Project Istari

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Project Istari

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.

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).

Stats

Every creature will have six Stats.

  • Might. Might is a creature's physical strength and endurance. A Hero has HP equal to 4 + its Might. HP is the number of Damage a creature can take before suffering a Wound.
  • Agility. Agility is a creature's ability to finely manipulate objects and accuracy. Agility would effect Initiative in some way.
  • Speed. Speed is a creature's alacrity, expeditiousness, and ability to move. At the start of your turn, you gain an amount of Movement equal to your Speed.
  • Lore. Lore is a creature's learned knowledge of the world.
  • Wit. Wit is a creature's gained experience of the world and out of the box thinking. You have a number of Reactions every Round equal to 1 + your Wit, with a minimum of 1.
  • Spirit. Spirit is a creature's force of personality and will-power. At the end of a Rest, a creature can attempt to Recover from a number of Lingering Wounds who's Recovery Conditions it meets.


Stat Increases

Whenever your Hero Levels up, you increase one of your Stats by 1.
Stats have a maximum of 4 at 1st Level, 5 from 2nd to 6th Level, a maximum of 7 from 7th Level to 12th Level, a maximum of 9 from 13th Level to 18th Level, and a maximum of 11 from 19th Level to 20th Level.

Attacking

When a creature Attacks, it targets one of the Stats determined by the Weapon its using, it then rolls a die determined by its Weapon and adds a Stat (usually Might or Agility) to the Roll, the target then rolls its Defense Die (determined by its class, armor, etc.) and adds the Stat you targeted. Something happens with the excess the Attacker gets from the target's defense, most likely building up to getting a wound.

Energy

Every creature has a pool of 6 Energy, which recharges whenever it finishes a Rest or maybe some other time. A creature's Energy pool gains a maximum increase whenever it reaches Level 5, 10, 15, and 20.

Spells

Spells will scale, so that signature spells you get at 1st Level are just about as viable as the new Spells you get at max Level. Spells have 5 Levels, and all spells are raised to the highest Level.
Full-Casters unlock 1st Level Spells at 1st Level, 2nd Level Spells at 5th Level, 3rd Level Spells at 9th Level, 4th Level Spells at 13th Level, and 5th Level Spells at 17th Level.
Half-Casters unlock 1st Level Spells at 2nd Level, 2nd Level Spells at 9th Level, and 3rd Level Spells at 17th Level.

Checks

When you make a Check, you roll a d10, add the appropriate Stat and other modifiers, and use the result to determine the outcome. Checks are used for things such as jumping over a chasm, sneaking around, or resisting magical effects.

Resistance

When you have Resistance, such as Fire Resistance, you gain a bonus equal to the value of that Resistance with Checks made to resist effects with that Trait and to Defense Rolls against that Damage Type.

Die Steps

Certain mechanics increase dice by certain Steps. This uses the following pattern.
1D4-1D6-1D8-1D10-1D12-2D6-2D8-2D10-2D12-3D8-2D10-3D12-4D10-4D12-5D10-5D12-6D10-6D12.
If somehow you get above 6d12, then if you're currently on a d12, increase the number of dice by 1 and reduce the size to a d10, and if you're currently on a d10, then you increase the size of the dice to d12s.

Lineages

Your Lineage is the type of creature you are, such as a Human, Elf, Dwarf, Goblin, etc. [to add list: Elf, Human, Halfling, Goblin, Goliath-esque, Orc]

Dwarf

Dwarves are a hardy, stout folk, with a strong heart and affinity for the mines.

Ability Boosts Ability Flaw Languages
Might, Spirit, Free Speed Creole, Dwarven


Immovable Rock

Dwarf Trait
As a Dwarf, you are hardier at resisting effects that would harm your body or weaken you. When you would gain the Prone Glancing Wound, or be moved against your will, you can use your Reaction ignore that effect.

Unbreakable Stone

Dwarf Trait
Your body and will is unbreakable as the earth itself. When you use your Might or Spirit to Defend, you reroll your Defense Die if the result is a 1.

Kins

Dwarven Kins represent the long lineages and clans that Dwarves have formed, each one with a very unique culture, and resulting biology from the tasks they often perform for the whole of Dwarven-kind.

Forgeborne

Dwarven Kin
Your ancestors worked as smiths in powerful volcanoes and the fires within entangle with your beard. You gain Resistance 2 to Fire Damage.

Longbeard

Dwarven Kin
You come from the longest lineage of Dwarves, thus the determination of your ancestors is woven into your earthen bones. When you Roll a 1 on any Die, you can spend 1 Energy to Reroll the Die.

Psychic

Dwarven Kin
Your ancestors have survived a harsh wasteland filled with psionic monsters. When you make a Check against an effect with the Mental trait, you roll the Check twice, and use the higher result for the Check.

Undertaker

Dwarven Kin
You are part of a long line of gravekeepers, who keep the ancient Dwarven burial caverns. You gain Death Resistance 1.

Lineage Feat

1st, 5th, 9th, 13th, and 17th Level Dwarf Trait
Choose one of the Dwarf Lineage Feats to gain as long as you meet the prerequisites of that Feat.

Dwarven Teachings

Prerequisites Actions Traits Energy
Dwarf, Level 1 N/A Dwarf, Lore N/A

You have been educated in the basic teachings of your Dwarven brethren. You gain Dwarven Lore as well as well as two of either Athletics, Endurance, or Escape Proficiency.

Dwarven Tune

Prerequisites Actions Traits Energy
Dwarf, Level 1 1 Auditory, Dwarf, Musical 1

You have memorized and practiced the ancient songs. You can spend 1 Action and 1 Energy to restor 1d4 HP to all Allies within 10 Meters of you.

Skilled Hands

Prerequisites Actions Traits Energy
Dwarf, Level 1 N/A Dwarf N/A

You have studied the great crafts of the Dwarves. You gain three Tool Proficiencies of your choice and add a d4 to any Checks you make to craft.

Stonecunning

Prerequisites Actions Traits Energy
Dwarf, Level 1 1 Dwarf N/A

You have trained to learn information about about the rock around you merely by looking at it and feeling its strength. You can spend 1 Action to learn about the history about a piece of stonework that you would normally need a successful Check (such as a Stonework Lore Check) to learn.

Unburdened Iron

Prerequisites Actions Traits Energy
Dwarf, Level 1 N/A Dwarf N/A

You've learned techniques first devised by your ancestors during their ancient wars, allowing you to comfortably wear massive suits of armor. You ignore the Movement reduction from any Armor you wear, and you reduce your Movement by 1 less whenever your Movement is reduced.

Dwarven Song

Prerequisites Actions Traits Energy
Dwarf, Level 5, Dwarven Tune 1-3 Auditory, Dwarf, Mental, Music 2

You have grown in your understanding of the songs of your people and now use them to greater degree. You can spend 1-3 Actions and 2 Energy to sing a Dwarven Song that inspires your Allies and shakes the will of your Foes. Make a Spirit Attack targeting Spirit using a d8 against all Foes within 10 Meters of you. You add a d4 to this Attack for each Action you used after your first.
Also, a number of Allies within 10 Meters of you equal to the result of your Attack regain 1 Fate and 1d4 HP. [this should lead to more musically themed Dwarf Feats]

Halfling

Halflings are naturally lucky... yea yea, we'll add more fluff later, you know what a hobbit is, we've all watched the Lord of the Rings, and if you haven't, go watch the extended editions right now or else, I have magic, I will cast brand-safe fireball on your face

Ability Boosts Ability Flaw Languages
Wit, Spirit, Free Might Creole, Folkish


Halfling Luck

You have a natural well of luck that makes failure rarely horrible. When you roll a 1 on a Die, you add a d4 to the Roll.

Kins

Halfling Kins very much represent the various large families a Halfling can come from.

Brightvoice

Halfling Kin
You come from the Brightvoice family, who often journey through the world performing songs and poems for the masses. When you make a Check with the Auditory or Sonic Trait, you add a d4 to that Check.

Humblefoot

Halfling Kin
You come from the Humblefoot family, well known for their peaceful outlook on life and love of exorbatant amounts of food. Whenever you attempt to Recover from a Lingering Wound after a Rest, if you eat a large amount of food during the Rest, you can spend 1 Energy to add your Spirit to the Check.

Nimbleknee

Halfling Kin
You come from the Nimbleknee family, one of the more adventurous families, often becoming spies due to their lithe and naturally silent nature. When you roll a 1 on an Agility Check, you reroll the Check.

Strongstomach

Halfling Kin
You come from the Strongstomach family, well known for their iron digestion, often working as food taster or cupbearer. You gain Ingested Resistance 4 and Inhaled Resistance 4.

Lineage Feat

1st, 5th, 9th, 13th, and 17th Level Halfling Trait
Choose one of the Halfling Lineage Feats to gain as long as you meet the prerequisites of that Feat.

Bedtime Story

Prerequisites Actions Traits Energy
Halfling, Level 1 N/A Auditory, Halfling N/A

You have been told numerous bedtime stories throughout your life, which you have internalized and now repeat back to yourself for comfort, or your friends for inspiration. After you Rest, you and all Allies that Rested with you, add a d8 to the next Check they make before their next Rest. At GM discretion, this may mnot apply if you don't have an opportunity to share such a story that would give this benefit.

Face Stuffing

Prerequisites Actions Traits Energy
Halfling, Level 1 1-3 Halfling 1

You have mastered the art of eating as much as possible in as short an amount of time, giving you a burst of energy when you need it. You can spend 1-3 Actions and 1 Energy to eat a large amount of food. If you spend 1 Actions, you regain 1d4 HP, if you spent 2 Actions, you regain 1d6+2, and if you spent 3 Action, you regain 1d8+4.

Halfling Teachings

Prerequisites Actions Traits Energy
Halfling, Level 1 N/A Halfling, Lore N/A

You have been educated in the basic teachings of your Halfling brethren. You gain Halfling Lore as well as two of either Stealth, Escape, or Diplomacy.

Natural Sneakery

Prerequisites Actions Traits Energy
Halfling, Level 1 N/A Halfling, Lore N/A

You have practiced the techniques of stealth that Halflings seem to master quickly. You gain Stealth and Thievery Proficiency. You also add a d4 to any Stealth or Thievery Check you make

Weaponized Feet

Prerequisites Actions Traits Energy
Halfling, Level 1 N/A Halfling N/A

Halflings have unnaturally large, hairy, and tough feet for their size, and you have learnt an ancient technique used by Halflings in the few wars they've participated in to weaponize those feet. You gain Large Feet as a Weapon. It has the Natural, Unarmed, and Concussive Traits, uses a d6, uses your Agiilty or Wit, and targets the Foe's choice of Might or Agiliy. It also has Follow-Through, Hands (0), and Melee Keywords.

Class

Your Class is the skills your character has, categorized into groups, such as Fighter, Wizard, or Rogue. Classes are divided into several groups based on both play style and magical potential.
Class Ideas: Inquisitor, Warlord, Runesmith
Culturally Specific Class Ideas: Samurai, Spartan, Shinobi, Einherjar

Bruisers
Class Name Core Stat Complexity Level Class Description Subclass Title (Starting Level)
Berserker Might Example Example Path (Level 1)
Cursed Might or Spirit Example Example Curse (Level 1)
Disciple Might or Agility Example Example Journey (Level 3)
Executioner Might Example Example Hood (Level 3)
Monk Agility or Wit Example Example Way (Level 3)
Vanguard Might Example Example Mandate (Level 2)
Warrior Might or Agility Example Example League (Level 3)
Specialists
Class Name Core Stat Complexity Level Class Description Subclass Title (Starting Level)
Artisan Lore Example Example Mastery (Level 1)
Mentor Lore, Wit, or Spirit Example Example Curriculum (Level 3)
Ranger Wit Example Example Conclave (Level 3)
Rogue Agility Example Example Gig (Level 3)
Savant Lore Example Example Expert (Level 3)
Swashbuckler Spirit Example Example Flair (Level 3)
Traveler Wit Example Example Style (Level 2)
Half-Casters
Class Name Core Stat Complexity Level Class Description Subclass Title (Starting Level)
Mageborn Spirit Example Example Technique (Level 3)
Magus Lore Example Example Medium (Level 2)
Paladin Spirit Example Example Oath (Level 1)
Psion Lore Example Example Order (Level 3)
Shaman Wit Example Example Attunement (Level 2)
Summoner Spirit Example Example Bond (Level 1)
Warden Wit Example Example Realm (Level 3)
Full-Casters
Class Name Core Stat Complexity Level Class Description Subclass Title (Starting Level)
Bard Spirit Example Example College (Level 2)
Cleric Wit Example Example Domain (Level 1)
Druid Wit Example Example Circle (Level 2)
Istari Lore Example Example [Unknown] (Level [X])
Sorcerer Spirit Example Example Bloodline (Level 1)
Warlock Spirit Example Example Patron (Level 1)
Wizard Lore Example Example School (Level 2)

Past

Your Past is the history of your character, such as being touched by magic, defending your home from bandits, working as a blacksmith, a soldier, or being imprisoned.
The GM determines how many History Points each Hero in the campaign has at Level 1 (usually 5).
[If a Past costs 1 Point, it generally gives a Lore and a Skill. If a Past costs 2 Points, it generally gives a Lore, Skill, and Stat increase. If a Past costs 3 Points, it generally gives a Lore, Skill, Stat increase, and ability. These can be adjusted to give abilities instead of the numerical increases, though one should never give two stat increases, and the ability should encapsulate all of the stuff it gives, it should not give more. A Skill or Lore can be swapped out with a Language. They might also give a drawback]]

Harsh Summer

1 Point
You, and potentially your whole home town, fought through and survived an especially harsh summer, which you contributed to in some way. You get Endurance Proficiency. You gain Fire Resistance 1.

Harsh Winter

1 Point
You, and potentially your whole home town, fought through and survived an especially harsh winter, which you contributed to in some way. You get Endurance Proficiency. You gain Cold Resistance 1.

Scaled Mountain

1 Point
You have achieved a great feat, climbing either a mountain, cliff, or some other large surface. You gain Athletics and Endurance Proficiency.

Escaped Capture

2 Points
You escaped some form of captivity, whether it be slavery, prison, or something else. You gain Chase and Escape Proficiency. Your Speed increases by 1.

Home Scorched

2 Points
Your home, either the actual house, a large part of, or the entire city, was burned, and you helped in fighting the fire in some way. You gain Athletics and Endurance Proficiency. Your Might increases by 1.

Bandit Attack

2 Points
You, your family, or your village was attacked by bandits, and you helped to defend in some way. You get Athletics, Bullying, or Intimidation Proficiency.
Watch Out! (Reaction) When an Ally adjacent to you makes a Defense Roll, you can use your Reaction to give them a +2 Bonus to the Roll.

Noble

2 Points
You have lived in comfort for most of your life as you and your immediate family is part of the nobility. You gain Nobility Lore and Diplomacy Proficiency. Your Lore increases by 1.

Performer

2 Points
You have worked to entertain people, whether that be reciting tales and playing a lute in a tavern, by acting on the front stage of a theater, by singing in the streets, or some other means. You gain Performance Lore and Diplomacy Proficiency. Your Spirit increases by 1.

[Ideas: Stood up to Bully, Fought a Ghost, Found Missing Person, Discover Lost Library, Tragic Loss, Mysterious Murder, Invention, Inspire Crowd, Hunter, Farmer, Apprentice, Beggar, Outlander, Conscript, Acolyte, Pickpocket, Sailor, Merchant, Settler, Squire, Student, Wrongful Imprisonment, Conscription, Student, Acolyte, Scholar, Enslaved, City Guard]

Wounds

After a Hero or Nemesis takes Damage equal to its HP (Might + 4), it will gain a random Wound.

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.

Dazed

Traits Recovery Stats
Glancing Wound, Concussive, Mental Might, Spirit (DC5)

Your mind has been muddles, usually either by a concussive blow to your head or a magical muddying. It takes 1 fewer Action to Recover from this Wound. At the start of each of your Turns, you must attempt to Recover from this Wound.

Lacerated

Traits Recovery Stats
Glancing Wound, Bleed Might, Wisdom (DC6)

You have been hit in a way that has caused you to lose vital fluids. At the start of your turn, you take 1 Damage.

Prone

Traits Recovery Stats
Glancing Wound, Ground Agility, Speed (DC3)

You have been knocked to the ground and are in a vulnerable position. When you make a Defense Roll, you make the Roll twice and use the lower result. Your Movement is reduced by half.

Shaken

Traits Recovery Stats
Glancing Wound, Mental, Fear Spirit (DC5)

You have been struck with great power and shaken to your core. You gain a Passing Fear. At the start of your next Turn, you Recover from this Wound.

Slowed

Traits Recovery Stats
Glancing Wound, Movement Speed (DC7)

You have been hit in a way that restricts your movement. Your Movement is reduced by half.

Winded

Traits Recovery Stats
Glancing Wound, Concussive, Breath Might, Spirit (DC3)

You've had the wind knocked out of you, and you need to take a moment to regather yourself. At the start of your next Turn, you can attempt to Recover from this Wound as a Free Action, and you lose 2 Actions for that Turn if you fail the Check. At the end of that Turn, you Recover from this Wound.

Lingering Wounds

At the end of a Rest, you can attempt to Recover from a number of Lingering Wounds whose Recovery Condition you meet, equal to your Spirit.

Broken Leg

Traits Recovery Stats
Lingering Wound, Fracture Might, Lore (DC8)

One of your legs, or other lower extremities used for movement is broken. Your Speed is reduced by 2.
Recovery Condition. You can attempt to Recover from this Wound if, after injury, the injured extremity was not actively used since your last Rest, such as by being on bed-rest, using crutches, or using other protective measures.

Grievous Wounds

Grievous Wounds have their own unique way of recovery.

At Death's Door

Traits Recovery Stats
Grievous Wound, Death Might, Spirit (DC10)

You have begun to fully die, and may soon leave this world. You gain the Unconscious Condition. At the start of your Turn, you can attempt to Recover from this Wound as a Free Action, if you fail the Check, you gain an Fate. At the end of your Turn, make a DC4 Flat Check. If you fail the Check, you die.

Breaking Will

Traits Recovery Stats
Grievous Wound, Death Spirit (DC10)

Your will has begun to falter, and soon you will fall. You can only use a number of features per Round equal to your Spirit. Whenever you suffer a Wound (including this one), make a Spirit Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the At Death's Door Grievous Wound and Recover from this Wound.
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.

Confusion

Traits Recovery Stats
Grievous Wound, Death Wisdom (DC10)

You are disoriented and completely out of the thick of things. When you make an Attack or Defense Roll, you reduce the Die Size by 1 Step. Whenever you suffer a Wound (including this one), make a Wisdom Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the At Death's Door Grievous Wound and Recover from this Wound.
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.

Dulling Mind

Traits Recovery Stats
Grievous Wound, Death Lore (DC10)

Your mind begins to decay and dissolve. You no longer have Reactions and you can only take Free Actions by spending 1 Action. Whenever you suffer a Wound (including this one), make a Lore Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the At Death's Door Grievous Wound and Recover from this Wound.
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.

Lethargy

Traits Recovery Stats
Grievous Wound, Death Speed (DC10)

Your entire body begins slowing down, and unless you can fight it off your heart will soon stop. You have a -1 penalty to all Checks, Attacks, and Defense Rolls you make. Whenever you suffer a Wound (including this one), make a Speed Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the At Death's Door Grievous Wound and Recover from this Wound.
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.

Lodged Metal

Traits Recovery Stats
Grievous Wound, Death Agility (DC10)

You have shards of metal or other materials lodged inside of you, and one wrong move could be the end of you. You reduce your Movement by half. Whenever you suffer a Wound (including this one), make a Agility Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the At Death's Door Grievous Wound and Recover from this Wound.
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.

Mortal Blow

Traits Recovery Stats
Grievous Wound, Death Might (DC10)

Those suffering from a Mortal Blow are at risk of death. After you deal Damage with an Attack, you halve that Damage. Whenever you suffer a Wound (including this one), make a Might Check with a DC equal to the number of Wounds you have. If you fail the Check, you gain the At Death's Door Grievous Wound and Recover from this Wound.
If you spend a full 8 Hours resting and recovering, you can attempt to Recover from this Wound.

Items



Weapons

Name Attack Die Used Stats Target Stats Traits Keywords
Crossbow 1d6 Agility, Wit Agility, Speed Bow, Piercing Hands (2), Ranged (12 Meters)
Dagger 1d4 Agility, Speed, Wit Agility, Wit Knife, Versatile (Piercing or Slashing) Hands (1), Paired (d6), Melee, Thrown (4 Meters)
Greataxe 1d10 Might Agility, Speed Axe, Slashing Hands (2), Melee
Longbow 1d8 Agility, Speed Agility, Speed Bow, Piercing Hands (2), Ranged (8 Meters)
Longsword 1d8 Might, Spirit Might, Agility Sword, Versatile (Piercing or Slashing) Hands (1), Melee
Quarterstaff 1d6 Wit, Lore Might, Agility Staff, Bludgeoning, Concussive Hands (1), Melee, Sturdy
Rapier 1d8 Agility, Wit Agility, Speed Sword, Piercing Hands (1), Melee, Parry
Shortsword 1d6 Might, Agility Might, Agility Sword, Versatile (Piercing or Slashing) Hands (1), Melee, Paired (d4)
Warhammer 1d8 Might, Spirit Agility, Spirit Hammer, Bludgeoning, Concussive Hands (2), Melee, Follow-Through


Weapon Keywords

  • Follow-Through. When make an Attack against a Foe you have already hit this Turn, you gain a +1 bonus to the Attack for each time you've hit it with an Attack this Turn.
  • Hands. You need to use a number of hands listed with the Keyword to use the Weapon. If a "+" is listed after the value, then it requires the number listed to hold, an when Attacking with the Weapon, it requires an additional hand equal to the number of "+"s listed (the vast majority of the time, there is only 1).
  • 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 with the Slashing or Piercing Trait, you can use your 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 higher 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 this Weapon is increased by a number of Meters amount equal to the value listed with the Keyword.
  • Sturdy. 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.
  • 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.
  • 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.


Armor

Name Defense Die Increase Traits
Light Armor +1 Armor Resistant +2 (Precise)
Medium Armor +2 Armor -
Heavy Armor +3 Armor Slowing (1), Vulnerable -2 (Concussive)


Armor Keywords

  • Resistant. You gain a bonus to Checks you make against effects with the Traits listed in with the Keyword, equal to the value listed with the Keyword.
  • Slowing. Your Movement is reduced by an amount equal to the value listed with the Condition
  • Vulnerable. You gain a penalty to Checks you make against effects with the Traits listed in with the Keyword, equal to the value listed with the Keyword.

Artisan

Berserker

Berserkers are powerful hulks that use magic and powerful emotions to fuel a

Starting Class Benefits

If this is the first Class you gain a Level in, you gain the following benefits:

  • Ability Boost. Might
  • Skill Proficiencies. 1


Powerful Will

1st Level Berserker Feature
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 Emotional or Mental effect, you make the Check twice, using the higher result.

Berserker Path

1st, and more, Level Berserker Feature
You choose a Berserker Path from the following table which represents the emotions or magical power that fuels your.

Berserker Paths Complexity Level Path Description
Path of Crucibles Example Example
Path of Devotion Example Example
Path of Focus Example Example
Path of Joy Example Example
Path of Wrath Example Example


Berserker Paths

Path of Devotion

You in love boi

Devotion

1st Level Path of Devotion Feature — Passion. Emotion.
You emotion go big love. 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.
Devotion Benifits: You can spend 1 Action and take 1d4 Damage to Recover from a Glancing Wound. Also, if an Ally adjacent to you takes a Glancing Wound, you can use your Reaction to take that wound instead.
Devotion Drawbacks: You cannot take an act that would directly result in an Ally coming in harms-way.
Ending Conditions: Your Devotion ends once none of your Allies are in a danger that you can percieve.

Path of Wrath

You angy boi

Rage

1st Level Path of Wrath Feature - Passion. Emotion.
You emotion go big angy. 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.
Rage Benifits: You gain Resistance 1d4 to effects without the Magic Trait.
Rage Drawbacks: At least 1 of your Actions each Turn must be spent to take the Attack Action, targeting a Creature, if you are not able to perform this Action, you gain Weakness 1d4 to all Rolls you make until the end of your next Turn.
Ending Conditions: Your Rage ends once there are no more Foes within 25 Meters that you are aware of or if you are Unconscious.

Bard

Cleric

Cursed

Disciple

Druid

Executioner

Magus

Mentor

Monk

Paladin

Psion

Ranger

Rogue

Savant

Seeker

Shaman

Sorcerer

Summoner

Swashbuckler

Traveler

Vanguard

Vanguards are bastions of protection on the front-line of combat, acting as a ward between their allies and those who would dare harm them.

Starting Class Benefits

If this is the first Class you gain a Level in, you gain the following benefits:

  • Ability Boost. Might
  • Skill Proficiencies. 1


Wall of Defense

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

Vanguard Mandate

2nd, and more, Level Vanguard Feature
You choose a Vanguard Mandate from the following table which represents the way your defend your allies and the tactics you employ to do so.

Vanguard Mandates Complexity Level Mandate Description
Example Example Example
Example Example Example
Example Example Example
Example Example Example
Example Example Example


Warden

Warlock

Warrior

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

Starting Class Benefits

If this is the first Class you gain a Level in, you gain the following benefits:

  • Ability Boost. Might or Agility
  • Skill Proficiencies. 2


Attack of Opportunity

1st Level Warrior Feature
You're reaction times have quickened, allowing you to take advantage on your enemy's weaknesses when they present themselves. When a Foe within your Reach makes a Ranged Attack or willingly leaves their space, you can use a Reaction to Attack that Foe.

Second Wind

1st Level Warrior Feature
You gain the ability to draw on a deep well of fortitude. You can spend 1 Action and spend 1 Energy to attempt to recover from one of your Wounds using Might or Agility instead of the listed Recovery Stat.

Combat Maneuvers

2nd Level Warrior Feature
Not all Warriors use the same skills and tactics in a battle, each one uses their own unique blend of maneuvers, tactics, and flourishes. Choose two Maneuvers detailed at the end of the Warrior Class Description to learn, these represent your various fighting styles. You learn an additional Maneuver at 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th Level in this class.

Warrior League

3rd, and more, Level Warrior Feature
You choose a Warrior League from the following table which represents the specializations and fighting styles you replicate.

Warrior League Complexity Level League Description
Banneret's League Example Example
Champion's League Example Example
Double Knight's League Example Example
Eldritch Archer's League Example Example
Samurai's League Example Example


Muscle Memory

4th Level Warrior Feature
You have honed your muscle memory and practiced to react in the blink of an eye. Once per turn, you can Swap Items as a Free Action.

Push On

5th Level Warrior Feature
At the start of your Turn, you can spend 1 Energy to gain 1 additional Action on that turn. You can do this only once per Turn.

Feature

6th Level Warrior Feature
Feature

Sweeping Strikes

7th Level Warrior Feature
After an Attack resolves in which you Wounded a Foe, you can make an Attack targeting a Foe within 1 Meter of the Wounded creature as a Free Action. This Attack uses the information of the Attack you used to Wound the original target, except that it uses 1d4 for its Attack Roll.

Combat Maneuvers

Brace

When you make a Defense Roll, you can use a Reaction and spend 1 Energy to increase your Defense Die by 1 Step.

Disarm

When you Wound a Foe with an Attack, you can spend 1 Energy to force it to drop one of the Items its holding, and you push the Item 3 Meters in a direction of your choice.

Warrior Leagues

Champion's League

Champions have some of the most general combat prowess of any type of Fighter.

Combat Prowess

3rd Level Champion's League Feature
Champion's have honed their strikes to deal bone-cracking blows. When you deal Damage with an Attack, you deal an additional 1d4 Damage. This Die increases by 1 Step when you become a 7th (1d6), 11th (1d8), 15th (1d10), and 19th (1d12) Level Fighter. [The die should increase a step every time Fighter's get a subclass feature.]

Wizard