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0% found this document useful (1 vote)
1K views268 pages

Arkelon Chronicles PlaytestLowRez

Uploaded by

Cinna
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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CREDITS Trần Việt, Santa Norvaisaite and Sévigny and Sidney Durand-

Virginie Juteau Prémont


Lead Designer: Jo Sévigny Arkelon Logo Design: Jonas
Game Designers: Jean- Petrauskas
Special Thanks:
Christophe Chamberland, Jo Items Illustrations: Nataliia We want to thank all of our 330
Sévigny and Maïthé Roussel Yaroshenko, John Latta and Jo backers for helping us bring this
Lead Researcher: Maïthé Sévigny project to life. Without your
Roussel Map Artist: Constance help and your patience, this
Vermare and Maïthé Roussel project would have never been
Writers: Alex Simard, possible to achieve, and we will
Jonathan Sévigny, Maïthé Creature Artists: Constance always be grateful to each and
Roussel and Micky Bélanger Vermare, John Latta and Jo every one of you.
Lead Translator: Micky Sevigny
Bélanger Gods Logo Design: Jo Sevigny
and Maïthé Roussel Backers Special Mention:
Translation: Jo Sévigny, Nyx Hauteclerc
Maïthé Roussel and Micky Elemental Dragons Logo
Bélanger Zen
Design: Wendy Fortier
Denis Gaty
Proofreading: Jean-Christophe Speakers Logo Design: Josh
Chamberland, Jo Sévigny, Hope Burken
Arklin - Art of Arklin
Maïthé Roussel and Micky J.Pineault
Bélanger Spells and Magic
C. Alain
Illustrations: Hari Edwin and
Sensitivity Consultants: Helia Jo Sévigny Laucien Luponis
Santo and Sidney Durand-
Game Master Screen Mathieu Bordeleau-Malo
Prémont
Illustrations: Virginie Juteau Nikhil Daniel Majumdar
Art Director: Jo Sévigny
Game Master Screen Layout Peter J. Bower
Assistant Art Director: Maïthé and Editing: Jo Sevigny Captain Skyte K.
Roussel
Character Sheet: Jo Sévigny Cyotee
Art Supervisor: Stefano and Sidney Durand-Prémont NiSync
Andrieri
Page Artist: Jo Sévigny
Cover Artist: Marcel Mercado
Page Layout and Editing: We would also like to thank Gris
Character Concept Artists: Helia Santo, Jo Sévigny and Québec (https://grisquebec.
Agatha Fiszer, Agustín Sidney Durand-Prémont org/) for including Arkelon
Marceillac, Andrew Soman, Chronicles in their presented
Constance Vermare, Herbert Publicity and Social Medias: activities. It was an incredible
Dariel Silva de Oliveira, Edward Jean-Christophe Chamberland, honor to provide a safe space
Yorke, Heidi Paña, Jonas Jo Sévigny and Maïthé Roussel for LGBTQ+ youth to express
Petrauskas, Lucas Parolin and themselves, give ideas and
Lead Playtesters: Jean-
Stefano Andrieri playtest the game.
Christophe Chamberland, Jo
Classes Crests Concept Sévigny and Maïthé Roussel
Artist: Stefano Andrieri
Playtesters: Alex Simard,
Interior Illustrations: James Joshua Gallant, Micky Bélanger,
Fletcher, Jeremy Adams, Khoa Philippe Dutruel, Samuel

Some maps made with

Copyright © 2023 Wendigo Workshop, LLC. All Rights Reserved. Wendigo Workshop™ and the Wendigo Workshop logo and
Icon are registered trademarks of Wendigo Workshop, LLC in Canada. No part of this work may be reproduced, stored in a
retrieval system, or transmitted by any means without the prior permission in writing of the Copyright Owner, nor be otherwise
circulated in any form other than that which it is published.

2
OVERVIEW 6 LEVELS AND EXPERIENCE 65
WHAT YOU NEED 7 FILLING YOUR 68
SETTING OVERVIEW 8 CHARACTER SHEET 68
USING THIS BOOK 8 CHAPTER 3: LINEAGES 72
FREQUENTLY USED WORDS 10 DRAGONKINS 74
CHAPTER 1: GAMEPLAY RULES 12 MOUNTAIN DRAGONKINS 76
DOWNTIME 13 PRAIRIE DRAGONKINS 78
CRAFTING 13 HUMANS 80
EARN INCOME 13 MWAOUANS 82
LONG-TERM CARE 13 URBAN 84
RETRAINING 13 JAANVARIS 86
ENCOUNTERS 13 JAANVAR-CHI 88
STRUCTURE 15 JAANVAR-SAAN 90

COMBAT ROUND 15 SHIARIS 92


GENERAL COMBAT RULES 16 BOAR SHIARIS 94
LION SHIARIS 96
DEFENSES 16
SAVES 17 TROLLS 98
ICE TROLLS 100
FLANKING 18
RIVER TROLLS 102
OFFENSIVE ACTIONS 18
MIXED LINEAGE 104
DEALING DAMAGE 18
CHAPTER 4: CLASSES 106
TYPES OF DAMAGE 19
DRUID 110
CRITICAL HITS 22
PATH OF THE WARDEN 112
CRITICAL FAILURE 22
OUTLAW 114
REACTIONS 23
PATH OF THE ASSASSIN 116
HIT POINTS 23
PERFORMER 120
SPEED AND MOVEMENTS 23
PATH OF THE MUSICIAN 122
EPIC COMBATS 24
PRIEST 126
COMBAT REMINDERS 26
PATH OF THE EXORCIST 129
EXAMPLE OF PLAY 27
SHAMAN 132
INTERACTIONS 31 PATH OF THE VANGUARD 135
SOCIAL ENCOUNTERS 31 WARRIOR 138
SKILL CHALLENGES 31 PATH OF THE BULWARK 140
TRAVELING 32 CHAPTER 5: SPELLS 142
ENVIRONMENTAL EFFECTS 32 BASIC DIVINE SPELLS 145
DIFFICULT TERRAIN 34 BASIC NATURE SPELLS 152
OTHER RULES 35 BASIC SPIRIT SPELLS 159
COVER AND CONCEALMENT 35
CHAPTER 6: TALENTS 168
CONDITIONS 35
CHAPTER 7: SKILLS 184
ENCUMBRANCE 39
ATHLETICS (STR, AP) 186
AFFLICTIONS AND BENEFITS 39
CLIMB (STR OR AGI, AP) 186
TYPES OF BONUSES 40
ACROBATICS (AGI, AP) 187
TYPES OF VISIONS 40
DISABLE (AGI, TR, AP) 188
SIZE CATEGORIES 41
DRIVING (AGI OR SAG, TR) 189
SLEEPING, RESTS AND RECOVERY 42
ESCAPE (AGI, AP) 189
PLAYING SOLO 42
FLY (AGI, AP) 190
CHAPTER 2: CHARACTER CREATION 50 IMPROVISATION (AGI, AP) 190
CHARACTER CONCEPT 51
PILOTING (AGI OR SAG, TR) 191
ATTRIBUTES 54
RIDE (AGI, AP) 191
VICES AND VIRTUES 62
SLEIGHT OF HAND (AGI, AP) 192
ALIGNMENTS 64
STEALTH (AGI, AP) 192
FAITH 65
SWIM (VIG, AP) 193
STARTING MONEY AND EQUIPMENT 65

3
APPRAISE (INT) 193 CREATING MONSTERS 254
HACKING (INT, TR) 193 TYPES OF CREATURES 254
LINGUISTICS (INT) 194
LORE (INT, TR) 195
MECHANICS (INT, TR) 196
USE MAGIC ITEMS (INT, TR) 197
INSIGHT (SAG) 197
MEDICINE (SAG) 197
PERCEPTION (SAG) 198
SAILING (SAG, TR) 198
SURVIVAL (SAG) 199
DECEPTION (CHA) 199
DIPLOMACY (CHA) 199
FLIRT (CHA) 200
HANDLE ANIMAL (CHA OR SAG) 200
INTIMIDATE (CHA OR STR) 200
SECONDARY SKILLS 201
CHAPTER 8: GEAR AND SERVICES 202
BUYING AND SELLING 203
WEAPONS 203
TRADITIONAL WEAPONS 204
ENERGY WEAPONS 210
AMMUNITION 210
EXPLOSIVES 212
ARMOR 213
SHIELDS 214
UPGRADING EQUIPMENT 215
WEAPON MODS 216
WEAPON ENCHANTMENTS 217
ARMOR AND SHIELD MODS 218
ENCHANTMENTS 219
POTIONS 220
POISONS 222
DRUGS 224
TRAPS 224
MAGIC ITEMS 225
MAGIC CONSUMABLES 227
CLASS ITEMS 227
TECHNOLOGICAL ITEMS 228
TECHNOLOGICAL CONSUMABLES 228
CYBERNETIC ENHANCEMENTS 229
COMMON ITEMS 229
UNIVERSAL TOOL AND UPGRADES 232
FOOD, HOTELS AND SERVICES 232
TRANSPORTATION 233
CHAPTER 9: GAME MASTERY 234
CREATING A WELCOMING ENVIRONMENT 235
THE WORLD OF ARKELON 235
HEROES OF ARKELON 239
ARKELON AND DIVERSITY 240
RELIGIONS 242
LANGUAGES 252

4
5
STORY TEXT!

6
Welcome to Arkelon!
The Arkelon Chronicles Roleplaying Game is a cooperative storytelling game, in which a Game Master acts as the
narrator, and the players act as active participants in their story. Characters are directly involved in an ever-
changing universe, in which they engage in dangerous adventures, fantastic quests and epic combats. An Arkelon
Chronicles adventure may lead to uncovering a dangerous cult, discovering shady government conspiracies, care-
fully planning a difficult heist or exploring the lair of a terrifying monster.

WHAT IS A ROLEPLAYING GAME? events for the players, Arkelon Chronicles is a cooper-
ative game, and it is important to include the players
A roleplaying game is a game in which players assume
in this story, either by asking them how their character
the roles of characters in a fictional setting. The players
reacts, or by having them describe how an area looks.
take responsibility for acting out these roles, whether
A GM can create their own adventure - by developing
it is by literal acting or by specific description of their
their own narrative, crafting their own monsters and
actions. In a roleplaying game, characters will often
making their own amazing adventure - or rely on pre-
evolve and grow as the story unfolds, allowing players
written campaigns, which they can use as the basis for
to really become invested in their story.
their session.

In a tabletop roleplaying game, players meet in real


time, whether it is online or around a table. All of their
characters will interact with each other and the world WHAT YOU NEED
around them to develop their own stories, helped by In addition to this book, there are a few additional
the Game Master, whose job is to guide them through things players and GMs may need to play Arkelon
this narrative experience. A complete Arkelon Chroni- Chronicles. While these are not mandatory, they might
cles adventure can either last one session, or form a help enhance your experience while playing the game,
campaign that might last for months, or even years. or even make it easier for you.

THE PLAYERS BESTIARY: Monsters are a common threat that the


Everyone involved in an Arkelon Chronicles adventure players can face during an adventure, and each type
is considered a player, but in this case, a “player” has its own statistics and abilities. These can be found
refers to any participant that isn’t a Game Master. Be- in the Arkelon’s Field Guide, or online as a free PDF.
fore the game begins, all players create their own,
unique character, using Arkelon’s rules and guidelines CHARACTER SHEET: Each player will need a charac-
to determine their strengths, weaknesses, personality ter sheet to create their character and record what
and abilities. The players and the Game Master alike happens to them during play. You can find a character
will come together to create a compelling backstory for sheet at the end of this book or online as a free PDF.
each character, the only limit to this being their own
imagination. In the Arkelon Chronicles RPG, the role- DICE: To play Arkelon Chronicles, each player and the
play choices a player makes for their character hardly GM will need at least one set of polyhedral dice (with a
influence its efficiency, making it easy for them to 20 sided die, a 12 sided die, a 10 sided die, an 8 sided
make the character they really want! die, a 6 sided die, a 4 sided die and a 2 sided die).
These kinds of dice can be found in any board game
THE GAME MASTER (GM) store, specialized game store or online. Dice rolling
apps can also be used to replace physical ones.
While other players create and play their characters,
the Game Master is in charge of the story and the
GM SCREEN: A GM screen is a very useful tool for the
world the players explore. When a group gathers for
game master, making it possible for you to quickly ref-
the first time, it is important for each member to have
erence important rules without the need to check in the
the chance to clearly state what they expect from the
book. It can also be used to hide some dice rolls, infor-
game, and what kind of game they want to play.
mation, handouts or anything that you might want to
It is also important that the Game Master ensure that
keep away from your players.
they know which subjects they can and cannot include
in their game. Furthermore, although the Game Mas-
ter is in charge of creating the story and describing the

7
MAP: A map can be used to represent a battleground or a
USING THIS BOOK
scene. It is sometimes hard to imagine what is happening
While the previous section served as an introduction to
during combat, or some more complicated encounters. Maps
Arkelon Chronicles and tabletop RPGs in general, the rest of
help situate the characters and monsters in space, and cre-
this book serves as a reference manual before and during
ate an interactive experience for the players and GMs. Maps
play, and it is organized to make each section easy to find.
with 1 inch squares can be found in any board game store,
Each chapter references a different aspect of gameplay, with
specialized game store or online.
earlier ones focusing on character creation, and later ones
on general rules and game mastering.
MINIATURES: Miniatures can be used to represent charac-
ters and enemies on a map. Players and GMs can also use
CHAPTER 1: GAMEPLAY RULES
illustrated tokens, dice or other objects to represent their
In this chapter, you will find all the rules required to play the
characters.
game. This includes rules on encounters, statistics, explo-
ration, hazards and other important rules required to play.
ADDITIONAL ACCESSORIES: There are many additional
accessories that players and GMs can bring to enhance their
CHAPTER 2: CHARACTER CREATION
experience, including tools to track initiative in combat, a GM
In this chapter, you will learn all the necessary basis to cre-
screen to quickly reference important rules, background mu-
ate a complete and compelling character. From their at-
sic, a digital character sheet or markers to indicate different
tributes to their personality traits, this section will guide you
conditions.
through all the required steps, and help you complete your
character sheet with ease.

SETTING OVERVIEW CHAPTER 3: LINEAGES


Arkelon is the 4th planet in a large 10 planet solar system. In this chapter, you will find all the information regarding
It is inhabited by myriads of different life forms, from the Arkelon's homeworld lineages: their lore, their abilities and
well-known humans, elves, and dwarves to the more exotic their powers. You will also find information on how the usual
shardlings, shiaris and dragonkins. people of a lineage are, as well as opinions other lineages
might have towards them.
After the discovery of a large underground alien city, tech-
nologies leapt hundreds of years into the future, making it CHAPTER 4: CLASSES
possible for those lineages to rapidly evolve, and even start In this chapter, you will find all the information regarding
to conquer space and other planets. Arkelon's classes: their lore, their abilities and their powers.
You will also find a beginner's guide to each of them, giving
Even though this world is technologically advanced, that you a good starting point when creating a new character.
does not mean that it has no perils. Large monsters, cults,
assassins and corrupted governments are still a thing of the CHAPTER 5: SKILLS
present, and heroes are there to save the day! But, beware, In this chapter, you will find a list of all the skills and sec-
in a world where technologies and media are important, ondary skills that you can select for your character. You will
how heroes deal with those situations might not always be also find rules on how to apply them, as well as a description
seen as positive. and possible actions for each of those skills.

Monsters and creatures are easy to deal with, since you can CHAPTER 6: TALENTS
just kill them and reap the rewards. But, when the enemy is In this chapter, you will find a list of all the talents a charac-
another humanoid, laws might sometimes make it harder to ter can choose when leveling. Talents can be anything from
deal with them, since killing them can be seen as a crime. It passive bonuses to new abilities, to upgrades to already ex-
is up to the heroes to find creative ways to deal with those isting abilities.
situations, either by making friends, or becoming powerful
antiheroes. CHAPTER 7: SPELLS
In this chapter, you will find a list of all the spells that can be
Although the world of Arkelon has advanced technologies, learned in the world of Arkelon. You will also learn about the
large parts of the world remain unexplored or poorly ex- different kinds of magic that are used and their place in the
plored due to the large scale of the planet. Large creatures world.
and monsters often hide in those remote corners, but, some-
times, they do come out of their hiding and encounter civi- CHAPTER 8: GEAR AND SERVICES
lization, usually with devastating effects (and billions in In this chapter, you will find all the information you need
damages). about items, gear and services. You will also find information

8
about the different upgrades, materials, item prices,
how to sell items and requirements for crafting differ- GAME DICE
ent items. Most events are quickly resolved by rolling a
D20 and adding to the result any modifying
CHAPTER 9: GAME MASTERING number related to the situation (skills, accu-
In this chapter, you will find everything else you need racy, attributes, etc.). Sometimes, some abili-
to create interesting campaigns within the universe, as ties require you to roll multiple dice (for
well as how to create monsters and NPCs. You will also example, 3D6), in which case you roll the ap-
find information about the setting and its different propriate number of dice, and add up the re-
gods, languages, cities and legends. sult. For faster play and fewer dice rolls, you
can use the average of each die (in this case,
3) and add them together (for a total of 9).

In rare instances, you are required to do a per-


centile roll. In this case, you can either take
two D10 (precising which one is the ten digits),
and roll them, or take a special D10 printed
with 10, 20, 30, etc. When using these, rolling
the two zeros indicates either a result from
1 to 9, or 100 if both dice roll only zeros.
FREQUENTLY USED WORDS ATTRIBUTES: In Arkelon, all creatures have 6 main at-
tributes: Strength, Agility, Vigor, Intellect, Sagacity and
Before we start exploring all the possibilities awaiting you
Charisma. The higher the attribute, the more potential your
in the world of Arkelon, here are some frequently used
character has when using skills or abilities related to this par-
words and abbreviations. These will help you quickly refer-
ticular attribute.
ence terms that you might not be familiar with, or identify
important words.
BARRIER: In a spell's or ability’s description, a barrier de-
scribes the ability to protect a creature from damage by
ACCURACY: This represents the chances a creature has to
putting a protective bubble or protective wall around them.
hit a target when performing an attack or some spells.
Barriers are always removed before the character’s physical
or elemental resilience and hit points.

BLOCK: The capacity to block incoming attacks with a shield


or, in some cases, with a weapon, reducing damage signifi-
cantly.

BLUDGEONING: A type of damage usually caused by blows


performed with heavy objects or fists.

CONDITIONS: A condition is a status that affects a crea-


ture, either positively or negatively. Conditions are identified
in ORANGE when used in an ability or skill.

CREATURE: A creature represents any active participant,


including allies, monsters and neutral parties.

D100: A special 10-sided dice with the ten digits shown.


A D100 is usually rolled jointly with a normal D10.

D20: A 20-sided die.

D12: A 12-sided die.

D10: A 10-sided die.

D8: An 8-sided die.

D6: A 6-sided die.

D4: A 4-sided die.

D2: A 2-sided die, or a coin.

DODGE: The capacity to dodge incoming attacks and avoid


damage.

DIFFICULTY THRESHOLD (DT): In Arkelon, many abilities


have a difficulty threshold, or DT. This DT is a representation
of how difficult it is to succeed at a task. You are usually re-
quired to have a result equal to or higher than the required
DT to succeed.

ELEMENTAL RESILIENCE: Elemental resistance repre-


sents damage reduction against the different elemental
forces present in Arkelon: fire, ice, lightning, void, life,
death, hellfire, arcana, holy and unholy.

10
ENDURANCE: Endurance protects a creature against weapons cannot perform Opportune Strikes and other
physical ailments such as fatigue, poison, disease or similar reactions.
exhaustion. To successfully resist a condition, you are
usually required to roll a save with a result equal to or REACH: The distance at which a melee weapon is ca-
higher than the required DT. pable of attacking a creature or triggering reactions.
When not specified, the normal reach of a weapon is
EXPERIENCE POINTS (XP): Experience points are 5-ft (1 square).
gained when defeating enemies or completing quests.
When a character obtains a certain number of XP, they REACTION: An action a character can use while it isn’t
gain a level. their turn, usually in response to another character’s
action.
GAME MASTER (GM): The Game Master (or GM) is
the one telling the story. They control all monsters and REFLEXES: Reflexes help a creature avoid explosions,
creatures, and also decide where the story goes. traps and spells. To successfully avoid these effects,
you are usually required to roll a save with a result
HIT POINTS (HP): Hit points represent how hard it is equal to or higher than the required DT.
to put down a creature. More hit points mean it is more
robust, while lower hit points indicate frailty. A charac- ROLEPLAYING: Roleplaying is the act of describing a
ter below 0 hit points is dying. character’s actions, often from their perspective. Each
player has their own way of roleplaying their character,
LEVEL: A level represents the overall power of a char- whether it is through full-on theatrics or a clear descrip-
acter, creature, hazard or encounter. Each has a level tion of their actions and emotions.
ranging between 0 and 20. Some foes can even go be-
yond the 20th level, offering an increased challenge for ROUND: A round represents everyone’s turn in the
high level heroes. Initiative, from the highest to the lowest.

MAGIC AFFINITY: Magic Affinity represents a crea- SAVES: There are three types of saves a creature can
ture’s proficiency with magic. It dictates how many attempt: Endurance, Reflex and Willpower. Each gives
spells a creature can cast each day. protection against different effects.

MASTERY BONUS: The mastery bonus represents the SKILL: A skill represents a creature’s ability to per-
evolution of a creature and how good they are with form certain tasks, such as climbing or lying.
their skills and abilities.
SLASHING: A type of damage usually caused by cut-
MODIFIER: A modifier is a value that you add to a die ting with a sword, knife or claws.
you rolled when required to do so. For example, when
dealing damage, your modifier would be equal to your SPEED: A creature’s movement speed, either on land,
damage attribute and any other bonuses that you air or water.
might have.
STAMINA: Stamina is the resource used by creatures
NON-PLAYABLE CHARACTER (NPC): A non- to perform actions in combat.
playable character is a character that helps or opposes
the party, but is played by the Game Master. TURN: A turn represents all actions taken by one (1)
participant in a battle. A turn finishes when a creature
PLAYABLE CHARACTER (PC): A playable character has no more stamina, or can no longer perform any ac-
is a member of the party, played by the players. tions.

PHYSICAL RESILIENCE: Physical resilience repre- WILLPOWER: Willpower protects a creature against
sents damage reduction against the different types of mental ailments, such as fear or mental control. To suc-
common damage: slashing, bludgeoning and piercing. cessfully avoid these effects, you are usually required
to roll a save with a result equal to or higher than the
PIERCING: A type of damage usually caused by punc- required DT.
turing something with arrows, knives or a sword.

RANGE: The distance at which a ranged weapon can


shoot a creature. Unless specified otherwise, ranged

11
‘‘The purple lights entered the room as the large metal shutter opened, like every other night.
The half-elf tucked a strand of blond hair behind one of her ears and smirked. A man stood in the
entrance, showing her a countdown with his fingers. A small robot camera chirped in her direction
as she rose from her bench.

It was time.

The sound of cheering hit her as she walked calmly outside of the small waiting room. Arkelon’s
underground scene was really into monster fighting, and it was a good place for a hero like her
to show off and wind down.

While entering the arena, she heard a deafening roar as an alien creature broke its chains and
jumped towards her. She smiled as she unsheathed her scorpion whip, bracing for the creature’s
impact. The crowd wanted a show, and they were going to have one!’’

12
Before we delve into the amazing world of Arkelon, it The time required to craft an item and the number of
is essential to know the rules of the game and how it’s materials required are listed in the dedicated section
played. As a Game Master (GM), it is important that of an item’s description. You also need the appropriate
you read this chapter and understand the rules. It is crafting kit, which you can buy on page 250.
also vital that you keep them close, as you may need
to refer to them while playing. As a player, it is recom- GATHERING MATERIALS
mended that you know some of these rules in order to While you can buy any materials you need to craft, you
properly play your character. If you are a new player, can also gather them from creatures, plants, and ob-
a game master with knowledge of the game can also jects. To do so, you must use your crafting skill on an
guide you through your first Arkelon Chronicles expe- appropriate source.
rience. If you prefer creating your character right
away, go to page 50. EARN INCOME
Your downtime activities can be used to gain income
Arkelon Chronicles is usually divided into three different via your crafting or secondary skills. Usually, one hour
types of play: DOWNTIME, ENCOUNTERS and of work rewards you with 3 credits (or 3 silver scales if
TRAVEL. All three have their own particularities, you prefer physical money).
which are detailed in the following chapter.

Some jobs may give you more or less income, depend-


This chapter also covers more general rules, such as ing on the area, environment or other parameters, ac-
conditions that can affect your character, solo play, and cording to the GM’s discretion.
more.

LONG-TERM CARE
Downtime can be used to care for a wounded or sick
DOWNTIME individual. To do so, you must tend to a person’s needs
Downtime represents moments when your heroes take for at least 1 day to improve their condition using the
time for themselves. You can use this time to sell items Medicine (SAG) skill.
acquired during your adventures, craft, or simply rest. Usually the DT for a successful day of care is 20, al-
It is also a good time to deepen your bond with your though it may be higher or lower depending on the
party or different NPCs via roleplay. There are a lot of gravity of the injury or disease. The duration may also
things one can do during their downtime, which are vary, based on the person’s condition.
described and explained in this section.

RETRAINING
CRAFTING You can modify some of your attribute increases, tal-
Downtime can be used to create various items, such as ents, skills, or class choices (2nd level, 7th level, 12th
weapons or magic items. To do so, you must be trained level and 17th level) by spending at least 2 days of
in a craft when selecting your secondary skills in training per required level for the new choice. For ex-
CHAPTER 7. ample, retraining a 7th level class choice would take
14 days. For a skill, talent or attribute increase, you
Each item has a required amount of either common, must spend 7 days working on your new capabilities.
uncommon or rare materials to fabricate it, which are
identified in the item’s description. To retrain, you must also find a proper teacher or mas-
ter to spend the required amount of time with you, and
The base DT to craft an item is 12 (without any of the meet all of the prerequisites for the new feature. Addi-
required materials), and each material increases the tionally, you must spend 300 credits per week of train-
DT, as per the amount below: ing required.

◆ COMMON MATERIAL: Increases the DT by 1;


◆ UNCOMMON MATERIAL: Increases the DT by
2;
ENCOUNTERS
Encounters in Arkelon are divided into two different
◆ RARE MATERIAL: Increases the DT by 3;
types: COMBAT and INTERACTION, each with their
◆ EPIC MATERIAL: Increases the DT by 4;
own particularities. Encounters often directly impact
◆ LEGENDARY MATERIAL: Increases the DT by
the game’s narrative, either positively or negatively,
5.
depending on how players decide to resolve them.

13
While encounters may sometimes be referred to as “combat”, ACTIONS
trying to convince a merchant to reduce their prices or hack- An action using this pictogram can be used during your turn.
ing a particularly difficult server are also considered encoun- These actions can have varying costs, from 1: , to 4
ters.
Stamina Points: .

Narration and interaction with the environment are just as


important (if not more so in some cases) as combat; they FULL TURN
allow the story to progress. Such interactions can be speak- An action using this pictogram: , takes a complete turn
ing to an important NPC, protecting someone from the law, to perform. You must have all your Stamina Points available
or anything that can be narratively settled, either with dice to use these actions.
or roleplay.
RITUAL
An action using this pictogram: , takes more than 1
COMBAT round to perform, sometimes taking minutes and even
Combat may often be seen as the most exciting part of the hours. These actions can usually not be efficiently used in
game. Most of the time, it is when your character will accom- combat.
plish incredible deeds, gain their heroic reputation, or even
face their nemesis.
COMMON ACTIONS
The most common actions are represented below. Other
Combat is also one of the most rule-heavy parts of the game,
more specific actions (such as spells or special abilities) al-
but it is overall pretty intuitive, allowing the players and GM
ways have their cost in Stamina Points written in their de-
to master all of the most important rules in just a few en-
scription.
counters, if not a single one.

STAMINA POINTS ATTACK


One of the most important concepts of the Arkelon Chroni- You use a weapon you are holding or any natural attacks you
cle’s combat system is Stamina Points. Stamina Points allow have to strike a creature within your range. When attacking,
you to perform actions during or outside your turn, whether roll a D20 + the Accuracy bonus written on your
it is an attack, a movement, a spell, or anything that re- character sheet against the targeted creature’s dodge or
quires some sort of effort. block attempt, and compare the results. See the Dealing
Damage section on page 18 for details on how to calculate
You (and most 1st level creatures) start with 4 Stamina your damage.
Points that you can spend in any way you want, as long as
you have the points to accomplish the action. You regain all
of your Stamina Points at the end of your turn. When using DEFENSIVE POSTURE
them for reactions outside of your turn, you do not have ac- You prepare yourself against possible danger. Whenever you
cess to them until the end of your next turn. take on a defensive posture, you gain a +4 bonus to your
dodge or block chances until the start of your next turn. Ad-
FORMAT OF RULE ELEMENTS ditionally, while under this effect, the first successful attack
When playing Arkelon, each of your actions has a particular against you deals minimum damage.
type and cost in Stamina Points. Usually, the lower the
stamina cost of an ability, the less effort it requires to per-
GRAB AND USE ITEM
form it. These particularities are represented throughout the
book by the following pictograms: You can grab an item from your inventory and use it (such
as a potion or a grenade). You can also use this action to
FREE open doors, pull levers or other similar effects.
An action using this pictogram: , doesn’t expand Stamina
If the item is already in your hands, or is not an item from
Points, and it can usually be used at will during your turn.
your inventory (for example, a door), reduce this action’s
cost by 1 Stamina Point.
REACTION
An action using this pictogram: , can be used outside of

your turn. These actions usually have varying costs, from MOVE
0: , to 4 Stamina Points: . You move up to your speed. See the Speed and Movements
section on page 24 for more specific movement rules.

14
tricks to make your life easier during combat encoun-
UNSHEATHE WEAPON
ters, as well as speed them up a bit.
You take your weapon in hand. This provokes Oppor-
tune Strikes and other similar reactions. You can also ◆ Keep a dry erase board prominently displayed with
use this action to place your weapon back into your in- the initiative so players can see it. This will not
ventory. only allow your players to help you remember who
plays next, but also help them know when they
PUSHING YOUR LIMITS play and think of what they want to do when their
turn starts.
When using your Stamina Points, you can push yourself
◆ When using multiples of the same enemy, you
further than you are normally capable of in one turn.
don’t need to roll initiative for each creature. For
You cannot reduce yourself below -3 Stamina Points.
example, if you create a fight against 6 creatures,
When doing so, you gain the EXHAUSTED condition
you can roll initiative for groups of two or three.
for 2 Rounds per negative Stamina Point spent.
This helps keep the initiative less crowded and eas-
ier to follow, both for the players and GM.
◆ If you really want to speed up combat, you can
STRUCTURE also give the characters and creatures a limited
Combat works on a regular cycle of rounds, during amount of time to decide on their actions. For ex-
which the player characters, adversaries, allies, and ample, you can give them 20 or 30 seconds to
other participants act in order, which is determined at choose an action. If they don’t speak before that,
the beginning of combat. This section explains how you go to the next initiative until the character
combat is structured, from start to finish. acts, as if delaying their action. Be aware that
this method can be incredibly stressful for
INITIATIVE some people, and you should consult with ev-
Combat begins with an initiative check, usually called eryone at the table before installing this type
by the GM. To determine your initiative, roll a D20 + of rule.
your Agility + any other bonuses that you might
have. Other members of your party also roll for initia-
tive, as do all creatures controlled by the GM. COMBAT ROUND
A combat round represents 5 seconds of in-game time
The creature with the highest initiative roll acts first,
(meaning there are 12 rounds in a single minute). A
with all other participants taking their turn from highest
round begins when the creature with the highest initia-
to lowest. This ranking allows for some order in the
tive starts their turn, and it ends when the one with the
chaos of combat, and usually stays unchanged until
lowest ends their turn. You, or any other creature
the end of the encounter.
present, may act outside of their turn by using reac-
tions, which are detailed on page 23. Keep in mind
DELAYING that during an initiative round, everything occurs at
Sometimes, when rolling a good initiative at the start once, and if the encounter is not concluded, a new
of combat, you don’t really know how to act or what to combat round starts.
do. You can, at the beginning of your first turn, tempo-
rarily remove yourself from the initiative, automati- TURNS
cally skipping to the next creature’s turn. You may
During a combat round, each creature rolling for initia-
return to the initiative order at any moment at the end
tive gains a turn. During a turn, you can use actions as
of a creature’s turn. When doing so, your initiative is
long as you have Stamina Points for them, but you can
permanently changed to this new position.
also choose to end your turn before spending all of your
stamina.
Delaying does not allow you to avoid negative effects
that would occur on your turn, or extend the duration
When starting your turn, don’t forget to:
of beneficial effects.
◆ End or reduce the duration of any ability you acti-
vated that is specified to expire at the start of your
TIPS ON INITIATIVE TRACKING turn.
While usually quite simple to keep track of, some may ◆ Roll a death save if you are dying (see page 23
have more difficulties than others following the initia- for more details on hit points and death).
tive order. In this section, you will find some tips and ◆ Take any ongoing damage that you might be
affected by (for example, bleeding).

15
◆ Make any relevant save that must be made at the be- BLOCK
ginning of a turn (for example, a poison, disease, or spell
When you are targeted by an attack, a spell, or an ability re-
save).
quiring an accuracy check, you can attempt to block, thus
reducing the damage done to you. When trying to block, roll
When ending your turn, don’t forget to:
a D20 + your Mastery Bonus + your Strength or your
◆ Reduce the duration of any abilities you activated lasting
Vigor + any other bonuses that you might have. When
for a certain number of rounds by 1. When this duration
you successfully block an attack, you do not suffer from poi-
reaches 0, the effect expires.
sons, diseases or bleeding that require an injury to take
◆ Make any relevant save that must be made at the end
effect.
of a turn (for example, a poison, a disease, or a spell).
◆ Regain all of your Stamina Points.
When an attack is declared against you, don’t forget that you
have to wait for the opposing creature to roll its accuracy,
and that:
GENERAL COMBAT RULES
In this section, you will find more in-depth rules for all con- ◆ If the roll is a 1, you do not need to roll a block, as the
cepts approached in the above section. These rules are im- attack is an automatic fail;
portant to fully understand what your character can do in a ◆ If the roll is a 20, you do not need to roll a block, as the
combat scenario. attack is a perfect strike (see page 23);
◆ If both results are equal, you block the attack;
It will tackle the different offensive and defensive options, ◆ If the enemy result is higher, the attack hits you;
reactions, movements and other parameters that can affect ◆ If your block is higher, you reduce the effectiveness of
these types of encounters. the attack;
◆ A blocked attack deals damage to you equal to: the
creature’s minimal damage dice total + half their
Damage Modifier (minimum 1) unless specified oth-
DEFENSES erwise.
During combat, creatures have many ways to defend them-
selves against aggression. Below are the different kinds of PERFECT BLOCK
defenses, and an explanation of the rules tied to these de- When you roll a 20 on a block, you perfectly block an attack
fenses. In this section, we will not be touching hit points, made against you, taking no damage.
even though they are also a type of defense, as they are fur-
ther explained in a dedicated section.
PHYSICAL RESILIENCE
Physical Resilience is a representation of how difficult it is for
DODGE enemies to damage you through your armor with weapons
When you are targeted by an attack, a spell, or an ability re- or physical damage.
quiring an accuracy check, you can attempt to dodge, thus Physical Resilience is applied against BLUDGEONING,
negating the damage done to you. When trying to dodge, PIERCING, and SLASHING damage. it is usually given by
roll a D20 + your Mastery Bonus + your Agility or your a creature’s armor, natural armor, lineage abilities or spells.
Sagacity + any other bonuses that you might have.

When calculating physical damage done to you, always sub-


When an attack is declared against you, don’t forget that you tract your Physical Resilience from this damage. If the value
have to wait for the opposing creature to roll its accuracy, and reduces the damage to 0, you take no damage.
that:
◆ If the roll is a 1, you do not need to roll a dodge, as the
ELEMENTAL RESILIENCE
attack is an automatic fail;
Elemental Resilience is a representation of how difficult it is
◆ If the roll is a 20, you do not need to roll a dodge, as the
for enemies to damage you through your armor with ele-
attack is a perfect strike (see page 23);
mental damage or spells.
◆ If both results are equal, you dodge the attack;
◆ If the enemy result is higher, the attack hits you;
Elemental resilience is applied against all types of elemental
◆ If your dodge is higher, you avoid the attack.
damage. It is usually given by a creature’s armor, natural ar-
mor, lineage abilities or spells.
PERFECT DODGE
When you roll a 20 on a dodge, you perfectly dodge an attack
When calculating elemental damage done to you, always sub-
made against you, taking no damage and allowing you to
tract its elemental resilience from this damage. If the value
move 5-ft (1 square) in any direction.
reduces the damage to 0, you take no damage.

16
RESISTANCES
Resistances are special damage reductions that you
AMBUSH
can gain against specific types of damage. While simi- An ambush is a special round of combat that
lar to resilience, resistances usually apply to one type only occurs at the start of an encounter. It
of damage (for example, bleeding, slashing, force, fire, happens when one group of creatures uses
etc.). Resistances can be given by natural armor, lin- concealment or the element of surprise to at-
eage abilities, or spells. tack unsuspecting foes. Surprised creatures
are often allowed to make Perception (SAG)
When calculating damage from any type for which you skill checks to notice the ambush. Those fail-
have resistances, always subtract your resistances ing to see ambushing creatures gain the UN-
from this damage, and if the value would reduce the AWARE condition until the start of their turn.
damage to 0, you take no damage.
During an ambush round, you are allowed to
use up to 3 Stamina Points, and surprised
VULNERABILITIES
creatures cannot act during that round.
Some creatures and lineages can also have vulnerabil-
ities to certain elements or even types of physical
damage. Vulnerabilities are usually given by spells,
abilities or a creature’s type. PERFECT REFLEXES
When you roll a 20 on a Reflex save, you take no dam-
When a creature has a vulnerability, they take 50% age or effect from the ability, and if targeted again by
more damage from that source. the same ability before the start of your next turn, you
are automatically dealt half the damage.
SAVES
When you are the target of some spells or special pow- WILLPOWER
ers, like poison or a dragon's breath weapon, you gain Willpower represents your resistance to mental
a save to prevent or lessen the effect. These saves are influences and magical effects (such as mind control
usually determined by your character's abilities and and suggestions).
can be improved with certain items or spells. When attempting a Willpower save, roll a D20 + your
Class’ Defensive Training Bonus (if any) + your
Mastery Bonus + your Sagacity + any other
ENDURANCE
bonuses that you might have.
Endurance is the ability to withstand afflictions (for
example, poisons and diseases). When attempting an
PERFECT MIND
Endurance save, roll a D20 + your Class’ Defensive
When you roll a 20 on a Willpower save, you take no
Training Bonus (if any) + your Mastery Bonus +
damage or effect from the ability, and if targeted again
your Vigor + any other bonuses that you might
by the same ability before the start of your next turn,
have.
you automatically succeed on that save.

PERFECT RESISTANCE
When you roll a 20 on an Endurance save, you take no
BARRIERS
damage or effect from the ability, and if targeted again Barriers are special protections that absorb damage
by the same ability before the start of your next turn, done to you. When you are surrounded by a barrier, all
you automatically succeed on that save. damage done to you does not directly harm you, and
you are immune to poisons, diseases, and bleeding
that require an injury. Physical and elemental re-
REFLEX
silience, as well as resistances, do not apply to damage
Reflex is the ability to avoid area attacks or unexpected
dealt to your barrier.
situations (for example, explosions). When attempting
a Reflex save, roll a D20 + your Class’ Defensive
Barriers are not cumulative, and if you receive a barrier
Training Bonus (if any) + your Mastery Bonus +
of a higher amount, it overrides the one that is already
your Agility + any other bonuses that you might
active.
have.

17
weapon) + your Mastery Bonus + any other bonus that
you might have.

DOUBLE STRIKE

You use two weapons, one in each hand, to strike a creature


within your reach (for melee weapons) or range (for ranged
weapons). Using this action causes you to take a -3 penalty
to your Accuracy on each attack.

CHARGE

You can charge a creature you have in your line of sight,


move up to twice your movement speed, and strike it with
your melee weapon. To use a charge, you must have a
straight line to the target, at least 20-ft (4 squares) of move-
ment, and an unobstructed path. A charge gives you the fol-
lowing:
◆ A +4 bonus to your accuracy.
◆ Add either half your damage attribute or a +2 bonus
(whichever is higher) to your normal damage if you are
using a one-handed weapon.
◆ Add either your damage attribute or a +4 bonus (which-
ever is higher) to your normal damage if you are using
a two-handed weapon.
Flanking Diagram

FLANKING EXECUTION
A creature is considered flanked when threatened by two en- You can spend your entire round executing a HELPLESS tar-
emy creatures facing each other on an opposite border or get. When doing so, the targeted creature must succeed on
corner adjacent to the creature. You can make sure that a an Endurance save equal to your Accuracy check or be auto-
creature is flanked by tracing a line between the two attack- matically slain. An execution attempt can only be performed
ers. If the creature is located on the line between both op- from melee reach, and provokes Opportune Strikes (see
ponents, it is considered to be flanked (see Flanking page 23) and other similar reactions. If the save is success-
Diagram). Ranged weapons do not threaten a square un- ful, the creature only takes the normal damage from your
less specified otherwise. attack.

Flanked creatures are at COMBAT DISADVANTAGE


against both enemies causing the flank, and lose any Agility,
Sagacity, Vigor or Strength to their dodge and block chances.
DEALING DAMAGE
When you successfully hit a creature using any offensive ac-
tion, you deal damage. In most cases, damage is deter-
mined by the type of weapon you are using, the spell you are
OFFENSIVE ACTIONS casting or the ability you are performing.
Offensive actions represent most actions that you can per-
form while using weapons or casting spells. Attacks have al-
WEAPON DAMAGE
ready been touched on in the above section but will be more
Weapons all have different types of damage related to them,
detailed below.
which can be found on page 20. This section, however, cov-
ers how to calculate your weapon’s damage using your at-
ATTACK tributes and statistics.

You use a weapon you are holding or any natural attacks you
LIGHT WEAPONS AND NATURAL WEAPONS
have to strike a creature within your reach (for melee
Light weapons are usually small arms that can easily be con-
weapons) or range (for ranged weapons). When performing
cealed or transported. Natural weapons include everything
for an attack, roll an Accuracy check by rolling 1D20 + your
that a creature might naturally have to defend themselves,
Weapon Expertise (if you are proficient with the
such as claws, bites, tentacles or fists.

18
These weapons apply either your Strength or Agility RANGED WEAPONS
(whichever is higher) to your damage roll. If both of To determine your damage with ranged weapons, roll
your scores are equal, choose which one you prefer to the following: your Weapon’s Dice + tour Agility +
apply. any other bonus that you might have.

To determine your damage with a light weapon, roll the THROWN WEAPONS
following: your Weapon’s Dice + your Strength or To determine your damage with thrown weapons, roll
Agility (whichever is higher) + any other bonus the following: your Weapon’s Dice + your Strength
that you might have. or Agility (whichever is higher) + any other
bonus that you might have.
If you are using a light two-handed weapon or a bite,
the added attribute damage is multiplied by 1.5
(rounded down).
TYPES OF DAMAGE
There are various types of damage that affect you
All creatures with arms and hands gain a punch attack
differently while in combat. Understanding the various
that deals the following:
forms of damage will help you better prepare your
DAMAGE: 1d4, bludgeoning
character for any difficulties that may come up during
PERFECT STRIKE EFFECT: Stagger
combat. Each type of damage, from physical to ele-
WEAPON TYPE: Natural Attack
mental, has a different effect on your character's overall
health. In this section, you will find all of them and how
You cannot flank or trigger Opportune Strikes with this
they might affect your character during their adven-
attack, unless specified otherwise.
tures.

ONE-HANDED AND TWO-HANDED WEAPONS


To determine your damage with melee weapons, roll ATTRIBUTE DAMAGE
the following: your Weapon’s Dice + your Strength Some abilities, such as poisons, drugs, or spells, can
+ any other bonus that you might have. directly target a creature’s attributes. Such damage
can be healed via a restoration spell or by spending a
If you are using a two-handed weapon, the added at- full night's rest, at a rate of 1 per day, in one single at-
tribute damage is multiplied by 1.5 (rounded down). tribute. Losing an attribute point brings the following
penalties:

19
-1 STRENGTH: You gain a -1 penalty to strength-based These are reduced by a creature’s physical resilience as well
damage, block (if you use strength to determine your block as any special resistance that they might have.
chances), strength skills and DTs that use strength. A crea-
ture with -6 strength falls unconscious, unable to carry FORCE, SONIC AND RADIATION
themselves. DAMAGE
Some types of damage are strong and dangerous enough to
-1 AGILITY: You gain a -1 to agility-based damage, dodge
ignore physical and elemental resilience. These types of
(if you use agility to determine your dodge chances), initia-
damage are force (crushing pressure), sonic (powerful
tive, reflex saves, agility skills and DTs that use agility. A
sounds and waves) and radiation (dangerous waves that di-
creature with -6 agility is completely paralyzed, as all mus-
rectly damage cells).
cles in their body become rigid as stone.

Force, sonic, and radiation damage will always target your


-1 VIGOR: You lose 1 hp per level. Additionally, you gain a
barrier (if any) first and then your hit points. It can only be
-1 penalty to your endurance saves, block (if you use vigor
reduced by specific resistances (see page 16).
to determine your block chances), vigor skills, use of abili-
ties whose number of uses is based on vigor and DTs that
use vigor. A creature with -6 vigor dies, being too weak to
STRESS
live. Some alien and frightening creatures can target even the
strongest minds. Some situations might also be extremely
-1 INTELLECT: You lose 1 intellect resource per level. Ad- disturbing to some, unnerving them.
ditionally, you gain a -1 penalty to your intellect skills, DTs
that use intellect, intellect damage and healing, and use of Stress damage will always target your hit points. It can only

abilities whose number of uses is based on intellect. A crea- be reduced by specific resistances (see page 16).

ture with -6 intellect is unable to speak, move or do anything


else but contemplate their surroundings, completely oblivi- When failing a save against stress (whether it is an ability,

ous to the world. damage, or a particularly disturbing situation), you gain a


designated amount of an ailment called Dread. Dread be-

-1 SAGACITY: You lose 1 sagacity resource per level. Ad- comes increasingly dangerous as you gain more stacks, as

ditionally, you gain a -1 penalty to your sagacity skills, per the following table (each level retroactively applies the

willpower saves, DTs that use sagacity, sagacity damage and previous effects):

healing, dodge (if you use sagacity to determine your dodge


chances) and use of abilities whose number of uses is based STACKS EFFECT
on sagacity. A creature with -6 sagacity is incapable of ratio-
You gain the UNNERVED
nal thought and becomes insane. 3
condition.
You grant COMBAT ADVANTAGE
-1 CHARISMA: You lose 1 charisma resource per level. Ad- 6
ditionally, you gain a -1 penalty to your charisma skill, DTs to all creatures attacking you.
that use charisma, use on abilities whose number of uses is You gain the PANICKED
9
based on charisma, and charisma damage and healing. A condition.
creature with -6 charisma is unable to communicate and is You only get half of your sagacity
unable to comprehend any language. score on all sagacity-based

12 abilities, skills and defenses. If


ELEMENTAL DAMAGE your attribute is negative, subtract
Elemental damage is dealt by the various elemental forces
it twice to the relevant abilities.
present on Arkelon, which are the following: acid, fire, ice,
You gain the CONFUSED
lightning, void, life, death, hellfire, arcana, holy and unholy. 15
condition.
Your heart gives out, killing you
These are reduced by a creature’s elemental resilience as 18
well as any special resistance that they might have. instantly.

Upon taking a long rest, you lose 2 stacks of Dread. A full-


PHYSICAL DAMAGE night’s rest removes half of the current stacks that you have.
Physical damage is dealt by weapons and objects. It is the Some abilities, skills, and items are also capable of reducing
most common type of damage and goes as follows: bludgeon- your amount of Dread.
ing, piercing and slashing.

20
POISON DAMAGE
Some creatures or weapons can inflict poison. Some
ROUNDING AND MULTIPLYING
poisons might affect you after you breathe them or in- When required to calculate a fraction (for exam-
gest them, but poisons that require an injury need you ple the halves of a number), the result is always
to take hit point damage for them to take effect. A rounded down, unless specified otherwise. For
POISONED creature is dealt ongoing damage until example, if a spell deals 15 points of damage
they succeed on the appropriate number of saves re- and is halved, the creature takes 7 points of
quired to get rid of the effect. damage. The same logic goes with all types of
fractions present in the game.
Poison damage will always target your hit points and
can only be reduced by special resistances (see page When required to multiply a result, if the result
16). needs to be rounded, it is always rounded
down, unless specified otherwise. Whenever
you have to multiply dice results (for example
BLEEDING DAMAGE
4D6) you can either multiply the total, or dou-
Some abilities cause the target to bleed. For a creature
ble the amount of dice to roll and calculate
to bleed, it must take hit point damage from the trig-
the result.
gering effect. A bleeding creature is dealt ongoing
damage until using some specific healing items, being
healed to their maximum hit points or succeeding a
DT15 Medicine check (which takes at least 1 minute to DEADLY FALLS AND FALLING
perform). Regeneration abilities cause a creature to be DAMAGE
immune to bleeding effects. Whether you are falling from a ledge or from the back
of a flying monster, it can be a potentially dangerous
Bleeding damage will always target your hit points and situation to find yourself in.
can only be reduced by special resistances (see page
16). When falling on a hard surface from a distance of 10-ft
(2 squares), or getting hit by a moving vehicle from
SWARM DAMAGE the same distance (for more precision on this matter,
Some types of damage come from so many sources at see the section about Collisions and Damage at page
once that it is nearly impossible to protect yourself 189), you take 10 points of true damage, increased by
against them. 10 for each additional 10-ft (2 squares) of movement
fallen or performed by the vehicle.
Swarms are groups of creatures that are so numerous
that normal armor cannot protect you from their as- When falling in water from a distance of 20-ft (4
sault. Swarm damage will always target your barrier squares), you take 10 points of true damage, in-
(if any) first and then your hit points. It can only be re- creased by 10 for each additional 20-ft (4 squares) of
duced by special resistances (see page 16). movement fallen.

TRUE DAMAGE When falling from more than 150-ft (30 squares), or
175-ft (35 squares) when jumping or diving in water,
True damage is a special type of damage that always
you must succeed a DT25 Endurance check or be auto-
ignores resilience, resistance and barriers. It can only
matically reduced to 0 hit points and start dying, regard-
be reduced by special abilities.
less of damage taken. If you fall from more than 300-
ft (60 squares), and fail this save, you are slain. A suc-
PRECISION DAMAGE
cessful save causes you to be reduced to 0 hit points
Precision damage deals the same type of damage
instead.
(piercing, slashing, bludgeoning, or any elemental
damage) as the weapon inflicting it. It is usually caused
Falling damage will always target your hit points and
by precise attacks that target vital areas of a creature’s
can only be reduced by special resistances or abilities
body. Such attacks are usually being made possible by
(see page 16).
certain abilities, talents, or weapon characteristics.
Creatures with no organs or a strange body composi-
tion are immune to this type of damage.

21
CALCULATING DAMAGE BURN: A weapon with this special effect causes the target
to burn, dealing an amount of damage determined by your
When calculating damage that you receive, do the following:
weapon dice type. For example, if a weapon uses D6, roll one
◆ Increase damage accordingly if you are VULNERABLE
D6 of damage at each of the target’s turns, until the burning
to that type of damage.
is stopped.
◆ Apply the damage you received to your barrier if you
have one. Don’t apply your resistances or resilience.
DEAFENED: A weapon with this special effect causes the
◆ If damage bypasses your barrier, or you have no bar-
target to become DEAFENED until the end of its next turn.
rier, reduce the damage taken by either your Physical
Resilience or Elemental Resilience.
IMPALE: A weapon with this special effect causes grievous
◆ If you have any special resistances that apply to the
wounds, dealing an amount of damage equal to the targeted
type of damage you receive, reduce the damage you
creature’s bloodied amount, plus twice your damage at-
take by the proper amount.
tribute instead of the normal weapon damage. Creatures at
◆ Reduce your number of Hit Points by the remaining
least two size categories larger than you are only dealt half
amount.
damage from this ability.

CRITICAL HITS MORTAL SHOT: A weapon with this special effect causes
Critical hits are dangerous attacks that increase your damage grievous wounds, dealing an amount of damage equal to the
significantly. They are often lucky hits that hurt more than creature’s bloodied amount, plus twice your damage at-
normal if not avoided by the targeted creature, and are de- tribute instead of the normal weapon damage. Creatures at
termined by your luck statistic. least two size categories larger than you are only dealt half
damage from this ability.
When dealing damage from a critical strike, you can either
roll your damage normally and double the result, or you can SICKENED: A weapon with this special effect causes the
instead roll any weapon damage dice twice, and then apply target to become SICKENED until the end of its next turn.
your damage modifier twice. Any bonus damage die gained
through abilities, talents, weapon enchantments or mods, is SLOW: A weapon with this ability causes the target to be
not multiplied on a critical strike. SLOWED until the end of its next turn.

Critical hits can be blocked with a shield, but they will still STAGGERED: A weapon with this ability causes the target
see their usual damage doubled. to be STAGGERED until the end of its next turn.

Critical hits against a creature still apply any resilience, re- SUNDER: A weapon with this special effect causes the tar-
sistance or barriers that it might have. geted creature to lose its resilience and resistance to all dam-
age until the start of their next turn.
LUCK
Luck is a special statistic (all characters start at 0) that gives A perfect strike always deals true damage to the targeted
you chances to strike a critical hit. A luck score of 1 allows creature.
you to make critical hits on a roll of 19 or above, decreasing
this number the higher your luck score gets. Luck can only
be increased by talents, special equipment, spells, or en- CRITICAL FAILURE
hancements.
Sometimes, when rolling a save or an accuracy check, it re-
sults in a natural 1. A natural 1 is a rare occurrence that is
PERFECT STRIKES often really disappointing to have and can have multiple dis-
Perfect strikes occur when you roll a 20 on an accuracy roll. advantages.
This attack never misses, cannot be dodged or blocked, is
considered a critical hit and has a special effect. These A natural 1 on an accuracy check is an automatic miss, and
effects are as follows: puts your character in danger, giving them one of the follow-
ing disadvantages (which you can roll randomly using a d4):
BLEED: A weapon with this special effect causes the target 1: An enemy creature gains an Opportune Strike against
to bleed profusely, dealing an amount of damage deter- the creature (without spending any reaction or Stamina
mined by your weapon dice type. For example, if a weapon Point).
uses D6, roll one D6 of damage at each of the target’s turns, 2: The creature drops their weapon.
until the bleeding is stopped. 3: The creature falls Prone.

22
4: The creature’s attack lands on the nearest crea- EFFECT: Your positioning and speed were not good
ture (prioritizing allies) or hits nothing. enough to dodge an attack made against you. Roll a
Block against the creature’s attack. If successful, you
A natural 1 on an Endurance, Reflex, or Willpower save block the attack.
is an automatic failure and gives you a -2 penalty
against effects of the same type for 1 round.
SECOND WIND

TRIGGER: You become BLOODIED.

REACTIONS EFFECT: You use your resolve and determination to


give yourself a second chance at fighting, regaining
A reaction is an action that you can perform while it is
1d8 + your Character’s Level hit points and 1d4 +
not your turn. This allows you to stay active at any time
your Character’s Level points of magic affinity. Using
and react to what other creatures might do during their
this ability consumes 1 hour of rest (see Sleeping,
turn. When using any type of reaction, you do not have
Short Rests and Recovery at page 42), and the healing
access to the Stamina Points you spent when your turn
is not affected by the BLOODIED condition.
starts.
All creatures have access to the following basic reac-
tions:
HIT POINTS
Hit Points represent how robust you are, how many hits
DUCK
you can take and how resilient you are. They are the
TRIGGER: You have already attempted to block an at- key to your survival and should be monitored closely
tack. to keep you alive during the adventure.
EFFECT: Your shield’s positioning was not good enough
to block an attack made against you. Roll a Dodge BLOODIED AMOUNT
against the creature’s attack. If successful, you avoid You become Bloodied when reduced to an amount of
the attack. hit points equal or lower than 30% of your maximum.
Reaching this threshold usually means that you are in
HELP OTHERS actual danger of being seriously hurt.

TRIGGER: A willing creature within 10-ft (2 squares) When BLOODIED, healing effects you receive from
of you attempts an attack or a skill check, or has al- any source (unless specified otherwise) are halved.
ready rolled for any of these actions and failed.
EFFECT: You help this creature perform the action. A
DEATH AND DYING
HELP OTHER check requires you to succeed on a DT
When you are reduced to 0 or fewer hit points, you fall
equal to half the total DT of the action, in which case
unconscious and start to die. While dying, you must roll
you give a +4 bonus to the character you are trying to
death saves, which require you to roll a 10 or higher
help for this check. To help a creature with a skill, you
on a D20 die. If successful, you are stabilized and don’t
must have selected or gained this skill.
need to roll any more saves unless you take damage
or are reduced below 0 Hit Points again. After 3 failed
OPPORTUNE STRIKE death saves, you die.
If an attack or ability reduces you to -15 hit points or
TRIGGER: You have a melee weapon in hand, and a
below, you are slain.
creature within your melee reach uses an item, casts
You lose all failed death saves upon being healed above
a spell, attempts a physical skill check, or raises from
0 Hit Points.
being PRONE.
EFFECT: You take advantage of a moment of distrac-
tion to strike. Use a melee attack action against the
creature and, if successful, deal damage and negate SPEED AND MOVEMENTS
their action. When in and out of combat, your character has access
to various kinds of movements that they can perform.
While in battle, you can only perform a maximum of
RAISE SHIELD
two movements during your turn.
TRIGGER: You have a shield in hand and have already
attempted to dodge an attack. Most humanoid creatures have a speed of 30-ft (6
squares). Other creatures, such as animals, have

23
different speed values based on their anatomy, and these are TYPES OF MOVEMENTS
usually written in a creature’s statistics.
Types of movement can vary greatly depending on the crea-
ture, but also, mostly, by their anatomy. Some creatures are
Below are all the available movement actions that you can
able to move on land, albeit not all with the same ease, while
perform:
others have more mobility in specific terrains such as water
or underground, and some more have trouble moving.
CRAWL
Using more than one type of movement counts as two differ-
You can move while PRONE by crawling. When crawling,
ent actions (for example, walking to a mountain and starting
you can move at a speed of 10-ft (2 squares) and cannot
to climb).
shift while using this movement. Furthermore, as you are
PRONE, your movements provoke Opportune Strikes and
BURROW
similar reactions from other creatures within reach.
A creature with this type of movement can move through
sand, dirt, mud, gravel, and sometimes stone. The crea-
JUMP ture’s speed using this form of locomotion is usually written
in the creature’s description.
You can jump up to 5-ft (1 square) in the air or at a distance
of 5-ft (1 square).
CLIMB
A creature with this type of movement can move on vertical
MOVE surfaces. The creature’s speed using this form of locomotion
is usually written in the creature’s description. Most hu-
You move in any way that you want, up to your speed. You
manoid creatures are capable of climbing at a speed of 10-ft
cannot go through a square that is already occupied by a
(2 squares).
hostile creature, but you can pass through a square occupied
by an ally.
FLY
A creature with this type of movement can fly. The creature’s
RUN speed using this form of locomotion is usually written in the
creature’s description.
You can run up to twice your normal speed in a single move-
ment, but, by doing so, you provoke Opportune Strikes and
LAND
are considered at COMBAT DISADVANTAGE until the end
This type of movement is the most common, and available
of your turn.
to most creatures. Most humanoid creatures have a land
speed of 30-ft (6 squares).
SHIFT
SWIM
Shifting is a special movement that you can do once per turn.
A creature with this type of movement can swim. The crea-
It allows you to move 5-ft (1 square) in any direction without
ture’s speed using this form of locomotion is usually written
provoking any type of reaction (unless specified otherwise).
in the creature’s description. Most humanoid creatures are
This action still counts as one of the two maximum move-
capable of swimming at a base speed of 10-ft (2 squares).
ments that you can perform during your turn.

STAND EPIC COMBATS


You are sitting or PRONE and stand up. This movement pro- There are a wide variety of monstrous and fantastical crea-
vokes Opportune Strikes and similar reactions from other tures to be found in Arkelon, and the vast majority of heroes
creatures within reach. will come into contact with them. However, monsters that
threaten cities and villages are often enormous, forcing
groups of heroes and even armies to fight them.
WITHDRAW

Withdrawing is a special movement that you can do to leave In this section, we will go through the rules for running such
and run away from battle. When doing so, you do not pro- encounters, both as a Game Master and a Player (these me-
voke any types of reactions (unless specified otherwise), and chanics are not available for this demo at the moment)
can move up to twice your movement speed.
Epic fights go down pretty similarly to normal ones, but the
main difference comes from the fact that only one monster
makes up the bulk of the fight. Despite being alone against

24
a group of heroes, using these rules makes sure that Each body part possesses diverse abilities which can
your big bad monster stands a chance and is not just be used if a character is in the corresponding zone. For
a pool of hit points waiting to get hit. Creatures of gar- example, a creature’s head could bite a character
gantuan size and larger are automatically considered present in its front side. This forces characters to think
epic monsters. about where they should be positioned while fighting.

FROM HORIZONTAL TO VERTICAL PUZZLE SOLVING AND TEAMWORK


One of the main differences between normal and epic While making some encounters more deadly, epic com-
combat is that it also occurs on the vertical plane. bat also allows players to work together to find the
While players normally stay on the horizontal plane creature’s weakness and defeat it as a team. Each
when fighting, epic combat encourages characters to creature has their own puzzle to solve and unique ways
fly and climb on the creatures. To achieve that, it is to defeat them. Most of them will require a certain
recommended to use a battlemat for the horizontal number of parts to be defeated in order to kill the crea-
part of the battle but also have a vertical representa- ture, but some will add twists to this concept. Some
tion of the creature, using the grid to calculate height. may require a certain part to be destroyed, others may
You can also use secondary tokens to place the heroes have a specific place to strike, a large armor that pro-
on the vertical plane. tects them, or even special attacks that can be pre-
vented by attacking a part.
When climbing on the creature’s parts, characters must
succeed on a Climb (STR or AGI) check equal
to 10 + the Creature’s Level each time
they wish to move.

CREATURES’ SIDES AND


PARTS
During epic combat, PCs’ positioning is
really important. Creatures used for
these encounters all have their tokens
separated into 4 sides: front, back, left
side, and right side.

Each of these sides may possess different types


of body parts, often including the head, limbs,
body, and tail, but not necessarily limited to
these. Each part has its own initiative turn,
Stamina Points and actions it can do, making
these monsters more than just a single entity
waiting to get hit.

25
COMBAT REMINDERS If an attack is blocked, use the following formula:

The section below presents a quick summary of all important


The creature’s minimal damage dice total + half
notions to remember while in combat, including the appro-
their Damage Modifier (minimum 1)
priate formulas to calculate the results.

AMBUSH AND INITIATIVE


SAVES
When combat starts (whether it is through an ambush or di-
When using abilities that require saves, for example if an at-
rect aggression towards either party involved), everyone
tack applies poison or if a creature has to defend themselves
must roll an INITIATIVE check. This is done by rolling a
against a spell, use the appropriate formula between the fol-
D20 and adding the Initiative bonus of the character (usually
lowing:
equal to their Agility + any other bonuses).

1D20 + Class’ Defensive Training Bonus (if any) +


Whenever one group of creatures uses concealment or the
Mastery Bonus + Vigor + any other bonuses for
element of surprise to attack unsuspecting foes, there is an
Endurance
AMBUSH, within which hidden creatures can use two
Stamina Points to position themselves, use spells, or use at-
1D20 + Class’ Defensive Training Bonus (if any) +
tacks. During such rounds, surprised creatures gain the UN-
Mastery Bonus + Agility + any other bonuses for
AWARE condition, making them unable to dodge or block
Reflexes
any abilities targeting them.

1D20 + Class’ Defensive Training Bonus (if any) +


ATTACKING AND DEFENDING
Mastery Bonus + Sagacity + any other bonuses for
Creatures wanting to attack always rolls their die first, per-
Willpower
forming Accuracy check using the following formula:

For the save to be successful, the result must be equal or


1D20 + Weapon Expertise (if proficient with the
higher than the required DT.
weapon) + Mastery Bonus + any other bonuses

SKILLS
If the result is not a 1 or a 20, the creature defending them-
Every creature can use skills while in combat. Skills make it
selves against an attack can either block or dodge, using one
possible to perform a variety of actions such as pushing, dis-
of the following formulas:
arming, helping others or identifying creatures, to name a
few. They allow for a variety of tactical actions, in addition
1D20 + Mastery Bonus + Agility or Sagacity to dodge
to a creature’s usual abilities. Skills usually use the following
formula:
1D20 + Mastery Bonus + Strength or Vigor to block

1D20 + Mastery Bonus + the skill’s relevant


The creature with the highest result always wins the ex-
attribute + any other bonuses
change. In the event of a tie, the defending side wins.

For a skill check to be successful, the result must be equal


Whenever an attack is successful, you roll damage using the
or higher than the DT.
statistics written in the weapon section of your character
sheet or those written in the attacks sections of a monster’s
statistics. It uses one of the following formulas: REACTIONS
Even if it is not a creature’s turn, some gain abilities that they
Weapon Dice + Strength or Agility (whichever is can perform at any moment. This could be the occasion for
higher) + any other bonuses for light weapons an emergency healing, to pursue a fleeing target, to make
use of strategy by boosting up an ally or position oneself in
Weapon’s Dice + Strength + any other bonuses for an advantageous way, just to name a few examples.
other melee weapons (if the weapon is two-handed or a
bite, apply your strength 1.5 times) SPECIAL ABILITIES AND TACTICS
Every creature has its own special abilities that can be used
Weapon’s Dice + Agility + any other bonuses for in combat. Most monsters include a “tactics” section, giving
ranged weapons clues on how to use a creature, their abilities, and how they
would act in a combat situation.
Weapon’s Dice + Strength or Agility (whichever is
higher) + any other bonuses for thrown weapons

26
EXAMPLE OF PLAY CHARLIE (GM): You all hear Velegos warn Hraerek
of the dangers ahead, a few seconds before you see a
To get a better idea of how a game of Arkelon Chronicle
large gray wolf stepping out of the bushes. His fur is
is played, a small adventure has been created. In this
wild and matte, and he is drooling abundantly. Roll for
situation, Charlie is the Game Master. Emily is playing
Initiative as the wolf starts to growl menacingly!
Hraerek, a powerful ice troll warrior, Sam is playing
Zhelan, a haughty boar shiari priestess of Ishara,
Everyone rolls for their Initiative, including the en-
Darriel is playing Velegos, a level-headed prairie
emy creatures, by picking up their D20 and adding
dragonkin druid, and James is playing Lipika, a play-
their Initiative modifier.
ful jaanvar-dar outlaw.

Charlie, being the Game Master, rolls Initiative be-


The party has just entered a forested area, investigat-
hind their GM screen, hidden from the players’ view.
ing a strange signal that has been picked up by a
Since there are three wolves, Charlie rolls for 3 differ-
nearby camp.
ent Initiative. They note the creature’s Initiative:
Wolf 1 has 9, Wolf 2 has 16 and Wolf 3 has 21.
CHARLIE (GM): You have been walking in the forest
for a couple of hours. You feel the wind through the
As for the players, Darriel got a 12 for Velegos, James
branches and can hear the birds chirping in the dis-
got a 20 for Lipika, Sam got a 2 for Zhelan, and Emily
tance.
got a 15 for Hraerek.

JAMES (LIPIKA): I can see on my Uni-Tool that we


Charlie writes down everyone’s Initiative (the players
almost reached the signal.
and the creatures) on a sheet, from the highest num-
ber to the lowest. You can also use a dry erase
SAM (ZHELAN): Can we move faster? I would dread
board, small cards, or a computer program,
to be stuck in this forest for longer than necessary.
whichever you prefer for ease of display.

JAMES (LIPIKA): I throw a dirty look at Zhelan.


The Initiative order would be written down as follows:
“Cheer up Zhelan! It’s fun, and we’re helping!”
21: Wolf 3
20: Lipika
DARRIEL (VELEGOS): While these two are bickering,
16: Wolf 2
can I observe the surroundings to make sure there’s
15: Hraerek
no threats?
12: Velegos
9: Wolf 1
CHARLIE (GM): Sure! Make a Perception check.
2: Zhelan

Darriel picks up a D20 and rolls for Perception. He


CHARLIE (GM): Looks like the wolf in front of you gets
gets a 13, to which he adds his Perception bonus of 8,
to act first!
for a total of 21.

Charlie observes the Gray Wolf’s statistics. They see


DARRIEL (VELEGOS): I got 21! I observe the forest
that the wolves have a special ability named INTIM-
and try to listen for any suspicious noises.
IDATING BARK, and their talent, CRUEL TACTICS,
makes them more efficient against Unnerved targets.
EMILY (HRAEREK): While Velegos observes the sur-
Reading the wolves’ “tactics” section, it seems like a
roundings, I draw my sword and shield to make sure I
good ability to use at the beginning of the encounter
am ready for anything. I also want to walk a bit further
to make full use of this bonus damage. Charlie uses
ahead of my party.
the wolf’s first 2 Stamina Points to make use of its
INTIMIDATING BARK ability.
CHARLIE (GM): As Velegos observes the forest, he is
able to spot a tuft of gray fur hiding inside the bushes,
CHARLIE (GM): The wolf observes you all, still growl-
about 30-ft from his party. There seems to be wolves
ing. The creature then starts to bark aggressively to-
waiting to surprise your group.
wards your party. I will need all of you to roll a
Willpower save as you start to feel a bit frightened by
DARRIEL (VELEGOS): Hraerek wait! There are
the display.
wolves in the bushes ahead!

All players roll a Willpower save to resist the effect.

27
Emily rolls her D20 + Hraerek Willpower of 5, and has 12 in JAMES (LIPIKA): Yes! I want to use my remaining Stamina
total. Points to attack again.

Darriel rolls his D20 + Velegos’ Willpower of 10, and has 16 James rolls a D20 + his accuracy of 8, and rolls a natural
in total. 20.

James rolls his D20 + Lipika’s Willpower of 4, and has 19 in COLLECTIVE: WHOOP!
total.
CHARLIE (GM): Nice! You can calculate your damage.
Sam rolls their D20 + Zhelan’s Willpower of 8, and has 12 Don’t forget to apply your Dirty Strike ability to your damage!
in total.
Since it is a Perfect Strike, James rolls 2D6 + Lipika’s
CHARLIE (GM): Lipika resists the intimidating display of the agility of 4 twice + 1D4 (Dirty Strike always applies to a
wolf, but all other characters feel UNNERVED. They will gain natural 20 roll). James rolls a 6, a 5 and a 4, for a total of
a penalty of 2 to their accuracy, saves and skills until the wolf 22 points of true damage.
is defeated. Hraerek, you see the wolf advance towards you,
ready to strike. JAMES (LIPIKA): I deal 22 points of true damage to the
wolf, with a precise strike to its neck!
Wolf 3 uses 1 Stamina Point to move in a square adjacent
to Hraerek, but cannot perform any additional action with Charlie deducts the damage from the wolf’s remaining HP
its remaining Stamina Point so it finishes its turn. (which is not reduced by the wolf’s physical resilience).
Wolf 3 regains its Stamina Points. Since the wolf already took 7 points of piercing damage
and that 22 points of damage is more than enough to de-
CHARLIE (GM): Lipika, it’s your turn! feat it, Wolf 3 can be removed from the Initiative. James
ends his turn and Lipika regains her Stamina Points. With
JAMES (LIPIKA): Nice! I would like to use a free Shift to the death of Wolf 3, Hraerek, Velegos and Zhelan are no
become adjacent to the wolf, and use 2 Stamina Points to longer UNNERVED.
attack it with my dagger.
CHARLIE (GM): As you see the wolf be defeated by Lipika’s
James rolls a D20 + his accuracy of 8, and rolls a 12, for a dagger, you hear a powerful bark coming from your right.
total of 18. Another wolf is coming straight for you, attempting to intim-
idate you. I will need all of you to roll a Willpower save.
CHARLIE (GM): Awesome! The wolf will attempt to dodge
your attack. Every player roll for a Willpower save to resist the wolf’s
INTIMIDATING BARK ability. The dice were not in their
Wolf 3 rolls a dodge attempt, using a D20 + its dodge of 8, favor, and they all fail on the save.
and rolls 5, for a total of 13.
CHARLIE (GM): Unfortunately, the wolf’s display success-
CHARLIE (GM): Your dagger slashes the wolf, as he is un- fully intimidates you. You are all UNNERVED.
able to dodge your swift strike. You can roll for damage!
Wolf 2 uses 1 Stamina Point to move in a square adjacent
Lipika has a dagger that deals 1D6 points of damage + her to Lipika, but cannot perform any additional action with its
Agility of 4. James rolls his damage and rolls a 6, for a total remaining Stamina Point so it finishes its turn. Wolf 2 re-
of 10. gains its Stamina Points.

JAMES (LIPIKA): My attack deals 10 points of piercing CHARLIE (GM): Hraerek it’s your turn! Don’t forget that you
damage! are UNNERVED.

CHARLIE (GM): Awesome! You still have 2 Stamina Points EMILY (HRAEREK): Since I am UNNERVED, I want to use
left if you want to continue your turn! 3 Stamina Points to take a DEFENSIVE POSTURE, and
place my Mark of the Aegis on Lipika for free.
Charlie notes the damage taken by the wolf, deducting its
3 points of physical resilience from the total, for 7 points of DEFENSIVE POSTURE is an ability that all creatures can
piercing damage. The wolf has a total of 17 HP and is now use. It increases their dodge and block chances by 4, and
at 10 HP left. the next successful attack against them deals minimum
damage.

28
Mark of the Aegis is an ability from the Warrior class, CHARLIE (GM): No! Only at the start of your next
gained when selecting the Path of the Bulwark. It al- turn.
lows the character to protect an ally from damage.
Wolf 1 uses 1 Stamina Point to move in a square ad-
Emily finishes her turn and Hraerek regains his jacent to Lipika, but cannot perform any additional
Stamina Points. action with its remaining Stamina Point so it finishes
its turn. Wolf 1 regains its Stamina Points.
CHARLIE (GM): It’s now Velegos’ turn!
CHARLIE (GM): Zhelan, you’re up!
DARRIEL (VELEGOS): Yes! So, I would like to use my
first 2 Stamina Points to cast Bloom on Zhelan. Sam (Zhelan): I would like to cast DIVINE BLESSING
for 2 Stamina Points. Lipika, Velegos, Hraerek and my-
Bloom is a bonus spell from the Druid class, when se- self gain a +1 bonus to accuracy and damage.
lecting the Path of the Warden. The next time Zhelan
takes damage, the spell will be consumed and will All players note this new bonus on their character
heal her. sheet.

DARRIEL (VELEGOS): For my 2 remaining points, I Then, I want to use my remaining Stamina Points to
would like to cast Bloom again, but on Lipika this time. cast PACIFY on the Wolf closest to Hraerek, besides
Lipika. Wolf 2 I think? It will need to make a Willpower
Darriel deducts 4 points of Magic Affinity from his save.
character sheet. Darriel finishes his turn and Velegos
regains his Stamina Points. CHARLIE (GM): Sure!

Charlie observes the Gray Wolf statistics. They see a Charlie rolls a Willpower save for Wolf 2, rolling a 10.
reaction ability called CHASE, which allows a wolf to They add the wolf’s willpower of 7, for a total of 17.
immediately pursue a fleeing target. If they are able
to cause a character to become PANICKED, they CHARLIE (GM): Is 17 enough?
could make the wolves more dangerous by making
them work together. SAM (ZHELAN): No! My spell’s DT is 20! Your wolf will
take 2D6 points of Holy damage every time it attacks.
CHARLIE (GM): Great! You see the wolf in front of you
getting ready to continue the fight, growling in your di- Sam deducts 3 points of Magic Affinity from their
rection. After a second, you understand that it is a dis- character sheet.
traction, as you hear another powerful bark coming
from your left. I will need all of you to roll a Willpower Sam finishes their turn, and Zhelan regains her
save! Stamina Points.

COLLECTIVE: Again! CHARLIE (GM): Nice! Lipika, it’s your turn!

Every player rolls for a Willpower save to resist the After the first round of combat is completed, Charlie
wolf’s INTIMIDATING BARK ability. Hraerek, Vele- starts over the Initiative.
gos and Zhelan succeed on the save, but Lipika has a
total of 12, which is not enough. Lipika becomes COMBAT TIPS: Players have various options of ac-
PANICKED for 1 round, as she was already UN- tions to choose from. They can choose to communi-
NERVED, and attempts to run away from the wolves. cate with other characters (which is a free action),
move, use a spell, attack, heal, or use an item,
CHARLIE (GM): Lipika, as the wolf jumps out of the among others. They are not limited to one action, but
bushes, barking loudly, you feel an uncontrollable fear they are limited by the stamina of their character and
course through you, and feel compelled to run away the cost of their abilities. What the characters will do
from it. You become PANICKED until the end of your depends on what they can do, their role in the team,
next turn. what they consider to be the best move/strategy
against the enemies they are facing, and what is hap-
JAMES (LIPIKA): So, do I need to run now? pening during the fight. Sometimes, characters may
even perform actions that are tied to their personali-
ties or be more rooted in roleplay than strategy.

29
In the second round, Wolf 3 is defeated, so the initiative is Charlie (GM): Since the wolf already used 2 Stamina Points
now the following: on a reaction, it will use its last points to attack Hraerek.

20: Lipika Charlie rolls a D20 + their accuracy of 8, and rolls a 6, for a
16: Wolf 2 total of 14.
15: Hraerek
12: Velegos Due to Zhelan’s PACIFY spell, the wolf takes 5 (2D6)
9: Wolf 1 points of holy damage. Charlie deducts its elemental re-
2: Zhelan silience of 1, causing the wolf to take 4 points of damage.

JAMES (LIPIKA): Overwhelmed by fear, I run as far away Emily (Hraerek): I raise my shield to block the attack!
as I can from the wolf in front of me.
Emily rolls a block attempt, using a D20 + her block of 10,
CHARLIE (GM): As you try to distance yourself from the and rolls 3, for a total of 13.
wolf, it starts to chase you, and attempts to bite your legs!
CHARLIE (GM): You are not quick enough to raise your
As a reaction to Lipika fleeing, Charlie uses Wolf 2 CHASE shield in time, and you feel the wolf’s jaws close on your
ability to pursue and attack her. Wolf 2 rolls a D20 + its Ac- arm. Since you were still in Defensive Stance, you take 5
curacy of 8, for a total of 15. Charlie notices that Wolf 2 is points of piercing damage.
within 20-ft (4 squares) of the other wolf; they add a +1
bonus to the creature’s accuracy due to the PACK ANI- Emily deducts Hraerek physical resilience of 4, causing him
MAL ability, for a total of 16. to take 1 point of damage.

Lipika attempts to dodge the attack, using a D20 + her CHARLIE (GM): It’s now Hraerek’s turn!
dodge of 8, but since she is PANICKED, she gains a -2
penalty to her dodge, making her roll a D20 + 6 instead. EMILY (HRAEREK): I already used 1 Stamina to help
Lipika, I think I will strike the wolf that just attacked me with
JAMES (LIPIKA): I have 14! my sword.

CHARLIE (GM): Unfortunately, it is not enough to dodge Emily rolls a D20 + her accuracy of 8 + 1 due to Zhelan’s
the wolf’s attack. DIVINE BLESSING, and rolls a 9, for a total of 18.

EMILY (HRAEREK): Wait! I had my Mark of the Aegis on Charlie rolls a D20 + the wolf’s dodge of 8, and rolls a 4,
Lipika! You see Hraerek jump in front of the wolf and take for a total of 12.
the bite instead!
Hraerek deals 1D8 + 4 + a bonus of 1 due to Zhelan’s Di-
Charlie rolls damage. Since Wolf 1 is in a 20-ft (4 squares) vine Blessing, for a total of 13. The wolf is dealt 10 points
radius of him, they adds a +1 bonus to this damage, and of damage, due to its physical resilience (3).
since the Lipika is PANICKED, it deals an additional 1d6
points of damage due to its CRUEL TACTICS talent, for a Hraerek regains his Stamina Points.
total of 1D8+5+1D6. They roll 10.
CHARLIE (GM): The wolf receives a strong slash of your
Due to Zhelan’s PACIFY spell, the wolf takes 4 (2D6) sword, and it falls to the ground, defeated. Velegos, it’s your
points of holy damage. Charlie deducts its elemental re- turn!
silience of 1, causing the wolf to take 3 points of damage.
DARRIEL (VELEGOS): I would like to heal Hraerek with my
CHARLIE (GM): The bite deals 10 points of damage to you, Regrowth ability. I then want to move away.
Hraerek, and it’s up to Wolf 2!
Regrowth allows Velegos to heal for 1D4 + 4, and addi-
Emily notes the damage taken by the Hraerek, deducting tional 4 at the start of Hraerek’s next turn. Velegos regains
its 4 points of physical resilience from the total, for 6 points his Stamina Points.
of piercing damage.
CHARLIE (GM): In the midst of combat, and seeing the
Lipika regains her Stamina Points, and is no longer PAN- other wolves being defeated, the remaining creature runs
ICKED. away, overpowered by your group. Its survival instinct tells
it that fleeing is the best course of action… For now.

30
INTERACTIONS CHANGING A CREATURE’S
While some encounters result in combat, others require ATTITUDE
skills and charisma. In this section, you will learn more To increase your relationship with a creature by 1, you
about running and playing encounters that don’t re- must succeed on at least 5 Diplomacy or Flirt checks.
quire fighting. The world of Arkelon is a dangerous one, Negative interactions and intimidation reduce your re-
but violence is not always the solution, and it is some- lationship with a creature.
times encouraged to deal with certain situations using
different tactics. Some players might be less comfortable with long dis-
cussions while “in character.” In this case, let them
summarize what they wish to say, and use the

SOCIAL ENCOUNTERS charisma skill roll to determine how they say it and
how convincing they are.
Social encounters relate to everything that requires
your character to interact with other people. Different
characters and organizations might (and often will)
THE RESULT AFFECTS THE STORY
have different opinions not only on your character but Success or failure usually affects not only the story but

also on the other ones in your party. also the party’s relationship with this (or these) char-
acter(s). While these can be altered by interacting with

When going through social encounters, you gain or lose them again, failure might cause those characters to

relationship levels depending on your actions. Usually, avoid you, or make it more difficult for you to change

relationship levels go as follows: their attitude.

HOSTILE: The creature usually attacks you on sight.


Changing a hostile creature’s attitude to unfriendly is SKILL CHALLENGES
very difficult. Increase the DT of any social interaction Skill challenges are an interesting way to use a party’s
with this creature by 10. collective strengths to accomplish tasks or face compli-
cated situations. GMs can use skill challenges to ad-
UNFRIENDLY: This creature does not see you in a vance the narrative, add an interactive part to certain
good light. They are reluctant to help you or listen to roleplay sections, or maybe play out a chase in an al-
you. Increase the DT of any social interaction with this ley.
creature by 5.

Usually, tasks done during a skill challenge are done


NEUTRAL: The creature is usually unsure about how over a longer period of time, whether it is a couple of
to act around you. Your first impression is very impor- minutes or a couple of hours. During those challenges,
tant, and will probably determine how the rest of the failure rarely leads to a party's or character’s death,
discussion unfolds. but it should influence the story.

ACQUAINTANCE: The creature knows you a bit. You When engaging in or creating a skill challenge, it usually
have interacted a little bit, enough for them to consider follows this structure:
you an acquaintance. They will not automatically agree
to everything you say, but they will be more inclined to SETUP
listen to you. Reduce the DT of any social interaction The GM sets up the scene and explains what the PCs
with this creature by 5. are required to do.

FRIENDLY: The creature knows you very well. You REQUIRED SKILLS
have already interacted multiple times, and they see Each skill challenge requires different sets of skills to
you as a close connection. They will not automatically successfully complete it. This section lays out which
agree to everything you say, but they will value your skills must be used to overcome the challenge.
opinion more. Reduce the DT of any social interaction
with this creature by 10. For example, crossing a chasm might require PCs to
use the Climb, Acrobatics, Fly, or Survival skills in order
to succeed.

Note that in most circumstances, a skill may only be


used once to count towards a success, and using the

31
Help Other action doesn’t count as a success or failure to-
ENVIRONMENTAL EFFECTS
wards the completion of the challenge.
When venturing into the world of Arkelon, adventurers can
sometimes come across effects and environments that will
REQUIREMENTS FOR SUCCESS
help or impair them. These effects can add an element of
This section lists how many successes the players must have
surprise and excitement to exploration, and force heroes to
to complete the challenge. It also usually gives some exam-
prepare accordingly when traveling.
ples of tasks that the PCs can accomplish, guiding the play-
ers and GM through the challenge’s progression.
TEMPERATURES
SUCCESS OR FAILURE The world of Arkelon has a plethora of different environ-
When the PCs reach the appropriate number of successes or ments, each with their own temperatures that need to be
failures, the challenge ends. The result influences how the dealt with when traveling. While most traveling is done with
story or situation unfolds. vehicles, being stranded in the wilds remains a possibility.

COLD
SKILL CHALLENGE EXAMPLE
When traveling in the extreme northern and southern parts
In this section, you will find an example of a skill challenge.
of the world, the temperature can be equally, if not more,
dangerous than the creatures that inhabit it.
SETUP
The players need to earn the favor of a small coffee owner
When exposed to cold temperatures without the proper pro-
in order to gain information on a local gang, however, a cou-
tection, you must succeed on an Endurance save equal to
ple of employees called-in sick, leaving her in a bit of a
the following:
predicament. To receive the information they need, the PCs
have to help her run the shop for a couple of hours, or at
least until the situation settles.
TEMPERATURE DT INTERVALS

Cold 12 3 Hours
REQUIRED SKILLS
Athletics (STR), Improvisation (AGI), Sleight of Hands (AGI), Very Cold 18 Every Hour
Appraise (INT), Insight (SAG), Perception (SAG), Diplomacy
Extreme Cold 24 15 Minutes
(CHA), Flirt (CHA) or Intimidate (STR or CHA) (secondary
skills related to the task at hand may also be used). Freezing 30 Every Minute

When failing a save against cold temperatures, you gain 1


◆ Each skill can only be used to accomplish 1 success to-
stack of Frostbite. Frostbite becomes increasingly dangerous
wards the skill challenge’s completion.
the more stacks you gain, as per the following table (each
level retroactively applies the previous effects):
REQUIREMENT FOR SUCCESS
The PCs must have 6 successes before 4 failures. Here are
some examples of the tasks that the PCs might be brought STACKS EFFECT
to accomplish during the challenge. You are dealt 2 points of bleeding damage
every 5 seconds (1 Round). This bleed is
◆ Angry Client - Diplomacy (CHA) or Intimidate (STR or
2 halted as long as you are adjacent to a
CHA) (DT 18)
◆ Busing Tables - Sleight of Hands (AGI) (DT 15) minor or stronger source of heat (e.g. a
◆ Running the Cash Register - Diplomacy (CHA), Appraise burning torch).
(INT), Flirt (CHA) or Insight (SAG) (DT 15) 4 You gain the SLOWED condition.
◆ Preparing Orders - Athletics (STR), Improvisation (AGI)
You gain the VULNERABLE condition,
or Sleight of Hands (AGI) (DT 17) 6
but only against ice damage.
8 You gain the IMMOBILIZED condition.

TRAVELING 10
You are unable to attack and are

While Arkelon may be a world of technology, where travel VULNERABLE to physical damage.
takes from a few seconds to a few hours, there are still mo- 12 You gain the PETRIFIED condition.
ments when the most reliable method of transportation is by
foot. You will find different effects that might affect traveling A creature affected by Frostbite can reduce its number of
(and even combat to a certain extent), such as different stacks by properly heating themselves. If a creature affected
temperatures or dangerous terrain. by Frostbite is targeted by an ability or spell that causes fire

32
damage or heat, it automatically reduces its Frostbite When failing a save against hot temperature, you gain
stacks by 2. 1 stack of Heatstroke. Heatstroke becomes increas-
ingly dangerous the more stacks you gain, as per the
Additionally, a creature standing within a 5-ft (1 following table (each level retroactively applies the
square) radius of a source of heat (e.g., a campfire) re- previous effects):
duces its Frostbite stacks by 1 every 5 seconds (1
Round), and it cannot gain any new stacks as long as STACKS EFFECT
it is adjacent to this source.
You gain a -1 penalty to your
2
FREEZING WATER accuracy, dodge and block.
When submerged in freezing water, you take 10D6 4 You gain the FATIGUED condition.
points of ice damage for each minute spent in this en- You gain the VULNERABLE
vironment while not properly protected. You can at-
6 condition, but only against fire
tempt a DT30 Endurance check to reduce these
damage by half. Additionally, you gain Frostbite stacks, damage.
You gain the EXHAUSTED
as per the usual cold temperature table. 8
condition.
BLIZZARD You gain the NAUSEATED
10
A blizzard is a violent snowstorm that obscures vision condition.
and usually decreases the temperature. A blizzard You gain the UNCONSCIOUS and
12
gives all creatures over 10-ft (2 squares) away from DYING condition.
you PARTIAL CONCEALMENT.
A creature affected by Heatstroke can reduce their
Creatures more than 20-ft (4 squares) away have TO- number of stacks by properly cooling themselves. If a
TAL CONCEALMENT. Creatures facing the wind have creature affected by Heatstroke is targeted by an ice
their speed halved. or water ability (or spell), it automatically reduces their
Heatstroke stacks by 2. Drinking proper water auto-
HEAT matically reduces these stacks by 1.
When exposed to hot temperatures without the proper
protection, you must succeed on an Endurance save Additionally, a creature standing within 5-ft (1 square)
equal to the following: of a source of cold (e.g an air conditioner or proper
cover), reduces its Heatstroke stacks by 1 every 5 sec-
TEMPERATURE DT INTERVALS onds (1 Round), and they cannot gain any new stacks
as long as they are adjacent to this source.
Hot 12 3 Hours

Very Hot 18 Every Hour BURNING AIR


When inhaling hot air, either around boiling water or
Extreme Heat 24 15 Minutes
lava, you are dealt 3D4 points of fire damage every 5
Burning 30 Every Minute seconds (1 Round). You can attempt a DT18 Endurance
check to reduce these damages by half. Additionally,
you gain Heatstroke stacks, as per the usual hot tem-
perature table.

BOILING WATER
When fully submerged in boiling water, you take 10D6
points of fire damage every 5 seconds (1 Round). You
can attempt a DT25 Endurance check to reduce these
damages by half. Additionally, you gain Heatstroke
stacks, as per the usual hot temperature table.

LAVA
When fully submerged in lava, you take an amount of
fire damage equal to your bloodied amount every 5
seconds (1 Round). You can attempt a DT30 Endurance
check to reduce this damage by half. Additionally, you

33
gain Heatstroke stacks, as per the usual hot temperature ta- DUNES
ble. While trying to climb a dune, your base land speed is reduced
by half, due to the slope and the unstable sand.
SANDSTORM
A sandstorm is a dangerous desertic phenomenon that QUICKSAND
causes large amounts of sand to be carried by violent winds, Quicksand causes a creature to sink in every time they move.
in similar ways to a blizzard. A sandstorm gives all creatures Every time you use a movement or an attack action, you
over 10-ft away from you PARTIAL CONCEALMENT. must succeed on a DT15 Reflex save or sink, gaining penalties
as per the table below:
Creatures more than 20-ft (4 squares) away have TOTAL
STACKS EFFECT
CONCEALMENT. Creatures facing the wind have their
speed halved.
2 No effect

RADIATION 4 You gain the ENTANGLED condition.


Some areas of the world are contaminated by hazardous ma-
6 You gain the SLOWED condition.
terials, usually following nuclear disasters. While arcane
You gain the IMMOBILIZED
magic has similar properties, radiation is found naturally in 8
the world, and although nuclear energy has lost most of its condition.

appeal, it is still used in some places as a power source. 10 You start drowning.

While in radiated environments, you must succeed on a DT18 For every failed save, the DT is increased by 2, and you must
Endurance save each hour or become SICKENED until you make saves for as long as you perform actions within the
succeed on another save. Each failure increases the DT by quicksand area.
2.
WATER
RADSTORM Water can be a deadly element for an unprepared hero. It is
A radstorm is a dangerous phenomenon that causes large unpredictable and will often impair them, whether it is due
amounts of radioactive particles to be carried by violent to the temperature, vision or special effects caused by this
winds, in similar ways to a blizzard, but without impairing environment.
vision. When caught in a radstorm, you are dealt 3D4 points
of radiation damage every 5 seconds (1 Round) spent in this HOLDING YOUR BREATH
environment. You can attempt a DT25 Endurance check to While underwater, you must hold your breath. Below are the
reduce these damages by half. usual conditions and effects gained while doing so:
◆ After more than 1 minute + 1 round per vigor point, you
gain the FATIGUED condition.
DIFFICULT TERRAIN ◆ After 2 minutes + 1 round per vigor point, you start

Difficult terrain can be made by rubble, rocky terrain, thorns, drowning. When drowning, use the SUFFOCATING
water, snow, or sand. Most of these environments give you condition.

the ENTANGLED condition as long as you remain in that ◆ After 3 minutes + 1 round per vigor point, you fall UN-

type of terrain. CONSCIOUS and start dying, no matter how much hp


you have left.

Below are some examples of terrains and their effects.


FIGHTING UNDERWATER

DEEP SNOW Fighting underwater is difficult for most people, and very

A terrain is considered deep snow when it is more than 20 dangerous. Whenever you fight underwater, you gain the fol-

inches deep, and reduces your land speed by 10-ft (2 lowing:

squares). More than 4 feet of snow causes you to be consid- ◆ You are at COMBAT DISADVANTAGE, unless having

ered ENTANGLED as long as you remain in that type of ter- a swim speed

rain. ◆ When using any other weapons than piercing melee


weapons, firearms, or specially crafted crossbows, you

ICY SURFACE suffer from a -5 penalty to your accuracy.

Icy surfaces are slippery and difficult to maneuver around. ◆ Fire spells and equipment cannot be used an have no

Whenever you are on such a surface, you can only walk 10-ft effect.

(2 squares) per movement, unless you succeed on a DT20


acrobatics check. Failing this check causes you to fall Prone.

34
◆ Lightning spells and lightning damage spread to
COVER AND
all creatures adjacent to the target, and to the
source of the effect. CONCEALMENT
◆ Whenever you take hit points damage, reduce the Some objects, such as walls and rocks, can give your
time for which you can hold your breath by 10 sec- character cover from attacks. A cover can be partial or
onds (2 Rounds) (20 seconds (4 Rounds) if you are total. Other things can provide concealment, usually
hit by a critical hit or a perfect strike). weather conditions or darkness. Both cover and con-
cealment are cumulative, for example, a creature on a
MOUNTAINS wall’s corner (25%) and inside a smoke cloud (20%)

After 16,400 ft of height, you must succeed on a DT20 would increase the chances for attacks to miss you to

Endurance save for each hour, and gain the EX- 45%.

HAUSTED condition upon a failure. If you fail this save


three times in a row, you fall unconscious, but don't PARTIAL COVER
start dying. If a character fails another save, they start A partial cover gives attacks a 25% chance to miss you.
suffocating. Partial cover is given when more than half of the crea-
ture is showing. For example, a wall’s corner or a crea-
ture larger than your target makes up for a partial

OTHER RULES cover.

In this section, you will find all the rules that don’t
quite belong in any of the above categories. IMPROVED COVER
Improved cover gives the attacker a 60% chance to
miss you. Improved cover is given when only a small
AREA OF EFFECT
part of a creature is showing. For example, it could be
Some abilities cover an area of a specified shape and
a wall with an arrowslit, a half wall where you can
size. In this section, you will find guides and descrip-
crouch or a vehicle.
tions for the most commonly used area of effect sizes
and types (see the Area of Effect Guide on page 36.)
TOTAL COVER
ARC: Arcs usually create half a circle in a designated A creature with total cover cannot be attacked, as it is
area, typically adjacent to a character. Arc sizes usually completely obscured.
depend on the creature’s size.
CONCEALMENT
BLAST: A blast spreads in all directions, starting from Concealment is given when a target can be seen, but
a square or from an object, in a specified radius. They not completely. For example, it could be a character in
usually form a circular shape on the map, and might dim light, a fog, or a storm.
have a lasting effect, but it will not follow the target.
Concealment gives attacks a 20% chance to miss you.
CONE: Cones are triangles ending in half a circle that
engulf a large zone, starting from a specific point, usu- TOTAL CONCEALMENT
ally a creature or an object.
Total concealment is given when a target can barely be
seen, or not be seen at all.
EMANATION: Emanations start from a center point,
usually an object or creature, and extend out for a
For example, it could be a character in darkness, far
specified amount of feet in all directions. They usually
away in a storm, or someone attacking while
form a circular shape on the map, follow their source
BLINDED. Total concealment gives attacks a 50%
and remain on the map for a designated duration.
chance to miss you.

LINE: Lines can be straight or diagonal, and always


start from a specific point.
CONDITIONS
ZONE: Zones form a cube or a rectangle in an area, When wandering the world or fighting, multiple condi-
with sizes depending on the ability’s description. Usu- tions can affect characters and creatures alike. Condi-
ally, sizes written in abilities’ description represent the tions are, for the vast majority of the time, temporary.
sides of the zone. Below is a list of all of them, with their effects and ex-
planations.

35
AREA OF EFFECT
GUIDES
1- 20-ft radius blast/
emanation

2- 30-ft Line, straight

3- 30-ft line, diagonal

4- 5-ft arc

5- 30-ft cone
1
6- 30-ft cone, corner
6

2
3
4 5

BLEEDING When you are at COMBAT ADVANTAGE, the targeted crea-


When you are BLEEDING, you take ongoing damage at ture automatically gains the COMBAT DISADVANTAGE
each round start, until the effect is removed. The bleeding condition against your actions.
condition is removed by certain items and abilities, or by
healing a creature back to full hit points. COMBAT DISADVANTAGE
COMBAT DISADVANTAGE causes you to lose your at-
BLINDED tribute bonus to your dodge and block chances. This condi-
When you are BLINDED, you cannot dodge or block any at- tion occurs when a creature is FLANKED, PRONE, or is
tacks, you lose your mastery bonus to your accuracy, and UNAWARE. Some conditions might cause you to be consid-
you cannot move faster than half your speed, unless suc- ered at COMBAT DISADVANTAGE, without giving you the
ceeding on a DT15 Acrobatics check. Attacks made against usual penalties. In these contexts, it is specified in a condi-
BLINDED creatures do not need to be rolled. tion’s description.

BLOODIED CONFUSED
You are BLOODIED when you are reduced to a number of When you are CONFUSED, you are not completely aware of
hit points equal or lower than 30% of your maximum health. what you are doing and sometimes act erratically. Depending
You receive 50% reduced healing from all sources, unless on a d4 roll for each turn you are affected, the CONFUSED
specified otherwise. condition has the following effect:
1 : Babble incomprehensibly.
COMBAT ADVANTAGE 2 : Hit yourself for 1d8 + your strength with the item
You gain COMBAT ADVANTAGE when flanking a creature, held (as if using a one-handed weapon).
being invisible, successfully hiding with a stealth check, at- 3 : Act normally.
tacking a PRONE creature, or if a creature is UNAWARE. 4 : Hit the closest creature with the item in hand.

36
Each effect lasts only for one round. This condition is ENTANGLED
considered a COMPULSION. When ENTANGLED, you are partially restrained. You
can only move half your speed, cannot charge, and
DAZED lose your mastery bonus on your dodge, block,
When DAZED, you cannot act normally. You can’t at- accuracy, and agility skills. If you attempt to cast a
tack, speak, dodge, block, or use any skills. This is spell, you must succeed on a check equal to 15 + the
considered a COMPULSION. You are considered at Spell’s Tier or lose the spell. You add your Mastery
COMBAT DISADVANTAGE. Bonus + your Spellcasting Attribute to your D20
roll when attempting such a check.
DEAD
When you fail 3 death saves, you die. Normal healing EXHAUSTED
cannot bring you back, and only powerful magic or When EXHAUSTED, you cannot dodge attacks, cannot
technology can do so. block, lose your agility and strength bonus to damage
rolls and skills, and can only use 2 [ ] Stamina
DEAFENED Points per round.
When you are DEAFENED, you automatically fail all
perception checks based on sound. Additionally, you FASCINATED
lose your mastery bonus to all agility skills and gain a When FASCINATED, you sit quietly and do not take
-4 penalty to your initiative. any other action than pay attention to the fascinating
effect. Additionally, you lose your mastery bonus on
DEMORALIZED Perception (SAG) checks. Any hostile action towards
When DEMORALIZED, you gain a penalty to your ac- you removes the effect. This is a compulsion, and you
curacy and damage rolls. The demoralized condition is are considered at COMBAT DISADVANTAGE.
gained from a successful Intimidate (STR or CHA)
check, and the penalties gained from this condition are FATIGUED
written in the Intimidate (STR or CHA) section on page When FATIGUED, you lose half your agility and
200. This is considered a FEAR effect. strength bonus to damage rolls, skills, dodge and block
chances, and can only use 3 [ ] Stamina Points per
DISTRACTED round.
When under the DISTRACTED condition, you gain a
-5 penalty to your perception checks to detect stealth- GRABBED
ing or moving creatures. When you are GRABBED (or grabbing a creature), you
cannot dodge, block, perform movement actions (if
DYING you are the grabbed creature), or cast spells. Addition-
While DYING, you must roll death saves, which re- ally, you are at COMBAT DISADVANTAGE.
quire you to roll a 10 or higher on a D20. If successful,
you are stabilized and don’t need to roll any more HEAVILY ENCUMBERED
saves unless you take more damage, or if your HP gets When HEAVILY ENCUMBERED, you cannot dodge,
reduced below 0 Hit Points again after a heal. After 3 block, run or use any strength, agility and vigor skills.
failed death saves, you die.
HELPLESS
ENCOURAGED When you are HELPLESS, you cannot act and cannot
When ENCOURAGED, you gain a bonus to your accu- defend yourself in any way.
racy and damage rolls. The encouraged condition is
gained from a successful Diplomacy (CHA) check, and IMMOBILIZED
the bonuses gained from this condition are written in When IMMOBILIZED, you are restrained. You cannot
the Diplomacy section, on page 199. This is consid- move, cannot charge, and lose your mastery bonus on
ered an inspiration bonus. dodge, block, accuracy, and agility skills.

ENCUMBERED LIGHTLY ENCUMBERED


When ENCUMBERED, you lose your attribute bonus When lightly encumbered, you lose half your attribute
to all strength, agility, and vigor skills, as well as to to all Strength and Agility skills, as well as to your
dodge and block chances. dodge and block chances.

37
NAUSEATED SILENCED
When NAUSEATED, you cannot concentrate, cast spells, at- When SILENCED, you cannot speak or use any abilities that
tack, dodge, block, drink, and speak. A NAUSEATED crea- would require you to do so.
ture can only use 2 [ ] Stamina Points per round. This is SLEEPING
considered a disease. When you are sleeping, you are considered HELPLESS. You
gain a -10 penalty on all perception (SAG) checks.
PANICKED
When PANICKED, you gain a -2 penalty to your accuracy, SLOWED
dodge, block, saves, and skills. You also actively try to flee When SLOWED, your movement speed is reduced by half,
as far away as possible from the source of your fear. This is you cannot shift, cannot perform reactions and you gain a
considered a fear effect. -2 penalty to your dodge, block, and reflex.

PARALYZED STABLE
When PARALYZED, you cannot act normally and are frozen When you are stable, you are unconscious but not dying. You
in place. You are considered HELPLESS. are considered HELPLESS.

PETRIFIED STAGGERED
When PETRIFIED, you cannot act normally, and are en- When STAGGERED, you can only use 2 [ ] Stamina
cased in stone, ice, or another hard substance. While in this Points per round, and cannot use a shift action.
condition, you are also considered Unconscious and HELP-
LESS. Any physical damage exceeding your bloodied STUNNED
amount shatters a part of you. When STUNNED, you drop everything you hold, and you
can’t attack, move, speak, dodge, block, or use any skills.
POISONED You are not considered HELPLESS.
When POISONED, you take poison damage for a number of
rounds equal to the poison’s duration. A successful En- SUFFOCATING
durance check causes you to only take half of the poison When SUFFOCATING, you are unable to breathe properly.
damage. A failed Endurance check causes you to take full You suffer 1 point of true damage per character level for each
poison damage, and suffer from the poison’s secondary round that you are in this condition. Failing three consecu-
effect (if any) until succeeding the number of saves written tive saves against a suffocation effect causes you to be au-
in the poison’s description. tomatically reduced to 0 hit points and start dying. A
suffocating creature is also SILENCED.
PRONE
When PRONE, you are lying on the ground. Creatures at- TAUNTED
tacking you with melee weapons gain a +4 bonus to their When you are TAUNTED, often unwillingly, you are forced
accuracy, creatures attacking you with ranged weapons gain to attack the source of the effect, or to include them in any
a -4 penalty to their accuracy, and you are considered at area of effect ability. This is considered a COMPULSION.
COMBAT DISADVANTAGE. Additionally, all melee attacks
that you perform gain a -4 penalty to their accuracy, and you UNAWARE
cannot use bows. You can voluntarily drop PRONE at no When you are caught UNAWARE, you are always consid-
cost. ered at COMBAT DISADVANTAGE for the purpose of at-
tacks and abilities, unless specified otherwise. Additionally,
SAFEGUARDED you cannot dodge or block any abilities or attacks targeting
When SAFEGUARDED, you are immune to the next dam- you.
age of the appropriate type that you receive. For example,
you can be SAFEGUARDED against the next physical dam- UNKILLABLE
age you receive, or the next fire damage that you receive. When gaining the UNKILLABLE condition, you cannot be
This condition is always triggered once, unless specified oth- reduced below 1 hit point for 1 round after suffering damage
erwise. that would normally reduce you to 0 hit points.

SICKENED UNNERVED
When SICKENED, you gain a -2 penalty to your accuracy, When UNNERVED, you gain a -2 penalty to your accuracy,
saves, and skills. This is considered a disease. saves, and skills. This is considered a fear effect.

38
UNCONSCIOUS CHARM
When you are reduced to 0 or fewer hit points, you fall Charms affect the minds of others, influencing or par-
UNCONSCIOUS and start to die (see DYING condi- tially controlling their behavior. They are often insidi-
tion). ous, as the target of such an effect will often see the
instigator as a friend and ally. A charmed creature will
VULNERABLE never act in a way that directly counters their personal
When VULNERABLE, you take 50% more damage values and beliefs, as well as do things that would be
from all sources or from the source of your vulnerabil- a threat to their life.
ity. If you already have a weakness and gain this con-
dition, damage done to you is doubled instead. COMPULSION
Compulsions force others to act the way you want them
to. Most compulsions are of magical origin. Unlike a

ENCUMBRANCE charmed creature, those under a compulsion might be


more inclined to take actions that directly counter their
When adventuring, you will often come across treasures
personal values and beliefs, but they will rarely do
and objects to pick up. When you pick up too much,
things that would be a threat to their lives.
you can become encumbered.

CURSE
Your strength and vigor determine how much you can
Curses are expressed wishes for misfortune to befall
carry, using an abstract value named Units. Units are
or attach itself to one or multiple people, a targeted
an overall representation of an object’s weight, but also
place, or a specific object. It can be made by a super-
its size and overall complexity.
natural or spiritual power, for example, a God, or a
Witch. A curse can have a wide variety of effects, some-
You can carry 5 Units + your Strength score + your
times as simple as penalties to checks or transforming
Vigor score of items. A negative Strength and Vigor
a victim. Others, however, can be more dangerous and
score reduces the number of Units you can carry (Min-
harder to remove, especially for common folks.
imum 0).

DISEASE
When carrying more than this value, you gain the
Diseases are abnormal conditions that negatively affect
LIGHTLY ENCUMBERED condition.
organisms, differing in nature from physical injuries.
They usually directly affect and reduce a creature’s at-
When carrying more than twice your carrying capacity,
tributes by reducing them. While most diseases are
you gain the ENCUMBERED condition.
treatable, others can last for a long time, be highly vir-
ulent, and, in rare occasions, be incurable.
When carrying more than three times your carrying ca-
pacity, you gain the HEAVILY ENCUMBERED condi-
DIVINATION
tion.
Divination spells reveal information, whether in the
form of secrets long forgotten, glimpses of the future,
the locations of hidden things, the truth behind illu-
AFFLICTIONS AND sions, or visions of distant people or places.

BENEFITS DOOM EFFECT


In Arkelon, there are many things that can affect a
Doom effects are dangerous abilities that often cause
character, whether it is beneficial or not. Below is a list
creatures touched to feel their impending death and
of all these afflictions and benefits:
fills them with worry. Doom Effects usually require 2
different saves (for example, Endurance and
BLESSING
Willpower), which at least 1 must be a success in order
Blessings are any expressed wish made to protect and
to resist their fate, which is, more often than not,
oversee one or more people, places, or objects. Bless-
death.
ings are often divine in nature, being the result of an
individual seeking the favor and protection from a
FEAR
God. Other types of magic may also have access to
Fear is an unpleasant emotion in response to a danger
some types of blessings, whether they come from na-
or threat. Usually, fear is translated by a feeling of un-
ture itself and the Speakers, or the Elemental Dragons.
ease, anxiety, and dread. In extreme cases, it might
even cause the target to feel horror and terror, freezing

39
them in place or causing them to flee. Fear can both be ra-
TYPES OF BONUSES
tional or irrational.
In the world of Arkelon, spells and abilities give different
types of bonuses, and those from the same source don’t
ILLUSION
stack. When an ability or object’s type of bonus is not iden-
Illusions make you see, hear, smell, or taste things that are
tified, it is cumulative with all other types of bonuses. Below
not really there. They are figments implanted in a creature’s
is a list of all the different types of bonuses:
mind to make them believe in the existence of something.

ARCANE
MAGIC EFFECT
Arcane bonuses are often given by arcane magic and items.
Magic effects are mostly given by spells, increasing the effi-
ciency of weapons, or boosting one’s abilities. It can also im-
ENHANCEMENT
pair one’s abilities by restraining their movement.
Enhancement bonuses are often given by spells and items
that directly influence a character’s basic abilities.
NECROMANCY
Necromancy spells manipulate the energies of life and death.
INSIGHT
Such spells can grant an extra reserve of life force, drain the
Insight bonuses are often given by spells and abilities that
life energy from another creature, create undead, or even
predict an outcome or divination abilities.
bring the dead back to life.

INSPIRATION
PARASITE
Inspiration bonuses are often given by abilities that boost
Parasites are organisms that insert themselves into a suit-
morale, and encourage allies.
able vessel, usually the body of a creature, in some kind of
symbiosis. They feed on their host, some being practically
TRANSMUTATION
harmless while others can kill their host and transmit dis-
Transmutation bonuses are often given by alchemical items
eases. They can spread by various means, mostly through
and abilities that magically alter a creature’s base capacities.
other creatures, polluted environments, food or water.

POISON
Poisons are dangerous substances that cause disturbances TYPES OF VISIONS
in an organism. They can be airborne, injected as venom, or Types of visions can vary greatly from creature to creature.
ingested, and cannot be avoided when exposed to them, While a large number of humanoids have what we consider
unless a creature is immune to such effects. Some poisons "normal" vision, meaning they cannot see in the dark, others
might cause slight discomfort, while others are deadly sub- instead can do just that - or even have different and en-
stances that require immediate attention. hanced ways to perceive their surroundings.

POLYMORPH TRUE SIGHT


Polymorphs are effects that change one’s physique and over- Having true sight allows you to see everything, regardless
all appearance. These can be as simple as transforming a of concealment, darkness (magical or not) or invisibility. It
hand into a tentacle, or as complex as changing into a also allows you to see the true alignment or form of a crea-
dragon. While illusion magic is limited, polymorphs are ex- ture, and see magically hidden doors, traps, and objects.
tremely complex and can actually change the physiology True sight does not allow you to see through walls or similar
and appearance of the affected creature. materials, and you can still be BLINDED.

RAGE BLIND SIGHT


Rage is due to uncontrollable emotions that take over one’s Having blind sight allows you to see normally in darkness,
mind. They usually make them stronger, frantic, and more concealment, or while BLINDED (you do not take any
reckless. While a Rage effect might often be associated with penalties from this condition). You use other non-visual
anger, any overwhelming emotion can cause such a result. senses such as echolocation, hearing, smell, or sensitivity to
vibrations to locate other creatures.
SUMMON
Summon spells involve the transportation of objects and TREMOR SENSE
creatures from one location to another. Some directly sum- Having a tremor sense allows you to feel vibrations on sur-
mon creatures or objects to the caster’s side, whereas others faces you touch, allowing you to pinpoint the location of a
allow the caster to teleport to another location. Creature creature. Levitating, flying, or floating creatures cannot be
summons are usually limited by time, while teleportation is detected through this kind of vision.
instantaneous and permanent.

40
DARK VISION MEDIUM
Having Dark Vision allows you to see in total darkness A medium creature is the typical size for humanoids
as if it were dim-light, albeit only seeing different and animals. An example would be a horse or a human.
shades of gray. This special vision does not allow you
to see things that you wouldn’t normally see (for ex- LARGE
ample, an invisible creature or a hidden object). Addi- +2 strength, -1 Agility
tionally, dim-light is always considered bright light to A large creature is bigger than a human, takes 10 ft by
you, and creatures do not gain CONCEALMENT 10 ft (2 x 2 squares) of space, and usually has a reach
against your attacks (unless in magical darkness). Nor- of 10 ft (2 squares). An example would be an elephant.
mal or bright light does not impair a creature with dark
vision. HUGE
+4 Strength, -2 Agility, +1 Vigor
LOW-LIGHT VISION A huge creature is significantly larger than a human,
Having low-light vision allows you to see perfectly in takes up 15 ft by 15 ft (3 x 3 squares) of space, and
dim light. When in badly lit areas, you can see as usually has a reach of 15 ft (3 squares). An example
though it is bright light, and creatures do not gain would be a Triceratops.
CONCEALMENT against your attacks. When using
lighting, such as torches or lamps, you can see twice GARGANTUAN
as far. +8 Strength, -3 Agility, +2 Vigor
A gargantuan creature is much larger than a human,
THERMAL SIGHT takes 20 feet by 20 feet (4x4 squares) of space, and
Having thermal sight allows you to make a thermal pro- usually has a reach of 20 ft (4 squares). An example
file of creatures within 5-ft (1 square) of you. Living would be a Tyrannosaurus.
creatures within this range cannot hide from you un-
less blocked by an object, and they are never invisible COLOSSAL
to you. Beyond this 5-ft (1 square) , you have low-light +12 Strength, -4 Agility, +3 Vigor
vision. Some creatures might have thermal sight with A colossal creature is much larger than a human. It
a bigger range, in which case it is written in the descrip- takes up a 30 ft x 30 ft (6x6 squares) space and usu-
tion. ally has a reach of 25 ft (5 squares). An example would
be a dragon.

SIZE CATEGORIES TITANIC


+16 Strength, -5 Agility, +4 Vigor
In the world of Arkelon, size does matter. Being
A Titanic creature is the largest one a character can en-
smaller makes you harder to catch, while being larger
counter, and poses a significant threat to any unpre-
makes you easier to hit. Arkelon’s size categories give
pared combatant, usually requiring the help of assault
the following bonuses:
and artillery weapons. It takes up a 40 ft by 40 ft (8x8
squares) (or more) space and usually has a reach of
DIMINUTIVE
30-ft (6 squares). An example would be a kraken.
+4 Agility, -3 Strength, -2 Vigor
Diminutive creatures (for example a toad), are small
and usually not dangerous. They only add 1/3 of their
SIZE AND WEAPON DAMAGE
damage attributes on attacks and spells, and their When a creature gets bigger (or smaller), their natural

damage remains reduced if their attribute is 0 or lower. attack or weapon damage dice also get higher (or
lower). When becoming larger, add a damage die to

TINY the weapon’s damage.

+3 Agility, -2 Strength, -1 Vigor


Tiny creatures (for example a cat), are small but can DICE STEPS
be dangerous. They only add 1/2 of their damage at- Creatures smaller than medium, and some abilities,
tributes on attacks and spells, and their damage re- cause dice to be increased or decreased by one step.
mains reduced if their attribute is 0 or lower.
Whenever an ability or text mentions a dice step in-
SMALL crease, adopt the following rule:
+2 Agility, -1 Strength
A small creature is usually dangerous despite its size. 1D2>1D4>1D6>1D8>1D10>1D12
An example would be a badger.

41
If the result would increase the die above 1d12, you gain a
PLAYING SOLO
cumulative +2 bonus to damage for each additional dice
Arkelon Chronicles is identified as a cooperative storytelling
step.
game, but its rules can be adapted to playing solo adven-
tures. In this section, we will delve deeper into the world of
Whenever an ability or text mentions a dice step decrease,
solo play and how to modify the rules to make it possible.
adopt the following rule:
Playing a game that requires social interaction and ex-
changes between characters may seem difficult to manage
1D12>1D10>1D8>1D6>1D4>1D2
alone, but with the tools given below, you will be able to ven-
ture into the world of Arkelon by yourself.
If the result reduces the die below 1D2, you gain a cumula-
tive -2 penalty to damage for each additional dice step.
Before you get started, you must create your character, as
you would normally, using the tutorial presented at page 68.
You may also create an allied character to help you go
SLEEPING, RESTS AND through the story if you like combat-oriented campaigns,

RECOVERY but this is not mandatory.

When sleeping (also called full-night rest) for at least 8 hours


(or any number of hours required for the character’s lin-
TOOLS FOR PLAYING SOLO
eage), you recover a number of Hit Points equal to your You don’t have to modify much of the rules to play Arkelon

bloodied amount, any resources spent during the day, and Chronicles by yourself. The hardest part is to replace the GM,

1 point of attribute damage in one attribute of your choice which you can do by using oracle tables (see the following

(if any was taken). section).

You can take a maximum of 3 hours of rest per day before One of the simplest ways to adapt and play a continuous

needing to take a full night’s rest to properly regain your game is to pick a journal and narrate your adventures. Jour-

vigor, and only one rest per hour. naling helps you roleplay your character, how it reacts to the
world, interacts with others and approaches different situa-
tions.
LONG RESTS
You can take a long rest, meaning that you do nothing more
The bestiary is also a great tool to have close by. It contains
straining than eating, drinking, speaking, sitting, or other
hundreds of pre-made creatures for you to use (you can also
non-demanding activities for 1 hour. During this time, you
use the CREATING MONSTERS AND CREATURES section
regain the following: 1d10 + your character’s level hit
on page 254 to create your own), and each of them have
points and 1d6 + your character’s level points of magic
written tactics for solo and group play. The field guide also
affinity.
contains additional oracle tables for random loot and en-
counters for various environments.
SHORT RESTS
You can take a short rest that lasts for 15 minutes, meaning ARKELON CHRONICLES
that you do nothing more straining than eating, drinking,
ORACLES
speaking, sitting, or other non-demanding activities for 15
When playing Arkelon Chronicles in solo, you may use random
minutes. During this time, you regain the following: 1d6 +
tables called oracles to guide your character and the story.
your character’s level hit points or 1d2 + your
When using the oracle tables, you will need a D100 (or 2
character’s Level points of magic affinity.
D10). These oracles are used to generate random results to
help determine an outcome to an event, figure out an NPC’s
action, or create random conflicts.

This part includes a series of random prompts in the form of


tables, which you can use in any way you see fit to drive the
narrative. Most of these results are meant to be interpreted
based on the current situation (Is there a place where I can
sleep tonight? If so, which kind?), but others provide more
specific answers to questions (What is this person’s name?).
These oracles don’t function as a GM simulator, but are in-
stead used to power your creativity.

42
LOCATION DESCRIPTORS

01 - 04 21 - 24 41 - 44 81 - 84
61 - 64 Guarded
Dirty Opulent Pristine Infested

25 - 28 45 - 48 65 - 68 85 - 88
05 - 08 Cursed
Industrial Destroyed Sacred Eerie

29 - 32 49 - 52 69 - 72 89 - 92
09 - 12 Abandoned
Vast Magical Traditional Secure

13 - 16 53 - 56 73 - 76 93 - 96
33 - 36 Haunted
Lush Burning Isolated New

17 - 20 37 - 40 57 - 60 77 - 80 97 - 00 Reroll or Roll
Ancient Intriguing Vandalized Silent Twice and Use Both

EVENTS

41 - 44
01 - 04 21 - 24 61 - 64 81 - 84
Rite of
Natural disaster Evacuation Political speech Kidnapping
passage
05 - 08
25 - 28 45 - 48 65 - 68 85 - 88
Religious
Invasion Explosion Assassination Gala
ceremony

09 - 12 29 - 32 49 - 52 69 - 72 89 - 92
Civil war Portal Opening Festival Lockdown Sporting event

73 - 76
13 - 16 33 - 36 53 - 56 93 - 96
Mass
Riot Party Hold-up Mass euphoria
disappearance

17 - 20 37 - 40 57 - 60 97 - 00 Reroll or Roll
77 - 80 Storm
Investigation Car chase Pandemic Twice and Use Both

43
LOCATIONS

1 - Warehouse 26 - Monastery 51 - Lake 76 - Flea Market

2 - Bar 27 - Highway 52 - Tunnels 77 - Garden

3 - Secret Lair 28 - City Park 53 - Cruise Boat 78 - Slaughterhouse

4 - Lighthouse 29 - Coastal Town 54 - Garage 79 - Theater

5 - National Park 30 - Laundromat 55 - Isolated Cabin 80 - Vineyard

6 - Bunker 31 - Truck Stop 56 - Beach 81 - Trailer Park

7 - Abandoned
32 - Amusement Park 57 - Stadium 82 - Mental Hospital
Building

8 - Gas Station 33 - River 58 - Museum 83 - Restaurant

9 - Shop 34 - Metropolis 59 - Marsh 84 - Office Building

10 - Sewers 35 - Storage Unit 60 - Cemetery 85 - School

11 - Morgue 36 - Skyscraper 61 - Library 86 - Suburb

12 - Church 37 - Parking Lot 62 - Camping 87 - Dump

13 - Bridge 38 - Forest 63 - TV Set 88 - Laboratory

14 - Military Base 39 - Pool 64 - Courthouse 89 - Mountains

15 - Cave 40 - Hardware Store 65 - Ruins 90 - Lake House

16 - Dig site 41 - Airport 66 - Factory 91 - Camp

17 - Underground Subway
42 - Hotel 67 - Jail 92 - Hideout
Station

18 - Gym 43 - Hospital 68 - Bank 93 - Rural Town

19 - Zoo 44 - Construction Site 69 - Industrial Area 94 - Vault

20 - Veterinarian Clinic 45 - Fire Station 70 - Resort 95 - Office

21 - Farmlands 46 - Middle of Nowhere 71 - Manor 96 - Arcade

22 - Temple 47 - Barn 72 - Playground 97 - Parliament

73 - University
23 - Apartment 48 - Mall 98 - Casino
Campus

24 - Nursing Home 49 - Desert 74 - Police Station 99 - Carnival

25 - Embassy 50 - Daycare Center 75 - Train Station 00 - Field

44
CHARACTER GOALS

01 - 02 Run from their past 51 - 52 Follow their deity’s guidance

03 - 04 Prove their worth 53 - 54 Belong somewhere

05 - 06 Solve a mystery 55 - 56 Be remembered

07 - 08 Expose corruption 57 - 58 Find a new purpose

09 - 10 Break their routine 59 - 60 Protect a place

11 - 12 Avoid responsibilities 61 - 62 Gain knowledge

13 - 14 Gain great powers 63 - 64 Seize power

15 - 16 Travel the world 65 - 66 Live a quiet life

17 - 18 Pay a debt 67 - 68 Travel in time

19 - 20 Break an addiction 69 - 70 Perfect their craft

21 - 22 Win a bet 71 - 72 End a conflict

23 - 24 Fulfill a prophecy 73 - 74 Avenge someone

25 - 26 Explore the unexplored 75 - 76 Fulfill an old promise

27 - 28 Prove them wrong 77 - 78 Complete a pilgrimage

29 - 30 Self discovery 79 - 80 Escape death

31 - 32 Prove a theory 81 - 82 Find love

33 - 34 Surpass a rival 83 - 84 Rise through the ranks

35 - 36 Become famous 85 - 86 Die with honor

37 - 38 Seek the truth 87 - 88 Tame a rare animal

39 - 40 Bring chaos 89 - 90 Protect nature

41 - 42 Build wealth 91 - 92 Lift a curse

43 - 44 Change the future 93 - 94 Make friends

45 - 46 Get revenge 95 - 96 Find inspiration

47 - 48 Protect someone 97 - 98 Share their belief

49 - 50 Lead a revolution 99 - 00 Become a hero

45
ACTIONS

1 - Capture 26 - Vandalize 51 - Seduce 76 - Protest

2 - Hide 27 - Bribe 52 - Convince 77 - Sabotage

3 - Teach 28 - Give 53 - Pursue 78 - Run

4 - Torture 29 - Break 54 - Save 79 - Photograph

5 - Steal 30 - Transform 55 - Guard 80 - Aid

6 - Wait 31 - Drive 56 - Betray 81 - Obey

7 - Heal 32 - Learn 57 - Craft 82 - Command

8 - Embrace 33 - Kill 58 - Escape 83 - Investigate

9 - Abandon 34 - Defy 59 - Struggle 84 - Surrender

10 - Hack 35 - Distract 60 - Travel 85 - Cast

11 - Attack 36 - Converse 61 - Buy 86 - Seize

12 - Leave 37 - Cook 62 - Arrive 87 - Defend

13 - Perform 38 - Summon 63 - Blackmail 88 - Stream

14 - Resist 39 - Call 64 - Move 89 - Trick

15 - Offer 40 - Scream 65 - Survive 90 - Control

16 - Bully 41 - Help 66 - Charge 91 - Invoke

17 - Fix 42 - Intimidate 67 - Fortify 92 - Trip

18 - Coach 43 - Cry 68 - Spy 93 - Climb

19 - Recite 44 - Report 69 - Clean 94 - Devour

20 - Sleep 45 - Sacrifice 70 - Harass 95 - Work

21 - Lead 46 - Tear 71 - Crawl 96 - Drop

22 - Carry 47 - Push 72 - Experiment 97 - Observe

23 - Pray 48 - Serve 73 - Criticize 98 - Bless

24 - Write 49 - Guide 74 - Supervise 99 - Share

25 - Translate 50 - Assist 75 - Relax 00 - Sell

46
QUESTS

01 - 02 Stop a recently awaken Kaiju 51 - 52 Complete a heist

03 - 04 Assassinate a cult leader 53 - 54 Stop the summoning of a demon lord

05 - 06 Capture a magical beast 55 - 56 Collect data

07 - 08 Infiltrate an enemy group 57 - 58 Save the city

09 - 10 Retrieve an ancient artifact 59 - 60 Find your way to civilisation

11 - 12 Deliver ressources 61 - 62 Defend a hibernating Kaiju

13 - 14 Close a breach to another plane 63 - 64 Escape

15 - 16 Defend and protect a target 65 - 66 Avenge the death of a friend

17 - 18 Stop a heist 67 - 68 Extract a poison from a hostile creature

19 - 20 Exterminate monsters 69 - 70 Search and rescue mission

21 - 22 Rescue civilians 71 - 72 Find and collect resources

23 - 24 Investigate a weird noise 73 - 74 Collect money

25 - 26 Bring criminals to justice 75 - 76 Win a tournament

77 - 78 Face an angel blinded by their own virtue and


27 - 28 Investigate a haunting
justice

29 - 30 Intervene in a hostage situation 79 - 80 Survive

31 - 32 Investigate a strange individual 81 - 82 Retrieve a powerful technology

33 - 34 Deliver an important package 83 - 84 Slay a dragon

35 - 36 Prove you have been framed 85 - 86 Sabotage an event

37 - 38 Organize a revolution 87 - 88 Protect natural resources

39 - 40 Push back invading feys 89 - 90 Find a cure

41 - 42 Destroy evidence 91 - 92 Exterminate undeads

43 - 44 Break a time loop 93 - 94 Seek a Speaker’s help

45 - 46 Stop a god from manifesting 95 - 96 Fight in a war

47 - 48 Free a creature from a curse 97 - 98 Bring down an evil corporation

49 - 50 Win a race 99 - 00 Reroll or Roll Twice and Use Both

47
CHARACTER DESCRIPTORS

01 - 02 21- 22 41 - 42 61 - 62 81 - 82
Confused Strong Tired Relaxed Kind

03 - 04 23 - 24 43 - 44 63 - 64 83 - 84
Intolerant Weak Angry Wise Injured

05 - 06 25 - 26 45 - 46 65 - 66 85 - 86
Quiet Charming Famous Hostile Confident

07- 08 27 - 28 47 - 48 67 - 68 87 - 88
Opulent Emotional Clumsy Loyal Annoying

09 - 10 29 - 30 49 - 50 69 - 70 89 - 90
Negative Gloomy Oblivious Resourceful Remorseful

11- 12 31 - 32 51 - 52 71 - 72 91 - 92
Enraged Curious Violent Alert Suspicious

13 - 14 33 - 34 53 - 54 73 - 74 93 - 94
Infamous Shy Excited Bored Positive

15 - 16 35 - 36 55 - 56 75 - 76 95 - 96
Armed Proud Sad Careless Friendly

17 - 18 37 - 38 57 - 58 77 - 78 97 - 98
Dramatic Gentle Vulnerable Skeptical Clever

97 - 00
19 - 20 39 - 40 59 - 60 79 - 80
Reroll or Roll Twice and
Careful Intoxicated Greedy Honest
Use Both

48
49
50
Unless you are the GM, the first step to playing Arkelon Building a character around a specific ethnicity can be
Chronicles is to create a character. It is up to you to a fun way to become a part of the world’s lore, but
imagine your character’s personality and past experi- don’t be shy to challenge any aspect of a character’s
ences, which will guide your roleplay during the game. lineage. For example, you could play an Orc business-
You will then determine your character’s strengths, man who is on the way to becoming the CEO of a big
weaknesses, abilities and skills through the game's me- company, or a violent Muobos following the path of
chanics. their Minotaur ancestors.

This chapter assumes that you are creating a 1st level CLASS SELECTION
character and that you are new to the Arkelon Chroni- Character classes determine their abilities, resistances
cles RPG. It provides explanations of the various as- and how effectively they fight. Much like lineages,
pects of a character and a detailed step-by-step guide building a character around a class can be a good start-
on how to fill out your character sheet. These steps’ or- ing point. Each of the Arkelon Chronicles' classes has
der is suggested; you can create your character in its own lore entry, but you don’t have to create a char-
whichever order you prefer. If you want to create a acter that follows the typical tropes of their chosen
higher level character, after creating the character at class. For example, you could play an Arcanist wielding
level 1, you can refer to the Leveling Up section at a two-handed weapon and wearing heavy armor or a
page 71 to bring it up to the desired level. warrior able to dabble in the arcane arts. Recom-
mended roles and talents are only guidelines for new
players, and it is possible to explore any class build you
CHARACTER CONCEPT see fit.

When creating a character, it is easier to start with a


concept—a base idea of what you want to play. What
sort of hero is your character? What kind of person are
they? These are questions you can ask yourself when
thinking about a new character. These questions’ an-
swers don’t have to be very deep.

ALLIES AND ENEMIES


When sketching out a character, it might also be impor-
tant for the team of players to discuss their concepts
and maybe help each other flesh out their characters
so they somewhat fit
together. All characters might have something in com-
mon already; maybe they are siblings or mercenaries
working together. You might also want to discuss syn-
ergistic aspects with the other players to create char-
acters that complement each other with their abilities.
For example, you can have a party that includes char-
acters who can heal damage, provide protection and
deal damage. However, it is not mandatory to build
characters that fit perfectly into these categories, as
Arkelon Chronicles’ classes offer many options to
choose from.

LINEAGE SELECTION
Many different lineages inhabit Arkelon’s homeworld,
and each of them can make for an intriguing and
unique character. Each has their own culture and his-
tory, which can be a good starting point for a character
concept. Each lineage also has different heritages that
further distinguish them, like Urban or Skarvald Hu-
mans. It is also possible to create a mixed-lineage char-
acter for even more variety.

51
52
53
ATTRIBUTES ◆ their agility-based skills.

One of the most important aspects of your character are their


VIGOR
attributes. Attributes are a representation of your character’s
Vigor represents the physical resistance and health of your
raw potential, and they affect most of their statistics on the
character. This attribute is important for every type of char-
character sheet. They are split into two main groups: phys-
acter, as it determines their hit points and overall resistance
ical and mental. Attributes from the first group measure
to physical afflictions.
your character’s physical capabilities, while attributes from
the second represent their learned prowess and force of per-
A character’s vigor is applied to:
sonality.
◆ their hit points;
◆ their block chances;
High attributes increase the character’s chances of success
◆ some classes spells and abilities DT;
in a related task, while lower ones may impair a character in
◆ their endurance;
certain circumstances. When creating your character, you
◆ their vigor-based skills;
might want to think about which attribute you want to focus
◆ their carrying capacity.
on so your character has the best chance at success. If you
don't really know which attributes would be best for your
INTELLECT
character, each class and path have suggestions that let you
Intellect represents how well your character learns and rea-
know the attributes they use and that you might want to
sons, as well as their overall education. This attribute is im-
build up.
portant for characters who want to have a lot of knowledge.
A character’s intellect is applied to:
A new character has 7 points to distribute between all at-
◆ some classes spells and abilities DT;
tributes (Strength, Agility, Vigor, Intellect, Sagacity and
◆ some classes resources;
Charisma). You can apply your lineage bonuses and penalties
◆ the number of spells some classes can learn;
before or after spending your attribute points, but keep in
◆ the number of bonus languages they gain at 1st level;
mind that you can only spend 4 points in a selected attribute
◆ the number of bonus skills they gain at 1st level;
and can remove a maximum of 4 points from an attribute.
◆ their intellect-based skills.
Characters with an attribute bonus given by their lineage can
go above 4 in a single attribute, but cannot go lower than -4
SAGACITY
with their attribute penalty.
Sagacity represents your character’s wisdom, common sense
and decision-making skills.
In this section, you will find a small description of each at-
tribute and their related statistics.
A character’s sagacity is applied to:
◆ some classes spells and abilities DT;
STRENGTH
◆ some classes resources;
Strength represents the raw physical power of your charac-
◆ the number of spells some classes can learn;
ter. It is important for characters who plan to engage in
◆ their willpower;
melee combat.
◆ their dodge chances;
◆ their sagacity-based skills.
A character’s strength is applied to:
◆ their damage with melee and thrown weapons;
CHARISMA
◆ their block chances;
Charisma represents how well your character interacts with
◆ their strength-based skills;
others, their magnetism and their ability to lead. Charisma
◆ their carrying capacity.
is not an accurate representation of a character’s physical
appearance, and low charisma does not mean that a charac-
AGILITY
ter is ugly.
Agility represents the dexterity, reflexes and balance of your
character. This attribute is important for characters planning
A character’s charisma is applied to:
to use cunning more than raw force or those using ranged
◆ some classes spells and abilities DT;
weapons.
◆ some classes resources;
◆ the number of spells some classes can learn;
A character’s agility is applied to:
◆ their charisma-based skills.
◆ their initiative;
◆ their damage with ranged and some melee weapons;
ATTRIBUTE INCREASE
◆ their dodge chances;
When you gain experience and levels, your character’s at-
◆ their reflexes;
tributes also increase.

54
At levels 6, 11, 16 and 20, your character will gain 3 Unlike their class or lineage, a character’s personality
points to spend between the different attributes, with traits are not set in stone, and particularly important
a maximum of 2 in a single one at each attribute in- events may change an individual’s personality. With
crease. the approval of the GM, you are allowed to switch out
some traits that are not fitting anymore. For example,
In the table below, you can see a representation of a Patriotic character may end up betrayed by their
your character’s attribute and examples of what each kind, and you might feel like another trait is more ap-
number relates to in a real-life situation. This table is propriate for them.
only valid for medium humanoid creatures, although
you can use it to compare other creatures as well: Looking through the available options may also help
you further refine your concept or perhaps give you an
SCORE DESCRIPTION idea to start from. A character’s personality traits
should be chosen with regard to your roleplay, rather
-6 Unconscious or Dead than for the bonus or penalty they might give.

Note that some personality traits may bring forward


-5 or -4 Significantly Below Average characters with a more negative view of the world and
the people that inhabit it. It is important to discuss this
with your group when selecting such traits to ensure
-3 or -2 Lacking that everyone at the table is comfortable.

-1 Slightly Below Average Below is a list of all defining personality traits, from
which you can choose 2:
0 Average
ADAPTABLE
You are able to thrive in any environment. Extreme
1 or 2 Slightly Above Average
cold and exhausting heat aren’t a big deal for you.
When selecting this personality trait, you gain the fol-
3 or 4 Good
lowing:
◆ A +4 bonus to your saves against all climate-re-
lated ailments and fatigue;
5 or 6 Significantly Above Average
◆ A resistance of 2 against fire and ice damage.

MASTERY BONUS ARTFUL


Your mastery bonus represents the basic capabilities You are skilled in a crafty or cunning way. You are a
of all creatures with weapons, defenses, saves and mastermind at finding ways and means to attain your
skills. This bonus starts at 4 and increases by 1 at 5th, goals. When selecting this personality trait, you gain
9th, 13th and 17th level. the following:
◆ Either the Sleight of Hand (AGI) skill, Deception
(CHA) skill, or one craft skill of your choice;
IDENTITY AND BELIEFS ◆ A +2 bonus to the skill selected above.
In Arkelon Chronicles, a character is defined by more
than their lineage and class. Their faith, personality
and beliefs are also important traits that help refine a ATHEIST
character concept. Different combinations make up for You don't pray to any God, Speaker or Spirit, preferring
very different characters and may give them their own to follow your own beliefs. You don’t necessarily judge
unique flavor. or hate religious people; it can simply be that religion
isn’t your cup of tea. When selecting this personality
PERSONALITY TRAITS trait, you gain the following:
Creating a character also includes thinking about their ◆ A +1 bonus to all your saves against divine, nature
personality. In Arkelon Chronicles, personality traits and spirit spells;
are not only a part of your character but also give them
ability boosts or flaws, hence directly affecting their CALCULATING
gameplay. These boosts or flaws may be bonuses to You are always prepared, evaluate everything and have
some skills, saves, additional skills, or even new abili- a plan for most situations. Just like the best strategists
ties. and chess players, you remain unfazed, and you can

55
easily and quickly make up a plan to achieve your goals. +1 bonus to all of your D20 rolls for 1 hour. If not, you
When selecting this personality trait, you gain the following: gain a -1 penalty on all D20 rolls for 1 hour.
◆ Once per day, you can use an Ambush as if it were a nor-
mal round; CONFIDENT
◆ A +1 bonus to your initiative. You often have the feeling that you can accomplish anything
and succeed. Even when the odds are low, if one person can
CANTANKEROUS do it, that person is you. Or at least, that’s what you think.
You are often angry and annoyed. Sometimes it’s people, When selecting this personality trait, you gain the following:
sometimes it’s life, and sometimes it’s even yourself! It’s not ◆ Once per day, you can re-roll a failed D20 check and
you who has a problem; it’s the whole world, and that prob- take the better result. If the check succeeds by 5 or
lem is… being annoying! When selecting this personality more, you regain the use of this trait.
trait, you gain the following:
◆ You have a 20% chance of becoming violent, even when COMMANDING
it’s not desired; You enjoy giving orders and bossing others around. Others
◆ A +2 bonus to all intimidation checks made to DEMOR- might not like it, but you probably don’t care much about
ALIZE a creature. that. When selecting this personality trait, you gain the fol-
◆ The Intimidate (STR or CHA) skill. lowing:
◆ Order a creature to take an action requiring the use of
CARELESS a D20. If it takes it, it gains a +2 bonus to this roll;
You are rarely considerate of your own safety. Maybe you ◆ A -2 penalty to perform any action ordered by another
just really want to save others, or maybe you just don’t care creature;
much about your own life. Either way, danger is never a ◆ Either the Diplomacy (CHA) or the Intimidate (STR or
sufficient reason to back up. When selecting this personality CHA) skill.
trait, you gain the following:
◆ A +2 bonus to your dodge chances against Opportune COWARDLY
Strikes; You are afraid of battle, violence and monsters. Sometimes,
◆ An additional +2 bonus to your Accuracy and damage the feeling is overpowering and you just freeze in fear. When
rolls when acting first in the initiative and using the selecting this personality trait, you gain the following:
Charge action. ◆ A 20% chance not to act in the first round of a combat
situation;
CLEVER ◆ When using cover or concealment, all creatures attempt-
You easily learn new things and are really intelligent. You're ing to target you gain a bonus 5% chances to miss you;
usually that one person at a party who just knows a lot. You ◆ You can run twice as fast when using the WITHDRAW
may love to learn new things, or maybe it’s just easy for you. movement.
When selecting this personality trait, you gain the following:
◆ Two bonus Lore skills; DAY DREAMER
◆ One additional starting language. You have difficulties noticing or thinking about what is hap-
pening around you. Your imagination is just much more in-
CLUMSY teresting than the real world, so it’s hard for you to focus.
You lack coordination. When your friends - if you have any - When selecting this personality trait, you gain the following:
see you with a weapon, they tend to get out of your way, just ◆ A -2 penalty to all charisma skills when listening to con-
to make sure you won’t hit them by accident. When select- versations or trying to narrate a story you’ve heard;
ing this personality trait, you gain the following: ◆ The Lore (Dragons) (INT), Lore (Heroes) (INT), Lore
◆ A -2 penalty to all agility-based skills, ranged attacks (History) (INT) and Lore (Fairies) (INT).
and light weapon attacks;
◆ A +1 bonus to your luck. DEFEATIST
You have a hard time coping with failures. It’s not like you
COMPETITIVE don’t expect them, but you still find them hard to handle.
You always strive to be better than others. Even against a When selecting this personality trait, you gain the following:
child, you probably wouldn’t lose on purpose. They might be ◆ When you fail an accuracy or skill check, you take a -1
young, but soon or later, they should also learn that you are penalty to your next D20 roll;
the best. When selecting this personality trait, you gain the ◆ When you succeed on an Accuracy or skill check, you
following: take a +2 bonus to your next D20 roll;
◆ Once per day, you can challenge a creature you have in ◆ When you fail or succeed on more than 3 consecutive
sight to perform any action that would require a D20 rolls, the effect lasts until the end of the day.
roll. If you beat the target of your challenge, you gain a

56
DEPENDENT ◆ The Diplomacy (CHA) skill.
You often need others to thrive. You are the definition
of “together, we are stronger.” When selecting this per- EMOTIONAL
sonality trait, you gain the following: You are often overcome by sudden, intense emotions.
◆ A +1 bonus to all D20 checks when at least 1 allied It doesn’t have to be sadness or anger, it could also be
character is within 10-ft (2 squares) of you. joy, melancholy or any other feeling. When selecting
this personality trait, you gain the following:
DETERMINED ◆ When performing a critical hit or a perfect strike,
You never give up, even when facing impossible odds. you are overwhelmed by a sudden surge of emo-
For you, giving up is never an option. Maybe this men- tions, increasing your luck by 1 until the end of the
tality roots from within, or perhaps from an overzeal- encounter.
ous parent? Either way, when selecting this personality
trait, you gain the following: FAITHFUL
◆ Once per day, you can shrug off all damage from You are trustworthy and always keep your word. You’d
an attack that would otherwise kill you or make rather keep quiet than lie to your friends. When select-
you unconscious. These damages are taken at the ing this personality trait, you gain the following:
start of your next turn, and if you fall to 0 hp or
below, you start dying, as normal.

DISCIPLINED
You obey rules and order or have been trained in a very
specific way. Following your routine makes you feel
safe and confident. When selecting this personality
trait, you gain the following:
◆ A +1 bonus to all of your Willpower checks;
◆ When spending 1 hour practicing any kind of dis-
cipline (fighting, crafting, etc.), you take a +1
bonus to this discipline for the remainder of the
day;
◆ You always follow orders that seem legitimate.

DISORGANIZED
You rarely keep your things in order. It is likely that you
carry the perfect item for a designated task, but you
will also most likely never be able to find it anywhere
in your bag. When selecting this personality trait, you
gain the following:
◆ Once per day, you can draw one random item from
your inventory and use it right away without
spending any stamina points.

DOMINEERING
You are inclined to be overbearing and even tyrannical.
You are not afraid to scare people in order to dominate
them. When selecting this personality trait, you gain
the following:
◆ A +2 bonus to Intimidate (STR or CHA) checks;
◆ The Intimidate (STR or CHA) skill.

ELOQUENT
You can easily speak to people and convince them. You
just have that kind of energy that makes people want
to agree with you, no matter how hesitant they were
at first. When selecting this personality trait, you gain
the following:
◆ A +2 bonus to Diplomacy (CHA) checks;
◆ You give a +1 bonus to Accuracy to all allied creatures GULLIBLE
that trust you; You are naive and easily persuaded. The sellers in markets
◆ You cannot lie to creatures that you consider your allies. love to bargain with you, and your enemies don't really have
a hard time tricking you into their traps, even with pretty ob-
FANATICAL vious lies. When selecting this personality trait, you gain the
You are extremely religious and really tied to your beliefs, following:
even when they might push you into doing something ◆ A -2 to your Willpower checks against deception at-
wrong. In your eyes, your divinity’s words and commands tempts;
are the absolute truth by which you shall live. Hence, you ◆ A +2 bonus to Diplomacy (CHA) and Handle Animal
must follow a God to have this trait. When selecting this per- (SAG or CHA) checks to befriend other creatures.
sonality trait, you gain the following:
◆ A +2 bonus to all Charisma-based skills when speaking HYPERVIGILANT
about your religion or subjects related to your religion You always question everything, to the point of sometimes
(temples, history, dogmas, etc). believing everything is a danger. Where is the next threat
coming from? You don’t know, but you know it’s coming.
FOOLISH When selecting this personality trait, you gain the following:
You often lack judgment and wisdom. You may know a lot of ◆ A +2 bonus to Perception (SAG) and Insight (SAG)
things, but your life choices are quite often questionable. checks to detect foul play or danger;
When selecting this personality trait, you gain the following: ◆ A 20% chance that any impressions of danger against
◆ You have 50% chances to perform any plan or idea you you are false;
have immediately, without thinking about the conse- ◆ Either the Perception (SAG) or the Insight (SAG) skill.
quences or result;
◆ You gain a +4 bonus to whatever you are trying to ac- IGNORANT
complish when spontaneously attempting something. You are uneducated and misinformed. It could be because
of your birth situation, or because you voluntarily choose to
FORGETFUL ignore science and specialists for one reason or another.
You sometimes overlook things and are distracted. Even if When selecting this personality trait, you gain the following:
you are trying really hard, your mind always tends to be all ◆ You cannot have more than 3 lore skills (if any of your
over the place. You may start a task, but will you ever finish class or lineage features give you more, replace them
it? Odds are that you won't. When selecting this personality by another skill which doesn’t require training);
trait, you gain the following: ◆ A +4 bonus to your Willpower checks.
◆ A -2 penalty to all lore skills and Intellect checks made
to remember information; IMITATIVE
◆ Once per day, you can reroll a failed Willpower save You tend to copy others a lot. Some may think it’s cute and
against a FEAR or COMPULSION effect. feel flattered that you want to imitate them, but there are
also high chances that people will feel irritated and/or think
GLOOMY that you are mocking them. When selecting this personality
You are rarely cheerful and outgoing. You aren’t necessarily trait, you gain the following:
depressed, but nothing seems to cheer you up. When select- ◆ Once per day, as a reaction costing 1 Stamina Point, you
ing this personality trait, you gain the following: can imitate either an attack, skill check or movement
◆ When doing a short or long rest, you only add half your performed by an allied or enemy creature. If this action
level (minimum 1) to the total; requires a D20 roll, gain a +2 bonus.
◆ A +4 bonus to all of your saves against DOOM EF-
FECTS, CHARMS, ILLUSIONS and COMPUL- INTUITIVE
SIONS. You always seem to take the right action at the right mo-
ment. You don’t really think things up, you just know what
GREEDY to do, and when to do it. You don’t particularly examine peo-
You have your mind on money and wealth. You simply can’t ple’s faces or body language either, and yet, you still seem
have enough; just like the dragons you might slay someday, to know how they feel and what they think. When selecting
you just need to accumulate more riches. When selecting this personality trait, you gain the following:
this personality trait, you gain the following: ◆ A +2 bonus to Insight (SAG) checks to decipher emo-
◆ A +2 bonus to all Charisma checks made to convince tions;
others to give you money or bargain; ◆ The Insight (SAG) skill;
◆ The Appraise (INT) skill. ◆ A +1 bonus to Initiative checks.

58
INSPIRING the next one will be the love of your life? When select-
You are seen as a model and an inspiration. People look ing this personality trait, you gain the following:
up to you - not necessarily in the literal sense - as a ◆ If you have a romantic partner (or partners), you
role model or perhaps as a muse. When selecting this each take a +1 bonus to all D20 rolls if you are in
personality trait, you gain the following: a serious relationship;
◆ When rolling a Perfect Strike, all allied creatures ◆ If the relationship ends, you are heartbroken until
that can see you gain a +3 bonus to their Accuracy you find love again, or for 5 months (whichever
for 2 rounds; comes first), taking a -2 penalty to all of your D20
◆ A +2 bonus to Diplomacy (CHA) checks. rolls.

JADED MATERNAL
You lack enthusiasm and feel constantly bored with ev- You take good care of others, and see everyone close
eryone and everything around you. Nothing and no one to you as your children. Some may be annoyed at you
can really relieve you of that boredom. You might for that, but don’t all children get annoyed with their
sometimes be desperate for excitement, or you might parents at some point? When selecting this personality
actually, somehow, enjoy that calmness. When select- trait, you gain the following:
ing this personality trait, you gain the following: ◆ The Help Other bonus you give to a creature that
◆ A +2 bonus to your Willpower; you consider to be your child or someone really
◆ A -1 penalty to your Initiative. close to you is increased to +3.
◆ A +2 bonus to succeed any Help Other check;
LAZY
You lack motivation and prefer not to do anything. You MODEST
are comfortable just staying where you are, and don’t You never brag or are too proud of your accomplish-
really ever feel that urge to just… do something. When ments. Yes, you may be doing extraordinary things, but
selecting this personality trait, you gain the following: you don't feel that these feats make you that special.
◆ Regenerate an additional 10 hit points when com- When selecting this personality trait, you gain the fol-
pleting a full night’s rest; lowing:
◆ Regenerate 1D6 bonus hit points and 1D4 bonus ◆ A -2 penalty to all Charisma skills when speaking
magic affinity when taking a short or long rest; about your own deeds to make others shine in-
◆ A -1 penalty to your Initiative. stead;
◆ A +2 bonus to all Charisma skills when speaking
LIAR about the actions of others;
You are used to hiding the truth, usually without re- ◆ The Diplomacy (CHA) skill.
morse or second thoughts. You are a good liar, and
whether you use it for good or bad is up to you. When MORBID
selecting this personality trait, you gain the following: You are often dark and gloomy, no matter how colorful
◆ The Deception (CHA) skill; your outfit is. It might be the jokes about your dead
◆ A +4 bonus to your Deception (CHA) skill to con- family members or the constant reminder of every-
ceal your emotions. one’s upcoming death, but there is just something
about you that usually brings a sense of doom to oth-
LOVE FOOL ers. When selecting this personality trait, you gain the
You have a tendency to fall very easily for nice people, following:
as you are always searching for true love. Because of ◆ The Lore (Undead) (INT) skill;
your despair for love, sometimes you can be easily ma- ◆ A +4 bonus to the Medicine (SAG) skill to deter-
nipulated. When selecting this personality trait, you mine the cause and time of death of a body.
gain the following:
◆ A -2 penalty to your Willpower checks against De- NARCISSISTIC
ception (CHA), COMPULSION or CHARMS You are self-centered and believe that you are better
made by someone you love or that showed you in- than anyone else. You were simply born that way,
terest; made for greatness. Others just don’t matter, at least
◆ The Flirt (CHA) skill. not compared to you. When selecting this personality
trait, you gain the following:
LOVE SICK ◆ A +2 bonus to all Charisma checks to talk about
You often fall madly in love with people who show you yourself and convince others that you are better;
interest, taking your relationships really seriously. It ◆ Either the Diplomacy (CHA), Flirt (CHA) or Intim-
usually doesn’t really end well, but who knows, maybe idate (STR or CHA) skill;

59
◆ You cannot select the Insight (SAG) skill. PRUDENT
You are always careful about your actions and think before
ONE-SIDED acting. You think and ponder every step, having a tendency
You are not complicated and have only one prominent trait. to look around before going forward. When selecting this
Some might say it’s boring; you might say it’s just a strength personality trait, you gain the following:
of character. When selecting this personality trait, you gain ◆ A +2 bonus to Perception (SAG);
the following: ◆ A +2 bonus to detect traps and dangerous terrain;
◆ Choose any other personality trait. This trait’s bonuses ◆ The Perception (SAG) skill.
and penalties are doubled.
REACTIVE
PACIFIST You are always ready and on your toes. When someone pro-
You are calm and do not like violence. You will always use poses an idea or something happens, you are immediately
diplomacy over intimidation in an argument. When selecting ready to get into action. When selecting this personality
this personality trait, you gain the following: trait, you gain the following:
◆ You cannot be the first in the Initiative order; ◆ Once per encounter, you can perform 1 Reaction without
◆ During an Ambush, you can only take the Move action, expanding Stamina Points.
or use non-offensive abilities;
◆ Enemies will never target you directly during an Am- RELIGIOUS
bush unless you are the only creature in sight. You have strong beliefs, and must pray to a god, spirit or
speaker to select this trait. For you, that time spent commu-
PATRIOTIC nicating with your divinity is of the utmost importance, and
You are very attached to your nation and people. You are nothing can prevent you from enjoying these moments of
proud of your people and to be a part of their society, and communion with them. When selecting this personality trait,
you love your culture and your language. For you, there is you gain the following:
no greater nation. When selecting this personality trait, you ◆ The Lore (Spirit) (INT), Lore (Undead) (INT) and Lore
gain the following: (Gods) (INT) skills.
◆ When around allied creatures from the same lineage or ◆ You can spend 1 hour communicating with your divinity
nation as you, you have a +1 bonus to all D20 checks; each morning. By doing so, you gain a +1 bonus to your
◆ A -1 penalty to your Accuracy against creatures from skills for the remainder of the day.
the same lineage or nation as you.
SADISTIC
POSSESSIVE You like violence and bloodshed. Nothing makes you happier
You become very aggressive and mean when something is than screams of pain and the sight of torture. You enjoy the
taken from you. Both objects, or your friends, are yours, and sight, but you probably enjoy being the persecutor even
you are ready to pick up a fight with anyone who would dare more. When selecting this personality trait, you gain the fol-
try to take them away from you or even get too close to lowing:
them. When selecting this personality trait, you gain the fol- ◆ When using an attack, spell or ability against a BLOOD-
lowing: IED creature, deal 1d6 bonus damage of the same type
◆ A +2 bonus to Intimidate (STR or CHA) checks against as your weapon.
people trying to rob or take something away from you;
◆ Either the Intimidate (STR or CHA) or Sleight of Hand SAMARITAN
(AGI) skills. You always have good intentions towards others, and you
love helping those in need. You might even think about
PROUD helping others before yourself, despite having to put yourself
You often brag or are too proud of your accomplishments. in danger. When selecting this personality trait, you gain the
Even if you have nothing to be proud of, you find a way to following:
make yourself look good in any situation. When selecting this ◆ The Medicine (SAG) skill;
personality trait, you gain the following: ◆ A +2 bonus to succeed any Help Other check.
◆ A +2 bonus to all Charisma skills when speaking about
your own deeds; SEDUCER
◆ Either the Diplomacy (CHA) or Intimidate (STR or CHA) You have a tendency to flirt with others a lot. You like being
skill; a tease and making others fall for your charms, even if you
◆ You have a 20% chance of using intimidation instead of often don’t really reciprocate anything. When selecting this
diplomacy if you are humiliated. personality trait, you gain the following:
◆ A +2 bonus to all your Charisma skills against creatures
that could be attracted to you;

60
◆ The Flirt (CHA) skill. thing. When selecting this personality trait, you gain
the following:
SELFISH ◆ A +2 bonus to your Willpower against deception
You think about yourself before anyone else. Others attempts and COMPULSION effects.
should simply be more resourceful; their problems are
not your problems. When selecting this personality STUBBORN
trait, you gain the following: You are unable to accept failure. There is simply no way
◆ A +1 bonus to all D20 checks when no allied crea- for you to give up on doing or getting what you want.
tures are within 20-ft (4 squares) of you. When selecting this personality trait, you gain the fol-
lowing:
SHY ◆ Whenever you fail an action that requires a D20
You have difficulties interacting with others and prefer roll, any consecutive attempt gives you a +1
the company of animals. You find them much simpler bonus, up to +5, until you succeed.
to deal with in general, way less stressful and easier to
understand. When selecting this personality trait, you SURVIVALIST
gain the following: You are used to the wild and harsh conditions. You have
◆ A -2 penalty to all Charisma skills when interacting both the materials, the skills and the knowledge to sur-
with other humanoids, as well as a 20% chance to vive in any environment. When selecting this person-
mumble incomprehensibly; ality trait, you gain the following:
◆ The Handle Animals (SAG or CHA) skill. ◆ A +2 bonus to your Endurance checks when
starved or dehydrated;
SKEPTICAL ◆ The Survival (SAG) skill.
You are hard to convince and don’t fall for illusions eas-
ily. As you see right through costumes and lies, it is TOLERANT
very hard to trick you. When selecting this personality You are accepting of all lineages, religions and other
trait, you gain the following: differences. It’s not necessarily that you see everyone
◆ A +4 bonus to your Insight (SAG) checks to detect the same; you mostly feel that everyone is equal and
lies; worthy of love, no matter their differences. When se-
◆ The Insight (SAG) skill; lecting this personality trait, you gain the following:
◆ A +1 bonus to your Willpower checks against illu- ◆ A +2 bonus to your Diplomacy (CHA) checks to
sions. convince hostile creatures to change their atti-
SLOPPY tudes;
You are not very refined and live in the lower levels of ◆ The Diplomacy (CHA) skill.
society. You are used to living in poorer areas, and you
feel comfortable there. When selecting this personality VIVACIOUS
trait, you gain the following: You are cheerful and happy. When people interact with
◆ A +1 bonus to all D20 checks made while in poorer you, they usually feel energized by your peppy and en-
areas; ergetic nature. When selecting this personality trait,
◆ A -1 penalty to all D20 checks made while in you gain the following:
wealthier areas. ◆ Once per day, you can inspire your allies to do bet-
ter, giving them a +2 inspiration bonus to all D20
SOPHISTICATED checks for 1 minute.
You live in the upper layers of society. You know how
things work where rich people live, and you feel per- WHIMSICAL
fectly in your element around them. When selecting You are often funny and mischievous. Nothing too
this personality trait, you gain the following: harsh, you just enjoy playing little tricks on people
◆ A +1 bonus to all D20 checks made while in around you and making some jokes to crack them up.
wealthier areas; When selecting this personality trait, you gain the fol-
◆ A -1 penalty to all D20 checks made while in lowing:
poorer areas. ◆ A +2 bonus to Sleight of Hand (AGI) and Acrobat-
ics (AGI) checks to make playful pranks;
STRONG WILLED ◆ Either the Sleight of Hand (AGI) or Acrobatics
You are hard to convince and cannot be manipulated (AGI) skill.
easily. Maybe you are smart enough to know the truth
and people simply can’t convince you, or maybe you
are too stubborn to let yourself be convinced of any-

61
VICES AND VIRTUES CONFIDENCE: If you have the Confidence virtue, you trust
yourself and your ability to accomplish things. You enjoy trying
Virtues and vices are related to your character’s personality traits
new things without letting doubt or fear hold you back. You know
and determine how others perceive them. Although they don’t
that your skills will assure your success.
give bonuses or penalties, vices and virtues are good guidelines
to follow when roleplaying your character. When choosing vices
COURAGE: If you have the Courage virtue, you rarely back
and virtues, you cannot have two that directly contradict each
down from dangerous situations. You are ready to face scary or
other (for example, having both courage and cowardice).
difficult situations for your sake or the sake of others. You don’t
give up, and you encourage others to fight against their fears.
As these usually don't have an impact on gameplay or statistics,
you can skip this part. Below is a list of all vices and virtues, from
CREATIVITY: If you have the Creativity virtue, you easily come
which you can choose 4:
up with plans to deal with complicated situations, and you are
usually an artist. You are clever and resourceful. With your ability
VIRTUES to think outside the box, you often bring something new to the
Virtues are behaviors that characterize a high moral or ethical table.
standpoint. Virtues can also represent qualities which make your
character shine. Most virtues tend to lead to good or lawful char- DETERMINATION: If you have the Determination virtue, you
acters. Characters with many virtues tend to shine because of always persevere in front of obstacles. You stick to your task, fo-
their qualities and their moral compass. cusing all your energy on it, until you succeed. You will not back
down, even if your task is scary or difficult. You often have big
ACCEPTANCE: If you have the Acceptance virtue, you are easily dreams and will work towards them.
able to cope with what happens to you and to accept it. You do
not fret over sudden changes that may occur, and you are able DIGNITY: If you have the Dignity virtue, you are usually worthy
to stay level-headed in dire situations. of honor and respect. You possess a calm and serious personality,
and you are liked for your high success or social influence. You
COMPASSION: If you have the Compassion virtue, you usually usually refuse to lower yourselves to unworthy actions.
want to ease the suffering of others and help them. You feel em-
pathy for others, and you are known for your kindness and hu- ENTHUSIASM: If you have the Enthusiasm virtue, you try to re-
manity. You easily forgive mistakes and will always be present main positive even in the grimmest moments. You shine with your
for your friends.

62
sincerity and commitment, and you are generally the LAWFULNESS: If you have the Lawfulness virtue, you
heart and spirit of your group. Your cheerful personal- usually follow a code, a line of conduct, or personal
ities often encourage other people to join you. principles that govern your life. It can be something
very personal or come from your religious or spiritual
FAIRNESS: If you have the Fairness virtue, you insure beliefs. You consider what is right or wrong based on
equal and fair treatment without discrimination. You your beliefs and act accordingly.
consider that everyone should have the same possibil-
ities and be on the same level. You despise cheaters LOYALTY: If you have the Loyalty virtue, you will
and the exploitation of weaker people. stand by the people and things you put your trust in.
You will never betray your party, and you will always
FORGIVENESS: If you have the Forgiveness virtue, keep your promises. As a loyal person, you often ap-
you can forgive people more easily for their mistakes pear trustworthy, although your allegiance may not al-
and offer people second chances. Instead of seeking ways be to the right side.
revenge, you want to make amends and rarely hold
grudges. You also forgive yourselves for the mistakes SINCERITY: If you have the Sincerity virtue, you
that you make. value the importance of being honest to others and to
yourself. You are true to yourselves and to your feel-
GENEROSITY: If you have the Generosity virtue, you ings. You are genuine in your interactions with others
will gladly share with your friends without thinking of and will often refuse to lie or pretend to hide your true
receiving something in return. You feel joy by giving thoughts.
time and energy to helping others, and you will gladly
share your belongings in times of need. TOLERANCE: If you have the Tolerance virtue, you ac-
cept people no matter who they are or where they
HONESTY: If you have the Honesty virtue, you value come from, even if you don’t agree with their beliefs.
sincerity and trust. You will not shy away from telling You also accept situations you wish could be different
harsh truths for the well-being of others, and other if it is beneficial for more people in the long run.
people can rely on you. Being an honest person means
acknowledging your flaws and accepting yourself for VICES
who you are. Vices are behaviors that are usually immoral or
frowned upon. They can also be temperamental issues
HONOR: If you have the Honor virtue, you show great that your character might have. Most vices lead to a
respect towards yourself, others, and the rules every- more chaotic character, but they are not necessarily
one abides by. You will always keep your word, and you evil. Characters with many vices tend to be less liked
are known to do the right thing in every situation. Just by other people.
like most honorable people, you are usually the moral
compass of your group. ANGER: If you have the Anger vice, you tend to be
more impatient and to react more strongly to situations
HUMILITY: If you have the Humility virtue, you don’t that upset you. You are often considered short-tem-
consider yourself above other people. You also accept pered and your irritation will often result in the use of
your own faults, and you don’t expect anyone to be violence.
perfect. When you achieve success, you are thankful
instead of boasting. ANTIPATHY: If you have the Antipathy vice, you will
have strong, unreasonable feelings of dislike and ha-
JUSTICE: If you have the Justice virtue, you will act tred towards certain attitudes or people. Your aversion
upon the laws and rules that are in place. You think that can sometimes be shown by avoidance or hostility.
unlawful acts must be punished according to the proof
and circumstances that exist, while innocent people ARROGANCE: If you have the Arrogance vice, you
must be protected. Although people who stand for jus- have an exaggerated opinion of yourself. You tend to
tice sometimes stand alone, you do so in the name of act superior to others, and you will act as if you could
what is right. do everything better than other people. You also tend
to be conceited or display high levels of vanity.
KINDNESS: If you have the Kindness virtue, you will
show compassion and love to people who are sad. You BIGOTRY: If you have the Bigotry vice, you have a
consider other people’s feelings in your actions and of- strong intolerance against certain people or beliefs that
ten try to make others’ lives easier. You are rarely are different from your own. Those negative feelings
cruel, and you don't bully other people.

63
can be caused by others’ religious or spiritual beliefs, lin- LUST: If you have the Lust vice, you will have very passion-
eage, or even capacities, such as magic, that one does not ate and inappropriate desires. Lust is often represented by
ordinarily possess. sexual desire, but it can also be about power. When these
intense feelings of wanting something are fulfilled, they can
CHAOS: If you have the Chaos vice, you inherently act un- often be followed by regret or rejection.
predictably. While you can be very wise and calm in many
situations, in other situations, you may let your emotions PRIDE: If you have the Pride vice, you think very highly of
take control and act impulsively. Just like others with the yourself. You feel deep satisfaction in your own achieve-
Chaos vice, you also tend to not respect rules and laws on ments and qualities. These feelings can become excessive
which you might disagree. to the point of dismissing others' worth to boost your own.

COWARDICE: If you have the Cowardice vice, you will often RECKLESSNESS: If you have the Recklessness vice, you
show excessive fear. This fear will often take control over will act impulsively and without caution or fear of danger. You
your normal behaviors and make you flee or cower in dan- will often fail to see or think about the consequences of your
gerous situations. You can also become intolerant or un- actions before doing them. You are often brash, hasty and
pleasant when scared. careless.

CRUELTY: If you have the Cruelty vice, you are prone to SELFISHNESS: If you have the Selfishness vice, you will
causing pain and suffering to people around you and may think only of yourself and your needs. You disregard the
sometimes take pleasure in it. Cruelty can also be shown by people around you and do not think about their feelings since
an indifference to others suffering and by refusing to try to you are too absorbed by your own.
ease their pain.
SLOTH: If you have the Sloth vice, you will be reluctant to
DISHONESTY: If you have the Dishonesty vice, you will of- work or make an effort. Sloth can affect you spiritually by
ten tell lies or falsehoods and will purposefully be deceitful. making you indifferent to your spiritual duties and obliga-
You are rarely genuine with others, and you tend to hide your tions; mentally by taking away any feelings about yourself
feelings. Your dishonesty can be shown by trickery, infi- or making you apathetic; or physically by making you in-
delity, or even fraud. different to work.

DISLOYALTY: If you have the Disloyalty vice, you will show STUBBORNESS: If you have the Stubbornness vice, you
a lack of devotion to people or institutions to which you will refuse to change your way of thinking, attitude or actions,
should be attached. You often appear loyal, but only as long even when faced with reasonable arguments or reasons to
as your apparent loyalty is useful to you. Treason and be- do so. You can be quite determined, headstrong and inflex-
trayal may fall upon those who would trust you. ible.

ENVY: If you have the Envy vice, you will feel discontent or UNTRUSTWORTHINESS: If you have the Untrustworthi-
long over other people’s possessions, qualities, or accom- ness vice, you will have a higher tendency to lie and hide in-
plishments. While envy can be a harmless vice, if you are a formation from others. You cannot be relied on and can
truly envious person, you will not only wish to have every- often be traitorous or two-faced.
thing but also wish others had nothing (although anything
you have will never be enough). VENGEFULNESS: If you have the Vengefulness vice, you
will never forgive someone who has done you wrong. You are
GREED: If you have the Greed vice, you will have an insa- vindictive and resentful towards such people, and you will
tiable need to possess and hoard things in excess. While go through extreme methods to get your vengeance.
greed is often associated with excessive wealth, it can also
be shown through unneeded status, power, or food. Greedy
people can take excessive measures to acquire belongings.
ALIGNMENTS
Your character’s alignment is a basic indicator of their moral-
JEALOUSY: If you have the Jealousy vice, you will be exces-
ity and personality. Usually, alignments will determine how
sively suspicious, protective, or vigilant of your rights, pos-
some abilities work against or for your character. More often
sessions and loved ones. You are often insecure, and have
than not, your alignment is influenced by the alignment of
an excessive fear of losing what you have. As a jealous per-
the Deity of your choosing. For example, a good priest will
son, you do not need proof of your suspicions to fuel your
use the power of their deity to infuse positive energy, while
vice, as your imagination will take over reality. When brought
an evil one will use negative and profane powers. Some good
to an extreme, jealousy can cause violent, unreasonable
outbursts of rage and violence.

64
creatures may also have increased effects against evil to those who are hopeless. Some are also evil, seeking
ones, and vice versa. destruction, and leading their followers to war and
murder. You can find more information about them on
Good characters consider the happiness of others page 242.
above their own and want to selflessly assist others,
even those who aren’t close to them. They value pro- Selecting a God also gives you a bonus, exclusive spell,
tecting others from harm, and tend to be very compas- when playing a Crusader or a Priest.
sionate.
SPEAKERS
Evil characters are often willing to harm and victimize Speakers are animal spirits, tied to nature and helping
others for their own selfish gain, whether they agree people along their journey through existence. Also
or not. Some evil characters might also enjoy hurting, called totem animals, they are often seen as guides to
extorting, and bullying others. the natural world, lending their power to those who
wish to protect Arkelon’s wilderness. You can find more
Neutral characters are neither good nor evil, falling information about them on page 250.
somewhere between the two. They try not to take de-
cisions that are too extreme on any axis, and divine Selecting a Speaker also gives you an exclusive ability
powers don’t usually affect them in any negative way. when playing a Druid.

FAITH STARTING MONEY AND


The world of Arkelon is rich with myriads of faiths and EQUIPMENT
philosophies, which a character can choose to follow.
When creating a new character, their items and equip-
Not all characters who choose a deity become devout
ment may also inspire or serve your concept. At 1st
followers; some might be lay worshipers who apply
level, you start with 550 credits that you can spend in
their faith to their daily lives, or perhaps the children
any way you want. All armor, basic equipment and
of religious parents.
weapons that can be purchased are listed on page 67.
Arkelon’s stories are often fast paced, reducing the
Although Gods, Speakers and Elemental dragons are
need to buy traveling gear, but some adventures might
actual beings, some may also choose a life without re-
require characters to gear up more. Before buying
ligion, becoming atheists and following a path of their
some of the items, you might want to check with your
own.
GM if they are appropriate for the adventure they are
planning or verify if they are appropriate for your char-
Choosing your faith is an important decision for some
acter.
classes, mainly for Crusaders, Druids, Priests and
Shamans.
You can also go through the premade kits listed on the
next page if you prefer a quick start to the game. Most
ELEMENTAL DRAGONS of these kits are tied to a certain character archetype,
The Elemental Dragons are primal Spirits that watch but you do not need to fit with this archetype to select
and control the raw elements of the world. They come them.
as a whole, so people either believe in all of them or in
none of them. However, people who believe typically
choose one that they are more attuned to. The Ele-
LEVELS AND EXPERIENCE
The world of Arkelon can be a hazardous place, and
mental Dragons are neither good nor evil and don’t
your character will face many dangers during their ad-
hand out their power directly to people, unlike Gods do
ventures. Each completed challenge gives each char-
with Crusaders or Priests. They are also associated with
acter experience, which, eventually, allows them to
the soul and its emotions. You can find more informa-
increase in level. A higher level grants greater skills,
tion about them on page 241.
increased resiliency and new capabilities, allowing
your character to face greater challenges. Indicate
Selecting an Elemental Dragon is critical to Shamans,
their level and experience in the designated area on
as it is the primary source of their magic.
your character sheet.
Characters don’t always have to fight their way through
GODS
encounters, and players should not be penalized for us-
Gods are astral beings that watch over the people of
ing other techniques.
Arkelon. They guide those who are lost and give hope

65
When avoiding combat, either by using diplomacy or other TYPES OF GAMES AND
techniques, characters should gain experience points from
EXPERIENCE
the encounter, as if they had defeated the creatures.
When determining experience points, you can, at the begin-
ning of a story, choose the speed at which characters will
In the table below, the difference in level between a creature
gain levels, which is usually influenced by the type of game
and the party facing it is presented, as well as the corre-
you want to play. There are usually 3 types of games that
sponding XP reward for such a confrontation. For example,
influence the amount of experience required to gain levels:
if a creature is level 5 and the party is level 7, then the
difference would be -2 (5-7). That means the reward for suc-
STORY BASED: Story based games usually concentrate on
cessfully confronting such a creature would be 3 XPs.
narration, preferring to have characters interact with the
world to create a story, much like an interactive film. These
LEVEL DIFFERENCE XP REWARD
kinds of games usually have very few combat encounters,
or each one has a significant impact in the game, leading to
-4 1
a slower gain of experience points. As such, a character re-
-3 2
quires 50 experience points to gain a level.
-2 3
-1 4
MIXED: Mixed games usually use a balance of combat en-
0 5
counters and roleplaying to create a varied experience. As
+1 6 such, a character requires 100 experience points to gain a
+2 7 level.
+3 8
+4 9 COMBAT BASED: Combat oriented games focus on com-
+5 10 bat, strike missions, and dungeon crawling. These kinds of
games usually have a very basic storyline, leading to large
Each character in a group gains the same amount of experi-
amounts of experience gained. As such, a character requires
ence points when defeating enemies or completing tasks. For
150 experience points to gain a level.
instance, a party of three 4th level characters fighting three
creatures of 4th level would each gain 15 experience
Each time your character reaches the required amount of ex-
points(4-4=0 level difference, which means 5 XP per crea-
perience points, their level increases by 1. Any leftover ex-
ture, and as there were 3 creatures, it adds up to 15 XP per
perience is transferred to their progression towards the next
character).
level.

EXPERIENCE FROM MISSIONS These amounts can be mixed and matched for a more cus-
In the world of Arkelon, you may gain missions, or quests, tomized experience. For example, you could have a combat
from different NPCs. Quests are specific objectives (for ex- heavy campaign requiring 50 experience points to level up,
ample, steal something or deal with a notorious criminal) leading to a quick increase in level.
that you can complete to gain more experience. Each of
these missions awards 10 experience points when com-
pleted.

PARTY SIZE AND EXPERIENCE


Most encounters and missions are created for a party of 4
player characters and give experience as such. When playing
with larger or smaller groups, you can adapt the XP your
party gains by using the following formulas:

1 TO 3 PLAYERS: You can increase the experience gained


by 1.5
6 PLAYERS OR MORE: You can decrease the experience
gained by 0.5

66
◆ Universal Tool with Torch up- ◆ Universal Tool;
grade; ◆ Light Armor;
◆ Greatsword or Greataxe; ◆ Pistol;
◆ Medium Armor; ◆ Pistol Magazine (1);
◆ Small Backpack; ◆ First Aid Kit (5 charges);
◆ 5 cr. ◆ Minor Anti-Disease;
◆ Minor Anti-Poison;
◆ 10 cr.

◆ Universal Tool with Network Ac- ◆ Universal Tool with Network Ac-
cess; cess;
◆ Dagger; ◆ Pistol;
◆ Light Armor; ◆ Pistol Magazine (1);
◆ Hand Crossbow; ◆ Potion of Minor Arcana (3)
◆ Bolts (20); (1d4+1);
◆ Disabling Tools; ◆ Rapier;
◆ Flashbang (2); ◆ Potion of Minor Healing
◆ Small Pepper Spray; (1d4+3 );
◆ Caltrops; ◆ 15 cr.
◆ 6 cr.

◆ Universal Tool; ◆ Universal Tool with Torch up-


◆ Medium Armor; grade;
◆ Heavy Shield; ◆ Light Armor;
◆ Longsword; ◆ Shortsword;
◆ Potion of Minor Healing ◆ Longbow;
(1d4+3); ◆ Arrow (20);
◆ 5 cr. ◆ Medium Backpack;
◆ Small Tent;
◆ Rope (60ft);
◆ Caltrops;
◆ Cooking Kit;
◆ Bottles;
◆ 7 cr.

67
FILLING YOUR 3A. Choose your character’s heritage (1) and read the as-
sociated description. There, you can find and fill out on your
CHARACTER SHEET character’s sheet the following information:
This list will help you to easily and quickly create a character.
Each step is marked with a number (often indicated by the
3A.1. Note down the HP indications for your
numbers in parentheses) that’s associated with the numbers
heritage. You will need your class’s HP indication
indicated in the following empty character sheet.
before you can truly indicate your final HP count
(2).
1. Choose the name, pronouns and age of your character
(1). In section 1, you can already write down your level, 3A.2. Some additional skills (4) and features

stamina (4 points at level 1) and your speed (usually 30-ft (5).


(6 squares) at level 1). At section 2, you can note down your 3A.3. Some heritage’s sections offer extra
base Luck, which is 0. You can also write down your Mastery information. For example, Dragonkins characters’
Bonus, which is always 4 at level 1. types of breath damage will be indicated here
(5).
You can now choose your lineage. For a single 3A.4. Selectable heritage traits. Choose one of
lineage, go to sections 2A and 3A. To make a your heritage’s Traits and write it down in the
mixed-lineage character, go to sections 2B and Lineage Traits section (5).
3B. Information about Lineage can be found in
Chapter 3. 2B. For a mixed-lineage character, you need to
choose which one gives you your dominant genes and
2A. Choose your character’s lineage (1) and read the as- which one gives you your recessive genes. To know
sociated description. You can fill your character’s sheet with more about mixed-lineage limitations, please read the section
the following information: about this subject in the Lineage Chapter. Choose your char-
acter’s lineages (1) and mainly read your chosen dominant
2A.1. Some attribute adjustments. Just take lineage's associated description. Then take note of the fol-
these notes; they will be useful later on. lowing information:
2A.2. Your chosen lineage’s Traits (5).
2A.3. Some bonus Skills (if applicable) (4). 2B.1. Some attribute adjustments. Just take
these notes; they will be useful later on.
2A.4. Your lineage’s languages (7).
2B.2. Your chosen dominant lineage’s traits (5).

1
5

4 6 8

3
7

68
9 10

2B.3. Your chosen dominant lineage’s Skills


(4).
2B.4. For the languages, you may get both
of your chosen lineages’ languages (7).

3B. Choose your character’s heritage (1) and


mainly read the description of your recessive lineages’
heritage. There, you can find and fill out on your char-
acter’s sheet the following information:

3B.1. Your recessive lineage’s heritage


skills (4).
3B.2. Some heritage sections might offer
extra information related to a lineage’s
ability, but be careful, not all of these apply
to your recessive genes (5).
3B.3. Selectable lineage traits. Choose one
of your recessive heritage’s lineage Traits
and write it down with the Lineage Traits
(5).
3B.4. Note down the HP indications of
BOTH your heritages. Add both heritage’s
HP together, then divide that number in
two. Take the rounded down result and note
it down. You will need your class’s HP
indication before you can truly indicate your
final HP count (2).

4. Choose 2 Personality Traits (5) and 4 Vices or


Virtues (5). These can be found in Chapter 2.

69
5. Choose your character’s class (1) and read the associ- 6.1. Bonus HP. You can note down the formula;

ated description. All information about Classes are present the total will be calculated once you distribute

in Chapter 4. You can fill out your character’s sheet with the your attribute points.
following information: 6.2. You will find some suggestions to help you in
your skills selection (see step 9).
5.1. Some classes have a limited amount of 6.3. You will find some suggestions to help you
resources. This is where you can find this with your attribute distribution (see step 7).
information and take note of it (2). 6.4. You will find some suggestions to help you in
5.2. Each class has its own Defense Training, your talent selection (see step 10).
which impacts some of the character’s Save 6.5. Some Paths give you special spells that you
Bonuses. You can indicate which saves have a can add to your spell list (10).
bonus on your character’s sheet (2), it will be 6.6. At level one, you get access to one of the
used later on at step 7.2. 1st level Path Abilities. You can note down the
5.3. Take note of how many weapon expertises ability of your choosing in the proper section on
your class allows you to choose, and, if any, note your character’s sheet (6). Spellcasters instead
down the weapon expertises automatically given gain their Class’ Spells, which are unique to their
by your class (3). When a character has a path (10).
specific Weapon expertise, it adds a +4 bonus
and their Mastery to their accuracy throw when 7. Distribute your attribute points. At level 1, you have 7
they attack with this weapon. If you know which points to distribute between each attribute (2). To help with
weapons you would like your character to have, your decision, you can check out the section about Attributes
you can choose their expertise right now, but if in Chapter 2. Do not forget to also apply your lineage’s at-
you are not sure, you may choose them later, at tribute adjustments from step 2A.1. or 2B.1. Also, keep in

the last step. Furthermore, you may choose only mind that a maximum of 4 points can be added or removed
from one attribute.
some of your weapon expertise and decide to
choose the rest of them much later, during your
7.1. You may now calculate your character’s
game. The different options of Weapon Expertise
Initiative, Dodge and Block (2).
are found in Chapter 8, at the beginning of the
INITIATIVE: Agility + any other
Weapons section.
bonuses;
5.4. Each class has a specific attribute that is
DODGE: Mastery Bonus + Agility or
used to calculate your character’s DT. Take note
Sagacity + any other bonus;
of this attribute, as it will be used to calculate
your DT at step 7.4. BLOCK: Mastery Bonus + Strength or
Vigor + any other bonus.
5.5. Some classes gain their Deity bonus spells,
and if so, it will be indicated in this section. You 7.2. You may now calculate your Saves (2).

can look up the section about Deities in Chapter Don’t forget your saves bonus from the Defensive

9 and choose one if you want to (1). This is a Training from step 5.2.

very important choice for some of the classes ENDURANCE: Mastery Bonus + Vigor (+2

(ex. Shaman, Crusader, Druid and Priest), but if trained in Endurance);

other characters from other classes can choose to REFLEX: Mastery Bonus + Agility (+2 if
follow a Deity or not. If you choose a class that trained in Reflex);
has access to their Deity bonus spell, you can WILLPOWER: Mastery Bonus + Sagacity
note it down in your spell list (pages 4-5). (+2 if trained in Willpower).
5.6. Your class gives you some bonus skills. 7.3. You may now calculate your total HP points
Indicate your chosen skills on your character’s with the following formula : your base HP (noted
sheet (4). down at step 3A.1 or 3B.4) + the formula from
5.7. Finally, note down your class’s abilities (6). step 6.1. Add up these numbers and write them
down on your character’s sheet (2). You can also
6. Choose your character’s Path (1) and read the associ- now calculate your bloodied amount, which is
ated description. There, you can find and fill out on your 30% of your total health, result rounded down
character’s sheet the following information: (2).

70
7.4. You may now also calculate your 12.1. If you haven't chosen your Weapon
character’s DT, which is 12 + Mastery + Expertise yet, you can do it now.
your class’ DT Attribute (noted at Step 5.4). 12.2. If you buy a weapon, take note of all
relevant information (3) such as range,
8. If you play a spellcasting character, choose your damage, passive bonus, HP (in case your
spells and note them down (10). These are different weapon gets attacked) and the perfect
from your class’ specific spells noted down at step 6.6. strike bonus. You can calculate your
You can also use a notebook to write down the effects
accuracy, which is your mastery and a +4
of your spells in more detail. All the Spells can be found
bonus IF you possess the relevant weapon
in Chapter 5. At level 1, you have access to all the level
expertise, plus any other bonuses.
0 spells from your School of Magic, and you can select
12.3. If you buy an armor, note it down on
a number of level one spells equal to your spellcasting
attribute (Intellect, Sagacity or Charisma, depending your inventory page (9) and note its effects

on the class you choose) - the spell tier (for example a in the resilience section (2), after choosing
character with 4 points of Charisma would learn 3 (4-1) how you want to divide its protection
Tier 1 spells). between physical and elemental.

9. Choose your skills. Information about Skills is


found in Chapter 7. At the 1st level, you can select an
LEVELING UP CHECKLIST
amount of skills equal to your intellect attribute + 4
When your character gains a level, don’t forget to do
(4). When a skill is selected, or even given by your
each of the following:
class or lineage, it means you are trained in that skill.
If you would gain a skill multiple times from different
1. Increase your character level by 1, and subtract
sources (for example, through lineage traits, classes
your XP maximum from your new current XP (ex.
or personality traits), you gain a +2 bonus to that skill
if maximum is 100, and your new XP total is 110,
for each additional source.
110-100 means you have 10 XP left);
2. Increase your Mastery bonus by 1 when reaching
9.1. When trained, you may add your
character level 5, 9, 13 and 17;
mastery bonus and the relevant attribute to
3. Increase your Defensive Training bonus to +4 at
this skill’s checks. 7th level and +6 at 13th level;
9.2. You may also now calculate your 4. Gain 3 attribute points (a maximum of 2 can be
passive perception, which is equal to 5 + spent in the same attribute) when reaching char-
your total perception or your Sagacity acter level 6, 11, 16 and 20;
(1). 5. Select a new skill when reaching character level 5,

9.3. You can also choose up to 2 secondary 9, 13 and 17;


6. Increase your Stamina points by 1 when reaching
skills for your character, if you wish.
character level 4, 7 and 10;
7. Increase your number of hit points by the amount
10. Choose your talent(s). These are found in Chap-
listed in your class entry in Chapter 4 and update
ter 6. At first level, you usually get one, although
your bloodied amount (30 % of HP, result rounded
some class and lineage combination can give you more
down);
(8).
8. Increase your number of resources (if any) by the
amount listed in your class entry in Chapter 4;
11. You can choose a number of bonus starting lan-
9. Write any new ability given by your class in the des-
guages equal to your character’s intellect, and then 1
ignated section of your character sheet;
additional language for each multiple of 5 on their Lin-
10. Select a new talent from the list in Chapter 6;
guistic skill (7). Information about Languages is found
11. Select new spells if your class grants spellcasting
in Chapter 9.
from the list in Chapter 5, when reaching level 4,
7, 10, 13, 16 and 19 for full spellcasters, or 5, 9,
12. Choose and buy your equipment (9). You may
13, 17 for hybrid classes;
get a premade set of items, or make your own list with
12. Adjust bonuses from abilities that are based on
the starting 550 credits. All items are found in Chapter
your attributes and mastery;
8.
13. Adjust bonuses from abilities that are based on
your level.

71
72
The following section introduces the core lineages their own ways. Relationships between different her-
available to play in the Arkelon Chronicles RPG. Picking itages vary significantly from lineage to lineage. While
your lineage is one of the biggest decisions you have some live together in harmony, others live in different
to make when creating a new character, as it can’t be parts of the world, having little to no contact with each
changed (unless using very powerful and unusual other. For instance, all 12 dragonkin heritages share
magic). A character’s lineage and heritage may be key cities across the world, while humans are more spread
parts of their identity, as well as determining how they out, with each lineage living in specific regions.
see the world and how they interact with others.

The twelve lineages native to the Arkelon homeworld


have different cultural flavors, backgrounds and ap-
pearances. They also gain different bonus attributes,
reflecting each lineage's usual focus and endeavors as
a society. Some might be better at physical tasks or
place more importance on spirituality, such as Orcs,
and others might be more versed in science and tech-
nology, such as Shardlings, but these attribute adjust-
ments are not there to stop you from playing the
character you want to play.

Lineage descriptions include information to help you


roleplay a character of that lineage, including person-
ality, physical appearance, society and religious stand-
ings. These details are suggestions to help you think
about your character, but you can create a character
that deviates wildly from their lineage’s common
archetype. Playing a character who defies stereotypes
can be a powerful way to challenge societal norms and
promote inclusivity within the game by showing that
individuals should not be judged solely on their lin-
eage. This can also lead to interesting conflicts and
character growth as your character navigates their own
path.

Keep in mind that each lineage is seen differently de-


pending on the part of the world they are venturing to.
While some areas hold your lineage in high regard, oth-
ers may view it with suspicion or even disdain. For in-
stance, playing a Jaanvari in a game taking place inside
a Shiari capital may lead to a few side eyes and judg-
mental comments. Playing a dragonkin might bring a
few approving glances your way, but a human might
be frowned upon. How each lineage is perceived within
the world of Arkelon is important information to know,
as it can help you navigate new social situations and
make an informed choice about your character's lin-
eage.

HERITAGES
Each of Arkelon’s lineages has multiple heritages,
which are different evolutionary and cultural traits
gained from a lineage’s environment. A character’s her-
itage provides clues for building your character’s story,
as well as different abilities, making them all unique in

73
The fierce Dragonkins were created thousands of years ago by the true dragons, to be servants and foot soldiers. Carrying the
blood of dragons and other humanoid species of Arkelon, the Dragonkins were incredibly resilient, and their ability to change
shapes made them a force to be reckoned with. Under the dragons’ control, most types of dragonkin were expected to serve
their empire according to their strengths, no matter their gender or personal interests.

Freed from the yoke of the true dragons following the Age of Fire’s end, the Dragonkins built their own society and, although
they were free to do as they pleased, continued the traditions of a heavily militarized civilization. Cultivating their knowledge
of war, weaponry and strategy, the Dragonkins are among the most respected lineages on Arkelon. Although their involvement
in the Great Dragon War and the oppression caused by them during the Age of Fire created their share of conflicts with other
sentient lineages, the Dragonkins have decided to make amends for their past crimes by making peaceful interactions with
others their priority.

In modern times, the Dragonkins’ society has evolved to become one of the leading nations in weapon development, education,
technologies and space exploration. As such, their economy mostly covers these sectors, making them extremely wealthy as
a nation. Dragonkin soldiers are extremely sought after by other lineages, often receiving large amounts of money and social
advantages to join their ranks.

Dragonkins who choose not to serve in the military might instead pursue careers in scientific research, medicine, and human-
itarian aid. They believe in fostering understanding between different species and cultures in order to promote peace and unity
across Arkelon. The Dragonkins’ dedication to scientific advancement is evident in their numerous breakthroughs in fields such
as interstellar travel and terraforming. Although they didn't win the space race, their advanced knowledge is an invaluable
asset to space exploration and for Arkelon as a whole.

As a long-lived lineage, their society is pretty slow to evolve, and the generation gap between the young and the old often
causes a lot of conflicts of interest. Cities populated with a higher number of older dragonkins have a hard time changing their
traditions, trying to make the most of each dragonkin's heritage strengths instead of encouraging them to pursue their personal
interests. Traditionalists argue that keeping this structure in place is essential for maintaining their cultural identity.

In recent years, however, a new generation of dragonkins has emerged, eager to challenge the status quo and push for
progress in their society. They believe that by embracing new ideas and technologies, they can not only preserve their ancient
heritage but also propel their civilization forward into a new era.

74
GENERAL APPEARANCE equal to 12 + your Mastery Bonus + your Vigor
halves the damage. You can use this ability a number
Dragonkins are just as diverse as the lands they live in
of times per day equal to your Vigor (minimum 1).
– meaning you can come across all kinds of reptilian
eyes and skin colors, just like their height and weight
If you are of mixed-lineage and your dominant genes
which can vary greatly. Some heritages, such as ice or
are Dragonkin, choose a heritage to determine the el-
thunder, might even bear some fur on their bodies.
ement of your elemental breath.

Dragonkins greatly resemble true dragons, although


they lack the wings and the affinity with magic of their
forebears. They usually have between 3 and 5 fingers,
SHAPESHIFT
ending in long, sharp claws. They walk on digitigrade
legs, also ending with clawed toes, and are, most of CASTING TIME: 1 Minute
the time, around 6 feet tall. All genders are extremely RANGE: Self
similar in appearance, sometimes making them diffi- TYPE: Polymorph
cult to distinguish for outsiders. EFFECT: At will, you can assume the appearance of a
human, elf, dwarf, orc or troll. This form depends on
BIOLOGY old bloodlines, and is often a surprise for dragonkin in-
dividuals. You can choose either one of these appear-
Dragonkins breathe, eat and sleep.
ances at 1st level, or roll it randomly.

LANGUAGE
You can speak, read, and write Common and Draconic.

LIFESPAN
A dragonkin’s average lifespan is between 300 and 350
years.

DRAGONKIN TRAITS
As a dragonkin, you gain the following traits:

ATTRIBUTE ADJUSTMENTS
You gain the following adjustments to your attributes:
◆ +1 to either Strength, Agility or Vigor.
◆ +1 to either Intellect, Sagacity or Charisma

LOW-LIGHT VISION
Your reptilian eyes allow you to see perfectly in dim
light. When in badly lit areas, you can see as though it
were bright light, not suffering from any penalties.
When using lighting, such as torches or lamps, you can
see twice as far.

DRACONIC KNOWLEDGE
You gain the Lore (Dragons) (INT, TR) skill.

ELEMENTAL BREATH

You gain a 15-FT (3 SQUARES) breath weapon. Each


kind of dragonkin has a different elemental breath de-
pending on their origin, and each is written in the ap-
propriate heritage entry.

When using your breath, you deal 2d6 points of dam-


age, increased by an additional d6 at 4th, 7th, 10th,
13th, 16th and 19th levels. A successful Reflex save

75
The powerful Mountain Dragonkins are the descendants of the mighty
mountain dragons, and are, as such, typically bulky, large and strong
members of their kin. Most of them tend to reside in large urban areas,
although some enjoy the quietness of a more rural landscape.

Mountain Dragonkin society is configured to maximize military efficiency


at all costs, introducing physical training into all aspects of a child’s ed-
ucation, regardless of their gender. Although modern mountain drag-
onkins must still follow this training as part of their education, they are
free to decide their fate when completing it.

Often seen by others as mindless pawns, they actually place the values
of liberty, equality and fraternity at the center of their ethical system.
For them, all who live inside their settlement are seen as brothers or
sisters, deserving to be treated as equals. They see slavery as an in-
sult, and mountain dragonkins will often risk their lives to free slaves
they come across.

The mountain dragonkins' discipline and talent as soldiers


make them attractive to other lineages; they often receive
offers to join their army, but most remain loyal to their
own lineages. It is not uncommon to see Mountain
Dragonkins advance through the ranks, whether it
is in the military or in any other field they choose,
due to their exceptional focus and dedication.

They are economically strong, basing most of


their economy on the exportation of weapons
and precious materials such as gold, copper and
titanium. They are also very sought after for
construction work and architectural design.

76
APPEARANCE
The Mountain Dragonkins all share harsh traits, along
with a plethora of horns and spiky shapes. Most of their BONUS HIT POINTS
skin and scales are in hues of black, gray, orange, red You gain an additional 16 Hit Points at first level.
or tan. Females tend to have more orange skin tones,
while males are more brown or gray. HERITAGE TRAITS
◆ You gain a +1 bonus to your physical resilience.
RELIGION ◆ You gain the Lore (Warfare) (INT, TR).
While there are no restrictions on religious beliefs in the ◆ You gain a bite attack that deals the following:
Dragonkin society, Mountain Dragonkins following a re- DAMAGE: 1d8, piercing
ligious path tend to go towards Andel, Arngrim, Jian- PERFECT STRIKE EFFECT: Bleed
shi, Oblie and Titus. While rarer, more spiritual ones WEAPON TYPE: Natural Attack
usually relate to Arakham. ◆ Your breath weapon deals piercing and slashing
damage in a cone.

SELECTABLE TRAITS
As a mountain dragonkin, you can select one of the fol-
lowing traits:

DISCIPLINED

Your people are known for their focus and discipline,


and you are no exception to this. When selecting this STONE FORTRESS
trait, you gain a +2 bonus to your Willpower saves,
Much like others of your kind, your body is large and
and you may, once per day, reroll a failed Willpower
covered with thick scales, making you extraordinarily
save.
resilient to injuries. When selecting this trait, you can,
once per day, lose your mastery bonus to your dodge
FLYING SCALES and block chances, adding it to your physical resilience
instead. At 11th level, this bonus increases to twice
Parts of your body are covered in loose, renewable
your mastery bonus. This ability lasts for 3 rounds.
scales, which you can detach and use as thrown
weapons. When selecting this trait, 5 scales per day can
be harvested from you, gaining the following statistics: TORPOR
DAMAGE: 1D4, piercing
Your ancestors are known to fall into deep slumbers
PASSIVE BONUS: Deal 5 points of bleeding damage
that often last for weeks, even months, and you inher-
when bypassing physical resilience
ited a small part of this trait, feeling more rested than
PERFECT STRIKE EFFECT: Bleed
others when taking a break. When taking this trait, you
WEAPON TYPE: Thrown Weapon
regenerate an additional 5 hit points when taking a
full-night’s rest, 1D6 bonus hit points (or magic affin-
These scales break after 1 day when removed from
ity) when taking a long rest, and 1D4 bonus hit points
your body.
(or magic affinity) when taking a short rest. Addition-
ally, when failing your save against an ability that
SOLDIER would give you the SLEEPING condition, you regain a
number of hit points equal to half your level (minimum
Your kind are often inclined to join the military, and you
1) for each round spent sleeping.
decided to do the same. When selecting this trait, you
gain a +1 bonus to your accuracy with one weapon
type of your choice. Additionally, you can select a
bonus weapon expertise.

77
The Prairie Dragonkins are the descendants of the friendly and kind
prairie dragons. Most of them tend to reside in either the capital or
large cities of their kind, while some do prefer to attend some smaller
cities or even villages, far from the constraints of the Dragonkin soci-
ety.

Used to the southern, almost desert-like climate in which they live most
of the time, the Prairie Dragonkins tend to live closer to nature than
the other kinds of Dragonkins, mostly because of their forbearers.

The Prairie Dragonkins have an important role in their military society,


as they are often healers. They can also be seen working in natural en-
vironments, usually as herbalists or Druids, or in animal refuges.

The Prairie Dragonkins have a dislike for anything related to violence


and war, a trait that puts them at odds with some of
their relatives, like the desert, magma or mountain
dragonkins, who form most of their armies.

They make use of the technology surrounding them


to enhance their knowledge of plants and beasts, in
order to help both animals and humanoids alike.
They are also very advanced in medical technology,
with a focus on natural methods of healing beasts
and people.

With their usual gentle and soft temperament, the


prairie dragonkins are one of the most appreciated
dragonkin heritages, especially by other lineages in
the world, who enjoy their company and, at times,
their medical knowledge. They are calm and usually
tend to do well in a diplomatic environment.

78
APPEARANCE
The Prairie Dragonkin all share soft traits, long ears and BONUS HIT POINTS
black scales, along with a white skin-like crest on their You gain an additional 14 Hit Points at first level.
heads and necks. Most of them have a paler (often
beige or tan) underbelly. They are usually shorter and
HERITAGE TRAITS
less bulky than others of their kin.
◆ You gain the Medicine (SAG) skill.
◆ You gain the Diplomacy (CHA) skill.
RELIGION ◆ You gain a bite attack that deals the following:
While there are no restrictions on religious beliefs in the DAMAGE: 1d8, piercing
Dragonkin society, Prairie Dragonkins following a reli- PERFECT STRIKE EFFECT: Bleed
gious path tend to go towards Aione, Oblie, Ilaris and WEAPON TYPE: Natural Attack
Yamama. Those who are more spiritual usually relate ◆ Your breath weapon either heals or deals life dam-
to Ikigai. It is also not rare to see Prairie Dragonkins age in a CONE. You must choose at 1st level, and
delve into druidism and follow a Speaker. it cannot be changed.

SELECTABLE TRAITS
As a prairie dragonkin, you can select one of the follow-
ing traits:

CALMING AURA

Much like others of your kind, you are calm and col-
lected, and people around you feel more serene. When
selecting this trait, allied creatures within 20-ft (4
squares) of you gain a +2 bonus to their Willpower
saves against CHARMS, COMPULSIONS and FEARS. NOT A THREAT

Your peaceful nature usually causes other creatures to


LIVING FREE ignore your presence. When selecting this trait, the
first attack, skill or spell made against you is automat-
You enjoy large spaces, being more at ease in nature
ically redirected to another allied creature within
than in big cities. When selecting this trait, you gain a
reach. If no other creatures can be targeted, the ability
+2 bonus to your initiative when in any natural terrain.
affects you normally, but you keep usage of this trait.
Additionally, while in such an environment, you receive
You can gain the effect of this trait once per long rest.
additional healing equal to half your Vigor (minimum
1) from all sources.
TRAINED HEALER

NATURE’S FRIEND Your ancestry gives you an affinity for healing magic.
When selecting this trait, healing spells that you cast
RANGE: 15-ft (3 squares)
heal for 1 additional hit point. Additionally, you are able
DURATION: 1 minute
to, once per day, add a bonus of 1D6 to your next heal-
TYPE: Charm
ing spell. This bonus is increased to 1D10 at 11th
EFFECT: You have a deep connection with nature, and
level.
most animals react positively to your presence. When
selecting this trait, you gain the Handle Animal (SAG
or CHA) skill and are able to, once per day, use this skill
to calm hostile beasts, as per the Calm Animal spell.
The DT you must succeed is equal to 10 + the
animal’s level. Additionally, you gain a +2 bonus to
all of your Handle Animal (SAG or CHA) checks.

79
Humans are by far the most common lineage among those living in Arkelon, brought from a distant planet by the rei'sai, much
like the elves, orcs and dwarves. They are renowned among other lineages for their ability to adapt to just about any circum-
stance. With their wide range of abilities, they were able to more easily adapt to the Sundering's catastrophic events.

From the nomadic people of the South to the more sedentary ones of the North, humans are widely scattered around Arkelon.
As a result, they are one of the few lineages that have developed completely new languages based on their native region and
heritage. Although derived from a common ancestral tongue, these distinct languages have evolved over centuries to reflect
the unique cultures, traditions, and environments of each human settlement.

Humans have an extensive history of civil revolutions, crusades and war, both within their own and with other lineages. This
caused a lot of animosity with the other people living on Arkelon, a resentment that still bleeds through some interactions
between humans and other lineages.

Despite their history, not all interactions between humans and other lineages are hostile. The promotion of comprehension,
collaboration, and peace has been the focus of numerous people and groups, leading to the formation of alliances and efforts
to address common challenges faced by Arkelon's various lineages.

Humans of all kinds are a mixed bag; while some can be empathetic and kind, their neighbors can be just as cold and unforgiving
as the North. Nevertheless, most of them share a common characteristic of collecting and keeping relics from the past, while
also thirsting for new knowledge and new technologies. This last peculiarity can cause a lot of humans to feel a deep sense of
nostalgia, and in the face of rapid advancements, it can be difficult for individuals to strike a balance between preserving tra-
ditions and embracing progress. As societal norms continue to shift, the challenge of finding a balance between preserving the
past and embracing the future becomes increasingly complex.

Humans can be seen thriving in almost any corner of Arkelon, and even sometimes venturing beyond, as humans are quite
crafty and technologically advanced. Some of them can even boast that they have reached previously inaccessible depths of
space. They are incredibly stubborn and will often be seen developing multiple skill sets throughout their lives. Their ability to
adapt and evolve has allowed them to not only survive but also thrive in the face of adversity. In their quest for progress, hu-
mans have pushed the boundaries of innovation, constantly seeking new ways to improve their lives and the world around
them. However, this relentless pursuit of advancement sometimes comes at the expense of losing touch with their roots and
traditions.

80
GENERAL APPEARANCE
Humans are as diverse as the lands they live in, mean-
ing that you can come across all kinds of eye, hair and
skin colors. Their height and weight vary greatly, de-
pending on their native region and heritage.

BIOLOGY
Humans breathe, eat and sleep.

LANGUAGE
You can speak, read, and write Common and any other
language given by your heritage.

LIFESPAN
A human’s average lifespan is between 80 and 100
years.

HUMAN TRAITS
As a human, you gain the following traits:

ATTRIBUTE ADJUSTMENTS
You gain the following adjustments to your attributes:
◆ +1 to two attributes of your choice.

INTERDISCIPLINARY
You can select one additional weapon expertise.

MULTIDISCIPLINARY
Due to your adaptability, you can select two talents at
first level.

PERSONAL INTERESTS
You are interested in a vast array of subjects. You can
select two additional Lore (INT) skills.

81
The mwaouans are typically found in the savannah, or at least in the far south of the
Western Continent in Arkelon. With very few masses of usable water to support their
territories, they often rely on their survival skills to make their lives easier, especially
for agriculture. Most of them develop some basic magic skills, so they are capable of
creating water. Droughts are common throughout their territories and are feared by
the community's most vulnerable members, despite their affinity for magic.

Most cities, presented with an unusual blending of technology and tradition in architec-
ture, are led by hereditary monarchies, but they can be challenged and overthrown.
Villages are instead guided by elders, who promote their traditions instead of pushing
technology to the front line. It is not rare to see younger ones excited about new knowl-
edge and seeking to learn more. Most will, however, put more attention into learning
magic.

Mwaouans settlements are often faced with a great disparity in their population’s eco-
nomic growth: some are indeed very rich, while others are considered to be very poor.
Among the poorer population, farmers are especially common, and most are not able
to live a fully comfortable life like the most fortunate. They do, however, see their worth
in their accomplishments and live a happy life despite some of the struggles.

The mwaouans mostly keep to themselves and rely on themselves to provide for their
population, be it in a city or a village. Agriculture is widespread, just like farming.
The cities have some business locations, but they mostly
concern themselves with their own instead of seek-
ing out other lineages.

Living in a harsh environment and


sharing the land with numerous beasts
and monsters, such as hyenas, lions,
demons, dragons and shadows, these
people are far from weak. They are of-
ten seen associating with the Hatkans
and kudu muoboses, especially when
hunting, tracking, and generally shar-
ing the lands.

82
APPEARANCE
The mwaouans usually have a dark skin complexion LANGUAGES
and likewise dark hair and eye colors. You add Ngouran to your starting languages

Most mwaouans wear modern clothes with traditional BONUS HIT POINTS
patterns and colors, but those living in rural areas wear
You gain an additional 16 Hit Points at first level.
more traditional attires. This includes large robes and
tunics.
HERITAGE TRAITS
◆ You gain a +4 bonus to your Endurance checks
RELIGION
against dehydration, exhaustion, extreme heat
Mwaouans following a religious path mostly favor Aros,
and starvation
although Aten and Kanika are also common. Some
◆ You gain the Handle Animal (SAG or AGI) skill
mwaouans follow a spiritual path, choosing Bahari as
◆ You gain the Athletics (STR) skill
their elemental spirit.

SELECTABLE TRAITS
As a mwaouan, you can select one of the following
traits:

ANCESTOR’S BLESSING

You put a lot of trust in your ancestors, believing they


will help you overcome adversity. When selecting this
trait, you can, once per day, reroll any failed save with
a +2 bonus.

GLORIOUS FORTITUDE

You are resilient and are used to fighting. When select-


ing this trait, you gain an additional 5 Hit Points at 1st UNFORGIVING POUNCE
level.
In your training, you practiced dangerous and deadly
fighting techniques. When selecting this trait, you are
INTIMIDATING DISPLAY able to, once per encounter, use this ability to make
two attacks at the end of a charge, both gaining the
You have kept your traditions of covering your body
appropriate bonuses.
with war paints, scarifications and piercings to make
yourself seem more intimidating. When selecting this
trait, you gain a +2 bonus to the Intimidate (CHA)
skill. Additionally, you can, once per long rest, attempt
an Intimidate (CHA) check against all creatures in a
15-FT (3 SQUARES) CONE in front of you.

TRADITIONALLY INCLINED

You are incredibly proficient with magic. When select-


ing this trait, your magic affinity is increased by half
your mastery bonus.

83
Urban humans are among the most common of all types of humans around,
as they are tremendously adaptable and versatile, sometimes even more
so than their fellows. They live all over the world of Arkelon, settling mostly
in cities filled with technology all-around them, often adding more calm
suburbs to counterbalance the overbearing presence of people in the city
itself. Their environment varies greatly: going from the cold shores of the
North, to the calm plains of the West, to the Eastern side’s dual climate of
two seasons, finishing in the harsh temperature of the South.

Their architecture is quite modern, with few buildings preserved from the
not-so-far past. Apartments and towering buildings are highly prevalent in-
side the core of the city, while small houses are far more common in the less-
populated suburbs. The largest conurbation in the world, Eternum, is one of
the most prominent cities in the world, holding a lot of influence over
Arkelon.

With very few traditions from their short past, urban humans tend to follow
a strict code of order with a constitution and several thousand laws, making
the justice system slow and redundant. Loopholes are common, and are just
starting to get more and more exposed by journalists and civil servants.
Since they are more of a mix of different cultures and appearances, they
don’t have specific rites and customs tied to them, and they are often criti-
cized for it.

Praising themselves to be a shining beacon of justice, honor and respect,


strangers establishing themselves within their cities are often disabused of
the place they find. They will usually land an average job and live an aver-
age life, often faced with some prejudice.

Economy is extremely important to them, and they have a monopoly over


much of the business headquarters in their large and numerous cities. They,
however, face much competition from other lineages such as the dragonk-
ins, dwarves, shiaris, and shardlings. They put a lot of emphasis on
work and materialism, often feeling like they live unfulfilled or point-
less lives.

84
APPEARANCE
Urban humans come from diverse parts of Arkelon and, LANGUAGES
as such, can look like pretty much anything, ranging You add one of the following to your starting lan-
from extremes to the others, with a wide range of skin guages: Ngouran, Skald, Tapannu, Kanjin, Quadaran.
colors, from white to dark brown.

BONUS HIT POINTS


Urban humans are known to wear modern clothing and
You gain an additional 12 Hit Points at first level.
keep up with the trends in terms of it. Their armors are
technological, like their weapons.
HERITAGE TRAITS
RELIGION ◆ You gain 1 additional starting language
◆ You gain the Lore (Cities and Villages) (INT, TR)
Urban humans follow all kinds of religion, and have cults
skill
dedicated to every god.

SELECTABLE TRAITS
As an urban human, you can select one of the following
traits:

COLD-HEADED

You are used to living a stressful life in the city. When


selecting this trait, you gain a +2 bonus to your saves
against abilities dealing stress damage or Dread. Addi-
tionally, you gain a resistance of 5 against stress dam-
age.

GOOD START
TRAINED DRIVER
You come from a wealthy family, giving you access to
Some urban humans are very proficient with vehicles,
more funds when starting your career. When selecting
and you are one of them. When selecting this trait, you
this trait, you start with an additional 100 credits, and,
can select either the Driving (AGI or SAG, TR) or Pilot-
when loaning money, you can loan an additional 15%
ing (AGI or SAG, TR) skill, and add it to your skill list.
of your current wealth.
Additionally, you gain a +2 bonus to this skill, increased
by 2 while in traffic, or when attempting dangerous ma-
MEDIATOR neuvers.

You strive to maintain a diplomatic approach with other


lineages, as well as with your own people. When se-
lecting this trait, you gain a +2 bonus to your Diplo-
macy (CHA) checks with all humanoid creatures.
Additionally, you gain the Diplomacy (CHA) skill.

MILITARY TRADITIONS

You have either trained in the military or in some sort


of fighting skill. When selecting this trait, you gain a
bonus weapon expertise and a +1 bonus to their accu-
racy with a type of weapon you are already proficient
with.

85
The jaanvaris are a large lineage group formed from anthropomorphic animals and, along with humans and dragonkins, are
the most diverse species living in Arkelon. While there are some small villages where most jaanvaris heritages live separately,
a large number of them decided to re-join together and form a capital, Jaanvar, where they could all live together as equals.
The decision to establish Jaanvar as their capital was driven by a desire to celebrate their diversity and foster a sense of unity
among all jaanvaris, regardless of their specific anthropomorphic animal heritage. This vibrant city now serves as a melting
pot of cultures, where jaanvaris can embrace their shared identity while cherishing the differences that make them unique.

Once mere beasts, Jaanvaris were given the gift of evolution by Aione, pushing them to gain the necessary evolutionary traits
to become what they are today. Jealous of Their work, Selenya sought to corrupt the Jaanvaris to bring forth their feral side
and make them hers. While her attempt mostly failed, cursed jaanvaris are sometimes born, turning into monstrous beasts on
a full moon and capable of spreading this affliction to others. Despite their best efforts to control their feral instincts, these
accursed constantly struggle with their inner demons, battling against the overwhelming urge to unleash their beastly nature.
These poor unfortunate souls are in a constant battle for self-control and usually live away from other Jaanvaris.

The Jaanvaris currently inhabit the southern portion of Arkelon, where they share their territories and land with the Shiaris and
the Kanjans. While they usually share a peaceful relationship with their human neighbors, the same can’t be said for their
relations with the Shiaris. The jaanvaris that remained in the northern parts of the world became their own people, the van-
sharis, with customs and beliefs wildly different from their cousins.

The jaanvaris are firm believers in the Elemental Dragons, and they celebrate each of them throughout the year. During the
summer, they usually hold a large celebration in honor of Aione, the God of Evolution, which usually consists of releasing colorful
butterflies into nature. It is a joyful occasion filled with vibrant colors, music, and dance as the community comes together to
honor Aione's creation. The flying butterflies symbolize the freedom and growth that Aione brings, reminding the jaanvaris to
embrace change and find beauty in all aspects of life.

Most Jaanvaris are quite superstitious and can be seen putting golden symbols of Selenya under their children’s beds in hopes
of warding off the eventual curses. They, however, do not worship the goddess and feel a lot of resentment towards her.

86
GENERAL APPEARANCE
While there are a lot of disparities between the different
heritages of the lineage, most follow a similar taste in
clothes, with colorful fabrics and patterns. As for eye
and hair color, or height and weight, it can vary greatly,
just like the color or texture of their skins.

BIOLOGY
Jaanvaris eat, breathe and sleep.

LANGUAGE
You can speak, read, and write Common and Jaan.

LIFESPAN
Jaaanvaris have various lifespans, indicated in their
heritage entries.

JAANVARIS TRAITS
As a jaanvari, you gain the following traits:

ATTRIBUTE ADJUSTMENTS
You gain the following adjustments to your attributes:
◆ +1 to two attributes of your choice.

LOW-LIGHT VISION
Your eyes allow you to see perfectly in dim light. When
in badly lit areas, you can see as though it were bright
light, not suffering from any penalties. When using
lighting, such as torches or lamps, you can see twice
as far.

SCENT
You have a heightened sense of smell, making you re-
ally good at tracking and finding items. You are able to
smell creatures (or particularly smelly objects) in a 30-
ft (6 squares) radius around you. While you cannot
pinpoint their location, you know that they are in the
area. If an area is windy, the range of this ability is dou-
bled if the target is upwind and halved if the target is
downwind. Additionally, you gain a +4 bonus to your
Survival (SAG) checks to follow tracks.

BITE
You gain a bite attack that deals the following:
DAMAGE: 1d6, piercing
PERFECT STRIKE EFFECT: Bleed
WEAPON TYPE: Natural Attack

MONSTER LORE
You gain the Lore (Monstrous Creatures) (INT, TR).

OCCULT LORE
You gain the Lore (Occult) (INT, TR).

87
The Jaanvar-Chi are one of the eight heritages of Jaanvaris that roam
the lands of Arkelon. They are a subspecies of evolved, anthropomor-
phic animals that evolved from birds. Not unlike the rest of their kind,
the Jaanvar-Chi often live sedentary lives in the capital, Jaanvar, with
a variety of other Jaanvaris.

While a few of them immigrate all around the lands of Arkelon, most
of them can be seen amongst themselves in Jaanvar, friends with their
neighbors, the Kanjans, and accepting of immigrants and tourists
roaming their streets.

The Jaanvar-Chi are exceptionally charismatic, and they are often seen
as the “face” of their kind, in and out of their own society. As a result,
many of their own become prominent individuals, often artists or even
political figures. They are mostly artistic, calm and gentle.

One of their favorite things is keeping up with the news and sharing
them not only with their neighbors, but also with lineages from all
around the world. They are one of the most social heritage of the Jaan-
varis, and are widely appreciated for it. Most of their traditions are con-
veyed orally, often through poetry, theater and songs.

Food is diverse and is seen as a means to share and talk with family,
friends and various acquaintances. As such, dinner is a very important
part of the day for the Jaanvar-Chi. They usually show affection by
sharing their food and songs.

Not unlike most of their kind, they are often at odds with the Shiaris,
disapproving of their warmongering views, especially with their involve-
ment as ambassadors or diplomats. They are, however, used to deal-
ing with them, and are always willing to share their opinions when
required.

88
APPEARANCE
The Jaanvar-Chi are birds, meaning their appearances RELIGION
often come from diverse forms of tropical birds or birds Jaanvar-Chi following a religious path mostly favors the
of prey. As such, most are small and lean, but their skin Elemental Dragons. Aione is preferred as a deity, al-
color and patterns can vary greatly. though followers of Uzuri are quite common.

Men and women share a lot of similarities, though the BONUS HIT POINTS
first often have a different palette of colors, usually You gain an additional 12 Hit Points at first level.
less extravagant than the first. They make use of this
particularity and diverse clothing to distinguish them- HERITAGE TRAITS
selves.
◆ You gain the Linguistics (INT) skill
◆ You gain the Diplomacy (CHA) skill
LIFESPAN
A Jaanvar-Chi’s average lifespan is between 70
and 80 years.

SELECTABLE TRAITS
As a Jaanvar-Chi, you can select one of the followwwing
traits:

CHARMING SONG

CASTING TIME: Instantaneous


RANGE: 50-ft (10 squares)
DURATION: 2 Rounds
TYPE: Charm
You have inherited a lesser version of your ancestors'
ability to sing beautiful songs that attract and charm RAPTOR
others. When selecting this trait, creatures that hear
Your ancestors came from different types of birds of
you sing must succeed on a Willpower check equal to
prey, giving you keen eyes and a more dangerous bite.
12 + your Mastery Bonus + your Charisma or be-
When selecting this trait, you gain a +2 bonus to Per-
come FASCINATED. Creatures succeeding on the
ception (SAG) checks to see, and a +2 bonus to Sur-
save are immune to this effect for one day. DEAFENED
vival (SAG) to track. Additionally, your bite’s damage
creatures are immune to this ability.
increases to 1d8.

LINGUIST
WINGS
You have an affinity for languages, and you know how
While most Jaanvar-Chi evolved to lose their wings, you
to express yourself. When selecting this trait, you gain
are still able to use yours. When selecting this trait, you
a bonus starting language. Additionally, you gain a +2
gain the capacity to fly at a speed of 30-ft (6 squares).
bonus to all Diplomacy (CHA) and Linguistics (INT)
checks.

MOCKINGBIRD

You are capable of imitating voices and sounds almost


perfectly. When selecting this trait, you gain the Decep-
tion (CHA) skill. Additionally, you gain a +2 bonus to
this skill, and whenever you try to imitate something
or someone, this bonus increases to +4.

89
The Jaanvar-Saan are one of the eight heritages of Jaanvaris that roam the
lands of Arkelon. They are a subspecies of evolved, anthropomorphic ani-
mals that evolved from lizards and crocodiles. Not unlike the rest of their
kind, the Jaanvar-Saan often live sedentary lives in the capital, Jaanvar,
with a variety of other Jaanvaris.

However, a few of their descendants can be seen living a more nomadic


lifestyle in the south. While they originally preferred humid or desert-like
environments, the Jaanvar-Saan adapted throughout the years and can
now thrive comfortably in a tempered climates as well.

This particular heritage copes well with solitude and enjoys spending time
by themselves, either by napping, reading or working. They are usually
calm and collected, to the point where people might believe that they are
lazy or antisocial. While it may be true for some, most enjoy partaking in
their people’s celebrations.

The Jaanvar-Saan can live up to 150 years, which makes them the longest-
lived Jaanvaris. This makes them particularly confused about the fast-
paced lives of other Jaanvaris, preferring to see where each day takes them.

The Jaanvar-Saan are known to take on physically demanding jobs in the


capital, such as the construction of buildings or joining the army. While they
sometimes look clumsy and slow, they are quite fast and can climb really
well.

The Jaanvar-Saan can be seen eating a lot of meat, but most of them
don’t mind vegetables, as long as they're colorful and spicy.

The Jaanvar-Saan, like most of their counterparts, have a peace-


ful relationship—though not particularly developed—with their
Kanjan neighbors, and are often at odds with the Shiaris, who
wage war on their shared territories without asking. Jaanvar-
Saans are often seen fighting them back and protecting their
cities.

90
APPEARANCE RELIGION
The Jaanvar-Saan are reptilians: meaning their ap- The Jaanvar-Saan worship the Elemental Dragons, as
pearances often come from diverse forms of crocodiles, they are central to their festivities and rites. Aione is
lizards and turtles. As such, their shapes, heights, favored as a deity, although followers of Elendril and
weights and skin colors can vary greatly. Men and Jianshi are quite common.
women usually look pretty much the same, bearing al-
most the same colors and traits. BONUS HIT POINTS
You gain an additional 16 Hit Points at first level.
LIFESPAN
A Jaanvar-Saan’s average lifespan is between 110 and HERITAGE TRAITS
120 years. ◆ You gain a +1 bonus to your physical resilience
◆ You gain the Intimidate (STR and CHA) skill

SELECTABLE TRAITS
As a Jaanvar-Saan, you can select one of the following
traits:

BELLIGERENT

You are a bit rougher around the edges than others of


your kind, making you more intimidating. When select-
ing this trait, you can use an Intimidate (STR or CHA)
check to demoralize a creature using 1 stamina point
instead of 2. Additionally, the effect of the DEMORAL-
IZED condition you apply is increased by 1.

BURST OF SPEED

While people usually see you as lazy or slow, you are


quite capable of surprising speed. When selecting this
trait, you can, once per long rest, increase your base WALL CLIMB
land or swim speed by 15-ft (3 squares) until the end
Your long claws allow you to climb more efficiently.
of your next turn.
When selecting this trait, you gain a +4 bonus to your
Climb (STR or AGI) checks, and your climbing speed is
COLOR CHANGE increased by 10-ft (2 squares). Additionally, you gain
the Climb (STR or AGI) skill.
You are able to alter your skin color to match your en-
vironment. When selecting this trait, you gain a +4
bonus to your Stealth (AGI) checks. Additionally, you
gain the Stealth (AGI) skill.

THORNY SKIN

You have long protective spikes covering your skin,


making it more difficult to harm you from a short dis-
tance. When selecting this trait, creatures that attack
you with natural attacks or weapons with a reach of 5-
ft (1 square) take 1 point of true damage per point of
mastery that you have.

91
The boastful and haughty Shiaris are a lineage of humanoids with characteristics resembling animalistic statues who live in the
eastern region of Arkelon. They are said to have been awakened as a gift to humans by Jianshi during the Great Dragon War.
They see themselves as Jianshi's chosen, elevating themselves above all other lineages due to their corrupted sense of pride.

Architects, builders, and creators—the Shiaris are often credited for the numerous large and powerful cities in the Eastern
lands, and they see themselves as their righteous and eternal leaders. They are known for their strict adherence to tradition
and contempt for change, which has resulted in a long history of conflict with both the Jaanvari and the Kanjan people, with
whom they share the majority of their territories. Their cities stand as testaments to their architectural prowess, towering mon-
uments that proclaim their grandeur and authority. However, their obsession with tradition has hindered progress and innova-
tion, leaving them stagnant while the world around them evolves. This ideological conflict has led to countless clashes and
skirmishes with the Jaanvari and Kanjan people, who have grown weary of the Shiaris' oppressive rule.

The Shiaris control their lands with a hand of steel, using their force and arcane affinity to make others bend to their will and
keep them in check. Despite the fact that many people fear them, those who are familiar with their traditions and ways respect
them. They have a complex social

hierarchy based on strength, skill, loyalty, and honor.

Most diplomats dislike interacting with Shiaris, and forming alliances with them requires careful negotiation in order to avoid
being drawn into unnecessary conflicts. Once one has earned their respect, however, the Shiaris can be valuable allies in times
of conflict due to their combat abilities and willingness to fight. In addition to their formidable fighting skills, the Shiaris possess
a deep understanding of their land and its resources, making them indispensable in strategic planning and survival tactics.
Additionally, their commitment to honor and loyalty ensures that they remain steadfast allies even in the face of adversity. This
unwavering dedication has forged nearly unbreakable bonds between the Shiaris and those fortunate enough to earn their
trust.

The Shiaris make use of magic and technology alike—anything to make them more powerful and ensure their few weaknesses
are covered. Their economy is one of the largest in the world, owing to the abundance of riches in their territories, such as
precious minerals. Additionally, they are renowned for their architectural and stone work, and are hired all around the world
for their designs.

92
GENERAL APPEARANCE
Shiaris often share among themselves stone-like traits,
but those traits can change a lot from family to family.
Not unlike Humans, they can be from any height or
weight, and vary greatly.

BIOLOGY
Shiaris eat, breathe and sleep.

LANGUAGE
You can speak, read, and write Common and Kanjin.

LIFESPAN
A Shiari’s average lifespan is between 150 and 200
years.

SHIARIS TRAITS
As a shiaris, you gain the following traits:

ATTRIBUTE ADJUSTMENTS
You gain the following adjustments to your attributes:
◆ +1 to two attributes of your choice.

ELEMENTAL AFFINITY
You gain a +1 bonus to your elemental resilience.

HOLY PROTECTOR
You gain a resistance of 5 against Holy and Unholy
damage.

PRIDEFUL RESOLVE
You gain a +1 bonus to your Willpower checks. This
bonus is doubled against CHARMS and COMPUL-
SIONS.

93
The wise Boar Shiaris are one of the powerful Shiaris of the Eastern
Lands' three heritages. They usually live in one of their people's major
cities and are rarely seen outside of them.

Unlike their fellow countrymen, the Boar Shiaris are mostly calm and
collected, serving as spiritual or religious guides. They often become
Crusader or Priests, applying their knowledge on religion to their daily
lives. They are more compassionate than their counterparts and are
known for their affinity with medicine. As such, Boar Shiaris are known
for their healthcare system, which is regarded as one of the best on
Arkelon.

Though more humble and calm than the Dragons or Lions, their fami-
lies can be large and powerful, but few rise to leadership. While some
Shiaris believe it's because of their kindness, it is mostly because they
see no interest in ruling a nation that is constantly threatened by up-
risings and rivalries.

The Boar Shiaris prefer to focus on their own personal growth and
development, often excelling in fields such as philosophy, art and
literature. Their peaceful nature also makes them excellent medi-
ators, and they are often called upon to help resolve conflicts be-
tween people in the Kanjai territory. Despite their lack of interest in
ruling, their contribution to society and advice are highly valued.

They make use of technology and magic alike to enhance their ability
to heal people, and to research new ways to cure injuries and unknown
illnesses. While most lineages are wary of the warmongering Shiaris
and their reputation, they are often more calm and cooperative in the
presence of a Boar Shiaris.

94
APPEARANCE BONUS HIT POINTS
Boar Shiaris share their stone-like skin with others of You gain an additional 14 Hit Points at first level.
their kind. However, they bear roughly boar-like traits,
with small tusks. They tend to avoid jewelry, since they HERITAGE TRAITS
are more humble than others. ◆ You gain the Lore (Gods) (INT, TR) skill.
◆ You gain the Medicine (SAG) skill.
RELIGION ◆ You gain a +4 bonus to the Medicine (SAG) skill
The Boar Shiaris are believers of Jianshin and his word, when trying to identify supernatural illnesses.
but others are free to worship any deity they see fit.

SELECTABLE TRAITS
As a boar shiari, you can select one of the following
traits:

MAGICAL MASTERY

You have a special affinity with magic. When selecting


this trait you are able to, once per day, restore 1D4
points of magic affinity, increased by an additional die
at 4th, 7th, 10th, 13th, 16th and 19th levels, to your-
self and one creature within 20-ft (4 squares) of you.

MEDIC

You are a skilled healer, knowing medicine extraordi- QI BALANCE


narily well. When selecting this trait, you are able to
Your hours of meditation allow you to control the flow
heal a creature you spend at least 10 minutes helping
of energy in a creature’s body. When selecting this
for 1D8, increased by an additional die at 4th, 7th,
trait, you are able to automatically stabilize a dying
10th, 13th, 16th and 19th level. A creature can only
creature you touch, and bring them to 1 hit point. Ad-
benefit from this ability once per day.
ditionally, creatures touched by this ability gain a bar-
rier equal to twice your mastery bonus for 1 round. You
PRAYER can use this ability twice per day.

You are often seen in a church or a monastery, keeping


your enjoyment and calm of such places. When select-
ing this trait, you can spend at least 1 hour praying or
meditating in a holy place, giving you a +1 bonus to
your skill checks, accuracy checks and spells DT for the
remainder of the day.

PROFESSIONAL HEALER

Your ancestry gives you an affinity for healing magic.


When selecting this trait, healing spells that you cast
heal for 1 additional hit point. Additionally, you are able
to, once per day, add a bonus of 1D6 to your next heal-
ing spell. This bonus is increased to 1D10 at 11th
level.

95
The fierce Lion Shiaris are one of the three heritages of the powerful
Shiaris of the Eastern lands. They usually live in one of their people's ma-
jor cities and are rarely seen outside of them.

With their keen eyes for proportion and design, the Lion Shiaris are skilled
architects and creators, and, as such, are typically in charge of the vari-
ous habitations and infrastructure found throughout the Kanjai territory.

The Lion Shiaris are highly respected among their people for their con-
tributions to the community and their natural talent for leadership. They
are also known for their fierce loyalty to their friends and family, and they
will go to great lengths to protect those they love. Their presence is often
sought after at social gatherings and events, which has led many to seek
their support in important matters such as business deals or political ne-
gotiations.

According to legends and prophecies, the Lion Shiaris are said to be


blessed with good fortune throughout their lives. This, however, causes
many Lion Shiaris to become overconfident and rely too heavily on this
supposed blessing, often leading them to careless mistakes and reckless
behavior.

Their reputation as fearsome fighters is well-deserved, and they have a


long history of triumphing over their enemies in battle. However, some
Lion Shiaris have been known to commit violent or oppressive acts on
behalf of their superiors, and those in positions of power may occasionally
take advantage of their loyalty. The Lion Shiaris have a strong sense of
pride and honor, despite their occasional flaws. They have a strong sense
of responsibility to their people and are willing to make sacrifices for the
greater good.

The Lion Shiaris are among the most common of their people, and are
often seen having large families. They are used to dealing with other lin-
eages, which makes them a bit more aware of their reputation abroad.
As such, they make sure to maintain perfect conduct at all times.

96
APPEARANCE
The Lion Shiaris share their stone-like skin appearance
with other heritages, but their traits usually manifest
as roughly feline. Their skin tones are mostly beige, BONUS HIT POINTS
black and white. They can be seen wearing large You gain an additional 14 Hit Points at first level.
amounts of jewelry, to show their status—usually
bronze or copper ones.
HERITAGE TRAITS
◆ You gain the Lore (Architecture) (INT, TR) skill.
RELIGION ◆ You gain the Diplomacy (CHA) skill.
The Lion Shiaris are believers of Jianshin and his words,
but they are free to worship any deity they see fit.

SELECTABLE TRAITS
As a lion shiari, you can select one of the following
traits:

CHOSEN WEAPONS

Like most of your kind, you followed a rigorous training


regimen with polearms, spears and swords (one-
handed). When selecting this trait, you gain a +2 bonus
to accuracy and damage rolls with one of these
weapon types.

EMISSARY LUCKY

You always seem to bring good luck to yourself. When


You are used to dealing with other lineages, often being
selecting this trait, you gain a +1 bonus to your luck.
sent as an emissary for your people. When selecting
this trait, you gain a +2 bonus to all of your Diplomacy
(CHA) checks. Additionally, you can select one addi- TRAINED FIGHTER
tional starting language.
You trained yourself hard to never be at a disadvan-
tage, even when surrounded. When selecting this trait,
FORCEFUL FORFEIT you gain a +1 bonus to your dodge and block chances
for each enemy that you are within melee reach of, up
You are skilled at making your enemies know when to
to a +3 bonus.
back down from a fight. When selecting this trait, you
gain the following reaction:

TRIGGER: An enemy creature gain the BLOODIED


condition after receiving damage from you
EFFECT: Attempt a Diplomacy (CHA) or Intimidate
(STR or CHA) check against the creature’s Willpower.
If it is successful, the enemy drops their weapons and
surrenders. You can use this ability a number of times
per day equal to your Charisma.

97
The Trolls of Arkelon are a large group living mostly in peace, or at least wishing for it. They are spiritual people, and they are
renowned for this around the world. As such, many dare to think they are late in terms of development, especially technology-
wise, but that would be false, even if they chose to use it less than other lineages.

The trolls can be seen living almost everywhere and, thus, have adapted to thrive in different environments, be they in the
desert-like South or in the harsh Northern temperatures. Mostly settling in small to large villages, some rare ones can be seen
roaming the streets of large cities or capitals.

The Trolls are one of the lineages that are still more in touch with their roots, even with the new technology developed around
the world. They can be seen integrating their culture into a more modern clothing style, usually by adding bones, engravings,
feathers or fur to it. They are also known to use scarification on their bodies in order to represent dragon scales, thus making
themselves closer to the Elemental Dragons.

They can be seen creating magnificent totems for the Elemental Dragons, and their fire rituals are nothing short of impressive,
especially for outsiders. These rituals are often performed during significant events such as solstices or the changing of seasons,
serving as a means to honor and communicate with the powerful forces of nature. Elders and Shamans are among the most
important people in their clans and villages, and they are usually their leaders as well.

Because money, resources and technology are far from important to the Trolls, most outsiders consider them poor, but in reality,
they prefer to concentrate on spirituality and their relatives. Their economy mostly relies on typical crafts and others, such as
fishing and hunting. Some other lineages also help their society and economy develop by giving them subsidies and social
welfare, especially humans and dragonkins. These external support systems have allowed the Trolls to maintain a harmonious
balance between their traditional way of life and the modern world.

While they try to maintain a friendly relationship—or at least a cordial one—with most of their neighbors, they can sometimes
be seen getting into conflicts with neighboring human communities. These conflicts often arise due to clashes in cultural prac-
tices and misunderstandings. The Trolls, deeply rooted in their ancestral traditions, often find it challenging to adapt to the
rapidly changing norms of the modern world. Despite their best efforts to preserve their way of life, they are not immune to
the influences of globalization and technological advancements.

98
GENERAL APPEARANCE
Trolls are usually tall, and bear harsh traits that can re-
mind others of their Orc neighbors in some cases. How-
ever, unlike them, they grow large, tusk-like teeth and
have longer ears. The rest of their appearance varies
depending on their place in the world.

BIOLOGY
Trolls eat, breathe and sleep.

LANGUAGE
You can speak, read, and write Common and Trikhru-
tan.

LIFESPAN
A troll’s average lifespan is between 80 and 100 years.

TROLL TRAITS
As a troll, you gain the following traits:

ATTRIBUTE ADJUSTMENTS
You gain the following adjustments to your attributes:
◆ +1 to two of the following: Strength, Agility or
Sagacity.
◆ -1 to one of the following: Intellect or Charisma.

LOW-LIGHT VISION
Your eyes allow you to see perfectly in dim light. When
in badly lit areas, you can see as though it were bright
light, not suffering from any penalties. When using
lighting, such as torches or lamps, you can see twice
as far.

TROLL BLOOD
Whenever you use the Second Wind (see page 23) re-
action, you regain an additional number of hit points
equal to twice your mastery bonus.

99
The Ice Trolls are one of the few heritages of the large Troll family. Living
in the North, in a harsh environment surrounded by the cold, ice and
snow, along with the strong northern winds, these trolls live in small set-
tlements close to each other in case of problems. They have built them-
selves large, house-like habitations in order to keep them together and
better protect the elderly and youth.

The Ice Trolls are just as spiritual as their Southern counterparts, spend-
ing a large part of their time on their rituals for the Elemental Spirits.
Fire rites, piercings, scarification and tattoos are among the common
elements of their spirituality.

Their relationship to technology is basic at best; most of them preferring


to rely on the old ways to hunt or protect their people. They also greatly
value the Elders’ and Shamans’ views over those of an intellectual for-
mation or of other paths.

They must deal with the fact that transports in the North are not overly
developed, thus making it difficult for them to either go or come back to
the North once they leave their village. As such, most Ice Trolls usually
stay with their clan throughout their lives and are not really interested
in moving to other lands, with or without their close relatives.

The relationship with hunting and fishing is especially important for


the Ice Trolls, since they are often lacking transport to make contact
and import goods from other clans or lineages nearby.

While they are peaceful like most of their lineage, they often fight with
the Skarvalds, who also live on their lands in the North, for the limited
amount of resources around. However, they are also known to trade with
them on numerous accounts.

Most of their economy comes from the skins of rare northern animals,
bones and weapon crafting. They hunt dangerous creatures as a sport,
as well as a way to gather rare materials that they can use or sell.

100
APPEARANCE
The Ice Trolls usually share more similarities with the BONUS HIT POINTS
Orcs. Like other trolls, they have tusk-like teeth and You gain an additional 16 Hit Points at first level.
long ears. Most of the time, their skins are in tones of
blue and white. HERITAGE TRAITS
◆ You gain the Survival (SAG) skill
RELIGION ◆ You gain a vulnerability to fire damage.
The Ice Trolls are believers in the Elemental Spirits, and ◆ You gain a +4 bonus to Endurance checks to with-
some of them revere Bahari in particular. stand cold and starvation.

SELECTABLE TRAITS
As an ice troll, you can select one of the following traits:

BIG GAME HUNTER

You have lived your life around giants and large mon-
sters, honing your skills to fight against them. When LACERATING TEETH
selecting this trait, you gain a +1 bonus to your accu-
You have particularly long and dangerous tusks. When
racy and damage against creatures at least 1 size cat-
selecting this trait, you gain a bite attack that deals the
egory larger than you.
following:
DAMAGE: 1d8, piercing
ICE SKIN PERFECT STRIKE EFFECT: Bleed
WEAPON TYPE: Natural Attack
You have earned the blessing of Bahari through your
devotion and beliefs, being able to protect yourself
Additionally, your successful bites deal 1 point of bleed-
when badly hurt. When selecting this trait, you can,
ing damage.
once per day, coat your skin in ice, causing all success-
ful attacks against you to deal minimum damage for 2
rounds. Additionally, you can increase the duration of NORTHERN WANDERER
this ability by 1 round by staying immobile (you must
You live in the northern part of the world and are used
not move, attack or cast spells).
to the extreme temperatures and terrain. When select-
ing this trait, you gain a resistance of 5 against ice
KEEN VISION damage, and a +3 bonus to all your saves against ice
based spells and abilities. Additionally, you do not need
Your eyes are used to finding and hunting creatures
to make Acrobatics (AGI) checks to cross slippery sur-
that are hiding in the snow. When selecting this trait,
faces, and gain a +2 bonus to resist being dragged or
you gain a +4 bonus to your Perception (SAG) checks
pushed.
when looking for hidden enemies, hidden traps and hid-
den passages. Additionally, when following a trail, you
can roll a Survival (SAG) check twice, and take the bet-
ter result.

101
The River Trolls are one of the few heritages of the large Troll family. They
can usually be seen living in small to large villages near any bodies of water:
be it rivers, lakes or even the ocean. Some settlements can also be found
deep in the tropical forests and humid southern areas, though always near
a large water source.

Their infrastructures and habitations can vary a lot, from very small houses
to large ones; however, all of them are designed with the large amount of
water nearby in mind. The River Troll's architecture is made to resist floods
and other natural disasters.

The River Trolls are, just like their other counterparts, very spiritual beings.
They dedicate a large amount of their time to their numerous rituals in
honor of the Elemental Spirits, especially Bahari. Most of these rituals con-
sist of fire rites, piercings, scarification and tattoos. They are the most com-
mon and are shared with most of the troll settlements. They give a lot of
importance to water, and a lot of them spend their free time cleaning rivers
and oceans. They usually use the trash to craft clothes or jewelry.

Their relationship to technology is basic at best; most of them preferring to


rely on the old ways to go fishing or to protect their people. They also
greatly value the Elders’ and Shamans’ views over those of an intellectual
formation or of other paths. They usually gain a lot of knowledge about
plants and marine life, which they are eager to teach to their community.

Most river trolls learn how to fish at a really young age, so they are capable
of surviving and contributing to their community. Later in life, some also
become boat builders, especially to help the River Trolls move around if
necessary, but also to provide transport for tourists or adventurers.

They are the most peaceful of all the trolls, and they try to get
along with everybody neighboring them or traveling through
their lands, offering shelter from storms and harsh weather, or
caring for their injuries.

102
APPEARANCE
River trolls grow tusk-like teeth, and have fins on their
heads and arms. They have little to no nose, instead BONUS HIT POINTS
having small nostrils that close whenever they go un- You gain an additional 14 Hit Points at first level.
derwater, and their eyes have membranes to see better
when swimming. Their skins are usually blue, gray, pur-
HERITAGE TRAITS
ple or green-ish.
◆ You gain the Swim (VIG) skill.
◆ You gain the Medicine (SAG) skill.
RELIGION ◆ You can hold your breath underwater for twice as
The River Trolls are believers in the Elemental Spirits, long.
and some of them revere Bahari in particular.

SELECTABLE TRAITS
As a river troll, you can select one of the following
traits:

ANCESTRAL WEAPONS

You have decided to train with your traditional weapon: HERBALIST


the spear. When selecting this trait, you gain a +1
You know the power of plants and how to use them to
bonus to your accuracy and damage rolls when using
heal others. When selecting this trait, you can take 10
the Spear weapon type. Additionally, you automati-
minutes to create a special poultice made from different
cally add spears to your weapon expertise.
plants, which can be used to heal for 1D6 points of
damage, increased by an additional die at 4th, 7th,
CURATIVE WATERS 10th, 1th, 16th and 19th. Creatures can only use this
poultice once per day, or they must succeed on a DT15
Similar to amphibians, your skin holds incredible regen-
Endurance save or become NAUSEATED for 1 minute.
erative powers, activated when you are in contact with
This DT is increased by 1 each time a creature uses an-
water. When selecting this trait, you regenerate a num-
other poultice. Additionally, you gain the Lore (Plants)
ber of hit points equal to your mastery bonus for every
(INT, TR) skill.
hour spent in water or rain. Additionally, all water-
based spells and abilities heal you for 1 additional hit
point. INSPIRING RAIN

The feeling of rain on your skin inspires and invigorates


FLOWING RIVER you. When selecting this trait, you gain a +5 bonus to
your initiative check, a +2 bonus to your skills and a
Living close to bodies of water, you have learned to
+1 bonus to your accuracy during natural rain. Addi-
worship and respect Bahari, being able to call upon the
tionally, your vision is not obscured during heavy rain
flow of rivers. When selecting this trait, allies walking
and storms.
within 10-ft (2 squares) of you can choose to gain an
additional 5-ft (1 square) on their current movement.

103
In the world of Arkelon, technological advancements allowed most lin-
eages to artificially create offspring, whether they are naturally com-
patible or not. This has led to an increasing number of individuals from
various mixed lineages.

Though very common, they are often faced with unique societal chal-
lenges, such as difficulties finding where they belong in a society
where the majority are of one lineage. They sometimes feel like they
don’t fit in any of their parents’ societies, somewhat living on the edge
of both, but never quite there. Mixed lineages usually carry some phys-
ical traits and characteristics from both their parents, making them
visually distinctive from other inhabitants. However, their identity ex-
tends beyond their physical appearance, as they grapple with the com-
plex blend of cultural traditions, customs, and values inherited from
their diverse parentage.

As such, people from mixed lineages tend to gravitate towards one an-
other in large social gatherings. They can usually relate to each other,
sharing their experiences and common feelings regarding their back-
grounds. Some might even find themselves caught between conflicting
expectations, torn between honoring the traditions of their mixed her-
itage and forging their own path in a world that sometimes makes
them feel like outsiders.

Despite being faced with societal and identity challenges, mixed


lineages are not rare encounters and are present all around
Arkelon. They are often seen celebrating their diverse back-
grounds and promoting a society where lineages would not be
a defining factor of a person’s identity

104
When creating a character, you often think about their MIXED LINEAGE EXAMPLE
ancestry. Where do they come from? Who were their
Nylah is of a mixed lineage: half urban human and half
parents? How were they raised? Mixed lineages offer
jaanvar-saan. When creating her, you decided that her
additional options for your character’s backstory, as
dominant genes were from her human parent, and re-
well as for their abilities.
cessive genes from her janvaar-saan parent. You still
want her to have some reptilian traits (like scales, eyes
Mixed lineages bring forth new interactions with the
and a tail), but want to keep her more on the human-
world, and new creative ways to develop your charac-
passing side.
ter.

From her human parent, she gains the following:


When creating a mixed lineage character, keep in mind
◆ A +1 to two attributes of your choice
that non-living creatures, such as shardlings and
◆ The Multidisciplinary trait
synths, cannot reproduce in any possible way.
◆ The Personal Interests trait

CREATING A MIXED LINEAGE From her jaanvar-saan parent, she gains the following:
When creating a mixed lineage character, you must first ◆ A +1 bonus to her physical resilience
determine which of the two parents gives your charac- ◆ The Intimidate (STR and CHA) skill
ter the DOMINANT and RECESSIVE genes. ◆ One selectable trait. Thinking about her design,
you think that Burst of Speed is good ability to
DOMINANT genes are the strongest and most have, so she can move faster and keeps her look-
present in your character. Choose one lineage. You gain ing more human.
all traits and attribute adjustments your lineage may
gain. Following those choices you can determine her starting
Hit Points. In this case, her human heritage gives her
On the contrary, RECESSIVE genes are more subtle, 14 and her jaanvar-saan’s gives her 16. In this case,
influencing your character in a much lighter way. Nylah would have 15 Hit Points ((14+16)/2).
Choose one lineage’s heritage. You gain all of this lin-
eage’s heritage traits, and you may choose 1 selectable
trait.

To determine your hit points, add both lineages' hit


points together and divide them by two. The result,
rounded down, represents your character’s lineage hit
points.

Mixed lineage characters cannot gain any abilities that


allow them to completely change their physical appear-
ance, and fly abilities are replaced by the following:

GLIDE

You have remnants of wings that are able to slow your


fall or make you move short distances. When jumping
from a high point, they can glide for a distance of 40-ft
(8 squares). This ability also allows them to slow down
their falls, making them not take falling damage if they
succeed an appropriate Fly (AGI) check.

105
106
The following section introduces the core classes avail- You gain all of the abilities from your selected classes
able to play in the Arkelon Chronicles RPG. Your char- and paths, depending on your level in each. For exam-
acter’s class indicates the training they have, as well ple, if you have 1 level in a class and 4 in another, note
as their overall abilities. Some groups of players may all abilities up to your maximum level in each class.
enjoy creating characters whose skills and abilities
complement each other mechanically - for example, MULTICLASS EXAMPLE
making sure that their party includes one character
Varak is a 3rd level Primal Soul Druid and has just
from each role (defender, healer, specialist and
reached 4th level after a grueling battle. While thinking
striker), or have their party include a combat oriented
about your new level, you believe that maybe your
character, a stealthy character, a magic user and a
character feels frustrated of being unable to defend his
character versed in many different skills.
friends, and you would like this to be reflected in his
progression.

MULTICLASSING You decide that Berserker seems like a good choice to


Sometimes, options from a single class might not be represent this evolution, and that the Path of the Pri-
sufficient to fully realize your character. Multiclassing mal Champion seems fitting to help you protect your
allows you to gain abilities from another class and di- allies. You give Varak one Primal Champion level. With
versify your training. With this option, you can give a his newly acquired Berserker - Path of the Primal
simple warrior the ability to use magic, or more dan- Champion level, he gains the following:
gerous martial abilities to a performer. You can also ◆ The Primal Champion’s Hit Points for this new level
delve into different magic schools and give your char- (in this case, 6+your Vigor);
acter a more varied array of spells. ◆ Two additional weapon expertise (weapon exper-
tises are not cumulative, and the highest number
For example, you could create a warrior that, eventu- applies to your character. In this case, you would
ally, becomes very pious and takes a level in the Priest have a total of 4);
or Crusader class; gaining spellcasting abilities and ◆ The Frenzy ability from the Berserker class;
more power from the God they pray to. Multiclass can ◆ The Raging Vitality ability from the Primal Cham-
be used both as a narrative tool and to improve your pion path;
character mechanically. ◆ The Mark of the Berserker ability from the Primal
Champion path.
When picking multiple Classes and Paths for your char-
acter, take note of the following rules: You do not gain any abilities from the Druid class, for
◆ The bonus Hit Points that you gain at each level this level, as you leveled up in another Class instead.
are equal to those of your selected Paths.
◆ Your mastery bonus increases depending on your READING CLASS ENTRIES
total character level.
In each class description lies important information
◆ The amount of Magic Affinity that you gain from
about the class you are about to choose. Below is a
any classes are cumulative, and can be used to
small explanation for each of them :
cast any spells that you know.
◆ The amount of Weapon Expertises that you gain
RESOURCES
are not cumulative. Take the highest number
This section overviews the resources used by your
amongst the different Classes that you pick.
character to fuel their abilities.
◆ You gain any additional Defensive Training from
other classes that you pick. If a class gives you a
RESOURCES GROWTH
training that you already have, the bonus is not
When a character uses resources, this section highlights
cumulative.
how it increases depending on their class level.
◆ If the classes you choose use different attributes
to determine their DT, note each of them on your
DEFENSIVE TRAINING
character sheet.
This is a list of all saves in which your character is
◆ You gain all additional lores given by your chosen
trained. This gives them a +2 bonus to this save. This
classes. If a lore is gained twice, you get a +2
bonus is increased to +4 at 7th level and +6 at 13th
bonus to it. You only gain the 3 bonus skills given
level.
by your class at 1st character level.

107
WEAPON EXPERTISE READING A PATH ENTRY
Weapon expertise is the overall proficiency of the class with
In each path entry is some general and important informa-
weapons in general. Characters with an expertise in certain
tion about the path you are about to choose. Below is a small
types of weapons gain a +4 bonus to their accuracy when
explanation for each of them :
using these weapons. To see the list of all weapon types, go
to page 203.
BONUS HP
This is the amount of hit points the character will gain for
CLASS DT
each level they take in this path.
This represents the attribute used to determine your DTs
when using your class abilities or spells.
USUAL ROLE
This is the usual role that the character will have in a party.
BONUS SKILLS
This is a list of bonus skills you can choose when selecting
RECOMMENDED SKILLS
your class.
This is a small list of useful skills that this particular path is
good at. They are not obligatory choices, but serve as guide
CORE ABILITIES
and quick choices for newer players.
This represents the abilities that your class gains, no matter
the path you choose.
RECOMMENDED ATTRIBUTES
Here you can see the most important attribute of the path
CLASS PATHS you are consulting.
Each class has access to 3 different paths, making them
highly customizable. When choosing your class, you also RECOMMENDED TALENTS
choose a Path, which will change how your class plays and This is a small list of useful talents that this path can benefit
its role within the party. from. They are not obligatory choices, but serve as guides
and quick choices for newer players.

PATH ROLES
Paths are divided into roles, as it makes it easier for begin- CLASS TABLE
ners to pinpoint the overall feeling of a class. These roles are In each class entry is a table, which can be used as a tool to
not mandatory, and you can build your character the way you quickly know which abilities that your character gains as he
want with talents and gear. Below are all the roles and their gains levels. Tables usually have the following columns:
usual place in a group:
LEVEL
ANY This column represents the class level.
Paths with this role in their entry can fill any role in a party,
depending on their talents and chosen abilities. MASTERY BONUS
This column represents a character’s mastery. It is included
DEFENDER in each class’ table, but increases based on your character’s
Paths with this role in their entry have abilities and defenses level. This bonus is added to skills, dodge, block, accuracy,
made to protect others, or themselves, making these char- saves and abilities DT.
acters extremely resilient.
SPELL TIER
HEALER This column is only used with spellcasting classes, and shows
Paths with this role in their entry have abilities to mend the which spell tier they learn at a designated level.
wounds of others, and specialize in keeping afflictions away
from their party. Arcanists, Druids, Priests and Shamans use the Casters col-
umn.
STRIKER
Paths with this role in their entry are made to deal a lot of Arcane Warriors, Crusaders and Path of the Primal Soul
damage to their foes, dispatching them in various ways, Druids use the Hybrid column.
whether it’s with magic or with their trusty weapon.
ABILITIES
SPECIALIST This column helps you quickly see which abilities you learn
Paths with this role in their entry specialize in helping their and at which level for all classes. Some classes might gain
party, either by disabling foes, bolstering their allies or con- abilities that allow them to choose options at certain levels,
trolling the Battlefield. or gain power at certain levels.

108
MASTERY SPELL TIER SPELL TIER
LEVEL ABILITIES
BONUS (CASTERS) (HYBRID)

1 4 1 1 Core Abilities, Path Ability

2 4 1 1 Class Ability Choice

3 4 1 1

4 4 2 1 Path Ability

5 5 2 2

6 5 2 2

7 5 3 2 Path Ability Choice

8 5 3 2

9 6 3 3

10 6 4 3 Path Ability

11 6 4 3

12 6 4 3 Class Ability Choice

13 7 5 4

14 7 5 4 Path Ability

15 7 5 4

16 7 6 4

17 8 6 5 Path Ability Choice

18 8 6 5

19 8 7 5

20 8 7 5 Path Ability

CLASS’ BONUS SPELLS


Spellcaster, such as Arcanists and Shamans, gain ad-
ditional spells given by their class. The costs of these
spells are represented in the table below:

SPELL TIER COST

1st 2 Magic Affinity

2nd 4 Magic Affinity

3rd 6 Magic Affinity

4th 8 Magic Affinity

5th 10 Magic Affinity

6th 12 Magic Affinity

7th 14 Magic Affinity

109
Often seen by modern society as recluses and hermits, magic. Some others may also connect bet-
Druids are scattered around the world as a part of var- ter with the raw power of Nature, hence
ious orders and circles. Nourishing that reputation of being able to bring deadly storms and var-
isolation, they tend to be very secretive about their ious plagues onto their enemies. No mat-
rites, and as proud children and protectors of the for- ter which aspects of Nature’s powers they
est, Druids deeply value balance, neutrality and order. wield, Druids are a force to be reckoned
For Druids, Nature exists in a delicate balance. To en- with and shall not be taken lightly. They
sure life, all elements of the world must remain in are versatile fighters and spellcasters,
equilibrium. Hence, Druids have always been deeply who might either face danger head on
concerned with the precarity of the ecological balance with their ability to transform into beasts,
that sustains plants and animals’ lives, emphasizing or try to support their allies by healing
the need for people to live in harmony with nature, their wounds or by unleashing the devas-
not in its opposition. Nowadays, because Nature took tating fury of nature.
its toll after the arrival of advanced technologies,
Druids are now standing as the last bastion protecting When a significant danger arises, threat-
what’s left of wilderness in Arkelon. ening Nature’s balance or the lands they
protect, Druids may take on a more active
Druids are deeply tied to the Speakers, which repre- role in combating the threat and join
sent different aspects of Nature. As the sentries of the some heroes organizations. However,
natural world, many Druids are found watching over while most of them will not hesitate to
sacred sites or guarding parts of untouched Nature. take upon an active role in times of need,
However, some also work in cities, trying their best to when the balance of the world is at stake,
bring some balance between Nature and these tech- they will also most likely not intervene in
nological worlds. While some see modernity as a de- other conflicts.
structor of natural resources, some believe that it is
possible to make these jungles of concrete a little
greener.

Although Druids draw their powers from Nature, they


don’t see themselves as its masters, but much more
as its subordinate, serving Nature the same way a
cleric would serve their God. For Druids, only fools
who lack a proper understanding of Nature would ever
claim control over it, as it is not control that grants
them power, but spiritual unity with the forces of Na-
ture. This unity can manifest itself in diverse ways.
Some Druids have a stronger connection to the primal
aspect of the natural world and are capable of chang-
ing their form to various animal shapes, while some
others share a deeper bond with the flow of life itself
and may channel that power into a soothing type of

110
RESOURCES: Magic Affinity.
RESOURCES GROWTH: The first time you take a level in this class, you gain an amount of Magic Affinity equal to
your Sagacity. You then gain a bonus amount of Magic Affinity equal to your Sagacity for each level you take in this
class, or for each two levels after the first that you take when following the Path of the Primal Soul.
DEFENSIVE TRAINING: Endurance and Willpower. This gives you a +2 bonus to these saves (increased to +4 at
7th level and +6 at 13th level).
WEAPON EXPERTISE: You can choose 2 weapon types with which you are proficient (see page 203 for a list of
all weapon types). This gives you a +4 bonus to your accuracy when using these weapons.
CLASS DTs: Your class’ DTs are equal to 12+your mastery bonus+your sagacity.
BONUS SKILLS: If you choose this class at 1st character level, you can select 3 skills from the following list: Climb,
Fly, Swim, Insight, Medicine, Perception, Survival and Handle Animal.

Additionally, you gain the Lore (Beast and Insect), the Lore (Plants) and the Lore (Nature) skill.

CORE ABILITIES
All druid companions can select 3 skills from the follow-
At 1st Druid level, you gain the following abilities.
ing list: Climb, Swim, Acrobatics, Sleight of Hand, Es-
cape, Fly(If possible for the druid companion), Stealth,
GUARDIAN’S CALL Survival, Perception, Insight, Diplomacy and Intimi-
date.
You gain a special ability related to your selected
speaker. You can use this ability a number of times per
Much like a character, they gain an attribute increase
day equal to your sagacity. See the Speakers list at
at 6th, 11th, 16th and 20th level, as well as a talent
page 250.
every level. A druid companion’s DT is equal to 12 +
Their Mastery Bonus + Their Vigor. A druid com-
INNER BALANCE panion gains 10 hp at 1st level, and 5 hit points+their
vigor each level. Druid companions can wear the fol-
Three times per day, you can cast any nature spell
lowing items: Neck, Armor, Bracers, Head and Body.
without spending magic affinity.
Creatures with hooves can also wear horseshoes.

NATURE SPELLS
NATURE DWELLER
You gain access to a limited array of nature spells you
You do not suffer the usual penalties for being in natu-
can use on yourself or your allies. See the basic nature
ral difficult terrain (snow, sand, plants, shallow water
spells list at page 152. You gain all Tier 0 Nature spells
and rocks), as well as not taking damage from natural
and you can select a number of 1st level spells equal
overgrowth such as thorns and briars. Additionally, you
to your Sagacity, minus 1. Whenever you gain access
gain a +4 bonus to your saves against magically cre-
to additional spell tiers, you gain new spells equal to
ated terrain.
your Sagacity, minus the Spell Tier.

WILD ASPECT
2ND LEVEL ABILITY CHOICE You can shapeshift into any creature from the critter
At 2nd Druid level, select one of the following abilities. list, so long as you already saw it before. You don’t
gain any attribute or special abilities from doing so,
outside of the bonuses given by your new size, but you
DRUID’S COMPANION
gain the creature’s special vision, scent and its special
Your affinity with nature allows you to gain a loyal com- movement (such as burrow, fly or swim). While taking
panion. Select any creature from the beast, vermin or this form, you cannot speak, or cast spells. This ability
plant section in the bestiary. can be used three times per day.

Creatures of large or larger sizes count as medium for


the purpose of this ability, and are of medium size
when following the druid. The druid companion also
gains the basic attribute given by its role, and you may
spend 3 additional points between any of its attributes.

111
PATH OF THE WARDEN
Within all circles of druids, some specialize in mending the wounds of the world. Wielding powers granting them the ability to
restore health to every form of life, Wardens are the protectors of the forest, rebuilding fallen ecosystems and saving dying
animals. Just as a plant grows, the powers of the Wardens take time to take effect, nourishing their target so they can continue
fighting. The Warden is also able to cure afflictions, such as curses and poisons, and protect others from the deadly effects of
elements or weapons. They also make use of sturdy barriers to protect their allies from harm. Because of the nature of their
healing abilities, Wardens have to be very careful when they choose their next move, planning ahead, strategizing, and trying
to predict their enemies’ next moves. Wardens are usually calm individuals who prefer to take their time. However, although
they aren’t in a rush in general, while in combat, they are able to reflect on their course of actions deeply, but quickly. Warden
Druids usually try to stay behind their allies, planning ahead and mending to their wounds. When people hear about Wardens,
they usually picture them as hippies, or as spiritual guides full of wisdom. They are known for their calm and their kindness,
and most Wardens love to be in contact with people and help them. Hence, although some prefer to lead a quiet lonesome life,

BONUS HP: You gain 4 hit points+your vigor for each level you take in this path.
USUAL ROLE: Healer
RECOMMENDED ATTRIBUTES: Sagacity
RECOMMENDED SKILLS: Medicine, Survival, Perception, Handle Animal
RECOMMENDED TALENTS: Focused Healer, Duplicate Spells, Medic, Mental Perfection, Well-Wisher

WARDEN BONUS SPELLS HIGHER TIERS:


3RD : Increase the healing to 2d4. The healing is reduced
While gaining experience, you add the following spells to your
by 1 die each round the spell is active, and finishes after
spell list.
healing damage equal to your sagacity.

BONUS 1ST TIER SPELLS


BONUS 2ND TIER SPELLS
At 1st level, you add the following spells to your list.
At 4th level, you add the following spells to your list.

BLOOM
NATURE’S PROTECTION
RANGE: 60-ft (12 squares)
RANGE: 60-ft (12 squares)
DURATION: 1 minute, or until depleted
DURATION: 1 minute or until depleted
TYPE: Blessing
TYPE: Blessing

EFFECT: You place a protective ward on a creature. The next


EFFECT: You give a creature a barrier equal to 1d10+your
time the creature suffers from Hit Points damage, the ward
sagacity.
is consumed and the creature is healed for 1d8+your sagac-
ity. This healing takes place after the damage is calculated,
HIGHER TIERS:
and is not affected by the BLOODIED condition.
4TH: Increases the barrier dice to 3d8

3RD: Increases the healing dice to 2d10


OVERGROWTH

REGROWTH RANGE: 60-ft (12 squares)

RANGE: 60-ft (12 squares)


EFFECT: You heal two creatures for 2d6+your sagacity. If
DURATION: Variable
the healing brings the creature(s) above their maximum Hit
TYPE: Magic Effect
Points, the excess is transformed into a barrier until the end
of the creature’s next turn.
EFFECT: You heal the targeted creature for 1d4+your sagac-
ity, and for an amount equal to your sagacity on the start of
4TH: Increases the healing dice to 4d6
the creature’s next turn.

112
BONUS 3RD TIER SPELLS 5TH LEVEL ABILITY
At 7th level, you add the following spells to your list.
These spells cost 6 points of Magic Affinity.
HEALING ROOTS

You are able to transfer life energies to creatures


GROWING SEED
around you. When at 100% hit points, you can, at the
RANGE: 60-ft (12 squares) beginning of your turn, heal a designated creature
DURATION: 5 Rounds within 30-ft (6 squares) of you for 2 points of damage
TYPE: Parasite per point of sagacity that you have. Both you and the
creature must touch the ground for this ability to work.
EFFECT: You plant a small seed on a targeted creature,
which slowly grows the longer it remains on the crea-
ture. At any moment, while affected by this spell, the 7TH LEVEL ABILITY CHOICE
creature can activate the seed to heal themselves for Select one of the following abilities:
1d6+your sagacity, removing the spell. This healing is
increased by an additional d6 for each round that the
seed is not consumed, and will automatically trigger it- ACCELERATED GROWTH
self when reaching the maximum duration. Whenever you use a direct healing spell (such as Over-
growth), your next heal over time spell is 50%
SWIFTMEND stronger.

RANGE: 60-ft (12 squares)


GIFT OF HEALTH
TRIGGER: REGROWTH, REJUVENATE or EFFLO- Whenever you heal a creature with a direct healing spell
RESCENCE are active within the range of your spell (such as Overgrowth), you can decide to split the heal-
EFFECT: You destroy one of your heal over time spells ing between two creatures not more than 10-ft (2
to instantly heal the creature(s) for its current amount squares) away from the target. You can use this ability
of dice, applying any modifiers(if any) twice. a number of times per day equal to your sagacity.

BONUS 4TH TIER SPELLS


NATURE’S GIFT
At 10th level, you add the following spells to your list.
Your heal over time spells have a 50% chance to heal
for an additional die at each round start.
IRONBARK

RANGE: Touch
DURATION: 1 Hour or until depleted
TYPE: Polymorph

EFFECT: You transform a creature’s skin into hardened


wood. Choose one type of physical damage (either
bludgeoning, piercing or slashing). The targeted crea-
ture becomes immune to that type of damage, until
the spell absorbs 5 points of damage per point of
sagacity that you have.

REJUVENATE

RANGE: 60-ft (12 squares)


DURATION: 10 Rounds
TYPE: Magic Effect

EFFECT: You put rejuvenating energies on a creature,


healing them for 1d8+your sagacity at the start of their
turn.

113
Whether they are hidden in the shadows, preying on
unsuspecting targets, or openly dueling their oppo-
nent, outlaws know they can come and get exactly
what they wanted. They are agile fighters, who rely
on precision, subtlety, wit and sometimes question-
able strategies. While often shunned upon by modern
society, they are more than just the lowly thieves,
killers and prostitutes they are portrayed as, and it
isn’t always about having a botched moral compass,
nor is it about creating chaos; being an outlaw means
freedom. It means creating your own rules and
guidelines.

The range of what an outlaw may be is wide and neb-


ulous. They could be cowboys, pirates or mercenaries,
traveling in the open, jumping from an adventure to
another. They could also be stealthy assassins, work-
ing in the shadows and planning their next coup.
They could be anyone, anywhere: Hackers working in
a cybercafé, tomb raiders passing as archeologists or
even famous political figures who are secretly part of
the mafia. Dirty tactics and smooth talking can bring
someone far.

Either hiding in the shadows, or becoming fabled vig-


ilantes, outlaws often become heroes for fame,
wealth and out of pure selfishness, desperate to prove
themselves and reap the rewards. Their questionable
morals often make them potent and powerful allies,
rarely questioning their actions and getting things
done. With the arrival of technology, outlaws have be-
come even more dangerous, having access to deadly
weaponry and information.

Outlaws are cunning and deadly fighters, striking


when their enemies least expect them, and using dirty
tactics to turn the tides of battle. Whether they use
poisons, explosives or fancy weapons, outlaws are ca-
pable of daring feats and deadly strikes, making them
potent enemies, and valuable allies.

114
RESOURCES: Style Points (Daredevil only).
RESOURCES GROWTH: You gain a number of style points equal to your charisma (Daredevil only).
DEFENSIVE TRAINING: Reflexes. This gives you a +2 bonus to this save (increased to +4 at 7th level and +6 at
13th level).
WEAPON EXPERTISE: You can choose 3 weapon types with which they are proficient (see page 203 for a list of
all weapon types). This gives you a +4 bonus to your accuracy when using these weapons.
CLASS DT: Your DTs is equal to 12 + your mastery bonus + your agility
BONUS SKILLS: If you choose this class at 1st character level, you can select 3 skills from the following list: Acro-
batics, Disable, Escape, Improvisation, Sleight of Hands, Stealth, Hacking and Deception

CORE ABILITIES 2ND LEVEL ABILITY CHOICE


You gain these abilities at 1st level Select one of the following abilities:

DIRTY STRIKES DODGE ROLL

When at COMBAT ADVANTAGE, or if it's your first at- TRIGGER: You are dealt damage by an attack or ability
tack of an encounter, you deal an additional 1d4 points requiring an accuracy check that would put you at 0 hit
of precision damage. You must use light weapons, nat- points or less
ural weapons, grenades or ranged weapons to gain us- EFFECT: You attempt a reflex save equal or higher
age of this ability. A perfect strike always applies your than the enemy’s accuracy roll. If this save is success-
dirty strike. ful, you only take half damage from this attack or abil-
ity.
This damage increases as per the following:

ELUSIVENESS
OUTLAW LEVEL DIRTY STRIKE
You are able to avoid supernatural abilities and explo-
1st 1D4 sions. When required to make a Reflex save, you only
take half damage on a failed save, and a quarter on a
3rd 1D8
successful save.

5th 1D12
TAKE COVER
7th 2D8
TRIGGER: You are adjacent to an object that can give
9th 3D8 cover and fail on a dodge attempt
EFFECT: You attempt a reflex save equal or higher
11th 3D10
than the enemy’s attack roll. If successful, you are able
13th 3D12 to take cover before the attack, gaining the benefits of
Improved Cover against this attack.
15th 4D10

17th 4D12

19th 6D10

Creatures immune to precision damage are not


affected by this ability, and you cannot use this ability
if you are CONCEALED or BLINDED.

115
PATH OF THE ASSASSIN
Dangerous, cunning and ruthless, assassins are contract killers who hide and lurk in the shadows. They learn their craft by
joining one of the many organizations present on Arkelon, learning different sets of skills, turning themselves into incredibly
efficient, silent and deadly killers. Whether they use poisons, violence or threats, assassins always get the job done. They are
not afraid of getting their hands dirty and to work against laws. However, although their work is indeed to kill, not all Assassins
would do so to accomplish some evil deeds. Some of these Outlaws work instead for good people who believe that even for
good purposes, some deaths may become necessary. Hence, Assassins can be bad or good people, or perhaps someone who
values money above any principle.

BONUS HP: You gain 5 hit points+your vigor for each level you take in this path.
USUAL ROLE: Striker
RECOMMENDED SKILLS: Improvisation, Stealth, Disable, Appraise, Hacking, Diplomacy, Intimidate, Deception
RECOMMENDED ATTRIBUTES: Agility
RECOMMENDED TALENTS: Thief, Master chemist, Bleeding slash, Quick draw, Ambidextrous

1ST LEVEL ABILITIES 8TH LEVEL BROTHERHOOD ABILITY

INFILTRATOR Your poisons become more dangerous than normal. The DTs
of your poisons are increased by 2, and deal additional poi-
You gain a bonus to the stealth skill equal to half your mas-
son damage equal to your dirty strike damage.
tery bonus, can move at full speed when using stealth and
you automatically gain this skill.

ORDER OF THE BLACK


ASSASSIN’S BROTHERHOOD
LOTUS
Every assassin gains their powers and notoriety from the The order of the Black Lotus is one of the oldest brotherhoods
different orders present on Arkelon. Choose one of the fol- of assassins on Arkelon. Created on the Kanjan territory,
lowing brotherhood and gain all associated abilities at the Black Lotus assassins use a mix of martial arts and ancestral
designated level (1, 5 and 8). techniques.

ORDER OF THE BLACK BLADE 1ST LEVEL BROTHERHOOD ABILITY


The black blades are masters of poisons. They delight in
killing their victims slowly, but efficiently.
When using a katana or other exotic weapon from the Kanjai
1ST LEVEL BROTHERHOOD ABILITY territory, it is considered as a light weapon for the purpose
of abilities and talents. This also includes all weapons having
the monk type.
You can quickly apply poison to your weapon. Additionally,
you cannot accidentally poison yourself when doing so. 5TH LEVEL BROTHERHOOD ABILITY

5TH LEVEL BROTHERHOOD ABILITY


You learned an array of hand seals that can help you perform
superhuman feats, and even magic. A number of times per
Any poisons applied to one of your weapons last for 1 addi- day equal to your vigor, you can use one of the following:
tional attack. BAH: This power allows you to gain a +5 bonus to your ac-
curacy on your next attack.

116
HIRU: This power allows you to deal a bonus 1d6 per ORDER OF THE SHADOW BLADES
point of mastery elemental damage on your next at-
The order of the shadow blades has made an oath to
tack. You can choose from the following elements:
serve the creatures of the shadow realm, in exchange
Fire, Ice, Lightning or Void.
for their unstoppable powers. They are capable of dis-
KAGAN: This power allows you to heal a touched crea-
appearing without a trace and teleport through shad-
ture for 1d8+your assassin’s level. This healing is in-
ows.
creased by an additional d8 at level 10 and 15.
SAN: This power allows you to gain a +5 bonus to your
1ST LEVEL BROTHERHOOD ABILITY
next dodge attempt.

8TH LEVEL BROTHERHOOD ABILITY


You are capable of throwing a smoke bomb at your
feet, creating a 10-ft (2 squares) area of smoke. All
creatures inside and behind the cloud are given total
You are capable of swift and acrobatic movements. You
concealment. This ability lasts for 1 minute. This ability
gain an additional 10-ft (2 squares) of movement. Ad-
can be used once per day, and one additional time each
ditionally, you can use your movement speed on verti-
time your mastery increases.
cal surfaces, but you cannot stop in such a square,
5TH LEVEL BROTHERHOOD ABILITY
unless there is something to prevent you from falling
or succeed on a climb check.

You can use your dirty strike ability when attacking


from concealment, or when BLINDED.
ORDER OF THE CRIMSON ROSE
Often seen as mobsters and gangsters, the Crimson 8TH LEVEL BROTHERHOOD ABILITY
Rose is a worldwide assassin order, often hired by the
mafia and other underground organizations. The Crim-
son Rose replaces agility by brute strength, but that You can temporarily shift into the shadow realm, allow-
doesn’t make them less discreet or dangerous. ing you to travel at an increased speed. You can use
this ability to teleport up to 30-ft (6 squares) away, or
1ST LEVEL BROTHERHOOD ABILITY to travel farther distances, at a rate of 5 miles per as-
sassin level that you have. Traveling farther distances
requires 1 minute of preparation. This ability can be
You are trained to use brutal tactics and weapons. You used a number of times per day equal to your vigor.
gain a +1 bonus to your accuracy and damage rolls
with the following weapon types: Fist weapon, Mace
(One-Handed), Mace (Two-Handed), Natural Attack 4TH LEVEL ABILITY
and Pick (One-Handed).

5TH LEVEL BROTHERHOOD ABILITY ISOLATED TARGET

Whenever a creature has no allies within 15-ft (3


squares) of them, you gain a +2 bonus to your accu-
You gain an additional 2 hit points per assassin level.
racy and a +4 bonus to your damage against this crea-
ture.
8TH LEVEL BROTHERHOOD ABILITY

7TH LEVEL ABILITY CHOICE


When an allied creature within 10-ft (2 squares) of you
Select one of the following abilities:
is attacked, your next successful attack against this
creature deals 1d4 bonus damage of the same type as
your weapon. This bonus damage increases by an ad- ANKLE SLASH
ditional d4 for each consecutive attack suffered by your
Whenever you deal dirty strike damage, you injure the
ally.
legs, making it harder for the target to move. The tar-
geted creature gains the SLOWED condition for 1
minute. Creatures immune to precision damage are not
affected by this ability.

117
BLEEDING WOUNDS

Whenever you deal dirty strike damage, your attacks also


cause deep and dangerous wounds. The targeted creature
takes bleeding damage equal to your agility at each turn
start, until the bleeding is healed or treated. This ability does
not stack with itself. Creatures immune to precision damage
or bleeding are not affected by this ability.

DEBILITATING INJURIES

Whenever you deal dirty strike damage, your attacks impair


the target. The targeted creature gains a penalty to their ac-
curacy and damage equal to half your mastery bonus until
the end of their next turn. Creatures immune to precision
damage are not affected by this ability.

10TH LEVEL ABILITY

DOUBLE STRIKE

You strike a targeted creature twice, or with both of your


weapons. Perform an attack. If it is successful, you deal twice
your normal weapon damage, and apply your dirty strike to
this attack.

118
119
Art has always been an important part of culture and
civilizations. Beautiful songs, paintings and dances
have passed the test of time, relics of the past deeply
rooted into cultures around the world. Performers
take art in a whole other direction, using arcane pow-
ered instruments, elemental magic, or arcane tricks
and legerdemain to disrupt, heal or kill. Masters of
manipulation, persuasion and inspiration, performers
mostly travel the world to showcase their art, and
sometimes join random bands of heroes and villains
to lend their services, and make a little money on the
side. Performers rarely follow rites and religions, pre-
ferring to remain free spirits.

Often dangerously underestimated, performers take


many different forms, from the frail looking human us-
ing tricked cards to fool it’s enemies, to the large
muscular orc with war drums and a greataxe. Striking
fear or adoration into people’s hearts, performers live
every day as if it was their last; enjoying life and never
letting others tell them what to do. In this modern
world, performers often opt to become superstars and
renowned people, using their supernatural abilities
and technologies to amaze the world, but that doesn’t
mean that they don’t fight. Some performers join
armies and travelers to soothe their feelings or aid
them in combat. Often seen as the face of a group,
performers can also take on positions of power, either
as ambassadors or rulers, using their natural talents
and charisma to achieve their goals.

Performers are versatile, able to adapt to a lot of sit-


uations, either by bolstering their allies or by tricking
and laying waste on their enemies. They are also ca-
pable of being dangerous fighters, using their abilities
to increase their own power, transforming them into
frightening war machines.

120
DEFENSIVE TRAINING: Reflexes and Willpower. This gives you a +2 bonus to these saves (increased to +4 at 7th
level and +6 at 13th level).
WEAPON EXPERTISE: You can choose 2 weapon types with which you are proficient (see page 203 for a list of
all weapon types). This gives you a +4 bonus to your accuracy when using these weapons.
CLASS DT: Your class’ DTs are equal to 12+your mastery bonus+your charisma.
BONUS SKILLS: If you choose this class at 1st character level, you can select 3 skills from the following list: Im-
provisation, Appraise, Linguistic, Use Magic Items, Deception, Diplomacy, Flirt and Intimidate.

Additionally, you gain the Lore(Arcana) skill.

CORE ABILITIES
You gain these abilities at 1st level:

LOREMASTER

A number of times per day equal to your intellect, you


can use a lore check without having it in your skill list.
When using this ability, you are considered trained.

2ND LEVEL ABILITY CHOICE


Select one of the following abilities:

CHARMER

You gain a bonus equal to half your mastery bonus to


all charisma skills in your skill list.

JACK OF ALL TRADES

You gain a bonus equal to half your mastery bonus to


all of the following skills, albeit they are in your skill list:
Improvisation, Hacking, Disable, Sleight of Hands, Ap-
praise, Use Magic Items and Perception.

SCHOLAR

You gain a bonus equal to half your mastery bonus to


all lore skills in your skill list.

121
PATH OF THE MUSICIAN
Sometimes seen on large screens and posters, Musicians don’t shy away from displaying the extent of their talent and charisma
to the world. Musicians are multi talented artists full of passion and potential, who have acquired through extensive practice the
capacity to wield special arcanic instruments. These latter are extensively diversified, from wind to percussion types, or maybe
perhaps a microphone, which would fill the Musician’s voice with Arcanic energy as it would resonate through the instrument.
Although they do not have magical abilities themselves, the exquisite way they play their instrument of choice allows them to
make use of Arcanic magic. Although some of these Performers do enjoy the ups and downs of fame and fortune which can be
easily associated with the extent of their abilities, some are rather harbingers of war, bolstering troops and demoralizing enemies
in the scorching heat of the battlefield. While in combat, Musicians know of to make themselves utterly helpful through their
potential capacities to heal, to enhance the capacities of their allies, to influence people’s mind, to weaken the enemies, or perhaps
to attack these latter. Following the melody within their hearts, the various notes they produce may vary in effects, which will
then be influenced by the intensity of the notes.

BONUS HP: You gain 4 hit points+your vigor for each level you take in this path.
USUAL ROLE: Any
RECOMMENDED ATTRIBUTES: Intellect, Charisma
RECOMMENDED SKILLS: Appraise, Any Lore Skills, Use Magic Items, Intimidate, Diplomacy, Flirt
RECOMMENDED TALENTS: Diplomatic Immunity, Flirty, Force of Personality, Elemental focus, Metropolitan

1ST LEVEL ABILITIES Subsequent use of this chord in the same round increases
its bonus by 5.

MAGICAL INSTRUMENT DEMORALIZE


This chord demoralizes your enemies, giving them a -1
You gain a magical instrument, which can be any kind of
penalty to accuracy and damage rolls until the beginning of
magical instrument that exists, albeit you can carry it. You
your next turn. Subsequent use of this chord in the same
require this instrument to use your musician’s abilities. Your
round increases the penalty by 1.
instrument has a number of hit points equal to your bloodied
amount, and you cannot use any abilities tied to your instru-
HARM
ment if you are SILENCED.
This chord hurts your foes, damaging them for 1 point of ar-
cane damage+your charisma. Subsequent use of this chord
If it is broken, you must find someone with the Craft (Magic
in the same round increases the damage by the base
Items) skill, or use a repair spell. If it is destroyed, it can
amount.
only be repaired by someone with the Craft (Magic Items),
at a price of 100 credits, multiplied by your level.
Every time your mastery bonus increases, the base damage
from this step increases by 1. Minion creatures are allowed
PERFORMANCE a Willpower save for no damage.

You can infuse your chords with magic a number of times per
HEAL
day equal to 4 + Twice Your Charisma, and regain 2 use
This chord revitalizes you and your allies, healing for 1 hit
of this ability on a short rest, and 4 on a long rest. Chords
point+your charisma. Subsequent use of this chord in the
affect all creatures within 60-ft (12 squares) of you (crea-
same round increases the healing by the base amount.
tures that are DEAFENED or that cannot hear cannot gain
the benefits of this ability), and provoke Opportune Strikes
Every time your mastery bonus increases, the base damage
and other similar reactions. All of your Chords’ effects are
from this step increases by 1.
canceled if you are SILENCED. Chords are considered Magic
Effects. Below is a list of all chords that you know:
INSPIRE
This chord inspires you and your allies, giving a +1 inspira-
ACCELERATE
tion bonus to attack and damage rolls until the beginning of
This chord accelerates you and your allies, increasing move-
your next turn. Subsequent use of this chord in the same
ment speed by 5ft (1 square) until the start of your next turn.
round increases its bonus by 1.

122
PROTECT
This chord protects you and your allies from harm, giv-
ing a resistance 1 against all types of physical damage COST: 1 Crescendo
until the beginning of your next turn. Subsequent use TYPE: Magic Effect
of this chord in the same round increases its bonus by LAST CHORD PERFORMED: Inspire
1.
EFFECT: All creatures targeted by you see the cost of
SLOW their spells reduced by 1 for 2 rounds.
This chord slows your enemies, reducing their move-
ment speed by 5-ft (1 square) until the beginning of HIGHER TIERS:
your next turn. Subsequent use of this chord in the 7TH PERFORMER LEVEL: All creatures targeted by
same round increases the penalty by 5. you see the cost of their spells reduced by 2 for 2
rounds.

CRESCENDO

You are capable of empowering your chords, increasing


and modifying their effect. COST: 1 Crescendo
LAST CHORD PERFORMED: Heal
After performing 4 chords in a maximum of 2 rounds,
your next note can be transformed into a Crescendo, EFFECT: All creatures targeted by you regain 2d4
modifying its effect based on the last chord that you points of magic affinity.
performed. If you choose not to empower this 5th
chord, you must start a new sequence before being HIGHER TIERS:
able to use this ability. Crescendo affects up to 2 crea- 7TH PERFORMER LEVEL: Increases the amount of
tures at 1st level, and up to one additional creature at Magic Affinity regained to 2d6
6th, 11th and 16th level. You can use this ability a num-
ber of times per day equal to your charisma, and regain
1 use on a short rest, and 2 on a long rest. All of your
Crescendos’ effects are canceled if you are SILENCED. COST: 1 Crescendo
TYPE: Magic Effect
Choose one Crescendo effect, and an additional one at LAST CHORD PERFORMED: Accelerate
4th, 7th and 10th level.
EFFECT: All creatures targeted by you gain a +4 bonus
Whenever you reach the appropriate musician level, against the ENTANGLED, GRABBED, SLOWED con-
you can increase the power of your crescendos, in- dition for 2 rounds. If the creature is already under the
creasing their crescendos and Stamina Points costs by influence of such conditions, it automatically gains a
1 for each additional tier. d20 check against it, with a +4 bonus.
HIGHER TIERS:
7TH PERFORMER LEVEL: All creatures targeted by
you gain are immune to the ENTANGLED, GRABBED,
COST: 1 Crescendo SLOWED condition for 2 rounds. If the creature is al-
TYPE: Compulsion ready under the influence of such conditions, it auto-
LAST CHORD PERFORMED: Harm matically ends.

EFFECT: All creatures targeted by you have a 20%


chance not to act on their turn, for 2 rounds. A success-
ful willpower check negates this effect. COST: 1 Crescendo
TYPE: Magic Effect
HIGHER TIERS: LAST CHORD PERFORMED: Protect
7TH PERFORMER’S LEVEL: All creatures targeted by
you are CONFUSED for 2 rounds. A successful All creatures targeted by you gain a +4 bonus to their
willpower check negates this effect. dodge chance for 2 rounds.

HIGHER TIERS:
7TH PERFORMER LEVEL: Increase the bonus to +6.

123
LAST CHORD PERFORMED: Protect

COST: 1 Crescendo EFFECT: All creatures targeted by you gain a barrier equal
TYPE: Magic Effect to 1D8 + Your Charisma.
LAST CHORD PERFORMED: Inspire
HIGHER TIERS:
EFFECT: All creatures targeted by you gain a bonus 1d6 that 7TH PERFORMER LEVEL: Increase the barrier dice to 3d6
they can use on either of the following: attack rolls, damage
rolls, dodge attempt, block attempt, skill checks and saves.
They can use this bonus before or after the rolls are made,
and must use this bonus before the start of your next turn. COST: 1 Crescendo
TYPE: Compulsion
HIGHER TIERS: LAST CHORD PERFORMED: Demoralize
7TH PERFORMER LEVEL: Increase the bonus dice to 1d10
EFFECT: All creatures targeted by you gain the SILENCED
condition for 2 rounds. A successful willpower check negates
this effect.
COST: 1 Crescendo
LAST CHORD PERFORMED: Heal

EFFECT: All creatures targeted by you are healed by 2D4 + COST: 1 Crescendo
Your Charisma. TYPE: Magic Effect
LAST CHORD PERFORMED: Slow
HIGHER TIERS:
7TH PERFORMER LEVEL: Increase the healing dice to 3d8 EFFECT: All creatures targeted by you gain a -1 chance to
dodge incoming attacks, a -1 penalty to their reflex saves
and gain a 10-ft (2 squares) penalty to their movement
speed for 2 rounds. A successful willpower check negates
COST: 1 Crescendo this effect.
TYPE: Rage
LAST CHORD PERFORMED: Inspire HIGHER TIERS:
7TH PERFORMER LEVEL: Increase the penalties to dodge
EFFECT: All creatures targeted by you gain a +2 bonus to and Reflex to -2, and the penalty to movement to 15-ft (3
physical damage rolls, and a +2 bonus to Willpower against squares).
FEAR and COMPULSIONS for 2 rounds.

HIGHER TIERS:
7TH PERFORMER LEVEL: Increase the bonuses to +4 COST: 1 Crescendo
TYPE: Magic Effect
LAST CHORD PERFORMED: Demoralize

COST: 1 Crescendo EFFECT: All creatures targeted by you see the cost of their
LAST CHORD PERFORMED: Heal spells increased by 2 for 2 rounds. A successful willpower
check halves this effect.
EFFECT: All creatures targeted by you restore 1d2 point of
attribute damage in one attribute. HIGHER TIERS:
7TH PERFORMER LEVEL: Increases spell cost by 4
HIGHER TIERS:
7TH PERFORMER LEVEL: You restore 1d4 of attribute dam-
age in one attribute. This Crescendo also removes the FA-
TIGUED, UNNERVED and SICKENED condition. COST: 1 Crescendo
LAST CHORD PERFORMED: Harm

EFFECT: All creatures targeted by you are dealt by 2D4 +


COST: 1 Crescendo Your Charisma points of arcane damage.
TYPE: Magic Effect

124
HIGHER TIERS:
MAESTRO
7TH PERFORMER LEVEL: Increase the damage dice to
3d8 You are a master of harmonies and sounds. When three
of the four chords required to use a crescendo are the
same, your next Crescendo’s cost is reduced by 1.

COST: 1 Crescendo
SONATA
TYPE: Magic Effect
LAST CHORD PERFORMED: Accelerate Some musicians prefer to play music for themselves,
or for very few people. When deciding to target a single
EFFECT: All creatures targeted by you gain a +1 creature with your Crescendo ability, the effect is dou-
chance to dodge incoming attacks, a +1 bonus to their bled. When using this ability with crescendos such as
reflex saves and gain a bonus 15-ft (3 squares) of Confusion, the DT is increased by 4 instead.
movement for 2 rounds.

HIGHER TIERS: 10TH LEVEL ABILITY


7TH PERFORMER LEVEL: Increase the bonus to
dodge and Reflex to +2, and double affected creature’s
movement speed. ECHOES

Whenever you use Crescendo, the effect lasts for an


additional round as long as you play at least 2 Chords
and do not perform any movement action (forced or
willing) during your turn. Any healing or damage dealt
COST: 1 Crescendo with a Crescendo repeats for half the original amount,
TYPE: Magic Effect and barriers stay for their remaining amount until de-
LAST CHORD PERFORMED: Demoralize pleted.

EFFECT: All creatures targeted by you become FA-


TIGUED until the start of your next turn. A successful
willpower save negates this effect.

HIGHER TIERS:
7TH PERFORMER LEVEL: Creatures become EX-
HAUSTED instead

4TH LEVEL ABILITY

VIRTUOSO

You are able to empower your chords faster and better.


Once per long rest, and one additional time at 10th and
16th level, you can automatically complete a
Crescendo, without the usual requirements.

7TH LEVEL ABILITY CHOICE


Select one of the following abilities:

CONCERTO

Some musicians like large crowds and playing for as


many people as they can. When successfully affecting
the maximum creatures possible with your Crescendo
ability, your next 2 chords don’t expend uses of your
arcane instrument.

125
Since the beginning of time, the divine intrigued, di-
vided and fascinated. Priests are the messengers of
the gods, drawing their powers from the sky and be-
ings out of this world. Priests follow strict dogmas tied
to their god, following the rules and never straying
too far from their code of conduct. Although they
share similar abilities, all priests are as different as
the god they pray, some offering healing and calm,
others law and justice, and still others chaos and
death. Rare priests become warriors, leaving this task
to the mighty crusaders, but their potent divine magic
easily makes up for their lack of physical power. Bat-
tling good or evil, priests excel at disrupting demons,
undead and good creatures that put themselves in
their Way.

Priests become heroes in time of need, lending their


divine power to other heroes needing their aid, but
must always stay faithful to their deity. An evil priest
will always have their own agenda tied to his beliefs,
even when wandering with good allies, and good
priests will always try to stay away from evil compan-
ions, although the faith of the world might sometimes
be more important than conflicts of interests. In the
modern world, religion has been majoritarily replaced
by technology, and the more time passes, the more
the gods are forgotten. Unstoppable beacons of Faith,
priests always believe, becoming emissaries for their
god, and spreading his influence in the world, even
with the dwindling number of believers. Some even
venture into the depths of space, converting other
races to their religion.

Priests are valuable spellcasters, able to lend healing,


as well as being able to destroy enemies of their fate.
Wielders of light or darkness, they can either become
beacons of hope, or unstoppable and cruel tyrants.

126
RESOURCES: Magic Affinity.
RESOURCES GROWTH: The first time you take a level in this class, you gain an amount of Magic Affinity equal to
your Charisma. You then gain bonus Magic Affinity equal to your Charisma for each level you take in this class.
DEFENSIVE TRAINING: Endurance and Willpower. This gives you a +2 bonus to these saves (increased to +4 at
7th level and +6 at 13th level).
WEAPON EXPERTISE: You can choose 2 weapon types with which you are proficient (see page 203 for a list of
all weapon types). This gives you a +4 bonus to your accuracy when using these weapons.
CLASS DT: Your DTs is equal to 12 + your mastery bonus + your charisma
BONUS SKILLS: If you choose this class at 1st character level, you can select 3 skills from the following list: Ap-
praise, Linguistics, Use Magic Items, Insight, Medicine, Deception, Diplomacy and Intimidate

You also gain the Lore(Demons), Lore(Undead) and Lore(Gods) skills.

CORE ABILITIES DIVINE SPELLS


You gain these abilities at 1st level
You gain access to an array of divine spells they can
use on yourself or their allies. See the Basic Divine
DIVINITY CHOICE Spells list at page 145. You gain all Tier 0 Divine spells
and you can select a number of 1st level spells equal
As a priest, you must choose a deity to fuel your powers
to your Charisma, minus 1. Whenever you gain access
and act as a patron. Choose one deity from the list at
to additional spell tiers, you gain new spells equal to
page 243.
your Charisma, minus the Spell Tier. Additionally, you
gain a unique spell related to your god(s).
While rare, some people choose to put their faith in
more than one deity. When doing so, you can select a
second god and gain the channel associated with them. DIVINE PRAYER
You must choose from which deity’s channel and bonus
Three times per day, you can cast any Divine spell with-
spell you benefit at the beginning of the day.
out spending resources.

When selecting your Vices and Virtues, you must at


least have 2 related to your Deity’s.
2ND LEVEL ABILITY CHOICE
While usually permanent, this choice can be altered with Select one of the following abilities:
time, if you believe your god’s domains don’t represent
your values anymore. BEACON OF HOPE

TRIGGER: An allied creature fails on an accuracy roll,


DIVINE CHANNEL save or skill check
You can channel divine energy in a 20-FT (4 EFFECT: Your presence inspires your allies and boosts
SQUARES) RADIUS BLAST. The effect depends on them with confidence. Once per day, per allied crea-
the god you pray, and the list of gods can be found at ture, you can allow them to reroll a failed attack roll,
page 243. This ability can be used a number of times save or skill check. They must take the second result,
per day equal to your charisma. A Channel’s effect is even if it’s worse.
determined by your deity and starts at 2D6, increasing
by an additional D6 at 4th, 7th, 10th, 13th, 16th and BRINGER OF DOOM
19th level. You can exclude a number of targets equal
to your charisma from your channels. TRIGGER: An hostile creature performs an action that
requires a d20 roll
Divine Channels that deal damage or negative effects EFFECT: Your presence intimidates your foes and fills
require the targeted creatures to succeed a Willpower them with dread. Once per day, per enemy creature,
save, taking half damage or no negative effect on a you can force them to roll a d20 twice, and take the
successful one. worst result. This ability must be used before the roll
is made.

127
PROPHET OF GLORY

Your presence bolsters your allies and increases their overall


effectiveness. Once per day, per allied creature, you can give
them a bonus equal to the number of d6 you roll when using
your Divine Channel ability to one of the following: an attack
roll, damage roll, skill check or save. This bonus must be
used before the start of your next turn.

128
PATH OF THE EXORCIST
Between good and evil, stands the Exorcist. Wielder of questionable magic and obscure secrets, these priests vow
their life to controlling and getting rid of evil spirits and creatures, by all means necessary, even if that means wielding
the same dark forces as their enemies. Other members of the clergy often see the Exorcist’s methods as wicked, but
most of the latter use their powers to help and protect. They have understood that within the darkness of the spirit
world, there lies a formidable strength which they resolutely use to achieve their intent. Exorcists’ ways are hence
profoundly intertwined with the invisible, with the afterlife. Taking control upon longing corrupted spirits of all kinds,
these Priests may force them into the living bodies of their enemies and their allies alike. They also have the possi-
bility to remove such possessions and use that energy as they see fit. The multiple effects the Exorcists might make
the best of depends solely on the type of spirits they conjure. Other than directly interacting with spirits, These Priests
have access to an array of Death related spells, further deepening their bond with the afterlife.

BONUS HP: You gain 4 hit points+your vigor for each level you take in this path.
USUAL ROLE: Striker
RECOMMENDED ATTRIBUTES: Sagacity, Charisma
RECOMMENDED SKILLS: Appraise, Medicine, Diplomacy, Intimidate, Deception
RECOMMENDED TALENTS: Duplicate Spells, Elemental Focus, Hell-Wisher, Mental Perfection, Terrorizing Pres-

EXORCIST BONUS SPELLS willpower save, they suffer all penalties from being EN-
TANGLED. A successful save halves the damage and
While gaining experience, you add the following spells
negates the effect.
to your spell list:

HIGHER TIERS:
BONUS 1ST TIER SPELLS
3RD : Increases the damage dice to 2d6
At 1st level, you add the following spells to your list.
5TH : Increases the damage dice to 3d8

PACIFY BONUS 2ND TIER SPELLS


At 4th level, you add the following spells to your list.
RANGE: 60-ft (12 squares)
DURATION: 3 Rounds
TYPE: Curse SOUL EXPULSION

RANGE: 20-ft (4 squares) cone


EFFECT: You order a creature to forego any hostile ac-
tion. Creatures touched by this spell must succeed a
EFFECT: You send a wave of holy(or unholy energies
willpower save or take 2d6 points of holy or unholy
for evil priests) towards the targeted creatures, deal-
damage each time it performs one of the following ac-
ing 3d4 points of holy or unholy damage and 3d4
tions: attack, cast a hostile spell or use a skill to impair
points of death damage. A successful willpower save
another creature.
halves the damage.

HIGHER TIERS:
HIGHER TIERS:
3RD : Increases the damage dice to 3d6
4RD : Increases both damages to 2d10.
5TH : Increases the damage dice to 3d10
6TH : Increases both damages to 3d10.

SOUL SHACKLES
TWIST BODY
RANGE: 60-ft (12 squares)
RANGE: 60-ft (12 squares)
DURATION: 1 Minute (ENTANGLED)
DURATION: 1 minute
TYPE: Curse
TYPE: Compulsion

EFFECT: You chain a creature soul, dealing 1d6+your


charisma points of death damage. On a failed

129
EFFECT: You cause occult forces to twist the limbs of a crea- the creatures to gain the PANICKED condition for 2 rounds.
ture, impairing its ability to function correctly. This spell A successful save halves the damage and negates the effect.
causes the creature to lose its mastery bonus to either at-
tack rolls, reflex saves or physical skills. A successful en- HIGHER TIERS:
durance save negates this effect. Creatures with no limbs or 6TH : Increase the damage to 10d6.
body (such as Oozes or Ghosts) cannot be affected by this
spell.
WHISPERS

BONUS 3RD TIER SPELLS RANGE: 60-ft (12 squares)


DURATION: 1 minute
At 7th level, you add the following spells to your list.
TYPE: Compulsion

RAVENOUS SHADOWS EFFECT: You mimic an evil spirit’s ability to suggest actions
to their victims, invading the targeted creature’s mind. You
RANGE: 60-ft (12 squares)
gain the following ability for the duration of the spell, for as
TYPE: Summon
long as the creature remains within 100-ft (20 squares) of
you:
EFFECT: You send a large, creeping shadow towards a tar-
get. The shadow starts mauling the creature, dealing 1d8+y-
our charisma point of slashing damage for each successful
You suggest a course of action to the creature. It must make
attack against its target. When succeeding two consecutive
a Willpower save or be forced to complete the action. On a
attacks, it deals an additional 1d8+your charisma points of
successful save, the creature does not perform the action
damage.
and is rid of the spell’s effect. If the creature is affected by
your Possession ability, the DT is increased by 2.
The shadow has 4 attacks, and uses the Spell expertise to
determine its accuracy.
5TH LEVEL ABILITIES
HIGHER TIERS:
5TH : Increase the damage to 2d8 points of slashing dam-
POSSESSION
age.
7TH : Increase the damage to 3d8 points of slashing dam- You are able to force a spirit inside a creature’s body. A suc-
age. cessful willpower save removes this effect, unless the crea-
ture is willing. Unwilling creatures can attempt a save each
round to get rid of the effect. Spirits attracted by this ability
SOUL TEAR
takes many forms, and are listed below:
RANGE: 60-ft (12 squares) BANSHEE: A creature invested by a banshee suffers an un-
controllable fear, becoming UNNERVED.
EFFECT: You attempt to violently rip the target’s soul, deal-
ing 3d6 points of death damage to the creature. If the crea- DROWNED: A creature invested by a drowned gains the
ture is affected by Possession, this damage increases to 3d8, SUFFOCATING condition.
and the creature must make a willpower save, or be
STUNNED For 1 round. This removes the possession effect. ENENRA: A creature invested by an enenra starts to ooze
large quantities of smoke. The creature gains TOTAL CON-
BONUS 4TH TIER SPELLS CEALMENT.

At 10th level, you add the following spells to your list.


INFERNAL DEMON: A creature invested by an infernal de-
mon is dealt hellfire damage per round equal to your
DREAD charisma, but gains a +2 bonus to their strength and
charisma.
RANGE: 60-ft (12 squares)
DURATION: 2 round (PANICKED)
ONRYŌ: A creature invested by an Onryō becomes berserk,
TYPE: Fear
automatically attacking the nearest creature(roll a dice if
there are multiple creatures), without any regards for allies
EFFECT: You send a bolt of dark energy at a targeted loca-
or enemies.
tion, dealing 5d8 points of death damage. The bolt explodes
in a 20-ft (4 squares) radius, and a failed Reflex save causes

130
POLTERGEIST: A creature invested by a poltergeist
becomes enraged, dealing 1 additional point of damage
for each two levels of priest that you have, gains a +4
bonus to willpower against fear and cannot use any
skills that require concentration.

SERAPHIM: A creature invested by a Seraphim re-


gains a number of hit points per round equal to your
charisma, and gains a bonus to their willpower saves
equal to half your charisma. Seraphims are good crea-
tures and might refuse to possess an evil target.

SHADOW BEING: A creature invested by a shadow


being has their wounds harder to heal. They suffer the
same penalties as being BLOODIED, and are consid-
ered as such.

When using this ability, you can select which kind of


spirit you want to cast inside a creature, but still have
a 10% chance to attract a random spirit (which is then
decided via a d8). This ability lasts for 1 minute, or you

can remove the spirit by using 1 [ ] Stamina Point.


This is considered a Parasite, and can be used once per
charisma point.

7TH LEVEL ABILITY CHOICE


Select one of the following abilities:

BOLSTERING ENTITIES

For each target affected by your Possession ability, you


gain a +2 enhancement bonus to damage rolls,
willpower saves and skill checks. These bonuses are cu-
mulative up to a +10 bonus.

DEADLY SPELLS

For each consecutive spell dealing death damage that


you cast, your next death spell deals 1d6 points of ad-
ditional damage, to a maximum of 5d6. Casting a spell
of another element or not dealing death damage resets
this effect.

SOUL SUCKING ENTITIES

When at least 1 target is under an evil possession effect,


you regenerate a number of hit points equal to your
charisma, at the beginning of your turn. When at full
hit points, this healing becomes a barrier equal to the
amount, until the beginning of your next turn. Addition-
ally, creatures under a possession effect gain a -2
penalty to their saves against your spells.

131
Catalysts of the spiritual magic of the Elemental Drag- a predication to follow this path, but be-
ons, and holders of ancient ritualistic secrets, coming a Shaman is nonetheless a possi-
Shamans may be seen as mysterious, captivating and bility to all Lignages and Heritages.
powerful, but they are nonetheless respected and
people are generally not apprehensive when they Certain Shamans’ practices may appear
come upon one of them. as grim to a new onlooker, especially
when you take a look at Shamans
All Shamans deeply value and venerate every single fetishes, with some rituals involving
one of the Elemental Dragons, never considering any bones or blood, but as Shamans are very
of them as superior to another. Hence, there is no ri- respectful of life, no ritual ever puts one’s
valry or ill sentiment from Shamans of any element life at risk. Furthermore, when the situa-
towards another, and it is very common for Shamans tion appears dire, Shamans often require
of various elements to group up together. In bigger help from the spirit world and from the El-
groups, one may even find at least one Shaman from ements.
each of the elements.
Also, amongst the vast shared knowledge
However, although every Shamans’ reverence goes for shared by these dedicated individuals, are
all of Elemental Dragons, by the end of their training, different locations of importance spreaded
all Shamans have developed a deeper bond with one all throughout Arkelon. These various nat-
of these spiritual Beings. Some do so because they ural spaces have all been dedicated to one
have started to feel deep to their core a much stronger of the Elemental Dragons, and they are
connection, due to their own personal nature, with considered as places of communion that
one of these Spirits, while the others oftentimes can must be protected by all Shamans.
simply feel the string of destiny guiding them towards
an Elemental Dragon in particular.

Hence, once an initiate reaches towards the end of


their guided learning journey, before they can be re-
ferred to as a full fledged Shaman, they have to be
part of a special ceremony that will bind them to the
Spirit they resonated the most with. These rituals vary
according to the Elemental dragon the Shaman is join-
ing their destiny with. For example, someone dedi-
cating themselves to the Water Dragon will see their
ceremony taking place in a space connected to water.

Becoming a Shaman means to take part in an ances-


tral teaching, stretching back generations, and meant
to last for eternities more. Trolls and Orcs' cultures
being deeply rooted in various ceremonies and rituals
dedicated to various Spirits, both Lignage may have

132
RESOURCES: Magic Affinity.
RESOURCES GROWTH: The first time you take a level in this class, you gain an amount of Magic Affinity equal to
your Sagacity. You then gain bonus Magic Affinity equal to your Sagacity for each level you take in this class.
DEFENSIVE TRAINING: Endurance and Willpower. This gives you a +2 bonus to these saves (increased to +4 at
7th level and +6 at 13th level).
WEAPON EXPERTISE: You can choose 2 weapon types with which you are proficient (see page 203 for a list of
all weapon types). This gives you a +4 bonus to your accuracy when using these weapons.
CLASS DT: Your class’ DTs are equal to 12+your mastery bonus+your sagacity
BONUS SKILLS: If you choose this class at 1st character level, you can select 3 skills from the following list: Lin-
guistic, Use Magic Items, Insight, Medicine, Perception, Survival, Diplomacy and Handle Animal

You also gain the Lore(Spirits) and Lore(Elemental) skills.

CORE ABILITIES
You gain these abilities at 1st level.
TRIGGER: You used at least 2 stamina points
EFFECT: You regain 2 Stamina Points.
SPIRIT CHOICE

As a Shaman, you must choose which Elemental


Dragon grants you their power. Each Spirit is related to
TRIGGER: You must perform a skill check
a path, and your selection will determine which abilities
EFFECT: You gain a +2 bonus to the skill check. This
you learn. Spirits are separated as follow:
amount is increased by 1 at 4th, 7th, 10th, 13th, 16th
PATH OF THE HARBINGER: Void, Death, Lightning,
and 19th.
Fire
PATH OF THE MENDER: Life, Water
PATH OF THE VANGUARD: Air, Earth, Time

Your next healing or damage spell gains a +2 bonus.


SPIRITUAL ATTUNEMENT This amount is increased by 1 at 4th, 7th, 10th, 13th,
16th and 19th.
Three times per day, you can cast any spirit spell with-
out spending magic affinity.
BONE FETISH

SPIRITUAL SPELL You have fabricated a small fetish made from animal
bones, teeth or claws. You may use any of the following
You gain access to a limited array of spirit spells you
abilities once per day, per ability:
can use on yourself or your allies. See the basic spirit
spells list at page 159. You gain all Tier 0 Spirit spells
and you can select a number of 1st level spells equal
TRIGGER: You take hit points damage
to your Sagacity, minus 1. Whenever you gain access
EFFECT: You reduce the damage taken by 2. This
to additional spell tiers, you gain new spells equal to
amount is increased by 1 at 4th, 7th, 10th, 13th, 16th
your Sagacity, minus the Spell Tier.
and 19th.

2ND LEVEL ABILITY CHOICE


Select one of the following abilities: On your next d20 roll, you roll twice and take the better
result.

BLOOD FETISH

You have fabricated a small fetish made with a deco-


rated blood vial. You may use any of the following abil- TRIGGER: You must make a save
ities once per day, per ability: EFFECT: You gain a +2 bonus to the save. This amount
is increased by 1 at 4th, 7th, 10th, 13th, 16th and
19th.

133
SPIRIT FETISH

You have fabricated a small fetish made of small trinkets that


are dear to you. You may use any of the following abilities
once per day, per ability:

TRIGGER: An enemy creature within 30-ft (6 squares) suc-


ceeds on an attack
EFFECT: The creature’s weapon is considered one size cat-
egory smaller when determining damage.

TRIGGER: An enemy creature within 30-ft (6 squares) per-


forms a movement action (excluding a shift)
EFFECT: The creature’s movement is reduced by 15-ft (3
squares) on this action.

TRIGGER: An enemy creature performs an action that re-


quires a d20 roll
EFFECT: The creature must roll their d20 twice and take the
worst result. This ability must be used before the rolls are
made.

134
PATH OF THE VANGUARD
Vanguards are masters of Air, Time and Earth, the three elements who are specialized in helping and supporting their
allies, although other elements also possess that potential. Air, Time and Earth Shamans, supported by their respec-
tive Gods Ubawa, Isikhati and Arakham, have the power to boost up their allies, impair their foes and protect them-
selves. Hence, while in combat, they have the potential to greatly influence the outcome of the fight. Those who
choose to become Vanguards are often seen as tenacious, stubborn and wise.

BONUS HP: You gain 4 hit points+your vigor for each level you take in this path.
USUAL ROLE: Striker
RECOMMENDED SKILLS: Medicine, Perception, Insight, Diplomacy, Intimidate
RECOMMENDED ATTRIBUTES: Sagacity
RECOMMENDED TALENTS: Mental Perfection, Quick spell, Perfect spell, Elemental focus, Trained to kill

ISIKHATI, SPIRIT OF RANGE: 60-ft (12 squares)


TYPE: Divination
TIME
Isikhati’s Shamans are rare, as the power to influence TRIGGER: A creature within the range of this spell is
time isn’t one who should be granted easily. Time targeted by an attack or ability that requires an accu-
Shamans have control over the flow of time, which racy check
means they can often intervene when necessary to offer EFFECT: The creature gains an insight bonus to their
their help to their allies or disrupt the enemies. They dodge or block changes equal to your sagacity. This
are usually seen as oracles and seers, as they are able ability must be used before the dice are rolled.
to see into the future, and guide others’ actions.
BONUS 2ND TIER SPELLS
BONUS 1ST TIER SPELLS At 4th level, you add the following spells to your list.
At 1st level, you add the following spells to your list.

ALTERNATION
FREEZE
CASTING TIME: Instantaneous
CASTING TIME: Instantaneous RANGE: 60-ft (12 squares)
RANGE: 60-ft (12 squares)
DURATION: 1d4 round EFFECT: Choose one beneficial effect with a duration
TYPE: Magic Effect currently active on a creature, increasing its duration
by 1 round. Choose one harmful effect with a duration
EFFECT: You freeze a target in time. During this time, currently active on a creature, decreasing its duration
the target cannot move or attack, as if petrified. While by 1 round.
under this effect, it cannot be healed or harmed. A suc-
cessful Endurance check negates this effect, unless the HIGHER TIERS:
creature is willing. A creature that is touched by this 4TH : Increase the duration to 2 rounds
effect is not considered helpless and is aware of their
surroundings.
ECHOES

CASTING TIME: Instantaneous


HUNCH
RANGE: Touch
CASTING TIME: Reaction DURATION: 10 Minutes, or until depleted

135
TYPE: Magic Effect
HASTE

EFFECT: You shatter the targeted creature’s timeline, as if CASTING TIME: Instantaneous
multiple versions of themselves were interacting. When using RANGE: 20-ft (4 squares) radius blast, centered on yourself
this spell, you create 1d4 versions of the creature, and these DURATION: 1 minute
copies stay within arm's length of them, replicating any TYPE: Magic Effect
movement, sounds and action that they do.
EFFECT: You are able to increase your allies’ speed. Allied
When a creature successfully hits them with anything requir- creatures touched by this spell gain one additional action
ing an accuracy roll, there’s a chance it hits one of their im- during their turn, costing no more than 2 stamina points, a
ages. To know if they or their image is hit, roll randomly, and +3 bonus to their dodge chances, a +3 bonus to their reflex
if the attack touches a copy, it is destroyed. Area of effect saves and double their movement speed.
spells and abilities target them normally and do not destroy
any images. 5TH LEVEL ABILITY

BONUS 3RD TIER SPELLS


MOMENTUM
At 7th level, you add the following spells to your list.
Time around you is always slightly unstable and accelerated.
Creatures walking in an adjacent square to you gain an ad-
SECOND CHANCE
ditional 10-ft (2 Squares) of movement for that round.
CASTING TIME: Reaction
RANGE: 60-ft (12 squares)
7TH LEVEL ABILITY CHOICE
TRIGGER: An allied creature fails an attack, skill or save Select one of the following abilities:
EFFECT: The targeted creature can reroll the check, but
must take the second result, even if it’s worse.
DISTORTION

SLOW TIME You can increase the cost of your next single target time spell

by 1 [ ] Stamina Point and 2 points of magic affinity to


CASTING TIME: Instantaneous
cause all enemy creatures adjacent to the target to gain the
RANGE: 20-ft Radius blast, centered on yourself
SLOWED condition until the end of their next turn.
DURATION: 1d4+1 rounds
TYPE: Magic Effect
TIME LOOP
EFFECT: You slow time for your enemies. Enemy creatures
Your Hunch and Second Chance spells create a small tear in
touched by this spell gain a -3 chance to dodge incoming at-
time, increasing their effect. A creature affected by the
tacks, a -3 penalty to their reflex saves and their movement
Hunch spell can roll their dice twice and pick the best result.
speed cannot go higher than 10-ft (2 squares). A successful
Creatures affected by the Second Chance spell gain a bonus
Endurance check negates this effect.
dice roll if failing their roll again. This ability can only occur
once per day per creature, per spell.
BONUS 4TH TIER SPELLS
At 10th level, you add the following spells to your list.
TIME SHATTER

BUTTERFLY EFFECT You can increase the cost of your next single target time spell

by 1 [ ] Stamina Point and 2 points of magic affinity to


CASTING TIME: Reaction
cause the spell to alter the target’s reality. Until the start of
RANGE: 60-ft (12 squares)
the targeted creature’s next turn, they appear blurred, caus-
ing all attacks to gain a 50% chance to miss them. Subse-
TRIGGER: An enemy creature declares an action
quent use of this ability on the same creature causes the
EFFECT: You create a small rift in time, changing the out-
miss chances to be reduced to 25%.
come of an event. You cannot decide which new action the
creatures take, but they cannot use the same action. This
ability must be used before the roll (if any) is made.

136
137
Warriors are veteran fighters who have seen their
share of battles and conflict over the years. With their
exceptional courage, determination and a variety of
skills, they dominate the battlefields and lead their al-
lies to victory. Whether they served in the military or
not, warriors usually have extensive knowledge and
training with a wide variety of weapons. Not only are
they trained in many fighting styles, they are also
trained in many ways to protect themselves from
danger and the various afflictions that may fall upon
them.

Warriors are a very disparate lot, training with various


kinds of weapons and learning the art of war to turn
themselves into living weapons. Their fighting skills
are rarely equaled by others, and train themselves to
adapt to many different situations. In the modern
world, warriors became even more powerful, gaining
access to deadly weapons to master, and even more
refined tactics. From the eastern countries to the
harsh northern lands, warriors come from many
different backgrounds, but all have one thing in com-
mon: their straightforward tactics and their unbreak-
able spirit.

Warriors are dangerous fighters, able to face any dan-


ger head on, with their legendary weapons and tacti-
cal prowess. They rarely back down from a fight, and
their adaptability allows them to protect their allies
when required.

138
RESOURCES: None.
DEFENSIVE TRAINING: Endurance. This gives you a +2 bonus to this save (increased to +4 at 7th level and +6
at 13th level).
WEAPON EXPERTISE: You can choose 4 weapon types with which you are proficient (see page 203 for a list of
all weapon types). This gives you a +4 bonus to your accuracy when using these weapons.
CLASS DT: Your class’ DTs are equal to 12 + your mastery bonus + your vigor.
BONUS SKILLS: If you choose this class at 1st character level, select 3 skills from the following list: Athletics,
Climb, Driving, Piloting, Ride, Swim, Insight, Medicine and Diplomacy.

You also gain the Lore(Warfare) skills.

CORE ABILITIES 2ND LEVEL ABILITY CHOICE


You gain these abilities at 1st level: Select one of the following abilities:

WEAPON MASTER ADAPTATION

Warriors often learn different types of fighting styles TRIGGER: You are targeted by an effect that requires
during their training. Choose one of the following com- you to make an Endurance, Reflex or Willpower check
bat styles, and gain its associated bonuses: EFFECT: You give yourself a +5 bonus to this check.
You must use this ability before the roll is made, and a
AMBIDEXTROUS FIGHTING number of times per day equal to your vigor.
When wielding a weapon in each hand, you add 1.5
times your damage attribute on your first strike each
FOCUS
round. At 11th level, you also deal 4 additional points
of damage with your second strike. You are capable of preparing yourself to face specific
situations. You can spend 1 hour of training and con-
DUELING centration to increase two of your saves by your mas-
When wielding a one-handed weapon and having a free tery bonus. This bonus lasts until the end of the day,
hand, you gain a +1 bonus to your accuracy, and a +1 and this ritual can only be performed once per day.
to your dodge. At 11t level, this bonus increases to +3
accuracy and +3 to your dodge.
STRENGTH OF WILL

PROJECTILE WEAPONS You are capable of shrugging off most afflictions. Once
When using any kind of ranged weapon, you gain a +2 per long rest, you can automatically succeed on an En-
bonus to your accuracy. At 11th level, this bonus in- durance or Willpower check.
creases to +4.

TWO-HANDED WEAPONS
When wielding a two-handed weapon, you deal an ad-
ditional 2 points of damage. At 11th level, this bonus
increases to +4.

WEAPON AND SHIELD


When wielding both a weapon and a shield, your phys-
ical and elemental resilience is increased by 1. At 11th
level, this bonus increases to 3.

139
PATH OF THE BULWARK
Characterized by their towering shields, Bulwarks are strong and resilient warriors who specialize in protecting others from harm.
They are valued allies on the battlefield, their shield being their most powerful weapon, and they can use it in a variety of ways
such as blocking explosions or shielding an ally from a blow directed at them. Their presence and leadership allows them to control
what happens during a battle and can change the outcome. Their defensive capacities do not rely on any kind of magic or technique,
it solely comes from their incredible armors, which require an impressive amount of sheer force to even lift up. Hence, Bulwarks
tend to be very bulky individuals who would be hard to take down even without their armors. But with it, they become a wall of
fortification to their allies, withstanding powerful blows thanks to their most important piece of protection, their shields. Bulwarks’
presence is a real boost of morale for their partners, and these latter know they can count on their shield wielding friend to stay
alive and keep them alive. These Warriors have decided that their unequaled courage, their armor, and foremost, their shield
was all they needed to go out and get on any adventure.

BONUS HP: You gain 6 hit points+your vigor for each level you take in this path.
USUAL ROLE: Defender
RECOMMENDED ATTRIBUTES: Strength, Vigor
RECOMMENDED SKILLS: Climb, Athletics, Perception, Diplomacy, Intimidate
RECOMMENDED TALENTS: Undying warrior, Toughened up, Shield bash, Bottoms up, Energy burst

1ST LEVEL ABILITY 5TH LEVEL ABILITY

MARK OF THE AEGIS DISTANT COUNTER

You are able to use your shield to protect your allies from TRIGGER: You successfully block a ranged attack with your
harm. Once per day, per vigor point, you can designate an shield from an enemy within 50-ft.
allied creature that is within 15-ft (3 squares) of you. The EFFECT: With pure martial prowess, you send a projectile
mark lasts until you mark another target or for 1 hour, and attack back to its sender. The target must succeed on a Re-
only 1 mark can be active at a time. You gain the following flex Save against your Class DT or take damage equal to the
reaction: amount of damage the attack would have dealt.

TRIGGER: The marked creature suffers from an attack, 7TH LEVEL ABILITY CHOICE
spell or ability dealing hit points damage, and is within 15-ft Select one of the following abilities:
(3 squares).
EFFECT: You are able to, once per round, run adjacent to
the creature and take all damage and effect from the ability. BLAST PROTECTION

You gain a bonus to your Reflex saves equal to the block


4TH LEVEL ABILITY bonus given by your shield against area of effect spells and
abilities. You also take reduced damage from these abilities
for the same amount.
SHIELD OTHER

TRIGGER: An adjacent ally is targeted by a ranged attack


DEFENSIVE MASTERY
or a spell requiring a Reflex Save.
EFFECT: You give the triggering ally a bonus to their dodge Whenever you successfully block an attack, you gain a +2
or Reflex equal to the block bonus given by your shield. bonus to your next block attempt or save. This bonus is in-
creased to +4 at 12th level.

140
SHIELD EXPERT

Whenever you block with your shield, you reduce dam-


age by an extra amount equal to your vigor or
strength, whichever is the lowest.

8TH LEVEL ABILITY

REINFORCE MORALE

Whenever you use an ability that causes you to take


damage for another creature or protect them from
harm, the targeted creature gains a +2 inspiration
bonus to their accuracy and damage until the end of
their next turn.

10TH LEVEL ABILITY

BRACE

TRIGGER: You are targeted by an attack


EFFECT: You automatically block the attack. You can
use this ability a number of times per day equal to your
vigor, and it cannot be used against a perfect strike.

141
142
There are hundreds of spells in the world of Arkelon. In Arcane Magic requires a lot of studies, and uses its own
this chapter, you will learn more about all magical abil- runes and language.
ities and which spells you can choose from. The spells
you can use (and learn) depend on your class, as they DIVINE MAGIC
are separated by type of magic: Arcane, Divine, Nature Divine magic comes from the gods, and it requires pow-
and Spirit. erful beliefs to gain access to this power. Divine magic
is not learned, but channeled from one’s belief in its
SPELL KNOWLEDGE deity. It can be used for various purposes, such as heal-
You gain access to a number of spells equal to your ing others from afflictions or protecting them against
Spellcasting Attribute (Intellect, Sagacity or harm. It is also extremely dependent on the faith of the
Charisma) - the Spell Tier for each spell tier that you user.
know. For example a character with 4 points of
Charisma would learn 3 (4-1) Tier 1 spells. NATURE MAGIC
Nature magic uses the power of plants, animals and the
When your attributes increase, you can select a new elements. Druids learn nature magic after extensive
spell from each tier that you know. Each character hav- studies and practice. Nature magic allows oneself to
ing access to spells is able to cast all Tier 0 spells. transform their bodies, enhance it with animal powers,
control plants and animals, and use the power of life to
LEARNING NEW SPELLS restore health to creatures.
You can learn new spells by finding a trainer and paying
for their services. You can know a total number of SPIRIT MAGIC
spells - for each tier that you have access to - equal to Spirit Magic uses the power of the elements and the
1.5 times your spellcasting attribute (for example, a spirits. Shamans learn Spirit Magic through a deep
character with 4 points in their attribute could know a communion with the spiritual world, and complex ritu-
total of 6 spells (excluding those gained from your als of introspection. Learners of spiritual magic often
class)). choose a preferred elemental dragon to worship, but
they still worship the others. Elemental Magic is as de-
The costs for learning new spells are listed in the table structive as it is helpful, being one of the most versatile
below: schools of magic.

SPELL TIER PRICE

1st 250 cr SPELLS AND ACTIONS


When using spells in combat, each different tiers costs
2nd 1,250 cr
different amounts of stamina, as higher level spells are
3rd 2,250 cr more complex to cast. Additionally, you need at least
one free hand and be able to speak to cast a spell , un-
4th 3,250 cr less specified otherwise.

5th 4,250 cr
DISMISS SPELL
6th 5,250 cr
You can dismiss any spell with a duration that you
7th 6,250 cr casted. Using this action automatically ends the effect.

SCHOOLS OF MAGIC
In the world of Arkelon, there are 4 main schools of SPELLS IN MELEE
magic. Below is a description of each of them, and their
Sometimes, during combat, you need to use your
usual specialization:
spells, but, unfortunately, a creature
threatens you. You can defend yourself against these
ARCANE MAGIC attacks by casting defensively, attempting a D20 roll
Arcane magic manipulates the unstable energy present equal to 10 + the level of the creature threatening
in the world to create powerful illusions, mind controls you. You add your your Mastery Bonus +
and effects akin to radiation. It can also be used to heal Spellcasting Attribute to this check.
others, although at a price, as it is toxic to the body.

143 1
If the check fails, the spell is lost, and you suffer an Oppor-
SPELL PERMANENCE
tune Strike (you still expend the resource and stamina cost
Some spells can be made permanent using the Craft (Spell-
of the spell).
weaving) skill (INT). The DT to perform such an action is
equal to 15 + twice the spell’s tier. Spells made perma-
nent through these means can be dispelled.
SPELL COSTS
As per the table below, all spells have a different cost in
Magic Affinity, depending on their tier.

SPELL TIER COST

Zero 0 Magic Affinity

1st 1 Magic Affinity

2nd 2 Magic Affinity

3rd 3 Magic Affinity

4th 4 Magic Affinity

5th 5 Magic Affinity

6th 6 Magic Affinity

7th 7 Magic Affinity

HOW TO READ SPELLS


Each spell has different information in their entry, which are
explained below:

RANGE
This indicates the range at which you can cast the spell. This
might also include the spell’s area of effect (if the spell has
any).

DURATION
This indicates the duration of the spell. Spells with durations
automatically end if the caster falls unconscious or dies.

TYPE
This indicates the type of effect caused by the spell (charm,
disease, fear, etc).

EFFECT
This section explains the effect of the spell.

HIGHER TIERS
This section gives alternative uses of the spell, and its effect
when you gain access to higher spell tiers. You can only use
higher level spells with spell levels that you know.

Whenever you cast a spell using a higher spell tier, they cost
the same amount of Magic Affinity and Stamina Points as a
spell of the same tier. A ritual or full-round spell Stamina cost
is unchanged when casting them at higher tiers.

144
BASIC DIVINE SPELLS BEYOND LANGUAGE
In this section, you will find all basic spells from the di-
RANGE: Self
vine school of magic. Usually, these spells are learned
DURATION: 1 Hour
by Crusaders and Priests, although other types of char-
TYPE: Magic Effect
acter might be able to gain access to divine magic by
worshiping a god. These spells are given to loyal follow-
EFFECT: You are able to speak and read, but not write,
ers, and losing your faith also causes you to lose access
any one language of your choice, albeit you know
to your magic. Divine magic specializes in blessings
which language you are trying to understand.
and curses.

HIGHER TIERS:
TIER 0 3RD: You share the effect of this spell to all allies within
20-ft (4 squares) of you.

FLOATING LIGHT
CURSE WATER
RANGE: Self
DURATION: 1 Hour RANGE: Touch
TYPE: Magic Effect
EFFECT: You can curse up to 1 unit of liquid, which
EFFECT: You create a small, floating light, similar to a must be held in one (or multiple) container. Such water
torch, that glows an orange color. The small light deals 1d8 points of true damage to any creature of the
shines in a 15-FT (3 SQUARES) EMANATION. Good alignment. Using this spell on drinkable water
makes it polluted (gives the SICKENED condition for
1 hour when drunk in addition to dealing damage).
PURIFY

RANGE: Touch
DETECT UNDEAD

EFFECT: You purify touched water or food. Rotten food RANGE: Self
becomes edible, and polluted water becomes drink- DURATION: Varies (Channel)
able. This does not remove any POISON, DISEASE or TYPE: Magic Effect
PARASITE.

STABILIZE

RANGE: Touch

EFFECT: You automatically stabilize the touched crea-


ture. It does not need to make death saves unless tak-
ing damage.

TIER 1

AURA OF TRUTH

RANGE: Self
DURATION: Varies (Channel)
TYPE: Divination

EFFECT: You can detect traps, hidden objects and illu-


sions in a 60-FT (12 SQUARES) EMANATION. You
must concentrate for at least one full round to be able
to feel them within the range of this spell. You can con-
centrate for an additional round to be able to locate
them.

145
EFFECT: You can detect Undeads and Phantasms 100-FT HIGHER TIERS:
(20 SQUARES) EMANATION. You must concentrate for at 3RD: Increases the pushed distance to 20-ft (4 squares)
least one full round to be able to feel creatures of that type
within the range of this spell. You can concentrate for an ad-
HOLY SMITE
ditional round to be able to locate the creatures, but not to
identify them. RANGE: 60-ft (12 squares)

EFFECT: You smite the targeted creature, dealing 1d4+your


DIVINE ARMOR
charisma points of holy or unholy damage. A successful
RANGE: Self willpower save halves this damage.
DURATION: 2 Hours
TYPE: Blessing HIGHER TIERS:
3RD: Increases the damage dice to 2d6
EFFECT: You create a magical armor that protects you
against physical and elemental harm. When using this spell,
HOLY WATER
you gain a +2 armor bonus to your physical and elemental
resilience. RANGE: Touch

HIGHER TIERS: EFFECT: You can bless up to 1 unit of liquid, which must be
3RD: Increase the bonus to +4 held in one (or multiple) containers. Such water deals 1d8
points of true damage to any creature of the Evil alignment.
Undead, demons and phantasm are vulnerable to this dam-
DIVINE INSPIRATION
age. Using this spell on polluted water makes it drinkable.
RANGE: Self
DURATION: 1 Minute
PURIFY CORPSE
TYPE: Blessing
CASTING TIME: 1 Minute
EFFECT: You give a +1 inspiration bonus to accuracy and RANGE: Touch
damage with weapons and spells to all allies in a 20-FT (4 DURATION: 1 Day
SQUARES) RADIUS BLAST. TYPE: Blessing

HIGHER TIERS: EFFECT: You cause the touched corpse to become impossi-
3RD: Increase the bonus to +2. ble to raise as an undead creature.
A creature can make this spell permanent with the Craft
(Spellweaving) and 500 cr of material.
HIDE FROM UNDEAD

RANGE: Self
RECOVERY
DURATION: 1 Hour
TYPE: Blessing RANGE: 60-ft (12 squares)

EFFECT: You cause all allied creatures within a 20-FT (4 EFFECT: You heal a creature for 1D4 + your Charisma.
SQUARES) EMANATION to become undetectable by any
Undead or Phantasm creatures. Intelligent Undead are al- HIGHER TIERS:
lowed a Willpower save against the effect. Using this spell 3RD: Increases the healing dice to 3D4
while already detected has no effect.

UNBREAKABLE COURAGE
HOLY EXPLOSION
RANGE: Self
RANGE: Self DURATION: 1 minute
TYPE: Blessing
EFFECT: You cause a small explosion of divine energies in a
10-FT (2 SQUARES) RADIUS BLAST. Creatures within the EFFECT: You cause all allied creatures in a 20-FT (4
area must succeed on a Reflex save or be pushed to the edge SQUARES) RADIUS BLAST to gain a +4 bonus to your
of the spell. saves against the UNNERVED, PANICKED and DEMORAL-
IZED condition.

146
TIER 2 DIVINE CHARM

RANGE: Touch
CALM EMOTIONS DURATION: 5 Minutes
TYPE: Blessing
RANGE: 60-ft (12 squares)
DURATION: 1 Minute
EFFECT: You give the touched creature a +1 bonus to
TYPE: Compulsion
their Charisma.

EFFECT: You cause the designated creature to tempo-


HIGHER TIERS:
rarily lose any emotion related effects. This spell tem-
4TH: Increases the bonus to +2.
porarily suppresses any effect given by a rage, a bard’s
note or melody, confusion, fear or inspiration. At the
end of this ability, the effect returns for the remaining DIVINE ENLIGHTENMENT
time. A successful Willpower save negates this effect,
RANGE: Touch
unless the creature is willing.
DURATION: 5 Minutes
TYPE: Blessing
HIGHER TIERS:
4TH: The spell now permanently removes emotion re-
EFFECT: You give the touched creature a +1 bonus to
lated effects on the target.
their sagacity.

CLEANSING PRAYER HIGHER TIERS:


4TH: Increases the bonus to +2.
RANGE: Touch

EFFECT: You are able to remove a Curse, Poison, DIVINE MIND


Charms, Compulsion or Disease afflicting a creature.
RANGE: Touch
When using this spell, you must succeed a check equal
DURATION: 5 Minutes
to the DT of the effect using a D20 + your Mastery +
TYPE: Blessing
your Charisma.

EFFECT: You give the touched creature a +1 bonus to


CONFESSION their intellect.

RANGE: 10-ft (2 squares)


HIGHER TIERS:
DURATION: 1 Hour
4TH: Increases the bonus to +2.
TYPE: Compulsion

EFFECT: You force a creature to speak only the truth. DIVINE RESISTANCES
The target must succeed on a Willpower save or be un-
RANGE: 60-ft (12 squares)
able to lie for the duration of this spell. A successful
DURATION: 1 Minute
save negates the effect.
TYPE: Blessing

DIVINE CELERITY EFFECT: You give the targeted creature a resistance


of 5 against either hellfire, holy or unholy damage.
RANGE: Touch
DURATION: 5 Minutes
HIGHER TIERS:
TYPE: Blessing
4TH: Increases the resistances given to 10.
6TH: Increases the resistances given to 15.
EFFECT: You give the touched creature a +1 bonus to
their Agility.
DIVINE STRENGTH
HIGHER TIERS:
RANGE: Touch
4TH: Increases the bonus to +2.
DURATION: 5 Minutes
TYPE: Blessing

147
EFFECT: You give the touched creature a +1 bonus to their
SANCTIFY/UNHALLOW
strength.
CASTING TIME: 1 Minute
HIGHER TIERS: RANGE: Touch
4TH: Increases the bonus to +2. DURATION: 1 Day
TYPE: Blessing

DIVINE VITALITY
EFFECT: You bless a 40-FT (8 SQUARES) ZONE, making
RANGE: Touch it impossible for evil or good creatures to enter, unless suc-
DURATION: 5 Minutes ceeding on a Willpower save (the DT of this save is 50%
TYPE: Blessing stronger against demons, phantasms and undead, or
against celestial). Your alignment decides the effect of the
EFFECT: You give the touched creature a +1 bonus to their spell (repels good creatures for evil casters, and evil crea-
vigor. tures for good casters).
A creature can make this spell permanent with the Craft
HIGHER TIERS: (Spellweaving) and 1,500 cr of material.
4TH: Increases the bonus to +2.

TONGUE OF LIES
HOLY MISSILES
RANGE: Touch
RANGE: 60-ft (12 squares) DURATION: 1 Hour
TYPE: Compulsion
EFFECT: You send 3 divine missiles towards a targeted crea-
ture. Each missile requires an accuracy check, and deals 1d4 EFFECT: You force a creature to only tell lies. The target
points of holy or unholy damage. Each successful attack adds must succeed on a Willpower save or be unable to tell the
a dice of damage, and you add your Charisma to the total. truth for the duration of this spell. A successful save negates
the effect. A creature affected by this spell is not forced to
HIGHER TIERS: speak, but will never be truthful.
4TH: Increases each missile’s damage die to 1d8.

TIER 3
LEVITATE

RANGE: Touch BLESS/CURSE GROUND


DURATION: 10 minutes
RANGE: Touch, on a square or object of your choice
TYPE: Magic Effect
DURATION: 1 Hour
TYPE: Blessing/Curse
EFFECT: You cause the targeted creature to levitate, around
1 feet above the ground. A levitating creature will fall at half
EFFECT: You create a zone of consecrated or unholy soil in
their normal speed, not taking falling damage unless the
a 20-FT (4 SQUARES) EMANATION, giving all living or
spell ends before they reach the ground. A levitating crea-
undead creatures bonus and penalties while inside the area.
ture will also not suffer from any penalties caused by difficult
Creatures of the same alignment as you gain a +2 bonus to
terrain. The spell ends if the creature takes Hit Point dam-
their saves, accuracy roll and damage rolls, while creatures
age.
with opposed alignment take a -2 penalty to their saves, ac-
curacy checks and damage rolls. Your alignment decides the
OPPOSING PRINCIPLES effect of the spell (repels good creatures for evil casters, and
evil creatures for good casters).
RANGE: Touch
DURATION: 1 Hour
TYPE: Blessing COMMANDMENT

RANGE: 30-ft (6 squares)


EFFECT: You cause a touched creature to gain special pro-
DURATION: 1 round
tection against certain foes. While under the influence of this
TYPE: Magic Effect
spell, the creature gains a +2 bonus to its block chances,
dodge chances and saves against creatures of either Good
EFFECT: You give an order to a creature of your choice. This
or Evil alignment.
command must be an action that the creature can perform

148
within their turn and that does not cause direct harm as the barrier is active, the creature cannot be exe-
to them. The creature gains a bonus of +2 to all d20 cuted.
rolls to accomplish said order. If the creature disobeys
and does not accomplish the task, they take 3d6 points
GUIDANCE
of holy or unholy damage. A successful Willpower save
negates the effects of this spell. CASTING TIME: 1 Minute
RANGE: Unlimited
DURATION: 10 minutes
DAYLIGHT
TYPE: Divination
RANGE: 30-ft (12 squares) radius, centered on your-
self EFFECT: You cast a ball of light that illuminates your
DURATION: 10 minutes path. The ball will always find the nearest exit when
TYPE: Magic Effect summoned inside a building, a dungeon, a labyrinth or
other enclosed areas. The ball moves at a speed of 30-
EFFECT: You create a sun-like light that dispels all ft per round, and emits a small 10-ft radius light.
darkness and supernatural darkness. Creatures from
the Shadow and Demon type must succeed on an En-
HIDE ALIGNMENT
durance save or become BLINDED for 1 round.
RANGE: 60-ft (12 squares)
DURATION: 4 hours
DIVINE GUARDIAN
TYPE: Blessing
RANGE: 10-ft (2 squares)
DURATION: 15 Minutes EFFECT: You are able to hide your alignment to those
TYPE: Summon around you, and from those who can detect it with
magic. Additionally, divine spells that you cast while un-
EFFECT: You are able to summon either: 1d2 creatures der the effect of this spell appear to deal a type of dam-
of 5th level, 1d4 creatures of 4th or 3rd level, 1d6 crea- age of your choice (holy or unholy).
tures of 2nd or 1st level, or 1d8 creatures of level 0.
When using this spell, you can summon any creatures
OFFERTORY
from the celestial type of the appropriate level.
RANGE: Touch
Summoned creatures try to follow your orders to the
best of their capabilities, and appear at the start of your EFFECT: You spend some of your life force to give it as
next turn in a square of your choosing within the range Magic Affinity to another creature. When using this
of this spell. You can only have one instance of this spell spell, you can transfer 5 points of Magic Affinity per 5
active at a time. points of damage that you are willing to take (5 for 5,
10 for 10, 15 for 15, etc.). The maximum you can
transfer is your Charisma, times 5.
GIFT OF COMPASSION

CASTING TIME: Instantaneous


OMNIVIDENCE
RANGE: 60-ft (12 squares)
DURATION: 5 Round CASTING TIME: 1 Minute
TYPE: Blessing RANGE: Unlimited
DURATION: 10 minutes
EFFECT: You place a blessing on a creature, healing TYPE: Divination
them for 1d6+your charisma at the start of their turn.
EFFECT: You are able to locate, through visions, a per-
son that you have at least seen once. This spell does
GIFT OF PRECAUTION
not allow you to pin-point their exact location, but you
RANGE: Touch can observe their surroundings to locate them.
DURATION: 1 Hour, or until depleted
TYPE: Blessing
RESTORATION

EFFECT: Whenever the touched creature is brought be- RANGE: Touch


low 0 Hit Points, they gain a barrier equal to 1d10+y-
our charisma, and are automatically stabilized. As long

149
EFFECT: You can restore 1d4 point of attribute damage in
AVATAR OF LIGHT
one attribute. This spell also removes the FATIGUED, UN-
NERVED and SICKENED condition. RANGE: 20-ft (4 squares)
DURATION: 1 Minute
TYPE: Summon
STIGMATA

RANGE: Touch EFFECT: You summon an avatar of light within the range of
this spell, which is capable of healing your allies. At the start
EFFECT: You take on the wounds of others. When using this of your turn, the avatar heals an ally within 20-ft (4 squares)
spell, you can transfer 5 Hit Points per 5 points of damage for 3d6+your charisma. This avatar has a number of hit
that you are willing to take (5 for 5, 10 for 10, 15 for 15, points equal to your Bloodied amount.
etc.). The maximum you can transfer is your Charisma,
times 5.
BANE OF CALAMITY

RANGE: Touch
STRESS ANIMAL
DURATION: 1 Minute
RANGE: 60-ft (12 squares) TYPE: Curse
DURATION: 3 Round
TYPE: Fear EFFECT: You give the creature bad luck. The targeted crea-
ture must succeed on a Willpower save or gain a -2 penalty
EFFECT: You spook a beast, causing it to become PAN- to their luck. A successful save negates the effect.
ICKED for the duration of the spell. A successful Willpower
save negates the effect. If the creature is a Mount, they at-
DEATH WARD
tempt an Athletics (STR) check to dismount their rider. The
rider can attempt a Ride (AGI) check to resist being dis- RANGE: Touch
mounted. DURATION: 1 Hour
TYPE: Blessing

TIER 4
EFFECT: The touched creature is SAFEGUARDED against
sudden death and dangerous effects. While under the influ-
ANGELIC VISION ence of this spell, the next Doom Effect targeted at the crea-
ture is negated, destroying the ward and saving the
RANGE: Touch
character.
DURATION: 3 Hours
TYPE: Polymorph
ENTICING GLOW
EFFECT: You cause the body of a touched creature to be-
RANGE: 60-ft (12 squares) emanation
come covered with eyes. While under the effect of this spell,
DURATION: 1 Minute
the creature gains the ability to see all around them, making
TYPE: Magic Effect
it impossible for them to become FLANKED.

EFFECT: You cause an object or creature to shine brightly,


AURA OF MARTYRDOM attracting undead creatures. Any undead or phantasm crea-
ture within the area must succeed on a Willpower check or
RANGE: 30-ft (6 squares) emanation, centered on yourself
become FASCINATED. A successful save negates the
DURATION: 1 Minute
effect. If the condition is removed, the creature becomes
TYPE: Curse
DAZED for 1 round.

EFFECT: You ease the pain of others around you by partak-


ing of their wounds. When an ally in the area suffers from FLESH SEEKER
Hit Points damage, they ignore an amount of damage equal
RANGE: Touch
to twice your Charisma score, but all damage ignored is
DURATION: 1 Hour, or until depleted
taken by you. Damage you take from this ability counts as
TYPE: Blessing
true damage.

EFFECT: You bless a creature’s weapon to make it stronger.


While under the effect of this spell, the next three successful
attacks performed by the creature ignore any barriers active

150
on the target. Additionally, they gain a +2 enhance-
SPEAK IN TONGUES
ment bonus to their accuracy for as long as the spell is
active. CASTING TIME: Instantaneous
RANGE: 60-ft (12 squares)
DURATION: 1 Hour
HEAVENLY FIRE
TYPE: Curse
RANGE: 60-ft (12 squares)
EFFECT: You cause a creature to speak unintelligibly.
EFFECT: You summon a large 10-ft by 10-ft (2 by 2 The targeted creature must succeed on a Willpower
squares) column of heavenly fire, dealing 3d6 points save or gain a 30% to speak gibberish every time it at-
of holy or unholy damage, and 3d6 points of fire dam- tempts to talk. A creature attempting to cast a spell
age to all creatures in the zone. A successful reflex also gains these chances, making them unable to cast
save halves this damage. if speaking gibberish.

IMPRISONMENT
WANDERLUST
RANGE: 60-ft (12 squares)
DURATION: 1 Minute RANGE: Touch
TYPE: Magic Effect DURATION: 1 minute
TYPE: Magic Effect
EFFECT: You magically shackles a targeted creature's
limbs, causing them to gain the IMMOBILIZED con- EFFECT: You cause a touched creature to become im-
dition. A successful Reflex check negates this effect. mune to movement impairing effects, such as the
These bindings cannot be escaped or lockpicked. SLOW, ENTANGLED and IMMOBILIZED conditions,
and difficult terrains. The targeted creature also gains
a +4 bonus to checks to free themselves from grabs.
MIRACULOUS JOURNEY

RANGE: 30-ft (6 squares)

EFFECT: You are capable of dragging a creature to


yourself. When using this spell, the creature is pulled
in a square adjacent to you. If the creature is unwill-
ing, it can attempt an Endurance save to resist the
effect.

SACRED ARMORY

RANGE: 60-ft (12 squares)


DURATION: 8 Hours
TYPE: Summon

EFFECT: You summon a weapon made from divine en-


ergies. When using this spell, you can create either a
bow, a longsword, battle ax or a spear. This weapon
deals holy or unholy damage depending on your deity,
and is of masterwork quality (see page 216).

SEALED FATE

RANGE: 60-ft (12 squares)

TRIGGER: A creature rerolls a die or rolls a die to


recharge an ability
EFFECT: You bestow misfortune on a creature, pre-
venting them from rerolling the die. The creature does
not use a charge of the ability.

151
BASIC NATURE SPELLS READ WEATHER
In this section, you will find all basic spells from the nature
CASTING TIME: 1 minute
school of magic. Usually, these spells are learned by Druids,
RANGE: Self
although other types of characters might be able to learn this
type of magic through a deep communion with nature. Na-
EFFECT: You are able to read the upcoming weather, up to
ture magic specializes in polymorph, poisons and summon-
48 hours in advance.
ing.

TIER 1
TIER 0
BIOLUMINESCENCE
CREATE WATER
RANGE: 60-ft (12 squares)
RANGE: Touch DURATION: 1 minute
DURATION: 1 Day TYPE: Polymorph
TYPE: Summon
EFFECT: The creature targeted by this spell sees their skin
EFFECT: You can create up to 2 cups of water. The water is gain uncontrollable bioluminescent properties, making it im-
pure and drinkable, and lasts for one day. You must have a possible for them to become invisible, or use any kind of blur
container to place the water in. or concealment. The creature also shines in a 5-FT (1
SQUARE) EMANATION, making them visible in darkness
and low-light.
FIREFLIES

RANGE: Self
DURATION: 1 Hour
CALM ANIMALS
TYPE: Summon RANGE: 20-ft (4 squares)
DURATION: 1 Hour
EFFECT: You can summon a small swarm of luminous bugs TYPE: Charm
around you that shines like a torch. The small light shines in
a 15-FT (3 SQUARES) EMANATION. EFFECT: You are able to calm a designated animal. Any an-
imal aggressive towards you automatically becomes neu-
tral. An already neutral animal becomes friendly. A
successful Willpower save negates this effect. A particularly
hostile animal gains a +4 bonus to their save against this
effect.

HIGHER TIERS:
3RD: You are now able to calm magical beasts.

CALM PLANTS

RANGE: 20-ft (4 squares)


DURATION: 1 Hour
TYPE: Compulsion

EFFECT: You are able to calm a designated plant creature.


Any plant that is aggressive towards you automatically be-
comes neutral. An already neutral plant becomes friendly. A
successful willpower save negates this effect. A particularly
hostile plant gains a +4 bonus to their save against this
effect.

152
EAGLE EYES SCENT

RANGE: Touch RANGE: Touch


DURATION: 10 minutes DURATION: 10 minutes
TYPE: Polymorph TYPE: Polymorph

EFFECT: You give a touched creature a +4 bonus to EFFECT: You give the touched creature the ability to
Perception (SAG) checks. smell like an animal. The creature is able to smell crea-
tures in a 30-ft (6 squares) radius around them. If the
target is downwind, this range is reduced to 15-ft (3
EXTENSIBLE TONGUE
squares), and if it is upwind, it is increased to 60-ft (12
RANGE: Touch squares). They cannot pinpoint their location, but they
DURATION: 10 minutes can follow tracks by smell with a survival check, with a
TYPE: Polymorph +4 bonus.

EFFECT: The touched creature’s tongue becomes ex-


SEE IN DARKNESS
tensible, like a frog’s. The targeted creature gains a
10-ft of reach with any touch spells or abilities. Your RANGE: Touch
tongue can also grab items of 1 unit or less, but cannot DURATION: 10 minutes
use them. TYPE: Magic Effect

EFFECT: You grant Dark Vision 60-ft (12 squares) to


IRONWOOD WEAPON
the touched creature (see page 40).
CASTING TIME: Instantaneous
RANGE: Touch
SPEAK WITH ANIMALS
DURATION: 1 minute
TYPE: Polymorph RANGE: Self
DURATION: 1 hour
EFFECT: You turn a touched weapon into ironwood. TYPE: Magic Effect
Ironwood is considered as if made of Iron, having an
increased efficiency against phantasms, fairies and EFFECT: You are able to speak with beasts and vermin.
demons. Animals with which you try to interact with this spell
will answer you to the best of their capacity, but will
rarely have a continuous thought process.
LIFE BLAST

CASTING TIME: Instantaneous


SPIDER LEGS
RANGE: 60-ft (12 squares)
RANGE: Touch
EFFECT: You launch a bolt of life energy that deals DURATION: 10 minutes
1d4+your sagacity points of life damage. A successful TYPE: Polymorph
Reflex save halves this damage.
EFFECT: You allow the touched creature to be able to
HIGHER TIERS: climb vertical or upside down surfaces without making
3RD: Increases the damage dice to 2d6. climb checks for the first 30-ft (6 squares), and give
them a +4 bonus to all Climb (STR or AGI) checks.

NOURISH
WOOD SPEAR
CASTING TIME: Instantaneous
RANGE: 60-ft (12 squares) RANGE: Self
TYPE: Summon
EFFECT: You heal a creature for 1d4+your sagacity.
EFFECT: You summon a long, spear- like branch, that
HIGHER TIERS: you can throw at a distance of 20-ft (4 squares). It
3RD: Increases the healing dice to 3d4. deals 1d8+your sagacity points of piercing damage,
and has the impale perfect strike effect. The created

153
spear is considered a spell for the purpose of weapon exper-
DOLPHIN’S INTELLECT
tise.
RANGE: Touch

TIER 2 DURATION: 5 minutes


TYPE: Magic Effect

ACID MISSILES EFFECT: You give the touched creature a +1 bonus to their
intellect.
RANGE: 60ft (12 squares)

HIGHER TIERS:
EFFECT: You send 3 acid missiles towards a target. Each
4TH: Increases the bonus to +2.
missile requires an accuracy check using the Spell expertise,
and deals 1d4 points of acid damage. Each successful attack
adds a die of damage, and you add your sagacity to the total. DRAGON’S WISDOM

RANGE: Touch
HIGHER TIERS:
DURATION: 5 minutes
4TH: Increases each missile’s damage die to 1d8.
TYPE: Magic Effect

BARK EFFECT: You give the touched creature a +1 bonus to their


sagacity.
RANGE: 60-ft (12 squares)
DURATION: 10 minutes
HIGHER TIERS:
TYPE: Polymorph
4TH: Increases the bonus to +2.

EFFECT: You turn an ally’s skin into bark, giving them a +2


bonus to their physical resilience. ELEMENTAL TENACITY

RANGE: 60-ft (12 squares)


BEAR STRENGTH DURATION: 1 minute
TYPE: Magic Effect
CASTING TIME: Instantaneous
RANGE: Touch
EFFECT: You cause an allied creature to gain a resistance of
DURATION: 5 minutes
5 against a chosen element (Fire, Earth, Lightning, Life,
TYPE: Magic Effect
Death, Ice, Acid, Void).

EFFECT: You give the touched creature a +1 bonus to their


HIGHER TIERS:
strength.
4TH: Increases the resistances given to 10.

HIGHER TIERS:
4TH: Increases the bonus to +2. ENTANGLE

RANGE: 60-ft (12 squares)


BEAST SPEECH DURATION: 1 minute
TYPE: Summon
RANGE: Touch
DURATION: 1 hour
EFFECT: You summon vines to impair a creature’s move-
TYPE: Magic Effect
ment. The targeted creature must succeed on a Reflex save
or become ENTANGLED. A successful save negates this
EFFECT: You cause a willing animal to be able to speak a se-
effect.
lected language. When a druid has the Primal Soul
archetype, this spell allows them to speak while in beast
form. This ability does not allow a shapeshifted character to PANTHER’S AGILITY
cast spells, unless being able to cast them without the usual
RANGE: Touch
hand movements.
DURATION: 5 minutes
TYPE: Magic Effect

EFFECT: You give the touched creature a +1 bonus to their


agility.

154
HIGHER TIERS: HIGHER TIERS:
4TH: Increases the bonus to +2. 4TH: Increases the bonus to +2.

PEACOCK’S BEAUTY SOOTHE

RANGE: Touch RANGE: 60-ft (12 squares)


DURATION: 5 minutes DURATION: 1 minute
TYPE: Magic Effect TYPE: Magic Effect

EFFECT: You give the touched creature a +1 bonus to EFFECT: You cause the designated creature to tempo-
their charisma. rarily lose any emotion related effect. This spell tem-
porarily suppresses any effect given by a rage, a bard’s
HIGHER TIERS: note or crescendo, confusion, fear or inspiration. At the
4TH: Increases the bonus to +2. end of this ability, the effect returns for the remaining
time. A successful Willpower save negates this effect,
unless the creature is willing.
PLANT SPEECH

RANGE: Touch HIGHER TIERS:


DURATION: 1 hour 4TH: The spell now permanently removes emotion re-
TYPE: Magic Effect lated effects on the target.

EFFECT: You cause a willing plant or plant creature to


TREE SHAPE
be able to speak a selected language. Plants with which
you try to interact with this spell will answer you to the RANGE: Self
best of their capacity, but will rarely have a continuous DURATION: 1 hour
thought process. TYPE: Polymorph

EFFECT: You can take the form of any tree that you
PURIFY WATER
know. This spell gives a +10 bonus to your Stealth
CASTING TIME: 1 minute (AGI) checks to meld with the surrounding environ-
RANGE: Touch ment.

EFFECT: You are able to purify up to 1 gallon of water.


TIER 3
This removes all diseases, poisons and pollution from
touched water.
ANNOYING BUZZ

REMOVE AFFLICTION RANGE: 60-ft (12 squares)


DURATION: 1 minute
RANGE: Touch
TYPE: Summon

EFFECT: You are able to remove a Poison, Polymorph,


EFFECT: You summon a swarm of small, buzzing in-
Disease, Parasite or Curse afflicting a creature. When
sects that follow a creature. The targeted creatures
using this spell, you must succeed on a check equal to
must succeed on a Willpower save or gain a -3 Penalty
the DT of the effect using a D20 + your Mastery
to all of their d20 checks for the duration. On a suc-
Bonus + your Sagacity.
cessful save, the penalty is reduced to -1.

RHINOCEROS’ VITALITY
BERRIES
RANGE: Touch
RANGE: Self
DURATION: 5 minutes
DURATION: 1 day
TYPE: Magic Effect
TYPE: Summon

EFFECT: You give the touched creature a +1 bonus to


EFFECT: You are capable of creating edible berries that
their vigor.
regenerate Hit Points when eaten. Whenever you use

155
this spell, you can summon 2d6+1 berries, each healing for 2nd or 1st level, or 1d8 creatures of level 0. When using this
1d6. spell, you can summon any creature of the beast, plant or
vermin type of the appropriate level.

GILLS
Summoned creatures try to follow your orders to the best of
RANGE: Touch their capabilities and appear in a square of your choosing
DURATION: 1 Hour within the range of this spell, at the start of your next turn.
TYPE: Polymorph You can only have one instance of this spell active at a time.

EFFECT: You cause the targeted creature to develop gills,


RAZOR HIDE
allowing them to breathe underwater.
RANGE: Touch
DURATION: 1 minute
GROWTH
TYPE: Polymorph
RANGE: Touch
DURATION: 10 minutes EFFECT: You cause the targeted beast's fur or scales to be-
TYPE: Polymorph come hard and razor sharp. Creatures attacking the beast
with natural attacks and non-reach weapons take 1d6 points
EFFECT: You cause the targeted creature to become one size of true damage.
category larger (up to large (see page 41)). An unwilling
creature can attempt an Endurance save to negate the
REESTABLISHMENT
effect.
RANGE: Touch

HIVE FORM
EFFECT: You can restore 1d4 point of attribute damage in
RANGE: Self one attribute. This spell also removes the FATIGUED, UN-
DURATION: 1 Round NERVED and SICKENED conditions.
TYPE: Polymorph

SHRINK
TRIGGER: You take hit points damage
EFFECT: You transform your body into a swarm of insects, RANGE: Touch
halving the damage you’ve just taken. Additionally, if the DURATION: 10 minutes
creature damaging you is within 10-ft of you, they are dealt TYPE: Polymorph
2d8 points of swarm damage.
EFFECT: You cause the targeted creature to become one size
category smaller (down to small (see page 41)). An unwill-
MURDER OF CROWS
ing creature can attempt an Endurance save to negate the
RANGE: 60-ft (12 squares) effect.
DURATION: 1 minute
TYPE: Summon
SIREN’S CURSE

EFFECT: You summon a 10-ft (2 squares) wide swarm of RANGE: Touch


crows which caws loudly and attack any creature in their DURATION: 3 hours
vicinity. The crows deal 4d6 points of swarm damage, and TYPE: Curse
creatures inside the swarm must succeed on an Endurance
check or be DEAFENED and BLINDED, until getting out of EFFECT: You bestow a dreadful affliction on the creature you
the swarm. touch, transforming their skin into a transparent, glistening
membrane. A creature touched by this curse must keep their
skin moist at all times or take 1 point of vigor damage every
NATURE’S GUARDIAN
10 minutes. Additionally, the creature becomes vulnerable
RANGE: 10-ft (2 squares) to fire, ice and lightning damage. A creature can attempt a
DURATION: 1 Minute Willpower save to resist the curse.
TYPE: Summon

SUDDEN ECLIPSE
EFFECT: You are able to summon either: 1d2 creatures of
5th level, 1d4 creatures of 4th or 3rd level, 1d6 creatures of CASTING TIME: 30 minutes

156
RANGE: 10-miles emanation, centered on a square of damage from melee weapons is reduced by half. Crea-
your choice tures can attempt a Reflex save to negate the effect. A
DURATION: 4 hours creature can spend all of their Stamina Points ( ) to
TYPE: Summon remove the vines from a weapon (this action provoke
Opportune Strikes).
EFFECT: You summon an impenetrable shadow that
blocks the light of the sun. All bonuses and penalties
HAZARD SPORES
given by a specific time of day are negated for the du-
ration of the spell. Additionally, the area is considered RANGE: 20-ft (4 squares) emanation, centered on
as being in total darkness. yourself
DURATION: 1 Minute
TYPE: Compulsion
THERMAL INVISIBILITY

RANGE: Touch EFFECT: You create a cloud of spores surrounding


DURATION: 1 hour yourself. Creatures within the cloud must succeed on
TYPE: Magic Effect an Endurance save or become CONFUSED for 1
minute. A successful save negates the effect.
EFFECT: You cause the targeted creature to become
invisible to thermal vision or thermal technology.
INFECTION

RANGE: 60-ft (12 squares)


VOCAL DISORDER
DURATION: 4 Rounds
RANGE: 60-ft (12 squares) TYPE: Disease
DURATION: 1 minute
TYPE: Polymorph EFFECT: You inflict a dangerous disease on a creature,
causing their body to rapidly decay. The targeted crea-
EFFECT: You transform a creature’s vocal chords to ture must succeed on an Endurance save or take
make them incapable of speech. The targeted creature 1d10+your sagacity points of death damage. For each
gains the SILENCED condition for the duration of this additional round that the creature is affected, the dam-
spell. Additionally, for as long as the creature is under age increases by an additional d10.
the effect of this spell, it cannot drink or eat. A suc-
cessful Endurance save negates this effect.
INTRUSION WARD

TIER 4 RANGE: 30-ft (6 squares)


DURATION: 1 hour, or until discharged
TYPE: Blessing
ARMOR OF THE FOREST
EFFECT: You protect a creature against spells and abil-
RANGE: Touch
ities that would alter their emotions or form. The tar-
DURATION: 1 Hour
geted creature gains the SAFEGUARDED condition
TYPE: Polymorph
against PARASITES, POLYMORPH and RAGE
effects.
EFFECT: You turn the touched creature’s armor to iron-
wood, increasing its efficiency. When under the effect
of this spell, the touched creature’s armor gains a +2 NATURE’S SANCTUARY
bonus to its physical and elemental resilience.
CASTING TIME: 1 Minute
RANGE: 20-ft (4 squares)
FLORAL OUTBREAK DURATION: 1 hour
TYPE: Summon
RANGE: 60-ft (12 squares)
DURATION: 1 Minute
EFFECT: You are able to create a 30-ft (6 squares)
TYPE: Summon
zone filled with trees and a small water source. The
trees grow 3d10 fruits, healing anyone eating them for
EFFECT: You cause plants and vines to sprout from all
1d6. The sanctuary must be summoned in an exterior
weapons in a 40-ft (8 squares) zone. While under the
area.
effect of this spell, ranged weapons cannot fire, and

157
OVERGROWN SHIELD SNOWDROP FIELD

RANGE: Touch RANGE: 20-ft (4 squares) emanation, centered on yourself


DURATION: 1 Minute DURATION: 1 Minute
TYPE: Blessing TYPE: Blessing

EFFECT: You touch a shield to bless it with the power of na- EFFECT: You surround yourself in a field of soothing flowers.
ture. Whenever the target of this spell successfully blocks an Creatures within the area gain immunity to stress damage
attack from a creature less than 10-ft (2 squares) away, long and dread. Additionally, they regain 1d8+your sagacity hit
vines sprout from the shield. The attacking creature must points at the start of their turn.
succeed on a Reflex save or become ENTANGLED until the
end of their next turn.
SPIDER WEB

CASTING TIME: Instantaneous


PLAGUE
RANGE: 60-ft (12 squares)
RANGE: 60-ft (12 squares) DURATION: 10 Minutes
TYPE: Disease TYPE: Summon

EFFECT: You deal 4d6 points of death damage to a plant EFFECT: You throw a ball of webbing at a creature. The crea-
creature and give it an accelerated version of Root Rot. A ture must succeed on a Reflex save or become IMMOBI-
successful Endurance save halves this damage and negates LIZED, as a large cocoon surrounds them. The cocoon has
the disease effect. A creature without the Plant type cannot a number of hit points equal to your bloodied amount, and
be affected by this spell. can be successfully destroyed by dealing damage to it, or us-
ing fire to burn away the web. Creatures larger than large
ROOT ROT gain the ENTANGLED condition instead, and can use an
This disease violently attacks the roots of a plant, making athletics check to get free from the effect.
them rot.
ONSET: 1 Round
WOODEN SPHERE
CONTAGION: Injury
DURATION: Until healed, 2 saves cure, Save each round. RANGE: 60-ft (12 squares)
FAILURE: 1d2 points of vigor damage. TYPE: Summon
SUCCESS: No effect.
EFFECT: You throw a large 10-ft (2 squares) sphere made
of wood, dealing 4d6+your sagacity points of bludgeoning
POLYMORPH
damage to all creatures within the area. A successful Reflex
RANGE: 60-ft (12 squares) save halves this damage. Creatures of large or smaller size
DURATION: 1 minute are automatically knocked PRONE by the spell on a failed
TYPE: Polymorph save.

EFFECT: You are able to transform a targeted creature into


a small, harmless animal from the critter list, giving them all
of its statistics. A successful Willpower save negates this
effect, unless the creature is willing.

REFUGE

RANGE: Touch
DURATION: 1 hour
TYPE: Magic Effect

EFFECT: You create large force bubble, protecting all crea-


tures inside from environmental effects, such as rain, wind,
rock slides, avalanches, etc. You can create a zone up to 40–
ft (8 squares)

158
BASIC SPIRIT SPELLS BURNING HANDS
In this section, you will find all basic spells from the
RANGE: Self
spiritual school of magic. Usually, these spells are
DURATION: 1 minute, or until discharged
learned by Shamans, although other types of charac-
ters might be able to learn this type of magic through
EFFECT: You light your hands in magical fire. Your next
spirituality. Spirit magic specializes in devastating ele-
unarmed attack or natural attack deals 2d4 points of
mental spells, divination, curses and blessings.
bonus fire damage.

TIER 0 HIGHER TIERS:


3RD: Increase the damage dice to 4d4.

CREATE WATER
COLD SWEAR
RANGE: Touch
DURATION: 1 Day RANGE: 30-ft (6 squares) emanation, centered on
TYPE: Summon yourself
DURATION: 1 Minute
EFFECT: You can create up to 2 cups of water. The wa- TYPE: Magic Effect
ter is pure and drinkable, and lasts for one day. You
must have a container to place the water in. EFFECT: You dramatically reduce the temperature and
increase the humidity around you. Creatures within
the area are given a +2 bonus to all Endurance checks
FLAME
made to resist hot temperatures and a +2 bonus to all
RANGE: Self saves against spells and abilities dealing fire damage.
DURATION: 1 Hour This spell also gives a -2 penalty to Endurance checks
TYPE: Summon against cold temperatures and a -2 penalty to all saves
against spells and abilities dealing ice damage.
EFFECT: You can summon a small flame in your hands
that shines like a torch. The small light shines in a 15-
FIND OBJECT
FT (3 SQUARES) EMANATION. and can burn small
objects made of wood or paper. RANGE: Self
TYPE: Divination

READ WEATHER
EFFECT: You are able to locate an object that you
CASTING TIME: 1 Minute know. To use this spell, you must have an accurate
RANGE: Self

EFFECT: You are able to read the upcoming weather,


up to 48 hours in advance.

TIER 1

BLEED

RANGE: Touch
TYPE: Curse

EFFECT: You curse a creature, causing them to bleed


profusely. Perform an accuracy check using the Spell
expertise against the targeted creature. If it is suc-
cessful, they start bleeding for 2 points of damage.

HIGHER TIERS:
3RD: Increase the damage to 4

159
mental image of what you are searching for, or the spell will EFFECT: You strike a creature with shards of ice, dealing
fail. 1d4+your sagacity points of ice damage. A successful Reflex
save halves this damage.

GHOSTLY SENTINEL
HIGHER TIERS:
RANGE: Any square within 15-ft (3 squares) of yourself 3RD: Increases the damage dice to 2d6.
DURATION: 4 hours
TYPE: Summon
INSPIRE

EFFECT: You summon a ghostly entity to watch upon an RANGE: 20-ft (4 squares) blast, centered on the character
area, invisible to the naked eye unless triggered. The ghost DURATION: 1 Minute
can be placed to alert you of danger by succeeding a percep- TYPE: Blessing
tion check (using your own perception score). If a hostile or
unknown creature walks in the same square as the sentinel, EFFECT: The character gives a +1 inspiration bonus to ac-
it is automatically triggered, even if the sentinel hasn’t spot- curacy and damage to their allies.
ted it. If triggered, the sentinel lets out a ghostly scream,
waking any creatures in a 60-FT (12 SQUARES) RADIUS HIGHER TIERS:
BLAST of the spell. 3RD: Increases the bonus to +2.

HEALING IRON WEAPON

RANGE: 60-ft (12 squares) RANGE: Touch


DURATION: 1 Minute
EFFECT: You heal a creature for 1d4+your sagacity. TYPE: Polymorph

HIGHER TIERS: EFFECT: You turn a touched metal weapon into iron. An iron
3RD: Increases the healing dice to 3d4 weapon has increased efficiency against ghosts, fairies and
demons.

HEATWAVE
LIGHT WIND
RANGE: 30-ft (6 squares) emanation, centered on yourself
DURATION: 1 Minute RANGE: 15-ft (3 squares) line
TYPE: Magic Effect DURATION: Up to 1 Minute, Concentration
TYPE: Magical Effect
EFFECT: You dramatically increase the temperature and the
humidity around you. Creatures in the area are given a -2 EFFECT: You create a light wind that can temporarily dissi-
penalty to all Endurance checks made to resist hot temper- pate fog, rain and clouds within the area of the spell.
atures and a -2 penalty to all saves against spells and abili-
ties dealing fire damage. This spell also gives a +2 bonus to HIGHER TIERS:
endurance checks against cold temperatures and a +2 to all 3RD: The wind is stronger, now covering a 30-ft (6 squares)
saves against spells dealing ice damage. zone.

HYDRAULIC PUSH OIL SPILL

RANGE: 15-ft (3 squares) line RANGE: 60-ft (12 squares)


DURATION: 1 Minute
EFFECT: You create a torrent of water that pushes creatures TYPE: Magic Effect
up to 15-ft away from you, in a direction of your choice. A
successful Endurance check negates this effect. EFFECT: You create a 10-FT (2 SQUARES) ZONE of slip-
pery oil. Any creature walking on top of it must succeed on
a Reflex save or fall PRONE.
ICE SHARDS

RANGE: 60ft (12 squares) You can also use this ability on creatures or objects. Crea-
ture’s affected by this spell gain a +5 bonus to all Escape
(AGI) checks. Objects touched by this spell become slippery,

160
and creatures holding them gain a -5 against all disarm
STONE WEAPON
attempts.
RANGE: Touch
DURATION: 1 Hour
PREPARATION
TYPE: Polymorph
RANGE: Touch
DURATION: 2 Hours, or until discharged EFFECT: You can transform a small rock into a Light
TYPE: Divination Hammer (see page 204 for the full statistics).

EFFECT: You give insight to a creature. A creature


TIER 2
affected by this spell can consume the effect to gain a
+4 bonus to their next initiative check.
ANTICIPATION

SLOW FALL RANGE: Self and 1 designated creature within 60-ft


DURATION: 1 Minute
RANGE: 60-ft (12 squares)
TYPE: Divination
DURATION: 1 Minute
TYPE: Magic Effect
EFFECT: You are able to partially anticipate the tar-
geted creature’s action. You gain a +2 insight bonus to
TRIGGER: A creature is falling
your dodge, block and accuracy checks against the tar-
EFFECT: The targeted creature now falls at half its nor-
geted creature. Only one creature can be affected by
mal speed, and it does not take falling damage if touch-
this spell at a time, and you must stay within 60-ft of
ing the ground while under the effect of this spell.
the target to gain the benefits.

SOOTHE ANIMALS HIGHER TIERS:


4TH: Increase the bonus to +4.
RANGE: 20-ft (4 squares)
DURATION: 1 Hour
TYPE: Charm DIAMOND SKIN

RANGE: Touch
EFFECT: You are able to calm a designated animal. Any
DURATION: 10 Minutes
animal aggressive towards you automatically becomes
TYPE: Polymorph
neutral. An already neutral animal becomes friendly. A
successful Willpower save negates this effect. A partic-
EFFECT: You turn a creature’s skin into diamond. The
ularly hostile animal gains a +4 bonus to their save
target of this spell gains a +2 bonus to their physical
against this effect.
resilience.

HIGHER TIERS:
3RD: You are now able to calm magical beasts. EARTH’S VITALITY

RANGE: Touch
SPARKS DURATION: 5 Minutes
TYPE: Magic Effect
RANGE: 60-ft (12 squares)

EFFECT: You give the touched creature a +1 bonus to


EFFECT: You create a small spark of electricity in the
their vigor.
hands of a selected creature. This spell does not deal
damage, but the targeted creature must succeed on
HIGHER TIERS:
an Endurance check or drop anything they hold in that
4TH: Increases the bonus to +2.
hand. You must choose on which hand they cast this
spell.
ELDERS’ WISDOM

RANGE: Touch
DURATION: 5 Minutes
TYPE: Magic Effect

161
EFFECT: You give the touched creature a +1 bonus to their HIGHER TIERS:
sagacity. 4TH: Increases the chances for an answer to 55%.

HIGHER TIERS:
NIGHTFALL
4TH: Increases the bonus to +2.
CASTING TIME: 1 Minute
RANGE: 15-ft (3 squares)
ELEMENTAL FORTITUDE
DURATION: 3 Hours
RANGE: 60-ft (12 squares) TYPE: Summon
DURATION: 1 Minute
TYPE: Magic Effect EFFECT: You are capable of summoning a starry sky, creat-
ing a fake night in a 30-ft zone. Creatures spending at least
EFFECT: You cause an allied creature to gain a resistance 5 1 hour inside the area regain their bloodied amount in HP
against a chosen element (Fire, Lightning, Life, Death, Ice, and twice your sagacity as Magic Affinity. Every additional
Acid, Void). hour spent in the zone allows the creatures to regain Hit
Points and Magic Affinity equal to your sagacity. A creature
HIGHER TIERS: can only benefit from this spell once per day.
4TH: Increases the resistances given to 10.

PRESERVE
ETHEREAL BEAUTY
CASTING TIME: 1 Minute
RANGE: Touch RANGE: Touch
DURATION: 5 Minutes DURATION: 1 Week
TYPE: Magic Effect TYPE: Magic Effect

EFFECT: You give the touched creature a +1 bonus to their EFFECT: You are able to preserve a touched corpse, pre-
charisma. venting it from rotting and degrading for the duration of the
spell.
HIGHER LEVELS:
4TH: Increases the bonus to +2.
REMOVE AFFLICTION

RANGE: Touch
FIERY STRENGTH

RANGE: Touch EFFECT: You are able to remove a Poison, Magic Effect,
DURATION: 5 Minutes Compulsion or Disease afflicting a creature. When using this
TYPE: Magic Effect spell, you must succeed a check equal to the DT of the effect
using a D20 + Your Mastery + Your Sagacity.
EFFECT: You give the touched creature a +1 bonus to their
strength.
SLOW

HIGHER TIERS: RANGE: 60-ft (12 squares)


4TH: Increases the bonus to +2. DURATION: 5 Rounds
TYPE: Magic Effect

INSIGHT
EFFECT: You cause the target of this spell to gain the
CASTING TIME: 1 Hour SLOWED condition. A successful Endurance check negates
RANGE: Self this effect. The target can attempt a new save each round.
TYPE: Divination

SPARK OF INGENUITY
EFFECT: You question the spirits and ask for their guidance.
Roll a D100. On a 40 or less, you receive an answer to your RANGE: Touch
question. You can cast this spell once per day. This spell can DURATION: 5 Minutes
only predict or guide actions occurring within the next three TYPE: Magic Effect
days, and your questions can only be answered by yes, no
or maybe. EFFECT: You give the touched creature a +1 bonus to their
intellect.

162
HIGHER TIERS: EFFECT: You are able to summon either: 1d2 creatures
4TH: Increases the bonus to +2. of 5th level, 1d4 creatures of 4th or 3rd level, 1d6 crea-
tures of 2nd or 1st level, or 1d8 creatures of level 0.
When using this spell, you can summon any creatures
TIMELESS AGILITY
from the elemental type of the appropriate level.
RANGE: Touch
DURATION: 5 Minutes Summoned creatures try to follow your orders to the
TYPE: Magic Effect best of their capabilities, and appear at the start of your
next turn in a square of your choosing within the range
EFFECT: You give the touched creature a +1 bonus to of this spell. You can only have one instance of this spell
their Agility. active at a time.

HIGHER TIERS:
FIND PERSON
4TH: Increases the bonus to +2.
CASTING TIME: 1 Minute
RANGE: Unlimited
THUNDERSHOCK
DURATION: 10 minutes
RANGE: 60ft (12 squares) TYPE: Divination

EFFECT: You zap a target with lightning, dealing 1d8 EFFECT: You are able to locate, through visions, a per-
points of lightning damage+your sagacity and cause son that you have at least seen once. This spell does
the target to become STAGGERED for 1d4 rounds. A not allow you to pin-point their exact location, but you
successful Reflex save halves the damage and negates can observe their surroundings to locate them.
the effect.

LIFE LINK
HIGHER TIERS:
4TH: Increases the damage dice to 3d8. RANGE: Line of Sight
DURATION: 1 Hour (or until discharged)
TYPE: Magic Effect
WATER WALK

RANGE: Touch EFFECT: You are capable of binding the lives of your
DURATION: 1 Hour allies together. Choose up to 4 allies (one of which can
TYPE: Magic Effect be yourself) and link them together with a life conduit.
In the event an attack would reduce one of them below
EFFECT: You cause the target to be able to walk on wa- 0 or outright slay it, all linked allies automatically trans-
ter as if it were ground for the duration of this spell. fer 5 HP to the creature. If this healing is sufficient to
save the creature, they do not die, and the spell is dis-

TIER 3 charged.

LOOP
AIR WALK
RANGE: Touch
RANGE: Touch
DURATION: 1 Round
DURATION: 10 minutes
TYPE: Magic Effect
TYPE: Magic Effect

EFFECT: You place a mark on a creature, creating a


EFFECT: You allow the touched creature to walk on air
time loop. At the end of their next turn, if the creature
as if it were a hard surface, and move up as if climbing
moved, they are returned to their previously occupied
a staircase.
space. Unwilling creatures are allowed an Endurance
save to resist the effect.
ELEMENTAL GUARDIAN

RANGE: 10-ft (2 squares) PHANTOM LIMB


DURATION: 1 Minute
RANGE: Touch
TYPE: Summon
DURATION: 1 Minute
TYPE: Magic Effect

163
EFFECT: You give the touched creature a spiritual limb, giv- EFFECT: You are able to separate your soul from your body.
ing them a reach of 10-ft (2 squares). This limb can hold ob- For the duration of the spell, you can pass through walls and
jects, cast spells and attack. When attacking with this are invisible. While using this spell, your body is considered
special limb, they deal damage equal to their weapon (or HELPLESS. When your spirit returns to your body, you are
fists) damage die + your Sagacity. dealt 10 points of true damage.

PROTECTION BUBBLE UNBREAKABLE WEAPON

CASTING TIME: 1 Minute RANGE: 60-ft (12 squares)


RANGE: 20-ft (4 squares) emanation DURATION: 1 Hour
DURATION: 8 Hours TYPE: Magic Effect
TYPE: Magic Effect
EFFECT: You cause all allies’ weapons in a 20-FT (4
EFFECT: You create an air bubble protecting all creatures SQUARES) BLAST to become more resilient to damage.
inside from hazards and environmental effects, such as rain, This spell increases their resistance by 5, and their hit points
wind, rock slides, avalanches, cold, heat, etc. are increased by 2 per point of sagacity that you have.

REVITALIZATION WATER BREATHING

RANGE: Touch RANGE: Touch


DURATION: 1 Hour
EFFECT: You can restore 1d4 point of attribute damage in TYPE: Blessing
one attribute. This spell also removes the FATIGUED, UN-
NERVED and SICKENED conditions. EFFECT: You give the touched creature the ability to breathe
underwater.

SPEAK WITH THE DEAD


WIND MESSAGE
RANGE: Touch
DURATION: 1 Hour or until depleted RANGE: 250 miles
TYPE: Necromancy TYPE: Magic Effect

EFFECT: You are able to speak with a touched corpse and EFFECT: You can send a message made of wind to a desig-
ask it 3 questions. The corpse will always respond to the best nated creature that you know of. The message cannot have
of its capacity and knowledge. This spell can only be used more than 20 words. The creature can only answer this mes-
once per corpse. sage once.

SPIRIT BODY TIER 4


RANGE: Self
DURATION: 1 Round AIR BUBBLE
TYPE: Magic Effect
RANGE: Self
DURATION: 1 Minute
TRIGGER: You suffer from a successful attack or spell
TYPE: Magic Effect
EFFECT: You are able to partially shift into the spirit realm.
You become incorporeal until the start of your next turn.
EFFECT: You create a large air bubble that repels water and
While incorporeal, you can only be attacked by iron or special
some harmful effects. Creatures in a 20-FT (4 SQUARES)
weapons. Additionally, you only take minimum damage from
EMANATION are not affected by underwater combat rules,
elemental spells and abilities, and you cannot attack, cast
and are unaffected by fog and airborne effects (such as poi-
spells or use objects.
sons or diseases).

SPIRIT WALK
BUOYANMANCY
RANGE: Self
RANGE: 120-ft (24 Squares)
DURATION: 1 Hour
TYPE: Magic Effect

164
EFFECT: You control the buoyancy of any object or TYPE: Magic Effect
creature that finds themselves in deep water. This spell
causes you to be able to decrease or increase the up- EFFECT: You create an area of supernatural darkness.
ward force exerted on an object, allowing you to make Creatures within a 30-ft (6 squares) zone are
the object float or sink, up to a distance of 60-ft (12 BLINDED (including creatures with dark vision and
squares). A successful Endurance save reduces the dis- thermal sight). Creatures inside the zone must also
tance by half, unless the creature is willing. succeed on an Endurance save or become NAUSE-
ATED. They must attempt a save at each round start
or leave the zone to get rid of the effect. A creature suc-
DETONATOR
ceeding on the save is immune to the nauseating
RANGE: Touch effect.
DURATION: 1 Day, or until detonated TYPE: Magic
Effect
LIGHTNING SPEED

EFFECT: You touch an object (not more than 5 units in RANGE: 60-ft (12 squares)
weight) and plant a small, invisible fire bomb on it. You DURATION: 1 Minute
gain the following action: TYPE: Blessing

EFFECT: The affected creature gains double their


EFFECT: The small bomb explodes in a 20-FT (4 movement speed. Additionally, they deal additional
SQUARES) RADIUS BLAST, dealing 6d6 points of fire damage equal to your sagacity whenever they perform
damage, and causes targets to catch on fire for 3d6 a charge.
points of fire damage for 10 rounds. When the bomb is
detonated, the item also takes this damage. A success-
MAGNETIC SHIELD
ful Reflex save halves the damage and negates the
effect. RANGE: Touch
DURATION: 1 Minute
Only one instance of this spell can be active in a 120-ft TYPE: Magic Effect
zone.
EFFECT: You cause a shield to be capable of attracting
weapons to it. The creature holding the shield gains a
ELEMENTAL DECAY
bonus to their block chances equal to your sagacity.
RANGE: 60-ft (12 squares)
DURATION: 1 Minute
MELTING FLUID
TYPE: Curse
RANGE: 30-ft (6 squares)
EFFECT: You cause a creature to become VULNERA- DURATION: 6 rounds
BLE to a chosen element (Fire, Lightning, Life, Death, TYPE: Magic Effect
Ice, Acid, Void). A successful Endurance save causes
the duration to be reduced to 1 Round. EFFECT: You cast an acidic substance on a creature,
which slowly tears into their skin. At each turn start,
the targeted creature takes 4d6 points of acid damage.
ELEMENTAL FURY
A successful Reflex save halves the spell’s duration.
RANGE: 60-ft (12 squares)

EFFECT: You unleash elemental powers on your foes.


This spell deals 3d6 points of fire damage, 3d6 points
of ice damage, 3d6 points of lightning damage and 3d6
points of void damage to a targeted creature. A suc-
cessful Reflex save halves the damage from each ele-
ment.

EMPTINESS

RANGE: 20-ft (4 squares)


DURATION: 10 Minutes

165
REPEL

RANGE: 60-ft (12 squares)


DURATION: 1 Minute, or until depleted
TYPE: Magic Effect

EFFECT: You place a void shield on a creature or an object.


On a successful melee attack against the target, the attacker
must succeed on an Endurance save or be pushed 15-ft away
and knocked PRONE. This shield has 2 charges.

HIGHER TIERS:
6TH: Increases the pushed distance to 30-ft (6 squares)
and the number of charges to 4.

SOUL SHIELD

RANGE: 20-ft (4 squares)


DURATION: 10 minutes, or until depleted
TYPE: Blessing

EFFECT: The touched creature is SAFEGUARDED against


death. While under the influence of this spell, the next doom
effect targeting the creature is negated, destroying the ward
instead.

TIME STUTTER

RANGE: 20-ft (4 squares) blast, centered on yourself


DURATION: 1 Round
TYPE: Magic Effect

EFFECT: You create an unstable ripple in time. When under


the effect of this spell, all creatures within the area must, at
the beginning of their turn, roll a d4 and gain one of the fol-
lowing effects:
1 - The creature is hasted (as per the haste spell (see
page 136)) until the end of their next turn.
2 - The creature appears frozen in time and cannot be
damaged or healed until the beginning of their next turn. It
can otherwise act normally.
3 - The creature is SLOWED until the end of their next
turn.
4 - The creature’s timeline seems to break, giving all
creatures attacking them a 50% chance to touch their other
self, dealing no damage. This effect lasts until the end of the
creature’s next turn.

WIND’S BLESSING

RANGE: Touch
DURATION: 1 Minute
TYPE: Blessing

EFFECT: The targeted creature gains an extra 5-ft of move-


ment on their Shift action.

166
167
168
Talents are special feats that your character can learn
while gaining experience. They can make you learn new
abilities, improve your proficiency or upgrade one of You use both of your weapons to perform
your abilities. Talents allow you to customize your char-
one attack against every creature adjacent
acter, make it how you want it to be, and give them the
to you. The first attack is made with your
abilities you want them to have.
main hand, then your off-hand for the
second target and it keeps alternating until
Each character can learn 1 talent at every level, al-
completion. All attacks made in this fashion
though some classes and lineage combinations might
give you more to select. Most talents can only be taken gain a -2 penalty to their accuracy.

once, unless specified otherwise. PREREQUISITE: Ambidextrous, 5 AGI

Some talents have prerequisites inscribed in their en-


BLIND-FIGHT
try, which must be attained without any temporary
bonuses or abilities. If those prerequisites are not met You do not need to make acrobatics checks to move
- by losing an attribute point or not wielding the appro- while BLINDED, and do not lose your mastery bonus
priate equipment, for example - this talent cannot be to your accuracy.
used anymore, until you meet the prerequisite again. PREREQUISITE: 3 AGI

COMBAT
In this section, you will find talents for fighters - they You gain a +4 to perception to hear, and
are all about increasing your efficiency in combat. They you can dodge and block while BLINDED.
can give you more survivability, more mastery with PREREQUISITE: Blind-Fight, Level 5
weapons, or ways to help and support your party.

BLOODTHIRSTY
AIMED SHOT
Dealing a critical strike or a perfect strike causes you
You forego your mastery bonus on ranged accuracy to heal yourself for 1d6, increased by an additional d6
rolls. Perform an attack against a creature of your every time your mastery bonus increases.
choice. If it is successful, add twice your mastery PREREQUISITE: 2 VIG
bonus to the damage.
PREREQUISITE: Any Ranged Weapons
BOTTOMS UP

ALERTNESS Once per round, you can drink a potion without taking
attacks of opportunity.
You can use your sagacity instead of your agility when PREREQUISITE: 3 AGI
determining your initiative.
PREREQUISITE: 1 SAG

AMBIDEXTROUS TRIGGER: You take Hit Points damage


Your penalty for making Double Strike is reduced by 1. EFFECT: You drink a potion of your choice
PREREQUISITE: 3 AG from your inventory.
PREREQUISITE: Bottoms Up

CHAINED STRIKE
You do not take any penalties for making
You have learned to work better with your allies while
Double Strikes.
in combat situations. Whenever you use an attack
PREREQUISITE: Ambidextrous, 5 AGI
against a creature, you gain a +1 bonus to your dam-
age for each different creature that has previously at-
tacked your target since the end of your last turn.
PREREQUISITE: Level 3

169
You can use this ability on creatures immune to COMPUL-
COUNTERSTANCE
SIONS, with a DT increased by 5.
You can adopt a defensive combat stance for 2 rounds. When PREREQUISITE: None
doing so, you gain the following reaction:

ENDURANT

TRIGGER: You successfully dodge an attack You gain defensive training in Endurance. If you are already
EFFECT: You perform an attack against the triggering crea- trained in Endurance, increase this save by half your mas-
ture. tery bonus.
If you are without training in Endurance, you may take this
Only one stance talent can be active at a time. talent twice.
PREREQUISITE: 1 INT PREREQUISITE: None

CRIPPLING PAIN

Dealing a critical strike or a perfect strike causes the targeted


You are now only slain at 20 hp below 0, and you
creature to become SLOWED until the end of their next
gain an additional death save.
turn.
PREREQUISITE: 2 STR PREREQUISITE: Endurant, Level 6

CRUEL TACTICS ENERGY BURST

When dealing damage to a creature that is UNNERVED, DE- Once per long rest, you can gain 1 additional point of stamina
MORALIZED, POISONED or BLEEDING, you deal an ad- for 1 round, but have 1 less stamina point for the next
ditional D6 of damage. round.
PREREQUISITE: None PREREQUISITE: 5 VIG

FERITY

Whenever you succeed on an attack against a creature, every


You gain a +1 enhancement bonus to your luck following consecutive successful attack against the same
against creatures affected by Cruel Tactics. creature increases your damage by 1d6, up to 4d6.
PREREQUISITE: Cruel Tactics, level 7 PREREQUISITE: Level 7

DEBILITATING INJURY FORCE OF PERSONALITY

Dealing a critical strike or a perfect strike causes the targeted You add your Charisma to your Willpower check instead of
creature to gain a -4 penalty to their accuracy for 1d4 your Sagacity.
rounds. PREREQUISITE: 2 CHA
PREREQUISITE: 2 STR

GIANT’S GRIP
DESTABILIZER
You are able to wield two-handed weapons in one hand, but
Dealing a critical strike or a perfect strike knocks the target gain a -3 penalty to your accuracy with this weapon. The
PRONE. weapon is treated as a one-handed weapon when calculating
PREREQUISITE: 3 STR damage. This ability cannot be used with technoblades’
weapons.
PREREQUISITE: 4 STR
DIPLOMATIC IMMUNITY

You can redirect the attention of a single enemy away from


GIANTSLAYER
yourself. Attempt a Diplomacy (CHA) check equal to 12 +
The Targeted Creature’s Level. If it is successful, the You gain a +1 bonus to your accuracy and damage against
creature is TAUNTED towards a creature of your choice for creatures larger than yourself. This bonus increases by 1 for
1 round. You can use this ability once per day, per creature. each size category larger.
PREREQUISITE: Level 3

170
GLASS CANNON KILL THE WEAK

You become vulnerable to all types of damage, but all When dealing damage to a creature that is under the
enemy creatures are considered vulnerable against all effect of a movement impairing condition (such as a
damage that you inflict. SLOW, ENTANGLE or PARALYSIS), a DISEASE or is
PREREQUISITE: None PRONE, you deal an additional D6 of damage.
PREREQUISITE: None

GRUDGE FIGHTER

Your desire for revenge bolsters your strength. You add


your mastery bonus to all physical damage done to a
You gain a +1 enhancement bonus to your
creature that previously attacked you, until the begin-
luck against creatures affected by Kill the
ning of your next turn.
Weak.
PREREQUISITE: Level 8
PREREQUISITE: Kill the Weak, level 7

GUSHING WOUNDS
LETHALITY
Dealing a critical strike or a perfect strike causes the
targeted creature to bleed for 1 point of damage, in- You can flank when not wielding a weapon, and your
creased by 1 every time your mastery bonus increases. fists' damages are increased by one dice step (see
This damage can stack up to 5 times. page 42).
PREREQUISITE: None PREREQUISITE: Cannot be a monk

IMPROVED INITIATIVE LIGHTNING RELOAD

You gain a +5 bonus to your initiative. You can reload a selected firearm type (such as shot-
PREREQUISITE: None guns or bolt-action sniper) or a crossbow faster, reduc-
ing the cost to reload it by 1 Stamina Point. This talent
can be taken multiple times, but only for different
weapons.
PREREQUISITE: None

You are always one step ahead of others.


Whenever enemies have an ambush round
against you, you always have 2 Stamina
You are able to reload a weapon while
Points to act.
aware of your surroundings. You do not
PREREQUISITE: Improved Initiative, level
provoke Opportune Strikes or similar
5
reactions when reloading a weapon that you
selected with Lightning Reload.
PREREQUISITE: Lightning Reload

Whenever you roll for initiative, you roll


2d20 and take the better result.
PREREQUISITE: Improved Initiative, level
You are capable of reloading your weapon
10
while walking. You can perform the Moving
action and reload at the same time. This
IMPROVED NATURAL ATTACK talent cannot be used with heavy weapons.

You consider one of your natural attacks (bite, claws, PREREQUISITE: Lightning Reload, Level 3

horns, etc.) as if of one size category larger. This talent


can be taken multiple times, but only for different at-
tacks.
MASOCHIST
PREREQUISITE: Level 7
Whenever you gain the BLOODIED condition from tak-
ing damage, you gain a bonus d12 to damage. When

171
no longer BLOODIED, this bonus remains until the end of PREREQUISITE: Precision
your next turn.
PREREQUISITE: Level 8
POWERFUL BLOWS

You forego your mastery bonus on melee accuracy rolls. Per-


NIMBLENESS
form an attack against a creature of your choice. If it is suc-
Increase your chances to dodge by 1. At 11th level, this cessful, add twice your mastery bonus to the damage.
bonus is increased by 1. PREREQUISITE: Any Melee Weapon
PREREQUISITE: 1 AGI or SAG

When making a powerful blow, you are able to


When targeted by an Opportune Strike, you gain break your foe’s defenses. When a creature
a +5 bonus to your dodge chances. blocks an attack empowered by Powerful Blow,
PREREQUISITE: Nimbleness they are granted COMBAT DISADVANTAGE
against your next attack. You can use this ability
once per round.
OFFENSIVE STANCE
PREREQUISITE: Powerful Blow, Level 4
You can adopt an offensive combat stance for 2 rounds.
When doing so, you double your damage attribute on your
attacks, but gain a -5 penalty to your dodge or block
chances.
Damage done by Powerful Blows is increased by
Only one stance talent can be active at a time. 10, but permanently increases the Stamina cost
PREREQUISITE: 1 INT by 1.
PREREQUISITE: Powerful Blows, Level 7

PRECISION

When performing ranged attacks against creatures that are PRESS THE ADVANTAGE
not engaged in melee combat with adjacent creatures (ex- TRIGGER: You deal a critical strike or a perfect strike
cluding yourself), you deal 2 additional points of damage. EFFECT: You can move for 10-ft (2 squares).
PREREQUISITE: None PREREQUISITE: 2 SAG

PROVOKE

TRIGGER: An ally triggers an Opportune Strike You can draw the attention of a single enemy. The targeted
creature must succeed on a Willpower save equal to 12 +
or a reaction
you Mastery Bonus + your Vigor. On a failure, the crea-
EFFECT: You attempt a ranged attack against the
ture is TAUNTED for 1 round. You can use this ability once
creature attacking the triggering ally. If this
per day, per creature, and you must remain within 30-ft of
attack is successful, it deals damage and the
your target.
creature’s Opportune Strike is canceled, but still
expends the Stamina Points. A character can use You can use this ability on creatures immune to COMPUL-
this ability as many times as it has reactions. SIONS, with a DT decreased by 5.
PREREQUISITE: Precision PREREQUISITE: None

Select one type of ranged weapons. Whenever Once per encounter, you can roll a Provoke
you use weapons of that type, you do not attempt twice, and take the better result.
provoke Opportune Strikes when shooting, and PREREQUISITE: Provoke
you can perform Opportune Strikes against
creatures adjacent to you.

172
RESURGENCE

Whenever you gain the BLOODIED condition from tak-


You can expend an additional Stamina Point
ing damage, you gain a resistance 5 to all damage.
on the Provoke ability to target all enemy
When no longer BLOODIED, this bonus remains until
creatures within 10-ft of you.
the end of your next turn.
PREREQUISITE: Provoke, level 6
PREREQUISITE: Level 8

RIGHT INTO MY TRAP!

Creatures that you successfully provoke Whenever you attack a creature that is ENTANGLED,
IMMOBILIZED or SLOWED by one of your traps or
deal minimum damage on their first
grenades, you gain a +2 bonus to your accuracy and
successful attack against you.
damage against this creature.
PREREQUISITE: Provoke, level 8
PREREQUISITE: None

QUICK DRAW
SAFE MANEUVERS
You can sheathe and unsheathe your weapon and
You do not suffer from Opportune Strikes and other
shield without using Stamina Points and do not suffer
similar reactions when using the athletics or improvi-
from Opportune Strikes or similar reactions while do-
sation skills in combat.
ing so. You can do this twice per round.
PREREQUISITE: 2 STR or AGI
PREREQUISITE: None

You can use athletics or improvisation


When switching weapons, you gain a +1
checks as Opportune Strikes.
bonus to accuracy on your next attack.
PREREQUISITE: Safe Maneuvers
PREREQUISITE: Quick Draw

QUICK STEPS
TRIGGER: You are grabbing a creature and
You gain an additional 10-ft (2 squares) of movement. are targeted by an attack from another
PREREQUISITE: None creature
EFFECT: You use the creature you are
holding as a shield. Perform a block action
against the attack. If it is successful, you do
TRIGGER: You are stopped while in the not take damage and the damage is dealt to
middle of a movement by a spell, skill or the creature you are holding instead.
ability PREREQUISITE: Safe Maneuvers, 4 STR
EFFECT: You can still move 5-ft (1 square)
before your movement is stopped.
PREREQUISITE: Quick Steps

TRIGGER: A creature attempts to escape

REACTIONARY from your grab or attempts to attack you


while you are grabbing them
You gain 1 free reaction per round. This talent can be
EFFECT: Perform an Opportune Strike. If
taken multiple times.
successful, you deal damage and interrupt
PREREQUISITE: 2 SAG or 2 AGI
the creature’s action. The creature still
expends Stamina Points for their action, and
gains a penalty to their accuracy equal to
half your mastery bonus until the start of

173
their next turn.
STANCE OF THE FORTRESS
PREREQUISITE: Dagger or Fist Weapon, Safe
Maneuvers, Level 8 You can adopt a defensive combat stance for 2 rounds. When
doing so, you lose your mastery bonus to your accuracy and
add it to your dodge and block chances. Only one stance tal-
SHIELD MASTERY ent can be active at a time.
PREREQUISITE: 1 INT
Increase your chances to block by 1. At 11th level, this
bonus increases by 1.
PREREQUISITE: Requires a shield, 1 STR or VIG
Whenever you use Stance of the Fortress, you
give yourself improved cover with your shield.
PREREQUISITE: Stance of the Fortress, Tower

You can bash an enemy with your shield, dealing Shield, level 5

1d8+your Strength or your Vigor points of


bludgeoning damage. You can perform this attack STREAK OF LUCK
while holding your shield with two hands, if you
You gain a +1 bonus to luck.
have one hand free, increasing the damage to
PREREQUISITE: Level 9
1d8+1.5 times your Strength or your Vigor. You
automatically have expertise with this attack. On
a perfect Strike, the targeted creature is STRONG WILLED
STAGGERED. This damage is increased by an You gain defensive training in Willpower. If you are already
additional die at level 7 and 13. trained in Willpower, increase this save by half your mastery
PREREQUISITE: Shield Mastery bonus.
If you are without training in Willpower may take this talent
twice.
PREREQUISITE: None

TRIGGER: You deal damage with Shield Bash


EFFECT: The targeted creature must succeed on
an Endurance save equal to 10+your shield
Whenever you fail on a Willpower save, you can,
bash’s damage or gain the STAGGERED
once per day, ignore its effect for the first round
condition until the end of its next turn.
it is supposed to take effect. This talent only
PREREQUISITE: Shield Bash
delays the onset, and the character still suffers
from the full duration of the effect.
PREREQUISITE: Strong Willed, Level 6

When successfully blocking an attack, you can


create an opening for your allies. The target must SURGICAL STRIKES
succeed on an Endurance check equal to your Your higher intellect gives you a grasp on a creature's vital
block chances or be considered UNAWARE until points. You can use your INT for calculating damage from
the start of their next turn. attacks made with light or ranged weapons, instead of STR
PREREQUISITE: Shield Mastery, level 7 or AGI.
PREREQUISITE: 3 INT

SPITEFUL DEFIANCE
SWIFT RISE
Whenever you suffer from a critical strike or a perfect strike,
you heal yourself for twice your mastery bonus at the start If you are wearing light armor or no armor, you can perform
of your next 3 turns. the Stand movement without expending a Stamina Point.
PREREQUISITE: None This action still triggers Opportune Strikes and other similar
reactions, but does not count towards your two maximum
movements per turn.
PREREQUISITE: 4 AGI

174
PREREQUISITE: Thick Skin

If wearing light armor or no armor at all,


you can automatically perform a Shift THREATENING STANCE
movement whenever you use the Stand
You can use an Opportune Strike against a creature us-
movement. This action still triggers
ing the Move action within your melee weapon’s reach.
Opportune Strikes and other similar
You cannot use this ability against a creature that uses
reactions, but does not count towards your
a Shift or a Withdraw, or ends their movement within
two maximum movements per turn. your reach. A successful attack against a moving crea-
PREREQUISITE: Swift Rise ture stops its movement.
PREREQUISITE: None

TACTICAL POSITIONING
TORMENTED
TRIGGER: A creature adjacent to you uses the Shift
movement Whenever you suffer from a single type of damage of
EFFECT: You also perform a Shift, but cannot do so at your choice (piercing, slashing, void, fire, etc), you deal
your turn. an additional 1d6 points of damage for 1 minute. This
PREREQUISITE: 2 SAG talent can be taken multiple times, but only for differ-
ent types of damage.
PREREQUISITE: None

TRIGGER: A creature adjacent to you TOUGHENED UP


moves away from you (including
You gain an additional Hit Point for each character level
Withdrawing)
that you have.
EFFECT: You move up to your speed in the PREREQUISITE: None
triggering creature’s direction, until you
either reach the creature or complete your
movement.
PREREQUISITE: Tactical Positioning, Level
You can intercept an ability, attack or spell
10
made against a creature adjacent to you,
taking full damage and effects from this
action (you apply your resistances and
resilience as if you had been targeted). If
TRIGGER: You use Tactical Positioning or used against an area of effect also targeting
Eyes on the Enemy you, you take the effect twice, and take
EFFECT: You perform an attack against the damage according to the creature’s save.
triggering creature if it is within your reach. PREREQUISITE: Toughened Up
PREREQUISITE: Tactical Positioning, Level
10

THICK SKIN Whenever you are brought to 0 Hit Points or


less, you gain the UNKILLABLE condition.
You gain a +4 bonus against all effects that would
PREREQUISITE: Toughened Up, 6 Vig
cause Frostbite or Heatstroke.
PREREQUISITE: None
UNDYING WARRIOR

Whenever you are BLOODIED, you can, once per day,


heal yourself for 3d6, increased by an additional d6 at
You are more resilient to certain dangerous 10th, 13th, 16th and 19th level (this healing does not
hazards. You gain a resistance 3 against gain the usual penalty from being BLOODIED). This
radiation and force damage.

175
talent can be taken multiple times, increasing your number
WEAPONS
of uses per day.
In this section, you will find talents tailored to specialize with
PREREQUISITE: Level 7
a specific type of weapon.

UNTOUCHABLE
BLEEDING SLASH
You gain defensive training in Reflex. If you are already
Whenever you successfully attack a creature with a slashing
trained in Reflex, increase this save by half your mastery
weapon, you deeply cut their flesh, dealing 1 point of bleed-
bonus.
ing damage. Each successful attack increases the bleeding
If you are without training in Reflex, you may take this talent
by 1, up to 5.
twice.
PREREQUISITE: Any Slashing Weapon
PREREQUISITE: None

BRACE

TRIGGER: A creature performs a charge within your


Whenever you fail on a Reflex save by less than weapon’s reach
5, you still succeed on the check. EFFECT: You perform an attack against the charging crea-

PREREQUISITE: Untouchable, Level 6 ture while wielding a spear or a polearm. If it is successful,


your attack deals 1 additional damage die.
PREREQUISITE: Spear or Polearm
VERMINSLAYER

You gain a +1 bonus to your accuracy and damage against CAUTERIZE WOUND
creatures smaller than yourself. This bonus increases by 1
You use the burning barrel of your firearm to cauterize your
for each size category smaller.
wound or the wounds of a creature adjacent to you. When
PREREQUISITE: None
using this ability, you stop a bleed for 10 minutes but deal 5
points of true damage to the creature. To use this ability, you
WEAPON TRAINING must have shot at least once during your turn.
PREREQUISITE: Any Firearms
You gain a +1 bonus to your accuracy with a selected
weapon type. If a weapon does not require an accuracy
check, increase the DT of its attack by 1 instead. This talent CLEAVE
can be taken multiple times, but only for different weapon
You perform an attack against a creature. If it is successful,
types. At 11th level, this bonus increases by 1.
you can continue your swing against an adjacent creature.
PREREQUISITE: None
If the first attack is unsuccessful, the attack cannot cleave.
PREREQUISITE: 4 STR, Any Two-Handed, Claws or Tail,
Level 4

You gain a +2 bonus to your damage with the


weapon type you chose through Weapon
Training.
Whenever you use Cleave, if all previous attacks
PREREQUISITE: Weapon Training
are successful, you can continue your attack on
an additional creature.
WIND-UP STRIKE PREREQUISITE: Cleave, Any Two-Handed,
Claws or Tail, Level 7
You can power up one, powerful attack. On a successful
strike, your weapon deals an additional damage die and 5
points of damage. These bonus damages are not multiplied DEFENSIVE WEAPON
on a critical strike.
PREREQUISITE: 4 STR, level 6 You can use your weapon to parry attacks, gaining block
chances as if wielding a shield. Whenever you succeed in
blocking an attack with your weapon, you reduce the dam-
age you take by 1 per weapon upgrade that you have. When
using two weapons, this block amount occurs only once.
PREREQUISITE: No shield, have at least a superior weapon

176
PREREQUISITE: Two-Handed Weapon, 5 STR
EXECUTIONER

Whenever you deal the killing blow on a creature while


MULTISHOT
wielding a two-handed ax or a scythe, enemies within
20-ft (4 squares) of the creature become UNNERVED You take a -2 penalty to your accuracy to shoot two ar-
for 2 rounds. rows at once. This ability must be used on two different
PREREQUISITE: Ax (Two-Handed) or Scythe targets, not more than 10-ft (2 squares) away, and use
the same accuracy check.
PREREQUISITE: Bows
EXPERT THROWER

You can take a -2 penalty to your accuracy to throw 2


PERFORATING STRIKE
weapons at once. This ability must be used on two
different targets, not more than 10-ft (2 squares) Using a pick weapon, you can pierce through any de-
away, and use the same accuracy roll. fense with ease. Perform an attack with a -4 penalty to
PREREQUISITE: Piercing or Slashing Thrown your accuracy. If it is successful, you deal bonus true
Weapons damage equal to your damage attribute. If the attack
is a perfect strike, add twice your mastery bonus to
the total damage.
PREREQUISITE: Any Pick

Whenever you use Expert Thrower, you can


throw three weapons. PIERCING SHOT
PREREQUISITE: Expert Thrower, Level 5 You take a -2 penalty to your accuracy to carefully aim
at a sensitive area, making your attack pierce through
and target a second creature. The creature cannot be
FANNING
more than 15-ft (3 squares) away, must have a direct
You quickly empty your revolver’s cylinder. line with the other and use the same accuracy check.
You take a -5 to your accuracy to make as many at- PREREQUISITE: Firearms or Crossbow
tacks as there are bullets in your revolver. Each suc-
cessful attack adds a damage die equal to the
revolver’s damage, but your agility only applies once.
SWIFT STRIKE
Rolling a natural 1 while using this ability automatically When wielding a Katana or a Nodachi, if your weapon
causes the revolver to break and the attack to fail. is sheathed at the start of the encounter, your first at-
PREREQUISITE: Revolver, Level 6 tack costs 1 less Stamina Point, and unsheathing your
weapon does not cost Stamina Points.
PREREQUISITE: Katana or Nodachi
FAR SHOT

You can shoot all ranged weapons with which you have
expertise for an additional 20-ft (4 squares) beyond
TWIN STRIKES
their normal range. When using a one-handed ax weapon, you can make
PREREQUISITE: Weapon Expertise in a type of ranged two attacks against a creature in range. If the first at-
weaponry tack misses, they can either attack the same target
and gain a +5 bonus to their damage, or attack an-
other adjacent target, and gain a +5 to their accuracy.
HAMMERING CADENCE
If the first attack doesn’t miss, perform the second at-
Whenever a creature blocks or dodges attacks from tack normally.
your bludgeoning melee weapon, you gain a cumula- PREREQUISITE: Ax (One-Handed)
tive +2 bonus to your accuracy, until you successfully
hit the creature. You can only gain this bonus once per
creature, per encounter.
MAGIC
In this section, you will find talents to increase your
PREREQUISITE: Any Bludgeoning Melee Weapon
proficiency with magic. They can make your spells
more powerful and increase your proficiency with all
HEAVY THROW types of supernatural abilities.

You can throw two-handed melee weapons at a dis-


tance of 15-ft (3 squares).

177
DEFENSIVE MAGIC

You gain a +5 bonus to cast spells in melee. Whenever using a spell from an element you
PREREQUISITE: Level 5
have chosen with Elemental Focus that uses d6,
d8, d10 and d12, you consider any 1 rolled on a
DESTRUCTIVE SPELLS damage die as a 2.
PREREQUISITE: Greater Elemental Focus
Whenever you activate this talent, creatures must roll their
save twice against your spell and take the worst result on
their save. EXPECTATION
Base spells cast with this talent see their cost in magic affin-
ity increased by 3, and class spells by 6. Whenever you are targeted by a spell from your own school

PREREQUISITE: None of magic (Nature, Divine, Arcane, Spirit), you gain a +4


bonus to dodge, block and save to resist it.
PREREQUISITE: Have access to a school of magic
DIVINE HEALER

You call upon the power of your god to heal a touched crea- EXPEDITIOUS SPELLS
ture for 1d8+your character level. You can use this ability
once per person, per day. Whenever you activate this talent, the stamina cost of your
PREREQUISITE: Must pray to a god spell is reduced by 1.
Base spells cast with this talent see their cost in magic affin-
ity increased by 3, and class spells by 6.
DUPLICATE SPELLS PREREQUISITE: None

Whenever you activate this talent, your non-area of effect


spells can be divided between two creatures no more than FANATIC
10-ft (2 squares) apart.
Base spells cast with this talent see their cost in magic affin- Whenever you are targeted by a healing spell from your own

ity increased by 3, and class spells by 6. school of magic (Nature, Divine, Arcane, Spirit), you are

PREREQUISITE: None healed for an additional d6.


PREREQUISITE: Have access to a school of magic

ELEMENTAL FOCUS
FOCUSED HEALER
You gain a +1 bonus to the DT of spells and abilities from a
chosen element (Fire, Lightning, Life, Death, Ice, Earth, Your healing spells and abilities are increased by half your

Acid, Void, Wind, Holy, Unholy, Hellfire and Arcana). mastery bonus. This talent does not affect potions, chords,

This talent can only be picked once per element. steps and other items.

PREREQUISITE: 3 Int or Sag PREREQUISITE: None

Your damaging elemental abilities from the same Whenever a creature receives healing from one

element as Elemental Focus deal an additional of your spells or abilities, they gain a bonus equal

amount of damage equal to half your mastery to half your mastery bonus on their next save.

bonus. This talent does not affect potions, This talent does not affect potions, chords, steps

chords, steps and other items. and other items.

PREREQUISITE: Elemental Focus, level 2 PREREQUISITE: Focused Healer

You gain an additional +1 bonus to the DT of an For each consecutive healing spell that you cast,

element already chosen by Elemental Focus. increase their effect by 1, to a maximum of 5.


Casting a non-healing spell or moving more than
PREREQUISITE: Elemental Focus, level 7
once per round resets the effect.
PREREQUISITE: Focused Healer

178
PREREQUISITE: Have access to a school of magic,
level 7

Whenever you successfully remove a


condition with a spell(such as Cleansing LASTING SPELLS
Prayer or Restoration) the target of your
Whenever you activate this talent, your spells with a
spell gains a +1 bonus to their accuracy and
duration last for twice as long. Healing over time abili-
saves for 1 minute.
ties such as fountain, or damage over time abilities
PREREQUISITE: Focused Healer, Level 4 such as warp are not cumulative with this talent.
Base spells cast with this talent see their cost in magic
affinity increased by 1, and class spells by 2.
PREREQUISITE: You can cast spells

Whenever you heal a creature over its


maximum hit points with one of your LEECHING SPELLS
healing spells or abilities, it is transformed
Whenever you activate this talent, your spell heals you
into a barrier, which cannot go higher than
for its minimum damage. This can only be used on
10. This barrier lasts until the end of the spells for which you need to roll dice for damage.
targeted creature’s next turn. This talent Base spells cast with this talent see their cost in magic
does not affect potions, chords, steps and affinity increased by 2, and class spells by 4.
other items. PREREQUISITE: You can cast spells
PREREQUISITE: Focused Healer, Level 7

LONG SPELLS

Whenever you activate this talent, your spells have an


increased range, giving them a 20-ft (4 squares)
Whenever you heal a BLOODIED creature, bonus range.
you add 1d6 to the total (after calculating Base spells cast with this talent see their cost in magic
the healing reduction from the condition). affinity increased by 1, and class spells by 2.
This talent can be taken multiple times to PREREQUISITE: You can cast spells
increase the healing by 1d6 (to a maximum
of 4d6).
MASS DESTRUCTION
PREREQUISITE: Focused Healer, Level 7
Damaging spells targeting more than 1 creature deal
an additional 1d6 points of damage.
HARDENED MAGICIAN PREREQUISITE: You can cast spells, Level 4

Whenever you are targeted by a damaging spell from


your own school of magic (Nature, Divine, Arcane, MENTAL PERFECTION
Spirit), you apply your mastery bonus to reduce dam-
You gain 1 additional point of Magic Affinity per char-
age from the spell.
acter level.
PREREQUISITE: Have access to a school of magic
PREREQUISITE: You have Magic Affinity

HARSH SPELLS
PERFECT SPELLS
Whenever you activate this talent, your spell’s DT is in-
Whenever you activate this talent, your spells deal the
creased by 2.
maximum amount of damage possible, or heal for the
Base spells cast with this talent see their cost in magic
maximum amount.
affinity increased by 2, and class spells by 4.
Base spells cast with this talent see their cost in magic
PREREQUISITE: You can cast spells
affinity increased by 3, and class spells by 6.
PREREQUISITE: You can cast spells
INVIGORATING FATE

Dealing a critical strike or a perfect strike causes you POWERFUL SPELLS


to regenerate 3d4 points of magic affinity.
Whenever you activate this talent, your spells deal 50%
more damage, or heal for 50% more.

179
Base spells cast with this talent see their cost in magic affin-
SKILLS
ity increased by 2, and class spells by 4.
In this section, you will find talents to increase your skills,
PREREQUISITE: You can cast spells
and your overall efficiency with them.

QUICK SPELLS
ACE PILOT
Whenever you activate this talent, your spells do not require
You gain a +2 bonus to the piloting skill.
the usual hand movements, thus, do not trigger Opportune
PREREQUISITE: Piloting Skill
Strikes and other similar reactions. You also don’t need to
have at least one free hand to cast your spells.
Base spells cast with this talent see their cost in magic affin- ANIMAL FRIEND
ity increased by 2, and class spells by 4.
You gain a +2 bonus to the handle animal skill.
PREREQUISITE: You can cast spells
PREREQUISITE: Handle Animal Skill

RECHARGING

Whenever you take a long or short rest, you regain 1d4 ad-
ditional points of magic affinity. A beast or vermin belonging to you gains 1 level.
PREREQUISITE: None You can take this talent multiple times, but you
cannot bring a creature higher than your own

REDIRECT SPELL level using this talent. Go to page 254 to


increase your creature’s level.
Whenever you miss on an accuracy check on a spell, you can,
PREREQUISITE: Animal Friend
once per spell, redirect it to a nearby target, not more than
10-ft (2 squares) away.
PREREQUISITE: Level 10 ATHLETE

You gain a +2 bonus to the athletics skill.


RESOLUTE MAGICIAN PREREQUISITE: Athletics Skill

Damaging spells targeting a single creature deal an addi-


tional 1d6 points of damage. CHAMELEON
PREREQUISITE: Level 4
You gain a +2 bonus to the stealth skill.
PREREQUISITE: Stealth Skill
SELF BENEFACTOR

Whenever you cast a single target healing spell on a creature


other than yourself, you heal yourself for half the amount.
PREREQUISITE: Level 7 When in a dark area, you can perform a stealth
check to disappear in plain sight. You must be

SILENT SPELLS out of combat to use this ability.


PREREQUISITE: Chameleon, Level 10
Whenever you activate this talent, your spells do not require
the usual vocal incantation; thus, they do not break stealth
when cast and bypass silence and disruptive effects tied to CLIFF HANGER
sound.
You gain a +2 bonus to the climb skill.
Base spells cast with this talent see their cost in magic affin-
PREREQUISITE: Climb Skill
ity increased by 2, and class spells by 4.
PREREQUISITE: You can cast spells
CRAFTSMANSHIP

SPIRITUAL HEALER You gain a +2 bonus to a selected crafting skill.


PREREQUISITE: Any Craft Skill
You call upon the power of your spirit to heal a touched crea-
ture for 1d8+your character level. You can use this ability
once per person, per day.
PREREQUISITE: Must follow a spirit
All alchemical and technological consumables

180
that you craft have their effects increased. PREREQUISITE: Fly Skill
All healing potions that you create have
their die increased to d6s, you add your
HACKERMAN
intellect (minimum 1, maximum 5) to the
You gain a +2 bonus to the hacking skill.
damage of any poison and bombs that you
PREREQUISITE: Hacking skill
make, and all consumables with a duration
last twice as long.
PREREQUISITE: Craftsmanship, Level 7 HOBBY

You can use any crafting skill while using a short or long
CURIOSITY CONNOISSEUR rest, and still gain the bonuses for taking a rest.
PREREQUISITE: Any Craft Skill
You gain a +2 bonus to the use magic items skill.
PREREQUISITE: Use Magic Items skill
INTUITIVE

DESIGNATED DRIVER You gain a +2 bonus to the insight skill.


PREREQUISITE: Insight Skill
You gain a +2 bonus to the driving skill.
PREREQUISITE: Driving Skill
KNOWLEDGEABLE

ENTERTAINER You gain two additional lore skills.


PREREQUISITE: 1 INT
You gain a +2 bonus to a selected performance skill
check (Acting, Dancing or Music).
PREREQUISITE: Any Performance Skill LINGUIST

You gain a +2 bonus to the linguistic skill.


PREREQUISITE: Linguistic Skill

Your performances are so thrilling that they


force attention on you. Roll a performance
check. All allied creatures under the effect You have learned phonetics, making it
of a Charm, Compulsion or Fear that see or easier for you to understand other
hear your performance can use your languages. You gain 2 additional languages
perform check result instead of their and are able to write languages you don’t
willpower check to get rid of the effect. understand using sounds.
PREREQUISITE: Entertainer PREREQUISITE: Linguist

ESCAPE ARTIST MANIPULATOR


You gain a +2 bonus to the escape skill. You gain a +2 bonus to the deception skill.
PREREQUISITE: Escape Skill PREREQUISITE: Deception Skill

FACE VALUE

You gain a +2 bonus to the appraise skill.


You perform a fake attack against a
PREREQUISITE: Appraise Skil
creature using your deception skill against
the target’s insight. If it is successful, the
FLIRTY
creature gains Combat Disadvantage
You gain a +2 bonus to the flirt skill. against your attacks until the end of your
PREREQUISITE: Flirt Skill next turn.
PREREQUISITE: Manipulator

FLY AWAY

You gain a +2 bonus to the fly skill.

181
MEDIC

You gain a +2 bonus to the medicine skill. Your weapon deals an additional die of damage
PREREQUISITE: Medicine Skill
with Mounted Charge.
PREREQUISITE: Mounted Charge, Level 8

NAVIGATOR
You can attempt a medicine check against a
disease or a poison, with a DT equal to 5+the DT You gain a +2 bonus to the sailing skill.
of the effect. If successful, you remove the PREREQUISITE: Sailing Skill
effect. This ability cannot be used against effects
that last less than an hour, and take 10 minutes PERCEPTIVE
to perform.
You gain a +2 bonus to the perception skill.
PREREQUISITE: Medic
PREREQUISITE: Perception Skill

METROPOLITAN
QUICK THINKER
You gain one additional starting language, and one additional
You gain a +2 bonus to the improvisation skill.
lore or charisma skill.
PREREQUISITE: Improvisation Skill
PREREQUISITE: None

REASSURING PRESENCE
MINESWEEPER
You gain a +2 bonus to the diplomacy skill.
You gain a +2 bonus to the disable skill.
PREREQUISITE: Diplomacy Skill
PREREQUISITE: Disable Skill

SKILLED ACROBAT
MOUNTED FIGHTER
You gain a +2 bonus to the acrobatics skill.
You gain a +2 bonus to the ride skill.
PREREQUISITE: Acrobatics Skill
PREREQUISITE: Ride Skill

You gain a +5 bonus to any acrobatics check


You gain a +4 bonus to your Ride skill when
made to pass slippery surfaces, narrow ledges or
performing the Protect Mount action.
to avoid being pushed out of balance.
PREREQUISITE: Mounted Fighter
PREREQUISITE: Skilled Acrobat

SKILLFUL

Whenever you perform a charge while mounted, The character adds two additional skills to its list (those skills
your weapon deals 1 additional die of damage. cannot be lore skills)

PREREQUISITE: Mounted Fighter PREREQUISITE: 1 INT

SOCIAL SAVANT

You add your Charisma to your lore checks instead of your


You do not suffer any penalties to your accuracy Intellect.
for using a ranged weapon while mounted. You PREREQUISITE: None
take a -2 penalty to your accuracy if the mount is
moving.
SURVIVALIST
PREREQUISITE: Mounted Fighter
You gain a +2 bonus to the survival skill.
PREREQUISITE: Survival Skill

182
SWIMMER MUSICAL KNOWLEDGE

You gain a +2 bonus to the swim skill. The performer gains 1 additional use of crescendo per
PREREQUISITE: Swim Skill day. You can pick this talent multiple times.
PREREQUISITE: Performer (Musician)

TECHNICIAN
MUSICAL INSPIRATION
You gain a +2 bonus to the mechanics skill.
PREREQUISITE: Mechanic Skill You can play 2 additional notes per day. You can pick
this talent multiple times.
PREREQUISITE: Performer (Musician)
TERRORIZING PRESENCE

You gain a +2 bonus to the intimidate skill.


PREREQUISITE: Intimidate Skill

TRIGGER: You reduce a creature to 0 Hit


Points or below
EFFECT: You make an intimidate check to
demoralize all creatures within 10-ft (2
squares) of you.
PREREQUISITE: Terrorizing Presence,
Level 5

THIEF

You gain a +2 bonus to the sleight of hands skill.


PREREQUISITE: Sleight of Hands Skill

You gain a +5 bonus whenever you use the


sleight of hands skill to conceal weapons or
items.
PREREQUISITE: Thief

CLASS
In this section, you will find talents that increase the
efficiency of some of your class features and abilities.
Usually, these give you additional uses on some of your
abilities, or specific bonuses tied to one of your class
features.

EXTRA CHANNEL

You gain 2 additional uses of your channel ability. You


can pick this talent multiple times.
PREREQUISITE: Priest

183
184
While a character’s attributes represent their raw talent Below are examples of difficulty threshold that you may
and potential, skills represent their training and overall encounter during their adventures:
knowledge of certain tasks. They are some of the fun-
damental abilities a hero needs to thrive in the world DIFFICULTY DT
of Arkelon. Unlocking doors, driving vehicles, climbing
walls and dealing with an angry mob are just a few of Very Easy 5
the skills you can give your character.
Easy 10

When creating a new character, they can select 4 skills Medium 15


plus their intellect score. Your character can also gain
Hard 20
skills from other sources, including their personality
traits, class, lineage and talents. As they become Very Hard 30
stronger, your character also gains a new skill at levels
5, 9, 13 and 17. Nearly Impossible 45

If you would gain a skill multiple times from different HELPING OTHERS
sources (for example, through lineage traits, classes When other creatures attempt skill checks, you can help
or personality traits), you gain a +2 bonus to that skill them and increase their chances of success by using
for each additional source. the following reaction:

Skills using the Strength, Agility and Vigor attributes


all suffer from ARMOR PENALTY (AP), given by your HELP OTHERS
equipment. Removing the gear, or being affected by TRIGGER: A willing creature within 10-ft (2 squares)
some magic effects, certain talents or class abilities of you attempts an attack or a skill check, or has al-
can reduce (or negates) this penalty. ready rolled for any of these actions and failed.
EFFECT: You help this creature perform the action. A
SKILL TRAINING Help Other check requires you to succeed a DT equal
Some more specialized skills require training to use. to half the total DT of the action, in which case you
Identified by the TR abbreviation in the title, those give a +4 bonus to the character you are trying to help
skills can only be used when selected or gained by your for this check. To help a creature with a skill, you must
character. have selected or gained this skill.

Other, more general skills, such as Climb or Intimidate,


can be used despite not being selected or gained.
When you use one of those skills without being trained,
you roll a D20, adding the attribute associated with the
skill.

SKILL CHECKS
Skill checks are used to determine success or failure at
certain tasks. When trying to complete a task, you roll
a D20, adding your character’s mastery bonus (if
you are trained) + their attribute + any other
bonuses that they may have. A skill check is consid-
ered successful when the result is equal or higher than
the required Difficulty Threshold (DT).

185
ATHLETICS (STR, AP) TAKEDOWN
You are skilled at grabbing, pushing, lifting, and throwing
If a creature is unaware, you can attempt to strangle it and
creatures and objects. In this section are listed all actions
make them UNCONSCIOUS. When doing so, you automat-
that you can perform while using this skill, as well as all pos-
ically succeed on your grab attempt against the target. The
sible modifiers that can be applied to increase or decrease
targeted creature must then succeed on an Endurance or
the difficulty of a check.
Escape check against the character’s Athletics check or gain
the SUFFOCATING condition. This ability must be per-
formed against an UNAWARE creature of the same size or
BREAK OBJECTS
smaller.
You can attempt to break objects, such as doors, tables,
chairs and windows. You can also attempt to break a weapon
or an armor with this skill by succeeding an Athletics check
THROW OBJECT
against a creature’s Reflex save. If it is successful, you deal You can throw objects. Most small sized objects deal 1d6
your normal weapon damage to the weapon or armor. points of damage, medium sized objects deal 1d8 points of
damage and large objects deal 1d10 points of damage. To
throw an object, you must first lift it and then perform an
DISARM
accuracy check. If you have the Athletics skill in your list, you
You can attempt to disarm a creature. A creature you at- gain a +4 bonus to this check.
tempt to disarm must succeed on a Reflex save equal or
higher than your disarm attempt. If it is successful, the tar-
ATHLETICS MODIFIERS
geted creature drops their weapon. A disarmed weapon falls
In the table below are some circumstances that might mod-
in an adjacent square to the creature, unless specified oth-
ify your athletics check(s):
erwise.

CIRCUMSTANCES CHECK MODIFIER


GRAB
Creature or object is two size
+4 Bonus
You can attempt to grab another creature with an Athletics categories smaller
check against that creature’s reflex. If the opposing creature Creature or object is one size
fails its save, they gain the GRABBED condition. +2 Bonus
category smaller
Creature or object is one size
-4 Penalty
category larger
You can attempt to escape a grab by performing an Athletics Creature or object is two size
check against the grabbing creature’s own check. If it is suc- -8 Penalty
categories larger
cessful, you are free from the grab and can place yourself in
Creature or object is three
any adjacent square. Can’t be Performed
size categories larger

LIFT

You can attempt to lift creatures from their feet, or lift heavy
objects. To lift an object or creature, you must first grab it,
CLIMB (STR OR AGI, AP)
and then succeed an Athletics check equal to 10+THE You are skilled at ascending slopes, walls, mountains and
CREATURE’S CURRENT ENCUMBRANCE. The DT is re- other vertical surfaces. With a successful Climb check, you
duced by 5 if the creature is willing. can advance up, down or across a slope or a wall, at a speed
of 10-ft (2 squares) per movement. Whenever you fail a
Climb check by 5 or more, you lose your balance and start
PUSH to fall.
You can attempt to push objects out of the way, or knock
creatures prone. The DT to successfully knock a creature While climbing, you need to have both hands free (unless
PRONE is equal to 10 + the creature’s current you are using special climbing tools), and you are considered
encumbrance. The DT is reduced by 5 if the creature is will- at COMBAT DISADVANTAGE.
ing.
Whenever you take damage while climbing, you must suc-
ceed on a Climb check equal to the wall's or slope’s DT +
half the damage taken, or lose your balance and start to
fall.

186
In this section are listed all actions that you can per-
ACROBATICS (AGI, AP)
form while using this skill, as well as all possible mod-
You are skilled at keeping your balance while crossing
ifiers that can be applied to increase or decrease the
narrow surfaces, flip, dive, roll and jump. In this section
difficulty of a check.
are listed all actions that you can perform while using
this skill, as well as all possible modifiers that can be
CASTING SPELLS applied to increase or decrease the difficulty of a check.
If you wish to cast a spell while climbing, you must
succeed on a Climb check equal to the wall’s or slope’s
CROSSING NARROW SURFACES
DT not to fall down. If you fail this check, the spell is
You can attempt to cross narrow surfaces, such as
lost, and you spend the appropriate amount of magic
ledges. While doing so, you can only move at half-
affinity and stamina points.
speed for each movement that you perform, and are
considered at COMBAT DISADVANTAGE. Whenever
CATCH CREATURE you take damage while doing so, you must succeed on
an Acrobatics check equal to the surface’s DT + half
TRIGGER: A creature is falling in a square adjacent to
the damage taken, or lose your balance and start to
you
fall. If you wish to move at full speed, the DT is in-
EFFECT: You attempt to catch the falling creature. Roll
creased by 5.
a D20, which must result in a 10 or higher. If it is suc-
cessful, perform a Climb check equal to the wall or
slope’s DT + 10 (5 when on a slope). If it is suc-
FALLING
cessful, you catch the creature, and it stops falling. If You are capable of tumbling and falling in a less dan-
you fail this check by more than 10, you lose your own gerous fashion. Whenever you fall from 50-ft (10
balance and start falling along. squares) or less, you can attempt a DT20 Acrobatics
check. If it is successful, the first 20-ft (4 squares) of
falling damage are negated, and you only take half the
CATCH A LEDGE remaining damage. If you fail this check by more than
TRIGGER: You lose your footing when climbing and 5, you fall PRONE, in addition to taking full damage
can catch yourself on a ledge or other protrusion from your fall.
EFFECT: You attempt to catch yourself and prevent
your fall. Perform a Climb check equal to the wall or JUMPING
slope’s DT+15 (10 when on a slope). If it is suc- You can attempt to jump across holes and dangerous
cessful, you catch yourself and stop falling. If you fail, terrain, or reach higher by jumping.
you fall for 10-ft (2 squares).
Whenever you attempt to jump long distances (more
CLIMB MODIFIERS than 5-ft (1 square)), you must have at least a 10-ft
In the table below are some circumstances that might (2 squares) running start. The DT for long jumps is
modify your climb check(s): usually equal to 5 per square that you must go over
(for example, the DT for a 30-ft jump would be equal
CIRCUMSTANCES CHECK MODIFIER to 30). If you are unable to have a running start, the
DT is increased to 10 per square. You cannot jump
Slippery Surface -5 Penalty
higher than 5-ft (1 square) without special equipment
You can brace against two or capacity.
+5 Bonus
opposite walls
Climb Faster (10-ft (2
-5 Penalty KIP-UP
squares))
Climb Faster (15-ft (3 You use your acrobatics to quickly transition from a
-8 Penalty PRONE position to a standing position. Perform a
squares))
You are LIGHTLY DT20 Acrobatics check. If it is successful, your move-
-2 Penalty ment does not provoke Opportune Strikes or other sim-
ENCUMBERED
ilar reactions. This counts as one of the two
You are ENCUMBERED -4 Penalty movements that you can perform during a turn.

187
WALK OVER PLACE TRAP
You are capable of placing and hiding traps. The time taken
You perform an acrobatic movement sequence that allows
to place a trap can be found in the Traps section on page
you to pass through squares occupied by traps and other
224. The higher your check, the harder it is to detect your
hazards without triggering them. This counts as one of the
traps.
two movements that you can perform during a turn.

ACROBATICS MODIFIER PICK LOCK


In the table below are some circumstances that might mod- You are capable of opening locks without a key. Some locks
ify your acrobatics check(s): might require more than one success to unlock, depending
on their complexity and difficulty. You still require disabling
CIRCUMSTANCES CHECK MODIFIER tools to pick a lock, and failing a check to pick a lock by more
than 5 causes the lock to jam, increasing by 5 the DT of any
Slippery (Wet) -2 Penalty
further attempts.
Slippery (Ice) -6 Penalty

Unsteady -2 Penalty RIG DEVICE


Mildly Unsteady -6 Penalty You are capable of tampering with traps and other mecha-
nisms to make them work as you intend or temporarily dis-
Severely Unsteady -10 Penalty
able them. Some devices might require more than one
Difficult Terrain -4 Penalty success to rig, depending on their complexity. You still re-
Sloped quire disabling tools to rig a device, and failing a check by
-2 Penalty
(<40 degree) more than 5 causes the device to break, increasing by 5 the
Severely Sloped DT of any further attempts. Performing this action takes at
-6 Penalty
(>40 degree) least 1 minute.

Narrow Surface -4 Penalty


DISABLE EXAMPLES
Below are common objects and actions, and their associated
Running Start +4 Bonus Disable DT:

ACTION DT

Jam a lock 10

DISABLE (AGI, TR, AP) Disable a simple lock 20

You are capable of disabling non-technological locks, disarm- Disable a superior lock 25
ing non-technological traps and sabotaging devices (such as
Disable a complex lock 30
doors and wheels). In this section are listed all actions that
you can perform while using this skill, as well as all possible Disable a flawless lock 40
modifiers that can be applied to increase or decrease the Rig or disable a simple device 15
difficulty of a check.
Rig or disable a complex device 20

Rig or disable a very complex device 30


DISABLE DEVICE

You are capable of permanently disabling or activating traps


and other complex mechanisms. Some devices might re-
quire more than one success to disable them, depending on
their complexity. You still require disabling tools to disable a
device, and failing a check by more than 5 causes the device
to break, increasing by 5 the DT of any further attempts.
Performing this action takes at least 1 minute.

188
DRIVING (AGI OR SAG, TR) If the target is larger than your vehicle, your move-
ment is automatically stopped.
You are skilled at driving rovers, cars and other ground
vehicles. In this section are listed all actions that you
can perform while using this skill, as well as all possible
DRIVING MODIFIER
modifiers that can be applied to increase or decrease The table below lists some circumstances that might
the difficulty of a check. modify your driving check(s):

CIRCUMSTANCES CHECK MODIFIER


AVOID
Light wind -2 Penalty
TRIGGER: Your vehicle is targeted by an attack or an
Mild wind -6 Penalty
obstacle suddenly blocks your path
EFFECT: You quickly maneuver your vehicle to avoid Strong wind -10 Penalty
danger. Perform a Driving check equal or higher than Hurricane -15 Penalty
the accuracy check or the DT determined by the GM for
Tornado -20 Penalty
obstacles. If it is successful, your vehicle does not
suffer damage. On a failure, your vehicle takes dam- Difficult Terrain -5 Penalty
age from the attack or collides with the obstacle, taking
Dangerous slopes -10 Penalty
the appropriate amount of damage. Some vehicles might also give bonuses or penalties to
your driving skill when attempting dangerous maneu-
vers, usually depending on their overall size and ma-
DRIFT neuverability. Such modifiers are usually written in a
Drift is a special kind of movement that can be used to vehicle’s description.
turn your vehicle without spending the required
Stamina Point and 15-ft (3 squares) of movement. The ESCAPE (AGI, AP)
usual DT to perform this action is 15, although some
You are skilled at escaping ropes, manacles and grabs.
road conditions, temperatures or speed can drastically
In this section are listed all actions that you can per-
increase the DT.
form while using this skill, as well as all possible mod-
ifiers that can be applied to increase or decrease the
TURN difficulty of a check.

Turning your vehicle allows you to switch directions and


continue your route. Unless specified otherwise, turn- BREAK FREE
ing takes 15-ft (3 squares) of movement.
You attempt to escape ropes, grabs, spells or other sit-
uations that might restrict your movements. Perform
an Escape check equal to the grabbing creature’s Ath-
COLLISIONS AND DAMAGE
letics check, spell’s DT or any other relevant DT for the
You can cause your vehicle to ram into another vehicle,
effect restraining you. If it is successful, you are free
an object, or a creature as part of your movement.
from the effect. If you were GRABBED, you can place
When doing so, remember the following:
yourself in a square adjacent to the creature.

◆ Creatures, vehicles, and objects hit take 10 points


of true damage when hit from a 10-ft distance, in-
MOVE THROUGH TIGHT SPACES
creased by 10 for each additional 10-ft of move- You are capable of moving through spaces that you
ment traveled in a straight line at an appropriate wouldn’t normally fit through. The usual DT for doing
speed before the collision. so is 15, but you must be able to physically fit into the
◆ When colliding with a creature, vehicle or object, space. This DT can be modified by the environment, at
passengers take half of the damage done to the the GM’s discretion.
vehicle’s exterior, unless specified otherwise.
◆ If a creature or object is at least 2 size categories
larger than your vehicle, the damage they take
from the collision is halved.
◆ For collisions of more than 150-ft (30 squares),
see the Deadly Falls and Falling Damage section
at page 21.

189
ESCAPE MODIFIERS
The table below lists some circumstances that might modify
your escape checks while you are Grabbed:
IMPROVISATION (AGI, AP)
You are skilled at annoying, tripping and blinding opponents.
CIRCUMSTANCES CHECK MODIFIER You can also easily use weapons that are not made for you,
such as rocks, pans, sticks and ropes. In this section are
Creature or object is two listed all actions that you can perform while using this skill,
+4 Bonus
size categories smaller as well as all possible modifiers that can be applied to in-
crease or decrease the difficulty of a check.
Creature or object is one
+2 Bonus
size category smaller
BLIND
Creature or object is one
-4 Penalty
size category larger You can attempt to blind an enemy by throwing sand or other
substances in their eyes. A creature you attempt to blind
Creature or object is two
-8 Penalty must succeed on a Reflex save equal to your blinding attempt.
size categories larger If the creature fails, they are BLINDED for 1 round.
Creature or object is three
-12 Penalty
size categories larger DISARM

You can use the Improvisation skill to disarm a creature. A


FLY (AGI, AP) creature you attempt to disarm must succeed on a Reflex
save equal to your disarm attempt. On a failure, the crea-
You are skilled at flying, either with wings or magic, and can
ture’s weapon falls in an adjacent square, unless specified
perform complex maneuvers while airborne. You do not gain
otherwise.
the ability to fly when selecting this skill. In this section are
listed all actions that you can perform while using this skill,
as well as all possible modifiers that can be applied to in- DISTRACT
crease or decrease the difficulty of a check.
You can use an Improvisation check to distract creatures
with a noise or an object. A creature you attempt to distract
When flying and being attacked, you must succeed on a fly
must succeed on a Willpower save equal to your distraction
check against the damage received or fall 10-ft (2 squares).
attempt. On a failure, the creature is DISTRACTED for 1
On a failed check by more than 10, you plummet to the
minute.
ground.

When falling, you must succeed on a DT25 Fly check each THROW OBJECT
round to avoid crashing on the ground and taking the equiv-
You can use the Improvisation skill to throw small objects.
alent falling damage. Usually, a creature falls at a speed of
Use an Improvisation check as your accuracy. On a failure to
60-ft (12 squares) per round. A DT20 Fly check is enough to
dodge your attack, the creature is STAGGERED for 1 round.
slow your fall to 20-ft (4 squares).

FLY MODIFIER TRIP


The table below lists some circumstances that might modify
When attacking an enemy with natural attacks (such as
your fly check(s):
claws, bite or fists), or weapons such as whips or ropes, you
can attempt to trip them. A creature you trip must succeed
CIRCUMSTANCES CHECK MODIFIER
on a Reflex save equal to your trip attempt. On a failure, the
creature falls PRONE.
Light wind -2 Penalty

Mild wind -6 Penalty

Strong wind -10 Penalty

Hurricane -15 Penalty

Tornado -20 Penalty

190
IMPROVISATION MODIFIERS creased by 10 for each additional 10-ft of move-
ment traveled in a straight line at an appropriate
In the table below are some circumstances that might
speed before the collision.
modify your improvisation check(s):
◆ When colliding with a creature, vehicle or object,
passengers take half of the damage done to the
CIRCUMSTANCES CHECK MODIFIER
vehicle’s exterior, unless specified otherwise.
Creature or object is two ◆ If a creature or object is at least 2 size categories
+4 Bonus
size categories smaller larger than your vehicle, the damage they take
from the collision is halved.
Creature or object is one
+2 Bonus ◆ For collisions of more than 150-ft (30 squares),
size category smaller see the Deadly Falls and Falling Damage section
Creature or object is one at page 21.
-4 Penalty
size category larger
If the target is larger than your vehicle, your move-
Creature or object is two ment is automatically stopped.
-8 Penalty
size categories larger

Creature or object is three PILOTING MODIFIER


Can’t be Performed
size categories larger The table below lists some circumstances that might
modify your piloting check(s):

CIRCUMSTANCES CHECK MODIFIER


PILOTING (AGI OR SAG, TR)
Light wind -2 Penalty
You are skilled at piloting shuttles and other flying ve-
hicles. In this section are listed all actions that you can Mild wind -6 Penalty
perform while using this skill, as well as all possible
Strong wind -10 Penalty
modifiers that can be applied to increase or decrease
the difficulty of a check. Hurricane -15 Penalty

Tornado -20 Penalty

ROAR OF FREEDOM
Some vehicles might also give bonuses or penalties to
TRIGGER: Your vehicle is targeted by an attack or an
your piloting skill when attempting dangerous maneu-
obstacle suddenly blocks your path
vers, usually depending on their overall size and ma-
EFFECT: You quickly maneuver your vehicle to avoid
neuverability. Such modifiers are usually written in a
danger. Perform a Driving check equal or higher than
vehicle’s description.
the accuracy check or the DT determined by the GM for
obstacles. If it is successful, your vehicle does not
suffer damage. On a failure, your vehicle takes dam- RIDE (AGI, AP)
age from the attack or collides with the obstacle, taking You are skilled at riding mounts or motorcycles. In this
the appropriate amount of damage. section are listed all actions that you can perform while
using this skill, as well as all possible modifiers that can
be applied to increase or decrease the difficulty of a
SAFE LANDING
check.
You are capable of landing your vehicle safely during
an emergency. This action requires a DT15 Piloting ATTACKS WHILE MOUNTED
check. This DT can be increased by weather or other You can perform any type of melee attack while
dangerous conditions. mounted, without any penalties. If you wish to use a
ranged weapon, your attacks gain a -2 penalty to their
accuracy, increased to -4 if your mount used the Mov-
COLLISIONS AND DAMAGE ing action between the start of your turn and the end
You can cause your vehicle to ram into another vehicle, of your next turn.
an object, or a creature as part of your movement.
When doing so, remember the following:
JUMP

◆ Creatures, vehicles, and objects hit take 10 points You are capable of making your mount or vehicle jump
of true damage when hit from a 10-ft distance, in- over small obstacles. This action requires a DT15 Ride

191
check. This DT can be modified by the height and length of
STEALTH (AGI, AP)
the jump.
You are skilled at avoiding detection, moving silently and hid-
ing.
MOUNTS IN COMBAT
Intelligent mounts (like horses or other creatures) gain their Usually, a creature will perform a Stealth check against an-
own initiative. They can use any skills, abilities or attacks other creature’s perception. If the Perception check is equal
that they have, but they can only use the Moving action on or higher than your check, you are detected. While using the
your turn (using their Stamina Points). Stealth skill while moving, you can only go half your normal
speed.

PROTECT MOUNT
You cannot use the Stealth skill while you are observed, un-
TRIGGER: Your mount is unable to avoid an attack directed less specified otherwise.
at them
EFFECT: You attempt a ride check against the attack. If the
result is equal or higher than the enemy creature’s accuracy,
your mount avoids the attack.

SLEIGHT OF HAND (AGI, AP)


You can attempt to steal objects, hide weapons and do a va-
riety of other actions without being noticed. Other common
uses of the sleight of hand skill are prestidigitation and jug-
gling. In this section are listed all actions that you can per-
form while using this skill, as well as all possible modifiers
that can be applied to increase or decrease the difficulty of
a check.

CONCEAL

You can hide objects on yourself or in places. Creatures try-


ing to find hidden items must succeed on a Perception check
equal to the Sleight of Hands check made to hide them. This
action takes at least 30 seconds to perform, but this can vary
according to the complexity and size of the item.

STEAL

You can steal objects from the environment or from another


creature. When doing so, you use your Sleight of Hand skill
against creatures trying to spot you with a Perception check.
If the Perception check is equal or higher than your check,
you are detected.

SLEIGHT OF HAND MODIFIERS


The table below lists some circumstances that might modify
your Sleight of Hand check(s):

CHECK
CIRCUMSTANCES
MODIFIER
Dim-Light +4 Bonus

Darkness +10 Bonus

You are Observed -10 Penalty

192
STEALTH MODIFIERS BARGAIN
The table below lists some circumstances that might
You can use an Appraise check to bargain with a mer-
modify your Stealth check(s):
chant. Perform an Appraise check against a vendor’s
CHECK own Appraise. If successful, you can sell or buy the
CIRCUMSTANCES
item at your determined cost. If both results are
MODIFIER
equal, the character initiating the exchange fails. The
Dim-Light +4 Bonus
vendor gains a +2 bonus to their check for each 100
Darkness +10 Bonus credits over or below the usual selling price. This action
usually requires at least 5 minutes to perform.
Move Faster (Full-Speed) -5 Penalty

DETERMINE VALUE
SWIM (VIG, AP) You can perform an Appraise check to determine the
With a successful Swim check, a character can success-
value of an object. The DT of such a check depends on
fully cross bodies of water.
the item’s rarity and overall quality. This action usually
You must make a check for each minute spent in the
requires at least 1 minute to perform.
water, and failing this check causes the character to go
underwater (see page 34 for drowning and suffocating
rules). ESTIMATE

You can perform an Appraise check to estimate a quan-


You can carry another creature while swimming. Such
tity. The DT of such a check depends on the amount
an attempt increases the DT by 5, and you suffer from
and size of the items. This action usually requires at
all armor penalties given by the other on this check.
least 5 minutes to perform.

THREAD WATER

You are capable of swimming in place. When using this HACKING (INT, TR)
action, you cannot move, but you cannot sink. You You are skilled with computers, robots, golems and
must succeed on a DT12 Swim check to succeed in this other technologies. You are able to breach systems,
action. and disable technological traps and doors. In this sec-
tion are listed all actions that you can perform while
SWIM MODIFIER using this skill, as well as all possible modifiers that can
The table below lists some circumstances that might be applied to increase or decrease the difficulty of a
modify your Swim check(s): check.

CHECK
CIRCUMSTANCES BREACH SYSTEM
MODIFIER
You are capable of permanently disabling or activating
Rough Water -10 Penalty
traps and other complex systems. Some devices might

Stormy Water -15 Penalty require more than one success to hack, depending on
their complexity. You still require a hacker’s module on
Against Current +5 Bonus your Universal Tool to breach a system, and failing a
check by more than 5 causes the device to activate se-
With the Current -5 Penalty curity measures, increasing by 5 the DT of any further
attempts. Performing this action takes at least 1
minute.

APPRAISE (INT) HACK LOCK


You are skilled at assessing the value or quality of ob-
jects. You are also capable of quickly estimating quan- You are capable of opening locks without knowing the
tities. In this section are listed all actions that you can correct code. Some locks might require more than one
perform while using this skill, as well as all possible success to unlock, depending on their complexity and
modifiers that can be applied to increase or decrease difficulty. You still require a hacker’s module on your
the difficulty of a check. Universal Tool to hack locks, and failing a check to hack
a lock by more than 5 causes the lock to activate secu-

193
rity measures, increasing by 5 the DT of any further at- HACKING EXAMPLES
tempts.
Below are common objects and actions, and their associated
Hacking DT:

HIJACK
ACTION DT
You are capable of hacking vehicles, synths, computers or
Universal Tools. Some devices might require more than one Disable a simple technological lock 20
success to hack, depending on their complexity. You still re-
quire a hacker’s module on your Universal Tool to hack a de- Disable a superior technological lock 25
vice, and failing a check by more than 5 causes the device
to activate security measures, increasing by 5 the DT of any
Disable a complex technological lock 30
further attempts. Performing this action takes at least 1
minute.
Disable a flawless technological lock 40

Hacking robots and complex technological creations requires


the creature to make a Willpower save against your attempt, Hack a computer 15

and the creature must have the Unaware condition. On a


failed save, the creature follows your orders to the best of Hijack a land vehicle 20
their capacity for 1 minute.
Hijack a shuttle 30

PLACE TRAP Break simple encryption 20

You are capable of placing and hiding technological traps or


Break complex encryption 30
even viruses. The time taken to place a trap can be found in
the Traps section on page 224. The higher your check, the
harder it is to detect your traps. Break flawless encryption 40

Rig or disable simple technological trap 15


STEAL CREDITS
Rig or disable a complex technological
You are capable of stealing credits from a Universal Tool or 20
trap
other money distribution system. Whenever you successfully
steal money, you gain 1d100 credits, and an additional D100 Rig or disable a very complex technologi-
30
for each 5 you exceed the hacking DT of the tool (or until it cal trap
has no more credits available). You still require a hacker’s
module on your Universal Tool to hack a device, and failing
a check by more than 5 causes the device to activate security
measures, increasing by 5 the DT of any further attempts. LINGUISTICS (INT)
Performing this action takes at least 1 minute. You are skilled at learning and recalling languages, as well
as creating and detecting forgeries. Whenever you select the
Linguistics skill, you gain an additional language when reach-
ing a multiple of 5 in your total skill modifier (5, 10, 15, etc).
In this section are listed all actions that you can perform
while using this skill.

CREATE FORGERY

You can attempt to forge a document. The time spent on this


action depends on the document’s length, and a creature
reading your document can attempt a Linguistics or Insight
check to notice the forgery.

194
DECYPHER TEXT LORE (ARCHITECTURE)
You can use this lore to date a construction, know if a
You are capable of deciphering texts written in lan-
building is safe, find weak points and strong points in
guages that you don’t know, or ciphers. You use your
a construction, or any other inquiry about a place’s ar-
overall knowledge of languages to make connections
chitecture.
and identify letters. You must spend at least 1 hour per-
forming this action, and the usual DT depends on the
LORE (ASTRONOMY)
complexity of the task.
You can use this lore to identify stars and constella-
tions, and find your way by locating key stars and plan-
DETECT FORGERY ets.

You attempt to detect if a document is forged. You must LORE (BEASTS AND INSECTS)
spend at least 5 minutes observing and reading the You can use this lore to identify beasts and vermin that
document. The usual DT for such an attempt is equal wander the world. It can also be used to identify tracks
to the Linguistics check made to create the forgery. and other remains of animals, as well as the nests and
lairs of those creatures.

LORE (INT, TR) LORE (CELESTIALS)


You are capable of remembering knowledge, identify- You can use this lore to identify celestial beings that

ing creatures and identifying objects from memory. In wander the world. This can also be used to find traces

this section are listed all actions that you can perform of possession or the passage of a celestial creature.

while using this skill. Each lore subcategory counts as


a separate skill, meaning that having training in Lore LORE (CITIES AND VILLAGES)
(Arcana) doesn't mean you can use the Lore (Demons) You can use this lore to find your way around a city,
skill. know local rumors and hidden places, and know spe-
cific information about a city or a village.

IDENTIFY CREATURE
LORE (CONSTRUCTS)
You attempt to identify a creature that you can see us-
You can use this lore to identify different kinds of synth
ing the appropriate Lore skill. Usually, the DT to iden-
and other sentient (or not) constructed creatures that
tify a creature is equal to 10+its level. If the check is
wander the world.
successful, you recall one piece of information of your
choice (resistances, weaknesses, one special ability,
etc). For each 5 above the required DT, you recall 1 ad-
LORE (CULTURE AND FOLKLORE)
ditional piece of information. Particularly rare or com- You can use this lore to identify different cultural refer-
mon creatures can increase or decrease the DT of this ences, as well as games, books, television shows and
check. You can attempt this action once per turn. music related to different cultures.

LORE (DEMONS)
IDENTIFY SPELL
You can use this lore to identify demonic beings that
TRIGGER: A creature that you can see casts a spell wander the world. This can also be used to find traces
EFFECT: You attempt to identify the spell, using the of possession or the passage of a demonic creature.
appropriate Lore skill (Arcana, Gods, Nature or Spirits).
Usually the Dt to identify a spell is equal to 15+the LORE (DIMENSIONALS)
spell’s tier. If the check is successful, you recall the
You can use this lore to identify creatures from other
effect and name of the spell. If the spell is in your spell
dimensions that wander the world. It can also be used
list, the DT to identify it is reduced by 5.
to identify tracks, as well as the nests and lairs of those
creatures.
LIST OF LORE SKILLS
In this section is listed all lore skills that you can ac- LORE (DRAGONS)
quire.
You can use this lore to identify the different types of
dragon creatures that wander the world. It can also be
LORE (ARCANA) used to identify tracks, as well as the nests and lairs of
You can use this lore to identify arcane spells, magic those creatures.
items, magic symbols and runes.

195
LORE (ELEMENTALS) LORE (MONSTROUS CREATURE)
You can use this lore to identify elemental creatures that You can use this lore to identify different kinds of monstrous
wander the world. It can also be used to identify tracks, as creatures and aberrations that wander the world.
well as the nests and lairs of those creatures.
LORE (NATURE)
LORE (FAIRIES) You can use this lore to identify nature spells, a speaker’s
You can use this lore to identify fairies and other whimsical symbol or any inquiries related to natural phenomena.
creatures that wander the world. It can also be used to iden-
tify tracks, as well as the nests and lairs of those creatures. LORE (OCCULT)
You can use this lore to identify supernatural phenomena,
LORE (GEOGRAPHY) as well as phantasms, shadow creatures, some yokai and rit-
You can use this lore to identify your position on a map, cre- uals.
ate maps, read coordinates and determine the environmen-
tal effects of creatures in a region. LORE (OOZES)
You can use this lore to identify different kinds of ooze crea-
LORE (GEOLOGY) tures that wander the world.
You can use this lore to identify different kinds of rocks and
minerals, mountains and the overall age of a natural site. It LORE (PLANTS)
can also be used to identify safe passage in natural rocky ter- You can use this lore to identify plants, and know which ones
rain. are dangerous. It can also be used to identify plant crea-
tures.
LORE (GIANTS) LORE (SPIRITS)
You can use this lore to identify different kinds of giants that You can use this lore to identify any spirit spells, an Elemen-
wander the world. It can also be used to identify tracks and tal Dragon’s symbol or any inquiries related to a person’s
other remains of animals, as well as the nests and lairs of spiritual beliefs.
those creatures.

LORE (TECHNOLOGY)
LORE (GODS) You can use this lore to identify technological weapons and
You can use this lore to identify any divine spells, a god’s holy vehicles, as well as any other technologies that a character
symbol or any inquiries related to a person’s religion. can find, and how they work.

LORE (HEROES) LORE (UNDEADS)


You can use this lore to recall the past exploits of heroes and You can use this lore to identify undead creatures that wan-
long forgotten legends. der the world. It can also be used to identify passages of the
undead as well as the lairs of those creatures.
LORE (HISTORY)
You can use this lore to recall different parts of Arkelon’s his- LORE (UNDERGROUND)
tory. From noble families, to large companies and the evolu- You can use this lore to identify a safe passage in an under-
tion of the continents, to old rituals and lost cities. ground place, determine your depth underground and iden-
tify underground hazards.
LORE (HUMANOIDS)
You can use this lore to identify the many humanoid crea- LORE (WARFARE)
tures that share the world. It can be used to identify the per- You can use this lore to identify weapons, recall the different
son’s origin and ethnicity, either by looking at the facial wars that occurred over the years, as well as the different
traits, or different accents and speech patterns. war tactics of other lineages and intelligent creatures.

LORE (MAGICAL BEASTS)


MECHANICS (INT, TR)
You can use this lore to identify magical beasts that wander
You have knowledge of engineering and how technological
the world. It can also be used to identify tracks and other
items work. This skill can be used to craft bots, computers
remains of magical beasts, as well as the nests and lairs of
and vehicles, and install any cybernetics or equipment mods
those creatures.
(see crafting rules at page 13).

196
The Mechanics skills may also be used to tamper with
INSIGHT (SAG)
technology, using your skills to open doors and start
You are skilled at detecting lies and reading others' in-
vehicles by connecting, or cutting, the right wire.
tentions. In this section are listed all actions that you
can perform while using this skill, as well as all possible
REPAIR MACHINE modifiers that can be applied to increase or decrease
the difficulty of a check.
You can spend 10 minutes attending to a broken or
damaged machine (including synths) to restore 5 Hit
Points to it. This requires a DT15 Mechanics check, and ASSESS INTENTIONS
the healing is increased by 2 for each 5 points above
You are capable of quickly determining if a creature has
the required DT.
hostile intentions toward you. You use your insight
against a Deception attempt or, if there’s no deception,
TAMPER a check equal to 10+THE CREATURE’S LEVEL.

You are capable of tampering with vehicles, synths,


computers or Universal Tools. Some devices might re- BARGAIN
quire more than one success to tamper, depending on
You can use an Insight check to bargain with a mer-
their complexity. Failing a check by more than 5 causes
chant to see if they are lying about the price. Perform
the device to malfunction, increasing by 5 the DT of
an Insight check against a vendor’s own Deception. If
any further attempts. Performing this action takes at
successful, you can sell or buy the item at your deter-
least 1 minute.
mined cost. This action usually requires at least 5 min-
utes to perform.
PLACE TRAP
You are capable of placing and hiding technological
traps. The time taken to place a trap can be found in READ INTENTIONS
the Traps section on page 224. The higher your check, You are capable of reading the intentions of others as
the harder it is to detect your traps. they are speaking to you, or while they are speaking
to others. You use your Insight against a Deception at-
tempt or, if there’s no deception, a check equal to
USE MAGIC ITEMS (INT, TR) 10+THE CREATURE’S LEVEL. This action usually re-
quires at least 5 minutes to perform.
You have basic knowledge of how some magic items
work. You can use this skill to use any wand, totem,
runestone or divine symbol found during your travels,
whether you can cast spells or not. MEDICINE (SAG)
You are skilled at healing others and identifying poisons
You can also use this skill to identify magical mecha- and diseases. You might also be skilled at knowing how
nism and understand their function. to harm others without killing them. In this section are
listed all actions that you can perform while using this

CAST SPELL skill.

You are capable of using wands and other magic items


by succeeding on a DT13 + the spell tier stored in IDENTIFY
the item to use it. On a success, you cast the spell, You can identify poisons, diseases, drugs and pharma-
using the spellcasting attribute associated with the ceuticals with a medicine check equal to the effect’s or
school of magic used by the item (Intellect for Arcane, substance’s DT. If successful, you are able to deter-
Charisma for Divine, and Sagacity for Nature and mine the effect(s), onset and cure.
Spirit). When used successfully, the item loses 1 charge
or is consumed. On a failure, the item is destroyed or
loses 1 charge. PROVIDE CARE

You can spend 8 hours providing long term care to a


If the item is already in your hands when using it, re- wounded creature. A creature being cared for will re-
duce this action’s cost by 1 Stamina Point. generate twice their bloodied amount when sleeping.
This also allows you to accelerate the healing of perma-
nent and temporary injuries, as well as stabilize dying
creatures.

197
STOP BLEEDING SAILING (SAG, TR)
You are skilled at sailing boats and other sea vehicles.
You are capable of stopping bleeding effects with your skills.
Perform a DT15 medicine check. If it is successful, you effec-
tively stop the bleeding. You must spend at least 1 minute AVOID
performing this action.
TRIGGER: Your vehicle is targeted by an attack or an ob-
stacle suddenly blocks your path

PERCEPTION (SAG) EFFECT: You quickly maneuver your vehicle to avoid danger.
Perform a Driving check equal or higher than the accuracy
You are skilled at detecting danger, and noticing things that
check or the DT determined by the GM for obstacles. If it is
others could miss. The Perception skill includes all senses:
successful, your vehicle does not suffer damage. On a fail-
smell, taste, hearing, touch and sight. In this section are
ure, your vehicle takes damage from the attack or collides
listed all possible modifiers that can be applied to increase
with the obstacle, taking the appropriate amount of damage.
or decrease the difficulty of a check.

PASSIVE PERCEPTION DOCK


Your passive perception is equal to 5 + your total
You are capable of docking your sea vehicle in a secure way.
Perception or your Sagacity. This score represents how
Performing this action takes at least 1 minute.
good you are at noticing things without really concentrating.
When your passive perception score is equal or higher than
the DT of a required perception check, you don’t need to roll
COLLISIONS AND DAMAGE
a die. You can cause your vehicle to ram into another vehicle, an
object, or a creature as part of your movement. When doing
so, remember the following:
PERCEPTION MODIFIERS
The table below lists some circumstances that might modify
◆ Creatures, vehicles, and objects hit take 10 points of
your Perception check(s):
true damage when hit from a 10-ft distance, increased
by 10 for each additional 10-ft of movement traveled in
CIRCUMSTANCES CHECK MODIFIER
a straight line at an appropriate speed before the colli-
Hear through a door -3 Penalty sion.
-3 penalty per 5-ft of ◆ When colliding with a creature, vehicle or object, pas-
Hear through a wall
thickness sengers take half of the damage done to the vehicle’s
exterior, unless specified otherwise.
Looking towards a bright light -2 Penalty
◆ If a creature or object is at least 2 size categories larger
than your vehicle, the damage they take from the colli-
Distance from Object -1 Penalty per 10-ft
sion is halved.
You are Asleep -10 Penalty ◆ For collisions of more than 150-ft (30 squares), see the
-4 Penalty (to see and Deadly Falls and Falling Damage section at page 21
Heavy Rain
hear)
If the target is larger than your vehicle, your movement is
Fog -2 Penalty (to see) automatically stopped.

Heavy Fog -4 Penalty (to see) SAILING MODIFIER


-4 Penalty (to see and In the table below are some circumstances that might mod-
Blizzard
hear) ify your Sailing check(s):

Heavy Wind -4 Penalty (to hear) CHECK


CIRCUMSTANCES
MODIFIER

Hurricane -10 Penalty

Rough Water -5 Penalty

Stormy Water -15 Penalty

198
Some vehicles might also give bonuses or penalties to
DECEPTION (CHA)
your sailing skill when attempting dangerous maneu-
You are skilled at concealing your emotions and lying
vers, usually depending on their overall size and ma-
to others. In this section are listed all actions that you
neuverability. Such modifiers are usually written in a
can perform while using this skill.
vehicle’s description.

CREATE FORGERY
SURVIVAL (SAG) You can attempt to forge a document or your identity.
You are skilled at surviving in the wild, and at following The time spent on this action depends on the docu-
and identifying tracks. In this section are listed all ac- ment’s length, and creatures can attempt an Insight
tions that you can perform while using this skill, as well check to notice the forgery.
as all possible modifiers that can be applied to increase
or decrease the difficulty of a check.
DISGUISE

You are able to alter your appearance so others don’t


FOLLOW TRACKS recognize you. You must spend at least 10 minutes
performing this action. Creatures can attempt a Per-
You are able to follow tracks. While doing so, you can
ception or Insight check to see through your disguise
only walk half your normal speed, unless you take a -5
attempt.
penalty to the check. You can follow tracks for 1 mile
before you need to perform another Survival check.

DIPLOMACY (CHA)
SURVIVE You are skilled at convincing others in a good way and

You know how to survive in the wilderness. You can use arguing in a peaceful manner. In this section are listed

this skill to find food and water, identify potential dan- all actions that you can perform while using this skill,

gers or find your way. as well as all possible modifiers that can be applied to
increase or decrease the difficulty of a check.

SURVIVAL MODIFIER
The table below lists some circumstances that might ENCOURAGE
modify the DT of a survival check:
You attempt to bolster an allied creature with your
CIRCUMSTANCES CHECK MODIFIER charisma and leadership. If successful, the target gains
the ENCOURAGED condition for 1 round.
Following tiny creature -6 Penalty
The bonus for encouraging a creature depends on your
Diplomacy check, and goes as follows:
Following small creature -3 Penalty
RESULT BONUS
Following large creature +3 Bonus
1-15 No Bonuses

Following huge creature +6 Bonus +1 Accuracy,


16-25
+2 Damage
Every 24h the tracks have +3 Accuracy,
-1 Penalty per 24h 26-35
been made +6 Damage
+5 Accuracy,
Every hour of rain since the 36-45
-1 Penalty per hour +10 Damage
tracks have been made

Fresh Snow +10 Bonus


GATHER INFORMATION

Moonless Night -10 Penalty You are capable of gathering information by speaking
to others. Particularly underground information can in-

Moonlight -3 Penalty crease the DT of such attempts. You must spend at


least 1d4 hours gathering information from locals to
perform this action.
Fog -3 Penalty

199
FLIRT (CHA) DEMORALIZE
You are skilled at convincing others in more seductive and
You can attempt to demoralize a creature by performing an
charming ways. In this section are listed all actions that you
intimidate check. The target must attempt a Willpower save
can perform while using this skill.
against your intimidate attempt. On a failure, the target
gains the DEMORALIZED condition for 1 round.
CHARM INDIVIDUAL
The penalties for this condition depend on your Intimidate
You are able to influence others into doing things for you us-
roll and go as follows:
ing your charms. While you cannot force a creature to per-
form actions, they are more inclined to protect you and help RESULT BONUS
you. You must spend at least 1 minute performing this ac-
tion. 1-15 No Penalties

-1 Accuracy,
16-25
GATHER INFORMATION -2 Damage
-3 Accuracy,
You can seduce and charm people into giving up information. 26-35
-6 Damage
Particularly underground information can increase the DT of -5 Accuracy,
such attempts. You must spend at least 1d4 hours gathering 36-45
-10 Damage
information from locals to perform this action.

GATHER INFORMATION
HANDLE ANIMAL (CHA
You can coerce people into giving up information. Particularly
OR SAG) underground information can increase the DT of such at-
You are skilled at interacting with animals and domesticating
tempts. You must spend at least 1d4 hours gathering infor-
them. In this section are listed all actions that you can per-
mation from locals to perform this action.
form while using this skill, as well as all possible modifiers
that can be applied to increase or decrease the difficulty of
a check.
INTIMIDATE MODIFIERS
In the table below are some circumstances that might mod-
ify the DT of Intimidate attempts:
BEFRIEND ANIMAL
CIRCUMSTANCES DT MODIFIER
You can try to befriend a neutral or friendly beast, or calm a
hostile one. The GM sets the DT of this interaction depending Creature or object is two size
+4 Bonus
on the creature’s type, attitude and overall demeanor. At- categories smaller
tempting a check against a hostile beast increases the DT of Creature or object is one size
+2 Bonus
this action by 10. category smaller
Creature or object is one size
-4 Penalty
CONTROL ANIMAL category larger
Creature or object is two size
You can attempt to control your animal companion or a do- -8 Penalty
categories larger
mesticated animal. You can use this action to make them per-
Creature or object is three
form actions that they wouldn’t normally do or handle them -12 Penalty
size categories larger
when frightened. They will not follow orders that would di-
rectly threaten their lives.

INTIMIDATE (CHA OR STR)


You are skilled at convincing others in more brutal ways and
demoralizing them. In this section are listed all actions that
you can perform while using this skill, as well as all possible
modifiers that can be applied to increase or decrease the
difficulty of a check.

200
SECONDARY SKILLS Profession (Brewer)
Profession (Merchant)
Secondary skills are particular talents or crafting skills
Profession (Medium)
that your character can have.
Profession (Nurse)

Some of these skills can be used as replacement for an-


other, to some extent. For example, you could use a
CHARISMA
Profession (Doctor) check instead of a Medicine (SAG) Acting
check or a Profession (Architect) instead of a Lore (Ar- Bargain
chitecture) (INT) check. The GM can determine if the Dancing
check has the same DT, if it is increased or if the infor- Musician (Choose instrument)
mation gained is different. Poetry
You can select a maximum of two secondary skills (un- Profession (Teacher)
less specified otherwise). Here are some examples of Singing
secondary skills (others can be added with the ap-
proval of the GM):

STRENGTH
Fishing
Profession (Miner)
Profession (Woodcutter)

AGILITY
Craft (Bows)
Craft (Clothing)
Craft (Jewelry)
Craft (Leather)
Craft (Traps)
Craft (Weapons)
Profession (Barista)

VIGOR
Cleaning
Profession (Construction Worker)
Profession (Farmer)

INTELLECT
Craft (Alchemy)
Craft (Enchantments)
Craft (Explosives)
Craft (Magic Items)
Craft (Poison)
Craft (Technology)
Forgery
Profession (Astronomer)

SAGACITY
Cooking
Craft (Painting)
Craft (Sculpting)
Disguise
Divination
Make-Up
Profession (Architect)
Profession (Baker)

201
202
When working or going on adventures, characters can Value of a trade and exchange goods depends on the
earn money to spend on multiple things. Whether it’s goods and the people with which it is exchanged. They
new weapons, new armor, services or goods, a charac- are mostly raw minerals, pelts, precious materials or
ter can pay either with digital or physical currency. Al- food.
though both currencies exist, prices are represented in
credits, since it is the most common currency. There LOANS
are many things a hero can buy, from weapons, to very With most of Arkelon’s money being digital, it’s easier
common items, such as torches or cooking pots. than ever for people to lend money instantly and on
the go. A character may only loan credits if they don’t

BUYING AND SELLING already have a loan in place, and can only loan 30% of
their current wealth in total.
Most items presented in this chapter have a price. You
can sell any item that you find at 30% of its original
For example, a character with 1000 credits and 200 sil-
price to an appropriate vendor. You can also negotiate
ver scales would have a total wealth of 1200, meaning
said selling price using either Appraise (INT), Diplo-
that they can loan up to a maximum of 360 credits.
macy (CHA), Intimidate (CHA) or Flirt (CHA).

Debts must be repaid at a rate of at least 10% of the


Artwork, gems, coins, raw materials and other ex-
total amount per week, until they are repaid in full.
change goods can be sold for the full price indicated in
Loans cannot be performed using your character’s
their entry.
starting money.

GLOBAL CURRENCY
The main currencies are steel scales, bronze scales, sil-
WEAPONS
In this section, you will find all the information about
ver scales and gold scales. It is used in all villages and
the different weapons.
big cities. With all the technology that developed over
the years, most currencies are now represented by a
polymer-based note, instead of coins, to save space, WEAPON TYPES
money and make them easier to carry around for those Each weapon has a type associated with it, determining
who don’t have access to a bank account. However, the which expertise is required to wield it efficiently. When-
vast majority of people use credits, as they are easier ever you have the Weapon Expertise related to the
to carry around. weapon you are trying to wield, you gain a +4 bonus
to your accuracy.

VALUE
Types of weapons are as follows:
The value of the global currency is the base used to dic-
tate the value of other currencies and exchange goods.
Assault Rifle Performance Weapon
The conversion rate for currencies values goes as fol-
Automatic Weapon Pick(One-Handed)
lows:
Ax(One-Handed) Pick(Two-Handed)
1 Bronze Scale = 100 Steel Scales
Ax(Two-Handed) Pistol
1 Silver Scale = 10 Bronze Scales or 1000 Steel Scales
Bow Polearm
1 Gold Scale = 10 Silver Scales, 100 Bronze Scales or
Crossbow Revolver
10 000 Steel Scales
Dagger Scythe
Energy Weapon(Melee) Shotgun
The minimum wage of a worker is +/- 3 Silver Scale or
Energy Weapon(Ranged) Sling
Credit per hour.
Fist weapon Sniper Rifle
Flail(One-Handed) Spear
CREDITS
Flail(Two-Handed) Spell
With all technologies that have developed, most people
Heavy Weapon Staff
now use credits to pay for their goods. Credits are a
Mace(One-Handed) Sword(One-Handed)
virtual currency that people spend using a small plastic
Mace(Two-Handed) Sword(Two-Handed)
card or by using their universal tool. They can buy ob-
Monk Weapon Thrown Weapon
jects and goods on The Network.
Natural Attack Whip

WEAPON HIT POINTS


TRADE AND EXCHANGE GOOD

203
When attempting to break a weapon, you deal damage to WEAPON TYPE: Fist Weapon
said weapon as if it were a creature. All weapons have a PRICE: 25 cr WEIGHT: None
number of hit points equal to 10+the maximum damage on CRAFTING: 1 Common Material for 2.
its damage die (added damage dice are not counted to-
wards a weapon’s maximum HP). DAGGER
A small blade, around 1 foot in length.
Larger weapons gain 2 additional hit points per size cate- DAMAGE: 1d6, Piercing
gory, while smaller weapons lose 2 hit points per size cate- PASSIVE BONUS: Deal 1d6 points of bonus piercing dam-
gory. age when at Combat Advantage.
PERFECT STRIKE EFFECT: Bleed
When reduced to half their maximum hit points, they are bro- WEAPON TYPE: Dagger, Monk
ken, gaining a -4 penalty to accuracy checks and damage. PRICE: 25 cr WEIGHT: 1 Unit
When reduced to 0 Hit Points, they are shattered and must CRAFTING: 1 Common Material for 2.
be repaired for them to become usable again.
KUNAI
WEAPON RESISTANCES A small, leaf shaped blade, more akin to a tool than an actual
weapon.
Different weapons have different resistances to damage. This
DAMAGE: 1d4, Piercing
resistance reduces damage done to the weapon by the indi-
PASSIVE BONUS: Can be used as a piton or a crowbar with-
cated amount. All weapons have resistances equal to 3+half
out breaking, or be attached to a chain or rope and used as
the damage on its damage die (added damage dice are not
a ranged weapon to entangle enemies with an Improvisation
counted towards a weapon’s maximum resistance).
(AGI) check.
PERFECT STRIKE EFFECT: Sunder
WEAPON TYPE: Dagger, Monk
TRADITIONAL WEAPONS PRICE: 30 cr WEIGHT: 1 Unit
Traditional weapons include all types of weapons that do not CRAFTING: 1 Common Material for 2
use fusion crystals to function.
KUSARIGAMA
LIGHT WEAPONS A sickle-like weapon ending with a chain, popular in the Kan-
Light weapons are a special variety of weapons that usually jai territory. Although a light weapon, it requires two hands
require more finesse than raw strength to master. These to use properly, one holding the blade and one holding the
weapons apply either your strength or agility (whichever is chain.
higher) to your damage rolls. If both of your scores are The 10-ft (2 squares) long chain can be used to trip and dis-
equal, choose which one you prefer to apply. arm opponents.
DAMAGE: 1d6, Slashing. 1d4, bludgeoning with the end of
BATON the chain
A long, narrow, pole-like club with a side handle to prevent PASSIVE BONUS: When successfully tripping or disarming
it from rolling away when dropped. It is usually used by a foe with the Kusarigama’s chain, you gain a +1 bonus to
guards and law enforcement officers. your accuracy on your next attack against this target.
DAMAGE: 1d6, bludgeoning PERFECT STRIKE EFFECT: Bleed. Stagger with the end of
PASSIVE BONUS: Gain a +2 bonus to any Athletics (STR) the chain
checks to break any glass or glass-like material. WEAPON TYPE: Scythe, Monk
PERFECT STRIKE EFFECT: STAGGERED PRICE: 55 cr WEIGHT: 1 Unit
WEAPON TYPE: Mace (One-Handed) CRAFTING: 2 Common Materials
PRICE: 20 cr WEIGHT: 1 Unit
CRAFTING: 1 Common Material for 2. LIGHT HAMMER
Usually used as a tool, this small mallet can also be used as
BRASS KNUCKLE a weapon and even be thrown easily.
A fist weapon, made to concentrate one’s damage into DAMAGE: 1d6, Bludgeoning
smaller areas, resulting in dangerous injuries. When wearing PASSIVE BONUS: Can effectively be used as a ranged
brass knuckles and already having a fist attack, the damage weapon at a distance of 30-ft (6 squares).
is increased by one dice step (see page 42). PERFECT STRIKE EFFECT: Stagger
DAMAGE: 1d6, Bludgeoning WEAPON TYPE: Mace (One-Handed)
PASSIVE BONUS: Gain a +2 bonus to Sleight of Hands PRICE: 35 cr WEIGHT: 1 Unit
(AGI) when attempting to conceal this weapon. CRAFTING: 1 Common Material
PERFECT STRIKE EFFECT: Stagger

204
MACHETE PERFECT STRIKE EFFECT: Bleed, Stagger when
A broad blade used as either an agricultural implement, sheathed
a weapon or a survival tool. It is especially proficient WEAPON TYPE: Sword (One-Handed)
at clearing out brush and cutting thick plants. PRICE: 75 cr WEIGHT: 1 Unit
DAMAGE: 1d8, slashing CRAFTING: 2 Common Material
PASSIVE BONUS: Gain a +4 bonus to survival
checks when in forests or fields, and its dam- TESSEN
age is increased to 1d10 against objects. Tessens are often decorated fans, seemingly mundane
PERFECT STRIKE EFFECT: Bleed but covered in hidden blades.
WEAPON TYPE: Sword (One-Handed) DAMAGE: 1d6, Slashing
PRICE: 35 cr WEIGHT: 1 Unit PASSIVE BONUS: Gain a +2 bonus to sleight of hands
CRAFTING: 1 Common Material to conceal them, and a +2 bonus to disarm attempts
against bladed weapons.
PATA PERFECT STRIKE EFFECT: Bleed
A sword with a gauntlet integrated as a hand- WEAPON TYPE: Performance Weapon, Monk
guard. Also referred to as a gauntlet-sword, the PRICE: 25 cr WEIGHT: 1 Unit
pata originated from the Jaanvari culture. CRAFTING: 1 Common Material for 2
DAMAGE: 1d6, slashing
PASSIVE BONUS: Cannot be disarmed. TONFA
PERFECT STRIKE EFFECT: Bleed A stick with a perpendicular handle attached a third of
WEAPON TYPE: Fist Weapon the way down the length of the stick, and rests on the
PRICE: 35 cr WEIGHT: 1 Unit forearm when held. It is a popular weapon in the Kan-
CRAFTING: 1 Common Material jai territory. The tonfa can also be used by grabbing
the shaft, and using the handle as a hook to disarm.
RAPIER DAMAGE: 1d6, bludgeoning
A slender, sharply pointed sword, optimized for thrust- PASSIVE BONUS: Gain a +2 bonus to Improvisation
ing. (AGI) checks to disarm.
DAMAGE: 1d8, Piercing PERFECT STRIKE EFFECT: Stagger
PASSIVE BONUS: Gain a +2 bonus to accuracy when WEAPON TYPE: Mace (One-Handed), Monk
in 10-ft (2 squares) wide or less areas. PRICE: 20 cr WEIGHT: 1 Unit
PERFECT STRIKE EFFECT: Bleed CRAFTING: 1 Common Material for 2
WEAPON TYPE: Sword (One-Handed)
PRICE: 30 cr WEIGHT: 1 Unit WHIP
CRAFTING: 1 Common Material for 2 A piece of leather or rope fastened to a stick. A
whip has a reach of 20-ft (4 squares).
SHORTSWORD DAMAGE: 1d6, Slashing
A small sword, a little longer and larger PASSIVE BONUS: Gain a +2 bonus to Improvi-
than a dagger. sation (AGI) checks to trip or disarm.
DAMAGE: 1d8, Slashing or Piercing PERFECT STRIKE EFFECT: Bleed
PASSIVE BONUS: Reduce the WEAPON TYPE: Performance Weapon, Whip
penalty for double attacks to -2 when PRICE: 20 cr WEIGHT: 1 Unit
using a shortsword in at least one CRAFTING: 1 Common Material for 2
hand.
PERFECT STRIKE EFFECT: Bleed
WEAPON TYPE: Sword (One-Handed)
PRICE: 25 cr WEIGHT: 1 Unit
CRAFTING: 1 Common Material for 2

SWORDSTICK
A small rapier-like sword hidden inside a cane. You can
use 4 (►►►►) stamina points to unsheathe the
sword. ONE-HANDED WEAPONS
DAMAGE: 1d8, Piercing. 1d6, Bludgeoning with the One-handed weapons require only one hand to wield
sheath properly, and can be held in either hand. These
PASSIVE BONUS: Gain a +2 bonus to sleight of hand weapons apply your strength to your damage rolls.
(AGI) when attempting to conceal the weapon.

205
DAMAGE: 1d10, Slashing or Bludgeoning
BATTLE AX PASSIVE BONUS: Deal 1d6 points of bonus damage to
A military grade ax, often used to quickly destroy creatures not wearing manufactured armor.
barricades or materials. PERFECT STRIKE EFFECT: Bleed or Stagger
DAMAGE: 1d8, slashing WEAPON TYPE: Mace (One-Handed)
PASSIVE BONUS: When using a battle ax and attack- PRICE: 80 cr WEIGHT: 2 Units
ing more than once in the same round, the additional CRAFTING: 2 Common Materials
attack(s) deal 1d6 bonus points of slashing damage.
PERFECT STRIKE EFFECT: Sunder MORNINGSTAR
WEAPON TYPE: Ax (One-Handed), Monk A mace with a spiked head on top.
PRICE: 90 cr WEIGHT: 2 Units DAMAGE: 1d10, piercing and bludgeoning
CRAFTING: 2 Common Materials PASSIVE BONUS: Deal 1d6 points of bonus dam-
age to creatures wearing heavy armor.
KATANA PERFECT STRIKE EFFECT: Bleed
A curved, single-edged blade that can be used one or two- WEAPON TYPE: Mace (One-Handed)
handed. It is very popular in the Kanjai territory, praised PRICE: 80 cr WEIGHT: 2 Units
by warriors and samurais. CRAFTING: 2 Common Materials
DAMAGE: 1d10, slashing or piercing
PASSIVE BONUS: Sheath can be dual-wielded, dealing SHOTEL
1d6 points of bludgeoning damage. A curved sword, shaped like a sickle, used to go around
PERFECT STRIKE EFFECT: Bleed, Stagger with the Sheath shields, or dismount cavalry. It is a particularly popular
WEAPON TYPE: Sword (One-Handed) weapon among Dragonkins.
PRICE: 90 cr WEIGHT: 2 Units DAMAGE: 1d10, piercing and slashing
CRAFTING: 3 Common Materials PASSIVE BONUS: Gain a +2 bonus to your accuracy when
attacking a creature wielding a shield or a cavalier.
KHOPESH PERFECT STRIKE EFFECT: Bleed
A sickle-like sword, evolved from axes. Only the outer side WEAPON TYPE: Sword (One-Handed)
of the sickle is sharpened. Khopesh were first designed by PRICE: 80 cr WEIGHT: 2 Units
Hatkans warriors to break through Gnolls’ shields. It has CRAFTING: 2 Common Materials
since been upgraded to deal with more modern and resilient
shields. SPEAR
DAMAGE: 1d8, slashing A long shaft with a pointed spike on one of its tips. The range
PASSIVE BONUS: Deal 1d8 points of bonus slashing dam- granted by this weapon allows its user to fight without com-
age when a creature blocks your attack with a shield. pletely entering the fray. The spear has a reach of 10-ft (2
PERFECT STRIKE EFFECT: Sunder squares).
WEAPON TYPE: Sword (One-Handed) DAMAGE: 1d8, Piercing
PRICE: 80 cr WEIGHT: 2 Unit PASSIVE BONUS: Can effectively be used as a
CRAFTING: 2 Common Materials ranged weapon at a distance of 30-ft (6 squares).
PERFECT STRIKE EFFECT: Impale
LONGSWORD WEAPON TYPE: Spear (One-Handed)
A longsword, around 4-ft in length, PRICE: 80 cr WEIGHT: 2 Units
with a crossed hilt. It can be used CRAFTING: 2 Common Materials
two-handed.
DAMAGE: 1d10, slashing or piercing TRIDENT
PASSIVE BONUS: The hilt of a longsword can A simple, three pronged spear. A trident can be used
be used to stagger an opponent for 1 round. two-handed.
This attack deals 1d4 points of bludgeoning DAMAGE: 1d8, Piercing
damage. PASSIVE BONUS: Deal 1d6 points of bonus damage to
PERFECT STRIKE EFFECT: Bleed creatures with the Entangled condition.
WEAPON TYPE: Sword (One-Handed) PERFECT STRIKE EFFECT: Impale
PRICE: 80 cr WEIGHT: 2 Units WEAPON TYPE: Spear (One-Handed)
CRAFTING: 2 Common Materials PRICE: 80 cr WEIGHT: 2 Units
CRAFTING: 2 Common Materials
MACUAHUITL
A club-like weapon with blades embedded in the sides, cre- TWO-HANDED WEAPONS
ated and popularized by Orcs.

206
Two-handed weapons require both hands to wield NAGINATA
properly, and at least 2 points of strength. These A metal pole with a curved, single-edged blade. The
weapons apply 1.5x your strength to your damage rolls. naginata has a reach of 10-ft (2 squares).
DAMAGE: 1d10, piercing or slashing
GREATAXE PASSIVE BONUS: Missing
A large ax, having a length of about 5 feet. PERFECT STRIKE EFFECT: Impale or bleed
DAMAGE: 1d10, slashing WEAPON TYPE: Polearm, Monk
PASSIVE BONUS: Deal 1d6 points of bonus slashing PRICE: 120 cr WEIGHT: 3 Units
damage against prone targets. CRAFTING: 3 Common Material
PERFECT STRIKE EFFECT: Sunder
WEAPON TYPE: Ax (Two-Handed) NODACHI
PRICE: 100 cr WEIGHT: 4 Units A curved, single-edged blade, longer and more danger-
CRAFTING: 2 Common Materials ous than a katana.
DAMAGE: 1d12, slashing or piercing
GREATSWORD PASSIVE BONUS: Gain a +2 bonus to your accuracy
A large sword, having a length of about 5 feet. when attacking a cavalier.
DAMAGE: 1d12, slashing PERFECT STRIKE EFFECT: Bleed
PASSIVE BONUS: Deal 1d6 points of bonus slashing WEAPON TYPE: Sword (Two-Handed)
damage when charging. PRICE: 110 cr WEIGHT: 3 Units
PERFECT STRIKE EFFECT: Bleed CRAFTING: 3 Common Material
WEAPON TYPE: Sword (Two-Handed)
PRICE: 100 cr WEIGHT: 4 Units QUARTERSTAFF
CRAFTING: 2 Common Materials A long, simple wooden pole.
DAMAGE: 1d8, bludgeoning
HALBERD PASSIVE BONUS: Can make double attacks.
An ax blade topped with a spike, mounted on a long PERFECT STRIKE EFFECT: Stagger
shaft. The halberd has a reach of 10-ft (2 squares). WEAPON TYPE: Staff, Monk
DAMAGE: 1d10, piercing or slashing PRICE: 30 cr WEIGHT: 1 Unit
PASSIVE BONUS: Missing CRAFTING: 1 Common Material for 2
PERFECT STRIKE EFFECT: Impale or Bleed
WEAPON TYPE: Ax (Two-Handed) RANGED WEAPONS
PRICE: 100 cr WEIGHT: 3 Units In this section are all ranged weapons, from guns to
CRAFTING: 2 Common Materials bows. Most of them don’t have passive effects, as they
can change their ammunition for a variety of effects.
KANABO When using ranged weapons, you add your agility to
A spiked or studded two-handed war club. It is popular your damage.
in the Kanjai territory, among samurai.
DAMAGE: 1d10, bludgeoning ASSAULT RIFLE
PASSIVE BONUS: Deal 1d6 points of bonus damage A very popular weapon among soldiers, it can either
to weapons. shoot one round, or a burst. It uses round magazines
PERFECT STRIKE EFFECT: Sunder that do not need to be changed until they are empty.
WEAPON TYPE: Mace (Two-Handed), Monk Changing the mode costs 1 (►) stamina point.
PRICE: 110 cr WEIGHT: 4 Units
CRAFTING: 3 Common Materials When in burst mode, the targeted creature must suc-
ceed on a reflex save equal to 10+the character’s agili-
MAUL ty+the character’s mastery or take 3d4 points of
A long-handled hammer with a heavy spiked metal damage+the character’s agility points of piercing dam-
head, either of lead or iron. age. A successful save negates this damage. In burst
DAMAGE: 1d12, bludgeoning and piercing mode, each shot uses 3 ammunition.
PASSIVE BONUS: Deal 1d6 points of bonus bludgeon- DAMAGE: 1d10, piercing
ing and piercing damage against prone creatures. RELOAD: ►
PERFECT STRIKE EFFECT: Stagger RANGE: 100-ft (20 squares)
WEAPON TYPE: Mace (Two-Handed) PERFECT STRIKE EFFECT: Slow
PRICE: 100 cr WEIGHT: 4 Units WEAPON TYPE: Assault Rifle
CRAFTING: 2 Common Materials PRICE: 350 cr WEIGHT: 2 Units

207
CRAFTING: 2 Common Material + 1 Uncommon Material CRAFTING: 4 Common Material

ATLATL CROSSBOW, LIGHT


A shaft with a cup or a spur at the end that supports and pro- An elastic ranged weapon consisting of a bow-like assembly
pels the butt of a dart, popularized and developed by Trolls mounted horizontally on a main frame. The light crossbow
and Muoboses. The Atlatl can be used to throw Javelins at is an intermediate between the hand and the heavy, but still
increased speed and range, increasing their damage to requires two hands to shoot, unless taking a -2 penalty to
1d10. your accuracy.
RELOAD: ► DAMAGE: 1d8, varies
RANGE: 60-ft (12 squares) RELOAD: ►►
PERFECT STRIKE EFFECT: Impale RANGE: 100-ft (20 squares)
WEAPON TYPE: Sling PERFECT STRIKE EFFECT: Varies, Slow with piercing bolts
PRICE: 85 cr WEIGHT: 1 Unit WEAPON TYPE: Crossbow
CRAFTING: 2 Common Material PRICE: 50 cr WEIGHT: 2 Units
CRAFTING: 2 Common Material
BLOWGUN
A long, narrow tube for shooting light projectiles such as HUNTING RIFLE, BOLT ACTION
darts. A blowgun’s damage always ignores physical resis- High precision rifle, designed for long range combat. Bolt ac-
tance on a successful attack, but does not apply any modi- tion rifles shoot 1 round before needing to be reloaded.
fier or abilities. The real danger of a blowgun comes from DAMAGE: 1d12, Piercing
darts dipped in poisons or drugs, and the fact that, RELOAD: ►►
when using a blowgun from stealth, you do not RANGE: 300-ft (60 squares)
gain a penalty for remaining hidden. PERFECT STRIKE EFFECT: Mortal Shot
DAMAGE: 1d2, Piercing WEAPON TYPE: Sniper Rifle
RELOAD: ► PRICE: 300 cr WEIGHT: 2 Units
RANGE: 30-ft (6 squares) CRAFTING: 2 Common Material + 1
PERFECT STRIKE EFFECT: Bleed Uncommon Material
WEAPON TYPE: Thrown Weapon
PRICE: 10 cr WEIGHT: - LONGBOW
CRAFTING: 1 Common Material for 4 A tall bow – roughly equal to the height of the user – allowing
the archer a fairly long draw for more damage.
CROSSBOW, HAND DAMAGE: 1d10, varies
A small elastic ranged weapon consisting of a bow-like as- RANGE: 100-ft (20 squares)
sembly mounted horizontally on a main frame. The hand PERFECT STRIKE EFFECT: Varies, Slow with piercing bolts
crossbow can be held in one hand and counts as a light WEAPON TYPE: Bow, Monk
weapon. PRICE: 75 cr WEIGHT: 2 Units
DAMAGE: 1d6, varies CRAFTING: 2 Common Material
RELOAD: ►
RANGE: 80-ft (16 squares) PISTOL
PERFECT STRIKE EFFECT: Varies, Slow with piercing bolts Pistols are small arms that can easily be carried, and con-
WEAPON TYPE: Crossbow cealed, often used by law enforcement officers. It only needs
PRICE: 35 cr WEIGHT: 1 Unit to be reloaded when its magazine is empty.
CRAFTING: 1 Common Material DAMAGE: 1d6, Piercing
RELOAD: ►
CROSSBOW, HEAVY RANGE: 75-ft (15 squares)
A large and heavy elastic ranged weapon consisting of a bow- PERFECT STRIKE EFFECT: Slow
like assembly mounted horizontally on a main frame. The WEAPON TYPE: Pistol
heavy crossbow requires two hands to function normally. PRICE: 90 cr WEIGHT: 1 Unit
DAMAGE: 1d12, varies CRAFTING: 2 Common Material
RELOAD: ►►►
RANGE: 180-ft (36 squares) REVOLVER
PERFECT STRIKE EFFECT: Varies, Mortal Shot with pierc- Revolvers are small arms, stronger and larger than pistols.
ing bolts A revolver can shoot 6 rounds before needing to be reloaded.
WEAPON TYPE: Crossbow DAMAGE: 1d8, Piercing
PRICE: 175 cr WEIGHT: 4 Units RELOAD: ►►►►
RANGE: 150ft (30 squares)

208
PERFECT STRIKE EFFECT: Slow
WEAPON TYPE: Revolver THROWN WEAPONS
PRICE: 90 cr WEIGHT: 1 Units This section contains all weapons that can be thrown.
CRAFTING: 2 Common Material When using thrown weapons, you add your strength or
your agility to your damage.
SHORTBOW
A small bow, easier to manipulate, and dealing BOLA (1)
a little less damage. A throwing weapon made of weights on the ends of in-
DAMAGE: 1d8, varies terconnected cords. On a successful attack, the tar-
RANGE: 60-ft (12 squares) geted creature is ENTANGLED.
PERFECT STRIKE EFFECT: Slow DAMAGE: 1d4, bludgeoning
WEAPON TYPE: Bow, Monk Passive EFFECT: You can attempt a ranged trip impro-
PRICE: 25 cr WEIGHT: 1 Units visation or athletics check to knock the creature
CRAFTING: 1 Common Material for 2 PRONE.
RANGE: 20-ft (4 squares)
SHOTGUN PERFECT STRIKE EFFECT: Stagger
Shotguns are particularly dangerous the WEAPON TYPE: Thrown Weapon
closer you are to your target, adding 1.5 times PRICE: 5 cr WEIGHT: 1 Unit per 5
your agility to your damage. A shotgun can CRAFTING: 1 Common Material for 8
shoot 6 shells before needing to be reloaded.
DAMAGE: 1d10, Piercing and Bludgeoning BOLA, EXPLOSIVE (1)
RELOAD: ►►►► A throwing weapon made of weights on the ends of in-
RANGE: 20-ft (4 squares) terconnected cords. An explosive bola explodes when
PERFECT STRIKE EFFECT: Bleed connecting with a target, and the targeted creature is
WEAPON TYPE: Shotgun ENTANGLED.
PRICE: 200 cr WEIGHT: 2 Units DAMAGE: 1d4, Fire
CRAFTING: 1 Uncommon Material RANGE: 20-ft (4 squares)
PASSIVE BONUS: Creatures within 5-ft of the target
SNIPER RIFLE, BOLT ACTION must succeed on a Reflex save equal to 12+your agili-
High precision rifle, designed for long range combat. ty+your mastery bonus or also take damage from the
Bolt action rifles shoot 1 round before needing to be explosion.
reloaded, but are more dangerous than their semi-au- PERFECT STRIKE EFFECT: Burn
tomatic counterparts. WEAPON TYPE: Thrown Weapon
DAMAGE: 3d8, Piercing PRICE: 175 cr WEIGHT: 1 Unit per 3
RELOAD: ►►► CRAFTING: 4 Common Material
RANGE: 300-ft (60 squares)
PERFECT STRIKE EFFECT: Mortal Shot CHAKRAM (1)
WEAPON TYPE: Sniper Rifle A hoop-shaped disk with the outer edge sharpened.
PRICE: 1,500 cr WEIGHT: 2 Units DAMAGE: 1d8, slashing
CRAFTING: 2 Common Material +1 Uncommon Mate- PASSIVE BONUS: Can be used in melee with its dam-
rial + 2 Rare Material age reduced to 1d4.
RANGE: 20-ft (4 squares)
SNIPER RIFLE, SEMI-AUTOMATIC PERFECT STRIKE EFFECT: Bleed
High precision rifle, designed for long range combat. WEAPON TYPE: Thrown Weapon
Semi-automatic sniper rifles use magazines, allowing PRICE: 8 cr WEIGHT: 1 Unit per 5
you to reload faster. It only needs to be reloaded when CRAFTING: 1 Common Material for 4
its magazine is empty.
DAMAGE: 3d4, Piercing
RELOAD: ► JAVELIN (1)
RANGE: 300-ft (60 squares) A small spear made for throwing.
PERFECT STRIKE EFFECT: Mortal Shot DAMAGE: 1d8, piercing
WEAPON TYPE: Sniper Rifle PASSIVE BONUS: Deal 1d8 point of bonus piercing
PRICE: 900 cr WEIGHT: 2 Units damage when blocked by a shield.
CRAFTING: 2 Common Material + 1 Uncommon Ma- RANGE: 30-ft (6 squares)
terial + 1 Rare Material PERFECT STRIKE EFFECT: Impale

209
WEAPON TYPE: Thrown Weapon, Spear BANSHEE: 2d6, Sonic
PRICE: 5 cr WEIGHT: 1 Unit PERFECT STRIKE EFFECT: Deafened
CRAFTING: 1 Common Material for 8
BLACK HOLE: 3d6, Void
KPINGA (1) PERFECT STRIKE EFFECT: SICKENED
A dangerous throwing weapon popularized by the
Mwaouans, with 3 projecting blades and a handle. RANGE: 20-ft (4 squares)
DAMAGE: 1d6, piercing WEAPON TYPE: Elemental Weapon (Ranged), Shotgun
PASSIVE BONUS: Gain a +2 bonus to damage when thrown PRICE: 1,200 cr WEIGHT: 2 Units
at maximum range. CRAFTING: 2 Rare Crafting Materials
RANGE: 30-ft (6 squares)
PERFECT STRIKE EFFECT: Impale ENGINE RIFLE
WEAPON TYPE: Thrown Weapon A large firearm, similar to an assault rifle. Shooting this
PRICE: 30 cr WEIGHT: 1 Unit per 5 weapon consumes 2 charges of fusion crystal.
CRAFTING: 1 Common Material for 2 Choose one of the following when buying your blaster:
GLACIER: 3d6, Ice
SPIKED BOLAS (1) PERFECT STRIKE EFFECT: Slow
A throwing weapon made of weights on the ends of intercon-
nected cords. A spiked bolas uses a spiked cord and spiked PLASMA: 3d6, Fire
weights. On a successful attack, the targeted creature is EN- PERFECT STRIKE EFFECT: Burn
TANGLED.
DAMAGE: 1d4, bludgeoning and piercing TEMPEST: 3d6, Lightning
PASSIVE BONUS: On a successful attack and when damage PERFECT STRIKE EFFECT: STAGGERED
dealt bypasses physical resilience, deal 2 points of true dam-
age to the targeted creature. RANGE: 100-ft (20 squares)
PERFECT STRIKE EFFECT: Bleed WEAPON TYPE: Elemental Weapon (Ranged), Assault Rifle
RANGE: 20-ft (4 squares) PRICE: 650 cr WEIGHT: 2 Units
WEAPON TYPE: Thrown Weapon CRAFTING: 2 Common Materials + 1 Uncommon
PRICE: 20 cr WEIGHT: 1 Unit per 3
CRAFTING: 1 Common Material for 3
AMMUNITION
In this section, you can find all types of ammunition that you
ENERGY WEAPONS can buy for ranged weaponry. The number in parentheses
Energy weapons are a special kind of weapons, usually at- besides their names shows the amount of ammunition you
tuned to an element and using fusion crystals to function. buy when spending the required amount.
Replacing a fusion crystal always costs 2 Stamina Points.
Like ranged weapons, special ammunition adds your agility
To be proficient with energy weapons, you must have at least to their damage, unless specified otherwise.
two weapons inscribed in the Weapon Type section in your
expertises (for example, to effectively use an inferno sword, ARROW/BOLT (10)
you must have both energy weapons(melee) and sword(two- Common ammunition used with bows or crossbows.
handed) in your list of weapon expertise). PRICE: 2 cr WEIGHT: 1 Unit per 20
CRAFTING: 1 Common Material for 20
RANGED WEAPONS
ARROW/BOLT, ARCANE BURST (1)
In this section are all elemental ranged weapons. When us-
This particular ammunition can be fired to deal arcane dam-
ing ranged weapons, you add your agility to your damage,
age. It changes your bow or crossbow’s damage to arcane,
unless specified otherwise.
and the Perfect Strike effect to SICKENED. This also causes
the weapon to deal damage as if of one size category
BLASTER
smaller (see page 41).
A shotgun-like weapon with an elemental core. A blaster is
PRICE: 95 cr WEIGHT: 1 Unit per 20
particularly dangerous the closer you are to your target,
CRAFTING: 2 Common Materials
adding 1.5 times your agility to your damage. Shooting this
weapon consumes 3 charges of fusion crystal.
ARROW/BOLT, BARBED (1)
Choose one of the following when buying your blaster:
This ammunition has hooks on its point, causing more dam-
AVALANCHE: 3d6, Ice
age when penetrating the flesh. Whenever you successfully
PERFECT STRIKE EFFECT: Slow

210
hit a creature, they must succeed on an Endurance ARROW/BOLT, NET (1)
check equal to 12 + your Agility + your Mastery This particular ammunition creates a net to disable
Bonus or start Bleeding for 1d6 point of damage. This foes. On a successful hit, this projectile does not deal
damage is cumulative. damage, but creatures of large and small size must
PRICE: 75 cr WEIGHT: 1 Unit per 20 succeed on an Endurance save equal to 12+your agili-
CRAFTING: 1 Common Materials ty+your mastery bonus or become Entangled.
PRICE: 50 cr WEIGHT: 1 Unit per 20
ARROW/BOLT, BLUNT (10) CRAFTING: 1 Common Material
This special ammunition has a flatter head. It changes
your bow or crossbow’s damage to bludgeoning, and ARROW/BOLT, SHOCK BURST (1)
the Perfect Strike effect to STAGGERED. Blunt arrows This particular ammunition can be fired to deal light-
are easier to retrieve when missing their targets. ning damage. It changes your bow or crossbow’s dam-
PRICE: 5 cr WEIGHT: 1 Unit per 20 age to ice, and the Perfect Strike effect to Stagger. This
CRAFTING: 1 Common Material for 8 also causes the weapon to deal damage as if of one size
category smaller (see page 41).
ARROW/BOLT, EXPLOSIVE (1) PRICE: 95 cr WEIGHT: 1 Unit per 20
This particular ammunition can be fired by a bow or a CRAFTING: 2 Common Material
crossbow to create an explosion in a 10-ft (2 square)
radius. Creatures within the area must succeed on a ARROW/BOLT, SIGNAL (1)
Reflex save equal to 12+your agility+your mastery These ammunition are made to make a loud whistling
bonus or be dealt 4d6 points of fire damage (halved on sound when fired, which can be heard within 100-ft (25
a successful save). squares). These arrows do not deal damage.
PRICE: 200 cr WEIGHT: 1 Unit per 20 PRICE: 30 cr WEIGHT: 1 Unit per 20
CRAFTING: 1 Uncommon Material CRAFTING: 1 Common Material for 2

ARROW/BOLT, FIRE BURST (1)


This particular ammunition can be fired to deal fire DART (10)
damage. It changes your bow or crossbow’s damage Darts are small missiles that can be used with blow-
to fire, and the Perfect Strike effect to burn. This also guns. A dart can also be thrown by hand, dealing 1
causes the weapon to deal damage as if of one size cat- point of true damage.
egory smaller (see page 41). PRICE: 1 cr WEIGHT: 1 Unit per 20
PRICE: 95 cr WEIGHT: 1 Unit per 20 CRAFTING: 1 Common Material for 40
CRAFTING: 2 Common Material

ARROW/BOLT, ICE BURST (1)


This particular ammunition can be fired to deal ice
damage. It changes your bow or crossbow’s damage
to ice, and the Perfect Strike effect to Slow. This also
causes the weapon to deal damage as if of one size cat-
egory smaller (see page 41).
PRICE: 95 cr WEIGHT: 1 Unit per 20
CRAFTING: 2 Common Material

ARROW/BOLT, LIGHTNING CHAIN (1)


This particular ammunition can be fired to deal light-
ning damage to a maximum of 3 creatures, not more
than 10-ft apart. On a successful hit, this projectile
deals 3d6 points of lightning damage. Two creatures
within 10-ft of the target must succeed on a Reflex save
equal to 12+your agility+your mastery bonus or also
be dealt this damage. A successful save negates the
damage.
PRICE: 200 cr WEIGHT: 1 Unit per 20
CRAFTING: 1 Uncommon Material

211
FUSION CRYSTAL
These small crystals are infused with elemental energies, SHOTGUN, SLUG (1)
and are used to power energy weapons.They contain 24 A shotgun slug increases the range of a shotgun attack by
charges. 10-ft (2 squares).
PRICE: 100 cr WEIGHT: 1 Unit per 5 PRICE: 3 cr WEIGHT: 1 Unit per 30
CRAFTING: 1 Common Material CRAFTING: 1 Common Material for 15

MAGAZINE, ASSAULT RIFLE SNIPER ROUND (1)


Ammunition used for assault rifles. It contains 40 rounds. Ammunition used for bolt-action sniper rifles and hunting ri-
PRICE: 20 cr WEIGHT: 1 Unit per 10 fles.
CRAFTING: 1 Common Material for 2 PRICE: 10 cr WEIGHT: 1 Unit per 20
CRAFTING: 1 Common Material for 4
MAGAZINE, PISTOL
Ammunition used for pistols. It contains 12 rounds.
EXPLOSIVES
PRICE: 20 cr WEIGHT: 1 Unit per 10
In this section, you will find all explosives that are possible
CRAFTING: 1 Common Material for 2
to buy, as well as their different effects.

MAGAZINE, SNIPER RIFLE


To throw an explosive, use the following action:
Ammunition used for semi-automatic sniper rifles. It con-
tains 12 rounds.
PRICE: 30 cr WEIGHT: 1 Unit per 10 THROW
CRAFTING: 1 Common Material for 2
All creatures stuck in the explosion must succeed a Reflex
save equal to 12+your agility+your mastery or suffer full
REVOLVER ROUND (1)
damage and the grenade’s special effect. Usually, an explo-
Ammunition used for revolvers.
sive can be thrown at a range of 20-ft (4 squares).
PRICE: 3 cr WEIGHT: 1 Unit per 40
CRAFTING: 1 Common Material for 15
If the item is already in your hands when using this action,
reduce the cost by 1 Stamina Point.
REVOLVER SPEED RELOADER (1)
Ammunition used for revolvers. A speed reloader contains 6
FLASHBANG
bullets, and reduces the stamina cost to reload to 1.
A type of grenade that explodes in a blinding flash of light
PRICE: 25 cr WEIGHT: 1 Unit per 20
and loud sounds. Creatures within a 10-ft (2 squares) area
CRAFTING: 1 Common Material for 2
failing their save against a flashbang are BLINDED and
deafened for 1 round, and then take a -4 to their accuracy
SHOTGUN, DRAGON’S BREATH (1)
and perception checks based on sight for 3 rounds.
A special shotgun round made of magnesium shards. It cre-
PRICE: 60 cr WEIGHT: 1 Unit per 10
ates a 100-ft (20 squares) line of fire that deals 4d6 points
CRAFTING: 2 Common Material
of fire damage. A successful Reflex save equal to 12+your
agility+your mastery halves the damage. The reflex save is
GRENADES, TYPE 1
decreased by 2 for each 10-ft beyond 30, and you do not ap-
Grenades do devastating elemental explosions in a 10-ft (2
ply your damage modifier to this attack.
squares) radius. Choose one of the following when buying
PRICE: 200 cr WEIGHT: 1 Unit per 20
your grenade:
CRAFTING: 1 Common Material
ARCANE: Deals Arcane Damage
FAILED SAVE: BLINDED for 1 round
SHOTGUN, ROUND (1)
Ammunition used for shotguns.
CRYO: Deals Ice Damage
PRICE: 2 cr WEIGHT: 1 Unit per 30
FAILED SAVE: SLOWED for 1 round
CRAFTING:

FRAG: Deals Slashing and Piercing Damage


SHOTGUN, SHELL (1)
FAILED SAVE: 3 points of bleeding damage
A shotgun shell causes your attacks to scatter in a 10-ft cone.
Creatures within the area must succeed on a Reflex save
SEARING: Deals Fire Damage
equal to 12+your agility+your mastery, or take full damage
FAILED SAVE: 3 points of ongoing fire damage. This dam-
from the attack. A successful save negates the damage.
age ignores a creature’s elemental resilience, but not resis-
PRICE: 5 cr WEIGHT: 1 Unit per 30
tance against fire damage.
CRAFTING: 1 Common Material for 8

212
SHOCK: Deals Lightning Damage
FAILED SAVE: STAGGERED for 1 round SMOKE GRENADE
A type of grenade that creates a thick cloud of smoke
DAMAGE: 3d6 in a 10-ft (2 squares) radius. All creatures inside and
PRICE: 90 cr WEIGHT: 1 Unit per 10 behind the cloud are given total concealment. A smoke
CRAFTING: 2 Common Material grenade lasts for 1 minute.
PRICE: 60 cr WEIGHT: 1 Unit per 10
GRENADES, TYPE 2 CRAFTING: 2 Common Materials
Type 2 Grenades are stronger and more dangerous.
Choose one of the following when buying your grenade:
ARMOR
ARCANE: Deals Arcane Damage
Heroes face countless dangers every day and must ac-
FAILED SAVE: BLINDED for 2 rounds
quire armor to increase their defense, as well as their
chances of survival.
CRYO: Deals Ice Damage
FAILED SAVE: SLOWED for 2 rounds
Wearing armor reduces damage done to you, whether
it is elemental or physical. Some armor may also be
FRAG: Deals Slashing and Piercing Damage
made of special or magical materials, which might give
FAILED SAVE: 5 points of bleeding damage
them special powers.

SEARING: Deals Fire Damage


In this section, you will find all the information you
FAILED SAVE: 5 points of ongoing fire damage. This
need about the different types of armor and their sta-
damage ignores a creature’s elemental resilience, but
tistics.
not resistance against fire damage.

ARMOR HIT POINTS


SHOCK: Deals Lightning Damage
When attempting to break a weapon, you deal damage
FAILED SAVE: STAGGERED for 2 rounds
to said weapon as if it were a creature. All weapons
have a number of hit points equal to 10+the armor’s
DAMAGE: 5d6
resilience points.
PRICE: 350 cr WEIGHT: 1 Unit per 10
CRAFTING: 2 Common Materials + 1 Uncommon Ma-
Larger armors gain 2 additional hit points per size cat-
terial
egory, while smaller armors lose 2 hit points per size
category.
GRENADES, TYPE 3
Type 3 Grenades are the most dangerous type of
When reduced to half their maximum hit points, they
grenades. Choose one of the following when buying
are broken, gaining a -4 penalty to their resilience.
your grenade:
When reduced to 0 Hit Points, they are shattered and
ARCANE: Deals Arcane Damage
must be repaired for them to become usable again.
FAILED SAVE: BLINDED for 3 rounds

ARMOR RESISTANCES
CRYO: Deals Ice Damage
Different armors have different resistances to damage.
FAILED SAVE: SLOWED for 3 rounds
This resistance reduces the damage done to the armors
by the indicated amount. All armors have resistances
FRAG: Deals Slashing and Piercing Damage
equal to 3+half their resilience points.
FAILED SAVE: 7 points of bleeding damage

SEARING: Deals Fire Damage


RESILIENCE POINTS
FAILED SAVE: 7 points of fire damage. This damage
Each type of armor gains a number of points they can
ignores a creature’s elemental resilience, but not re-
spend to resist different kinds of elemental (fire, ice,
sistance against fire damage.
lightning, void, life, death, hellfire, arcana, holy, un-
holy) and physical (bludgeoning, piercing, slashing)
SHOCK: Deals Lightning Damage
damages.
FAILED SAVE: STAGGERED for 3 rounds

ARMOR PENALTY
DAMAGE: 7d6
PRICE: 650 cr WEIGHT: 1 Unit per 10
CRAFTING: 1 Common Material + 1 Rare Material

213
Some armor may give you a penalty to your physical abili- A medium armor offers adequate protection against damage,
ties. Those penalties apply to your Strength, Vigor and and is made of more resilient material. They are usually less
Agility skills, as well as their dodge chances. mobile and give the wearer some penalties.
RESILIENCE POINTS: 8
STRENGTH REQUIREMENT SKILL AND DODGE PENALTIES: -3
Different types of armor require different strength thresholds STRENGTH REQUIREMENT: 1
to wear correctly. This section shows the minimum amount PRICE: 250 cr WEIGHT: 2 Units
of strength required to wear said armor. Wearing armor for CRAFTING: 1 Common Material + 1 Uncommon Material
which you do not have the required strength to wear it cor-
rectly automatically makes you gain the Encumbered condi- HEAVY ARMOR
tion. If you are already encumbered, you gain the Heavily A heavy armor offers the best protection against damage,
Encumbered condition instead. but it is made of very heavy material. They usually slightly
impair their wearer, limiting their mobility.

ARMORS RESILIENCE POINTS: 12


SKILL AND DODGE PENALTIES: -5
In this section, you will find all types of armor available for
STRENGTH REQUIREMENT: 3
purchase. Each type of armor offers different kinds of pro-
PRICE: 950 cr WEIGHT: 3 Units
tection for different types of characters.
CRAFTING: 3 Common Material + 1 Uncommon Material +
1 Rare Material
ARMOR TYPES
In this section, you will find all types of armor available for CLOTHING
purchase. Each type of armor offers different kinds of pro- Simple everyday clothes. They do not give any protection,
tection for different types of characters. but can be upgraded and modded. Clothes don’t count as ar-
mor for the purpose of abilities.
Whenever you buy an armor for a beast or a similar creature, RESILIENCE POINTS: 0
increase the base price by 30%. SKILL AND DODGE PENALTIES: 0
STRENGTH REQUIREMENT: 0
LIGHT ARMOR PRICE: 20 cr WEIGHT: 0 Unit
A light armor offers basic protection against damage, and CRAFTING: 1 Common Material for 2
they are often made of lightweight and flexible materials.
RESILIENCE POINTS: 4
SKILL AND DODGE PENALTIES: 0
SHIELDS
Heroes face countless dangers every day, and shields are a
STRENGTH REQUIREMENT: None
way to increase their defense and give them more chances
PRICE: 120 cr WEIGHT: 1 Unit
of survival.
CRAFTING: 3 Common Materials

Some shields may also be made of special or magical mate-


MEDIUM ARMOR
rials, which might give them special powers.

In this section, you will find all the information you need
about the different types of shields and their statistics.
Wielding a shield makes you unable to cast spells or use
weapons with that hand.

SHIELD HIT POINTS


When attempting to break a shield, you deal damage to said
shield as if it were a creature. All shields have a number of
hit points equal to 10+their bonus to block chances.

Larger shields gain 2 additional hit points per size category,


while smaller shields lose 2 hit points per size category.

When reduced to half their maximum hit points, they are bro-
ken, gaining a -4 penalty to their block chance. When re-
duced to 0 Hit Points, they are shattered and must be
repaired for them to become usable again.

214
A large shield, big enough to almost completely cover
SHIELD RESISTANCES the wielder’s body. Increases the wielder’s chances
to block attacks by 3.
Different shields have different resis-
SKILL AND DODGE PENALTIES: -5
tances to damage. This resistance
PRICE: 125 cr WEIGHT: 4 Unit
reduces the damage done to the
CRAFTING: 3 Common Materials
shield by the indicated amount. All
shields have resistances equal to
3+their bonus to block chances. UPGRADING EQUIP-
MENT
SHIELD TYPES Completing increasingly difficult tasks often re-
In this section, you will find all types of quires Heroes to upgrade their equipment to
shields available for purchase. Each type stay on par with their foes. In this section, ev-
of shield offers different kinds of protection erything from simple upgrades to mods, to
for different types of characters. magical enhancements is covered.

BUCKLER You can increase your equipment’s efficiency up to 6


This small round shield can be carried in one’s hand to times, either by using the appropriate crafting skill or
reduce damage from incoming attacks by 2 and give by hiring someone. You can apply these upgrades to
the ability to block attacks without giving penalties for your weapon, armor and shield.
casting spells. When used with a two-handed weapon,
it gives a -3 penalty to the wielder’s Accuracy. SUPERIOR
SKILL AND DODGE PENALTIES: -1 Superior equipment gain 5 additional hit points and
PRICE: 15 cr WEIGHT: 1 Unit damage dealt to the item is reduced by 1.
CRAFTING: 1 Common Material for 3 ARMOR. You gain 1 additional resilience point.
SHIELD. You gain a +1 bonus to your block
HEAVY SHIELD chances.
A large, heavy shield that offers a moderate amount of WEAPON. You gain a +1 bonus to your Accuracy
protection. Increases the wielder’s chances to block at- (if the weapon does not require an Accuracy
tacks by 2. check, increase your damage by 1 instead).
SKILL AND DODGE PENALTIES: -3 PRICE: 300 cr
PRICE: 45 cr WEIGHT: 3 Units CRAFTING: 2 Common Material + 1 Uncommon Ma-
CRAFTING: 2 Common Materials terial

LIGHT SHIELD FINE


A small shield offering some protection. Fine equipment gain 5 additional hit
Increases the wielder’s chances to block points and damage dealt to the item is
attacks by 1. reduced by 1.
SKILL AND DODGE PENALTIES: -2 ARMOR. You gain 1 additional resilience point.
PRICE: 25 cr WEIGHT: 2 Units SHIELD. You gain a +1 bonus to your block
CRAFTING: 1 Common Material for 2 chances.
WEAPON. You gain a +1 bonus to your Accuracy
PAVISE SHIELD (if the weapon does not require an Accuracy
Pavise Shields are often used by ranged at- check, increase your damage by 1 instead) and 1
tackers to give themselves cover. You can additional damage die.
spend 2 Stamina Points to plant it in the PRICE: 1,000 cr
ground, giving you improved cover against CRAFTING: 2 Uncommon Material + 1 Rare Material
ranged attacks as long as you are behind it. A
pavise shield cannot be used as a regular shield.
SKILL AND DODGE PENALTIES: -5, only when
carrying it EXQUISITE
PRICE: 50 cr WEIGHT: 5 Units
Exquisite equipment gain 5 additional hit points and
CRAFTING: 1 Common Material damage dealt to the item is reduced by 1.
ARMOR. You gain 1 additional resilience point.
TOWER SHIELD SHIELD. You gain a +1 bonus to your block
chances.

215
WEAPON. You gain a +1 bonus to your Accuracy (if the two projectiles at once, using a single Accuracy check. This
weapon does not require an Accuracy check, increase mod permanently reduces the Accuracy of the weapon by 4.
your damage by 1 instead). INSTALLATION: Pistols and shotguns
PRICE: 5,500 cr PRICE: 4,000 cr
CRAFTING: 2 Common Materials + 4 Rare Material + 1 Epic CRAFTING: 1 Uncommon Material + 3 Rare Materials
Material
CAPACITY
MASTERWORK This weapon mod increases the amount of ammo that it can
Masterwork equipment gain 5 additional hit points and dam- hold.
age dealt to the item is reduced by 1. INSTALLATION: Pistols, revolvers, shotguns, assault rifles
ARMOR. You gain 1 additional resilience point. and sub-machine guns
SHIELD. You gain a +1 bonus to your block chances. UPGRADE LEVEL:
WEAPON. You gain a +1 bonus to your Accuracy (if the 1 - The weapon’s capacity is increased by 50%.
weapon does not require an Accuracy check, increase PRICE: 2,000 cr
your damage by 1 instead) and 1 additional damage die. CRAFTING: 1 Uncommon Material + 3 Rare Materials
PRICE: 11,000 cr
CRAFTING: 1 Legendary Material FUSION AMMO
This weapon mod causes all ammunition to deal additional
FLAWLESS elemental damage to their target. You can activate this mod
Flawless equipment gain 5 additional hit points and damage by spending 1 Stamina Point, and 1 charge of arcane battery
dealt to the item is reduced by 1. for every round it is active.
ARMOR. You gain 1 additional resilience point. INSTALLATION: Pistols, revolvers, shotguns, assault rifles,
SHIELD. You gain a +1 bonus to your block chances. slings and automatic weapons
WEAPON. You gain a +1 bonus to your Accuracy (if the UPGRADE LEVEL:
weapon does not require an Accuracy check, increase 1 - When this mod is active, successful attacks deal an ad-
your damage by 1 instead). ditional 2d8 points of fire, ice or lightning damage.
PRICE: 15,000 cr PRICE: 2,000 cr
CRAFTING: 2 Uncommon Materials + 1 Rare Material + 1 CRAFTING: 1 Uncommon Material + 3 Rare Materials
Epic Material + 1 Legendary Material
2 - Increase the damage to 3d8.
IMPECCABLE PRICE: 6,000 cr
Impeccable equipment gain 5 additional hit points and dam- CRAFTING: 2 Epic Materials
age dealt to the item is reduced by 1.
ARMOR. You gain 1 additional resilience point. FUSION BLAST
SHIELD. You gain a +1 bonus to your block chances. This weapon mod causes the weapon to deal additional ele-
WEAPON. You gain a +1 bonus to your Accuracy (if the mental damage to its target. You can activate this mod by
weapon does not require an Accuracy check, increase spending 1 Stamina Point, and 1 charge of arcane battery
your damage by 1 instead) and 1 additional damage die. for every round it is active.
PRICE: 25,000 cr INSTALLATION: Any melee or thrown weapon
CRAFTING: 1 Epic Material + 2 Legendary Materials UPGRADE LEVEL:
1 - When this mod is active, successful attacks deal an addi-

WEAPON MODS tional 2d8 points of arcane, fire or lightning damage.


PRICE: 2,000 cr
Mods can be installed on weapons to make them more effi-
CRAFTING: 1 Uncommon Material + 3 Rare Materials
cient or give them special abilities. Each weapon can equip
a total of 3 mods, enchantments, or a mix of the two.
2 - Increase the damage to 3d8.
PRICE: 6,000 cr
To install a mod on a weapon, you need the Craft (Technol-
CRAFTING: 2 Epic Materials
ogy) skill, or find someone who has. Some mods require
power to activate, using arcane batteries as fuel. You can buy
SCOPE
arcane batteries on page 228.
This mod adds a lens to a weapon, increasing accuracy.
INSTALLATION: Pistols, revolvers, shotguns, assault rifles,
DOUBLE BARREL
bows, crossbows and automatic weapons
You can simultaneously perform two attacks with your
UPGRADE LEVEL:
weapon. Whenever you shoot with this weapon, you shoot
1 - The wielder gains a +2 bonus to their Accuracy.
PRICE: 2,000 cr

216
CRAFTING: 1 Uncommon Material + 3 Rare Material INSTALLATION: Any melee weapons
PRICE: 4,000 cr
2 - Increase the bonus to +4. CRAFTING: 2 Uncommon Materials + 1 Rare Material
PRICE: 6,000 cr + 1 Epic Material
CRAFTING: 2 Epic Materials
BLADE
SILENCER This mod attaches a small, bayonet-like blade to your
This mod causes the weapon’s shots to be muffled. weapon. See the Dagger item on page 204 for this
They can now only be heard within 10-ft of your mod’s statistics. This mod can be upgraded.
weapon. INSTALLATION: Any firearm, bows and crossbows
INSTALLATION: Pistols, revolvers, shotguns, assault PRICE: 2,000 cr
rifles and automatic weapons CRAFTING:
PRICE: 2,000 cr
CRAFTING: 1 Uncommon Material + 3 Rare Material SHOCK WAVE
This mod causes the weapon to blast dangerous sound
RECOVERING waves on hit, dealing 2D8 points of sonic damage to all
Powered by restorative arcane energies, successful at- creatures within 5-ft of the target. You can activate this
tacks with this weapon cause you to heal for 1D8. You mod by spending 1 Stamina Point, and 1 charge of bat-
can activate this mod by spending 1 Stamina Point, tery for every round it is active.
and 1 charge of battery for every round it is active. INSTALLATION: Any bludgeoning melee weapons
INSTALLATION: Any weapons PRICE: 4,000 cr
PRICE: 6,000 cr CRAFTING: 2 Uncommon Materials + 1 Rare Material
CRAFTING: 2 Epic Materials + 1 Epic Material

RECOVERY BURST ARMOR BREAKER


Powered with restorative arcane energies, successful This mod causes projectiles to move at an increased
attacks with this weapon cause all allied creatures in a velocity, effectively piercing hardened materials.
20-ft (4 squares) radius of the wielder to heal for 1D6. INSTALLATION: Any thrown or piercing ranged
You can activate this mod by spending 1 Stamina Point, weapon
and 1 charge of battery for every round it is active. UPGRADE LEVEL:
INSTALLATION: Any weapons 1 - Deal an additional 2d4 points of true damage to ve-
PRICE: 6,000 cr hicles, creatures wearing heavy armor and constructs.
CRAFTING: 2 Epic Materials PRICE: 4,000 cr
CRAFTING: 2 Uncommon Materials + 1 Rare Material
RENDING + 1 Epic Material
This weapon mod causes small hooks to sprout from
the weapon, dealing 2D6 points of bleeding damage on
WEAPON ENCHANTMENTS
each successful attack. You can activate this mod by
Enchantments can be placed on weapons to make
spending 1 Stamina Point, and 1 charge of battery for
them more efficient or give them special abilities. Each
every round it is active.
weapon can equip a total of 3 mods, enchantments, or
INSTALLATION: Any non-energy melee weapons
a mix of the two.
PRICE: 6,000 cr
CRAFTING: 2 Epic Materials
To place an enchantment on a weapon, you need the
Craft (Enchantments) skill, or find someone who has
REVOLVER
it.
This mod attaches a small revolver to your weapon.
See the Revolver weapon on page 208 for this mod’s
ELEMENTAL BLAST
statistics. This mod can be upgraded.
This enchantment causes the weapon to deal additional
INSTALLATION: Any melee weapons
elemental damage to its target.
PRICE: 2,000 cr
INFUSION: Any melee or thrown weapon
CRAFTING: 1 Uncommon Material + 3 Rare Materials
UPGRADE LEVEL:
1 - Successful attacks deal an additional 2d6 points of
SHOTGUN
either Fire, Ice, Void, Lightning, Acid, Death or Life
This mod attaches a small shotgun to the weapon. See
damage. You must choose which element to enchant
the Shotgun weapon on page 209 for this mod’s sta-
your weapon with when buying this item.
tistics. This mod can be upgraded.

217
PRICE: 2,000 cr INFUSION: Any Weapon
CRAFTING: 1 Uncommon Material + 3 Rare Materials PRICE: 6,000 cr
CRAFTING: 2 Epic Materials
2 - Increase the damage to 3d6.
PRICE: 6,000 cr
ARMOR AND SHIELD MODS
CRAFTING: 2 Epic Materials
Mods can be installed on armor and shields to make them
more efficient or give them special abilities. Each can equip
UNBREAKABLE
a total of 3 mods, enchantments, or a mix of the two.
Weapons with this enchantment cannot be damaged.
INFUSION: Any Weapon
To install a mod on an armor or shield, you need the Craft
PRICE: 6,000 cr
(Technology) skill, or find someone who has it. Some mods
CRAFTING: 2 Epic Materials
require power to activate, using arcane batteries as fuel. You
can buy arcane batteries on page 228.
RETURNING
This enchanted weapon returns to its user’s hand when
ADAPTABLE
thrown as part of the Attack action. If the user is otherwise
This armor mod makes it possible for this armor to change
disarmed or does not have their weapon on them, they can
shape with its wearer. Whenever the wearer is polymorphed,
spend 1 Stamina Point to recall the weapon to their hands
they keep all bonuses given by their armor.
(the weapon travels at a speed of 120-ft (24 squares) per
PRICE: 6,000 cr
round).
CRAFTING: 2 Epic Materials
INFUSION: Any Melee or Thrown Weapon
PRICE: 2,000 cr
CLOAKING
CRAFTING: 1 Uncommon Material + 3 Rare Materials
This armor mod allows the wearer to become invisible for 1
minute. You can activate this mod by spending 1 () Stamina
DOUBLE-EDGE
Point, and 3 charge of battery. Any hostile action removes
This enchanted weapon grants its wielder a +2 bonus to their
the invisibility.
luck on attacks done with this weapon. However, when at-
Price: 4,000 cr
tacking a creature, this creature also gains this bonus
Crafting:
against the wielder of the weapon on their next attack.
INFUSION: Any Bladed Weapon
ELEMENTAL RESISTANCE
PRICE: 2,000 cr
This mod gives the wearer special protection against the el-
CRAFTING: 1 Uncommon Material + 3 Rare Material
ements. You can activate this mod by spending 1 Stamina
Point, and 1 charge of battery for every round it is active.
GRAND IMPACT
UPGRADE LEVEL:
This enchanted weapon is designed to break through shields.
1 - When this mod is active, the wearer gains a resistance of
Whenever a creature blocks an attack made by this weapon,
10 to 2 of the following elements: Fire, Acid, Lightning, Void,
they are dealt an additional 2d6 points of damage of the
Arcana and Ice. You must choose against which elements
same type as the weapon. Their shield also suffers these
you gain protection when buying this mod.
damages.
PRICE: 2,000 cr
INFUSION: Any Bludgeoning Weapon
CRAFTING: 1 Uncommon Material + 3 Rare Materials
PRICE: 4,000 cr
CRAFTING: 2 Uncommon Materials + 1 Rare Materials + 1
2 - Increase the resistance to 15
Epic Material
PRICE: 6,000 cr
CRAFTING: 2 Epic Materials
LIFESTEALER
This enchanted weapon hungers for the souls of worthy op-
EMERGENCY SHIELD
ponents. On a successful attack, the wielder heals them-
This mod triggers an emergency 20 points barrier whenever
selves for 1d4.
the wearer of the armor gains the Bloodied condition. The
INFUSION: Any Weapon
armor must have at least 1 charge of battery to spend, and
PRICE: 6,000 cr
it cannot trigger more than once per minute.
CRAFTING: 2 Epic Materials
PRICE: 6,000 cr
CRAFTING: 2 Epic Materials
MAGEBANE
This enchanted weapon saps magic affinity from a creature.
FOLDING
On a successful attack, the wielder deals 1d4 points of magic
affinity damage to the target, if they have any.

218
This mod allows the wearer to fold their armor into a squares) cone to be knocked Prone. Creatures of huge
small belt. This removes the penalty for wearing and size and larger are immune to this effect.
carrying the armor and its weight. Activating this mod INSTALLATION: Any Shield
costs 1 Stamina Point and 1 charge of battery. PRICE: 6,000 cr
PRICE: 4,000 cr CRAFTING:
CRAFTING:
FOLDING
JET PACK This mod allows the wearer to fold their shield into a
This armor mod allows the wearer to hover for a limited small stick. This removes the penalty for wearing and
amount of time. Using this mod expends 1 Stamina carrying the shield and its weight. Activating this mod
Point and 2 charges of arcane battery. costs 1 () Stamina Point and 1 charge of battery.
UPGRADE LEVEL: INSTALLATION: Any Shield
1 - The wearer can activate this mod to be able to fly PRICE: 4,000 cr
for 20-ft (4 squares), give them a +5 bonus to their CRAFTING:
next jump attempt, or slow down their fall.
PRICE: 2,000 cr THROWABLE SHIELD
CRAFTING: 1 Uncommon Material + 3 Rare Materials This shield mod allows you to use your shield as a pro-
jectile. This attack deals 1D6+your strength points of
2 - Increase the effects to 40-ft (8 squares) and a +10 bludgeoning damage and gains the Stagger perfect
bonus to their next jump attempt. strike effect. Recalling the shield costs 1 charge of bat-
PRICE: 6,000 cr tery and you are automatically proficient with this at-
CRAFTING: 2 Epic Materials tack. You can throw the shield by spending 2 ()
Stamina Points, and 1 () Stamina Point to recall it into
SHIELD GENERATOR your hands..
This armor mod creates a small barrier around the ar- INSTALLATION: Light Shield, Heavy Shield and
mor’s wearer. When out of combat, or not attacked, you Buckler
can recharge this ability after 1 minute by expending PRICE: 6,000 cr
1 charge of battery. CRAFTING: 2 Epic Materials
UPGRADE LEVEL:
1 - Gives the wielder a 20 points barrier. SPIKES
PRICE: 2,000 cr This mod causes your shield to sprout large spikes
CRAFTING: 1 Uncommon Material + 3 Rare Materials when hit. Whenever the wielder blocks a natural attack,
the creature is dealt 5 points of true damage.
2 - Increase the shield to 40 points. INSTALLATION: Any Shield
PRICE: 6,000 cr PRICE: 4,000 cr
CRAFTING: 2 Epic Materials CRAFTING:

FIRST AID
ARMOR AND SHIELD
This armor mod is equipped with a healing interface.
The armor’s wearer can spend 1 charge of arcane bat- ENCHANTMENTS
tery to heal themselves for 3d6. This mod can be used Enchantments can be placed on armor and shields to
once per minute. make them more efficient or give them special abilities.
PRICE: 2,000 cr Each can equip a total of 3 mods, enchantments, or a
CRAFTING: 1 Uncommon Material + 3 Rare Material mix of the two.

SHIELD MODS To place an enchantment on an armor or shield, you

In this section, you will find all mods that can be in- need the Craft (Enchantment) skill, or find someone

stalled on your shield. who has it.

KINETIC ABSORBTION ARMOR ENCHANTMENTS


This mod causes a shield to absorb energy from the In this section, you will find all enchantments that can
blows it blocks. After blocking 3 attacks, you can ex- be infused into your armor.
pend 1 Stamina Point and 2 charges of battery to re-
lease the energy, causing all creatures in a 10-ft (2 ELEMENTAL GUARD

219
This enchantment gives the wearer special protection PRICE: 3,000 cr
against the elements. CRAFTING: -
UPGRADE LEVEL:
1 - With this enchantment, the wearer gains a resistance of FEATHERSHIELD
5 to 3 of the following elements: Fire, Acid, Lightning, Void, This enchantment causes the shield to temporarily become
Arcana, Hellfire, Holy, Unholy, Life, Death and Ice. You must as light as a feather. Once per short rest, you can reduce the
choose against which elements you gain protection when weight and armor penalty of your shield to 0 for 1 minute.
buying this mod. PRICE: 3,000 cr
PRICE: 2,000 cr CRAFTING: -
CRAFTING: 1 Uncommon Material + 3 Rare Materials
DISARMING SHIELD
2 - Increase the resistance to 10 This enchantment causes the shield to release a blast of
PRICE: 6,000 cr force when struck. Once per long rest, when successfully
CRAFTING: 2 Epic Materials blocking a melee attack by more than 10, the attacking crea-
ture is disarmed.
SMOKE PROTOCOL PRICE: 6,000 cr
Once per day, when you are Bloodied, this enchantment CRAFTING: -
causes the armor to release a cloud of smoke, giving Con-
cealment to the wearer and all creatures within 10-ft (2 RIPOSTE BLAST
squares) of them for 3 rounds. This enchantment causes the shield to return the damage
PRICE: 2,000 cr when struck. Whenever you perform a Perfect Block, the at-
CRAFTING: - tacking creature takes 10 points of force damage.
PRICE: 8,000 cr
CORROSIVE MANTLE CRAFTING: -
This enchantment causes the armor to secrete a corrosive
substance that is able to break weapons. Whenever you
POTIONS
suffer damage from manufactured melee weapons, they
Potions are alchemical items that are usually used to heal,
take 1d4 points of true damage.
enhance or protect. They are activated by drinking them,
PRICE: 4,000 cr
which permanently consumes the item. It is possible to feed
CRAFTING: -
a potion to another creature by using the Grab and Use Item
action (see page 14), giving the item’s effect to the targeted
FEATHERSKIN
creature.
This enchantment causes the armor to temporarily become
as light as a feather. Once per short rest, you can reduce the
Potions have a weight of 1 unit per 10 potions, no matter the
weight and armor penalty of your armor to 0 for 1 minute.
type.
PRICE: 4,000 cr
CRAFTING: -
IRON FLESH ELIXIR
When drinking this potion, you only take half the damage
MAGICAL AID
from slashing, piercing and bludgeoning for 1 minute.
This enchantment infuses the armor with magic, allowing it
PRICE: 500 cr
to fuel it’s wearer. Once per day, when reaching 0 points of
CRAFTING: 1 Common Material for 2
magic affinity, you automatically regain 30% of your re-
sources.
COGNITIVE REINFORCEMENT , MINOR
PRICE: 8,000 cr
Gives a +2 transmutation bonus to saves against charms and
CRAFTING: -
compulsions for 1h.
PRICE: 30 cr
SHIELD ENCHANTMENTS CRAFTING: 1 Common Material for 2
In this section, you will find all enchantments that can be in-
fused into your shield. COGNITIVE REINFORCEMENT, MEDIUM
Gives a +4 transmutation bonus to saves against charms and
MAGNIFIED PARRY compulsions for 1h.
This enchantment increases the defensive capability of your PRICE: 175 cr
shield. Whenever you perform a Perfect Block, or block an CRAFTING: 2 Common Materials
attack by more than 10, you gain a barrier equal to your
block chances for the rest of the encounter or until exp.

220
COGNITIVE REINFORCEMENT, SUPERIOR PRICE: 40 cr
Gives a +6 transmutation bonus to saves against CRAFTING: 1 Common Material
charms and compulsions for 1h.
PRICE: 400 cr ANTI-POISON, MEDIUM
CRAFTING: 2 Uncommon Materials Gives a +4 transmutation bonus to saves against poi-
sons for 1h.
COAGULANTS PRICE: 175 cr
Remove the Bleeding condition. CRAFTING: 2 Common Materials
PRICE: 30 cr
CRAFTING: 1 Common Material for 2 ANTI-POISON, SUPERIOR
Gives a +6 transmutation bonus to saves against poi-
ANTI-PARASITISM, MINOR sons for 1h
Gives a +2 transmutation bonus to saves against par- PRICE: 400 cr
asites for 1h. CRAFTING: 2 Uncommon Materials
PRICE: 30 cr
CRAFTING: 1 Common Material for 2 ANTI-RAD, MINOR
This medicine reduces the effects of radiation on one’s
ANTI-PARASITISM, MEDIUM body. You gain a +2 transmutation bonus to resist the
Gives a +4 transmutation bonus to saves against par- effects of radiation and reduce the damage done by ra-
asites for 1h. diation by 5 for 1 hour.
PRICE: 175 cr PRICE: 50 cr
CRAFTING: 2 Common Materials CRAFTING: 1 Common Material

ANTI-PARASITISM, SUPERIOR ANTI-RAD, MEDIUM


Gives a +6 transmutation bonus to saves against par- This medicine reduces the effects of radiation on one’s
asites for 1h. body. You gain a +4 transmutation bonus to resist the
PRICE: 400 cr effects of radiation, and reduce the damage done by
CRAFTING: 2 Uncommon Materials radiation by 10 for 1 hour.
PRICE: 275 cr
NULL-PARASITISM CRAFTING: 1 Common Material + 1 Uncommon Ma-
Removes a parasite effect. terial
PRICE: 1,500 cr
CRAFTING: 2 Common Materials +1 Uncommon Ma- ANTI-RAD, SUPERIOR
terial + 2 Rare Materials This medicine reduces the effects of radiation on one’s
body. You gain a +6 transmutation bonus to resist the
ANTI-DISEASE, MINOR effects of radiation, and reduce the damage done by
Gives a +2 transmutation bonus to saves against dis- radiation by 15 for 1 hour.
eases for 1h. PRICE: 750 cr
PRICE: 30 cr CRAFTING: 3 Common Materials + 1 Rare Material
CRAFTING: 1 Common Material for 2
ANTITOXIN
ANTI-DISEASE, MEDIUM Removes a poison effect.
Gives a +4 transmutation bonus to saves against dis- PRICE: 1,500 cr
eases for 1h. CRAFTING: 2 Common Materials +1 Uncommon Ma-
PRICE: 175 cr terial + 2 Rare Materials
CRAFTING: 2 Common Materials
DEMON BLOOD POTION
ANTI-DISEASE, SUPERIOR Gives a resistance of 5 against hellfire damage.
Gives a +6 transmutation bonus to saves against dis- PRICE: 150 cr
eases for 1h. CRAFTING: 3 Common Materials
PRICE: 400 cr
CRAFTING: 2 Uncommon Materials ELEMENTAL RESISTANCE POTION
Gives a resistance of 5 against one type of elemental
ANTI-POISON, MINOR damage: Fire, Lightning, Ice, Life, Death or Void (which
Gives a +2 transmutation bonus to saves against poi- must be chosen when buying the potion).
sons for 1h. PRICE: 150 cr

221
CRAFTING: 3 Common Materials CRAFTING: 2 Common Materials + 1 Uncommon Material

ELIXIR OF SOBRIETY POTION OF GREATER RESTORATION


This elixir gives you a +4 transmutation bonus to your saves This potion can restore 2d4 points of attribute damage and
against the effects of drugs and alcohol. remove all non-magical conditions that affect the character
PRICE: 400 cr except exhaustion.
CRAFTING: 2 Uncommon Materials PRICE: 750 cr
CRAFTING: 3 Common Materials + 1 Rare Material
ELIXIR OF SURVIVAL
This special elixir allows you to not feel hunger or thirst for POTION OF WATERBREATHING
2 days. This potion allows the user to breathe underwater for 30
PRICE: 400 cr minutes.
CRAFTING: 2 Uncommon Materials PRICE: 750 cr
CRAFTING: 3 Common Materials + 1 Rare Material
ELIXIR OF TRUTH
This elixir forces the user to tell the truth for 1 hour. The tar- REMOVE DISEASE
geted creature can attempt a DT20 Willpower check to re- Removes a disease effect.
main silent. PRICE: 1,500 cr
PRICE: 1,500 cr CRAFTING: 2 Common Materials + 1 Uncommon Material
CRAFTING: 2 Common Materials + 1 Uncommon Material + 2 Rare Materials
+ 2 Rare Materials

POISONS
POTION OF MINOR ARCANA
Poisons are chemical substances that are harmful to living
Restores 1d4+2 points of magic affinity for Arcane spellcast-
organisms. They are usually extremely dangerous and must
ers.
be handled with care.
PRICE: 75 CR
CRAFTING:
You can coat a weapon in poison by using the following abil-
ity:
POTION OF GREATER ARCANA
Restores 3d4+5 points of magic affinity for Arcane spellcast- POISON WEAPON
ers.
You coat your weapon in poison. On your next successful at-
PRICE: 550 CR
tack, the poison is applied to the targeted creature. This ac-
CRAFTING:
tion can only be used with poisons of the Injury type.
Whenever you use this action, you gain a 20% chance to ac-
POTION OF MINOR HEALING
cidentally poison yourself.
A light healing potion. Heals for 1d4+3 points of damage.
PRICE: 40 cr
Poisons have a weight of 1 unit per 10, no matter the type.
CRAFTING: 1 Common Material

REVERSE-MEND
POTION OF MEDIUM HEALING
DT: 20
An average healing potion. Heals for 3d4+7 points of dam-
DURATION: 6 Rounds
age.
TYPE: Injury
PRICE: 240 cr
DESCRIPTION: Reverse-mend is a dangerous poison that
CRAFTING: 1 Common Materials + 1 Uncommon Material
transforms healing energies into harmful ones. The affected
creature must attempt a Save every minute.
POTION OF SUPERIOR HEALING
FAILURE: Suffer from 3d6 points of poison damage, and,
A superior healing potion. Heals for 5d4+11 points of dam-
whenever the creature receives healing, half of it is trans-
age.
formed into poison damage. The creature must succeed 2
PRICE: 640 cr
consecutive saves to get rid of the poison.
CRAFTING: 2 Common Materials + 1 Rare Material
SUCCESS: Poison damage is halved.
PRICE: 300 CR
POTION OF RESTORATION
CRAFTING: 2 Common Materials + 1 Uncommon Material
This potion can restore 1d4 points of attribute damage. This
potion also removes the fatigued, unnerved and SICKENED
ARSENIC
condition.
DT: 16
PRICE: 300 cr

222
DURATION: 24 hours HURTING POTION
TYPE: Ingested DT: 20
DESCRIPTION: Arsenic is known to be one of the DURATION: Instantaneous
most dangerous and cheap ingested poisons, often mis- TYPE: Ingested
taken for other illnesses. The target must attempt a DESCRIPTION: Also known as the “Fake Potion”, the
save every hour. hurting potion was created by a scientist who wanted
FAILURE: Suffer from 2d6 points of poison damage, to prank adventurers who are too eager to try every-
and take 1d2 points of Vigor damage. The creature thing they find; a poison resembling a regular healing
must succeed 2 consecutive saves to get rid of the poi- potion was their devious idea.
son. FAILURE: Suffer poison damage equal to the amount
SUCCESS: Poison damage is halved. of healing the potion would have provided.
PRICE: 150 cr Success: Poison damage is halved.
CRAFTING: 3 Common Materials PRICE: Same price as Healing Potion of its tier.
CRAFTING: Same price as Healing Potion of its tier.
BLOOD ROOT SAP
DT: 18 KANOQUA PARALYZER JUICE
DURATION: 6 rounds, 1 save cure DT: 25
TYPE: Injury DURATION: 6 hours
DESCRIPTION: Sap from the blood root plant can be TYPE: Ingested
harvested and is often used as a poison. The target DESCRIPTION: A sweet juice harvested from the rare
must attempt a save each round. tropical Kanoqua flower. This poison takes effect 1
FAILURE: Suffer from 2d6 points of poison damage hour after exposure. The target must attempt a save
and gain the BLOODIED condition. The creature must every hour.
succeed 1 save to get rid of the poison. FAILURE: Suffer 4d6 points of poison damage and
SUCCESS: Poison damage is halved. gain the Immobilized condition. The creature must suc-
PRICE: 150 cr ceed 1 save to get rid of the poison.
CRAFTING: 3 Common Materials SUCCESS: Poison damage is halved.
PRICE: 1,000 cr
FILTH POISON CRAFTING: 2 Uncommon Material + 1 Rare Material
DT: 16
DURATION: 3 hours MINDKILL
TYPE: Injury DT: 20
DESCRIPTION: A simple poison made from trash and DURATION: 3 rounds, 1 save cure
other filthy matter. The target must attempt a save ev- TYPE: Injury
ery hour. DESCRIPTION: This poison is a non-lethal substance
FAILURE: Suffer from 2d6 points of poison damage that scrambles the senses and the mind for a very
and gain the SICKENED condition. The creature must short time. The target must attempt a save every
succeed 1 save to get rid of the poison. round.
SUCCESS: Poison damage is halved. FAILURE: The affected creature is unable to expand
PRICE: 50 cr Magic Affinity. The creature must succeed 1 save to get
CRAFTING: 1 Common Material rid of the poison.
SUCCESS: No effect.
GIANT SPIDER VENOM PRICE: 200 cr
DT: 18 CRAFTING: 1 Common Material
DURATION: 4 rounds
TYPE: Injury PEPPER SPRAY
DESCRIPTION: A simple venom extracted from the DT: 16
glands of giant spiders. The target must attempt a save DURATION: 2 rounds
each round. TYPE: Contact
FAILURE: Suffer from 1d6 points of poison damage DESCRIPTION: A spray containing an irritating sub-
and 1 point of agility damage. The creature must suc- stance that burns the eyes and throat. It can be
ceed 1 save to get rid of the poison. sprayed up to 10-ft (2 squares) away, and a spray con-
SUCCESS: Poison damage is halved. tains 5 charges.
PRICE: 75 cr FAILURE: Suffer 1d4 points of poison damage and
CRAFTING: 1 Common Material gain the BLINDED condition. The creature must suc-
ceed 1 save to get rid of the poison.

223
SUCCESS: No effect. EFFECT: The user of this drug becomes unstoppable, giving
PRICE: 5 cr them 1 additional stamina point for the duration of this
CRAFTING: 1 Common Material effect, but also giving them a temporary -2 to sagacity. Re-
peated use in a small time frame (less than a day) gives a
WOLFSBANE cumulative 5% chances to become addicted.
DT: 20 PRICE: 250 cr
DURATION: 6 hours CRAFTING: 1 Common Material + 1 Uncommon Material
TYPE: Ingested
DESCRIPTION: Wolfsbane is a very dangerous poison MAD QUARTZ
when put into the wrong people’s hands, known to cause car- DT: 23 Endurance
diovascular problems and paralysis. The target must attempt DURATION: 30 minutes
a save every half hour. In the case of a bite by an accursed, TYPE: Ingested/Injected
wolfsbane can be consumed to attempt to revert the curse. EFFECT: A substance that causes any creature consuming
This allows the victim to attempt another saving throw it to behave erratically. The user gains a -2 penalty to all
against the curse, but it suffers from all of the poison’s charisma skills, except Intimidate (STR or CHA). Addition-
effects, which can be deadly. Wolfsbane must be used before ally, all damage dealt by the user are increased by 4, but the
the first transformation. user must attack the nearest creature at each of their turn.
FAILURE: Suffer 3d6 points of poison damage, 1d2 points Repeated use in a small time frame (less than a day) gives
of Agility damage and 1 point of Vigor damage. The creature a cumulative 15% chances to become addicted.
must succeed 3 saves to get rid of the poison. PRICE: 400 cr
SUCCESS: Poison damage is halved. CRAFTING: 2 Uncommon Material
PRICE: 950 cr
SERAPHIC BLUES

DRUGS DT: 25 Endurance


DURATION: 30 minutes
Drugs are dangerous chemical substances that can modify
TYPE: Injected
a creature’s physiology.
EFFECT: A chemically engineered liquid of a pale blue tint
that must be injected to take effect. Previously used as
BLUE LEAF
sedative by religious institutions, this drug was reworked
DT: None
into its present version by drug barons attempting to take
DURATION: 10 minutes
hold of the black market. Users of this substance feel like
TYPE: Ingested (smoke)
their mind goes to heaven, as if all their worries flew away.
EFFECT: Blue Leaf is a very popular and cheap recreational
Willpower saves are increased by 5, but initiative is lowered
drug, legal in most countries. Smoking Blue Leaf for at least
by the same amount for the duration of the effect. Repeated
1 minute acts as a Calm Emotion spell. One dose can be used
use in a small time frame (less than a day) gives a cumula-
3 times.
tive 50% chance to become addicted.
PRICE: 20 cr
PRICE: 700 cr
CRAFTING: 1 Common Material for 2
CRAFTING: 1 Common Material + 1 Rare Material

FROSTFALL
DT: 18 Endurance TRAPS
DURATION: 1 hour
TYPE: Ingested or Injected BEAST SLAYER
EFFECT: The drug causes the target to feel as if its blood DT: None
was as cold as ice. Strong shivers course through the user’s SPOT: Perception, equal to the disable check of the creature
body, making it impossible for it to act or move properly, giv- placing it
ing them a -4 to all d20 rolls. The user of this drug must at- TRIGGER: Touch
tempt a save every 10 minutes or become paralyzed. EFFECT: The beast slayer is an upgraded version of the bear
PRICE: 1500 cr trap, that is more dangerous, and rarely non-lethal to small
CRAFTING: 2 Common Material + 1 Uncommon Material + game and humanoid creatures. A beast slayer deals 4d6+10
2 Rare Material points of piercing damage, slows the target, takes a DT30
athletics or 20 strength to break open, and has +15 chances
LIQUID BLITZ to hit when placed on the ground. Beast Slayers can be en-
DT: None hanced, much like weapons, and are reusable.
DURATION: 10 minutes WEIGHT: 2 Unit
TYPE: Injected PRICE: 1,500 cr

224
CRAFTING: 2 Common Material +1 Uncommon Mate- EFFECT: A technological item (such as a computer, uni-
rial + 2 Rare Material versal tool, radio, etc.) rigged with a small explosive
microchip. When activating a particular command or
BEAR TRAP accessing a specific folder, the microchip causes the ob-
DT: None ject to explode in a blast of electricity, dealing 3d6+6
SPOT: Perception, equal to the disable check of the lightning damage. (DT22 Reflex)
creature placing it WEIGHT: 0.1 Unit
TRIGGER: Touch PRICE: 400 cr
EFFECT: Typically used to hunt bears and large crea- CRAFTING: 2 Uncommon Material
tures, bear traps are dangerous hazard that can be
placed for devastating effect. A bear trap deals 2d6+6 TRIPWIRE ALARM
points of piercing damage, slows the target, takes a DT: None
DT30 athletics or 20 strength to break open, and has Spot: Perception, equal to the disable check of the
+15 chances to hit when placed on the ground. Bear creature placing it
traps can be enhanced, much like weapons, to in- Trigger: Touch
crease their damage, and are reusable. EFFECT: When a creature that fails its perception
WEIGHT: 1 Unit check, or isn’t warned, walks in a trapped square, the
PRICE: 250 cr tripwire alarm lets out a loud sound, automatically
CRAFTING: 1 Common Material + 1 Uncommon Ma- alerting and waking up creatures in a 60ft radius.
terial WEIGHT: -
PRICE: 150 cr
CALTROPS CRAFTING: 3 Common Material
DT: Endurance, 13
SPOT: Perception, equal to the disable check of the ADHESIVE NET TRAP
creature placing it DT: Escape, 25
TRIGGER: Touch Spot: Perception, equal to the disable check of the
EFFECT: Caltrops create a 5ft (1 square) zone of tiny, creature placing it
spiky objects. Creatures walking on caltrops become Trigger: Touch
SLOWED for 1 round. EFFECT: This net is a special kind of net that is de-
WEIGHT: - ployed on the ground in a 5-ft square to ensnare any
PRICE: 5 cr passing creature of medium size or smaller. Once acti-
CRAFTING: 1 Common Material for 8 vated, the sticky threads of the net folds themselves
over the victim, rendering the creature Immobilized
LANDMINE and Prone until escaping from the net or freed from the
DT: Reflex, 22 net by another adjacent creature. (Escaping from the
Spot: Perception, equal to the disable check of the net or liberating someone from it takes a full-round ac-
creature placing it tion).
TRIGGER: Touch
EFFECT: A mine usually used to destroy vehicles pass-
MAGIC ITEMS
ing through a tight road but can also be used against
A character that uses magic items instead of techno-
individuals on foot. Once pressed, a small beep can be
logical enhancements can only have 8 magical items
heard, and the explosion happens after what was
in total, and can combine them with technological en-
pressing on it is lifted. When detonated, the blast
hancements, but only if they don’t give the same kind
reaching up to 15ft (3 squares) centered from the
of bonuses, or touch the same part of the body.
mine causes 5d6+12 fire damage to everything in the
vicinity. Vehicles are considered vulnerable to the dam-
AMULET OF SHREDDING CLAWS
age from this trap.
This special amulet empowers your natural attacks and
WEIGHT: 1 Unit
allows you to treat them like weapons. When you equip
PRICE: 700 cr
the amulet, your natural attacks are automatically
CRAFTING: 1 Common Material + 1 Rare Material
considered superior weapons (see page 215), and you
can apply weapon upgrades to this amulet. Addition-
RIGGED MICROCHIP
ally, you can apply any weapon enchantment to this
DT: Hacking, 20 Mechanic, 20
item.
SPOT: Perception, equal to the hacking check of the
PRICE: 1,300 cr
creature placing it
CRAFTING: 2 Uncommon Materials + 2 Rare Materials
TRIGGER: Interacting with the rigged tech

225
AMULET OF SPELL PRECISION negating the effect. If the spell targets creatures other than
This special amulet empowers your spells and their preci- yourself, they suffer the effect normally.
sion. PRICE: 8,000 cr
UPGRADE LEVEL: CRAFTING: 1 Uncommon Material + 3 Rare Materials + 2
1 - You gain a +2 to accuracy with spells that require an ac- Epic Materials
curacy check.
PRICE: 2,000 cr AMULET OF MYSTICAL POWERS
CRAFTING: 1 Uncommon Material + 3 Rare Materials This special amulet allows you to store a fraction of your
power. It can store up to 20 points of magic affinity that you
BOOTS OF NIMBLENESS can use at any time to cast spells.
These special boots allow you to move with increased speed. PRICE: 6,000 cr
UPGRADE LEVEL: CRAFTING: 2 Epic Materials
1 - You gain a +2 bonus to your dodge, and a +2 bonus to
acrobatics checks. BOOTS OF WATERWALKING
PRICE: 4,000 cr Those special boots allow you to walk on water as if it were
CRAFTING: 2 Uncommon Materials + 1 Rare Material + 1 solid ground. You can dismiss the effect at will.
Epic Material PRICE: 4,500 cr
CRAFTING: 2 Common + 1 Uncommon + 2 Rare Material
CIRCLET OF PROTECTION + 1 Epic Material
This enchanted circlet increases your protection against
afflictions. LONGSTRIDER’S BOOTS
UPGRADE LEVEL: Those special boots allow their wearer to gain an additional
1 - You gain a +1 bonus to all saves. 10-ft (2 squares) of land speed.
PRICE: 1,000 cr PRICE: 4,500 cr
CRAFTING: 2 Uncommon Materials + 1 Rare Material + 1 CRAFTING: 2 Common + 1 Uncommon + 2 Rare Material
Epic Material + 1 Epic Material

2 - Increase the bonuses to +2. BOOTS OF LEVITATION


PRICE: 4,000 cr Those special boots allow their wearer to levitate (see the
CRAFTING: 3 Epic Materials Levitate spell on page 148) for 10 minutes per day. These
must be spent in 1 minute increments.
FALCON EYE GLASSES PRICE: 6,000 cr
Small, magic glasses that increase one’s eyesight. CRAFTING: 2 Epic Materials
UPGRADE LEVEL:
1 - You gain a +2 enhancement bonus to all perception PEARL OF ENHANCED SPELLS
checks to see. You can attune this magical pearl to two spell enhancement
PRICE: 750 cr talents. Twice per day, you can cast an enhanced spell using
CRAFTING: this item (you must choose which enhancement is contained
within the pearl on purchase).
2 - Increase the bonuses to +4. CHOICES OF TALENTS ARE: Perfect Spells, Powerful
PRICE: 2,500 cr Spells, Duplicate Spells, Lasting Spells, Long Spells, Leeching
CRAFTING: 2 Common Materials + 6 Uncommon Materials Spells and Quick Spells.
+ 2 Rare Materials You do not need to have the talent, and the cost of your spell
is not increased.
RABBIT’S FOOT PRICE: 5,000 cr
Some believe that a rabbit’s foot brings good luck to its CRAFTING: 1 Uncommon Material + 3 Rare Material + 1
owner. Epic Material
UPGRADE LEVEL:
1 - You gain a +1 bonus to luck. BRACERS OF KINSHIP
PRICE: 2,000 cr These bracelets are meant to be shared between two people.
CRAFTING: 1 Uncommon Material + 3 Rare Materials Whenever one of their wearers is healed, they can share half
of it with the other wearer. Healing shared through these
AMULET OF SPELL PROTECTION bracers does not suffer from the usual penalty from being
This special amulet protects you against magic. The amulet Bloodied. These bracers have a maximum range of 300-ft.
absorbs the first harmful spell that strikes you each day, PRICE: 2,000 cr
CRAFTING: 1 Uncommon Material + 3 Rare Material

226
POUCH OF LIMITLESS AMMUNITION BASE SPELLS CLASS SPELLS
This fancy looking pouch always appears full of ammu- 1st - 7 CR 1st - 15 CR
nition. Whenever the wearer touches the pouch, it is
able to create 30 basic ammunition for any weapon. 2nd - 30 CR 2nd - 60 CR

The wearer must spend 1 Stamina Point to fill the 3rd - 120 CR 3rd - 240 CR
pouch, and the ammunition last for 1 hour.
4th - 480 CR 4th - 720 CR
PRICE: 5,000 cr
CRAFTING: 1 Uncommon Material + 3 Rare Materials 5th - 960 CR 5th - 1,440 CR
+ 1 Epic Material
6th - 1,920 CR 6th - 2,880 CR

RIGGED DICE 7th - 3,840 CR 7th - 5,760 CR


A set of magic-infused dice (2D4, 4D6, 1D8, 2D10,
1D12). Once per day, you can expand the magic inside STORMBLAST STONE
a die to instantly maximize a die of equal value. A small stone infused with lightning power. Whenever
PRICE: 800 cr it is thrown and collides with a surface, it explodes in a
CRAFTING: 10-ft (2 squares) flash of light and noise, dealing 2D6
points of sonic damage, and creatures within the area

MAGIC CONSUMABLES must succeed on a DT18 Endurance save or become


BLINDED and Deafened for 1 round.
PRICE:
ONE-USE MAGIC CATALYST
CRAFTING:
You can buy scrolls for arcane spells, runestones for na-
ture spells, totems for spirit spells and divine symbols
for divine spells. CLASS ITEMS
These items are one-use, and are permanently de-
stroyed after the spell is casted. BRACERS OF FAITH
PRICE: Prices for XXX vary depending on the tier of When wearing these bracers, a Crusader or a Priest in-
the spell stored inside, as per the following: creases the power of their Channels or Judgments by
2 dice. You must be a crusader or a priest to use this
BASE SPELLS CLASS SPELLS item.
PRICE: 8,000 cr
1st - 25 CR 1st - 50 CR
CRAFTING: 1 Uncommon Material + 3 Rare Materials
2nd - 100 CR 2nd - 200 CR + 2 Epic Materials

3rd - 400 CR 3rd - 800 CR


AMULET OF CHANNEL DIVINITY
4th - 1,600 CR 4th - 2,400 CR This special amulet, engraved with the symbol of your
god, allows you to channel their power into your hands.
5th - 3,200 CR 5th - 4,800 CR
Three times per day, you are capable of changing the
6th - 6,400 CR 6th - 9,600 CR damage dealt by your divine spells and abilities to the

7th - 12,800 CR 7th - 19,200 CR element used by your god’s channel or judgment. The
effect of this item lasts for 2 rounds.

You must pray to a God to use this item.


SPELL-STORING CATALYST PRICE: 2,000 cr
You can buy wands for arcane spells, flower crowns for CRAFTING: 1 Uncommon Material + 3 Rare Materials
nature spells, shamanic necklace for spirit spells and
divine tomes for divine spells. Unlike ONE-USE STAFF OF POWER
MAGIC CATALYSTS they can be used as long as they This special staff increases the spellcasting abilities of
contain charges, and become inert when empty. These Druids, Priests and Shamans.
items can only be bought with a minimum of 5 UPGRADE LEVEL:
charges. 1 - You can cast 2 additional spells per day without
PRICE: Prices for 1 charge vary depending on the level spending resources, to a maximum of 3rd tier.
of the spell stored inside, as per the following: PRICE: 4,000 cr
CRAFTING: 2 Uncommon Materials + 1 Rare Material
+ 1 Epic Material

227
can control it remotely via your tool, and it can carry up to 1

TECHNOLOGICAL ITEMS unit of material.


PRICE: 2,000 cr
CRAFTING: 1 Uncommon Material + 3 Rare Materials
REPAIR BOT - TYPE 1
This small, frail robot can be sent to repair a robot or me-
chanical creature. This robot has 1hp and can be hit by op- TECHNOLOGICAL
portunity attacks and area of effect spells. It can repair a
CONSUMABLES
creature with the Construct type, and any other damaged
objects for 1d8+the creature’s level per use of battery.
ARCANE BATTERY
PRICE: 5,000 cr
This standardized battery fits inside every piece of techno-
CRAFTING: 1 Uncommon Material + 3 Rare Material + 1
logical equipment. It holds 10 charges that can be used for
Epic Material
various actions such as recharging mods and technological
items. These batteries can be recharged at a designated
TACTICAL VISOR
station.
This visor can be activated to pinpoint the location of nearby
PRICE: 150 cr
enemies and assist you while in combat. When activated,
CRAFTING: 3 Common Material
you gain twice your mastery bonus to your ranged hit
chances with any weapon. This item consumes 1 use of bat-
ARCANE BATTERY, HIGH CAPACITY
tery per round.
This standardized battery fits inside every technological
PRICE: 7,000 cr
equipment. It holds 20 charges that can be used for various
CRAFTING: 2 Uncommon Material + 1 Rare Material + 2
actions such as recharging mods and technological items.
Epic Material
These batteries can be recharged at a designated station.
PRICE: 450 cr
PARABOLIC MICROPHONE
CRAFTING: 1 Common Material + 2 Uncommon Material
A special microphone allowing you to listen to sounds you
wouldn’t normally be able to hear. When active, you gain a
BEACON OF HEALING
+6 bonus to your perception checks to hear, and all feeds
A Beacon of Healing can be thrown on the ground to heal with
are transmitted to your Universal Tool.The holographic mask
arcane magic all allied characters in a 20ft radius by 4d6 for
uses arcane batteries for power, and 1 charge lasts for 2
up to 10 rounds. These rounds do not need to be consecu-
hours.
tive.
PRICE: 1,000 cr
PRICE: 2,500 cr
CRAFTING: 2 Uncommon Materials + 1 Rare Material + 1
CRAFTING: 2 Common Material + 6 Uncommon Material +
Epic Material
2 Rare Material

TECH DETECTOR
DEFIBRILLATOR
This special item makes you capable of detecting technolog-
A defibrillator can bring back to life a recently deceased living
ical items within a 100-ft radius of you, and have their posi-
creature. The creature must be dead for less than one
tion transmitted to your Universal Tool. The tech detector
minute, and have all vital functions intact. A creature slain
uses arcane batteries for power, and 1 charge lasts for 2
by a hit that instantly kills it cannot be revived by this item.
hours.
A defibrillator can hold a maximum of 5 charges, and needs
PRICE: 2,000 cr
a battery to power.
CRAFTING: 1 Uncommon Material + 3 Rare Materials
PRICE: 3,000 cr +1000 cr per additional charge
CRAFTING: 1 Epic Material (+ 2 Uncommon Material + 1
Rare Material per additional charge)
THERMAL VISION GOOGLES
These goggles gives you a Thermal Sight (see page 41) of
MINOR REPAIR KIT
30-ft when worn.
A light repair kit, used to heal robots and mechanical crea-
PRICE: 4,000 cr
tures, and heals them for 1d6+5.
CRAFTING: 2 Uncommon Materials + 1 Rare Material + 1
PRICE: 30 cr
Epic Material
CRAFTING: 1 Common Material for 2

DRONE
MEDIUM REPAIR KIT
This small drone is equipped with a camera and a micro-
An average repair kit, used to heal robots and mechanical
phone, which are both fed directly to your Universal Tool. You
creatures, and heals them for 2d6+10.
PRICE: 120 cr

228
CRAFTING: 3 Common Material LUNGS_1
This lung enhancement allows the character to be able
SUPERIOR REPAIR KIT to hold its breath for 2 additional minutes.
A superior repair kit, used to heal robots and mechan- PRICE: 2,000 cr
ical creatures, and heals them for 3d6+15. CRAFTING: 1 Uncommon Material + 3 Rare Material
PRICE: 400 cr
CRAFTING: 2 Uncommon Material NEURAL LINK
Neural Link implements some functions of a universal
OXYGEN TANK tool directly into one’s brain.
This tank, often used by divers, allows you to breathe PRICE: 2,000 cr
underwater, or in oxygen deprived areas, for 1 hour. CRAFTING: 1 Uncommon Material + 3 Rare Material
WEIGHT: 1 Unit
PRICE: 75 cr VISION_1
CRAFTING: 1 Common Material This cornean enhancement allows a character to per-
manently gain low-light vision.

CYBERNETIC PRICE: 2,000 cr


CRAFTING: 1 Uncommon Material + 3 Rare Material
ENHANCEMENTS
A character that uses technological enhancements can VISION_2
increase any part of their body, as long as there is only This cornean enhancement allows a character to per-
one enhancement per body part. Most enhancements manently gain darkvision 60ft (12 squares). A character
are permanent and cannot be reversed, but can be up- that already has vision_1, or low-light vision, can up-
graded or modified if possible. A character can only grade it to gain this enhancement at a reduced price of
have 8 cybernetic enhancements or magical enhance- 4,000 cr.
ment, but only if they don’t give the same kind of PRICE: 5,000 cr
bonuses, or touch the same part of the body. CRAFTING: 1 Uncommon Material + 3 Rare Material
+ 1 Epic Material
FOG_VISION
This cornean enhancement allows a character to see COMMON ITEMS
through smoke and fog without penalties.
PRICE: 5,000 cr
BACKPACK, SMALL
CRAFTING: 1 Uncommon Material + 3 Rare Material
This small backpack allows you to carry 2 additional
+ 1 Epic Material
units of material.
PRICE: 30 cr
HEART_1
CRAFTING: 1 Common Material for 2
This heart enhancement allows superhuman en-
durance feats. You can, once per day, gain an addi-
BACKPACK, MEDIUM
tional stamina point and 10 additional feet of
This medium backpack allows you to carry 4 additional
movement for a number of rounds equal to your vigor.
units of material.
PRICE: 8,000 cr
PRICE: 65 cr
CRAFTING: 1 Uncommon Material + 3 Rare Material
CRAFTING: 1 Common Material
+ 2 Epic Material

BACKPACK, LARGE
HEART_2
This large and expensive backpack allows you to carry
This heart enhancement allows you to survive wounds
6 additional units of material.
that would otherwise kill you. When an attack reduces
PRICE: 120 cr
you below 0 and slays you, this enhancement automat-
CRAFTING: 3 Common Materials
ically serves as a defibrillator to bring you back to life.
Unlike a defibrillator, it automatically succeeds its
BOTTLES
medicine check, and causes you to be stabilized, with
Three empty plastic bottles. Each can contain up to 0.5
2 failed death saves. This enhancement can only acti-
units of liquid.
vate once per week.
PRICE: 1 cr
PRICE: 18,000 cr
CRAFTING: 1 Common Material for 40
CRAFTING: 2 Uncommon Material + 1 Rare Material
+ 2 Epic Material + 1 Legendary Material
BOX OF MATERIALS, BASIC

229
This box contains materials to craft basic items. It contains WEIGHT: 1 Unit
10 common materials. Crafting materials can only be used PRICE: 100 cr
for 1 type of crafting skill when bought.
WEIGHT: 2 Units CRAFTING KIT, MASTER
PRICE: 180 cr This more expanded kit contains the necessary tools for
crafting items. It gives a +6 bonus to 1 craft skill of your
BOX OF MATERIAL, AVERAGE choice, and allows you to use that craft skill.
This box contains materials to craft basic items. It contains WEIGHT: 1 Unit
20 common materials, 10 uncommon materials and 5 rare PRICE: 450 cr
materials. Crafting materials can only be used for 1 type of
crafting skill when bought. CROWBAR
WEIGHT: 4 Units Gives a +4 bonus to Strength or Athletics checks made to
PRICE: 1,300 cr force open containers, doors or other items where crowbar
leverage can be applied.
BOX OF MATERIAL, ADVANCED PRICE: 20 cr
This box contains materials to craft basic items. It contains CRAFTING: 1 Common Material for 2
30 common materials, 20 uncommon materials and 10 rare
materials. Crafting materials can only be used for 1 type of COLD WEATHER CLOTHES
crafting skill when bought. These clothes are specially designed to protect their wearers
WEIGHT: 6 Units from freezing temperatures. The kit contains a pair of boots,
PRICE: 5,000 cr gloves, a scarf and goggles. When wearing these clothes,
you gain a +4 bonus to your endurance saves against cold
CRAFTING MATERIAL, COMMON weather and Frostbites.
Crafting materials can only be used for 1 type of crafting skill PRICE: 80 cr
when bought. CRAFTING: 2 Common Materials
WEIGHT: 1 Unit per 5
PRICE: 20 cr COOKING KIT
This complete cooking kit includes a pot, a pan and utensils.
CRAFTING MATERIAL, UNCOMMON PRICE: 3 cr
Crafting materials can only be used for 1 type of crafting skill
when bought. CREDIT CHIP
WEIGHT: 1 Unit per 5 This item allows you to store up to 1,000 credits. Credit chips
PRICE: 100 cr are often used in the black market to hide transactions.
PRICE: 100 cr
CRAFTING MATERIAL, RARE
Crafting materials can only be used for 1 type of crafting skill CREDIT CHIP, LARGE
when bought. This more expensive credit chip allows the user to store up
WEIGHT: 1 Unit per 5 to 5,000 credits. Credit chips are often used in the black
PRICE: 300 cr market to hide transactions.
PRICE: 350 cr
CRAFTING MATERIAL, EPIC
Crafting materials can only be used for 1 type of crafting skill DISABLING TOOLS
when bought. Simple tools for disabling locks and traps. It gives you a +2
WEIGHT: 1 Unit per 5 bonus on all disable checks made with these tools.
PRICE: 1,500 cr PRICE: 75 cr

CRAFTING MATERIAL, LEGENDARY MASTER’S DISABLING TOOLS


Crafting materials can only be used for 1 type of crafting skill More complex and complete kit for disabling locks and traps.
when bought. It gives you a +6 bonus on all disable checks made with
WEIGHT: 1 Unit per 5 these tools.
PRICE: 5,500 cr PRICE: 500 cr

CRAFTING KIT FIRST AID KIT


This simple kit contains the necessary tools for crafting This first aid kit holds bandages, disinfectant and other im-
items. It gives a +2 bonus to 1 craft skill of your choice, and portant medical supplies. It can hold up to 10 charges and
allows you to use that craft skill. can be used with a successful DT15 medicine check. With a

230
first aid kit, you can treat bleeding damage and heal a CRAFTING: 1 Common Material for 8
creature for 1D6+your level points of damage by ROPE
spending 10 minutes attending to the wounded. This A 200-ft (40 squares) rope made from resilient syn-
healing is not affected by the Bloodied condition. thetic materials.
WEIGHT: 1 Unit PRICE: 3 cr
PRICE: 20 cr per charge (200 cr for a fully charged kit) CRAFTING: 1 Common Material for 15

FLARE TENT, SMALL


Create a 15-ft (3 squares) zone of reddish light. A flare This tent fits in a small backpack and builds itself when
also generates heat in a 5-ft (1 square) radius and can put on the ground. It can contain 2 medium creatures.
be seen up to 5 miles away. The tent protects those inside from cold and heat.
WEIGHT: 1 Unit per 10 WEIGHT: 2 Units
PRICE: 30 cr PRICE: 75 cr
CRAFTING: 1 Common Material
FORGERY KIT
This kit contains different types of paper, inks, pens, TENT, MEDIUM
pencils, stamps and scissors. It gives you a +2 bonus This larger tent fits in a backpack and builds itself when
to forge documents. put on the ground. It can contain 4 medium creatures.
PRICE: 75 cr The tent protects those inside from cold and heat.
WEIGHT: 3 Units
MASTER’S FORGERY KIT PRICE: 350 cr
This kit contains different types of paper, inks, pens, CRAFTING: 2 Common Materials + 1 Uncommon Ma-
pencils, stamps and scissors. It gives you a +6 bonus terial
to forge documents.
PRICE: 500 cr TENT, LARGE
This large tent fits in a large backpack and builds itself
GARROTE when put on the ground. It can contain 6 medium crea-
A resilient piece of wire, often used to strangle some- tures. The tent protects those inside from cold and
one. This gives a character a +4 bonus to your Athletics heat.
(STR) checks made to perform the Takedown action. WEIGHT: 5 Units
PRICE: 5 cr PRICE: 600 cr
CRAFTING: 1 Rare Material
HOT WEATHER CLOTHES
These clothes are specially designed to protect their FLASHLIGHT
wearers from hot temperatures. This kit contains a pair A small, portable torch. It lights up to 40-ft (8 squares)
of boots, goggles, linen clothes and a headscarf. When away. It uses arcane batteries for power and 1 charge
wearing these clothes, you gain a +4 bonus to your en- lasts for 2 hours.
durance saves against hot weather and heatstroke. PRICE: 20 cr
PRICE: 30 cr CRAFTING: 1 Common Material for 2

MAKE-UP KIT SLEEPING BAG


Contains brushes, eye shadow, highlighter, blush, pen- A sleeping bag increases comfort when sleeping on the
cils and different colors of lipstick. ad floor.
PRICE: 100 cr WEIGHT: 1 Unit
CRAFTING: 2 Common Materials PRICE: 25 cr
MARBLES CRAFTING: 1 Common Material for 2.
A pack of 10 marbles.
PRICE: 0.5 cr WIG
CRAFTING: 1 Common Material for 80 Fake hair that can be used for disguise.
PRICE: 15 cr
NET CRAFTING: 1 Common Material for 3
You can use a net to impair a creature, giving them the
Entangled condition. The Reflex save to resist this abil-
ity is equal to 12+your agility+your mastery bonus. UNIVERSAL TOOL
WEIGHT: 0.5 Unit
PRICE: 5 cr
AND UPGRADES

231
Universal Tools can have a maximum of 6 upgrades. Up- This upgrade allows the Tool’s user to access The Network,
grades can be changed and replaced. The Universal Tool is making it possible for them to do research about any subject
the common tool used to communicate, research and is matter, watch movies, listen to music, buy items online or
overall practical in this modern world. play games in any place. This upgrade allows the user to
make Lore checks without having the lore, albeit with some
A basic Universal Tool has three functions: Send/Receive knowledge of what they are looking for, but it takes at least
Message, Make Calls and Manage Credits. A Universal Tool 1 minute to be able to communicate the information cor-
is voice and keyboard activated. rectly.
PRICE: 20 cr
When having the Hacking skill, it also allows you to attempt
hacking technologies at a distance of 20ft. A Universal Tool TORCH
costs 100 credits. A base Universal Tool requires a DT15 This upgrade allows you to use your Universal Tool as a
Hacking check to hack. torch. It lights up to 20-ft (4 squares) away.
PRICE: 15 cr
AUTO-TRANSLATOR
Allows your universal tool to automatically translate a se- REMOTE COMMUNICATION
lected language. This upgrade can be installed multiple This upgrade allows you to increase the range at which you
times. can hack technologies by 100-ft (20 squares). This upgrade
PRICE: Familiar - 150 cr ; Rare - 650 cr ; Dead - 3,200 cr is hard to find and often requires going to illegal markets.
PRICE: 2,500 cr
ENCYCLOPEDIA, BASIC
This upgrade allows the user to gain a +2 bonus to their
FOOD, HOTELS
known Lore checks when making research on their Universal
Tool. This also reduces the time to make research to 6 AND SERVICES
rounds. In this section, you will find information about the different
PRICE: 750 cr kinds of services and food that can be bought in cities and
villages.
ENCYCLOPEDIA, ADVANCED
This upgrade allows the user to gain a +4 bonus to their HOTELS
known Lore checks when making research on their Universal All hotel prices include breakfast.
Tool. This also reduces the time to make research to 3
rounds. ONE STAR
PRICE: 2,500 cr A one star hotel is often cheap and in bad shape. They are
also often in bad parts of cities, isolated and can be danger-
FIREWALL - STANDARD ous. Beds are uncomfortable and they don’t offer little to no
This firewall increases your Universal Tool hacking DT to 20. services.
PRICE: 250 cr PRICE: Between 7 and 9 Credits for a night.

FIREWALL - ADVANCED TWO STAR


This firewall increases your Universal Tool hacking DT to 25. A two stars hotel is cheap, but in OK shape. They are in bet-
PRICE: 1,500 cr ter places inside cities, but still close to poor and dangerous
places. Beds are mostly uncomfortable, and they don’t offer
FIREWALL - IMPENETRABLE many services.
This firewall increases your Universal Tool hacking DT to 35. PRICE: Between 10 and 13 Credits for a night.
PRICE: 3,500 cr
HACKER’S MODULE THREE STAR
This simple software allows you to hack technology easier. A three star hotel is an average one. Rooms are mostly clean
It gives a +2 bonus to all hacking checks. and they are placed in fairly secure areas. Beds are mostly
PRICE: 75 cr comfortable, and they have some services available.
PRICE: Between 14 and 19 Credits for a night.
MASTER’S HACKER MODULE
More complex and complete software to hack technologies FOUR STAR
easier. It gives a +6 bonus to all hacking checks. A four star hotel is above average. Rooms are fairly clean and
PRICE: 500 cr they are placed near points of interest and in safe areas.
Beds are comfortable and they offer quite a lot of services.
NETWORK ACCESS PRICE: Between 20 and 34 Credits for a night.

232
FIVE STAR
TRANSPORTATION
A five star hotel are the best available. Rooms are clean
and spacious and are in the heart of the city, near
BUS
points of interests and safe areas. Beds are comfort-
Buses are used in any size of cities to go around fast
able and they offer a lot of services.
and avoid traffic. It is a fairly inexpensive way to travel.
PRICE: 35 or more Credits for a night.
PRICE: 0.05 credits

SUITE
CAB
Some hotels have suites available. Only three, four and
Cabs are vehicles for hire with a driver, used by a single
five stars hotels can have
passenger or small group of passengers. They are of-
suites available.
ten used in cities to travel from a point to another, es-
PRICE: A Suite adds 15 Credits to the base price of a
pecially in late hours when most other services are
night.
disabled.
PRICE: Starting price at 1 credits, adding 0,5 credits
Beverages and Food
for each mile traveled

COFFEE
SHUTTLE
One cup of coffee.
Shuttles are used to travel quickly between cities and
PRICE: Between 0.01 and 0.03 Credits.
continents. It is one of the safest ways to travel, as it
uses flying vehicles.
PRICE: Depends on the destination, but usually be-
JUICES
tween 100 and 300 credits
A 250ml glass or a 1L bottle.
PRICE: Between 0.01 and 0.05 Credits.
TRAMWAY
Tramways are often used in large cities to travel fast
SPARKLING BEVERAGE
from one point to another.
A 250ml glass or a 1L bottle.
PRICE: 1 credit
PRICE: Between 0.01 and 0.03 Credits.

TEA
One cup of tea.
PRICE: Between 0.01 and 0.05 Credits.

WATER (BOTTLE)
A 1L water bottle.
PRICE: 0.03 Credits

FAST-FOOD
Inexpensive, quick and often unhealthy food.
PRICE: Between 0.5 and 1.5 credits per person

FAMILY RESTAURANT
Affordable restaurants that offer many kinds of differ-
ent dishes.
PRICE: Between 3 and 5 credits per person

LUXURY RESTAURANT
Often expensive restaurants, offering a wide variety of
exotic dishes
PRICE: 10 or more credits per person

FOOD RATIONS
Dried Food.
PRICE: 1 credit for 1 day

233
‘‘Day 54,
Everyone was exhausted, but we still pushed forward. We don’t have much resources left, but
the Dwarven empire spared no expenses to get us here, and we cannot give up. Not now.
Fifty-four days in the unforgiving weather of this wild place, only seeing white, gray and blue,
but today... that changed.

Laurin started to yell at me, all excited, speaking non-sense about something in the distance. I
climbed the small cliff leading to him, and what I saw, stunned me. It was nothing I have ever
seen before, more advanced that anything I’ve encountered. We will have to study this place,
but I think that today, we made a discovery that will change the world forever...
- Excerpt of Friedrich Kunst’s Journal, Year 4621’’

234
As the Game Master, you get the rewarding job of craft- FADE TO BLACK
ing fantastic adventures for your friends, or even for The fade to black can be used to avoid uncomfortable
groups of complete strangers. This chapter provides situations, without completely rejecting them. When
you with additional tools and knowledge to immerse using the fade to black, the situation occurs, but it’s not
your players in the diverse world of Arkelon, either by explicitly described.
creating monsters or learning more about different lore
aspects. X-CARD
The X-Card is a powerful tool that players can use to
instantly reject any content they may find upsetting.

CREATING A When a player uses the X-Card, you (or any other
player) must immediately stop speaking, rewind, and
WELCOMING ENVIRON- redo the scene while excluding all content that was

MENT deemed upsetting by the person.

As a GM, although your task is to create an intriguing


TRAFFIC LIGHT SYSTEM
and interesting story, it is also your duty to make sure
The traffic light system is a simple tool that everyone
that everyone around the table feels welcomed and at
can use to show consent by stating a color between
ease. Before starting a campaign, or even a simple
green, yellow and red. Green signifies that everything
one-shot, it is important to discuss with your players
is okay, and that you can pursue the story. Yellow
and know their limits, making sure everyone is re-
means that something is uncomfortable and should be
spected.
discussed first, or stopped. Red means that the current
subject must be avoided, stopped or rewinded.
SENSITIVE SUBJECTS
If you think that your campaign might include sensitive
subjects or taboos, be sure that your players agree
with discussing these subjects. If you are unsure, or
THE WORLD OF ARKELON
you are playing with strangers, leave extremely sensi- The vast planet of Arkelon Chronicles has many places

tive issues aside, or ask your players before the event to explore and stories to partake in. In this section of

takes place if they are at ease with what is going to the book, you will find information about the world’s

happen. lore, general setting, religion, language and much


more. It will help you create compelling adventures, as

Communication is key when dealing with upsetting con- well as help you understand more about the world you

tent. Respect players' opinions and avoid forcing them are playing in.

to engage in actions they are uncomfortable with. Rate


content based on comfort level, as everyone has differ- THE SOLAR SYSTEM
ent opinions. Discussing content types before starting Arkelon is the 4th, and second largest, planet in a 10
an adventure can help ensure everyone feels comfort- planets solar system, orbiting around a yellow dwarf
able with it. Some of these themes include: star named Peus. It is the only planet that harbors na-
◆ Gore, bloodshed, extreme violence and body hor- tive intelligent life. A day on Arkelon lasts for 36 hours,
ror and a year lasts for 412 days.
◆ Sexual content, politics, religion and racism
◆ Phobia-triggering content such as spiders, snakes, The other 9 planets in this solar system are the follow-
diseases, etc ing:
It is better to find the limits of objectionable content
before starting an adventure, instead of finding them CALLISTA: Callista is the closest planet to the sun,
out after upsetting one of your players. Be sure to also and is the 1st planet of the solar system. It has a heav-
warn other players that you will not tolerate judgment, ily volcanic surface, and its atmosphere is highly toxic.
belittling of others’ issues or deliberate breaking of the
established rules. ARTORAS: Artoras is the 2nd planet of the solar sys-
tem. It has a highly volcanic and hellish surface. It is
CONSENT the hottest planet of the solar system.

Players all have different stories and different ways to


cope with difficult issues. There are three methods giv- EZUNO: Ezuno is the 3rd planet of the solar system.

ing your players power and consent on what they want It is a small blue gas planet, with a large ring.

and don’t want to see: the Fade to Black, the X-Card


and the Traffic Light System.

235
236
237
OPHIRI: Ophiri is the 5th planet of the solar system. It’s existence, replaced by the more current pantheon of gods
surface is ravaged by acid rain and sandstorms. and Elemental Dragons.

KOROS: Koros is the largest planet of the solar system, and MODERN LIFE AND ITS
the 6th. It is a gas giant with 4 moons, one of which (Yami) EVOLUTION
is habitable, although pretty cold.
After the great extinction, the lineages brought to Arkelon
by the Rei’Sai (humans, orcs, elves and dwarves), were left
KIOS: Kios is the 7th planet of the solar system. It has a
to fend for themselves in this destroyed world. Lineages na-
mountainous surface. Kios is mostly made from Caderium,
tive to Arkelon (jaanvaris, vansharis and muobos), started
which makes it a very important planet in the modern world.
to evolve 500 years after The Sundering, from the creatures
that survived the cataclysmic events. With the gods getting
ILLURIA: Illuria is the 8th planet of the solar system. It’s
stronger and seeking to strengthen their power, natives of
surface is mostly made of frozen water, and, although it does
Arkelon developed extremely fast.
not have a proper atmosphere, it was discovered to have mi-
crobial life under the frozen surface.
ARKELON TIMELINE
PAKE: Pake is the smallest planet of the solar system, and (POST-SUNDERING)
the 9th. It has a mostly rocky surface, and has no atmos- 0 - The Sundering
phere. 20 - Great extinction of the Rei’Sai and 90% of Arkelon’s
aquatic life
LIFE ON ARKELON 150 - Rise of new continents and lands
350 - Diversification of Arkelon’s fauna and flora
Life on Arkelon started in water, as with most habitable
500 - Some of the surviving, or newly evolved, animals start
worlds with carbon-based life. Few patches of land rose from
to evolve and develop more anthropomorphic traits. Lin-
the sea to welcome terrestrial life, and the first life to wan-
eages brought to Arkelon by the Rei’Sai scatter around the
der Arkelon were fish, invertebrates and insects.
planet, taking different traits depending on their environ-
ment.
The first intelligent life form on Arkelon evolved from octo-
1880 - Some orcs separate from their clans and go further
puses. They created a social structure and society, calling
south and north. Some of these outcasts start to evolve in
themselves the Rei'Sai. Due to their intelligence and under-
the more calm and spiritual Trolls, while others branch out
standing of how to use arcana, they evolved quite fast and
to create other orcs variations
achieved spaceflight after 68 million years. They quickly cre-
1920 - Defeat of the Lich King Ichakaq through an alliance
ated an enormous underwater empire and began bringing
of Hatkans, Mwaouans and Orcs
servants from other worlds and creating machines to help
1930 - Building of Kheruset and the Pyramids by the first
expand their empire on Arkelon. As they couldn't live while
hatkans
exposed to the sun, they relied heavily on these methods to
1950 - Discovery of the Endless Waste in Ank’Nathel’s
gather important materials on the surface.
desert by the hatkans, populated by strange, unknown ma-
chines
THE SUNDERING 1992 - Most of Arkelon’s lineages have created settlements
The Sundering is a cataclysmic event that forever changed near the sea and other water sources. Lineages native to
the face of Arkelon. Since the beginning of time, Arkelon’s Arkelon start to branch out into different species depending
two moons have kept the tides high, and the world was on their environment. Humans, dwarves and some jaanvaris
dominated by oceans. A large asteroid collided with Arkelon’s species start to migrate towards the cold north.
largest moon, breaking it in two. This event caused the de- 1994 - The cities of Yushudai and Jaanvar are built. The first
cline and destruction of the Rei’Sai civilisation, as the planet Shiaris statues are crafted by Kanjans to guard their temples
became more unstable, ravaged by earthquakes, volcanic 2000 - Jaanvaris that migrated to the north becomes the
eruptions, increased dryness and falling debris from the de- Vansharis, and create their own society, inspired by other
stroyed celestial body. The destruction of the moon, as well nearby lineages
as the fall of sea level eventually led to the mass extinction 2004 - Dragons start to mix with other lineages, creating
of the Rei’Sai, and a large part of Arkelon’s life forms. the first dragonkins
2050 - The Great Dragon War begins, having most lineages
THE OLD ONES face the dragonkins and true dragons
The Old Ones were the first gods, created at the same time 2055 - The Shiaris statues are brought to life by Jianshin,
as space. They are as chaotic as the universe itself, and all as a gift to the humans settled in the eastern region, and to
have their own agenda. The current whereabouts of the Old protect them from the dragons
Ones are unknown, but the modern world quite forgot their

238
2055 - The Great Dragon War ends. The Dragon em- 6800 - Creation of the Aeon Station, orbiting Arkelon,
pire rise, taking a large section of the western conti- which becomes a small space city, as well as a hub for
nent, starting the Age of Fire interstellar exchanges and scientific endeavors
2120 - Decline of the Dragon Empire. The War of Fire 6850 - Eternum becomes the largest conurbation in
begins, as the Dragonkins attempt to free themselves the world, with a population of 8.11 millions
from the control of the true dragons 7200 - Discovery of microbial life under the ice of Il-
2250 - Fall of the Dragon Empire, ending the Age of luria
Fire 7582 - A first colony is established on Koros’ habitable
2450 - Creation of the first Heroes organizations moon, Yami, made from humans, dwarves and van-
4621 - The Dwarves discover the first Rei’sai ruin in sharis.
the northern part of the world 7592 - More colonies are established on Yami, and
5045 - The first minotaurs break their ties with Se- Arkelon’s people push further into space
lenya, and reach the surface, creating the first group 7595 - First discussions about the status and dangers
of what would become the Muobos of heroes with the evolution of technology
5050 - First Muobos settlement is built in the Aeris 7602 - A large mining station is built on Kios, and
Mountains starts harvesting Caderium. Harvesting is done by
5340 - First success at recreating Rei’sai technology Synths
for space travel and energy by a group of Dwarven sci- 7800 - Golems start to revolt as they become more
entists. Beginning of the Age of Progress and more intelligent and independent, understanding
5380 - Creation of the first Arcane-based automaton they are treated like mere objects
by humans inventors 7830 - The Android War begins between the Synths
5390 - Exploration of the Endless Waste, helped by the and the other organic lineages
first automatons. Discovery of a second Rei’Sai ruin 7832 - The Android War ends, with the abolition of
underneath the area Synth slavery
5400 - The Shiaris get together to create the city of 7833 - Synths on Kios’ mining station are paid for their
Shiragata work, and those wanting to leave are brought back to
5600 - The Shiaris take total control of the southern Arkelon
part of the eastern continent, creating the Kanjai terri- 8250 - Creation of the first Fast Travel station, orbiting
tory around Arkelon. The Fast Travel system was developed
6075 - The space race begins between the Dwarves, by a team of multi-origins scientists, using Arcana's
Humans and Dragonkins ability to teleport objects and applying it to spaceships
6175 - Dwarves are the first to successfully reach so they can travel faster. End of the Age of Progress.
Arkelon’s moon, Phos Beginning of the Age of Exploration
6190 - World population reach 10.3 billions 8270 - Discovery of the Eden Station in the Eridanus
6250 - First urgent concerns on environmental pollu- Galaxy, the closest Galaxy to Arkelon. First Contact is
tion and destruction caused by the advancing of tech- made with other alien species
nology and the growing population 8340 - An Arkelon-born diamond shardling joins Eden
6315 - First Shardling city is discovered under the Station’s council to represent the planet’s interests
sands of Ank’Nathel’s desert. First contact with this iso- 8345 - Present Times
lated lineage is made. Shardlings seem to have devel-
oped technology evolved from the Rei’Sai’s, and were
HEROES OF ARKELON
able to create their own variation of the tech.
In the modern era, heroes follow strict regulations,
6445 - Shardling technology is used by Xenodruids to
needing to register themselves in a database to easily
create machines that can restore the polluted parts of
be found if using their capabilities to harm the public.
the planet, and destroy most of the accumulated
Some of them join the military, others work as free-
garbage
lancers, taking jobs here and there in the world. He-
6485 - Successful implementation of hydroponic farm-
roes can also be hidden in the shadows, becoming
ing. Bioengineering makes it possible to create meat
fabled vigilantes and saviors of the people. Not every-
tissues for harvesting, replacing most of the conven-
one with special abilities becomes heroes, but all he-
tional meat farms
roes have special abilities.
6500 - Further development of bioengineering, allow-
ing the modification of DNA, and cloning
6550 - Integration of cybernetics and biological mod- BECOMING A HERO
ifications in the population’s everyday lives A person wishing to join a heroes’ organization must
6643 - Creation of the first spacecraft able to reach Ko- first present themselves to any city’s guard station, to
ros in the acceptable time of 2 years register in the heroes’ database. To register, they must

239
provide their name, birthdate, birthplace and current resi-
dence area. They must also mention all weapons they use, THE TORCH BEARERS
as well as any special abilities they might possess. The data- The Torch Bearers gained their names from their signature
base is not available to the public, although a simpler version accessory: a torch. Torch Bearers are masters of under-
is available, displaying only their name (which can be a ground terrain, being given the arduous task to track and
pseudonym), a picture and a list of the hero’s abilities. dispose of dangerous vermin that could crawl cities’ sewers
or tunnels. They are a quite open organization, often giving
ILLEGAL HEROES a hand to other organizations in need.

Illegal heroes cannot join any legitimate organizations. They


USUAL STRIKE MISSIONS:
often work for themselves, becoming vigilantes, deeply
◆ People have been reporting strange noises coming from
rooted in the world’s folklore. They might also become vil-
a disaffected building in town. It seems to be the lair of
lainous characters, with an agenda of their own.
a creature.

HEROES ORGANIZATIONS
THE TITANSLAYERS
There are many organizations through Arkelon, the largest
The Titanslayers are experts at tracking and taking down
one being The Freelancer’s Order, a group of mercenary-like
huge monsters. They use specialized techniques and equip-
heroes with headquarters in almost every big city. They wel-
ment to give themselves an edge against these titanic foes.
come any heroes ready to accomplish a wide variety of
Members of the Titanslayers guild may often lend a hand to
tasks. Although most heroes prefer to keep their freedom
other organizations in need, as they are quite open with what
and be able to wander the world, some dedicate themselves
their members do outside of their specialized strike mis-
to an organization.
sions.

Influential and renowned organizations include the follow-


USUAL STRIKE MISSIONS:
ing:
◆ Coastal radars have picked up a large signature coming
from the sea. It seems to belong to some kind of Kaiju.
THE BLOOD HUNTERS
The Blood Hunters are specialized monster hunters. They are
often hired to get rid of monstrous creatures, dangerous ARKELON AND
beasts or other monsters that threaten cities. Their contro- DIVERSITY
versial ways often make headlines, but their influence cannot
With that many people of different ethnicities and back-
be denied. They infuse their weapons with forbidden blood
grounds living together on the same planet, it has become
magic to empower themselves and gain an edge against the
quite normal to come across a wide variety of people. This
monsters they fight. This causes much discord between their
section explores different kinds of diversity, how it is per-
members and those of other heroes' organizations, as they
ceived in the world of Arkelon, and how you can integrate it
are being seen more like outcasts and outlaws.
to you games and your player’s backstories, if you desire.

USUAL STRIKE MISSIONS:


◆ A dark liquid seems to constantly pour down a river. The
GENDER DIVERSITY AND
rumors seem to lead towards a strange ooze blocking SEXUAL ORIENTATIONS
the way. It is not rare to see pairings of any gender walking hand in
hand all around the world, without stigma or judgment. It is
THE SHINING CRUSADE also not that uncommon to come across people in relation-
The Shining Crusade is an organization majoritarily made of ships with more than one partner.
Crusaders and Priests, vowing their lives to rid the world of
evil and corruption. They are often called in places invaded Gender expression is varied depending on the area of the
by demons, ghosts and other undead creatures. Members of world, but there is no stigma for a person to explore their
the Shining Crusade are often seen as the shining knights of gender identity over the course of their life, whether it is
modern times, and are admired by the population. within the usual binary representation or not.

USUAL STRIKE MISSIONS: People of Arkelon will usually try to use gender-neutral pro-
◆ A demonic cult is rampant in a city and must be stopped nouns (or avoid pronouns altogether) in social situations, un-
◆ A fissure has opened in the wilderness, it is heard that less they are sure which ones the other person prefers to
demons pour out of it and it must be closed. use.
◆ A powerful cursed object was found. It must be pro-
tected and purified at all costs.

240
DISABILITY
Despite being a world of magic and technology, dis-
abled people are present all over the world. While this
is an important part of your character, this should not
be their only identifier. They are, first and foremost, a
person, with goals, aspirations, likes and dislikes.

It is also important to distinguish sudden, life-chang-


ing injuries (such as the loss of a limb), temporary dis-
abilities (such as becoming blinded by violent flashes
of light) and being born with a disability, which all affect
your character in a different way. This section covers
some of the more common ones, and how it translates
as gameplay elements.

It is important to note that disabled people don’t al-


ways want to be cured (yes, even in a world where
magic can do basically anything), or that some disabil-
ities might be impossible to cure.

BLINDNESS
Characters that are blind can choose the braille lan-
guage for free, even if they don’t meet the prerequi-
sites for more languages. Blind characters are immune
to all effects that require to see, and automatically fail
all Perception (SAG) checks based on sight.

Additionally, at the appropriate character level, they


gain the benefits of all Blind-Fight related talents as a
bonus.

DEAFNESS AND HARD OF HEARING


Characters that are D/deaf can choose the sign lan-
guage for free, even if they don’t meet the prerequi-
sites for more languages. D/deaf characters are
immune to all effects that require hearing, and auto-
matically fail all Perception (SAG) checks based on hear-
ing.

Hard of hearing characters gain a 30% chance that abil-


ities based on sound don’t affect them, and a -6
penalty to their Perception (SAG) checks to hear.

MUTE
Characters that are mute can choose the sign language
for free, even if they don’t meet the prerequisites for
more languages.

Additionally, they gain the benefits of the Silent Spells


talent as a bonus, but their spell costs are not in-
creased.

241
RELIGIONS ARAKHAM, SPIRIT OF EARTH
Arakham is the Elemental Dragon of Earth. He is responsible
The world of Arkelon is rich with myriads of faiths and
for earthquakes, mountains and deserts. He appears as a
philosophies, which a character can choose to follow. Not all
four-legged dragon with spikes and rocks, but is also repre-
characters who choose a deity become devout followers;
sented as a porcupine. Arakham is associated with stubborn-
some might be lay worshipers who apply their faith to their
ness, stability, physicality, and a reluctance to accept
daily lives, or perhaps the children of religious parents.
changes in one’s life. His followers are known to, at least
once a year, reach the summit of the highest peak of Arkelon,
Choosing your faith is an important decision for some
to collect themselves and worship the earth. Some legends
classes, mainly for Crusaders, Druids, Priests and Shamans.
say that he is the center of Arkelon, keeping the planet sta-
ble. Those who worship him are given the raw power of stone
ELEMENTAL DRAGONS and earth to bend.
The Elemental Dragons are primal Spirits that watch and
control the raw elements of the world. They come as a BAHARI, SPIRIT OF WATER
whole, so people that believe in them believe in all of them, Bahari is the Elemental Dragon of Water. He is the force be-
but typically choose one with which they have similarities. hind waves and rain, and also controls ice and snow. Bahari
The Elemental Dragons are neither good nor evil and don’t typically appears to mortals as a white dragon, with the
hand out their power directly to people, unlike Gods with body of a seahorse, and a head with curved horns and
Crusaders or Priests. They are also associated with the soul whiskers. He is also depicted as a horned whale. Bahari is
and its emotions. associated with flow, adaptability, cleansing, and changes.
A large number of his followers live close to water bodies, be
The Elemental Dragons are often conveyed differently to it to keep its water calm, clean, suitable for consumption, or
their believers, especially through various artistic styles. simply because it is a source of food and enables traveling.
Picking an Elemental Dragon is critical to Shamans, as it is Several celebrations around this Spirit involve dancing that
the primary source of their magic. imitate the flow of water. Bahari's followers are vocal in so-
ciety, advocating for equal distribution of water and protec-
AKASHA, SPIRIT OF THE VOID tion.
Akasha is the Elemental Dragon of the Void. She is the force
behind stars, black holes, and everything made of pure en- IKIGAI, SPIRIT OF LIFE
ergy. She appears as a serpentine dragon made of stars, but Ikigai is the Dragon Elemental Dragon. He is the force be-
is also known to be represented as a horse. Akasha is asso- hind all breathing things and the deep feeling of being alive.
ciated with power, creativity, and spontaneity. Many regions He is the least chaotic of all Elemental Dragons and is asso-
organize nightly festivals during shooting star nights, during ciated with satisfaction, happiness, self-realization, and the
which followers and non-followers make wishes or ask for value of all living beings. He usually appears to mortals as a
guidance. People who worship her are given the power to deer-like dragon, with antlers, a skeletal head, and a small
bend invisible energies, sense their surroundings, and fight tree growing on his back. He is also depicted as a moose. His
without using their physical senses. It is believed that the followers are given the power to heal all physical and mental
Void holds darker secrets and that Akasha might not be the wounds. Celebrations and festivals for Ikigai often involve
only being controlling this element... dancing, colorful attire and gathering flowers. His followers
share his views on life and seek to protect it at all cost, as
AKHARON, SPIRIT OF DEATH well as keep the balance between the living and the dead.
Akharon is the Elemental Dragon of Death. She is the force
behind every soul that leaves a body and is the one that wel- ILDIRIM, SPIRIT OF THUNDER
comes the deceased in the afterlife. She appears as a two- Ildirim is the Elemental Dragon of Thunder. He is the force
legged dragon, with a black, emaciated body, and bat-like behind lightning, thunder, and storms. He typically appears
wings, but is also known to be represented as a large horse- to mortals as a canine-like dragon, with crackling lightning
like creature wearing a bird's skull. Akharon is associated around his body. He is also represented by a horned world.
with order, fatality, depression, and grief. She is known to be Those who worship him are granted the dangerous and
the overseer in the afterlife, managing it like a well orga- mighty powers of storms, including the ability to summon
nized bureaucracy. With her army of Psychopomp, she care- lightning bolts and create immense hurricanes. He is associ-
fully sorts, cleanses and sends souls to Ikigai for them to ated with energy, strength, speed, honesty, truth, and
reincarnate, unless they are claimed by the celestial or infer- morality. Ildirim's agility and fast abilities can be deadly, and
nal plane. A lot of her rites revolve around funerals and re- he gives this power freely to those who declare loyalty. To
spect for the deceased, and undead are seen as the worst celebrate him, people organize elaborate firework shows
form of disrespect. across Arkelon, integrating people from different beliefs to
return the sparks to him in a show of respect.

242
ISIKHATHI, SPIRIT OF TIME GODS
Isikhathi is the Elemental Dragon of Time. They are the
Gods are astral beings that watch upon the people of
force behind the flow of time. Those who worship them
Arkelon. They guide those that are lost, and give hope
are given the power to bend the very fabric of time and
to those who are hopeless. Some are also vile and evil,
can turn it back or make it advance faster. However,
and seek destruction, leading their followers to war and
using Isikhathi can change the future and past if used
murder. The common pantheon includes all gods wor-
recklessly, and only those who are deemed wise
shiped by the majority of sentient lineages. Most
enough are given that gift. Isikhathi appears as a
priests worship one of those Deities.
dragon with bright, sand-colored scales and swirly
horns, but can also be represented as a turtle. They are
ANDRIS, THE ARTIST
worshiped by various people for various reasons, for
Andris is the god of inspiration, arts, imagination, free-
example wanting to predict their future, or make the
dom, and creativity. He values creating new things,
best choices for themselves and their loved ones.
pleasure, and a free spirit. He split into two halves, with
Isikhathi believes in respecting the past and using their
Andel ruling over inspiration, arts, imagination, and
powers to honor it and prepare for the future.
creativity, and Andel, ruling over architecture, mathe-
matics, science, and philosophy. Andris is often depicted
ISOS, SPIRIT OF FIRE
as white as the moon, dressed in metallic colors and
Isos is the Elemental Dragon of Fire. She is the force
bedecked in white ornaments. He is often represented
behind volcanoes and wildfires, and also holds control
with four arms, mirroring Andel's. Andris is seen as the
over ashes and lava. Those who worship her are given
personification of ultimate reality and the abstract,
the dangerously destructive, but also regenerative,
chaotic, and creative power inherent in deities. Many
power of fire to control. She typically appears to mor-
call upon him to find inspiration or new ideas in their
tals as a four-legged dragon, with a lava river flowing
dull lives.
down her belly and large horns on her head. She is also
ALIGNMENT: Neutral
depicted as a horned bear. Isos is also associated with
TYPE OF DAMAGE: Choose between Holy and Unholy
passion, desire, anger, and renewal. Her followers pre-
VICES AND VIRTUES: Creativity, Determination, Con-
fer the warmth of flames and see fire as a gentle light
fidence, Arrogance, Pride
that keeps them safe at night. Despite its destructive
CHANNEL & JUDGMENT: Deal stress damage.
nature, those who control fire can be seen as reassur-
BONUS SPELL:
ing by their peers. Followers of Isos often ask that
their bodies are cremated after their deaths. This wish GRAND INSPIRATION
is rarely denied, for people know that in the end, ev-
RANGE: 60ft
erything comes back to ashes — and from the ashes,
TYPE: Magic Effect
comes life. Isos celebrations involve chants, dances
EFFECT: The power of your God allows you to inspire
and large campfires.
your allies, even in seemingly impossible situations.
When a creature fails an accuracy roll, block roll, dodge
UBAWA, SPIRIT OF WIND
roll, save or skill check, you can give them a bonus
Ubawa is the Elemental Dragon of Wind. He is the force
1d4+1 to this check. If this bonus increases their result
behind hurricanes and tempests, though he is also be-
to a number equal or higher than the required DT, the
hind the smallest of breezes. Those who worship him
creature succeeds the check.
are given control of wind currents and knowledge on
HIGHER TIERS:
how to bend them. He appears as a winged serpentine
You can cast this spell at any tiers that you have access
dragon with long horns. He is also represented as an
to by expending the appropriate amount of Stamina
owl. Ubawa is associated with open-mindedness,
Points and Magic Affinity, increasing the bonus given
benevolence, wisdom, elusiveness, and the inevitable.
to your D4 by 1 for each additional tier.
When combined with other elements, Ubawa shines,
pushing water to create bigger waves or feeding flames
ARNGRIM, THE BLACKSMITH
to make them stronger. His followers usually install
Arngrim is the god of blacksmithing, warfare, and
wind chimes around their houses and on their trees.
weapons. Most of his early followers were dwarves,
They enjoy listening to the music they make and gift
finding common interests in metalworking, stone ma-
them to those they wish to protect. It is said
sonry, forges, smithery, and metallurgy. Due to his
that you can hear Ubawa speaking through the
large dwarven worship, he is usually represented as a
chimes.
muscular Dwarf, with a huge beard, wearing a horned
helmet. Arngrim's workshop, located under a volcano,
is believed to have anvils, bellows, and gold-made as-

243
sistants. He is considered the Celestial Artificer, fashioning
AVATAR OF AROS
weapons for the gods and creating finely-wrought metal ar-
tifacts. RANGE: 15ft Line
ALIGNMENT: Neutral TYPE: Summon
TYPE OF DAMAGE: Choose between Holy and Unholy EFFECT: The power of your God allows you to summon a
VICES AND VIRTUES: Courage, Determination, Honor, large charging bull made of light. The bull covers a distance
Anger, Recklessness of 15-ft (3 squares) and is 10-ft (2 squares) wide. Creatures
CHANNEL & JUDGMENT: Deal fire damage. touched by this spell much succeed a reflex save or be
BONUS SPELL: knocked prone and take 1d6+your charisma points of holy
damage. A successful save negates this effect and halves the
ENDLESS FORGE
damage.
RANGE: Touch HIGHER TIERS:
DURATION: 1 hour You can cast this spell at any tiers that you have access to
TYPE: Summon by expending the appropriate amount of Stamina Points and
EFFECT: The power of your God allows you to summon a suit Magic Affinity, increasing the distance traveled by 5-ft (1
of armor or a weapon for a touched creature. square) and the damage by 1D6 for each additional tier.
Armor summoned can be either a light, medium or heavy ar-
mor (see page 214 for the usual statistics and requirements ARUKAI, THE FALLEN
of armors), which you decide how the resilience points are Arukai is the god of demons, torture, and tyranny. He ap-
distributed. pears to mortals as a large, gaunt, Satyr-like creature wear-
Weapon summoned can be any weapon available in the items ing ample gold jewelry and a red tabard. He was once the
section at page 204, albeit they cost less than 2,000 cr. god of the moon and wisdom, but fell into madness after the
The creature must be able to wield or wear the item if it has Sundering. He created a dark domain of his own, filled with
any attribute requirement. hellfire and demons, but his daughter, Elendril, refused to
HIGHER TIERS: follow his path. She was given his former domain, becoming
You can cast this spell at any tiers that you have access to the new moon goddess, despite Kanika being the logical
by expending the appropriate amount of Stamina Points and choice. Arukai does not remember Elendril or most of his
Magic Affinity, increasing the item’s upgrade bonus for each past life. Followers of his path are lawful to a certain degree,
additional tier (superior, fine, exquisite, masterwork, flaw- but usually follow their own sets of rules. Many mafia lead-
less, impeccable). ers, corrupt politicians, and businessmen follow Arukai's
path for his blessing.
AROS, FATHER OF MEN ALIGNMENT: Evil
Aros is a gentle god associated with family, male fertility, TYPE OF DAMAGE: Unholy
farming, work, and wealth. He appears as a human man VICES AND VIRTUES: Justice, Loyalty, Lawfulness, Cru-
with no set facial features. He sees masculinity as something elty, Greed, Pride
to be proud of, embraced, and celebrated, regardless of a CHANNEL & JUDGMENT: Deal hellfire damage.
person’s gender at birth. Aros' greatest gift to mortals is agri- BONUS SPELL:
culture, where he provides grain for bread and blesses farm-
TORTURE CHAINS
ers. As the patron of husbandry, livestock, and agriculture,
Aros has the power to fertilize, multiply, and fructify. His wor- RANGE: 60ft (12 squares)
shipers are typically humble, happy individuals, most of the DURATION: 3 Rounds
time merchants, farmers, or proud heads of families. Sym- TYPE: Summon
bols of fertility and strength, golden bulls are Aros' most EFFECT: The power of your God allows you to summon dark,
common emblem. Aros is married to the goddess Uzuri, and infernal chains wrapping around a creature’s limbs, holding
it is not rare to find roses on his altars and shrines. In most it in place. Creatures touched by this spell must succeed a
bridal processions, it is tradition to have emblems of them reflex save or take 1d6+your charisma points of ongoing
both. damage and become entangled. A successful reflex save
ALIGNMENT: Good negates this effect and halves the damage. Creatures can
TYPE OF DAMAGE: Holy attempt to free themselves each round by succeeding either
VICES AND VIRTUES: Acceptance, Compassion, Generos- an athletics, escape or strength check. This spell has no
ity, Humility, Stubbornness effect on creatures without limbs.
CHANNEL & JUDGMENT: Provide healing. HIGHER TIERS:
BONUS SPELL: You can cast this spell at any tiers that you have access to
by expending the appropriate amount of Stamina Points and
Magic Affinity, increasing the damage by 1D6 for each addi-
tional tier.

244
ATEN, THE SUN GOD TYPE: Blessing
Aten is the god of light, sun, heat, royalty, tolerance, EFFECT: The power of your Goddess allows you to
and law. He usually appears as a tall, regal man with a make yourself glow like the moon, invigorating your al-
ram's head, golden robe, and headscarf. He is the self- lies. Allied creatures standing in the light gain a +1 in-
proclaimed King of Gods, protecting, leading, and giv- spiration bonus to their accuracy and damage. This
ing fairly to his followers. Aten's followers come from spell also lights up the area like a torch, allowing crea-
the deserts, but his worship has a place in most major tures without special vision to see.
cities. He is married to Kanika, the goddess of dreams, HIGHER TIERS:
night, stars, and wisdom, and has a close friendship You can cast this spell at any tiers that you have access
with Aros. Aten is the god of all sun and daybreak, to by expending the appropriate amount of Stamina
granting life and warmth to every planet. He embraces Points and Magic Affinity, increasing the bonus given
his followers by marking their skins with a warm tan. by 1 for each additional tier.
ALIGNMENT: Neutral
TYPE OF DAMAGE: Holy FÖNN, THE ICE KING
VICES AND VIRTUES: Courage, Honor, Lawfulness, Fönn is the god of cold, winter, famine, and loneliness.
Anger, Pride He usually takes on the appearance of an undead,
CHANNEL & JUDGMENT: Deal fire damage. frozen knight with a frosty, jagged crown and sword.
BONUS SPELL: He is known to bring devastating storms and torment
Aros by freezing the soils where crops grow. Fönn has
SUN RAY
strong ties with his two lovers: Kalari, goddess of
RANGE: 60ft (12 squares) curses, plagues, undead, and unrest, and Haragi, with
EFFECT: The power of your God allows you to summon whom he created various types of undead monstrosi-
a 10ft (2 squares) wide ray of sunlight that scorches ties. Despite his influence, Fönn only has a small num-
creatures it touches. Creatures struck by this spell ber of followers on Arkelon, most of whom are
must succeed a reflex save or be dealt 1d6+your dwarves, trolls, or vansharis who live in the Great
charisma points of fire damage. A successful reflex North.
save halves this damage. ALIGNMENT: Evil
HIGHER TIERS: TYPE OF DAMAGE: Unholy
You can cast this spell at any tiers that you have access VICES AND VIRTUES: Determination, Anger, Chaotic,
to by expending the appropriate amount of Stamina Cruelty, Untrustworthiness
Points and Magic Affinity, increasing the damage by CHANNEL & JUDGMENT: Deal ice damage.
1D6 for each additional tier. BONUS SPELL:

FLASH FREEZE
ELENDRIL, THE HUNTRESS
Elendril is the goddess of the hunt, seasons, various RANGE: 60-ft (12 squares)
cycles, and the moon. She typically appears to mortals DURATION: 3 Rounds (Fatigued)
as a tall, distinguished Elvish woman wielding a bright TYPE: Summon
silver bow. Elendril's worship is well-established on EFFECT: The power of your God allows you to summon
Arkelon, with shrines in most major cities. After her fa- an intense and violent cold upon a creature. When
ther, Arukai, fell into madness, she became the moon struck by this spell, the creature must succeed an en-
goddess in his stead. She does not see hunting as a durance save or be dealt 1d6+your charisma points of
hobby or a sport, but as a sacred activity that must be ice damage and become fatigued. A successful reflex
done in a way to respect life. She has a deep rivalry save halves this damage and negates the effect.
with Kanika, the goddess of dreams, night, stars, and HIGHER TIERS:
wisdom, as their domains are close together, and that You can cast this spell at any tiers that you have access
Kanika believes the moon should be hers. to by expending the appropriate amount of Stamina
ALIGNMENT: Neutral Points and Magic Affinity, increasing the damage by
TYPE OF DAMAGE: Holy 1D6 for each additional tier.
VICES AND VIRTUES: Determination, Dignity, Gen-
erosity, Arrogance, Stubbornness
CHANNEL & JUDGMENT: Deal life damage. HARAGI, THE CORPSE HUSBAND
BONUS SPELL: Haragi is the god of betrayal, lies, undead, cheating,
and cannibalism. When appearing to mortals, he typi-
LIGHT OF THE MOON
cally takes on the appearance of a gaunt-looking man,
RANGE: 20ft (4 squares) radius, centered on you wearing a top hat and a distinguished suit. Haragi is
DURATION: 1 Minute known to feed on people's torment, spending time

245
tricking them into being miserable and forcing them back as EFFECT: The power of your Goddess allows you to instill un-
undead. He shares a passion for the undead with his lovers controllable pleasure in a creature’s body. Creatures struck
Fönn and Kalari, and loves to torment Tahia, the goddess of by this spell must succeed a willpower check or be unable to
death, repose, mummification, and respect. Much like his act normally. A successful willpower check causes the tar-
few followers on the mortal plane, Haragi plays dirty to win geted creature to become staggered instead.
his battles and does not know when to stop. His followers HIGHER TIERS:
are eager to serve Haragi in the undeath, and see this as the You can cast this spell at any tiers that you have access to
ultimate reward. by expending the appropriate amount of Stamina Points and
ALIGNMENT: Evil Magic Affinity, increasing the duration by 1 round for each
TYPE OF DAMAGE: Unholy additional tier.
VICES AND VIRTUES: Arrogance, Dishonesty, Chaotic,
Cruelty, Untrusworthiness JIANSHI, THE DRAGON EMPEROR
CHANNEL & JUDGMENT: Deal death damage. Jianshi is the god of pride, honor, respect, and strength. He
BONUS SPELL: frequently appears as a golden serpentine dragon or an el-
derly Kanjan man with a long white mustache, engulfed in
RAISE DEAD
thick white fog. Jianshi is one of the rare gods who directly
RANGE: Touch interacts with mortals, motivated by his marriage to Lan, a
DURATION: 10 Minutes Kanjan woman. It is not rare to find offerings to her at Jiashi’s
TYPE: Necromancy altars, in the form of fragrant incense sticks. His followers
EFFECT: The power of your God allows you to raise the dead are encouraged to be self-reliant and seek physical and men-
to do your bidding. Touched dead creature is raised as a tal perfection without divine intervention, with many being
zombie or skeleton for 10 minutes. The creature obeys your monks spread across different temples.
orders at the best of its capacity. You cannot raise a creature ALIGNMENT: Neutral
that is of a higher level than yourself, and can only raise one TYPE OF DAMAGE: Holy
creature at a time. VICES AND VIRTUES: Confidence, Honor, Humility, Lawful-
HIGHER TIERS: ness, Pride
You can cast this spell at any tiers that you have access to CHANNEL & JUDGMENT: Give a bonus to next save.
by expending the appropriate amount of Stamina Points and BONUS SPELL:
Magic Affinity, increasing the duration by 20 minutes for each
TRANSCENDENCE
additional tier.
RANGE: Self
ISHARA, THE TEMPTRESS DURATION: 1 Minute
Ishara is the goddess of temptation, lust, debauchery, and TYPE: Magic Effect
envy. Her strength comes from controlling others' envy, EFFECT: The power of your God allows you to push your
making her dangerous around easily swayed people. Ishara body beyond its normal boundaries.When casting this spell,
appears as a beautiful female figure of undetermined lin- you gain 5 additional hit points, a +1 bonus to all saves and
eage, often wearing a long, flowing red dress. She loves to a +1 bonus to all skill checks.
make new allies and bonds with other gods, especially if she HIGHER TIERS:
has something to gain from such alliances. Her greatest ally You can cast this spell at any tiers that you have access to
is Madrakan, the god of sloth, gluttony, greed, and excess, by expending the appropriate amount of Stamina Points and
as she knows he is too lazy to take any initiative and will sup- Magic Affinity, increasing the bonus hit points by 5 and the
port her in her endeavors. Ishara is also a huge admirer of bonus by 1 for each additional tier.
Uzuri, the goddess of beauty, female fertility, and self-per-
fection, although this admiration is completely one-sided. KALARI, THE CORRUPTOR
ALIGNMENT: Evil Kalari is the goddess of curses, plagues, undead, and unrest.
TYPE OF DAMAGE: Unholy She typically appears to mortals as a horribly decomposed
VICES AND VIRTUES: Confidence, Envy, Jealousy, Lust, woman, with gaunt features and putrid, rotten skin. A large
Vengeful number of insects crawl all over her body, and she wears lit-
CHANNEL & JUDGMENT: Deals fire damage tle to no clothing to conceal them. She particularly enjoys
BONUS SPELL: tormenting mortals with her two lovers, Fönn and Haragi,
plaguing them with sickness and insects. Tahia particularly
ECSTASY
despises the trio, but they don't pay attention to her unless
RANGE: 60ft (12 squares) it's to mess with her disciples. As with Fönn and Haragi, her
DURATION: 1 Round cult is not one of the most followed on Arkelon, though her
TYPE: Compulsion followers are devoted and deeply loyal.
ALIGNMENT: Evil

246
TYPE OF DAMAGE: Unholy HIGHER TIERS:
VICES AND VIRTUES: Loyalty, Arrogance, Bigotry, You can cast this spell at any tiers that you have access
Cruelty, Vengeful to by expending the appropriate amount of Stamina
CHANNEL & JUDGMENT: Deals unholy damage. Points and Magic Affinity, increasing the duration by 1
BONUS SPELL: round for each additional tier.

PLAGUE OF LOCUSTS
KEADILAN, THE JUSTICAR
RANGE: 60-ft (12 squares) Keadilan is the god of justice, truth, valor, and heroism.
DURATION: 5 rounds He typically appears to mortals as a luminous angelic
TYPE: Summon being, wielding a sword and a shield. His four wings
EFFECT: The power of your Goddess allows you to and face are covered with eyes, said to be capable of
summon a swarm of flesh hungry locusts on a crea- seeing the truth in a mortal’s soul. He is at war with
ture. The swarm deals 1d4 points of damage, and Arukai, Haragi and Selenya, promising to obliterate
creatures touched by this spell must succeed an En- them and their creations. He is extremely fond of his
durance save or catch an accelerated version of Lep- sister Yamama, although he thinks that she is to naïve
rosy, dealing 1d2 points of charisma damage, and for her own good. His followers are usually as zealous
become SICKENED until cured on a failed save. Crea- as him, never questioning the alignment of a creature,
tures under this effect can attempt an endurance save or believing in a possible redemption. Evil creatures
at each round start to resist the effect, and 2 consecu- cannot worship Keadilan.
tive saves cures the disease. ALIGNMENT: Good
HIGHER TIERS: TYPE OF DAMAGE: Holy
You can cast this spell at any tiers that you have access VICES AND VIRTUES: Confidence, Courage, Lawful-
to by expending the appropriate amount of Stamina ness, Anger, Arrogance
Points and Magic Affinity, increasing the damage by CHANNEL & JUDGMENT: Deals holy damage.
1D4 for each additional tier. BONUS SPELL:

PURIFYING LIGHT
KANIKA, THE SHINING DARKNESS
Kanika is the goddess of dreams, night, stars, and wis- RANGE: 20-ft (4 squares) radius, centered on you
dom. She is often depicted as a beautiful, ageless EFFECT: The power of your God allows you to purify
woman of varying lineage, with a baboon companion the wicked and heal the weak. When casting this spell,
at her feet. Kanika's cult is primarily found in desert ar- your body radiates heavenly light, dealing 1d6+your
eas or in colder climates, where nights are longer. How- charisma points of holy damage to all evil or evil God
ever, her worship has spread to other regions, worshiping creatures, and healing good and neutral
particularly those who seek guidance during navigation creatures for the same amount. A successful willpower
and travel. Kanika has a strong relationship with the check halves this damage.
Spirit of Water, Bahari, as his calm waters mirror the HIGHER TIERS:
night sky and double the number of stars. Dawn and You can cast this spell at any tiers that you have access
twilight are her most important moments, as they are to by expending the appropriate amount of Stamina
the only times she can be joined by Aten. Kanika is Points and Magic Affinity, increasing the damage by
said to appear to her followers in the form of aurora 1D6 for each additional tier.
borealis, or reflexions in water.
ALIGNMENT: Good MADRAKAN, THE HOARDER
TYPE OF DAMAGE: Holy Madrakan is the god of sloth, gluttony, greed, and ex-
VICES AND VIRTUES: Confidence, Compassion, Cre- cess. He is often represented as a slug-like creature
ativity, Arrogance, Pride, Stubbornness with a gaping mouth and slimy body. He is known to
CHANNEL & JUDGMENT: Deals void damage. make deals with mortals and gods alike, although they
BONUS SPELL: are usually unfair and leave the target with crushing
debts. As such, he has very few allies, but does some-
GUIDANCE
times associate with Ishara. Madrakan is an extremely
RANGE: Touch powerful and prominent god, although he is usually
DURATION: 1 Round worshiped in secret. Most of his followers include politi-
TYPE: Blessing cians, rich socialites and wealthy corporate people.
EFFECT: The power of your Goddess allows you to in- ALIGNMENT: Evil
spire your friends and help them in dire times. A crea- TYPE OF DAMAGE: Unholy
ture touched by this spell rolls their d20 twice on VICES AND VIRTUES: Antipathy, Envy, Greed,
accuracy, skills and saves, and takes the better result. Selfishness, Sloth

247
CHANNEL & JUDGMENT: Deals acid damage. PIANDEL, THE ARCHMAGE
BONUS SPELL: Piandel is the god of magic and all arcane energies. He usu-
ally chooses to appear to mortals as a tall figure entirely
MONEY WELL
made of pure energy. It is known that arcane is the only type
RANGE: Self of magic that requires no gift from a Speaker, a Spirit, or a
DURATION: 1 Day God to harness, only dedication and long studies. Piandel
TYPE: Illusion wanted to offer a powerful type of energy to mortals, which
EFFECT: The power of your God allows you to bring wealth they could use however they pleased. Most of his followers
to yourself. When you cast this spell, you create up to 200 are mages, doctors and technology enthusiasts. Because ar-
illusory silver scales. Creatures touching or looking at this cane is known to harm mortals, particularly through long-
money can attempt a willpower or appraise check to notice term exposure, many people still mistrust it and refer to it
that it is merely an illusion. This money disappears at the as a poisoned gift.
end of the spell’s duration. ALIGNMENT: Neutral
HIGHER TIERS: TYPE OF DAMAGE: Choose between Holy and Unholy
You can cast this spell at any tiers that you have access to VICES AND VIRTUES: Anger, Chaotic, Greed, Creativity,
by expending the appropriate amount of Stamina Points and Recklessness
Magic Affinity, increasing the amount of money by 500 for CHANNEL & JUDGMENT: Deals arcane damage.
each additional tier. BONUS SPELL:

UNSTABLE ARCANA
NUODAI, THE TRICKSTER
Nuodai is the god of poison, secrets, and murder. He typically RANGE: 60ft (12 squares)
appears to mortals as a very thin, slender man, wearing DURATION: 6 rounds
black clothes and with a skull-like mask covering his face. It TYPE: Summon
is said that when you keep a secret, Nuodai is never far EFFECT: The power of your God allows you to summon a
away, always watching and twisting your mind until the bur- small ball of arcane energies that follows your directions.
den becomes to heavy to bear. Not all of his followers are evil Choose an area within the range of your spell to summon the
or ill-intentioned, and some are just stuck in bad situations orb. You can then spend 1 stamina point (►) to have it move
and are desperate for a solution. He enjoys causing may- up to 30-ft (6 squares) in any direction, but it cannot travel
hem, but will always work in secret. A large number of mur- through the same square more than once per round. Every
ders and assaults committed in cities are the result of a time the orb passes through a creature, they must make a
hidden cult of Nuodai, looking to cause trouble and praise reflex save or be dealt 1d8+your charisma points of arcane
their lord. damage. A successful reflex save halves this damage.
ALIGNMENT: Evil HIGHER TIERS:
TYPE OF DAMAGE: Unholy You can cast this spell at any tiers that you have access to
VICES AND VIRTUES: Justice, Dishonesty, Greed, Selfish- by expending the appropriate amount of Stamina Points and
ness Magic Affinity, increasing the damage by 1D8 for each addi-
CHANNEL & JUDGMENT: Deals poison damage. tional tier.
BONUS SPELL:
SELENYA, MOTHER OF MONSTERS
DEADLY POISON
Selenya is the goddess of monsters, deformed creatures,
RANGE: Touch nightmares, and madness. She typically appears to mortals
DURATION: 3 Rounds as a beautiful woman, wearing a pristine white dress. She
TYPE: Poison bears long claws and a huge, gaping mouth that she can
EFFECT: The power of your God allows you to inject poison open fully by tilting her head back. Selenya is constantly cre-
into the people you touch. The targeted creature becomes ating and perfecting new creatures to serve and revere her.
POISONED, taking 1d6 points of poison damage and, on a Minotaurs, harpies, and centaurs are among her children.
failed endurance save, 1 point of strength and vigor dam- She is the one behind the curse given to the Jaanvaris and
age. The poison requires 2 consecutive saves to be cured. Vasharis, jealous of Aione’s gift. Currently less active, she
HIGHER TIERS: still secretly works on her creations. Her worshippers are
You can cast this spell at any tiers that you have access to people learning to accept their true selves, the pretty and
by expending the appropriate amount of Stamina Points and the ugly, as Selenya believes the true nature of life is both
Magic Affinity, increasing the poison damage by 1D6 and the beautiful and monstrous.
duration by 1 round for each additional tier. ALIGNMENT: Evil
TYPE OF DAMAGE: Unholy
VICES AND VIRTUES: Creativity, Tolerance, Lawfulness,
Cruelty, Vengeful

248
CHANNEL & JUDGMENT: Deals stress damage. UZURI, THE ETERNAL ROSE
BONUS SPELL: Uzuri is the goddess of beauty, female fertility, and self-
perfection. She takes on various forms, depending on
VISIONS OF NIGHTMARE
the person's perception. She has a white rose in her
RANGE: 60ft (12 squares) hair at all times and her smile has the power to melt
DURATION: 5 rounds (Panicking) the hearts of others. Uzuri values finding beauty in ev-
TYPE: Fear erything, seeing it as a gift shared by people. She be-
EFFECT: The power of your goddess allows you to put lieves that femininity and beauty extend beyond
terrifying visions in a creature’s mind. The creature womanhood, and her followers celebrate pregnancy
affected by this spell is dealt 1d6+your charisma points with gifts like jewels and roses. Uzuri values inner and
of stress damage and gains the PANICKING condition. outer beauty equally, and finds it important to have a
A successful willpower save halves the damage and balance of both. Some of her worshippers also pray to
negates the effect. The creature can attempt a save at Ishara, but Uzuri finds her vulgar and does not wish to
the beginning of its turn to get rid of the effect, and the be associated with her. She is married to Aros, as they
spell does not affect mindless creatures. fell in love the second they saw each other.
HIGHER TIERS: ALIGNMENT: Good
You can cast this spell at any tiers that you have access TYPE OF DAMAGE: Holy
to by expending the appropriate amount of Stamina VICES AND VIRTUES: Creativity, Enthusiasm, Envy,
Points and Magic Affinity, increasing the damage by Lust
1D6 for each additional tier. CHANNEL & JUDGMENT: Gives a barrier.
BONUS SPELL:
TAHIA, THE GUARDIAN OF SOULS
FASCINATING BEAUTY
Tahia is the goddess of death, repose, mummification,
and respect. When appearing to mortals, she appears RANGE: 20ft (4 squares) radius, centered on you
as a hairless, female jaanvar-ke, wearing a long white DURATION: 1 Round
robe. She is believed to guard the deceased and help TYPE: Charm
them pass to the other side. Tahia is close to the Spirit EFFECT: The power of your Goddess allows you to
of Death, Akharon, who shares similar views on death charm those who lay eyes on you. Creatures who can
but differs in beliefs and rites. Her followers come from see you must succeed a willpower check or become
all corners of the world, and her shrines are usually FASCINATED.
filled with cats. Funerals for Tahia followers are long HIGHER TIERS:
and sacred, with the last rites possibly lasting for days. You can cast this spell at any tiers that you have access
Tahia despises undeads and is on a crusade against to by expending the appropriate amount of Stamina
Fönn, Haragi, and Kalari. Her followers treat cats with Points and Magic Affinity, increasing the duration by 1
reverence and love, as they are believed to shepherd round for each additional tier.
the souls of the deceased into the afterlife.
TYPE OF DAMAGE: Choose between Holy and Unholy YAMAMA, THE REDEEMER
VICES AND VIRTUES: Acceptance, Compassion, Dig- Yamama is the goddess of healing, redemption, hon-
nity, Kindness, Stubbornness esty, love, and compassion. She typically appears to
CHANNEL & JUDGMENT: Deals holy damage. mortals as a luminous angelic being, wearing a long,
BONUS SPELL: white dress. She is closely linked to her brother Kead-
ilan, who believes in a more forceful approach to deal-
RETURN TO THE TOMB
ing with evil creatures. Yamama believes that every
RANGE: 60ft (12 squares) single being can be redeemed and eventually become
DURATION: 1 Round (Stun) good if someone decides to put time into it. She is often
EFFECT: The power of your Goddess allows you to her brother’s moral compass, making sure he does not
send back undeath horrors to their tomb. Target one become blinded by his quest for justice. She is one of
undead, phantasm or shadow creature you can see. the only goddesses who believe that Selenya deserves
The creature is dealt 1d8+your charisma points of holy a chance. Yamama, like her brother, is mostly wor-
damage and is STUNNED. A successful willpower check shiped by Crusaders and Priests, and grants powerful
halves the damage and negates the effect. healing abilities.
HIGHER TIERS: ALIGNMENT: Good
You can cast this spell at any tiers that you have access TYPE OF DAMAGE: Holy
to by expending the appropriate amount of Stamina VICES AND VIRTUES: Fairness, Forgiveness, Kind-
Points and Magic Affinity, increasing the damage by ness, Tolerance, Sincerity
1D8 for each additional tier. CHANNEL & JUDGMENT: Provides healing.

249
BONUS SPELLS: age, increased by 5 at druid level 4, 7, 10, 13, 16 and 19,
and a +4 bonus against charms, compulsions and illusions.
LIGHT OF REDEMPTION

RANGE: 100-ft (20 squares) BAH’IR, THE MIGHTY EAGLE


EFFECT: The power of your Goddess allows you to mend the Bah’Ir is the overseer of the sky.
wounds of others, even if you cannot see them or if they are He is the eyes that sees all, a re-
far away. Creatures targeted by this spell are healed for minder that seeing things from an-
1d4+your charisma. You do not need to have a line of sight other perspective is important to
to your target to use this spell, but still need to know their success. He will usually choose
general position. wise, driven and confident people.
HIGHER TIERS: GUARDIAN CALL ABILITY:
You can cast this spell at any tiers that you have access to Action: ►► RANGE: Self
by expending the appropriate amount of Stamina Points and Duration: 1 Minute
Magic Affinity, increasing the healing by 1D4 for each addi- Type: Divination
tional tier. Your connection with Bah’Ir allows you to gain a gift of clair-
voyance. When using this ability, you gain a +1 insight bonus
SPEAKERS to your dodge, block and saves, increased by 1 at druid level
4, 7, 10, 13, 16 and 19. Additionally, you cannot become
Speakers are animal guides, tied to nature and helping peo-
flanked or gain the UNAWARE condition.
ple along their journey through existence. Also called spirit
animals, they are often seen as protectors of the natural
DAR’HAN, THE WOLF FATHER
world, lending their power to those who wish to preserve
Dar’Han is the guardian of families.
Arkelon’s wilderness. Unlike the Elemental Dragons or the
He is the voice of the pack, reminding
Gods, Speakers usually choose you. They will often manifest
all that every opinion is important,
multiple times in dreams or vision, following a Druid’s initia-
and that it is our individuality that
tion. Although some Druids will likely identify with multiple
makes us stronger. He is a symbol of
animals through their lives, their Speaker will always remain
freedom, community and loyalty. To him, a family is not
sacred.
bound by blood, but by the ties that bind its members to-
gether. He will usually choose social, loyal or intuitive people.
Selecting a Speaker also gives you an exclusive ability when
GUARDIAN CALL ABILITY:
playing a Druid.
ACTION: ►► RANGE: 15-ft emanation, centered on your-
self
AMA’REL, THE GREAT STAG
DURATION: 1 Minute
Ama’Rel is the voice of the forest. He is
Your connection with Dar’Han allows you to call upon the
the herald of spring, a symbol of renewal
power of the pack. When using this ability, allied creatures
and new beginnings. He will usually
starting their turn inside the area gain a +1 inspiration bonus
choose gentle, confident and open-
to their accuracy and damage for each other allied creature
minded individuals.
within 15-ft (3 squares) of them until the start of their next
GUARDIAN CALL ABILITY:
turn.
Action: ►► RANGE: Touch
Duration: 1 Minute
GO’AN, THE BLACK RHINOC-
Your connection with Ama’Rel allows you to regenerate a
EROS
creature’s health. When using this ability, the targeted crea-
Lore Text
ture regains a number of hit points equal to your sagacity at
GUARDIAN CALL ABILITY:
the start of their turn. Additionally, this healing ignores the
ACTION: ►► RANGE: Self
BLOODIED condition.
Duration: 1 Minute
Your connection with Go’An allows you to increase your own
BA’GAR, THE HIPPOPOTAMUS
power. When using this ability, you deal an additional 2d6
Lore Text
points of damage of the same type as your weapon, in-
GUARDIAN CALL ABILITY:
creased by an additional D6 at druid level 4, 7, 10, 13, 16
Action: ►► RANGE: Touch
and 19, every time you succeed on a charge.
Duration: 1 Hour
Type: Blessing
Your connection with Ba’Gar allows you to protect your allies
against negative influences. When using this ability, the tar-
geted creature gains a resistance of 5 against stress dam-

250
HU’AN, THE DRAGON TURTLE
Lore Text.
GUARDIAN CALL ABILITY:
ACTION: ►► RANGE: 15-ft (3
squares)
DURATION: 1 Minute
Your connection with Hu’An allows
you to call for the mighty turtle’s protection. When us-
ing this ability, the targeted creature gains a +2 bonus
to their physical resilience, increased by 1 at druid
level 4, 7, 10, 13, 16 and 19.

KAR’HU, THE PRIMAL BEAR


Lore text
GUARDIAN CALL ABILITY:
Action: ►► RANGE: 30-ft (6 squares)
Your connection with Kar’Hu allows you
to tend the wounds of others. When us-
ing this ability, the targeted creature is
healed for 2D6 points of damage, in-
creased by an additional D6 at druid level 4, 7, 10, 13,
16 and 19. Additionally, this healing removes the
BLEEDING condition.

SIN’RAI, THE SPIDER


QUEEN
Sin’Rai is the mistress of shad-
ows and weaver of dreams.
Like the venomous bite of a spi-
der, chosens of Sin’Rai can be
unpredictable and wildly under-
estimated. She will usually
choose clever, resourceful and creative people.
GUARDIAN CALL ABILITY:
ACTION: ►► RANGE: Touch
Your connection with Sin’Rai gives you a special con-
nection with poisons. When using this ability, the tar-
geted creature’s weapon (or natural attack) becomes
coated in poison, dealing 2d6 points of poison damage
on their next 3 successful attacks, increased by an ad-
ditional D6 at druid level 4, 7, 10, 13, 16 and 19.

251
LANGUAGES DEMONIC
RARITY: Rare
There are many languages spoken by the creatures around
The primary language spoken by demons. Their writing sys-
Arkelon. Creatures around Arkelon created a common lan-
tem uses a complicated sequence of pictograms and sym-
guage that all can understand, referred to as The Common
bols. It is one of the hardest languages to learn.
Tongue. A character gains bonus starting languages equal
to his intellect, and then 1 additional language for each mul-
DRACONIC
tiple of 5 on his Linguistic skill. Other languages are listed
RARITY: Familiar
below:
The primary language spoken by dragons and dragonkins.
Their writing system uses a logographic system, where each
ANCIENT KANJIN
character represents a word.
RARITY: Dead
An ancient version of the Kanjin language. It is still learned
DRUIDIC
by archeologists, but has been replaced by a more modern
RARITY: Rare
version of the language, which is easier to learn.
Druidic is the hidden language of druids, made from special
runes and strange drawings. Only druids can learn this lan-
ANCIENT QUADARAN
guage.
RARITY: Dead
The old language used by Hatkans. Their writing system uses
DWARVISH
a complicated table of hieroglyphs. It is still studied by arche-
RARITY: Familiar
ologists, but has since been replaced by the more modern
The primary language of dwarves. Their writing system is
Quadaran, which is easier to learn.
made of abjad runes, and has similarities to Skald in its
speech pattern.
BINARY LANGUAGE
RARITY: Familiar
ELVISH
Language used to program computers and technologies. It
RARITY: Familiar
uses a series of 0’s and 1’s, and is difficult to learn and re-
The primary language of elves. It has a very melodic sound.
member.
Their writing system uses beautiful calligraphy.

BRAILLE
ETHEREAL
RARITY: Rare
RARITY: Rare
A peculiar language made from dots, used by blinded people
Ethereal is the language of celestial beings such as Angels.
to read. Characters that are blind or visually impaired auto-
It has a very melodic sound, and beautiful calligraphy.
matically gain access to this language, if they wish.

GIANT
COMMON TONGUE
RARITY: Rare
RARITY: Familiar
The primary language spoken by giants. It does not have a
The Common Tongue is a universal language, learned by
writing system, and is very primitive, with some similarities
most lineages to be able to communicate with each other,
to Skald.
despite all of their differences. Most lineages still speak their
own languages, using common only when interacting with
GNOLL
others (some even relying on auto-translators). While uni-
RARITY: Familiar
versal, each region of the world still developed their own ex-
Gnolls speak a strange language of barks and “laughs”, close
pressions and idioms while using the language.
to those of Hyenas, but with a more complex range of emo-
tions. It is difficult to learn and emote correctly when not a
DARK SPEECH
Jaanvari, Vanshari or Dragonkin
RARITY: Dead
Dark Speech is the oldest language ever discovered. Rare
IDRASSI
creatures speak it, and it is said to come from a time before
RARITY: Rare
Mankind. It is one of the hardest languages to learn, using
The language spoken by elementals. It uses strange symbols
a combination of weird pictograms and runes.
and very natural sounds, hard to make for humanoid lin-
eages.

252
JAAN RUNIC
RARITY: Familiar RARITY: Rare
The primary language of Jaanvaris. It uses intricate The runic language is a peculiar and complex language
noises and syllables. Their writing system is made of made to infuse arcana into words and symbols, creating
dots and lines, different from those used by the Morse scrolls. Only arcanists and arcane warriors learn this
code language. language, although some performers sometimes dab-
ble in it.
KANJIN
RARITY: Familiar SIGN LANGUAGE
The primary language used within the Kanjai territory. RARITY: Rare
It is made of complicated words that can be easily The language spoken by those who have lost their
mixed up when not proficient. Their writing system is voice or hearing. It uses complex gestures, and is very
made of complicated syllabograms. difficult to learn. Characters that are deaf or mute au-
tomatically gain access to this language, if they wish.
MINATHAN
RARITY: Dead SKALD
The primary, and very primitive, language spoken by RARITY: Familiar
Minotaurs. It is made of many guttural sounds and does The primary language of Skarvalds. It is inspired by the
not have a writing system. dwarven language, and their writing system uses the
dwarven runes, with added vowels.
MORSE CODE
RARITY: Rare SYLVAN
Code language made from long and short sounds, akin RARITY: Rare
to dots and lines. The primary language of feys and satyrs. Their writing
system is really similar to elvish.
MUOTHAN
RARITY: Rare TAPANNU
The primary language spoken by muoboses. It was RARITY: Familiar
heavily inspired by the language of the Minotaurs, but The primary language of the Teka Yue. Their writing
has much softer sounds and better pronunciation. Their system uses pictograms.
writing system is mostly made of pictograms represent-
ing words. TRIKHRUTAN
RARITY: Familiar
NGOURAN The primary language spoken by trolls. It does not
RARITY: Familiar have a writing system, and most trolls use common
The language spoken by the Mwaouans tribes. Their when required to write.
writing system is similar to the Muothan, and sounds
similar to the Uokan. UOKAN
RARITY: Familiar
QUADARAN The primary language spoken by orcs. It does not have
Rarity: Familiar a writing system, and most orcs use common when re-
The primary language of Hatkans. Their writing system quired to write.
uses abjad symbols and comes from the Ancient
Quadaran. WHISTLE LANGUAGE
RARITY: Rare
RAVENSPEECH The whistle language was created by farmers in the
RARITY: Rare mountains to communicate with each other in a time
Ravenspeech is the cryptic language of thieves and where no technology could help them communicate
scoundrels. It originates from the Kanjai territory, and fast. It has no writing system, and uses intricate whis-
was created by a rather notorious group of Jaanvar-Chi tle sounds to form words.
burglars and assassins. It has since spread around
Arkelon, used by thieves’ guilds and underground mer-
chants.

253
CREATING MONSTERS TYPES OF CREATURES
In this section, you have information on how to create mon- There are a lot of different creatures roaming Arkelon, each
sters and creatures for your adventures. Although Arkelon with their own types, strength and weaknesses. In this sec-
is full of interesting and special creatures, sometimes you tion, you will find all creature types, as well as all the basic
need something more personal and special to spice up your information required to create a new monster from that
game. Below are all steps to create interesting and com- type.
pelling monsters for your party to encounter.

BEASTS
ROLES Beasts are one of the most common creatures in the world.
Roles are a direction in which you want to bring your crea- They live in every climate and environment, and take many
ture. While it does not change their attributes or power, forms, from a simple wolf, to sharks, to mighty dinosaurs.
these roles can help inspire and guide your concept.
HP: 10 type, 4+Vigor per level
ARTILLERY: Artillery creatures are masters of ranged com- MASTERY: Endurance; Reflex
bat and covering fire. They usually prioritize Agility. TALENTS: 1 at 1st level, and 1 additional talent every 3 lev-
els thereafter
BRUTE: Brutes are creatures made to deal tremendous SKILLS: 3 of the following: Athletics, Climb, Swim, Acrobat-
amounts of melee damage and sustain quite a lot of punish- ics, Sleight of Hand, Escape, Fly (If possible for the crea-
ment. Brute creatures prioritize Strength and Vigor. ture), Stealth, Survival, Perception, Insight, Diplomacy and
Intimidate.
ERUDITE: Erudites are knowledgeable foes, using their in- BASE ATTRIBUTES: A beast can spend 7 points between
tellect and knowledge to deal with their opponents. They the different attributes, but their intellect cannot be higher
usually prioritize Intellect. than -4, and their charisma -2. You cannot place more than
4 points in an attribute at 1st level.
HERALD: Heralds support their allies and often use their ATTRIBUTE INCREASE: At 6th, 11th, 16th level, a beast
charm to manipulate, bolster their allies or impair their foes. increases 2 physical attributes by 1. At 20th level, a beast
They usually prioritize Charisma. increases all their physical attributes by 1, and one of their
choice by 2.
PROWLER: Prowlers take enemies by surprise, hiding in the
shadows, and waiting for the right moment to strike. Prowler USUAL TRAITS:
creatures often use poisons, diseases or other means to LOW-LIGHT VISION: Creatures with this trait can see per-
quickly dispatch their foes. They usually prioritize Agility and fectly in dim light, not gaining miss chances due to conceal-
Sagacity. ment.
SCENT: Able to smell creatures in a 30ft (6 squares) radius
SAGE: Sages are wise foes, using their wits and skills to out- around them. If the target is downwind, the range is reduced
smart their opponents. They usually prioritize Sagacity. to 15ft (3 squares), and if is it upwind, it is increased to 60ft
(12 squares). They cannot pinpoint their location, but they
SKIRMISHER: Skirmishers are nimble foes, using their can follow tracks by smell with a survival check, with a +4
agility and defenses to take enemies off guard. Skirmishers bonus.
are often very agile, making use of dirty tricks and precise USUAL NATURAL ATTACKS (1 TO 3 OF THE FOLLOW-
strikes to fight their foes. They usually prioritize Agility. ING): Bite(1d8, Piercing), Claws(1d6, Slashing), Hoof(1d6,
Bludgeoning), Horn(1d8, Piercing), Tail(1d8, Bludgeoning),
TANK: Tanks can take on a lot of damage, and often have Tentacle(1d8, Bludgeoning)
high saves, hit points and defenses. They usually prioritize
Vigor and another physical attribute of their choice.

CELESTIALS
WARRIOR: Warriors are creatures that are quite versatile,
Much like demons, celestials come from another plane. Unlike
and often have a wide variety of abilities. Warriors are usu-
demons, though, they can be of various alignments, and
ally well-rounded, with a bit of every attribute.
come from the celestial plane.

HP: 18 type, 8+Class+Vigor per level or 12+Vigor per level


MASTERY: Endurance; Reflex; Willpower
TALENTS: 1 at 1st level, and 1 additional talent every level
thereafter

254
SKILLS: The number of skills a celestial can learn de- TALENTS: 1 at 1st level, and 1 additional talent every
pends on its class. If it has none, it gains 4 skills + his levels thereafter
intellect SKILLS: The number of skills a demon can learn de-
BASE ATTRIBUTES: A celestial creature can spend 11 pends on its class. If it has none, it gains 4 skills + his
points between the different attributes. You cannot intellect
place more than 6 points in an attribute at 1st level. BASE ATTRIBUTES: A demon can spend 11 points
ATTRIBUTE INCREASE: At 6th, 11th, 16th level, a between the different attributes. You cannot place
celestial increases 2 attributes by 2. At 20th level, a ce- more than 6 points in an attribute at 1st level.
lestial increases all their attributes by 1, and one of ATTRIBUTE INCREASE: At 6th, 11th, 16th level, a
their choice by 2. demon increases 2 attributes by 2. At 20th level, a de-
mon increases all their attributes by 1, and one of their
USUAL TRAITS: choice by 2.
Vulnerability to Holy(Evil) or Unholy(Good) damage
MIGHTY FOE: Due to its increased power from its USUAL TRAITS:
type, this creature has its XP Reward for defeating it Vulnerability to Iron, Vulnerability to Holy Damage, Im-
increased by 50% (rounded down). munity to Fire, Immunity to Hellfire, Resistance 10 to
USUAL NATURAL ATTACKS: (1 TO 3 OF THE FOL- Poison, Resistance 10 to Unholy Damage
LOWING): Bite (1d8, Piercing), Claws (1d6, Slashing), MIGHTY FOE: Due to its increased power from its
Hoof (1d6, Bludgeoning), Horn (1d8, Piercing), Tail type, this creature has its XP Reward for defeating it
(1d8, Bludgeoning), Slam (1d6, Bludgeoning) increased by 50% (rounded down).

CONSTRUCTS
Constructs are synthetic creatures, often made for spe-
cific purposes.

HP: 14 type, 6+Vigor per level


MASTERY: Endurance
TALENTS: 1 at 1st level, and 1 additional talent
every 2 levels thereafter
SKILLS: The number of skills a construct can learn is
4 skills + his intellect
BASE ATTRIBUTES: A construct creature can spend
7 points between the different attributes. You cannot
place more than 4 points in an attribute at 1st level.
ATTRIBUTE INCREASE: At 6th, 11th, 16th level, a
construct increases a physical and mental attribute by
1. At 20th level, a construct increases two attributes of
their choice by 2.

USUAL TRAITS:
Immunity to Diseases, Immunity to Poison
BREATHLESS: Creatures with this trait do not need to
breathe. They are immune to suffocation and airborne
effects.
USUAL NATURAL ATTACKS: Slam(1d4)

DEMONS
Demons are foul creatures native of the Infernal Plane.
Good at manipulating mortal creatures to do their bid-
ding, demons are often charismatic and cunning foes.

HP: 18 type, 5+Class+Vigor per level or 18 type,


8+Vigor per level
MASTERY: Endurance; Reflex; Willpower

255
USUAL NATURAL ATTACKS (1 TO 3 OF THE FOLLOW- creases all their attributes by 1, and one of their choice by
ING): Bite (1d8, Piercing), Claws (1d6, Slashing), Hoof 2.
(1d6, Bludgeoning), Horn (1d8, Piercing), Tail (1d8, Blud-
geoning), Sting (1d8), Slam (1d6, Bludgeoning) USUAL TRAITS:
MIGHTY FOE: Due to its increased power from its type, this
creature has its XP Reward for defeating it increased by 50%
DIMENSIONALS (rounded down).
DRAGON’S BREATH: All types of dragons gain a breath
Much like demons, dimensionals come from another plane.
weapon, which deal 1D10 points of elemental damage (fire,
Unlike demons, though, they can be of various alignments,
lightning, life, ice, acid, void, death) per creature level. The
and come from various planes. This category includes crea-
DT of this ability is usually based on either their Vigor or their
tures from the Plane of Chaos and Dimension of Dreams.
Sagacity.
USUAL NATURAL ATTACKS: Bite (1d12, Piercing), Claws
HP: 18 type, 8+Class+Vigor per level or 12+Vigor per level
(1d8, Slashing), Horn (1d10, Piercing), Tail (1d10, Blud-
MASTERY: Endurance; Reflex; Willpower
geoning)
TALENTS: 1 at 1st level, and 1 additional talent every level
thereafter
SKILLS: The number of skills an outsider can learn depends
on its class. If it has none, it gains 4 skills + his intellect ELEMENTALS
BASE ATTRIBUTES: A dimensional can spend 11 points be- Elemental creatures are native of the Elemental Plane. They
tween the different attributes. You cannot place more than are often seen in zones covered with their element.
6 points in an attribute at 1st level.
ATTRIBUTE INCREASE: At 6th, 11th, 16th level, an out- HP : 14 type, 5+Vigor per level
sider increases 2 attributes by 2. At 20th level, an outsider MASTERY : Endurance; Willpower
increases all their attributes by 1, and one of their choice by TALENTS : 1 at 1st level, and 1 additional talent every two
2. levels thereafter
SKILLS : An elemental learns 2 skills + his intellect
USUAL TRAITS: BASE ATTRIBUTES: An elemental can spend 7 points be-
MIGHTY FOE: Due to its increased power from its type, this tween the different attributes. You cannot place more than
creature has its XP Reward for defeating it increased by 50% 4 points in an attribute at 1st level.
(rounded down). ATTRIBUTE INCREASE : At 6th, 11th, 16th level, an ele-
USUAL NATURAL ATTACKS: (1 TO 3 OF THE FOLLOW- mental increases a physical and mental attribute by 1. At 20th
ING): Bite (1d8, Piercing), Claws (1d6, Slashing), Hoof level, an elemental increases two attributes of their choice
(1d6, Bludgeoning), Horn (1d8, Piercing), Tail (1d8, Blud- by 2.
geoning), Slam (1d6, Bludgeoning)
USUAL TRAITS
Elemental Damage, Elemental Resistance(of the same type
DRAGONS than their damage)

Dragons are one of the oldest and mightiest creatures on


Arkelon. Attuned to the spirits themselves, they are often
proficient elemental casters, and dangerous foes to fight. FEYS
With the arrival of technology and more dangerous weapons, Feys are creatures of nature. They are often mischievous
dragons often hide and pass as other humanoids, taking con- and shy.
trol of large companies or cities.
HP: 14 type, Class+Vigor per level, or 5+Vigor per level if
HP: 20 type, 12+Vigor per level they have no class
MASTERY: Endurance; Willpower MASTERY: Endurance; Willpower
TALENTS: 1 at 1st level, and 1 additional talent every levels TALENTS: 1 at 1st level, and 1 additional talent every levels
thereafter thereafter
SKILLS: The number of skills a dragon can learn is 6 skills SKILLS: The number of skills a fey can learn depends on its
+ his intellect class, or 4 skills + his intellect if it has no class
BASE ATTRIBUTES: A dragon can spend 11 points be- BASE ATTRIBUTES: A fey can spend 7 points between the
tween the different attributes. You cannot place more than different attributes. You cannot place more than 4 points in
6 points in an attribute at 1st level. an attribute at 1st level.
ATTRIBUTE INCREASE: At 6th, 11th, 16th level, a dragon
increases 2 attributes by 2. At 20th level, a dragon in-

256
ATTRIBUTE INCREASE: At 6th, 11th, 16th level, a BASE ATTRIBUTES: A humanoid can spend 7 points
fey increases a physical and mental attribute by 1. At between the different attributes. You cannot place
20th level, a fey increases two attributes of their choice more than 4 points in an attribute at 1st level. If they
by 2. are based on a playable lineage, follow the rules to cre-
ate characters.
USUAL TRAITS ATTRIBUTE INCREASE: At 6th, 11th, 16th level, a
Vulnerability to Iron humanoid increases a physical and mental attribute by
1. At 20th level, a humanoid increases two attributes
of their choice by 2.
GIANTS
USUAL TRAITS:
Giants are very large creatures, often of humanoid
Humanoids traits depends a lot on the lineage and the
shape. They are often not very technologically ad-
concept, but they can include special vision, elemental
vanced, and hide in mountaintops and caves.
resistances, elemental weaknesses and special move-
ments
HP: 16, Class per level or 8+Vigor per level if it has no
USUAL NATURAL ATTACKS: Fists (1d4)
class
MASTERY: Depends on the Giant’s class, or Endurance
if it has no class
TALENTS: 1 at 1st level, and 1 additional talent every MAGICAL BEASTS
level thereafter Magical Beasts are close to the normal beasts of
SKILLS: The number of skills a giant can learn de- Arkelon, but these are born with magical affinities, or
pends on its class. If it has none, it gains 4 skills + his magical heritage. They often have unusual abilities and
intellect appearance.
BASE ATTRIBUTES: A giant can spend 7 points be-
tween the different attributes. You cannot place more HP : 14 type, 5+Vigor per level
than 4 points in an attribute at 1st level. MASTERY : Endurance; Reflex
ATTRIBUTE INCREASE: At 6th, 11th, 16th level, a TALENTS : 1 at 1st level, and 1 additional talent every
giant increases a physical and mental attribute by 1. 3 levels thereafter
At 20th level, a giant increases two attributes of their SKILLS : 3 of the following: Athletics, Climb, Swim, Ac-
choice by 2. robatics, Sleight of Hand, Escape, Fly(If possible for
the creature), Stealth, Survival, Perception, Insight,
USUAL TRAITS: Diplomacy and Intimidate.
As for humanoids, giant’s traits varies depending on its
origin, but it can include special vision, elemental re-
sistances, elemental weaknesses and special move-
ments. They are always of at least large size.
USUAL NATURAL ATTACKS: Slam (2d4, Bludgeon-
ing)

HUMANOIDS
Humanoids include most of the civilized
creatures of Arkelon, as well as other
creatures with a human-like form.

HP: Lineage, Class per level or 12 type,


6+Vigor per level
MASTERY: Depends on the humanoid’s
class, or Endurance if it has no class
TALENTS: 1 at 1st level, and 1 addi-
tional talent every level thereafter
SKILLS: The number of skills a hu-
manoid can learn depends on its class.
If it has none, it gains 4 skills + his in-
tellect
BONUS ATTRIBUTES: A magical beast can spend 7 points HP: 20 type, 6+Vigor per level
between the different attributes, but their intellect cannot MASTERY: Endurance
be higher than 0, and their charisma 0. You cannot place TALENTS: None
more than 4 points in an attribute at 1st level. SKILLS: None
ATTRIBUTE INCREASE : At 6th, 11th, 16th level, a magical BONUS ATTRIBUTES: A ooze can spend 6 points between
beast increases 2 physical attributes by 1. At 20th level, a the different attributes. You cannot place more than 4 points
magical beast increases all their physical attributes by 1, and in an attribute at 1st level.
one of their choice by 2. ATTRIBUTE INCREASE: At 6th, 11th, 16th level, an ooze
increases 1 attributes by 1. At 20th level, an ooze increases
USUAL TRAITS : one of their choice by 2.
LOW-LIGHT VISION: Creatures with this trait can see per-
fectly in dim light, not gaining miss chances due to conceal- USUAL TRAITS:
ment. Immunity to Mental Effects, Immunity to precision damage,
SCENT: Able to smell creatures in a 30ft (6 squares) radius Immunity to Critical Strikes and Perfect Strikes, Elemental
around them. If the target is downwind, the range is reduced Damage(usually Acid), Piercing Damage, Bleeding.
to 15ft (3 squares), and if is it upwind, it is increased to 60ft BLINDVISION: A ooze has no eyes, but is able to feel crea-
(12 squares). They cannot pinpoint their location, but they tures in a 40-ft (8 squares) zone around them. They do not
can follow tracks by smell with a survival check, with a +4 suffer from penalties from fighting blind.
bonus. ENGULF: A creature with this ability can absorb and dissolve
creatures their size or smaller inside their body. When inside
an ooze, a creature takes 1d6 points of elemental(usually
MONSTROUS CREATURES acid) damage for each two levels the ooze has.
AMORPHOUS: An ooze has no defined body shape, allow-
Monstrous Creatures include deformed monstrosities, as well
ing them to slip through narrow spaces with ease, and mak-
as strange and unusual beasts. This category also includes
ing them immune to most abilities targeting vitals. Since
hybrid creatures, such as Harpies and Centaurs.
their bodies are a mass of undefined goo, they can also
stretch and squish at will, gaining an additional 5 ft (1
HP: 16 type, 2+Class+Vigor per level or 6+Vigor per level
square) of reach on their attacks.
MASTERY: Endurance; Reflex; Willpower
TALENTS: 1 at 1st level, and 1 additional talent every level USUAL NATURAL ATTACKS: Slam(1d6, any elemental or
thereafter radiation)
SKILLS: The number of skills a monstrous creature can
learn is 4 skills + his intellect
BONUS ATTRIBUTES: A monstrous creature can spend 7 PHANTASM
points between the different attributes. You cannot place
Phantasm are spirits stuck in the material plane.
more than 4 points in an attribute at 1st level.
ATTRIBUTE INCREASE: At 6th, 11th, 16th level, a mon-
HP: 14 type, Class+Vigor or 6+Vigor per level if it has no
strous creature increases a physical and mental attribute by
class
1. At 20th level, a monstrous creature increases two at-
MASTERY: Endurance
tributes of their choice by 2.
TALENTS: 1 per 3 levels, or 1 per level if it has a class
SKILLS: None, or depending on the phantasm’s class
USUAL TRAITS:
BONUS ATTRIBUTES: A phantasm can spend 6 points be-
Resistance 10 to poison damage
tween the different attributes. You cannot place more than
DARKVISION: Creatures with this trait can see perfectly in
4 points in an attribute at 1st level.
darkness, not gaining miss chances due to total concealment
ATTRIBUTE INCREASE: At 6th, 11th, 16th level, a phan-
given by darkness.
tasm increases 1 attributes by 1. At 20th level, an undead
USUAL NATURAL ATTACKS (1 TO 3 OF THE FOLLOW-
increases one of their choices by 2.
ING): Bite (1d8, Piercing), Claws (1d6, Slashing), Hoof
(1d8, Bludgeoning), Horn (1d8, Piercing), Tail (1d8, Blud-
USUAL TRAITS:
geoning), Sting (1d6, Piercing), Tentacle (1d8, Bludgeoning)
Immunity to precision damage, Immunity to Critical Strikes
and Perfect Strikes, Immunity to Poison, Healed by Death
damage, Vulnerability to Life Damage, Vulnerability to Holy
OOZES damage, Vulnerability to Iron, Immunity to Mental Effects
Oozes are amorphous creatures made from slimy materials. INCORPOREAL: Phantasm are incorporeal creatures, and
They are often found in sewers or decaying areas. cannot be harmed by weapons other than Iron weapons or
special magic weapons.

258
USUAL NATURAL ATTACKS: Slam (1d4, Ice), Claws DARK VISION: Creatures with this trait can see per-
(1d6, Ice) fectly in darkness, not gaining miss chances due to to-
tal concealment given by darkness.
USUAL NATURAL ATTACKS (1 TO 3 OF THE FOL-
PLANT CREATURES LOWING): Bite (1d8, Piercing), Claws (1d6, Slashing),
Hoof (1d8, Bludgeoning), Horn (1d8, Piercing), Tail
Plant creatures are created from life or arcane-infused
(1d8, Bludgeoning), Sting (1d6, Piercing), Tentacle
vegetation. They are easily mistaken for normal plants,
(1d8, Bludgeoning)
and can be very dangerous when underestimated.
Most are not very intelligent, and will act instinctively.

HP: 10 type, 6+Vigor per level UNDEADS


MASTERY: Endurance Undeads are creatures that are not dead, but not quite
TALENTS: 1 at 1st level, and 1 additional talent every alive either. They are often brought back from the dead
3 levels thereafter by dark magic.
SKILLS: None
BONUS ATTRIBUTES: A plant creature can spend 4 HP: 14 type, Class+Vigor or 6+Vigor per level if it has
points between the different attributes, but has no in- no level
tellect, sagacity or charisma. You cannot place more MASTERY: Endurance
than 4 points in an attribute at 1st level. TALENTS: 1 per 3 levels, or 1 per level if it has a class
ATTRIBUTE INCREASE: At 6th, 11th, 16th level, a SKILLS: None, or depending on the undead’s class
plant creature increases one attribute by 1. At 20th BONUS ATTRIBUTES: An undead can spend 7 points
level, a plant creature increases one of their attributes between the different attributes. You cannot place
by 2. more than 4 points in an attribute at 1st level.
ATTRIBUTE INCREASE: At 6th, 11th, 16th level, an
USUAL TRAITS: undead increases 1 attributes by 1. At 20th level, an
Immunity to Mental Effects, Vulnerability to fire undead increases one of their choice by 2.
TREMOR SENSE: A plant creature can sense the vibra-
tions of the ground. Although they have no eyes, they USUAL TRAITS
don’t gain any penalties from fighting blind if the crea- Immunity to Poison, Healed by Death damage, Vulner-
ture they attack touches the ground. ability to Life Damage, Vulnerability to Holy damage,
USUAL NATURAL ATTACKS: Slam (1d6), Bite (1d8) Immunity to Mental Effects
USUAL NATURAL ATTACKS: Slam (1d4, Bludgeon-
ing), Claws (1d6, Slashing)
SHADOW CREATURES
Shadow creatures are from the plane of shadows. They
are corrupted spirits and entities from different nega- VERMIN
tive emotions. Akin to beasts, vermin are a very widespread type of
creature, ranging from insects, to arachnids and other
HP: 16 type, 2+Class+Vigor per level or 6+Vigor per creepy crawlies. Vermins often have some defense
level mechanism such as poisons or diseases.
MASTERY: Endurance; Reflex; Willpower
TALENTS: 1 at 1st level, and 1 additional talent every HP: 8 type, 4+Vigor per level
level thereafter MASTERY: Endurance; Reflex
SKILLS: The number of skills a shadow creature can TALENTS: 1 at 1st level, and 1 additional talent every
learn is 4 skills + his intellect 3 levels thereafter
BONUS ATTRIBUTES: A shadow creature can spend SKILLS: 3 of the following: Climb, Swim, Acrobatics,
7 points between the different attributes. You cannot Sleight of Hand, Escape, Fly(If possible for the crea-
place more than 4 points in an attribute at 1st level. ture), Stealth, Survival, Perception, Insight.
ATTRIBUTE INCREASE: At 6th, 11th, 16th level, a BONUS ATTRIBUTES: A vermin can spend 6 points
shadow creature increases a physical and mental at- between the different attributes, but has no intellect
tribute by 1. At 20th level, a monstrous creature in- and cannot have more than -4 in Charisma. You cannot
creases two attributes of their choice by 2. place more than 4 points in an attribute at 1st level.
ATTRIBUTE INCREASE: At 6th, 11th, 16th level, a
USUAL TRAITS: vermin increases 2 physical attributes by 1. At 20th
Resistance 10 to poison damage

259
level, a vermin increases all their physical attributes by 1, RESILIENCE
and one of their choice by 2.
Some creatures cannot (or do not) wear armor. These crea-
ture gain natural armor, which are divided in different tiers,
USUAL TRAITS:
as per the following:
Immunity to Charms and Compulsions
◆ Negligible: 2 Resilience Points
DARKVISION: Creatures with this trait can see perfectly in
◆ Low: 4 Resilience Points
darkness, not gaining miss chances due to total conceal-
◆ Medium: 8 Resilience Points
ment.
◆ Heavy: 12 Resilience Points
SCENT: Able to smell creatures in a 30-ft (6 squares) radius
around them. If the target is downwind, the range is reduced
A creature that doesn’t wear manufactured armor gains 1
to 15-ft (3 squares), and if it is upwind, it is increased to 60ft
additional Resilience Point every time their mastery bonus
(12 squares). They cannot pinpoint their location, but they
increases.
can follow tracks by smell with a survival check, with a +4
bonus.
If you wish to increase a creature’s defenses, they can have
USUAL NATURAL ATTACKS: Bite(1d8, Piercing),
both natural and manufactured armor. In which case, both
Horn(1d8, Piercing), Sting(1d6, Piercing)
types of armor are cumulative.

CREATURE’S TEMPLATE
You can apply a template to your creature, to make it
stronger or weaker. These templates can modify some of the
creature’s resilience, attacks, attributes or other statistics.
You can apply more than one template to a creature.

ARCANE TOUCHED
An arcane touched creature remained for an extended period
of time in a place where Arcana is very present. It gains the
following:
◆ They deal an additional 2d6 points of arcana damage
with their natural attacks (increased by an additional die
at creature level 4, 7, 10, 13, 16 and 19).
◆ A resistance of 5 against arcane damage (increased by
5 at creature level 4, 7, 10, 13, 16 and 19).
◆ Their XP reward is increased by 30%.

BLESSED
A blessed creature has been touched by the gods or by the
celestial plane. It gains the following:
◆ They deal an additional 2d6 points of arcana damage
with their natural attacks (increased by an additional die
at creature level 4, 7, 10, 13, 16 and 19).
◆ A resistance of 5 against Holy (Good) or Unholy (Evil)
damage (increased by 5 at creature level 4, 7, 10, 13,
16 and 19).
◆ They regenerate 1 Hit Point at the start of their turn (in-
creased by 1 at creature level 3, 5, 7, 9, 11, 13, 15, 17
and 19), making them immune to Bleeding.
◆ Their XP reward is increased by 30%.

ELITE
An elite creature is stronger than its normal counterpart.
They gain the following:
◆ Their hit points per level are increased by 3.
◆ They deal damage as if one size category larger.
◆ Their XP reward is increased by 30%.
ELEMENTAL TOUCHED SKELETON
An elemental touched creature remained for an ex- A skeleton creature has been raised from the dead to
tended period in a place where elemental energies are serve. They gain the following:
very present. They gain the following: ◆ They receive half damage from piercing and slash-
◆ They deal an additional 2d6 points of elemental ing damage.
damage (fire, lightning, life, ice, acid, void, death) ◆ A vulnerability to bludgeoning damage.
with their natural attacks (increased by an addi- ◆ They use a number of hit points equal to the aver-
tional die at creature level 4, 7, 10, 13, 16 and age between the undead creature type and its
19). original type.
◆ A resistance of 5 against the same type of elemen- ◆ They gain all traits from the undead creature type.
tal damage than their attack.
◆ Their XP reward is increased by 30%.
WEAKENED
Fey Touched Some creatures are encountered while crippled, or in
A fey touched creature remained for an extended pe- bad shape. They gain the following:
riod in a place close to the natural plane. They gain the ◆ Their total hit points are reduced by 1/3.
following: ◆ They deal damage as if one size category smaller.
◆ They deal an additional 2d6 points of life damage ◆ Their XP reward is halved.
with their natural attacks (increased by an addi-
tional die at creature level 4, 7, 10, 13, 16 and XENOCREATURE
19). A xenocreature comes from other planets. They gain
◆ A resistance of 5 against life damage (increased the following:
by 5 at creature level 4, 7, 10, 13, 16 and 19). ◆ A resistance of 5 against two of the following types
◆ A vulnerability to iron. of damage: fire, lightning, life, ice, acid, void,
◆ Their XP reward is increased by 30%. death, radiation (increased by 5 at creature level
4, 7, 10, 13, 16 and 19).
FRENZIED ◆ Their lore checks to identify and analyze them are
A frenzied creature is often dangerous and unpre- increased by 5 when attempting any other lore
dictable. They gain the following: than Lore (Xenobiology).
◆ Whenever they make an attack, they gain a 50%
chance to add an additional die to their damage. YOUNG
◆ Their XP reward is increased by 10%. A young creature is smaller than their other counter-
part, and has lived a shorter life. They gain the follow-
Mastermind ing:
This creature is stronger than most of the creatures of ◆ Their total hit points are halved.
its level, making it quite the challenge for heroes. They ◆ They are one size category smaller.
gain the following: ◆ Their XP reward is halved.
◆ Their health is multiplied by 3.
◆ They always roll 2D20 on their saves and take the
better result. KEEPING A CREATURE RELEVANT
◆ They gain an additional 3 Stamina Points. Through the game, Heroes will gain levels, and some
◆ They always fight alone, unless they have abilities really fun creatures you designed may become too
to summon additional creatures. weak for your party. In a world where experience is
gained by accomplishing deeds, creatures do not need
MYTHICAL to have specific levels, albeit some have a minimum
Mythical creatures are monsters of legend and folklore, level to be encountered by Heroes(for example, an Old
and are often a unique version of another creature. Dragon has a minimum level of 15, and Heroes should
They gain the following: not encounter one in combat before these levels).
◆ Their hit points per level are increased by 6. Creatures from the Field Guide do have levels and de-
◆ They deal damage as if two sizes category larger. fined stat blocks to help rapidly find creatures and cre-
◆ They gain two additional skills. ate amazing adventures on the go, but this method can
◆ They gain a +2 in 4 attributes of their choice. be used to have more realistic and dangerous adven-
◆ Their XP reward is doubled. tures, without always fighting gods, demons and drag-
ons.

261
Since Heroes are not gods when gaining their maximum SWARMS
level, an encounter with wild predators is still dangerous,
Swarms represent a large group of creatures concentrated
and should still be able to maim unprepared fighters. To keep
in a small area, sometimes consisting of hundreds, even
creatures relevant no matter where your Heroes are, you
thousands, of individual monsters. Since combat against
can upgrade any creature found in the Field Guide by using
such a large number of creatures would be too long and
the following steps:
overbearing, swarms are a good way to overcome this prob-
◆ Increase the creature’s HP by the proper amount.
lem.
◆ Increase their attributes(if required) by the amount in-
scribed in the type of creature you are using
SWARM STATISTICS
◆ Increase the creature’s mastery bonus by the proper
A swarm has the same statistics as the base creature that
amount, and add it to all relevant abilities
forms it (for example, a spider swarm would have the same
◆ Give them talents appropriate to their levels
statistics as a vermin type monster). However, they gain the
◆ Increase all spell and ability damage by the increased
following:
attribute
◆ A vulnerability to area of effect attacks, abilities and
◆ You can also add different and new special abilities
spells
◆ An immunity to Doom Effects, Charms, Compulsions,
Below is a table with average damage guides for creatures
precision damage and piercing damage
of a certain level. This table can help you consider if a crea-
◆ Whenever a swarm passes in a creature’s square, they
ture you created deals too much damage with either its abil-
are automatically dealt its attack damage. This also ap-
ities or attacks. This table uses damage for a single attack.
plies when a creature starts their turn inside of a swarm.
DAMAGE DAMAGE DAMAGE
LEVEL
(LOW) (AVERAGE) (HIGH)
1 5 8 13

5 13 20 28

9 21 32 43

13 29 44 58

17 37 56 73

MINIONS
Minions are special creatures that are very quick to kill, and
that can be used to swarm Heroes, without creating too
deadly encounters. Minions can be a representation of every-
thing in the game, and really depends on what type of en-
counter you want to make.

Want a Dragon with Goblin followers? Make those followers


minions, you can pit many against your Heroes without hav-
ing full fledged Goblin Warriors with 200 hit points each.
Want a larger scale battle? Make a part of those soldiers min-
ions to make the battlefield feel alive without killing all He-
roes.

MINIONS STATISTICS
Minions always have 1 Hit Point, no matter the creature’s
level. Due to this, area of effect spells and abilities do not
damage minions on a successful save. They also gain a
bonus of +2 to saves and defenses, but a penalty equal to
half their level to all damage(minimum 1). A minion also only
has 3 stamina to use, and 4 at 13th level.

262
263
Name Lineage Class

Age Heritage Path


Level

Pronouns Deity Experience Points Speed and Vision

Vitals Stamina Points Passive Perception


(12+Mastery+Attribute+Other)

Total Class DT
Barrier Skills

M
e
tia er)
tiv

as
Ini (AGI+Oth
Current
Total Mastery+Attribute Other

te
Athletics STR

r y
Total
Elemental
Climb STR or AGI
Resilience Current
Acrobatics AGI
(M
as
te
Do+(AGI o

Disable AGI
ry

ck
Total
Physical
dgr VIG)

Lu
Driving AGI
e +O

Resilience Current
Escape AGI
th

Block
er

Fly AGI
)

(Mastery+(STR or VIG)+Other)
Total

Resources Conditions Improvisation AGI


Total
HP
Bloodied
30% of HP
Current
Piloting AGI
Current Ride AGI
Sleight of Hands AGI
Stealth AGI
Death Saves
Swim VIG
Saves Appraise INT
Attributes
Score Current Score Current Total Current Hacking INT
Strength Intellect Endurance Linguistics INT
(Mastery+VIG+Training+Other)

Reflex Mechanics INT


Agility Sagacity (Mastery+AGI+Training+Other)
Lore INT
Vigor Charisma Willpower Lore INT
(Mastery+SAG+Training+Other)

Lore INT
Resistances and Vulnerabilities Weapon Expertise
Lore INT
Lore INT
Lore INT
Lore INT
Lore INT
Lore INT
Lore INT
Lore INT
Lore INT
Weapons Lore INT
Weapon Damage (Weapon Die+Damage Attribute+Other)
Use Magic Items INT
Insight SAG
Accuracy (Mastery+Expertise+Other) Passive Bonus and Ammunition
Medicine SAG
Range Hit Points (10+Damage Die) Resistances (3+Half Damage Die) Perfect Strike Effect Perception SAG
Sailing SAG
Weapon Damage (Weapon Die+Damage Attribute+Other) Survival SAG
Deception CHA
Accuracy (Mastery+Expertise+Other) Passive Bonus and Ammunition
Diplomacy CHA
Range Hit Points (10+Damage Die) Resistances (3+Half Damage Die) Perfect Strike Effect Flirt CHA
Handle Animal CHA or SAG
Weapon Damage (Weapon Die+Damage Attribute+Other) Intimidate CHA or STR

Accuracy (Mastery+Expertise+Other) Passive Bonus and Ammunition

Range Hit Points (10+Damage Die) Resistances (3+Half Damage Die) Perfect Strike Effect
Lineage and Personality Traits Alignment, Vices and Virtues

Class Abilities Talents

Languages
Armor
Arkelon Armor Type Other Bonuses

Resilience Points Armor P. Hit Points (10+Resilience Points) Resistances (3+Half Res. Points)

Inventory Sheet Shield


Armor Type Other Bonuses
Encumbrance
Bonus to Block Armor P. Hit Points (10+Bonus to Block) Resistances (3+Bonus to block)
Lightly Heavily
Encumbered Encumbered
5 Units+Str+Vig+1 (5 Units+Str+Vig)x3
Magic and Technological Items
Encumbered Current Weight
(5 Units+Str+Vig)x2 Total of Item’s Weight
Item’s Name and Effect

Carried Items
Item’s Name QTY WGT

Consumable Items
Item’s Name QTY WGT

Wealth
Credits
Steel Scales
Gold Scales
Bronze Scales
Silver Scales
0 Magic Affinity
Tier 0
Arkelon
1 Stamina Point

Spell Sheets
1-2 Magic Affinity
Tier 1 2 Stamina Points

2-4 Magic Affinity


Tier 2 3 Stamina Points

3-6 Magic Affinity


Tier 3 3 Stamina Points

4-8 Magic Affinity


Tier 4 3 Stamina Points
5-10 Magic Affinity
Tier 5 4 Stamina Points

6-12 Magic Affinity


Tier 6 4 Stamina Points

7-14 Magic Affinity


Tier 7 4 Stamina Points

Spell Reminders
SPELLS IN MELEE
LEARNING SPELLS SPELLS PERFECT STRIKE
When casting spells in melee, roll a D20 + your Mastery
SPELL TIER PRICE ELEMENTS EFFECT Bonus + Spellcasting Attribute. The DT of this ability

Arcana/Death/Holy/ is equal to 10 + the threatening creature’s level. On


1st 250 cr Sickened a failure, the spell is lost and all resources are still spent.
Life/Void/Unholy
2nd 1,250 cr IDENTIFY SPELL
Earth/Lightning Staggered
You use the appropriate Lore skill (Arcana, Gods, Nature
3rd 2,250 cr or Spirits) to identify a spell. Usually the DT is equal to 15
Acid/Fire Burn
+ the spell’s tier. If the check is successful, you recall
4th 3,250 cr
Ice Slow the effect and name of the spell. If the spell is in your spell
5th 4,250 cr list, the DT to identify it is reduced by 5.
Radiation Nauseated
CASTING AT HIGHER TIER
6th 5,250 cr
Whenever you cast a spell using a higher spell tier, they
7th 6,250 cr cost the same amount of Magic Affinity and Stamina
Points as a spell of the same tier. A ritual or full-round
spell’s Stamina cost is unchanged when casting them at
higher tiers.

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