Power of the Gods – Beta

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.

  1. Tend to Wounds Describe how you patch yourself up and restore all lost Health. You may also do this on an ally instead.
  2. 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.

  1. Tend to Wounds Describe how you patch yourself up and restore all lost Health. You may also do this on an ally instead.
  2. 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.
  3. 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:

Roll12-45-77-910
OutcomeHostileWaryCuriousKindHelpful

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 TierTotal PowerModifierPower DiceDescription
100NoneNormal person
21-4+1D4Adventurer
35-14+2D6Fierce Warrior
415-29+3D8Noble
530-49+5D10King
650-74+8D12Hero of the realm
775-100+10D20Demigod
8100++155D10Power 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.

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.

  1. Choose a target, within your attack’s range.
  2. Determine modifiers (Cover, Boons, Power etc.)
  3. Roll to Hit the target.
  4. On a Hit, you perform Damage roll by rolling your weapons Damage die.
  5. 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:

RollOutcome
2-3Crit Failure
5-10Failure
11-18Success
19-20Crit 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

Character Sheet

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.

  1. Physical (PHY) – Any rolls that involve actions with the body.
  2. Mental (MEN) – Any rolls that involve actions with the mind.
  3. 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 SizeNumber of Inventory Slot2
Small2
Medium3
Large4

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

Traits

Body Traits

TraitEffectPartRaceRoll
TelepathyCommunicate TelepathicallyHeadMantille1
Natural Weapon (Head)Additional Primary Weapon (small)HeadDrom/Kepllik2
Cutaneous RespirationCan breathe underwaterHeadKepllik3
Strong WilledBonus to Mental Saves and ChecksHeadPeran/Cestus/Drom4
AutotrophicDoesn’t need to eat foodHeadEukodon/Volkorn5
Hard HeadCan’t be knocked unconsciousHeadVolkorn/Drom6
Cold ResistanceNo debuff in cold placesBodyDrom/Kepllik/Volkorn1
RegenerationHealth Back each turnBodyCestus/Eukodon/Kepllik/Peran2
Rock Skin+1 AC to unarmed and slashing damage.BodyVolkorn3
Soldiers Rage+1 Crit Die when below 25% HPBodyPeran4
Poison GlandsCan create poisonBodyKepllik/Eukodon5
WingedFlightBodyMantille6
Combat TrainingCan use 2 Primary WeaponsArmsCestus/Mantille/Peran1
ReachMelee attack range is extended by 1 rangeArmsEukodon/Mantille2
Strong Armed+PT dmg to unarmed attacksArmsPeran/Volkron3
WrestlerAlways win Opposed strength checks unless the opposition has wrestler as wellArmsVolkorn/Cestus/Mantille4
Natural Weapon (Arms)Additional Primary Weapon (medium)ArmsMantille/Eukodon5
Dexterous+1 simple ActionArmsCestus6
Heavy LifterIncreased Inventory spaceLegsEukodon/Peran/Cestus/Drom1
SturdyCan’t be knocked overLegsEukodon/Volkorn/Drom2
ClimbingNo checks for climbing/rough terrainLegsDrom3
Long StridesFurther move distance on landLegsCestus/Volkorn/Peran/Eukodon4
Fast SwimmingFurther move distance in WaterLegsKepllik/Peran/Cestus5
Spring StepJump furtherLegsMantille/Kepllik6

Inherent Traits

TraitEffectRaceRoll
First PeopleGain +1 extra Character Power every time you gain Character Power.Cestus1
Chosen of MaellikGain PTD4 Character Power each Power Tier.Kepllik2
Dark HeritageTake an extra Boon at Power Tier 1.Drom3
Skilled WarriorAdditional PTD6 damage die.Mantille4
Natures FriendStart with Animal Companion.Eukodon5
Durable+1 AC against blunt damage.Volkorn6
DisciplinedAdvantage on Mental saves.Peran7
Dark OriginTake a free Boon at each Power Tier.Thatauri8

Boons

RollPower TierPower CostNameEffectDurationCast TimeType
010Training+1 to Ability Score of choice (can be chosen multiple times).PermanentN/ANeutral
111Blood FrenzyGo into a Blood frenzy. Roll an Additional Damage Die the next time you Roll damage during blood frenzy.1D6 Rounds1 Simple ActionBlood
211Animal CompanionChoose an animal companion to be at your side. Only 1 companion can be summoned at a time.Permanent1 Complex ActionEarth
311Healing HerbsYou 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 minutes1 Complex ActionEarth
411FireballYou hurl a ball of fire at a target or object within range. On hit the target takes PTD6 fire damage.Instant1 Complex ActionFire
511Jupendel’s BlessingYour prayer empowers you with Jupendel’s radiance. Until the spell ends, your weapon attacks deal an extra 1d4 light damage on a hit.1D4 rounds1 Simple ActionLight
611TrapperYou can create a trap to capture wild animals.12 hours1 Complex ActionTechnology
711Water ConjureYou 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.Instant1 Simple ActionWater
811Soothing TuneA target of your choice that you can see within range regains hit points equal to PTD4. This spell has no effect on Spirits.5 minutes1 Simple ActionWind
911ParryWhen you are Hit with an attack, you can negate the damage 1 once per combat.Instant1 Simple ActionNeutral
1011AmbushYou attack once when initiating combat, before the first round starts.PermanentN/ANeutral
1111Elemental FistUnarmed attacks deal damage in an element of your choice until the spell ends.1D4 rounds1 Simple ActionFire, Shadow, Wind, Earth, Water, Light
1211Strong ArmYou deal an additional PTD4 damage with Thrown weapons.PermanentN/ANeutral
7011Blessing of MagiYou can use spells without the need for spell books or scrolls.PermanentN/ANeutral
1322RootChoose 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 rounds1 Complex ActionEarth
1422Burning TouchYour hands set on fire. Make an Unarmed attack against a target. On hit it takes 2D8 Fire damage.1 round1 Simple ActionFire
1622BackstabYou can deal an extra PTd6 damage to one target you Hit with an attack if you attack from behind the target.PermanentN/AShadow
1722StealthMove without making noise. +1 Hit die when attacking from stealth (Physical Check (12) to enter/Mental Check (14) detection).Instant1 Complex ActionShadow
1822Make ItemYou spend up to 1 hour crafting an item of choice (Mental Check).1 hour1 Complex ActionTechnology
1922Lunging AttackWhen 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.Instant1 Complex ActionWater
2022IndomitableRe-roll a failed Roll. Once per session.InstantN/ANeutral
2122Keen eyeYou deal an extra 1D6+PT damage with Range weapons.1D4 Turns1 Simple ActionNeutral
2222Trip AttackPerform 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.Instant1 Complex ActionNeutral
3822SearThe 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 minute1 Simple ActionLight
2335OvergrowthCause plants to grow creating difficult to cross terrain. Creatures crossing the terrain must make a Strength Check (12).15 minutes1 Complex ActionEarth
2435Flame StrikeFlames descend on a target that you can see within range. Target cannot take cover bonus from this attack. Target takes PTD8 fire damage.Instant1 Complex ActionFire
2535Otherworldly graspYou 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.Instant1 Complex ActionSpirit
2635Speak with SpiritsYou call on the spirit of the recently deceased for aid. Until the spell ends, you can ask the spirits up to five questions.10 Minutes1 Complex ActionSpirit
2735Gust of windYou 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.Instant1 Complex ActionWind
2835Quick TossYou can make a ranged attack on a target within range with a weapon you are carrying that has the Thrown property.Instant1 Simple ActionNeutral
2935Improved CriticalAdd a Crit Die to your Hit rolls.PermanentN/ANeutral
3035Taunting ShoutYou 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.Instant1 Simple ActionNeutral
3135Shield ChargeYou 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.Instant1 Complex ActionNeutral
3235Shield AllyAfter an ally next to you is Hit you jump in front of the ally blocking an attack. The damage from the attack is halved.Instant1 Simple ActionNeutral
3335Speak with AnimalYou gain the ability to communicate with animals for the duration.1 hour1 Complex ActionNeutral
3447Ritual OfferingYou make a blood sacrifice taking 1D6+PT damage and gain an additional temporary Power Die. Once per session.1 hour1 Complex ActionBlood
3547Spike GrowthSpawn spikes at a point in range. Large Spikes grow in the area chosen. Targets hit by the spikes take PTD6 damage.1D4 rounds1 Complex ActionEarth
3647RelentlessOn Hit, if you have no Power Die remaining you can regain a Power Die one time, until the spell ends.1D4 Turns1 Simple ActionFire
3747BlindYou 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 minutes1 Complex ActionLight
3947Shadow StepMove between shadows. You teleport to a shadow you can see within range.Instant1 Complex ActionShadow
4047Consume SpiritsYou can consume the spirit from any target you kill. Heal yourself for PTD4.Instant1 Simple ActionSpirit
4147Disguise selfDress up and change your appearance to one of your choosing.15 minutes1 Complex ActionTechnology
4247Fast ReflexesYou can take a bonus Simple Action each turn in combat.PermanentN/AWater
4347Inspiring SongPlay an inspiring tune. Targets that hear the tune can add 1D8 to a Check or Save of its choice. Must have an instrument.3 minutes1 Complex ActionWind
4447Wind StepYou choose up to 4 targets. All targets and yourself can move twice as fast until the spell ends.1 hour1 Simple ActionWind
4547Extra AttackYou can make 1 attack that does not cost a Complex Action each turn.PermanentN/ANeutral
4647SurvivorRegain 1D10 HP each turn for 1D6 turns.1D4 Turns1 Complex ActionNeutral
4747Exploit WeaknessCan use 1 Power Die and deal that much damage when an enemy misses an attack on you. The die is not used up.Instant1 Simple ActionNeutral
4847Shield WallYou and 1 other standing behind you gain Cover.1 Complex ActionNeutral
4947Blinding AuraA 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 hour1 Complex ActionLight
15510IlluminateThe 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.Instant1 Complex ActionLight
50510Enter ShadowHide in a shadow and become undetectable, moving reveals self.Instant1 Complex ActionShadow
51510Turn to shadowYou turn into a shadow until the spell ends. You can’t be hit or attacked while a shadow.15 minutes1 Complex ActionShadow
52510Spirit CompanionYou 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 hours1 Complex ActionSpirit
53510Uncanny DodgeWhen you are Hit by a target you can see, you can use a Simple Action to halve the attack’s damage.Instant1 Simple ActionWater
54510Wall of WaterYou 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 rounds1 Complex ActionWater
55510Song of RestYou play a song that puts targets around you that can hear it to sleep. Must have an instrument.5 minutes1 Complex ActionWind
56614BurnYou create a flash of fire centred on a point. All targets hit take PTD10 fire damage.1D4 rounds1 Complex ActionFire
57614Ray of LightYou 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.Instant1 Complex ActionLight
58614Cast shadowYou 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.Instant1 Complex ActionShadow
59614Dual WieldingYou can use 2 primary weapons.PermanentN/ANeutral
60614InterceptWhen you are Hit by a ranged attack you can Block it negating the damage.Instant1 Simple ActionNeutral
61715Mould EarthUntil the spell ends, you can shape the earth around you into any form.1D4 rounds1 Complex ActionEarth
62715Protection of AetheriusIf you would suffer lethal damage you don’t and stay on 1 health. Once per long rest.PermanentN/ASpirit
63715TsunamiYou 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 rounds1 Complex ActionWater
64715CrescendoYou 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.Instant1 Complex ActionWind
67715MeteorYou 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.Instant1 Complex ActionSpace
65820Blood EruptionYou 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.Instant1 Complex ActionBlood
66820EruptionYou 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.Instant1 Complex ActionFire
68820Change fateYou 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 Day1 Complex ActionSpace
69820Command SpiritsYou speak a one-word command to a spirit you can see within range. The target will follow your command if it is possible.1 Round1 Complex ActionSpirit

Curses

General Curses

RollCurseEffects
1ForgottenYou are forgotten by the Gods, you cannot gain or use Power.
2Evil EyeYou cannot hide or sneak, others are always alerted to your presence.
3MisfortuneRoll with disadvantage.
4FrailtyTake 1DX additional damage from all sources.
5ClumsyAny failed athletics roll results in falling prone.
6BondedBonding to an animal/object, if anything happens to it, the same happens to the cursed target.
7Hyperalgesia (CRPS)Easily bruised. When you take damage add 1D6 to the damage received. Permanent.
8AddictThe 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.
9InsomniacThis event keeps you up at night. Health Recovery on a Rest is halved.
10TheophobiaFear of God. Cannot perform any action that might incur the wrath of the god they follow.
11NyctophobiaFear of the Dark. Must roll for morale when in dark places.
12Thirst for bloodYou have been cursed by the god of blood. Go into a Blood Frenzy whenever the god of blood (GM) commands.

Inherent Curses

TraitEffectRaceRoll
Turned from the Gods-1 Character Power every time you gain Character Power.Peran1
KindlingTake 1D6 additional Fire damage from Fire sources.Eukodon2
Bad MerchantPurchases cost 10% more and Sales give 10% less gold.Drom3
Bug for HireStart with 0 gold.Mantille4
OutcastAll other races are wary/hostile towards you.Thatauri5
Fish out of WaterDisadvantage on movement checks/saves on land.Kepllik6
Sink Like a stoneCan’t Swim.Volkorn7
NoneNoneCestus8

Equipment & Items

Weapons

ItemDmg TypeSizeEffectsArmour PenetrationCost
Hand AxeSlashingSmallThrownHarmless50g
Battle AxeSlashingMediumBlunt100g
Great AxeSlashingLarge-Extra LargeReach, 2H, CleaveRazor Sharp-Dangerous500g/700g
BlowgunPiercingSmallRange 5ft – 65ftHarmless50g
BowPiercingSmall2H, Range 5ft – 300ftHarmless100g
Great BowPiercingLarge2H, Range 5ft – 900ftDangerous800g
War BowPiercingMedium2H, Range 5ft – 600ftRazor Sharp350g
ClawsSlashingSmallCleaveHarmless50g
ClubBluntMediumHarmless100g
CrossbowPiercingMedium2H, Range 5ft – 300ftSharp150g
Great CrossbowPiercingLarge2H, Range 5ft – 900ftRazor Sharp500g
DaggerPiercingSmallHarmless40g
Knuckle dusterBluntSmallBlunt50g
FlailBluntMediumSharp120g
HalberdSlashingLargeReach, 2H, CleaveRazor Sharp200g
JavelinPiercingMediumThrownBlunt75g
MaceBluntMediumSharp150g
War MaceBluntLarge-Extra LargeReach, 2H, CleaveRazor Sharp-Dangerous500g/700g
PikePiercingExtra LargeReachDangerous700g
ScytheSlashingLargeReachDangerous350g
SpearPiercingMediumThrownSharp150g
StaffBluntMediumReach, 2HBlunt150g
Short SwordSlashingSmallBlunt50g
Long SwordSlashingMediumSharp150g
Two-Handed SwordSlashingLargeReach, 2HRazor Sharp350g
Great SwordSlashingExtra LargeReach, 2H, CleaveDangerous700g
Great StaffBluntLargeReach, 2H, CleaveSharp500g

Armour

ItemArmour BonusRequirementSizeEffectsCost
Leather+1NoneSmallNone50g
Padded+2NoneMediumNone100g
Chainmail+4NoneMedium-1 to piercing damage taken250g
Studded Leather+6NoneMedium-1 to blunt damage taken800g
Half Plate+8NoneMedium-1 on STR checks2000g
Scale+10NoneLarge-1 on STR checks4600g
Full Plate+12NoneLarge-2 on STR checks, -1 to slashing dmg taken12000g
Splint+14NoneLarge-2 on STR checks, -1 to Fire damage taken50000g

Shields

ItemArmour BonusRequirementSizeEffectsCost
Round Shield+1NoneSmallNone50g
Shield+2NoneMediumNone150g
Tower Shield+4NoneLarge-2 to Blunt damage1000g
Mighty Shield+6NoneMedium-1 to incoming damage25000g

Items

RollItemCost
1Rope5g
2Lantern15g
3Fishing Rod20g
4Bucket5g
5Hammer5g
6Shovel10g
7Lockpicks15g
8Spyglass30g
9Torch15g
10Instrument50g
11Deck of cards5g
12Dice5g
13Spinning Top5g
14Book10g
15Pen and Paper15g
16Whistle1g
17Kite5g
18Camping Gear50g
19Hunting trap25g
20Blank Spell Book10g
21Cooking pot5g
22Tinder box1g
23Water Skin5g
24Tent15g
25Bedroll10g
26Gem1g
27Oil10g
28Candle1g
29Lockpicks5g
30Bottle1g
31Backpack10g
32Paper Windmill1g
33Saw5g
34Nails1g
35Chalk1g
36Grappling Hook10g
37Herb box10g
38Blank spell scroll5g
39Compass15g
40Mirror5g

Effects

Effect NameDescription
ReachWeapon has an attack range twice as far as a normal weapon.
2HMust be used with 2 hands preventing the use of another item in the off-hand.
CleaveCan hit multiple adjacent targets in 1 hit.
ThrownWeapons can be thrown without a penalty to hit or damage.
RangeWeapons can hit outside of normal melee range.

Spells

Roll D50Power TierPower CostNameEffectDurationCast TimeType
111Heal WoundsA target you touch regains a number of hit points equal to PTd6.Instant1 Complex ActionMagic
211JumpA target you touch has its jump distance tripled until the spell ends.1 minute1 Simple ActionMagic
311Shadow BoltYou 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.Instant1 Complex ActionMagic
411Razor WindCreate 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 rounds1 Complex ActionMagic
511TornadoA 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 rounds1 Complex ActionMagic
622Dark SightTouch a target to grant it the ability to see in the dark, for the duration.12 hours1 Complex ActionMagic
722Hold PersonMagical Hands hold an object in place. Target must succeed a STR Save to break free.Instant1 Complex ActionMagic
822Greater StrengthYou have advantage on Strength checks and Strength saving throws. When you make a melee weapon attack add your power mod twice.1 minute1 Simple ActionMagic
922Mind ShieldYou protect your mind from Mental attacks, your thoughts cannot be detected.1 hour1 Simple ActionMagic
1022Purify ToxinsA non-magical target you touch is purified and rendered free of poison and disease.Instant1 Complex ActionMagic
1122CleanseA target you touch is cleansed of any disease or conditions on them.Instant1 Complex ActionMagic
1222HasteYou move twice as fast for the duration.10 minutes1 Simple ActionMagic
1322Empowered SpellYou 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 minutes1 Simple ActionMagic
1422Empowered WeaponImbue a weapon you touch with your power. All attacks with the weapon have an extra 1D4 to hit until the duration ends.10 minutes1 Simple ActionMagic
1522ShapeshiftYou 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 Day1 Complex ActionMagic
1622FogYou 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 hour1 Complex ActionMagic
1735ConfusionThis 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.Instant1 Complex ActionMagic
1835Mental BlastYou 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.Instant1 Complex ActionMagic
1935Stone skinYou 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 hour1 Simple ActionMagic
2035True strikeChoose a target, on your next attack against the target, you automatically crit.1 round1 Simple ActionMagic
2135DeafenTarget 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 hour1 Complex ActionMagic
2235LightCreate an orb of light that follows the caster and illuminates an area of 30ft.1 hour1 Simple ActionMagic
2347Shadow ArcYou 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.Instant1 Complex ActionMagic
2447Detect ThoughtsFor the duration, you can read the thoughts of targets of Mental 4 or higher that you can clearly see.5 minutes1 Complex ActionMagic
2547Dispel MagicChoose 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.Instant1 Complex ActionMagic
2647ShatterA 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.Instant1 Complex ActionMagic
2747Synaptic StaticYou 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.Instant1 Complex ActionMagic
2847Thunder waveYou 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.Instant1 Complex ActionMagic
2947Cure AilmentPut your hands upon a target and heal it for PTD8 and any disease or condition affecting it.Instant1 Simple ActionMagic
3047Detect MagicFor the duration, you feel the presence of any magic of anything you can see around you.10 minutes1 Complex ActionMagic
31510SilenceFor the duration, no sound can be created by the targeted target.10 minutes1 Complex ActionMagic
32510Spirit GuardianYou 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 day1 Simple ActionMagic
33510SunbeamA 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 minutes1 Complex ActionMagic
34510Elemental SpearCreate a spear made of an element of choice in your hand. Elemental spears deal PTD4 damage. Disappears after 5 minutes.5 minutes1 Simple ActionMagic
35614Control weatherYou 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 minutes1 Complex ActionMagic
36614Elemental WeaponYou 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 hour1 Simple ActionMagic
37614HeroismYou 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 Hour1 Complex ActionMagic
38614SmiteThe 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 minute1 Simple ActionMagic
39614Magi’s InsightA target you touch gains advantage on all Saves & Checks for the duration.10 minutes1 Complex ActionMagic
40614InvisibilityA 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 hour1 Complex ActionMagic
41614Protection from ElementA target you touch gains protection from the element of your choice for the duration. Protected targets cannot take damage from that element.10 minutes1 Complex ActionMagic
42614SleepThis 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 hour1 Complex ActionMagic
43715EarthquakeYou 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.Instant1 Complex ActionMagic
44715Mass TransportThis 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.Instant1 Complex ActionMagic
45715Psychic ScreamWith 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.Instant1 Complex ActionMagic
46715Control PlantsUntil the spell ends, you control any flora you can see.10 minutes1 Complex ActionMagic
47715Shape ElementUntil the spell ends, you can shape any element that you can see, that is up to up to 100ft radius, into any form.Instant1 Complex ActionMagic
48820Create ElementalYou 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 hour1 Complex ActionMagic
49820ExplosionCreate 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.Instant1 Complex ActionMagic
50820Magic BlastCreate 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.Instant1 Complex ActionMagic

Traumas

Roll on this table when you take a Critical Hit:

RollNameEffectType
1BruisedTake additional 1D2 damage from all incoming sources for 1D4 days.Physical
2Broken1D4 broken limb 1-2 Arm/3-4 Leg (odd left/even right). Unable to use that limb until healed.Physical
3Scarred-1D4 to any persuasion roll.Physical
4Fatigued1 less action per turn for 1D4 turns.Physical
5DiseasedCan’t heal to full HP/CON until cured.Physical
6Dismembered1D6 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
7WoundedLose 1D4 HP per turn for 1D4 turns.Physical
8WindedMove distance reduced by half (rounded up) for 1D4 rounds.Physical
9DisarmedDrop item held in Primary.Physical
10BlindedLose sight for 1D4 turns (negative effects to hit).Physical
1ConfusionAttack random targets including friends.Mental
2DisorientedUnable to take any actions for 1D4 rounds.Mental
3FearfulMust succeed a Mental save when attacked or flee from battle.Mental
4HallucinationsChance to miss a target. Disadvantage on rolls to Hit.Mental
5Intrusive thoughtsYou subsequently have vivid/intrusive flashbacks to this moment. -1D4 social rolls.Mental
6ParanoiaCannot trust other players. Cannot take an action another person suggests.Mental

GM Help

Setting the Difficulty

A brief explanation for setting the difficulty;

  1. Trivial can be resolved without rolling any Die, but maybe your players love to roll. They could do it with their eyes closed.
  2. 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.
  3. 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.
  4. 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.
  5. 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.

DifficultyDiceMean RollMin RollMax RollCumulative Mean RollCumulative Min RollCumulative Max RollTrivialEasy (~90%)Medium (~65%)Hard (~45%)Very Hard (~30%)Power Modifier
12D101122011220261012140
22D10+1D413.532413.532428121416+1
32D10+1D614.53261743029131517+2
42D10+1D815.532821.5538210141618+3
52D10+1D1016.533027648211151820+5
62D10+1D1217.533633.5760211161921+8
72D10+1D2021.534044880213192326+10
82D10+5D1038.577071.513130229364043+15

Power

Power Tier12345678
Power Needed01515305075100
Power Modifier0+1+2+3+5+8+10+15
Power DieNoneD4D6D8D10D12D205D10

Weapon Damage

SizeSlashingBluntPiercingExplosiveUnarmed
Extra SmallD2D2D4D6D4
SmallD6D4D62D10D6
MediumD8D8D103D20D8
Large2D6D12D1210D20D12
Extra large2D12D202D1020D20D20

Armour Penetration

NameArmour PenetrationMin Power Tier
Harmless01
Blunt11
Dull22
Sharp54
Razor Sharp106
Deadly208

NPC reactions

Roll12-45-77-910
OutcomeHostileWaryCuriousKindHelpful