Live preview version, PDF Version
This game is still in active development. As this is an Open Beta there may be parts that are incomplete, broken, unbalanced or even completely missing. Please provide your feedback, it is very much appreciated, you can fill out a google survey Here or if you prefer send an email directly Here.
Power of the Gods was inspired by and is adapted from Cairn by Yochai Gal, licensed under CC-BY-SA 4.0.
Introduction
Power of the Gods is a tabletop roleplaying game (TTRPG) about the pursuit of ultimate power. The game lets you go on a journey to battle formidable enemies, discover legendary items, and enhance your power.
In this world, the Gods are known to bestow their power upon a chosen few. The actions of the inhabitants of the world, such as arcane rituals, feats of heroism, or even blood sacrifices, can potentially be rewarded with power. Many covet this divine strength and dedicate their lives to honouring and worshipping the Gods.
Rules
Boons
Boons represent the characters new strengths and abilities gained from their blessings of power from the Gods.
In order to acquire Boons a character must have the required Power and Power Tier. There is no limit to the amount of Boons you can have, Boons cannot be selected multiple times and they cannot be removed once selected. New boons can only be acquired when resting.
The total power cost of the Boons acquired must never exceed the total amount of Power a character has. If a character loses Power and they no longer have enough for all of their boons they will have to remove boons starting from the most recent boon acquired till the first until the cost no longer exceeds their power.
When using a boon the player must take away the power cost from the spell power.
Curses
Curses cannot be negated when received but can be removed. They must always be triggered in applicable situations. There is no limit to how many curses a character can have. NPC’s can have the ability to inflict curses on players, players are not able to inflict curses on other creatures.
Traits
Traits are inherited skills and abilities that your character has, you do not need to roll a die for any action that your traits allow you to do.
Checks & Saves
Checks and Saves require you to beat a target score by rolling 2D10 plus any modifiers. Take the result that is higher, between your natural stat (without modifiers) and the dice result with modifiers.
Use a check when trying to find out if a player can accomplish a task E.g. when a player tries to climb down a cliff, perform a check to see if they are able to do it safely. When making a Check the GM will decide the target number based on how difficult they think the task is for your character.
Use a Save when something is happening to a creature against their will. E.g. when a player drinks poison, perform a save to see if the player is hurt by the poison. When making a Save the player has to beat the corresponding stat or roll of the creature or object triggering the save.
Critical Success
When a player performing a Check or Save rolls 2 of the same number on their 2D10 this is a critical success. The roll is automatically passed (even if the total is lower than the target number) and something favourable happens.
Failed rolls
If a player does not reach the target number then they will fail the roll and face the consequences. There are no critical failures.
Resting and Healing
Healing items and spells can be used without resting and will also return some of the player’s health.
Players can Rest and perform various actions to regain their Health, Power and learn new Boons. These rests can take 1 of 2 forms: a short rest or a long rest.
Short Rest
A Short Rest is when player characters are only able to stop and catch their breath, taking a break for about an hour or two.
Each player can do the options listed below.
- Tend to Wounds Describe how you patch yourself up and restore all lost Health. You may also do this on an ally instead.
- Restore Power Describe how you spend time restoring your Spell Power and restore your Power Die. You may also do this on an ally instead.
Long Rest
A Long Rest is when player characters are able to make camp, relax for a few hours, and get some sleep. Each player may Infuse an item or perform the other three options below.
- Tend to Wounds Describe how you patch yourself up and restore all lost Health. You may also do this on an ally instead.
- Restore Power Describe how you spend time restoring your Spell Power and restore your Power Die. You may also do this on an ally instead.
- Acquire Boons Describe how you are preparing for the next day’s adventure, then gain a Boon. If you choose to Acquire with one or more members of your party, you may take an additional boon for each party member.
NPCs
Reactions
When a PC’s encounter an NPC whose reaction to the party is not known, you can roll to see how they reaction according to the reaction table below:
Roll | 1 | 2-4 | 5-7 | 7-9 | 10 |
Outcome | Hostile | Wary | Curious | Kind | Helpful |
Morale
NPCs can lose morale and choose to flee from battle or concede to the player’s wishes after losing their leader or suffering large amounts of losses. The GM makes a Morale Roll of 2D10 with no modifiers, and must roll Less than the creature’s Mental stat to keep their morale. A creature will attempt to retreat from battle if it fails its morale roll.
Cohorts
A cohort represents a large group of the same enemy. When more than 10 of the same enemy type attempt to fight together a cohort is formed. Cohorts act like a singular enemy in all ways except when HP is lost from a cohort the detachment becomes weaker and deals less damage. Cohorts have to make a Morale Save each round when their HP is 50% or less.
Wealth & Treasure
Players can accumulate wealth in the form of Gems, Gold and other valuable items for trade. Money is not always needed for transactions, deals can be made to trade items or services for goods.
Magic
Scrolls
A scroll is a 1 time use of magical spells, once the magic in the scroll has been used it disintegrates and cannot be used again.
Spell books
A spell book is used to record and perform magic spells. Spells can be added to a book and all instructions on how to use a spell are contained within the book allowing anyone who uses a spell book can cast the spells within.
Casting Spells
A character can cast a spell if they have the requisite Power (PT and SP) and the relevant scroll or spell books that contains the spell they want to cast in their hands and reads it out loud. If the character has the Blessing of Magi they can cast spells without holding a scroll or spell book.
When casting a spell the target can resist by making a MEN Save (or other specified save) or they will be hit by the spell. After casting a spell, take away the spell’s power cost from the spell power.
Goals
Each player must pick at least 1 goal to achieve per session and up to a maximum of 3. If a goal is achieved then the player character will be rewarded with an increase in Power. These goals can be discussed with the GM to ensure they are achievable.
Advantage & Disadvantage
In some situations a roll may be made with advantage (a slight increased chance) or disadvantage (a slight decreased chance) due to a boon, spell, curse, trauma or other narrative reason.
Advantage
Add 1 additional die to the roll and take the dice with the 2 highest results.
Disadvantage
Add 1 additional die to the roll and take the die with the 2 lowest results.
Power
Power is tracked on a tiered scale of 0-100+.
Gaining Power
Characters can gain power as you adventure through completing your Goals. You may also be granted power if you do something to particularly impress the Gods.
Power Tiers (PT)
When a character reaches a certain power threshold they will increase their power tier. Each power tier a character reaches unlocks new bonuses for a character including; a Power Die, a Power Modifier and a Health increase. To increase a character’s health simply multiply the current Max health by the character’s health modifier.
Your Power gives you a flat Modifier to all rolls as well as Power Die as shown in the table below:
Power Tier | Total Power | Modifier | Power Dice | Description |
1 | 0 | 0 | None | Normal person |
2 | 1-4 | +1 | D4 | Adventurer |
3 | 5-14 | +2 | D6 | Fierce Warrior |
4 | 15-29 | +3 | D8 | Noble |
5 | 30-49 | +5 | D10 | King |
6 | 50-74 | +8 | D12 | Hero of the realm |
7 | 75-100 | +10 | D20 | Demigod |
8 | 100+ | +15 | 5D10 | Power of the Gods |
Using Power
Power Modifier
When making a Check, Save, Hit or Damage roll add your power modifier to it.
Ability Points
Gain a point in an ability score of choice when a character’s power reaches tier 3, 4, 5, 6 and 7. An ability score cannot go higher than 16.
Power Dice (PD)
Channel the power given to you by the gods to change your fate. Any amount of Power Dice can be used with Any roll, but those dice are then used up until fully rested. Power dice are restored upon gaining Power or Resting.
Spell Power (SP)
When casting a spell or using a non permanent boon you must have enough spell power to use it. Your total spell power is equal to your character total power. Once used it can only be regained by resting.
Combat
Rounds
A Round consists of 1 Turn by each of the players and 1 Turn by each of the enemies.
Actions
Players can perform a limited set of actions each turn.
- 2 Complex Actions (moving , standing, attacking, weapon swaps, etc.)
- 1 Simple Action (drinking potions, pushing a button, etc.)
Turns
Players always act first unless taken by surprise. Players all take their turns at the same time. They can decide amongst themselves what order they perform their actions. The enemies also will take all of their turns at the same time.
Armour
Armour is damage reduction. Subtract armour from the damage done. Stronger weapons can ignore some armour.
Attacking & Damage
Whether you’re striking with a melee weapon, firing a weapon at range, or making an attack roll as part of a spell, an attack has a simple structure.
- Choose a target, within your attack’s range.
- Determine modifiers (Cover, Boons, Power etc.)
- Roll to Hit the target.
- On a Hit, you perform Damage roll by rolling your weapons Damage die.
- Calculate the damage dealt and resolve any other effects.
The DM determines whether the target has Cover and whether an attacker has advantage or disadvantage against the target.
Rolling To Hit
In order to successfully attack an enemy with a non-magic attack you must roll 2D10 and score above the enemies Constitution plus any constitution modifiers.
Modifiers to the Roll
Modifiers are bonuses that give a flat addition to a roll e.g. +2 to Hit. These are added at the end of the roll calculation.
Example;
You roll 5 damage with a +2 modifier from your weapon and you have a skill that doubles damage on your next attack.
You would deal 5×2+2 = 12 damage, not (5+2)x2 = 14 damage.
Critical hits
A critical hit is when the same number appears on two dice rolled. If you have additional Crit Die then on any 2 Die that are rolled. Add 1 extra damage Die.
When a PC receives a critical hit they will receive a Trauma. The player and DM can decide if it is random and the player has to roll on the Trauma Table or the player receives a specific trauma from the table.
When a Critical success is scored on the Hit roll it becomes a critical attack. The target receives a Trauma and you add a Crit Die to the damage roll.
The Crit die becomes an additional damage die of the same type as the weapon and is added to the damage done to the target. If a critical is rolled on the Damage Roll then the damage is increased by 50% (before modifiers). When the player is hit with a critical hit, the GM can decide if it is random trauma or the player receives a specific trauma from the trauma table.
Dealing Damage
When you have scored a hit on a target you can deal damage to it. Roll the weapons Damage Dice and add your power modifier to the result, plus any other modifiers. the enemies Armour is directly subtracted from the amount of damage done, and armour Piercing ignores the amount of armour stated.
Example; You roll 5 damage with +1 modifier, you have 2 armour penetration with the weapon and the target has 4 armour.
- 5 damage + 1 = 6
- 4 Armour – 2 penetration = 2
- 6 Damage – 2 Armour = 4
- You deal 4 damage to the target.
Dual Wielding
If you can use 2 Primary weapons then you can dual wield. When attacking you can deal damage with both weapons for 1 Complex Action. You can choose different targets for each weapon. If both attacks are made against the same target only 1 Hit roll needs to be made. If attacking 2 different targets then you must roll to Hit for each target separately.
Multiple Attackers
If multiple attackers target the same foe, roll all Hit dice and keep the single highest result. Damage rolls of the same weapon type and size are rolled together and keep the single highest result.
Area of Effect (AoE)
Some spells and abilities will have an Area of Effect that will affect all things within the area. Targets in the area roll separately for the effects of an AoE.
Unconsciousness & Death
When a character reaches 0 Health they become unconscious. If a character receives damage at 0 Health they Die.
Unconscious characters can be healed and regain consciousness when they are above 0 Health.
Retreat
Players can attempt to escape from a battle. The player must roll 2D10 and the result of the retreat can be found in the table below:
Roll | Outcome |
2-3 | Crit Failure |
5-10 | Failure |
11-18 | Success |
19-20 | Crit success |
Game Master(GM) Guidance
Information
- Provide useful information about the game world as the characters explore it.
- Players do not need to roll to learn about their surroundings.
- Be helpful and direct with answers.
- Respond honestly, describe consistently, and always let them know they can keep asking questions.
Difficulty
- Use the difficulty system provided as a guide, but use context and realism to modify as necessary.
- If something the players want to do is sincerely impossible, no roll will let them do it.
- Is what the player describes and how they leverage the situation sensible? Let it happen.
- Use Saves to cover uncertain situations and to resolve risky actions.
Danger
- The game world produces real risk of pain and death to the player characters.
- Telegraph serious dangers to the players when it is present. The more dangerous the more obvious.
- Put traps in plain sight and let the players take time to find a solution.
- Give the players a chance to solve puzzles, challenges and interact with the world.
Choice
- Give players a solid choice to force outcomes when the situation lulls.
- Use binary, “so, A or B”, responses when players intentions are vague.
- Work together using this conversation method to keep the game moving.
- Ensure the players actions leave a mark on the game world.
Preparation
- The game world is organic, malleable, uses the world setting as a basis then goes wild.
- Use the roll tables to generate random situations, not stories or plots.
- NPCs remember what the PCs say and do, and how they affect the world.
- NPCs don’t want to die. Infuse their own self interests and motivations into their will to live and personality.
Narrative Focus
- Players should be able to perform simple actions without any dice rolls.
- Players should be able to perform simple actions without any dice rolls.
- Give the players opportunities to meet their goals and increase their power.
- Pay attention to the needs and wants of the players.
- A dagger to your throat will kill you no matter your armour or training.
Treasure
- Gold, gems and trinkets are treasures that have monetary value, artefacts are priceless.
- An Artefact is specific to the environment from where it is found. It tells a story and history of the world.
- Artefacts are highly valuable and useful. The world will react to the player with an artefact.
- Use treasure and artefacts to lure players to locations under the protection of intimidating foes.
Power
- Players should receive additional power when they complete their goals, overcome a particularly difficult challenge or particularly impress the Gods.
- Power should be given out evenly amongst players.
- Players should be given opportunities to use their power.
- Use rewards of power to lure players to locations under the protection of intimidating foes.
Player Guidance
Agency
- Attributes and related saves do not define your character. They are tools.
- Don’t ask only what your character would do, ask what you would do, too.
- Be creative with your intuition, items, and connections.
Teamwork
- Seek consensus from the other players before barrelling forward.
- Stay on the same page about goals and limits, respecting each other and accomplishing more as a group than alone.
Exploration
- Asking questions and listening to detail is more useful than any stats, items, or skills you have.
- Take the DM’s description without suspicion, but don’t shy away from seeking more information.
- There is no single correct way forward.
Talking
- Treat NPCs as if they were real people, and rely on your curiosity to safely gain information and solve problems.
- You’ll find that most people are interesting and will want to talk things through before getting violent.
Caution
- Fighting is a choice and not always a wise one; consider whether violence is the best way to achieve your goals.
- Try to stack the odds in your favour and retreat when things seem unfavourable.
Planning
- Think of ways to avoid your obstacles through reconnaissance, subtlety, and fact-finding.
- Do some research and ask around about your objectives.
Ambition
- Expect nothing. Earn your reputation.
- Keep things moving forward and play to see what happens.
Goals
- Set goals and use your means to take steps forward.
- Consider your goals when making decisions and interacting with the world.
Character Creation
Pick a Race
There are several different races with different characteristics and traits. Take a look at them all and choose your character.
Describe your character
Give your character a name, age, appearance and background. Answer the following questions about your character:
Where do you come from? Why did you leave? What is power to you? Why do you want power? What do the Gods mean to you?
Power
All characters start the game at 0 Power unless they have a trait that increases their starting amount.
Traits
Every character has 1 default trait and can select 3 different body parts each with 1 trait. E.g. Drom Legs give the Climbing trait.
Ability Scores
There are 3 different ability stats that you can use for different rolls. All starting stat rolls are specified by your race.
- Physical (PHY) – Any rolls that involve actions with the body.
- Mental (MEN) – Any rolls that involve actions with the mind.
- Constitution (CON) – Any rolls that involve Physical durability.
Rolling doubles is a critical success and gives a +1 to the roll.
Every player can re-roll 1 stat 1 time. Re-rolling can be chosen after all the stats have been rolled once.
Health
Starting health is calculated by multiplying your CON by your race’s health modifier.
Boons
All characters start with 2 Boons. Pick any 2 boons from Power Tier 1 to start with.
Curses
All characters start with 1 Curse which is inherent to their race. The only exception being the Cestus which have no curses.
Inventory
Inventory size varies depending on the race, this dictates how many Small – Extra Large Equipment Items you can carry. Very Small items do not count towards your inventory capacity.
Inventory Size | Number of Inventory Slot2 |
Small | 2 |
Medium | 3 |
Large | 4 |
Starting gold
Roll 5D10, this is the gold that you start with. You can spend that gold to purchase items at the start for your journey.
Starting Equipment
Each character chooses 1 item to start with from the Items list. You can then spend any starting gold to purchase additional equipment and items for the start of your journey.
Armour (AC)
Once you have chosen your equipment add the armour value on any equipment items and use this as your AC.
Connections
Connections can be used in group play to establish links between members of the party. How they know each other, when they might have met etc. Pick at least 1 connection and no more than 3.
Playable Races
Castus
Ancestral Home: Southern Lowlands
Size: 6tf-8ft
Inventory Size: Medium
Traits: First People (Gain +1 extra Character Power every time you gain Character Power)
Curse: None
Starting Power: 0
Ability Rolls: Str: 2D6, Men: 2D6, Con: 2D6
HP modifier: 1.5x
These humans were the first race created by the gods who once had eternal life. Tall, well built, intelligent. They remain protected and favoured by Creation more than any of the other races. As the longest inhabitants of the world, their technology and society is more advanced than many of the other races.
Peran
Ancestral Home: Southern Lowlands
Currently: Eastern Isles
Size: 6tf-8ft
Inventory Size: Medium
Traits: Disciplined (Advantage on checks & saves)
Curse: -1 Character Power every time you gain Character Power
Starting Power: 0
Ability Rolls: Str: 2D8, Men: 2D8 Con: 2D8
HP modifier: 1.5x
The Peran are a warlike people who split from the Castus. They are fiercely opposed to the Gods and their divine favour wishing the world to be left to the creatures that inhabit it. In their society, those who embrace Gods or who are blessed by them are cast out. A heavy reliance on technology and a culture of conscription fuels their relentless war against the gods.
Volkorn
Ancestral Home: The Golden Plains and Dark Spine Mountains
Size: 6tf-10ft
Inventory Size: Large
Traits: Durable (+1 armour against blunt damage)
Curse: Sink like a Stone (Can’t swim)
Starting Power: 0
Ability Rolls: Str: 2D8, Men: 1D10, Con: 2D8
HP modifier: 1.6x
The rugged and resilient, the Volkorn are a towering race of humanoid beings sculpted from stone and earth. Renowned for their immense strength and robust nature, these guardians of the earth embrace a rich tradition of wrestling and grappling, making them excel in unarmed combat.
Kepllik
Ancestral Home: The Great Sea
Size: 3tf-6ft
Inventory Size: Small
Traits: Chosen of Maellik (gain PTD4 power on Tier gain)
Curse: Fish out of Water (Disadvantage on movement checks/saves on land)
Starting Power: 1D4
Ability Rolls: Str: 2D6, Men: 2D8, Con: 1D12
HP modifier: 1.4x
A highly devout race of amphibian creatures dwelling on coastlines and waterways all over the world. Their unwavering faith in the divine has kept them in the favour of their creator Maellik who regularly bestows blessings upon them.
Drom
Ancestral Home: The Dark Spine Mountains
Size: 4ft-5.5ft
Inventory Size: Medium
Traits: Dark Heritage (Take an extra boon at Power Tier 1)
Curse: Poor Merchant (1 less die for starting Gold)
Starting Power: 0
Ability Rolls: Str: 2D6, Men: 2D6, Con: 2D8
HP modifier: 1.5x
The reclusive race of humanoid goat beings inhabit the rugged mountains that stretch across the world. Preferring to remain in their mountain communities as they try to overcome their dark heritage. They are known to venture out only to visit nearby settlements for essential trade.
Mantille
Ancestral Home: Eastern Sea Isles (Torr Islands)
Size: 4tf-6ft
Inventory Size: Small
Traits: Skilled Warrior (combat bonus, additional 1D6 damage die)
Curse: Bug for Hire (Start with 0 gold)
Starting Power: 0
Ability Rolls: Str: 2D8, Men: 2D8, Con: 1D10
HP modifier: 1.4x
The Mantille are a race of large, deadly, flying insects. They are mostly solitary hunters that live only in small groups. Their imposing appearance and telepathic communication make the other races uneasy around them. However, they often make for excellent mercenaries and are loyal to those they pledge their service to.
Eukodon
Ancestral Home: Everywhere
Size: 6tf-12ft
Inventory Size: Large
Traits: Nature’s Friend (Animals are not aggressive towards you)
Curse: Kindling (Take PTD4 additional fire damage).
Starting Power: 0
Ability Rolls: Str: 2D8, Men 2D6, 2D6
HP modifier: 1.7x
These plant beings were once ordinary flora, until Aetherius, blessed with divine powers from Creation, gave them sentience and the ability to move and communicate. They often ignore the other races and live in the wilds caring for the plants and animals around them.
Thatauri
Ancestral Home: Swamp lands
Size: 3f-12f
Inventory Size: Medium
Traits: Random
Curse: Outcast (All other races are wary/hostile towards you)
Starting Power: 0
Ability Rolls: Str: 2D6, Men: 2D6, Con 2D6
HP modifier: 1.5x
The Thatauri are cursed creatures formed by Destruction’s failed attempts at the creation of their own race. All Thatauri are outcast amalgams and live in remote parts of the world away from the other races, rarely mingling out of fear. Their appearance varies wildly as they randomly inherit from all of the other races.
Bestiary
Roll D20 | Name | Tier | Con | Str | Men | HP | Armour (AC) | Weapon | Loot | Traits | Boons | Curses | Description |
1 | Centaur | 1 | 5 | 6 | 5 | 8 | 1 | Bow | Leather, Gold, bow | A creature with the upper body of a human and the lower body of a horse, known for their exceptional archery skills. | |||
2 | Whisp | 1 | 4 | 4 | 10 | 6 | 0 | Magic | Gold, Spell Scroll | Resistant to Light damage (Light damage Halved) | A floating ball of godly light, often found in forests. | ||
3 | Cultist | 1 | 9 | 7 | 5 | 14 | 1-2 | Dagger, Bow, Short Sword | Equipment, Gold, Spell Scroll | Backstab, lunging attack | Shadowy figures draped in dark robes, bearing forbidden symbols, and chanting eerie incantations to summon Godly powers. | ||
4 | Slime | 1 | 9 | 6 | 6 | 14 | 0 | Blunt small | Gold, Equipment and Items | Dark Sight | Ambush | A gelatinous creature, oozing and shape-shifting its translucent form to engulf unsuspecting adventurers with its acidic touch. | |
5 | Merfolk | 2 | 15 | 7 | 10 | 24 | 2 | Spear (piercing medium) | Spear, Gold, Gems, Fish, Random items | Fast Swimmer, Underwater Breathing | Parry, Lunging Attack | Weak to Pierce | Sea beings with the upper body of a humanoid and the lower body of a fish, dwelling in the depths of the ocean |
6 | Swampcreep | 2 | 11 | 9 | 7 | 18 | 3 | Club Arm (blunt medium) | Random Equipment, Spell scrolls, Spell Books, Gold | Dark Sight | Trip Attack, Ambush | Eerie creatures that lurk in the swamps, moving silently with twisted limbs and glowing eyes, blending seamlessly with the murky waters. | |
7 | Sorrow tree | 2 | 10 | 11 | 9 | 16 | 2-3 | Claws (Slashing Medium) | Spell Scroll, Gold, Random Equipment and Items | Dark Sight | Root, Ambush, Trip Attack | Weak to Fire | Ancient beings with bark etched in tales of sorrow, their weeping branches whispering melancholic melodies into the wind. |
8 | Infernalclaw | 2 | 8 | 11 | 9 | 13 | 4 | Beak (Piercing medium), Claw (Slashing Medium) | Fiery Claw, Gold, Gems | Extra Attack (Attacks twice), Burning Skin (touching the creature causes 1D8 Fire damage) | Burning Touch | Weak to Water | Fearsome beasts with razor-sharp obsidian claws, wreathed in flickering flames, their fiery eyes blazing with a malevolent intelligence as they prowl in search of spirits to claim. |
9 | Air Elemental | 3 | 7 | 10 | 16 | 20 | 2 | Magic | Spell Scroll, Spell Book | Flies | Gust of Wind, Elemental Strike | Weak to Fire | Embodying the forces of air and wielding immense power over their element. |
10 | Mud Elemental | 3 | 14 | 13 | 8 | 41 | 4 | Blunt Large (Blunt), Magic | Gold, Gems, Random Equipment & Items | Dark Sight | Mud Sling (lightning bolt earth dmg), Elemental Strike, Ambush | Embodying the forces of earth and wielding immense power over their element. | |
11 | Fire Elemental | 4 | 16 | 13 | 15 | 79 | 6 | Slashing Large, Magic | Embers, Gems | Burning Skin (touching the creature causes 1D8 Fire damage) | Fireball, Elemental Strike, Burning Touch | Weak to Water | Embodying the forces of fire and wielding immense power over their element. |
12 | Shadow Elemental | 4 | 14 | 22 | 18 | 69 | 4 | Piercing Medium, Magic | Random Equipment | Reach, Dark Sight | Turn to Shadow, Shadow step, Backstab, Elemental Strike | Weak to Light | Embodying the forces of shadow and wielding immense power over their element. |
13 | Boulderbeing | 5 | 17 | 24 | 17 | 99 | 10 | Blunt Large, Magic | Gold, Gems, Random Equipment | Rock Skin, Sturdy | Trip Attack, Shield Wall, dual wielding, earthquake | Stone Body (Can’t Swim) | A formidable creature composed entirely of living rock and stone, possessing immense strength and durability. |
14 | Chimera | 5 | 21 | 26 | 24 | 123 | 6 | Piercing Large, Slashing Medium | Gold, Gems, Body Parts (claws, teeth, stingers etc.) | Extra Attack, Dual Wielding, Jump | A fusion of different animal parts in a single fearsome beast. | ||
15 | Wyvern | 6 | 15 | 24 | 17 | 157 | 10 | Slashing Large, Blunt Medium, Piercing Medium | Wyvern Teeth, Wyvern Scales, Gold, Gems | Extra Attack, Dual Wielding, Flies, Resistance to Fire | Razor Wind | Smaller than a dragon but a fierce and an expert aerial predator. | |
16 | Wraith | 6 | 14 | 21 | 23 | 147 | 2 | Extra Large Slashing, Magic | Spell book, Spell Scroll, Gold | Disciplined, Extra Attack, Ethereal (1/2 non-magic & non-elemental damage), Dark Sight | Teleport, Empowered Spell, Confusion, Synaptic Static, Mind Blast | Weak to Light | A vengeful or haunting spirit that instil fear and harm on the living. |
17 | Void Slime | 7 | 23 | 26 | 14 | 300 | 12 | Blunt Large (Dangerous), Magic | Nothing | Ethereal (1/2 non-magic & non-elemental damage), Dark Sight | Change Fate, Meteor, Mental Blast, Uncanny Dodge, Improved Crit, Ambush | Mysterious entities with a shimmering, dark surface that seems to absorb all light and sound, their touch leaving a chilling void that saps warmth and colour from the world around them. | |
18 | Fire Dragon | 7 | 18 | 21 | 25 | 235 | 16 | Magic, Large Slashing, Large Piercing | Dragon scales, teeth and claws | Extra Attack, Flies, Mind Shield, | Fireball, Control Weather, Deafen, True Strike, Burn, Eruption, Flame Strike, Consume Spirits | A large, powerful dragon with the ability to breathe fire. | |
19 | Lich | 8 | 32 | 21 | 29 | 512 | 18 | Magic, Extra Large Slashing | Angry Spirit, Spell book, spell scroll, gold, gems | Disciplined, Flies, Ethereal, Dark Sight | Teleport, Empowered Spell, Confusion, Silence, Dispel Magic, Synaptic Static, Psychic Scream, Consume Spirits | Weak to Light | A spirit of great power and malevolence with mastery over spirit magic. |
20 | Kraken | 8 | 33 | 25 | 22 | 1056 | 20 | Tentacle (Blunt Extra Large), Beak (Piercing Extra Large) | Kraken Beak, Ink, gold, gems | 4 attacks per turn, Dark Sight | Constrict (immobilise target for 1D4 rounds) | Weak to Magic | A legendary sea monster in the depths of the ocean resembling a giant octopus, known for its immense size, strength. |
Traits
Body Traits
Trait | Effect | Part | Race | Roll |
Telepathy | Communicate Telepathically | Head | Mantille | 1 |
Natural Weapon (Head) | Additional Primary Weapon (small) | Head | Drom/Kepllik | 2 |
Cutaneous Respiration | Can breathe underwater | Head | Kepllik | 3 |
Strong Willed | Bonus to Mental Saves and Checks | Head | Peran/Cestus/Drom | 4 |
Autotrophic | Doesn’t need to eat food | Head | Eukodon/Volkorn | 5 |
Hard Head | Can’t be knocked unconscious | Head | Volkorn/Drom | 6 |
Cold Resistance | No debuff in cold places | Body | Drom/Kepllik/Volkorn | 1 |
Regeneration | Health Back each turn | Body | Cestus/Eukodon/Kepllik/Peran | 2 |
Rock Skin | +1 AC to unarmed and slashing damage. | Body | Volkorn | 3 |
Soldiers Rage | +1 Crit Die when below 25% HP | Body | Peran | 4 |
Poison Glands | Can create poison | Body | Kepllik/Eukodon | 5 |
Winged | Flight | Body | Mantille | 6 |
Combat Training | Can use 2 Primary Weapons | Arms | Cestus/Mantille/Peran | 1 |
Reach | Melee attack range is extended by 1 range | Arms | Eukodon/Mantille | 2 |
Strong Armed | +PT dmg to unarmed attacks | Arms | Peran/Volkron | 3 |
Wrestler | Always win Opposed strength checks unless the opposition has wrestler as well | Arms | Volkorn/Cestus/Mantille | 4 |
Natural Weapon (Arms) | Additional Primary Weapon (medium) | Arms | Mantille/Eukodon | 5 |
Dexterous | +1 simple Action | Arms | Cestus | 6 |
Heavy Lifter | Increased Inventory space | Legs | Eukodon/Peran/Cestus/Drom | 1 |
Sturdy | Can’t be knocked over | Legs | Eukodon/Volkorn/Drom | 2 |
Climbing | No checks for climbing/rough terrain | Legs | Drom | 3 |
Long Strides | Further move distance on land | Legs | Cestus/Volkorn/Peran/Eukodon | 4 |
Fast Swimming | Further move distance in Water | Legs | Kepllik/Peran/Cestus | 5 |
Spring Step | Jump further | Legs | Mantille/Kepllik | 6 |
Inherent Traits
Trait | Effect | Race | Roll |
First People | Gain +1 extra Character Power every time you gain Character Power. | Cestus | 1 |
Chosen of Maellik | Gain PTD4 Character Power each Power Tier. | Kepllik | 2 |
Dark Heritage | Take an extra Boon at Power Tier 1. | Drom | 3 |
Skilled Warrior | Additional PTD6 damage die. | Mantille | 4 |
Natures Friend | Start with Animal Companion. | Eukodon | 5 |
Durable | +1 AC against blunt damage. | Volkorn | 6 |
Disciplined | Advantage on Mental saves. | Peran | 7 |
Dark Origin | Take a free Boon at each Power Tier. | Thatauri | 8 |
Boons
Roll | Power Tier | Power Cost | Name | Effect | Duration | Cast Time | Type |
0 | 10 | Training | +1 to Ability Score of choice (can be chosen multiple times). | Permanent | N/A | Neutral | |
1 | 1 | 1 | Blood Frenzy | Go into a Blood frenzy. Roll an Additional Damage Die the next time you Roll damage during blood frenzy. | 1D6 Rounds | 1 Simple Action | Blood |
2 | 1 | 1 | Animal Companion | Choose an animal companion to be at your side. Only 1 companion can be summoned at a time. | Permanent | 1 Complex Action | Earth |
3 | 1 | 1 | Healing Herbs | You take some time to gather ingredients necessary to heal a target. Heal target for 1D10 + PT and any disease or one condition afflicting it. | 5 minutes | 1 Complex Action | Earth |
4 | 1 | 1 | Fireball | You hurl a ball of fire at a target or object within range. On hit the target takes PTD6 fire damage. | Instant | 1 Complex Action | Fire |
5 | 1 | 1 | Jupendel’s Blessing | Your prayer empowers you with Jupendel’s radiance. Until the spell ends, your weapon attacks deal an extra 1d4 light damage on a hit. | 1D4 rounds | 1 Simple Action | Light |
6 | 1 | 1 | Trapper | You can create a trap to capture wild animals. | 12 hours | 1 Complex Action | Technology |
7 | 1 | 1 | Water Conjure | You create up to 10 gallons of water in a form you choose within range. Expend Power Die to increase the amount of water, 10 gallons per die. | Instant | 1 Simple Action | Water |
8 | 1 | 1 | Soothing Tune | A target of your choice that you can see within range regains hit points equal to PTD4. This spell has no effect on Spirits. | 5 minutes | 1 Simple Action | Wind |
9 | 1 | 1 | Parry | When you are Hit with an attack, you can negate the damage 1 once per combat. | Instant | 1 Simple Action | Neutral |
10 | 1 | 1 | Ambush | You attack once when initiating combat, before the first round starts. | Permanent | N/A | Neutral |
11 | 1 | 1 | Elemental Fist | Unarmed attacks deal damage in an element of your choice until the spell ends. | 1D4 rounds | 1 Simple Action | Fire, Shadow, Wind, Earth, Water, Light |
12 | 1 | 1 | Strong Arm | You deal an additional PTD4 damage with Thrown weapons. | Permanent | N/A | Neutral |
70 | 1 | 1 | Blessing of Magi | You can use spells without the need for spell books or scrolls. | Permanent | N/A | Neutral |
13 | 2 | 2 | Root | Choose a target that you can see within range. Roots sprout up from the ground and the target must succeed on a STR saving throw or be rooted in place. Target may roll again each round to escape. | 1D6 rounds | 1 Complex Action | Earth |
14 | 2 | 2 | Burning Touch | Your hands set on fire. Make an Unarmed attack against a target. On hit it takes 2D8 Fire damage. | 1 round | 1 Simple Action | Fire |
16 | 2 | 2 | Backstab | You can deal an extra PTd6 damage to one target you Hit with an attack if you attack from behind the target. | Permanent | N/A | Shadow |
17 | 2 | 2 | Stealth | Move without making noise. +1 Hit die when attacking from stealth (Physical Check (12) to enter/Mental Check (14) detection). | Instant | 1 Complex Action | Shadow |
18 | 2 | 2 | Make Item | You spend up to 1 hour crafting an item of choice (Mental Check). | 1 hour | 1 Complex Action | Technology |
19 | 2 | 2 | Lunging Attack | When you make a melee weapon attack on your turn, you can expend one Power Die to increase your reach for that attack. If you Hit, you add the Power Dice to the attack’s damage roll. | Instant | 1 Complex Action | Water |
20 | 2 | 2 | Indomitable | Re-roll a failed Roll. Once per session. | Instant | N/A | Neutral |
21 | 2 | 2 | Keen eye | You deal an extra 1D6+PT damage with Range weapons. | 1D4 Turns | 1 Simple Action | Neutral |
22 | 2 | 2 | Trip Attack | Perform an attack to attempt to knock a target down (Strength Save). The target takes 1/2 damage. On a failed save, you knock the target prone. | Instant | 1 Complex Action | Neutral |
38 | 2 | 2 | Sear | The next time you hit a target with a melee weapon attack during the spell’s duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 Light damage to the target. | 1 minute | 1 Simple Action | Light |
23 | 3 | 5 | Overgrowth | Cause plants to grow creating difficult to cross terrain. Creatures crossing the terrain must make a Strength Check (12). | 15 minutes | 1 Complex Action | Earth |
24 | 3 | 5 | Flame Strike | Flames descend on a target that you can see within range. Target cannot take cover bonus from this attack. Target takes PTD8 fire damage. | Instant | 1 Complex Action | Fire |
25 | 3 | 5 | Otherworldly grasp | You create a ghostly, skeletal hand at a point you can see within range. Make a ranged spell attack against the target to assail it with the chill of the grave. On a hit, the target takes 1d8 damage. Until then, the hand clings to the target. It also has disadvantage on attack rolls until the end of the next turn. | Instant | 1 Complex Action | Spirit |
26 | 3 | 5 | Speak with Spirits | You call on the spirit of the recently deceased for aid. Until the spell ends, you can ask the spirits up to five questions. | 10 Minutes | 1 Complex Action | Spirit |
27 | 3 | 5 | Gust of wind | You create a fast moving pocket of air. Targets hit take 2D6 +PT damage. Small to Medium size targets are knocked down, large size targets are knocked back. | Instant | 1 Complex Action | Wind |
28 | 3 | 5 | Quick Toss | You can make a ranged attack on a target within range with a weapon you are carrying that has the Thrown property. | Instant | 1 Simple Action | Neutral |
29 | 3 | 5 | Improved Critical | Add a Crit Die to your Hit rolls. | Permanent | N/A | Neutral |
30 | 3 | 5 | Taunting Shout | You can target any target in range that can hear you. The target must make a Mental Save. On a failed save, the target makes an attack against you on their next round if able to and has disadvantage on all attack rolls against targets other than you for 1D4 turns. | Instant | 1 Simple Action | Neutral |
31 | 3 | 5 | Shield Charge | You charge towards a target shield first. Deal PTD4 damage. Small to Medium size targets are knocked down, large size targets are knocked back. Only with a shield equipped. | Instant | 1 Complex Action | Neutral |
32 | 3 | 5 | Shield Ally | After an ally next to you is Hit you jump in front of the ally blocking an attack. The damage from the attack is halved. | Instant | 1 Simple Action | Neutral |
33 | 3 | 5 | Speak with Animal | You gain the ability to communicate with animals for the duration. | 1 hour | 1 Complex Action | Neutral |
34 | 4 | 7 | Ritual Offering | You make a blood sacrifice taking 1D6+PT damage and gain an additional temporary Power Die. Once per session. | 1 hour | 1 Complex Action | Blood |
35 | 4 | 7 | Spike Growth | Spawn spikes at a point in range. Large Spikes grow in the area chosen. Targets hit by the spikes take PTD6 damage. | 1D4 rounds | 1 Complex Action | Earth |
36 | 4 | 7 | Relentless | On Hit, if you have no Power Die remaining you can regain a Power Die one time, until the spell ends. | 1D4 Turns | 1 Simple Action | Fire |
37 | 4 | 7 | Blind | You can blind a foe. Choose one target that you can clearly see. On a failed CON Save the target is blinded for 1D4 turns. At the end of each of its rounds, the target can make a CON Save. | 5 minutes | 1 Complex Action | Light |
39 | 4 | 7 | Shadow Step | Move between shadows. You teleport to a shadow you can see within range. | Instant | 1 Complex Action | Shadow |
40 | 4 | 7 | Consume Spirits | You can consume the spirit from any target you kill. Heal yourself for PTD4. | Instant | 1 Simple Action | Spirit |
41 | 4 | 7 | Disguise self | Dress up and change your appearance to one of your choosing. | 15 minutes | 1 Complex Action | Technology |
42 | 4 | 7 | Fast Reflexes | You can take a bonus Simple Action each turn in combat. | Permanent | N/A | Water |
43 | 4 | 7 | Inspiring Song | Play an inspiring tune. Targets that hear the tune can add 1D8 to a Check or Save of its choice. Must have an instrument. | 3 minutes | 1 Complex Action | Wind |
44 | 4 | 7 | Wind Step | You choose up to 4 targets. All targets and yourself can move twice as fast until the spell ends. | 1 hour | 1 Simple Action | Wind |
45 | 4 | 7 | Extra Attack | You can make 1 attack that does not cost a Complex Action each turn. | Permanent | N/A | Neutral |
46 | 4 | 7 | Survivor | Regain 1D10 HP each turn for 1D6 turns. | 1D4 Turns | 1 Complex Action | Neutral |
47 | 4 | 7 | Exploit Weakness | Can use 1 Power Die and deal that much damage when an enemy misses an attack on you. The die is not used up. | Instant | 1 Simple Action | Neutral |
48 | 4 | 7 | Shield Wall | You and 1 other standing behind you gain Cover. | 1 Complex Action | Neutral | |
49 | 4 | 7 | Blinding Aura | A bright golden light surrounds you, covering you and your equipment. Targets attacking you attack as if you have Cover. If a target hits you with a melee attack, the target takes 5 light damage. | 1 hour | 1 Complex Action | Light |
15 | 5 | 10 | Illuminate | The light of creation shines down in a beam at a point within range. Friendly targets in the area regain 50% hit points and cure any conditions affecting the targets. | Instant | 1 Complex Action | Light |
50 | 5 | 10 | Enter Shadow | Hide in a shadow and become undetectable, moving reveals self. | Instant | 1 Complex Action | Shadow |
51 | 5 | 10 | Turn to shadow | You turn into a shadow until the spell ends. You can’t be hit or attacked while a shadow. | 15 minutes | 1 Complex Action | Shadow |
52 | 5 | 10 | Spirit Companion | You gain the service of a spirit. The spirit acts independently of you, but it always obeys your commands. In combat, it takes its actions separately. When the spirit drops to 0 hit points, it disappears. It reappears after you cast this spell again. You can dismiss it at any time. | 1D12 hours | 1 Complex Action | Spirit |
53 | 5 | 10 | Uncanny Dodge | When you are Hit by a target you can see, you can use a Simple Action to halve the attack’s damage. | Instant | 1 Simple Action | Water |
54 | 5 | 10 | Wall of Water | You create a wall of water on a solid surface that moves away from you. Each target hit by the wall must make a CON saving throw. On a failed save, a target takes 5d8 water damage, or half as much damage on a successful save. Passage through the wall is not possible. | 1D4 rounds | 1 Complex Action | Water |
55 | 5 | 10 | Song of Rest | You play a song that puts targets around you that can hear it to sleep. Must have an instrument. | 5 minutes | 1 Complex Action | Wind |
56 | 6 | 14 | Burn | You create a flash of fire centred on a point. All targets hit take PTD10 fire damage. | 1D4 rounds | 1 Complex Action | Fire |
57 | 6 | 14 | Ray of Light | You choose a target you can see. A golden beam of light streaks toward a target. On a hit, it takes PTd8 light damage, and is blinded until the start of your next round. | Instant | 1 Complex Action | Light |
58 | 6 | 14 | Cast shadow | You choose a point that you can clearly see. Create a shadow at the point. The area cannot be lit by any source of light. Targets in the shadow have Cover. | Instant | 1 Complex Action | Shadow |
59 | 6 | 14 | Dual Wielding | You can use 2 primary weapons. | Permanent | N/A | Neutral |
60 | 6 | 14 | Intercept | When you are Hit by a ranged attack you can Block it negating the damage. | Instant | 1 Simple Action | Neutral |
61 | 7 | 15 | Mould Earth | Until the spell ends, you can shape the earth around you into any form. | 1D4 rounds | 1 Complex Action | Earth |
62 | 7 | 15 | Protection of Aetherius | If you would suffer lethal damage you don’t and stay on 1 health. Once per long rest. | Permanent | N/A | Spirit |
63 | 7 | 15 | Tsunami | You create a giant wave of water on a solid surface in front of you. It moves each turn and deals 6D10 damage to any targets hit by the wave, Half damage on a successful CON save. The Tsunami moves in a straight line away from the caster. Damage is reduced by 1D10 per round. | 1D4 rounds | 1 Complex Action | Water |
64 | 7 | 15 | Crescendo | You create a forceful wave of sound that races away from you. Targets hit by the wave are deafened and take 6D10 damage. On a CON save, take half damage. Must have an instrument. | Instant | 1 Complex Action | Wind |
67 | 7 | 15 | Meteor | You choose a point you can see. A meteor crashes into the ground centred on that point. Targets hit by the meteor take PTD12 blunt damage. On a successful CON Save targets take half damage. | Instant | 1 Complex Action | Space |
65 | 8 | 20 | Blood Eruption | You choose a point you can see. A fountain of blood erupts from the ground at that point. Target hit by the eruption takes 10D12 blood damage. On a successful CON save, take half damage. After the eruption the area becomes impassable terrain for 1D4 turns. Using this boon requires making at least 3 Ritual offerings previously. | Instant | 1 Complex Action | Blood |
66 | 8 | 20 | Eruption | You choose a point you can see on the ground. A fountain of churned earth, stone and lava erupts centred on that point. Each target in that area must make a CON saving throw. A target takes 10d12 Fire damage. Half damage on a successful CON save. Additionally, the ground becomes burning terrain for 1D4 turns. Targets in burning terrain take 3D6 damage if they enter it or end their turn in it. | Instant | 1 Complex Action | Fire |
68 | 8 | 20 | Change fate | You touch a target and bestow a limited ability to change their fate. The target can have either; Advantage on all rolls and Disadvantage on all rolls against it or, Disadvantage on all rolls and Advantage on all rolls against it. | 1 Day | 1 Complex Action | Space |
69 | 8 | 20 | Command Spirits | You speak a one-word command to a spirit you can see within range. The target will follow your command if it is possible. | 1 Round | 1 Complex Action | Spirit |
Curses
General Curses
Roll | Curse | Effects |
1 | Forgotten | You are forgotten by the Gods, you cannot gain or use Power. |
2 | Evil Eye | You cannot hide or sneak, others are always alerted to your presence. |
3 | Misfortune | Roll with disadvantage. |
4 | Frailty | Take 1DX additional damage from all sources. |
5 | Clumsy | Any failed athletics roll results in falling prone. |
6 | Bonded | Bonding to an animal/object, if anything happens to it, the same happens to the cursed target. |
7 | Hyperalgesia (CRPS) | Easily bruised. When you take damage add 1D6 to the damage received. Permanent. |
8 | Addict | The pain of your wounds makes you take health restoration items when you do not need them. Consume 1 healing item per rest even when health is full. |
9 | Insomniac | This event keeps you up at night. Health Recovery on a Rest is halved. |
10 | Theophobia | Fear of God. Cannot perform any action that might incur the wrath of the god they follow. |
11 | Nyctophobia | Fear of the Dark. Must roll for morale when in dark places. |
12 | Thirst for blood | You have been cursed by the god of blood. Go into a Blood Frenzy whenever the god of blood (GM) commands. |
Inherent Curses
Trait | Effect | Race | Roll |
Turned from the Gods | -1 Character Power every time you gain Character Power. | Peran | 1 |
Kindling | Take 1D6 additional Fire damage from Fire sources. | Eukodon | 2 |
Bad Merchant | Purchases cost 10% more and Sales give 10% less gold. | Drom | 3 |
Bug for Hire | Start with 0 gold. | Mantille | 4 |
Outcast | All other races are wary/hostile towards you. | Thatauri | 5 |
Fish out of Water | Disadvantage on movement checks/saves on land. | Kepllik | 6 |
Sink Like a stone | Can’t Swim. | Volkorn | 7 |
None | None | Cestus | 8 |
Equipment & Items
Weapons
Item | Dmg Type | Size | Effects | Armour Penetration | Cost |
Hand Axe | Slashing | Small | Thrown | Harmless | 50g |
Battle Axe | Slashing | Medium | Blunt | 100g | |
Great Axe | Slashing | Large-Extra Large | Reach, 2H, Cleave | Razor Sharp-Dangerous | 500g/700g |
Blowgun | Piercing | Small | Range 5ft – 65ft | Harmless | 50g |
Bow | Piercing | Small | 2H, Range 5ft – 300ft | Harmless | 100g |
Great Bow | Piercing | Large | 2H, Range 5ft – 900ft | Dangerous | 800g |
War Bow | Piercing | Medium | 2H, Range 5ft – 600ft | Razor Sharp | 350g |
Claws | Slashing | Small | Cleave | Harmless | 50g |
Club | Blunt | Medium | Harmless | 100g | |
Crossbow | Piercing | Medium | 2H, Range 5ft – 300ft | Sharp | 150g |
Great Crossbow | Piercing | Large | 2H, Range 5ft – 900ft | Razor Sharp | 500g |
Dagger | Piercing | Small | Harmless | 40g | |
Knuckle duster | Blunt | Small | Blunt | 50g | |
Flail | Blunt | Medium | Sharp | 120g | |
Halberd | Slashing | Large | Reach, 2H, Cleave | Razor Sharp | 200g |
Javelin | Piercing | Medium | Thrown | Blunt | 75g |
Mace | Blunt | Medium | Sharp | 150g | |
War Mace | Blunt | Large-Extra Large | Reach, 2H, Cleave | Razor Sharp-Dangerous | 500g/700g |
Pike | Piercing | Extra Large | Reach | Dangerous | 700g |
Scythe | Slashing | Large | Reach | Dangerous | 350g |
Spear | Piercing | Medium | Thrown | Sharp | 150g |
Staff | Blunt | Medium | Reach, 2H | Blunt | 150g |
Short Sword | Slashing | Small | Blunt | 50g | |
Long Sword | Slashing | Medium | Sharp | 150g | |
Two-Handed Sword | Slashing | Large | Reach, 2H | Razor Sharp | 350g |
Great Sword | Slashing | Extra Large | Reach, 2H, Cleave | Dangerous | 700g |
Great Staff | Blunt | Large | Reach, 2H, Cleave | Sharp | 500g |
Armour
Item | Armour Bonus | Requirement | Size | Effects | Cost |
Leather | +1 | None | Small | None | 50g |
Padded | +2 | None | Medium | None | 100g |
Chainmail | +4 | None | Medium | -1 to piercing damage taken | 250g |
Studded Leather | +6 | None | Medium | -1 to blunt damage taken | 800g |
Half Plate | +8 | None | Medium | -1 on STR checks | 2000g |
Scale | +10 | None | Large | -1 on STR checks | 4600g |
Full Plate | +12 | None | Large | -2 on STR checks, -1 to slashing dmg taken | 12000g |
Splint | +14 | None | Large | -2 on STR checks, -1 to Fire damage taken | 50000g |
Shields
Item | Armour Bonus | Requirement | Size | Effects | Cost |
Round Shield | +1 | None | Small | None | 50g |
Shield | +2 | None | Medium | None | 150g |
Tower Shield | +4 | None | Large | -2 to Blunt damage | 1000g |
Mighty Shield | +6 | None | Medium | -1 to incoming damage | 25000g |
Items
Roll | Item | Cost |
1 | Rope | 5g |
2 | Lantern | 15g |
3 | Fishing Rod | 20g |
4 | Bucket | 5g |
5 | Hammer | 5g |
6 | Shovel | 10g |
7 | Lockpicks | 15g |
8 | Spyglass | 30g |
9 | Torch | 15g |
10 | Instrument | 50g |
11 | Deck of cards | 5g |
12 | Dice | 5g |
13 | Spinning Top | 5g |
14 | Book | 10g |
15 | Pen and Paper | 15g |
16 | Whistle | 1g |
17 | Kite | 5g |
18 | Camping Gear | 50g |
19 | Hunting trap | 25g |
20 | Blank Spell Book | 10g |
21 | Cooking pot | 5g |
22 | Tinder box | 1g |
23 | Water Skin | 5g |
24 | Tent | 15g |
25 | Bedroll | 10g |
26 | Gem | 1g |
27 | Oil | 10g |
28 | Candle | 1g |
29 | Lockpicks | 5g |
30 | Bottle | 1g |
31 | Backpack | 10g |
32 | Paper Windmill | 1g |
33 | Saw | 5g |
34 | Nails | 1g |
35 | Chalk | 1g |
36 | Grappling Hook | 10g |
37 | Herb box | 10g |
38 | Blank spell scroll | 5g |
39 | Compass | 15g |
40 | Mirror | 5g |
Effects
Effect Name | Description |
Reach | Weapon has an attack range twice as far as a normal weapon. |
2H | Must be used with 2 hands preventing the use of another item in the off-hand. |
Cleave | Can hit multiple adjacent targets in 1 hit. |
Thrown | Weapons can be thrown without a penalty to hit or damage. |
Range | Weapons can hit outside of normal melee range. |
Spells
Roll D50 | Power Tier | Power Cost | Name | Effect | Duration | Cast Time | Type |
1 | 1 | 1 | Heal Wounds | A target you touch regains a number of hit points equal to PTd6. | Instant | 1 Complex Action | Magic |
2 | 1 | 1 | Jump | A target you touch has its jump distance tripled until the spell ends. | 1 minute | 1 Simple Action | Magic |
3 | 1 | 1 | Shadow Bolt | You create a Shadow that streaks toward a target of your choice that you can see clearly. The target must make a CON Save. The target takes PTd8 Shadow damage on a failed save, or half as much on a successful one. | Instant | 1 Complex Action | Magic |
4 | 1 | 1 | Razor Wind | Create a 20ft radius sphere of high speed wind centred on a point you choose within range. Each target in it must make a CON saving throw. A target takes PTd6 piercing damage on a failed save, or half as much damage on a successful one. | 1D4 rounds | 1 Complex Action | Magic |
5 | 1 | 1 | Tornado | A tornado 20ft in radius touches down at a point on the ground you specify. You can use a complex action to move the whirlwind up to 30 feet in any direction along the ground. A target must make a CON saving throw when in the Tornado. A target takes PTd6 bludgeoning damage and is stuck in the tornado on a failed save, or half as much damage on a successful one and is knocked back out of the tornado. | 1D4 rounds | 1 Complex Action | Magic |
6 | 2 | 2 | Dark Sight | Touch a target to grant it the ability to see in the dark, for the duration. | 12 hours | 1 Complex Action | Magic |
7 | 2 | 2 | Hold Person | Magical Hands hold an object in place. Target must succeed a STR Save to break free. | Instant | 1 Complex Action | Magic |
8 | 2 | 2 | Greater Strength | You have advantage on Strength checks and Strength saving throws. When you make a melee weapon attack add your power mod twice. | 1 minute | 1 Simple Action | Magic |
9 | 2 | 2 | Mind Shield | You protect your mind from Mental attacks, your thoughts cannot be detected. | 1 hour | 1 Simple Action | Magic |
10 | 2 | 2 | Purify Toxins | A non-magical target you touch is purified and rendered free of poison and disease. | Instant | 1 Complex Action | Magic |
11 | 2 | 2 | Cleanse | A target you touch is cleansed of any disease or conditions on them. | Instant | 1 Complex Action | Magic |
12 | 2 | 2 | Haste | You move twice as fast for the duration. | 10 minutes | 1 Simple Action | Magic |
13 | 2 | 2 | Empowered Spell | You Empower up to three targets of your choice within range that you can see. Whenever the target makes an Mental attack roll before the spell ends, the target can add their PT mod to the roll twice, until the duration ends. | 5 minutes | 1 Simple Action | Magic |
14 | 2 | 2 | Empowered Weapon | Imbue a weapon you touch with your power. All attacks with the weapon have an extra 1D4 to hit until the duration ends. | 10 minutes | 1 Simple Action | Magic |
15 | 2 | 2 | Shapeshift | You change into the shape of an animal of your choice for the duration. This spell can be ended early at the choice of the caster. | 1 Day | 1 Complex Action | Magic |
16 | 2 | 2 | Fog | You create a sphere of fog centred on a point you can see. In the fog visibility is limited to arms length. It lasts for the duration or until cancelled by the caster. | 1 hour | 1 Complex Action | Magic |
17 | 3 | 5 | Confusion | This spell assaults and twists targets’ minds, spawning delusions and provoking uncontrolled actions. The target is affected for 1D4 rounds on a failed save. Confused targets attack randomly. | Instant | 1 Complex Action | Magic |
18 | 3 | 5 | Mental Blast | You blast a nearby target with psychic force disrupting the mind of one target you can see within range. The target must make a Mental saving throw. On a failed save, the target takes PTd6 psychic damage, and loses 1D4 Mental for 1 round. | Instant | 1 Complex Action | Magic |
19 | 3 | 5 | Stone skin | You turn the flesh of a target you touch to stone. Until the spell ends, the target has resistance to non-magical blunt, piercing, slashing, unarmed and explosive damage. | 1 hour | 1 Simple Action | Magic |
20 | 3 | 5 | True strike | Choose a target, on your next attack against the target, you automatically crit. | 1 round | 1 Simple Action | Magic |
21 | 3 | 5 | Deafen | Target a target that you can see within range to make a CON save. If it fails, the target is deafened. The target can make a CON save every round to try to end this effect. | 1 hour | 1 Complex Action | Magic |
22 | 3 | 5 | Light | Create an orb of light that follows the caster and illuminates an area of 30ft. | 1 hour | 1 Simple Action | Magic |
23 | 4 | 7 | Shadow Arc | You create a Shadow that streaks toward a target of your choice that you can see within range. Three Shadows then leap from that target to as many as three other targets, within 30 feet of the first target. Targets must make a CON saving throw. The target takes PTd10 Shadow damage on a failed save, or half as much on a successful one. | Instant | 1 Complex Action | Magic |
24 | 4 | 7 | Detect Thoughts | For the duration, you can read the thoughts of targets of Mental 4 or higher that you can clearly see. | 5 minutes | 1 Complex Action | Magic |
25 | 4 | 7 | Dispel Magic | Choose any target, object, or magical effect within range. Any spell of PT4 or lower on the target ends. For each spell of PT5 level or higher on the target, make an MEN check. The Target equals 10 + the spell’s PT. On a successful check, the spell ends. | Instant | 1 Complex Action | Magic |
26 | 4 | 7 | Shatter | A sudden loud intense noise, erupts from a point of your choice within range. Each target in a 10-foot-radius sphere centred on that point must make a CON save throw. A target takes PTd8 Magic damage on a failed save, or half as much damage on a successful one. All delicate items in the sphere are broken by this spell. | Instant | 1 Complex Action | Magic |
27 | 4 | 7 | Synaptic Static | You shock the mind of one target you can clearly see within range. On a failed save, the target takes PTd6 Magic damage and is Stunned for 1 round. On a successful save, the target takes half as much damage and isn’t stunned. | Instant | 1 Complex Action | Magic |
28 | 4 | 7 | Thunder wave | You create a burst of Light starting from you and moving out in all directions (Sphere). Each target other than you caught in the wave takes PTD10 Light damage Half damage on a Save. If they fail the Save they are also knocked down. | Instant | 1 Complex Action | Magic |
29 | 4 | 7 | Cure Ailment | Put your hands upon a target and heal it for PTD8 and any disease or condition affecting it. | Instant | 1 Simple Action | Magic |
30 | 4 | 7 | Detect Magic | For the duration, you feel the presence of any magic of anything you can see around you. | 10 minutes | 1 Complex Action | Magic |
31 | 5 | 10 | Silence | For the duration, no sound can be created by the targeted target. | 10 minutes | 1 Complex Action | Magic |
32 | 5 | 10 | Spirit Guardian | You call forth a spirit within range that lasts for the duration or until you cancel this spell. Guardian will follow the caster and attack targets that attack the caster. On a hit, the target takes damage equal to PTd6 Slashing Damage. Only 1 guardian can be summoned at a time. | 1 day | 1 Simple Action | Magic |
33 | 5 | 10 | Sunbeam | A brilliant golden beam of light shines down in a 5-foot radius, centred on a point within range. Can’t be used inside. targets inside or that enter the beam take 5D8+PT Light Damage. They take half damage on a save. Can use an action to move the beam to any point in range. Moving the beam does not use spell power. | 5 minutes | 1 Complex Action | Magic |
34 | 5 | 10 | Elemental Spear | Create a spear made of an element of choice in your hand. Elemental spears deal PTD4 damage. Disappears after 5 minutes. | 5 minutes | 1 Simple Action | Magic |
35 | 6 | 14 | Control weather | You can change the weather to a new weather type of your choosing. The weather up to a 5km radius around the caster will change. You must be outdoors to cast this spell. | 10 minutes | 1 Complex Action | Magic |
36 | 6 | 14 | Elemental Weapon | You touch a non-magical weapon. Until the spell ends, that weapon becomes an elemental weapon of your choice with a +PT bonus to attack rolls and damage rolls. | 1 hour | 1 Simple Action | Magic |
37 | 6 | 14 | Heroism | You imbue a target with bravery. Until the spell ends, the target is immune to being frightened and gains temporary hit points equal to your Spell Power. When the spell ends, the target loses any remaining temporary hit points from this spell. | 1 Hour | 1 Complex Action | Magic |
38 | 6 | 14 | Smite | The next time you hit a target with a melee weapon attack during the spell’s duration, the attack deals an extra PTd6 magic damage to the target. | 1 minute | 1 Simple Action | Magic |
39 | 6 | 14 | Magi’s Insight | A target you touch gains advantage on all Saves & Checks for the duration. | 10 minutes | 1 Complex Action | Magic |
40 | 6 | 14 | Invisibility | A target you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell. Can still be smelled or heard while invisible. Spend a power die for each additional target. | 1 hour | 1 Complex Action | Magic |
41 | 6 | 14 | Protection from Element | A target you touch gains protection from the element of your choice for the duration. Protected targets cannot take damage from that element. | 10 minutes | 1 Complex Action | Magic |
42 | 6 | 14 | Sleep | This spell sends targets into a magical sleep. On a failed save, up to PT targets you choose within 30ft of you fall unconscious until the spell ends, the sleeper takes damage, or someone uses an action to wake the sleeper. | 1 hour | 1 Complex Action | Magic |
43 | 7 | 15 | Earthquake | You cause the ground to shake and split in a 60ft radius around you. Each target other than you in the area takes PTD10 Earth damage. Each target must make a STR saving throw. On a failed save, the target is knocked prone. | Instant | 1 Complex Action | Magic |
44 | 7 | 15 | Mass Transport | This spell instantly transports you and up to eight targets of your choice that you can see within range, or a single object of equivalent size that you can see within range, to a destination you can see within range. | Instant | 1 Complex Action | Magic |
45 | 7 | 15 | Psychic Scream | With a psychic screech you blast the minds of up to PT targets of your choice that you can see. Targets that have a Mental score of less than 4 are unaffected. On a failed save, a target takes PTD10 psychic damage and is stunned. On a successful save, a target takes half as much damage and isn’t stunned. | Instant | 1 Complex Action | Magic |
46 | 7 | 15 | Control Plants | Until the spell ends, you control any flora you can see. | 10 minutes | 1 Complex Action | Magic |
47 | 7 | 15 | Shape Element | Until the spell ends, you can shape any element that you can see, that is up to up to 100ft radius, into any form. | Instant | 1 Complex Action | Magic |
48 | 8 | 20 | Create Elemental | You summon an elemental that appears in a location that you can see. Elementals will act independently of the caster. On a hit, the target takes damage equal to PTd8 Element Damage.Only 1 Elemental can be summoned at a time. | 1 hour | 1 Complex Action | Magic |
49 | 8 | 20 | Explosion | Create an explosion 100ft wide centred on a point you choose within range. targets and objects within the blast must make a CON save. Targets take PTD20 explosive damage and are knocked back. On a successful save, targets take half damage and are knocked down on a successful save. | Instant | 1 Complex Action | Magic |
50 | 8 | 20 | Magic Blast | Create a small explosion 10ft wide centred on a point you choose within range. targets and objects within the blast must make a CON save. They take PTD20 magic damage and are knocked back. On a successful save, targets take half damage. | Instant | 1 Complex Action | Magic |
Traumas
Roll on this table when you take a Critical Hit:
Roll | Name | Effect | Type |
1 | Bruised | Take additional 1D2 damage from all incoming sources for 1D4 days. | Physical |
2 | Broken | 1D4 broken limb 1-2 Arm/3-4 Leg (odd left/even right). Unable to use that limb until healed. | Physical |
3 | Scarred | -1D4 to any persuasion roll. | Physical |
4 | Fatigued | 1 less action per turn for 1D4 turns. | Physical |
5 | Diseased | Can’t heal to full HP/CON until cured. | Physical |
6 | Dismembered | 1D6 1-2 Hand/3-4 Arm/5-6 Leg (odd left, even right) hand. 1D6 1-5 each finger or 6 whole hands. 1D2 at joint or whole limb for arm or leg. | Physical |
7 | Wounded | Lose 1D4 HP per turn for 1D4 turns. | Physical |
8 | Winded | Move distance reduced by half (rounded up) for 1D4 rounds. | Physical |
9 | Disarmed | Drop item held in Primary. | Physical |
10 | Blinded | Lose sight for 1D4 turns (negative effects to hit). | Physical |
1 | Confusion | Attack random targets including friends. | Mental |
2 | Disoriented | Unable to take any actions for 1D4 rounds. | Mental |
3 | Fearful | Must succeed a Mental save when attacked or flee from battle. | Mental |
4 | Hallucinations | Chance to miss a target. Disadvantage on rolls to Hit. | Mental |
5 | Intrusive thoughts | You subsequently have vivid/intrusive flashbacks to this moment. -1D4 social rolls. | Mental |
6 | Paranoia | Cannot trust other players. Cannot take an action another person suggests. | Mental |
GM Help
Setting the Difficulty
A brief explanation for setting the difficulty;
- Trivial can be resolved without rolling any Die, but maybe your players love to roll. They could do it with their eyes closed.
- Easy if adding a roll will add to the tension but is something the character should be able to do most of the time without using their power. Low consequences for failing.
- Medium the default if it is something the character is not proficient in but plausible with a little power. There are moderate consequences for failing.
- Hard if it poses a serious challenge or threat to the character. They must use a significant amount of their power and there will be consequences for failure.
- Very hard if it would normally be almost impossible to do, passing this test is something that can only be accomplished by using all their power.
Difficulty with 2D10
Cumulative is if the player rolls 2D10 and all of the available power die for their power level.
Difficulty | Dice | Mean Roll | Min Roll | Max Roll | Cumulative Mean Roll | Cumulative Min Roll | Cumulative Max Roll | Trivial | Easy (~90%) | Medium (~65%) | Hard (~45%) | Very Hard (~30%) | Power Modifier |
1 | 2D10 | 11 | 2 | 20 | 11 | 2 | 20 | 2 | 6 | 10 | 12 | 14 | 0 |
2 | 2D10+1D4 | 13.5 | 3 | 24 | 13.5 | 3 | 24 | 2 | 8 | 12 | 14 | 16 | +1 |
3 | 2D10+1D6 | 14.5 | 3 | 26 | 17 | 4 | 30 | 2 | 9 | 13 | 15 | 17 | +2 |
4 | 2D10+1D8 | 15.5 | 3 | 28 | 21.5 | 5 | 38 | 2 | 10 | 14 | 16 | 18 | +3 |
5 | 2D10+1D10 | 16.5 | 3 | 30 | 27 | 6 | 48 | 2 | 11 | 15 | 18 | 20 | +5 |
6 | 2D10+1D12 | 17.5 | 3 | 36 | 33.5 | 7 | 60 | 2 | 11 | 16 | 19 | 21 | +8 |
7 | 2D10+1D20 | 21.5 | 3 | 40 | 44 | 8 | 80 | 2 | 13 | 19 | 23 | 26 | +10 |
8 | 2D10+5D10 | 38.5 | 7 | 70 | 71.5 | 13 | 130 | 2 | 29 | 36 | 40 | 43 | +15 |
Power
Power Tier | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
Power Needed | 0 | 1 | 5 | 15 | 30 | 50 | 75 | 100 |
Power Modifier | 0 | +1 | +2 | +3 | +5 | +8 | +10 | +15 |
Power Die | None | D4 | D6 | D8 | D10 | D12 | D20 | 5D10 |
Weapon Damage
Size | Slashing | Blunt | Piercing | Explosive | Unarmed |
Extra Small | D2 | D2 | D4 | D6 | D4 |
Small | D6 | D4 | D6 | 2D10 | D6 |
Medium | D8 | D8 | D10 | 3D20 | D8 |
Large | 2D6 | D12 | D12 | 10D20 | D12 |
Extra large | 2D12 | D20 | 2D10 | 20D20 | D20 |
Armour Penetration
Name | Armour Penetration | Min Power Tier |
Harmless | 0 | 1 |
Blunt | 1 | 1 |
Dull | 2 | 2 |
Sharp | 5 | 4 |
Razor Sharp | 10 | 6 |
Deadly | 20 | 8 |
NPC reactions
Roll | 1 | 2-4 | 5-7 | 7-9 | 10 |
Outcome | Hostile | Wary | Curious | Kind | Helpful |