconds.
If you hold your breath beyond the
time you can hold your breath, you begin to
suffocate and take 1d4 wind damage the
first 10 seconds you aren’t able to breath.
The dice then doubles for every additional
DRAWING OF LIMB/HIT LOCATION
10 seconds you are suffocating.
EX) After 10 seconds you take 1d4
wind damage. After 20 seconds its
becomes 2d4. After 30 seconds you take
4d4, and after the 40 seconds has
passed you 8d4 wind damage.
(Follow the rules for Crafting
consumables)
To recover expended power and
HP, you need to spend 1 Day Passage Whenever a creature rests by
keeping your Health or Power the same or consuming a meal made from
higher. You can still be active and Chef’s Utensils, you gain 5
adventure while still regaining your HP temporary HP to each appendage.
and power. The only stipulation is not
losing any more than when you first
started to recover or else the timer restarts. Characters who don’t eat or
drink for 3 continuous days become
You heal your racial HP + your Fatigued. Per additional day the
VIT Boost which is divided amongst all character doesn’t eat or drink the
limbs and 5 + your Power Stat’s Boost required amount of food and water
worth of power for every 1 Day Passage after, gains another level of
you are not utilizing it in any shape, way, fatigued before they die on the 6th
or form. In short, If you don’t expend level of fatigued. This can be fixed
yourself, you recover. For Devotees you after 2 days of eating the correct
regain one miracle per passage while amount of food or more.
Gifted regain XX Passion Dice.
A rest represents a prolonged
period of time of non activity such
as sleeping, and takes 1 Day Passage
to complete. When you rest you
recover 100% of both your total
power and HP. A rest can only be
done while having access to food
and a proper bed and once per 2 DRAWING OF
Day Cycles. ADVENTURERS EATING
AROUND A CAMP
In order to Rest on the go, a bedroll
and meal is needed. You can either
consume rations or use Chef’s
Utensils and materials. One dose of
material should be added per
creature who rests.
You can consume an amount of A creature has disadvantage on
Alcohol equal to your Vitality Boost ranged attacks for each hostile creature is
multiplied by your creature size. If you next to it.
consume an amount of alcohol more than
that, then you need to make a Digestion
check and on a fail you are Drunk. Below When two creatures are on
is a list of common types of alcohol to use, opposite sides of a hostile enemy
if there are specific types of a country or that is their size or smaller, the two
lineage then add an additional dosage. creatures have advantage on
attacks.
If a hostile creature is surrounded
Distilled Dosage Undistilled Dosage
Brandy 4 Ale 2
by at least 4 creatures on opposite
Gin 4 Beer 1 sides, then all flanking creatures
Tequilla 3 Kombucha 1 have advantage to hit the
Rum 3 Meed 1
Vodka 6 Sake 3 surrounded hostile. If the hostile is
Whiskey 5 Wine 2 completely surrounded by enemy
creatures, then all attacks against it
have a +20 to hit.
Distilleries Potency Specialties
Cauldwell Dukedom +1 Wine, Rum
Humble Seed
+2 Beer, Tequilla
Brewery You can vertical jump a number of
Wyvern Co. +4 Ale, Brandy
Komainu Bros. None Beer, Ale paces from a standing position equal to
your STR Score (minimum of 1P). If given a
running start of at least 2P, you can also
long jump a number of paces equal to your
STR Boost horizontally and your STR
Score vertically (minimum of 1P). Per
additional 2P you run before long jumping,
you can jump a number of paces equal to
STR score (minimum of 1P) horizontally.
In Herosong, the main form of Every creature needs a way to
currency are called Buttons, usually made move, some creatures has multiple ways
from Gold and Brass. Having two or four but others only one.
small holes at the center like a button.
Speed Mechanics
Often times sewn with strands of twine to Climb Able to scale vertical surfaces
carry larger amounts easier. Dig Move underground by digging
The creature is able to fly vertically and
horizontally but if they wish to stay
Fly
flying they need to spend half of its
movement keeping its place.
The difficulty of picking locks is The creature can hover up to 1P above
Hover
the ground and cannot fly up.
determined by how many pins it has. A Can move around in the water at full
character needs to make a number of Swim speed and can dive down without
Thievery checks equal to the number of penalties.
Walk Able to use legs to move around
pins. If they were to fail one of the pins,
then the entire check fails and they have to
start over from the beginning again.
Land will not always be flat and
DC Amount of Pins
Easy One Pin easy to traverse, here are some regions of
Standard Two Pins difficult terrain.
Difficult Three Pins
Challenging Four Pins Terrain Examples Effect
Grueling Five Pins
If you move more than
Slippery half your total speed on
Rain, Ice
Item Weight Surfaces the surface, make a grit
Button (1B) 25-1 Slots check or fall Prone.
Button Loop (10B) 5-1 Slots
Movement cost is
Steep Mountains,
doubled going on the
In order to better understand the Inclines Cliffs
incline.
buying power of buttons, in the real world
you, the player exists in, 5 Buttons would be Rugged Deserts, Rocky One pace counts for
Regions Caves double.
able to buy a gallon of milk, gallon of
gasoline, or two loaves of bread. Waded Swamps, High You have -2P to your
Shallows Snow walk speed
There are many different ways There are many different ways
creatures are able to see, some of these are creatures are able to see, some of these are
available to specific ancestries and available to specific ancestries and
descendants or exclusive to specific descendants or exclusive to specific
monsters. monsters.
Vision Mechanics How it Works Lighting Effect
You can see everything Using sound
within a 6P radius of waves to Blinding Creature suffers from the Blind
yourself. You can determine the
Light condition
precisely pinpoint the location of
locations of creatures objects and/or
Echolocation withing the range. You creatures. Daylight No additional affects
take double from Sonic
damage and the Creatures can see up to 5P in front of
Deafened condition also Dim
them and make any d100 rolls involving
Blinds you if it’s your Lighting
sight at DIS, including attacks.
only form of sight.
You can see up 20P Relying on eyes
Eyesight away before objects to provide visual Creatures can only see 1P in front of
Pitch
become blurry. information. them. All creatures make all d100 roll
Dark
You can see up to 8P in Certain traits involving sight at a Challenging DC.
Dim Light in shades of allow for the
grey as if it were creature to see in
Night Sight
daylight and Pitch the dark through
Darkness appears as shades of grey.
Dim Light.
You can visually define Using
creatures and the pheromones to
.
environment based off communicate
Pheromosense
their scent, you can also and visualize
tell the mood or state of environment.
individuals.
You can see creatures Using the
and the environment vibrations in the DRAWINGS OF DIFFERENT
within a 6P radius of grounds to CONDITIONS AND LIGHTING
yourself. You can perceive their
Seismic Sense precisely pinpoint the environment. VISUALS
locations of creatures
withing the range as
long as they are touching
the ground.
You are able to detect Perceiving heat
the heat signatures of signatures in
creatures and heat different arrays
residue left behind. of color to
ThermalVision
differentiate
what emits heat
and what doesn’t.
limbs or life born without any,
malfunctioning extremities, chronic pain
Quests have certain rankings or illness, or just the adverse social
associated with their difficulty, ranging experience of being different in some way
from F to S rank difficulty. There isn’t a that is inconvenient to peers. Whatever it
recommended level for each quest but a is, no matter how it's gained, how this
recommended reason as to why the quests affects your character is up to you and you
are that specific difficulty. If players at alone.
level 1 wish to take on an S rank quest, let
them. It can be a campaign driven Some tables may want to explore
narrative as the heroes become stronger the dynamics of disabilities in game while
and stronger to fight the great evil. The others may not. Depending on the table
GM can choose to one or two of the there may be some things glossed over to
rewards below to give but shouldn’t give provide an easier access such as all of the
all three unless the quest is story driven or party members as well as every NPC
B rank or higher. conveniently knowing sign language,
starting with an autobranch that’s almost
Rank Example XP Salary Item
Inconvenience
identical to a biotic limb except for touch.
F 5-10 1 Day C
Building-wide 3-4
E
Destruction
12-18
Days
C Other times the disability is a
Village-wide major part of the character and do not
D 25-40 1 Week U
Destruction wish for things to be hand waved. In cases
Town-wide
C 50-75 1 Month R such as these you may consider giving
Destruction
B
City-wide
100+
Half a
E
certain traits to these sorts of characters
Destruction Year
that express the struggles with disability
Kingdom-wide
A 300+ 1 Year L and also give representation which shows
Destruction
Continent-wide the character being savvy with a particular
S 500+ Lifetime M
Destruction
skill as a result. It may be detrimental at
certain times when a difference in skill
impacts performance. In the end, the
There are many Vahns in the details are up to you. We don’t choose our
world, some who have experienced disabilities, but you choose the story you
hardship which reflects on their material want to tell.
or spiritual bodies or those born with it.
Some being more permanent than others.
Only you, the player, can decide when
your character has a disability, no matter
the results of any rules or GM ruling.
The disability could be variations
in loss of sense, the sudden removal of
Each and every weapon, spell, or There are some damage types that are
other harmful effect deals damage. That special. When you are hit with one of the
damage can be categorized into three below damage types, you take the same
different sections. Some damage could be amount of damage but it counts as two
categorized into more than one category different damage types.
indicated by this. When hit by one of these damage types
and you are defiant or immune to one of
Physical Elemental Spiritual
the damage types, it doesn’t matter as it
Primarily comes Originates from Primarily uses will always inflict the most harm to a
from weapons and natural elements forces that have target. The only way to be completely
attacks the and how they not been entirely resistant to one of these types is to be
physical body. harm. explained. resistance or immune to both of the
damage types that is being combined.
Bludgeoning Earth Aether
Sun Moon
Earth Fire Aura Divine + Fire Divine + Frost
Light Dark
Slashing Frost Divine Aether + All Aether + All Physical
Elemental
Piercing Lightning Infernal
Poison Nature Nature
Sonic Water Relic
Wind Psychic
DRAWING OF DIFFERENT
DAMAGE TYPES
Different damage types
You take 1d6 fire damage at the If you go prone while you are
start of your turn when you are on fire. It flying, you plummet to the ground at 10P
increases by one additional die per 10 per round. To remove the prone condition
seconds if its not put out to a maximum of you must spend all of your total
10d6 (35 average damage). It takes 4 Stamina movement and 3 stamina to stop the fall to
to put out, or for 2 stamina if you go prone earth if you have the ability to fly.
and roll on the floor to put it out. Otherwise you take falling damage.
Alternatively you can douse yourself in
liquid. Continuously unharmed.
A creature falls at a rate of 10P per
round (10 seconds), or a rate of 1P per
You take 1d6 Bludgeoning damage second, and takes a number of dice worth
per 1B and 2P an object or creature is above of damage equal to the amount of Paces
you before falling. Damage increases by fallen as seen in the table below.
1d6 if height increases by 2P but the weight
stays the same. Works the same for
weight. It grows to 2d6 if both increase per
interval of 10.
Distance Dice Distance Dice Distance Dice Distance Dice Distance Dice
1P 1d4 13P 13d6 25P 25d8 37P 37d10 49P 49d12
2P 2d4 14P 14d6 26P 26d8 38P 38d10 50P 50d12
3P 3d4 15P 15d6 27P 27d8 39P 39d10 51P 51d12
4P 4d4 16P 16d6 28P 28d8 40P 40d10 52P 52d12
5P 5d4 17P 17d6 29P 29d8 41P 41d10 53P 53d12
6P 6d4 18P 18d6 30P 30d8 42P 42d10 54P 54d12
7P 7d4 19P 19d6 31P 31d8 43P 43d10 55P 55d12
8P 8d4 20P 20d6 32P 32d8 44P 44d10 56P 56d12
9P 9d4 21P 21d6 33P 33d8 45P 45d10 57P 57d12
10P 10d4 22P 22d6 34P 34d8 46P 46d10 58P 58d12
11P 11d4 23P 23d6 35P 35d8 47P 47d10 59P 59d12
12P 12d4 24P 24d6 36P 36d8 48P 48d10 60P 60d12
Weapon Martial weapon is to be
Category wielded by someone
A proficiency represents one’s Simple who has been training
mastery over a certain skill, tool, weapon, Martial with weapons. A
or armor. It is a central core of any War Simple weapon refers
character as it represents their individual to the fact that just near anyone can pick
training and innate talent made in an them up and use them without requiring a
effort to overcome a hardship. master’s skill to effectively use for self
Proficiencies are originally gained from a defense.
character’s background, class, and
A Weapon’s type indicates what
occasionally the Ancestry of a character.
type of weapon it is. For example, Clubs
generally refer to any type of blunt force
weapon but the difference between a War
Proficiencies come in three type Maul and a Simple type Bat is drastic.
different levels: Proficient, Adeptness, and Weapon Type
Mastery. These provide an additional Axe Firearm
bonus for rolls and on some additional Blade Focus
benefits. Bow Knife
Club Polearm
Level Bonus Weapon Firearm Skill & Tools Explosive Sword
Versed 5 None None None
Adept 8 None None None
Ignore Crit Failure
Bypasses
Master 12
Multiple
Aim
by +50 A Focus is different compared to
Attack default to a
Penalty
Requirement
Failure
other weapons as its used to
channel raw power into special
actions. Using a focus allows the
user to add Stat modifiers to most
There are many different types of of their special actions.
weapons with various styles to match. If
you use a weapon you are not proficient in,
you roll your attacks at twice disadvantage.
Weapons have been divided into 10 There are additional properties that
different types of 3 varying categories. specific weapons have special effects. This
is partially due to how the weapon is
A weapon’s category refers to their designed and, in some cases, due to the
intention. A character can be proficient material used to make these weapons.
with Bows but the differences between Weapon properties apply to all weapons.
War, Martial, and Simple are very
different. A War weapon is meant to be
strong heavy and powerful, used in war. A
You need the proper ammunition By design or intention, these
in conjunction to use this weapon. weapons are large, heavy, and clunky. Not
just anyone can wield it effectively in
battle. This property overrules Light.
You inflict Break on a Critical Hit.
You must have 60 or more in your Strength
stat to use this weapon effectively. Otherwise,
You have ADV on checks to hide you roll attacks at -30 using this weapon.
this weapon.
Typically smaller than average but
You can forgo the attack roll and fast and nimble. Incompatible with
instead choose to disarm. The target Heavy.
makes a Grit save, on a fail they are Your multiple attack penalty with this
disarmed and lose their weapons. Only weapon on a second attack is at a -5
works if they’re holding a weapon. instead of a -10. Subsequent attack
penalties are made at 5 less then they
fore for following attacks.
A weapon that has been made with
the idea of using it in tandem with another
weapon of its type. You gain a +5 to hit A weapon so huge that it can’t be
when you use two of the same weapons avoided easily. Almost always in addition
with this property in both hands. with Two-Handed and Heavy.
When you attack a creature, make an
When you attack, you can use AGI additional attack roll against a creature within
or INT for this weapon instead of STR. 1P of the original target. A maximum of 3 total
creatures within range.
If you are proficient in Unarmed
strikes, then you are also proficient in When you miss an attack with this
these weapons regardless if you aren’t weapon, you can use the momentum of the
proficient in this weapon type. attack to prepare yourself for the next
attack. You gain a bonus to hit equal to the
maximum damage (EX, 1d6→6, 2d4→8) of
On a critical failure, you gain a your weapon on the next attack with this
Fracture level when you roll on both the weapon before the end of your turn.
minimum or maximum number of the
durability die.
This weapon can be fixed to a Rifle. Any weapon that has this property
The Rifle can be used as a melee weapon can be thrown and it always has Range.
instead of an improvised weapon. You can use a Melee weapon as a projectile
with a range of (2P/3P) unless otherwise
stated. Also, this attack uses Strength
Before you attack, you can choose unless otherwise stated.
to take a minus to hit equal to a roll of
your weapon’s damage die. If you hit, roll
an additional damage die. You can forgo damage and instead
choose to trip an opponent; they make a
Grit save or are knocked Prone on a fail.
A weapon with Range can be used
at a distance. All ranged weapons also use
Agility if they do not have the Thrown You must use two hands while attacking,
property. you can carry it in one hand however.
You can attack at a distance. (xx/xx) the first
slot is the Short Range you can shoot, the
You can use either one hand or two hands
second set of numbers is the Long Range you
to attack, altering the damage.
can shoot at DIS.
Improvised weapons are taken
Your melee weapon’s range extends
from anywhere, from a mug to a pool
by 1P, unless otherwise stated.
stick. However items similar enough to
other weapons use their stats such as a
Sledge hammer being a Warhammer or a
You inflict Bleed on a Critical Hit.
shear being a Dagger, these are used
The wound injury is defendant on the
without additional properties except for
weapon. [^, ^^, ^^^]
Light, Heavy, Two-Handed.
There are 3 levels of Sharpness that a weapon
All improvised weapons are Thrown and Light,
can have, which indicates the severity of bleed
unless otherwise apparent. The weapon deals
it inflicts.
1d4 or 1d6 damage depending.
EX1) A Rock would be 1d4 Bludgeoning
The weapon possesses a special and be Light and Thrown.
affinity to a source of power such as magic
EX2) A Mop would be Two-Handed and
or divinity which hold special abilities that
deal 1d6 bludgeoning, but isn’t Light or
varies from weapon to weapon
Thrown.
firing. However, you gain access to a
special ability called “Fan the Hammer”.
Firearms are a relatively new
The “double” in double-action
invention in Herosong, a relic age weapon
firearm refers to how the trigger performs
was found on an excavation which
different two functions: cocking, and then
eventually led to recreation and then
firing. This removes the need to cock a
production after the effectiveness was
weapon as well as the ability to Fan the
discovered. Because of this there are some
Hammer.
flaws that are still being worked on.
When you use a gun you must first
roll 1d6 with each area representing a Firearms can have a total of up to
different section of the body. Aim, or two attachments. With only one
Mastery, bypasses this rule. attachment of each type at a time; Barrel,
Sight, or Stock.
1 2 3 4 5 6
Legs L-Arm R-Arm Torso Head Choice
Firearms follow the normal weapon Certain weapons are meant to be
categories of other weapons with having used by two people, one who loads and
different guns in the War, Martial, and another who shoots. That doesn’t mean
Simple category. However they have an you can’t use this firearm but requires a
additional variation based off of their length of time to fully load the weapon.
operating system as see below. All
Depending on the type of gun, it takes 3-5 SP to
firearms are fall into two different
load a single round.
categories based off on how their operating
mechanism.
Required that the empty shells be
taken out before reloading.
The “single” in single action
firearms are in reference to how the gun Costs 2 stamina to fully unload the empty shells
only has one mechanism, the release of the in a gun and costs 2 stamina to reload.
hammer, which fires the bullet, the hammer
must be cocked once more before shooting
again. Using a clip or a magazine allows
for unloading and reloading to take a 1
Before firing a SAF firearm you need to stamina.
use 1 stamina to cock the hammer before
Firearms have a few special For every shot after the first one
properties that are exclusive to them in you fire, you take bludgeoning damage
addition to having the traits of normal equal to one lower die roll of the firearm’s
weapon properties. Most properties can be original damage die. Unless you have 60 in
applied to existing firearms as upgrades. strength. This also adds the Loud Flaw.
If a firearm initially has this property,
then the weapon does not have the damage
The short range of the weapon
die increase, only the Recoil received.
increases by 2P, the long range remains
unaffected. It also allows the user to pick Base Damage Recoil
which appendage they want to shoot at Damage Increase Taken
instead of rolling. This trait is
incompatible with the Bent flaw.
These types of guns don’t need
individual bullets to be loaded in and can The construction of the gun with
be reloaded with a magazine. this property was made to directly
overcome the loud sound any firearm
makes. A muffled pop sound can be heard
You instead make your attack in a but a Difficult Perception or Investigation
cone which hits all targets inside, the total check is needed to recognize what that
damage is divided amongst all limbs. If sound is and where it originated from.
there is something blocking direct contact
with the target, then they do not take the Any weapon with Loud is incompatible
damage. with the Silent and will overrule Silent.
Gunsmiths made this trait with the Firearms are a recent invention in
awareness that overheating was the the beginning stages of mass production.
problem to focus on. This particular type As such, certain weapons may have one or
of craftsmanship is expensive to few flaws. Usually happening to accidental
implement onto firearms but well worth smithing or manufacturing errors. In other
the cost. Any gun with this property is scenarios the specific design of that
immune to the Overheating Flaw. weapon can’t avoid that specific defect.
Worst case, it’s the consistent problem
with the direct smith or creator.
Sometimes the construction of the
gun allows for more bullets to be loaded in.
Attempting to dunk it in water
The barrel constructed wasn’t made rolling a luck check to see if it
perfectly straight, as such the normal works or breaks the gun. Another
range on the gun is shortened by half creative solution of your own is
(rounded down). also welcomed.
All guns make sound, some are just
especially loud. If you fire a weapon in an
Only when using a SAF Revolver
enclosed 6P by 6P space or smaller, all
can you Fan the Hammer. The Gun must be
creatures in the area needs to make a
fully loaded and you have a free hand that
Difficult Grit, the DC’s difficulty increases
isn’t Broken. For 4SP, you shoot 3x3P
by 10 per the weapon’s rarity rank above
cube. Creatures in the area need to make a
Uncommon. On a fail creatures take two
Reflex save. On a fail they take damage
damage rolls of the firearm in Sonic
equal to the number of bullets fired
damage and are Deafened for 1 minute. On
multiplied by the gun’s damage die. On a
a success they take half damage and are
success, they take half. If there’s only one
not deafened.
creature within the cube, they roll at DIS.
When you roll a 100 (00/0) to
When a gun meets or exceeds it’s
attack or when you meet the gun’s misfire
misfire score, it becomes jammed. When
score, the gun jams and stops working.
jammed, you need to spend 3 Stamina and
While jammed the gun cannot fire bullets
make a Difficult Repair check to attempt
nor can it be reloaded. It then needs to be
to fix it. If you fail, you can try again
repaired in order for it to be functional.
unless you it’s a critical failure. If you
succeed then the gun is functional.
When you fire all your bullets in a On a fail the gun is still jammed but
single turn of combat, your weapon another attempt can be made. The player
overheats. When overheated, your gun can also choose to use a Break check
fires with a -30 to hit and the misfire score instead if they so choose. On a success, the
increases by 15. misfire rate 20 increases by 20. If you fail
Cooling Down the Break then the next DC becomes
Challenging, even if it’s a Repair check.
In order to cool down a gun, you However on a critical failure, the gun
put it away for 1 minute to cool breaks and cannot be used until fixed by a
naturally, you can also cast a Frost Gunsmith at a cost or you can attempt to
damage spell onto the gun while fix it with a Grueling repair check, only
increasing the misfire rate by 15. when you’re outside of combat.
On a critical failure, you gain a
The proficiency of armor is quite
Fracture level when you roll on both the
similar to that of weapons. With it having
minimum or maximum number of the
3 categories categorized and divided by
durability die.
their weight. That being Light, Medium,
and Heavy. There are nine different armor
types as seen below. You need a Strength of 60 or more
Type Worn Inventory to wear this armor. If you are entirely
Helm Head 1 Slot wearing Hefty armor, then you have -1SP
Breastplate Torso 2 Slots and -2P until you remove a piece.
Pauldron Torso 1 Slot
Bracer Arm 2-1 Slots
Gauntlet Arm 2-1 Slots
Shield Arm Varies You have +5 on sneak checks while
Greaves Legs 2 Slots
Boots Legs 1 Slot moving (Clunky overrules Nimble). This
property stacks the benefit for every
additional Nimble armor you wear.
Weight Donning Doffing
Light 1 Minute 1 Minute
Medium 5 Minutes 2 Minutes The armor is infused with some
Heavy 10 Minutes 5 Minutes
All Shields 5 Stamina 3 Stamina sort of power and hold special abilities that
varies.
Certain pieces of armor have
special properties associated with them This armor treats attacks that
whether it be because of their weight or exceed AC by 50 as a regular success
material or because of special properties instead of a critical but not for attacks that
made by the smith. land (00/0).
You have -10 on Sneak. This
property stacks with each armor piece
worn with this property.
DRAWINGS OF DIFFERENT TYPES
OF ARMOR OR ONE GUY WEARING
You have +5 on saves that knock ALL THE ARMOR AS A CHART
you Prone and if an effect were to move
you, you can choose reduce the distance by
up to 2P. This property stacks with each
armor piece worn with this property.
Only tools under the “Assisting”
section can assist in doing specific actions.
Made with a purpose to assist the Each and every tool has an intended
character using them in a specific task, specific purpose with specific rules relating
having a proficiency in said tool allows for to it. Having one allows for utility in
more detail or precision while handling it. specific scenarios as well as adding fun bits
of characterization to their Heroes.
Archaeologist, Appraiser, Astrologer, Butcher,
Burglar, Disguise, Forgery, Navigator Tool Intended Use
Appraiser Identifying Items
Communing with the Gods and
Astrologist
predicting the Future
Indented purpose to create a Identifying and preserving Relics
Archeologist
product. If a player wishes to create an and Ruins
Dismantling Animals and
item or product and doesn’t have the Butcher
Monsters
required tools, it’s nearly impossible. Disguise Appearing to be another person
Forgery Copying or creating documents
Alchemist, Assassin, Apothecary, Brewer, Lock-Pick Breaking and entering
Blacksmith, Bluesmith, Chef, Carpenter, Finding your location and
Navigator
destination
Painter, Tailor
There are some items whose nature
Tools intended to repair things to cannot be perceived simply by looking at
their original state. A majority of the tools it, in order to identify the nature and
in this category revolve around healer, the power of specific items you must appraise
ones that don’t are meant to repair them with Appraiser’s Tools. Appraiser’s
machines. tools can be used on any object and its
Autobranch, Engineer, Gunsmith, Medic, purpose is to determine the origin and
Surgeon properties of an item.
Players should first choose an item
to identify and then specify what
A GM should first ask a player for specifically are they looking at to derive
a check, then if it is related to a certain tool the nature of the item they then must
proficiency the tool’s skill should be added study an object or item over the course of a
on top. For example, a check to unlock a minute before being able to appraise.
door should be a Break or Thieves check Depending on the item itself a player
then Burglar’s tool proficiency should be should make a skill check from the
added as well. Knowledge section at the GM’s discretion,
usually Study or History.
This case contains an optical
telescope, star charts and maps, an alidade,
Increments Result
Succeed by 20 You can determine any special an octant, and list of constellations
or more properties and the below results
Succeed by 10
You can determine its value Tools
and the below results
You know the item’s properties Archaeologists try to uncover the
Met
and the below results secrets and meanings of worlds fallen
You know if there are side
Fail by 10
effects and the below result
before their time. These tools allow
Fail by 20 or players to dive deeper into lore and
You know the origin
more history. Players can only use these tools
when inspecting items, areas, or creatures
The small box contains a small that are Relic.
reference guide along with a loupe, small Identify objects to see what era they’re from
portable light, gloves, tongs, tweezers, and Relevant historical and cultural context
a Moe’s Hardness scratch sheet. Uncover archaeological finds safely
Discovering the primary use of an object, if it
has one
These tools allow you to peer into
the sky and observe the interactions of The box of supplies contains
Deities and other such beings. Thus by trowels, brushes, shovels, screens,
extension, allow you to predict the future dustpans, rock hammers, travel pad and
based off of the actions and emotions of pen, and measuring tapes.
Constellations. You are only able to
observe the short term future, nothing
more than 3 days from your first
observations.
In order to divine and predict what
is occurring, the player needs to tell the
GM what they are looking for and then
need to roll a Religion, Study (stars), or
History check. On a success they are given
the summery of what is happening in DRAWING OF THESE TWO TOOLS
HEAVEN.
Astrologer’s tools can be used in
any place with two stipulations. It needs to
be night and you need to see the sky.
When you slay a creature, it’s a
good idea to extract materials from them.
You can only extract materials with
Butcher’s Tools, attempting to do so
without will often lead to a dramatic
decrease in material quality.
A player should first identify
which part of the monster they want to PERSON DISMANTLING A
butcher and then roll for it. On a success MONSTER
they can gather 1d4 of materials, the die
increases per improved proficiency with
the tools. On a fail, the player may try
again but if they succeed the material’s
quality drops by one. (Rare→ Common).
Each monster has a list of items that it
holds from money to raw materials.
EX 1) Ulrik wants to butcher a Horned
Rabbit, he announces that they want to DIFFERENT TOOLS
keep the rabbit’s horn but is not
proficient in receive the horn but the
quality decreased from Uncommon →
Poor
EX 2) Ace wants to butcher a Horned
Rabbit and the player announced they
want the foot. On a success they roll
1d4 and get three. They now have 3
Uncommon rabbit’s foot.
DIFFERENT MATERIALS
EX 3) Paula butchers a Horned Rabbit EXTRACTED
and announces they want the horn.
They fail the first check but succeed on
the second. They roll 1d4 and get 2,
with 2 Common horns
This roll pouch consists of a
bonesaw, cleaver, paring and boning knife,
small knifes, and pliers.
They always say the suit makes the A forgery kit can be used to
man, in this case it does. With a disguise replicate official documents, papers of
kit you are able to alter your appearance by identification, paintings, or seals of noble
adding slight details or giving an entire houses. As long as it exists on paper it can
makeover. Taking on the role of a bully, a be remade for one’s own purposes. A
wealthy merchant, or a freedom fighter player can choose to spend 1 Day Passage
with the right uniform. forging any type of papers. Artwork can be
replicated over the course of 4 Day
Creating a disguise takes about 10
Passages.
minutes. When you do so you should
specify to the GM what the appearance The kit can be used in any
looks like, the more detailed the better. environment as long as you are able to
You can create a number of disguises equal have a surface to write on. What counts as
to half your proficiency. Each disguise a harsh environment is any place that has
takes up 1 inventory slot and putting it on an unstable surface that would affect the
take a minute to do so. quality of the forgery. A creature can make
an Investigation check against your Tool
This small pouch consists of
proficiency, on a success they are able to
different cosmetics such as hair dye, make
determine that your product is a fake.
up, and various props such as glasses or
piercings that alter physical appearance. The small box consists of several
The kit can be turned into a satchel or types of ink of a variety of colors and
chest full additional tools which can be quality, papers of differing size and
added to the kit. More can be added. quality, writing utensils, sealing wax, a
small book of various sigils of nobility and
merchants, a magnifying glass, and a small
clay candle heater to melt wax.
SHARK FROM BAD GUYS
COSTUMES
PERSON FORGING A WORK
With these tools you are able to While using these tools you always
unlock doors or chests and disarm traps. know where your cardinal directions are
You can use these tools as long as there is and can accurately pinpoint your current
something that needs to be picked, location on any map. Furthermore you are
disarmed, or unlocked. You are able to able to create maps of areas and places
identify traps and the mechanisms that you’ve explored and decipher hidden
operate it. locations based off of geography.
Increments Result The tube container consists of a
Met Lock is picked/trap disabled map, compass, a sextant, a compass,
Fail by 5 Fail and subtract 5 from the DC
Fail by 10 Lockpick breaks and “fail by 5” calipers, a ruler, notebook with pen, and
Fail by 20 or Trap activates and other failure two sheets of empty map paper.
more increments occur
Additionally, you can choose to
lock or reactive traps once you have
already disarmed them. Doing this
requires no roll. However, if you wish to
lock or activate a trap and hadn’t
deactivated them, you make the same
check but now for a different purpose.
The small roll pouch consists of
different picks. Lock Picks have 1 uses, on
fail a use is expended and is rendered
useless. Once all uses have been expended
you need to buy a new set of lock picks.
DRAWING OF A PERSON PICKING
A LOCK AND OTHER TOOLS
In order to craft, you must have the Characters can only craft items
tool proficiency associated with the task that they know how to make. Trying to
you are trying to do. If you have the time create something that they don’t properly
and materials, you can roll a Crafting know how to do is bound to fail. As such,
check. Before you roll you must announce recipes are sought after in any line of work
what you are wanting to accomplish so as recipes often develop through
that the GM can appropriately increase or experimentation and technique refining.
decrease the difficulty challenge depending
on what you are trying to create. Recipes and methods by two
You perform a skill check using Crafting. If different people can look
you succeed you have created your own object. completely different but still result
On a fail, the money and materials that were in the same desired effect. As
spent are wasted. improve your skills, you start to see
resemblances and patterns between
formulas and the potential to learn
The cost in order to craft something is new recipes, cut costs of existing
[5 x Item’s Rarity number + Materials cost]
recipes, or enhance existing recipes
increase. You need to beat a
Crafting check at a -20 to learn a
Certain weather or environmental
recipe on your own, increase
conditions may make crafting objects quite
efficiency, or to lower the cost.
difficult, as such if a player must craft it is
Downtime experiments do not yield
Difficult. Harsh conditions are heavily
any usable products and materials and
dependent on the particular tool as well as
gold are consumed.
external events, as the comfortable
requirements to carve a block of wood and
creating a chemical compound are Some recipes are found on paper or
drastically different. If conditions are learned directly from professionals.
severe enough then they may not be able The cost to learn these is equal to
to attempt to craft at all. crafting cost and you should at
minimum conduct the process
EX) A suitable condition to craft would be at
three times and before claiming to
an inn or respective place of business, perhaps
“know” the recipe.
even a space dedicated to that specific crafting
tool. An unsuitable environment may be with
heavy rain, snow, an excessive amount of Recipes can be purchased in specific
humidity or dryness in the air.
stores relating to the tool, other times they
can be purchased in open markets where it
makes sense such as a cook selling their
famous pie recipe or a carpenter selling the
instruction manual on how to build their There are 20 different types of
latest chair. material, each and every material is
Rarity Average Cost associated with one of these types.
Common 15-30B
Animal Product Fur Seed
Uncommon 30-50B
Blood Gem Shell
Rare 50-150B
Bone Ingot Stone
Epic 200-1,000B
Feather Leather Textile
Legendary 1,000-100,000B
Flower Meat Root
Mythic Cannot be Purchased
Fruit Oil Wood
Family Recipes Varies
Fungi Scale
A Dose describes the materials
needed to craft. Material refer to any item
used to craft a product. Measuring
ingredients by weight or size often leads to
unnecessary math and hassle. To
simplified this, a Dose represents the total
material amount needed to craft a single
object.
EX). If a tailor wants to craft a handkerchief
DRAWING OF DIFFERENT
or pants, then it would cost the same. A single
MATERIALS
dose.
Price is determined by both dosage and
rarity. Prices are never exact or firm, it
will increase or decrease depending on
town or region, if in season, or
commodity. But the price is always the
cost per single dose.
Rarity Average Cost
Poor 1-10
Common 15-20
Uncommon 25-50
Rare 55-100
Epic 105-500
Legendary 505-1000
Mythic 1000+
example potions cancel out when
mixed and leave slop.
Tools include: Alchemist, Assassin,
Apothecary, Brewer, and Chef
For certain recipes quality is
Crafting consumables is a careful
a point of reference, the changing
process that frequently requires more than
of using the same material of
one dose to craft. Typically recipes have
different qualities changes the
the exact requirements in order to make a
effects and potency. If a low quality
specific consumable but the process of
recipe has high quality materials,
crafting is the same.
its powers are increased. In the
same fashion, if a high quality
All tools create the same products, consumable uses lower quality
the only key differences between the tools material, the power may drastically
is the result. For example, a cook may use decrease.
the same materials to make a healing pie P C U R E L M
while an alchemist may choose to brew C A S G G E F F
and extract the essences to create a healing U P P S S E F F
potion. Even the recipes to create the R U P A A G F F
products are the same, the tool and player’s E U U U U S E F
imagination is what creates the resulting L U U U U P S E
product. M U U U U P A S
The table above shares what
happens when you include certain
Recipes cannot be shared across quality ingredients to specific grade
different tools. For example, a consumables. The ranking from
brewer cannot look at a herbalist’s worst to best is: Unusable, Poor,
recipe and make the same result. Adequate, Standard, Good, Excellent,
There are also certain recipes that and Fantastic.
may specify certain ingredients and
Furthermore, exclusive to materials
certain tools that are able to craft
is a new rarity type called “Poor”.
the specific consumable, these
The poor is referenced to materials
specific recipes are called
of extremely subpar quality. More
“Exclusives”.
often than not, this quality of
material is given to botch attempts
Consumables also have very to butcher creatures or buying the
potent and distinct effects that materials from a shady seller.
often do not work well when mixed
with other finished products, foe
Depending on the proficiency of Alchemist’s supplies create potions
your tool, you are able to create and chemical concoctions. Potions are
different recipes at varying levels primarily created in a lab or a safe
of success depending on its rarity as environment. Creating potions on the go is
seen in the table. always difficult due to the unknown dust
that may be in the air or minerals in the
Rarity Versed Adept Master
Common Standard Easy Easy local water that will alter the potion’s
Uncommon Standard Standard Easy effect, they must be created in an enclosed
Rare Challenging Difficult Easy environment to negate harsh conditions.
Epic Grueling Challenging Standard
Legendary Impossible Grueling Challenging The medium sized box consists of
Mythic Impossible Impossible Grueling
beakers, potion flasks, hot plate, mortar
grinder, pipettes, funnel, a handful of test
A majority of materials do not have tubes, a glass rod, and 5 empty vials for
any properties but there are some who do. finished products.
These properties are represented through
stats. Each material can have up to two
different stats associated with it of equal Assassin’s kit primarily deal in
quality and rarity. creating poisons. Creating any type of
toxin as well as the antidote for them. Due
On their own these materials can to the general nature of assassins and the
provide additional effects to consumable product they create, players are able to
goods such as increasing the effect or how create them in nearly any environment
potent the effect is. In rare instances these without major negative consequences to
materials can be used to temporarily or the product. The only exception would be
permanently alter stats when consumed. humid or damp environments.
Type Secondary Effect The small kit consists of a set of
Intensity of the product
Strength
(I, II, III, IV, V) small knives, a mortar grinder, cloth face
Agility Longevity of the effect mask, a few vials, a glass rod, vials and
Vitality Potency of the effect small beakers, and 5 vials for finished
Intelligence Affects INT powers
Wit Affects WIT power products
Reverses effects of lower quality
Reverse
materials
The Apothecary’s kit primarily Chefs utilize material in order to
creates herbal medicine and remedies. create meals. More often than not, the
Unlike Alchemy and Assassin’s tools who only material they can really use is going
typically deal with the extracts of to be “meat”. However chefs can cook
materials, Apothecary tools utilize the anywhere as long as there is some sort of
direct materials. Harsh condition for this fire and ingredients to be cooked.
kit would involve wet regions such as
The small cloth roll up bag consists
wetlands or humid environments, this kit
of a wok, a set of knives, spatula, strainer,
requires dry places.
ladle, forks, knives, spoons, bowls, and a
The bundle consists of a small book few plates.
of herbs and their properties, gardening
gloves, clippers, mortar grinder, a few
glass jars, and basic ingredients to help Tools include: Blacksmith, Bluesmith,
combine materials. Carpenter, Mason, Painter, Tailor
Crafting Durable items is
drastically different compared to
DRAWING OF TOOLS
consumables. Where in consumables the
outcome is the same with slight variations
of distinction, Durable crafting is highly
dependent on the specific tool.
Tool Intended Use
Brewer’s supplies create alcohol and Blacksmith
Crafting Weapons, Armor, and
tools
other fermented or distilled drinks. The
Bluesmith Enchanting gear
type of alcohol is completely up to the Crafting furniture, wood
Carpenter
player and the time frame of fermentation sculptures, and building houses
Painter Creating artwork
has shortened dramatically when they use Creating clothes, stuffed dolls, and
Tailor
these tools. Instead of it taking up to repairing tears
months or years, It only takes as long as it Each tool creates specific categories
specifics in the consumable list. Utilizing of items, however once the proficiency has
these supplies must be done in an enclosed been upgraded to the next level, they have
environment to negate harsh conditions, access to more items that they can create
any external factors can greatly affect the along finding new materials and learning
brew. how to master them.
The tools consist of a funnel, a
large glass jar with a lid, a small hose,
fermentation additives, a siphon, a
mashing tools, and a few empty glasses.
Blacksmith’s tools can only be used
Blacksmiths received their names while in a forge. A player is unable to
due the soot found on their bodies while at create any items outside of that specific
work, leaving their body and face covered space. They can however upkeep armor
in it. Blacksmiths traditionally work with and weapons by banging out dents and
metal in order to create different types of sharpening blades in regions without
goods, however all blacksmiths over the access to the forge.
course of centuries have slowly developed Blacksmith’s tools consist of a
skills to create smith weapons out of hammer, tongs, a whetstone, and apron.
almost anything malleable.
It takes 1 Day Passage per amount and rarity
of material needed to craft. [MOVE THE TABLE DOWN TO
MAKE ROOM FOR DRAWINGS]
DC Armor Shields Weapons
Increase durability by Increase durability by 1
Passed by Increase Toughness equal to half your
1 Die to a maximum Die to a maximum of a
30 or more Tool Proficiency (Rounded down)
of a D20 D20
Gains a bonus to damage
Passed by Gains a + to Durability equal to your equal to half your tool
Increase AC by 10
20 or more Blacksmith’s Tools Proficiency Proficiency (Rounded
down)
Met None None None
Failed by Reduce AC equal to Reduce Toughness equal to half your Tool
Reduce durability by 1 Die
20 or more your Tool Proficiency Proficiency (Rounded down)
Reduce durability equal to your Tool
Failed by Has a Permanent Has a Permanent Fracture
Proficiency and removes any additional
30 or more Fracture level level
properties of the Material.
Proficiency Versed Adept Master
Armor Light Medium Heavy
Weapons Simple Martial War
Other Tools Shield Jewelry
Small (Bucket, Nails, Large (Wheelbarrow,
Misc Items Pot)
Medium (Springs, Wheels)
Plows)
Bone-Steel, Gold,
Material Bronze, Iron Bone, Scale, Silver, Steel
Meteorite, Mythril
Bluesmith tools consist of a small
needle made of Dorbu, a gouge made of
Bluesmith involves working with a
bone or ivory, a small tin which contains
few specific blue minerals and crushing
some blue power, and a small pamphlet of
them into fine power which is used for
different runes and their meanings.
enchanting, hence the name “Bluesmith”.
After a long period of time these smiths [MOVE THE TABLE DOWN TO
had a permanent blue stain on their finger MAKE ROOM FOR DRAWING]
tips, further cementing the name.
Each item whether that be a
Weapon, piece of Armor, or even an
Accessory, has a definite total of 1 Runic
slot. The duration of said enchantment
differs heavily depending on the enchant.
Enchantments can be applied to many
different areas, however not all
enchantments can be applied to all items.
Some can only be applied to weapons
while others only work on things you
wear.
A= Armor W=Weapon
O= Single Use J= Accessories
F=Firearm ALL= All
Whenever you increase proficiency
in Bluesmith’s tools you gain access to a
new amount of Runes. However there
exists runes in the world that you don’t
immediately have access to. You can spend
2 Day Cycles studying and copying down
a Rune to memory. These Runes do not
count against the total amount you know.
Proficiency Versed Adept Master
Crafting Time 1 Day Passage 2 Day Passages 3 Day Passages
Cost 30B 80B 150B
Rarity Common Uncommon Rare
Known 5 Runes Total 8 Runes Total 12 Runes Total
Material Cobalt, Silver Azurite, Gold Lapis Lazuli, Mythril
Crafting Place Rarity Effect Duration
Enemy takes +2d6 (element) damage you choice when etching
Bine W Uncommon
this rune
A,J,O Uncommon Become a master in 1 skill for a roll
A,J Rare Resist 1 damage type
W Uncommon Half the damage dealt is healed to you
A,J Uncommon Take no damage when you fall below 12P
A,J Rare Boost AC by 15
Deal an additional 1d6 damage when attacking creatures bigger
Garfender W Uncommon
than you
ALL Common The appearance of your Equipment is changed
W Common Weapon cannot be disarmed
A,J Common You move 1P faster per enchantment
W Common Grants the Light property
W,F Rare On a (70/7) or (00/7), when you etch, you Critically Succeed
ALL Common Glows and produces 2P radius light
W Common Grants the Nimble property
ALL Rare You can imbue a Spell or Force that activates on touch
W Common Grants the Precise property
ALL Common Record a 30 second message that can replay
A,J Rare You take 5 less damage from every attack
W Rare +10 bonus to hit when below half total HP
A,J Common You can breath through pollution and toxins
W Uncommon Weapon returns to their hand at end of turn
R Rare +10 to hit
W Common Grants the Sharpened property
ALL Common You equipment no longer rusts
W Rare The weapon can shrink at a 1/16th scale
F Common Grants the Silent property
W,R Rare Doubles weapon die to (type) creature
W,F Rare Ranged weapon fires a second projectile
When you hit a Boss creature, they make a Grit save and on a
W,F Rare
fail lose 1 use of Boss Resistance
A,J Common Your equipment emits a warm energy
W Common Grants the Breaker property
More enchantments
tools include a saw, roofing hammer, nails,
Carpenters are the handymen of a hatchet, a level, chisel, a square ruler,
any town, helping around by building tape measure, gouge, and a hand planer.
houses and wood working furniture and
other supplies. If something is made out of
wood and you got the time, by the day’s
end there’s a lovely new piece to decorate a
home or serve a purpose.
The time needed to create small
objects takes half an hour however Foci
and furniture both take 2 Day Passages to
complete, increases by another Passage for
every size above small. Cabins take 1
month to create.
Carpenters are able to perform
their craft in almost any environment, the
deciding factor is what they choose to
make. If a player wishes to make a small
carving, they could make one in the back
of a carriage or around a campfire. Making
a chair requires a better location of both [PICTURES OF DIFFERENT TOOLS]
safety and uninterrupted time. Carpenter’s
Success Rate Carvings Foci Structure
If sold, people are willing to
Passed by 30 or The Focus has a +5 to Hit Can withstand major natural
pay 50% more than asking
more and a +1 to Damage disasters
price.
Passed by 20 or People pass by and admire your The Focus increases the The structure is able to
more creation durability die by 1 withstand oncoming attacks
Met None None None
Failed by 20 or The sculpture looks ugly in a Within the next 1d4 years, it
Has a -1 to damage
more bad way needs to have major repairs
High chance of the building
Failed by 30 or When handling, have a chance On a critical fail, the
collapsing under the slightest
more of getting a splinter. weapon fractures
external factors
Proficiency Versed Adept Master
Carvings Small Medium Large
Foci Simple Martial Foci
Other Utensils Containers Cabins
Furniture Small Medium Large
Material Softwood Hardwood Enchanted Wood
Creating art is a difficult process Tailor have often been associated
that requires constant revisions and with creating clothes and dressing others,
dedication. Using painter’s supplies will that is true but over time tailors have
always result in a wonderful work of art, become more handy and have progressed
advancing more and more into this skill past just clothing and into anything
shows your talents and shifting of regarding threads. Despite being in the
different styles as you develop yourself. crafting section, it is also able to Mend.
The extent of its mending is repairing
There is no real issue of difficult
nonmagical objects made of cloth or other
areas to create art. A small sketch could be
textiles.
made while sitting on the edge of a lake
and a larger canvas painting could be made In order to utilize these tools, the
will in a carriage. Anyone could use these player must be in a stable environment
tools in any place that’s appropriate, even a without much movement and
doodle at dinner is perfectly acceptable. interruption.
Painters tools consist of a palette, A Tailor’s Kit consists of different
easel, paints of your medium, brushes, a colored threads, needles, wooden buttons,
water cup, pencils, a sharpener, a paper a thimble, small scissors, and a few safety
pad, and canvases. pins.
Proficiency Versed Adept Master
Clothing Shirts, Pants Jackets, Robes Suits, Shoes
Armor None Light Medium
Small (Socks, Medium Large (Sails,
Other Handkerchief) (Sheets, Pillows) Banners)
Material Cotton, Wool Leather, Linen Feather, Fur, Silk
DRAWING OF DIFFERENT TYPES DRAWING OF DIFFERENT
OF PAINTS AND BRUSHES CLOTHES
these tools often have knowledge of both
machinery and how tissue, muscle, and
Only tools under the “Mending”
nerves operate. With these tools a player is
section can mend and restore objects or
able to upkeep the quality of an
items. Mending only correlates with the
Autobranch as well as repair it when it
specific tool’s intended design, using a tool
inevitably gets damaged.
outside its purpose is both dangerous and
foolish. These tools use the same material
the prosthesis is made out of to repair it. If
Tool Intended Use
Repairing and maintaining the prosthetic was made out of walnut
Autobranch
Prosthesis wood or perhaps bronze ingots, then the
Repairing, restoring, and
Engineer
maintaining machines
same material must be used to mend it.
Repairing and maintaining
Gunsmith
Firearms
Proper healing and attention to Prosthesis are typically made of a
Medic
injury and illness lightweight metal alloy with
Intensive care and healing to the
Surgeon mechanical wiring and some sort of
organs
power core, typically mana. The
design of Autobranches are based
In order to mend you need off of the manufacturer’s
materials such as twine, metal plates, or preferences; looking like a
nuts and bolts which are expended when stereotypical claw arm, almost 1-1
you try to mend something. Not all near identical metallic replica of the
damage sustained is the same, tgere are original leg, or something else
three levels of damage that an item can entirely. Someone who wears
sustain before it is broken beyond repair. Autobranch does so because they
Materials have lost a limb or were born
Damage Effect without one.
Needed
The damage slightly
impairs the object and Prosthesis behave exactly the same
Minor 1
operates at 75% as regular appendages, however
efficiency
The object operates at
they can only be healed by their
Severe 50% efficiency unless 2 respective power cores. Such as
repaired Mana cores being only healed by
The object runs at 25%
Heavy efficiency and is very 3 magic or Force cores being healed
likely to fail suddenly only by Prana.
Furthermore, 1 dose of Oil per day
People who use these tools often is required to maintain the prosthetic. If an
specialize in prosthesis. Unlike those autobranch does not receive oil, the next
proficient in Engineer’s tools who work day they receive Minor damage.
strictly with metal, those proficient in
Gunsmith tools primary focus is The title of ‘engineer’ is one too
the reapairing and maintining of a firearm. grand for these tools as these tool often
Similar to blacksmith’s tools that upkeep refer to people working on much smaller
forged weapons, it’s the dame for guns centralized on repairs rather than
with these tools. construction. Typically working to repair
anything that has a mechanism from toys
Furthermore, a creature typically
meant for children to old grandfather
attempts to correct a misfire by
clocks. It’s rather common for folk with
performing a challenging repair check for
proficiency in these tools to restore older
3SP, however with gunsmith supplies you
machines from automobiles to Automen as
can perform a standard repair at 2SP.
a hobby stored in the garage.
Though one can go into town and
ask the local gunsmith for the same One’s degree in proficiency often
repairs, it’ll cost you a coat’s worth of goes hand in hand with the size of project
buttons in return. they’re able to handle, getting a better
grasp of bigger objects with more parts or
getting a better eye for detail as the parts
become finer
This toolbox consists of an
assortment of wrenches and pliers, a
welder, face protection, gloves, a rag, small
[PICTURES OF GUNS] hook, screwdrivers, oil, and polishing oil.
Proficiency Versed Adept Master
Medium
Large Sized Huge Sized
Sized
Machinery (dryer,
(engines, (watermill,
Automen) manufactures)
washer)
Small Sized
Toy Sized Medium Sized
Gadgets (wind up toy)
(music box,
(gramophone)
clock)
The primary use of these tools is to
heal injuries without the use of Power.
Typically these are carried amongst All creatures have Stamina Points
doctors, nurses, and some adventurers to (SP). Stamina is a resource used for acting
perform healing out in the field. in combat, with some actions requiring
anywhere from 1-5 SP for an action. When
Someone with this kit can suture
a character runs out of SP during their
wounds and heal injuries that are Severe or
turn then it forcibly ends and are unable to
Minor
do anything. Creatures can choose to end
These tools are used for healing the their turn at any time even if they still
injured without the use of any Power. As have remaining stamina. At the beginning
an Item action, a creature can utilize these of the next turn, their stamina bar fully
tools and perform a Medicine check in replenishes.
order to heal wounds, stabilize a creature,
lessen the pain of injuries, or treat minor
illnesses. Initiative decided who acts first in
combat. The creature with the highest
This small bag has bandage rolls, a
Agility stat goes first and then initiative
splint, gauze, scissors, healing balm,
descends from the highest to lowest before
disinfectant, safety pins, disposable gloves,
the round repeats.
elastic bandages, pain relief, stimulants,
and a slew of drugs.
A single combat round lasts for 10 seconds.
Similar to a Medic’s Kit, these tools
are used to heal wounds, however these An action is a general term for
tools can only heal Severe or Traumatic anything a creature can do in combat. All
wounds. Doing so only outside of combat. actions use Stamina and some use Power.
Utilizing these tools takes time, anywhere
from 1-3 day passages as surgery takes Action What it means SP
Attack Attacking an enemy. Varies
place. When someone uses these tools, it
Block Raise guard to boost AC 2 SP
means that something serious and life Inflicting the Grapple
Grapple 3 SP
threatening has occurred. condition.
Interacting with
Interact 1 SP
This medium sized pouch consists surroundings.
Using, drawing, or
of various tweezers, a variety of metal and Item 1 SP
storing an item.
obsidian scalpels, forceps, different Movement
Moving from one spot to
1 SP
another.
clamps, anesthesia, different types of blood
To act when it it not
bags, disposable gloves, magnifying Reaction Varies
your turn.
glasses, and various cloths.
Preparing a declared EX1) Longsword crits, deals an additional 1d8
Ready action to occur after an +1 SP
event.
(1d8 → 2d8)
Utilizing any proficient
Skill 1 SP
skill in combat.
Utilizing any form of When you attack a part of the body
Special Varies
Power. and the total damage received
Double your speed and
Sprint 4 SP exceeds the remaining health, then
move.
the damage transfers to another
part of the body that is appropriate.
You must declare which part of the
body you wish to attack otherwise EX1) If you are hit in the side of the shoulder
the attack will automatically go by a hammer, the damage will likely transfer to
towards the torso. the torso
EX2) If you are hit by an Area of Effect and
If a creature attempts to the damage exceeds one of the limb’s health
attack again after their then the damage transfers to a part of the body
initial attack, they need to that the creature chooses.
beat the AC with an
increased difficulty of -10.
Blocking requires either a Shield,
Increasing by 10 more per
Massive weapon, or anything that can
attack during the same turn.
protect from a hit. You raise your guards
Certain abilities and
and add half of your Shield’s AC to the
Mastery overrule the
entirety of your body. If you are using
penalty.
anything except a shield, it instead adds 20
AC to all areas of your body.
When a creature is subjected
to an area of effect damage,
the creature receives damage You attempt an opposing Break
on all parts of their body check against the enemy’s Break check.
equally unless otherwise On a success check they are Restrained
stated. and in your arms. A grappled creature can
spend 2SP each turn to attempt to break
out of your grappled by rolling a Break or
When you make an attack Sneak against your STR. You can only
roll and roll a (00/0) or a grapple a creature that is your size or
critical success or roll beat smaller
the AC by 50, it’s considered
a critical hit. On a critical (Check Grappled Condition PG. XX)
hit, roll one additional
damage dice.
Interacting requires a character to This occurs whenever a character
involve themselves with their uses a Skill or Tool check outside of
environment or surroundings, such as combat
trying to open doors or trying to move a
log on the ground. .
A Special Action is an action that
uses any Power. Special actions are unique
The Item action refers to any in the way that they often are combined
interaction with items. Taking an item out with a separate action.
of storage or backpacks, using an item that
doesn’t have a SP description, or drawing
and sheathing a weapon. Some actions need focus to upkeep
them. When concentrating in
combat, on the creature’s following
In order to move you must expend turns they need to spend the same
1SP. If you stop after moving, you need to amount of SP and POW to upkeep
spend another SP to move the remaining the effect. If you take an amount of
speed you have. You can move a total damage that’s equal or greater your
number of Paces equal to your speed each level, you need to make a Grit
round and cannot exceed it. Save, on a fail concentration breaks
and the effect ends.
If a creature still has stamina, they
can choose to end their turn and they keep At the cost of 4SP you can double
the amount of SP until the start of their your total movement speed and move up
next turn. Actions that act on another to that amount as part of the same action.
person’s turn called a Reaction. Reactions
.
use stamina leftover from your ended turn.
You hold and prepare an action at a
+2 stamina cost. When you ready an
action you must specifically what
specifically you are readying and what
specific events occur that prompt your
action to go off.
EX). Ready a Weapon attack to hit the first
creature that runs past you.
Gain a bonus to AC equal to half
There are certain spells or abilities
the caster’s Special Stat Score
that can affect the character in ways aside
from damage. Conditions can be divided
into three separate categories that are You move twice as fast and have 1
based on what that conditions effects. additional stamina point to utilize.
Beneficial and Harmful.
(maximum of 3 different sources of haste)
A beneficial condition is anything
that aids a creature in combat or anywhere You are undetectable by sight, any
else. A creature can have at most three checks made to order to find your you
beneficial conditions at the same time. automatically fail if they solely rely on
sight. Any attack you make is at +30 and
all attacks against you are at -40.
Certain beneficial conditions can be
increased by certain percentages as seen to
the left.
Marker ^ ^^ ^^^
Stat Score 0.5x 1x 1.5x
(Accuracy, Attack, Defense, Evasion)
Advantage to all Attacks, increases
by 10 per ^
Deal an additional +3 Damage for
all attacks, +6 at ^^, and +9 at ^^^
Double the damage done on your
next attack.
Reduce all damage taken equal to
half of the caster’s Special Stat Score.
No matter the type of wound, it
requires dedicated attention to treat the
A harmful condition is anything
wound in order to remove this effect. If
that hinders a creature. Unlike beneficial
the wound is healed by a quarter of the
conditions which maxes out at 3, there is
total limb’s health the bleed condition is
no limit for how many harmful conditions
removed.
a creature can have at any one given
moment. Harmful conditions are gained Blind
through a variety of different means with
A creature is visually impaired and
the most common being through spells or
it rolls all attack rolls that require sight
through the environment.
and any ability checks involving sight be
at DIS. Any and all attacks against the
Beneficial conditions can also be negative blinded creature are at ADV. If the
creature wishes to move or attack then
Marker v vv vvv they roll a d8 to determine the direction
Stat Score 0.5x 1x 1.5x
they are going, with 1 starting in front of
(Accuracy, Attack, Defense, Evasion)
them.
Bleeding can be internal or external
The Broken condition occurs when
and ranges from minor to life-threatening,
either a bone breaks or a limb reaches 0
typically occurring when the skin breaks.
HP. When a limb is broken you are unable
The severity of the damage wound can be
to use it. A broken limb no longer
calculated into three different categories:
functions properly and does not listen to
Limb HP decreases at a rate of your body.
Minor
1d4 worth of HP per 20 seconds
Wound (2 Rounds) Limb Additional Effects
Limb HP depletes at a rate of 1d6
Severe Head
You begin Dying as your skull
your health per 20 seconds (2 shatters.
Wound Rounds) You have -2 maximum SP as your ribs
Appendage profusely bleeds, Torso
crack.
Traumatic taking 1d8 + your VIT Score of Whatever you are holding falls to the
Wound total health per 10 seconds (1 Arm
ground and you cannot hold anything.
Round) Speed is halved and have DIS on
Leg
Reflex saves.
If the wound is Severe or
Traumatic, the bleeding continues to your
Torso after depleting your limb HP. If
[SOMEONE WITH A BROKEN ARM]
your Torso or Head are inflicted with
bleed, once it reaches 0 you ignore the
Dying condition and simply die.
You cannot hear and you When the Head or Torso reaches 0
automatically fail all checks involving HP, you begin to die. You fall Prone and
hearing or sound. You also become drop everything you are holding and are
immune to Sonic damage while deafened. unable to attack or cause damage. Your
Stamina also depletes by one are the end of
each of your turns. Once your Stamina
A disoriented creature is unable to reaches 0, your character dies.
take any Action that have a Stamina cost 4
or greater. They also have -30 on Reflex If instead your total health goes down to 0, you
saves, and can’t take any reactions automatically die as your body is depleted of
reactions. Melee attacks against them are vitality.
made at +20.
Fatigued typically occurs carrying
You cannot be Demoralize and are items beyond your equipment slots or by
unable to take any action except for Attack, other means. Your total speed drops by a
Block, and Movement, but you cannot take 1P and attacks against you are at +10
any Special actions or actions that utilize because your sluggish movements makes
Power. you an easier target.
You are only to move half your When you carry 6 slots above your
total speed and cannot fly or hover safely maximum inventory, you gain a layer of
if you are able to. You also have -25 to any fatigue. Per extra layer of fatigue, your
Social and Dexterous skills. speed decreases by an additional quarter,
enemies have an additional +5 to hit, you
The following day you take double temporarily decrease your maximum
from Sonic damage and have a -20 to all stamina by 1 to a minimum of 1.
d100 rolls for 1d4+2 Day Passage. You also
move 2P slower. A Grit save, made You can have up to a maximum of
disadvantage, can be made at the end of 5 stacks of Fatigue. In order to remove a
every Day Passage in order to end the layer of it you need to drop a load of
effect early. weight equal to the amount fatigued by. If
there is an effect that causes fatigue then
you can only remove the condition after a
rest.
[SOMEONE DRUNK OVER THEIR
ASS]
Moral increases or decreases by a
The creature has a -20 to all checks number of different ways such as special
and attacks while within seeing and abilities or thematically. If a small group
hearing range of the source, and your of enemies choose to fight the party and
morale also decreases by 1. The effects of within 2 rounds more than half of those
Fear stay until that creature finishes a rest enemies are dead, they might have roll a
or a different effect removes the condition. Will save and see if they lose morale. On
the flip side if a party member has a strong
in game relationship with another player
You make a Break check against character or NPC, if that character where
the enemy’s STR. On a success check they to die then that Player Character may need
are Restrained and in your arms. You can to roll to not lose their morale.
only grapple a creature that is your size or
smaller. While you a grappling, you lose
the use of one of your arms and the When a creature is poisoned, the
grappled creature has -25 to hit you. When poisoned appendage takes 1d8 poison
moving, your movement speed is double damage every 10 seconds (1 Round). Once
while you are grappling a creature. the limb is depleted of HP the creature
needs to make a Grit save, on a fail the
An enemy can spend 2 SP each turn poison will spread to the Torso. A creature
to attempt to break out of your grappled by can be cured of the condition with an
rolling a Break or Sneak against your STR. Antivenom, certain abilities, using a
Medic’s Kit, or through amputation.
When facing overwhelming odds, Furthermore, depending on the
you may have your confidence lowered type of poisoned and how it came into
and your morale to fight diminish. contact, there are additional effects as
Whenever your morale would lower, you shown on the table below.
make a Will save. If you fail, your morale
Direct Ingested Inhaled
drops by 1 and on a success, you stay The target The creature The creature
strong and gain 1 temporary SP until the takes an receives half reduces their
end of your next turn. You stay resolute in additional 1d8 from any maximum
poison healing effects Stamina by 1
the face of impossible odds. damage
1 DIS on all attack rolls.
DIS on Will Saves while you can see or
2 hear the source of demoralization.
You are in Fear. It lasts until you aren’t
3 within 100p of the demoralizing source
Your total stamina decreases by 1 to a
4 minimum of 1 (Dying overrules this).
The Attack Chance increases by half your
5 total AC, increasing the chance of being hit
complete the entity’s unfinished business
The possessed condition usually in order to allow it to continue on to the
occurs when a spirit or otherworldly entity afterlife, or attempt to exorcise the
has chosen to inhabited your body. When creature yourself.
an entity enters your body, you need to
make an EGO save to resist the
You fall down onto the floor and
possession, you can also choose to fail
all attacks, except ranged, against you are
automatically. On a fail, you become
at ADV. You can spend half of your
possessed.
movement and 2 SP to stand up. You can
While you are possessed you have also crawl, your movement speed is cost is
disadvantage on Will saves as well as all doubled while crawling.
tool checks and Dexterous skills, unless
you willingly become possessed.
Furthermore, the entity inhabiting your Your movement speed drops to 0
body has an agenda or unfinished business and cannot be increased aside from
of its own that needs to be finished. The removing the source of the effect. You
business, and how patient or urgent the have 1 less Stamina (minimum of 1).
entity is, depends on the GM’s wishes. Attacks against you have a +5 to hit and
any attack you make has a -5 to hit.
If you ever have the chance to
advance the entity’s agenda and don’t act
on it, the entity will attempt to force you You are unable to speak and have
to comply. The possessed creature needs to disadvantage on Social checks that require
make a Will save, on a success the speech. If there is an action that requires
possessed overcomes the attempts of Verbal components, you immediately fail
manipulation. On a fail the entity can that action.
subject the creature to one of the following
effects:
You move half as fast and have 1
1) Inflict the Fear with 4) Enforce a critical
less stamina (minimum of 1).
the source being the fail at any time in the
entity. next 10 DP.
2) Can forcibly change 5) Take aether or
your answer for any psychic damage equal An unconscious creature drops
“yes/no” type question to the character’s level
to the opposite choice. centered at the Head. whatever it is holding and falls Prone. It
3) For 1 minute, 1 round 6) Lose one of your 5 automatically fails Grit and Reflex saves.
in combat, the entity senses for 1 DP. (Taste, Whenever the creature takes damage, they
controls your actions. Touch, Sight, Smell,
Sound) need to succeed a Grit save to reawaken.
To remove the Possessed condition,
you need to be exorcised by a religious
figure through an intensive process,
You gain 5 XP whenever you
critically succeed any d100 roll and also
gain 2 XP for every critical failure you roll.
Slaying creatures and monsters is one way
There are many different ways to to earn XP. However, only the first three
determine stats. The standard way is to use creatures of a species that you slay gives
the Rolled method. However, all the
you XP, If you kill the same another
different ways to determine stats have one
creature of the same species after your
thing in common with each other. Luck
third, no XP is earned. If there is a
cannot have an allocation, instead you
variation, such as a new stat block or
must be lucky and roll high on your d100
extreme mutation, then a player can be
which determines your luck score.
rewarded for killing that enemy. Once a
party member slays a creature, everyone
within the party gains the XP from the
Each stat, aside from luck, sits at 30
creature. This includes NPCs or followers
and you have a pool of 150 stat
points you can distribute as you of the party.
choose. Once that is done then you Each monster gives a different
add your racial Bonuses and amount of XP that is shown on their stat
Minuses. block. You can also1 choose to instead
ignore what it says on the stat block and
instead grant a range of XP based of the
You have 5 different stats values
monster’s rarity as an example shows
that you can allocate to different
below.
stats as you want that being: 40, 50
50, 60 70. Rarity XP
Common 1d4+2
Uncommon 2d4+2
Rare 2d6+4
Roll 4d6 drop the lowest, do this 5 Epic 3d8+10
times. Then multiply each result Legendary 4d10+10
Mythic 5d20+20
the result by 5.
XP can be awarded whenever a
A character requires a certain quest is completed or choose to add
number of experience points in order to a rule of granting XP for certain
level up as seen in the table below. Once a downtime activities such as an
character reaches the threshold and levels Alchemist trying to perfect a
up, they need to gain a number of potion they’ve been working on for
experience points (XP) to reach the new a long time, finally succeeding.
threshold.
In addition, when a party increase by 1. The recommending
completes a story arc, completing a stopping point is level 50 or 100.
personal story beat or backstory
events you can choose to grant
them a lump sum of XP as a You can instead choose to throw
reward. away the experience system and
the GM chooses to award a level up
at any point they deem necessary,
Level Total XP Required Hero Shards but granting them at important
1 10 5 character arcs or stages of
2 25 5 development is recommended.
3 50 5
4 75 5
5 100 5 On a level up, a character does not
6 125 7
7 150 7 fully gain any abilities on a level
8 175 7 up, instead the Hero gains an
9 200 7 amount of Hero Shards that they
10 250 7 can choose to spend to gain new
11 300 8 abilities, better stats, or stronger
12 350 8 proficiencies.
13 400 8
14 450 8
15 500 8 At first level, you gain an
16 550 9 amount of HP equal to your
17 600 9
ancestry HP added with your
18 650 9
19 700 9 Class HP and Vitality boost.
20 750 9 The sum is then multiplied
21 800 10 by three.
22 850 10
23 900 10 On subsequent levels you
24 950 10 gain and additional amount
25 1000 15 of HP equal to two multiplied
by your ancestry HP, which
is then added by your Class
The amount needed per each level
HP and Vitality boost.
up costs 100 XP, increasing by
another 50 XP every 5 levels. You
gain an additional 1 Hero Shard per The first level you gain
5 levels beginning at 11 at level 26 power you have five plus
and additional 5 on top for your special stat’s score
every25th level before returning to worth of Power. On
subsequent levels you gain
an amount equal to your
special stat’s score.
Hero Shards can be spent in one of
Multiclassing is when you two ways. The first is increasing
choose to branch out. Each the abilities of what you have and
class has certain the other way is by trading them to
requirements that prevent get new Hero Abilities. These
others from joining it as abilities can grant powerful new
well as prerequisites. spells and magic, a subclass, passive
However, you cannot abilities, or even new basic attacks.
multiclass if you already
have an Archetype.
You can purchase any ability if it is
You can choose to spend 8
either within your own class or you
Hero Shards and gain levels
meet the requisites for. Unless
in a new class. When you do
otherwise stated, they are gained
so, you no longer gain access
after a Rest.
to Archetypes from classes
you choose to take levels in.
On a level up you can spend Hero Shards are spent at a 1-1 cost
Hero Shards in either class. to increase stats. These are granted
You are unable to pass the immediately with no rest required.
level cap of 25 (unless your
game removed it), where your
Upgrading a proficiency to the next
combined levels of both
level requires 2 Hero Shards per
classes cannot exceed it.
increase and requires a Rest to be
integrated in session. If you wish to
gain a new proficiency it costs 2
Hero Shards are fragmentations
Hero Shards as well.
which represents a Hero’s skill. Once a
player levels up, they earn a number of
hero shards as seen on the Level-up Table. In order to gain proficiency
A player is not required to spend them in a new skill, you need to
there and then and can choose to sped 3 hero shards. You
accumulate points and save them. cannot gain proficiency in
However, in order to receive your new Tools, Armor, or Weapons
abilities a rest is required. In some specific buy spending hero shards.
cases a prolonged period of time is needed
You can only earn those
in order to learn a new ability. proficiencies in game.
eyeing the specific colors of spells. As time
went on the practice of magic became
Power refers to a class’s special
more refined and known, more concrete
ability. Each and every class has a special
ways of casting magic was utilizing
power they can use, with a pool of
instead of color theory alone.
resources that they can access. The core of
a class’s power is tied to a certain aspect of
their body: Mind, Heart, Body, Spirit. Magic is defined by color. Through
Faith Prana Mana Passion Aura centuries of research magic has been
Wit Wit Int Wit Vit documented and categorized on what
Spirit Spirit Heart Heart Body
Devotee Warrior Mage Gifted Brute primary type of magic emanates from
Warrior ? Scout Warrior Scout what color strand. Prismatic represent
Warrior Warrior what school of magic, or primary color a
spell consists of.
When a class gains their power,
they initially gain a pool of points that are
White mana is a strange thing,
equal to 5 plus their special stat boost.
typically occurring when a
After each additional level up you gain an
Celestial steps foot onto the land,
additional amount of power equal to your
restoring it, and when Miasma is
special stat boost. An exception is reserved
purified. It’s also found as residue
for the Devotee and Gifted who both use a
after religious rites after
single attribute system instead.
ceremonies. Because of its nature,
Once a character gains a source of its able to mix easily with every
power, they are unable to learn any new mana color.
type of power due to how their conflicting
energies opposing one another.
Miasma is a special type of mana.
It is a byproduct of spells and
When a class gains this power, they residue of Daemonic creatures.
gain a pool of Mana equal to 5 plus their When mana is completely and
Intelligence boost. After each additional entire consumed of its power, it
level up they gain an additional amount of transforms in to Miasma. A sort of
power equal to their Intelligence boost. decay that begins to poison the
Mana’s core damage is Aether. region around it, infecting other
weaker mana as it grows like an
Magic is the art of weaving infection or disease and sickens the
together strands of different colored mana lands and creatures who live
into a Spell. In myths, it is believed that nearby.
the first mage was able to see the mana
color spectrum and could cast spells by
This is the most common mana Most commonly utilized by
color. Similar to when a flint creatures who fly. By the laws of
sparks against steel, red mana is physics, most creatures who can fly
born whenever acts of violence aren’t supposed to because of their
occur or in the presence of size or lacking of wingspan.
destructive material.
Similar to Blue mana, appear more
Typically appearing as mist rather as mist rather than strands, this
than strands. Clumps of Blue mana mana has been utilized by Faeries
are known to create a rare natural as its often most effective for their
phenomena known as Blue Fog, pranks against other Vahns.
which often creates illusions
tailored to those trapped inside.
One of the more common types of
mana, as many plants seem to
Yellow mana is know as the center emanate this color. It can be created
of mana as strands of Yellow are artificially by combining White
often used in nearly every spell that and Blue mana together.
creates something.
Grey mana can only be created
Though it exists naturally, it can be artificially as it was first discovered
artificially created by combining by an Overseer experimenting with
Yellow and Red mana. White and Black mana. By
bringing herself to the brink of
death and restoring herself, she was
Purple mana is a rare substance,
able to tread the Novam briefly and
typically found as residue from
was able to see shortly into the
decay, death, and some fungi.
future. When this was introduced,
Similar to how odor emanates from
it shocked the magical world.
a corpse, Purple mana is produced
by death. It can be created
artificially by combining Red and
Blue mana as well.
[DRAWINGS OF A MAN
HOLDING COLOR AS IT
The rarest form of mana, rarely
SWIRLS UP INTO THE SKIES]
existing naturally. Because of this
rarity, its created artificially with
Blue and Yellow mana.
When a class gains this power, they These Constellations are the
gain a number of Miracles equal to 2 plus physical embodiments and
their level in that class. After each manifestations of primordial forces.
subsequent level up, they earn one Constellations under this category
additional Miracle. Faith’s primary are ancient deities who have lives
damage type is Divine or Infernal. as long as the primordial force has
existed.
Faith is directly tied to a deity.
When a creature has enough faith in a These Constellations rarely
higher power, that higher power may interact with the outside world,
reward them for their devotion. Miracles typically tending to matters in an
are given so that followers can perform isolated matter.
acts in their deity’s name. The color of An example for one of these
these miracles corresponds to their deity. Constellations would be a forest,
These higher powers are called the night sky, A mountain, the
Constellations. Constellations are concept of life and death, or the sea.
powerful beings who rule over a domain.
A domain can be anything, ranging from a Similar to Heavenly
physical place to a concept or element. Constellations, these deities are
One example being a minor deity being an also personifications of existence
ancient mountain, a guardian spirit ruling with the main difference being that
over a forest, or even the primordial force these originate from fear.
that embodies the skies.
A majority of the Daemonic
Constellations interact with the
These Constellations are the mortal realm. Trying to gain as
personified beings of artificial much power as they can while
concepts or those that rule over causing as much chaos and
ideas not naturally occurring. destruction in their wake.
These deities constantly interact Constellations that fall under this
with the world, either due to category could be war, famine,
personal beliefs or even because pestilence, or death.
other deities are interacting.
A Constellation that falls under
this category would be one that
represents music, art, fertility,
agriculture, or even war.
When a class gains this power, they When a class gains this power, they
gain a pool of D4s equal to their Wit gain a pool of Aura equal to 5 plus their
Score. After each additional level up, they Vitality boost. After each additional level
gain an additional number of Passion Dice up they gain an additional amount of
equal to half your Wit score (rounded power equal to their Vitality boost. Aura’s
down). Passion’s primary damage type is primary damage type is Aura.
Aether or their Vah Prismata.
Aura is the physical representation
Passion is a newly discovered form of a fighter’s determination, mastery over
of power, only recently becoming more their weapon, and manifestation of
and more common. Some believe that is fighting spirit. When a fighter learns
always exists inside of people similar to Aura, it is proof to the world that you are a
Aura but is only awakened when a Vahn Vahn of unrestrained prowess. It is an
truly has something they are passionate innate talent that is awaken through
about where they would devote their entire physical training.
life to this type of activity.
The control and amount of Aura
Passion is believed to occur in increases with hardships and adapting to
every individual, latently awakened under survive in combat. It requires incredible
certain circumstances not yet discovered. dedication and talent to properly use Aura
skills. It’s the most difficult of all the
powers to master, as everyone has a chance
Similar to mana, Prana constantly to learn. A person could sacrifice decades
exists throughout the entirety of the as they under vigorous training in order to
world. However, it is the energy force of achieve it and even at that point is not
all nature. Emanating from plants, the guaranteed to have it. An eternal carrot
ocean, rocks, and all nonsapient life. dangling in front of you, never knowing
Considered to be the most ancient type of when your efforts will be rewarded.
power, creatures utilize the energy given
off by flora and animals to utilize in their Aura can be used in many ways.
actions. Some form Aura outside their bodies as
armor or to enhance their weapons for
Those who utilize this form of battle. Though the color of Aura is
power often have a connection to nature or typically red, it truly depends on the
the natural world as they cultivate this wielded as the color of their soul shines
power inside of them to properly use it. forth while using it.
Whenever a character that is fourth A character can Limit break in one
level or greater uses an amount of power of two ways, by borrowing power
that is more than twice their total level in or SP from their future selves
a single turn of combat, they experience When a character borrows SP, they
limit shock as they use more than what they are taking it away from their future
are capable of. Roll 1d20 on the table to see selves to use in the moment. For
the side effects of using more power than every SP they borrow for that
what you are capable of. current turn, they lose an amount
1) Cannot spend more 11) Severe Internal of SP for a duration as seen in the
than 3 total SP on their Bleeding from your table below.
next turn. Torso
2) Disoriented for 1d4 12) Deafened for 1d4 Borrowed Reduction Duration
turns, Challenging turns, Challenging 1Sp -1SP 1 Turn
Grit save at the start Grit save at the start 2SP -2SP 2 Turns
of each turn to awaken of each turn to awaken 3SP -3SP 3 Turns
faster. faster. 4SP -4SP 4 Turns
3) Limb is Broken (legs 13) You lose 2d8 + 5SP -5SP 5 Turns
or arms, 1d2) level additional power
4) You fall 14) Fear centered on
Unconscious for 1d4 yourself for 1d4 turns,
turns, Challenging Challenging Grit save When a character chooses to
Grit save at the start at the start of each borrow power, they must roll on
of each turn to awaken turn to awaken faster. the Limit Shock table afterwards.
faster.
5) Fall prone for 1d4 15) Blinded for 1d4 Then they are able to do one of two
turns, Challenging turns, Challenging different actions.
Grit save at the start Grit save at the start
of each turn to recover of each turn to awaken 1) You borrow an amount of power
faster. faster.
6) -4P of speed for 1d4 16) You are equal to your special stat. Once the
days Demoralized by 2 combat ends you are completely
7) You take 2d8 + 17) Reroll with an deprived of power and then you roll
amount of power spent additional die. If it
worth in damage lands on this a third the Limit Shock table.
(Aether, Aura, or time, ignore it and 2) You instead forgo attack or forcing
Divine) reroll
8) Attacks against you 18) Power decreases by
a save to automatically hit. You
are +20 to hit for 1d4 2d8 + level for 1d4 deal the maximum damage on your
turns, Brace at start of days. special attack automatically
each turn to recover.
9) Gain 2 layers of 19) Total SP decreases succeeds and lasts until the end of
Fatigue. by 1 for 1d4 days. the duration. After this attack you
10) Power decreases by 20) Roll all d100 rolls
2d8 + level for 1d4 with DIS for 1d4 days.
roll on the Limit Shock table.
days.
There are a large number of The Wealthy a very small portion
professions in this world, too many to of society, even amongst nobility. Those
count for each and every amazing and who are wealthy typically have a job as a
terrible character concept. As such, result or to fund that lifestyle.
characters have a Social Standing which Background Examples: Merchant, Scholar,
indicates the type of life someone has lived Courier, Doctor, Librarian, Enchanter
based off of their standing in society.
Versed Adept Master Buttons
Players are allowed to be as creative 1 of Any 3 Skills X 4d12+10 x 10
as they wish, coming up with unique
careers and lifestyles before they decided
People of Poor standing often have
to become adventurers. Someone who
little to no money and live day to day, but
wants to be an architect could come from
Wealthy or Lord origins. If a player often are quite resourceful in order to live
in rough areas and slums
wishes to be “raised by wolves” or a
runaway prince, Poor could work. Background Examples: Nurse, Chief,
Mayor, Noble’s Child, Noble’s
When a background says “Any”,
that refers to your choice of any one tool, Versed Adept Master Buttons
skills, armor, or weapon proficiency. 2 Skills 2 Skills, 1 of Any X 2d8+3 x 3
Poor standing often have little to
no money and live day to day, but often Nobles are those at the top of the
are quite resourceful in order to live in hierarchy either by working on their own
rough areas. or by the aid of the family. People
typically hold some sort of opinion,
Background Examples: Urchin, Refugee, negative or positive, and treat them with
Wanderer, Slum Rat, Orphan, Runaway respect.
Versed Adept Master Buttons Background Examples: Duke, Count,
6 Skills 1 Skill X 1d4+4 x 2
Prince, Princess, Ambassador, Aristocrat
Versed Adept Master Buttons
Commoners make up a majority of 2 Skills 1 of Any 1 Skill 1d10+2 x 3
the population. Often skilled in a specific
trade that they do for work.
Background Examples: Artisan, Guard,
Laborer, Farmer, Barmaid, Executioner
Versed Adept Master Buttons
4 Skills, 1 Tool 1 Skill X 2d6+4 x 3
Languages Pronunciation Speakers Spoken: A very tonal language where the
Binary Bai-neh-ree Tolva pitch matters just as much as the pronunciation.
Common Kaa-muhn All
Usually having words with many syllables.
Drogo Droh-go Drakons
Feyren Fay-Rim Faeries
Lofleni Loff-leh-nee Humans
Written: Letters are written in leaf patterns
Notros No-tros Sylphs across a horizontal line. Each leaf, flower, or
Oko Oh-koh Fauns thorn represents different letters or tones for
Primordial Prai-mor-dee-uhl Ancients
Relic Reh-luhk Archaeologists pronunciation.
Thalassan Thaa-laa-sun Naiads
Underbelly Uhn-dr-beh-lee Under Folk
Wethi Weh-thee Therians
Spoken: To native speakers, communication
often uses series of shrieks that can’t be
Spoken: Morse Code deciphered or replicated by any other species
due to the difference of vocal chords. Nonnative
Written: Brail from right to left speakers are taught to use “sign language”
where different movements and gestures
represent words or letters.
Spoken: It changes slightly from regions. Its
an amalgamation language made in order to Written: Uses the same letters and grammar
communicate easier between all. structure as Drogo, but in their own language.
It is read from bottom top however.
Written: Uses the language you are reading.
Spoken: The language has many variations
Spoken: Filled with harsh pronunciations, the
but typically sounds guttural as if they’re
language feels as if someone is trying to spit up
trying to force words out their teeth.
a bone with many words being expressed at the
back of the tongue. Written: Letters are often curvy with
variations of different strokes. Single
Written: A series of simple lines where an
characters often represent an entire word with
entire word, single letter, or sentence can be
each stroke representing a different letter. It is
encaptured into a single character. Read from
read from right to left or top to bottom.
right to left or from top to bottom.
Spoken: The original language is never taught
Spoken: Native speakers produce different
directly by a native speaker, if it was then
frequencies of noise accompanied by
that’d mean a God would personally teach you.
pheromones and gestures. Nonnative speakers
The language focuses on guttural sounds and
use clicking noises of varying frequency and
rhythm, similar to chanting, it seems that
snapping.
Lofleni and Oko originated from this speak.
Written: Brail
Written: Uses constellations and star charts in
order to create individual letters which form
larger sentences as well as visually Vahn (vahnn) is a word in relic
communicate through pictures. It is read from which translates to “beings with sapience”.
top to bottom. This term has been adopted into daily life
to better refer to all sapient people across
ancestries in a much easier linguistic way.
Spoken: No one entirely knows the right way
to speak the language, it has been dead for In Herosong there are many
millennia and now only scholar attempt to different types of people who originate
imitate it. Though its usually spoken like from many different creatures and come
Lofleni. from a vast number of lands. Each creature
has an Ancestor which determines their
Written: The language is not fully deciphered,
creature type and place of origin. Next is
scholars are divided on whether these
the Descendants which represents the
characters are individual letters or entire
different groups of people with a shared
words, most seem to agree its letters. Mostly.
ancestor. Not all Descendants have one,
but Lineages refers to any major
Spoken: Usually spoken in quick short bursts differences that two members of the same
as the language was originally made to descendant may have.
communicate in the depths. The language itself An example being one group
is done similar to morse code with small burst developing in the plains while another in
of sound with draw out words mixed in. the harsh winter mountains, with both of
Written: Due to limited light, Underbelly is them showing noticeable or evolutionary
written in Brail traits respectively.
Spoken: Wethi is a mix of Oko and Lofleni. Every creature has at least one
creature type which indicates their origin.
Written: Depending on region, Wethi is either
written in the Lofleni or Oko language using Ancients Relic beings and Constellations
Beast Unintelligent Powerless animal
the words of Wethi. Corrupted Turned by Daemonic forces
Construct Inorganic or manufactured life
Constellation Deities or Gods
Daemon Daemons or Constellations
Dragon Reptiles
Faun Mammals
Fey Bugs and Insects
Human Featherless Bipeds
Naiad Aquatic Creatures
Sylph Avians
Spirit Beings made up of energy
Undead Those who died and returned
Defiant, any damage of that specific type
is halved, rounded down.
Not every Vahn is allowed at every
table. For GMs, they can choose to restrict On the opposite side of the spectrum there
options by imposing certain limitations on are some creatures who a vulnerable to
lore, members of your Ancestry, or more. specific damage types. This is called a
Weakness. This is usually due to the
creature’s biology, their environment not
These creatures exist in large supporting a specific element, or a
numbers through the continent or different reason altogether
location of the campaign. They are
in almost all parts of major history
and conflict, usually take 30-50% of There are certain Vahns who are
any population with few able to radiate color or express it such as
exceptions. all Vesper. Some people believe it’s the
color of one’s soul or a representation of
personality traits.
A character of this rarity would be
a strange site to villagers and while Yellow Blue Red
in a city, there aren’t more than 100 Optimistic and Gentle, loyalty, Romantic and
energetic and calmness passionate
of your kind there. It’s not unusual (Lightning) (Water) (Fire)
for you to justify your existence to Orange Green Purple
others. Adventurous, Caring, renewal, Cautious,
creative, and and mellow wisdom, and
hospitable (Nature) ambition
(Earth) (Poison)
The number of these Vahns that White Cyan Pink
exist at any given time can be Kind, innocent, Serene, energetic, Emphatic,
and caring and creative compassionate,
counted on both hands. You should (Wind) (Frost) rambunctious
except to be the only member of (Psychic)
your people in every location. Your
presence may illicit shock, wonder,
fear, or sometimes violence from Map Carry
Size Cm Ft
Tile Capacity
NPCs. You will be a living myth. Toy ¼ 33-62 ½-1.5 2
Small ½ 94-125 3-4 3
Medium 1x1 153-184 5-6 4
Large 2x2 214-365 7-12 6
Some creatures are naturally Huge 3x3 396-610 13-20 8
resistant to certain damage types due to Giant 4x4 620-1220 20-40 10
Titan 5x5 1525-3048 50-100 20
elemental affinity, their environment, or
for whatever other reason. This resistance
is called Defiance. When a creature is
beautifully refined gemstone to a mundane
grey rock. The core will slowly start to
Tolva are extremely different from carve out the surrounding stone to form as
all other ancestries. For every other a body that it then manipulates using
ancestry they have a common ancestor, power to enable movement and allow it to
but for Tolvas they all have the same type interact with the world. If a Dwarf wishes
of origin myth, originating from objects or to reproduce with another Dwarf, they
non sentient beings. Rocks, machines, crack a small shard of their core and
flora, or even equipment, these creatures combine it with their partner’s core.
found life in one way or another.
The body can receive damage and
heal over time as sand and grit fill the
It is said that the first Dwarves cracks and compress into new rock.
were originally carved from stone of a long However, the core is the only true part of a
forgotten creator deity, taking sparkling Dwarf’s body, the only part that is
gemstones or raw metals from the earth in unchanging and, indeed, the only part of a
order to sculpt these people. Others believe Dwarf that can be permanently damaged
that they are descendants of a monster or killed. The appearance of the core
who ate the flesh of a constellation slain changes from Dwarf to Dwarf. If a
by the Blood God, which transcended Dwarf’s core is damaged, their physical
them into the beings they are today. Other form will deteriorate rapidly. If by chance
sources believe something in between or the body of a Dwarf is destroyed but the
an extreme outlier theory. core is intact, then over the course of an
undetermined amount of time they create
Dwarves are a group clean people,
a new body to inhabit. The time it takes to
despite many rumors. This is primarily
create a body is highly dependent on the
because of their biology being that of dirt
Dwarf.
and rubble. Many Dwarves choose to etch
symbols, runes, and pictures into their Dwarves are nonbinary by nature
bodies. Other times choosing to grow as they are born without gentalia.
different forms of plant along their bodies. Typically, if a Dwarf chooses, they can
adopt a gender by craving their bodies to
include those physical aspects and also by
Dwarves are born in a similar way choosing to adopt gender norms which are
to how a clam’s pearl is formed. Over the determined out by other Vahns.
course of a prolonged period of time, that
can range from a few short years to several
centuries, a core starts to form within dirt Dwarves a group of bulky and
and stone. A core is embedded somewhere short stature folk. Their skin usually in
on their body, which is analogous to the shades of grey and on occasion different
brain, body, and soul. Sometimes being a colors which represents the type of stone
they are primarily made out of. Their reflect that of other Vahns. Names are
bodies are usually thick and very heavy as usually not bound by gender differences
Dwarves with thinner bodies are more and last names are rare.
likely to break apart. Hence why they are
Amethyst, Diorite, Micah, Grant, Terra,
so short too, the bigger they are the bigger
Bridget, Lime, Marble, Zinc, Gold, Ruby,
they fall.
Calcite, Lithium, Salt, Zircon, Conrad, Kirk,
Svartalf, Callahan, Jett, Flint, Rebekah,
Dwarves often fall into one of two Claudia, Genevieve, Vera, Nora, Crystal
categories; Subterranean and Surface.
Subterranean Dwarves often find homes
Stat Boost
deep into the earth and rarely +20 VIT, -10 AGI
& Flaw
communicate with people outside of their Ancestor You are Considered a Construct.
Unlike other Vahns, Dwarf are
community with the small exception of “born” fully developed and has
Age
nearby villages and Vahns. The primary been no known recorded instances
focus of these communities are mining and of death by old age.
You can survive as long as your
smithing due to the lack of other resources. core isn’t damage, choose a place
A small section of the population on your body for your core. If that
Core
body part reaches 0 HP, then you
cultivates harmless fauna or plants found are considered Dying. You are also
in the depths, typically moss. Anything Immune to Bleed.
not within their grasp is traded with Earth You have Seismic Sense up to
Child 120ft and no sight besides that.
Surface Dwarves. Hit Points 12
You can speak Binary, and one
Dwarves who don’t build their Languages
language of your choosing.
towns in the depths often find homes just You’re unable to equip Accessories
Large
or Armor on your Legs or Arms
on the cusp of hills or mountains. These Stature
but boost AC by your VIT stat.
Vahns spend a majority of their time Depending on the form a Dwarf
outside of their hollows, interacting with chooses they can range anywhere
Size
from 4ft to 12ft. Your size is your
the others before returning to the caves at choice of Small or Medium
night for rest. These Dwarves make it a Speed If Small, speed is 6P. Medium, 5P.
You are vulnerable to Piercing
mission to go deep into the mountains Stone’s damage from Axes, Clubs, or any
with large amounts of goods to distribute Weakness weapon or ability that can
to their fellow subterranean and puncture stone.
occasionally take a child sick with
wanderlust to see an entirely new world. Depending on the type of
environment the Dwarf formed itself it,
they have access to wildly different
Dwarf often name themselves off
materials to form their body. Sometimes
of the most prominent material in their
limited to sandstone or basalt, other times
body, but in some rare cases choose to surrounded by marble. Each and every
adopt a name with hard consonants which
Dwarf is unique in their won way be it
design or materials. However, there have Sedimentary rocks are formed from
been general classifications to determine deposits of per-existing rocks or pieces of
the different bodies of Dwarf as listed on once-living organism that accumulate on
the following page. the Earth’s surface. If sediment is buried
deeply, it becomes compacted and
cemented, forming sedimentary rock.
Igneous rocks are “fire-born,”
These rocks often have distinctive layering
meaning that they are formed from the
or bedding and create many of the
cooling and solidification of molten
picturesque views of the desert.
(melted) rock. The word igneous derives
from ignis, the Relic word for “fire.” Stat Boost +10 INT
Fossilized Growing under deposits of other
Molten rock material is known as magma Defiance rock, you have Earth Defiance
until it is erupted onto the surface when it You are Versed in Archaeology
Handy
then is termed lava. Supplies
Stat Boost +10 STR
Volcanic Growing under extreme heat you
Defiance have Fire Defiance.
You are Versed in Blacksmith’s
Handy
Tools
Metamorphic rocks form when
high temperatures and pressure act on a
rock to alter its physical and chemical
properties (metamorphism means ‘to change
form’). These conditions often stretch,
twist and fold the rock as it cools. In
metamorphic rocks some or all of the
minerals in the original rock are replaced, [DRAWINGS OF DIFFERENT
atom by atom, to form new minerals. DWARVES]
Stat Boost +10 WIT
Morphic ADV on saves meant to
Defiance Demoralize you.
You are Versed in Appraiser’s
Handy
Tools
maturity, being entirely random. Often
times 2-3 generations of Tamens pass
The word human is an umbrella before an Elf reaches their adulthood and
term that refers to the descendants of could grows at the same age as a normal
“Humans”. The original Vahn of human Tamen child.
have long since died out. Though the five
creatures who identify as human appear
vastly different from one another by
physical appearance and lifespan; they are
all descendant from the original human
ancestry over 15,000 years ago.
Elves are a group of people that are
the direct children of Tamens and Lofleni.
Due to the strange biology of these two [DRAWINGS OF ELVES]
individuals, they inherited the best traits
of their parents at the cost of a weakened
immune system. One of the worst
inheritances received is that Elves are
infertile amongst any species that aren’t
other Elves. For some, that trade is worth
everlasting youth.
Most typical Elves looks like their
Tamenish parents but with elongated and
sharper ears fit with lankier proportions.
They are slightly taller than the average
height and often have long hair which is
blonde or brown. Their clothes are woven What actually occurs that Elves age
by plant-based material such as hemp and in bursts when an experience or decision
are often in earthen shades such as green, irrevocably changes the course of their
tan, and brown. lives, or a life experience deeply affects
and changes their perception of themselves
and the world. Because of their wildly
When an Elven child is born in a different maturity rates, there can be two
foreign community, the village gathers and children at age 30 where one is an
must unanimously agree to raise the child adolescent and the other a teenager who
due to the stunted growth. Most believe are the best and greatest friends.
this due to the abnormalities of their
Elvish names often take inspiration Tamen are the most common of
from both their Lofleni and Tamen any Vahn, not just amongst Humans but
heritage, combining names or even taking in comparison to every other ancestor and
names entirely from one familial side. their descendants. Due to the nature of
Male: Finn, Legolas, Percy, Taliesin, Erian, their bodies adapting extremely well to
Edwin, Erik, Milo, Fabian, Kieran, Lyari change they have gained the ability to
settle down and make life in any
Female: Zelda, Galadriel, Glynda, Sabina, environment, regardless of their previous
Delphina, Vlema, Ester, Keya, Aerith, Aywin settlement. Not being able to find at least
one in a population of 100 is a rarity.
Stat Boost +20 AGI +10 INT, -10 VIT It is also believed that the current
& Flaw Tamen of today are the people who look
Maturing randomly from 16-80, an
Elf lifespan is the longest amongst the most like their ancestor, the Human.
Age
all the organic species. Living to This believe originates from the sheer
500-550 years.
Ancestor You are considered a Human thickness of their blood and how every
Lofleni You have ADV on saves that Descendant that mates with a Tamen,
Will would alter your mental state. Human or not, end up producing offspring
Choose three abilities from the
Elven Eleven Prowess table, once you eerily similar to the Tamen with minor
Prowess choose an ability you cannot change traits of their other parent.
it later.
Hit Points 4
You speak Lofleni, Common, and
Languages
one other language of choice. Because of this they are incredibly
You are vulnerable to illness and widespread and the most divided. Not
Poor you make all saves against disease
Immunity and poison at DIS. You also have a finding identity amongst members of their
Vulnerability to Poison Damage species or ancestry but instead taking their
Your size is Medium, significantly
Size
taller than the average.
identity based off of their location and
Speed 6 paces local allies as well as enemies.
No matter the location of their
You cannot be put to sleep by means of
Watchful
medication or effects that use Power.
home or what they face, that are always
Long You are Adept in 2 Knowledge skills of known for their endurance against
Education your choice hardship. In regards to both physical and
Once per Day Cycle, you can turn a
Tamish mental hardship, no one can deprive their
critical failure into a failure or a failure
Resilience
into a success. title of “The Enduring”.
Whenever you make a ranged attack,
Steady you can choose to do so at ADV. You
Aim can do this a number of times per 5 day
passages equal to your Agility Score.
You have an extra 1P reach and you
Long
gain a climbing speed equal to your
Limbed
walk speed.
Basic Choose a one-cost General
Due to the fact that Tamen are the Understanding Feat and gain it at no cost
most well traveled, their names take root Once per Day Cycle when you
in with other species they live with. It’s gain the Dying condition, you
can instead choose to gain an
not unusual for a Faerie or Sylph to share Endurance amount of HP equal to your
the same name as a Tamen. Traditional level to all parts of your body.
You also gain a level of Fatigue
Tamen names are still common enough.
that lasts until you take a rest.
Last names are heavily and can be taken You are Versed in one tool of
from anything, usually from an ancestor’s Handy your choice or Adept in two
skills.
profession or different flora. Improvised You become Versed in
Master unarmed strikes.
Male: Quinn, Brandon, Conner, Neil, When you are subjected to a
Tobias, Pedro, Peter, Malachi, Lucian. Indomitable Will or Ego save, you can
Tamish Spirit choose to succeed. You can do
Female: Daisy, Michelle, Eve, Emil, Rose, this thrice per day cycle.
Pearl, Clarice, Beth, Ambrosia, Yin, Yang.
+20 stat points to distribute as
Stat Boost
you please.
Maturing at 18, their lifespan
Age typically ranges from 60-80
years.
Ancestor You are considered a Human
Hit Points 8 [DRAWINGS OF TAMEN]
You speak Common, and 2
Languages
more of your choosing.
Size Your size is Medium
Speed 5 paces
A talent of Tamens is their
overwhelming ability to beat
Tamen the odds. Twice per Day
Determination Passage you can turn a failure
or critical failure into critical
success.
Choose two abilities from the
Tamish Tamish Versatility table, once
Versatility you choose an ability you
cannot change it later.
[DRAWINGS OF TAMEN]
· ·
Therianthropes are humans, Long ago, it is said that a Tamish
typically Tamen, who have gained the city worshiped the moon, praying to it and
ability to transform between the forms of giving bountiful offerings. One day their
a human being, a non-human animal, or a home, the city of Lycan, was attacked by
human-animal hybrid. There are many an invasion of XXX. The people
different myths regarding the differences unprepared for the attack became the
between Therians and their myths is victims of a massacre. The surviving
starkly different. people did the thing that they’ve always
done, they prayed. And in return for their
faithful servitude the moon blessed their
Stat Boost +10 STR +10 VIT, -10 INT
& Flaw devoted servants with the powers of a
Maturing at 16, their lifespan wolf, the moon’s sacred animal, giving
Age varies from descendant but ranges them the ability to retaliate and survive.
from 80-120.
You are considered a Human and
Ancestor
Faun
Therians have a deep connection Typically Lycanthropes are pale or
with the primal counterpart. fair skinned individuals with grey, black,
When you choose a Lineage,
Beast or white hair. Typically similar to a wolf’s
choose one ability from the Beast
Connection
Connection table. The ability fur, occasionally akin to a dog. Their
cannot be changed after you frames are thinner and sleeker compared
choose it.
Beastial You have Night Sight for up to 5P to other Therians, similar to an ectomorph
Sight body type.
Hit Points 10
Languages You speak Wethi and Common
Your size is Medium, taller than
Size Lycanthropes are indigenous to
the average
Lycan as in myth, only the Moon Goddess
had the power to create them. Lycans are a
particularly religious group of people as all
myths of their existence originate from
one deity and through ongoing traditions.
The most important is the coming of age
[drawing of different forms of ceremony. Once every eight years a
transformations] festival is had for all Lycanthrope children
from the ages of 12-18, they are to be
blessed under each phase of the moon
during the eighth month of the year. After
which they are able to tap into their
origins and are able to use their Bestial
Connection. Lycanthropes not born in
Lycan aren’t as religious as those in the
homelands, they hold their traditions
rather seriously. In fact, many believe that
every Lycanthrope should visit the
motherland at least once in their life,
regardless of religious beliefs.
Names of Lycanthropes often
derive from the moon, other names often
{DRAWING OF LYCANTHROPES]
find substance in Elvish origins. Last
names have references to the moon phases.
Male: Dion, Luan, Aku, Elatha, Badar,
Jericho, Ehan, Soma, Jerah, Khonsu,
Caliban, Ferdinand
Female: Luna, Selena, Cynthia, Callisto,
Artemis, Diana, Neoma, Ilya, Yue, Ishtar,
Lasya, Elara.
· · ·
Stat Boost +10 AGI
Defiance Moon Damage Mythology and stories of old tell of
Speed 8 Paces a Southern king in a Relic empire, a brave
strong man who conquered over men and
You summon a Lesser Wolf even demigods. It is believed that his
Spirit, which you use the stat
block for You control the
descendants inherited the strength of a
Spirit Summon spirit’s actions but it has a Lion and the king, Leon. As his empire
maximum of 3SP. Every 5 grew, so did his bloodline. Though the lion
levels you gain, the spirit
evolves by one grade. Ailurans are believed to be direct
You are able to lower the SP descendants, there are several different
cost of an action by 1
Transformation
(minimum of 1) a number of
bloodlines that have sprouted since.
Canis Strength
times equal to your AGI Pumas, jaguars, tigers, cougars, and
Score per Day Cycle. leopards are a few of the other lineages of
When an ally is within 1P of
Transformation the original king Leon.
you, you have ADV on Melee
Lupus Power
attacks.
All Ailurans are some variation of
“big cats” that being pumas, lions, tigers,
[DRAWING OF SIZE COMPARISION jaguars, or so on. As such, the appearance
BETWEEN TRANSFORMATIONS] of Ailurans highly depends on their origin.
Tigers Ailurans often have mono Female: Bella, Jenny, Sylvia, Carolyn,
eyelids and orange hair with white or Jelly, Victoria, Cassandra, Callie, Irene
black streaks along with darker streaks all
over their body.
Stat Boost +10 STR
Defiance Sun Damage
Jaguar Ailurans are often tanned Speed 6 Paces
with thick or curly hair which is adorned
with spots on their body and hair. You summon a Lesser XXX
Spirit, which you use the stat
Lion Ailurans are dark skinned block for You control the spirit’s
Spirit Summon
with massive golden-brown hair. actions but it has a maximum of
3SP. Every 5 levels, the spirit
One thing that is always the same evolves by one grade.
You temporarily become
across the board is that their stature is
Transformation proficient in Unarmed Strikes
always large with bulky builds. Naturally Feline Strength which deals 2d4+STR Score
appearing as stocky. Slashing for 2SP.
For 2SP, you can unleash a
Transformation mighty roar. Enemies withing 5P
Panthera Power of you need to make a Will save
Ailurans are the most disjointed or are Demoralized.
amongst all Therians. Though they used
to live under a single rule by the emperor,
that era has long since fallen. These Vahns
find more comfort in their individuals
tribes and villages.
These Vahns are a group of tightly-
knitted communities, finding importance
into tribes rather than that of bloodline.
Though its rare to find a village of these
people, its even more rare to find one
living outside of their tribe.
[DRAWINGS OF
Due to wide spread nature of these ALUREANTHROPES]
people, there aren’t many common names
known as a whole. Often they take names
of other Vahns in their region as well as
their bestial connection such as Lion
Ailurans being named Leon. Last names
often refer to felines or the Sun.
Male: Leo, Leon, Van, Manx, Leonard,
Tom, Sylvester, Garfield, Oliver, Salem
how much influence the constellations
have in the current age.
Unlike other Vahns, the blood of
Humans is weirdly potent, meshing well
with the ichor of otherworldly beings Vesper typically shares names of
particularly well. A Vesper, which their Human parentage, occasionally
translates to an evening star in Relic, are names after heroes of legend in order to
Humans who inherited the power of a bring good fortune or even names that are
constellation either directly or through in honor of their Constellation parentage
lineage passed down. Vespers also don’t or their domains.
have to be directly related to a powerful
Deity, more often than not they find their
Stat Boost 30 points to distribute amongst VIT,
ties to a minor constellation. & Flaw WIT, and STR, -10 AGI
Depending on your mortal heritage,
Often referred to as half-bloods, you usually live 100-200 years longer
Age
hybrids, star children, spawn, or occasionally than your human’s side’s normal
lifespan
Demigods, they find themselves as the Choose 1 Human descendant, you
source of scorn from many, typically from Blood gain 1 ability of your choice. If you
their parent’s enemies. No matter the Relative choose something such as speed or
size then it replaces your old feature.
constellation, they have many foes who Hit 10
would love the chance to strike them dead. Points
Languages You speak Common and Primordial
Unfortunately they are unable to strike the Size Medium
constellation directly as failure in murder Speed 5 paces
leaves them vulnerable. As such, they
often choose to terrorize the children of
their enemies as a source of revenge. That
isn’t the only reason why Vesper are Visually they are almost
sought after, their bodies are made of indistinguishable from other humans in
extremely valuable material. Alchemists, terms of body shape and structure,
collectors, or fanatics salivate at the inheriting traits primarily from their
thought of having even the hair of a mortal parent. Their face’s shape, the size
Vesper. Most however are disappointed to of their bodies, how they walk and how
find out that the living treasure troves they talk are virtually indistinguishable.
only produce flesh and bones rather than Everything except for their appearance.
gold and silver. They have abnormalities that originate
from their otherworldly parentage.
Depending on the era, Vesper could
be common as one in a hundred to 5 in the The abnormalities range from a
entire continent. The number of half- mouth filled with canine teeth, horns
bloods running among is directly tied to protruding from the skull, or their skin’s
color. The color range is so broad and
vague that it’s believed that before they’re
born the child is brought before Dawn and trouble than its worth. While a small sect
asked to choose their favorite color from has taken refuge in XXX, they have also
the scenery to decide the color of their formed their own country made entirely of
skin. Refer to the Vah Prismata. Their other Kainins where their only issues are
choice determines their skin’s tone when preparing defenses against self righteous
they’re born, however they can still be heroes or lack of food.
born with human colored skin.
Kainin Traits
The blood of their parentage is
You are considered a Human and
thick, which explains why the blood of Ancestor
a Daemon
Kainin is black, the color of ink or tar. Not Choose 1 Constellation from the
Devotee Class of the Daemonic
many know the specific reasons for the Black Blood
section, and gain access to all of
black blood, most Daemonic constellations that Constellation’s Feats.
bleed gold the same as Heavenly ones. A Defiance & You have a defiance to Infernal
Weakness and a Vulnerability to Divine
going theory is that the impurities of their
domain take president over their nature as Horns
WORK ON
a deity. Often times when a Kainin has This feature replaces [Horns]
perished their bones can be seen with an when you choose it. When you
Thrown
ashy hue or even black as the night sky. die, you can choose come back to
from Starry
life with half your total Power
Waters
and Hit Points. All previous
(optional)
conditions are removed. You can
Kainin typically aren’t welcomed in only use this feature once.
most towns with many believing rumors This feature replaces [Horns]
when you choose it. You are also
that allowing a Kainin to stay is also an Infernal Defiant to Fire damage and when
invitation for their parent to stay. A rumor Bloodline you use power to deal damage,
that has been proven false time and time (optional) you can change the damage type
to Infernal or Fire which
again, but most people aren’t willing to bypasses defiance.
take a risk. If a human parent finds that
one of their children are a Kainin, most
either leave the child in the wilderness and
chance it to fate while other try and raise
the child in secret. Amongst occult
fanatics, these children are treated as
living gods and a direct communication [DRAWINGS OF KAININ]
line to their deities.
Decided if you want to change the name to
Unable to live amongst everyone Asura
else, they have formed their own colonies
off of the borders of towns and cities.
Close enough to gather supplies but far
enough that forming a mob would be more
Nephrens usually are born into
One of the most prominent nobility or those of preeminent status,
external features of Nephren is the faintly usually divine parents have a preference
glowing ring around a part of their body for those in power. Due to this frequent
called a halo. Each Nephren has only one trend amongst the Constellations, a
halo, but the placement of the ring is conspiracy sprouted that rulers are directly
random. The halo is stationary and moves chosen by the Gods to rule amongst the
with the body. It can be around their head people. This does not mean that Nephrens
like a crown, around their wrist, around are not born of common blood though, in
their back, or even around their torso. The fact when there is a Nephren of common
color of the ring is highly dependent on blood it creates a natural shift as the people
the person’s personality, refer to Vah believe that the Deities have demanded
Prismata, their parentage, or even the date there to be a shift in power. Whether this
they were born but often times appears as is true is up for debate.
white-yellow color.
You are considered a Human and
In rare occasions there isn’t a Halo Ancestor
a Constellation
but wings on shoulder blades, on the head, Choose 1 Constellation from the
or feet. These wings vary in size and Golden Devotee Class of the Heavenly
Flesh section, you gain access to all of
shape, usually taking on the appearance of that Constellation’s Feats.
bird wings. Sometimes these wings are Defiance & You have a defiance to Divine
Weakness and a Vulnerability to Infernal
translucent like a glowing spectral wing.
For 3 SP, for an amount of times
equal to your WIT Score per Day
Aside from the Halo, one of the Cycle, you can expand your Halo
ways to determine a Nephren is by their into a 2P radius from you for 1d6
corpse. The insides of most every other + your Wit Score amount of
combat rounds (1 minute outside of
creatures are red, from veins to the meat combat). Each Ally within the
Radiant
they are red. Yet Nephrens have gilded Halo
Halo heals an amount of HP
equal to your Level and each
bodies. Everything except their bones and
Enemy takes an amount of
the color of their skin looks as if it was Divine Damage equal to half
plated in gold, even their blood is a deep your Level (rounded up) at the end
of each of your turns. The radius
honey yellow. Because of this many crazed grows to a 3P radius at level 10.
creatures actively seek out Nephrens as it This feature replaces [Radiant
is believed that consuming the flesh of a Halo]. You have a pair of wings
and gain a fly speed equal to your
godblood grants the creature great health, walk speed. Furthermore,
Glistening
fortune, and luck. Most other Ancestries whenever a creature enters
Wings
within 2P of you, you can make a
believe that consuming the flesh of a (optional)
reactive attack that deals 1d8
Nephren would bring wrath from their Divine damage at no SP cost.
divine parent. You can only use this attack
when you are not flying.
You are considered a Human and
Tian appear the most human Ancestor
Ancient
compared to other Vespers, with no visible You have a birthmark on your
alterations aside from a small birth mark body. Choose a birthmark from the
Archetypal
Archetypal Markings list and gain
on their body. These birthmarks can be Birthmark
the related benefit. The mark
anywhere on the body from the forearm, cannot be changed after chosen.
You are Defiant to one Elemental
butt, knee, or even in their hair or iris. Defiance &
damage of your parentage or
Some say that these markings dictate what Weakness
Aether and a weakness to Relic.
sort of person they are and even tell their Choose 1 Constellation from the
Devotee Class of the Primordial
future. In rare cases there have been Mythril
section, gain access to all of that
Bones
certain witches and psychics who claim to Constellation’s Feats and are blood
be able to read the markings and share related to them.
what that Tian’s future holds. The color of
these birthmarks can be variations of their Creator Sage Traveler
Light Bulb or Pen Owl or Eye Compass
skin tone or even wildly different colors. You can craft in You can gain +25 on The point of your
harsh conditions as if any Knowledge check Compass birthmark
The only other difference can be it were regular for a number of times points to the location
found inside of the body as the bones of conditions and make equal to your Wit of your one Long
all crafting at ADV score per 5 DP Term Goal.
Tians are made of pure Myhtril. Some Rebel Magician Innocent
believe that a warrior long ago slew a Tian Fist or Comet Spiral, Staff or Star Target or Wing
in battle and when he went to collect the When you are Whenever you When you are
subjected to a Grit or increase your subjected to a Will or
bones of his enemy to forge, what that Reflex save, you can maximum power, gain Ego save, you can
warrior found was Mythril in its place. choose to gain ADV an additional 3 Power. choose to gain ADV
on the save. You can Gain an additional on the roll a number
Other Vesper produces certain parts of
do this a number of Miracle or Passion die of times equal to your
their body that mimic precious metals. times equal to your every 2 levels if Wit Score per Cycle.
The body of a Nephren is still flesh and Wit Score per Cycle. Devotee or Gifted.
Ruler Jester Everyman
blood, only dyed gold, but the bones of a Crown or Shackles Tear Drop or Bell Open Hand or
Tian are true Mythril. Due to this rumor You have ADV You can Moralize Hammer
some believe that Mythril deposits are against saves meant to allies within 2P for Become Savvy in your
Demoralize you. 3SP, you can do this a choice of three
actually the burial grounds of Tians. number of times equal different skills.
to your Wit Score
Caregiver Hero Lover
Tians are extremely rare in Plus, Cross, or a Weapon or Shield Heart or Two
Snake on Staff When you attack, you Joined Rings
comparison to other Vespers. Mainly due You have a pool of can spend 5 power, 1 You can attempt to
to the hands off nature of these deities. healing equal to half miracle, or Passion Charm, Target makes
When children do arise, they often are your Wit stat. At the and deal an amount of an Ego save and on a
cost of 2SP you can damage worth of fail they treat you
commoners. Mortal parents of Tian often heal yourself or an Aether damage equal with respect,
are in occupations that are in line with ally from the pool. to your Wit Boost. affection, and
The total amount admiration. You can
specific elements that cause this deity to
replenishes every Day do this a number of
fall in love with them. Behind each Archetype, have Cycle. times equal to your
translucent image of their mark behind it. Their primary one Wit Score
labor equal with everyone. The term “it
takes a village to take care of a child” initially
Like Humans, Faun is an umbrella came from these Vahns as their culture
term for all Vahns who fall under puts a heavy focus on equal contribution
category. However, unlike Humans, they and aiding those who can no longer work.
are not related to one another at all but
instead share some vague commonalities Life in larger cities often have them
that bring them together. Because of this, working in with mail, distributing letters
most Fauns find comfort in their own by shortcuts. Other times working with
villages of Descendants rather than a their mind as their body is often out
collective ancestral comradery. Fauns exist classes just by their size. Often living
all over the world but centralize in Oko, within other’s homes where a room is
no matter the type of people. The one rented for their entire family, or even
common thing that fauns all share is that buying a flat carved into the side of a pillar
they are mammals with fur who are now larger homes.
bipedal. In the eyes of other Vahns, Halfut
All Fauns have an associate with are often a sneaky bunch. With their very
some sort of animal, appearing to be one small stature they can easily infiltrate
who became bipedal. Some believe that facilities or guarded rooms easily, slinking
Constellations decided to sprout life from in and out of cracks and holes. When a
existing creatures and Fauns happened to Halfut enters a tavern, many onlookers
look similar to their origins while others tend to shift where their coin purse sits as
think it may be convergent evolution. No a precaution.
matter the fact, Fauns take great offense
when refereed to their animal relation,
These people often appear as
considering it a very heinous insult. One
bipedal mice and rats, often with an
such example would to call a Halfut a Rat
especially large tail with a small poof of
or an Orc Piggy. To them, it strips them of
fur at the end. They come in all sorts of
their right to be called a Vahn. No better
colors with a multitude of different fur
than livestock or pests who only life to be
patterns.
looked down upon.
Typically wearing baggy pants
with ties around their ankles with small
shirts and ponchos. The colors are
Amongst themselves, Halfuts are typically lighter with blue and green as
those who tend to appreciate the natural their preference.
order of things and live day to day in
appreciation. Each person having a job that
they do as in night they share the fruits of
The Oko that Halfuts speak Amaun Halfuts are smaller in
differentiates from talking to those of their staure, their noses are more angular and
own people and to other Vahns. Amongst their tears are more rounded compared to
Vahns they often have to stretch out their Valt Halfuts.
words and shout as they normally speak
Handy You are Adept in Stealth.
softly and swiftly amongst their own Hit Points 4
people. Size Your size is Toy.
Creatures have DIS on single
Scatter
target reactions against you
Often times Halfut take inspiration
from flowers and flora in their town, With a large frame, shinier tail, fit
especial herbs. Last names are often quaint with a more rounded nose compared to
and simple such as “Brook” or “Took” Maun Halfuts. Valt Halfuts often take
Male: Frodo, Bilbo, Samwise, Everard, Pip, positions of leadership in the presence of
Merry, Aster, Basil, Calix, Alder, Finn other Halfuts.
Handy You are Adept in Thievery.
Female: Zelda, Amaranth, Angelica, Bell, Hit Points 6
Mary, Peony, Lila, Elanor, Primrose The Sprint action costs 1 less SP
Scurry
for you.
Your size is Small, tinier than the
Size
average
Stat Boost
+20 AGI, +10 INT, -10 STR
& Flaw
Ancestor You are Considered a Faun.
Halflings typically mature
Age around 3 years old and usually
live to 25-35 years.
Three times per Full Day Cycle
Bountiful
you can choose to reroll
Luck
whenever you fail any d100 roll.
Languages You can speak Oko and Common
You can move between creatures
Nimble at no extra movement cost and
Expert can fit into spaces that are half
your size.
You move 6P, you have a climb
Speed speed equal to half your walk
speed.
[DRAWING OF HALFUTS]
seen as an indication of illness and poverty
in Okim culture.
Okims are a brutish group of people
as perceived by the outside world because They are also known to have very
of their large size but mainly due to the short fur, if any at all, lightly layered over
Blood God. An Okim who decided to slay their skin. More akin to bristles than hair
a Constellation and won, ascending to or fur. Their skin varies in shades from
godhood himself after his mortal death. pink to brown and even a mix of both
black and white.
Due to this history, many Okims
value strength and endurance from
adversity. A group of headstrong and Okim Oko is a bit gruff with small
stubborn people that often “pray” through inputs of snorts. One of the easier dialects
combat. to pronounce for nonnative speakers.
Its believe that the Blood God
liberated his people from religious
persecution by overthrowing the nation in
what is now present day Oko. The country
has since expanded to be the largest
country by mass and stands as a land
inhabited by all Fauns and some Therians.
Okims that don’t reside within
major cities are divided amongst villages
and clans. Often lead by a chief or some [DRAWINGS OF OKIMS]
spiritual leader, resulting in most Okims
to be rather superstitious. This also means
that they have a deep understanding and
connection with the natural world.
Appearing as bipedal pigs or boars,
these folks often are large in size. Both in
height and weight. Standing taller than the
average, almost bordering on being of large
size with the weight to match. For Okims,
they see heaviness as a measure of beauty.
Often represented by an even ratio of fat
to strength or just fat. Slenderness is often
Okim names in small communities When you are hit by an attack
that breaks a limb you can instead
are often simple, consisting of only one or Ferocity
go to 1 HP + your VIT score and
two syllables. Last names often are the Bleed Severely.
name of their village or county. As the You become Versed in Unarmed
Strikes which deals piercing
population grows in size, so does the Great Tusk
damage as you attack enemies
complexity of their names with your tusks.
Male: Grog, Odo, Nobu, Lubu, Korg, You become Versed in two skills
Truffle, Pigrin, Wilbur, Henry, Sam, Bo. Handy of your choice from Break, Brace,
Medicine, or Nature
Female: Shel, Dura, Laga, Zava, Olo, Babe,
When you are hit by an attack,
Vulu, Oinkphilia, Bella, Barbra. Okish you can use your Reaction and 2
Resilience SP to reduce the incoming
damage by 10 + your STR score.
Ability Boost
+20 STR, +10 VIT, -10 AGI You have ADV on saves against
& Flaw Okim
actions that use Prana as a source
Ancestor You are Considered a Faun. Superstition
of power.
Orcs typically mature around 6
Age years old and usually live to 50-
80 years.
Choose three abilities from the
Suidae Suidae Might table, once you
Might choose an ability you cannot
change it later.
Hit Points 12
You can speak Oko, and one [DRAWINGS OF OKIMS]
Languages
language of your choosing.
Faerie- Bugs and Insects
You are a Medium sized
Size
Creature
Speed You have a walk speed of 4P Sylph- Birds
You count as one size larger
Strong when determining carry
Stature capacity, inventory, push and Drakon- Reptile
drag rules.
You need to consume twice as
much food to benefit from it. For the next Ancestry, you need to figure
Insatiable
Such as for resting or gaining
out what sort of fantasy people want to
buffs from food.
play or what’s in the popular section of
DnD.
A character’s class is one of their Durable, mighty, and reckless
most defining traits. It’s the key source of Your Strength and Vitality
Perquisites must be above 40.
the core abilities that players use to build
All Medium armor and four
different concepts. It creates an identity Armor pieces of Heavy armor
for the character as well as filling a role Three War and two Martial
Weapons weapons of your choice.
within the party. There are two primary
Tools None
types of classes, Casters and Martials. 12
Hit Points
Your choice of any two
Proficiencies Physical skills.
Given Heavy Strike and Brutal Critical
This class’s primary way of
completing tasks is done through the
utilization of power. From combat to
Guardian- Warden, Sentinal
“creative solutions”, Casters use special
actions and power as their primary Barbarian- Cannoneer, Berserker
problem solving tool.
Casters also gain access to their
source of power immediately, having it be An archetype is an advanced class
a part of their granted abilities. Classes that can only be taken with specification
that fall under this category are the; or with specific perquisites. Many are
Devotee, Gifted, and Mage. locked behind a specific class and subclass
while some are shared across several
classes. Creatures may only have one at a
time and cannot switch once chosen.
In comparison, this type of class
settles matters in a more physical way.
Either through fists or steel they fight.
Whenever a task requires a nonviolent
solutions, tools and skill are used in place
of special abilities.
Martials don’t immediately have
access to power, it must be earned through
hard work or bought through hero shards.
Classes that fall under this category are
the; Brute, Scout, and Warrior.
When you critically fail a weapon
attack, the player must roll the durability
die associated with the material the
weapon is made from. If the die rolls on a 1
or the maximum, then the weapon starts
to Fracture. Fracturing can be reduced by 1
level with Smith’s tools during a rest.
Fully repairing it requires the weapon to
be handled by a smith in a town.
Fracture Property
1 Weapon has a -5 to hit
Weapon has a minus to damage equal
2 to Fracture Level.
You cannot attack more than once
3 with this weapon.
Lose all properties except Ammunition,
4 Flaws, Heavy, Light, Range, and Two-
Handed
Weapon breaks and need to be
5 repaired by a Smith.
Common weapons are located
nearly everywhere and almost every
blacksmith knows how to make them and
may have some in their shop. Uncommon
weapons are ones that are unfamiliar to
the general population and usually
regional. Weapons that are Rare and above
are ones who hold some sort of power to
them be it magic or mechanical.