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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<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>
 
=== 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.
<br><br>
<br><br>


== 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.
<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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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.
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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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=== 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.
<br><br>
 
==== 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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==== Conscripted ====
==== Conscripted ====
''1 History Point''<br>
''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 Judgement Proficiency.
''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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==== 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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'''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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==== Chills ====
==== Dazed ====
{| 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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==== Dazed ====
{| class="wikitable"
{| class="wikitable"
|+
|+
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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 5), and potentially altered by some Histories.
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.
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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"
|+
|-
! Traits !! Recovery Stats
|-
| 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"
|+
|-
! Traits !! Recovery Stats
|-
| 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"
|+
|-
! Traits !! Recovery Stats
|-
| 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"
|+
|-
! Traits !! Recovery Stats
|-
| 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"
|+
|-
! Name !! Attack Die !! Attack Stats !! Defense Stats !! Traits !! Keywords
|-
| Atlatl || 3d4 || Agility, Instinct || Might, Agility (Target's Choice) || Projectile, Spear, Piercing || Bulky, Hands (2), Ranged (12 Meters)
|-
| 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)
|-
| 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)
|-
| 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)
|-
| 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
|-
| Club || 1d6 || Agility, Speed || Agility, Instinct (Your Choice) || Club, Bludgeoning || Hands (1), Melee
|-
| 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)
|-
| 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)
|-
| 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)
|-
| Light Crossbow || 1d6 || Agility, Instinct || Agility, Speed (Your Choice) || Bow, Piercing || Hands (2), Ranged (12 Meters)
|-
| Longbow || 1d8 || Agility, Instinct || Agility, Speed (Target's Choice) || Bow, Piercing || Hands (2), Ranged (10 Meters)
|-
| Longsword || 1d8 || Might, Resolve || Might, Agility (Your Choice) || Sword, Versatile (Piercing or Slashing) || Hands (1), Melee
|-
| 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)
|-
| 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)
|-
| Pata || 1d6 || Might, Agility || Might, Agility, Instinct (Target's Choice) || Sword, Versatile (Piercing or Slashing) || Guard 2 (''Slashing''), Hands (1), Melee, Parry
|-
| 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)
|-
| 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)
|-
| Rapier || 1d8 || Agility, Instinct || Agility, Speed (Target's Choice) || Sword, Piercing || Hands (1), Melee, Parry
|-
| Saber || 1d6 || Agility, Resolve || Might, Instinct (Your Choice) || Sword, Slashing || Hands (1), Melee, Parry
|-
| Scythe || 4d4 || Might, Instinct || Might, Agility, Resolve (Target's Choice) || Polearm, Slashing || Bulky, Hands (2), Melee, Reach (2 Meters)
|-
| Shortbow || 1d6 || Agility, Speed, Instinct || Agility, Speed (Your Choice) || Bow, Piercing || Hands (2), Ranged (6 Meters)
|-
| 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)
|-
| 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)
|-
| 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)
|-
|-
| Club || 1d6 || Agility, Speed || Agility, Instinct (Your Choice) || Club, Bludgeoning || Hands (1), Melee
| Unarmed || 1d4 || Might, Agility, Speed || Might, Agility, Speed (Your Choice) || Natural, Bludgeoning || Hands (1), Melee, Paired (Can Move 1 Space after Attack)
|-
|-
| 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)
| Warhammer || 1d8 || Might, Resolve || Agility, Resolve (Your Choice) || Club, Bludgeoning || Hands (2), Melee, Follow-Through
|-
|-
| 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)
| 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)
|-
|}
| Gauntlet || 1d6 || Might, Agility || Might, Agility, Speed (Target's Choice) || Club, Bludgeoning || Guard 1 (''Slashing''), Hands (1), Melee, Worn
<br>
|-
 
| Glaive || 1d8 || Might || Might, Agility (Target's Choice) || Polearm, Spear, Versatile (Piercing or Slashing) || Hands (2), Melee, Reach (2 Meters)
=== Weapon Keywords ===
|-
*'''Bulky.''' You must spend 2 Actions to make 1 Attack with this Weapon.
| Greataxe || 1d10 || Might || Might, Speed (Target's Choice) || Axe, Slashing || Hands (2), Melee
*'''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.
| Greatclub || 1d10 || Might, Speed || Might, Instinct (Your Choice) || Club, Bludgeoning || Hands (2), Melee
*'''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.
| Greathammer || 2d6 || Might || Agility, Speed (Target's Choice) || Club, Bludgeoning || Hands (2), Melee
*'''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.
| Greatsword || 1d12 || Might || Agility, Speed (Target's Choice) || Sword, Versatile (Piercing or Slashing) || Hands (2), Melee
*'''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.
| 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)'')
*'''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)
| 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)'')
*'''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.
| Handaxe || 1d6 || Might, Speed || Might, Agility (Target's Choice) || Axe, Slashing || Hands (1), Melee, Paired (Can Move 1 Space after Attack), Thrown (3 Meters)
*'''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>
| Hand Crossbow || 1d6 || Speed, Instinct || Agility, Speed (Your Choice) || Bow, Piercing || Hands (1), Paired (Increase your Attack Die by 1 Step), Ranged (6 Meters)
 
|-
== Shields ==
| Heavy Crossbow || 1d12 || Might, Instinct || Might, Agility, Speed, Instinct (Target's Choice) || Bow, Piercing || Hands (2), Ranged (12 Meters)
<br><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)
=== Round Shield ===
|-
''Shield. Hands (1).''
| Javelin || 1d8 || Might, Agility || Might, Agility (Target's Choice) || Piercing, Spear || Hands (1), Melee, Thrown (Meters equal to thrice your Instinct)
''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>
| Katana || 1d6 || Might, Speed || Might, Agility (Target's Choice) || Sword, Slashing || Hands (1), Melee, Parry, Two-Handed (You choose the Target Stat)
 
|-
== Worn Equipment ==
| 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)
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.
|-
 
| 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)
=== Head-Pieces ===
|-
 
| Light Crossbow || 1d6 || Agility, Instinct || Agility, Speed (Your Choice) || Bow, Piercing || Hands (2), Ranged (12 Meters)
==== Half Helm ====
|-
''3 Gold. Metal.''<br>
| Longbow || 1d8 || Agility, Instinct || Agility, Speed (Target's Choice) || Bow, Piercing || Hands (2), Ranged (10 Meters)
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.
| Longsword || 1d8 || Might, Resolve || Might, Agility (Your Choice) || Sword, Versatile (Piercing or Slashing) || Hands (1), Melee
<br><br>
|-
 
| 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)
==== Hat ====
|-
''1 Gold. Variable (Fabric, Leather, or Plant).''<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)
Fabulous. Head. Resistant +1 (Environment).<br>
|-
''A standard hat that protects from the sun or rain and looks good.''
| Pata || 1d6 || Might, Agility || Might, Agility, Instinct (Target's Choice) || Sword, Versatile (Piercing or Slashing) || Guard 2 (''Slashing''), Hands (1), Melee, Parry
<br><br>
|-
 
| 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)
==== Great Helm ====
|-
''4 Gold. Metal.''<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)
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.
| Rapier || 1d8 || Agility, Instinct || Agility, Speed (Target's Choice) || Sword, Piercing || Hands (1), Melee, Parry
<br><br>
|-
 
| Saber || 1d6 || Agility, Resolve || Might, Instinct (Your Choice) || Sword, Slashing || Hands (1), Melee, Parry
==== Mask ====
|-
''1 Gold. Variable (Fabric, Metal, Stone, or Plant)''<br>
| Scythe || 4d4 || Might, Instinct || Might, Agility, Resolve (Target's Choice) || Polearm, Slashing || Bulky, Hands (2), Melee, Reach (2 Meters)
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.
| Shortbow || 1d6 || Agility, Speed, Instinct || Agility, Speed (Your Choice) || Bow, Piercing || Hands (2), Ranged (6 Meters)
<br><br>
|-
 
| 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)
=== Body Pieces ===
|-
| 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)
|-
| 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>


=== Weapon Keywords ===
==== Battle-Skirt ====
*'''Bulky.''' You must spend 2 Actions to make 1 Attack with this Weapon.
''8 Gold. Composite. Leather. Metal.''<br>
*'''Concealable.''' Any Check you make to conceal your possession of this Weapon is made twice, using the higher result.
Accessory. Body.<br>
*'''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.
''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.
*'''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.
<br><br>
*'''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 ==
==== Brigandine ====
''4 Gold. Composite. Leather. Metal.''<br>
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>


=== Round Shield ===
==== Cape ====
''Shield. Hands (1).''
''2 Gold. Fabric.''<br>
''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.
Body. Accessory. Fabulous.<br>
<br>
''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>


== Worn Equipment ==
==== Cloak ====
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.
''3 Gold. Fabric.''<br>
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.
<br><br>


=== Head-Pieces ===
==== Cuirass ====
''10 Gold. Metal. Plate.''<br>
Body. Defensive 2. Noisy 2. Slowing 1.<br>
''A shirt made up of a few large and heavy pieces of metal.''
<br><br>


==== Half Helm ====
==== Fine Clothes ====
''3 Gold. Metal.''<br>
''7 Gold. Fabric.''<br>
Head.<br>
Accessory. Body. Fabulous. Slowing 1.<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.
''An overcoat made of leather, with a similar appearance and feel as an apron.''
<br><br>
<br><br>


==== Hat ====
==== Fishing Coat ====
''1 Gold. Variable (Fabric, Leather, or Plant).''<br>
''3 Gold. Leather.''<br>
Fabulous. Head. Resistant +1 (Environment).<br>
Accessory. Body. Resistant +3 (Water). Slowing 1.<br>
''A standard hat that protects from the sun or rain and looks good.''
''An overcoat made of leather, with a similar appearance and feel as an apron.''
<br><br>
<br><br>


==== Great Helm ====
==== Fur Coat ====
''4 Gold. Metal.''<br>
''3 Gold. Leather.''<br>
Anonymity. Defensive 1. Head. Weakness -2 (Environment). Weakness -1 (Fire).<br>
Accessory. Body. Fabulous Resistant +2 (Cold). Slowing 1. Vulnerable -2 (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.
''An overcoat made of leather, with a similar appearance and feel as an apron.''
<br><br>
<br><br>


==== Mask ====
==== Gambeson ====
''1 Gold. Variable (Fabric, Metal, Stone, or Plant)''<br>
''7 Gold. Fabric.''<br>
Anonymity. Fabulous. Head.<br>
Body. Defensive 1. Resistant +2 (Cold). Resistant +2 (Environment). Vulnerability -1 (Fire). Vulnerability -2 (Piercing).<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.
''Layers upon layers of fabric with some wool in between to provide protection from weapons and the elements.''
<br><br>
<br><br>


=== Body Pieces ===
==== Hauberk ====
 
''6 Gold. Mail. Metal.''<br>
==== Battle-Skirt ====
Body. Defensive 1. Noisy 1. Resistant +2 (Slashing)<br>
''8 Gold. Composite. Leather. Metal.''<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.''
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>


==== Brigandine ====
==== Lamellar ====
''4 Gold. Composite. Leather. Metal.''<br>
''6 Gold. Composite. Variable (Leather or Metal).''<br>
Body. Defensive 1. Resistant +1 (Bludgeoning). Resistant +1 (Slashing).<br>
Body. Defensive 1. Noisy 1. Resistant +2 (Bludgeoning)<br>
''A shirt made of leather with studs and plates of metal for added protection.''
''A shirt of hundreds of individual plates of metal woven together, able to distribute heavy blows effectively across the armor.''
<br><br>
<br><br>


==== Cape ====
==== Laminar ====
''2 Gold. Fabric.''<br>
''6 Gold. Composite. Metal.''<br>
Body. Accessory. Fabulous.<br>
Body. Defensive 1. Noisy 1. Resistant +2 (Piercing)<br>
''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.
''A shirt of many metal plates layered on each other to allow for protection and resistance against piercing.''
<br><br>
<br><br>


==== Cloak ====
==== Jerkin ====
''3 Gold. Fabric.''<br>
''4 Gold. Leather.''<br>
Accessory. Body. Hooded. Resistant +1 (Environment). Slowing 1.<br>
Body. Resistant +2 (Bludgeoning). Resistant +2 (Fire). Resistant +2 (Piercing). Resistant +2 (Slashing).<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.
''A shirt of fire-retardant, boiled, and hardened leather.''
<br><br>
<br><br>


==== Cuirass ====
==== Robe ====
''10 Gold. Metal. Plate.''<br>
''5 Gold. Variable (Fabric or Hide)''<br>
Body. Defensive 2. Noisy 2. Slowing 1.<br>
Body. Fabulous. Hooded.<br>
''A shirt made up of a few large and heavy pieces of metal.''
''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>


==== Fine Clothes ====
==== Scarf ====
''7 Gold. Fabric.''<br>
''3 Gold. Fabric''<br>
Accessory. Body. Fabulous. Slowing 1.<br>
Body. Accessory. Fabulous. Resistant +1 (Cold). Vulnerable -1 (Fire).<br>
''An overcoat made of leather, with a similar appearance and feel as an apron.''
''A piece of fabric tied around the neck to look good and protect from the cold.''
<br><br>
<br><br>


==== Fishing Coat ====
==== Holy Vestments ====
''3 Gold. Leather.''<br>
''4 Gold. Fabric.''<br>
Accessory. Body. Resistant +3 (Water). Slowing 1.<br>
Body. Accessory. Fabulous. Resistant +1 (Cold). Vulnerable -1 (Fire). Resistant +1 (Negative).<br>
''An overcoat made of leather, with a similar appearance and feel as an apron.''
''A priestly garb mainly made up of a ceremonial robe.''
<br><br>
<br><br>


==== Fur Coat ====
==== Unholy Vestments ====
''3 Gold. Leather.''<br>
''4 Gold. Fabric.''<br>
Accessory. Body. Fabulous Resistant +2 (Cold). Slowing 1. Vulnerable -2 (Fire).<br>
Body. Accessory. Fabulous. Resistant +1 (Cold). Vulnerable -1 (Fire). Resistant +1 (Positive).<br>
''An overcoat made of leather, with a similar appearance and feel as an apron.''
''A priestly garb mainly made up of a ceremonial robe.''
<br><br>
<br><br>


==== Gambeson ====
=== Foot Pieces ===
''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>


==== Hauberk ====
==== Gumboots ====
''6 Gold. Mail. Metal.''<br>
''4 Gold. Leather.''<br>
Body. Defensive 1. Noisy 1. Resistant +2 (Slashing)<br>
Foot.<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.''
''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>


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


==== Laminar ====
==== Sandals ====
''6 Gold. Composite. Metal.''<br>
''1 Gold. Leather.''<br>
Body. Defensive 1. Noisy 1. Resistant +2 (Piercing)<br>
Foot. Resistant +2 (Fire)<br>
''A shirt of many metal plates layered on each other to allow for protection and resistance against piercing.''
''Shoes made of leather soul, and leather straps for the foot to grab onto.''
<br><br>
<br><br>


==== Jerkin ====
==== Slippers ====
''4 Gold. Leather.''<br>
''3 Gold. Fabric.''<br>
Body. Resistant +2 (Bludgeoning). Resistant +2 (Fire). Resistant +2 (Piercing). Resistant +2 (Slashing).<br>
Fabulous. Foot.<br>
''A shirt of fire-retardant, boiled, and hardened leather.''
''Shoes made of fabric that are comfortable to wear and look stylish.''
<br><br>
<br><br>


==== Robe ====
==== Socks ====
''5 Gold. Variable (Fabric or Hide)''<br>
''2 Gold. Fabric.''<br>
Body. Fabulous. Hooded.<br>
Accessory. Fabulous. Foot. Vulnerable -1 (Fire).<br>
''A long draping garment coming fit with a hood.'' Whenever you spend Energy, you gain that many additional Reactions this Round.
''Shoes made of fabric that are comfortable to wear and look stylish, usually worn under other shoes.''
<br><br>
<br><br>


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


==== Holy Vestments ====
==== Mountaineering Boots ====
''4 Gold. Fabric.''<br>
''3 Gold. Fabric. Leather. Metal.''<br>
Body. Accessory. Fabulous. Resistant +1 (Cold). Vulnerable -1 (Fire). Resistant +1 (Negative).<br>
Foot.<br>
''A priestly garb mainly made up of a ceremonial robe.''
''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>


==== Unholy Vestments ====
=== Hand Pieces ===
''4 Gold. Fabric.''<br>
 
Body. Accessory. Fabulous. Resistant +1 (Cold). Vulnerable -1 (Fire). Resistant +1 (Positive).<br>
==== Climbing Gloves ====
''A priestly garb mainly made up of a ceremonial robe.''
''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.
<br><br>
<br><br>


=== Foot Pieces ===
==== 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>


==== Gumboots ====
==== Gauntlets ====
''4 Gold. Leather.''<br>
''5 Gold. Metal''<br>
Foot.<br>
Hand.<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.
''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>
<br><br>


==== Sabatons ====
==== Mittens ====
''6 Gold. Metal.''<br>
''1 Gold. Fabric''<br>
Defensive 1. Foot. Slowing 1.<br>
Hand. Fabulous. Resistant +2 (Cold)<br>
''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.
''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>
<br><br>


==== Sandals ====
=== Clothing Keywords ===
''1 Gold. Leather.''<br>
*'''Accessory.''' Can be worn with other pieces of clothing of the same type.
Foot. Resistant +2 (Fire)<br>
*'''Anonymity.''' Other Creatures cannot see your face.
''Shoes made of leather soul, and leather straps for the foot to grab onto.''
*'''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.
<br><br>
*'''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>


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


==== Socks ====
==== Battle Standard ====
''2 Gold. Fabric.''<br>
''6 Gold, One-Handed''<br>
Accessory. Fabulous. Foot. Vulnerable -1 (Fire).<br>
You can spend 1 Reaction to allow an Ally to Reroll a Defense Roll.
''Shoes made of fabric that are comfortable to wear and look stylish, usually worn under other shoes.''
<br><br>
<br><br>


==== Traveler Boots ====
==== War Horn ====
''2 Gold. Leather.''<br>
''4 Gold, One-Handed, Audible''<br>
Foot.<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).
''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><br>


==== Mountaineering Boots ====
==== Hunting Trap ====
''3 Gold. Fabric. Leather. Metal.''<br>
''4 Gold, Consumable, Trap.''<br>
Foot.<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>
''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.
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>


=== Hand Pieces ===
= Feats =


==== Climbing Gloves ====
==== Expanded Lineage ====
''3 Gold. Leather. Metal''<br>
{| class="wikitable"
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.
|-
<br><br>
! Prerequisites !! Traits !! Repeatable
|-
| Level 1 || Example || Repeatable
|}


==== Fine Gloves ====
= Artisan =
''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>


==== Gauntlets ====
= Berserker =
''5 Gold. Metal''<br>
Berserkers are powerful hulks that use magic and powerful emotions to fuel a
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>
<br><br>


==== Mittens ====
==== Powerful Will ====
''1 Gold. Fabric''<br>
''1st Level Berserker Feature''<br>
Hand. Fabulous. Resistant +2 (Cold)<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.
''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>
<br><br>


=== Clothing Keywords ===
==== Berserker Path ====
*'''Accessory.''' Can be worn with other pieces of clothing of the same type.
''1st, and more, Level Berserker Feature''<br>
*'''Anonymity.''' Other Creatures cannot see your face.
You choose a Berserker Path from the following table which represents the emotions or magical power that fuels your.
*'''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.
{| class="wikitable"
*'''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.
! Berserker Paths !! Complexity Level !! Path Description
*'''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.
| Path of Crucibles || Example || Example
*'''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.
| Path of Devotion || Example || Example
*'''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.
| Path of Focus || Example || Example
*'''Vulnerable.''' You gain a Weakness to the Trait listed with the Keyword, equal to the value listed with the Keyword.
|-
| Path of Joy || Example || Example
|-
| Path of Wrath || Example || Example
|}
<br>
<br>


== Adventuring Gear ==
== Berserker Paths ==
=== Path of Devotion ===
''You in love boi''
<br><br>


==== Battle Standard ====
==== Devotion ====
''6 Gold, One-Handed''<br>
''1st Level Path of Devotion Feature — Passion. Emotion.''<br>
You can spend 1 Reaction to allow an Ally to Reroll a Defense Roll.
''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>


==== War Horn ====
=== Path of Wrath ===
''4 Gold, One-Handed, Audible''<br>
''You angy boi''
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>


==== Hunting Trap ====
==== Rage ====
''4 Gold, Consumable, Trap.''<br>
''1st Level Path of Wrath Feature - Passion. Emotion.''<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>
''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>
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.)''
'''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>


= Feats =
= Bard =


==== Expanded Lineage ====
= Cleric =
{| class="wikitable"
|+
|-
! Prerequisites !! Traits !! Repeatable
|-
| Level 1 || Example || Repeatable
|}


= Artisan =
= Cursed =
''Hippity hoppity, you have a cursetopoly''
<br><br>


= Berserker =
==== Lost Control ====
Berserkers are powerful hulks that use magic and powerful emotions to fuel a  
''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>


==== Powerful Will ====
==== Cursed Origin ====
''1st Level Berserker Feature''<br>
''1st, 3rd, and more, Level Cursed Feature''<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.
You choose a Cursed Curse from the following table which represents your curse, both its dark gifts, and terrible weaknesses.
<br><br>
 
==== Berserker Path ====
''1st, and more, Level Berserker Feature''<br>
You choose a Berserker Path from the following table which represents the emotions or magical power that fuels your.
{| class="wikitable"
{| class="wikitable"
|+
|+
|-
|-
! Berserker Paths !! Complexity Level !! Path Description
! Cursed Origin !! Complexity Level !! Curse Description
|-
|-
| Path of Crucibles || Example || Example
| Curse of the Fae || Example || Example
|-
|-
| Path of Devotion || Example || Example
| Curse of the Hag || Example || Example
|-
|-
| Path of Focus || Example || Example
| Curse of the Lycanthrope || Example || Example
|-
|-
| Path of Joy || Example || Example
| Curse of the Undead || Example || Example
|-
|-
| Path of Wrath || Example || Example
| Curse of the Vampire || Example || Example
|}
|}
<br>
<br>


== Berserker Paths ==
==== Spread Curse ====
=== Path of Devotion ===
''2nd Level Cursed Feature'' (rename)<br>
''You in love boi''
''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>


==== Devotion ====
==== Curse Options ====
''1st Level Path of Devotion Feature — Passion. Emotion.''<br>
''2nd Level Cursed Feature''<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>
You gain the following Curse Options for your Spread Curse feature:
'''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>
*'''You Will Fear!''' The Foe gains the Shaken Glancing Wound.
'''Devotion Drawbacks:''' You cannot take an act that would directly result in an Ally coming in harms-way.<br>
*'''You Are Weak!''' When the Foe adds its lowest Stat to a Roll, it reduces the Roll by a d4.
'''Ending Conditions:''' Your Devotion ends once none of your Allies are in a danger that you can percieve or if you are Unconscious.
*'''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>
<br><br>


=== Path of Wrath ===
==== Lycanthropic Strength ====
''You angy boi''
''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>
<br><br>


==== Rage ====
==== Lycanthropic Weakness ====
''1st Level Path of Wrath Feature - Passion. Emotion.''<br>
''1st Level Curse of the Lycanthrope Feature''<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>
''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>
'''Rage Benifits:''' You gain Resistance 1d4 to effects without the ''Magic Trait''.<br>
'''Insanity Conditions.''' There is a full-moon.
'''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 =
= Disciple =


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


= Cursed =
==== Druid Invocations ====
''Hippity hoppity, you have a cursetopoly''
''1st Level Druid Feature''<br>
You gain 3 Druid Invocations.
<br><br>
<br><br>


==== Lost Control ====
==== Druid Circle ====
''1st Level Cursed Feature''<br>
''2nd, and more, Level Druid 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>
You choose a Druid Circle that represents the way you
'''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>
 
==== Cursed Origin ====
''1st, 3rd, and more, Level Cursed Feature''<br>
You choose a Cursed Curse from the following table which represents your curse, both its dark gifts, and terrible weaknesses.
{| class="wikitable"
{| class="wikitable"
|+
|+
|-
|-
! Cursed Origin !! Complexity Level !! Curse Description
! Druid Circles !! Complexity Level !! Circle Description
|-
|-
| Curse of the Fae || Example || Example
| Circle of the Aegis || Example || Focuses on protection.
|-
|-
| Curse of the Hag || Example || Example
| Circle of the Arcane || Example || Focuses on spells
|-
|-
| Curse of the Lycanthrope || Example || Example
| Circle of the Form || Example || Focuses on chaining into animals.
|-
|-
| Curse of the Undead || Example || Example
| Circle of the Rancher || Example || Focuses on pacifying and taming animals.
|-
|-
| Curse of the Vampire || Example || Example
| Circle of the Something || Example || Example
|}
|}
<br>
<br>


==== Spread Curse ====
=== Druid Invocations ===
''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.
==== 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>


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


=== Curse of the Lycanthrope ===
==== Monk Forms ====
''You have been cursed by a werewolf, werebear, weretiger, or some other kind of were-animal.''
''1st Level Monk Feature''<br>
You gain 3 Monk Forms of your choice.
<br><br>
<br><br>


==== Lycanthropic Strength ====
=== Monk Forms ===
''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>
<br><br>


==== Lycanthropic Weakness ====
==== Fists of the Storm ====
''1st Level Curse of the Lycanthrope Feature''<br>
''Monk Form''<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>
When you make an Unarmed Attack, you can spend 1 Reaction to add the ''Lightning'' Trait and increase the Attack Die by 1 Step.
'''Insanity Conditions.''' There is a full-moon.
<br><br>
<br><br>


= Disciple =
= Paladin =
 
= Psion =


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


==== Druid Invocations ====
==== Favored Foe ====
''1st Level Druid Feature''<br>
''1st Level Ranger Feature''<br>
You gain 3 Druid Invocations.
''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.
<br><br>
<br><br>


==== Druid Circle ====
==== Ranger Disciplines ====
''2nd, and more, Level Druid Feature''<br>
''1st Level Ranger Feature''<br>
You choose a Druid Circle that represents the way you
''Rangers have a variety of skills and arts to enhance and alter their combat.'' Choose one Ranger Discipline to gain.
{| class="wikitable"
<br><br>
|+
|-
! Druid Circles !! Complexity Level !! Circle Description
|-
| Circle of the Aegis || Example || Focuses on protection.
|-
| Circle of the Arcane || Example || Focuses on spells
|-
| Circle of the Form || Example || Focuses on chaining into animals.
|-
| Circle of the Rancher || Example || Focuses on pacifying and taming animals.
|-
| Circle of the Something || Example || Example
|}
<br>


=== Druid Invocations ===
=== Ranger Disciplines ===
 
Here is the list of Ranger Disciplines.
==== 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>


==== Naturalistic Regeneration ====
==== Growing Skill ====
''Druid Invocation. Spell.''<br>
''Miscellaneous Discipline''<br>
You gain the ''Naturalistic Regeneration'' Spell:
''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.
*'''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>
<br><br>


= Executioner =
==== Primal Arcana ====
''Miscellaneous Discipline''<br>
''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>


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


= Mentor =
==== Roving ====
''Miscellaneous Disciple''<br>
''You have built up an instinctual movement to bound at quicker speed.'' Your Movement increases by 2.
<br><br>


= Monk =
==== Tireless ====
''Miscellaneous Discipline''<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.
<br><br>


= Paladin =
= Rogue =
 
edgy orpha (assassin's would choose a few speicifc for their woundy boi feature)
= Psion =
 
= Ranger =
You Aragorn
<br><br>
<br><br>


==== Favored Foe ====
==== Wounding Strikes ====
''1st Level Ranger Feature''<br>
''1st Level Rogue 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.
''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>


==== Ranger Disciplines ====
==== Sneak Attack ====
''1st Level Ranger Feature''<br>
''1st Level Rogue Feature''<br>
''Rangers have a variety of skills and arts to enhance and alter their combat.'' Choose one Ranger Discipline to gain.
''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>
<br><br>
You also gain the following Sneak Attack Conditions:
*An Ally is adjacent to the target.
*The target cannot sense you.
<br>


=== Ranger Disciplines ===
==== Rogue Knacks ====
Here is the list of Ranger Disciplines.
''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>


==== Growing Skill ====
=== Rogue Knacks ===
''Miscellaneous Discipline''<br>
''Fluff'' [Ideas: Uncanny Dodge, Steady Aim, Thieve's Cant]
''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>


==== Primal Arcana ====
==== Steady Aim ====
''Miscellaneous Discipline''<br>
'' Rogue Knack''<br>
''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.
''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>


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


==== Roving ====
''Miscellaneous Disciple''<br>
''You have built up an instinctual movement to bound at quicker speed.'' Your Movement increases by 2.
<br><br>


==== Tireless ====
''Miscellaneous Discipline''<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.
<br><br>


= Rogue =
= Seeker =
edgy orpha (assassin's would choose a few speicifc for their woundy boi feature)
 
<br><br>
= Shaman =


==== Wounding Strikes ====
= Sorcerer =
''1st Level Rogue Feature''<br>
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.
''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 ====
==== What Sorcery is This? ====
''1st Level Rogue Feature''<br>
''1st Level Sorcerer 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>
You gain two of the following ''Spells'' of your choice:
You also gain the following Sneak Attack Conditions:
*'''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.
*An Ally is adjacent to the target.
*The target cannot sense you.
<br>
<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.
==== Rogue Knacks ====
:You can spend 1-3 Energy to increase the Sphere's Radius by 1 Meter for each Energy spent.
''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>
 
=== Rogue Knacks ===
''Fluff'' [Ideas: Uncanny Dodge, Steady Aim, Thieve's Cant]
<br><br>
 
==== Steady Aim ====
'' Rogue Knack''<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.
<br><br>
 
= Savant =
You smart.
<br><br>
 
 
 
= 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>
 
==== What Sorcery is This? ====
''1st Level Sorcerer Feature''<br>
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>
<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).
*'''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).
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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.
Line 2,702: Line 2,892:
*'''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>


Line 2,876: Line 3,066:
= Wizard =
= 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>
*'''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 ====
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


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


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