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The New Age: An RPG by Leonardo Saikali Gat212 Holcomb

An RPG I designed for Gat212

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Leonardo Saikali
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0% found this document useful (0 votes)
258 views44 pages

The New Age: An RPG by Leonardo Saikali Gat212 Holcomb

An RPG I designed for Gat212

Uploaded by

Leonardo Saikali
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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1

THE NEW AGE

An RPG By Leonardo Saikali


Gat212 Holcomb

All content 2015 DigiPen (USA) Corporation, all rights reserved.

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

All content 2015 DigiPen (USA) Corporation, all rights reserved.

Welcome to The New Age


Long ago, horrible creatures ruled the land.
Dragons, eldritch abominations, and the like. They
would trudge over the landscape and eat anything
that was smaller than them. And we were smaller
than everything.
We humans and avians evolved in the
Underworld. The small winding tunnels and
abundant resources made it so the larger creatures
couldnt find us. It wasnt until we had completely
populated the Underworld that we decided to
emerge to the surface.
We brought war with us. Nuclear warheads
were the bread and butter of the humanoid
imperial spearhead. The technology we have
cultivated in the underworld where no monsters
can reach us gave us the strength to take the
surface.
The war between monster and man lasted a
little less than a hundred years. When it was over,
we cultivated the war torn landscape. We created a
civilization that spanned across the whole
continent. This lasted for two thousand years.
We used to be a thriving world. Our
buildings would scrape the sky, our chariots could
fly, and we were all healthy and strong. We stood
at six foot eight and could change the world with
our mind. And then suddenly, it was all gone. It
happened as quickly as we conquered the surface.
The golden age was over. Monsters had
resurfaced.
We fought, but they had learned, evolved,
and we were off guard. Our era of peace left us
robbed of the weapons we once created to conquer
the surface. They emerged from the sea, the last
place we forgot to check. Irony played the
winning hand it had been holding all these years
as our civilization was reduced to rubble.
The monsters left as soon as they had fed
on their fill. The survivors of the onslaught lived
on. With the death of civilization died all our
secrets. Nuclear power, personal augmentation,
genetic engineering, and massive buildings were
all lost and no one knows how to remake it. We
spent the next five thousand years rebuilding.
The world is now in a state of rebirth.
Technology only exists at a medieval level on the
lowest common denominator, however hyper

advanced pieces of tech and large ruins still litter


the landscape, and many cities have formed
around them. Many vehicles such as tank-like
and plane-like vehicles were salvaged, however
since no one truly knows how to repair them,
they are an extreme commodity.
But the monsters havent completely
disappeared. While we may be at peace with each
other, monsters shows up every once in a while to
feed and causes serious havoc.
Thats where we come in. We are the best
of the best. The chosen from our respective
countries. And we will not rest until the monsters
that destroyed our civilization cease to exist.

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.

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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.

Volatile Old Age Structures:


A lot of destroyed ruins and majestic
rubble coats the landscape. However, not all the
purposes of the some of the old structures are
completely known.
In fact, many of these ruins are nearly
impossible to find. The Psi Field around them is
always incredible distorted. Most people who come
across them are mad or become mad. The odd thing
is, even if one has been pinpointed, it can't be refound. It could have either teleported to a new
location, became invisible, or even actually ceased to
exist.
One theory is that these buildings did not used
to be this volatile, and whatever is running inside
them has been running out of control and for so long
that the side effects of this raw magic manifest in
ways that warp the space around these buildings.
Another theory is that the people of the Old
Age had such a fine understanding of the Psi Field
that they could summon these entrances at will and
use them as transportation, bunkers, and large safes.
Either way, these structures are some of the
most dangerous locations in the land, and while
encountering one is considered a blessing of great
luck, actually entering and pillaging it is something
that should be done at one's own risk. The possibility
of no longer existing while inside is not high, but it
exists.

The Black Market:


The Black Market exists everywhere and
can be used to purchase normally frowned upon
items. It sells poisons, organs, taboo magical
items, odd items of cruelty, among other things.
Since asking outright where the black market does
trading is usually a big tell, it can be quite hard to
find where exactly the black market does its
dealings.

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The Map

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The Arctic Wastes (Uninhabitable):

The Mainland (Habitable):

An ambiguous territory of mostly frozen


ocean. The entire place is a solid layer of ice that
seems to cap the earth. As there is not enough
water to go by boat, nor enough land to easily
navigate on foot, the place is largely unexplored.
Rumors of ice-clad beasts trudging in from
the arctic is not unheard of, and many northerner
horror stories have themes of large beasts from the
north bulldozing entire villages.
The terrain there is mostly large fissures in
the ice, creating mountains of ice and valleys of
freezing water. The terrain is very inconsistent and
nearly impossible to navigate without specialized
tools.

The Mainland is a large open expanse.


Forests are not too thick here, and a majority of it
is actually plains. This is due to the mountains
bordering both sides of the valley that is the
mainland. Large animals roam the plains here and
not many towns exist in it. However, there are
many rivers that run through the land here, and
towns and Empires alike have sprung up near or
around them.
The mountains are treacherous, and not
too many paths exist. Not many people need
access to the Ocean behind them after all.
However, all sorts of criminal activity lurks in the
mountains, as not many people would search for
it there. Hideouts of big organizations, hubs for
the Black market, and Assassin Guilds all find
their home in these mountains.
The Mainland has the highest Saturation
of Old Age structures. Many a reckless
adventuring party has found their ways into these
structures that seemingly have either no or ever
changing entrances. Many don't return. Those
who do either come back with daunting or very
boring tales.
This tract of land is the home to many
self-sufficient Guilds that consider themselves to
be separate of both villages and Empires. These
Guilds are usually very selective and house very
powerful people. These Guilds are a driving force
in the politics of the Empires in the Mainland

The North (Habitable):


The North consists of the entire habitable
arctics. It is a relatively flat region, however most
of its land is elevated on a large plateau. There are
many safe paths down, however most smugglers
and escapees usually try to find ones that are not
often used, usually reaching the point of
desperation required to scale the large cliff up or
down.
The caves in the north are all large and
frequent, however due to its positioning on the
plateau, it is highly unlikely that any of the caves
will lead into the Underworld. Animals here
usually get very big, due to their need of internal
body warmth, and those that don't get big are
usually prey.
The north has much fewer bandits than the
rest of the world, however their bandits are known
to be ruthless and unforgiving. A run in with a
group of bandits will usually result in death,
unless the people being hunted, as the bandits
call it, are prepared.
Most of the land is forested, and snow is
present almost all year round.

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The South (Habitable):

The Western Lands (Unknown):

The South is a Desert. There is nothing


really special about it besides that. Many southern
Empires are in the Mountainous. The Empire in
the South are mostly in the mountains near the
Oceans. They usually send boats north to get their
supplies, and their main exports are metals and
gems, as those are abundant in the mountains in
the south.
The South is actually a very lucrative
place, and as long as you're not stuck in the desert
wasteland, then you will usually have a good time
there. The standard of living inside the Empires is
among the highest in the World.
Banditry is near non-existent, as it is not
very economical to pillage in a desert. Instead
bandits form underground political groups who
get people exiled through blackmail and other
schemes. They then manage to get the rights to
these people's belongings.

More a fairy tale than anything, many a


crazed sea-fairer who went a bit too far west tells
stories of a large land to the west. The stories are
jumbled and many times inconsistent, however
there are patterns in the stories. These patterns
include welcoming arms, beautiful women, and a
lot of fresh food.
Most of these stories can be attributed to
the mania of the sea and the desires of the sailors
that went unfounded. No official word on the
existence of the Western lands has ever been
made, and no official expedition has ever set sail
in search of it.
Many stories involve the Western Lands
being a part of the continued Old Age, where
their conditions were more favorable than here
for whatever reason. However, while it is likely
that at least one of the two known Old Age races
came here from the West, it is unlikely that they
still exist out there, otherwise contact would have
surely been made from their end by now.

The Great Desert (Uninhabitable):


This place is the aftermath of the war
between huamnoids and monsters 7000 years ago.
The desert is littered with the bones of creatures
that span several hundred feet. A journey through
the desert is nearly impossible, and the desert is
also home to a slew of horrific beasts like
territorial giant spiders that feast off poisonous
cacti and giant scorpions that feast off giant
spiders and any adventurers that happen to pass
by.
The lack of water and the poisonous nature
of the monsters that live here make this land night
impassable without magical means. As such, what
is south of the great desert is still a mystery, as all
boats that go out that far do not return. It is likely
that they either all sunk or found a place better
than here.

The Underworld (Uninhabitable):


A large system of caves that run under the
continent and some way into the oceans on either
side. This is where humans and avians evolved. It
is still saturated with disabled ancient tech, ruins
filled with monsters, and powered defense
systems such as golems, lightning towers,
automatons of all sorts, and even bullet based
turrets.
Trips to the Underworld are only made by
fools and the very strong. Those who survive
usually come back insane, with exotic loot, or
both. Not all caves lead to the Underworld, but
deeper caves can feed into it. Most of the known
entrances are in the South, however caves all over
the land could potentially feed into it. Another big
safer entrance exists in the Godkalr Empire.
The underworld extends further than the
continent, and stories of people who never left the
underworld 7000 years ago exist. The extremely
advanced civilizations that could be hiding the
corners of the underworld have been an Atlantis
of sorts.

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Playing the Game


Before we begin, this vocabulary will be useful for
you to be able to understand the rest of this book.
Ability Scores: Your characters attributes,
like physical might.
Ability Rolls: When asked for an ability roll,
you roll 2d10 and add the appropriate ability
score to it.
Augments: An ability gained through
character progression.
Active Augments: Most of these
Augments cost a Main Action to
activate.
Passive Augments: These are always
active while their conditions are met.

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.

Grid Based System:


This System utilizes a square grid system,
where every squares represents a square 5ft by 5ft.

Dice Reference Guide:


5d6 = 5 six sided dice.
This system will use 2d10 to resolve things
like attacks, dodging, and skill rolls, and will use
d2s, d4s, d6s, d8s, d10s, and d12s for damage
values.

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).

Assets and Detriments:


Assets give you extra d10s to roll on skills,
Augments, or Attacks. Each asset gives you one
extra d10, and when rolling take the highest two.
Detriments do the same, but you must take
the lowest two. If you have both Assets and
Detriments, they cancel each other out.
Assets and Detriments can be gained based
on GM discretion and the situation.
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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

Calculate Ability Scores


Every creature has ability scores. Even
monsters and gods. For normal characters, ability
scores range from -2 to 5 at Tier 1. Ability scores
can be negative. The full possible range among all
creatures is -5 to 20. The 5 ability scores are as
follows.

Allocating Ability Scores


You start with a 0 in every Ability Score.
Start with a pool of 10 points. Allocate them into
your stats as you wish to a max of 5 in any one
slot. Removing points gives you points to spend in
other Ability Scores, and you can go down to a
minimum of -2 in any one stat.
Ability Scores
Might: Strength and Fortitude.
*Speed: Finesse and Agility. (Move Speed)
Wit: Intelligence and Cleverness
Psi: Psionic Power.
Luck: A characters ability to overcome
obstacles by just existing.
(Better critical hits and tamer fumbles. It also
gives you stronger doubles)
*Every point in speed above 0 gives you a
bonus 5ft to your movement speed.

Luck and Doubles:

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.

Rolling doubles on any 2d10 roll grants


you a bonus to that roll equal to your [LUCK].
This includes negative [LUCK] values.

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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.

Southerners: (30 foot move speed)


Southerners have pointed ears, are frailer in form, but
live longer. They are taller, have more interesting skin
tones and eye colors, and are usually quicker in body
and mind. The south is full of knowledge, and often
southerners saturate themselves with it.

Age:
Child: >15
Young: 15-35
Adult: 35-70
Old: 70-140
Venerable: 140+

Southerner Racial Modifications:

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.)

Mainlanders: (30 foot move speed)


Standard fair humans, however around 95% of
mainlanders in this world have pointed ears due to the
Southern crossbreeding. Mainlanders are diverse in
nature, and almost no one mainlander is quite like the
other.

Age:
Child: >10
Young: 10-18
Adult: 18-30
Old: 30-80
Venerable: 80+

Ability Score modifications:


+1 Speed, +1 Wit, -1 Might
Proficient Skills:
Agility, Acuity

Northerners: (25 foot move speed)


Northerners are stout, proud, and strong.
However for whatever reason, they seem to be
the butt of every joke.
The North is currently experiencing serious
political turmoil (See Godkalr) and as such, they
can often be on edge.

Age:
Child: >12
Young: 12-22
Adult: 22-40
Old: 40-100
Venerable: 100+

Northerner Racial Modifications:

Mainlander Racial Modifications:

Ability Score modifications:


+1 Might, +1 Psi, -1 Luck
Proficient Skills:
Fortitude, Will

Ability Score modifications:


+1 Any
Proficient Skills:
Any one Skill
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11

Crow-people: (35 foot move speed)

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.

Eagle-people: (30 foot move speed)


The Eagle-people are a proud race. They have
strength that rivals animals such as apes. However
they tend to be quite brash in their actions and are
quick to pick fights.
The Eagle-people are among the smallest
numbering in the Avian Population. They also tend
not to live very long and can grow to 67. They
stand out anywhere they go.
Age:
Child: >5
Young: 5-10
Adult: 10-20
Old: 20-40
Venerable: 40+

This race is an interesting one. They are quick as


a blur, and everything seems to go their way.
However they seem disconnected with the world
and tend to be quite physically weak.
Crow-people and Northerners seem to have
serious problems with each other, as both see
what is missing from them in the other.
Age:
Child: >10
Young: 10-18
Adult: 18-30
Old: 30-80
Venerable: 80+

Crow-People Racial Modifications:


Ability Score modifications:
+2 Speed, +1 Luck, -2 Psi, -1 Might
Proficient Skills:
Finesse, Fast-talk

Owl-people: (25 foot move speed)

Eagle-people Racial Modifications:


Ability Score modifications:
+2 Might, +1 Psi, -2 Wit
Proficient Skills:
Strength, Will

While not as long-lives as Southerners, this race


is by far the wisest in the land. While they cannot
do much in a physical fight, they will likely know
more than any other race and seem to be quite in
tune with the world.
Age:
Child: >12
Young: 12-22
Adult: 22-40
Old: 40-100
Venerable: 100+

Owl-People Racial Modifications:


Ability Score modifications:
+2 Wit, +1 Psi, -1 Might
Proficient Skills:
Knowledge, Sensing

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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

Choose another character in the party and


explain how you came to meet them. Both you
and your connection gain a skill proficiency that
relates to your story. You both must take the same
skill.

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.

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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.

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14

Choose a Country
Countries provide Skill, Equipment
Proficiencies and Augments.
Start play with an origin country and:

Two Augments that country teaches.


Skill proficiencies as listed
Equipment Proficiencies as Listed

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
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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.

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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]

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17

Tier 3:

Tier 4:

Hyper Reflexes: When using your special


action to make an offhand attack, you can
instead make two offhand attacks.
You cannot be surprised.
My blades are like the wind! If wind could
kill...
Tags: [Passive]
Sharpshooter: Gain an asset on Ranged
attacks. You can easily do trick shots.
No, trust me I'll only hit the apple.
Tags: [Passive]
Sentry: (Use Cost: 3) Activate as an action.
Until the start of your next turn, you can
move up to and attack anyone who moves
within 30 feet of you on their turn. This only
occurs once per target.
Time to kill EVERYTHING!
Tags: [Passive]
Trample: (Use Cost: 2) As an action, move
up to your speed. Any enemy you walk
within 5 feet of during this movement falls
prone and take 2d6 + [STRENGTH] damage.
Did I step on something?
Tags: [Active]
Steadfast Footing: If you do not move on
your turn, increase your defense by 3.
This is my moment. I will not fall.
Tags: [Passive]

Adrenal Surge: (Use Cost: 4) Activate as a


non-action. Gain another action.
I'm not done yet!
Tags: [Active][Action]
Critical Focus: Add 5 to your critical rolls
with ranged weapons. You gain minor crits if
both d10s are above 8s with ranged weapons.
I know what to hit.
Tags: [Passive]
Unstoppable force: Gain the ability to Push
as a special action. The distance a target
moves when pushed by you increases to 15
feet and they take 3d6 + [STRENGTH]
damage.
Out of the way!
Tags: [Passive]
Immovable Object: You cannot be moved
against your will. Gain 3 defense.
Note: Should Immovable Object meet
Unstoppable force, both sources take 5d6
Damage and are shunted back 15 feet from
each other.
No.
Tags: [Passive]
Head-on: (Use Cost: 3) Activate as a nonaction. Gain 15 defense with 15 encumbrance
against the next attack that hits you.
Come at me!
Tags: [Active]

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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.

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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]

Evasive: Add 2 to your dodge rolls.


Oh! I didn't see you there...
Tags: [Passive][Dodge]
Cypher: Gain an asset on [FINESSE] rolls to
hide and break locks.
No one ever finds me. No really I actually
want friends.
Tags: [Passive]

Wirey Frame: Gain your [FINESSE] to


defense with an encumbrance of your
[FINESSE] / 2 (Rounded down).
You can contort in unnatural ways and
fit in spaces other cannot.
My body just eats hits. I don't need to move.
Tags: [Passive][Unarmored Defense]
Chutzpah: Gain 2 asset to [FAST-TALK]
I swear, it looks bad until you try it!

Lucky Shot: (Use Cost: 1) Activate as a


non-action. Add your [LUCK] to Attack and
Damage for one turn.

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]

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20

Tier 3:

Tier 4:

Signature Augment: Pick an Augment.


Reduce its cost by 1 to a minimum of 0.

Speedster: Add 15 to your move speed. This


stacks with Fleet-footed.

Yes, I'm a one trick pony who stole all your


gold.
Tags: [Passive]

Ill go easy on you!


Tags: [Passive]

CheapShot: Gain 2d6 bonus Damage against


anyone you have assets on to Attack.

Unfair World: (Use Cost: 6) Activate as an


Action. For 1 minute, gain health back equal
to your Luck at the end of your turn.

Heh. Your legs are open.


Tags: [Passive]

Maybe I was just born better than you.


Tags: [Active]

Chameleon: (Use Cost: 2) Become Invisible


for 1 minute. If you directly attack an enemy,
this wears off.

Jack-of-all-Trades: Gain two assets to all


Out of Combat skill rolls.

I'll just be heading out now.


Tags: [Active]
Double Dash: (Use Cost: 2) Activate as a
non-action. Gain an extra move action.
Goodbye~!
Tags: [Active]

Lucky Streak: Gain 5 luck to a max of 10.


For every point above ten, put those points in
other ability scores (to a max of 10).
The gods love me.
Tags: [Passive]

Gravimancy: (Use Cost: 1) Activate as a


non-action. For 1 minute, gain the ability to
run directly up vertical surfaces (or anything
less than a vertical surface)
Walls?
Tags: [Active]

I just know how to do everything.


Tags: [Passive]

Assassinate: If the target is unconscious,


make a [FINESSE] roll against their
[FORTITUDE] threshold. If you succeed,
they die.
Nothing personal.
Tags: [Passive]

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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.

Citizenship is granted to those who have


earned a Scholars Writ in their borders. A
Scholars Writ is proof of mastery of knowledge
in a certain topic. It is possible to gain more than
one Scholar's Writ.
Having more Scholar's Writs puts
you in a higher status in this
Empire. Displaying them outside
the Empire proves your
intelligence, and can give your
words more weight.
The citizen with the most Scholars
Writs at the time of death of a
current Grandmaster gets promoted
to a Grandmaster. You may pass
once, and the role will go to the
next candidate. However you will
be obligated to become one next
time.
Their law consists mainly of
jailing criminals. They attempt to
educate those who have done wrong
by schooling them after their jail
sentences. This results in a lot of
interesting behavior by criminals.
They mostly just commit their
crimes smarter after their schooling.
However in a lot of cases, it has
gotten people out of their criminal
lives.

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.

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22

Polori Augments:

Tier 2:

Hedge Magic: (Use Cost: 0) As an action,


Manipulate reality in a simple and trivial
way. This can range from making small
sounds to producing small flames.
These effects can never deal damage.

Blast: (Use Cost: 1) As an action, fire a


beam of energy targeting someone within 50
feet using your [ACUITY] to attack. That
target takes 3d6 + [ACUITY] (Pierce 3)
energy damage on a hit, and half as much on
a miss.
The element (fire, lightning, or cold)
is chosen before the attack roll.

Behold my party tricks!


Tags: [Active]

You can't escape unnecessary pain!


Tags: [Active]

Energy Bolt: (Use Cost: 0) As a special


action, imbue a weapon youre holding with
energy. Your weapon deals an additional 1d4
energy damage for the rest of your turn.

Jump: (Use Cost: 2) Activate as a move. For


1 minute, gain the ability to fly. Your speed in
the air is 60ft. If this ability ends mid-air, you
float down harmlessly 60ft per round.

This chair will do! Have at thee!


Tags: [Active]

This is harder than it looks!


Tags: [Active]

Tier 1:

Mend: (Use Cost: 1) As an action, heal a


willing target within reach for 1d8 +
[ACUITY].

Every tier you advance increases the


healing you do by 1d8.
It'll take more than that when I'm around!
Tags: [Active]
Intelligent Defense: (Use Cost: 1) As an
action, deploy a layer of force around a
willing target in reach.
This force adds your [ACUITY] as
defense with 1 encumbrance for 1 minute to
the target.
Being smart has its perks.
Tags: [Active][Buff]
Homing Strike: (Use Cost: 1) Activate as a
move action. A willing target within 30ft
gains two assets on all attack rolls until the
start of your next turn.
I never miss! Occasionally!
Tags: [Active]

Blur: (Use Cost: 1) As an action, cause a


willing target within reach to become hardto-see for 1 minute. They gain 2 assets on
[FINESSE] rolls and Dodge rolls.
Now you see me, now... you do but it's
harder!
Tags: [Active]
Daze: (Use Cost: 1) Activate as an action. A
target within 30 feet gets a [WILL] roll
against your [ACUITY] threshold.
Should they fail, they become dazed
until the end of your next turn and they take
1d6 (Pierce ALL) damage. Should they
succeed they succeed, they only take the
damage.
The mind is easy to overwhelm!
Tags: [Active]
Swap: (Use Cost: 2) Switch places with a
willing target as a move action. You may
grant the target your action for this turn.
Switch! I'm spent!
Tags: [Active]

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23

Tier 3:

Tier 4:

Detonate: (Use Cost: 2) As an action, fire a


ball of energy targeting someone within 50
feet using your [ACUITY] to attack. That
target takes 5d6 + [ACUITY] (Pierce 3)
energy damage on a hit, and half as much on
a miss. All creatures within 10 feet of the
original target also take half damage, even on
a miss.
The element (fire, lightning, or cold)
is chosen before the attack roll.

Conflagrate: (Use Cost: 3) As an action,


rain balls of energy targeting a space within
50 feet. Everything within a 15 foot radius of
that space takes 7d6 + [ACUITY] (Pierce 3)
energy damage on a hit.
The element (fire, lightning, or cold)
is chosen before the attack roll.

Hehehehehe!
Tags: [Active]

Teleport: (Use Cost: 4) Activate as a minute


long ritual. Teleport you and up to 6 other
willing participants up to 200 miles. You
must know the location you're teleporting to.
Add 1 to the cost for every additional
participent, and add 1 to the cost for every
additional 50 miles.

Enchant Weapon: (Use Cost: 2) Activate as


an action. For 1 minute, a weapon within
reach gains 2d6 (Pierce 3) bonus damage of
an element you choose (fire, lightning, or
cold) once per turn.
A sword isn't deadly enough.
Tags: [Active]
Resistance: (Use Cost: 2) As an action,
cause a willing target within 30 feet to take
half damage for the next minute.
Suddenly, I seem a whole lot more important.
Tags: [Active][Buff]

HAHAHAHAHA!
Tags: [Active]

Who needs horses?


Tags: [Active]
Recharge: Gain the ability to recharge your
Action Points only after 1 hours rest.
And Im ready to go again!
Tags: [Passive]
Bustling Aura: Every ally within 30 feet has
an asset to all their rolls.

Miracle: (Use Cost: 6) As a non-action,


should an ally have perished this turn, bring
them back with half of their Max HP.

Allow me to show you your true potential!


Tags: [Passive]

That's not how I imagined you would go out.


Tags: [Active]

Healing Aura: Every ally within 30 feet


regenerates 3 health on your turn.

World Interface: Gain a +2 and 2 assets to


[KNOWLEDGE].

None of us will fall.


Tags: [Passive]

Suddenly, everything makes sense.


Tags: [Passive]

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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

and decide what will happen to you. There are no


public trials and dodging punishment is
punishable by death. Treason is taken very
seriously and is also punishable by death.
Of course, all of these practices are Sacred
Cows that the military still upholds to keep the
civilians in line. These laws were more an act of
the paranoia from Alywin more than anything.
Alywin used to be the head of the council and
made the final decision. Predictably, most
criminals died under his rule.
With him gone, the council now
makes a group vote. While this is
currently more fair, the council is
not much better when they've got
the military to answer to.
The traders have the towns
in their hands as well, as they are
currently manipulating prices
based on what the King used to
hide from his civilians. Thus,
many items that used to not be on
the market are now placed on it at
ridiculous prices. This, combined
with their artificially inflating the
worth of basic needs has them as
a contender for the current
leaders of the Empire.
The king-slayers are being
hunted, however lack of
eyewitnesses and poor
information filters due to the
current political turmoil have
made this hunt arduous, and it is
unlikely it will ever yield results.

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.

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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]

Like a flash of lighting, I'm after you again.


Tags: [Active]
Psi-shield: While not wearing armor or using
a shield, add [PSI] to your defense with an
encumbrance of 0.
Scrapes, bruises, broken bones. They mean
nothing to me. The world will protect me.
Tags: [Passive][Unarmored Defense]
Light of my Soul: (Use Cost: 2) Activate as
an action. You shed bright light for 1 minute.
During the duration, anyone targeting you
gets a detriment to that Attack roll and
anyone you attack gets a detriment to that
Dodge roll.
You also gain 2 detriments on any
[FINESSE] roll to hide.
I found my reason. You have lost.
Tags: [Active]
Empathic Link: (Use Cost: 1) Activate as
an action. Choose a willing target within
reach. For the next 1 minute as long as you
and the target are within 100 miles, you are
emphatically linked.
Pool your [PSI] together for this
duration. After using this ability, you and the
target have 3 detriments to do anything that
could harm the other for the rest of your
lives.
We can do it together.
Tags: [Active][Buff]
Righteous Fists: Your unarmed damage
becomes 1d6. Your fists gain the Light and
Nimble Property, and can be Piercing,
Slashing, or Bludgeoning (Decided before
the attack roll).
I need nothing but my spirit to best you.
Tags: [Passive]

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26

Tier 3:

Tier 4:

Vengeance: (Use Cost: 2) If an attack deals


damage to you, use your reaction to get a free
attack on the source if they are in range of a
weapon you're wielding.

Mask: Activate and Deactivate Mask at will.


Anything with a positive [SENSING] Value
cannot detect you while Mask is active.
The years you spent honing your minds eye
means nothing to me.
Tags: [Passive]

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.

Sweep: (Use Cost: 2) Activate as a moveaction. Every creature within 30 feets


emotional state, approximate health, and
predominant surface though become known
to you.
Truly understanding life, that is beautiful.
Tags: [Active]
Meditant Recovery: If you do nothing this
turn, gain your [HEAL] back in HP.

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]

We are all connected.


Tags: [Passive]
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27

Skills out of Combat


When you are not in combat and they need
to make a non-trivial action that is not in combat,
they must make a Skill roll that would accomplish
their goal.
Below lists all the skills and their uses out
of combat.

Unopposed Skill Rolls:


To determine if the action is a success,
you must achieve a certain value.
Based on DM discretion, the following
table outlines the values required to succeed at
unopposed skill rolls.
Skill Roll Difficulty
0 Trivial: Hitting a wall with a rock
Jumping a 2 inch gap.
Remembering your name.
5 Routine: Hitting a cow with a rock
Jumping a 5 foot gap
Remembering a strangers name
10 Demanding: Hitting a bucket with a rock.
Jumping a 10 foot gap
Remembering a fact from a book
15 Formidable: Hitting a mead mug with a rock
Jumping a 15 foot gap
Remembering a quote from a book
20 Very Challenging: Hitting a flying bird with a rock
Jumping a 20 foot gap
Remembering a passage from a book
25 Herculean: Hitting an arrow with a rock
Jumping a 25 foot gap
Remembering a chapter from a book
30 Nigh Impossible: Hitting a bullet with a rock
Jumping a 30 foot gap
Remembering a book word for word

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.

While you are encouraged to solve puzzles on

their own, this can be a hint giver.


Knowledge
This skill is used to recall information. It is how
you can learn about things that you would not
know in real life.
Fast-talk
Opposed Skill Rolls:
This skill is used if you are in a social situation
Should you make a roll that is opposed
and wish to intimidate, lie to, or charm
(such as trying to Sense a Sneaking Person), they
someone.
roll their respective skill rolls and the higher
Will
value wins. Ties go to the attacker.
This skill is the ability to avoid mental control
or coercion.
Example:
Sense
The Assassin rolls a 15 on Finesse to hide.
This skill is the ability to feel something's
The Warrior rolls a 12 on Sensing.
presence or predict a surprise attack.
The Assassin is hidden from the Warrior.
Heal
This skill is the ability to feel what is wrong
with a creature and help it recover.

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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.

Archaic Melee Weapons

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)

Archaic Ranged Weapons

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)

*Ammo is negligible for archaic weapons, besides


javelins and chakrams.

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29

Modern Melee Weapons

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)

Modern Ranged Weapons

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)

Energy Ranged Weapons

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)

Energy Melee Weapons

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)

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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

Archaic Ranged Weapons have a range of 50ft


Modern Ranged Weapons have a range of 100ft
Energy Ranged Weapons have a range of 25ft

Base Qualities: Every weapon must (and


can only) have one.
Sharp: Adds 1 Damage
Bludgeoning: Adds 2 to Attack
Piercing: Ignores 2 Armor (Pierce 2)
Energy: MUST become an energy weapon
Gains (Pierce 4)
Melee Only Qualities: (Optional)
-Light: If you use the Attack action with a light
melee weapon, you can use your special action
to attack with a light melee weapon or onehanded ranged weapon in your offhand.
(Lowers Damage Die one step)
-Nimble: Can use [FINESSE] to attack and
[FINESSE] gets added to damage instead of
[STRENGTH].
(Cannot be applied to Energy Weapons)
(Lowers Damage Die one step)
-Reach: Can attack 10 feet away.
(Lowers Damage Die one step)
-Two-handed: Takes both hands to use.
(Increases Damage Die one step)

Ranged Only Qualities: (Optional)


- One-Handed: Can be used in one hand. If you
use the attack action with a one-handed ranged
weapon, you can use a special action to attack with
a one-handed ranged weapon or light melee
weapon in your offhand.
(Lowers Damage Die one step)
- Loading: Requires move action to load.
(Doubles Range)
(Increases Damage Die one step)
-Hurling: Can use [STRENGTH] to attack and
[STRENGTH] gets added to damage instead of
[FINESSE].
(Must be a thrown weapon)
(Can only be applied to Archaic Weapons)
(Halves Range)

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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

Defense Untrained Encumbrance

15gp
50gp
60gp
200gp
500gp
1000gp

4
5
6
6
7
7

Heavy Armor

Price

Defense Untrained Encumbrance

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

*No one starts proficient in Power


Armor. Not even Swordcoast. You must spend
an advancement to earn it.
Power armor halves Pierce Effects
(Round Down) (Pierce ALL = Pierce HALF)
While in power armor, weapons that
normally take one hand to use now have the
Light property. All weapons that normally take
two hands to use now take one.
Power armor cannot be operated unless
you are proficient with it.
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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.

A hefty iron mug. Can be used to drink ale


and club people.

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:

A dinner for 20 hungry souls. You wont


go hungry.
Feeds 20 people the equivalent of a ration.
Gives them +1 Luck for the day.

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.

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33

Drinking rules: [FORTITUDE] vs the


Drink DC. (Lose one failure per hour)
First failure: +1 Might, -1 Speed
Second failure: +1 Might, -2 Speed, -2 Wit
Third failure: +1 Might, +2 Psi, -2 Wit, -3
Speed
Forth failure: Unconscious
Ale:
Swill for when getting drunk needs to
happen.
Drink DC of 10. Counts as one failure.
Fine Ale:
A refreshing beverage after a long day.
Drink DC of 15. Counts as one failure.
Wine:
Elegance of character sold separately.
Drink DC of 15. Counts as one failure.
Hard Liqor:
The quickest path to unconsciousness.
Drink DC of 20. Counts as two failures.
Healing Salve:
This thick grey paste manages to heal
wounds. It burns when applied directly.
Applying takes an action. Heal 2d4 +
[HEAL]
Healers Kit:
This kit has most everything you need to
treat wounds on the road.
Using this takes 1 minute. It has 10
charges, and heals 2d4 + [HEAL] with each
charge. You cannot use it on yourself.

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.

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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.

In combat, actions are the basic units of


action a character can take. There are three types
of actions that you get one of every turn.

Augments
Some Augments take an action. Refer to
the Augment's entry on how to activate it.

Main Action (Action)

Dash

This is the core of a character's turn. An


action can be used to do the following:
Attack
Using this action allows you to attack with
a weapon they are wielding.
The Attack Process:
Roll an Attack roll
(2d10 + the appropriate Skill (See
weapons))
The Defender gets a Dodge roll
(2d10 + [AGILITY] - Encumbrance)
Should the attacker win, roll the
weapons damage die + the
appropriate Skill (See weapons)
The Damage is reduced by the
defenders Defense, and the remainder
goes to their HP total. Should their HP
total drop to 0, they are unconscious.
Note: Things that don't move have a static
Dodge of 5. This includes people who are
surprised.
Melee Attacks can only be attempted
against people 5 feet away (Adjacent).
Ranged Attacks can be done from as far
away as the attack allows.

Using your action this way allows you to


move up to your speed.
Push
You must be in melee range. Make a
[STRENGTH] roll against a target's
[FORTUTUDE] threshold. Should you succeed,
the target is pushed back 5 feet.
Grapple
You must be in melee range and have one
free hand. Roll a [STRENGTH] or [AGILITY]
roll against a target's [AGILITY] threshold.
Should you succeed, you gain the grappling
condition, and the target gains the grappled
condition. You can release them as a non-action.
Guard
Raise your guard. Gain two assets on
Dodge and +2 Defense until the start of your next
turn.
Hide
Make a [FINNESE] roll while behind
cover. Anyone attempting to see you must make a
[SENSING] roll higher than your roll.
While hidden from a target, they are
surprised when targeted by your attacks.

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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.

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36

Special Action

Conditions

A special action is only used when certain


Augments ask for it.
It can also be used to make an offhand
attack if both your weapons have the light or onehanded property. Offhand attacks do not add your
Stat to damage, only using the base weapon
damage.

Crits (only PC attack rolls can


crit):
Rolling a 9 or above on both d10s yields a
minor crit. Roll 1d10 adding your [LUCK] for
your critical result.
Rolling double 10s yields a major crit. You
automatically succeed, and Roll 2d10 adding your
[LUCK] for your critical result.
The higher the roll, the more severe the
effect you apply to the target.

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.

Prone: Gain two detriments to all Attack rolls


and Dodge roll against melee attacks. Gain two
assets to Dodge roll against ranged attacks.
Dazed: Cannot take actions. Can still dodge.
Unconscious: Cannot take actions or dodge. Has
stationary Dodge bonus.
Surprised: Cannot dodge. Has stationary Dodge
bonus.
Grappling: Can only have at half speed, but
moves the Grappled creature with them. Has a
detriment to dodge rolls. A creature can end this
condition and release the Grappled creature as a
non-action.
Grappled: Cannot move. Has two detriments to
dodge rolls and attack rolls. Must succeed a
Grapple on the grappling creature to end the
condition. Should they succeed, they can choose
to either become the Grappling creature or to let
go.
Invisible: Gains 3 Assets to Dodge. Cannot be
targeted unless the attacker knows what square
they're in ([SENSING] roll vs [FINESSE] roll.
Example Crit / Fumble Table
< 0 = Nothing horrible happens
1-3 = Take 1 damage as you drop your weapon on
your foot
4-7 = Take 3 damage and fall prone
8-11 = Be opened up for an attack. The next attack
targeting you gains 2 assets
11-14 = Sprain your ankle. Take 5 damage. You have
one detriment on all dodges for 1d4 days, or until you
are magically healed
15-18 = Break an arm. Take 10 damage. You cannot
use a weapon or shield in that arm for 1d4 months, or
until you are magically healed
19-21 = Become severely gored. Take 10 damage.
Every turn you make a [HEAL] roll against a static
20. If you fail, take 5 more damage as you bleed
21-24 = Lose a hand. Take 15 damage. Every turn
you make a [HEAL] roll against a static 20. If you
fail, take 5 more damage as you bleed
24-27 = Lose a leg. Take 20 damage. Every turn you
make a [HEAL] roll against a static 10. If you fail,
take 5 more damage as you bleed. As long as you are
missing a leg, You have three detriments on all
dodges
> 27 = Die

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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.

Radiation HotSpot: Every round spent in


radiation zones causes 1d6 damage (Pierce ALL)
Tier 3 Equipment:

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.

LENSES OF TRUTH: These lenses are


strapped to the head, and they allow a use to see
things that would normally be invisible.
Additionally, everything is only a shade of grey
when looking through them.
Wearing only one lens does nothing.

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).

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38

NPC Creation Guide:

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

HP Per Tier Item Proficiencies Advancements?

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

Archaic Weapons, Up to 2 per tier


Light armor
See Country
Up to 4 per tier
*Varies
None
None

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.

Step 1: Pick its NPC Class


Animal: (Up to 40ft move speed) (Any Size up to Huge)
This class is for animals. All animals have a -5 [WIT] by default. They may only pick Strength,
Fortitude, Agility, Finesse, or Sensing for their skill Proficiencies. If an animal has higher than -5
[WIT] it may select any skill.

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39

Humanoid: (Standard Size)


While Humanoids can get very powerful, they are limited by their own bodies. Their stats
cannot exceed 10, and cannot go below -5. This is of course modified normally by their race. This class
of NPC is created the same way a player character would be made, with some caveats.
Humanoids can be the main source of conflict in your campaign. Just keep in mind that players
will be more powerful than most of them, and that Adventurer and Hero type characters will be the
ones that give your players and challenge.
Basic Citizen: These are the basic humans of the world. Despite being latently psionic,
humanity is still mostly mundane. As such normal people are either very gifted in one thing, or tend to
be very rounded and are mediocre at everything.
Adventurer: These are people who live a life of adventure. As such, they can have deeds from
multiple countries, they can be quite well trained in the use of exotic weapons and armor, and they can
be just as formidable as a player character.
Hero: These are intended to be figures of importance or majesty. They are famous or infamous.
Many campaign villains can be built this way.

Special Rules for Monsters:


Attacks: Monsters dont use weapons. They deal (1d6 small, 2d6 large) + their attack stat in
damage with their natural attack. Their attack stat is [STRENGTH] if they are a burly monster,
[FINESSE] if they are an agile one, and [ACUITY] if they attack mentally. [ACUITY] attacks from
monsters have (Pierce 3)
Monster points: Small monsters get (Tier * 2) monster points, and large monsters get (Tier * 4)
monster points. These are replenished on the start of their turn. Monster points can be spent at any
point to do one of the following.
Monster Point Uses
Move to new location at halfspeed
Make an attack for half-damage.
Increase Defense by 2
*Use Special Ability
*Give monsters a unique special ability

Small Monster: (Up to 40ft move speed) (Standard Huge Size)


Monsters can have stats that go up to 15. This class includes things up to elephant sized
creatures that can roam the world and emerge from the sea. These are the biggest source of conflict in
the world, and the players will often find themselves hunting them while dealing with other problems.
Small Monsters can be anything. This includes the Yetis of the Frozen Wastes, the Giant
Scorpions in the Desert, the variety of reptilian beasts that roam the shores of the continent, and even
small dragons. Just remember that 5000 years ago, all of them emerged from the oceans, and as such
they can still have vestigial ocean dweller parts like fins, gills, and such.
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40

Large Monster: (Up to 50ft move speed) (Colossal Size)


This class is reserved for monsters that require armies to fight. Their stats cap out at 20, and
they are known for being able to perform impossible tasks of strength, speed, and sometimes even
intellect.
Large Monsters are not intended to be fought by a single party, unless weakened or the party
has been given some artifact capable of handling it. Keep in mind that Large Monsters will end up very
powerful and are capable of serious destruction.
Large Monsters include things like a Kraken, a large Dragon, and the World Eater (A large
burrowing worm the size of a city)

Step 2: Choose its Tier


Some things to keep in mind when choosing the tier for an NPC is the class. Adventurers of the
same tier as players can go one-on one with a player and it would be a fair fight. However, a small
monster of the same tier as the player is a different story.
Class of -1
tier to
players
Basic Citizen
Adventurer
Animal
Hero
Small
Monster
Large
Monster

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)

Step 3: Allocate Stats


Do this the same way you do with character creation. Refer to the table to see how many points
the NPC starts with, and what the max/min in a particular stat can be.
YOU DO NOT HAVE TO USE ALL THE POINTS.
NPCS for the most part have luck 0. This is to keep math behind doubles, crits, and fumbles
simple.
Movement speed is modified by speed normally.

Step 4: Select Skill Proficiencies


This should make sense based on the NPC being created. Do not give a farmer proficiency in
knowledge, for example.
Monsters can have as many skill proficiencies as makes sense. Give them Strength or Fortitude
if theyre big or hardy. Give them agility or finesse if theyre fast or nimble. For the most part, the more
skill proficiencies you give them, the harder they are to deal with.
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41

Step 5: Calculate HP
(HP per tier * tier) + Fortitude once.

Step 6: Deal with Equipment


Refer to the chart and give the NPCs as much equipment they are proficient with as you think they
would have. Famers can have scythes, Soldiers bows, things like that.
Monsters do not use items and deal unarmed damage with their strikes. They may very rarely have
artifacts that they found on the ocean floor. While most monsters are not very intelligent, many have
the capacity to use artifacts left behind form the old age.

Step 7: Select Advancements


Give the NPC a number of advancements based on the chart. You can purchase anything a player could
and apply it to the NPC.
Monsters have no Advancements. They are a foreign element that dont spend time in countries
learning their ways.

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

Standard farmer. Does farmer things.

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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.

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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.

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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.

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