Project Istari: Difference between revisions

27,646 bytes added ,  15:07, 3 February 2024
 
(85 intermediate revisions by 2 users not shown)
Line 1: Line 1:
= Project Istari =
= Eventide (Current) =  
Project Istari (working title) is an in-work TTRPG project. This is an attempt to make a very effective, streamlined yet having a ton of options, fun, and versatile TTRPG.
Eventide is an in-work TTRPG project. This is an attempt to make a very effective, streamlined yet having a ton of options, fun, and versatile TTRPG. It focuses on story with mechanics following to fulfill that story.
<br><br>
 
= Work-In Progress Mechanics =
== Items ==
Certain Items would be called out and have explicit statistics and abilities, both in combat and out. Other, less important Items will either be assumed to be had by everyone, or grouped into Packs, such as a Camping Packs (Undecided on which).
<br><br>
<br><br>


Line 18: Line 13:
<br>
<br>


Each Stat starts at 1, increasing or decreasing based on your Lineage choice. You also increase four different Stats by 1.
== Leveling Up ==
Whenever your Hero Levels up, you increase one of your Stats by 1 and you choose one Feature, either from a Skill Track you are currently progressing in, or one of the beginning Features from a new Skill Track.
<br><br>
 
== Progression ==
As with most things in Eventide, there will be multiple forms of progression and advancement.
<br>


Finally, at the end of Character creation, you increase a single Stat by 2, and three Stats by 1. You cannot increase a Stat multiple times with the same source, for instance if your Might increases from being a Dwarf, you can't use your Free increase on Might, you have to use it on a different Stat.
=== Experience Points ===
At the end of every Session, every Hero gains 1 Experience Point. An Experience Point (XP) may also be awarded for the completion of character specific goals or backstory development, or furthering the plot.<br>
Once a Hero gains 3XP, they Level Up.
 
== Magic ==
Eventide will allow for the use of magic systems, with stock rules for a basic hard magic system, called Resonance, and a basic soft magic system. In addition to these, standard TTRPG magic without a system behind will also be provided.
 
=== Resonance ===
Magic is broken down into three Melodies, each of which is broken up into three Harmonies (nine total), each of which is broken up into three Tones (twenty-seven total). These provide the building blocks and fundamentals of Spells.<br>
The three Melodies are Arcane, Divine, and Primal. Wizards have access to the full power of the Arcane, Clerics have access to the full power of the Divine, and Druids have access to the full power of the Primal.<br><br>
The Arcane is broken up into Evocation, which Sorcerers specialize in, Manipulation, which Bards specialize in, and Abjuration, which Magi specialize in.<br>
The Divine is broken up into Regeneration, which Thaumaturgists specialize in, Divination which Seekers specialize in, and Degeneration, which Warlocks specialize in.<br>
The Primal is broken up into Transmutation, which Artificers specialize in, Conjuration, which Shamans specialize in, and Dynamancy, which Psions specialize in.<br>
<br>
Evocation has the Tones of<bR>
*'''Infusion.''' The fundamental and ideal of elemental power.<br>
*'''Kineticism.''' The process of converting energy from one form to another.<br>
*'''Animation.''' The act of granting agency to inanimate objects, ranging from basic movement to full sentience.<br>
Manipulation has the Tones of
*'''Illusion.''' The act of altering one's perception.<br>
*'''Enchantment.''' The act of altering one's thoughts.<br>
*'''Domination.''' The act of altering one's actions.<br>
Abjuration has the Tones of<br>
*'''Negation.''' Defense against the magical.<br>
*'''Protection.''' Defense against the physical.<br>
*'''Contradynation.''' Defense against the natural forces of the world.<br>
Regeneration has the Tones of<br>
*'''Mending.''' Repairing biological tissue and helping injuries.<br>
*'''Vitalising.''' Imbuing vitality and life into someone.<br>
*'''Curing.''' Healing and removal of sickness, poison, and parasites.<br>
Divination has the Tones of<br>
*'''Scrying.''' Seeing another place.<br>
*'''Augury.''' Seeing another time.<br>
*'''Clairvoyance.''' Seeing another's thoughts and intentions.<br>
Degeneration has the Tones of<br>
*'''Decay.''' The addition of wounds and injuries to person.<br>
*'''Wither.''' The removal of vitality and life.<br>
*'''Plague.''' The addition of sickness, poison, and parasites.<br>
Transmutation has the Tones of<br>
*'''Alchemy.''' Transformation of one substance into another, such as yarn into gold.<br>
*'''Fabrication.''' Transformation of one substance into another form, such as a stack of logs into a chair, cabin, or door.<br>
*'''Empowerment.''' The imbuing of additional power and functionality into a person.<br>
Conjuration has the Tones of<br>
*'''Transportation.''' Alteration of something's place in space.<br>
*'''Farcrying.''' Alteration of something's place in cosmology (Summoning creatures or items from other worlds).<br>
*'''Chronomancy.''' Alteration of something's place in time.<br>
Dynamncy has the Tones of<br>
*'''Graviturgy.''' Manipulation of the natural force of gravity.<br>
*'''Magneturgy.''' Manipulation of the natural force of magnetism.<br>
*'''Electroturgy.''' Manipulation of the natural force of electricity.
<br><br>
 
= Project Istari (Outdated) =
Project Istari (working title) is an in-work TTRPG project. This is an attempt to make a very effective, streamlined yet having a ton of options, fun, and versatile TTRPG. Information that is in the current, up to date section (Eventide) will be removed from this section. This acts as an archive until this page is up to date.
<br><br>
<br><br>


== Stat Increases ==
= Work-In Progress Mechanics =
Whenever your Hero Levels up, you increase one of your Stats by 1.<br>
== Items ==
Stats have a maximum that will be determined at some point in the future.
Certain Items would be called out and have explicit statistics and abilities, both in combat and out. Other, less important Items will either be assumed to be had by everyone, or grouped into Packs, such as a Camping Packs (Undecided on which).
<br><br>
<br><br>


Line 58: Line 112:
*'''Escape (Speed):'''
*'''Escape (Speed):'''
*'''Reflex (Speed):'''
*'''Reflex (Speed):'''
*'''Insight (Instinct):'''
*'''Discern (Instinct):'''
*'''Search (Instinct):'''
*'''Search (Instinct):'''
*'''Tracking (Instinct):'''
*'''Tracking (Instinct):'''
Line 67: Line 121:


Lore Skills are often gained from either Feats or Histories. They are far more specific, such as Nobility Lore, Smithing Lore, or a Lore about a specific city. These allow your Character to recall information about the specific information you have a Lore for much more easily.
Lore Skills are often gained from either Feats or Histories. They are far more specific, such as Nobility Lore, Smithing Lore, or a Lore about a specific city. These allow your Character to recall information about the specific information you have a Lore for much more easily.
<br><br>
= Hero Creation =
Creating a Hero to play in a game of Project Istari can be a semi-complicated process to begin with, but all-in-all, it can be really fun, rewarding, and give you a great template to start out. You can follow these steps in any order you want, but the following is just a general guideline. These assume that you are starting at 1st Level
<br><br>
== Step 1: Choose your Lineage and Kin ==
Choose which Lineage you want for your Hero, this represents the general biological characteristics of your Hero, such as being an Elf or a Human. You gain the Features listed, with the Lineage, and you gain the Stat Boosts and Stat Flaws listed with the Lineage as well. If you want to be a Half-Breed, you choose one Feature from each Lineage from your parentage, and you treat all Stat Boosts and Stat Flaws as "Free".<br>
You then choose your Kin from one of the Kins available from your Lineage(s).
<br><br>
== Step 2: Choose your Class ==
Choose which Class you want for your Hero, this represents the specific skills and abilities you have as an adventurer.
<br><br>
== Step 3: Choose your Histories ==
Choose a total number of Histories who's point cost totals to 3 (generally).
<br><br>
== Step 4: Choose 3 Items ==
Choose (generally) 3 Items of any combination.
<br><br>
== Step 5: Increase Stats ==
Increase 4 of your Stats by 1.
<br><br>
== Step 6: Completion ==
Your done!!
<br><br>
<br><br>


Line 552: Line 635:
==== Elven Grace ====
==== Elven Grace ====
''Elf Feature''<br>
''Elf Feature''<br>
''You are extremely graceful, as most Elves are.'' You gain Acrobatics Proficincy, and when you take the Brace Action, you can use Agility instead of Might.
''You are extremely graceful, as most Elves are.'' You gain Acrobatics Proficiency, and when you take the Shove or Grapple Actions, you can use Acrobatics instead of Athletics for the Check.
<br><br>
<br><br>


==== Elven Senses ====
==== Elven Senses ====
''Elf Feature''<br>
''Elf Feature''<br>
''You have keen eyesight and sensitive hearing.'' You gain Preception and Tracking Proficiency. You also gain Resistance 1 to effects that would hamper your senses.
''You have keen eyesight and sensitive hearing.'' You gain Searching and Tracking Proficiency. You also gain Resistance 1 to effects that would hamper your senses.
<br><br>
<br><br>


Line 596: Line 679:
| Elf, Level 1 || N/A || Elf || N/A
| Elf, Level 1 || N/A || Elf || N/A
|}
|}
''You are extremely long-lived, thus you have experienced significantly more of the world, whether that be through adventure or travel.'' You gain 1 additional [Past Point], you learn 1 Langauge, gain 1 Skill Proficiency, and 1 Tool Proficiency.
''You are extremely long-lived, thus you have experienced significantly more of the world, whether that be through adventure or travel.'' You gain +1 History Point, you learn 1 Langauge, gain 1 Skill Proficiency, and 1 Tool Proficiency.
<br><br>
<br><br>


Line 986: Line 1,069:
= Drakomere Lineages =
= Drakomere Lineages =


== Verdan ==
== Human ==
''Verdan are natives of the Chaos, embodying its defining feature, chaos. Many Verdan traveled to the Wastes to be a nomadic tribe there, but they’re found all over Drakomere. Verdan have existed since the 1st Age in the Chaos.''
''Humans are native to Drakion, but have traveled and now inhabit all parts of Drakomere. Anywhere you go, most likely you'll find a couple Humans there.''
{| class="wikitable"
{| class="wikitable"
|+
|+
Line 993: Line 1,076:
! Ability Boosts !! Ability Flaw !! Languages
! Ability Boosts !! Ability Flaw !! Languages
|-
|-
| Free, Free, Free || Free || Adventurer, Free
| Might, Resolve, Free || Free || Adventurer, Free
|}
|}
<br><br>
<br><br>


==== Chaotic Physicality ====
==== Vessels of Khaagaazh ====
''Verdan Feature''<br>
''Human Feature''<br>
''The exact size, shape, and color of any Verdan can truly seem random at times.'' At the end of a Rest, choose one of the following until your next Rest:
''Humans have an inborn khaagaazh, greater than almost any creature in Drakomere.'' You gain a Lineage Feat who's prerequisites you meet.
*Your Size is Tiny (you take up a 0.5x0.5 Space).
*Your Size is Medium (you take up a 1x1 Space).
*Your Size is Large (you take up a 2x2 Space).
At the end of a Rest, choose one of the following until your next Rest:
*Your Defense Die increases by 1 Step.
*Your Movement increases by 2.
*Your HP increases by 2.
<br>
 
==== Shifting Skills ====
''Verdan Feature''<br>
''Verdan's have a strangely and chaotically changing skillset.'' At the end of a Rest, choose 1 Skill, 1 Language, and 1 Lore to gain until your next Rest.
<br><br>
<br><br>


=== Kins ===
==== Durable and Adaptable ====
Verdan Kins represent the different abilities they have gained from the ambient magical energy in their environment.
''Human Feature''<br>
''Humans are naturally adaptable to their environments and have a naturally strong will.'' You gain ''Environment'' Resistance 2, and Grit Proficiency.
<br><br>
<br><br>


==== Archipelago ====
=== Human Kins ===
''Verdan Kin''<br>
Human Kins represent the different environments you grew up in, assimilating the culture and abilities needed to survive.
''Your family comes from the Archipelago.'' You can Swim, breathe underwater, gain the ''Amphibious'' Trait, Sailing Lore, and Water Resistance 2.
<br><br>
<br><br>


==== Chaos ====
==== Draconic ====
''Verdan Kin''<br>
''Human Kin''
''Your family comes from the Chaos.'' When you deal Damage, you can spend 1 Reaction to add one of the following Traits to that Damage: Acid, Air, Cold, Earth, Fire, Lightning, Poison, Sonic, Water. You also gain Environment Resistance 1.
''You are a human that has been influenced by the latent draconic power in the various cities in Drakion.'' Choose one of the following Traits: Acid, Air, Cold, Earth, Emotion, Faerie, Fire, Lightning, Mental, Negative, Poison, Positive, Radiant, Shadow, Sonic, Water. You gain Resistance 1 to the chosen Trait as faint draconic scales form on your body. Also, you can spend 1 Action and 1 Energy to cause all Foes in a Cone with a Range equal to your Resolve to take 1d8 + Resolve Damage (Defended by Might or Agility, Target's Choice). This Damage has the Trait you chose for this Kin.
<br><br>
<br><br>


==== Drakion ====
=== Lineage Feats ===
''Verdan Kin''<br>
''1st, 5th, 9th, 13th, and 17th Level Feature''<br>
''Your family comes from Drakion.'' At the end of a Rest, choose one of the following Traits to gain Resistance 2 for until the end of your next Rest: Acid, Air, Cold, Earth, Emotion, Faerie, Fire, Lightning, Mental, Negative, Poison, Positive, Radiant, Shadow, Sonic, Water.
Choose one of the Human Lineage Feats to gain as long as you meet the prerequisites of that Feat.
<br><br>


==== Mecha ====
==== Body Building ====
''Verdan Kin''<br>
{| class="wikitable"
''Your family comes from the Mecha Mountains.'' Feature.
|+
|-
! Prerequisites !! Traits
|-
| Human, Level 1 || Human
|}
''The human muscle structure allows for vast adaptability at a fairly quick rate.'' You gain Athletics Proficiency and your HP increases by 2.
<br><br>
<br><br>


==== Mutated ====
==== Built for Marathon ====
''Verdan Kin''<br>
{| class="wikitable"
''Your family comes from the Mutated Moors.'' Feature.
|+
|-
! Prerequisites !! Traits
|-
| Human, Level 1 || Human
|}
''Humans learn quickly, and you've used that to your advantage.'' You gain Endurance Proficiency, and you gain ''Exhaustion'' Resistance 2.
<br><br>
<br><br>


==== Necrotic ====
==== Fast Learner ====
''Verdan Kin''<br>
{| class="wikitable"
''Your family comes from the Necropolis.'' You gain Negative Resistance 2 and you do not need to breathe. You also gain ''Respiratory'' Immunity.
|+
|-
! Prerequisites !! Traits
|-
| Human, Level 1 || Human, Knowledge
|}
''Humans learn quickly, and you've used that to your advantage.'' You learn a Language, gain a Skill Proficiency, and gain a Lore. This Feat can be taken multiple times.
<br><br>
<br><br>


==== Starstruck ====
==== Magical Blast ====
''Verdan Kin''<br>
{| class="wikitable"
''Your family comes from the Starstruck Shore.'' You gain Radiant Resistance 2, and you shed Light a number up to a number of Meters equal to your Level. The exact brightness of this Light can be altered by spending 1 Action.
|+
|-
! Prerequisites !! Traits
|-
| Human, Level 1 || Human, Magic
|}
''Khaagaazh flows through your veins and you have learnt to weaponize it.'' You gain a Magical Blast Attack, which has Attack Stats of Might and Lore, and Target Stats of Agility or Instinct (Target's Choice). It has the ''Natural'' and ''Ranged (4 Meters)'' Keywords, and the ''Human'' and ''Magic'' Traits.
<br><br>
<br><br>


==== Twisted ====
==== Putting on a Face ====
''Verdan Kin''<br>
{| class="wikitable"
''Your family comes from the Twisted-Lands.'' You can speak Telepathically to nearby Creatures. You also gain Mental Resistance 1.
|+
|-
! Prerequisites !! Traits
|-
| Human, Level 1 || Human
|}
''You've learnt the mechanics of altering your facial expression and body language to more effectively coerce your foes.'' You gain Intimidation Proficiency, and when you make an Intimidation Check, you can always use Resolve instead of Might. Also, the Terrify Action has a Range of your Might + your Resolve, instead of just your Might.
<br><br>
<br><br>


==== Wild ====
== Verdan ==
''Verdan Kin''<br>
''Verdan are natives of the Chaos, embodying its defining feature, chaos. Many Verdan traveled to the Wastes to be a nomadic tribe there, but they’re found all over Drakomere. Verdan have existed since the 1st Age in the Chaos.''
''Your family comes from the Wild Plains.'' Feature.
<br><br>
 
=== Lineage Feat ===
''1st, 5th, 9th, 13th, and 17th Level Verdan Feature''<br>
Choose one of the Verdan Lineage Feats to gain as long as you meet the prerequisites of that Feat.
<br><br>
 
==== Verdan Stuffs ====
{| class="wikitable"
{| class="wikitable"
|+
|+
|-
|-
! Prerequisites !! Traits
! Ability Boosts !! Ability Flaw !! Languages
|-
|-
| Verdan, Level 1 || Verdan
| Free, Free, Free || Free || Adventurer, Free
|}
|}
''Fluff.'' Feature.
<br><br>
<br><br>


= Class =
==== Chaotic Physicality ====
Your Class is the skills your character has, categorized into groups, such as Fighter, Wizard, or Rogue. Classes are divided into several groups based on both play style and magical potential.<br>
''Verdan Feature''<br>
Class Ideas: Inquisitor, Warlord, Runesmith<br>
''The exact size, shape, and color of any Verdan can truly seem random at times.'' At the end of a Rest, choose one of the following until your next Rest:
Culturally Specific Class Ideas: Samurai, Spartan, Shinobi, Einherjar
*Your Size is Tiny (you take up a 0.5x0.5 Space).
<br><br>
*Your Size is Medium (you take up a 1x1 Space).
 
*Your Size is Large (you take up a 2x2 Space).
{| class="wikitable"
At the end of a Rest, choose one of the following until your next Rest:
|+ Bruisers
*Your Defense Die increases by 1 Step.
|-
*Your Movement increases by 2.
! Class Name !! Complexity Level !! Class Description !! Subclass Title (Starting Level)
*Your HP increases by 2.
|-
<br>
| Berserker || Example || Example || Path (Level 1)
 
|-
==== Shifting Skills ====
| Cursed || Example || Example || Curse (Level 1)
''Verdan Feature''<br>
|-
''Verdan's have a strangely and chaotically changing skillset.'' At the end of a Rest, choose 1 Skill, 1 Language, and 1 Lore to gain until your next Rest.
| Disciple || Example || Example || Journey (Level 3)
<br><br>
|-
| Executioner || Example || Example || Hood (Level 3)
|-
| Monk || Example || Example || Way (Level 3)
|-
| Vanguard || Example || Example || Mandate (Level 2)
|-
| Warrior || Example || Example || League (Level 3) [maybe rename]
|}


{| class="wikitable"
=== Verdan Kins ===
|+ Specialists
Verdan Kins represent the different abilities they have gained from the ambient magical energy in their environment.
|-
<br><br>
! Class Name !! Complexity Level !! Class Description !! Subclass Title (Starting Level)
 
|-
==== Archipelago ====
| Artisan || Example || Example || Mastery (Level 1)
''Verdan Kin''<br>
|-
''Your family comes from the Archipelago.'' You can Swim, breathe underwater, gain the ''Amphibious'' Trait, Sailing Lore, and Water Resistance 2.
| Mentor || Example || Example || Curriculum (Level 3)
<br><br>
|-
 
| Ranger || Example || Example || Conclave (Level 3)
==== Chaos ====
|-
''Verdan Kin''<br>
| Rogue || Example || Example || Profession (Level 3)
''Your family comes from the Chaos.'' When you deal Damage, you can spend 1 Reaction to add one of the following Traits to that Damage: Acid, Air, Cold, Earth, Fire, Lightning, Poison, Sonic, Water. You also gain Environment Resistance 1.
|-
<br><br>
| Savant || Example || Example || Expert (Level 3)
|-
| Swashbuckler || Example || Example || Flair (Level 3)
|-
| Traveler || Example || Example || Style (Level 2)
|}


{| class="wikitable"
==== Drakion ====
|+ Aegisis
''Verdan Kin''<br>
|-
''Your family comes from Drakion.'' At the end of a Rest, choose one of the following Traits to gain Resistance 2 for until the end of your next Rest: Acid, Air, Cold, Earth, Emotion, Faerie, Fire, Lightning, Mental, Negative, Poison, Positive, Radiant, Shadow, Sonic, Water.
! Class Name !! Complexity Level !! Class Description !! Subclass Title (Starting Level)
<br><br>
|-
 
| Mageborn || Example || Example || Technique (Level 3)
==== Mecha ====
|-
''Verdan Kin''<br>
| Magus || Example || Example || Medium (Level 2)
''Your family comes from the Mecha Mountains.'' Feature.
|-
<br><br>
| Paladin || Example || Example || Oath (Level 1)
 
|-
==== Mutated ====
| Istari || Example || Example || [Color] (Level [X])
''Verdan Kin''<br>
|-
''Your family comes from the Mutated Moors.'' Feature.
| Shaman || Example || Example || Attunement (Level 2)
<br><br>
|-
| Summoner || Example || Example || Bond  (Level 1)
|-
| Warden || Example || Example || Realm  (Level 3)
|}


{| class="wikitable"
==== Necrotic ====
|+ Mages
''Verdan Kin''<br>
|-
''Your family comes from the Necropolis.'' You gain Negative Resistance 2 and you do not need to breathe. You also gain ''Respiratory'' Immunity.
! Class Name !! Complexity Level !! Class Description !! Subclass Title (Starting Level)
|-
| Bard || Example || Example || College (Level 2)
|-
| Cleric || Example || Example || Domain (Level 1)
|-
| Druid || Example || Example || Circle (Level 2)
|-
| Psion || Example || Example || Order (Level 3)
|-
| Sorcerer || Example || Example || Bloodline (Level 1)
|-
| Warlock || Example || Example || Patron (Level 1)
|-
| Wizard || Example || Example || School (Level 2)
|}
 
= History =
Your History is the legacy of your character, such as being touched by magic, defending your home from bandits, working as a blacksmith, a soldier, or being imprisoned.<br>
The GM determines how many History Points each Hero in the campaign has at Level 1 (usually 3). At Level 3, 11, and 19, a Character gains 2 more History Points.
<br><br>
<br><br>


==== Acolyte ====
==== Starstruck ====
''1 History Point''<br>
''Verdan Kin''<br>
''You were an acolyte.'' You gain a Lore Skill in relation to the religion you were an acolyte for.<br>
''Your family comes from the Starstruck Shore.'' You gain Radiant Resistance 2, and you shed Light a number up to a number of Meters equal to your Level. The exact brightness of this Light can be altered by spending 1 Action.
'''Blessing. -Auditory''' You can spend 1 Action to bestow a blessing on an adjacent Ally until the end of your next Turn. During this time, when that Ally would roll a d4 or a d6, they can expend the blessing and instead roll a d8.
<br><br>
<br><br>


==== Harsh Summer ====
==== Twisted ====
''1 History Point''<br>
''Verdan Kin''<br>
''You, and potentially your whole home town, fought through and survived an especially harsh summer, which you contributed to in some way.'' You get Endurance Proficiency. You gain Fire Resistance 1.
''Your family comes from the Twisted-Lands.'' You can speak Telepathically to nearby Creatures. You also gain Mental Resistance 1.
<br><br>
<br><br>


==== Harsh Winter ====
==== Wild ====
''1 History Point''<br>
''Verdan Kin''<br>
''You, and potentially your whole home town, fought through and survived an especially harsh winter, which you contributed to in some way.'' You get Endurance Proficiency. You gain Cold Resistance 1.
''Your family comes from the Wild Plains.'' Feature.
<br><br>
<br><br>


==== Scaled Mountain ====
=== Lineage Feat ===
''1 History Point''<br>
''1st, 5th, 9th, 13th, and 17th Level Feature''<br>
''You have achieved a great feat, climbing either a mountain, cliff, or some other large surface.'' You gain Athletics and Endurance Proficiency.
Choose one of the Verdan Lineage Feats to gain as long as you meet the prerequisites of that Feat.
<br><br>
<br><br>


==== Scholar ====
==== Verdan Stuffs ====
''2 History Points''<br>
{| class="wikitable"
''You have spent much of your life studying.'' You gain 2 Lore Skills of your choice and you have +2 max knowledge points.
|+
|-
! Prerequisites !! Traits
|-
| Verdan, Level 1 || Verdan
|}
''Fluff.'' Feature.
<br><br>
<br><br>


==== Escaped Capture ====
== Versatile Kins ==
''1 History Points''<br>
Instead of choosing a normal kin for your Lineage, you can choose one of these, which represent different events that can affect your Hero, changing them forever, such as being turned into an undead or made into an Augmented via grafting machinery to your body.
''You escaped some form of captivity, whether it be slavery, prison, or something else.'' You gain Chase and Escape Proficiency.
<br><br>


==== Home Scorched ====
==== Reborn ====
''1 History Points''<br>
''Versatile Kin''<br>
''Your home, either the actual house, a large part of, or the entire city, was burned, and you helped in fighting the fire in some way.'' You gain Athletics and Endurance Proficiency.
''You have been resurrected in some way, but not quite how you were before. You're an undead, but you still retain memories of your former life.'' You gain the ''Undead'' Trait and you no longer need breath or sustenance. You gain ''Positive'' Weakness 3, and when you would take ''Negative'' Damage, you instead regain that much HP. Healing with the ''Positive'' Trait instead deals that much Damage to you. Finally, you gain 2 additional History Points.
<br><br>
<br><br>


==== Bandit Attack ====
= Class =
''2 History Points''<br>
Your Class is the skills your character has, categorized into groups, such as Fighter, Wizard, or Rogue. Classes are divided into several groups based on both play style and magical potential.<br>
''You, your family, or your village was attacked by bandits, and you helped to defend in some way.'' You get Athletics, Bullying, or Intimidation Proficiency.<br>
Class Ideas: Inquisitor, Warlord, Runesmith<br>
'''Watch Out! (Reaction)''' When an Ally adjacent to you makes a Defense Roll, you can spend 1 Reaction to give them a +2 Bonus to the Roll.
Culturally Specific Class Ideas: Samurai, Spartan, Shinobi, Einherjar
<br><br>
<br><br>


==== Noble ====
{| class="wikitable"
''1 History Points''<br>
|+ Bruisers
''You have lived in comfort for most of your life as you and your immediate family is part of the nobility.'' You gain Nobility Lore and Diplomacy Proficiency.
|-
<br><br>
! Class Name !! Complexity Level !! Class Description !! Subclass Title (Starting Level)
|-
| Berserker || Example || Example || Path (Level 1)
|-
| Cursed || Example || Example || Curse (Level 1)
|-
| Disciple || Example || Example || Journey (Level 3)
|-
| Executioner || Example || Example || Hood (Level 3)
|-
| Monk || Example || Example || Way (Level 3)
|-
| Vanguard || Example || Example || Mandate (Level 2)
|-
| Warrior || Example || Example || League (Level 3) [maybe rename]
|}


==== Performer ====
{| class="wikitable"
''1 History Points''<br>
|+ Specialists
''You have worked to entertain people, whether that be reciting tales and playing a lute in a tavern, by acting on the front stage of a theater, by singing in the streets, or some other means.'' You gain Performance Lore and Diplomacy Proficiency.
|-
<br><br>
! Class Name !! Complexity Level !! Class Description !! Subclass Title (Starting Level)
 
|-
[Ideas: Stood up to Bully, Fought a Ghost, Found Missing Person, Discover Lost Library, Tragic Loss, Mysterious Murder, Invention, Inspire Crowd, Hunter, Farmer, Apprentice, Beggar, Outlander, Conscript, Acolyte, Pickpocket, Sailor, Merchant, Settler, Squire, Student, Wrongful Imprisonment, Conscription, Student, Acolyte, Enslaved, City Guard]
| Artisan || Example || Example || Mastery (Level 1)
<br><br>
|-
 
| Mentor || Example || Example || Curriculum (Level 3)
= Destiny =
|-
Destinies represent what your Hero is destined to become and give a way to both gain and spend Fate. The GM determines how many Destiny Points Hero's have at Level 1 (usually 1). At Levels 7, 15, and 20, a Hero gains 1 additional Destiny Point.
| Ranger || Example || Example || Conclave (Level 3)
<br><br>
|-
| Rogue || Example || Example || Profession (Level 3)
|-
| Savant || Example || Example || Expert (Level 3)
|-
| Swashbuckler || Example || Example || Flair (Level 3)
|-
| Traveler || Example || Example || Style (Level 2)  
|}


==== Almighty Archmage ====
{| class="wikitable"
''1 Destiny Point''<br>
|+ Aegisis
''Magic power flows through you.''<br>
|-
'''Gaining Fate:''' Whenever your party first gains a Magic Item (through a manner other than spending Fate), or you gain a Spell for the first time, you gain 1 Fate.<br>
! Class Name !! Complexity Level !! Class Description !! Subclass Title (Starting Level)
'''Spending Fate:''' You can spend 1 Fate to cast any Spell another Hero of your Level could.<br>
|-
'''Table-Talk.''' There are a lot of Spells in the game, it could make sense to choose a few signature Spells for your Hero to not be overwhelmed with choice every time you use this Destiny's '''Spending Fate''' feature.
| Mageborn || Example || Example || Technique (Level 3)
<br><br>
|-
 
| Magus || Example || Example || Medium (Level 2)
==== Vengeful Vindicator ====
|-
''1 Destiny Point''<br>
| Paladin || Example || Example || Oath (Level 1)
''If you are crossed, you will fight back, and you aim to end betrayal in the world, by any means necessary.''<br>
|-
'''Gaining Fate:''' When you claim retribution and claim justice against someone who has wronged you, you gain 1 Fate.
| Istari || Example || Example || [Color] (Level [X])
'''Spending Fate:''' When you gain a Wound or Fear, you can spend 1 Fate to cause the Creature that dealt it to you to gain a Wound or Fear respectively.
|-
| Shaman || Example || Example || Attunement (Level 2)
|-
| Summoner || Example || Example || Bond  (Level 1)
|-
| Warden || Example || Example || Realm  (Level 3)
|}
 
{| class="wikitable"
|+ Mages
|-
! Class Name !! Complexity Level !! Class Description !! Subclass Title (Starting Level)
|-
| Bard || Example || Example || College (Level 2)
|-
| Cleric || Example || Example || Domain (Level 1)
|-
| Druid || Example || Example || Circle (Level 2)
|-
| Psion || Example || Example || Order (Level 3)
|-
| Sorcerer || Example || Example || Bloodline (Level 1)
|-
| Warlock || Example || Example || Patron (Level 1)
|-
| Wizard || Example || Example || School (Level 2)
|}
 
= History =
Your History is the legacy of your character, such as being touched by magic, defending your home from bandits, working as a blacksmith, a soldier, or being imprisoned.<br>
The GM determines how many History Points each Hero in the campaign has at Level 1 (usually 3). At Level 3, 11, and 19, a Character gains 2 more History Points.
<br><br>
<br><br>


==== Legendary Collector ====
==== Beggar ====
''1 Destiny Point''<br>
''0 History Points''<br>
''You've always had a profundity for picking up random yet useful knick-knacks, and you are destined to have a vast treasure vault one day.''<br>
''You begged for alms to try and get by.'' You have 1 less Starting Item and you gain Grit Proficiency.
'''Gaining Fate:''' Whenever your party first gains a Treasure Item (through a manner other than spending Fate), you gain 1 Fate.<br>
<br><br>
'''Spending Fate:''' You can spend 1 Fate to gain a random Item.
 
==== Acolyte ====
''1 History Point''<br>
''You were an acolyte.'' You gain a Lore Skill in relation to the religion you were an acolyte for.<br>
'''Blessing. -Auditory''' You can spend 1 Action to bestow a blessing on an adjacent Ally until the end of your next Turn. During this time, when that Ally would roll a d4 or a d6, they can expend the blessing and instead roll a d8.
<br><br>
<br><br>


==== People's Champion ====
==== Childhood Pet ====
''1 Destiny Point''<br>
''1 History Point''<br>
''The people look up to you as their champion.''<br>
''You had a pet in your childhood.'' You gain Handling Lore, Lore in relation to the animal you had as a pet, as well as Diplomacy Proficiency.
'''Gaining Fate:''' When you directly help members of the populace at significant expense to yourself, you gain 1 Fate.<br>
'''Spending Fate:''' You can spend 1 Fate to inspire a portion of the populace to follow a course of action which benefits the populace (such as overthrowing a corrupt tyrant or aiding in defense against an evil).
<br><br>
<br><br>


==== Primal Paragon ====
==== Conscripted ====
''1 Destiny Point''<br>
''1 History Point''<br>
''You have always had an affinity for the natural, and you are destined to become one with it.''<br>
''You were conscripted into some form of army or militia.'' You gain 1 additional Starting Item, but you must use it to gain an Item with the ''Weapon'' Trait. You also gain Discern Proficiency.
'''Gaining Fate:''' When you perform a great feat of preserving or commanding nature, you gain 1 Fate.<br>
 
'''Spending Fate:''' You can spend 1 Fate to direct a Beast, Plant, or Nature creature to take a course of action you choose.
==== Escaped Capture ====
''1 History Point''<br>
''You escaped some form of captivity, whether it be slavery, prison, or something else.'' You gain Chase and Escape Proficiency.
<br><br>
<br><br>


==== Relentless Regicide ====
==== Harsh Summer ====
''1 Destiny Point''<br>
''1 History Point''<br>
''You will eventually kill a king, queen, regent, or ruler.''<br>
''You, and potentially your whole home town, fought through and survived an especially harsh summer, which you contributed to in some way.'' You get Endurance Proficiency. You gain Fire Resistance 1.
'''Gaining Fate:''' XXXXXX<br>
'''Spending Fate:''' XXXXXX
<br><br>
<br><br>


==== Seabound Scoundrel ====
==== Harsh Winter ====
''1 Destiny Point''<br>
''1 History Point''<br>
''"I'll never stoop to your level." - Croc Ashstrike''
''You, and potentially your whole home town, fought through and survived an especially harsh winter, which you contributed to in some way.'' You get Endurance Proficiency. You gain Cold Resistance 1.
'''Gaining Fate:''' When you acquire your first of a kind of Nautical Item, you gain 1 Fate.
'''Spending Fate:''' You can spend 2 Fate to gain a Treasure Item.
<br><br>
<br><br>


[Ideas: Intrepid Explorer, Draconic Heritage/Heir, Famous Performer, Famed Scholar, Force of Darkness, Master of Whispers, Hand of Vengeance, Paragon of Light, Warlord, Hand of Fate, Heir to the Throne, Glorious Hero, Cunning Villain, Wise Master]
==== Home Scorched ====
''1 History Point''<br>
''Your home, either the actual house, a large part of, or the entire city, was burned, and you helped in fighting the fire in some way.'' You gain Athletics and Endurance Proficiency.
<br><br>
<br><br>


= Wounds =
==== Performer ====
After a Hero or Nemesis takes Damage equal to its HP (Might + 4), it will gain a random Wound.
''1 History Point''<br>
''You have worked to entertain people, whether that be reciting tales and playing a lute in a tavern, by acting on the front stage of a theater, by singing in the streets, or some other means.'' You gain Performance Lore and Diplomacy Proficiency.
<br><br>
<br><br>


== Glancing Wounds ==
==== Pickpocket ====
In Combat, a creature is filled with adrenaline and can spend 2 Actions to try to recover from a Wound, using one of its Recovery Stats. When a creature attempts to Recover from a Wound, it makes a Check using the chosen Recovery Stat, and recovers from the Wound if it succeeds the Check, which has a DC listed in the Condition. At the end of Combat, a creature Recovers from all of its Glancing Wounds.
''1 History Point''<br>
''You lived off of the little you could steal from passersby.'' You gain Dexterity Proficiency and 1 additional Starting Item, but it must have the ''Gear'' Trait.
<br><br>
<br><br>


==== Blistering ====
==== Scaled Mountain ====
{| class="wikitable"
''1 History Point''<br>
|+
''You have achieved a great feat, climbing either a mountain, cliff, or some other large surface.'' You gain Athletics and Endurance Proficiency.
|-
! Traits !! Recovery Stats
|-
| Glancing Wound, Bleed || Might, Lore (DC8)
|}
''In response to a burn or other flesh wound, your skin has broken out in blisters.'' After you make a Check, you take 1 Damage.
<br><br>
<br><br>


==== Chills ====
==== Spiritual ====
{| class="wikitable"
''1 History Point''<br>
|+
''You are spiritual about something.'' You gain one of the following: Positive Resistance 3, Negative Resistance 3, or Spirit Resistance 3.
|-
 
! Traits !! Recovery Stats
==== Student ====
|-
''1 History Point''
| Glancing Wound || Might, Lore (DC5)
''You were or are a student.'' You gain 3 Lores of your choice.
|}
<br><bR>
''I scream, you scream, we all scream … when we have chills.'' Whenever you take an Action, you lose all your unspent Movement Points.
 
==== Adventurer ====
''2 History Points''<br>
''You've been an adventurer for some time already.'' Choose one of the following Feats to gain: [list of feats that give a class skill like rogue knacks, warrior maneuvers, etc.].
<br><br>
<br><br>


==== Dazed ====
==== Bandit Attack ====
{| class="wikitable"
''2 History Points''<br>
|+
''You, your family, or your village was attacked by bandits, and you helped to defend in some way.'' You get Athletics, Bullying, or Intimidation Proficiency.<br>
|-
'''Watch Out! (Reaction)''' When an Ally adjacent to you makes a Defense Roll, you can spend 1 Reaction to give them a +2 Bonus to the Roll.
! Traits !! Recovery Stats
|-
| Glancing Wound, Bludgeoning, Mental || Might, Resolve (DC5)
|}
''Your mind has been muddles, usually either by a concussive blow to your head or a magical muddying.'' It takes 1 fewer Action to Recover from this Wound. At the start of each of your Turns, you must attempt to Recover from this Wound.
<br><br>
<br><br>


==== Disoriented ====
==== Brave ====
{| class="wikitable"
''2 History Points''<br>
|+
''You are naturally strong willed and fear doesn't easily take hold in you.'' You gain Grit Proficiency.<br>
|-
'''Determination.''' When you gain a Passing or Creeping Fear, you can spend 1 Reaction and 1 Energy to discard it instead.
! Traits !! Recovery Stats
|-
| Glancing Wound, Bludgeoning || Agility, Instinct (DC5)
|}
''Money may make the world go 'round, but a good knock to the head can do so too.'' Whenever you move, you must do so in a random direction. You can move at half the normal rate to ignore this effect.
<br><br>
<br><br>


==== Enfeebled ====
==== Hunter ====
{| class="wikitable"
''2 History Points''<br>
|+
''You are an expert at hunting food for yourself.''<br>
|-
'''Breathe and Aim.''' You can spend 1 Action to steady yourself. Your next Attack this Turn has its Attack Die reduced by 1 Size, but it adds a second Attack Die to the Attack of the reduced Die's Size.
! Traits !! Recovery Stats
<br><br>
|-
 
| Glancing Wound || Might (DC4)
==== Loyal Pet ====
|}
''2 History Points''<br>
''A heavy blow has weakened you, impairing your retaliation.'' You must spend an additional Action for every Attack you perform.
''You've bonded with an animal who is now your loyal companion.'' You gain the ''Animal Companion'' Feat.
<br><br>
<br><br>


==== Entangled ====
==== Noble ====
{| class="wikitable"
''2 History Points''<br>
|+
''You have lived in comfort for most of your life as you and your immediate family is part of the nobility.'' You gain Nobility Lore and Diplomacy Proficiency, you also gain 2 more Starting Items.
|-
! Traits !! Recovery Stats
|-
| Glancing Wound, Positioning || Might, Agility (DC4)
|}
''Bound and tied in some form of snare, you are restrained.'' You cannot Dash.
<br><br>
<br><br>


==== Fever ====
==== Scholar ====
{| class="wikitable"
''2 History Points''<br>
|+
''You have spent much of your life studying.'' You gain 2 Lore Skills of your choice and you have +2 max knowledge points.
|-
! Traits !! Recovery Stats
|-
| Glancing Wound, Disease || Might (DC4)
|}
''[].'' At the end of each of your turns, increase the DC for this Wound by 1 (to a maximum of 8). Once the DC reaches 8, convert this to a Lingering Wound with "'''Recovery Condition.''' You gain a -1 penalty on Checks made to Recover from this Wound for each other Wound you have."
<br><br>
<br><br>


==== Flesh Wound ====
[Ideas: Stood up to Bully, Fought a Ghost, Found Missing Person, Discover Lost Library, Tragic Loss, Mysterious Murder, Invention, Inspire Crowd, Farmer, Apprentice, Outlander, Sailor, Merchant, Settler, Squire, Wrongful Imprisonment, Conscription, Enslaved, City Guard]
{| class="wikitable"
<br><br>
|+
 
|-
= Destiny =
! Traits !! Recovery Stats
Destinies represent what your Hero is destined to become and give a way to both gain and spend Fate. The GM determines how many Destiny Points Hero's have at Level 1 (usually 1). At Levels 7, 15, and 20, a Hero gains 1 additional Destiny Point.
|-
<br><br>
| Glancing Wound || Might, Lore (DC10)
 
|}
==== Almighty Archmage ====
''"'Tis but a flesh wound!" — Micah, probably.'' You cannot have more Hit Points than half your Hit Point maximum.
''1 Destiny Point''<br>
''Magic power flows through you.''<br>
'''Gaining Fate:''' Whenever your party first gains a Magic Item (through a manner other than spending Fate), or you gain a Spell for the first time, you gain 1 Fate.<br>
'''Spending Fate:''' You can spend 1 Fate to cast any Spell another Hero of your Level could.<br>
'''Table-Talk.''' There are a lot of Spells in the game, it could make sense to choose a few signature Spells for your Hero to not be overwhelmed with choice every time you use this Destiny's '''Spending Fate''' feature.
<br><br>
<br><br>


==== Infection ====
==== Fateless ====
{| class="wikitable"
''1 Destiny Point''<br>
|+
''You have no fate, and you make your own destiny.''<br>
|-
You have 0 maximum Fate, but your Energy increases by 3. You can also spend Energy as if it were Fate, and if you would gain Fate, you instead gain that much Energy.
! Traits !! Recovery Stats
|-
| Glancing Wound, Disease, Infection || Might, Lore (DC5)
|}
''The microbial world is chock-full of pioneering, opportunistic germs and fungi, each of which is more than happy to take advantage of an open wound.'' Your Hit Points are reduced by 2.<br>
If you have one or more Lingering or Grievous Wounds, attach this Wound to one of them and this gains "You only lose this Wound when you lose the attached Wound."
<br><br>
<br><br>


==== Lacerated ====
==== Vengeful Vindicator ====
{| class="wikitable"
''1 Destiny Point''<br>
|+
''If you are crossed, you will fight back, and you aim to end betrayal in the world, by any means necessary.''<br>
|-
'''Gaining Fate:''' When you claim retribution and claim justice against someone who has wronged you, you gain 1 Fate.
! Traits !! Recovery Stats
'''Spending Fate:''' When you gain a Wound or Fear, you can spend 1 Fate to cause the Creature that dealt it to you to gain a Wound or Fear respectively.
|-
| Glancing Wound, Bleed || Might, Instinct (DC6)
|}
''You have been hit in a way that has caused you to lose vital fluids.'' At the start of your turn, you take 1 Damage.
<br><br>
<br><br>


==== Prone ====
==== Legendary Collector ====
{| class="wikitable"
''1 Destiny Point''<br>
|+
''You've always had a profundity for picking up random yet useful knick-knacks, and you are destined to have a vast treasure vault one day.''<br>
|-
'''Gaining Fate:''' Whenever your party first gains a Treasure Item (through a manner other than spending Fate), you gain 1 Fate.<br>
! Traits !! Recovery Stats
'''Spending Fate:''' You can spend 1 Fate to gain a random Item.
|-
| Glancing Wound, Positioning || Agility, Speed (DC3)
|}
''You have been knocked to the ground and are in a vulnerable position.'' When you make a Defense Roll, you make the Roll twice and use the lower result. Your Movement is reduced by half.
<br><br>
<br><br>


==== Shaken ====
==== People's Champion ====
{| class="wikitable"
''1 Destiny Point''<br>
|+
''The people look up to you as their champion.''<br>
|-
'''Gaining Fate:''' When you directly help members of the populace at significant expense to yourself, you gain 1 Fate.<br>
! Traits !! Recovery Stats
'''Spending Fate:''' You can spend 1 Fate to inspire a portion of the populace to follow a course of action which benefits the populace (such as overthrowing a corrupt tyrant or aiding in defense against an evil).
|-
<br><br>
| Glancing Wound, Mental, Fear || Resolve (DC5)
|}
''You have been struck with great power and shaken to your core.'' You gain a Passing Fear. At the start of your next Turn, you Recover from this Wound.
<br><br>


==== Short of Breath ====
==== Primal Paragon ====
{| class="wikitable"
''1 Destiny Point''<br>
|+
''You have always had an affinity for the natural, and you are destined to become one with it.''<br>
|-
'''Gaining Fate:''' When you perform a great feat of preserving or commanding nature, you gain 1 Fate.<br>
! Traits !! Recovery Stats
'''Spending Fate:''' You can spend 1 Fate to direct a Beast, Plant, or Nature creature to take a course of action you choose.
|-
| Glancing Wound, Respiratory || Might (DC5)
|}
''Your breath has been taken away, whether by injury or a beautiful sight.'' You cannot move more spaces in a round than your Might.
<br><br>
<br><br>


==== Slowed ====
==== Relentless Regicide ====
{| class="wikitable"
''1 Destiny Point''<br>
|+
''You will eventually kill a king, queen, regent, or ruler.''<br>
|-
'''Gaining Fate:''' XXXXXX<br>
! Traits !! Recovery Stats
'''Spending Fate:''' XXXXXX
|-
| Glancing Wound, Movement || Speed (DC7)
|}
''You have been hit in a way that restricts your movement.'' Your Movement is reduced by half.
<br><br>
<br><br>


==== Spasms ====
==== Seabound Scoundrel ====
''1 Destiny Point''<br>
''"I'll never stoop to your level." - Croc Ashstrike''
'''Gaining Fate:''' When you acquire your first of a kind of Nautical Item, you gain 1 Fate.
'''Spending Fate:''' You can spend 2 Fate to gain a Treasure Item.
<br><br>
 
[Ideas: Intrepid Explorer, Draconic Heritage/Heir, Famous Performer, Famed Scholar, Force of Darkness, Master of Whispers, Hand of Vengeance, Paragon of Light, Warlord, Hand of Fate, Heir to the Throne, Glorious Hero, Cunning Villain, Wise Master]
<br><br>
 
= Wounds =
After a Hero or Nemesis takes Damage equal to its HP (Might + 4), it will gain a random Wound.
<br><br>
 
== Glancing Wounds ==
In Combat, a creature is filled with adrenaline and can spend 2 Actions to try to recover from a Glancing Wound, using one of its Recovery Stats. When a creature attempts to Recover from a Glancing Wound, it makes a Check using the chosen Recovery Stat, and recovers from the Wound if it succeeds the Check, which has a DC listed in the Condition. At the end of Combat, a creature Recovers from all of its Glancing Wounds.
<br><br>
 
==== Blistering ====
{| class="wikitable"
{| class="wikitable"
|+
|+
Line 1,451: Line 1,532:
! Traits !! Recovery Stats
! Traits !! Recovery Stats
|-
|-
| Glancing Wound, Respiratory || Might (DC5)
| Glancing Wound, Bleed || Might, Lore (DC8)
|}
|}
''Muscle spasms constrain your movements, hindering your advance and retreat alike.'' You cannot spend more Initiative Points in a Round than your Might.
''In response to a burn or other flesh wound, your skin has broken out in blisters.'' After you make a Check, you take 1 Damage.
<br><br>
<br><br>


==== Stunned ====
==== Dazed ====
{| class="wikitable"
{| class="wikitable"
|+
|+
Line 1,462: Line 1,543:
! Traits !! Recovery Stats
! Traits !! Recovery Stats
|-
|-
| Glancing Wound, Bludgeoning || Might, Instinct (DC5)
| Glancing Wound, Bludgeoning, Mental || Might, Resolve (DC5)
|}
|}
''Fluff.'' When you would spend an Energy, you must also spend an Action.
''Your mind has been muddles, usually either by a concussive blow to your head or a magical muddying.'' It takes 1 fewer Action to Recover from this Wound. At the start of each of your Turns, you must attempt to Recover from this Wound.
<br><br>
<br><br>


==== Winded ====
==== Disoriented ====
{| class="wikitable"
{| class="wikitable"
|+
|+
Line 1,473: Line 1,554:
! Traits !! Recovery Stats
! Traits !! Recovery Stats
|-
|-
| Glancing Wound, Bludgeoning, Breath || Might, Resolve (DC3)
| Glancing Wound, Bludgeoning || Agility, Instinct (DC5)
|}
|}
''You've had the wind knocked out of you, and you need to take a moment to regather yourself.'' At the start of your next Turn, you can attempt to Recover from this Wound as a Free Action, and you lose 2 Actions for that Turn if you fail the Check. At the end of that Turn, you Recover from this Wound.
''Money may make the world go 'round, but a good knock to the head can do so too.'' Whenever you move, you must do so in a random direction. You can move at half the normal rate to ignore this effect.
<br><br>
<br><br>


== Lingering Wounds ==
==== Enfeebled ====
At the end of a Rest, you can attempt to Recover from a number of Lingering Wounds whose Recovery Condition you meet, equal to your Resolve.
<br><br>
 
==== Broken Arm ====
{| class="wikitable"
{| class="wikitable"
|+
|+
Line 1,488: Line 1,565:
! Traits !! Recovery Stats
! Traits !! Recovery Stats
|-
|-
| Lingering Wound, Fracture || Might, Lore (DC8)
| Glancing Wound || Might (DC4)
|}
|}
''One of your arms, or other extremities used for manual manipulation, is broken.'' Any Check you make which involves the use of the affected limb is halved, and the affected limb cannot be used to hold an object weighing more than half a kilogram.<br>
''A heavy blow has weakened you, impairing your retaliation.'' You must spend an additional Action for every Attack you perform.
'''Recovery Condition.''' You can attempt to Recover from this Wound if, after injury, the injured limb was not actively used since your last Rest, such as by using a cast, using a brace, or using other protective measures.
<br><br>
<br><br>


==== Broken Leg ====
==== Entangled ====
{| class="wikitable"
{| class="wikitable"
|+
|+
Line 1,500: Line 1,576:
! Traits !! Recovery Stats
! Traits !! Recovery Stats
|-
|-
| Lingering Wound, Fracture || Might, Lore (DC8)
| Glancing Wound, Positioning || Might, Agility (DC4)
|}
|}
''One of your legs, or other lower extremities used for movement, is broken.'' Your Speed is reduced by 2.<br>
''Bound and tied in some form of snare, you are restrained.'' You cannot Dash.
'''Recovery Condition.''' You can attempt to Recover from this Wound if, after injury, the injured limb was not actively used since your last Rest, such as by being on bed-rest, using crutches, or using other protective measures.
<br><br>
<br><br>


==== Lingering Blindness ====
==== Fever ====
{| class="wikitable"
{| class="wikitable"
|+
|+
Line 1,512: Line 1,587:
! Traits !! Recovery Stats
! Traits !! Recovery Stats
|-
|-
| Lingering Wound, Sight || Might, Lore (DC7)
| Glancing Wound, Disease || Might (DC4)
|}
|}
''An injury to one of your eyes has left you temporarily without much usable sight in that eye. Perhaps inflammation or irritation obstructs your vision, or perhaps true blindness has temporarily set in.'' You cannot roll more than half of the total on a die for any check that is dependent on sight. Furthermore, you lack depth perception as you only have one eye.<br>
''[].'' At the end of each of your turns, increase the DC for this Wound by 1 (to a maximum of 8). Once the DC reaches 8, convert this to a Lingering Wound with "'''Recovery Condition.''' You gain a -1 penalty on Checks made to Recover from this Wound for each other Wound you have."
'''Recovery Condition.''' You gain a +1 bonus on Checks made to Recover from this Wound for each of the following:
*You apply a proper medicinal salve to the eye.
*You have worn a patch over the eye.
*You have used appropriate warm and/or cold compresses.
<br><br>
<br><br>


==== Lingering Deafness ====
==== Flesh Wound ====
{| class="wikitable"
{| class="wikitable"
|+
|+
Line 1,527: Line 1,598:
! Traits !! Recovery Stats
! Traits !! Recovery Stats
|-
|-
| Lingering Wound, Auditory || Might, Lore (DC7)
| Glancing Wound || Might, Lore (DC10)
|}
|}
''An injury to one your ears has left you temporarily deafened.'' You cannot hear.<br>
''"'Tis but a flesh wound!" — Micah, probably.'' Your Hit Point maximum is reduced by 1.
'''Recovery Condition.''' You can attempt to Recover from this Wound if, after injury, the injured ears have been protected from the elements (such as through the use of bandages or earmuffs).
<br><br>
<br><br>


==== Respiratory Injury ====
==== Infection ====
{| class="wikitable"
{| class="wikitable"
|+
|+
Line 1,539: Line 1,609:
! Traits !! Recovery Stats
! Traits !! Recovery Stats
|-
|-
| Lingering Wound || Might, Resolve (DC8)
| Glancing Wound, Disease, Infection || Might, Lore (DC5)
|}
|}
''A wheezing injury has weakened your respiratory system, making it difficult and even painful to breathe deeply.'' Your Might is reduced by 2.<br>
''The microbial world is chock-full of pioneering, opportunistic germs and fungi, each of which is more than happy to take advantage of an open wound.'' Your Hit Points are reduced by 2.<br>
'''Recovery Condition.''' You gain a -1 penalty on Checks made to Recover from this Wound for each time, after injury, you have significantly overexerted yourself to the point of running out of breath since your last Rest.
If you have one or more Lingering or Grievous Wounds, attach this Wound to one of them and this gains "You only lose this Wound when you lose the attached Wound."
<br><br>
<br><br>


==== Vertigo ====
==== Lacerated ====
{| class="wikitable"
{| class="wikitable"
|+
|+
Line 1,551: Line 1,621:
! Traits !! Recovery Stats
! Traits !! Recovery Stats
|-
|-
| Lingering Wound, Auditory, Mental || Might, Resolve (DC8)
| Glancing Wound, Bleed || Might, Instinct (DC6)
|}
|}
''"You spin me right 'round, baby, right 'round, like a record, baby, right 'round, 'round, 'round …" -  Dead or Alive.'' You struggle to maintain your balance. Your Agility is reduced by 2 and your Movement is reduced by 1.<br>
''You have been hit in a way that has caused you to lose vital fluids.'' At the start of your turn, you take 1 Damage.
''(No '''Recovery Condition.''')''
<br><br>
<br><br>


==== Weariness ====
==== Prone ====
{| class="wikitable"
{| class="wikitable"
|+
|+
Line 1,563: Line 1,632:
! Traits !! Recovery Stats
! Traits !! Recovery Stats
|-
|-
| Lingering Wound || Might, Resolve (DC8)
| Glancing Wound, Positioning || Agility, Speed (DC3)
|}
|}
''Your body has been battered and bruised, and the scars and shrapnel wounds ache with every moment.'' Whenever you take Damage, the amount of Damage you take is increased by 1.<br>
''You have been knocked to the ground and are in a vulnerable position.'' When you make a Defense Roll, you make the Roll twice and use the lower result. Your Movement is reduced by half.
'''Recovery Condition.''' You gain a -1 penalty on Checks made to Recover from this Wound for each other Wound you have.
<br><br>
<br><br>


== Grievous Wounds ==
==== Shaken ====
Grievous Wounds have their own unique way of recovery.
<br><br>
 
==== At Death's Door ====
{| class="wikitable"
{| class="wikitable"
|+
|+
Line 1,579: Line 1,643:
! Traits !! Recovery Stats
! Traits !! Recovery Stats
|-
|-
| Grievous Wound, Death || Might, Resolve (DC10)
| Glancing Wound, Mental, Fear || Resolve (DC5)
|}
|}
''You have begun to fully die, and may soon leave this world.'' You gain the Unconscious Condition. At the start of your Turn, you can attempt to Recover from this Wound as a Free Action, if you fail the Check, you gain an Fate. At the end of your Turn, make a DC4 Flat Check. If you fail the Check, you die.
''You have been struck with great power and shaken to your core.'' You gain a Passing Fear. At the start of your next Turn, you Recover from this Wound.
<br><br>
<br><br>


==== Breaking Will ====
==== Short of Breath ====
{| class="wikitable"
{| class="wikitable"
|+
|+
Line 1,590: Line 1,654:
! Traits !! Recovery Stats
! Traits !! Recovery Stats
|-
|-
| Grievous Wound, Death || Resolve (DC10)
| Glancing Wound, Respiratory || Might (DC5)
|}
|}
''Your will has begun to falter, and soon you will fall.'' You can only use a number of features per Round equal to your Resolve. Whenever you suffer a Wound ''(including this one)'', make a Resolve Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the ''At Death's Door'' Grievous Wound and Recover from this Wound.<br>
''Your breath has been taken away, whether by injury or a beautiful sight.'' You cannot move more spaces in a round than your Might.
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.
<br><br>
<br><br>


==== Confusion ====
==== Slowed ====
{| class="wikitable"
{| class="wikitable"
|+
|+
Line 1,602: Line 1,665:
! Traits !! Recovery Stats
! Traits !! Recovery Stats
|-
|-
| Grievous Wound, Death || Wisdom (DC10)
| Glancing Wound, Movement || Speed (DC7)
|}
|}
''You are disoriented and completely out of the thick of things.'' When you make an Attack or Defense Roll, you reduce the Die Size by 1 Step. Whenever you suffer a Wound ''(including this one)'', make a Wisdom Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the ''At Death's Door'' Grievous Wound and Recover from this Wound.<br>
''You have been hit in a way that restricts your movement.'' Your Movement is reduced by half.
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.
<br><br>
<br><br>


==== Dulling Mind ====
==== Spasms ====
{| class="wikitable"
{| class="wikitable"
|+
|+
Line 1,614: Line 1,676:
! Traits !! Recovery Stats
! Traits !! Recovery Stats
|-
|-
| Grievous Wound, Death || Lore (DC10)
| Glancing Wound, Respiratory || Might (DC5)
|}
|}
''Your mind begins to decay and dissolve.'' You no longer have Reactions and you can only take Free Actions by spending 1 Action. Whenever you suffer a Wound ''(including this one)'', make a Lore Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the ''At Death's Door'' Grievous Wound and Recover from this Wound.<br>
''Muscle spasms constrain your movements, hindering your advance and retreat alike.'' You cannot spend more Initiative Points in a Round than your Might.
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.
<br><br>
<br><br>


==== Lethargy ====
==== Stunned ====
{| class="wikitable"
{| class="wikitable"
|+
|+
Line 1,626: Line 1,687:
! Traits !! Recovery Stats
! Traits !! Recovery Stats
|-
|-
| Grievous Wound, Death || Speed (DC10)
| Glancing Wound, Bludgeoning || Might, Instinct (DC5)
|}
|}
''Your entire body begins slowing down, and unless you can fight it off your heart will soon stop.'' You have a -1 penalty to all Checks, Attacks, and Defense Rolls you make. Whenever you suffer a Wound ''(including this one)'', make a Speed Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the ''At Death's Door'' Grievous Wound and Recover from this Wound.<br>
''Fluff.'' When you would spend an Energy, you must also spend an Action.
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.
<br><br>
<br><br>


==== Lodged Metal ====
==== Winded ====
{| class="wikitable"
{| class="wikitable"
|+
|+
Line 1,638: Line 1,698:
! Traits !! Recovery Stats
! Traits !! Recovery Stats
|-
|-
| Grievous Wound, Death || Agility (DC10)
| Glancing Wound, Bludgeoning, Breath || Might, Resolve (DC3)
|}
|}
''You have shards of metal or other materials lodged inside of you, and one wrong move could be the end of you.'' You reduce your Movement by half. Whenever you suffer a Wound ''(including this one)'', make a Agility Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the ''At Death's Door'' Grievous Wound and Recover from this Wound.<br>
''You've had the wind knocked out of you, and you need to take a moment to regather yourself.'' At the start of your next Turn, you can attempt to Recover from this Wound as a Free Action, and you lose 2 Actions for that Turn if you fail the Check. At the end of that Turn, you Recover from this Wound.
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.
<br><br>
<br><br>


==== Mortal Blow ====
== Lingering Wounds ==
At the end of a Rest, you can attempt to Recover from a number of Lingering Wounds whose Recovery Condition you meet, equal to your Resolve.
<br><br>
 
==== Broken Arm ====
{| class="wikitable"
{| class="wikitable"
|+
|+
Line 1,650: Line 1,713:
! Traits !! Recovery Stats
! Traits !! Recovery Stats
|-
|-
| Grievous Wound, Death || Might (DC10)
| Lingering Wound, Fracture || Might, Lore (DC8)
|}
|}
''Those suffering from a Mortal Blow are at risk of death.'' After you deal Damage with an Attack, you halve that Damage. Whenever you suffer a Wound ''(including this one)'', make a Might Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the ''At Death's Door'' Grievous Wound and Recover from this Wound.<br>
''One of your arms, or other extremities used for manual manipulation, is broken.'' Any Check you make which involves the use of the affected limb is halved, and the affected limb cannot be used to hold an object weighing more than half a kilogram.<br>
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.
'''Recovery Condition.''' You can attempt to Recover from this Wound if, after injury, the injured limb was not actively used since your last Rest, such as by using a cast, using a brace, or using other protective measures.
<br><br>
<br><br>


= Items =
==== Broken Leg ====
At Character creation, you choose a number of Items for your Hero to start with determined by your GM (usually 3), and potentially altered by some Histories.
{| class="wikitable"
|+
|-
! Traits !! Recovery Stats
|-
| Lingering Wound, Fracture || Might, Lore (DC8)
|}
''One of your legs, or other lower extremities used for movement, is broken.'' Your Speed is reduced by 2.<br>
'''Recovery Condition.''' You can attempt to Recover from this Wound if, after injury, the injured limb was not actively used since your last Rest, such as by being on bed-rest, using crutches, or using other protective measures.
<br><br>
<br><br>


== Weapons ==
==== Lingering Blindness ====
{| class="wikitable"
{| class="wikitable"
|+
|+
|-
|-
! Name !! Attack Die !! Attack Stats !! Defense Stats !! Traits !! Keywords
! Traits !! Recovery Stats
|-
|-
| Atlatl || 3d4 || Agility, Instinct || Might, Agility (Target's Choice) || Projectile, Spear, Piercing || Bulky, Hands (2), Ranged (12 Meters)
| Lingering Wound, Sight || Might, Lore (DC7)
|-
|}
| Battleaxe || 1d8 || Might, Speed || Might, Agility (Target's Choice) || Axe, Slashing || Hands (1), Skilled ''Intimidation'' (If you deal Damage equal to or more than the Target's Resolve, they gain a Fear), Two-Handed (You choose the Defense Stat)
''An injury to one of your eyes has left you temporarily without much usable sight in that eye. Perhaps inflammation or irritation obstructs your vision, or perhaps true blindness has temporarily set in.'' You cannot roll more than half of the total on a die for any check that is dependent on sight. Furthermore, you lack depth perception as you only have one eye.<br>
|-
'''Recovery Condition.''' You gain a +1 bonus on Checks made to Recover from this Wound for each of the following:
| Blowgun || 1d4 || Might, Agility, Instinct || Agility || Dart, Piercing || Concealable, Hands (1), Ranged (6 Meters), Special (While you are Concealed from the Target, the Stat Bonus to the Target's Defense has a maximum equal to their Instinct)
*You apply a proper medicinal salve to the eye.
*You have worn a patch over the eye.
*You have used appropriate warm and/or cold compresses.
<br><br>
 
==== Lingering Deafness ====
{| class="wikitable"
|+
|-
|-
| Boomerang || 1d6 || Might, Agility || Might, Agility (Target's Choice) || Club, Projectile, Bludgeoning || Hands (1), Special (If this Weapon deals no Damage, it returns to you at the start of your next Turn, and you can catch it provided you have a free hand), Thrown (10 Meters)
! Traits !! Recovery Stats
|-
|-
| Brass Knuckles || 1d6 || Might, Agility, Speed || Might, Agility, Speed (Target's Choice) || Club, Bludgeoning || Hands (1), Concealable, Special (While Wielding two Brass Knuckles, your Defense Die increases by 1 Step), Worn
| Lingering Wound, Auditory || Might, Lore (DC7)
|}
''An injury to one your ears has left you temporarily deafened.'' You cannot hear.<br>
'''Recovery Condition.''' You can attempt to Recover from this Wound if, after injury, the injured ears have been protected from the elements (such as through the use of bandages or earmuffs).
<br><br>
 
==== Respiratory Injury ====
{| class="wikitable"
|+
|-
|-
| Club || 1d6 || Agility, Speed || Agility, Instinct (Your Choice) || Club, Bludgeoning || Hands (1), Melee
! Traits !! Recovery Stats
|-
|-
| Dagger || 1d4 || Agility, Speed, Instinct || Agility, Instinct (Your Choice) || Knife, Versatile (Piercing or Slashing) || Hands (1), Paired (If there are at least 2 Defense Stat option, remove one option from the Defense Stats), Melee, Special (If the Target's Defense Die is at least a d8 and there are at least 2 Defense Stat Options, remove one option from the Defense Stats), Thrown (4 Meters)
| Lingering Wound || Might, Resolve (DC8)
|}
''A wheezing injury has weakened your respiratory system, making it difficult and even painful to breathe deeply.'' Your Might is reduced by 2.<br>
'''Recovery Condition.''' You gain a -1 penalty on Checks made to Recover from this Wound for each time, after injury, you have significantly overexerted yourself to the point of running out of breath since your last Rest.
<br><br>
 
==== Vertigo ====
{| class="wikitable"
|+
|-
|-
| Flail || 1d6 || Might, Speed || Might || Club, Bludgeoning || Hands (1) Reach (2 Meters), Special (You can spend 1 Action while Wielding this Weapon to increase your Defense Die by 1)
! Traits !! Recovery Stats
|-
|-
| Gauntlet || 1d6 || Might, Agility || Might, Agility, Speed (Target's Choice) || Club, Bludgeoning || Guard 1 (''Slashing''), Hands (1), Melee, Worn
| Lingering Wound, Auditory, Mental || Might, Resolve (DC8)
|}
''"You spin me right 'round, baby, right 'round, like a record, baby, right 'round, 'round, 'round …" -  Dead or Alive.'' You struggle to maintain your balance. Your Agility is reduced by 2 and your Movement is reduced by 1.<br>
''(No '''Recovery Condition.''')''
<br><br>
 
==== Weariness ====
{| class="wikitable"
|+
|-
|-
| Glaive || 1d8 || Might || Might, Agility (Target's Choice) || Polearm, Spear, Versatile (Piercing or Slashing) || Hands (2), Melee, Reach (2 Meters)
! Traits !! Recovery Stats
|-
|-
| Greataxe || 1d10 || Might || Might, Speed (Target's Choice) || Axe, Slashing || Hands (2), Melee
| Lingering Wound || Might, Resolve (DC8)
|}
''Your body has been battered and bruised, and the scars and shrapnel wounds ache with every moment.'' Whenever you take Damage, the amount of Damage you take is increased by 1.<br>
'''Recovery Condition.''' You gain a -1 penalty on Checks made to Recover from this Wound for each other Wound you have.
<br><br>
 
== Grievous Wounds ==
Grievous Wounds have their own unique way of recovery.
<br><br>
 
==== At Death's Door ====
{| class="wikitable"
|+
|-
|-
| Greatclub || 1d10 || Might, Speed || Might, Instinct (Your Choice) || Club, Bludgeoning || Hands (2), Melee
! Traits !! Recovery Stats
|-
|-
| Greathammer || 2d6 || Might || Agility, Speed (Target's Choice) || Club, Bludgeoning || Hands (2), Melee
| Grievous Wound, Death || Might, Resolve (DC10)
|-
|}
| Greatsword || 1d12 || Might || Agility, Speed (Target's Choice) || Sword, Versatile (Piercing or Slashing) || Hands (2), Melee
''You have begun to fully die, and may soon leave this world.'' You gain the Unconscious Condition. At the start of your Turn, you can attempt to Recover from this Wound as a Free Action, if you fail the Check, you gain an Fate. At the end of your Turn, make a DC4 Flat Check. If you fail the Check, you die.
<br><br>
 
==== Breaking Will ====
{| class="wikitable"
|+
|-
|-
| Halberd (Axe Mode) || 1d8 || Might, Resolve || Might, Insight (Target's Choice) || Axe, Slashing || Hands (2), Melee, Reach (2 Meters), Special (You can spend 1 Action to swap this Weapon to ''Halberd (Spear Mode)'')
! Traits !! Recovery Stats
|-
|-
| Halberd (Spear Mode) || 1d8 || Might, Resolve || Agility, Speed (Target's Choice) || Spear, Piercing || Hands (2), Melee, Reach (2 Meters), Special (You can spend 1 Action to swap this Weapon to ''Halberd (Axe Mode)'')
| Grievous Wound, Death || Resolve (DC10)
|}
''Your will has begun to falter, and soon you will fall.'' You can only use a number of features per Round equal to your Resolve. Whenever you suffer a Wound ''(including this one)'', make a Resolve Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the ''At Death's Door'' Grievous Wound and Recover from this Wound.<br>
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.
<br><br>
 
==== Confusion ====
{| class="wikitable"
|+
|-
|-
| Handaxe || 1d6 || Might, Speed || Might, Agility (Target's Choice) || Axe, Slashing || Hands (1), Melee, Paired (Can Move 1 Space after Attack), Thrown (3 Meters)
! Traits !! Recovery Stats
|-
|-
| Hand Crossbow || 1d6 || Speed, Instinct || Agility, Speed (Your Choice) || Bow, Piercing || Hands (1), Paired (Increase your Attack Die by 1 Step), Ranged (6 Meters)
| Grievous Wound, Death || Wisdom (DC10)
|}
''You are disoriented and completely out of the thick of things.'' When you make an Attack or Defense Roll, you reduce the Die Size by 1 Step. Whenever you suffer a Wound ''(including this one)'', make a Wisdom Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the ''At Death's Door'' Grievous Wound and Recover from this Wound.<br>
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.
<br><br>
 
==== Dulling Mind ====
{| class="wikitable"
|+
|-
|-
| Heavy Crossbow || 1d12 || Might, Instinct || Might, Agility, Speed, Instinct (Target's Choice) || Bow, Piercing || Hands (2), Ranged (12 Meters)
! Traits !! Recovery Stats
|-
|-
| Hook Sword || 1d6 || Agility, Instinct || Agility, Instinct (Target's Choice) || Sword, Slashing || Hands (1), Paired (If you deal Damage with this Attack, you can immediately spend 1 Action to make a Contested Acrobatics or Athletics Check against the Target's Acrobatics or Athletics, on a success, the Target drops your choice of one of the Item's held)
| Grievous Wound, Death || Lore (DC10)
|}
''Your mind begins to decay and dissolve.'' You no longer have Reactions and you can only take Free Actions by spending 1 Action. Whenever you suffer a Wound ''(including this one)'', make a Lore Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the ''At Death's Door'' Grievous Wound and Recover from this Wound.<br>
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.
<br><br>
 
==== Lethargy ====
{| class="wikitable"
|+
|-
|-
| Javelin || 1d8 || Might, Agility || Might, Agility (Target's Choice) || Piercing, Spear || Hands (1), Melee, Thrown (Meters equal to thrice your Instinct)
! Traits !! Recovery Stats
|-
|-
| Katana || 1d6 || Might, Speed || Might, Agility (Target's Choice) || Sword, Slashing || Hands (1), Melee, Parry, Two-Handed (You choose the Target Stat)
| Grievous Wound, Death || Speed (DC10)
|}
''Your entire body begins slowing down, and unless you can fight it off your heart will soon stop.'' You have a -1 penalty to all Checks, Attacks, and Defense Rolls you make. Whenever you suffer a Wound ''(including this one)'', make a Speed Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the ''At Death's Door'' Grievous Wound and Recover from this Wound.<br>
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.
<br><br>
 
==== Lodged Metal ====
{| class="wikitable"
|+
|-
|-
| Katar || 1d8 || Might, Agility, Speed || Might, Agility (Target's Choice) || Knife, Piercing || Hands (1), Melee, Special (Before you make an Attack with this Weapon you can Move 1 Space)
! Traits !! Recovery Stats
|-
|-
| Lance || 2d8 || Might, Instinct || Agility, Speed (Target's Choice) || Spear, Piercing || Bulky, Hands (2), Melee, Reach (3 Meters), Special (While Mounted, this Weapon has the Hands (1) Keyword)
| Grievous Wound, Death || Agility (DC10)
|}
''You have shards of metal or other materials lodged inside of you, and one wrong move could be the end of you.'' You reduce your Movement by half. Whenever you suffer a Wound ''(including this one)'', make a Agility Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the ''At Death's Door'' Grievous Wound and Recover from this Wound.<br>
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.
<br><br>
 
==== Mortal Blow ====
{| class="wikitable"
|+
|-
|-
| Light Crossbow || 1d6 || Agility, Instinct || Agility, Speed (Your Choice) || Bow, Piercing || Hands (2), Ranged (12 Meters)
! Traits !! Recovery Stats
|-
|-
| Longbow || 1d8 || Agility, Instinct || Agility, Speed (Target's Choice) || Bow, Piercing || Hands (2), Ranged (10 Meters)
| Grievous Wound, Death || Might (DC10)
|}
''Those suffering from a Mortal Blow are at risk of death.'' After you deal Damage with an Attack, you halve that Damage. Whenever you suffer a Wound ''(including this one)'', make a Might Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the ''At Death's Door'' Grievous Wound and Recover from this Wound.<br>
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.
<br><br>
 
= Fears =
When a Hero would take a Wound from Damage with the ''Frightening'' Keyword, they gain a Fear instead.
<br><br>
 
[Tormented, Hopelessness, Greed, Surrender, Gloom, Overcome, Delusions, Infighting, Paranoia, Impending Doom, Looming Shadows, Rage, Cower, Troubled, Anxiety, Hysteria, Ill Will]
 
== Passing Fear ==
In Combat, a Creature is filled with adrenaline and can spend 2 Actions to try to recover from a Passing Fear, using one of its Recovery Stats. When a creature attempts to Recover from a Passing Fear, it makes a Check using the chosen Recovery Stat, and recovers from the Wound if it succeeds the Check, which has a DC listed in the Condition. At the end of Combat, a creature Recovers from all of its Passing Fears.
<br><br>
 
==== Chills ====
{| class="wikitable"
|+
|-
|-
| Longsword || 1d8 || Might, Resolve || Might, Agility (Your Choice) || Sword, Versatile (Piercing or Slashing) || Hands (1), Melee
! Traits !! Recovery Stats
|-
|-
| Mace || 1d6 || Might, Instinct, || Might, Agility, Resolve (Target's Choice) || Club, Bludgeoning || Hands (1), Special (This Weapon gains a +1 to its Attack for every 2 Size Steps of the Target's Defense Die)
| Passing Fear || Might, Resolve (DC5)
|}
''I scream, you scream, we all scream … when we have chills.'' Whenever you spend an Action, you lose all your unspent Movement Points.
<br><br>
 
==== Hyperventilation ====
{| class="wikitable"
|+
|-
|-
| Net || 1d8 || Speed, Instinct || Might, Agility (Target's Choice) || Projectile, Bludgeoning || Hands (1), Special (If any Damage is dealt, the target gains the Entangled Glancing Wound and the Damage is halved), Thrown (6 Meters)
! Traits !! Recovery Stats
|-
|-
| Pata || 1d6 || Might, Agility || Might, Agility, Instinct (Target's Choice) || Sword, Versatile (Piercing or Slashing) || Guard 2 (''Slashing''), Hands (1), Melee, Parry
| Passing Fear, Respiratory || Resolve (DC5)
|}
''Your breathing quickens and you gasp for air.'' You cannot move more spaces in a round than your Resolve.
<br><br>
 
==== Horror-Struck ====
{| class="wikitable"
|+
|-
|-
| Pike || 1d8 || Might, Resolve || Might, Agility, Speed (Target's Choice) || Piercing, Spear || Hands (2), Melee, Reach (2 Meters), Special (Adjacent Allies increase their Defense Die by 1 Step)
! Traits !! Recovery Stats
|-
|-
| Quarterstaff || 1d6 || Instinct, Lore || Might, Agility (Target's Choice) || Staff, Bludgeoning, Concussive || Hands (1), Melee, Special (When you make a Check to resist being moved against your will, you can use your Reaction to gain a +2 bonus to the Check, and while your Movement is reduced in any way, your Movement increases by 1), Two-Handed (This Weapon's Attack Die is increased to a d8)
| Passing Fear || Resolve (DC5)
|}
''Fluff.'' When you would spend an Energy, you must also spend an Action.
<br><br>
 
==== Stress Injury ====
{| class="wikitable"
|+
|-
|-
| Rapier || 1d8 || Agility, Instinct || Agility, Speed (Target's Choice) || Sword, Piercing || Hands (1), Melee, Parry
! Traits !! Recovery Stats
|-
|-
| Saber || 1d6 || Agility, Resolve || Might, Instinct (Your Choice) || Sword, Slashing || Hands (1), Melee, Parry
| Passing Fear || Might (DC5)
|}
''You have been struck with great power and shaken to your core.'' You gain a Glancing Wound. At the start of your next Turn, you Recover from this Fear.
 
 
== Creeping Fear ==
 
==== Dark Whispers ====
{| class="wikitable"
|+
|-
|-
| Scythe || 4d4 || Might, Instinct || Might, Agility, Resolve (Target's Choice) || Polearm, Slashing || Bulky, Hands (2), Melee, Reach (2 Meters)
! Traits !! Recovery Stats
|-
|-
| Shortbow || 1d6 || Agility, Speed, Instinct || Agility, Speed (Your Choice) || Bow, Piercing || Hands (2), Ranged (6 Meters)
| Creeping Fear || Instinct, Resolve (DC5)
|}
''You have begun to hear murmurings of horrid things.'' Whenever you would gain a Wound, you gain a Fear as well. When you make a Lore or Instinct Check, you add a d4 to the Check.<br>
'''Recovery Condition.''' You can attempt to Recover from this Fear at any time.
<br><br>
 
==== Gloom ====
{| class="wikitable"
|+
|-
|-
| Shortsword || 1d6 || Might, Agility || Might, Agility (Target's Choice) || Sword, Versatile (Piercing or Slashing) || Hands (1), Melee, Paired (Reduce Target's Defense Die by 1 Step)
! Traits !! Recovery Stats
|-
|-
| Sling || Special || Might, Speed || Agility, Speed, Instinct (Target's Choice) || Projectile, Versatile (Bludgeoning or Piercing) || Hands (1), Ranged (Special), Special (You can spend 1 or more Actions making an Attack with this Weapon, adding a d4 to the Attack Die and 6 Meters to the Range for each Action Spent. If you spend 2 or more Actions you choose the Target Stat)
| Creeping Fear || Might, Resolve (DC5)
|}
''Everything seems harder and you slow down in response.'' Whenever you spend an Action, you lose all your unspent Movement Points.<br>
'''Recovery Condition.''' You can attempt to Recover from this Fear at any time.
<br><br>
 
==== Paranoia ====
{| class="wikitable"
|+
|-
|-
| Spear || 1d6 || Might, Resolve || Agility, Speed (Your Choice) || Piercing, Spear || Hands (1), Melee, Two-Handed (This Weapon gains Reach (2 Meters) and its Attack Die becomes a d8)
! Traits !! Recovery Stats
|-
|-
| Unarmed || 1d4 || Might, Agility, Speed || Might, Agility, Speed (Your Choice) || Natural, Bludgeoning || Hands (1), Melee, Paired (Can Move 1 Space after Attack)
| Creeping Fear || Resolve (DC7)
|-
|}
| Warhammer || 1d8 || Might, Resolve || Agility, Resolve (Your Choice) || Club, Bludgeoning || Hands (2), Melee, Follow-Through
''You begin to mistrust those you would have called your friends.'' Whenever you target an Ally or are targeted by an Ally with a Feature that specifically targets and Ally, make a DC7 Resolve Check. If you fail, the Target is not affected by the Feature. You gain +1 Reaction per Turn. You can attempt to Recover from 1 less Lingering Wound or Creeping Fear during a Rest.<br>
|-
'''Recovery Condition.''' You can attempt to Recover from this Fear at any time.
| Whip || 1d6 || Might, Resolve || Might, Agility, Resolve (Your Choice) || Auditory, Club, Slashing || Hands (1), Melee, Reach (2 Meters), Skilled ''Bullying'' (If you deal Damage to the Target, you can spend 1 Reaction to push them 1 Space away from you), Skilled ''Thievery'' (If you would deal Damage to the Target, you can spend 1 Reaction to halve the Damage and make a Contested Thievery Check, pulling your choice of one Item the Target is holding either to your feet or into one of your empty Hands on a success)
<br><br>
|}
<br>


=== Weapon Keywords ===
== Haunting Fear ==
*'''Bulky.''' You must spend 2 Actions to make 1 Attack with this Weapon.
*'''Concealable.''' Any Check you make to conceal your possession of this Weapon is made twice, using the higher result.
*'''Follow-Through.''' When making an Attack against a Foe you have already dealt Damage to this Turn, you gain a +1 bonus to the Attack for each time you've hit it with an Attack this Turn.
*'''Guard.''' While wielding a Weapon with Guard, when you take Damage of the listed type, you reduce that Damage by the value accompanying the keyword.
*'''Hands.''' You need to use a number of hands listed with the Keyword to use the Weapon.
*'''Melee.''' You can only Attack a Creature in your Reach with this Weapon.
*'''Parry.''' When you are wielding this Weapon and you are targeted by a Melee Attack, you can spend 1 Reaction to gain a +2 bonus to your Defense Roll.
*'''Paired.''' If you make an Attack with a different Weapon while wielding this Weapon, you make the Attack twice, once with the other Weapon, and once using the dice included with the Keyword, and use the higher result for the Attack.
*'''Ranged.''' When you make an Attack using this Weapon while a Foe is adjacent to you, you roll the Attack twice and use the lower result for the Attack. The Weapon also has a Reach equal to the value listed with the Keyword.
*'''Reach.''' When you make an Attack using the Weapon, your Reach is the number of Meters listed with the Keyword. If your Reach is increased by another source as well, you add that to the Reach of the Attack as normal.
*'''Skilled.''' If you have the listed Skill Proficiency, you gain an additional effect if you have Proficiency in the listed Skill)
*'''Thrown.''' Each time you make an Attack with this Weapon, you choose if the Weapon has the Melee or Ranged Keyword. If you choose the Ranged Keyword, you use the value listed with the Keyword for the Reach. If you choose the Ranged Keyword, you throw the Weapon, and must retrieve it in order to use it again.
*'''Two-Handed.''' When you use this Weapon with two hands, you gain an additional effect described in parentheses after the Keyword.
*'''Versatile.''' You choose one of the Traits in the parenthesis after the Versatile to have active, you can swap them as a Free Action, even on a different turn. The ability is considered to have whichever Trait is currently active.
<br>


== Shields ==
= Items =
At Character creation, you choose a number of Items for your Hero to start with determined by your GM (usually 5), and potentially altered by some Histories.
<br><br>
<br><br>


=== Round Shield ===
== Weapons ==
''Shield. Hands (1).''
{| class="wikitable"
''A standard and rounded shield, most likely made of a piece of wood or thin sheet of metal.'' You can spend 1 Action to raise the Round Shield, increasing your Defense Die by 1 Step.
|+
<br>
|-
 
! Name !! Attack Die !! Attack Stats !! Defense Stats !! Traits !! Keywords
== Worn Equipment ==
|-
Every Hero (Provided they have standard two arm, two limb, roughly humanoid body anatomy) can wear 1 Body, 1 Head, 1 Hand, and 1 Foot piece of clothing. Basic clothes and shoes are assumed if nothing else is worn.
| Atlatl || 3d4 || Agility, Instinct || Might, Agility (Target's Choice) || Projectile, Spear, Piercing || Bulky, Hands (2), Ranged (12 Meters)
 
|-
=== Head-Pieces ===
| Battleaxe || 1d8 || Might, Speed || Might, Agility (Target's Choice) || Axe, Slashing || Hands (1), Skilled ''Intimidation'' (If you deal Damage equal to or more than the Target's Resolve, they gain a Fear), Two-Handed (You choose the Defense Stat)
 
|-
==== Half Helm ====
| Blowgun || 1d4 || Might, Agility, Instinct || Agility || Dart, Piercing || Concealable, Hands (1), Ranged (6 Meters), Special (While you are Concealed from the Target, the Stat Bonus to the Target's Defense has a maximum equal to their Instinct)
''3 Gold. Metal.''<br>
|-
Head.<br>
| Boomerang || 1d6 || Might, Agility || Might, Agility (Target's Choice) || Club, Projectile, Bludgeoning || Hands (1), Special (If this Weapon deals no Damage, it returns to you at the start of your next Turn, and you can catch it provided you have a free hand), Thrown (10 Meters)
''This helmet provides protection for the top of the head, but leaves the lower two-thirds of the face open for better visibility and breathability.'' When you would gain a ''Head'' Wound, you can spend 1 Reaction to gain a different Wound of the same Severity instead. You can also spend 1 Energy when you do so, to instead discard the Wound without gaining a different one.
|-
<br><br>
| Brass Knuckles || 1d6 || Might, Agility, Speed || Might, Agility, Speed (Target's Choice) || Club, Bludgeoning || Hands (1), Concealable, Special (While Wielding two Brass Knuckles, your Defense Die increases by 1 Step), Worn
 
|-
==== Hat ====
| Club || 1d6 || Agility, Speed || Agility, Instinct (Your Choice) || Club, Bludgeoning || Hands (1), Melee
''1 Gold. Variable (Felt, Leather, or Straw).''<br>
|-
Fabulous. Head. Resistant +1 (Environment).<br>
| Dagger || 1d4 || Agility, Speed, Instinct || Agility, Instinct (Your Choice) || Knife, Versatile (Piercing or Slashing) || Hands (1), Paired (If there are at least 2 Defense Stat option, remove one option from the Defense Stats), Melee, Special (If the Target's Defense Die is at least a d8 and there are at least 2 Defense Stat Options, remove one option from the Defense Stats), Thrown (4 Meters)
''A standard hat that protects from the sun or rain and looks good.''
|-
<br><br>
| Flail || 1d6 || Might, Speed || Might || Club, Bludgeoning || Hands (1) Reach (2 Meters), Special (You can spend 1 Action while Wielding this Weapon to increase your Defense Die by 1)
 
|-
==== Great Helm ====
| Gauntlet || 1d6 || Might, Agility || Might, Agility, Speed (Target's Choice) || Club, Bludgeoning || Guard 1 (''Slashing''), Hands (1), Melee, Worn
''4 Gold. Metal.''<br>
|-
Anonymity. Defensive 1. Head. Weakness -2 (Environment). Weakness -1 (Fire).<br>
| Glaive || 1d8 || Might || Might, Agility (Target's Choice) || Polearm, Spear, Versatile (Piercing or Slashing) || Hands (2), Melee, Reach (2 Meters)
''Provides protection to the brain, eyes, and face, but covers almost the entire head.'' Whenever you make a Search Check, you make the Check twice and use the lower result.
|-
<br><br>
| Greataxe || 1d10 || Might || Might, Speed (Target's Choice) || Axe, Slashing || Hands (2), Melee
 
|-
==== Mask ====
| Greatclub || 1d10 || Might, Speed || Might, Instinct (Your Choice) || Club, Bludgeoning || Hands (2), Melee
''1 Gold. Variable (Cloth, Metal, Plasticine, Stone, or Wood)''<br>
|-
Anonymity. Fabulous. Head.<br>
| Greathammer || 2d6 || Might || Agility, Speed (Target's Choice) || Club, Bludgeoning || Hands (2), Melee
''Provides anonymity, shows allegiance, and protects from certain blows.'' When you would gain a ''Head'' Wound, you can spend 1 Reaction to gain a different Wound of the same Severity instead. You can also cause the Mask to be destroyed when you do so, to instead discard the Wound without gaining a different one.
|-
<br><br>
| Greatsword || 1d12 || Might || Agility, Speed (Target's Choice) || Sword, Versatile (Piercing or Slashing) || Hands (2), Melee
 
|-
=== Body Pieces ===
| Halberd (Axe Mode) || 1d8 || Might, Resolve || Might, Insight (Target's Choice) || Axe, Slashing || Hands (2), Melee, Reach (2 Meters), Special (You can spend 1 Action to swap this Weapon to ''Halberd (Spear Mode)'')
 
|-
==== Brigandine ====
| Halberd (Spear Mode) || 1d8 || Might, Resolve || Agility, Speed (Target's Choice) || Spear, Piercing || Hands (2), Melee, Reach (2 Meters), Special (You can spend 1 Action to swap this Weapon to ''Halberd (Axe Mode)'')
''4 Gold. Composite. Leather. Metal.''<br>
|-
Body. Defensive 1. Resistant +1 (Bludgeoning). Resistant +1 (Slashing).<br>
| Handaxe || 1d6 || Might, Speed || Might, Agility (Target's Choice) || Axe, Slashing || Hands (1), Melee, Paired (Can Move 1 Space after Attack), Thrown (3 Meters)
''A shirt of hundreds of interwoven metal loops, providing both great protection, and fairly decent mobility.''
|-
<br><br>
| Hand Crossbow || 1d6 || Speed, Instinct || Agility, Speed (Your Choice) || Bow, Piercing || Hands (1), Paired (Increase your Attack Die by 1 Step), Ranged (6 Meters)
 
|-
==== Cape ====
| Heavy Crossbow || 1d12 || Might, Instinct || Might, Agility, Speed, Instinct (Target's Choice) || Bow, Piercing || Hands (2), Ranged (12 Meters)
''2 Gold. Fabric.''<br>
|-
Body. Accessory. Fabulous.<br>
| Hook Sword || 1d6 || Agility, Instinct || Agility, Instinct (Target's Choice) || Sword, Slashing || Hands (1), Paired (If you deal Damage with this Attack, you can immediately spend 1 Action to make a Contested Acrobatics or Athletics Check against the Target's Acrobatics or Athletics, on a success, the Target drops your choice of one of the Item's held)
''A glorious fashion statement that might get in the way more than you'd like to admit.'' You gain 1 less Dash Point at the start of each of your Turns.
|-
<br><br>
| Javelin || 1d8 || Might, Agility || Might, Agility (Target's Choice) || Piercing, Spear || Hands (1), Melee, Thrown (Meters equal to thrice your Instinct)
 
|-
==== Cloak ====
| Katana || 1d6 || Might, Speed || Might, Agility (Target's Choice) || Sword, Slashing || Hands (1), Melee, Parry, Two-Handed (You choose the Target Stat)
''3 Gold. Fabric.''<br>
|-
Accessory. Body. Hooded. Resistant +1 (Environment).<br>
| Katar || 1d8 || Might, Agility, Speed || Might, Agility (Target's Choice) || Knife, Piercing || Hands (1), Melee, Special (Before you make an Attack with this Weapon you can Move 1 Space)
''A practical accessory often worn for its ability to protect from the elements, and sometimes worn for the subdued image it provides the wearer.'' You gain a +1 bonus to Stealth Checks, and your Movement is reduced by 1. All Items you are carrying on under the Cloak gain the Concealable Keyword.
|-
<br><br>
| Lance || 2d8 || Might, Instinct || Agility, Speed (Target's Choice) || Spear, Piercing || Bulky, Hands (2), Melee, Reach (3 Meters), Special (While Mounted, this Weapon has the Hands (1) Keyword)
 
|-
==== Cuirass ====
| Light Crossbow || 1d6 || Agility, Instinct || Agility, Speed (Your Choice) || Bow, Piercing || Hands (2), Ranged (12 Meters)
''10 Gold. Metal. Noisy 2. Plate.''<br>
|-
Body. Defensive 2.<br>
| Longbow || 1d8 || Agility, Instinct || Agility, Speed (Target's Choice) || Bow, Piercing || Hands (2), Ranged (10 Meters)
''A shirt of hundreds of interwoven metal loops, providing both great protection, and fairly decent mobility.'' Your Movement is reduced by 1.
|-
<br><br>
| Longsword || 1d8 || Might, Resolve || Might, Agility (Your Choice) || Sword, Versatile (Piercing or Slashing) || Hands (1), Melee
 
|-
==== Gambeson ====
| Mace || 1d6 || Might, Instinct, || Might, Agility, Resolve (Target's Choice) || Club, Bludgeoning || Hands (1), Special (This Weapon gains a +1 to its Attack for every 2 Size Steps of the Target's Defense Die)
''7 Gold. Fabric.''<br>
|-
Body. Defensive 1. Resistant +2 (Cold). Resistant +2 (Environment). Vulnerability -1 (Fire). Vulnerability -2 (Piercing).<br>
| Net || 1d8 || Speed, Instinct || Might, Agility (Target's Choice) || Projectile, Bludgeoning || Hands (1), Special (If any Damage is dealt, the target gains the Entangled Glancing Wound and the Damage is halved), Thrown (6 Meters)
''Layers upon layers of fabric with some wool in between to provide protection from weapons and the elements.''
|-
<br><br>
| Pata || 1d6 || Might, Agility || Might, Agility, Instinct (Target's Choice) || Sword, Versatile (Piercing or Slashing) || Guard 2 (''Slashing''), Hands (1), Melee, Parry
 
|-
==== Hauberk ====
| Pike || 1d8 || Might, Resolve || Might, Agility, Speed (Target's Choice) || Piercing, Spear || Hands (2), Melee, Reach (2 Meters), Special (Adjacent Allies increase their Defense Die by 1 Step)
''6 Gold. Mail. Metal.''<br>
|-
Body. Defensive 1. Noisy 1. Resistant +2 (Slashing)<br>
| Quarterstaff || 1d6 || Instinct, Lore || Might, Agility (Target's Choice) || Staff, Bludgeoning, Concussive || Hands (1), Melee, Special (When you make a Check to resist being moved against your will, you can use your Reaction to gain a +2 bonus to the Check, and while your Movement is reduced in any way, your Movement increases by 1), Two-Handed (This Weapon's Attack Die is increased to a d8)
''A shirt of hundreds of interwoven metal loops, providing both great protection, and fairly decent mobility.''
|-
<br><br>
| Rapier || 1d8 || Agility, Instinct || Agility, Speed (Target's Choice) || Sword, Piercing || Hands (1), Melee, Parry
 
|-
==== Lamellar ====
| Saber || 1d6 || Agility, Resolve || Might, Instinct (Your Choice) || Sword, Slashing || Hands (1), Melee, Parry
''6 Gold. Composite. Variable (Leather or Metal).''<br>
|-
Body. Defensive 1. Noisy 1. Resistant +2 (Bludgeoning)<br>
| Scythe || 4d4 || Might, Instinct || Might, Agility, Resolve (Target's Choice) || Polearm, Slashing || Bulky, Hands (2), Melee, Reach (2 Meters)
''A shirt of hundreds of interwoven metal loops, providing both great protection, and fairly decent mobility.''
|-
<br><br>
| Shortbow || 1d6 || Agility, Speed, Instinct || Agility, Speed (Your Choice) || Bow, Piercing || Hands (2), Ranged (6 Meters)
 
|-
==== Laminar ====
| Shortsword || 1d6 || Might, Agility || Might, Agility (Target's Choice) || Sword, Versatile (Piercing or Slashing) || Hands (1), Melee, Paired (Reduce Target's Defense Die by 1 Step)
''6 Gold. Composite. Metal.''<br>
|-
Body. Defensive 1. Noisy 1. Resistant +2 (Piercing)<br>
| Sling || Special || Might, Speed || Agility, Speed, Instinct (Target's Choice) || Projectile, Versatile (Bludgeoning or Piercing) || Hands (1), Ranged (Special), Special (You can spend 1 or more Actions making an Attack with this Weapon, adding a d4 to the Attack Die and 6 Meters to the Range for each Action Spent. If you spend 2 or more Actions you choose the Target Stat)
''A shirt of hundreds of interwoven metal loops, providing both great protection, and fairly decent mobility.''
|-
<br><br>
| Spear || 1d6 || Might, Resolve || Agility, Speed (Your Choice) || Piercing, Spear || Hands (1), Melee, Two-Handed (This Weapon gains Reach (2 Meters) and its Attack Die becomes a d8)
|-
| Unarmed || 1d4 || Might, Agility, Speed || Might, Agility, Speed (Your Choice) || Natural, Bludgeoning || Hands (1), Melee, Paired (Can Move 1 Space after Attack)
|-
| Warhammer || 1d8 || Might, Resolve || Agility, Resolve (Your Choice) || Club, Bludgeoning || Hands (2), Melee, Follow-Through
|-
| Whip || 1d6 || Might, Resolve || Might, Agility, Resolve (Your Choice) || Auditory, Club, Slashing || Hands (1), Melee, Reach (2 Meters), Skilled ''Bullying'' (If you deal Damage to the Target, you can spend 1 Reaction to push them 1 Space away from you), Skilled ''Thievery'' (If you would deal Damage to the Target, you can spend 1 Reaction to halve the Damage and make a Contested Thievery Check, pulling your choice of one Item the Target is holding either to your feet or into one of your empty Hands on a success)
|}
<br>


==== Leather Shirt ====
=== Weapon Keywords ===
''4 Gold. Leather.''<br>
*'''Bulky.''' You must spend 2 Actions to make 1 Attack with this Weapon.
Body. Resistant +2 (Bludgeoning). Resistant +2 (Fire). Resistant +2 (Piercing). Resistant +2 (Slashing).<br>
*'''Concealable.''' Any Check you make to conceal your possession of this Weapon is made twice, using the higher result.
''A shirt of hundreds of interwoven metal loops, providing both great protection, and fairly decent mobility.''
*'''Follow-Through.''' When making an Attack against a Foe you have already dealt Damage to this Turn, you gain a +1 bonus to the Attack for each time you've hit it with an Attack this Turn.
<br><br>
*'''Guard.''' While wielding a Weapon with Guard, when you take Damage of the listed type, you reduce that Damage by the value accompanying the keyword.
 
*'''Hands.''' You need to use a number of hands listed with the Keyword to use the Weapon.
==== Robe ====
*'''Melee.''' You can only Attack a Creature in your Reach with this Weapon.
''5 Gold. Variable (Fabric or Hide)''<br>
*'''Parry.''' When you are wielding this Weapon and you are targeted by a Melee Attack, you can spend 1 Reaction to gain a +2 bonus to your Defense Roll.
Body. Fabulous. Hooded.<br>
*'''Paired.''' If you make an Attack with a different Weapon while wielding this Weapon, you make the Attack twice, once with the other Weapon, and once using the dice included with the Keyword, and use the higher result for the Attack.
''A long draping garment coming fit with a hood.'' Whenever you spend Energy, you gain that many additional Reactions this Round.
*'''Ranged.''' When you make an Attack using this Weapon while a Foe is adjacent to you, you roll the Attack twice and use the lower result for the Attack. The Weapon also has a Reach equal to the value listed with the Keyword.
<br><br>
*'''Reach.''' When you make an Attack using the Weapon, your Reach is the number of Meters listed with the Keyword. If your Reach is increased by another source as well, you add that to the Reach of the Attack as normal.
*'''Skilled.''' If you have the listed Skill Proficiency, you gain an additional effect if you have Proficiency in the listed Skill)
*'''Thrown.''' Each time you make an Attack with this Weapon, you choose if the Weapon has the Melee or Ranged Keyword. If you choose the Ranged Keyword, you use the value listed with the Keyword for the Reach. If you choose the Ranged Keyword, you throw the Weapon, and must retrieve it in order to use it again.
*'''Two-Handed.''' When you use this Weapon with two hands, you gain an additional effect described in parentheses after the Keyword.
*'''Versatile.''' You choose one of the Traits in the parenthesis after the Versatile to have active, you can swap them as a Free Action, even on a different turn. The ability is considered to have whichever Trait is currently active.
<br>


==== Scarf ====
== Shields ==
''3 Gold. Fabric''<br>
Body. Accessory. Fabulous. Resistant +1 (Cold). Vulnerable -1 (Fire).
''A piece of fabric tied around the neck to look good and protect from the cold.
<br><br>
<br><br>


=== Armor Keywords ===
=== Round Shield ===
*'''Resistant.''' You gain a bonus to Checks you make against effects with the Traits listed in with the Keyword, equal to the value listed with the Keyword.
''Shield. Hands (1).''
*'''Slowing.''' Your Movement is reduced by an amount equal to the value listed with the Condition
''A standard and rounded shield, most likely made of a piece of wood or thin sheet of metal.'' You can spend 1 Action to raise the Round Shield, increasing your Defense Die by 1 Step.
*'''Vulnerable.''' You gain a penalty to Checks you make against effects with the Traits listed in with the Keyword, equal to the value listed with the Keyword.
<br>


== Adventuring Gear ==
== Worn Equipment ==
Every Hero (Provided they have standard two arm, two limb, roughly humanoid body anatomy) can wear 1 Body, 1 Head, 1 Hand, and 1 Foot piece of clothing. Basic clothes and shoes are assumed if nothing else is worn.


==== Battle Standard ====
=== Head-Pieces ===
''6 Gold, One-Handed''<br>
You can spend 1 Reaction to allow an Ally to Reroll a Defense Roll.
<br><br>


==== War Horn ====
==== Half Helm ====
''4 Gold, One-Handed, Audible''<br>
''3 Gold. Metal.''<br>
You can spend 1 Action to blow the horn and make an Intimidation Check. All Foes within a number of Spaces up to your Might make a Contesting Grit Check. If you succeed, that Foe gains the ''Disoriented'' Glancing Wound. When you blow the horn, Creatures up to approximately 1 Kilometer away can hear it (depending on terrain, this could be longer or shorter).
Head.<br>
''This helmet provides protection for the top of the head, but leaves the lower two-thirds of the face open for better visibility and breathability.'' When you would gain a ''Head'' Wound, you can spend 1 Reaction to gain a different Wound of the same Severity instead. You can also spend 1 Energy when you do so, to instead discard the Wound without gaining a different one.
<br><br>
<br><br>


==== Hunting Trap ====
==== Hat ====
''4 Gold, Consumable, Trap.''<br>
''1 Gold. Variable (Fabric, Leather, or Plant).''<br>
Bundled (3). You can spend 1 Action to set up a trap in an adjacent empty Space. When a Creature enters a Space containing the trap, they make a Defense Roll using Might or Speed (Target's Choice) against an Attack Roll of 7.<br>
Fabulous. Head. Resistant +1 (Environment).<br>
A Creature can also spend 2 Actions to attempt to hide the set-up trap, making a Dexterity Check. Any Creature whose Search Bonus is less than the Dexterity Check's result can no longer see the trap unless they take specific acts to investigate the area. ''(If you spend 1 minute attempting to hide the trap, maximize your Dexterity Check.)''
''A standard hat that protects from the sun or rain and looks good.''
<br><br>
 
==== Great Helm ====
''4 Gold. Metal.''<br>
Anonymity. Defensive 1. Head. Weakness -2 (Environment). Weakness -1 (Fire).<br>
''Provides protection to the brain, eyes, and face, but covers almost the entire head.'' Whenever you make a Search Check, you make the Check twice and use the lower result.
<br><br>
<br><br>


= Feats =
==== Mask ====
''1 Gold. Variable (Fabric, Metal, Stone, or Plant)''<br>
Anonymity. Fabulous. Head.<br>
''Provides anonymity, shows allegiance, and protects from certain blows.'' When you would gain a ''Head'' Wound, you can spend 1 Reaction to gain a different Wound of the same Severity instead. You can also cause the Mask to be destroyed when you do so, to instead discard the Wound without gaining a different one.
<br><br>


= Artisan =
=== Body Pieces ===


= Berserker =
==== Battle-Skirt ====
Berserkers are powerful hulks that use magic and powerful emotions to fuel a  
''8 Gold. Composite. Leather. Metal.''<br>
Accessory. Body.<br>
''A skirt of metal plates on leather that hangs from the waist, providing protection to the waist without limiting movement too much.'' If you take more than 4 Damage from a single source, you take 1 less Damage. You also gain a -1 Penalty to all Agility and Speed Checks you make on another Creature's Turn.
<br><br>
<br><br>


==== Powerful Will ====
==== Brigandine ====
''1st Level Berserker Feature''<br>
''4 Gold. Composite. Leather. Metal.''<br>
''Berserkers are naturally strong-willed beings, wrought with intense emotion. Thus, their will is harder to break.'' When you make a Check to resist an effect with the ''Emotion'' or ''Mental Trait'', you make the Check twice, using the higher result.
Body. Defensive 1. Resistant +1 (Bludgeoning). Resistant +1 (Slashing).<br>
''A shirt made of leather with studs and plates of metal for added protection.''
<br><br>
<br><br>


==== Berserker Path ====
==== Cape ====
''1st, and more, Level Berserker Feature''<br>
''2 Gold. Fabric.''<br>
You choose a Berserker Path from the following table which represents the emotions or magical power that fuels your.
Body. Accessory. Fabulous.<br>
{| class="wikitable"
''A glorious fashion statement that might get in the way more than you'd like to admit.'' You gain a -1 penalty to all Agility and Speed Checks you make on another Creature's Turn. You can also spend 1 Reaction when you make an Intimidation Check to make the Check twice and use the higher Result.
|+
<br><br>
|-
 
! Berserker Paths !! Complexity Level !! Path Description
==== Cloak ====
|-
''3 Gold. Fabric.''<br>
| Path of Crucibles || Example || Example
Accessory. Body. Hooded. Resistant +1 (Environment). Slowing 1.<br>
|-
''A practical accessory often worn for its ability to protect from the elements, and sometimes worn for the subdued image it provides the wearer.'' You gain a +1 bonus to Stealth Checks, and your Movement is reduced by 1. All Items you are carrying on under the Cloak gain the Concealable Keyword.
| Path of Devotion || Example || Example
<br><br>
|-
| Path of Focus || Example || Example
|-
| Path of Joy || Example || Example
|-
| Path of Wrath || Example || Example
|}
<br>


== Berserker Paths ==
==== Cuirass ====
=== Path of Devotion ===
''10 Gold. Metal. Plate.''<br>
''You in love boi''
Body. Defensive 2. Noisy 2. Slowing 1.<br>
''A shirt made up of a few large and heavy pieces of metal.''
<br><br>
<br><br>


==== Devotion ====
==== Fine Clothes ====
''1st Level Path of Devotion Feature — Passion. Emotion.''<br>
''7 Gold. Fabric.''<br>
''Your devotion, whether it be love, nationalism, or loyalty, allows you to enter a state of heightened protectiveness.'' You can spend 1 Action to enter a heightened emotional state of protection and devotion, which you remain in until you meet the Ending Conditions.<br>
Accessory. Body. Fabulous. Slowing 1.<br>
'''Devotion Benifits:''' You can spend 1 Action and take 1d4 Damage to Recover from a Glancing Wound. Also, if an Ally adjacent to you suffers a Glancing Wound, you can use your Reaction to suffer that Wound instead.<br>
''An overcoat made of leather, with a similar appearance and feel as an apron.''
'''Devotion Drawbacks:''' You cannot take an act that would directly result in an Ally coming in harms-way.<br>
'''Ending Conditions:''' Your Devotion ends once none of your Allies are in a danger that you can percieve or if you are Unconscious.
<br><br>
<br><br>


=== Path of Wrath ===
==== Fishing Coat ====
''You angy boi''
''3 Gold. Leather.''<br>
Accessory. Body. Resistant +3 (Water). Slowing 1.<br>
''An overcoat made of leather, with a similar appearance and feel as an apron.''
<br><br>
<br><br>


==== Rage ====
==== Fur Coat ====
''1st Level Path of Wrath Feature - Passion. Emotion.''<br>
''3 Gold. Leather.''<br>
''Your wrath, whether at your enemies or the world, allows you to shrug of many mundane injuries.'' You can spend 1 Action to enter a heightened emotional state of anger and fury, which you remain in until you meet the Ending Conditions.<br>
Accessory. Body. Fabulous Resistant +2 (Cold). Slowing 1. Vulnerable -2 (Fire).<br>
'''Rage Benifits:''' You gain Resistance 1d4 to effects without the ''Magic Trait''.<br>
''An overcoat made of leather, with a similar appearance and feel as an apron.''
'''Rage Drawbacks:''' At least 1 of your Actions each Turn must be spent to Attack a Creature, if you are not able to do so, you gain Weakness 1d4 to all Rolls you make until the end of your next Turn.<br>
'''Ending Conditions:''' Your Rage ends once there are no more Foes within 25 Meters that you are aware of or if you are Unconscious.
<br><br>
<br><br>


= Bard =
==== Gambeson ====
''7 Gold. Fabric.''<br>
Body. Defensive 1. Resistant +2 (Cold). Resistant +2 (Environment). Vulnerability -1 (Fire). Vulnerability -2 (Piercing).<br>
''Layers upon layers of fabric with some wool in between to provide protection from weapons and the elements.''
<br><br>


= Cleric =
==== Hauberk ====
''6 Gold. Mail. Metal.''<br>
Body. Defensive 1. Noisy 1. Resistant +2 (Slashing)<br>
''A shirt of hundreds of interwoven metal loops, providing both great protection, namely against cuts which get caught on the loops, and fairly decent mobility.''
<br><br>


= Cursed =
==== Lamellar ====
''Hippity hoppity, you have a cursetopoly''
''6 Gold. Composite. Variable (Leather or Metal).''<br>
Body. Defensive 1. Noisy 1. Resistant +2 (Bludgeoning)<br>
''A shirt of hundreds of individual plates of metal woven together, able to distribute heavy blows effectively across the armor.''
<br><br>
<br><br>


==== Lost Control ====
==== Laminar ====
''1st Level Cursed Feature''<br>
''6 Gold. Composite. Metal.''<br>
''Curses can consume the will of its victims, causing them to go berserk.'' If certain Insanity Conditions given by your Subclass are met, you lose control of your character, taken over by chaotic fury or a ravenous hunger.<br>
Body. Defensive 1. Noisy 1. Resistant +2 (Piercing)<br>
'''Table-Talk:''' Complete loss of character control might not be fun for a specific table, and all things considered, just not losing control of your character during certain circumstances won't effect balance too much, and it has been added as a mechanic for flavor. If a player's character is a Cursed, talk at session 0, or when they multi-class into the class, about if this mechanic fits for the tone of the game.
''A shirt of many metal plates layered on each other to allow for protection and resistance against piercing.''
<br><br>
<br><br>


==== Cursed Origin ====
==== Jerkin ====
''1st, 3rd, and more, Level Cursed Feature''<br>
''4 Gold. Leather.''<br>
You choose a Cursed Curse from the following table which represents your curse, both its dark gifts, and terrible weaknesses.
Body. Resistant +2 (Bludgeoning). Resistant +2 (Fire). Resistant +2 (Piercing). Resistant +2 (Slashing).<br>
{| class="wikitable"
''A shirt of fire-retardant, boiled, and hardened leather.''
|+
<br><br>
|-
! Cursed Origin !! Complexity Level !! Curse Description
|-
| Curse of the Fae || Example || Example
|-
| Curse of the Hag || Example || Example
|-
| Curse of the Lycanthrope || Example || Example
|-
| Curse of the Undead || Example || Example
|-
| Curse of the Vampire || Example || Example
|}
<br>


==== Spread Curse ====
==== Robe ====
''2nd Level Cursed Feature'' (rename)<br>
''5 Gold. Variable (Fabric or Hide)''<br>
''Your own curse manifests in the ability to spread similar curses to others.'' When you Wound a Foe, you can spend 1 Energy to force it to make a Conteseted Resolve Check against you. If you Win, choose one of your Curse Options to apply to that Foe.
Body. Fabulous. Hooded.<br>
''A long draping garment coming fit with a hood.'' Whenever you spend Energy, you gain that many additional Reactions this Round.
<br><br>
<br><br>


==== Curse Options ====
==== Scarf ====
''2nd Level Cursed Feature''<br>
''3 Gold. Fabric''<br>
You gain the following Curse Options for your Spread Curse feature:
Body. Accessory. Fabulous. Resistant +1 (Cold). Vulnerable -1 (Fire).<br>
*'''You Will Fear!''' The Foe gains the Shaken Glancing Wound.
''A piece of fabric tied around the neck to look good and protect from the cold.''
*'''You Are Weak!''' When the Foe adds its lowest Stat to a Roll, it reduces the Roll by a d4.
<br><br>
*'''You Cannot Run!''' The Foe gains the Slowed Glancing Wound.
<br>


=== Curse of the Lycanthrope ===
==== Holy Vestments ====
''You have been cursed by a werewolf, werebear, weretiger, or some other kind of were-animal.''
''4 Gold. Fabric.''<br>
Body. Accessory. Fabulous. Resistant +1 (Cold). Vulnerable -1 (Fire). Resistant +1 (Negative).<br>
''A priestly garb mainly made up of a ceremonial robe.''
<br><br>
 
==== Unholy Vestments ====
''4 Gold. Fabric.''<br>
Body. Accessory. Fabulous. Resistant +1 (Cold). Vulnerable -1 (Fire). Resistant +1 (Positive).<br>
''A priestly garb mainly made up of a ceremonial robe.''
<br><br>
 
=== Foot Pieces ===
 
==== Gumboots ====
''4 Gold. Leather.''<br>
Foot.<br>
''Standard boots made of leather, nice and resilient for travel.'' You can ignore up to 4 Spaces of Difficult Terrain each Turn while Walking through mud or water, and you gain a +1 Bonus to any Check you make to resist being thrown off of a Mount.
<br><br>
<br><br>


==== Lycanthropic Strength ====
==== Sabatons ====
''1st Level Curse of the Lycanthrope Feature''<br>
''6 Gold. Metal.''<br>
''Your curse manifests in the ability to shift into a animal-hybrid, as well as some supernatural hardiness''. You gain Perception and Tracking Proficiency, Nightvision, and you gain Resistance 2 to effects without the ''Magic'' or ''Silver Trait''. You also gain the ''Lycanthrope'', ''Shapeshifter'', and ''Cursed Traits''.<br>
Defensive 1. Foot. Slowing 1.<br>
You also gain a Hybrid Form [There will be rules on Forms, but you can swap between your Forms as an Action as a general rule]. While in your Hybrid Form, you take on some of the animalistic traits of the animal you are a lycanthrope of, while still remaining in your rough body-shape of your Standard Form. Your Movement also increases by 2 while in this Form, and you gain a Claws and a Bite Attack. The Claw uses Agility or Resolve, and targets the Foe's choice of Might or Resolve, it uses a d6, has the Slashing Trait, and the Melee, Follow-Through, Natural, and Hands (0) Keywords. The Bite uses Might or Resolve, target's the Foe's choice of Agility or Instinct, it uses a d8, has the Piercing Trait, and the Melee, Natural, and Hands (0) Keywords.
''Shoes made of metal, usually used while riding a mont to help protect the feet and stay hooked into the mount's stirrups.'' You gain 1 less Dash Point at the start of each of your Turns, and you gain a +1 Bonus to any Check you make to resist being thrown off of a Mount.
<br><br>
<br><br>


==== Lycanthropic Weakness ====
==== Sandals ====
''1st Level Curse of the Lycanthrope Feature''<br>
''1 Gold. Leather.''<br>
''Your curse gives you weaknesses to much that would be deemed as impotent to most.'' You gain Silver Weakness 4, Lunar Weakness 4, Fire Weakness 2, Radiant Weakness 2, and Sonic Weakness 2.<br>
Foot. Resistant +2 (Fire)<br>
'''Insanity Conditions.''' There is a full-moon.
''Shoes made of leather soul, and leather straps for the foot to grab onto.''
<br><br>
<br><br>


= Disciple =
==== Slippers ====
''3 Gold. Fabric.''<br>
Fabulous. Foot.<br>
''Shoes made of fabric that are comfortable to wear and look stylish.''
<br><br>


= Druid =
==== Socks ====
Druids are mages that use the power of nature, often support, but can do some decent elemental damage.
''2 Gold. Fabric.''<br>
Accessory. Fabulous. Foot. Vulnerable -1 (Fire).<br>
''Shoes made of fabric that are comfortable to wear and look stylish, usually worn under other shoes.''
<br><br>
<br><br>


==== Druidic Arcana ====
==== Traveler Boots ====
''1st Level Druid Feature''<br>
''2 Gold. Leather.''<br>
Choose 3 of the following Spells:
Foot.<br>
*'''Naturalistic Regeneration.''' ''Area. Magic. Primal. Spell.'' ''Fluff'' Mechanics
''Standard boots made of leather, nice and resilient for travel.'' You can ignore up to 3 Spaces of Difficult Terrain each Turn.
<br>
<br><br>
(Change into an animal)
<br>


==== Druidic Linguistics ====
==== Mountaineering Boots ====
''1st Level Druid Feature''<br>
''3 Gold. Fabric. Leather. Metal.''<br>
''Druids have many forms of communication taught to them during basic training.'' You can communicate verbally with ''Beasts'', and you learn Druidic.
Foot.<br>
''A pair of boots with fabric lining and tough metal spikes to assist in climbing.'' You can move normally for the first 6 Spaces you move while Climbing. If you are wearing both ''Mountaineering Boots'' and ''Climbing Gloves'', instead, you can Climb.
<br><br>
<br><br>


==== Druid Circle ====
=== Hand Pieces ===
''2nd, and more, Level Druid Feature''<br>
 
You choose a Druid Circle that represents the way you
==== Climbing Gloves ====
{| class="wikitable"
''3 Gold. Leather. Metal''<br>
|+
Hand.<br>
|-
''A set of gloves with spikes in the palms to help grab onto rocks.'' You can move normally for the first 6 Spaces you move while Climbing. If you are wearing both ''Mountaineering Boots'' and ''Climbing Gloves'', instead, you can Climb.
! Druid Circles !! Complexity Level !! Circle Description
<br><br>
|-
| Circle of the Aegis || Example || Example
|-
| Circle of the Form || Example || Example
|-
| Circle of the Rancher || Example || Example
|-
| Circle of the Something || Example || Example
|-
| Circle of the Something || Example || Example
|}
<br>


= Executioner =
==== Fine Gloves ====
''4 Gold. Fabric''<br>
Hand. Fabulous.<br>
''Gloves, often made of silk or fabric, that allow for very fine articulation.'' You take a +1 Bonus to any Dexterity Checks you make.
<br><br>


= Magus =
==== Gauntlets ====
''5 Gold. Metal''<br>
Hand.<br>
''A set of gloves with spikes in the palms to help grab onto rocks.'' If you would take exactly 1 Damage from an Attack, you instead take no Damage.
<br><br>


= Mentor =
==== Mittens ====
''1 Gold. Fabric''<br>
Hand. Fabulous. Resistant +2 (Cold)<br>
''Fabric gloves that group the non-thumb fingers into a single compartment.'' You take a -2 Penalty to any Dexterity Checks you make.
<br><br>


= Monk =
=== Clothing Keywords ===
*'''Accessory.''' Can be worn with other pieces of clothing of the same type.
*'''Anonymity.''' Other Creatures cannot see your face.
*'''Body.''' This piece of clothing is worn on your torso and sometimes your legs. You cannot wear two or more pieces of clothing with this Keyword unless all but 1 of them has the ''Accessory'' Keyword.
*'''Fabulous.''' [BENEFIT]
*'''Foot.''' This piece of clothing is worn on your feet. You cannot wear two or more pieces of clothing with this Keyword unless all but 1 of them has the ''Accessory'' Keyword.
*'''Hand.''' This piece of clothing is worn on one or both of your hands. You cannot wear two or more pieces of clothing with this Keyword unless all but 1 of them has the ''Accessory'' Keyword.
*'''Head.''' This piece of clothing is worn on your head and/or face. You cannot wear two or more pieces of clothing with this Keyword unless all but 1 of them has the ''Accessory'' Keyword.
*'''Hooded.''' The piece of clothing comes with a hood, which you can pull up, or pull of by spending 1 Action. While the hood is up you gain a +1 Bonus to your Stealth Checks, you gain a -2 Penalty to your Search Checks, and the piece of clothing gains the ''Anonymity'' Keyword.
*'''Noisy.''' You gain a Penalty to Stealth Checks you make equal to the value listed with the Keyword.
*'''Resistant.''' You gain a bonus to Resistance to the Trait listed with the Keyword, equal to the value listed with the Keyword.
*'''Slowing.''' Your Movement is reduced by an amount equal to the value listed with the Keyword.
*'''Variable.''' Choose one of the options in the parentheses listed with the Keyword when you purchase or gain the Item. This choice might be made the GM depending on the circumstances.
*'''Vulnerable.''' You gain a Weakness to the Trait listed with the Keyword, equal to the value listed with the Keyword.
<br>


= Paladin =
== Adventuring Gear ==


= Psion =
==== Battle Standard ====
''6 Gold, One-Handed''<br>
You can spend 1 Reaction to allow an Ally to Reroll a Defense Roll.
<br><br>


= Ranger =
==== War Horn ====
You Aragorn
''4 Gold, One-Handed, Audible''<br>
You can spend 1 Action to blow the horn and make an Intimidation Check. All Foes within a number of Spaces up to your Might make a Contesting Grit Check. If you succeed, that Foe gains the ''Disoriented'' Glancing Wound. When you blow the horn, Creatures up to approximately 1 Kilometer away can hear it (depending on terrain, this could be longer or shorter).
<br><br>
<br><br>


==== Favored Foe ====
==== Hunting Trap ====
''1st Level Ranger Feature''<br>
''4 Gold, Consumable, Trap.''<br>
''You can research potential enemies you would come across to be more effective against them.'' At the end of each Rest, choose one Trait, you add a d4 to your Rolls against Creatures with that Trait until your next Rest.
Bundled (3). You can spend 1 Action to set up a trap in an adjacent empty Space. When a Creature enters a Space containing the trap, they make a Defense Roll using Might or Speed (Target's Choice) against an Attack Roll of 7.<br>
A Creature can also spend 2 Actions to attempt to hide the set-up trap, making a Dexterity Check. Any Creature whose Search Bonus is less than the Dexterity Check's result can no longer see the trap unless they take specific acts to investigate the area. ''(If you spend 1 minute attempting to hide the trap, maximize your Dexterity Check.)''
<br><br>
<br><br>


==== Ranger Disciplines ====
= Feats =
''1st Level Ranger Feature''<br>
''Rangers have a variety of skills and arts to enhance and alter their combat.'' Choose one Ranger Discipline to gain.
<br><br>


=== Ranger Disciplines ===
==== Expanded Lineage ====
Here is the list of Ranger Disciplines.
{| class="wikitable"
<br><br>
|+
|-
! Prerequisites !! Traits !! Repeatable
|-
| Level 1 || Example || Repeatable
|}


==== Growing Skill ====
= Artisan =
''Miscellaneous Discipline''<br>
''You have studied a variety of more niche topics to become more of a generalist.'' You gain 2 Skill and/or Tool Proficiencies of your choice.
<br><br>


==== Primal Arcana ====
= Berserker =
''Miscellaneous Discipline''<br>
Berserkers are powerful hulks that use magic and powerful emotions to fuel a
''You tap into the primal magic of the Wardens to more effectively fight.'' Choose one of the ''Spells'' the Warden gets from their Nature's Magic Feature, you gain that Spell.
<br><br>
<br><br>


==== Wild Agility ====
==== Powerful Will ====
''Miscellaneous Disciple''<br>
''1st Level Berserker Feature''<br>
''You have practiced many varieties of traversing the area around you.'' You can Climb and Swim.
''Berserkers are naturally strong-willed beings, wrought with intense emotion. Thus, their will is harder to break.'' When you make a Check to resist an effect with the ''Emotion'' or ''Mental Trait'', you make the Check twice, using the higher result.
<br><br>
<br><br>


==== Roving ====
==== Berserker Path ====
''Miscellaneous Disciple''<br>
''1st, and more, Level Berserker Feature''<br>
''You have built up an instinctual movement to bound at quicker speed.'' Your Movement increases by 2.
You choose a Berserker Path from the following table which represents the emotions or magical power that fuels your.
{| class="wikitable"
|+
|-
! Berserker Paths !! Complexity Level !! Path Description
|-
| Path of Crucibles || Example || Example
|-
| Path of Devotion || Example || Example
|-
| Path of Focus || Example || Example
|-
| Path of Joy || Example || Example
|-
| Path of Wrath || Example || Example
|}
<br>
 
== Berserker Paths ==
=== Path of Devotion ===
''You in love boi''
<br><br>
<br><br>


==== Tireless ====
==== Devotion ====
''Miscellaneous Discipline''<br>
''1st Level Path of Devotion Feature — Passion. Emotion.''<br>
''You are ever-watchful, for a ranger is rarely caught of guard.'' You require 2 less Hours to finish a Rest, and you are aware as if you were on watch while Resting.
''Your devotion, whether it be love, nationalism, or loyalty, allows you to enter a state of heightened protectiveness.'' You can spend 1 Action to enter a heightened emotional state of protection and devotion, which you remain in until you meet the Ending Conditions.<br>
'''Devotion Benifits:''' You can spend 1 Action and take 1d4 Damage to Recover from a Glancing Wound. Also, if an Ally adjacent to you suffers a Glancing Wound, you can use your Reaction to suffer that Wound instead.<br>
'''Devotion Drawbacks:''' You cannot take an act that would directly result in an Ally coming in harms-way.<br>
'''Ending Conditions:''' Your Devotion ends once none of your Allies are in a danger that you can percieve or if you are Unconscious.
<br><br>
<br><br>


= Rogue =
=== Path of Wrath ===
edgy orpha (assassin's would choose a few speicifc for their woundy boi feature)
''You angy boi''
<br><br>
<br><br>


==== Wounding Strikes ====
==== Rage ====
''1st Level Rogue Feature''<br>
''1st Level Path of Wrath Feature - Passion. Emotion.''<br>
''You can pinpoint your attacks to cause debilitating harm to your targets.'' When you deal Damage to a Foe, you can reduce that Damage by 4 to cause that Foe to gain a Glancing Wound.
''Your wrath, whether at your enemies or the world, allows you to shrug of many mundane injuries.'' You can spend 1 Action to enter a heightened emotional state of anger and fury, which you remain in until you meet the Ending Conditions.<br>
'''Rage Benifits:''' You gain Resistance 1d4 to effects without the ''Magic Trait''.<br>
'''Rage Drawbacks:''' At least 1 of your Actions each Turn must be spent to Attack a Creature, if you are not able to do so, you gain Weakness 1d4 to all Rolls you make until the end of your next Turn.<br>
'''Ending Conditions:''' Your Rage ends once there are no more Foes within 25 Meters that you are aware of or if you are Unconscious.
<br><br>
<br><br>


==== Sneak Attack ====
= Bard =
''1st Level Rogue Feature''<br>
 
''While attacking an enemy in a vulnerable state, you can strike in such a way that you bypass some of their defenses.'' While Attacking, if one of your Sneak Attack Conditions is met, you reduce the Defense Roll of the target by your Instinct.<br>
= Cleric =
You also gain the following Sneak Attack Conditions:
*An Ally is adjacent to the target.
*The target cannot sense you.
<br>


==== Rogue Knacks ====
= Cursed =
''2nd Level Rogue Feature''<br>
''Hippity hoppity, you have a cursetopoly''
''Every Rogue uses their own set of tools, making no two Rogues the same.'' Choose 2 Rogue Knacks to gain.
<br><br>
<br><br>


=== Rogue Knacks ===
==== Lost Control ====
''Fluff'' [Ideas: Uncanny Dodge, Steady Aim, Thieve's Cant]
''1st Level Cursed Feature''<br>
''Curses can consume the will of its victims, causing them to go berserk.'' If certain Insanity Conditions given by your Subclass are met, you lose control of your character, taken over by chaotic fury or a ravenous hunger.<br>
'''Table-Talk:''' Complete loss of character control might not be fun for a specific table, and all things considered, just not losing control of your character during certain circumstances won't effect balance too much, and it has been added as a mechanic for flavor. If a player's character is a Cursed, talk at session 0, or when they multi-class into the class, about if this mechanic fits for the tone of the game.
<br><br>
<br><br>


==== Steady Aim ====
==== Cursed Origin ====
'' Rogue Knack''<br>
''1st, 3rd, and more, Level Cursed Feature''<br>
''You can steady your breath and body to shoot a shot true.'' You can spend 1 Action to increase the Die Size of all Ranged Attacks you make until the start of your next Turn.
You choose a Cursed Curse from the following table which represents your curse, both its dark gifts, and terrible weaknesses.
<br><br>
{| class="wikitable"
|+
|-
! Cursed Origin !! Complexity Level !! Curse Description
|-
| Curse of the Fae || Example || Example
|-
| Curse of the Hag || Example || Example
|-
| Curse of the Lycanthrope || Example || Example
|-
| Curse of the Undead || Example || Example
|-
| Curse of the Vampire || Example || Example
|}
<br>


= Savant =
==== Spread Curse ====
You smart.
''2nd Level Cursed Feature'' (rename)<br>
''Your own curse manifests in the ability to spread similar curses to others.'' When you Wound a Foe, you can spend 1 Energy to force it to make a Conteseted Resolve Check against you. If you Win, choose one of your Curse Options to apply to that Foe.
<br><br>
<br><br>


==== Curse Options ====
''2nd Level Cursed Feature''<br>
You gain the following Curse Options for your Spread Curse feature:
*'''You Will Fear!''' The Foe gains the Shaken Glancing Wound.
*'''You Are Weak!''' When the Foe adds its lowest Stat to a Roll, it reduces the Roll by a d4.
*'''You Cannot Run!''' The Foe gains the Slowed Glancing Wound.
<br>


=== Curse of the Lycanthrope ===
''You have been cursed by a werewolf, werebear, weretiger, or some other kind of were-animal.''
<br><br>


= Seeker =
==== Lycanthropic Strength ====
''1st Level Curse of the Lycanthrope Feature''<br>
''Your curse manifests in the ability to shift into a animal-hybrid, as well as some supernatural hardiness''. You gain Perception and Tracking Proficiency, Nightvision, and you gain Resistance 2 to effects without the ''Magic'' or ''Silver Trait''. You also gain the ''Lycanthrope'', ''Shapeshifter'', and ''Cursed Traits''.<br>
You also gain a Hybrid Form [There will be rules on Forms, but you can swap between your Forms as an Action as a general rule]. While in your Hybrid Form, you take on some of the animalistic traits of the animal you are a lycanthrope of, while still remaining in your rough body-shape of your Standard Form. Your Movement also increases by 2 while in this Form, and you gain a Claws and a Bite Attack. The Claw uses Agility or Resolve, and targets the Foe's choice of Might or Resolve, it uses a d6, has the Slashing Trait, and the Melee, Follow-Through, Natural, and Hands (0) Keywords. The Bite uses Might or Resolve, target's the Foe's choice of Agility or Instinct, it uses a d8, has the Piercing Trait, and the Melee, Natural, and Hands (0) Keywords.
<br><br>
 
==== Lycanthropic Weakness ====
''1st Level Curse of the Lycanthrope Feature''<br>
''Your curse gives you weaknesses to much that would be deemed as impotent to most.'' You gain Silver Weakness 4, Lunar Weakness 4, Fire Weakness 2, Radiant Weakness 2, and Sonic Weakness 2.<br>
'''Insanity Conditions.''' There is a full-moon.
<br><br>
 
= Disciple =


= Shaman =
= Druid =
Druids are mages that use the power of nature, often support, but can do some decent elemental damage.
<br><br>


= Sorcerer =
==== Druid Invocations ====
Sorcerers have a well of natural magic that they use to cast their spells. This magic comes from their bloodline, whether that bloodline be cursed or blessed, or if they actually have a partial heritage of their source.
''1st Level Druid Feature''<br>
You gain 3 Druid Invocations.
<br><br>
<br><br>


==== What Sorcery is This? ====
==== Druid Circle ====
''1st Level Sorcerer Feature''<br>
''2nd, and more, Level Druid Feature''<br>
You gain two of the following ''Spells'' of your choice:
You choose a Druid Circle that represents the way you
*'''Energy Blast.''' ''Magic. Spell. Single-target.'' ''Energy sits in the palm of your hand, and can be used in anyway you wish.'' You can treat this feature as a Weapon with an Attack Die of 1d8, a Used Stat of Resolve, Target Stats of Agility or Speed (target's choice), and the Keywords "Hands (1), Ranged (8 Meters)." Whenever you Attack with this feature, add one of the ''Traits'' from another ''Spell'' you know to the Attack.
{| class="wikitable"
<br>
*'''Cryomancy.''' ''Magic. Spell. Frost. Area.'' ''Ice and frost heeds your call, freezing what you wish creeping through foes.'' By spending 2 Actions, you can magically chill a 1-Meter-Radius Sphere within 4 Meters of you, reducing the area's temperature to freezing and dealing 1d6 + Resolve Damage (defended with Might) to anything vulnerable to cold (such as most Creatures) within the area.
:You can spend 1-3 Energy to increase the Sphere's Radius by 1 Meter for each Energy spent.
<br>
*'''Pyromancy.''' ''Magic. Spell. Fire. Area.'' ''Fire and flame heed your call, striking in a flaming nova and roasting your enemies.'' By spending 1 Action, you can cause flames to erupt from you or a source of fire within 4 Meters. The flames jump up to 4 Meters to another space of your choice, dealing 1d6 + Resolve Damage (defended with Agility) to anything within that space (possibly lighting them on fire).
:You can spend 1-3 Energy to cause an additional burst of flames in this manner for each Energy spent.
<br>
*'''Telekinesis.''' ''Magic. Spell. Mental. Single-target.'' By spending 1 Action, you can magically lift, move, and manipulate a Creature or Item that weighs 1 kilogram or less as if you had one hand holding it, provided it is within 4 Meters of you. You can spend additional Actions or Energy to increase the weight you can manipulate by 1 kilogram per Action or Energy spent, up to a maximum number of kilograms equal to your Resolve.
:You can move the Creature or Item a number of Spaces equal to your Resolve ''(minimum of 1)''. If you use the Creature or Item to perform an Attack, it is magically empowered to use an Attack Die of 1d8, a Used Stat of Resolve, and Target Stats of Agility or Speed (target's choice).<br>
:The Creature or Item remains in your telekinetic grasp until the end of your next Turn (for example, an Item you lift is suspended in mid-air only until your next Turn ends, at which point it falls unless you continue to spend Actions and/or Energy to renew your control over the Item).
<br>
*'''Sleight of Hand.''' ''Magic. Spell.'' You can spend 1 Action to  magically sequester an Item you are holding that weighs 1 kilogram or less, causing it to disappear until you bring it forth again by spending 1 Action.<br>
:You can spend Energy to increase the weight you can manipulate by 1 kilogram per Energy spent, up to a maximum number of kilograms equal to your Resolve.
<br>
*'''Illusory Duplicate.''' ''Magic. Spell. Illusion.'' By spending 2 Actions, you create an illusory copy of a Creature or Item you can see, or one with which you are intimately familiar. The chosen Creature or Item cannot weigh more than a number of kilograms equal to your Level. The illusion behaves as you expect the original Creature or Item would; a Creature will act as you believe it would, and a flame would be quenched by water. However, the illusion is incapable of directly causing Damage.<br>
:When you create the illusion, choose sight, taste and smell, hearing, or touch. The illusion is imperceptible to the chosen sense, but is perceptible and apparently real to all other senses.<br>
:Every Action a Creature spends investigating or otherwise inspecting the illusion, it makes a Contested Perception Check against your Resolve Check, determining the illusion as fake and perceiving through it on a succesful Check.
<br><br>
 
==== Sorcerer Bloodline ====
''1st, and more, Level Sorcerer Feature''<br>
You choose a Sorcerer Bloodline that represents the source of power that either cursed or blessed your family, or who's powers you draw on hereditarily.
{| class="wikitable"
|+
|+
|-
|-
! Sorcerer Bloodlines !! Complexity Level !! Bloodline Description
! Druid Circles !! Complexity Level !! Circle Description
|-
|-
| Divine Bloodline || Example || Example
| Circle of the Aegis || Example || Focuses on protection.
|-
|-
| Draconic Bloodline || Example || Example
| Circle of the Arcane || Example || Focuses on spells
|-
|-
| Order Bloodline || Example || Example
| Circle of the Form || Example || Focuses on chaining into animals.
|-
|-
| Storming Bloodline || Example || Example
| Circle of the Rancher || Example || Focuses on pacifying and taming animals.
|-
|-
| Wild Bloodline || Example || Example
| Circle of the Something || Example || Example
|}
|}
<br>
<br>


== Sorcerer Bloodlines ==
=== Druid Invocations ===
STUFF
 
==== Druidic Linguistics ====
''Druid Invocation''<br>
''Druids have many forms of communication taught to them during basic training.'' You can communicate verbally with ''Beasts'', and you learn Druidic.
<br><br>
<br><br>


=== Divine Bloodline ===
==== Naturalistic Regeneration ====
''Flavor''
''Druid Invocation. Spell.''<br>
<br><br>
You gain the ''Naturalistic Regeneration'' Spell:
*'''Naturalistic Regeneration.''' ''Area. Magic. Primal. Spell.''<br>
''You learn how to cause healing energy to disperse in a wave around you.'' You can spend 2 Actions to cause all Allies within 3 Meters of you regain 2d4 HP. You can also spend Energy up to your Instinct to allow one Ally within Range to attempt to Recover from a Glancing Wound or Passing Fear for each Energy spent.
<br><br>
 
= Executioner =
 
= Magus =


==== Holy Nature ====
= Mentor =
''1st Level Divine Bloodline Feature''<br>
''Divine and Holy power flows through you.'' You gain Negative Resistance 2 and you gain Evil Resistance 2.
<br><br>


==== Divine Spells ====
= Monk =
''1st Level Divine Bloodline Feature''<br>
You gain one of the following Spells.
*'''Mend Wounds.''' ''Magic. Spell. Single-target. Positive. Healing.'' You can spend 1 Action and choose an Ally within your Reach, it then regains 1d6 HP. You can also spend 1 Energy to allow that creature to attempt to Recover from one of its Wounds.
<br>


==== Storming Bloodline ====
==== Monk Forms ====
''Flavor''
''1st Level Monk Feature''<br>
You gain 3 Monk Forms of your choice.
<br><br>
<br><br>


==== Soul of the Winds ====
=== Monk Forms ===
''1st Level Storming Bloodline Feature''<br>
''Fluff.'' You gain Environment Resistance 2, you learn Elemental, and you when you take Lightning Damage, your Defense Die increases by 2 Steps until the end of your next Turn.
<br><br>
<br><br>


==== Storming Spells ====
==== Fists of the Storm ====
''1st Level Storming Bloodline Feature''<br>
''Monk Form''<br>
You gain 1 of the following Spells:
When you make an Unarmed Attack, you can spend 1 Reaction to add the ''Lightning'' Trait and increase the Attack Die by 1 Step.
*'''Conjure Tempest.''' ''Magic. Spell. Single-target. Environment.'' You can spend 2 Actions to create a raging tempest that surrounds you, emanating out to a Range of 3 Meters and lasts for 1 Hour. This area is Difficult Terrain, and all Creature's in the area have their Defense Die increased by 1 Step. You can also spend 1 Action while the tempest is active to call a lightning bolt, targeting a Space in the tempest, all Creatures within 1 Meter of that Space takes 1 Damage, and a Creature in the Space takes 1d8 Damage (Defended by Might or Instinct, Target's choice). You can also spend Energy up to your Resolve to increase the Range of this tempest by 1 Space for each Energy spent.
<br><br>
<br>


= Summoner =
= Paladin =
Many different kinds of summoners have many different machines and factories with machines in them so they can make a lot of products real fast.
<br><br>


==== Summoner Bond ====
= Psion =
''1st, and more, Level Summoner Feature''
You choose a Summoner Bond from the following table which represents the Creatures or Crerature you summon to aid you in battle and your daily life.
{| class="wikitable"
|+
|-
! Summoner Bond !! Complexity Level !! Bond Description
|-
| Bond of Beasts || Example || Example
|-
| Bond of Constructs || Example || Example
|-
| Bond of Dragons || Example || Example
|-
| Bond of Spirits || Example || Example
|-
| Bond of Undeath || Example || Example
|}
<br>


== Summoner Bonds ==
= Ranger =
fluff
You Aragorn
<br><br>
<br><br>


=== Bond of Undeath ===
==== Favored Foe ====
You summon zombies.
''1st Level Ranger Feature''<br>
 
''You can research potential enemies you would come across to be more effective against them.'' At the end of each Rest, choose one Trait, you add a d4 to your Rolls against Creatures with that Trait until your next Rest.
==== Summon Undead ====
''1st Level Bond of Undeath Feature.''
''Death answers your call and you can manipulate it.'' You can spend 3 Actions while adjacent to a corpse to animate it as either a Zombie or a Skeleton which you command. You can have a number of these under your control at any given time equal to your Resolve. As a Free Action, you can release any Zombie or Skeleton under your control from this feature, causing it to act as a standard zombie or skeleton as appropriate.<br>
You can spend 1 Action to cause all Zombies and Skeletons under your control to either take the Attack or Move Action. All Zombies and Skeletons take the same Action.
<br><br>
<br><br>


==== Body Block ====
==== Ranger Disciplines ====
''1st Level Bond of Undeath Feature.''
''1st Level Ranger Feature''<br>
''You can literally have your zombies body-block for you.'' When a Creature is targeted by an Attack or Feature, if that Creature is adjacent to one of the Zombies or Skeletons under your control from your Summon Undead feature, you can spend 1 Reaction to cause that Attack or Feature to target that Zombie or Skeleton instead.
''Rangers have a variety of skills and arts to enhance and alter their combat.'' Choose one Ranger Discipline to gain.
<br><br>
<br><br>


= Swashbuckler =
=== Ranger Disciplines ===
Swashbucklers are rambunctious adventurers, doing tricks and feats of both linguistic and physical acrobatics to produce a wonder in both their foes and friends which they channel into their acts, improving them.
Here is the list of Ranger Disciplines.
<br><br>
<br><br>


==== Panache ====
==== Growing Skill ====
''1st Level Swashbuckler Feature''<br>
''Miscellaneous Discipline''<br>
''You know how to manipulate yourself and your words to get into better positions, both physical and mental, to strike.'' Whenever you succeed on a Check, you can spend 1 Reaction to gain 1 Panache. Also, choose 3 Swashbuckler Tricks, which are each unique ways of gaining and spending Panache.<br>
''You have studied a variety of more niche topics to become more of a generalist.'' You gain 2 Skill and/or Tool Proficiencies of your choice.
<br><br>
<br><br>


==== Swashbuckler Flourishes ====
==== Primal Arcana ====
''1st Level Swashbuckler Feature''<br>
''Miscellaneous Discipline''<br>
''All Swashbucklers have their own bag of tricks and flair to impress their allies and frighten their foes.'' Gain 3 Swashbuckler Flourishes.
''You tap into the primal magic of the Wardens to more effectively fight.'' Choose one of the ''Spells'' the Warden gets from their Nature's Magic Feature, you gain that Spell.
<br><br>


=== Panache Flourishes ===
==== Wild Agility ====
''Miscellaneous Disciple''<br>
''You have practiced many varieties of traversing the area around you.'' You can Climb and Swim.
<br><br>
<br><br>


==== Bladebound Flourish ====
==== Roving ====
''Swashbuckler Flourish.''<br>
''Miscellaneous Disciple''<br>
''Your parries and dodges lead into more advantageous strikes.''<br>
''You have built up an instinctual movement to bound at quicker speed.'' Your Movement increases by 2.
'''Earning Panache:''' When you take no Damage from an Attack, you gain 2 Panache.<br>
'''Spending Panache:''' When you deal Damage with an Attack, you can spend Panache up to your Resolve, dealing additional Damage equal to the Panache spent.
<br><br>
<br><br>


==== Bounding Flourish ====
==== Tireless ====
''Swashbuckler Flourish.''<br>
''Miscellaneous Discipline''<br>
''You know how to manipulate yourself and your words to get into better positions, both physical and mental, to strike.''<br>
''You are ever-watchful, for a ranger is rarely caught of guard.'' You require 2 less Hours to finish a Rest, and you are aware as if you were on watch while Resting.
'''Earning Panache:''' You can spend 2 Actions to roll a d10, gaining Movement equal to the result up to your Agility, also you gain Panache equal to the excess.
'''Spending Panache:''' When a Foe moves adjacent to you, you can spend 1 Reaction and Panache up to your Resolve, moving that many Spaces immediately.
<br><br>
<br><br>


==== Expediant Flourish ====
= Rogue =
''Swashbuckler Flourish.''<br>
edgy orpha (assassin's would choose a few speicifc for their woundy boi feature)
''You learn to use your alacrity and instincts interchangably.''<br>
'''Earning Panache:''' You can spend a number of Initiative Points up to your Spirit, gaining a number of Panache equal to the number spent.<br>
'''Spending Panache:''' You can spend a number of Panache up to your Spirit, gaining a number of Initiative Points equal to the number spent.
<br><br>
<br><br>


= Traveler =
==== Wounding Strikes ====
walky walky
''1st Level Rogue Feature''<br>
''You can pinpoint your attacks to cause debilitating harm to your targets.'' When you deal Damage to a Foe, you can reduce that Damage by 4 or spend 1 Energy to cause that Foe to gain a Glancing Wound.
<br><br>
<br><br>


==== Jack of All Trades ====
==== Sneak Attack ====
''1st Level Traveler Feature''<br>
''1st Level Rogue Feature''<br>
''You have experienced a significant amount, and can pick up on a lot very quickly.'' You gain a +1 bonus to all Checks you make.
''While attacking an enemy in a vulnerable state, you can strike in such a way that you bypass some of their defenses.'' While Attacking, if one of your Sneak Attack Conditions is met, you reduce the Target's Defense Result by your Instinct.<br>
You also gain the following Sneak Attack Conditions:
*An Ally is adjacent to the target.
*The target cannot sense you.
<br>
 
==== Rogue Knacks ====
''2nd Level Rogue Feature''<br>
''Every Rogue uses their own set of tools, making no two Rogues the same.'' Choose 2 Rogue Knacks to gain.
<br><br>
<br><br>


==== Burst of Stamina ====
=== Rogue Knacks ===
''1st Level Traveler Feature''<br>
''Fluff'' [Ideas: Uncanny Dodge, Steady Aim, Thieve's Cant]
''As someone who has done a lot of traveling, you have a high level of stamina that you can pull on from time to time. You can push on when the strength of most would fail.'' You can spend 1 Energy as a Free Action to perform one of the following:
<br><br>
*'''Resilience.''' You regain all your lost HP.
*'''Quick Action.''' You take the Move, Brace, Grab, Help, Push, or Recover Action.
*'''Resolute Will.''' You reroll a Check.
<br>


==== Wayfarer ====
==== Steady Aim ====
''1st Level Traveler Feature''<br>
'' Rogue Knack''<br>
''Not all those who wander are lost.'' You Dash using your highest Stat, rather than your Speed ''(i.e., you gain movement points at the start of your Turn equal to your highest Stat)''. In addition, you can also ignore a number of spaces of Difficult Terrain each Turn up to your Speed.
''You can steady your breath and body to shoot a shot true.'' You can spend 1 Action to increase the Die Size of all Ranged Attacks you make until the start of your next Turn.
<br><br>
<br><br>


==== Ever Aware ====
= Savant =
''2nd Level Traveler Feature''<br>
You smart.
When you make a Perception Check to find potential threats, make the Check twice and use the higher result.
<br><br>
<br><br>


==== Good Samaritan ====
 
''2nd Level Traveler Feature''<br>
 
You gain the Good Samaritan Spell. (15ft Range, heals HP and target can try recover from Wound, requires Energy to use maybe, or does energy just enhance it?)
= Seeker =
 
= Shaman =
 
= Sorcerer =
Sorcerers have a well of natural magic that they use to cast their spells. This magic comes from their bloodline, whether that bloodline be cursed or blessed, or if they actually have a partial heritage of their source.
<br><br>
<br><br>


==== Traveler Style ====
==== What Sorcery is This? ====
''2nd, and more, Level Traveler Feature''<br>
''1st Level Sorcerer Feature''<br>
You choose a Traveler Style from the following table which represents the different mannerisms and abilities you developed to best travel in your preffered.
You gain two of the following ''Spells'' of your choice:
*'''Energy Blast.''' ''Magic. Spell. Single-target.'' ''Energy sits in the palm of your hand, and can be used in anyway you wish.'' You can treat this feature as a Weapon with an Attack Die of 1d8, a Used Stat of Resolve, Target Stats of Agility or Speed (target's choice), and the Keywords "Hands (1), Ranged (8 Meters)." Whenever you Attack with this feature, add one of the ''Traits'' from another ''Spell'' you know to the Attack.
<br>
*'''Cryomancy.''' ''Magic. Spell. Frost. Area.'' ''Ice and frost heeds your call, freezing what you wish creeping through foes.'' By spending 2 Actions, you can magically chill a 1-Meter-Radius Sphere within 4 Meters of you, reducing the area's temperature to freezing and dealing 1d6 + Resolve Damage (defended with Might) to anything vulnerable to cold (such as most Creatures) within the area.
:You can spend 1-3 Energy to increase the Sphere's Radius by 1 Meter for each Energy spent.
<br>
*'''Pyromancy.''' ''Magic. Spell. Fire. Area.'' ''Fire and flame heed your call, striking in a flaming nova and roasting your enemies.'' By spending 1 Action, you can cause flames to erupt from you or a source of fire within 4 Meters. The flames jump up to 4 Meters to another space of your choice, dealing 1d6 + Resolve Damage (defended with Agility) to anything within that space (possibly lighting them on fire).
:You can spend 1-3 Energy to cause an additional burst of flames in this manner for each Energy spent.
<br>
*'''Telekinesis.''' ''Magic. Spell. Mental. Single-target.'' By spending 1 Action, you can magically lift, move, and manipulate a Creature or Item that weighs 1 kilogram or less as if you had one hand holding it, provided it is within 4 Meters of you. You can spend additional Actions or Energy to increase the weight you can manipulate by 1 kilogram per Action or Energy spent, up to a maximum number of kilograms equal to your Resolve.
:You can move the Creature or Item a number of Spaces equal to your Resolve ''(minimum of 1)''. If you use the Creature or Item to perform an Attack, it is magically empowered to use an Attack Die of 1d8, a Used Stat of Resolve, and Target Stats of Agility or Speed (target's choice).<br>
:The Creature or Item remains in your telekinetic grasp until the end of your next Turn (for example, an Item you lift is suspended in mid-air only until your next Turn ends, at which point it falls unless you continue to spend Actions and/or Energy to renew your control over the Item).
<br>
*'''Sleight of Hand.''' ''Magic. Spell.'' You can spend 1 Action to  magically sequester an Item you are holding that weighs 1 kilogram or less, causing it to disappear until you bring it forth again by spending 1 Action.<br>
:You can spend Energy to increase the weight you can manipulate by 1 kilogram per Energy spent, up to a maximum number of kilograms equal to your Resolve.
<br>
*'''Illusory Duplicate.''' ''Magic. Spell. Illusion.'' By spending 2 Actions, you create an illusory copy of a Creature or Item you can see, or one with which you are intimately familiar. The chosen Creature or Item cannot weigh more than a number of kilograms equal to your Level. The illusion behaves as you expect the original Creature or Item would; a Creature will act as you believe it would, and a flame would be quenched by water. However, the illusion is incapable of directly causing Damage.<br>
:When you create the illusion, choose sight, taste and smell, hearing, or touch. The illusion is imperceptible to the chosen sense, but is perceptible and apparently real to all other senses.<br>
:Every Action a Creature spends investigating or otherwise inspecting the illusion, it makes a Contested Perception Check against your Resolve Check, determining the illusion as fake and perceiving through it on a succesful Check.
<br><br>
 
==== Sorcerer Bloodline ====
''1st, and more, Level Sorcerer Feature''<br>
You choose a Sorcerer Bloodline that represents the source of power that either cursed or blessed your family, or who's powers you draw on hereditarily.
{| class="wikitable"
{| class="wikitable"
|+
|+
|-
|-
! Traveler Style !! Complexity Level !! Style Description
! Sorcerer Bloodlines !! Complexity Level !! Bloodline Description
|-
|-
| Caravaneering Soldier's Style || Example || Example
| Divine Bloodline || Example || Example
|-
|-
| Expiditious Explorer's Style || Example || Example
| Draconic Bloodline || Example || Example
|-
|-
| Itinerant Priest's Style || Example || Example
| Order Bloodline || Example || Example
|-
|-
| Scenic Pioneer's Style || Example || Example
| Storming Bloodline || Example || Example
|-
|-
| World Shaper's Style || Example || Example
| Wild Bloodline || Example || Example
|}
|}
<br>
<br>


= Vanguard =
== Sorcerer Bloodlines ==
Vanguards are bastions of protection on the front-line of combat, acting as a ward between their allies and those who would dare harm them.
STUFF
<br><br>
<br><br>


==== Wall of Defense ====
=== Divine Bloodline ===
''1st Level Vanguard Feature''<br>
''Flavor''
''You are an insurmountable wall in combat that acts as a shield to protect your allies and to resist damage.'' Your Defense Die increases by one Step. Also, when a Hero adjacent to you is Attacked, you can use your Reaction to become the target of that Attack.
<br><br>
<br><br>


==== Halt ====
==== Holy Nature ====
''1st Level Warrior Feature''<br>
''1st Level Divine Bloodline Feature''<br>
''Your stalward defense can stop enemies in their tracks.'' You can spend 1 Action and roll a d4 + Resolve. All adjacent enemies lose the first Movement they gain equal to that result.
''Divine and Holy power flows through you.'' You gain Negative Resistance 2 and you gain Evil Resistance 2.
<br><br>
<br><br>


==== Strong-Willed ====
==== Divine Spells ====
''1st Level Warrior Feature''<br>
''1st Level Divine Bloodline Feature''<br>
''You refine your abilities to resist and avoid hostile situtations.'' At the end of a Rest, you can choose 1 Might or Resolve Skill to gain Proficiency in until your next Rest. You can also spend 1 Energy as a Free Action to swap which Skill you chose.
You gain one of the following Spells.
*'''Mend Wounds.''' ''Magic. Spell. Single-target. Positive. Healing.'' You can spend 1 Action and choose an Ally within your Reach, it then regains 1d6 HP. You can also spend 1 Energy to allow that creature to attempt to Recover from one of its Wounds.
<br>
 
==== Storming Bloodline ====
''Flavor''
<br><br>
<br><br>


==== Vanguard Mandate ====
==== Soul of the Winds ====
''2nd, and more, Level Vanguard Feature''<br>
''1st Level Storming Bloodline Feature''<br>
You choose a Vanguard Mandate from the following table which represents the way your defend your allies and the tactics you employ to do so.
''Fluff.'' You gain Environment Resistance 2, you learn Elemental, and you when you take Lightning Damage, your Defense Die increases by 2 Steps until the end of your next Turn.
<br><br>
 
==== Storming Spells ====
''1st Level Storming Bloodline Feature''<br>
You gain 1 of the following Spells:
*'''Conjure Tempest.''' ''Magic. Spell. Single-target. Environment.'' You can spend 2 Actions to create a raging tempest that surrounds you, emanating out to a Range of 3 Meters and lasts for 1 Hour. This area is Difficult Terrain, and all Creature's in the area have their Defense Die increased by 1 Step. You can also spend 1 Action while the tempest is active to call a lightning bolt, targeting a Space in the tempest, all Creatures within 1 Meter of that Space takes 1 Damage, and a Creature in the Space takes 1d8 Damage (Defended by Might or Instinct, Target's choice). You can also spend Energy up to your Resolve to increase the Range of this tempest by 1 Space for each Energy spent.
<br>
 
= Summoner =
Many different kinds of summoners have many different machines and factories with machines in them so they can make a lot of products real fast.
<br><br>
 
==== Summoner Bond ====
''1st, and more, Level Summoner Feature''
You choose a Summoner Bond from the following table which represents the Creatures or Crerature you summon to aid you in battle and your daily life.
{| class="wikitable"
{| class="wikitable"
|+
|+
|-
|-
! Vanguard Mandates !! Complexity Level !! Mandate Description
! Summoner Bond !! Complexity Level !! Bond Description
|-
|-
| Example || Example || Example
| Bond of Beasts || Example || Example
|-
|-
| Example || Example || Example
| Bond of Constructs || Example || Example
|-
|-
| Example || Example || Example
| Bond of Dragons || Example || Example
|-
|-
| Example || Example || Example
| Bond of Spirits || Example || Example
|-
|-
| Example || Example || Example
| Bond of Undeath || Example || Example
|}
|}
<br>
<br>


= Warden =
== Summoner Bonds ==
Wardens are semi-magical warriors who use primal spells and martial skill to protect the wilds.
fluff
<br><br>
<br><br>


==== Attack of Opportunity ====
=== Bond of Undeath ===
''1st Level Warden Feature''<br>
You summon zombies.
''You're reaction times have quickened, allowing you to take advantage on your enemy's weaknesses when they present themselves.'' When a Foe within your Reach makes a Ranged Attack or willingly leaves their space, you can use a Reaction to Attack that Foe.
 
==== Summon Undead ====
''1st Level Bond of Undeath Feature.''
''Death answers your call and you can manipulate it.'' You can spend 3 Actions while adjacent to a corpse to animate it as either a Zombie or a Skeleton which you command. You can have a number of these under your control at any given time equal to your Resolve. As a Free Action, you can release any Zombie or Skeleton under your control from this feature, causing it to act as a standard zombie or skeleton as appropriate.<br>
You can spend 1 Action to cause all Zombies and Skeletons under your control to either take the Attack or Move Action. All Zombies and Skeletons take the same Action.
<br><br>
<br><br>


==== Dampen Magic ====
==== Body Block ====
''1st Level Warden Feature''<br>
''1st Level Bond of Undeath Feature.''
''You can use the primal power of the wilds to partially nullify magic.'' When you or an Ally takes Nature or Magic Damage, you can spend 1 Reaction to reduce that Damage by your Instinct.
''You can literally have your zombies body-block for you.'' When a Creature is targeted by an Attack or Feature, if that Creature is adjacent to one of the Zombies or Skeletons under your control from your Summon Undead feature, you can spend 1 Reaction to cause that Attack or Feature to target that Zombie or Skeleton instead.
<br><br>
<br><br>


==== Nature's Magic ====
= Swashbuckler =
''1st Level Warden Feature''<br>
Swashbucklers are rambunctious adventurers, doing tricks and feats of both linguistic and physical acrobatics to produce a wonder in both their foes and friends which they channel into their acts, improving them.
''fluff.'' Gain 1 of the following Spells.
<br><br>
*'''Nature's Armaments.''' ''Magic. Primal. Spell.'' ''The magic of the wilds never lets you fight empty-handed.'' You can spend 1 Action to summon a Weapon or Shield of your choice in one or two of your empty Hands. This Weapon also gains the Magic Trait. The Item lasts until you dismiss it by spending 1 Action. You can only have a number of these Weapons at once up to your Instinct.
<br>
*'''Nature's Mend.''' ''Healing. Magic. Primal. Spell.'' ''You can use primal magic to assist your allies in their recovery.'' You can spend 1 Action to imbue primal healing magic into an Ally within your Reach. They Heal 1d6 HP.
:You can also spend 1 Energy to allow them to attempt to Recover from one of their Wounds.
<br>
*'''Nature's Shield.''' ''Magic. Primal. Spell.'' ''The power of the wilds will protect you from harm.'' When you make a Defense Roll, you can spend 1 Reaction to increase your Defense Die by 1 Step for that Roll.
<br>
*'''Nature's Shield.''' ''Magic. Primal. Spell.'' ''You can use the wrath of the wilds to harm those who harm you.'' When you suffer a Wound, you can spend 1 Reaction to lash out with nature's magic against the Creature that dealt the Wound to you, dealing 1d4 + Instinct Damage to them.
<br>


==== Refined Through Steel ====
==== Panache ====
''2nd Level Warden Feature''<br>
''1st Level Swashbuckler Feature''<br>
''Your primal arcana has been refined through your weaponry.'' After every Rest, choose 2 of the following Spells to gain until the end of your next Rest.
''You know how to manipulate yourself and your words to get into better positions, both physical and mental, to strike.'' Whenever you succeed on a Check, you can spend 1 Reaction to gain 1 Panache. Also, choose 3 Swashbuckler Tricks, which are each unique ways of gaining and spending Panache.<br>
*'''Primal Arrows.''' When wielding an Item with the ''Bow Trait'', you can spend 2 Actions to fire a primal arrow in a straight 5 Meter Line. All Creatures in this Line take 2d6+Instinct Damage (Defended with Agility, Instinct, or Lore, target's choice). You can spend Energy up to your Instinct to extend the Range of this Line by 5 Meters for each Energy spent.
<br><br>
*'''Primal Precision.''' When wielding an Item with the ''Knife Trait'', you can spend 2 Actions to stab a Creature in your Reach with exact precision, enhanced by primal magic. Make an Attack with the Item as normal, adding the ''Magic Trait''. If the target takes any Damage from this Attack, it gains 2 Glancing Wounds. You can spend 1 Energy to cause the target to gain 1 Passing Fear.
*'''Primal Cleave.''' When wielding an Item with the ''Axe Trait'', you can spend 2 Actions to cause primal magic to heighten your centrifugal force. Make an Attack with the item as normal, adding the ''Magic Trait'', against all Creatures within the Weapon's Reach. You can spend 1-3 Energy to increase your Defence Die by 1 Step for each Energy spent until the start of your next Turn.
*'''Primal Crush.''' When wielding an Item with the ''Hammer Trait'', you can spend 2 Actions to invest primal magic into a heightened swing. Make an Attack as normal with normal, adding the ''Magic Trait''. Reduce the Target's Defense Die to 1 for this Attack. You can spend Energy up to your Instinct, adding 1d4 to your Attack for each Energy spent.
*'''Primal Thrust.''' The sword one
*'''Primal Spin.''' When wielding an Item with the ''Club Trait'', you can spend 2 Actions to begin twirling it in a defensive rhythm, increasing your Defense Die by 2 Steps. Next Attack you make with that Weapon before the end of your next Turn gains the ''Magic Trait'' and you add a d4 to the Attack. You can spend Energy up to your Instinct, increasing either your Defense Die or adding an additional d4 for each Energy Spent.
*'''Primal Block.''' The Shield one
*'''Primal Savagery.''' You can spend 2 Actions to make an Attack with a Weapon you have with the ''Natural Trait''. Increase the Attack Die by 2 Steps. You can also spend 1-3 Energy, adding a Keyword of your choice to the Attack for each Energy Spent.
<br>


= Warlock =
==== Swashbuckler Flourishes ====
''1st Level Swashbuckler Feature''<br>
''All Swashbucklers have their own bag of tricks and flair to impress their allies and frighten their foes.'' Gain 3 Swashbuckler Flourishes.


= Warrior =
=== Panache Flourishes ===
Warriors are well-rounded combatants, who fight with powerful armor and weapons, either in the thick of combat, or from the sidelines with powerful ranged options. [For design: because they get a new Maneuver every even Level, they can get a less powerful feature at these Levels.]
<br><br>
<br><br>


==== Attack of Opportunity ====
==== Bladebound Flourish ====
''1st Level Warrior Feature''<br>
''Swashbuckler Flourish.''<br>
''You're reaction times have quickened, allowing you to take advantage on your enemy's weaknesses when they present themselves.'' When a Foe within your Reach makes a Ranged Attack or willingly leaves their space, you can use a Reaction to Attack that Foe.
''Your parries and dodges lead into more advantageous strikes.''<br>
'''Earning Panache:''' When you take no Damage from an Attack, you gain 2 Panache.<br>
'''Spending Panache:''' When you deal Damage with an Attack, you can spend Panache up to your Resolve, dealing additional Damage equal to the Panache spent.
<br><br>
<br><br>


==== Second Wind ====
==== Bounding Flourish ====
''1st Level Warrior Feature''<br>
''Swashbuckler Flourish.''<br>
''You gain the ability to draw on a deep well of fortitude.'' You can spend 1 Action and spend 1 Energy to attempt to recover from one of your Wounds using Might or Agility instead of the listed Recovery Stat.
''You know how to manipulate yourself and your words to get into better positions, both physical and mental, to strike.''<br>
'''Earning Panache:''' You can spend 2 Actions to roll a d10, gaining Movement equal to the result up to your Agility, also you gain Panache equal to the excess.
'''Spending Panache:''' When a Foe moves adjacent to you, you can spend 1 Reaction and Panache up to your Resolve, moving that many Spaces immediately.
<br><br>
<br><br>


==== Combat Maneuvers ====
==== Expediant Flourish ====
''2nd Level Warrior Feature''<br>
''Swashbuckler Flourish.''<br>
''Not all Warriors use the same skills and tactics in a battle, each one uses their own unique blend of maneuvers, tactics, and flourishes.'' Choose two Maneuvers detailed at the end of the Warrior Class Description to learn, these represent your various fighting styles. You learn an additional Maneuver at 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th Level in this Class.
''You learn to use your alacrity and instincts interchangably.''<br>
'''Earning Panache:''' You can spend a number of Initiative Points up to your Spirit, gaining a number of Panache equal to the number spent.<br>
'''Spending Panache:''' You can spend a number of Panache up to your Spirit, gaining a number of Initiative Points equal to the number spent.
<br><br>
<br><br>


==== Warrior League ====
= Traveler =
''3rd, and more, Level Warrior Feature''<br>
walky walky
You choose a Warrior League from the following table which represents the specializations and fighting styles you replicate.
<br><br>
{| class="wikitable"
|+
|-
! Warrior League !! Complexity Level !! League Description
|-
| Banneret's League || Example || Example
|-
| Champion's League || Example || Example
|-
| Eldritch Archer's League || Example || Example
|-
| Samurai's League || Example || Example
|-
| Mirror Blade's League || Example || Example
|}
<br>


==== Muscle Memory ====
==== Jack of All Trades ====
''4th Level Warrior Feature''<br>
''1st Level Traveler Feature''<br>
''You have honed your muscle memory and practiced to react in the blink of an eye.'' Once per turn, you can Swap Items as a Free Action.
''You have experienced a significant amount, and can pick up on a lot very quickly.'' You gain a +1 bonus to all Checks you make.
<br><br>
<br><br>


==== Push On ====
==== Burst of Stamina ====
''5th Level Warrior Feature''<br>
''1st Level Traveler Feature''<br>
At the start of your Turn, you can spend 1 Energy to gain 1 additional Action on that turn. You can do this only once per Turn.
''As someone who has done a lot of traveling, you have a high level of stamina that you can pull on from time to time. You can push on when the strength of most would fail.'' You can spend 1 Energy as a Free Action to perform one of the following:
<br><br>
*'''Resilience.''' You regain all your lost HP.
*'''Quick Action.''' You take the Move, Brace, Grab, Help, Push, or Recover Action.
*'''Resolute Will.''' You reroll a Check.
<br>


==== Feature ====
==== Wayfarer ====
''6th Level Warrior Feature''<br>
''1st Level Traveler Feature''<br>
Feature
''Not all those who wander are lost.'' You Dash using your highest Stat, rather than your Speed ''(i.e., you gain movement points at the start of your Turn equal to your highest Stat)''. In addition, you can also ignore a number of spaces of Difficult Terrain each Turn up to your Speed.
<br><br>
<br><br>


==== Sweeping Strikes ====
==== Ever Aware ====
''7th Level Warrior Feature''<br>
''2nd Level Traveler Feature''<br>
After an Attack resolves in which you Wounded a Foe, you can make an Attack targeting a Foe within 1 Meter of the Wounded creature as a Free Action. This Attack uses the information of the Attack you used to Wound the original target, except that it uses 1d4 for its Attack Roll.
When you make a Perception Check to find potential threats, make the Check twice and use the higher result.
<br><br>
<br><br>


== Combat Maneuvers ==
==== Good Samaritan ====
==== Brace ====
''2nd Level Traveler Feature''<br>
When you make a Defense Roll, you can use a Reaction and spend 1 Energy to increase your Defense Die by 1 Step.
You gain the Good Samaritan Spell. (15ft Range, heals HP and target can try recover from Wound, requires Energy to use maybe, or does energy just enhance it?)
<br><br>
<br><br>


==== Disarm ====
==== Traveler Style ====
When you Wound a Foe with an Attack, you can spend 1 Energy to force it to drop one of the Items its holding, and you push the Item 3 Meters in a direction of your choice.
''2nd, and more, Level Traveler Feature''<br>
<br><br>
You choose a Traveler Style from the following table which represents the different mannerisms and abilities you developed to best travel in your preffered.
{| class="wikitable"
|+
|-
! Traveler Style !! Complexity Level !! Style Description
|-
| Caravaneering Soldier's Style || Example || Example
|-
| Expiditious Explorer's Style || Example || Example
|-
| Itinerant Priest's Style || Example || Example
|-
| Scenic Pioneer's Style || Example || Example
|-
| World Shaper's Style || Example || Example
|}
<br>


== Warrior Leagues ==
= Vanguard =
=== Champion's League ===
Vanguards are bastions of protection on the front-line of combat, acting as a ward between their allies and those who would dare harm them.
Champions have some of the most general combat prowess of any type of Fighter.
<br><br>
<br><br>


==== Combat Prowess ====
==== Wall of Defense ====
''3rd Level Champion's League Feature''<br>
''1st Level Vanguard Feature''<br>
''Champion's have honed their strikes to deal bone-cracking blows.'' When you deal Damage with an Attack, you deal an additional 1d4 Damage. This Die increases by 1 Step when you become a 7th (1d6), 11th (1d8), 15th (1d10), and 19th (1d12) Level Fighter. [The die should increase a step every time Fighter's get a subclass feature.]
''You are an insurmountable wall in combat that acts as a shield to protect your allies and to resist damage.'' Your Defense Die increases by one Step. Also, when a Hero adjacent to you is Attacked, you can use your Reaction to become the target of that Attack.
<br><br>
<br><br>


=== Mirror Blade's League ===
==== Halt ====
Mirror Blades can produce copies of themselves to better fight on the battlefield.
''1st Level Warrior Feature''<br>
''Your stalward defense can stop enemies in their tracks.'' You can spend 1 Action and roll a d4 + Resolve. All adjacent enemies lose the first Movement they gain equal to that result.
<br><br>
<br><br>


==== Create Mirror Image ====
==== Strong-Willed ====
''3rd Level Mirror Blade's League Feature''
''1st Level Warrior Feature''<br>
''Mirror Blades are denoted in combat by their namesake, they create duplicates of themselves to overwhelm their foes.'' By spending 1 Action, you can create a Mirror Image of yourself in a Space adjacent to you. This Mirror Image is an obvious facsimile, taking on an obvious quality of being false, such as being blue and translucent, or phasing in and out of existance. When take the Attack Action, you can instead Attack from your Mirror Image's Space, and you can use your Attack of Opportunity Feature as if you were in it's Space as well.<br>
''You refine your abilities to resist and avoid hostile situtations.'' At the end of a Rest, you can choose 1 Might or Resolve Skill to gain Proficiency in until your next Rest. You can also spend 1 Energy as a Free Action to swap which Skill you chose.
Whenever you gain Movement Points, it gains the same amount of Movement Points as well. It lasts until it takes Damage, it uses your Stats and Defense Die for any Checks or Defense, or you Dismiss it by spending 1 Action. You can only have a single Mirror Image active at once, unless you spend 1 Energy to create an additional one.
<br><br>
 
==== Vanguard Mandate ====
''2nd, and more, Level Vanguard Feature''<br>
You choose a Vanguard Mandate from the following table which represents the way your defend your allies and the tactics you employ to do so.
{| class="wikitable"
|+
|-
! Vanguard Mandates !! Complexity Level !! Mandate Description
|-
| Example || Example || Example
|-
| Example || Example || Example
|-
| Example || Example || Example
|-
| Example || Example || Example
|-
| Example || Example || Example
|}
<br>
 
= Warden =
Wardens are semi-magical warriors who use primal spells and martial skill to protect the wilds.
<br><br>
<br><br>


= Wizard =
==== Attack of Opportunity ====
''1st Level Warden Feature''<br>
''You're reaction times have quickened, allowing you to take advantage on your enemy's weaknesses when they present themselves.'' When a Foe within your Reach makes a Ranged Attack or willingly leaves their space, you can use a Reaction to Attack that Foe.
<br><br>
 
==== Dampen Magic ====
''1st Level Warden Feature''<br>
''You can use the primal power of the wilds to partially nullify magic.'' When you or an Ally takes Nature or Magic Damage, you can spend 1 Reaction to reduce that Damage by your Instinct.
<br><br>
 
==== Nature's Magic ====
''1st Level Warden Feature''<br>
''fluff.'' Gain 1 of the following Spells.
*'''Nature's Armaments.''' ''Magic. Primal. Spell.'' ''The magic of the wilds never lets you fight empty-handed.'' You can spend 1 Action to summon a Weapon or Shield of your choice in one or two of your empty Hands. This Weapon also gains the Magic Trait. The Item lasts until you dismiss it by spending 1 Action. You can only have a number of these Weapons at once up to your Instinct. When you make an Attack with one of these Weapons, you can spend 1 Energy to add a d6 to the Attack, and one of the following Traits of your choice: [Elemental Traits]
<br>
*'''Nature's Mend.''' ''Healing. Magic. Primal. Spell.'' ''You can use primal magic to assist your allies in their recovery.'' You can spend 1 Action to imbue primal healing magic into an Ally within your Reach. They Heal 1d6 HP.
:You can also spend 1 Energy to allow them to attempt to Recover from one of their Wounds.
<br>
*'''Nature's Shield.''' ''Magic. Primal. Spell.'' ''The power of the wilds will protect you from harm.'' When you make a Defense Roll, you can spend 1 Reaction to increase your Defense Die by 1 Step for that Roll.
<br>
*'''Nature's Retribution.''' ''Magic. Primal. Spell.'' ''You can use the wrath of the wilds to harm those who harm you.'' When you suffer a Wound, you can spend 1 Reaction to lash out with nature's magic against the Creature that dealt the Wound to you, dealing 1d4 + Instinct Damage to them.
<br>
 
==== Refined Through Steel ====
''2nd Level Warden Feature''<br>
''Your primal arcana has been refined through your weaponry.'' After every Rest, choose 2 of the following Spells to gain until the end of your next Rest.
*'''Primal Arrows.''' When wielding an Item with the ''Bow Trait'', you can spend 2 Actions to fire a primal arrow in a straight 5 Meter Line. All Creatures in this Line take 2d6+Instinct Damage (Defended with Agility, Instinct, or Lore, target's choice). You can spend Energy up to your Instinct to extend the Range of this Line by 5 Meters for each Energy spent.
*'''Primal Precision.''' When wielding an Item with the ''Knife Trait'', you can spend 2 Actions to stab a Creature in your Reach with exact precision, enhanced by primal magic. Make an Attack with the Item as normal, adding the ''Magic Trait''. If the target takes any Damage from this Attack, it gains 2 Glancing Wounds. You can spend 1 Energy to cause the target to gain 1 Passing Fear.
*'''Primal Cleave.''' When wielding an Item with the ''Axe Trait'', you can spend 2 Actions to cause primal magic to heighten your centrifugal force. Make an Attack with the item as normal, adding the ''Magic Trait'', against all Creatures within the Weapon's Reach. You can spend 1-3 Energy to increase your Defence Die by 1 Step for each Energy spent until the start of your next Turn.
*'''Primal Crush.''' When wielding an Item with the ''Hammer Trait'', you can spend 2 Actions to invest primal magic into a heightened swing. Make an Attack as normal with normal, adding the ''Magic Trait''. Reduce the Target's Defense Die to 1 for this Attack. You can spend Energy up to your Instinct, adding 1d4 to your Attack for each Energy spent.
*'''Primal Thrust.''' The sword one
*'''Primal Spin.''' When wielding an Item with the ''Club Trait'', you can spend 2 Actions to begin twirling it in a defensive rhythm, increasing your Defense Die by 2 Steps. Next Attack you make with that Weapon before the end of your next Turn gains the ''Magic Trait'' and you add a d4 to the Attack. You can spend Energy up to your Instinct, increasing either your Defense Die or adding an additional d4 for each Energy Spent.
*'''Primal Block.''' The Shield one
*'''Primal Savagery.''' You can spend 2 Actions to make an Attack with a Weapon you have with the ''Natural Trait''. Increase the Attack Die by 2 Steps. You can also spend 1-3 Energy, adding a Keyword of your choice to the Attack for each Energy Spent.
<br>
 
= Warlock =
Warlocks have made a pact with an otherworldly being to gain power, sometimes at the expense of part of the warlock.
<br><br>
 
==== Warlock Pact ====
''1st, and more, Level Warlock Feature''<br>
You choose a Warlock Pact from the following table which represents the otherworldly being that you've bound yourself to.
{| class="wikitable"
|+
|-
! Warlock Pact !! Complexity Level !! Pact Description
|-
| Pact of the Aberrant || Example || Example
|-
| Pact of the Angel || Example || Example
|-
| Pact of the Dragon || Example || Example
|-
| Pact of the Faelord || Example || Example
|-
| Pact of the Soulblade || Example || Example
|}
<br>
 
==== Eldritch Arcana ====
''1st Level Warlock Feature''<br>
Gain one of the following Spells:
*'''Detonate.''' ''Area. Magic. Single-Target. Spell.''<br>
Ranged (4). You can spend 2 Actions target a Foe which makes a Might Check contested by your Resolve. If you Succeed, the target, and all Foes within a number of Spaces of the target up to your Resolve take 2d4 Damage (Defended by Might). You can spend 1-3 Energy when you cast this Spell to add a d4 to the Damage for each Energy Spent.<br>
Whenever you cast this Spell, add one of the Traits from another Spell you know to this Spell.
*'''Lifesteal.''' ''Magic. Negative. Single-Target. Spell.''<br>
Melee. You Deal 1d6 + Resolve Damage (Defended by Might) to an Adjacent Foe and you regain HP equal to the Damage you dealt. If you kill a Creature with this Spell, you can attempt to Recover from one of your Glancing Wounds.
<br><br>
 
==== Warlock Bargain ====
''1st Level Warlock Feature''<br>
Gain one Warlock Bargain who's prerequisites you meet.
<br><br>
 
=== Warlock Bargains ===
 
==== Memories Lost ====
''Warlock Bargain. Price.''<br>
''You make a deal with your patron to sacrifice your memories.'' At the end of a Rest, you lose all detail about your memories since your last Rest, for example, you'd remember that you began a quest or you went to the king's court, but not remember the detail of your interaction with the king or nature of your quest. You can spend 1 Minute and 1 Energy meditating to learn to recall exact details about 1 Hour that either you, or a Creature you have killed, has ever experienced. You retain this detailed memory until the end of your next Rest.
<br><br>
 
==== Reaching Power ====
''Warlock Bargain.''<br>
''Your arcana begins to push beyond its normal boundaries.'' Your Spells with the ''Melee'' Keyword lose that keyword and instead gain the ''Ranged (Resolve)'' Keyword.
<br><br>
 
=== Pact of the Soulblade ===
You have bound yourself with a weapon that feeds off of the souls of those you slay with it. These weapons desire to stalk their victims by preparing for their demise before hand, to make the killing so much sweeter and powerful.
<br><br>
 
==== Soulblade ====
''1st Level Pact of the Soulblade Feature''<br>
''You gain a Soulblade, the being you have made a pact with, to use in combat.'' At the end of each Rest, you choose the type of Weapon that your Soulblade takes the form of until your next Rest.<br>
You can spend 1 Action to summon the Weapon to one of your empty hands. It acts as the Weapon you chose at the end of your previous Rest, and it also gains the ''Magical'' Trait and Resolve as an Attack Stat. The Soulblade dissipates at the end of a Round if you are not holding it, or if you spend 1 Action to dismiss it.<br>
<br><br>
 
==== Soulblade Arcana ====
''1st Level Pact of the Soulblade Feature''<br>
''Your Soulblade shares with you some of the arcane power it has.'' Choose one of the following Spells:
*'''Elemental Infusion.''' ''Elemental. Magic. Single-Target. Spell.'' At the end of a Rest, choose one of the following: Acid, Air, Cold, Earth, Fire, Lightning, Poison, Sonic, Water. This Spell gains the Trait you chose until your next Rest.<br>
:You can spend 1 Action to imbue your Soulblade with energy, adding a d8 to the Weapon's next Attack this Turn as well as the Trait you chose at the end of your previous Rest.
<br>
 
= Warrior =
Warriors are well-rounded combatants, who fight with powerful armor and weapons, either in the thick of combat, or from the sidelines with powerful ranged options. [For design: because they get a new Maneuver every even Level, they can get a less powerful feature at these Levels.]
<br><br>
 
==== Attack of Opportunity ====
''1st Level Warrior Feature''<br>
''You're reaction times have quickened, allowing you to take advantage on your enemy's weaknesses when they present themselves.'' When a Foe within your Reach makes a Ranged Attack or willingly leaves their space, you can use a Reaction to Attack that Foe.
<br><br>
 
==== Second Wind ====
''1st Level Warrior Feature''<br>
''You gain the ability to draw on a deep well of fortitude.'' You can spend 1 Action and spend 1 Energy to attempt to recover from one of your Wounds using Might or Agility instead of the listed Recovery Stat.
<br><br>
 
==== Combat Maneuvers ====
''2nd Level Warrior Feature''<br>
''Not all Warriors use the same skills and tactics in a battle, each one uses their own unique blend of maneuvers, tactics, and flourishes.'' Choose two Maneuvers detailed at the end of the Warrior Class Description to learn, these represent your various fighting styles. You learn an additional Maneuver at 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th Level in this Class.
<br><br>
 
==== Warrior League ====
''3rd, and more, Level Warrior Feature''<br>
You choose a Warrior League from the following table which represents the specializations and fighting styles you replicate.
{| class="wikitable"
|+
|-
! Warrior League !! Complexity Level !! League Description
|-
| Banneret's League || Example || Example
|-
| Champion's League || Example || Example
|-
| Eldritch Archer's League || Example || Example
|-
| Samurai's League || Example || Example
|-
| Mirror Blade's League || Example || Example
|}
<br>
 
==== Muscle Memory ====
''4th Level Warrior Feature''<br>
''You have honed your muscle memory and practiced to react in the blink of an eye.'' Once per turn, you can Swap Items as a Free Action.
<br><br>
 
==== Push On ====
''5th Level Warrior Feature''<br>
At the start of your Turn, you can spend 1 Energy to gain 1 additional Action on that turn. You can do this only once per Turn.
<br><br>
 
==== Feature ====
''6th Level Warrior Feature''<br>
Feature
<br><br>
 
==== Sweeping Strikes ====
''7th Level Warrior Feature''<br>
After an Attack resolves in which you Wounded a Foe, you can make an Attack targeting a Foe within 1 Meter of the Wounded creature as a Free Action. This Attack uses the information of the Attack you used to Wound the original target, except that it uses 1d4 for its Attack Roll.
<br><br>
 
== Combat Maneuvers ==
==== Brace ====
When you make a Defense Roll, you can use a Reaction and spend 1 Energy to increase your Defense Die by 1 Step.
<br><br>
 
==== Disarm ====
When you Wound a Foe with an Attack, you can spend 1 Energy to force it to drop one of the Items its holding, and you push the Item 3 Meters in a direction of your choice.
<br><br>
 
== Warrior Leagues ==
=== Champion's League ===
Champions have some of the most general combat prowess of any type of Fighter.
<br><br>
 
==== Combat Prowess ====
''3rd Level Champion's League Feature''<br>
''Champion's have honed their strikes to deal bone-cracking blows.'' When you deal Damage with an Attack, you deal an additional 1d4 Damage. This Die increases by 1 Step when you become a 7th (1d6), 11th (1d8), 15th (1d10), and 19th (1d12) Level Fighter. [The die should increase a step every time Fighter's get a subclass feature.]
<br><br>
 
=== Mirror Blade's League ===
Mirror Blades can produce copies of themselves to better fight on the battlefield.
<br><br>
 
==== Create Mirror Image ====
''3rd Level Mirror Blade's League Feature''
''Mirror Blades are denoted in combat by their namesake, they create duplicates of themselves to overwhelm their foes.'' By spending 1 Action, you can create a Mirror Image of yourself in a Space adjacent to you. This Mirror Image is an obvious facsimile, taking on an obvious quality of being false, such as being blue and translucent, or phasing in and out of existance. When take the Attack Action, you can instead Attack from your Mirror Image's Space, and you can use your Attack of Opportunity Feature as if you were in it's Space as well.<br>
Whenever you gain Movement Points, it gains the same amount of Movement Points as well. It lasts until it takes Damage, it uses your Stats and Defense Die for any Checks or Defense, or you Dismiss it by spending 1 Action. You can only have a single Mirror Image active at once, unless you spend 1 Energy to create an additional one.
<br><br>
 
= Wizard =
Study Study
Study Study
<br><br>
<br><br>
 
==== The Wonders of Wizardry ====
''1st Level Wizard Feature''<br>
''Through incredible study you have learnt a variety of ways to manipulate the latent magical essense in the world around you.'' Choose 4 of the following Spells. (add defendy spell later)<br>
*'''Arcane Blast.''' ''Arcane. Magic. Spell.'' ''You gather the latent arcane power around you into a single beam of destructive force.'' You can spend 1 Action to shoot a blast of arcane energy at a Foe within 8 Meters, which deals 1+Lore+Lore Damage, defended by Might, Instinct, or Spirit (Target's Choice). You can spend 1-3 Energy to increase the Range of this Spell by 4 Meters per Energy spent.
<br>
*'''Arcane Wave.''' ''Arcane. Magic. Spell.'' ''You expel the latent arcane power around you with great force, injuring those around you.'' You can spend 1 Action to cause a wave of arcane energy to eminate out from you, dealing 1d4 + Lore Damage to all Creatures adjacent to you, defended by Might or Spirit (Target's Choice). You can spend 1-3 Energy to increase the Attack Die by 1 Step per Energy spent.
<br>
*'''Arcane Missiles.''' ''Arcane. Magic. Spell.'' ''You conjure a few darts of arcane force and fling them at your foes.'' You can spend any number of Actions to conjure that many darts of magical energy. Roll a d4 and add your Lore, each dart deals that much Damage and is defended by Might, but the Target does not use a Defense Die for this. You can direct a dart at a Foe within 6 Meters. You can spend 1-3 Energy to increase the Range of the darts by 4 Meters per Energy Spent.
<br>
*'''Detonating Orb.''' ''Arcane. Burst. Magic. Spell.'' ''You conjure an unstable orb of elemental energy which bursts on impact.'' Every time you cast this Spell, it gains one of the following Traits for that casting: Acid, Air, Cold, Earth, Fire, Lightning, Poison, Sonic, Water. You can spend 2 Actions to throw an orb of destructive and elemental force at a Space within 6 Meters. All Creatures within 1 Meter of that Space take 1d4+Lore Damage, defended by Might or Agility (Target's Choice). You can spend any amount of Energy, adding a Trait from the prior list to the Spell or increasing the area of the Spell by 1 Meter per Energy spent.
<br>
*'''Spellbind.''' ''Arcane. Magic. Spell.'' ''You bend the arcana of nearby spellwork, serving as a beacon or anchor for the spell to redirect itself to. Very useful for snatching up enemy buffing spells. Slightly less useful when becoming the target of friendly harmful spells.'' 1 Reaction: When another Creature is Targeted by a Spell, if you could be the Target of the Spell, you can become the Spell’s Target. You can spend 1 Energy to instead change the Target of that Spell to any Creature adjacent to you.
<br>
 
==== Wizard School ====
''2nd, and more, Level Wizard Feature''<br>
You choose a Wizard School from the following table which represents the emotions or magical power that fuels your.
{| class="wikitable"
|+
|-
! Berserker Paths !! Complexity Level !! Path Description
|-
| School of Circlets || Example || Example
|-
| School of Orbs || Example || Example
|-
| School of Staves || Example || Example
|-
| School of Tomes || Example || Example
|-
| School of Wands || Example || Example
|}
<br>
 
= Monsters =
The way Monsters would work, is that they have a certain amount of HP, but unless they are a specail Nemesis Monster or a Boss Monster, they do not gain a Wound, but rather die. Some Monsters have certain HP thresholds where they gain a Wound however. Most Monsters have 3 Actions unless stated otherwise. Very few of a Monsters abilities or properties correspond directly to its Stats, for example, most Monsters don't gain free movement at the start of their turn, and if they do, its described in a Feature that Monster has instead of being equal to its Speed.
<br><br>
 
=== Dire Wolf ===
''Traits. -Beast. -Boss. -Carnivore. -Large. -Wolf.''
 
HP: 3 (3)<br>
DD: d6
 
*Might: 3
*Agility: 2
*Speed: 2
*Lore: -1
*Instinct: 2
*Resolve: 2
 
'''Attacks'''
 
''Claws. -Slashing.'' Melee. 1d6, Uses Might. Targets Instinct or Might (Your Choice).
 
''Bite. -Piercing.'' Melee. 1d8, Uses Agility. Targets Agility or Speed (Target's Choice).
 
''Discordant howl. -Auditory.'' Ranged (3). 1d8, Uses Resolve. Targets Resolve.
 
Can Reduce Damage by 2 to cause Target to gain the ''Prone'' Glancing Wound.<br>
'''Fire Weakness 3'''
 
'''Health Bar Depletion'''
*Depleted HP Bar 1: Can no longer knock target prone
*Depleted HP Bar 2: Makes Grit Check, DC 5, if fails, runs away. Can no longer use *Discordant Howl
*Depleted HP Bar 3: Dies, all Wolves within 3 Meters make a DC 5 Grit Check or run away
 
 
 
=== Scartooth ===
''Traits. -Beast. -Boss. -Large. -Carnivore. -Wolf.''
 
HP: 4 (4)<br>
DD: d6
 
*Might: 3
*Agility: 3
*Speed: 2
*Lore: 3
*Instinct: 2
*Resolve: 3
 
'''Attacks'''
 
''Claws. -Slashing.'' Melee. 1d8, Uses Might. Targets Instinct or Might (your choice).
 
''Bite. -Piercing.'' Melee. 1d8, Uses Agility. Targets Agility or Speed (target's choice).


==== The Wonders of Wizardry ====
''Discordant howl. -Auditory.'' Ranged (3). 1d8, Uses Resolve. Targets Resolve.
''1st Level Wizard Feature''<br>
''Through incredible study you have learnt a variety of ways to manipulate the latent magical essense in the world around you.'' Choose 4 of the following Spells. (add defendy spell later)<br>
*'''Arcane Blast.''' ''Arcane. Magic. Spell.'' ''You gather the latent arcane power around you into a single beam of destructive force.'' You can spend 1 Action to shoot a blast of arcane energy at a Foe within 8 Meters, which deals 1+Lore+Lore Damage, defended by Might, Instinct, or Spirit (Target's Choice). You can spend 1-3 Energy to increase the Range of this Spell by 4 Meters per Energy spent.
<br>
*'''Arcane Wave.''' ''Arcane. Magic. Spell.'' ''You expel the latent arcane power around you with great force, injuring those around you.'' You can spend 1 Action to cause a wave of arcane energy to eminate out from you, dealing 1d4 + Lore Damage to all Creatures adjacent to you, defended by Might or Spirit (Target's Choice). You can spend 1-3 Energy to increase the Attack Die by 1 Step per Energy spent.
<br>
*'''Arcane Missiles.''' ''Arcane. Magic. Spell.'' ''You conjure a few darts of arcane force and fling them at your foes.'' You can spend any number of Actions to conjure that many darts of magical energy. Roll a d4 and add your Lore, each dart deals that much Damage and is defended by Might, but the Target does not use a Defense Die for this. You can direct a dart at a Foe within 6 Meters. You can spend 1-3 Energy to increase the Range of the darts by 4 Meters per Energy Spent.
<br>
*'''Detonating Orb.''' ''Arcane. Burst. Magic. Spell.'' ''You conjure an unstable orb of elemental energy which bursts on impact.'' Every time you cast this Spell, it gains one of the following Traits for that casting: Acid, Air, Cold, Earth, Fire, Lightning, Poison, Sonic, Water. You can spend 2 Actions to throw an orb of destructive and elemental force at a Space within 6 Meters. All Creatures within 1 Meter of that Space take 1d4+Lore Damage, defended by Might or Agility (Target's Choice). You can spend any amount of Energy, adding a Trait from the prior list to the Spell or increasing the area of the Spell by 1 Meter per Energy spent.
<br>


==== Wizard School ====
Can Reduce Damage by 2 to cause Target to gain the ''Prone'' Glancing Wound.<br>
''2nd, and more, Level Wizard Feature''<br>
'''Fire Weakness 3'''
You choose a Wizard School from the following table which represents the emotions or magical power that fuels your.
{| class="wikitable"
|+
|-
! Berserker Paths !! Complexity Level !! Path Description
|-
| School of Circlets || Example || Example
|-
| School of Orbs || Example || Example
|-
| School of Staves || Example || Example
|-
| School of Tomes || Example || Example
|-
| School of Wands || Example || Example
|}
<br>


= Monsters =
'''Health Bar Depletion'''
The way Monsters would work, is that they have a certain amount of HP, but unless they are a specail Nemesis Monster or a Boss Monster, they do not gain a Wound, but rather die. Some Monsters have certain HP thresholds where they gain a Wound however. Most Monsters have 3 Actions unless stated otherwise. Very few of a Monsters abilities or properties correspond directly to its Stats, for example, most Monsters don't gain free movement at the start of their turn, and if they do, its described in a Feature that Monster has instead of being equal to its Speed.
*Depleted HP Bar 1: Can no longer knock target prone, gains a Wound.
<br><br>
*Depleted HP Bar 2: Gains a Wound
*Depleted HP Bar 3: Can no longer use Discordant Howl, gains a Wound
*Depleted HP Bar 4: Dies


=== Micah Bear ===
=== Micah Bear ===
''Traits. -Beast. -Large. -Carnivore.''
''Traits. -Beast. -Large. -Carnivore.''


*HP: 13
*HP: 4 (3)
*DD: d8
*DD: d8


Line 2,597: Line 3,190:
''Traits. -Beast. -Large. -Carnivore.''
''Traits. -Beast. -Large. -Carnivore.''


*HP: 13
*HP: 4 (3)
*DD: d6
*DD: d6