Project Istari: Difference between revisions

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= 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).
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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.
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== Progression ==
As with most things in Eventide, there will be multiple forms of progression and advancement.
<br>
 
=== 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.


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.
=== 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.
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== Stat Increases ==
= Project Istari (Outdated) =
Whenever your Hero Levels up, you increase one of your Stats by 1.<br>
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.
Stats have a maximum that will be determined at some point in the future.
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= 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).
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*'''Escape (Speed):'''
*'''Escape (Speed):'''
*'''Reflex (Speed):'''
*'''Reflex (Speed):'''
*'''Insight (Instinct):'''
*'''Discern (Instinct):'''
*'''Search (Instinct):'''
*'''Search (Instinct):'''
*'''Tracking (Instinct):'''
*'''Tracking (Instinct):'''
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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.
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== Step 3: Choose your Histories ==
Choose a total number of Histories who's point cost totals to 3 (generally).
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== Step 4: Choose 3 Items ==
Choose (generally) 3 Items of any combination.
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== Step 5: Increase Stats ==
Increase 4 of your Stats by 1.
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== Step 6: Completion ==
Your done!!
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==== 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.
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==== 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.
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| 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.
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! Ability Boosts !! Ability Flaw !! Languages
! Ability Boosts !! Ability Flaw !! Languages
|-
|-
| Free, Free, Free || Free || Adventurer, Free
| Might, Resolve, Free || Free || Adventurer, Free
|}
|}
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=== Human Kins ===
=== Human Kins ===
Human Kins represent the different environments you grew up in, and the different advantages that provided to you.
Human Kins represent the different environments you grew up in, assimilating the culture and abilities needed to survive.
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==== Draconic ====
''Human Kin''
''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.
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Choose one of the Human Lineage Feats to gain as long as you meet the prerequisites of that Feat.
Choose one of the Human Lineage Feats to gain as long as you meet the prerequisites of that Feat.


==== Fast Learner ====
==== Body Building ====
{| class="wikitable"
{| class="wikitable"
|+  
|+  
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! Prerequisites !! Traits
! Prerequisites !! Traits
|-
|-
| Human, Level 1 || Human, Knowledge
| 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.
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==== Built for Marathon ====
{| class="wikitable"
|+
|-
! 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>
 
==== Fast Learner ====
{| class="wikitable"
|+
|-
! 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.
''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.
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|}
|}
''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.
''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.
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==== Putting on a Face ====
{| class="wikitable"
|+
|-
! 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.
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==== Reborn ====
==== Reborn ====
''Versatile Kin''
''Versatile Kin''<br>
''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.
''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.
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'''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.
'''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.
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==== Childhood Pet ====
''1 History Point''<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.
<br><br>
==== Conscripted ====
''1 History Point''<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.


==== Escaped Capture ====
==== Escaped Capture ====
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''You have achieved a great feat, climbing either a mountain, cliff, or some other large surface.'' You gain Athletics and Endurance Proficiency.
''You have achieved a great feat, climbing either a mountain, cliff, or some other large surface.'' You gain Athletics and Endurance Proficiency.
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==== Spiritual ====
''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.
==== Student ====
''1 History Point''
''You were or are a student.'' You gain 3 Lores of your choice.
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==== Adventurer ====
==== Adventurer ====
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==== Brave ====
==== Brave ====
''2 History Points''<br>
''2 History Points''<br>
''You have spent much of your life studying.'' You gain Grit Proficiency.<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.
'''Determination.''' When you gain a Passing or Creeping Fear, you can spend 1 Reaction and 1 Energy to discard it instead.
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==== Noble ====
==== Hunter ====
''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.
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==== Loyal Pet ====
''2 History Points''<br>
''You've bonded with an animal who is now your loyal companion.'' You gain the ''Animal Companion'' Feat.
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==== Noble ====
''2 History Points''<br>
''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.
''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.
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[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, Sailor, Merchant, Settler, Squire, Student, Wrongful Imprisonment, Conscription, Student, Enslaved, City Guard]
[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]
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'''Spending Fate:''' You can spend 1 Fate to cast any Spell another Hero of your Level could.<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.
'''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>
==== Fateless ====
''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.
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== Glancing Wounds ==
== Glancing Wounds ==
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.
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.
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|}
|}
''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.
''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>
==== Chills ====
{| class="wikitable"
|+
|-
! Traits !! Recovery Stats
|-
| Glancing Wound || Might, Lore (DC5)
|}
''I scream, you scream, we all scream … when we have chills.'' Whenever you take an Action, you lose all your unspent Movement Points.
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| Glancing Wound || Might, Lore (DC10)
| Glancing Wound || Might, Lore (DC10)
|}
|}
''"'Tis but a flesh wound!" — Micah, probably.'' You cannot have more Hit Points than half your Hit Point maximum.
''"'Tis but a flesh wound!" — Micah, probably.'' Your Hit Point maximum is reduced by 1.
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= Items =
= Fears =
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.
When a Hero would take a Wound from Damage with the ''Frightening'' Keyword, they gain a Fear instead.
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[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.
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== Weapons ==
==== Chills ====
{| 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)
| 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"
|+
|-
|-
| 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)
! Traits !! Recovery Stats
|-
|-
| 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)
| 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"
|+
|-
|-
| 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
| Passing Fear || Resolve (DC5)
|}
''Fluff.'' When you would spend an Energy, you must also spend an Action.
<br><br>
 
==== Stress 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)
| 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"
|+
|-
|-
| 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
| 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"
|+
|-
|-
| 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
| 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"
|+
|-
|-
| 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
| Creeping Fear || Resolve (DC7)
|}
''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.
<br><br>
 
== Haunting Fear ==
 
= 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>
 
== Weapons ==
{| class="wikitable"
|+
|-
|-
| Greatsword || 1d12 || Might || Agility, Speed (Target's Choice) || Sword, Versatile (Piercing or Slashing) || Hands (2), Melee
! Name !! Attack Die !! Attack Stats !! Defense Stats !! Traits !! Keywords
|-
|-
| 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)'')
| Atlatl || 3d4 || Agility, Instinct || Might, Agility (Target's Choice) || Projectile, Spear, Piercing || Bulky, Hands (2), Ranged (12 Meters)
|-
|-
| 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)'')
| 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)
|-
|-
| Handaxe || 1d6 || Might, Speed || Might, Agility (Target's Choice) || Axe, Slashing || Hands (1), Melee, Paired (Can Move 1 Space after Attack), Thrown (3 Meters)
| 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)
|-
|-
| Hand Crossbow || 1d6 || Speed, Instinct || Agility, Speed (Your Choice) || Bow, Piercing || Hands (1), Paired (Increase your Attack Die by 1 Step), Ranged (6 Meters)
| 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)
|-
|-
| Heavy Crossbow || 1d12 || Might, Instinct || Might, Agility, Speed, Instinct (Target's Choice) || Bow, Piercing || Hands (2), Ranged (12 Meters)
| 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
|-
|-
| 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)
| Club || 1d6 || Agility, Speed || Agility, Instinct (Your Choice) || Club, Bludgeoning || Hands (1), Melee
|-
|-
| Javelin || 1d8 || Might, Agility || Might, Agility (Target's Choice) || Piercing, Spear || Hands (1), Melee, Thrown (Meters equal to thrice your Instinct)
| 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)
|-
| 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)
|-
| Gauntlet || 1d6 || Might, Agility || Might, Agility, Speed (Target's Choice) || Club, Bludgeoning || Guard 1 (''Slashing''), Hands (1), Melee, Worn
|-
| Glaive || 1d8 || Might || Might, Agility (Target's Choice) || Polearm, Spear, Versatile (Piercing or Slashing) || Hands (2), Melee, Reach (2 Meters)
|-
| Greataxe || 1d10 || Might || Might, Speed (Target's Choice) || Axe, Slashing || Hands (2), Melee
|-
| Greatclub || 1d10 || Might, Speed || Might, Instinct (Your Choice) || Club, Bludgeoning || Hands (2), Melee
|-
| Greathammer || 2d6 || Might || Agility, Speed (Target's Choice) || Club, Bludgeoning || Hands (2), Melee
|-
| Greatsword || 1d12 || Might || Agility, Speed (Target's Choice) || Sword, Versatile (Piercing or Slashing) || Hands (2), Melee
|-
| 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)'')
|-
| 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)'')
|-
| Handaxe || 1d6 || Might, Speed || Might, Agility (Target's Choice) || Axe, Slashing || Hands (1), Melee, Paired (Can Move 1 Space after Attack), Thrown (3 Meters)
|-
| Hand Crossbow || 1d6 || Speed, Instinct || Agility, Speed (Your Choice) || Bow, Piercing || Hands (1), Paired (Increase your Attack Die by 1 Step), Ranged (6 Meters)
|-
| Heavy Crossbow || 1d12 || Might, Instinct || Might, Agility, Speed, Instinct (Target's Choice) || Bow, Piercing || Hands (2), Ranged (12 Meters)
|-
| 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)
|-
| Javelin || 1d8 || Might, Agility || Might, Agility (Target's Choice) || Piercing, Spear || Hands (1), Melee, Thrown (Meters equal to thrice your Instinct)
|-
|-
| Katana || 1d6 || Might, Speed || Might, Agility (Target's Choice) || Sword, Slashing || Hands (1), Melee, Parry, Two-Handed (You choose the Target Stat)
| Katana || 1d6 || Might, Speed || Might, Agility (Target's Choice) || Sword, Slashing || Hands (1), Melee, Parry, Two-Handed (You choose the Target Stat)
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= Feats =
= Feats =
==== Expanded Lineage ====
{| class="wikitable"
|+
|-
! Prerequisites !! Traits !! Repeatable
|-
| Level 1 || Example || Repeatable
|}


= Artisan =
= Artisan =
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<br><br>
<br><br>


==== Druidic Arcana ====
==== Druid Invocations ====
''1st Level Druid Feature''<br>
''1st Level Druid Feature''<br>
Choose 3 of the following Spells:
You gain 3 Druid Invocations.
*'''Naturalistic Regeneration.''' ''Area. Magic. Primal. Spell.'' ''Fluff'' Mechanics
<br><br>
<br>
(Change into an animal)
<br>
 
==== Druidic Linguistics ====
''1st Level Druid Feature''<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>


==== Druid Circle ====
==== Druid Circle ====
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! Druid Circles !! Complexity Level !! Circle Description
! Druid Circles !! Complexity Level !! Circle Description
|-
|-
| Circle of the Aegis || Example || Example
| Circle of the Aegis || Example || Focuses on protection.
|-
|-
| Circle of the Form || Example || Example
| Circle of the Arcane || Example || Focuses on spells
|-
|-
| Circle of the Rancher || Example || Example
| Circle of the Form || Example || Focuses on chaining into animals.
|-
|-
| Circle of the Something || Example || Example
| Circle of the Rancher || Example || Focuses on pacifying and taming animals.
|-
|-
| Circle of the Something || Example || Example
| Circle of the Something || Example || Example
|}
|}
<br>
<br>
=== Druid Invocations ===
==== 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>
==== Naturalistic Regeneration ====
''Druid Invocation. Spell.''<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 =
= Executioner =
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= Monk =
= Monk =
==== Monk Forms ====
''1st Level Monk Feature''<br>
You gain 3 Monk Forms of your choice.
<br><br>
=== Monk Forms ===
<br><br>
==== Fists of the Storm ====
''Monk Form''<br>
When you make an Unarmed Attack, you can spend 1 Reaction to add the ''Lightning'' Trait and increase the Attack Die by 1 Step.
<br><br>


= Paladin =
= Paladin =
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==== Wounding Strikes ====
==== Wounding Strikes ====
''1st Level Rogue Feature''<br>
''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 to cause that Foe to gain a Glancing Wound.
''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>


==== Sneak Attack ====
==== Sneak Attack ====
''1st Level Rogue Feature''<br>
''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>
''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:
You also gain the following Sneak Attack Conditions:
*An Ally is adjacent to the target.
*An Ally is adjacent to the target.
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''1st Level Warden Feature''<br>
''1st Level Warden Feature''<br>
''fluff.'' Gain 1 of the following Spells.
''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.
*'''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>
<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.
*'''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.
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*'''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.
*'''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>
<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.
*'''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>
<br>


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= Warlock =
= Warlock =
Warlocks have made a pact with an otherworldly being to gain power, sometimes at the expense of part of the warlock.
<br><br>


= Warrior =
==== Warlock Pact ====
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.]
''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>
<br><br>


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<br>
<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.
*'''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>
<br>


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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.
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>
<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).
''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, gains a Wound.
*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


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''Traits. -Beast. -Large. -Carnivore.''
''Traits. -Beast. -Large. -Carnivore.''


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