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Player Characters

To create a character, roll your attributes, determine your background, select a number of styles equal to your level, and pick your skills.

Attributes

A character has the following stats:
> Strength (STR). Your physical fitness and constitution.
> Dexterity (DEX). Your agility and reflexes.
> Awareness (AWR). Your perception and intuition.
> Willpower (WIL). Your mental fortitude and force of personality.

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 Rating

You 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.

Belongings

You 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

1 spyglass [1]
2 messenger pigeon
3 star chart [bundle 3]
4 history book [1]
5 compass [1]
6 bar of soap [bundle 3]
7 bottle of fancy wine [1]
8 lute [3]
9 grappling hook and 20ft rope [3]
10 3 psychedelic mushrooms [bundle 10]
11 20 marbles [bundle 20]
12 jar of raw honey [1]
13 romance novel [1]
14 pair of dice that always roll 1s [bundle 20]
15 crowbar [2]
16 drawing pad and stick of charcoal [1]
17 manacles [1]
18 2 firecrackers [bundle 10]
19 hand mirror [1]
20 loyal horse


Styles

Pick 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.

Aerialist

HP +8 TD 8d6
A You can spend any amount of movement on your turn to jump a number of feet equal to the movement spent, provided you are touching the ground.
B You add an Xd4 damage to attacks made against targets who are below you, where X is the vertical distance between you and your target at the beginning of your turn, divided by 10.
Techniques lightning bolt, meteor rush


Barrager

HP +8 TD 12d4
A Once per round, when you hit a character with a weapon attack, you may immediately use one technique you know. The technique must target the character you hit, but you may ignore the range of the technique.
Techniques transmute: blood to flame, douse, shadow step


Brawler

HP +8 TD 6d8
A Your fists deal an additional 1d8 damage.
B+ The damage die for your fists increases by 1 size.
Techniques indurate, meteor rush, reckless strike


Cleaver

HP +8
TD 4d12
A Whenever an attack you make with an axe causes a character to fall prone, you may make another attack with that axe. The initiative for the extra attack is added to the initiative of the initial attack.
Techniques reckless strike


Earthbreaker

HP +8 TD 4d12
A You add your initiative to damage you deal with weapons with the multi-handed quality.
B You can wield weapons with the multi-handed 2 quality as though they did not have that quality.
Techniques meteor rush, reckless strike


Fortress

HP +8 TD 6d8
A You gain an additional +1 AR for each piece of armor you are wearing with the heavy quality.
Techniques indurate, lightning rod


Gravecaller

HP +4 TD 12d6
A Whenever an undead within 24 spaces of you is reduced to 0 or less HP, you can spend your next action and a number of technique dice less than or equal to your level to heal it. An undead healed in this way acts as though it was animated by you.
Techniques animate skeleton, exequy, mummify, necromancy


Primalist

HP +8 TD 8d6
A Between each round of combat, you may choose to take -1 to WIL to extend the duration of an active primal aspect technique you use by 1 round.
B Whenever you use a primal aspect technique, you may immediately use a different primal aspect technique you know with lesser or equal technique dice. If both of these techniques allow you to make an attack as part of the technique, you may only make one attack. Treat the effects of these techniques as if they were one technique.
Techniques primal aspect: rend, primal aspect: speed, primal aspect: venom


Regenerator

HP +4 TD 12d6
A Whenever you cast a technique that causes you to regain hit points, you gain temporary hit points equal to any excess hit points you recover beyond your HP maximum.
B Whenever you cast a healing technique that targets another character, you are healed half the amount the target is healed.
Techniques heal, invigorate


Sniper

HP +8 TD 12d4
A When you hit a character with an attack, you deal an additional 1d4 damage for every 40ft space between you and your target.
B You do not deal half damage when firing a weapon with the ranged quality beyond its maximum range.
Techniques fire plume, lightning bolt


Sorcerer

HP +0 TD 16d6
A+ You learn an additional technique from any technique list.
Techniques any


Transfuser

HP +4 TD 9d8
A Whenever you use a technique that targets a weapon you are wielding, you may immediately make a weapon attack with that weapon.
Techniques galvanize, serrate


Hit Points

Before 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 Dice

Whenever 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.

Techniques

Each 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 indefinite
V 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 rounds
N 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 immediate
V 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 immediate
V value of dice used
Deals V + AWR fire damage to the target.


Galvanize [1+]

R 1 T weapon D 2 rounds
V value of dice used
Target weapon deals an additional V lightning damage for the duration.


Heal [1+]

R 1 T character D immediate
V value of dice used
Target regains V + WIL HP.


Indurate [1+]

R - T self D N rounds
N number of dice used
Target's skin hardens and they gain +N AR for the duration.


Invigorate [1+]

R 6 T N radius D immediate
N number of dice used
All characters in the target area regain N + WIL HP.


Lighting Bolt [1+]

R 12 T character or object D immediate
N value of dice used
Deals N + AWR lightning damage to the target.


Lighting Rod [2]

R - T self D 1 round
Redirect lighting effects within 12 spaces toward yourself until the beginning of your next turn.


Meteor Rush [1+]

R 8 T Character D immediate
V 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 indefinite
N 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 indefinite
V 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
> Loyalty. The mummy will follow you and considers you — and anyone else you designate — an ally.
> Aggression. The mummy will attack nearby characters that it does not perceive as an ally.

Higher Souls
> Ingenuity. The mummy can use tools and weapons.
> Speech. The mummy can speak (but retains little knowledge of its former life).
> Labor. The mummy can perform simple tasks (like picking up groceries or burying a body). It will attempt to perform these tasks without tools if it can't use them.


Necromancy [1+]

R 1 T corpse D indefinite
N 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 round
V 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 round
V 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 round
V 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 rounds
V value of dice used
Target weapon has bleed V for the duration.


Summon [1+]

R 1 T open space D N rounds
N 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 immediate
N 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 immediate
V value of dice used
Target takes V + WIL fire damage. The technique fails if the target does not currently have the bleed condition.


Skills

You 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

> Medicine
> Blacksmithing
> Pottery
> Wine Tasting
> Stealth
> Tracking
> Botany
> Bartending
> Astronomy
> Athletics
> Puppetry
> Modern History
> Cycling
> Acrobatics


Getting Stronger

By 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.