Rules
1.0 - Core Concepts ~
This is the online reference and virtual tabletop environment for a tabletop roleplay system and setting that I've been working on pretty much forever. Everything here is written assuming the reader has some basic familiarities with tabletop roleplay and is familiar with the dice notation that goes with that.
The system uses three six sided dice with modifiers added for checks. It has its roots in D20, but I prefer the clustering of results around the middle values you get with 3d6, and 3d6 vs 3d6 opposed checks make even a single point of advantage mean something. Points in a skill are capped at 6 for this reason, and an enterprising player with some bonuses and good gear should have difficulty getting modifiers much higher than 9 for checks.
I've never really liked hit points, classes or levels. This iteration of the system is using levels because having gotten rid of them I ended up with the need to place a cap on skills, but characters don't have classes because I like players to have characters who "are also a..." without being too over or under powered. Playtesting has reminded me that too much choice can be paralysing so heritages and backgrounds exist to provide some basic but hopefully non-restrictive character templates for new or indecisive players. Hit points have always been tricky, currently, taking damage makes you less effective until eventually you take a big hit (or enough small hits) and fall over.
This system has been built somewhat around the style in which I run games, because it would be impossible and counter productive not to. I expect maybe a combat every one or two sessions, occasionally two back to back with a focus on interaction, investigation and player led planning filling the rest of the time. I started trying to write a gritty, brutal combat system and at low skill and gear levels that's very much the case. As characters get more skilled and geared the game becomes more cinematic than gritty, a character fully armoured with a 4-6 point check advantage can wade into a pack of enemies and take them out using mainly counter-attacks with little danger of getting more than slightly hurt.
These rules are strong guidelines more than rules. There need to be established precedents and boundaries for things but people brave enough to run a tabletop session need to be given some wiggle room. The reader will likely see turns of phrase such as "You can survive almost any fall without taking damage" throughout the rules. The "almost" is there to protect whoever is running the session from rules lawyers, and to remind players that there will be situations in game the rules simply haven't anticipated. The intent is to be able to avoid conversations like this:
Player: I jump off the bridge and land on the lava.
GM: ...
Player: The rules say I don't take damage when I land. Now, with my next action...
Fortunately, my players are both grown ups and adults. If your group isn't quite like that I'd advise doing some research on social contracts and making sure that everyone is on the same page before you get started.
1.1 - Metaphysics ~
Even in a world where magic, science and faith let people perform fantastic and amazing deeds, there are boundaries and limits. The rest of the system is based around a number of core assumptions as follows:
Anyone who dedicates themselves to a task is capable of achieving things that defy expectation but are really cool. A skilled thief might move unseen through a crowded room, or leap the full width of a street. High level characters should be able to do awesome things. Low level characters are still scrubs who can fail hilariously even the most basic tasks.
Magic is based on an extension of understanding. It allows a character to exert influence within their area of understanding. It cannot create but it can change. Energy to make these changes is drawn from the caster but may be supplemented by ritual preparation. To use magic to change something requires physical contact with a part of it. The study of high level magic and knowledge of advanced rituals was common but is now rare.
The gods are real and powerful but they can't act directly on the world, only grant that power to their followers and those they think will act in their interests. It is widely but not universally accepted that the faithful live on after death and the godless fade away. Those gifted power by the gods are more often out in the world being impressive than they are leaders of churches. It's also possible to draw power from the lingering souls of the faithless, however one of the few areas that all the churches agree is that no-one should ever do this.
Science is on a par with magic in terms of the impact it can have on the world, and widely believe to be safer. Alchemical transmuters can change the properties of materials, making wood as hard as steel or metal that bends like cloth. Augmenters brew potions that can bring joy or sorrow, quicken the mind or strengthen the body. Reactionists specialise in the creation of heat, light and smoke brought about by the mixing of materials. Binders produce adhesive pastes, frictionless greases and even preparations that attract and repel from a short distance. The study of medicine stretches beyond first aid and into setting bones and curing poisons and diseases.
1.2 - Players and Characters ~
Each character belongs to and is controlled by a player. A player makes decisions, the character enacts them. A character has skills but a player makes checks
1.3 - Skills ~
Skills are representations of activities or groups of similar activities that a character can do. Skills are grouped into either basic, combat, science or magic skills. There are no faith skills.
Skills are used in game either actively or reactively by rolling up to three six sided dice and adding them up with the aim of scoring at least a certain number. This number is either a pre defined target score representing the difficulty of the task or the result of a skill check made by another character.
Basic skills represent general competency areas and let the character perform a range of actions along a common theme.
Combat skills are used to attack and defend in combat with weapons, shields or hand to hand combat.
Science skills represent specific higher learning and are mainly used to create alchemical substances or to help sick or wounded people get better. They have a much narrower scope than basic skills.
Magic skills represent a character having such a detailed understanding of something that they can exert a specific influence over it using an appropriate tool.
A detailed write up of all the skills with examples of their use can be found in the "Skills" section.
1.4 - Edges ~
Edges are customisations for characters that grant specific, usually passive, benefits. Edges can modify how or when skills are used, apply passive benefits or grant bonuses in specific situations.
Edges come in the same category sets as skills and where an edge relates to a skill they will generally be in the same category.
All divine gifts are edges and usually have a passive ability with an additional effect that can be used daily.
A full list of edges is at the bottom of the page.
2.0 - Checks ~
When you want your character to do something, all you have to do is declare. In some cases, it'll just happen, for example if you want to open or shut an unlocked door. For actions that aren't a guaranteed success or are under pressure, you may have to make one or more checks to succeed. The decision as to when there's enough uncertainty to require a check rests with your game master.
All checks are made by rolling three six sided dice, adding a relevant skill if you have one and then adding to or subtracting from the result based on circumstance (see advantages and disadvantages below). Some checks have a fixed difficulty and have a target score (TS) that must be equalled or beaten to succeed. Other checks are opposed checks where you have to beat a check made by someone else. For opposed checks the attacker or instigator wins draws.
Opposed checks should only be used when you're using a skill against someone competent who's in a position to actively 'oppose' you. eg pretending to be a noble walking through a town doesn't mean you have to make an opposed check against everyone in the crowd, but you do need to make a check when trying to get past the palace guards.
2.1 - Target Scores ~
A target score is a measure of how difficult a task is to complete, the harder a task is, the higher the score needed to achieve it.
Simple tasks have a TS of 9 and include hitting an unarmoured target who doesn't know you're there, using magic to create light, jumping into a table, bribing a corrupt guard to ignore a minor crime. A random mook on the street making checks at +0 succeeds at this kind of task three times in four. A level 2 adventuring type checking at +3 almost never fails.
Average tasks have a TS of 12 and include climbing up onto something as tall as your character, traversing a narrow ledge safely, getting someone to take a slight risk to help you, haggling for a slight discount, cooking a nice meal. Random unskilled mook on the street fails an average task more than half the time. Level 2 adventurer checking at +3 succeeds three times in four.
Challenging tasks have a TS of 15. These tasks are only likely to be completed by trained or seasoned professionals with any regularity.
Impossible tasks have a TS of 18. They're not really impossible, but a character needs luck, aptitude and training to have a reasonable chance of success.
2.2 - Opposed Checks ~
Some checks don't require a specific, pre-defined score but are instead made against the result of a check made by another character. This should happen whenever you're making a check against someone who is actively willing and able to oppose you or suspicious of you, for example if you're trying to hit someone with your sword or persuade a suspicious watchman that you're covered in blood because of an unlikely accident involving a butcher's assistant rather than because you've just dismembered someone.
Whenever an opposed check happens, the instigating player wins ties - essentially whoever you're trying to stab / steal from / sneak past / sweet talk sets the TS you need to hit.
You shouldn't need to make an opposed check against anyone who's not actively opposing you, instead you should make a fixed difficulty check. For example moving through a crowd without drawing any undue attention to yourself would have a fixed TS of 12.
2.3 - Skill Checks ~
To use one of your character's skills to attempt a task you need to:
- (Optionally) Check that the skill is appropriate for the task
- Roll to 3d6
- Add the number of points you have in the skill
- If you have a situational advantage, add 1
- If you are situationally disadvantaged, subtract 1.
- If your character is wounded, apply any appropriate penalties.
You don't need to check it's appropriate to use a skill every time but you should if you're not sure if the way you want to use the skill is in scope.
2.4 - General Checks ~
Sometimes you'll need to make a check to try and do something you don't have an appropriate skill for. You can't make a check with a skill you don't have any points in so instead you have to make a general check, which is just a like a skill check only with no skill points added to it. You still apply any modifiers such as advantage or the bonus characters with the chosen heritage get to this check.
2.5 - Success and Failure ~
Succeeding at a check (by equalling or beating the TS) should result in a tangible positive effect.
For example, in combat if you win a check you get past your opponent's guard and inflict a tangible wound on them. Winning by a large margin (scoring at least 3 more than required) is a critical success and should grant an even larger benefit. For example not only does the owner of the house you're trying to talk your way into agree to shelter you but they also offer to feed you and put you in contact with someone sympathetic to your cause.
Similarly, failing a check means whatever your character was trying to so didn't work, with no enexpected consequences.
For example, an attack misses, a lock remains unpicked or the guy in the above house shuts the door in your face. If you fail by a wide margin (more than 3) then you critically fail and something worse happens. For example you open yourself up to a counter attack, snap your picks in the lock or the house owner starts shouting for the guards.
These are deliberately rough guidelines, all benefit and penalty assignments should be at the GM's discretion and based on the check and situation. Just because you got 18 picking the lock on your diary doesn't mean it's going to come with huge benefits.
2.6 - Set up & Combination ~
Both in and out of combat, characters can use some skills to 'set up' other skills, using one skill to gain a bonus on the next. For example a character might use Air magic to jump into combat, and set up a melee attack. If the first check scores at least 9, the second attack gets +1 and if the first check gets 15, the bonus increases to +2.
To use skills in combination requires two checks with separate skills to both be successful, but allows a character to achieve something that is out of scope for the skills individually. For example Fire and Water magic could be combined to blast someone with steam, or Medicine and Mechanisms could be combined to make a prosthetic limb.
2.7 - Fatigue ~
Fatigue limits a character's maximum potential effectiveness. For each point of fatigue a character has, the maximum they can score on a roll before any other modifiers are applied is reduced by one. For example if a character has 3 fatigue and rolled a 16, 17 or 18 before any modifiers on a check, it would count as a 15.
Fatigue is caused by failing some magic checks, lack of sleep, prolonged physical exertion and some kemics.
3.0 - Combat ~
Combat involves two or more groups of characters attempting to inflict physical harm on each other. Combat has a number of rules that apply only within it.
A round of combat represents about 10 seconds of in game fighting and is made up of each side taking a turn, with each turn being made up of 1 action and one or more reactions for each individual.
3.1 - Turns ~
Combat happens in turns, with every character getting one action and at least one opportunity to react before the first can act again. Most combats will have two clear sides, who act alternately. Where there are three or more groups they take their turns in order. A normal combat will go Players, Enemies, Players, Enemies... and so on. A three sided combat might go Players, Guards, Thieves, Players, Guards Thieves...
Combat begins with whichever group starts the combat taking their actions. After that, each group of participants acts, in an order of their choosing. Within the group's actions the order isn't fixed and can be changed turn by turn to take account of wounded party members or to gang up on an opponent effectively. If the players are unable to agree a combat order, either get new players or use awareness checks to determine order.
From a player perspective combat could look like: We start the fight and get an action each (in any order the players are happy with), enemy takes an action each (some or all of which we can react to), we get a full turn, enemy gets a full turn etc.
3.2 - Actions ~
On your turn your character can use an action to:
- Move up to 10m. You can’t move through an area that’s got an enemy in it and you have to finish a move in an empty space. You might need to include a skill check as part of movement of if your character is crossing difficult terrain, jumping or similar.
- Use an offensive skill to attack an opponent
- Use a skill to distract or disadvantage one or more opponents
- Use, consume, apply or activate an item
You can also do some things when it’s not your turn, such as use a weapon or skill to defend yourself against an attack. You can also do things like talking on your turn without using an action to do them (within limits, the turn represents about 10 seconds for the character).
3.3 - Reactions ~
Each character can react one (or more) times during your opponents turns. Typically a reaction is used to counter an opponent's action by defending or avoiding it.
You can use a reaction to:
- Defend yourself from an attack with an appropriate skill, potentially stopping it.
- Defend someone else from an attack aimed at them.
- Not defend yourself, but attack instead. In this case both attacks happen at the same time, and either or both may be successful.
- Attack an enemy who moves away from you.
If you didn't react to anything during the enemies turn, when your next turn starts you can make an immediate setup check before you take your action.
Once you have used all your character's reactions they can't use skills to defend against incoming attacks and will have to rely on their armour / minimum defence.
3.4 - Attacking ~
You can use a combat or appropriate magic skill that your character has to perform an attack in combat as your action for the turn. Your target makes a check to defend themselves if they are aware of you and have a reaction left, otherwise they are considered to have scored their minimum defence, which is 9 for a normal, unarmoured target. The result of your attack depends on how much you succeed or fail by:
If you win the check, your character inflicts is serious and has an additional effect. You roll 1d6 to determine where the serious wound is inflicted and it applies further penalties based on where it is. If you win by 3 or more points or if you strike an already seriously wounded location with another serious wound a critical wound is inflicted instead.
If you lose the check the attack misses. If the attack was made in melee and you fail by 3 or more points then you are put off balance and are disadvantaged until the beginning of your next turn.
The numbers above are the default values for attacks made with normal sharp or blunt one handed weapons. An attack made by a character can inherit a number of qualities from both weapon and edges that change or improve them. An attack can have zero or more of the following qualities: Sharp, Blunt, Deadly, Fast, Precise, Powerful, Thrown, Projectile, Reach, Melee.
- Sharp attacks can cut, slice or pierce. Wounds caused by sharp attacks bleed until treated, causing a fatigue every hour until treated (TS 12). Critical wounds cause by sharp attacks bleed profusely, causing a fatigue every minute until treated (TS 15). Strenuous activity can re-open these wounds.
- Blunt attacks crush, fracture and break. Wounds caused by blunt attacks are harder to treat (TS 15) but less immediately threatening. Similarly for critical wounds (TS 18).
- Deadly attacks are more likely to inflict a critical wound. A successful deadly attack counts as being one point higher than scored for the purposes of determining what kind of wound it inflicts.
- Fast weapons are easier to wield defensively. A successful defence check with a fast weapon counts as being one point higher.
- Precise attacks are more likely to hit a vital area and may roll twice for hit locations with the player choosing the result they prefer.
- Powerful attacks get a +1 bonus.
- A weapon with the thrown quality can be thrown as a ranged attack using either the skill normally associated with it or the ranged skill.
- Projectile weapons inflict wounds that leave something (such as an arrow) stuck in the target that must be removed first before the wound can be treated. Removing a projectile is automatic, but a TS 12 check is required to do so without causing a fatigue.
- Melee weapons can strike and defend against adjacent foes (up to 2m or 1 square away). Weapons which don't have this quality can be used to make defence checks but can't counter attack.
- Reach weapons reach can strike further away than regular melee weapon attacks, allowing an attack to be made against targets two squares (2m-4m) away.
3.5 - Defending ~
When your character is attacked by an opponent they can use their reaction to defend themselves using a skill appropriate to the situation (or a general check if they don't have an appropriate skill).
If your character is defending against a melee attack with a melee skill such as brawling then it's possible to counter attack your attacker with a high enough check result. It is not usually possible to counter attack when using a non-combat skill or defending against a ranged attack.
Characters also have an "armour" value, or minimum defence (MD) which any attack must beat in order to be successful, regardless of whether or not they are making an active defence check. MD is 9 by default for a normal unarmoured character so any attack checks lower than that would fail. MD is not affected by wounds or disadvantage.
If your character is wearing armour or has certain edges they may use it to set their minimum defence to a base value higher than 9 as described by the armour. A character can only set their minimum defence from one source, but can benefit from multiple bonuses or suffer from multiple penalties to it. For example if your character is wearing an item that sets their armour to 15, an item that adds 1 to their armour and has an edge that sets their armour to 13, the edge and the armour can't both apply, so the characters defence is 16.
3.6 - Advantage / Disadvantage ~
Temporary or situational factors can apply a benefit or a penalty to one side when opposed checks are being made. If a character has a clear advantage over their opponent they get +1 on opposed checks. Likewise, if a character is suffering from a disadvantageous situation this applies a -1 penalty.
Advantage / disadvantage might be gained from position, such as flanking or outnumbering opposition, uneven ground / poor footing, cover, or being afflicted by a magic effect.
3.7 - Taking Damage ~
Failed combat checks, bad luck and poor decision making can all lead to a character taking wounds, which are locational hits that impact a character's effectiveness.
It's up the the player whether their character struggles heroically on or falls over an hopes no-one thinks they're a threat anymore after taking a wound.
3.9 - Wounds ~
When a character takes a wound they have received a solid hit to some part of their body. The character suffers penalties to checks or actions involving the injured area.
1 - Left Leg - movement is halved, checks involving movement are disadvantaged.
2 - Right Leg - movement is halved, checks involving movement are disadvantaged.
3 - Left Arm - checks involving off hand are disadvantaged
4 - Right Arm - checks involving main hand are disadvantaged
5 - Torso - all physical checks are disadvantaged
6 - Head - all checks additional are disadvantaged
Serious wounds need to be treated to stabilise them so that natural healing can begin. Stabilising a serious wound has a TS of 12 for wounds from sharp attacks and 15 for blunt attacks. A serious wound that goes untreated for a day, or is subjected to a stabilisation check failed by 3 or more progresses on to become a critical wound. A second successful check is required for healing to begin. Natural healing of a serious wound is 1d6 weeks but this can be accelerated with alchemical treatments.
3.10 - Critical Wounds ~
Critical wounds are like wounds, but significantly worse. In addition to the penalties above, if you're critically struck in a limb you may not use it. If it's one of your legs your speed is reduced to one quarter and you can't run or jump. If it's one of your arms you drop anything you're holding and can't use any skills or items involving that arm. If you're critically wounded in the chest or head your character is dropped and will need to receive treatment within a few minutes or risk death.
3.11 - Movement ~
As part of an action you can move your character 10m. You may need to make a check if your character isn't moving across unobstructed, flat ground. You can move up to an enemy with no risk (unless they have some fairly specific edges or weapons), but if you move past them by travelling through (into, and then out of) a square in their striking range or away from them, the enemy may use their reaction to attack you with a melee or reach weapon.
3.12 - Healing ~
The healing times listed for serious and critical wounds are pretty slow and the potions to speed up the process are deliberately expensive. Healing times are an easy place to make alterations that shift your game to a more heroic, cinematic setting by shortening them and making potions cheaper or to an even more brutal setting by increasing them and making potions more expensive or rarer.
4.0 - Magic ~
Magic skills represent a character having such a detailed understanding of something that they can exert influence over it, using power drawn from within and an appropriate focus (a wand, staff, or other item). A focus is attuned to one or more tasks and will be covered in runes that glow when it's used.
Normal magical effects are either instantaneous or last for only a few minutes (usually one minute plus another minute for every point by which the check beats the TS), more complex or long lasting effects require the of a ritual. Any character with the mage edge can perform several basic rituals as long as they have a little time and some basic materials. There are also more complex rituals that can be learnt or discovered by characters that provide even grater power.
4.1 - Limitations ~
Magic skills let characters perform significantly more powerful actions than they can achieve with other skills. In order to achieve this, the character must be using an appropriate "tool" such as a wand or staff that's been engraved with one more more (very obvious - they glow when used) runes that related to the spell being used. In the pact cities around Jali the sale of such wands and staffs is monitored, and using an unsanctioned / unregistered magical focus is a serious offence.
In most cases, a character has to be touching part of whatever they want to magic, and can't magic anything that's bigger and heavier than they are. Bigger OR heavier is fine, both isn't, and a character can use a ritual to increase the size impacted.
4.2 - Quick Magic ~
Magic skills can be used quickly, both in and out of combat. In both cases the caster must be free to concentrate for a few moments to achieve the desired effect, as well as having an appropriate focus, such as a wand or staff, to hand. In combat, magic skills require an action to use offensively but might be used defensively as a reaction. Magic effects, descriptions and TS are written assuming they are used quickly.
Many magic skills can be used in combat to either harm or disadvantage one or more opponents. In general, disadvantaging an opponent for 1 round has a TS of 9, three opponents is TS 12 and more than three is 15. Serious successes cause the disadvantage to linger until the end of combat instead of for a round.
4.3 - Slow Magic ~
Out of combat, characters with the appropriate knowledge can use rituals to aid or enhance their magic skill checks. This allows casters to achieve much greater effects that they otherwise could. Each ritual takes a certain amount of time to perform, during which the caster needs to be free from significant interruptions such as combat, other spellcasting or anything that would require more than a few moments of attention to deal with. A character can apply multiple ritual effects to the same check. This takes as long as it would to perform each ritual in sequence. If a ritual is interrupted part way through it must be restarted from the beginning.
4.4 - Basic Rituals ~
Basic rituals let a caster boost the impact of a magic skill check out of combat. They each require about 5 minutes and usually the ability to make basic marks on a surface to complete. It is possible to apply multiple basic rituals to the same check.
Precision - +2 to check.
Expansion - Area or volume affected is doubled.
Extension - Duration increased from minutes to hours.
4.5 - Advanced Rituals ~
Advanced rituals let a caster boost the impact of a skill check out of combat. They each require a significant amount of time, materials and usually the ability to make basic marks on a surface to complete. It is possible to apply multiple advanced rituals to the same check. Advanced rituals draw some of their power from the caster but the majority of their power comes from the consumption of external materials, usually precious metals - This means that the majority of rituals can be powered with actual money.
Precision - +3 to check - 25pr.
Expansion - Area or volume affected is increased tenfold - 50pr.
Extension - Duration increased from minutes to days - 50pr.
4.6 - Spells ~
Each branch of magic has a number of tasks that it can be used to complete. These spells are split into two general categories: basic and advanced.
Basic spells are commonly available and if a character has, finds or purchases a wand or staff relating to a particular branch of magic it will have all the basic spells for that branch on it. In Jali and the surrounding pact cities these wands are available for sale but such sales are recorded and tracked.
Advanced spells are harder to get hold of and to use. A character needs the totemic edge to add or copy an advanced spell onto an item as well as to use it. Advanced spells are not as readily available as the basic ones and need to be either purchased for a significant sum of money or sourced through some other means.
A wand can store all the basic and two advanced spells for a single branch of magic, a staff can store any number of spells. Other items such as rings, amulets, gloves or weapons can be enchanted to store a single spell.
5.0 - Faith ~
Anyone can become a member of any faith, although most individuals tend to be a member of only one religious organisation. Those who are exemplars of a religions ideals may become gifted by their deity and receive special powers or abilities, represented in game by the borderline overpowered Faith edges. A character who has been gifted such powers and veers too far from their gods path may find that the deity removes said powers, temporarily or permanently.
5.1 - Boons ~
Gifted faithful get one or more boons per day. Each boon allows that character to reroll a single dice as part of a check. If a character has several boons they can use them all on the same check if they really want to, even re rolling the same dice several times.
6.0 - Science ~
-Knowing things and lore checks
-knowing things and science skills
-science vs magic and the general consensus.
6.1 - Kemics ~
Kemics is the modern branch of alchemy and has four distinct areas of study, each of which is represented by a separate skill in game.
Characters skilled in the Kemic Sciences will be able to produce their own potions / glues / binaries much cheaper than they could purchase them, as long as hey have access to some basic equipment and materials and know the recipe.
Recipes for Kemics with a TS of 9 are freely available and characters with the appropriate skill are assumed to know them. Recipes for Kemics with a TS of 12 can usually be purchased for ten times the price of whatever they produce. Anything with a higher TS is usally a fairly closely guarded secret and a character wishing to learn such recipes will need to find someone who knows the recipe already and persuade them to share (this isn't an easy task) or research the recipe themselves.
Every day spent researching a specific recipe costs half the market price of the Kemic being researched and lets the character make a check against a TS of three more than the normal creation TS for the item. On a success, the character learns the recipe.
7.0 - Character Creation ~
Each character has a heritage, one or more backgrounds, skills, edges and a level.
Player characters start at level 2 by default with 7 experience points in addition to the benefits from heritage and background(s). Each point of experience will buy one point in a skill or a single edge. You can't have more points in any skill than your character's level. Spend experience on skills and edges, pick a name and buy some equipment (normal starting money is 300pr) and you're done*.
Characters will earn further experience points as time passes, usually 1-3 at a time. Level increases are independent of experience point award and should be awarded at the discretion of whoever's running the game. For an evenly paced game I award 2 exp at the end of a completed plot arc, 1 exp at the end of a session that has seen good progress made and a level for every 7 exp awarded.
*Almost done. If you've bought any Kemic skills, you'll need to learn some recipes. For each point you have in Alchemy(Adhesion), Alchemy(Augmentation) and Alchemy(Reaction) you can start play with two recipes that skill can make that have a TS to make of 15 or less. Once you've picked recipes, for each experience point you've spend in an alchemy skill, you can have 2 alchemical substances you can make with that skill.
7.1 - Heritage ~
Most characters in the world are human, however individuals given kemic treatments at various points before adulthood, or their descendants, often stretch that definition. Most of these treatments were developed at the height of the age of knowledge for a specific purpose and while they have been refined and adjusted slightly over the years no new processes have been discovered for some time.
In game terms, each heritage grants some specific bonuses and will likely have some impact on the appearance of a character.
Humans represent the overwhelming majority of the population. Human characters get to pick two backgrounds instead of one, it's up to the player to justify or explain when those backgrounds might not make sense. Humans also have three extra points to spend at character generation.
Brutes are bred for war using the least subtle applications of the kemic arts of all heritages. They are big and tough, standing six to seven feet tall. They are valued for their size, strength and hardiness and often unfairly and without justification viewed as being less intelligent than average. They ignore the first wound inflicted on them each combat, have the Archetype: strong edge and get a +1 bonus on checks involving melee weapons or shields.
Guardians are kemically bred to act as elite troops, special forces and bodyguards. They share the range of normal human body types, although they tend to be fitter and healthier. Guardians are valued for their quick reaction times and dedication. Guardians get a +2 bonus on awareness checks, can take an extra action in the first round of combat and may react to defend an ally even if they've used all their reactions.
Seekers were first bred to act as spies and infiltrators at the height of development that led to the shattering. They are small and lithe, four or five feet tall and about three quarters the weight of a similarly sized human. While they view themselves as seekers, gatherers or liberators the rest of the world often refers to them by less flattering names such as child-men or skulkers. Seekers can alter their skin and hair colour and are all double jointed as such they get a +2 bonus on checks to conceal themselves or to squeeze through gaps or escape bonds.
Chosen are created through a series of expensive alchemical treatments starting at birth and lasting throughout childhood which corrects physical defects and sharpens mental skills. They get a +2 bonus to general checks and are immune to all disease, poison and ingested alchemical effects (including drugs and alcohol).
Infused are the only non-human heritage not of kemic origin, and are few in number. They look like normal humans apart from their eyes, which are always somehow strange. Born with deeper ties to the world than most they are natural mages and get a +1 bonus on all checks with magic skills.
7.2 - Backgrounds ~
A character is created with a background that provides a few basic abilities as a rough template to help get started with character generation. Some backgrounds include a unique bonus or ability that it wouldn't make sense for a character to be able to acquire in play.
A full list of backgrounds can be found below.
Skills
Basic Skills
Agility ~
Scope: Leaping, climbing, landing, tumbling, catching and dodging.
Agility lets you move quickly and accurately. You can use Agility as part of a move action to let you bypass an obstacle or move to higher ground, or as an action to climb a significant distance up a surface.
Use Examples
| Trivial (TS 9) |
Average (TS 12) |
Challenging (TS 15) |
Impossible (TS 18) |
Opposed |
| Jump or hop up onto something knee high as part of a normal move, safely lad a fall of about 1m, catch something that's thrown to you, climb gracefully out of a medium sized window or quickly up a ladder, scramble up a steep slope. | Jump, hop or vault onto or over something that's waist high as part of a normal move, safely land a fall of about 1.5m, catch something that's been thrown quickly to you or to someone near you, use a rope to scale a wall, avoid getting hit by a runaway cart, climb up a craggy rock face or the outside of a building with lots of things to hold on to. | Mantle or climb onto something that's taller than you are as part of a normal move, safely land a fall of about 2m, catch something small thrown quickly to you or someone near you, catch someone who's fallen out of a first floor window, scale a rock face or building with minimal hand holds. | Get on top of something that's twice your height as part of a normal move, safely land a fall of more than 4m, climb up a surface with the barest of handholds such as an overhanging cliff or the outside of a building with no obvious hand holds. | Dodge an incoming attack, catch or grab something before someone else does |
Athletics ~
Scope: Running, swimming, climbing, lifting, physical endurance.
Where agility is about speed and precision, athletics is about strength and endurance.
Use Examples
| Trivial (TS 9) |
Average (TS 12) |
Challenging (TS 15) |
Impossible (TS 18) |
Opposed |
Awareness ~
Scope: Noticing things, drawing conclusions from physical evidence, hearing things, smelling things.
This skill lets you notice things. It doesn't let you avoid them. It may be used as a setup for other skills by providing you with extra information.
Use Examples
| Trivial (TS 9) |
Average (TS 12) |
Challenging (TS 15) |
Impossible (TS 18) |
Opposed |
| Notice a guard leaning against a wall, an open window or a pothole in the road. Identify what country comes from by their accent and appearance, hear someone in heavy armour approaching you, follow clear animal tracks across soft ground. | Work out what part of a country someone comes from from their accent and appearance, find a useful clue, hear people talking the other side of a door, find something small that's just been dropped on the floor, identify that an object has been magically transmuted or kemically treated. | Notice a tripwire or trap, spot a counterfeit coin, find a hidden door or safe, follow a person's trial across a mix of terrain types, see through a well applied disguise, identify whether someone's acting under duress, guess someone's profession just by looking at them. | Work out what parts of town someone's been to today by just looking at their clothes, spot a well concealed lookout in the dark, spot one pavestone that's slightly different than the rest. | Awareness often used in opposition to concealment and imitation. |
Concealment ~
Scope: Hiding yourself, others or items. Moving without being noticed or heard.
Concealment is the art of going unnoticed. In the wilderness it's about making good use of cover, wearing the right clothes and moving carefully and quietly. If the city it's about looking like you belong and knowing where the deepest shadows are. Concealment can also be used to hide things that aren't you from tucking a small weapon away from casual notice to hiding a box of goodies away in a house somewhere no one will think to look for it. You can also hide other people like this if they're willing but you can't make them move quietly.
Concealment is an opposed check when you're trying to remain unnoticed by someone who's actively watching or looking like a guard or a sentry.
Use Examples
| Trivial (TS 9) |
Average (TS 12) |
Challenging (TS 15) |
Impossible (TS 18) |
Opposed |
| Hide a knife or other small weapon or item about your person so it's not obviously visible. Follow someone who has no reason to suspect they're being followed through a busy marketplace without them realising. | Follow someone who has no reason to suspect they're being followed all day without them realising. Follow someone who thinks they might be being followed through a busy area or an area with a lot of cover without getting noticed. Construct a hunting blind from local materials. | Hide a medium sized object like a small sword or a compact springbow about your person so that it's not visible to a casual observer. | Follow someone across coverless terrain without them noticing. | Opposed checks are usually made against an awareness check from anyone who might be trying to detect or identify you such as sentries or guards. |
Housebreaking ~
Scope: Breaking and entering, picking locks, breaking and exiting, infiltration.
Housebreaking is the art of getting into, or out of, secured areas and items ranging from outhouses to prisons and from locked diaries to vaults. Task difficulties below assume that the housebreaker has access to appropriate tools for the job such as lock picks or a pry bar. Without appropriate tools, many tasks will move up in difficulty one step.
It's worth noting that breaking into isn't the same as remaining undetected, so if there are potential witnesses then a concealment check might also be necessary.
Use Examples
| Trivial (TS 9) |
Average (TS 12) |
Challenging (TS 15) |
Impossible (TS 18) |
Opposed |
| Break into or out of a cheap house or outhouse. Pick a very simple lock. | Get into or out of an average house or dwelling. Get into a chest secured with an average lock. Get into the grounds of a fortified house or walled settlement or within the boundaries of a sprawling castle. | Get into or out of an official building in a city, the home of a wealthy merchant or other senior member of society or the lab of an alchemist, get out of prison with some basic tools, open a strongbox. | Get out of a prison from the inside with no tools, get into the king's personal chambers or his vault. | There are very few situations in which housebreaking is an appropriate opposed check. |
Imitation ~
Scope: Forgery, acting, impersonation, disguise.
Imitation is the art of copying someone or something. Imitation can be used to create forged documents or copy signatures or to look, sound or act like a specific person or type of person. In addition to the obvious criminal uses, imitation can be used to entertain or mock.
As with concealment, imitation is opposed by awareness when used against naturally suspicious individuals or those who are very familiar with who- or whatever you're imitating and vs normal target scores otherwise.
Use Examples
| Trivial (TS 9) |
Average (TS 12) |
Challenging (TS 15) |
Impossible (TS 18) |
Opposed |
| Create an accurate copy of a generic document you have one of, put on an accent from a specific country, use a change of clothes and a wig to change your appearance, display fear or confidence you don't feel. | Create a copy of a generic document you've seen but don't have, copy distinctive speech or movement mannerisms of a specific person, use props to look like a general type of person such as a scribe or dock worker. | Create a copy of a specific document you've seen or a generic document you haven't, impersonate a specific person who's about your general size, shape and gender who you've studied, sound like you come from a specific region, city or district, impersonate a type of individual without any props. | Create a copy of a specific document that you've never seen, impersonate a specific individual who is a different size, shape or gender, or who you've never met. | You can use imitation or awareness to spot a forgery or imposter. |
Performance ~
Scope: Singing, telling stories, telling jokes, playing instruments, captivating, motivating,
Performance covers a whole range of activities that can be used to provide entertainment to others. Skilled performers can distract, enthrall or rouse individuals or whole audiences. It has some crossover with persuasion and the two skills can be used as setup for each other.
Use Examples
| Trivial (TS 9) |
Average (TS 12) |
Challenging (TS 15) |
Impossible (TS 18) |
Opposed |
| Play a simple tune, tell a simple joke, recount a short story without anyone nodding off. | Get a pub full of jolly drunks singing along to a well known bawdy song, tell a short and entertaining story, entertain people in an inn enough that you don't have to pay for food, drink or lodging for the evening, earn a few precs by performing on the street for an afternoon, generally cheer people up a bit. | Provide an evening's entertainment that's good enough to get you food and lodging for you and your companions, lift the mood of a sad, disaffected or otherwise harsh crowd, tell an epic tale well and accurately, calm a rowdy crowd with a sad song or story. | Get famous and rich. | Performance is rarely an opposed check. |
Persuasion ~
Scope: Persuading people to help you or otherwise do or believe something you want them to.
Persuasion can take many forms, ranging from asking nicely to intimidation to bribery to telling outright lies. A character skilled in persuasion knows what buttons to press and how hard to press them to get what they want. Players should expect to give at least some basic information about how they intend to coerce a target, especially for important tasks. This skill is not for use on other players, or their characters.
This skill can also be used to gather general information about a particular topic over a longer period of time (usually a day or an evening) by visiting taverns or the local equivalent and making friends with the locals.
The examples below are more generic than usual as circumstance plays a large part in modifying the difficulty of a check. For example persuading a merchant to sell a rare and expensive item at a loss is usually a TS 18 impossible task, but if it's a black market item and the merchant knows he's about to be searched / arrested / have it confiscated the the difficulty drops to challenging or average, depending on how much trouble he's in if he gets caught with it.
Use Examples
| Trivial (TS 9) |
Average (TS 12) |
Challenging (TS 15) |
Impossible (TS 18) |
Opposed |
| Get a merchant to show you his best wares instead of his average ones, haggle a slight discount, persuade an officious official to get you an appointment with his superior, persuade a suspicious old lady to let a scruffy looking adventurer type into her house, persuade a local gossip to give up some generally known information, bribe an already corrupt guard. | Plant a believable rumour, persuade a miserly bartender to break out his best booze, persuade a loyal but clearly outnumbered guard to either give up or stand aside, get a local to reveal information not widely shared with visitors / strangers, convert someone to your faith after a display of awesomeness / after saving their life, talk your way out of being arrested for a petty crime. | Get a confession or similarly incriminating bit of information out of someone, persuade a guard that it's actually fine for you to stay armed when you meet his boss, persuade someone that you knew them years ago, convert someone to your faith, talk your way out of being arrested for a serious crime. | Persuade a tribal leader to abandon a blood feud, convince a merchant to sell you an item at a loss, get a palace guard to let you in to see the king while he's holding closed court, persuade a religious leader to violate one of their core tenets, talk your way out of being arrested for a capital crime. | Win an argument, put forward a more compelling case than an opponent, win a crowd away from a speaker, win a court case against someone. |
Petty Theft ~
Scope: Picking pockets, cutting purses, stealing small items, sleight of hand, giving things to people without them noticing, concealing small items, knowing what things are worth.
Petty Theft is the age old art of picking up small items from a wide variety of locations without anyone noticing. It can also be used to place small items about another person's person without them noticing.
In combat it can be used to give or take small items not currently being held by your opponent, counting as an attack that can't directly cause a wound or serious wound. Possible uses of this are to get a dagger or other weapon from your opponent's belt to arm yourself, to take their belt to disadvantage them or to "give" them an activated device.
Use Examples
| Trivial (TS 9) |
Average (TS 12) |
Challenging (TS 15) |
Impossible (TS 18) |
Opposed |
| Grab a small, low value item from a busy or very quiet location without being noticed. Hide your coinpurse so it's not easily swiped. | Grab a small item from a market stall, cut the purse of a distracted merchant. Conceal a small weapon so it draws no attention from an observer, drop a note in someone's pocket without them noticing. | Pay a bartender with his own money, steal someone's meal or chair, determine the value of high end jewellery or high craftsmanship items, steal something noisy. | Steal an item someone is holding or wearing without them noticing. | Petty theft is almost always done vs awareness when taking or giving an item to someone out of combat. In combat it can be opposed by a weapon or defensive skill. |
Combat Skills
Brawling ~
Scope: Fighting without weapons.
Brawling covers a wide range of unarmed fighting styles from formal martial arts to headbutting people. It can also be used to break items and objects.
Brawling can be used to make and to defend against melee attacks. An unarmed strike cannot inflict a serious or critical wound by default.
You can use brawling to make unarmed attacks or to defend even if one or two of your limbs are in use or disabled.
Use Examples
| Trivial (TS 9) |
Average (TS 12) |
Challenging (TS 15) |
Impossible (TS 18) |
Opposed |
| Brawling is used in opposed checks when attacking and defending. |
Dual Wield ~
Scope: This skill is used to make attacks and to defend while you are wielding a weapon in each hand. You apply the qualities of both weapons to any checks you make with this skill.
Use Examples
| Trivial (TS 9) |
Average (TS 12) |
Challenging (TS 15) |
Impossible (TS 18) |
Opposed |
One Weapon ~
Scope: Fighting with a weapon in your favoured hand.
This skill is used to make attacks and to defend while you are wielding a weapon in your favoured hand. When using this skill your other hand is free, making it easy to grab items or people, cast spells, throw devices or fire small ranged weapons.
Use Examples
| Trivial (TS 9) |
Average (TS 12) |
Challenging (TS 15) |
Impossible (TS 18) |
Opposed |
| Strike a target dummy |
Ranged ~
Scope: This skill is used to make attacks with a ranged or thrown weapon.
Use Examples
| Trivial (TS 9) |
Average (TS 12) |
Challenging (TS 15) |
Impossible (TS 18) |
Opposed |
Shield ~
Scope: This skill is used to fight and defend with a weapon and shield. While using a shield you can use this skill to defend against ranged attacks.
Use Examples
| Trivial (TS 9) |
Average (TS 12) |
Challenging (TS 15) |
Impossible (TS 18) |
Opposed |
Two Handed ~
Scope: This skill is used to make attacks and to defend while you are wielding a two handed weapon in both hands. Two handed weapons usually have either the Powerful quality, granting +1 on all checks made with them or the Reach quality which means you can't be counter attacked on a bad offensive check.
Use Examples
| Trivial (TS 9) |
Average (TS 12) |
Challenging (TS 15) |
Impossible (TS 18) |
Opposed |
Science Skills
Adhesive Kemics ~
Scope: Creating alchemical pastes that bind, repel or grease. Attraction, friction and even repulsion can be affected and effected.
This skill allows you to use alchemical equipment and ingredients to create a variety of pastes which have an effect when applied to an object or objects. Alchemical substances need to be prepared carefully, requiring time, equipment and materials. Creating an alchemical substance takes at least a few hours of work in a workspace with at least some basic tools and requires ingredients worth half the price of the final item. Alchemical substances can be produced singly or in batches.
If you fail a check to produce an alchemical substance, the materials are used up. If you fail by three or more points something slightly bad happens, such as ruining an item of equipment or clothing. If you fail by six or more points something bad happens, which might result in either a wound or an obvious and negative cosmetic effect.
Use Examples
| Trivial (TS 9) |
Average (TS 12) |
Challenging (TS 15) |
Impossible (TS 18) |
Opposed |
| Create a paste that will stick two objects together for a short time, create a paste that will grease an object or area, disadvantaging anyone standing in it or using it. | Create a paste that will stick two items together after a short while so that a lot of force is needed to separate them, | Create a glue that will instantly and permanently stick two objects together so that considerable force (more than the weight of a person, or enough to break one of the objects) is needed to separate them, create a paste that will repel small objects and cause other objects to bounce off and away from it, create a paste that will attract small items within a handspan towards it. | Given the nature of alchemical checks, it's unlikely that this skill will be used as an oposed check. |
Alchemy (Augmentation) ~
Scope: Brewing potions that make physical and mental alterations to those who drink them. Identifying potions.
This skill allows you to use alchemical equipment and ingredients to create a variety of potions which have an effect when consumed. Alchemical substances need to be prepared carefully, requiring time, equipment and materials. Creating an alchemical substance takes at least a few hours of work in a workspace with at least some basic tools and requires ingredients worth half the price of the final item. Alchemical substances can be produced singly or in batches. If you fail a check to produce an alchemical substance, the materials are used up. If you fail by three or more points something slightly bad happens, such as ruining an item of equipment or clothing. If you fail by six or more points something bad happens, which might result in either a wound or an obvious and negative cosmetic effect.
Brewing checks that succeed by 3 or more points create stable potions that automatically last for full duration.
Use Examples
| Trivial (TS 9) |
Average (TS 12) |
Challenging (TS 15) |
Impossible (TS 18) |
Opposed |
| Create a potion that makes whoever drinks it feel a basic emotional response, like being happy or sad or grants a simple benefit like being able to see clearly in the dark. | Create a potion that makes whoever drinks it feel a more nuanced emotional response, sleepy or heightens normal mental or physical qualities such as sight, hearing or physical or mental response times. | Create a potion that creates a striking physical change such as growing gills, hardening skin, changing skin pigmentation or growing claws. | Create a potion that makes whoever drinks it compelled to speak the truth, invisible, forgetful or unconscious. | Yeah, no. |
Alchemy (Reaction) ~
Scope:
This skill allows you to use alchemical equipment and ingredients to create a variety of binaries (usually a powder and a liquid) that react to produce an effect when mixed. Alchemical substances need to be prepared carefully, requiring time, equipment and materials. Creating an alchemical substance takes at least a few hours of work in a workspace with at least some basic tools and requires ingredients worth half the price of the final item. Alchemical substances can be produced singly or in batches. If you fail a check to produce an alchemical substance, the materials are used up. If you fail by three or more points something slightly bad happens, such as ruining an item of equipment or clothing. If you fail by six or more points something bad happens, which might result in either a wound or an obvious and negative cosmetic effect.
Some binaries (such as the head and light) ones can be reprocessed to separate them for later re-use.
Use Examples
| Trivial (TS 9) |
Average (TS 12) |
Challenging (TS 15) |
Impossible (TS 18) |
Opposed |
| Create a binary that provides clear and even light for several hours when combined, creates a cloud of smoke for a few minutes or ignites. | Create a binary that when combined provides warmth or heat, a choking cloud of smoke or a weak acid that eats through soft materials over a few minutes. | Create a binary that when combined creates a strong acid that eats through a few cm of almost any material over the course of a few minutes, gives off a brilliant light for a few minutes. | Unlikely. |
Alchemy (Transmutation) ~
Scope: Changing properties of materials to make them more or less resistant, flexible, durable or change the colour or texture.
This skill allows you to use alchemical equipment and ingredients to alter one or more properties of an object or substance. This skill can also be used to create a substance that alters a specific property of a specific material when applied, for situations where whatever you want to change can't be brought to your lab.
You can use this skill to change the following properties of objects: Flexibility, brittleness, colour, texture, flamability, water resistance and weight.
Alchemical substances need to be prepared carefully, requiring time, equipment and materials. Creating an alchemical substance takes at least a few hours of work in a workspace with at least some basic tools and requires ingredients worth half the price of the final item. Alchemical substances can be produced singly or in batches. If you fail a check to produce an alchemical substance, the materials are used up. If you fail by three or more points something slightly bad happens, such as ruining an item of equipment or clothing. If you fail by six or more points something bad happens, which might result in either a wound or an obvious and negative cosmetic effect.
Changes to objects can be either done in a lab or a substance can be prepared in advance to make a specific change to a certain type of material.
Use Examples
| Trivial (TS 9) |
Average (TS 12) |
Challenging (TS 15) |
Impossible (TS 18) |
Opposed |
| Permanently or temporarily change the colour of an object | Permanently or temporarily change an object to become waterproof or change it's texture | Permanently or temporarily change an object to change it's flexibility, brittleness or flammability. | Reverse a change someone else has made to an object. |
Mechanisms ~
Scope: Tinkering, traps, locks, devices.
Mechanics is the study and practice of mechanisms from locks to springbows. Mechanics can be used to create, repair, trigger or disable a host of items and devices. This skill can also be used in combat to assemble and deploy what are know as "Devices" to wound, disadvantage or temporarily duplicate the effects of another mechanism.
To use this skill in combat you need either pre-made devices or a bag of device parts. To trigger or disable devices you need some basic tools, and to make items you need tools, materials and a workspace.
A wide range of mechanical devices are listed in the items section.
Use Examples
| Trivial (TS 9) |
Average (TS 12) |
Challenging (TS 15) |
Impossible (TS 18) |
Opposed |
| Create a simple device such as a noisemaker that clicks or whistles, a combiner that activates an alchemical binary, open a very basic lock, use a tinker's kit to snare or otherwise disadvantage a single opponent. | Create a medium complexity device such as a basic springbow, a noisemaker that plays a simple tune, a grapnel that deploys when it strikes a surface, use a tinker's kit to slow your character's fall. | Use a tinker's kit to grapple and ascend your character or someone else to an elevated location, retrieve an item from nearby, open or deal a door or window, craft or repair a 4 shot springbow. | Use a tinker's kit to wound an opponent. |
Medicine ~
Scope: Stopping people getting worse and letting them get better.
Medicine is the discipline relating to diagnosis, understanding and treatment of ailments and conditions that affect people or animals. It can be used to to identify and treat wounds or diseases as well as other related tasks like work out how long someone's been dead or how they were killed.
Use Examples
| Trivial (TS 9) |
Average (TS 12) |
Challenging (TS 15) |
Impossible (TS 18) |
Opposed |
Magic Skills
Air ~
Scope: This skill can be used to move and control air.
Basic Spells:
- Move: Move a volume of air from one place to another, creating a breeze or gust.
- Hold: Increase the resistance the air provides, softening a fall, impeding a projectile or providing a surface that can be quickly traversed.
Advanced spells:
- Crystalise: Lock a sheet of air briefly into a solid state, creating a barrier or bridge
Use Examples
| Trivial (TS 9) |
Average (TS 12) |
Challenging (TS 15) |
Impossible (TS 18) |
Opposed |
| Conjure up a light breeze, blow papers off a table, fan a fire, slow a fall of 2m or less so that no damage is taken when landing. | Conjure up a moderate breeze, snuff out candles, knock over glasses, slow a fall of 4m or less, create a bridge of air that you can run across as part of a move (up to an angle of 30 degrees) | Conjure up a strong breeze, extinguish torches, slow a fall of any distance, create a bridge of air your allies can run over (up to an angle of 45 degrees) | Conjure up gale force winds, knock over tables and blow open doors and windows. | Defend against ranged attacks. |
Anima ~
Scope: This skill can be used to impart false life to an object, allowing it to bend or move itself in a way that it could be bent or moved by an external force.
Animated objects make checks using their animators' Anima skill in most situations.
Basic Spells:
- Animate: Impart false life to a touched object, allowing it to bend or move itself in a way that it could be bent or moved by an external force. As objects increase in size and complexity they become harder to animate.
- Instruct: Once an object has been animated it can be given simple verbal instructions (attack, come here, open that door) by it's animator as long as animator and object are in reasonable proximity. Animated objects will continue to perform their most recent instruction as long as it's possible to.
Advanced spells:
- Teach: Provide a more complicated set of instructions that can include sequences or decision making. For example "If there are dirty dishes on the table take them to the sink and wash them up but if anyone not wearing an amulet that bears this crest enters the room, attack them until they stop fighting back"
Use Examples
| Trivial (TS 9) |
Average (TS 12) |
Challenging (TS 15) |
Impossible (TS 18) |
Opposed |
| Animate a curtain, a coil of rope, a handkerchief. Get an animated object to wrap, loop or fold. | Animate a simple mannequin. Get an animated object to walk, move or grab. Make an animated object act with moderate force. | Animate a large or complex mannequin. Get an animated object to perform a complex task. Animate a lock and make it lock or unlock. Animate a corpse and make it shuffle around. Get an animated rope to pull you up to a ledge. | Animate a solid object and get it to break itself. | Any checks made using an object you've animated are potentially opposed, especially those used to grab or attack someone. |
Body ~
Scope: This skill represents the user's mastery over their own body, allowing them to fight disease, fix serious wounds and heighten reflexes. At it's most basic level it lets the user heal faster or fight disease. Skilled individuals can go beyond what's normally possible, altering their appearance, height or weight. Most checks with this skill generate permanent or semi permanent effects but take longer to take effect. This skill also lets a user temporarily boost their awareness and reflexes, allowing it to be used defensively in combat.
Basic Spells:
- Purify: Attempt to cleanse a toxin or disease from your character's system
- Stabilise: Treat a wound your character is suffering from, as if someone had made a successful medicine check
- Mend: Enter into a restorative trance, for every hour spent in this state a day's healing happens. Makes the caster really, really hungry.
- Survive: Briefly heightens reflexes, allowing the caster to use a reaction to avoid an incoming attack, or as a setup for a check where precision is required.
- Change: Alter your character's hair, eye or skin colour. Faster changes are harder to make.
Advanced Spells:
-Transform: Make a significant physical change such as adjusting height or weight or face, adapting to breathe water as well as air or growing armour plating.
Use Examples
| Trivial (TS 9) |
Average (TS 12) |
Challenging (TS 15) |
Impossible (TS 18) |
Opposed |
| Slow your character's metabolism, giving a point of advantage to anyone treating your character and doubling the length of time you have to get treated. Generate a flood of adrenaline, giving your character a point of advantage on a check to jump, run, swim or similar, change the colour of your eyes or skin over the next day. | Counter the effects of common inhaled or ingested kemics, mild poisons or irritants or alcohol. Make a physical change like causing your skin to become harder. Accelerate healing as if your character had taken an invigoration potion. Make a minor physical change over a few days such as becoming a little taller or shorter, fatter or thinner, changing eye or skin pigmentation. | Counter the effects of rare inhaled or ingested kemics, poisons or irritants. Make a minor physical change over a few minutes. Briefly soften your bones or joints to escape bonds. Make a serious physical change such as growing gills and webbing between your hands over a few hours. Treat a serious wound that your character is suffering from or accelerate the rate it's healing at. Change your appearance instantly. | Make a serious physical change almost instantly. | Avoid an attack in combat. |
Distance ~
Scope: This skill lets the user bend the world, drawing other places closer to them so that they can be easily travelled to. To an external observer it appears that the user has taken a step and disappeared from one place and reappeared in another, but to the user it appears that their destination has been drawn towards them and they have merely stepped to it.
This skill also allows the user to sense, locate and step through "twist points" - areas where the world is weak and it's possible to step into the void beyond. Once on the other side the user can then find and use another twist point to step back into the world, potentially many hundreds of miles from where they left.
Basic Spells:
- Farstep: Travel a short distance instantly. The further your character travels the higher the TS and they can't travel through solid objects. This can also be used as a reaction to avoid range attacks.
- Void Twist: At a location where the world is weak, activate a twist point taking your character and everyone within 2m of them to or from the void. A character is either transported entirely or not at all if they're at the boundary.of this effect.
Advanced Spells:
- Voidstep: Travel to or from the void without using a twist point.
Use Examples
| Trivial (TS 9) |
Average (TS 12) |
Challenging (TS 15) |
Impossible (TS 18) |
Opposed |
| Draw a location within line of sight less than 6m away close and step to it. Locate a nearby twist point, open a passage back to the world from the void. | Travel through a twist point to the void with several companions. Draw a location less than 12m away close and step to it. | Draw a location up to 30m away close and step to it. | Make a twist point. | Defend against ranged attacks. |
Earth ~
Scope: This skill draws on the user's understanding of earth and stone, able to make plants grow and bind objects to the ground. While not the most spectacular of studies, a skilled practitioner can turn barren land fertile or mire whole (albeit fairly small) armies.
Basic Spells:
- Mire: Soften earth or stone, making movement difficult and disadvantaging anyone in the area.
- Grow: Shape or speed the growth of plants. This may be used to entangle people in combat. Plants grown quickly die soon after.
- Nurture: Encourage the natural growth of plants to their maximum potential.
Advanced spells:
- Ground: Change the weight of an item or individual.
Use Examples
| Trivial (TS 9) |
Average (TS 12) |
Challenging (TS 15) |
Impossible (TS 18) |
Opposed |
| Disadvantage a single person who's currently on the ground until the end of their turn, encourage or shape the growth of a plant over a natural period of it's growth. | Seal a door, disadvantage a single person who's currently on the ground until they use an action to move themselves into an adjacent space. | Stop someone moving completely. |
Fire ~
Scope: This skill allows a caster to create or control fire. Fire a caster is currently controlling doesn't burn them, although failed checks can be pretty painful. Fire that is being controlled can be thrown in combat.
Any fire created requires and consumes some kind of fuel, although the fire can be created and maintained away from the fuel.
Basic Spells:
- Ignite: Cause a fuel source to catch fire.
- Shape: Change the shape of a fire, or move it away from it's fuel source (the fuel is still consumed). This can be used to move or throw the fire in combat.
- Dampen: Extinguish or reduce an existing fire.
Advanced spells:
- Heat: Consume a fuel source to directly heat a non-combustible object.
Use Examples
| Trivial (TS 9) |
Average (TS 12) |
Challenging (TS 15) |
Impossible (TS 18) |
Opposed |
| Light or extinguish a torch or small campfire. | Set fire to something that could burn but wouldn't easily catch fire, such as an oak beam or a sodden camp fire. Extinguish a large hearth fire. | Extinguish a fire that's consuming a small building. | Give an opponent the gift of fire in combat. |
Light ~
Scope: This skill can be used to create, control or dim lights and illusions. Illusions can be created in a place or tied to an object. Illusions add appearance but can't take it away, so a dagger can be made to look like a sword but not the other way around. Illusions don't have any physical presence so physical interaction will often reveal their nature.
Basic Spells:
- Light: Create a source of light at a point you touch. The light may be emitted in all directions or only in the directions the caster chooses.
- Darkness: Lower light in an area around a touched point or object.
- Illusion: Create an intangible image either at a point or tied to an object you touch for the duration. The image may perform one simple action repeatedly for it's duration. For example an image of a globe may spin continuously, or an image of a guard may occasionally shift position. An existing illusion can be updated by the caster with an additional check, for example the guard illusion could be made to walk away from it's post. More complex or large illusions are harder to create.
Advanced Spells:
- Teach: A more advanced illusion that can react to circumstances and events ways set out by the caster. For example an illusion of a guard could be taught to fall over if struck in combat, although an assailant may well realise something is odd when their weapon passes through the illusion with no resistance.
Use Examples
| Trivial (TS 9) |
Average (TS 12) |
Challenging (TS 15) |
Impossible (TS 18) |
Opposed |
| Create a simple light source. Create a basic minor illusion of a simple object like a chair, table or wall. | Create a bright light source. Create a shroud of darkness around your parties scout to give them advantage while hiding. Create an illusory replica of a specific weapon you can see. Create an illusion of some nice clothing over one of your companion's tatty adventurewear. Dazzle an opponent in combat. | Create a light source that dazzles only your enemies, disadvantaging them all. Shroud your entire party in darkness. Create an illusion of a complex object like a painting or a person. | Create a convincing illusion of a squad of guards marching in time across an uneven surface. Create a brilliant light that can be seen from miles away. | Create an illusion of a specific object an individual is familiar with. Identify another caster's illusion for what it is. |
Mind ~
Scope: This skill lets a character understand and briefly alter they way people think or feel. While longer changes are possible via rituals persuading people to stay still for that long is often a challenge. This skill can also be used to revisit memories and for skilled practitioners to share information.
If a target is aware that the caster is attempting to influence them and is actively resisting the target may make an opposed check with a +3 bonus to resist the effect.
Basic Spells:
- Emotional Manipulation: Increase or decrease the effect of a specific emotion a willing or unknowing target is feeling or change one emotion to another.
- Share: Send a thought, idea or emotion to someone you're touching. If they don't know what's happening they may not realise it's not their own. Once you've shared with a target the link persists for a short while (1 min + 1 min per success) allowing you to continue to send to them.
Advanced Spells:
- Forget: Remove one or more memories from a target. Removing older memories or memories covering greater periods of time is more difficult.
- Remember: Sift through the memories of a willing subject, allowing the caster and subject to review them in far greater detail than casual recollection. Can also be used to reverse Forget.
Use Examples
| Trivial (TS 9) |
Average (TS 12) |
Challenging (TS 15) |
Impossible (TS 18) |
Opposed |
| Make someone feel a stronger version of an emotion they're already feeling, or calm them slightly, shift an emotion to a similar one such as fear to anger or sadness. | Instil a sense of trust or goodwill, impart a simple emotion such as happiness, share a clear memory with another or retrieve a clear memory from a consenting individual. Remove a few minutes of recent memory. | Inflict a strong or complex emotion. Help someone remember details from their childhood. | Remove all memories of a partner or sibling. Cause someone to become so terrified they pass out. Make someone trust you enough to share an important secret. | Restore removed memories. |
Sound ~
Scope: This skill represents a character's understanding of sound and noise. A character with this skill can create and project a range of sounds, or quieten or silence completely existing ones. Because sound travels naturally and can't be touched this skill doesn't have the requirement that a character using it is in contact with the effect, nor does it have to originate from something the caster is touching.
This skill can be used in combination with light to create more convincing illusions.
Basic Spells:
- Create: Create a sound that emenates from a point in line of sight. Louder and more complex sounds are harder to create.
- Dampen: quieten or remove completely noise made by the target or in the target area.
Advanced Spells:
- Shatter: Use exactly the right kind of sound to break or weaken a solid object. Crystalline objects are easier to affect.
Use Examples
| Trivial (TS 9) |
Average (TS 12) |
Challenging (TS 15) |
Impossible (TS 18) |
Opposed |
| Make sound made by an object or in an area half as loud for a short time, make a fairly convincing simple noise like a animal sound or a bell being struck that's about as loud as a person talking, disadvantage a single target in combat until the end of their turn. | Whisper or speak a message so that only the people you want to can hear it, disadvantage a single target for the rest of the combat, disadvantage a number of enemies until the end of their turn, quieten the noise made by an object or in an area to one quarter of normal, make a noise as loud as a man shouting, emulate a simple instrument. Shatter a pane of glass. | Silence an object or area completely, make as much noise as a small group of people, disadvantage a group of enemies until the end of combat, make several different noises all at once. Shatter an iron sword. | Shatter a wooden door. Permanently deafen someone. | Create the sound of a specific persons voice. Counter another casters effect. |
Time ~
Scope: This skill represents a character's understanding of the passage of time. A character with this skill can see possible futures and likely pasts. A character with this skill can also move themselves through time slightly faster or slower than usual which can be used to gain advantage / setup other skills where faster is better. There are limits to how fast characters can push themselves faster through time as only they move faster so the faster they go the more things like air resistance kick in making action more and more difficult.
When looking forward in time, people have free will and generate uncertainty, which generates many possible futures, so a look forward in time shows a possible future. Most future readings involve a random sample of possible futures to try and guess as to what is likely. Predictions can be narrowed by providing fixed assumptions, and only tracing forward futures where those criteria are met.
Basic spells:
- Faster: Accelerate yourself through time. Grants advantage and increases movement distance.
- Predict: Review one or more possible futures to get an idea of what might happen. Looking further ahead is much harder and less reliable.
Advanced spells:
- Undo: Step back a few moments along your timeline, reversing the last thing that happened to you, essentially allowing you to reroll a check. Doing this repeatedly in a short timeframe gets progressively harder.
Use Examples
| Trivial (TS 9) |
Average (TS 12) |
Challenging (TS 15) |
Impossible (TS 18) |
Opposed |
| Pick a single future at random and follow it for a minute. Trace an object back down it's timeline and get a sense of it's last owner. Change your passage through time such that you gain a slight advantage (+1) on your next check where faster (or slower) would be an advantage. | Track a handful of futures forward a few minutes and identify common likelihoods. Track a single future forward a few hours. | Change your passage through time such that you gain a significant advantage (+2) on your next check where faster (or slower) would be an advantage. | Work out the most likely place someone you know little about will be at a specific time next week. Step back through time a few moments allowing you to reroll a check. |
Transmutation ~
Scope: Unlike alchemical transmutation, which changes single properties of substances, magical transmutation completely (albeit usually temporarily) change one material into another.
The more drastic a change, the harder it is to make, so turning granite to sandstone is much easier than turning it into glass. Changing more materials is harder than changing less. It's possible to change only part of an item.
Changes last for a minute plus another minute for each point by which the caster beats the TS. When the duration expires the material reverts to its original composition but any changes to it's shape or integrity remain.
Transmutations must be within or between one of the spell classes a character knows. Alchemically treated materials cannot be transmuted.
Basic spells:
- Wood: Pine, oak
- Stone: Sandstone, Granite
- Cloth: Linen, rope, paper.
- Simple metals: Copper, iron, tin.
- Simple crystals: Glass, non-precious crystals.
Advanced spells:
- Precious metals: Gold, silver, quicksilver
Use Examples
| Trivial (TS 9) |
Average (TS 12) |
Challenging (TS 15) |
Impossible (TS 18) |
Opposed |
| Transmute a small amount of substance (a kilo or less) of material to a different material of the same basic type. | Transmute a reasonable volume of material to a similar material, for example pine to oak, granite to sandstone, paper to cloth. | Transmute a reasonable volume of material to a different but not completely dissimilar material, such as wood to stone or between any two basic spell materials. | Transmute a material to a drastically dissimilar one, such as stone to quicksilver or two or from any advanced type. | Reverse a transmutation early. |
Water ~
Scope: This skill represents a character's understanding and mastery of water. A character with this skill can change water into ice or disperse it into fog, and can shape it. Water can also be shaped or moved, allowing a character to create currents in larger bodies of water or make it easier or much, much harder for people or objects to stay afloat.
Basic spells:
- Shape: Force a volume of water to take a specific shape. For the duration it can be reshaped while it's in line of sight. Swimming, wading or sailing through shaped water is easier or harder at the caster's choice.
- Freeze: Freeze water or melt ice. The water stays frozen or melted for the duration after which it is affected by temperature normally.
- Fog: Vaporise volume of water into fog, which you can then reshape and move up to 10m a round for the duration. A litre of water fills 9 squares (6m by 6m by 2m). A breeze will move the fog and a strong wind will disperse it.
Advanced spells:
- Steam: Create a small volume of scalding steam from an available source of water. It can be shaped or projected up to 10m as an attack but cools rapidly, condensing to fog after a round.
Use Examples
| Trivial (TS 9) |
Average (TS 12) |
Challenging (TS 15) |
Impossible (TS 18) |
Opposed |
| Freeze a glass of water. Shape a small amount of water into a knife, turn a glass of water into one square of fog. | Turn a litre of water into 9 squares of fog. Freeze a path across a small river. Propel a rowing boat across a calm surface. | Generate a significant amount of fog from several buckets of water. Capsize a raft. Make a spear out of ice. Throw scalding steam at an enemy. | Freeze a path across a fast flowing river. Scald several people. |
Edges
Basic Edges
Archetype: Agile ~
Your character is naturally agile
Prerequesites: Must be taken at character generation
A character with this edge may set their minimum defence to 9 + Agility skill points.
Archetype: Strong ~
Your character is naturally strong
Prerequesites: Must be taken at character generation
A character with this edge is stronger than the average person. They can lift and carry more, and get a bonus on checks for activities such as breaking down doors or escaping bonds through brute force
Craftsman ~
Your character has a craft they can ply
Prerequesites: None
Pick a craft such as (but not limited to) smithing, carpentry or masonry. A character with this edge can perform a range of basic tasks associated with that profession automatically. For example as a smith a character could shoe horses, make nails, repair ironwork and forge simple weapons or armour pieces. The can also create any basic item for that craft for 75% of it's cost, assuming they have access to a suitable working environment. A character with this edge may be able to trade their services for food and lodgings while travelling.
Darkness Incarnate ~
Your character is practically invisible in the dark
Prerequesites: Concealment 4 points, Nocturnal
A character with this edge can attempt to hide themselves in any shadow big enough to cover them during the day or in lit areas. At night or in poorly lit areas a character with this edge can vanish into deeper shadows that are big enough to cover them, automatically succeeding at concealment checks while they remain still.
Heroic Reputation ~
You are a big damn hero
Prerequesites: Must have done something suitably heroic at some point
A character with this edge will be known and recognised by at least some people for a past heroic deed. In addition to the social benefits of being effectively a minor celebrity, a character with this edge can gain change a critical failure to a critical success once per day.
Likable ~
Your character makes friends easily
Prerequesites: Persuasion 2 points
A character with this edge makes friends easily and can often get information out of people that they wouldn't normally tell a stranger.
Medic ~
Your character knows how to treat basic wounds
Prerequesites: None
A character with this edge may re-roll any check they make to stabilise a wounded character but they must keep the second result even if it's worse.
Nocturnal ~
Your character is used to working in the dark
Prerequesites: Awareness 1 point
A character with this edge gets a +1 bonus to awareness and concealment checks in darkened areas.
Reckless Descent ~
Your character can safely land a fall of almost any distance
Prerequesites: None
A character with this edge can fall almost any distance without taking damage if you make a successful check (TS 12) with an appropriate skill to land safely.
Resilient Mind ~
Your character is resistant to mind magic
Prerequesites: None
A character with this edge is familiar with the insidious ways of mind magic, getting a +3 bonus on checks to notice or resist it.
Survivalist ~
Your character can survive in almost any natural environment
Prerequesites: Woodsman
Your character knows how to find food and water in the most inhospitable environments such as deserts, Arctic areas and the void outside the world that distance twisters use to travel vast distances quickly. You can track men and beasts without a second thought, getting a further +1 bonus on any such checks. You can also identify twist points, areas scattered across the world where it's possible to step into the void outside the world, or back out from the void into the world.
Takedown ~
Your character is practised at knocking people out
Prerequesites: None
A character with this edge who is able to strike an unaware opponent from concealment with a blunt attack will usually be able to knock them out.
Underworld Contacts ~
Your character has some shady friends
Prerequesites: None
A character with this edge has criminal contacts and can use them to buy information or fence stolen items.
Unremarkable ~
You are well, know, a bit, um, kinda like, er...
Prerequesites: None
A character with this edge is fairly average in most ways, making them hard to describe, remember or even notice. A character with this edge gets a +2 bonus to concealment checks when hiding in populated areas.
Woodsman ~
Your character can survive in the wilderness
Prerequesites: None
A character with this edge has basic survival skills and can find food and shelter and make fire in the wilderness as long as they have at least basic tools available. A character with this edge can also use an appropriate skill to track people and animals across terrain with an additional +1 bonus.
Combat Edges
Armour Training ~
Your character wears armour with ease
Prerequesites: None
Your character increases their minimum defence by 1 while wearing armour.
Axe specialist ~
Your character is more likely to critically hit with axes
Prerequesites: Any combat skill 4 points
A character with this edge treats attack checks made with axes as one point higher than they actually are when working out if a successful attack causes a critical wound.
Bastion ~
Your character can stop people running off
Prerequesites: None
A character with this edge who makes a successful reaction attack against an enemy who is moving away cancels that move.
Brawler ~
Your character's unarmed strikes count as blunt
Prerequesites: Brawling 1 point
A character with this edge adds the blunt and forceful qualities to any brawling attacks or defences they make, allowing them to inflict critical wounds with unarmed attacks.
Deflect ~
Your character can parry arrows
Prerequesites: One Weapon 2 points, Agility 2 points.
A character with this edge can add their One Weapon skill points to any Agility checks made to avoid incoming projectiles.
Duelist ~
Your character gets advantage when they hit an enemy with a fast attack
Prerequesites: None
A character with this edge who wins a combat check against an opponent using a check with the fast quality gains advantage over that opponent for a turn.
Fast Feet ~
Your character can swap places with an attacker
Prerequesites: None
A character with this edge who wins a melee combat check while defending may choose to swap places with their attacker.
Good with Shields ~
Your character gains a focus when they have a shield equipped
Prerequesites: Shields 2 points
A character with this edge gains an additional reaction while they have a shield equipped in combat.
Good with Two Handed Weapons ~
Your character gains an action when they drop an opponent
Prerequesites: Two handed 2 points
A character with this edge who wounds another character with a two handed melee attack may immediately make a two handed weapon attack against a different target.
Good with Two Weapons ~
Your character gains a reaction while wielding two weapons
Prerequesites: Dual Wield 2 points
Your character gains an additional reaction while in combat with a weapon in each hand.
Grab ~
Your character can grab and hold others in combat
Prerequesites: Brawling 2 points
A character with this edge can choose to grab an enemy instead of inflicting a wound on them when making checks with the Brawling skill. A grabbed enemy moves into your character's square and can be moved or released.
While holding an enemy, your character may set their minimum defence as if they were in heavy armour, and any incoming attacks that score at least 9 but fail to hit you strike the held character instead.
As an action you may move half your speed with a held character.
You may release a held enemy into an adjacent square at any time. A held enemy may attack you while held, or attempt to escape your grab with an appropriate check opposed by your character's brawling.
Heavy strikes ~
Your character can push people about with forceful weapons
Prerequesites: None
A character with this edge who scores a hit on a target with a forceful melee attack may free move their target into an adjacent square. If there is already someone in the square they are being moved into, both the target and whoever they are now sharing a square with are disadvantaged until one of them moves away.
Inspire ~
Your character can inspire others
Prerequesites: Persuasion 2 points or Performance 2 points
You can use an action to inspire an ally, granting them advantage for a turn.
Precise Strikes ~
Your character strikes more accurately with precise attacks
Prerequesites: None
A character with this edge may choose the location a serious or critical wound is inflicted when using a precise weapon.
Riposte ~
Your character counter attacks more easily
Prerequesites: Duelist, level 4.
When your character successfully with a fast and precise check, add an additional 2 to determine the result.
Sharpshooter ~
Ranged attacks your character makes have the Precise quality.
Prerequesites: Ranged 2 points
Your character adds the Precise quality to any combat checks they make using the ranged skill.
Shield Specialist ~
Your character fights better with shields
Prerequesites: Shields 4 points
A character with this edge increases their minimum defence by 1 point wile they have a shield equipped and adds the forceful quality to checks made with shields.
Spear specialist ~
Your character fights better with spears
Prerequesites: Any combat skill 2 points
A character with this edge adds the melee and reach qualities to any check they make with any kind of spear.
Sword specialist ~
Your character makes deadly attacks with one handed swords
Prerequesites: Main hand 4 points.
A character with this edge adds the deadly quality to checks they make with one handed swords.
Tough ~
Your character can ignore a serious wound
Prerequesites: Must have taken and recovered from a serious or critical wound
A character with this edge can ignore the first serious wound or critical wound they take each combat, but only until the end of that combat, after which the wound and all associated penalties apply.
Science Edges
Field Kemist ~
Your character can mix potions to order in the field
Prerequesites: Kemist, Mixer
A character with this edge can combine alchemical substances outside of a lab in a matter of minutes, rather than the usual hours.
If your character already has the ability to mix substances, you can add an additional effect.
Kemist ~
Your character can create stable Kemics
Prerequesites: None
A character with this edge creates a stable Kemic which automatically lasts for maximum duration whenever they beat the creation TS by 3 or more.
A character with this edge can also create Kemics in batches, producing up to 6 items at a time, although also poentially wasting up to 6 times the base maerials on a failure.
Lore (Botany) ~
Your character knows a lot about the natural world
Prerequesites: None
A character with this edge knows basic facts about plants and animals. More complex facts can be recalled or deduced by making a general check with a +3 bonus against an appropriate TS. A character with this edge may also be able to gather basic alchemical ingredients in the wild.
Lore (History) ~
Your character knows basic facts about historical events
Prerequesites: None
A character with this edge knows basic facts about historical events. More complex facts can be recalled or deduced by making a general check with a +3 bonus against an appropriate TS.
Lore (Minerology and Metallurgy) ~
Your character loves rocks and metal
Prerequesites: None
A character with this edge knows basic facts about metals and minerals. More complex facts can be recalled or deduced by making a general check with a +3 bonus against an appropriate TS.
Lore (Religion) ~
Your character knows about many religions.
Prerequesites: None
A character with this edge knows basic facts about the majority of religions. More complex facts can be recalled or deduced by making a general check with a +3 bonus against an appropriate TS.
Lore (Warfare) ~
Your character knows things about warfare
Prerequesites: None
A character with this edge knows basic facts about the military theory. More complex facts can be recalled or deduced by making a general check with a +3 bonus against an appropriate TS.
Mixer ~
Your character can combine kemic substances
Prerequesites: Kemic
If your character doesn't already have the ability to combine alchemical substances then they gain the ability to mix together two substances. Part of the mixing process will be to try and get a beneficial effect but not all combinations are viable. Mixing an Invigoration potion and Sticky Glue paste will result in a salve that can be applied to wounds. Mixing a healing potion and a light binary will result in a healing potion that glows, which won't be much better than a healing potion once drunk. Mixing the salve above with essence of fire will make a healing salve that ignites when it comes in contact with air, useful in only the rarest situations.
If your character already has the ability to mix substances, you can add an additional effect. Normally this kind of mixing takes 1d6 hours and requires a quiet place with suitable equipment.
Magic Edges
Commanding Voice 1 ~
Your character can give short, compelling instructions.
Prerequesites: Sound 2 points, Mind 2 points, Persuasion 2 points
A character with this edge can use mind magic at a range to give simple commands of a few words or less than can be completed in a few seconds (such as open that door, stand aside or drop your weapon) to a single target. A successful Mind check opposed by a relevant skill is required for success, and if the command is something like "drop your weapon" or "lower your guard" then the opposed check can be made with a combat skill to represent martial discipline.
Commanding Voice 2 ~
Your character is unnaturally good at telling people what to do.
Prerequesites: Commanding Voice 1, Mind 4 points, Sound 4 points
A character with this edge can give more complex commands (a whole sentence instead of a few words, but the task must me completable in 10 seconds or less) with their commanding voice to a single individual, or affect any number of targets who can hear them with a simple command.
Familiar ~
Your character has bound an animal to service
Prerequesites: Mind 2 points
A character with this edge can bind an animal as a familiar. The animal becomes loyal to the binder, who gets a +3 bonus on any checks to persuade the animal to do anything.
Familiar 2 ~
Your character's familiar is smarter
Prerequesites: Familiar
The familiar of a character with this edge becomes smarter than usual, able to understand more complex tasks and ideas.
Focused Mind ~
Your character can perform basic rituals faster and without making marks
Prerequesites: Mage
A character with this edge can perform any basic ritual in one fifth of the normal time and without inscribing any marks.
Gravity Magic 1 ~
Your character can use earth magic to change how much things weigh
Prerequesites: Earth 2 points
A character with this edge can use the Earth skill to change how much things weigh, briefly increasing or decreasing their weight by up a factor of two.
Mage ~
Your character knows basic rituals
Prerequesites: None
A character with this edge can use any basic ritual to enhance a magic skill check as long as they have the required time and resources.
Precise Mind ~
Your character gets a bonus to some rituals
Prerequesites: Mage
A character with this edge gets an additional +1 bonus to any ritual check. This stacks with the bonuses from the ritual of precision.
Ritualist ~
Your character can perform advanced rituals
Prerequesites: Mage
A character with this edge can perform advanced rituals to gain a bonus on a check or to drastically increase the duration or effect of a check.
Smell Magic 1 ~
Your character can create and mask a range of smells and scents using air magic
Prerequesites: Air 2 points
A character with this edge can use air magic to create and disperse a variety of scents anywhere they could effect with an air magic check. Characters with this edge can mask their own scent which may make them harder to track.
Totemic ~
Your character has a wand / staff / focus
Prerequesites: None
A character with this edge has a staff, wand or other focus that they use to do magic. A character with this edge is considered to be in contact with an item that they are touching with their focus, and they get +1 on all magic checks while holding / using the focus. However a character with this edge who doesn't have their focus suffers a -2 penalty on all magic checks and can't perform rituals.
If a character may choose to create multiple totems, with each one applying to a different skill or set of skills as long as every magic skill they know has a totem associated with it.
Creating or re-creating a totem takes several days.
Windwalker ~
Your character can run across air
Prerequesites: Air 2 points
A character with this edge can take part of a move action along the air, as long as they start and end on a solid surface and don't travel up more than 30 degrees.
Faith Edges
Aura Concealment ~
Your character can hide or change their aura
Prerequesites: Gifted
A character with this edge can control how their aura displays to other gifted. Appearing un-gifted succeeds automatically in most situations but appearing as a member of a different faith requires an appropriate check with a +3 bonus.
A character with this edge also gains an additional boon order day.
Aura Sight ~
Your character can read auras at a distance
Prerequesites: Gifted
A character with this edge can read the aura of anyone they can see. Without this edge a character needs to be in physical contact to read an aura.
A character with this edge also gains an additional bin per day.
Demonic Bargain ~
?????
Prerequesites: Demonic Insight
A character with this edge has a closer connection with their demonic sponsor and can draw more direct power from them, but at a cost...
A character with this edge can choose to draw power from their sponsor, gaining +1 to all weapon, magic and agility skill checks and automatically stabilises any serious or critical wounds. However, during this time the character's benefactor is able to steer the character's actions somewhat allowing the GM to occasionally dictate an action the character takes.
Demonic Insight ~
Your character has access to forbidden knowledge
Prerequesites: None
A character with this edge has either made contact with, or gained the attention of, a demon who currently doesn't have a host. Much like the gods, demons of this kind can't interact directly with the world but can provide power and knowledge to individuals if they choose to.
A character with this edge gains occasional insights from their invisible friend.
Gifted ~
Your character has been gifted power by a god
Prerequesites: Devout follower of a god
A character with this edge has been given divine power by their god. They gain 1 boon per day and can purchase further faith edges. Each boon allows a player to reroll a single d6 while making a check.
A character with this edge can also read the aura of anyone they can maintain physical contact with, which will let the gifted character determine if they are a follower or a gifted of a deity as well as their general wellness.
Healer ~
Your character can cure others.
Prerequesites: Purifier
A character with this edge can cure poisons or diseases in others, with each such healing adding a level of fatigue.
A character with this edge also gets a +3 bonus on checks made to stabilise serious and critical wounds.
Inquisitor ~
Your character is very good at spotting lies
Prerequesites: Gifted
A character with this edge can tell if a person who's aura they are reading tells an outright, direct lie. Once per day, they can compel a subject they are in physical contact with to answer their next three questions truthfully, although not necessarily helpfully.
A character with this edge gains an additional boon per day.
Missionary ~
Your character can communicate with almost anyone
Prerequesites: Gifted
A character with this edge gets the gist of communication made in languages they don’t understand and can make themselves similarly understood. Communication is limited to simple concepts shared with someone your character is in physical contact with to begin with but over time can understand and communicate more complex information normally. A week of exposure is usually sufficient to become fluent.
Orator ~
Your character is a gifted speaker
Prerequesites: Persuasion 2 points
A character with this edge can speak convincingly and persuasively on all matters relating to their faith, and gains a +2 bonus on Persuasion checks while doing so.
Precognitive ~
Your character is almost never surprised
Prerequesites: Gifted
A character with this edge is never caught by surprise and is always able to make an active defence check as long as they are physically able to. Occasionally a character with this edge will receive a divine warning if they are about to do something that could be a seriously bad idea.
A character with this edge also gains an additional boon per day.
Purifier ~
Your character is immune to poison and disease.
Prerequesites: Gifted
A character with this edge is immune to poison and disease and can spend a boon to purify up to 6 servings of food and drink.
A character with this edge also gains an additional boon per day.
Unstoppable ~
Your character heals unnaturally fast
Prerequesites: Gifted
A character with this edge heals at a hugely accelerated rate, recovering from serious wounds in 1d6 hours instead of 1d6 weeks.
Items
Basic Items
A Placeholder ~
250pr
--
Backpack ~
2pr
A sturdy backpack with several pockets and compartments.
Basic Alchemy Kit ~
100pr
The bare minimum needed to create and mix alchemical substances, this kit contains glassware, burners and vials, packed neatly into a padded case or backpack.
Binary Combiner ~
10pr
A safe way to store alchemical binaries so that they only get combined when you want, this device is roughly spherical and about 7cm across. When activated it mixes a binary either instantly or after a short delay.
Blanket ~
1pr
A warm blanket, useful for life in the great outdoors.
Cloak of Falling ~
1500pr
This item is enchanted with air magic, and allows the wearer to fall almost any distance without harm.
Complex Device ~
10pr
A small Device that activates when thrown or launched to become spiky / sharp / a swarm of slicing shards or similar, as well as delivering an alchemical payload. This Device can be thrown or launched in combat to make a ranged attack using the tinkering skill.
Dangerous Device ~
2pr
A small Device that activates when thrown or launched to become spiky / sharp / a swarm of slicing shards or similar. This Device can be thrown or launched in combat to make a ranged attack using the mechanisms skill.
Descender ~
50pr
Descenders take a variety of forms but they all share three key components: 10m of cable, a device designed to attach to anything that's not a completely smooth surface and a device that runs down the cable and will slow descent for the user to a non lethal speed.
Device Launcher ~
100pr
A spring loaded cylinder half a meter long, a device launcher is an ideal delivery mechanism for a whole range of small offensive devices. You can use a device launcher to make tinkering checks to attack with a +1 bonus.
Everfire Box ~
50pr
This fire enchanted box transforms any wood ash placed into it into a highly combustible powder which is ideal for lighting fires. The transformation takes an hour.
Filtration Mask ~
100pr
This device is a mask designed to fit over the nose and mouth. It filters out smoke and the majority of airborne alchemical substances, allowing the wearer to breathe with relative ease.
Fire Wand ~
250pr
This fancy looking stick has been enchanted so that any flammable item that it's tip is held next to for several seconds will catch light.
Gloves of cacophony ~
2000pr
These gloves are enchanted with sound magic, and when clapped together as an action make a very, very loud bang, disadvantaging anyone nearby apart from the wearer until the end of their next turn. the sound also carries reasonably well making them useful as a signalling device.
Grapnel Launcher, "Hard" ~
300pr
Slightly bulkier than a springbow, this device fires a grapnel on 10m of cable with some force. The grapnel ball uses a mix spikes and alchemical adhesive to fix itself in place wherever it impacts. If you hit a person with it they end up disadvantaged and tethered to you until they can disentangle themselves.
Grapnel Launcher, "Soft" ~
200pr
Slightly bulkier than a springbow, this device fires a grapnel ball on 10m of cable with some force. The grapnel ball uses a mix of metallic loops and alchemical adhesive to fix itself in place wherever it impacts without causing structural damage. If you hit a person with it they end up disadvantaged and tethered to you until they can disentangle themselves.
High strength cable ~
2pr per meter
A drum of thin but sturdy cable, capable of supporting the weight of a human sized creature but too thin to climb up or down without gloves or other appropriate equipment.
Horse ~
100pr
A horse, suitable for riding.
Lab ~
2000pr
The ideal working environment for tinkering or alchemical work, a well equipped lab lets you produce devices and alchemical for half the normal cost and grants a +1 bonus on tinkering and alchemy checks. The cost is the cost of kitting out a lab with appropriate gear, you need to have a reasonably sized room in which to put it.
Light Orb ~
100pr
When held by a living creature, this glass or stone orb emits a clear and steady light out to about 10m.
Mask of Purification ~
2000pr
This cloth mask is made to be worn over nose and mouth and enchanted with transmutation magics. It filters harmful substances from the air when worn and allows the wearer to breath underwater.
Noisemaker ~
10pr - 200pr
Noisemakers are small devices that once wound and released make a single, pre-defined sound. Cost varies with the complexity and volume of the noise.
Pack Mule ~
15pr
A hardy pack animal capable of carrying a lot of stuff so you don't have to.
Placeholder 2 ~
100pr
--
Potion Vapourizer ~
300pr
This mask fits over the mouth and nose and attaches round the back of the head. It is designed to take a single vial of specially prepared potion and vapourize it so that it can be inhaled rather than drunk. This allows the wearer to gain the benefits of the potion for significantly longer than normal, effects that would normally last rounds last for minutes, and effects that would normally last minutes last for hours but potions prepared for this purpose cost twice as much as usual.
Rope ~
1pr
10m of rope, handy for climbing and for tying things up.
Shredder ~
50pr
This small device is a sphere about 6cm across made of sharp and tightly sprung pieces of metal. Shortly after being activated it violently disassembles itself, showering an everything within 2m with razor sharp metal shards. Unsing this device allows the user to make a single Ranged or Tinkering attack check at lethality 9 against which everyone in the affected area needs to defend.
Simple Mannequin, Small ~
100pr
A small (about 1m high) mannequin with flexible joints made of sturdy materials, ideal for animating magically. This Mannequin will stop being functional after it's taken four wounds hits.
Simple Mannequin, Tiny ~
50pr
A small mannequin (10-30cm high) suitable for animating magically. It can be folded and packed down to a third of it's height.
Singing Stones ~
2000pr each
Created as a batch, each of these largish stones when held firmly in one hand will copy and emit any sound heard by any other stone from the batch that's also being held and is within a few hundred meters. Stones not being held are inert. Created with sound magic.
Solvent Gloves ~
50pr
These gloves have been infused with an alchemical solvent which allows the wearer to safely handle items coated with various alchemical glues without getting stuck to them.
Spider's Disk ~
200pr
Looking much like a small shield covered in spikes and mechanisms, when activated this devices fires a number of grapnel cables from its perimeter and then attempts to retract them, creating a sprung web of cabling.
Springbow, Unforgiving ~
1000pr
Both a step forward and a step back, this springbow packs a devastating punch but holds only a single bolt. Due to the power it holds it takes almost a minute to reload. This type of 'bow is called unforgiving both because of its inherent lethality and because it allows only a single shot. Lethality 2
Umbrella ~
10pr
A complex mix of waterproof cloth and machinery, this device unfurls to provide a canopy that protects you from the rain.
Useful Device ~
2pr
A small device that makes noise or releases an alchemical payload either when activated or shortly afterwards. This Device can be thrown or launched in combat to make a ranged attack using the tinkering skill.
Combat Items
Alchemical Dispenser ~
+500pr
Most melee weapons can be modified so that they can deliver an alchemical payload on their first hit by a sufficiently skilled tinkerer, however it takes several rounds to insert a new payload.
Alchemical Dispenser ~
+500pr
A tinkering upgrade for a shield, this allows the bearer of the shield to release an alchemical substance so that it coats the shield once per combat. It takes several rounds to reload the payload.
Arrows x15 ~
3pr
A quiver of 15 arrows or bolts.
Battleaxe ~
40pr
For chopping people, not wood. Battle axes are Sharp, Blunt, Melee and One-handed.
Blessed Armour ~
5000pr
Blessed armour has been sanctified by a Gifted faithful with the consecrate edge. It's rare for these armours to be a available for trade so those that are available are expensive. The wearer of this armour ignores the first wound inflicted on then each combat.
Blessed Weapon ~
5000pr
A blessed weapon has been sanctified by a Gifted faithful with the consecrate edge. It's rare for these weapons to be a available for trade so those that are available are expensive. Once per combat, the wielder of a blessed weapon can re-roll a single d6 while making a check with this weapon.
Bow ~
20pr
A favourite of hunters and armies on a budget, you can use a bow to make ranged attacks as long as you have arrows. Bows make Sharp, Ranged and Projectile attacks.
Collapsible ~
+100pr
A collapsible weapon can be folded or otherwise compacted down to take up about a third of the space it normally would in it's longest direction. It takes an action to re-assemble the weapon so that it can be used in combat.
Dagger ~
10pr
A small, versatile weapon, daggers can be used in either hand or thrown as a ranged weapon. Their small size also makes them easier to conceal.
Daggers are One-handed, Sharp, Melee and Thrown.
Deadly Weapon ~
+1500pr
The weapon has been crafted, modified or improved to be significantly easier to hurt people with than normal. It gains the Deadly quality if it didn't have it already.
Enchantment: Nightweave ~
+500pr
Imbued with arcane magic, Nightweave armour seems to absorb light. The wearer ignores the usual penalties of the armour when using the sneak skill to hide.
Applying this enchantment requires the Enchant Item edge and a TS 15 light check.
Enchantment: Silent ~
+500pr
Imbued with arcane magic, silent armour makes almost no noise. The wearer ignores the usual penalties of the armour when using the sneak skill to move quietly.
Applying this enchantment requires the Enchant Item edge and a TS 15 sound check.
Featherweight Armour ~
+1000pr
Made from the best materials available and using specially chosen alloys or alchemical lightening preparations, any armour can be made significantly less cumbersome. Featherweight armour has it's penalties reduced by one point (to 0 for light, 1 for medium and 2 for heavy).
Flaming Weapon ~
+2000pr
This weapon has been enchanted with fire magic, and will ignite anyone it strikes, disadvantaging them until the end of their next turn.
Heavy Armour ~
1000pr
Excellent protection at the cost of mobility and stealth, heavy armour sets a character's minimum defence to 15 but applies a 3 point penalty to some checks and adds a point of faigue to the wearer for every hour it's worn after the first.
Heavy armour can be partially worn to provide the same protection as medium armour.
High Quality ~
+2000pr
Perfectly crafted using the best available materials and technologies, a high quality weapon gives you a +1 bonus on checks using it.
Large Shield ~
40pr
Large shields can be used wih the Shields skill to acively defend, they also increase the user's minimum defence by 1. They have the Melee and One-handed qualities.
Light Armour ~
50pr
Basic protection that doesn't interfere too much with movement, light armour lets a character set their minimum defence to 11 but applies a 1 point penalty to some checks.
Lightweight Weapon ~
+1000pr
This weapon has been crafted or modified to be lighter than usual, making it easier to counter attack with. It gains the Fast quality if it doesn't already have it.
Long Spear ~
30pr
Designed for keeping an enemy at bay, a long spear is a Two-handed, Sharp and Reach Weapon.
Mace ~
25pr
Essentially a metal club, a mace makes Blunt, One-handed melee attacks.
Medium Armour ~
200pr
Good protection that interferes somewhat with movement, medium armour sets a character's minimum defence to 13 but applies a 2 point penalty to some checks.
Popup Shield ~
100pr
Looking like an oversized plate glove, this item deploys into a small shield when activated but allows free use of the hand otherwise.
Rapier ~
100pr
A lightweight sword of the type favoured by the rich and the nimble. Rapiers are One-handed, Melee, Sharp, Fast and Precise.
Short Spear ~
10pr
Designed for stabbing and throwing in close quarters, a short spear makes One-handed, Sharp, Melee or Thrown attacks.
Small Shield ~
25pr
A small shield doesn't increase your minimum defence but does allow you to use the shield skill to negate incoming attacks from most sources. Small shields are Fast and Melee.
Springbow, Basic ~
50pr
Slow to load but packing a huge punch springbows are common throughout civilised areas. Cocking and reloading a springbow is a complex task that can't be done in combat, but even the most basic models such as this one can be fired twice before needing to be reloaded. Springbows look like fat, bowless crossbows with a variety of springs and mechanisms down each side used to store and release the energy used to fire them.
Springbow attacks are Two-handed Ranged, Deadly, Projectile and Powerful.
Springbow, Triple ~
100pr
A bulkier, heavier version of the crossbow which packs less punch. Despite these drawbacks the springbow is a favourite weapon for guards in central areas as it can be fired several times before it needs to be reloaded and re-cocked. Designs vary but the effect is the same: You can use this springbow to make ranged attacks three times before you have to cock and reload it, which takes some time.
Springbow attacks are Two-handed, Ranged, Deadly, Projectile and Powerful.
Sword ~
20pr
A simple, effective weapon usable in either main or off hand. Swords are Sharp, One-handed and Melee.
Tortured Steel Arm Re-enforcements ~
1500pr
Purchasable either as a standalone item or incorporated into armour, Tortured Steel arm re-enforcements help the wearer absorb or deflect incoming blows, granting a +1 bonus to defence checks made using a shield or melee weapon.
Tortured Steel Leg Re-enforcements ~
2000pr
Purchasable either as a standalone item or incorporated into armour, these leg re-enforcements significantly increase the wearer's ability to run and jump. Essentially leg and feet braces with advanced shock absorbers, a practiced wearer counts all falls as 5m less, gets a +3 bonus on checks to jump or land and can travel twice an extra 4m (2 squares) when using an action to move. This item also allows it's wearer to travel longer distances faster and with less effort, even a novice user can keep pace with mounted colleagues and be no more tired at the end of a days travel.
As with all equipment that uses tortured steel, these leg re-enforcements make a reasonable amount of noise when used.
Two Handed Sword ~
50pr
A large, dangerous sword that requires two hands to wield effectively. Two handed swords are, unsurprisingly, Two handed, Melee, Sharp, Deadly and Powerful.
Wristbow ~
150pr
A small, one shot springbow designed to be worn strapped to the forearm, the wristbow is easy to conceal, although it lacks the stopping power of larger variants. Wristbows make Ranged, Sharp, Projectile attacks.
Science Items
Acid, Strong ~
100pr
Creates a binary that when combined corrodes pretty much everything, lasting 1d6 mins, which burns through about 1cm of material a round. Creates nasty smoke in the square it was applied in which disperses after 1d6 rounds and causes two levels of fatigue a turn to anyone in the area.
This item has a TS to craft of 15.
Acid, Weak ~
50pr
Creates a binary that when combined corrodes delicate metalwork, soft woods etc, lasts 1d6 mins will burn through about 2cm of material per min. Doesn't work on sturdy materials like worked hard stones, hardwoods, worked metal more than a few mm thick.
This item has a TS to craft of 12.
Attraction ~
10pr
Creates a paste that attracts small objects it has line if effect to within 2m for the next 1d6 minutes.
This item has a TS to craft of 15.
Bewilderment ~
250pr
Creates a potion than when drunk causes the drinker to become confused and unable to focus for 1d6 minutes. While under this effect the drinker cannot cast spells or perform complex tasks and will have difficulty retaining new information.
This item has a TS to craft of 18.
Bravery ~
20pr
Create a potion than when drunk causes the drinker to feel no fear for 1d6 hours.
This item has a TS to craft of 12.
Brilliant Light ~
20pr
Creates a binary that when combined gives off light to about 20m. Lasts 1d6 hours.
This item has a TS to craft of 15.
Calm ~
50pr
Creates a potion than when consumed dampens all extreme emotions in the drinker for 1d6 hours. The drinker still feels emotions but they are much weaker than normal and unlikely to drive the drinker to action.
This item has a TS to craft of 15.
Chameleon ~
100pr
Creates a potion that when drunk allows the drinker to control the pigmentation of their skin for 1d6 hours. This grants a +1 bonus to stealth checks per location (head, torso, each arm, each leg) exposed.
This item has a TS to craft of 15.
Chill ~
20pr
Creates a binary that when combined draws in heat from the surrounding area, creating a pleasant chill for 1d6 hours.
This item has a TS to craft of 12.
Chill, Icy ~
50pr
Creates a binary that when combined creates a severe chill in the immediate area for 1d6 minutes. Anyone in direct contact with the binary while it's active takes a wound each turn.
This item has a TS to craft of 15.
Darksight ~
20pr
Creates a potion which when drunk allows the drinker to see in the dark for 1d6 hours.
This item has a TS to craft of 15.
Drowsiness ~
20pr
Creates a potion that makes the drinker drowsy for 1d6 hours. The drinker suffers a -3 penalty to Awareness checks for this time and is likely to fall asleep if they're in a comfortable position.
This item has a TS to craft of 15.
Essence of fire ~
100pr
Creates Essence of Fire, which burns fiercely for 1d6 minutes once it comes in contact with air. Hard to collect and work with because of this.
This item has a TS to craft of 15.
Fearsomeness ~
100pr
Creates a potion that once drunk magnifies the drinker's ability to scare and intimidate others for 1d6 hours, granting a +3 bonus to scary checks.
This item has a TS to craft of 15.
Fire Powder ~
10pr
Creates a powder that burns fiercely for 1d6 rounds once ignited and will ignite anything easily flammable nearby while it burns. Easily ignited by flint / spark etc.
This item has a TS to craft of 9.
Float ~
50pr
Creates a potion that when consumed halves the effective weight of the drinker for 1d6 minutes. The drinker can jump and fall twice as far as usua when using skills and floats easily in water for the duration.
This item has a TS to craft of 12.
Gills ~
50pr
Creates a potion that when drunk causes the drinker to grow gills, allowing them to breathe underwater for 1d6 hours. The drinker can still breathe air while under this effect.
This item has a TS to craft of 15.
Glue, Binding ~
20pr
This thin translucent paste binds objects together almost instantly. If thrown on the ground it affects a single square and stops movement out of that square, anyone stuck can use an action to step out of their boots / socks or equivalent onto an adjacent square, otherwise leaving the area inflicts a wound. The binding force is strong enough to hold the weight of a person so can be used to stick handholds or similar to walls or to glue rope in place if there's nothing to tie it to. The paste stays sticky for 1d6 hours once applied but adhesion is permanent.
This item has a TS to craft of 12.
Glue, Sticky ~
10pr
This viscous, translucent paste is incredibly sticky but doesn't bind quickly. If applied to or thrown into a square, moving through it uses 6m of movement. If used on your hands and feet it (or gloves and shoes) it gives +3 to checks to climb. If applied to a shield it gives you an Advantage against anyone wielding a single melee weapon. It lasts for 1d6 hours base, after which time it stops being sticky. Removing sticky glue from pretty much anything requires an action.
This item has a TS to craft of 9.
Grease ~
10pr
This thin, oily paste makes an area or object slippery for 1d6 hours. You need to make a check (TS 12) to move through or out of a greased square, failure stops the move and you fall over, leaving you Disadvantaged until you stand up. Using an object coated in grease is much harder, and carries a -1 penalty on all checks until the grease is removed, which takes an action.
Grease is flammable and anyone standing on a greased area that is alight takes a wound at the beginning of their turn. It burns for 1d6 rounds.
This item has a TS to craft of 9.
Grease, Extra Slippery ~
50pr
As Grease, only the TS is 15, and the penalty is doubled.
This item has a TS to craft of 15.
Grounding ~
50pr
Creates a potion than when consumed temporarily doubles the weight of the drinker. The drinker suffers a -3 penalty to checks relating to movement and can only move at half speed but will also be very hard to move if they don't want to be moved. Additionally they will sink like a stone in water. This effect lasts 1d6 minutes.
This item has a TS to craft of 12.
Healing ~
500pr
Creates a potion that when consumed heals a serious wound over the next hour.
This item has a TS to craft of 15.
Heat ~
20pr
Creates a binary that when combined burns slowly, generating heat for 10 mins. Enough to boil a small pan of water. Gives off faint blue light, not enough to see by. If you somehow persuade someone to come in contact direct with the material, they take a wound.
This item has a TS to craft of 15.
Invigoration ~
100pr
Creates a potion that when consumed heals one wound an hour for 1d6 hours. The first wound is recovered after an hour.
This item has a TS to craft of 12
Invigoration Potion ~
100pr
A potion that when consumed heals one wound an hour for 1d6 hours. The first wound is recovered after an hour.
Invisibility ~
500pr
Creates a potion that when consumed turns you invisible for 1d6 minutes. Awkwardly, your clothes and gear don't become invisible.
This item has a TS to craft of 18.
Isolation ~
250pr
Creates a potion that when drunk completely deadens all senses, leaving the drinker unable to experience anything but still able to think for 1d6 hours.
This item has a TS to craft of 18.
Isolation, Lesser ~
100pr
Creates a potion that when drunk deadens the drinker's senses for 1d6 hours. The drinker suffers a -1 penalty to all Awareness checks but also feels almost no pain for the duration.
This item has a TS to craft of 15.
Keen Hearing ~
50pr
Creates a potion that when drunk causes the drinker's hearing to become supernaturally sharp, granting a +3 bonus on awareness checks involving noise for 1d6 hours. Exposure to really loud noises will Disadvantage the drinker until the beginning of their next turn.
This item has a TS to craft of 12.
Keen Sight ~
50pr
Creates a potion that when drunk causes the drinker's eyesight to become supernaturally sharp, granting a +3 bonus on awareness checks involving sight for 1d6 hours. Sudden exposure to bright light will Disadvantage the drinker until the beginning of their next turn.
This item has a TS to craft of 12.
Leaping ~
100pr
Creates a potion that when drunk significantly improves the drinker's ability to run and jump, granting a +3 bonus on all checks to jump or land and doubling the distanc travelled when using an action to move. This effect lasts for 1d6 minutes.
This item has a TS to craft of 15.
Light ~
10pr
Creates a binary that when combined gives off light to about 10m. Lasts 1d6 hours.
This item has a TS to craft of 9.
Mental Acuity ~
100pr
Creates a potion that give the drinker an Advantage on all checks relating to mental activity for 1d6 rounds.
This item has a TS to craft of 12.
Mental Acuity Potion ~
100pr
Creates a potion that adds 1 to all checks relating to mental activity for 1d6 rounds.
Odour ~
20pr
Creates a binary that when combined emits a very strong smell that lingers in the area and on anyone exposed to it for 1d6 hours. What the smell is is decided while preparing the binary but it's not delicate.
This item has a TS to craft of 12.
Physical Alteration, Claws ~
100pr
Creates a potion that when drunk causes your hands turn into claws for 1d6 rounds, granting a +1 bonus and the Sharp quality to Brawling checks.
This item has a TS to craft of 15.
Physical Improvement ~
100pr
Creates a potion that grants an Advantage to all checks relating to physical activity for 1d6 rounds.
This item has a TS to craft of 12.
Placeholder 3 ~
10pr
A dose of Sharp, a clear liquid which when drunk heightens awareness and banishes fatigue for 1d6 hours. During this time the drinker gets +1 to awareness checks and can't fall asleep. Sharp is not a substitute for sleep but can be used to postpone it for quite some time
Repulsion ~
40pr
Creates an iridescent paste that when applied to an area or object repels anything that comes into contact with it, causing it to reflect / rebound the object away with most of the force it arrived with. Applied to a shield it grants an Advntage when defending. Applied to boots or feet it gives a +3 bonus to checks to jump or land. The effect lasts 1d6 minutes.
This item has a TS to craft of 15.
Sharp ~
12
Distils a dose of Sharp, which when drunk heightens awareness and banishes fatigue for 1d6 hours. During this time the drinker gets +1 to awareness checks, can't fall asleep and ignores fatigue. However, drinking a dose of Sharp adds a level of fatigue to he drinker.
Sharp is not a substitute for sleep but can be used to postpone it for quite some time.
This item has a TS to craft of 12
Sleeping ~
250pr
Creates a potion that when drunk will put the drinker to sleep after 1d6 rounds. Once asleep, the drinker can be woken normally after 1d6 minutes have elapsed.
This item has a TS to craft of 18.
Smoke ~
20pr
Creates a binary that when combined reacts quickly to create a small cloud of smoke (about 3x3 squares) that lasts for 1d6 mins, but can be dispersed by medium to strong winds beforehand. The smoke obscures vision but doesn't affect breathing unless combined with something else.
This item has a TS to craft of 9.
Steelskin ~
100pr
Once consumed, this potion hardens the drinker's skin, setting their minimum defence to 13 for 1d6 minutes.
This item has a TS to craft of 15.
Swimming ~
50pr
Creates a potion that when drunk causes webbing to grow between the drinker's fingers and toes, granting a +6 bonus to any checks involving swimming for 1d6 hours. Additionally the drinker moves twice as fast in water as they would normally.
This item has a TS to craft of 12.
Undying ~
100pr
Creates a potion that once drunk empowers the drinker so that they can carry on fighting as if they hadn't taken up to three wounds for 1d6 minutes. Critical wounds still have their normal effects.
This item has a TS to craft of 15.
Veritas Extract ~
500pr
Once consumed, this potion causes the drinker to speak what they think, as they think it. An awareness check (TS 15) is required for the drinker to notice what they're doing, but does not counteract it. The effect lasts for 1d6 hours.
This item has a TS to craft of 18.
Warmth ~
10pr
Creates a binary that when combined reacts slowly, generating comfortable warmth for 1d6 hours while giving off very little light. Usually used in a container of some sort. Applications are everything from ladies' comfort to wilderness survival. If you somehow persuade someone to come in contact direct with the material, they feel uncomfortable warm.
This item has a TS to craft of 9.
Backgrounds
Artisan~
Your character gets two crafty edges, some tools and 100pr.
Canyon Walker~
Your character grew up in a tribe from Vivan which is a harsh, mountainous region where air magic is taught to many. They get 2 points in the Air skill and the Windwalker edge.
Demonologist~
Demonic Insight, Mage and Ritualist edges. Starts play with a "Book of secrets" that contains forbidden arcane knowledge.
Duellist~
Duellist and Precise Strikes edges, 2 points 1 handed.
Elementalist~
1 point in each of Air, Earth, Fire and Water magic skills...
Gifted Faithful~
An exemplar of a deity, your character gets the Divine Gift edge, any other Divine edge and Lore (Religion). You can also expect basic support from churches of your faith, although they are more likely to turn to you for help.
Harmony of Unity~
The Harmony of Unity is a community that believes in better living through use of magic and technology. The community is mainly self sufficient and doesn't use money internally. Your character gets the Mage edge, 2 points in the Earth skill and 1 point in the Mind skill.
Illusionist~
1 point Light, Sound, and Imitation skills. Mage edge
Kemist~
Your character is a trained and approved practitioner of the kemic arts and gets the Alchemist edge, a basic kemic kit and 1 point in each kemic skill.
Lowborn City Dweller~
Your characer grew up in a rough area and gets 2 points in the Brawling skill, 1 point in the Awareness skill and the Underworld Contacts edge.
Merchant~
Your character is an experienced trader and gets 1 point in Persuasion and 1 point in Awareness as well as an additional 200pr. Additionally you can always haggle for a discount of some kind when making a significant purchase.
Noble~
A child of a noble house or similarly privileged environment, your character gains the lore edge twice and starts play with a high quality item or equivalent.
Preacher~
Your character is an advocate for a deity, although not necessarily a Gifted one, and starts play with Lore (Religion), 2 points in Persuasion, access to resources and support from local churches of your faith and a single high quality item.
Scholar~
Your character has been thoroughly educated and starts play with a unique lore edge that applies to pretty much all lore checks as well as the scholar edge twice.
Tinkerer~
Your character likes messing with devices and gets 2 points in Mechanisms, 1 point in Ranged and starts play with an assortment of devices.
Veteran~
Your character has been a guard, a soldier or a mercenary in the past and gets 1 point in each of any two combat skills of your choice.