The Basics

This section is all about teaching you the basics of Tales of Ver on a conceptual level, rather than a mechanical one. You won’t learn how to attack a goblin, or become a raging mechanical barbarian, but you will learn what the game is about, what you’ll need to play, and a lot of the words we use to talk about Tales of Ver in later chapters.

What is Tales of Ver?

Tales of Ver is a roleplaying game like Pathfinder, Dungeons & Dragons, Mutants & Masterminds, and more. The game gives you a world and character that you can explore with your friends. Tales of Ver or ToV for short is all about storytelling freedom in the world of Ver.

Dice, and Jargon


It is common in tabletop roleplaying games, such as Tales of Ver, to introduce some amount of randomness through the game using dice. In Tales of Ver we use two different types of dice to introduce randomness. The 6 sided dice, and the 20 sided dice. It is common to refrence these die as “1d6” for 1, 6 sided die, and “1d20” for 1, 20 sided die.To expand this notation, we can say something like “3d6” for 3, 6 sided die, or “5d20” for 5, 20 sided die.

Creating a Character

The following chapters will take you through what you need to create a character. This section is helpful for if you are creating a character, or if you need a refresher on how some of the rules of your character work.

Sculpting a Body & Personality

What is a character? On a character sheet a character is a collection of stats, skills, talents, and items, representing what the character is good and bad at. In a story a character is a collection of values, goals, beliefs, and potentially a sense of justice. It represents a person. This is what you should set out to build when creating a character in Ver.

When crafting your character the game will guide you through finding out what you are good at (and what you are bad at), but it is up to you to really shape your character. Ask yourself questions like why you are good at weilding a sword, or why you can chop a tree down really well. These will guide you nicely into a character that feels whole and complete. Be hesitant to fill in every detail though, one of the joys of roleplaying is discovering parts about your character you never knew as the story develops.

The game will give you strengths and weaknesses, a fun character will have just as interesting strengths as weaknesses. Lean into your strengths, if you are good with a sword, then enter competitions, or train others, let it help define you. Similarly, if you cannot barter whatsoever, then perhaps shopping is a big hobby of yours, or you’ve always wanted to open a shop for yourself. Leaning into your strengths will make you feel incredible, and leaning into your weaknesses will have you laughing hard.


Be sure to think of your character as a real person, rather than a collection of statistics. Ask yourself questions about why you’re good at different things. Lean into your strengths and weaknesses.

What is a Character Sheet

A character sheet is a tool for you to remember all the information about your character. This can be whatever works best for you; a piece of paper, a spreadsheet, an encrypted document. We have provided a character sheet pdf file with most everything you need if you’d like to use it, but don’t feel compelled to. Regardless of what you use, be sure to keep good track of this, especially if you’re recording it non-digitally.


A Character sheet is where you keep track of the various statistics for your character. You can use the provided PDF file, or create your own.

Character Progression

Characters start at Level 1 with 0 Tales. Level and Tales are the two different ways that your character grows. Level growth represents your character’s core features, and their growth as a person. While Tales represent your stories, and give you strange traits to make your character distinct.


Levels range from 1 to 12, and are given out as your character does noteworthy things. ToV is a narrative game, and your character will be given levels by the GM, when natural story beats happen. For instance, finishing the mystery you’ve been investigating, or overthrowing the evil dictator of a kingdom. Levels are given out after the climax.

Levels themselves control nearly every part of your character. They control, your skills max rank, your defense values, your attributes, and more. What this means is that the difference between levels is important, and a level 3 is for the most part strictly better than a level 1 or 2. Finally, due to the compounding factors, levels strength seems to grow exponentially. The difference between a level 1 character and level 2 is minor, while the difference between a level 11 and level 12 is a large gap. Keep this in mind when thinking about the scope, as a group of level 4 characters will be helping to save villages, while a level 8 character will be helping to save countries, and a level 12 character will be helping to save the plane.

Because levels determine so many things, here is a helpful table to see what different values are at different levels. You can also find this data in the Leveling Up page, which tells you precisely what you have to do between levels.

Skill Rank Cap0123456
Skill Buys01234567891011
Background Skills1234
Attibute Cap23456
Base Defense0123456
Average Tales0510152025303540455055


Tales are a resource which can be used to purchase traits. They are a currency which represents how many interesting stories you’ve accumulated as an adventurer.

You’ll be given tales as interesting things happen,and the number of tales you get may be proportional to the rarity of the event, and the long lasting character impact. Fighting an Instres Demon is probably worth a tale, but getting your eye’s gauged out by that demon definitely is worth 2 or 3 tales.

Unlike levels, Tales can vary more per player without breaking the balance of the game, meaning a GM can feel comfortable in giving some players more Tales than others, that said GM’s should strive to keep players around the same number of Tales, and to about 5 tales per level.

Finally, a note for GMs. Since Tales are a currency you can feel comfortable using them for in game things. Perhaps there are a race of creatures which trade in tales, hungry for stories of adventures, and willing to part with valuables to hear them. Or maybe you want to homebrew a rule about how the players can spend tales to improve the reputation of the adventuring guild, gaining access to more interesting quests, and bigger rewards. Just note that if you do this you may have to give out more tales to ensure that players can get the traits they want.

Starting at Higher Levels

If you and your group decide not to start at Level 1 (not an uncommon thing to do), you can simply make level 1 characters and then go through the process of leveling them up as many times as desired. Though there are a couple of resources you should also gain more of

Firstly, players should have some number of tales, as a rule of thumb, give players about 5 tales per level past level 1. This means players starting at level 3 will have around 10 tales to grab some interesting traits with.

Secondly, if you are using the Commerce System consider if your characters should start at a higher wealth. If you are having trouble figuring out where to put the players, you can generally base their commerce rank off of their Skill Rank Cap. Since, at level 6 you have a Skill Rank Cap of 3, then maybe the wealth should be Skilled Laborer(3). This is a much looser rule than the already loose tales rule, and should vary greatly from player to player, and game to game. Below is a table with rough starting values for higher levels


Also keep in mind the amount of history, and notoriety your character has should make sense for your Level. A Level 1 represents potential, your first few adventures, A Level 3 or higher character though is likely somewhat established. Think about what they did to get where they are now, who they hurt and helped in doing so, and how they are known in the world around them.


Levels range from 1 to 12, and you start at level 1. Levels influence almost every part of your character. Meanwhile, tales are the adventures you’ve been on, and can be used to purchase traits. If starting at higher make sure to adjust levels as well as wealth to match.

Your Race

Your race is a key part of your character and lays out for you how you’ll determine your Attributes, and Defense Values, as well as give you Languages, and a powerful Racial ability. If this is your first time reading about the game, it is recommended you look at attributes and defenses first before choosing your race, as it will help you make a more informed decision about the impacts on your character.

Race Rarity

The primary way of distinguishing between races is rarity. Every race is either common, uncommon, or rare. This doesn’t have much of an impact except that uncommon and rare races are seen less often in the world, be that because they only exist in certain geographical areas, or because their status in the world causes them to live particular lifestyles.

In terms of gameplay common races are more inviting for new players, having less mechanically heavy racials, more forgiving defenses, and incorporating into the world easily. Listed below are some common races we recommend checking out on your first time playing. If you are a returning player–or just want to be experimental–you can look at Uncommon Races or Rare Races. Or you can look at the related races under any of the listed races below. Finally you can find more common races in Common Races

Example Races


Attributes are your character’s core stats, and are the simplest distillation of your character’s capabilities. There are 6 Attributes each with scores which range from -6 to 6. When your character does something that requires a die roll you will always add one of these Attributes to the result, along with any circumstancial bonuses or penalties.

Vigor (VIG)

Vigor is your raw strength, and physical limits of your body. It allows you to become a walking tank, wielding great weapons like Long bows, Great Axes, and Halberds. Crush stone with your bare hands and break down doors with your bare feet. Higher Vigor will let you chop down trees in a single blow, pick up 10m high stone statues, and win every game of tug o’ war. Lower Vigor leaves you meek and fragile, easy to wound, and struggling to carry the groceries home from the market.

Dexterity (DEX)

Dexterity is how well you can control your own body. It increases your reflexes and ability to dodge physical attacks. It allows you to move quickly and precisely, balancing on thin rafters, moving silently, performing elaborate dances and disabling deadly traps. You can use lighter weapons like Daggers, Short bows, and Spears. High Dexterity will let you slip past the palace guards unnoticed and remove ancient golden idols from their pressure plates without triggering the boulder trap. Low Dexterity will cause you to slip and stumble over even the smallest obstacles and accidentally drop the measuring cup of water as you move it from the water basin to the mixing bowl.

Education (EDU)

Education is your learned knowledge and learning ability. It allows you to learn more Skills and Languages, and remember important bits of trivia as well as where you parked your horse drawn carriage. It also encompasses known academic knowledge, and can be used to identify magic, alchemy, and technological items. Some types of magic also rely on Education. High Education will turn you into a walking library of facts, drawing upon the esoteric techniques of the worlds greatest minds. Low Education will have you scratching your head in confusion, getting lost, and struggling to remember which berries you should and shouldn’t be eating.

Cognition (COG)

Cognition is your raw mental processing power, and the ability to adapt to unfamiliar circumstances and think on your feet. It lets you win debates with sound logic, and outwit your opponents using new and innovative strategies. Cognition is also important for application of some academics, such as high level mathematics, mechanics, magic, and alchemy. Cognition is also used to compile clues into conclusions, predict what people will do next, and cast some types of magic. High Cognition will turn you into a mastermind of prediction and reasoning, solving crimes and picking apart your enemies schemes as if they were toddlers. Low Cognition leaves you vulnerable to even the simples tricks and logical fallacies and will make any kind of mental exertion simply exhausting.

Resolve (RES)

Resolve is your strength of will and ability to manipulate your own spirit and emotions. It allows you to regenerate faster, get back up after getting knocked down, and protects you from mental and spiritual intrusions. It also represents your emotional stability and self confidence, which is essential in getting others to put their confidence in you. Resolve can also weaponize your own emotion through personal mementos, allowing you to harm enemies, or protect allies, and manipulate your own spirit to attack or hide your presence. Many gods look for followers with high resolve and grant them their powers. High Resolve will let you gain the trust of the masses, and stand firm in the face of certain defeat. Low Resolve will have you cringing away from even minor wounds, and leave you vulnerable to coercion.

Connection (CNT)

Connection and ability to manipulate and perceive the spirits of other creatures. It allows you to manipulate social situations, and get a better read on people around you. It also represents how attuned you are with the Bond, a spiritual network which connects every living thing. This can allow you to sense nearby spirits, use special Idols to mentally attack and manipulate targets, and use musical instruments to create wide reaching spiritual buffs and effects. Connection also allows you to maintain and use more spiritually imbued items at once. High Connection will charm others, out barter the owner of the local pawnshop, or detect the spirits of living things through walls and hiding places. Low Connection will render you socially awkward, and make it difficult for you to notice and understand other living things.

Attributes as You Level

When making a character your starting attributes are determined by your race, and can vary wildly. Though most common races will have some variant of rolling 1d6-5 six times, and choosing what stat to put them in, then adding one more point on top.

For example, Vincals roll 1d6-5 six times, rerolling their lowest and highest rolls, then distributing their points. On the other hand Goblins start with -4 in every stat, and may choose to add 1d6 to any stat at the cost of a goblin point. The more goblin points a Goblin has, the stronger their racial is.

There are caps to how high an attribute can be at any given level determined by the table below. Bonuses to your ATT cannot exceed this limit unless explicitly stated. It can be calculated as half your level rounded down.

ATT Cap0123456

Finally, you add 1 to any attribute of your choosing when you level up, of course this cannot exceed the ATT cap at your new level.


The Attributes are the core of your character, split into 6 different statistics. They are: Vigor: Your strength and athletic abilities. Dexterity: Your precision and agility. Education: Your memory and academic knowledge. Cognition: Your mental prowess and intuition. Resolve: Your spiritual strength and self confidence. Connection: Your social aptitude, and spiritual perception.

When you first create your character your race will determine how to calculate your attributes. After that you will add 1 to any of your attributes whenever you level up, never going above your attribute cap, which is half your level rounded down.


Languages are the various ways creatures can communicate in Ver. By default you get

\[ 3+\frac{EDU}{3}\]

Language slots. The minimum number of language slots is 2. meaning even at -6 COG you have 2 language slots.

Learning languages. Your race will give you one or more languages you have learned. You know these. After that you have to learn languages on your own. Any language can be learned by studying a Language’s tome for 5 weeks. Or being taught by a professor for 168 hours (3 weeks).

Common is the exception. Common can be learned at character creation for free, or picked up by being with people speaking common for 2 weeks.

Below are short descriptions of some languages.


Common is the language of Ver, spoken by most creatures in Ver. This language was originally the language of the Kalics, but over time it has incorporated many different language’s words. Different creatures’ accents influence the style of common they speak very heavily, and there are many words for the same concept.


The language of the dwarves, dwarvish is a hard brash language. The language echoes well, and the primary dwarven accent allows for most words to be yelled with ease.


Spoken by many creatures of the forest, floran uses a lot of body language, and various sounds to mean the same thing so that many different creatures can speak it. Some words in floran are even communicated through scent.


The language of the Goran, music is at its core. Goran has a specific cadence, and messing it up can mean saying something very different.


A language created by the Teleks to replace their old language. Lingvo is incredibly regular, and easy to pronounce, but has very specific compound words for describing exactly what you want.


A language of traders, and adventurers, Nomadic has its roots in many languages, primarily Goran, Dwarvish, and Floran.


Skills are the things that your character can do that you can’t just pick up and learn in a day or two. Skills are things like cooking food, fighting with a longsword, and enchanting magical items. They are things like playing chess, and haggling, and lifting weights. Skills are highly

customizable and can be made to be either very general, such as taking a skill in all Athletic activities, or incredibly specific, like a Trivia skill focusing only on the anatomy of vampire bats. The more specific a skill is, the higher a bonus it will grant you. Each skill is linked to a single ATT and can only be used in a Skill Check that is also using that ATT.

Component Skills

Skills are made of different parts called Components pulled from the table below, which will designate what the Skill is used for and how specific the Skill is. Each Component has a value associated with it and the total of all the Component’s values is the Skill’s Bonus. More Components means a more specific Skill and a higher ending Bonus. You can make a Skill with as few or as many Components as you like, and are encouraged to talk with your GM if you aren’t sure how to make the Skill you want with what is available in the base game.

You and your GM are encouraged to invent components that don’t exist to fit your character’s playstyle and background. When creating new Components you should look at Components with the same Bonus and ask if the new component you are Creating provides about the same level of specificity, or is very similar to pre-existing Components. For instance ‘Joy’ and ‘Anger’ are +4 CNT Components, so ‘Grief’ would be a reasonable +4 Component as well.

The first component to any Skill is its Base. A Skill Base will determine the breadth of the Skill (what all it can be used for) as well as its relevant ATT, and grant a starting Bonus. The ‘Athletics’ Base for instance is a VIG Base that grants a +2 Bonus. Any Skill with the Athletics Base then can be used to perform Athletic activities such as running, exercising, climbing, swimming, and so on.

All other Components will restrict the Skill and make it more specific in exchange for a higher Bonus. After Athletics you could take ‘Climbing’ for a +2 Bonus which would only allow you to do Athletics activities related to Climbing. From there you could take ‘While Inebriated’ for a +3 Bonus and ‘Axe’ for a +2 Bonus. Now you have the Skill: ‘Athletics, Climbing, While Inebriated, Axe’ with a total Bonus of +9, but to apply it to a Skill Check you must be Climbing, while drunk, and using an Axe to help you climb.

It should be noted that being drunk and using an axe to climb a cliff may make the climb more difficult, and apply Circumstantial penalties to you, so you should be careful before you pile on too many extra Components to your Skills. Be sure to communicate with your GM about the Skills you have, how you want them to work, and in what situations would the GM apply Circumstantial penalties to you, because while climbing a stone cliff with an axe while drunk might be harder than doing it normally, having an axe and a bit of liquid courage might help in climbing an icy cliff with a horrifyingly long drop beneath it.

Background Skills

Buying and Upgrading Skills

Skills are bought using LP and have a Rating associated them. The first time you buy a Skill it costs 1 LP, and has a Rating of Lousy (1). You can then upgrade this to a Unremarkable (2) Rating for 2 additional LP. Then 3 LP to upgrade to Great (3) and so on. The Bonus a skill provides is equal to its initial bonus multiplied by its Rating. So a Great (3) Skill with a +5 Bonus grants a +15 Bonus and so on. You can only upgrade a Skill to a certain Rating depending on your Level as outlined in this table:

LevelMax Rating

You can only have a certain number of different Background and Component skills based on your EDU. This is your Skill Cap and it is:

\[ 4+\frac{EDU}{3} \]

At Level 1, you start with two Unremarkable Background skills, and one Unremarkable Component skill.

Weapon and Constitution Skills

Weapons and Constitutions significantly change what your character can do, but require a bit of know-how to use. If you do not have an applicable Skill, but attempt to perform a Skill Check that uses a weapon or constitution, you take a Circumstance -10 penalty.

It should also be noted that not all weapons can use all Constitutions or the same ATT. For instance, you cannot use Artisan’s Implements with the Delight Constitution and so a Skill in ‘Delight Constitution, Artisan’s Impments’ is effectively useless.

You can find what Constitutions a weapon can be used with in the Weapon documents or under Component Definitions, the last section on this page.


Custom components are marked with italics and they can be taken multiple times as long as each more specific Component is a subset contained within all of the others.


Weapon+2Right Handed+1Held Tool+2Jumping+3Vertical Lifting+4
Athletic+2Left Handed+1Bludgeon+2Climbing+3
Performance+2Two Handed+1Polearm+2Running+3
Endurance+2Right Footed+1Crossbow+2While Inebriated+3
Left Footed+1Bow+2
Two Footed+1Shield+2
Upper Body+1Axe+2
Lower Body+1


Weapon+2Right Handed+1Held Tool+2Pickpocketing+3Sleight of Hand+4
Acrobatics+2Left Handed+1Dagger+2Lock Picking+3
Concealment+2Two Handed+1Sword+2While Unobserved+3
Thieving+2Right Footed+1Thrown Weapon+2Rick Taking+3
PerformanceLeft Footed+1Crossbow+2
Two Footed+1Bow+2
Upper Body+1Shield+2
Lower Body+1


Education Constitution+2Right Handed+1Held Tool+2Enchanting+3Memory+4
Trivia+2Left Handed+1Wand+2General Trivia Subject+3Niche Trivia Subject+4
Management+2Two Handed+1Orb+2Historical Application+3
Arcane+2Right Footed+1Staff+2
Left Footed+1Script+2
Two Footed+1


Cognition Constitution+2Right Handed+1Held Tool+2Debate+3Visual Reconstruction+4
Prestidigitation+2Left Handed+1Wand+2Prediction+3Specific Game+4
Apprehension+2Two Handed+1Orb+2Analysis+3
Strategy+2Right Footed+1Staff+2
Left Footed+1Script+2
Two Footed+1


Connection Constitution+2Right Handed+1Held Tool+2Empathy+3Spirit Detection+4
Interaction+2Left Handed+1Optics+2Influence+3Specific Emotion+4
Bond Manipulation+2Two Handed+1Artisan’s Implements+2
Right Footed+1
Left Footed+1
Two Footed+1


Resolve Constitution+2Right Handed+1Held Tool+2Leadership+3Memory+4
Projection+2Left Handed+1Crystals+2Mental Self Control+3Confidence+4
Self Control+2Two Handed+1Momentos+2Bodily Self Control+3Metabolism+4
Right Footed+1Sigils+2Spiritual Self Control+3Pain+4
Left Footed+1Shield+2Healing+3Spirit Concealment+4
Two Footed+1

Your Equipment

Leveling Up


Turn Time

Skill Checks and Attacks

Skill Checks

While most things your character does will not require a roll–like eating breakfast, opening a door, or walking down the street–the important things you do will. When you’re faced with climbing a sheer cliff, trying to decapitate a charging orc, or attempting to charm your way into a party without an invitation you will need to make a Skill check.

When performing a Skill Check, first you roll 1d20, then add:

  • A relevant ATT score
  • Add up to one Skill which is applicable to what you’re trying to do and matches the ATT being used
  • The Bonus of up to one piece of equipment (weapon or tool) you’re using to perform the Skill Check.

If you do not have a Skill which can be applied to a Skill check you will still apply one ATT score, though you’re welcome to bargain with the GM as to which one it should be.

After you have rolled your die, and added your ATT and Skill the GM will describe how your attempt turns out in line with the rating system described in The Basics. So a result of 1-10 will be an Unremarkable attempt, 11-20 a Good attempt, and so forth. In the case that your attempt is not enough– for instance a Good try at climbing a Legendary cliff–you have failed or in some way only half succeeded.

Fail or succeed, a Skill Check will always advance the story, have real consequences, and can not be immediately repeated by either you or another character. If you fail to climb the cliff you may fall and break your leg, causing the party to need to set camp, and set your leg back in place. Or you may catch yourself halfway through the fall and find an entrance to a cave tunnel which allows you to find a different, longer way to the top. Or you may make it partway up the cliff, and realize that you could climb the rest of the way, but it would take you twice as long to do so as you initially thought it would. You will not, however make it halfway up the cliff and then need to make a second identical roll to make it the rest of the way. Skill checks, whether they fail or succeed, are made a single time, and advance the story.


When performing a Skill check you can gain a bonus or penalty to your roll called Circumstance, based on temporary or situational things that either aid or hinder your attempt. If you’re attacking a target and another ally is flanking and distracting them this could grant you a Circumstance bonus. If you had sprained your wrist and were using a sword on the same attack you could take a Circumstance penalty. Circumstance is always given in ranks of plus or minus 5, 10, 15, 20, etc, and players are encouraged to ask about and suggest giving out Circumstantial bonuses while playing.

It should be noted that Circumstance is always given to the person performing a Skill check. So if a person is taking cover from an archer behind a stump, then the archer takes a Circumstance penalty to their attack, instead of the defender gaining a circumstance bonus to their defense.

Critical Failure, and Success

When performing a Skill Check if you roll either a 1, or a 20, on your 1d20, then your attempt either Critically Failed (in the case of a 1) or Critically Succeeded (in the case of a 20). In the case of a Critical Failure treat a roll of 1 as a -10, and regardless of the total result your action will go awry, or fail outright in some way. In the case of a Success, treat the 20 as a 30, and regardless of the total result your action will succeed in some spectacular way, at least partially. After either of these take place the GM will put down a square of Empowered Ground nearby, a type of special Terrain (see Terrain Below) that will grant Circumstance to anyone who stands in it.


While many Skill Checks will be made against static things which cannot defend themselves, such as cliffs that need climbing, doors that need bashing, and locks that need picking, an equal amount will be made charming guards, killing nobles, and teleporting goblins off of cliffs. In this case the Skill Chec is considered an attack and target will defend against it as outlined in the next section, Defense.

It should be noted that Attacks made from stealth–or on targets otherwise unaware or unable to defend themselves–will gain Circumstance or will bypass defense. Usually a totally unaware or helpless target will be treated as without defense, while an alert but unaware target will still get their defense, but the attacker will gain Circumstance.


In the event of a Contest between two targets, such as arm-wrestling, playing cards, or the like, then both parties should perform a Skill Check and the higher one wins out.


Every time you roll a die to perform an Action it is a Skill Check. While making a Skill you first add an applicable ATT, any Circumstantial modifiers, and then may add up to one applicable Skill, and the Bonus from up to one tool or weapon you are using to perform the Skill Check. Fail or succeed, your Skill Check will move the story forward and cannot be repeated or attempted a second time.


Keeping yourself alive and in good physical and emotional health is a prerequisite for any and all other adventures you might undertake. Take care of yourself out there.


Toughness is your general wellbeing and represents your resistance to suffering major injuries. Your Max Toughness is determined by your Body Type and VIG, and represents your ability to withstand injury after a Good Night’s Rest. A person fresh to battle with full toughness may well shrug off an attack that would have done serious damage to someone who was already exhausted, and suffering from other minor injuries. As you fight you will lose Toughness by being hit physically, but it also accounts for your mental and emotional well being. Emotional suffering or discomfort can also cause you to lose Toughness. Toughness usually regenerates fully every time you rest, but long lasting effects such as lingering wounds, poisons, diseases, or failing to take care of your bodily needs can cause you to temporarily lose Max Toughness until they are resolved.

Defense Types

Your character has an array of different defense stats which can make them highly resistant against some types of attack, but vulnerable to others. These defenses fall into three general groups, each of which corresponds to an Attribute: Dexterous Defense with DEX, Cognitive Defense with COG, and Resolve Defense with RES. Specifically they are:


Escape, for escaping a grapple, falling into a pit trap, or holding your balance in a wind.

Blunt, for hard impacts, heavy clubs, blasts of force, and rolling boulders.

Cut, for bladed and piercing weapons, being impaled on a wall of spikes, swords, shards of ice.


Thaumic, for resisting manifested magic, lightning bolts, fireballs, and enchanted weapons.

Null, for nullifying magic that directly targets you, teleportation, slowing and paralysing magic.

**Wit, **for defending against trickery and deceit in debate, the streets, the battlefield, and beyond.


Resilience, for resisting a direct spiritual assault, or bodily transformation.

Aegis, for resisting physical manifestations of spiritual effects, divine smites, and necrosis.

Will, for resisting emotional and mental duress, alterations, and attempts to control.

Sometimes it may make sense to record bonuses for subsets of specific defense. A magical potion might, for instance, only grant a resistance to heat, but not cold. In this case it wouldn’t increase Thaumic Defense, instead you would note the bonus elsewhere on your character sheet and apply it when defending against a heat attack.

These defense types are based on your Body Type, and you can find their starting value on that page.

Defending Against Attacks

When targeted by a hostile effect, be it magic or an axe swing, you will have a chance to defend yourself before it hits. First determine what kind of attack it is, and what defense type you will need to use to defend against it. This is usually fairly obvious, but your GM will make the final call if it is needed. Then take the final value of the effect and subtract the Defence Type which best applies.

If the remaining number is less than or equal to 0, you successfully block, avoid, or resist the effect. If the remaining value is greater than 0 you have been hit or the effect has taken hold. If the remaining value is also greater than your current Toughness you gain a Wound, a severe injury with possibly long lasting consequences. This is a lingering debuff which is detailed by the GM, wounds are explained more later. If the remaining value is, however, less thanyour remaining Toughness then one of two things can happen.

If the effect does not do direct harm to your character (does not remove Toughness) it takes effect normally. If the effect is directly damaging you lose Toughness equal to the Shred stat of the effect (usually dictated by the weapon it was made with).

Spirit Sense

When someone attempts to be stealthy around unaware targets this is treated as an attack made against their Spirit Sense, plus any one relevant skill that you have (such as Empathy, Perception, Disguise Detection, etc). This will usually be done privately by the GM without the defender’s knowledge, unless they successfully ‘defend’ against the deception. Spirit Sense is \(10 + CNT\)


There are nine different types of defense. Cut, Blunt, Escape, Thaumic, Null, Wit, Resilience, Agis, and Will. All of which are used to defend against different types of attacks. You will have to choose carefully which of these defense types you want to be well protected against, and will likely always have one or two glaring vulnerabilities.

When you are attacked subtract your relevant Defense from the incoming attack. If this reduces it below zero the attack misses or is ineffective. If the attack is greater than zero and greater than your current Toughness, you suffer a Wound. If the attack is greater than zero and less than your current Toughness, you loose Toughness equal to the Attack’s Shred value.


It is, barring divine or draconic intervention, impossible to instantaneously heal a person’s wounds, or restore Toughness. Instead of healing, holy priests, and other defenders of the meak work to prevent damage from being done in the first place.

They do this by granting Fortification, a temporary but powerful boost to a Specific Defense Type. The form this takes is dependent on its source. Thermal Fortification granted by Wordix may take the shape of a halo of golden fire, and Cut Fortification may look like a shimmering sphere of light. Fortification effects made with RES can grant any type of Fortification, but more than just RES effects can create Fortification.

An ice mage for instance, may be able to grant Fortification against heat by chilling a target, and a mentalist may be able to do the same for Duress. In these cases however you should always be clear how you’re granting the Fortification, to ensure it makes narrative sense, and record it as exactly what it is. So Fortification against heat granted from an ice mage should be noted as such, and not added to Thermal Defense.

Fortification lasts until its recipient has taken one full turn. Below is a table outlining the amount of Fortification an effect grants to a single target based on its Rating. If you want to split this among multiple targets, or make it last longer, you should consult your GM.

Failed (0)0
Unremarkable (1)5
Remarkable (2)10
Great (3)15
Fantastic (4)20
Incredible (5)
Heroic (6)30
Legendary (7)35
Divine (8)40
Mythical (9)45
Draconic (10)50

Summary You can’t directly heal your allies, but you can prevent them from

getting hurt in the first place. Fortification is a powerful bonus applied to one Specific Defense Type and lasts until the target has taken one full turn. Most RES effects can always grant any type of Fortification, but anyone can grant Fortification if they can make a reasonable case for how they’re doing it.

Wounds & Death


Common Races


Vincal are skilled communicators, diplomats, and team players. They are commonly found in positions of political, or religious leadership, and are good with people. They commonly worship the gods, especially Wordix and Hollbirth.

Attributes: Start with -4 in every stat. Roll 1d6 six times and add one dice of your choosing to each attribute; reroll your highest and lowest dice. Add 1 to an attribute of your choosing.
Racial: You may increase someone’s Disposition towards you by one, through conversing with them for ten minutes. Their Disposition towards you must be Unfriendly(-1) to Friendly(1). Upon doing so the GM will decrease an NPC of their choosings’s Disposition towards you by one.
Languages: Common & either Dwarvish, Goran, or Nomadic
Characteristics: Vincal are average and fair of build. Males average 68kg and 170cm. Females 64kg and 160cm. Their hair ranges from blond to black, and their skin from light to dark. Their eyes are usually blue or a deep brown. They can live for 100 years, and become an adult at 16.


The survivors, the wanderers, Goran live where living is hard and life can end with the fall of a monster’s claw, or a frigid wind’s breath. They live tribally, and don’t mix much with other races. Skill in combat is essential in their barbarian society, and everything from personal disputes to politics can be solved through conflict. They usually worship Grondshok, though a few follow Wimble. Some of the more brutal tribes follow darker entities still.

Attributes: Start with -4 in every stat. Roll 1d6 six times and add one dice of your choosing to each attribute; your VIG must be equal to or greater than 0, if this is not possible re-roll a die until it is. Add 1 to an attribute of your choosing.
Racial: When you suffer a wound immediately take an extra turn, gaining a Movement & Normal Action. Effects that happen at the start of your turn happen immediately. If the wound would kill you, gain this xtra turn in addition to your last action before death.
Languages: Goran
Characteristics: Goran are huge, tall, and imposing. Males average 91kg and 200cm. Females 77kg and 170cm. Their hair is usually black or brown. Their skin ranges from pale to a red tan. Their eyes can be blue, brown or black. They can live for 90 years, and become an adult at 10.


The fairy are a reserved race. They chose to focus on their connection to the land and forest. This gave them wings that they can glide with, but not fly. They use these wings to traverse the forests they inhabit. They often worship Wimble.

Attributes: Start with -4 in every stat. Roll 1d6 six times and add one dice of your choosing to each attribute; you may choose not to add one to VIG. Add 1 to an attribute of your choosing.
Racial: At the start of Turn Time you may add -VIG to your Initiative roll.
Languages: Floran
Characteristics: Fairy are thin and tall, but on the low end for elves. They have large insect-like wings that they can use to glide, but not fly. Males averaging 64kg, 170 cm. Females averaging 68kg, 190cm. Their hair and eyes can be green or brown, and their hair is very thick. Their skin varies from light to dark brown. Fairy can live up to 200 years, and become young adults at 16.


The Kalic are a domineering race. They chose to focus on their connection to the dragons, and it paid off. Oftentimes Kalics are the strongest mages in the world. If they worship anything it is usually an elemental dragon, or Tonk.

Attributes: Start with -4 in every stat. Roll 1d6 six times and add one dice of your choosing to each attribute; you may choose not to add one to VIG. Add 1 to an attribute of your choosing.
Racial: You may add -VIG to any EDU or COG roll for arcane purposes, in exchange you lose your Move Action next turn.
Languages: Common
Characteristics: Kalics are generally thin and tall, with males averaging around 70kg, 220cm, and females slightly thinner and taller at 68kg, 230cm. They have pale white skin, but as they get better at a given element of magic, their skin tints slightly. Kalics hair is a sight to behold, being white, silver, or gold, and having a strong glisten to it, Kalics traditionally wear their hair long. But this rarely covers their face, as they are also prideful of their Blue, Silver, or Purple eyes. Kalics can live up to 500 years, and become young adults at the late age of 20.


The laborer cast of dwarvish society. Drost work hard to keep a fortress running, ore flowing, and mugs of mead filled to the brim. They are also the least restricted of the Dwarf-Kin, and most likely to be seen venturing outside of a fortress without the brand of a race traitor. Any dwarf not of a specific bloodline, or resulting in the unregulated mixing of two bloodlines, is cast as a Drost. They often worship Krunder, Noel, or Lindora.

Attributes: Start with -4 in every stat. Roll 1d6 six times and add one dice of your choosing to each attribute; your RES must be equal to or greater than 0, if this is not possible re-roll a die until it is. Add 1 to an attribute of your choosing.
Racial: When you suffer a Wound, gain +4 Defense against the damage type which dealt it until the wound is healed.
Languages: Dwarvish
Characteristics: Like muts to dog breeders, Drost can take many varied and delightful forms. Males average 60 kg, 140 cm. Females 57 kg, 136 cm. Their hair can come in any color from blond to brown or black, and their skin usually ranges from tan to a dull brown color. They can live for up to 225 years, and become adults at 15.


Not a cast of dwarvish society, but a resistance group. These dwarves left the dwarven fortresses centuries ago, and created their own governments focused on dwarven freedom. Pirates are a resolute folk who go against the tide of dwarven society. They often work with underground organizations to afford their living. If you see a dwarf without a brand, they are either quickly returning to a fortress, or are a Pirate.

Attributes: Start with -4 in every stat. Roll 1d6 six times and add one dice of your choosing to each attribute. Add 1 to RES, if this would make your RES greater than 2, then instead add 1 to any attribute of your choosing.
Racial: You may increase all spiritual defenses by 1 until the end of your next turn. Until your defenses return to normal you cannot use your move action.
Languages: Dwarvish
Characteristics: Pirates appearance is much like Drost due to their lack of eugenics. Males average 65kg, 145 cm. Females 60kg, 140cm. Their hair can come in any color from blond to brown, black, or occasionally red. The skin ranges from tan to brown, or light red. They can live for up to 275 years, and become adults at 18


Attributes: Start with -4 in every stat. You have 13 maximum goblin points. For the cost of 2 maximum goblin points, you may add 1d6 to any stat. Your stats cannot go over 2.
Racial: You may spend on goblin point to reroll any die. Regain all goblin points after stealing something that will be missed from someone else. You may raise your maximum number of goblin points by stealing something especially special to someone.
Languages: Goblin

Uncommon Races


Originally desert nomads, the Harenite center their whole culture around the worship of higher powers. And not just a single god, or patron, Harenite are famously multi-theistic, worshipping multiple higher powers equally, even those with conflicting views. Some people are put off by this practice, but many small communities welcome them as general priests for all the divines. Regardless of their other devotions, almost all Harenite worship Hollbirth.

Attributes: Start with -4 in every stat. Roll 1d6 six times and add one dice of your choosing to each attribute; your CNT or RES must be equal to or greater than 0, if this is not possible re-roll a die until it is. Add 1 to an attribute of your choosing.
Racial: You may create an effect from a higher powers constitution. In return the higher power may make a demand of you, such as following their creed for a day. You must be able to communicate with the higher power to make the deal, for instance pray to them.
Languages: Nomadic
Characteristics: The Harenite are of lean build. Males average 65kg and 170cm. Females 60kg and 160cm. They have no hair and their skin is rough, and ranges from red to yellow. Hard plates of skin and bone grow out of their back and skull, which help them regulate their body temperature. Their eyes are bright colors of red, yellow, or blue. They can live for 120 years, and become an adult at 18.


Having given their lives to the shadows, the Sholl have a very close connection to the goddess of shadows Skimra. They reside in the darkest places that light still shines, and tend to be too slippery for most to catch.

Attributes: Start with -4 in every stat. Roll 1d6 six times and add one dice of your choosing to each attribute; you may choose not to add one to VIG. Add 1 to an attribute of your choosing.
Racial: For your move action you can sink into shadows and move through them up to a distance of 2*(-VIG). You must exit the shadow by the end of your turn. While in the shadow you are only damaged by those things which make the shadow disappear.
Languages: Light Elemental


Attributes: You have 3 goblin points. Roll 6 1d6-4. If you roll a value of 2, you may lose 1 maximum goblin point to roll 2d6-4 for that value instead. If either of the dice has a 1 or a 2 the value is now -4. Otherwise the value is the sum of the dice minus 4, capped at 6. You now distribute the values you got to each attribute. Add 1 to an Attribute of your choosing.
Racial: When rolling a 6 on a weapon die, you may spend one goblin point to reroll with 2d6, summing the values on the dice block. If you roll a 1 on either dice, the effect fails. Regain a goblin point whenever you wound someone.
Languages: Goblin


Attributes: Start with -4 in every stat. You have 8 maximum goblin points. For the cost of 1 maximum goblin points, choose an attribute, and flip a coin. On a heads, the attribute’s value is 2. On a tails, the attribute’s value remains at -4.
Racial: Before you roll, you may spend 1 goblin point to flip a coin instead of rolling. Heads is the maximum value of the die, tails is the minimum. When rerolling 1d20s, this will force a crit success or crit failure. Regain all goblin points when you make a major decision which impacts other people.
Languages: Goblin


Elemental Force (COG)

Governed By:

Questona, Dragon of Force, Well Guardian


Precept, Foci:

Elemental magic requires a magical foci: Orb, Wand, Staff or Literature, to use.

Precept, Action-Reaction

Every force action causes some sort of reaction to the person who cause the action in the first place.

Precept, Mass

Force affects things proportional to their mass. Objects which are less massive will be moved more by force than objects which are more massive.


Genre, Push

Requires rating of Beginner (1). Force can be applied to an object as a directional vector, which pushes on them from their center of mass. The push on its own is not strong enough to harm, but contact with things flung, or flung things contacting solid things can deal toughness.

The reaction of pushing is for the caster to have the same force applied to them in the opposite direction.

Precision: Requires rating of Intermediate (2). The push can be on a specific part of an object rather than at the center of the object’s mass. The reaction on the caster is placed in a place similar to the place on the object. For example an elf pushing the head of a gnome, would push the elf’s head in the opposite direction. Pushing the top left of a door could push the top left of the caster.

Genre, Barrier

Requires rating of Intermediate (2). A piece of space can be marked as a barrier, creating an incredibly strong, nearly invisible blockade. The more complex a barrier is, the smaller it must be. More technically, the more vertices which define the shape, the closer those vertices must be together. While barriers are nearly invisible, an opponent with strong wit will be able to predict and see a barrier.

The barrier is incredibly strong, and one would have to hit it with an effect an order of magnitude stronger than the casters abilities in order to break it.

Barriers must form a solid, meaning they cannot have hollow insides. This is because you must be able to travel along the edges from one vertex to every other vertex

The reaction of defining a barrier is that the caster is rendered immobile. Bodily functions such as breathing and blinking continue. This only impacts the caster’s own ability though, as they can be tipped over, moved, carried, or knocked around as normal.


Example Use

Elemental Ice (COG)

Governed By:

Issandren, Dragon of Ice, Well Guardian


Precept, Foci:

Elemental magic requires a magical foci: Orb, Wand, Staff or Literature, to use.

Precept, Exchange:

Casting magic through Elemental Ice is a negotiation. You are required to haggle and mentally calculate the value of what you are asking, against what you are offering.

Precept, Sacrifice

The Dragon of Ice demands sacrifice, in exchange for power. Each effect must be fueled by either emotional or physical suffering. Self sacrifice is preferred, but Issandren will accept the suffering of others if inflicted by the caster.

Default rates are that any effect of Beginner (1) or greater, requires at least 1 Toughness worth of suffering.

Noteworthy sacrifices, such as cutting open your own palm, or killing a captive instead of merely wounding them, will increase the reliability of your effects. The default going rate for self inflicted physical damage is 1 Toughness to +2 Circumstance.


Genre, Form Ice:

Requires Rating of Beginner (1). Form large amounts of ice sprouting off of a solid surface with which you are in physical contact. The initial formation of this ice is fast enough to inflict damage. The strength and durability of formed ice is based on the effect’s Rating and scales up to that of steel, but all formed ice will melt in room temperatures, and crumbles to nothing on a timeline of several hours based on its structural integrity.

This Genre is highly sensitive to the range of an effect, and Forming Ice outside of a Close range becomes more difficult.

Genre, Manipulate Ice:

Requires Rating of Intermediate (2). Manipulate ice–either magical or natural–to the caster’s will. At rudimentary levels this can be used to create and throw projectiles, but can eventually be used to form rudimentary constructs, and carefully sculpt ice into any shape desired.


Addendum, Grand Sacrifice:

Requires Rating of Advanced (3). Truly magnificent and irreversible sacrifices–the killing of a loved one, cutting off your own finger, hand, or limb, yield wondrous effects. The rating of an effect cast in this way is increased by either one or two, and gains Circumstance +8.

All ice either formed or manipulated in this way gains either a brilliant blue (for emotional sacrifice) or red (for physical sacrifice) color.

Grand Sacrifice also alters the Genres of Form Ice, and Animate Ice:

Form Ice creates ice which is marvelously durable and does not melt, crumble, or age with time. It can also be created with the precision of Manipulate Ice, without requiring another effect to be cast. It does however, dissolve upon the death of the original caster, unless their Grand Sacrifice was sacrificing their own life, in which case it will remain and is, for all intents and purposes, indestructible. Animate Ice can be used to create lingering effects and ice affected will not melt or crumble like normal. It can be used to create functional prosthetics, perpetual blizzards, permanently animated ice sculptures, and so forth.

Example Use

Intermediate (2) Caster uses Form Ice and cuts their palm, trading 1 Toughness for +2 Circumstance. Their effect succeeds and they summon a jagged wall of ice from the ground before them, stabbing and pushing back the bandit. Wounded, the bandit begins to flee. Intermediate (2) Caster waves their hand and uses Manipulate Ice to break off a dozen shards of ice from their wall and hurl them into the bandit’s back.

Elemental Light

Mentalist (CNT)


Precept, Optics:

Mentalism requires the use of an Optic, a piece of glass often formed into a lense or prism of some kind.

Precept, Mindscape:

Mentalists classify most minds into three distinct parts. The Mental Surface (or Dermis), the Mental Bulk, and the Mental Anchor. All mental effects require a subtle navigation of these layers.

The Mental Surface is made of current thoughts, physical sensory input, and short term memory. It changes rapidly.

The Mental Bulk holds lingering ideas, long term memories, opinions, and important but nonessential mental material. It is largely static but does change on a regular basis.

The Mental Anchor links Mind with Body and Spirit. It is extraordinarily dangerous and difficult (beyond the abilities of most mentalists) to access and contains ideas that are core to a person’s identity. It can change, but only rarely. So called ‘Mind Death’ as it is known, occurs when this Anchor is broken.

Precept, Scarring:

All entrance or manipulation of another targets Mental Bulk or Mental Anchor leaves Scarring, which can be detected by mentalists and bears a ‘tone of voice’ which is unique to each mentalist. A mentalist manipulating their own Mindscape will leave similar scars, but they will be almost completely undetectable, especially to the mentalist.


Genre, Idea Manipulation:

Requires Rating of Beginner (1). Control over the contents (ideas) within a particular mental layer. Manipulation of the Mental Surface allows one to implant trains of thought, short term memories, and even momentary sensory input. While Manipulation of the Mental Bulk allows for the overwriting or erasing of memory, or lingering ideas. Idea Manipulation cannot reach the Mental Anchor.

Idea Manipulation is usually quite subtle, and often goes unnoticed (at least in the moment of casting) by the unwary.

Meme: Requires Rating of Advanced (3). Allows the creation of memes. Idea Manipulation effects which transmit naturally between people who interact with each other socially. These memes usually sputter out after days to weeks, or after infecting a certain number of targets, but powerful memes can last for years or even become permanent.

After casting, treat further transmission as a simple Will attack with Rating equal to the original Rating. Decrease this as the meme goes further away from the original infected. Check for transmission when the subject of the Idea Manipulation is discussed between infected, and non infected.

Targets aware of the supernatural nature of the meme gain +4 Will Defense against transmission.

Genre, Convergence:

Requires Rating of Beginner (1). Allows you to merge mindscapes together, most easily yours and another single target’s. When used to merge the mental surface, this allows easy transfer of thoughts and sensory information and, once initiated, can be maintained over very long distances.

Overlapping mental bodies (or deeper layers) can be performed to transfer large amounts of memory or information very quickly. But if improperly managed (intentionally or not) leads to intense confusion and a lingering mixing of ideas, memories, and sensation.

Convergence is highly sensitive to the number and type of participants. Specifically participants who are unwilling. Additionally convergence is more difficult when the mentalist’s mind is not involved in the merging.

Domination: Requires Rating of Intermediate (2). Instead of merging with another target you dominate them instead. Domination over the Mental Surface allows one to issue primitive commands to the body, while domination over the Mental Bulk allows for much more complex orders.

Domination usually requires total focus and the mentalist cannot do anything else while dominating their target. If a mentalist wishes for a target to continue to obey orders or be effected after they stop concentrating, assume the effect Rating is increased by two.

Domination over the Mental Anchor represents a total control over a person’s mind, memories, and ideas about themselves. It is always permanent and allows a complete rewriting of a person into anything from another person, to a brain dead thrall. It is an act almost universally despised and outlawed in every culture and time. Assume any attempt to dominate the Mental Anchor increases an effect’s Rating by four.

Example Use

  • Include example of rebound on a Domination attempt giving the target info on the caster
  • Include example of Meme being used to create a mnemonic meme which erases memory of the caster’s identity

Styx Redeemed

Governed By:

[[Styx]], The Redeemed Redeemer, The Shielding Chain, True God


Precept, Edicts

Protect the weak from the wicked, and the wicked from themselves. Empathy and understanding are the highest virtues. The outcome which is proper is not always the one which is just.

Precept, Chains

I shall grant you two chains with which to fullfil these edicts. They are bound to your Idol of me and should it be taken from you or lost, they too will be lost until you regain your Idol. My symbol is that of a mountain, wrapped in shattered chains.

Summoning a Chain is a Free Action.


Genre, Chain of Chilled Iron

Requires rating of Beginner (1). Summon a chain of metal seeming to be made of glittering iron. It appears wrapped around your wrist and can be extended and retracted at will, though not at a fast pace. It can be used to strike foes, but it’s primary uses are to restrain or protect.

While restraining or protecting a target you must stay within range to maintain the effect, or else attempt to pull them along with you.

This chain can only grant Fortification against Physical defense types.

The Chain of Chilled Iron is restricted to a Close (1-5m) Range, regardless of the idol used, and has its own hit die.

RES1 HandedRange Close
1 Power2 Power4 Power6 Power6 Power7 Power
2 Rebound2 Rebound

Ripcord: Requires rating of Advanced (3). You may retract and extend this chain with incredible speed. This can be used to hurl yourself and wrapped targets, punch targets away, or spin entangled targets violently as you unwind them.

Genre, Chain of Willed Soul

Requires rating of Beginner (1). Summon a spirit chain that wraps around your wrist and can be controlled at will. This chain latches onto a target’s spirit, either Fortifying or slowly draining them of the will to fight.

While restraining or protecting a target you must stay within range to maintain the effect.

This chain can only grant Fortification against Spiritual defense types.

The Chain of Willed Soul is restricted to a Close (1-5m) Range, regardless of the idol used, and has its own hit die.

RES1 HandedRange Close
2 Violence3 Violence4 Violence4 Violence*5 Violence*
3 Shred2 Shred2 Shred1 Shred1 Shred*1 Shred*

*You can choose to grapple the target as well, wrapping the chain around them.


Addendum, Perfect Empathy

Requires rating of at least Intermediate (2). Once you truly understand others, and take their feelings for your own, you will be able to detach the chains I have given you, and conjure more from within. This transformation is permanent and requires some kind of catalyzing act.

Example Use

Physical Weapons

Dagger, DEX, 1 Handed.

A nibble weapon, excellent for wearing out your opponent, but terrible for going for the kill.

2 Violence3 Violence4 Violence4 Violence5 Violence
4 Shred3 Shred3 Shred3 Shred2 Shred2 Shred

Spear, DEX, 2 Handed. Reach I

A long range weapon, great at wearing out an opponent, that can deliver a decisive blow.

4 Violence5 Violence5 Violence6 Violence6 Violence6 Violence
3 Shred3 Shred2 Shred2 Shred1 Shred1 Shred

Arming Sword, DEX, 1 Handed.

4 Violence5 Violence5 Violence6 Violence6 Violence6 Violence
3 Shred3 Shred2 Shred2 Shred1 Shred1 Shred

Longsword, DEX, 2 Handed.

5 Violence5 Violence6 Violence7 Violence9 Violence9 Violence
3 Shred3 Shred2 Shred2 Shred2 Shred2 Shred

Katana, DEX, 2 Handed.

4 Violence4 Violence8 Violence10 Violence11 Violence
4 Shred3 Shred2 Shred2 Shred2 Shred

Falx, DEX, 2 Handed.

2 Violence4 Violence4 Violence*8 Violence*9 Violence*
4 Shred3 Shred3 Shred2 Shred*2 Shred*

*Gain -1 physical defenses until the end of your next turn.

Bladeless Edge, DEX, 2 Handed. Skill: Intermediate

Sheath BladeSheath BladeSheath BladeSheath BladeSheath BladeSheath Blade
4 Shred3 Shred3 Shred2 Shred2 Shred2 Shred

Sheath Blade: Sheath your blade and inflict Violence equal to the amount of Shred you have dealt to each enemy during this Encounter.

Fisticuffs, DEX, 2 Handed. Skill: Beginner

5 Violence5 Violence6 Violence6 Violence8 Violence8 Violence
3 Shred3 Shred2 Shred2 Shred2 Shred2 Shred

Shortbow, DEX, 2 Handed. Range: Far

4 Violence4 Violence4 Violence5 Violence5 Violence5 Violence
4 Shred3 Shred3 Shred3 Shred2 Shred2 Shred

Hand Crossbow, DEX, 1 Handed. Range: Long

6 Violence*6 Violence*6 Violence6 Violence6 Violence6 Violence
2 Shred*2 Shred*2 Shred2 Shred2 Shred2 Shred

*You must spend a Normal Action reloading the crossbow before you can fire it again.

Battle Axe, VIG, 1 Handed.

5 Violence5 Violence7 Violence7 Violence9 Violence9 Violence
2 Shred2 Shred2 Shred1 Shred1 Shred1 Shred

Flail, VIG, 1 Handed.

2 Violence2 Violence4 Violence4 Violence11 Violence12 Violence
3 Shred2 Shred1 Shred1 Shred1 Shred1 Shred

Cudgel, VIG, 1 Handed.

5 Violence5 Violence6 Violence6 Violence7 Violence7 Violence
3 Shred2 Shred2 Shred2 Shred1 Shred1 Shred

Giant Lance, VIG, 2 Handed.

8 Violence9 Violence10 Violence12 Violence12 Violence13 Violence
3 Shred2 Shred1 Shred1 Shred1 Shred

Gain +1 Shred, -1 Violence on a mount. When jumping off a mount gain Circumstance -2, and +2 Violence.

Giant Hammer, VIG, 2 Handed.

8 Violence9 Violence10 Violence12 Violence12 Violence15 Violence
2 Shred2 Shred1 Shred1 Shred1 Shred

Hammer Hammer, VIG, 2 Handed.

4 Violence8 Violence8 Violence10 Violence12 Violence18 Violence
2 Shred1 Shred1 Shred1 Shred1 Shred

Longbow, VIG, 2 Handed. Range: Distant

7 Violence8 Violence9 Violence10 Violence11 Violence12 Violence
2 Shred2 Shred2 Shred1 Shred1 Shred1 Shred

Crossbow, VIG, 2 Handed. Range: Far

10 Violence*10 Violence*10 Violence10 Violence10 Violence10 Violence
2 Shred*2 Shred*2 Shred2 Shred2 Shred2 Shred

*You must spend a Normal Action reloading the crossbow before you can fire it again.

Magical Weapons

Quartz Orb, EDU/COG, 1 Handed. Range: Long

2 Potency3 Potency4 Potency5 Potency6 Potency7 Potency
2 Chaos1 Chaos

Iron Orb, EDU/COG, 1 Handed. Range: Medium

2 Potency3 Potency4 Potency5 Potency6 Potency7 Potency
2 Chaos1 Chaos

Oak Staff, EDU/COG, 2 Handed. Range: Long

3 Potency3 Potency4 Potency5 Potency5 Potency6 Potency
1 Chaos2 Chaos3 Chaos3 Chaos

Dual Capped Staff, EDU/COG, 2 Handed. Range: Long, Skill: Intermediate

Elemental Storm3 Potency4 Potency5 Potency6 Potency7 Potency
1 Chaos2 Chaos2 Chaos3 Chaos

This staff can have two different elemental types.

Elemental Storm: The elements contained in your staff clash and explode. This is a 2 potency, 4 Chaos effect which is dictated fully at GM discretion.

Skull Topped Staff, EDU/COG, 2 Handed. Range: Long

1 Potency2 Potency3 Potency4 Potency5 Potency4 Potency
1 Chaos1 Chaos2 Chaos3 Chaos4 Chaos5 Chaos

Spiritual Weapons

Crystal, RES, 1 Handed. Range: Close

1 Power1 Power5 Power6 Power6 Power6 Power
3 Rebound2 Rebound1 Rebound1 Rebound

Blood Amber Crystal, RES, 1 Handed. Range: Close

2 Power3 Power6 Power7 Power7 Power10 Power
3 Rebound2 Rebound1 Rebound1 Rebound2 ReboundThirst

Thirst: The crystal demands blood. On your next turn you must feed it large quantities of blood, or it will drink your own, inflicting 4 Shred.

Optics, CNT, 1 Handed. Range: Close

1 Power2 Power4 Power5 Power6 Power7 Power
2 Rebound1 Rebound

Cultic Sigil, CNT, 1 Handed.

2 Power4 Power5 Power6 Power6 Power7 Power
3 Rebound2 Rebound1 Rebound2 Rebound

Companion Traits

The traits in this document are focused around companions, familiars, and pets that help your character.

Has a Pet, Tales: 2

This trait may only be taken at character creation or at GM discretion.

You have an ordinary pet, partially trained. They are an independent, mortal creature. A comforting companion.

Choose a commonly domesticated or tamable animal for your pet. They count as an NPC, and are controlled by the GM. As with any animal, you can perform a CNT roll or relevant skill check to attempt to command or communicate with them. Your pet is mortal, it can get sick, injured, and be killed. In the case your pet has died you may pay 1 tale to gain a new one at GM discretion.

Pets use a simplified stat block with ATTS collapsed into three categories: Physical (VIG/DEX), Mental (EDU/COG), and Spiritual (CNT/RES); Defensees collapse into three similar categories: Dexterous, Cognitive, and Resolve. Determine values with the GM, following these guidelines.

  • Total ATT: -2,
  • Total Defense: -2,
  • Toughness: 5 - 8,
  • Tenacity: 2 - 4,
  • Max Wounds: 2,
  • One Beginner (1) Background Skill in being whatever type of creature they are.

Has a Familiar, Tales: 12, Requires ‘Has a Pet’

Gain a new familiar in addition to your pet. Alternatively, your old pet and the bond between you has been enhanced and transformed them into a stronger creature.

Choose a somewhat exotic animal, or common magical creature for your familiar. They count as an NPC and are controlled by the GM, but you can give them basic commands with a Free action. Your familiar is mortal, it can get sick, injured, and be killed. In the case your familiar has died you may pay 1 Tale to gain a new one at GM discretion.

Familiars are more powerful, and your connection is too. Gain your familiar’s natural language. For a Free action you can sense the general direction and distance between you and your familiar. Because familiars are strong, determine a new stat block with your GM based on these guidelines.

  • Total ATT: 0,
  • Total Defense: 1,
  • Toughness: 8 - 12,
  • Tenacity: 3 - 6,
  • Max Wounds: 2,
  • One Beginner (1) Background Skill in being whatever type of creature they are.
  • One Intermediate (2) Skill of your choosing.

Pet Assistant, Tales: 3, Requires ‘Has a Pet’

When within arms reach of your pet, or familiar, you may choose to have them assist you with a skill check. The pet loses 1 Toughness as it exerts itself to help you. You gain a Circumstance bonus equal to your pet’s applicable ATT stat.

Bonded Familiar, Tales: 3, Requires ‘Has a Pet’

The bond between you and your pet or familiar is extraordinarily strong. With a Free action you can sense the precise direction and distance between you and your familiar at any range. While within Close to Far range you can discern your familiars exact location, status, and communicate telepathically. For a Movement or Normal action you may meld your and your Familiar’s Mental Surface, experiencing each other’s current thoughts, sensory input, and short term memory.

Personality Traits

Exploitative, Tales: 4

You are skilled in utilizing even the slightest advantage to destroy your opponents. Beware that most people don’t enjoy watching you kick someone while they’re down.

When attacking a target you gain Shred equal to your Circumstance/2. You may not wound a target unless you have a Circumstantial bonus.

Ominous, Tales: 5

Something about you is frightful, intimidating or unnerving. Perhaps you are physically intimidating, or have a horrific birth defect. Perhaps you have suffered a terrible loss and carry it with you like a dark shroud. Or maybe, you’ve been cursed.

Most people feel your presence through the Bond. All targets within Medium range with at least CNT -1 will be made known of your presence and approximate location.

Tale-Spinner, Tales: 6

You’ve been around, you know the stories, all of them. Maybe you’re a professional bard, or storyteller, or maybe you’re just well traveled and have a knack for remembering these things.

For a Normal Action you may remember a story about a location, person, creature, culture, item, etc. Begin telling a story about this subject. At some point pause, and declare that this is all you can remember. Then perform an EDU check using your Level/2 as your Skill level, and comparing it to the obscurity of the subject of your story.

If you succeed you’ve remembered the rest of the story. The GM wil pick up the story where you left it and complete it.

If you fail then you don’t remember, and cannot attempt this ability again without incurring a circumstantial penalty, until you have taken some time (usually a Good Night’s Rest) to clear your head.

Note that the effects of this take place in real time, as such you probably cannot tell a story in the middle of combat, or another time sensitive encounter.

Cool & Collected, Tales: 8

You always appear calm, professional, and capable. Perhaps you’re a professional servant, or politician. Maybe you have nerves of steel, or are perpetually chilled out.

You project a calming aura onto all targets in Close range. All targets will begin to feel slightly calmer and more collected. Targets whose Will is less than your Level/2 will feel this especially strongly, to the point where if they possess a negative disposition towards you or anyone else, it will be temporarily lessened by one rank.

This effect is constant, and impacts all targets equally. If a target is used to your aura they may attempt a RES check gaining circumstantial bonuses based on their familiarity with you.

Relentless, Tales: 8

You do not stop, you do not slow, regardless of the cost. Perhaps you are rather single minded in your pursuits and can focus on little else, or perhaps you have difficulty accepting defeat.

After a target within your attack range moves out of your attack range for any reason, you may choose to move up to your movement until they are within range again, and then gain a Normal action to attack them.

After doing this, all enemies who attack you can choose the result of their d6 rolls, and you cannot use this Trait again until the start of your next turn. All nearby intelligent enemies will know this.

Socialite, Tales: 8

You know everyone and everyone knows you. You build reputation easily, both good and bad, and people remember your face for a long time.

You know and remember the names and identities of people easily, even if you only head about them tangentially. Similarly people remember your name and identity easily as well.

People are more likely to gain a strong positive or negative Disposition towards you, and will be less likely to change their Disposition towards you. When people do begin to reverse their Disposition towards you, the Disposition inverts, rather than raising or lowering normally.

Mastermind, Tales: 10

You are always planning, plotting, scheming. You can never plan for everything though, and many times will be taken aback by a variable or choice you had not previously considered.

For a Normal Action you may narrate a flashback talking about how you prepared for your current situation in a very specific way. This creates an effect with rating equal to your COG. Flashbacks cannot overlap each other, and using the ability several times in succession will likely have required a great deal of past energy and time, resulting in you being exhausted.

Note that you must have had the time and energy to prepare in this way, and the rating of the effect should be altered by how much time and energy you spent preparing.

On use you may expend 2 Tales to increase the Rating of your effect by 1.

Steadying, Tales: 10

When nearby, those around you feel compelled to remain and see things through. Perhaps you yourself are a very thorough, slow, and steady person, or maybe you merely inspire this in others.

Subtract 1m from your movement stat. At the end of your turn you must choose one of the following effects to apply to each adjacent target:

  • +1 Will Fortification
  • +1 Null Fortification
  • +1 Escape Fortification
  • Lose their next movement action.

Field Manipulation Traits

Field Portfolio, Tales: 4

Increase the radius of your created Fields by 1m. When you roll a critical, before the GM chooses a location, you may choose between creating an Empowered Field, or any other type of Field which you possess.

Field Control, Tales: 4

Whenever the GM places a Field created by you, you may shift its center by 2m in any direction.

Field Seizure, Tales: 8

When a willing creature within Medium range created an Empowered Field, you may apply apply any of your Field traits to their Field creation.

Shady Field, Tales: 2

When you roll a critical, instead of creating an Empowered Field, you instead create a Shady Field with radius 1m.

Shady Field: When using a weapon, roll 1d6-2 instead of 1d6. If your result is less than 1, treat it as 1. Lasts until the end of the current encounter.

Field of Murderous Intent, Tales: 2

When you roll a critical, instead of creating an Empowered Field, you instead create a Field of Murderous Intent with radius 1m.

Field of Murderous Intent: When using a weapon, roll 1d6+2 instead of 1d6. If your result is more than 6, treat it as 6. Lasts until the end of the current encounter.

Elemental Flux Field, Tales: 2

One of the eight elements clings to you. Perhaps one of your distant ancestors was touched by a dragon or powerful elemental. Perhaps your personality is self similar to this element, or else you were placed under some magical curse, or blessing.

Choose an element. Instead of creating an Empowered Field, you create an Elemental Flux Field with radius 2m of that element.

Elemental Flux Field: When rolling an attack gain 1 Chaos, gain 2 Chaos on a roll of 6. This chaos is always of the element of the Elemental Flux Field. The Chaos appears on Magical, Physical, and Spiritual rolls.

Racial Traits

Topples Dice, Tales: 6, Requires: Goblin Racial

Luck shifts in odd ways around you. You may now spend two Goblin Points to shift the side of a rolled dice to any adjacent (share a side length) face, rather than re-rolling it.

Sturdy as Scrap, Tales: 8, Requires: Drost Racial

Your wounds react stronger than your kin. Replace your racial ability with the following: When wounded, gain +2 defense against all damage types of the same category (Dexterous, Cognitive, or Resolve), until the end of the current Encounter.

Lightning Reflexes, Tales: 6, Requires: Fairy Racial

Some call you jumpy. Unnervingly so. Replace your racial ability with the following: At the start of Turn Time you may add -VIG*2 to your Initiative roll.

Pained Rage, Tales: 6, Requires: Goran Racial

The battle rage of your ancestors runs strong in you. Replace you racial ability with the following: When you suffer a wound, do not regain Toughness. Instead immediately take an extra turn. Gain Circumstance equal to your Tenacity*2 until the end of your turn. If you wound a target during this extra turn, regain toughness equal to your Tenacity. Effects that happen at the start of your turn happen immediately. If the wound would kill you, gain this extra turn in addition to your last action before death.

Gossip, Tales: 8, Requires: Vincal or CNT 3+

You know a bit of everything about everyone. You have a maximum of 3 Gossip Points, and begin with 3 Gossip Points. While conversing with a target you may expend 1 Gossip Point to alter their Disposition towards another target (not yourself) by plus or minus one, for the next hour. Some targets may be willing to give you information in exchange for Gossip Points. You regain one or more Gossip Points anytime you learn a particularly juicy bit of information that is not common knowledge.

Warfare Traits

Tactical Hit, Tales: 2

The first time in a round someone fails to hit you with a shredding attack you instead take the hit, and get to shift their attack die by 1. Gain 1 fortification in a defense of your choosing.

Bloody Lust, Tales: 4

Your rage brings you power. Whenever you take shred take an additional point, but increase all violence by +1 until you rest.