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.

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.

Summary

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. Be sure to keep good track of this, especially if you’re recording it on paper.

Individual stats and attributes can be found all throughout the rules, but the ones you need to record on your character sheet have also been collected into the Character Sheet Cheat Sheet for convenience. If you keep forgetting a stat, don’t be afraid to write down the equation for it on your character sheet, rather than constantly referencing the Cheat Sheet.

Summary

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. If you ever don’t know what is supposed to go some place on your character sheet, check the Character Sheet Cheat Sheet.

Character Sheet Details

Below are the details of the different slots, and textboxes on your character sheet, broken into a few different sections. This refers to the original pdf, but if you are using your own the formulas, and general uses for different sections will be similar.

Identifiers Section

In the top left of the pdf are 4 stats, Character Name, Level, LP, and Victory/Despair.

Character name is the name of your character. This is just an identifier. Maybe your real name is “Stanley”, but you go by “Dark Shadow.” Whatever it is, it is the best name to call your character.

Level is a number from 1 to 10 which tells how experienced you are. It starts at 1, unless otherwise specified, and goes up by 1 every time you have checked victory and despair.

LP ranges from about 0 to 50. LP is used to buy Skills and Talents. You’ll gain about 5 LP for every level. It’ll start at 0.

Victory/Despair These are checkboxes. You gain a Victory (the top half) whenever something really good happens to you. You gain a Despair (the bottom half) whenever something really bad happens to you. Once both have been checked then you gain a level, and remove the check marks.

Information Section

In the top right of the pdf are 10 different bits of information, including mechanical information, like Player Name, Race, and Body type, as well as more informative stats like, Worship, Age, Weight and Height.

Player Name is your real life name, or whatever you’d like to be called.

Race is your character’s race, you select it at character creation and it influences body type, as attributes, and racials.

Body Type is determined by your race, and influences your Toughness, Carrying, and other things.

Worship is whatever your character’s faith is, or highest thing you answer to. This can be left blank if you are unsure, or could be a God, Association, Friend, or even yourself. In general this would be a God or being of high power that you follow though.

Homeland is wherever your character is from.

Character Progression

Characters start at Level 1 with 0 Learning Points, Victory, and Despair. Level and Learning Points (LP) are the two different ways that your character grows. Level growth represents your character’s core features, and their growth as a person. While LP represents how skillful your character is.

Levels

You gain Levels by combining one point of Victory and Despair. Victory is gained by experiencing significant emotional and material victories or good fortune; Despair is gained by experiencing significant defeat, emotional Despair, and failing when you most needed to succeed. You cannot have more than one “point” of Victory or Despair at a time, and when you level up you consume one “point” of Victory and Despair. Events which gain you Victory and Despair should be of a magnitude sufficient to make a lasting impression on them; The Level 5 hero of the realm won’t remember every bandit they’ve ever killed, but might remember rallying the militia of their hometown to defend against a goblin hoard. To grow to Level 2 for instance your Level 1 character might gain a point of Victory by protecting a beggar from a pair of street thugs, and then a point of Despair by having their equipment stolen by those same street thugs the next night. When your character dies or retires you should be able to write out all of their Victory and Despair, and what caused them, and gain a good feel for the character’s journey as a person. Levels range from 1 to 10. A level 1 character is roughly equivalent to a working class normal peasant, largely unremarkable. A Level 5 character is likely a well established member of the world. Possibly known locally for their skills and abilities. A Level 10 character is at the pinnacle of what is possible for mortal beings and can stand up to gods, and maybe even dragons. As you gain Levels your Attributes and other Stats will improve.

Learning Points (LP)

Your GM will distribute LP to the party as you complete, either failing or succeeding, at different challenges. This could be fighting a monster, or failing to steal something from a noble, but, like Victory and Despair are gained only from problems that challenge your characters and force them to grow and adapt. Though GMs can distribute LP however they like, you should be gaining around five LP per Level. That is, around the time you have 5 LP, you should also be leveling up to second Level, 10 LP should coincide roughly with Level 2, and so on. LP is used to buy and upgrade Skills, and improve your character with special Talents. Talents represent significant changes or improvements to your character and can drastically change how they play and interact with the world. Your Talent Cap, the number of Talents you can buy, is equal to \(1+\frac{Level}{4}.\)

Starting at Higher Levels

If you and your group decide not to start at Level 1, use the table below to figure out starting amounts of LP for each Level. It is also recommended that GMs try to keep their players in the same ballpark in terms of levels as they advance, so you don’t have a party of level 3s with one level 5.

Level12345678910
LP051015202530354045

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, Victory, and Despair will make up their backstory. 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.

Summary

You start at Level 1 with 0 LP. Levels and Learning Points (LP) represent how experienced your character is, from a Level 1 peasant, to a Level 10 god-slayer. You gain Levels from experiencing good things (Victories), and bad things (a Despair). Similarly you gain LP from attempting challenges. Both LP and Victories/Despairs should be gained from events relative to your character’s power. A Level 10 would not gain a Victory for defeating some thieves.

Attributes

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 -15 to 15. When your character does something that requires a die roll you will always add one of these Attributes to the result, probably along with other bonuses from Skills and Equipment.

Vigor (VIG)

Vigor is your raw strength, and physical limits of your body. It allows you to wear heavier armor into battle, and become a walking tank. You can also wield heavy weapons like Great Axes, Long bows, 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, and predict what people will do next. It is also used for 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.

Starting Attribute Values

When making a character your starting attributes are determined by rolling a d6, and subtracting 5 from the result. You will do this six times and can choose which attribute each value goes to. So when creating your character, roll 1d6 and subtract 5, six times. This will give you values between -4, and 1. You can then add a total of 3 points to your attributes, split in any way you’d like: +1 to three attributes, +2 to one, and +1 to another, or +3 to one. You will repeat this process of adding 3 points to your Attributes every time you level up. But make sure not to go over your attribute cap.

Attribute Caps

There are caps to how high an attribute can be at any given level determined by the table below.

Level12345678910
ATT Cap567891012141515

Racial, equipment, and other bonuses to Attributes are applied after the Stat Cap, and allow you to exceed it. For instance, a race which gives you +1 to Vigor, could have a Vigor of 5 at level 1, and then gain the +1 from their race, causing them to have a Vigor of 6. It is a good idea to record this as 5+1 on your character sheet so you can distinguish from your bonus and your attribute.

Summary

The Attributes, and what they are used for are, in short: Vigor: Your strength and athletic abilities. Heavy weapons. Dexterity: Your precision and agility. Light weapons. Education: Your memory and academic knowledge. Some magical effects. Cognition: Your mental prowess and intuition. Some magical effects. Resolve: Your spiritual strength and self confidence. Emotional effects. Connection: Your social aptitude, and spiritual perception. Mental and musical effects.

Attributes are the core of your character, split into 6 different statistics, each allowing you to do different things. You calculate them by rolling 1d6-5 six times. Once you’ve rolled them all, you choose where each result goes. At each level (including level 1) you will add 3 attributes points, which can be split between the 6 different attributes however you’d like. There is a limit to how high an attribute can go based on your level. Racial mods, equipment, and other bonuses are applied after this cap, allowing you to surpass it.

Your Character’s Race

Your race is a very fundamental part of your character. Your race influences your Attributes, and also gives you a passive. More importantly every race has stereotypes and culture associated with it that informs what type of character you’ll play, and how other characters in the game will react to you. Races all derive from a Kin. You have Dwarf-kin, and then the different races of Dwarves. Elf-kin, and then the different races of Elves. Kin all share some ancestors, or are born in similar ways.

Choosing a Race

Finding the right race for your next character can be difficult, it helps first to choose a kin that you’d like to explore, this could be randomly, but choosing it based on the kin’s tendencies can help you narrow in. Below are brief descriptions of the Kin, and what unifies all the races underneath them.

Elf-Kin are physically weak, but gain power in some other area because of that sacrifice.

Dwarf-Kin are hard workers, bread to perform specific tasks very well.

Human-Kin are adaptable, and helpful, staying in clans, and building great things.

Gnome-Kin are outcasts of society, forming small cohorts to protect each other.

Bird-Kin are winged curious creatures who work with the natural world.

Beast-Kin are solitary beings, whose ancestors were once animals themselves.

Goblin-Kin are tribal creatures dealt a poor hand in life.

An Example Race

The name would be above, and this text here would be a description, generally of culture, significance in Ver, and other notable things of the race. The block of text closes out with what the race tends to worship, be that gods, dragons, ancient creatures, or nothing at all.

Mods: Values you MUST add to your Attributes (ATT).

Body Type: A link to the race’s Body Type.

Languages: The languages the race speaks by default.

Racial: This is a passive or ability which is specific to your race, which exemplifies your race’s culture or an ability specific to them.

Finally, below the stats of the race is a description of the races appearance as well as their expected life span, height and weight. This can be very important as lots of races can use their body to their advantage, such as Fairy elves which can glide with their wings. All of the things in the appearance are recommendations though. If you want to play something that doesn’t fit within the bounds of the appearance feel free, just run it by your Game Master first.

Summary

Your character’s race will grant several changes to their ATT, a Body Type, default Languages, and a Racial Ability or Passive. It’s worth taking a moment to ask your GM about how your character’s race fits into society in your campaign, as this can have a significant effect on how other characters and players react to your presence.

Body Type

Body type puts races in general categories, and has some gameplay implications. Body type is a general size. Below are the body types, and their effects.

Toughness is your general well being it indicates how resilient you are to taking significant damage in the form of Wounds.

Resilience is how resilient you are to gaining wounds, that is how much toughness you regain when you take a significant hit.

Base Defense, this is a basic defense you add to all defense types. It reflects your character’s size, and difficulty (or ease) to hit them.

Armor Class is how heavy the armor you can wear is. This should also be used to estimate how much stuff you can carry.

Common Body Types

Most playable races are one of the following three body types.

SmallRoughly 60-120 cm tall
Toughness: \(14+\frac{VIG}{2}\)Tenacity: \(2+\frac{RES}{3}\)
Dexterous Defenses: \(9+DEX+3 \cdot Level\)Cognitive Defenses: \(9+COG+3 \cdot Level\)Resolve Defenses: \(9+RES+3 \cdot Level\)
MediumRoughly 120-210 cm tall
Toughness: \(20+\frac{VIG}{2}\)Tenacity: \(4+\frac{RES}{3}\)
Dexterous Defenses: \(6+DEX+3 \cdot Level\)Cognitive Defenses: \(6+COG+3 \cdot Level\)Resolve Defenses: \(6+RES+3 \cdot Level\)
LargeRoughly 210-330 cm tall
Toughness: \(25+\frac{VIG}{2}\)Tenacity: \(8+\frac{RES}{3}\)
Dexterous Defenses: \(3+DEX+3 \cdot Level\)Cognitive Defenses: \(3+COG+3 \cdot Level\)Resolve Defenses: \(3+RES+3 \cdot Level\)

Uncommon Body Types

But some creatures are smaller--or larger--than average, below are the body types for those creatures.

MinuteRoughly 5-30 cm tall
Toughness: \(6+\frac{VIG}{2}\)Tenacity: \(1+\frac{RES}{3}\)
Dexterous Defenses: \(15+DEX+3 \cdot Level\)Cognitive Defenses: \(15+COG+3 \cdot Level\)Resolve Defenses: \(15+RES+3 \cdot Level\)
TinyRoughly 30-60 cm tall
Toughness: \(9+\frac{VIG}{2}\)Tenacity: \(1+\frac{RES}{3}\)
Dexterous Defenses: \(12+DEX+3 \cdot Level\)Cognitive Defenses: \(12+COG+3 \cdot Level\)Resolve Defenses: \(12+RES+3 \cdot Level\)
HugeRoughly 330-480 cm tall
Toughness: \(30+\frac{VIG}{2}\)Tenacity: \(12+\frac{RES}{3}\)
Dexterous Defenses: \(DEX+3 \cdot Level\)Cognitive Defenses: \(COG+3 \cdot Level\)Resolve Defenses: \(RES+3 \cdot Level\)

Summary

Skills

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
1Unremarkable(2)
2Remarkable(3)
3Remarkable(3)
4Impressive(4)
5Impressive(4)
6Fantastic(5)
7Fantastic(5)
8Heroic(6)
9Heroic(6)
10Legendary(7)

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.

Components

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.

VIG

BasesComponents
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

DEX

BasesComponents
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

EDU

BasesComponents
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

COG

BasesComponents
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

CNT

BasesComponents
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
Vocals+1

RES

BasesComponents
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

Languages

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

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.

Dwarvish

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.

Floran

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.

Goran

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.

Lingvo

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.

Nomadic

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

Elemental Force

Governed by Questona, Dragon of Force, their words declare: All forces have an equal and equivalent reaction. Force can be applied to objects as a directional vector, which pushes or pulls on them. The resulting reaction is a force of equal power and opposite direction being applied to you. Force can also be used to manifest physical objects and barriers which are almost impossible to destroy, and nearly invisible to the naked eye. The resulting reaction is that maintaining one of these barriers renders the caster immobile except for very minor movements, such as blinking, breathing, and speaking slowly. This only effects the caster’s muscles though, and they can be tipped over, moved, carried, or knocked around as normal.

Details

To imagine the cognitive load, you can liken Force magic to doing Vector calculations in your head.

In Turn Time, a maintained force object can be manipulated directly with a Quick Action. Maintaining a force object does not prevent you from creating force vectors.

Elemental Space

Governed by Psicorna, Dragon of Space, her words declare: Space can be understood as an infinite field of points which can be stretched and compressed. You can manipulate individual points by exchanging them, reorienting them, or linking them together. Exchanged points will also exchange anything occupying where the points were. Reorienting points can be used to rotated objects or regions of space. Linked points act as the same point and anything passing through one will come out the other one, by default the direction is maintained but a practiced space mage can change this orientation by first linking them and then reorienting one of the points.

Details

You cannot link or influence points in another plane or universe, but you can access a special extra dimensional plane called The Scraps. This plane was created by Psicorna and space mages can reserve regions within it to create extra-dimensional pockets that linger and can be accessed repeatedly by the space mage. To do this you must briefly contact Psicorna and she will give you a region of space relevant to your power.

Mentalist

By traversing, and communicating through the Bond: you can influence a spirit discretely, implanting or reading emotions and ideas without a trace, or assaulting the victim, overwhelming them with emotions or ideas. Known spirits, either through familiarity or knowledge, are far easier to manipulate, and all manipulation leaves a trace or scarring that is unique to each mentalist. Emotions are like fire, they are intense but will quickly go out if not stoked. Strong Mentalists know how to both stoke and smother the fire, as well as how to move the fuel from one emotion to the next. Ideas are permanent--carved into the walls of your head. Strong Mentalists know how to implant the ideas--both long and sort term--they want, and suppress the ones they don’t, covering old thoughts behind layers of new ones. Beware, while it is possible for a skilled mentalist to tell the difference between two peoples ideas, and thus identify implanted thoughts, it is impossible for a mentalist to tell the difference between their own ideas and the ones they have implanted in themselves.

Details

It is not uncommon for Mentalists to fortify their own minds, creating complex mazes, and palaces to hide their thoughts and ideas. Other mentalists attempting to affect them, may find themselves physically navigating these tunnels, and corridors. Additionally, some heroic mentalists have been able to pull others into their minds, trapping them in their own mind jails, where they have full control of the walls. But it is a dangerous thing having another person in your mind.

LP Cost Cheat-Sheet

Skill Level: The number of times you’ve bought or upgraded a Skill. This is 0 if you have not yet bought the Skill at all.

Cost of next level: The LP cost to upgrade a Skill to its next level based on its current level.

Total cost: The total LP cost to purchase a Skill of that level.

Skill LevelTotal CostCost of Next Level
001
112
233
364
4105
5156
6217
7288
8369
94510

Leveling Up Cheat-Sheet

When you gain a Level, the following things happen.

  • Add 3 to your Attributes. That is, add 1 to three different attributes, add 2 to one attribute and 1 to a different attribute, or add 3 to one attribute.
  • You can refund one purchase of a skill, regaining the LP of that purchases cost. If I have a skill I’ve purchased 4 times, then if I refunded it I would regain 4 LP, and have a skill I’ve purchased 3 times.
  • Heal to full toughness

The following are affected by your level, and will change when you gain a new one:

Attribute Cap, The max amount an attribute can be.

Level12345678910
Stat Cap567891012141515

Talent Cap, your max talents are \(1 + \frac{Level}{4}\)

Possibly your Racial ability. Many racials scale based on your level.

Dexterous, Cognitive, and Resolve Defenses as defined by Body Type, if you are a Medium character this scales by 3, otherwise check the Body Type document.

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.

Circumstance

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.

Attacks

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.

Contests

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.

Summary

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.

Defense

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

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:

Dexterous:

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.

Cognitive:

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.

Resolve:

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 \(10 + CNT\)

Summary

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.

Fortification

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.

RatingFortification
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.

Elf-Kin

Elf-Kin are tall, light creatures. Naturally weak, they trade their physical strength for something Elf-Kin value more, a connection to something greater than them.

Fairy

The fairy are a reserved race. They chose to focus on their connection to the land and forest. This gave them wings, which they use to traverse the forests they inhabit. They often worship Wimble.

Fairy
Mods: +3 CNT, +1 DEX, -2 VIG
Body Type: Medium
Languages: Floran
Racial: Choose an unremarkable creature to be your spiritual companion. You use your actions as theirs. Any attack against the creature acts as an attack against you with distress damage, you can refuse to take the attack, which will cause your companion to disipate untill the end of your next Good Nights Rest. Add \(4*Level+CNT\) to actions they take which they are well suited for.

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.

Kalic

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.

Kalic
Mods: +3 COG, +1 EDU, -2 VIG
Body Type: Medium
Languages: Common
Racial: Gain a +2 Component named “Arcane Birthright” which you can apply to one skill that uses ARC

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.

Sholl

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.

Sholl
Mods: +3 CNT, +1 DEX, -2 VIG
Body Type: Medium
Languages: Light Elemental
Racial: For a Quick Action you can sink into a shadow, and move through it at twice your movement speed. Regardless of when you enter the shadow you must exit by the end of your turn. While in the shadow you are only damaged by those things which make the shadow disappear.

Dwarf-kin

Dwarf-Kin are stout and powerful beings of a communal sort. They are the only kin who reliably live together in a single unit, each different type of dwarf filling another role in society. Thus they form into fortresses, and fortresses into strict casts formed out of regulated bloodlines. To abandon your fortress and cast is the highest level of treason a Dwarf-Kin can commit, and results in being branded, literally and figuratively, a race traitor.

Formist

The creator cast of dwarvish society. Formists are those who wield the hammers that smith weapons of legend. Though sometimes allowed to leave dwarvish society temporarily in order to apprentice with creators of other races, they live most of their lives under dwarf stone. They worship Krunder or Lindora.

Formist
Mods: +1 DEX, +1 VIG
Body Type: Medium
Languages: Dwarvish
Racial: Gain a +4 Base called Dwarven Profession, and a free skill from this base. Additionally gain +1 to the relevant attribute for this skill.

Formists are solid and slightly taller than most other Dwarf-Kin. Males average 65 kg, 145 cm. Females 63 kg, 140 cm. Their hair is normally black, though occasionally red like flame. Their eyes are grey like steel or stone or bright silver. Their skin is a light reddish brown. They can live up to 350 years, and become young adults at 35.

Drost

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.

Drost
Mods: +1 VIG, +1 RES
Body Type: Medium
Languages: Dwarvish
Racial: If you did not perform a quick action last turn, then you can use your quick action as a normal action this turn.

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 young adults at 15.

Pirate

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.

Pirate
Mods: +2 RES
Body Type: Medium
Languages: Dwarvish
Racial: Once per day, for a quick action, you gain +10 RES until your next turn.

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

Human-Kin

Human-Kin are diverse and adaptable. They thrive both in civilized lands, and at the fringes of the world. They also mix well with other races and though together they may not be as wholly dominant as the Kalic, or have the influence of the dwarven fortresses, they can be found any and everywhere.

Vincal

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.

Vincal
Mods: +1 CNT, +1 RES
Body Type: Medium
Languages: Common, Your choice of: Dwarvish, Goran, or Nomadic
Racial: Once Per Day you can give one nearby target Circumstance +10.

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.

Goran

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.

Goran
Mods: +2 VIG, +1 RES, -1 EDU
Body Type: Medium
Languages: Goran
Racial: Once Per Day, if an attack would inflict a wound on you, instead do not take the wound, and regain toughness equal to your Tenacity.

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.

Harenite

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.

Harenite
Mods: +2 RES, +1 CNT, -1 EDU
Body Type: Medium
Languages: Nomadic
Racial: Once Per Day, you may pray to a Higher Power, and create an effect from their constitution. The rating of this effect is \(4*Level + RES\)

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.

Gnome-kin

Small of stature, Gnome-Kin are an inward folk who keep their secrets to themselves, but range a wide spectrum of personalities and social positions. Gnome-Kin are often labeled as such due to size and little else, and so races within the group don’t always identify, or even remotely resemble each other, but most hold deep respect for the other little folk of the world.

Etequxod (Ete)

Etequxod (all letters except the first three are silent) are a sad race. Almost universally enslaved due to their ornament like appearance. Kalic’s use them as servants and quite literally lawn ornaments as a way to show personal status. Free ete are not uncommon at the fringes of civilization. They often worship Wimble, or TGITC.

Etequxod
Mods: +1 DEX, +1 CNT
Body Type: Small
Languages: Symbal
Racial: Once per day, for a quick action you can cover your body in stone. While in stone all your defenses go up by \(10*LVL+30\). This can be removed at will. While in stone form you cannot use any of your senses.

Ete look like a clay statue of a garden gnome. Males are 14kg and 45cm, Females 11kg and 40cm. Their hair is white and wild. Their skin is pale and their eyes are black or brown. They can live, if lucky, for an astonishing 1000 years, and become an adult at 10.

Telek

The most powerful of the Gnomes. Telek are technological masterminds. They invented the first tech golem, and live on giant floating sky islands. Wildly intelligent, and clever with tools. They wield steam and gears as a Kalic does magic. As such they hold a considerable position of power in the world, but rarely involve themselves with pursuits beyond the invention of their next mechanical wonder. They often worship Tonk, or choose to kneel to no higher power.

Telek
Mods: +3 EDU, +1 RES, -2 CNT
Body Type: Small
Languages: Lingvo
Racial: Gain a +3 component called Genius which can be applied to any non-constitution based Education skill.

Telek vary widely in appearance due to technological modification. Males average 27kg and 75cm. Females 25kg and 70cm. Their hair, eyes, and skin can be any color they choose. They can live up to 300 years, and become adults at 18.

Pixie

Some of the smallest and most beautiful creatures in Ver, Pixies look like tiny humans with butterfly wings. Hunted for both their beauty and Pixie Powder, Pixies tend to create small Pixie societies within, or close to villages. Pixies often make their homes in small underground burrow, or hollowed out trees, and boulders.

Pixie
Mods: +2 DEX, +2 COG, -2 VIG
Body Type: Minute
Languages:
Racial: For a Quick Action you can sprinkle pixie dust on something, causing it to become weightless. You may add \(5*LVL\) or a relevant skill. Causing a small target to become weightless for 1 round is unremarkable.

Pixie are universally known for their beauty, and butterfly like wings. Males and Females average 1kg, and 16cm. Their body proportions are that of humans, and their hair, eyes, and skin come in almost every variety. They can live up to 350 years, and become adults at 20.

Bird-Kin

Bird-Kin live in varied communities, often away from traditionally mixed civilizations but perfectly happy to mingle and interact with a few specific races instead. Their wings allow them to move long distances with great ease, and many Bird-Kin live their life in a constant state of travel, acting as messengers, or simply exploring the world.

Aetos

Aetos soar high above the land on great wings and ponder the deep questions of the world. At the heart of any Aetos is a life question, which they will pursue for their time in this world, and upon answering it, usually choose to move onto whatever afterlife awaits them, contented. Questions can be concrete like, “what does it take to kill a god?” or more philosophical like, “which form of government creates the most good for its citizens and nation?” They often choose to live with the Telek or live a nomadic life searching for the answer to their question. They usually worship Tonk or Tasa.

Aetos
Mods: +1 EDU, +1 RES
Body Type: Medium
Languages: Lingvo
Racial: Gain a +3 Component name “Question” which you can apply to any skill which has to do with answering your question

Aetos resemble a golden eagle. Males average 36kg and 180cm. Females 34kg and 170cm. Their feathers are white and gold. Their eyes are a brilliant amber and they can live for 400 years, becoming an adult at 20.

Fanin

Fanin commonly live in either small fisher villages, or large monkish monasteries where they study the martial arts and secrets of the Bond. They are a humble but contented folk, who usually stay out of the way of the larger movings of the world. Though many choose not to, when they do worship, they often revere Wimble.

Fanin
Mods: +2 DEX, +1 CNT, -1 VIG
Body Type: Medium
Languages: Lingvo
Racial: As a Quick Action you can attack with your beak, add \(4*Level+DEX\) or an appropriate skill. This counts as an unarmed attack, and deals cut damage.

Fanin resemble a Heron. Males average 45 kg and 200cm. Females 47kg and 195cm. Their feathers range from grey to blue to green. Their eyes are yellow and they can live for 100 years, becoming an adult at 16.

Paruli

Paruli are a small, frenetic people with bright yellow plumage. They tend to be scatterbrained, and need to constantly move. This urge to be moving is part of what drives their annual migrations. The other reason is the movement of the fire dragon Valkesh. The Warblers follow as Valkesh moves, staying in the range of the dragon’s warm influence. Because of this they are a nomadic people, with no real place to call home. They don’t mind however, being a very cheerful people, and happy to be seeing the world and staying warm.

Paruli
Mods: +2 EDU, +1 DEX, -1 VIG
Body Type: Small
Languages: Nomadic
Racial: Immediately after you take a wound you can create an effect from the Fire Constitution add \(4*Level+EDU\) or an appropriate skill.

Paruli resemble a warblers, specifically yellow warblers. Males average 10 kg and 80cm. Females 11kg, and 73cm. Their feathers range from a bright yellow, to a darker olive-yellow. Their eyes are black, and they can live for 80 years, becoming an adult at 9.

Beast-Kin

Beast-Kin live in many places, and in many ways. Often they live tribally on the edges of the civilized world, or integrated into multicultural cities. Each Beast-Kin race resembles a creature that is itself not an intelligent race. Beast-Kin often have mixed feelings about the animal they resemble. To some it becomes a sacred animal and guide, to others a source of discomfort and disgust.

Dor

The Dor are a small but fierce folk. The majority live nomadically, or as shepherds in plains and temperate regions. Honor and valor are held as cores value in all Dor, and a few choose to follow this to its extreme; Becoming knights, lords, or adventurers. If they worship, Dor usually follow Bullrock.

Dor
Mods: +2 DEX, +1 CNT, -1 VIG
Body Type: Tiny
Languages: Nomadic
Racial: Once per round you can evade the effects of a quick action.

Dor resemble a tall mouse. Males average 10kg and 36cm. Females 11kg and 40cm. Their skin is light pink to grey, their fur is brown or grey. Their eyes are either black or red. They can live for 45 years, becoming an adult at 8.

Kong

Kong live tribally in jungles and other warm forested regions. They are incredibly strong, though usually not the brightest banana of the bunch. In mixed society they often take jobs as hired muscle, either mercenary, or in the place of beasts of burden. Though they suffer disdain from some for their ape-like appearance and lack of intelligence, they make wonderful bodyguards in or guides through, their native lands, which are often rife with dangerous flora and fauna. If they worship, they usually worship either Wimble or Grondshok.

Kong
Mods: +4 VIG, -4 EDU
Body Type: Large
Languages: Floran
Racial: Gain a free skill based on athletics with the +2 Component called Innate Strength. Whenever you crit, gain +15 EDU for 15 rounds (1 minute). This effect can stack.

Kong resemble a large gorilla. Males average 160kg and 175cm. Females 130kg and 160cm. Their fur and skin is black to light grey. Their eyes are either black or a bright blue. They can live for 120 years, becoming an adult at 20.

Formeca Worker

The lowest and most populous cast in Formeca colonies. Workers are responsible for everything from hauling trash, storing water and food to feed other Formeca, fighting on the frontlines, caring for the young, and more. They are responsible for most of the decision making that goes on in a colony and will leave pheromone trails and markings to vote for and against different courses of action like where to hunt, forage, and dig new tunnels.

Formeca Worker
Mods: +2 VIG, +1 CNT, -1 DEX
Body Type: Medium
Languages: Floran
Racial: As a Normal Action you can attack with your Mandibles, add \(4*Level+VIG\) or an appropriate skill. This counts as an unarmed attack, and deals cut damage. You can carry 3 times what a normal person can.

Formeca Workers resemble a large ant, which can walk either on all six legs, or only on the back four, using their front legs as arms. They are all females and average 80kg and 130cm long. Their carapace is red to orange. Their eyes are either black or red. They can live for 40 years, becoming an adult at 4.

Sciur

Deeply spiritual Sciur as a species have a special relationship to the bond, and to the demons which inhabit it. Generally tribal, or nomadic people Sciur travel from place to place healing the bond. They believe that demons are necessary parts of the bond, and host them in their own bodies to keep them under control, and the bond in balance.

Sciur
Mods: +2 CNT, +2 RES, -2 EDU
Body Type: Medium
Languages: Floran
Racial: You share your body with a demon. You cannot use COG or EDU elemental constitutions, or magical items. You can bargain with the demon for knowledge, enhanced bond effects, or anything else that seems relevant.

Formeca Workers resemble a large ant, which can walk either on all six legs, or only on the back four, using their front legs as arms. They are all females and average 80kg and 130cm long. Their carapace is red to orange. Their eyes are either black or red. They can live for 40 years, becoming an adult at 4.

Goblin-Kin

Gremlin

Small Creatures, Gremlins are unusually lucky, often using this to bet and gamble their money. Gremlins can become fixated on certain items, this usually manifests in them stealing it, but sometimes Gremlins will haggle for these items, or bet them in games.

Gremlin
Mods: +2 DEX, +1 COG, -1 EDU
Body Type: Small
Languages: Goblin or Goblinova
Racial: Gain Circumstance +5 when try to cheat or steal. You always win ties.

Stronk

Huge Goblins, slightly larger than a Barbarian Human. What these monsters gain in strength they lose in intelligence, lacking lots of common sense. Stronk Goblins are known to attach themselves to someone, usually a chieftain goblin and protect them with their life.

Stronk
Mods: +4 VIG, -2 EDU, -1 CNT
Body Type: Large
Languages: Goblin or Goblinova
Racial: For a Quick Action you can defend small creatures around you, forcing enemies trying to attack them to attack you instead.

Armor

A character can wear one set of armor which, when bought, can be “skinned” however you like, as long as it is representative of the armor’s rating. So a noble fighter might have their Great Armor look like a set of full plate, while a wizard may choose a blue and red robe.

An armor’s Armor Points is divided between the nine types of defense and may be done however you like when you first buy it. If you are buying an Unremarkable set of scrap plate armor you have 42 points to distribute. As it’s plate armor it will probably be better against cut, so maybe you put 10 points into Cut Defense, and then 8 into both Blunt and Escape, and then decide to divide the remaining 24 points between Thaumic, Thermal, Null, Constitution, Duress, and Will (3 points each). Found armor will usually already have a preset skin and division of its Value among the different Defense types.

You can pay to upgrade your armor, instead of buying a new set, by paying the difference in cost between your sets current rating and the rating you are upgrading to, and then distributing your new Armor Points however you like.

RatingArmor PointsCostUpgrade Cost
Pathetic2010 SR-
Lousy8060 SR50 SR
Unremarkable12012 GR60 SR
Remarkable16024 GR12 GR
Impressive20048 GR24 GR
Fantastic24096 GR48 GR
Heroic280192 GR96 GR
Legendary320384 GR*192 GR*
Divine360768 GR*384 GR*
Mythical4001536 GR*768 GR*
Draconic4403072 GR*1536 GR*

* Armor of these ratings are not able to be purchased on the market, but must be found, stolen, or made special order by the best smiths with the rarest materials.

Summary

Armor is essential to keeping you alive and can be skinned as a wide variety of things. Each piece of armor grants a number of Armor Points based on its Rating which you can divide between your different Defense Types.

Sword - 1-Handed

Pathetic Sword

Cost: 5
Bonus: 0Shred: 1
Range: 1m

Upgrades: Lousy Sword (7)

Lousy Sword

Cost: 12
Bonus: 2Shred: 2
Range: 1m

Upgrades: Unremarkable Sword (16)

Unremarkable Sword

Cost: 28
Bonus: 4Shred: 2
Range: 1m

Upgrades: Remarkable Sword (36)

Remarkable Sword

Cost: 64
Bonus: 6Shred: 2
Range: 1m

Upgrades: Impressive Sword (80)

Impressive Sword

Cost: 144
Bonus: 8Shred: 3
Range: 1m

Upgrades: Fantastic Sword (176)

Fantastic Sword

Cost: 320
Bonus: 10Shred: 3
Range: 1m

Upgrades: Heroic Sword (384)

Heroic Sword

Cost: 704
Bonus: 12Shred: 3
Range: 1m

Upgrades: Legendary Sword (832)

Legendary Sword

Cost: 1536
Bonus: 14Shred: 4
Range: 1m

Upgrades: Divine Sword (1792)

Divine Sword

Cost: 3328
Bonus: 16Shred: 4
Range: 1m

Upgrades: Mythical Sword (3840)

Mythical Sword

Cost: 7168
Bonus: 18Shred: 4
Range: 1m

Upgrades: Draconic Sword (8192)

Draconic Sword

Cost: 15360
Bonus: 20Shred: 5
Range: 1m

Staff

A staff is a long wooden object, imbued with various magical materials and artifacts. They come in all shapes and sizes, and occasionally feature some sort of focus at on end to better strengthen the magical power.

Staff of Element - 2-Handed

Each staff is of a specific element, and may only be used with that element’s COG or EDU Constitution. For example “Remarkable Staff of Fire” or “Lousy Staff of Ice.”

Pathetic Staff of Element

Cost: 10
Bonus: 0Shred: 2
Range: Distant

Upgrades: Lousy Staff of Element (12)

Lousy Staff of Element

Cost: 22
Bonus: 2Shred: 3
Range: Distant

Upgrades: Unremarkable Staff of Element (26)

Unremarkable Staff of Element

Cost: 48
Bonus: 4Shred: 3
Range: Distant

Upgrades: Remarkable Staff of Element (56), Remarkable Dual Staff of Elements (66)

Remarkable Staff of Element

Cost: 104
Bonus: 6Shred: 4
Range: Distant

Upgrades: Impressive Staff of Element (120), Impressive Dual Staff of Elements (130)

Impressive Staff of Element

Cost: 224
Bonus: 8Shred: 4
Range: Distant

Upgrades: Fantastic Staff of Element (256), Fantastic Dual Staff of Elements (266)

Fantastic Staff of Element

Cost: 480
Bonus: 10Shred: 5
Range: Distant

Upgrades: Heroic Staff of Element (544), Heroic Dual Staff of Elements (554)

Heroic Staff of Element

Cost: 1024
Bonus: 12Shred: 5
Range: Distant

Upgrades: Legendary Staff of Element (1152), Legendary Dual Staff of Elements (1162)

Legendary Staff of Element

Cost: 2176
Bonus: 14Shred: 6
Range: Distant

Upgrades: Divine Staff of Element (2432), Divine Dual Staff of Elements (2442)

Divine Staff of Element

Cost: 4608
Bonus: 16Shred: 6
Range: Distant

Upgrades: Mythical Staff of Element (5120), Mythical Dual Staff of Elements (5130)

Mythical Staff of Element

Cost: 9728
Bonus: 18Shred: 7
Range: Distant

Upgrades: Draconic Staff of Element (10752), Draconic Dual Staff of Elements (10762)

Draconic Staff of Element

Cost: 20480
Bonus: 20Shred: 7
Range: Distant

Dual Staff of Elements - 2-Handed

Dual staffs are of multiple elements, specifically two, and may only be used with those two elements EDU or COG Constitution. For Example “Lousy Dual Staff of Fire and Ice,” or “Impressive Dual Staff of Force and Space.”

The additional magic packed into the staff means that the range is reduced.

Remarkable Dual Staff of Elements

Dual staffs contain multiple elements inside of them, a primary and secondary. The primary element has -1 shred when being used, while the secondary has -2 bonus when being used.

Cost: 104
Bonus: 6Shred: 4
Range: Far

Upgrades: Impressive Dual Staff of Elements (120)

Impressive Dual Staff of Elements

Dual staffs contain multiple elements inside of them, a primary and secondary. The primary element has -1 shred when being used, while the secondary has -2 bonus when being used.

Cost: 224
Bonus: 8Shred: 4
Range: Far

Upgrades: Fantastic Dual Staff of Elements (256)

Fantastic Dual Staff of Elements

Dual staffs contain multiple elements inside of them, a primary and secondary. The primary element has -1 shred when being used, while the secondary has -2 bonus when being used.

Cost: 480
Bonus: 10Shred: 5
Range: Far

Upgrades: Heroic Dual Staff of Elements (544)

Heroic Dual Staff of Elements

Dual staffs contain multiple elements inside of them, a primary and secondary. The primary element has -1 shred when being used, while the secondary has -2 bonus when being used.

Cost: 1024
Bonus: 12Shred: 5
Range: Far

Upgrades: Legendary Dual Staff of Elements (1152)

Legendary Dual Staff of Elements

Dual staffs contain multiple elements inside of them, a primary and secondary. The primary element has -1 shred when being used, while the secondary has -2 bonus when being used.

Cost: 2176
Bonus: 14Shred: 6
Range: Far

Upgrades: Divine Dual Staff of Elements (2432)

Divine Dual Staff of Elements

Dual staffs contain multiple elements inside of them, a primary and secondary. The primary element has -1 shred when being used, while the secondary has -2 bonus when being used.

Cost: 4608
Bonus: 16Shred: 6
Range: Far

Upgrades: Mythical Dual Staff of Elements (5120)

Mythical Dual Staff of Elements

Dual staffs contain multiple elements inside of them, a primary and secondary. The primary element has -1 shred when being used, while the secondary has -2 bonus when being used.

Cost: 9728
Bonus: 18Shred: 7
Range: Far

Upgrades: Draconic Dual Staff of Elements (10752)

Draconic Dual Staff of Elements

Dual staffs contain multiple elements inside of them, a primary and secondary. The primary element has -1 shred when being used, while the secondary has -2 bonus when being used.

Cost: 20480
Bonus: 20Shred: 7
Range: Far

Artisan Tools

Artisan Tools can be used with the CNT constitution Rhapsody. Each set of Artisan Tools is a specific item or items, for instance, a Banjo, Painting Supplies, or Dancer’s Bangles.

Pathetic Artisan Tools

Cost: 9
Bonus: 0Shred: 1
Range: Far

Upgrades: Lousy Artisan Tools (11)

Lousy Artisan Tools

Cost: 20
Bonus: 2Shred: 2
Range: Far

Upgrades: Unremarkable Artisan Tools (24)

Unremarkable Artisan Tools

Cost: 44
Bonus: 4Shred: 2
Range: Far

Upgrades: Remarkable Artisan Tools (52)

Remarkable Artisan Tools

Cost: 96
Bonus: 6Shred: 2
Range: Far

Upgrades: Impressive Artisan Tools (112)

Impressive Artisan Tools

Cost: 208
Bonus: 8Shred: 3
Range: Far

Upgrades: Fantastic Artisan Tools (240)

Fantastic Artisan Tools

Cost: 448
Bonus: 10Shred: 3
Range: Far

Upgrades: Heroic Artisan Tools (512)

Heroic Artisan Tools

Cost: 960
Bonus: 12Shred: 3
Range: Far

Upgrades: Legendary Artisan Tools (1088)

Legendary Artisan Tools

Cost: 2048
Bonus: 14Shred: 4
Range: Far

Upgrades: Divine Artisan Tools (2304)

Divine Artisan Tools

Cost: 4352
Bonus: 16Shred: 4
Range: Far

Upgrades: Mythical Artisan Tools (4864)

Mythical Artisan Tools

Cost: 9216
Bonus: 18Shred: 4
Range: Far

Upgrades: Draconic Artisan Tools (10240)

Draconic Artisan Tools

Cost: 19456
Bonus: 20Shred: 5
Range: Far

Optics - 1-Handed

Optics can be used with the CNT constitution Mentalism. Optics are translucent or reflective objects which focus the attention of the user, they take many forms, including pocket mirrors, shards of glass, or even containers with liquids such as water in them.

Pathetic Optics

Cost: 5
Bonus: 0Shred: 2
Range: Near

Upgrades: Lousy Optics (7)

Lousy Optics

Cost: 12
Bonus: 2Shred: 3
Range: Near

Upgrades: Unremarkable Optics (16)

Unremarkable Optics

Cost: 28
Bonus: 4Shred: 3
Range: Near

Upgrades: Remarkable Optics (36)

Remarkable Optics

Cost: 64
Bonus: 6Shred: 4
Range: Near

Upgrades: Impressive Optics (80)

Impressive Optics

Cost: 144
Bonus: 8Shred: 4
Range: Near

Upgrades: Fantastic Optics (176)

Fantastic Optics

Cost: 320
Bonus: 10Shred: 5
Range: Near

Upgrades: Heroic Optics (384)

Heroic Optics

Cost: 704
Bonus: 12Shred: 5
Range: Near

Upgrades: Legendary Optics (832)

Legendary Optics

Cost: 1536
Bonus: 14Shred: 6
Range: Near

Upgrades: Divine Optics (1792)

Divine Optics

Cost: 3328
Bonus: 16Shred: 6
Range: Near

Upgrades: Mythical Optics (3840)

Mythical Optics

Cost: 7168
Bonus: 18Shred: 7
Range: Near

Upgrades: Draconic Optics (8192)

Draconic Optics

Cost: 15360
Bonus: 20Shred: 7
Range: Near