The New Age: An RPG by Leonardo Saikali Gat212 Holcomb
The New Age: An RPG by Leonardo Saikali Gat212 Holcomb
Table of Contents
Welcome to The New Age ....................................................3
Playing the Game .................................................................8
Character Creation ................................................................9
Calculate Ability Scores .......................................................9
Races ..................................................................................10
Character Advancement ......................................................13
Choose a Country ...............................................................14
The Swordcoast ..................................................................15
Taisse Empire .....................................................................18
Polori ..................................................................................21
Godkalr (God-car) ..............................................................24
Skills out of Combat ...........................................................27
Equipment ..........................................................................28
Combat System...................................................................34
Environmental Effects: .......................................................37
Loot ....................................................................................37
NPC Creation Guide: ..........................................................38
Psionic Energy:
[PSI] is an ability score that determines
how psionic charged a character is. Because of
some technological advancement of the old age,
clouds of nanobots waft through the atmosphere
(called the Psi Field). Some people are still born
with the genetics that were bred to control these
nanobots.
Not many people understand this concept,
and refer to this as magic. As such, Paladins who
smite people with their force of will and Mages
who launch bolts of fire from their bare hands are
seen as magical, when in reality they are just
interfacing with the Psi Field.
4
Banditry:
Banditry occurs in all parts of the world.
How it is conducted is relative to the location.
The North:
o Bandits tend to group together and
forwardly mug people. They will
not hesitate to kill and they are
usually very violent.
The Mainland:
o These bandits tend to prefer
sneaking up on people at night.
They will tend to steal things from
campsites while people are asleep,
and they sneak into towns at night
to take their produce.
The South:
o The bandits here are special. It is
impossible to tell them apart from
normal people, and they tend to
have full fledged official groups.
The way they steal can get very
intricate and they have a series of
political traps they can place people
in, such as getting a noble exiled
just get at his wealth.
The Map
Country of Origin:
In a lot of RPGs, there are character
classes. This system is different in that your
abilities are decided by your Country of origin.
This will be listed as your Country in the rest
of the book.
Action Structure:
1 minute in universe = 10 rounds of play (1
round of play is 6 seconds long in universe).
Every base character gets one Main
Action, one Move, and one Special Action per
turn. (See Combat System).
Character Creation
To create a character for this system, follow these
steps.
Step 1: Calculate Ability Scores
Step 2: Choose a Race
Step 3: Create a Background
Step 4: Choose a Country of Origin
Step 5: Pick Augments
Step 6: Get Equipment
Skills
Every Ability score has skills associated
with it. You add your ability score to these
skills. Depending on your Country and Race you
can pick the skill up as a proficiency skill
which allows you to add a proficiency bonus to
those rolls.
Proficiency Bonus
This bonus is added to anything skills you
are proficient with. This is equal to your tier + 1.
Skill Threshold
Whenever an entry asks for a skill
threshold, this is the skill + 10.
Skill Chart
Might:
Strength: Melee Attack and Damage
Fortitude: HP and Resistance
Speed:
Finesse: Ranged Attack and Damage
Agility: Dodge
Wit:
Acuity: Energy Weapon Damage
Knowledge: Information Recall
Fast-talk: Intimidate, Charm, or Bluff
Psi:
Will: Power of will
Sense: Feeling Presence and Sensing Danger
Heal: Medical Prowess
Luck:
Gives bonus on doubles.
Should you be killed, you can instead
permanently burn a point of their Luck to stay
alive and be brought up to half HP.
This can only be done if your Luck is above 0.
10
Races
The two great races of the old age all
disseminated into the races we have today.
Racial Modifiers:
Ability Score Modification:
These directly modify your current Ability
Score value.
Proficient Skills:
The race is proficient with this skill. Check
the Proficient box on your character sheet. You get
your proficiency bonus added to these skills.
Age:
Child: >15
Young: 15-35
Adult: 35-70
Old: 70-140
Venerable: 140+
Humans:
The humans descended from their
humanoid ancient counterpart. They come in all
various shapes and sizes, and since they all came
from a common ancestor, their features can
seriously blur together.
(Note: Interracial children will have the
actual stats and major physical features of one of
their parents, while they may possess minor
physical features of either parent.)
Age:
Child: >10
Young: 10-18
Adult: 18-30
Old: 30-80
Venerable: 80+
Age:
Child: >12
Young: 12-22
Adult: 22-40
Old: 40-100
Venerable: 100+
11
Avians:
These humanoid birds descended from
their ancient avian ancestors. Many artifacts and
old texts would suggest that the avian and the
humanoid origin races once fought together
against the monsters, however in current times a
light hanging tension exists between the two major
race groups.
12
Character Age:
Being of a certain age has its boons and
downsides.
Age Chart
Young: +1 Speed, -1 Wit
Adult: Nothing
Old: -1 Might, -1 Speed, +1 Wit, +1 Psi
Venerable: -2 Might, -2 Speed, +2 Wit, +2 Psi,
+1 Skill Proficiency of Choice
Create a Background:
Background: (Optional)
Create a background with a short story
explaining how they got to where they are today.
If you can justify the background being
beneficial to your current roll (at GM discretion),
you get an asset to the roll.
Connections: (Optional)
Augments:
These are feats of power that all
characters learn. Some are passive and always
function, unless the user is asleep or otherwise
helpless.
Active ones cost Action Points. Every
character has Action points equal to 5x their tier
by default. All your Action points come back
after an 8 hour rest.
Augments with the same tags do not stack!
You can spend your Action points on things
other than Augments. The bonuses you can
spend these on last until the end of the turn.
Pay one Action Point for:
+2 to any 2d10 roll
+10 movement speed
+1 on Damage rolls
-2 on Fumble Results or +2 on Critical Results
HP:
Your HP is [FORTITUDE] + your
Countrys HP per tier. All your HP comes back
after an 8 hour rest.
You only add your [FORTITUDE] once.
If your HP ever goes to 0, you become
unconscious. You gain one HP back one hour later
if you are not healed by any other source.
13
Character Advancement
Gaining and Spending XP:
Every time a character or party finishes an
encounter, based on difficulty, they will be
awarded 0 to 3 XP. It costs 4 XP to grab an
advancement. You should be able to justify how
you learned this new trick. Here is what you can
purchase:
Advancements: (Cost 4 XP)
+1 to an Ability score. You can only purchase an
ability score if your current score is less than 10.
An Augment from their Origin Country
(Must be their tier or below)
An Augment from the Country they are currently in.
(Must be 1/2 tier (rounded down) or below)
A Skill proficiency
A Weapon proficiency
An Armor or Shield proficiency
+2 Max Action Points
+5 Max HP.
Advancing in Tiers:
Every 3 Advancements, the character goes
up a tier and has access to new abilities.
Starting XP (Optional):
New players are recommended to start
with 0 XP, however should the players be
experienced with RPGs, it would likely be more
enjoyable should they start with around 12 XP to
spend right off the bat. This will effectively start
them in Tier 2 and they'll be able to buy three
advancements of their choice.
14
Choose a Country
Countries provide Skill, Equipment
Proficiencies and Augments.
Start play with an origin country and:
250 + ( [LUCK] * 20 ) gp
A basic weapon or shield.
HP as listed + Fortitude once.
Countries
Swordcoast
Recommended Stats: Might and Speed
Roles: Fighters, Defenders, and Ragers.
HP Per Tier: 20
Skill Proficiencies: (Pick 2)
Strength, Fortitude, Agility, Finesse
Equipment Proficiencies:
All armor, archaic weapons, shields, and modern melee weapons.
Taisse
Recommended Stats: Speed and Luck
Roles: Sneaks, Assassins, and Specialists
HP Per Tier: 15
Skill Proficiencies: (Pick 3)
Agility, Finesse, Acuity, Fast-Talk, Sensing
Equipment Proficiencies:
Light armor, archaic weapons, and modern ranged weapons
Polori
Recommended Stats: Speed and Wit
Roles: Energy Warriors, Healers, and Bards
HP Per Tier: 15
Skill Proficiencies: (Pick 2)
Agility, Acuity, Knowledge, Heal
Equipment Proficiencies:
Light armor, shields, and all energy weapons
Godkalr
Recommended Stats: Might/Speed and Psi
Roles: Monks, Enhancers, and Avengers
HP Per Tier: 20
Skill Proficiencies: (Pick 2)
Strength, Finesse, Will, Sensing
Equipment Proficiencies:
Light and medium armor, archaic weapons, and modern weapons
All content 2015 DigiPen (USA) Corporation, all rights reserved.
15
The Swordcoast
Founded: 4108 NA
Description:
This Coastline State is one of the youngest
States in the Mainland,
however it's reputation for
housing the strongest
swordsmen and swordswomen
is well known across the entire
world. Their schools in the
martial arts are the best in the
world, and their students
occasionally have to go through
projects that involve going
out into the world, defeating
some large beast, and bringing
it back. Those who make it
through the curriculum end up
being the strongest warriors in
the land.
Most of the State's trade
occurs by sea with Taisse where
they get their lumber and food,
and with Godkalr where they
get their high-quality sword
metal.
Many warrior guilds
exist in the Swordcoast.
Government:
Their government is a
military-state. The current
Leader is Varys Gestalt
(Referred to as General
Gestalt). The young men and
women all go through a
swordsmanship school at a
young age, and those who wish
to pursue the way of the blade
can continue further than
others. As a result, almost every citizen of the
Swordcoast can fight with a blade. Every citizen is
also part of the military.
Law:
Citizenship is decided when one gets
through the schooling process, or they complete a
project. Therefore immigrants must either learn
how to fight or prove their worth as a warrior to
become a citizen. Citizenship grants you access
to a family blade given to you by the military.
The family blade can be
brandished outside the country,
and people will recognize it and
give you a degree of special
treatment. Citizenship also
grants you a home in the
country.
Crime is extremely low in
this country due to the
discipline that all citizens have
learned as they aged. The
resulting cohesion in the state is
surprisingly strong. When crime
does occur, it is usually a
sentence of exile. You have
your family blade stripped from
you, and you are sent on your
way. If you do not have a family
blade and you commit a crime
in the Swordcoast, you will
usually be executed.
Standard of Living:
(5/10)
While the people here are
all strong, fit, and healthy, the
process of aging in this country
is very taxing on the body.
There are casualties of the
schooling process every year.
The military has a choking
presence on foreigners, making
living in the state without
Citizenship very uncomfortable.
After getting through the
schooling process and gaining
citizenship, the standard of
living increases drastically. But before then, just
visiting the Swordcoast can be an ordeal. Citizens
often get their needs met, but there are cases
where trades don't go through and the state ends
up going into Ration mode.
16
Swordcoast Augments:
Tier 1:
Second Wind: (Use Cost: 1) As a special
action, heal yourself 1d10 + tier HP.
Just needed to take a breath.
Tags: [Active]
Impact Wrists: (Use Cost: 1) If you hit with
a melee attack, the target gets a
[FORTITUDE] roll. If they don't beat your
[STRENGTH] threshold, Push the target up
to 15 feet away and deal 2 extra damage.
Otherwise just deal 2 damage.
That cliff looks inviting.
Tags: [Active][Damage]
Trigger Fingers: Ignore the loading property
on ranged weapons.
I swear its not loaded. Look!.
Tags: [Passive]
Taunt: (Use Cost: 0) As a move action,
Choose a target within 30 feet that can see
you. If that target attempts to attack anyone
on their turn that isn't you, they get a
Detriment to their attack.
This lasts for 1 minute, or you use the
ability again on another target.
If this target is under this effect from
more than one source, use the most recent
source.
Hit me if you can!
Tags: [Active][Aggro]
Thick Skin: Gain 1 defense with 0
encumbrance.
Impenetrable! Mostly.
Tags: [Passive][Unarmored Defense]
Tier 2:
Flow: (Use Cost: 2) Activate as a non-action.
For 1 minute, anytime you would use the
attack action, attack twice.
Don't distract me. I'm in flow.
Tags: [Active][Action]
Sentinel: You may force enemies moving
within (or stepping out of) your reach to
make a [STRENGTH] roll with a detriment
against your [STRENGTH] threshold. If they
fail, they lose all their movement for the turn.
You cannot be dazed.
No one passes. Reminds me of school.
Tags: [Passive]
Induced Rage: (Use Cost: 2) Activate as a
move action. For 1 minute, gain a +2 to
[STRENGTH] and [AGILITY]. You
automatically fail [WIT] based rolls in this
time.
RRRRRAAAAAARRGGGGG!
Tags: [Active][Buff]
Far Vision: Multiply the range of all ranged
attacks by 3. You can also make out faces
from half a mile away.
Recommended range, shorter than I can
shoot!
Tags: [Passive]
Concussing Strike: (Use Cost: 1) After
confirming a hit, the target gets a
[FORTITUDE] roll against your
[STRENGTH] threshold.
Should they fail, the target is dazed
until the end of your next turn. Should they
succeed, nothing happens.
Your guard is full of holes.
Tags: [Active]
17
Tier 3:
Tier 4:
18
Taisse Empire
Founded: 2180 NA
Description:
The Taisse, surrounded by the sea on three
sides, are the masters of the marine. Their diets
almost consist entirely of
seafood, and most of their
lives are spent out on the sea.
Their knowledge of sea-fairing
is by far the most extensive in
the world. While they do not
have the resources for good
ships, when equipped with
them, the citizens of this
Empire could rule the seas.
In times of war, it has
been common practice to get
them on your side as soon as
possible by offering them
ships. The biggest offers
usually win, and the side that
wins them over wins any naval
encounter in the war.
Despite their renown as
great sailors, they do not get a
nearly sufficient amount of
trade. This can be attributed to
poor leadership and cultural
practices that have not
changed for thousands of
years.
Government:
The leader of this
Empire is Euthan Phant
(Referred to as Mayor Phant).
The Mayor is elected by
remedial Who shout's the loudest votes, and
their only real power is that of rallying the army in
times of war and deciding who to side with. Other
than that, they serve as a spiritual leader more than
anything, as the Citizen deal with their own
problems most of the time.
Law:
The law pretty much handles itself in this
Empire. If someone wrongs you, you wrong them
back. This mutual understanding between citizens
causes there to be less crime than one would
expect. However due to there being a lack of a
strong police force or any sort of walling around
the Empire, people do often get
away with crime.
The jails in this Empire are seldom
used and are very easy to escape,
since they don't have many metal
parts.
Citizenship isn't official in any
way, and working the sea and
providing for people on land
makes you a citizen. Really, this
empire is just a large fishing
village.
Standard of Living:
(3/10)
This nation is the poorest
one in the world. Due to
circumstance and bad leadership
decisions, this Empire has stayed
poor for quite a long time. Given
its geographic position, one would
expect it to dominate the Sea trade,
however the Empire has a strong
self-sufficiency drive that is only
trumped by the need for ships
during war. All they really need is
a kick-start and an Empire-wide
mental reform to get on par with
the rest of the land, but short of
foreign intervention, it doesn't look
like this will happen any time
soon, and the Empires near them
are glad for that.
19
Taisse Augments:
Tier 2:
Resourceful: (Use Cost: 1) Activate as a
special action. Gain another action that can
be only used to Dash, Hide, Push, or Grapple.
Tier 1:
Exploit: (Use Cost: 1) If you hit a creature
with an attack, make a [FINESSE] roll
against their [FORTITUDE] coefficient. If
you succeed, they are dazed until the start of
your next round.
If you fail, the target gains a detriment
on everything until the start of your next turn.
Heh. Didn't see that coming. I didn't either.
Tags: [Active][Debuff]
Don't blink!
Tags: [Active][Action]
Unfair Positioning: (Use Cost: 1) Activate
as a non-action. Until the end of your next
turn, add [LUCK] to your defense.
This defense is not affected by pierce.
Man, I'm glad I moved...
Tags: [Active][Buff]
Tags: [Passive]
Spring-legged: Add 5 to your move speed.
Triple your jump height.
Oops.
Tags: [Active]
Trip: (Use Cost: 0) As an action, Roll a
[FINESSE] attack. If you beat the target's
[AGILITY] threshold (+2 for every leg past
two they have), they are now prone.
Wanna race?
Tags: [Passive]
Also oops.
Tags: [Active]
20
Tier 3:
Tier 4:
21
Polori
Law:
Founded: 2460 NA
Description:
Getting goods directly from the
Underworld has treated this
Empire well. This,
combined with their great
knowledge on the Psi-field
has made them the
smartest Empire in the
world. Being a very old,
unchallenged Empire, Their
libraries contain the richest
tomes in the land, and the
best magicians hail from
here.
Their culture is
focused on study and
understanding the world.
They have mastered the art
of manipulating the world
with the power of their
intellect. Many call it
magic, but they call it art.
Government:
Their government is
a philosopher state. Usually
scholars of high social
status are placed in roles of
leadership (Known as
Grandmasters). As a result,
while the leaders have
never made uninformed
foolish decisions, the
progress of the Empire
socially has been slow.
Being one of the older
nations in the land, one
would expect them to have
come a long way. Despite this, they have not
socially progressed much further than 3500 AD.
That said, during 3500 NA, their social principles
were ahead of there time, and even now they have
policies that baffle other Empires.
Standard of Living:
(8/10)
The Standard of Living here is not
bad. The weather is nice, the nearby
river and gulf provide entertainment
and consistent food. Their luxury
items and high quality metallurgy
make it a nice place to be. They
even treat foreigners well and while
having a Scholars Writ grants you
respect from the locals, people will still see to
your needs even when you lack one. As a result,
it is overall a nice place.
22
Polori Augments:
Tier 2:
Tier 1:
23
Tier 3:
Tier 4:
Hehehehehe!
Tags: [Active]
HAHAHAHAHA!
Tags: [Active]
24
Godkalr (God-car)
Founded: 3679 NA
Description:
A nation of mostly northerners. The king
has recently been slain and the place is slipping
into anarchy as the power vacuum tears the
bureaucracy apart. It is
currently rife with political
corruption. The nation
used to be a very strict
monarchy where the heirs
to the throne are blood
relatives. However the
previous King did not
have children, fearing they
would off him for the
throne as he had done to
his father. There was a lot
of political tension in the
empire that had just
exploded due to the Kings
death. The previous Kings
name was Alywin
Godkalr. (Referred to as
King Alywin)
Government:
Anarchy
(Previously Monarchy
under King Alywin)
Law:
Citizenship is
granted based on the
citizenship of your
parents. Entry is decently
strict, however having
money on your person
helps you get in as the nation does not want
anything to do with bandits and freeloaders.
Citizenship means you can own a house and you
have priority in markets, taverns, bars, and the like
when presenting your citizenship scroll.
Crime is dealt with firstly with a jail
sentence. Then a council will review your actions
Standard of Living:
(2/10)
Ever since the King was
killed and no heirs existed to
replace him, the standard of
living went down a lot. The
military took a lot of the reins and the traders
took the rest. The tug of war had the civilians in
the middle struggling to go on as prices for items
increased and the military began abusing its
power in the streets.
25
Godkalr Augments:
Tier 2:
Hunt: (Use Cost: 2) As a special action,
instantly teleport 30 feet in line of sight.
Tier 1:
Smite: (Use Cost: 1) After you confirm your
attack roll, add [WILL] to damage.
I will pray for you, but I will not pity you.
Tags: [Active][Damage]
Ironwill: (Use Cost: 1) Re-roll one or both
d10s on any one [WILL] based Skill roll.
This is nothing I can't overcome.
Tags: [Active]
DangerSense: Get an asset to your
[SENSING] roll and your initiative.
Don't think I can't see you.
Tags: [Passive]
Mindbolt: (Use Cost: 1) As a special action,
Fire a ranged bolt of energy from up to 50
feet away. Use [WILL] for attack and
damage.
The bolt deals 1d4 + [WILL] damage.
Feel my burden.
Tags: [Active]
Protection: (Use Cost: 1) As a reaction, add
your [WILL] to the dodge roll and defense
roll of an ally within 30 feet.
DON'T HARM MY ALLIES.
Tags: [Active]
26
Tier 3:
Tier 4:
My turn.
Tags: [Active]
Wracking Pain: (Use Cost: 2) As an action,
Make a [WILL] attack roll against a target
within 30 feets [WILL] threshold.
On a success they take 2d6 + [WILL]
damage (Pierce ALL).
On a fail, they take half as much.
You are not fated to win here.
Tags: [Active]
Duel: (Use Cost: 2) As a move action,
choose a target within 100 feet. They get a
[WILL] roll against your [WILL] threshold.
If they fail, until one of you dies, you
and the target are the only people able to
harm each other. You and the target can harm
no one else.
While in this state, you take halfdamage.
This ends here. Don't you dare look away.
Tags: [Active][Aggro]
Against all Odds: While lower than half
health, gain +2 to Attack, Damage, and
Defense.
Not like this.
Tags: [Passive]
Ebb of Life: Gain the ability to sense
creatures within 30 feet of you. All creatures
in this range fail all [FINESSE] rolls to hide,
and you do not gain detriments from
visibility to them even if you're blind or they
are invisible.
Tags: [Passive]
Mental Barrage: (Use Cost: 4) As an action,
roll 3 [WILL] attack rolls against a target
within 30 feets [WILL] threshold.
For every success, the target takes
1d6 + [WILL] damage. (Pierce ALL)
Let me show you real power.
Tags:
Instrumentality: (Use Cost: 6) Activate as a
non-action. For one turn, your [PSI] is 20.
For the remainder of the day, your [PSI] is -5.
After an 8 hour rest, your [PSI] returns to
normal. You can only use this if your [PSI] is
a positive value.
We are one. We will demolish you.
Tags: [Active][Buff]
27
Skills
Strength
This skill is used to climb, swim, win arm
wrestling matches, and break things.
Fortitude
This is the drinking skill, the skill to sleep in
awkward positions, and in general stay healthy
from diseases.
Agility
This skill is used to make jumps, avoid traps,
and do acrobatics.
Finesse
This skill is used to pick locks, become hidden,
stay silent, and hide objects.
Acuity
This can be used to piece together information.
28
Equipment
Going out into the world without things to
call your own is a foolish move. This section
contains what an adventurer might be carrying in
this world.
Weapons
There are many classifications of weapons,
and anywhere you go, youll see different uses for
different weapons. Those in Polori are a big fan of
energy weapons, whereas the Swordcoast prefers
the visceral chain melee weapons.
Melee weapons take one hand to wield
properly, and ranged weapons take two.
Proficiency:
If you are not proficient with a weapon, its
damage is always 1d4. You do not gain the
appropriate skill to damage. You have a detriment
on using it. In general, non-proficiency is a big
deal.
Conversion Rate
1 gold piece = 10 silver pieces
1 silver piece = 10 copper pieces
Weapon Types:
Archaic Weapons: These are weapons
that were used directly following the monster
invasion, before better technology was salvaged.
Melee uses [STRENGTH] and Ranged uses
[FINESSE] for most weapons.
Modern Weapons: These are weapons
that most people who are trained in weaponry use
today. Melee uses [STRENGTH] and Ranged
uses [FINESSE], but [FINESSE] dominates this
section.
Energy Weapons: These are special
weapons. These are cobbled together from Old
Age tech, and most people find them very hard to
use. They all use [ACUITY] for attack and
damage, pierce more armor, and they use a more
expensive ammunition.
Price
Damage
Properties
Unarmed
Shortsword
Scimitar
Rapier
Longsword
Battlehammer
Greatsword
Maul
Lance
5 gp
15 gp
20 gp
15 gp
10 gp
25 gp
20 gp
35 gp
1
1d4 (Pierce 2)
1d4 + 1
1d6 (Pierce 2)
1d8 + 1
1d8
1d10
1d10
1d8 (Pierce 2)
(Bludgeoning)
(Piercing) (Light) (Nimble)
(Sharp) (Light) (Nimble)
(Piercing) (Nimble)
(Sharp)
(Bludgeoning)
(Sharp) (Two-handed)
(Bludgeoning) (Two-handed)
(Piercing) (Reach) (Two-handed)
Price
Range
Damage
Properties
Longbow
Hand Crossbow
Javelins
Heavy Crossbow
15gp
60gp
5sp
40gp
50ft
100ft
25ft
100ft
(Piercing)
(Loading) (One-Handed)(Piercing)
(One-Handed)(Hurling)(Piercing)
(Loading)(Piercing)
Chakram
1gp
25ft
1d8 (Pierce 2)
1d6 (Pierce 2)
1d4 (Pierce 2)
1d10 (Pierce
2)
1d4 + 1
(One-Handed)(Hurling)(Sharp)
29
Price
Damage
Properties
Aluminum Club
Chain Sword
Chainsaw
Rocket Hammer
50gp
65gp
75gp
100gp
1d6
1d10 (Pierce 2)
1d12 (Pierce 2)
1d12
(Bludgeoning)(Light) (Nimble)
(Piercing)
(Piercing)(Two-handed)
(Bludgeoning)(Two-handed)
Price
Ammo
Range
Damage
Properties
Carbine
Handgun
Machinegun
Longrifle
Hunting Rifle
40gp
30gp
50gp
100gp
80gp
1sp
1sp
1sp
2sp
1sp
100ft
100ft
100ft
200ft
200ft
1d10 (Pierce 2)
1d10 (Pierce 2)
1d10
1d12 (Pierce 2)
1d12
(Piercing)
(One-Handed)(Piercing)
(Bludgeoning)
(Loading)(Piercing)
(Loading)(Bludgeoning)
Price
Ammo
Range
Damage
Properties
Plasma Pistol
Plasma Rifle
Sonic Pistol
Gauss Rifle
300gp
400gp
600gp
800gp
2sp
2sp
2sp
4sp
25ft
25ft
50ft
50ft
1d4 (Pierce 4)
1d8 (Pierce 4)
1d6 (Pierce 4)
1d10 (Pierce 4)
(One-Handed)(Energy)
(Energy)
(One-Handed)(Loading)(Energy)
(Loading)(Energy)
Price
Damage
Properties
Shock Baton
Energy Sword
Gravity Gauntlet
Electrostaff
200gp
500gp
500gp
600gp
1d6 (Pierce 4)
1d8 (Pierce 4)
1d6 (Pierce 4)
1d10 (Pierce 4)
(Energy)(Light)
(Energy)
(Energy)(Light)
(Energy)(Two-handed)
30
Build-A-Weapon
The weapon chart above details common
weapons that would exist. Should your character
own a weapon that is customized to their own
needs, refer to the tables on the next page as to
how to design this weapon. Get creative!
Weapon Qualities
This is the die step track. Most weapon
properties push the weapons damage die up or
down the die step track:
Die Steps:
1 d2 d4 d6 d8 d10 d12
Archaic Weapons start with a d8
Modern Weapons start with a d10
Energy Weapons start with a d8
31
Armor
Most people will be wearing armor of
some kind. While it takes training to use armor
well, you can still gain benefits should you not be
trained.
Shields
Shields can be made of wood, metal,
energy, and can be any shape or size. You can only
use a shield if you have a free hand (the hand is
not being used to wield a weapon or special item).
Shields give a +1 to defense, regardless of
their shape or size. If you are proficient with
them, you gain a +2 to defense.
Armor reduces damage taken but hampers dodging
Light Armor
Cloth
Leather
ChainShirt
UnderArmor
Price
5sp
15gp
100gp
400gp
Defense
1
2
3
3
Medium
Armor
ChainMail
ScaleMail
Breastplate
Kevlar
Half-Plate
Ballistic Suit
Price
15gp
50gp
60gp
200gp
500gp
1000gp
4
5
6
6
7
7
Heavy Armor
Price
Plate
1000gp 8
*PowerArmor 3000gp 10
Untrained
1
1
1
2
2
2
2
3
3
4
4
-
Encumbrance
0
1
2
1
2
3
4
3
5
4
5
6
32
Other Items:
Supplies
Mug
Rope Hemp (50ft)
Rope Synthetic (50ft)
Candle
Torch
Glow-Stick
Energy Lantern
Ration (One Day)
Oil (1 gallon)
Foods and Beverages
Dinner
Fine Dinner
Feast (Feeds 20)
Ale
Fine Ale
Wine
Hard Liquor
Consumables
Healing Salve
Healers Kit
Grenade
Shock Bomb
MiniNuke
Cost
1sp
1gp
10gp
1cp
1sp
1gp
50gp
1sp
2gp
Cost
1gp
5gp
20gp
1sp
1gp
2gp
5gp
Cost
20gp
50gp
100gp
150gp
1000gp
Torch:
A burning stick. Lasts for an hour.
Provides light out to 30ft for one hour.
Can be put out by water sources or effects.
Glow-Stick:
A chemical light source that lasts for one
hour after snapped. Bright, and comes in many
colors.
Provides light out to 30ft in a color based
on the color of the glow stick for one hour.
Energy Lantern:
An advanced lantern used by the people of
the old age. The radioactive cores in these are
predicted to last a thousand more years.
Provides an eerie green light out to 60ft.
Ration:
Food for the road.
Feeds one person for one day.
Oil:
A gallon of oil. For when you really need
to burn something.
Dinner:
A quaint dinner for one.
Feeds one person the equivalent of a
ration. Gives them +1 Luck for the day.
Rope Hemp:
Standard adventuring rope. 50ft.
A coil of rope. Can easily be snapped. It
has 15hp and defense 2.
Fine Dinner:
A very fancy dinner for one.
Feeds one person the equivalent of a
ration. Gives them +2 Luck for the day.
Rope Synthetic:
This rope made of some mysterious alloys
can take a serious beating.
A coil of rope. It has 30 hp and defense 10.
Feast:
Mug:
Candle:
A burning stick of wax. Lasts 10 hours.
Provides light out to 10ft for 10 hours. Can
be put out by water sources or effects.
33
Grenade:
This pod-shaped bomb explodes in a fiery
blast. Throw this at a group and watch it wreak
havoc.
Choose a square within 25ft. Anyone on
that square or adjacent squares on your next turn
take 4d6 damage as the grenade explodes.
Shock Bomb:
This bomb has complicated switched and
buttons on it, but it packs a punch.
Choose a square within 25ft. Anyone on
that square or adjacent squares on your next turn
take 4d6 + [ACUITY] damage as the bomb arcs
out lightning.
MiniNuke:
This warhead was used in the war against
monsters millennia ago. They used to be
launched from mortars, but the best weve got is
our arms.
Choose a square within 25 ft. Anyone on
that square or squares in a 10ft radius on your
next turn take 10d6 damage as the MiniNuke
detonates. Everyone within 1 mile is dazed for
one turn, unless they were plugging their ears and
shutting their eyes.
For the rest of the day, anyone ending
their turn in the area affected by this bomb takes
1d6 (Pierce ALL) damage as the radiation sticks
around.
Fire Flask:
An archaic tool of war, throw this at the
nearest thing you want burned.
Make a [FINESSE] attack roll with a range
of 25ft. If you hit the target, they take 2d6 + 2
damage now, and 1d6 (Pierce ALL) damage on
their turn. If you miss, they take 1d6 damage now.
34
Combat System
Once combat has started, the following
rules come into effect. At the start of combat,
every participant rolls an Initiative roll. (2d10 +
[AGILITY] Encumbrance).
The turn order is decided in descending
values. Those who have not acted in this combat
have the surprised condition.
Actions:
Channel
Everyone is psionically charged. If you
have above a 0 in [PSI], use an action to provide
your [PSI] to an allys defense, dodge, attack, or
damage for one turn.
Alternatively, make an attack using your
[PSI] against an opponent within 30fts [WILL]
threshold. If you succeed, apply your [PSI] as a
penalty to the targets defense, dodge, attack, or
damage for one turn.
Augments
Some Augments take an action. Refer to
the Augment's entry on how to activate it.
Dash
35
Move
This is the action taken when a character
wishes to move their movement speed. Their
action and special action can be done in the
middle of this action and it does not interrupt it.
For example a character with 30ft move speed can
move 15 feet, use an Action to attack, and then
move another 15 feet.
Additionally, actions such as this cost half your
movement speed.
Stand from Prone.
Draw a weapon.
Open a Door.
Pick up a Weapon.
36
Special Action
Conditions
Fumbles
Rolling a 2 or below on both d10s yields a
minor fumble. Roll 1d10 subtracting your
[LUCK] for your fumble result.
Rolling double 1s yields a major fumble.
You automatically fail, and Roll 2d10 subtracting
your [LUCK] for your fumble result. Apply the
effect to yourself.
The higher the roll, the more severe the
effect you apply to yourself.
This table is an example of some things
that could happen and only exists to give you a
scale of what COULD happen after certain
thresholds. Most fumbles and crits should
make sense in context. A spell fumble should
not leave the caster gored.
NOTE: Should PCs fight, subtract the target's
luck from crits and add the target's luck to
fumbles.
37
Environmental Effects:
Snow: Every hour spent in snow causes 1 damage
(Pierce ALL)
Frozen Wastes: Every minute spent in frozen
wastes causes 1 damage (Pierce ALL)
Freezing Water: Every round spent in freezing
water causes 1d6 damage (Pierce ALL)
Desert Heat: Every hour spent in desert heat
causes 1 damage (Pierce ALL)
Open Flames: Every minute spent in open flames
causes 1d6 damage (Pierce ALL)
Minor Radiation Zones: Every minute spent in
radiation zones causes 1 damage (Pierce ALL)
Heavy Radiation Zones: Every round spent in
radiation zones causes 1 damage (Pierce ALL)
Tier 1 Equipment:
POWERSTONE: While holding this
polished hefty sphere in one hand, your [PSI]
counts as 2 higher as the stone seems to help
connect the wielder to the world. You cannot
effectively use a weapon or shield in the hand
wielding this sphere. (Do not gain shield bonus or
offhand attack)
Tier 2 Equipment:
SHIMMERCLOAK: Activating this
cloak causes the wearer's form and silhouette to
shimmer. It stays active for one minute per day.
The wearer gains +2 and an asset to their dodge
for this duration.
Loot
The world is littered with ancient artifacts.
While they are not commonplace, it is not
uncommon to encounter some of them in deep
caves, old ruins, or some oddity shops. These tools
of ancient descent can sometimes have wars
waged over them due to how powerful they are.
However mundane ones exist as well.
The list of possible artifacts is far too
grand to be listed out, and an artifact can feasibly
be anything. Here is a list of example artifacts and
their effects to help you estimate what wouldn't be
too powerful for characters of specific tiers. Keep
in mind this is NOT a comprehensive list.
Tier 4 Equipment:
HYPER RIFLE: A rifle with a range of
100 feet that deals 1d10 + 10 damage (Pierce 6).
It takes both hands to wield properly.
It can shoot 10 shots per day before
needing to recharge (8 hour rest).
38
Min
Max
Basic Citizen
Stat
Point
s
5
-3
Adventurer
10
Hero
Animal
Small
Monster
Large
Monster
Small
Dog
Size:
Building an NPC:
Step 1: Pick its NPC Class
Step 2: Choose its Tier
Step 3: Allocate Stats
Step 4: Select Skill Proficiencies
Step 5: Calculate HP
Step 6: Deal with Equipment
Step 7: Select Deeds
Class:
Tiny
SIZE RULES
Example
Space on
map
Insect
< 1 Square
Standard Human
Horse
Large
< 1 Square
1 Square
2x2 Squares
Huge
Elephant
3x3 Squares
Colossal
Blue
Whale +
4x4 Squares
Stat
Modifications
-2 Might, +2
Speed
-1 Might, +1
Speed
Nothing
+2 Might, -1
Speed
+3 Might, -2
Speed
+4 Might, -3
Speed
5(10)
Skill
Proficiencie
s
Pick 1
-2
5(10)
Pick 2
20
5
25
-2
-5
-5
8(13)
10
15
Pick 4
Pick 2
**Varies
See
Country
30
30
50
35
-5
20
** Varies
100
10
Up to 5 per tier
None
None
None
None
NOTE: If a class has two values under max, the first one is how high they can be when allocating points, but advancements
and racial modifiers can bring it up to the second number.
*When designing a Hero, be tactful, and dont give them proficiency with everything. Give them proficiency to make their
character mean something.
**Monsters can have proficiency in strength if theyre big, agility if theyre fast, and whatever else makes sense based on
the monster. Once again, be tactful.
39
40
Players
needed for
fair fight
0.25
0.5
1
1
2-5
5+
Class of
equal tier to
players
Basic Citizen
Adventurer
Animal
Hero
Small
Monster
Large
Monster
Players
needed for
fair fight
0.5
1
2
2-3
4-8
8+
Class of +1
tier to
players
Basic Citizen
Adventurer
Animal
Hero
Small
Monster
Large
Monster
Players
needed for
fair fight
1
2
3-4
4-7
7-12
12+
Animals can have a base defense from 0 to their (Tier * 2) with Encumbrance of (Defense / 2)
Small Monsters can have a base defense from 0 to their (Tier * 3) with Encumbrance of (Defense / 2)
Large Monsters can have a base defense from 0 to their (Tier * 4) with Encumbrance of (Defense / 2)
41
Step 5: Calculate HP
(HP per tier * tier) + Fortitude once.
Example NPCs:
The Farmer:
Base Info:
Class: Basic
Citizen
Race: Mainlander
Tier: 1
HP: 16
Dodge: +3
Defense: 1
Attack: +4
Damage: 1d8 + 4
Speed: 35ft
Size: Standard
Stats:
Might:
4
Speed:
1
Wit: -1
Psi: 2
Luck: 0
Skill
Proficiencies:
-Fortitude (6)
Equipment:
Advancements:
-Scythe
-Cloth
Armor
-Evasion
-Cypher
42
Yeti of the Frozen Wastes:
Base Info:
Stats:
Class: Small
Monster
Race: Tier: 3
HP: 166
Dodge: +6
Defense: 6
Attack: +17
Damage: 1d6 + 17
Speed: 85ft
Size: Large
Might:
13
Speed: 9
Wit: -5
Psi: 5
Luck: 0
Skill
Proficiencies:
-Strength (17)
-Fortitude (17)
Equipment:
-None
Special
Ability:
Frost Aura:
Every
creature
within 30 feet
takes 1d6
(Pierce ALL)
This horrifying ape-like creature towers at 10ft tall and has a surprising speed. Those caught off guard
are pummeled quickly. The yeti has no rational thought and will throw itself at anything it wants to eat.
Oddly enough, all encountered yeti have a particularly strong connection to the Psi-field, which begs
the question, where did they come from and why can they interface with the Psi-field so naturally?
Polistan Adept:
Base Info:
Stats:
Class: Adventurer
Race: Southerner
Tier: 2
HP: 28
Dodge: +10
Defense: 1
Attack: +10
Damage: 1d6 + 10
(Pierce
3)
Speed: 50ft
Size: Standard
Might: 2
Speed: 4
Wit: 7
Psi: 4
Luck: 0
Skill
Proficiencies:
-Acuity (10)
-Agility (7)
-Knowledge (10)
-Heal (7)
Equipment:
Advancements:
-Plasma Pistol
-Leather
Armor
-Hardlight
Shield
-Mend
- +1 Wit
-Intelligent
Defense
-Homing Strike
-Evasion
-Blast
-Jump
- +1 Psi
This woman spends more time in ancient texts than anything else. She owns a Plasma Pistol that she
says only enlightened people can use. Her studies of the Old Age has taught her powerful abilities
that she wont hesitate to use when threatened.
43
Corbin Varis: (An infamous villain of Godkalr)
Base Info:
Stats:
Skill
Proficiencies:
-Fortitude (12)
-Strength (12)
-Will (9)
-Sensing (9)
Equipment:
Advancements
:
- +1 Might
- +5 Max HP
- Danger sense
- +5 Max HP
- +1 Psi
- Hunt
- Smite
- Tough
- +5 Max HP
Class: Basic
-Power Armor
Might:
Citizen
9
-Rocket
Race: Northerner
Hammer
Speed:
Tier: 2
1
HP: 87
Wit: 0
Dodge: -5
Psi: 6
Defense: 11
Luck: 0
Attack: +12
Damage: 1d12 +
12
Speed: 30ft
Size: Standard
This man has roamed the north making a name for himself as the strongest bandit alive. He wanders
from town to town, taking what he wants with his posse. His psychic and physical strength are
fearsome, and there are stories of him single handedly facing monsters and living. However, while he is
quite strong, whether or not he is the strongest is a different question.
Ancient Database:
Base Info:
Stats:
Skill
Proficiencies:
-Fortitude (12)
-Knowledge (13)
-Acuity (13)
-Fast-talk (13)
-Will (23)
-Sense (23)
Equipment: Special
Ability:
-None
Clairvoyance:
Make a Sense
or Knowledge
check at +100
Class: Large
Might: 9
Monster
Speed: -5
Race: Wit: 10
Tier: 2
Psi: 20
HP: 212
Luck: 2
Dodge: -9
Defense: 8
Attack: +14
Damage: 2d6 + 13
(Pierce 3)
Speed: Immobile
Size: Huge
This ancient device sits on a mountain high up in the shape of a statue. It is theorized to have been a
data storage and referencing device before the monsters came back. The facility encompassing it has
all but eroded away, and its nuclear core has kept it running since the Old Age. It has accumulated
knowledge beyond mortal comprehension, but will not part with it easily.
44
Tiger:
Base Info:
Stats:
Skill
Proficiencies:
-Agility (7)
-Strength (10)
Equipment:
Skill
Proficiencies:
-Agility (3)
-Knowledge (2)
Equipment:
Class: Animal
Might: 8
-None
Race: Speed: 5
Tier: 1
Wit: -5
HP: 38
Psi: -3
Dodge: +6
Luck: 0
Defense: 2
Attack: +10
Damage: 11
Speed: 60ft
Size: Standard
The tiger is a vicious feline predator. It will attempt to stalk its prey before pouncing them, however if it
looks like it is being outnumbered, it will run away.
Unicorn:
Base Info:
Stats:
Class: Animal
Race: Tier: 3
HP: 94
Dodge: 3
Defense: 2
Attack: +4
Damage: 5
Speed: 40ft
Size: Large
Might: 4
Speed: -1
Wit: -2
Psi: -1
Luck: 0
-None
The Unicorn is a rare being, in that its whole existence is that of defying nature. Unicorns are one of
the animals that inhabit this world that have intelligence. While they are not reservoirs of knowledge or
wisdom, they are some of the only horse-like creatures in the world that can speak.