

Player CharactersTo create a character, roll your attributes, determine your background, select a number of styles equal to your level, and pick your skills.AttributesA character has the following stats:
To determine a stat, roll 1d4, 1d6, 1d8, 1d10, and 1d12. Assign the die that rolled the lowest number to the stat. If two die roll the same number, assign the die with more faces. Do this for each stat in order. When you are finished, you can reroll one stat or swap two stats. Armor RatingYou ignore a number of points equal to your armor rating (AR) each round of combat. Unless otherwise noted,Your base AR (before armor) is equal to the median roll of your DEX die, rounded down.BelongingsYou start with a travel bag, 3d6 × 10g, and one item determined randomly from the list below. You may spend your gold to buy additional items. See the inventory section for more information.Random Items
StylesPick one whenever you gain a level. Each time you pick a style that grants technique dice, you learn a technique from that style's technique list.Each style has a number of keys (A, B, C, and so on). Each successive time you take a style, you gain the ability associated with the next key, in alphabetical order. AerialistHP +8 TD 8d6
BarragerHP +8 TD 12d4
BrawlerHP +8 TD 6d8
CleaverHP +8TD 4d12
EarthbreakerHP +8 TD 4d12
FortressHP +8 TD 6d8
GravecallerHP +4 TD 12d6
PrimalistHP +8 TD 8d6
RegeneratorHP +4 TD 12d6
SniperHP +8 TD 12d4
SorcererHP +0 TD 16d6
TransfuserHP +4 TD 9d8
Hit PointsBefore taking any styles, a character has 10 hit points (HP). Each time you take a style, add the relevant bonus listed in the style.Technique DiceWhenever you gain a style, you add the listed dice to your technique dice pool. You can use dice from your pool to perform techniques. Dice you spend to perform techniques are expended. All technique dice are added back into the pool after a long rest.Any character with unexpended technique dice can perform a technique they know. A character cannot spend a number of technique dice greater than their level when using a technique. TechniquesEach technique lists how many technique dice are required to use it in square brackets []. If a technique has a + in the square brackets, it can be optionally use with additional technique dice to highten the effect, as described in the technique description.Animate Skeleton [1+]R 1 T skeleton D indefiniteV value of dice used You imbue the target with a facsimile of life, creating an with V + WIL HP. The skeleton will wander aimlessly and attack anything other than you that breathes. It can wield any weapons it wielded in life. Douse [1+]R 6 T character D N roundsN number of dice used Target must succeed a DEX vs AWR contest or become drenched for the duration. Exequy [1+]R 1 T corpse or undead D immediateV value of dice used You ease the target's soul into the beyond. If the target is undead, they must succeed a WIL contest or take V + WIL damage. They take half as much on a successful save. If the target is a corpse, they take V damage upon being risen as an undead, no save. Fire Plume [1+]R 12 T character or object D immediateV value of dice used Deals V + AWR fire damage to the target. Galvanize [1+]R 1 T weapon D 2 roundsV value of dice used Target weapon deals an additional V lightning damage for the duration. Heal [1+]R 1 T character D immediateV value of dice used Target regains V + WIL HP. Indurate [1+]R - T self D N roundsN number of dice used Target's skin hardens and they gain +N AR for the duration. Invigorate [1+]R 6 T N radius D immediateN number of dice used All characters in the target area regain N + WIL HP. Lighting Bolt [1+]R 12 T character or object D immediateN value of dice used Deals N + AWR lightning damage to the target. Lighting Rod [2]R - T self D 1 roundRedirect lighting effects within 12 spaces toward yourself until the beginning of your next turn. Meteor Rush [1+]R 8 T Character D immediateV value of dice used Move to the closest space adjacent to the target and deal V + STR damage to the target with a weapon that deals blunt damage. Mirror Image [1+]R 1 + (N / 10) T open space(s) D indefiniteN number of dice used You create N mirror images of yourself. These images can do anything you can do but have only 1 HP and share your TD pool. Each round, either you or one of your mirror images can take an action, though all may move on your turn. Mummify [1+]R 1 T corpse, recently dead D indefiniteV value of dice used Requires embalming materials worth 50g for each technique die used. These materials are expended when the technique is use. Takes a number of days equal to the number of technique dice. Target is mummified. If you spend at least 4 technique dice, you can retain one of the body's animal souls. You can retain one extra animal soul for each 2 additional technique die you spend over 4. If you spend at least 8 technique dice, you can retain one of the higher souls. You can retain one extra higher soul for each 2 additional technique die you spend over 8. The mummy's HP is equal to V + WIL. Animal Souls
Higher Souls
Necromancy [1+]R 1 T corpse D indefiniteN number of dice used Target will answer N questions. The corpse is only working with what it knew in life, and may lie to you if it would've done so in life. Primal Aspect: Rend [1+]R - T self D 1 roundV value of dice used Your physiology changes and you gain a natural weapon [-, -, STR + V slash, 1] for the duration. You may make an attack with this natural weapon as a part of this technique. Primal Aspect: Venom [1+]R - T self D 1 roundV value of dice used Your physiology changes and you gain a natural weapon [-, -, DEX stab + V poison, 1] for the duration. You may make an attack with this natural weapon as a part of this technique. Reckless Strike [1+]R 1 T character D 1 roundV value of dice used Deal V + STR + AR damage to the target. The damage type is dependent on the weapon you are wielding. Your AR is 0 for the duration. Serrate [1+]R - T weapon D 2 roundsV value of dice used Target weapon has bleed V for the duration. Summon [1+]R 1 T open space D N roundsN number of dice used You summon a creature you've made a contract with or an item you've marked. The summoned creature or item returns to where it was at the end of the duration. Shadow Step [1+]R 12 T character D immediateN number of dice used You teleport to a space within N spaces of the target. Transmute: Blood to Flame [1+]R 6 T character D immediateV value of dice used Target takes V + WIL fire damage. The technique fails if the target does not currently have the bleed condition. SkillsYou start with 6 skill points (in addition to any you get from your hometown), which you can distribute however you like among 2-6 skills. A skill you invest 1 point in becomes a +1d4 skill, a skill you invest 2 points in becomes a +1d6 skill, and so on. The maximum number of points you can spend on a skill is 5.You may choose your skills from the list of example skills below or make your own. As a general guideline, anything that could conceivably be a college major makes a good skill. If you make your own, they must be approved by your GM before play. Example Skills
Getting StrongerBy default, characters start at level 0 with 10 HP and no techniques. Each time a character levels up, they gain a technique of thier choice, the corresponding HP increase, and they may increase the size of one of thier abilities by 1.Characters level up by paying bards to talk about them. It costs 1000g per level to level up. So, a Lv3 character would need to spend 3000g to level up to Lv4. |
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