{"about":"Static full-text index over the WWN JSON-LD corpus. documents[i] is addressed by the integer postings in index[token]; resolve a document to its record at objects/<id>.jsonld or its canonical @id https://cheeleong.dev/wwn-system-json/objects/<id>.","documentCount":1173,"documents":[{"id":"arts/a-thousand-tongues","type":"Art","name":"A Thousand Tongues","excerpt":"A Thousand Tongues: Your arts that require communication are intuitively understood by all intelligent creatures, whether or not you speak their language. You can learn a new language with no more than a week of study with a native speaker."},{"id":"arts/a-thousand-tongues-2","type":"Art","name":"A Thousand Tongues","excerpt":"A Thousand Tongues: Commit Effort as an On Turn action; while it remains Committed, you can speak with and understand any sentient creature with a language of their own. To any listener, it will seem as if you are perfectly fluent in their own language, even as you speak in your…"},{"id":"arts/absolute-negation","type":"Art","name":"Absolute Negation","excerpt":"Absolute Negation: As an Instant action, Commit Effort for the day when you are about to be affected or impeded by an unwanted spell or a standing magical effect created by a spell. You may ignore the magic."},{"id":"arts/accursed-arts","type":"Art","name":"Accursed Arts","excerpt":"An Accursed has an Effort score equal to their Magic skill level plus their Intelligence or Charisma modifier, to a minimum of one point. Every Accursed gains either Accursed Bolt or Accursed Blade as a starting art, plus one more of their choice. Accursed arts may be used in or…"},{"id":"arts/accursed-blade","type":"Art","name":"Accursed Blade","excerpt":"Accursed Blade: As an On Turn action, manifest an occult melee weapon as a one-handed 1d8 weapon or a two-handed 2d6 weapon. Both add your Magic skill to the damage roll, have a Shock rating of 2/15, and use Magic as the attack skill and the best of Str, Dex, Int, or Cha as its…"},{"id":"arts/accursed-bolt","type":"Art","name":"Accursed Bolt","excerpt":"Accursed Bolt: As Accursed Blade, but you launch blasts of occult force instead of meleeing. Their damage is 1d8 plus your Magic skill, their range is 200’, and the bolts can be thrown in melee at a -4 penalty to hit. These bolts need both hands free to hurl them."},{"id":"arts/antimage","type":"Art","name":"Antimage","excerpt":"Antimage: Get one level of the Nullifier Focus for free, or a free Focus if you somehow have both levels."},{"id":"arts/arcane-lexicon","type":"Art","name":"Arcane Lexicon","excerpt":"Arcane Lexicon: Commit Effort for the scene. For the rest of the scene, you can read any script that was not intentionally obfuscated or encoded by its writer. Extremely esoteric or nonhuman scripts may not be comprehensible this way; the “plain meaning” of the text might be…"},{"id":"arts/armor-of-god","type":"Art","name":"Armor of God","excerpt":"Armor of God: Commit Effort as an On Turn action. While the Effort remains Committed, you have a natural Armor Class of 15 plus half your level, rounded down. This AC can be modified by shields or your Dexterity modifier, but not by other worn armor."},{"id":"arts/auspicious-undertaking","type":"Art","name":"Auspicious Undertaking","excerpt":"Auspicious Undertaking: As a Main Action, bless a particular plan or undertaking currently sought by the target. During the plan’s execution or while seeking the desired end, the blessed subject can reroll one failed skill check or one missed hit roll. The blessing lasts until…"},{"id":"arts/bard-arts","type":"Art","name":"Bard Arts","excerpt":"A Bard has an Effort score equal to their Perform skill level plus their Charisma modifier, to a minimum of one point. Bard arts may be used in or out of armor, and do not count as magical effects for the purposes of abilities that counter or detect magic. Unless specified…"},{"id":"arts/battle-cry","type":"Art","name":"Battle Cry","excerpt":"Battle Cry: Commit Effort for the day as an On Turn action to bolster your allies. They gain +1 to hit, saving throws, and damage, including Shock, for one round per level. At 4th level this bonus increases to +2, and at 9th, to +3."},{"id":"arts/beast-ward","type":"Art","name":"Beast Ward","excerpt":"Beast Ward: Commit Effort as an On Turn action. So long as the Effort remains Committed, the Beastmaster will not be attacked by unintelligent beasts unless the beast is commanded to do so by its master, the beast is starving, or the Beastmaster or their allies performs some…"},{"id":"arts/beastmaster-arts","type":"Art","name":"Beastmaster Arts","excerpt":"Beastmaster Effort is calculated with Survive, and is equal to the PC’s Survive skill level plus the higher of their Wisdom or Charisma modifiers, to a minimum of one point. All Beastmasters start play with the Bind Companion art and one more of their choosing. They learn…"},{"id":"arts/beckoned-deluge","type":"Art","name":"Beckoned Deluge","excerpt":"Beckoned Deluge: Commit Effort for the scene as a Main Action to conjure a considerable amount of water at a visible point within fifty feet per caster level. This water is sufficient to drench one 10-foot cube of matter per character level, making non-magical bowstrings…"},{"id":"arts/bewitching-distraction","type":"Art","name":"Bewitching Distraction","excerpt":"Bewitching Distraction: Commit Effort for the day as a Main Action when talking to an intelligent target when not in combat. They must make a Mental save or become dazed, oblivious to their surroundings and forgetting you and all else that happened in that scene. Danger ends the…"},{"id":"arts/bind-companion","type":"Art","name":"Bind Companion","excerpt":"Bind Companion: With a day’s work in a location you can find and bind a suitable animal companion. If looking for a particular type of companion, it must be found in the area and may require a Wis/Survive skill check at a difficulty of 10 or more if it’s a particularly rare…"},{"id":"arts/block-memory","type":"Art","name":"Block Memory","excerpt":"Block Memory: Target a visible living creature and Commit Effort for the day as a Main Action while specifying a particular event or situation that didn’t extend longer than a scene. The target gets a Mental saving throw; on a failure, they simply cannot remember the event and…"},{"id":"arts/blood-for-blood","type":"Art","name":"Blood for Blood","excerpt":"Blood for Blood: Commit Effort for the scene as an Instant action when an enemy hits you with a physical attack. If you attack that enemy with your favored weapon before the end of the next round, the first blow hits automatically and can do no less damage than was done to you,…"},{"id":"arts/blood-priest-arts","type":"Art","name":"Blood Priest Arts","excerpt":"Blood Priest Effort is calculated with Pray, with their total maximum Effort being equal to their Pray skill plus the higher of their Wisdom or Charisma modifiers, to a minimum of one point.\n\nAt first level, the Blood Priest may choose two of the following miracles to master,…"},{"id":"arts/bonetalker","type":"Art","name":"Bonetalker","excerpt":"Bonetalker: You can see and communicate with any undead creature, regardless of a shared language or the creature’s natural state of invisibility. By Committing Effort for the scene you can sense the surface thoughts of any visible undead, including an impression of any commands…"},{"id":"arts/brutal-counter","type":"Art","name":"Brutal Counter","excerpt":"Brutal Counter: Commit Effort for the scene as an Instant action after resolving an enemy melee attack against you, whether it hits or misses. You may make a free physical attack against your assailant, using either a normal attack or some other offensive ability that takes no…"},{"id":"arts/burst-of-speed","type":"Art","name":"Burst of Speed","excerpt":"Burst of Speed: Commit Effort for the day as an On Turn action. You may move your full normal movement rate as an On Turn action. This art can be used only once per round."},{"id":"arts/change-form","type":"Art","name":"Change Form","excerpt":"Change Form: Commit Effort for the day as a Main Action to transform into an available Alternate form. This shift persists until you die, shift to a new form, or end the transformation as an On Turn action. Your hit points, System Strain, and other scores remain the same in any…"},{"id":"arts/code-duello","type":"Art","name":"Code Duello","excerpt":"Code Duello: Commit Effort for the day as an On Turn action when engaged with a single foe. So long as no other combatant attacks either your target or you, and you attack no one but your target, you gain a +4 bonus to your Armor Class and can roll your hit rolls twice, taking…"},{"id":"arts/cold-flesh","type":"Art","name":"Cold Flesh","excerpt":"Cold Flesh: You no longer require sleep and feel pain only in an abstract sense. You can suffer no more than 2 points of damage from any given instance of Shock and you have a natural Armor Class equal to 12 plus half your level, rounded down."},{"id":"arts/compel-truth","type":"Art","name":"Compel Truth","excerpt":"Compel Truth: The diviner compels a person to drink a particular brew, participate in a specific ritual, or otherwise undergo a scenelong ordeal. Afterwards, the diviner may ask the target a single question and the GM secretly rolls a Cha/Magic skill check against a difficulty…"},{"id":"arts/compelling-shriek","type":"Art","name":"Compelling Shriek","excerpt":"Compelling Shriek: Once per scene, Commit Effort for the day as a Main Action and shout a command of no more than seven words. Chosen targets who hear and understand must make a Mental save or perform that action for one round, provided it is not totally contrary to their…"},{"id":"arts/consume-life-energy","type":"Art","name":"Consume Life Energy","excerpt":"Consume Life Energy: By making a Punch attack or using a melee weapon you have spent at least an hour properly consecrating, you can absorb a portion of the damage you inflict on others as healing to yourself. For each successful attack you make with such implements, you heal…"},{"id":"arts/counter-magic","type":"Art","name":"Counter Magic","excerpt":"Counter Magic: Commit Effort for the day as an Instant action when a visible enemy mage casts a spell. Both of you make opposed Int/Magic or Cha/Magic skill checks; if you win, their spell fizzles and is wasted. This art only works on actual spellcasters and not creatures that…"},{"id":"arts/crushing-superiority","type":"Art","name":"Crushing Superiority","excerpt":"Crushing Superiority: Your favored weapon gains the Less Lethal quality if it doesn’t already have it. Commit Effort for the scene as an Instant action when you hit a target; they must immediately make an Instinct check. This ability can be used only once per scene on any given…"},{"id":"arts/cursed-tune","type":"Art","name":"Cursed Tune","excerpt":"Cursed Tune: Commit Effort for the scene as a Main Action while targeting an intelligent creature. Your imprecations cause them to falter, inflicting a -1 penalty to their hit, damage, and saving throw rolls for one round per level. At 4th level this penalty becomes -2, and at…"},{"id":"arts/dauntless-step","type":"Art","name":"Dauntless Step","excerpt":"Dauntless Step: Commit Effort for the scene as an On Turn action. The Move actions you make for the rest of the round can cross vertical surfaces or difficult terrain at your full normal movement rate, provided you end the round standing upright on a surface that can bear your…"},{"id":"arts/deft-fingers","type":"Art","name":"Deft Fingers","excerpt":"Deft Fingers: You’re accustomed to juggling your belongings while holding an instrument. Your maximum Readied item count increases by two."},{"id":"arts/deliver-oracle","type":"Art","name":"Deliver Oracle","excerpt":"Deliver Oracle: A petitioner asks about the outcome of a particular course of action. The diviner then spends a day in various rituals, seeking an oracular answer. At the end, the GM makes a secret Wis/ Magic skill check. If the skill check beats difficulty 8, an oracular…"},{"id":"arts/devil-s-bargain","type":"Art","name":"Devil’s Bargain","excerpt":"Devil’s Bargain: As a Main Action, consecrate a deal you’ve made with an uncoerced person. If they violate the deal or its spirit, you know instantly and may inflict 1d6 damage per level on them if desired."},{"id":"arts/dire-pact","type":"Art","name":"Dire Pact","excerpt":"Dire Pact: Foes suffer a penalty equal to your Magic skill on all saves versus your Accursed arts. If they succeed, however, you gain one System Strain."},{"id":"arts/dispel-enchantment","type":"Art","name":"Dispel Enchantment","excerpt":"Dispel Enchantment: As a Main Action, touch an ally and Commit Effort for the day. Your touch acts as an Extirpate Arcana spell. This art can only be applied to creatures, not objects, and can be applied to yourself or a given target only once per day."},{"id":"arts/disrupt-sorcery","type":"Art","name":"Disrupt Sorcery","excerpt":"Disrupt Sorcery: As an On Turn action, Commit Effort for the scene."},{"id":"arts/divine-guidance","type":"Art","name":"Divine Guidance","excerpt":"Divine Guidance: Commit Effort for the day as a Main Action and meditate upon a choice or potential action before you. The GM will tell you whether the likely outcome of that choice is weal, woe, a mix of both, or nothing significant, using their own best estimation. This…"},{"id":"arts/dodge-doom","type":"Art","name":"Dodge Doom","excerpt":"Dodge Doom: Commit Effort for the day as an Instant action when caught in some explosion or other burst effect. You take half damage, or no damage if the effect allows a save and you succeed at it. You can move yourself up to ten feet away from your original location, provided…"},{"id":"arts/dread-awe","type":"Art","name":"Dread Awe","excerpt":"Dread Awe: Your kind are figures of fear and mistrust. Gain a +1 bonus on all skill checks related to intimidation or threat. You can spend a Main Action cursing your foes in battle; those who hear suffer a -1 penalty to their next Morale check. You can do this only once per…"},{"id":"arts/duelist-arts","type":"Art","name":"Duelist Arts","excerpt":"Duelist Effort is based on Stab, and is equal to the PC’s Stab skill plus the highest of their Dexterity or Intelligence modifiers, to a minimum of one point. All Duelists begin with the Favored Weapon art and one more of their choice. Additional arts are learned as the PC…"},{"id":"arts/earthsight","type":"Art","name":"Earthsight","excerpt":"Earthsight: Commit Effort for the scene as an On Turn action. For the rest of the scene, you can see the outlines of solid objects even in perfect darkness, and can peer through a number of feet of earth or stone equal to your character level."},{"id":"arts/elemental-blast","type":"Art","name":"Elemental Blast","excerpt":"Elemental Blast: Commit Effort for the scene as a Main Action to hurl a blast of some elemental force at a visible target within fifty feet per character level. The attack is made with Magic as the combat skill, Int, Cha, or Dex as the attribute, and a bonus to hit equal to your…"},{"id":"arts/elemental-resilience","type":"Art","name":"Elemental Resilience","excerpt":"Elemental Resilience: You are unharmed by mundane extremes of cold or by heat less than that of a furnace. You suffer only half damage from magical or extremely intense flame or frost attacks."},{"id":"arts/elemental-sparks","type":"Art","name":"Elemental Sparks","excerpt":"Elemental Sparks: You can conjure petty amounts of flame, water, ice, stone, or wind, sufficient to do small tricks, chill drinks, light candles, or do other minor things. Conjured substances last no longer than a scene, and conjured water cannot lastingly quench thirst. This…"},{"id":"arts/elementalist-arts","type":"Art","name":"Elementalist Arts","excerpt":"Elementalist Effort is calculated as usual, with each PC’s maximum being equal to one plus their Magic skill level plus the better of their Intelligence or Charisma modifiers. Partial Elementalists have a score one point lower than this, albeit not less than one.\n\nElemental…"},{"id":"arts/elicitation-of-truth","type":"Art","name":"Elicitation of Truth","excerpt":"Elicitation of Truth: This art can only be taken by those who have mastered Surface Apprehension. It can only be used on a helpless or cooperative target; the Thought Noble may Commit Effort for the day and ask the target a question that takes no more than two sentences to ask.…"},{"id":"arts/elite-ties","type":"Art","name":"Elite Ties","excerpt":"Elite Ties: You have ties with figures of societal importance. You can get audiences with them with minimal effort. Once per game session, get a favor from them that would not particularly inconvenience them to grant."},{"id":"arts/empowered-healer","type":"Art","name":"Empowered Healer","excerpt":"Empowered Healer: Your Healing Touch becomes more powerful, adding your level to any healing."},{"id":"arts/empowered-sorcery","type":"Art","name":"Empowered Sorcery","excerpt":"Empowered Sorcery: Commit Effort for the day as an Instant action to re-roll any variable die roll associated with a spell’s effects, such as a damage roll; take the roll you prefer."},{"id":"arts/entangle-incantation","type":"Art","name":"Entangle Incantation","excerpt":"Entangle Incantation: Commit Effort for the scene as an Instant action when an foe within 60’ incants a spell. Your voice tangles with their words, forcing them to make an opposed Int/Magic vs Cha/Perform skill check against you, with a +2 bonus to your roll. If you tie or…"},{"id":"arts/erudite","type":"Art","name":"Erudite","excerpt":"Erudite: You are uncommonly learned. Once per day, reroll a failed skill check related to intellectual pursuits or things a scholar would know about."},{"id":"arts/evil-eye","type":"Art","name":"Evil Eye","excerpt":"Evil Eye: This art improves your curse and blessing arts. You can now use these arts as an Instant action, albeit still only one such art per round, and you need do no more than look at the target rather than vocalizing any particular curse or blessing."},{"id":"arts/evoke-emotion","type":"Art","name":"Evoke Emotion","excerpt":"Evoke Emotion: Commit Effort for the day as a Main Action while performing. You evoke a desired emotion in listeners, whether intelligent or animal, granting a +1 bonus to relevant social skill checks for the scene for you and your allies. If desired, you can force a new…"},{"id":"arts/eyes-of-the-beast","type":"Art","name":"Eyes of the Beast","excerpt":"Eyes of the Beast: Commit Effort for the scene as an On Turn action. For the rest of the scene, you can share the senses of your companion. Neither of you can be surprised unless both are surprised."},{"id":"arts/eyes-of-the-hawk","type":"Art","name":"Eyes of the Hawk","excerpt":"Eyes of the Hawk: This shape has remarkably acute senses. You can scent trails and objects like a dog, hear very faint noises, see objects clearly enough to identify faces at a thousand feet of distance, and see clearly in anything short of complete darkness. You gain a +2 bonus…"},{"id":"arts/facile-healer","type":"Art","name":"Facile Healer","excerpt":"Facile Healer: Your Healing Touch ability is improved;, and you no longer need to Commit Effort to activate it."},{"id":"arts/facile-speech","type":"Art","name":"Facile Speech","excerpt":"Facile Speech: An improvement to the Far Speech art, you may now nominate up to a half-dozen companions to be favored targets for Far Speech. You may link with a favored target as an On Turn action without Committing Effort. The range to contact a favored target is one mile per…"},{"id":"arts/false-death","type":"Art","name":"False Death","excerpt":"False Death: Commit Effort as an Instant action; while it remains Committed you appear dead to all mundane examination. You lose your Main Actions while “dead”, but can move and perceive normally and do not need to eat, drink, breathe, or perform other bodily functions. Poisons…"},{"id":"arts/far-healer","type":"Art","name":"Far Healer","excerpt":"Far Healer: Your Healing Touch ability is improved, and may be used on a visible target within ten feet per character level."},{"id":"arts/far-speech","type":"Art","name":"Far Speech","excerpt":"Far Speech: Commit Effort for the scene as an On Turn action and target an intelligent creature known to you that is within two hundred feet per level. If they consent, you forge a telepathic link with them that can convey thoughts, speech, and images even without a common…"},{"id":"arts/faultless-awareness","type":"Art","name":"Faultless Awareness","excerpt":"Faultless Awareness: Your awareness is such that you cannot be surprised, and will even wake from a sound sleep in time to respond normally to some imminent peril."},{"id":"arts/favored-weapon","type":"Art","name":"Favored Weapon","excerpt":"Favored Weapon: Choose one specific type of non-unarmed melee weapon. You begin play with such a weapon, and when using this type you may use the Favored Weapon attack bonus column on the Duelist table to determine your base hit bonus, unless it’s already better for some other…"},{"id":"arts/fear-no-flame","type":"Art","name":"Fear No Flame","excerpt":"Fear No Flame: Commit Effort for the day as an On Turn action while nominating a visible target. For the rest of the scene, they are immune to non-magical flame, smoke, or explosive damage, and decrease any sources of such magical damage they take by five points per level of…"},{"id":"arts/feline-leap","type":"Art","name":"Feline Leap","excerpt":"Feline Leap: This form can vault great distances. You can jump your full Move rating as a Move action, crossing the full distance horizontally or up to half the distance vertically. You subtract your Move rating from fall distance for damage calculations."},{"id":"arts/feral-prowess","type":"Art","name":"Feral Prowess","excerpt":"Feral Prowess: This form has an augmented degree of speed, strength, or hardiness. For this form, pick either Strength, Dexterity, or Constitution; that attribute modifier is improved by +1 in this form, to a maximum of +2. These alterations are obvious and extreme; it is…"},{"id":"arts/feral-toughness","type":"Art","name":"Feral Toughness","excerpt":"Feral Toughness: Your maximum hit point total is increased by the natural, unmodified hit dice of your companion; thus, a 5 hit die companion increases your maximum hit points by 5. You are impervious to normal outdoor extremes of heat or cold. Your base Armor Class is equal to…"},{"id":"arts/final-repose","type":"Art","name":"Final Repose","excerpt":"Final Repose: Target a visible living creature and Commit Effort for the day as an Instant action. For the rest of the scene, they take a Physical saving throw penalty equal to your Heal skill. If they are reduced to zero hit points before the end of the scene, they die with no…"},{"id":"arts/find-object","type":"Art","name":"Find Object","excerpt":"Find Object: The diviner spends a scene performing a ritual to locate a particular animal, object or type of substance known to them, be it gold, water, or a specific stolen cow. People cannot be found with this art. The GM makes a secret Wis/Magic skill check against a…"},{"id":"arts/flamesight","type":"Art","name":"Flamesight","excerpt":"Flamesight: Commit Effort as an On Turn action. While the Effort remains Committed, you can see thermal gradients sufficient to distinguish surfaces and living creatures, even in perfect darkness. Optionally, you may cause your own eyes to cast a light sufficient to illuminate…"},{"id":"arts/folk-friend","type":"Art","name":"Folk-Friend","excerpt":"Folk-Friend: Commoners and other lower-class natives consider you a useful healer and helper. Once per day, get a modest favor from a commoner who doesn’t hate you in exchange for a blessing or bit of advice."},{"id":"arts/forced-engagement","type":"Art","name":"Forced Engagement","excerpt":"Forced Engagement: Commit Effort for the scene as an Instant action when making an attack with your favored weapon; you may ignore one foe’s Screen Ally action for that attack."},{"id":"arts/gentleman-s-withdrawal","type":"Art","name":"Gentleman’s Withdrawal","excerpt":"Gentleman’s Withdrawal: Commit Effort for the scene as a Move action. As part of this, you may move at your full movement rate without being hindered by armed foes unless they completely block your path. You count as having made a Fighting Withdrawal against any enemies engaged…"},{"id":"arts/god-wills-it","type":"Art","name":"God Wills It","excerpt":"God Wills It: Commit Effort for the day as an Instant action and loudly call down your god’s blessing on your comrades. For the rest of the scene, up to six allies per character level in earshot gain an effective Morale of 12 and a +1 bonus to hit and damage rolls, including any…"},{"id":"arts/graceful-leap","type":"Art","name":"Graceful Leap","excerpt":"Graceful Leap: Commit Effort for the scene as an On Turn action to immediately leap up to ten feet horizontally or vertically, counting it as a Fighting Withdrawal. You can’t use this art more than once per round or after you’ve attacked. You are immune to falling damage from…"},{"id":"arts/gravesight","type":"Art","name":"Gravesight","excerpt":"Gravesight: Commit Effort as an On Turn action; while it remains Committed, you can see the life energies of living creatures around you as various glowing patterns, regardless of the mundane illumination available. You can perceive sicknesses, poisons, and other physical…"},{"id":"arts/hang-sorcery","type":"Art","name":"Hang Sorcery","excerpt":"Hang Sorcery: Commit Effort for the scene as an Instant action when casting a spell. The spell does not go off, but remains “hung” and waiting to be triggered as an On Turn action, with details of targeting and effect determined at that time. Damage does not disrupt a hung…"},{"id":"arts/healer","type":"Art","name":"Healer","excerpt":"Healer: You are a trained and capable healer. Gain a +1 on all Heal skill checks; once per day, as an On Turn action, automatically succeed at a skill check to stabilize a Mortally Wounded subject."},{"id":"arts/healer-arts","type":"Art","name":"Healer Arts","excerpt":"Healer Effort is calculated with Heal rather than Magic, with each PC’s maximum being equal to their Heal skill level plus the better of their Intelligence or Charisma modifiers, to a minimum of one point.\n\nAll Healers are trained in the Healing Touch art, but may develop other…"},{"id":"arts/healer-s-eye","type":"Art","name":"Healer’s Eye","excerpt":"Healer’s Eye: Commit Effort as an On Turn action; while the Effort remains committed, you can use a Main Action to visually detect diseases and poisons, diagnose creatures flawlessly, perceive their physiology, and learn their current hit point totals. As a side effect, you can…"},{"id":"arts/healing-touch","type":"Art","name":"Healing Touch","excerpt":"Healing Touch: Commit Effort for the scene as an Instant action; for the rest of the scene, you may heal 2d6 damage plus your Heal skill to a touched ally as a Main Action. This healing adds 1 System Strain to the target each time it is applied."},{"id":"arts/high-mage-arts","type":"Art","name":"High Mage Arts","excerpt":"High Mage Effort is calculated as usual, with each PC’s maximum being equal to one plus their Magic skill level plus the better of their Intelligence or Charisma modifiers. Partial High Mages have a score one point lower than this, albeit not less than one.\n\nArcane Lexicon:…"},{"id":"arts/holy-sanctity","type":"Art","name":"Holy Sanctity","excerpt":"Holy Sanctity: You are honored and respected by most in this region. Gain a +1 bonus on social skill checks with locals who are not naturally opposed to your religion or social institution."},{"id":"arts/howl-of-distant-summons","type":"Art","name":"Howl of Distant Summons","excerpt":"Howl of Distant Summons: You can call former animal companions to your side by Committing Effort for the day as a Main Action. The howl extends through time as well as space, and the subject will have received the message in time to reach your side within five minutes after you…"},{"id":"arts/hurling-throw","type":"Art","name":"Hurling Throw","excerpt":"Hurling Throw: After you make a successful attack, you may Commit Effort for the scene as an Instant action. The target must make a Physical saving throw or be thrown up to ten feet in any direction, falling prone on landing and suffering the damage rolled for your attack. If…"},{"id":"arts/hypercognition","type":"Art","name":"Hypercognition","excerpt":"Hypercognition: You can drive your mind to tremendous feats of calculation, estimation, and recall. You have an eidetic memory and can perform extremely advanced calculations in your head. As an Instant action, Commit Effort for the day and reroll any failed Int-based skill…"},{"id":"arts/iconograph","type":"Art","name":"Iconograph","excerpt":"Iconograph: Commit Effort for the scene as a Main Action and target a visible written text, piece of sculpture, iconographic symbol, or other visible artifact. You receive a short description of the message or idea the maker was trying to convey with the object. Optionally, you…"},{"id":"arts/ill-fate","type":"Art","name":"Ill Fate","excerpt":"Ill Fate: As a Main Action, curse a visible target. You may specify a particular kind of undertaking or apply the curse to anything they may do. The next pertinent skill check they make is made at a -1 penalty. If their raw die roll is equal or less than the PC’s Magic skill…"},{"id":"arts/immaculate-body","type":"Art","name":"Immaculate Body","excerpt":"Immaculate Body: Magical transformations, curses, or lingering negative magical penalties last a maximum of one scene on you. Such malisons cannot kill you, reducing you to 1 HP at worst. This applies to all magical effects, and not only to hostile spells."},{"id":"arts/immaculate-mind","type":"Art","name":"Immaculate Mind","excerpt":"Immaculate Mind: You are impervious to unwanted mind-affecting or mind-reading spells or magical effects, and you automatically see through illusions and magical invisibility. Note that this applies to all such magical effects, not merely spells."},{"id":"arts/impress-imperative","type":"Art","name":"Impress Imperative","excerpt":"Impress Imperative: Commit Effort for the day as a Main Action while targeting a visible living creature. You may give it an overwhelming urge to perform some action that takes no longer than a round and is not completely contrary to its nature or wishes. It can make a Mental…"},{"id":"arts/inexorable-effect","type":"Art","name":"Inexorable Effect","excerpt":"Inexorable Effect: Commit Effort for the day as an Instant action to force an enemy to re-roll a successful saving throw and take the worse result. You may use this art only once per scene."},{"id":"arts/inspire-dread","type":"Art","name":"Inspire Dread","excerpt":"Inspire Dread: Commit Effort for the day as an Instant action when your enemies are forced to make a Morale check. You goad their fears, forcing them to make two Morale checks instead of one. Those who succeed on both must still make an Instinct check immediately after."},{"id":"arts/intrinsic-armor","type":"Art","name":"Intrinsic Armor","excerpt":"Intrinsic Armor: This shape has tough scales, hide, shell, or other defensive integuments. Your base Armor Class is 14 plus half your character level, rounded down. This AC can be modified by your Dexterity modifier, and by shields if the shape can hold one."},{"id":"arts/iron-resolution","type":"Art","name":"Iron Resolution","excerpt":"Iron Resolution: Commit Effort for the day when injured or disturbed in combat; you may make a Physical saving throw to resist spell disruption and ignore the damage for purposes of spellcasting."},{"id":"arts/keen-senses","type":"Art","name":"Keen Senses","excerpt":"Keen Senses: This art gives you the equivalent of sight out to 60’ even if blinded. You cannot distinguish colors, but you can perceive physical details as readily as if with your eyes. Physically-invisible creatures and objects are obvious to you."},{"id":"arts/keeper-of-the-gate","type":"Art","name":"Keeper of the Gate","excerpt":"Keeper of the Gate: At your discretion, creatures within twenty feet of you per character level that are Mortally Wounded will die instantly and cannot be revived by magic or medicine. Conversely, you can Commit Effort for the day to automatically stabilize any or all within…"},{"id":"arts/know-the-weak-spot","type":"Art","name":"Know the Weak Spot","excerpt":"Know the Weak Spot: Whenever inflicting damage on a beast with a weapon or physical attack, roll the damage twice and take the higher score. Optionally, Commit Effort for the scene as an Instant action when an ally within earshot hits a beast; your shouted advice or distracting…"},{"id":"arts/know-your-prey","type":"Art","name":"Know Your Prey","excerpt":"Know Your Prey: Your Magic skill is treated as one point higher than it is, up to a maximum of level-4 skill. This benefit adds to your Effort as usual, and may allow you to have a higher Magic skill than your character level would usually allow."},{"id":"arts/leap-of-the-heavens","type":"Art","name":"Leap of the Heavens","excerpt":"Leap of the Heavens: Commit Effort for the scene as a Move action to leap up to your full Move action horizontally or half that vertically. You may also Commit Effort for the scene as an Instant action to negate falling damage, no matter the distance."},{"id":"arts/liberating-song","type":"Art","name":"Liberating Song","excerpt":"Liberating Song: You are immune to mind- or emotion-controlling effects. You can Commit Effort for the scene as an Instant action to grant any ally in range a Mental saving throw to throw off such effects, assuming they allowed a save to begin with. If the second save is failed,…"},{"id":"arts/life-bridge","type":"Art","name":"Life Bridge","excerpt":"Life Bridge: You can transfer life force between willing or helpless participants. Commit Effort for the day; for the rest of the scene, you can shift hit points from one willing or helpless target no smaller than a dog to another as a Main Action, provided you are touching…"},{"id":"arts/lightning-draw","type":"Art","name":"Lightning Draw","excerpt":"Lightning Draw: Commit Effort for the day as an Instant action at the start of hostilities; you win initiative against anyone without a similar ability to act first and may ready a Stowed favored weapon Instantly."},{"id":"arts/limb-restoration","type":"Art","name":"Limb Restoration","excerpt":"Limb Restoration: Only expert healers can master this art, which cannot be learned earlier than 8th level. You must Commit all remaining Effort for the day, a minimum of one point, to regenerate a missing limb or organ for a target you are touching, or efface some dramatic scar…"},{"id":"arts/luck-blessing","type":"Art","name":"Luck Blessing","excerpt":"Luck Blessing: As a Main Action, confer a blessing on a visible target. The next skill check they make that day will have a +1 bonus. Only one luck blessing can be in place for a creature at a time."},{"id":"arts/lying-face","type":"Art","name":"Lying Face","excerpt":"Lying Face: Commit Effort as a Main Action; while it remains Committed, you can disguise yourself as any humanoid of the same general size, including clothing, scent, and voice."},{"id":"arts/magebane","type":"Art","name":"Magebane","excerpt":"Magebane: You add half your level, rounded up, to all damage you inflict on casters from any source, be it by weapon, Shock, or violent action. This does not stack with a Warrior’s Killing Blow class ability."},{"id":"arts/mageslayer-arts","type":"Art","name":"Mageslayer Arts","excerpt":"A Mageslayer has an Effort score equal to their Magic skill level plus their highest attribute modifier among Intelligence and Constitution, to a minimum of one point. Mageslayer arts may be used in or out of armor, and require no free hands, incantations, or other overt…"},{"id":"arts/manifest-wings","type":"Art","name":"Manifest Wings","excerpt":"Manifest Wings: This shape can form usable wings. You can’t effectively attack while concentrating on remaining aloft, but you can fly at your normal movement rate +10’ per action. If unhindered and flying overland you can travel up to ten miles an hour and fly up to five hours…"},{"id":"arts/martial-style","type":"Art","name":"Martial Style","excerpt":"Martial Style: Regardless of class, your hit die can’t be worse than 1d6 per level. When attacking with the Punch skill, your class hit bonus can be no worse than that of an Expert of your same character level. At third level, any attack using the Punch skill counts as a magic…"},{"id":"arts/master-of-bones","type":"Art","name":"Master of Bones","excerpt":"Master of Bones: Undead must roll twice to save versus your abilities or spells and take the worse roll. You may Commit Effort for the scene as an Instant action to negate any single attack, magical power or spell an undead uses against you. Undead with more than twice as many…"},{"id":"arts/master-s-vigor","type":"Art","name":"Master’s Vigor","excerpt":"Master’s Vigor: Your body retains its vigor and youthful vitality to the full normal span of your life. You regain two lost hit points per hour due to your natural restorative powers."},{"id":"arts/merciful-healing","type":"Art","name":"Merciful Healing","excerpt":"Merciful Healing: Commit Effort for the day as a Main Action and touch a target within melee range. The target receives 1d6+2 points of magical healing. If done in combat or used to revive a Mortally Wounded subject, the rushed haste of the healing adds 1 System"},{"id":"arts/mind-call","type":"Art","name":"Mind Call","excerpt":"Mind Call: Commit Effort for the scene as an On Turn action. For the rest of the scene you forge a telepathic bond with your animal companion. You can give it orders and receive information from the creature, at least insofar as its limited intellect allows."},{"id":"arts/mind-light","type":"Art","name":"Mind Light","excerpt":"Mind Light: Your Open Mind art is enhanced. While active, you become aware of the location of all living minds within sixty feet of you provided there isn’t a physical barrier between you and the subject and they are not actively hiding from you. You can identify the species of…"},{"id":"arts/mind-over-matter","type":"Art","name":"Mind Over Matter","excerpt":"Mind Over Matter: Your mental control over your physical processes is considerable. Commit Effort for the day as an Instant action to gain one of the following benefits: automatically stabilize if Mortally Wounded, go without sleep for twenty-four hours, heal 1d6 hit points of…"},{"id":"arts/mirror-mask","type":"Art","name":"Mirror Mask","excerpt":"Mirror Mask: You become instantly aware of any mind-affecting power directed at you and can identify the user if they’re within your current sensory range. You may reroll any Mental saving throw the attacking ability allows you; if it doesn’t allow a save, you get a single…"},{"id":"arts/mob-justice","type":"Art","name":"Mob Justice","excerpt":"Mob Justice: As an Instant action, Commit Effort for the day to become impervious to the Make a Swarm Attack maneuver. Your assailants cannot use this maneuver against you for the rest of the scene, and you become immune to Shock as long as you remain in melee with at least two…"},{"id":"arts/natural-weaponry","type":"Art","name":"Natural Weaponry","excerpt":"Natural Weaponry: You may have physically grown fangs and claws, or it may be that you just intuitively absorbed effective unarmed fighting techniques from your animal companions. When unarmed, your attacks count as weapons that use either Str or Dex as their modifier, use Punch…"},{"id":"arts/necromancer-arts","type":"Art","name":"Necromancer Arts","excerpt":"Necromancer Effort is calculated as usual, with each PC’s maximum being equal to one plus their Magic skill level plus the better of their Intelligence or Charisma modifiers. Partial Necromancers have a score one point lower than this, albeit not less than one.\n\nBonetalker: You…"},{"id":"arts/night-black-eyes","type":"Art","name":"Night-Black Eyes","excerpt":"Night-Black Eyes: You can see clearly in perfect darkness. As"},{"id":"arts/nimble-ascent","type":"Art","name":"Nimble Ascent","excerpt":"Nimble Ascent: Commit Effort for the scene as an On Turn action. For the remainder of the scene you may move up vertical and overhanging surfaces and across difficult terrain at your full movement rate with no chance of slipping or falling, provided the surface is not…"},{"id":"arts/octopus-embrace","type":"Art","name":"Octopus’ Embrace","excerpt":"Octopus’ Embrace: This shape can have more than four usable limbs. These additional tentacles, arms, legs, or grippers can hold and manipulate things; up to four Stowed objects can be held Ready by these limbs without counting against your Readied Encumbrance limit. These extra…"},{"id":"arts/open-mind","type":"Art","name":"Open Mind","excerpt":"Open Mind: Commit Effort as an On Turn action. While Effort remains Committed, you may detect the current emotional state of a visible living creature as a Main Action. This discernment isn’t fine enough to identify the object of their emotions unless it’s obvious from the…"},{"id":"arts/pacted-protection","type":"Art","name":"Pacted Protection","excerpt":"Pacted Protection: Choose a type of harmful energy: fire, frost, acid, electricity, or the like. You become immune to natural degrees of this energy and take half damage from magical attacks involving it."},{"id":"arts/pavis-of-elements","type":"Art","name":"Pavis of Elements","excerpt":"Pavis of Elements: Commit Effort as an On Turn action to conjure an elemental barrier around yourself. The barrier improves your Armor Class by +4 and remains as long as the Effort remains Committed. This bonus stacks with other effects, but cannot increase AC above 18,…"},{"id":"arts/perfect-mimicry","type":"Art","name":"Perfect Mimicry","excerpt":"Perfect Mimicry: This alternate form can exactly duplicate another creature, provided you either have a lock of their hair, a still-liquid drop of their blood, or ten minutes of observation of them from within five feet. Once learned, you need no further samples."},{"id":"arts/personal-impunity","type":"Art","name":"Personal Impunity","excerpt":"Personal Impunity: You bear signs of sanctity, and physically harming you is considered taboo in this region. Only the most vicious or desperate humans will initiate violence against you, though any will fight if you attack them. Hostile groups will hesitate to attack your…"},{"id":"arts/petrifying-stare","type":"Art","name":"Petrifying Stare","excerpt":"Petrifying Stare: Commit Effort for the day as a Main Action and target a visible creature. The creature must make a Physical save or become partially petrified, losing its Move action for a number of rounds equal to half your caster level, rounded up. Flying creatures are…"},{"id":"arts/piercing-strike","type":"Art","name":"Piercing Strike","excerpt":"Piercing Strike: Commit Effort for the scene as an On Turn action and choose a visible target. For the rest of the scene, their AC is treated as 10 for purposes of resisting the Shock of your favored weapon."},{"id":"arts/pliant-flesh","type":"Art","name":"Pliant Flesh","excerpt":"Pliant Flesh: You’ve mastered your shapeshifting skills, and Change Form can be used as an On Turn action, albeit only once per round. Alternately, it can take as long as a minute but cost no Effort. Whenever you spend Effort to shift shape, you heal lost hit points equal to 1d6…"},{"id":"arts/positive-association","type":"Art","name":"Positive Association","excerpt":"Positive Association: As a Main Action, Commit Effort for the day and target a visible sentient creature. It gets a Mental saving throw to resist; on a failure, any thought of you or your actions is suffused by a glow of benign happiness and admiration. They will treat you as an…"},{"id":"arts/preparatory-countermagic","type":"Art","name":"Preparatory Countermagic","excerpt":"Preparatory Countermagic: Commit Effort for the scene when you are affected by a spell you have prepared, including when you are standing in the area of effect of one of your own damaging spells. You are unaffected by the spell’s direct effects."},{"id":"arts/psychic-conversion","type":"Art","name":"Psychic Conversion","excerpt":"Psychic Conversion: Once per day as an On Turn action, expend one casting slot to remove one point of accrued System Strain and heal 2 hit points per level."},{"id":"arts/purge-ailment","type":"Art","name":"Purge Ailment","excerpt":"Purge Ailment: Commit Effort for the day as a Main Action. An ally you are touching is cured of one poison or disease. Creatures killed by poison can be revived by this art if it is used within six minutes of death. Magical poisons and diseases may require a Wis/Heal or Cha/Heal…"},{"id":"arts/purified-body","type":"Art","name":"Purified Body","excerpt":"Purified Body: You may Commit Effort for the day as an Instant action to cure any disease or poison currently affecting you, or instead to negate any need for sleep, food, water, or air for the next 24 hours."},{"id":"arts/rally","type":"Art","name":"Rally","excerpt":"Rally: Commit Effort for the day as a Main Action to exhort a wounded or fallen ally, removing any Frailty. The target regains 2d6 plus your level in hit points, but you incur one System Strain."},{"id":"arts/read-intent","type":"Art","name":"Read Intent","excerpt":"Read Intent: As an Instant action, Commit Effort for the scene and target a visible living creature. It gets a Mental saving throw to resist; on a failure, the GM will tell you exactly what it is currently intending to do on its next turn, or its next relevant action if used out…"},{"id":"arts/read-omens","type":"Art","name":"Read Omens","excerpt":"Read Omens: A petitioner proposes a course of action to the PC. After a scene-long ritual involving at least 10 sp worth of livestock or sacrificial material, the GM makes a secret Wis/Magic skill check against difficulty 10. On a success, the PC gets an impression of whether…"},{"id":"arts/red-harvest","type":"Art","name":"Red Harvest","excerpt":"Red Harvest: You are empowered by death. As an Instant action, whenever an intelligent living creature with at least one hit die perishes within fifty feet of you, Commit Effort for the day to either heal 1d6 plus your level in lost hit points or gain a +4 bonus on your next hit…"},{"id":"arts/refined-restoration","type":"Art","name":"Refined Restoration","excerpt":"Refined Restoration: You and up to a dozen allies you tend before they sleep will all lose 2 System Strain from a good night’s rest instead of 1."},{"id":"arts/restrained-casting","type":"Art","name":"Restrained Casting","excerpt":"Restrained Casting: Commit Effort for the day as an Instant action when casting a High Magic spell. You may do so in perfect silence and without need for somatic gestures, though damage will still disrupt the casting."},{"id":"arts/retain-sorcery","type":"Art","name":"Retain Sorcery","excerpt":"Retain Sorcery: Commit Effort for the day as an On Turn action after casting a spell; it does not count against your casting limits for the day. You can use this art no more than once per day, and the stress of using it prevents you from casting another spell before the end of…"},{"id":"arts/revive-the-fallen","type":"Art","name":"Revive the Fallen","excerpt":"Revive the Fallen: Only expert healers are capable of mastering this art, which cannot be learned earlier than 8th level. Commit Effort for the day as a Main Action to revive a recently-slain living creature that you are touching. This ability must be used on a target within one…"},{"id":"arts/revivifying-breath","type":"Art","name":"Revivifying Breath","excerpt":"Revivifying Breath: Commit Effort for the day as an On Turn action to heal yourself for 1d6 hit points plus your level. This healing does not increase System Strain. This ability may be used on your turn even when you are at zero hit points, but in such a case it Commits all…"},{"id":"arts/rob-vitality","type":"Art","name":"Rob Vitality","excerpt":"Rob Vitality: Once per scene, as an On Turn action, Commit Effort for the scene and target a visible foe. They must make a Physical save or lose their next Main Action, which you immediately gain instead."},{"id":"arts/rune-of-destruction","type":"Art","name":"Rune of Destruction","excerpt":"Rune of Destruction: Commit Effort for the day as a Main Action and target an adjacent solid surface. A glowing rune the size of a handprint forms on the surface and persists for one hour per caster level. Any creature who gets within two feet of the rune will trigger it,…"},{"id":"arts/sanctified-ward","type":"Art","name":"Sanctified Ward","excerpt":"Sanctified Ward: Commit Effort as an On Turn action. While the Effort is maintained and until you take some hostile action against a creature, you are immune to Shock damage and gain a +4 bonus to your Armor Class and all saving throws. Enemies must pass an Instinct check each…"},{"id":"arts/savage-senses","type":"Art","name":"Savage Senses","excerpt":"Savage Senses: Commit Effort for the scene as an On Turn action. For the remainder of the scene you are capable of seeing clearly even in pitch blackness, can scent out trails and belongings as perfectly as a wolf could, and gain a +2 bonus on all Notice skill checks involving…"},{"id":"arts/savage-talons","type":"Art","name":"Savage Talons","excerpt":"Savage Talons: This shape has extremely dangerous claws, fangs, pincers, or other body weapons. At first level these weapons do 1d8 damage, use either Str or Dex as the modifying attribute, Punch as the combat skill, and have a Shock value of 2/AC 13. At level 3 the damage and…"},{"id":"arts/scourging-curse","type":"Art","name":"Scourging Curse","excerpt":"Scourging Curse: Commit Effort for the scene as a Main Action and target a visible foe. Your curse inflicts a -1 penalty to their hit, damage, and saving throw rolls for one round per level. At 4th level this penalty becomes -2, and at 9th it becomes -3. Only one such curse can…"},{"id":"arts/sculptor-s-beauty","type":"Art","name":"Sculptor’s Beauty","excerpt":"Sculptor’s Beauty: You’ve developed a refined aesthetic sense that can directly appeal to the subconscious beauty preferences of viewers. This shape improves your Charisma modifier by +1, to a maximum of +2. There is always something alien about this beauty, and such forms can…"},{"id":"arts/sense-magic","type":"Art","name":"Sense Magic","excerpt":"Sense Magic: Commit Effort as an Instant action; while it remains committed, you can visually perceive magical energy and get a one-sentence description of the effect of any standing magics or magical items you inspect. The ambient magical energies in most areas allow you to see…"},{"id":"arts/serpent-s-kiss","type":"Art","name":"Serpent’s Kiss","excerpt":"Serpent’s Kiss: This shape can exude a venom on its claws or fangs. Successful hits allow you to Commit Effort for the scene as an Instant action to inflict an additional 1d8 damage plus your Survive skill. You can elect to make the toxin paralytic rather than fatal; foes…"},{"id":"arts/shadowed-steps","type":"Art","name":"Shadowed Steps","excerpt":"Shadowed Steps: As a Move Action, Commit Effort for the scene and teleport up to your Move distance. You cannot bypass walls or physical obstacles, but you can teleport vertically or into high places."},{"id":"arts/share-the-pain","type":"Art","name":"Share the Pain","excerpt":"Share the Pain: As an Instant action, Commit Effort for the day when you are targeted by a hostile spell or are in its area of effect. Make a Mental saving throw; on a success, the spell’s caster is treated as also having affected by the spell that just targeted you. This art…"},{"id":"arts/shared-vitality","type":"Art","name":"Shared Vitality","excerpt":"Shared Vitality: The animal companions you bind have hit dice no lower than your level, even if they normally have far fewer. Thus, a 2 hit die beast bound by a 7th level Beastmaster would have 7 hit dice while it remained bound. Its hit bonus can’t be less than half its hit…"},{"id":"arts/shattering-strike","type":"Art","name":"Shattering Strike","excerpt":"Shattering Strike: Commit Effort for the day and take a full round of motionlessness to prepare. On the next round, as a Main Action, your unarmed attack can shatter a wooden door, wooden wall, or other similar object up to a depth of one foot per level and a width sufficient to…"},{"id":"arts/skilled","type":"Art","name":"Skilled","excerpt":"Skilled: Gain three skill points to spend on any non-combat skills, up to the maximum skill level allowed by your character level. This art may be taken more than once."},{"id":"arts/skinshifter-arts","type":"Art","name":"Skinshifter Arts","excerpt":"Skinshifter Effort is based on Survive, and is equal to the PC’s Survive skill level plus the highest of their Constitution or Charisma modifiers, to a minimum of one point. All Skinshifters begin play with the Change Form art and one more of their choice. Additional arts are…"},{"id":"arts/smite-the-wicked","type":"Art","name":"Smite the Wicked","excerpt":"Smite the Wicked: Commit Effort for the day as a On Turn action whenever you attack or take some damaging action toward a single target. You gain a +4 bonus to any hit roll, you inflict your character level as automatic damage, and you can roll any damage dice twice and take the…"},{"id":"arts/snaring-speech","type":"Art","name":"Snaring Speech","excerpt":"Snaring Speech: Once per round as an Instant action, Commit Effort for the day when failing a skill check to persuade or tempt someone. They must make a Mental save or agree with your proposal if it’s something they would normally consider doing. Gain one System Strain when…"},{"id":"arts/soothe-the-savage","type":"Art","name":"Soothe the Savage","excerpt":"Soothe the Savage: Commit Effort for the day as a Main Action. For as long as you keep spending a Main Action performing each round, animals and other living bestial creatures will not attack you or your allies unless commanded by their masters or threatened by the party. This…"},{"id":"arts/soothing-graces","type":"Art","name":"Soothing Graces","excerpt":"Soothing Graces: Your arts restore and hearten those with you. You and your allies lose an extra point of System Strain after each night’s comfortable rest. This does not stack with similar rest-aiding powers."},{"id":"arts/sorcerous-battery","type":"Art","name":"Sorcerous Battery","excerpt":"Sorcerous Battery: Once per day, as an On Turn action, Commit Effort for the day. You or a visible ally refresh the spell slot of a spell that has been cast since the start of the prior round. Gain one System Strain."},{"id":"arts/soul-consumption","type":"Art","name":"Soul Consumption","excerpt":"Soul Consumption: As an Instant action, Commit Effort for the day when you fell an intelligent target with Accursed Bolt or Accursed Blade. They die instantly. You heal 1d6 hit points plus your level and lose one accumulated System Strain."},{"id":"arts/spellshield","type":"Art","name":"Spellshield","excerpt":"Spellshield: When a spell inflicts hit point damage on you, it’s automatically halved, rounded down, before any saves or resistances are applied."},{"id":"arts/spiritual-weapon","type":"Art","name":"Spiritual Weapon","excerpt":"Spiritual Weapon: You are able to translate examples of your favored weapon into a spiritual template that you may manifest as you wish. Any favored weapon can be turned into such a template, including a magical weapon, but the process destroys the object’s physical form. To…"},{"id":"arts/steps-of-air","type":"Art","name":"Steps of Air","excerpt":"Steps of Air: Commit Effort for the scene as an On Turn action and target a visible ally; for one round per caster level, the target can fly at their usual movement rate. If the art ends while they are still in the air, they descend harmlessly to the ground. This art may also be…"},{"id":"arts/stunning-shock","type":"Art","name":"Stunning Shock","excerpt":"Stunning Shock: Commit Effort for the day as a Main Action and target a visible creature within fifty feet per caster level. The target creature must be wearing or holding at least a pound worth of conductive metal or be considerably dampened. An electrical bolt leaps from the…"},{"id":"arts/style-weaponry","type":"Art","name":"Style Weaponry","excerpt":"Style Weaponry: Pick three general classes of weapons, such as “swords”, “bows”, “axes”, “daggers”, or the like. When using weapons of those classes, you may use Punch for hit rolls instead of Stab or Shoot. Your Punch skill does not add to the damage done by these weapons,…"},{"id":"arts/suppress-magic","type":"Art","name":"Suppress Magic","excerpt":"Suppress Magic: Commit Effort for the day as an On Turn action and target a visible or known magical effect within one hundred feet. The effect is suppressed as if by the Extirpate Arcana spell for 1d6 rounds plus the caster’s character level. Spells cast by more powerful…"},{"id":"arts/surface-apprehension","type":"Art","name":"Surface Apprehension","excerpt":"Surface Apprehension: Commit Effort for the scene as a Main Action while targeting a visible living creature. If it fails a Mental saving throw, you become aware of its immediate surface thoughts for the rest of the round. If you ask specific questions of the creature during…"},{"id":"arts/swift-casting","type":"Art","name":"Swift Casting","excerpt":"Swift Casting: Once per scene, you may Commit Effort for the day to turn a spell that normally requires a Main Action to cast into an On Turn action. You can cast no other spell this round and you can’t use this art if you’ve already cast a spell this round or been injured or…"},{"id":"arts/swift-healer","type":"Art","name":"Swift Healer","excerpt":"Swift Healer: Your Healing Touch ability is improved, and may be used as an On Turn action once per day per character level, though not more than once per round on any given target."},{"id":"arts/swift-healing","type":"Art","name":"Swift Healing","excerpt":"Swift Healing: Commit Effort for the day as a Main Action to heal 1d6 damage per character level to a wounded companion. This healing can be extended only once per scene or fifteen minutes."},{"id":"arts/swift-misdirection","type":"Art","name":"Swift Misdirection","excerpt":"Swift Misdirection: Commit Effort for the scene as a Main Action and target one intelligent creature within earshot. Tell them something in no more than one sentence; unless what you say is physically impossible or emotionally unendurable, they must make a Mental save or believe…"},{"id":"arts/tendrils-of-night","type":"Art","name":"Tendrils of Night","excerpt":"Tendrils of Night: Commit Effort as an On Turn action. While Committed, you exude numerous tentacles or eldritch arms that can manipulate objects with your strength up to 20’ away. You gain no bonus actions, but the arms can melee at range. These arms have your AC, and you are…"},{"id":"arts/the-healer-s-knife","type":"Art","name":"The Healer’s Knife","excerpt":"The Healer’s Knife: Your Healing Touch ability is altered, and may be used to inflict damage to a living target instead of healing it. The damage done is equivalent to the healing that would normally be done, albeit you receive 1 System Strain instead of the target. Using this…"},{"id":"arts/the-inward-eye","type":"Art","name":"The Inward Eye","excerpt":"The Inward Eye: Commit Effort as an On Turn action. For as long as it remains Committed, you are mystically aware of your surroundings with a sense equivalent to normal eyesight regardless of darkness, obscuring mists, or your actual eyes being closed or blinded."},{"id":"arts/the-light-of-faith","type":"Art","name":"The Light of Faith","excerpt":"The Light of Faith: Commit Effort as an On Turn action; while it remains Committed, you can cast a clear, bright radiance that extends up to thirty feet away from you. At your discretion, this light is visible only to you and your comrades, including up to a dozen allies."},{"id":"arts/the-monkey-s-road","type":"Art","name":"The Monkey’s Road","excerpt":"The Monkey’s Road: This shape has an arboreal agility when it comes to climbing. You can travel up sheer surfaces at your usual movement rate provided at least three limbs are available for use and the surface is not glassily smooth. If you fall, you can halt your plunge without…"},{"id":"arts/thermal-shield","type":"Art","name":"Thermal Shield","excerpt":"Thermal Shield: Commit Effort for the scene as an Instant action to immediately negate one instance of fire or frost damage to any single visible ally or object. This defense lasts only long enough to nullify the single instance of damage."},{"id":"arts/thought-noble-arts","type":"Art","name":"Thought Noble Arts","excerpt":"Thought Noble Effort is calculated with Notice rather than Magic, with each PC’s maximum being equal to their Notice skill level plus the better of their Intelligence or Wisdom modifiers, to a minimum of one point.\n\nAll Thought Nobles are trained in the Open Mind art, but may…"},{"id":"arts/thoughts-like-razors","type":"Art","name":"Thoughts Like Razors","excerpt":"Thoughts Like Razors: As a Main Action, Commit Effort for the day to launch a psychic assault on any visible living creature within sixty feet. The target gets a Mental saving throw to resist; on a failure, it takes 1d8 damage per level of the Thought Noble. The damage can knock…"},{"id":"arts/tireless-vigor","type":"Art","name":"Tireless Vigor","excerpt":"Tireless Vigor: Commit Effort; while it remains Committed your need to eat, drink, breathe, or sleep does not grow further. You may exert yourself tirelessly and regenerate 1 lost hit point per hour."},{"id":"arts/tongue-of-the-beasts","type":"Art","name":"Tongue of the Beasts","excerpt":"Tongue of the Beasts: Commit Effort as an On Turn action. While the Effort remains committed, you can speak with any animal that has fur, feathers, scales, or skin. This art allows them to temporarily speak as if they had human intellect, though their interests, knowledge, and…"},{"id":"arts/transubstantiation","type":"Art","name":"Transubstantiation","excerpt":"Transubstantiation: Commit Effort for the day as a Main Action to transform up to a gallon of any liquid into sacred blood. A draught of this holy liquid is sufficient to sustain a drinker for a day without further food or drink and will heal 1d6 plus the user’s Pray skill in…"},{"id":"arts/turn-false-life","type":"Art","name":"Turn False Life","excerpt":"Turn False Life: Commit Effort for the day as a Main Action and make the sign of your god before one or more visible targets within sixty feet. Roll 2d6 and add your character level; that many hit dice of undead, automatons, or other synthetic, extraplanar, or unnatural life…"},{"id":"arts/unaging","type":"Art","name":"Unaging","excerpt":"Unaging: You no longer naturally age, and will remain perfectly hale and vigorous up to your species’ natural maximum age plus 20% per character level, after which you will collapse into dust and decay. Immortality beyond this point is possible, but generally requires consistent…"},{"id":"arts/unarmed-might","type":"Art","name":"Unarmed Might","excerpt":"Unarmed Might: Your unarmed attack damage increases as you gain levels, as noted on the chart. You may add your Punch skill to the damage done by these attacks as usual, but Foci such as Unarmed Combatant that replace or improve your usual Punch damage do not apply to you."},{"id":"arts/unarmored-defense","type":"Art","name":"Unarmored Defense","excerpt":"Unarmored Defense: When not wearing armor or using a shield, your base Armor Class is equal to 13 plus half your character level, rounded down."},{"id":"arts/unbindable","type":"Art","name":"Unbindable","excerpt":"Unbindable: Commit Effort for the day as an On Turn action whenever you wish to escape chains, grapples, shackles, ropes, or even a magical spell of physical binding. You automatically wriggle free from mundane restraints and gain an Evasion saving throw to instantly end a…"},{"id":"arts/uncanny-ichor","type":"Art","name":"Uncanny Ichor","excerpt":"Uncanny Ichor: Your blood is not like the blood of normal beings. Predators find it nauseating and will not bite you unless provoked. Unintelligent predators will not consider you edible. This ichor is reluctant to leave your body, and stabbing or puncture injuries can Mortally…"},{"id":"arts/unliving-persistence","type":"Art","name":"Unliving Persistence","excerpt":"Unliving Persistence: Commit Effort for the day as an On Turn action to automatically stabilize when Mortally Wounded. You may use this ability to benefit others if you are able to touch them. This ability cannot save a subject that has experienced dismemberment or other…"},{"id":"arts/unobtrusive-step","type":"Art","name":"Unobtrusive Step","excerpt":"Unobtrusive Step: You not only possess a considerable skill for disguise and obfuscation, you can become extremely hard to detect. Once per scene, you may Commit Effort for the day as an Instant action to reroll a failed Sneak skill check or skill check related to impersonating…"},{"id":"arts/unseen-steps","type":"Art","name":"Unseen Steps","excerpt":"Unseen Steps: As an On Turn action, Commit Effort for the day to turn invisible for 1d6 rounds plus your level. This invisibility breaks before you attack, cast spells, or perform other vigorous or violent actions."},{"id":"arts/unthinkable-thought","type":"Art","name":"Unthinkable Thought","excerpt":"Unthinkable Thought: Target a visible living creature and Commit Effort for the day as a Main Action while specifying a particular person, object, or situation that is currently ongoing in their presence. The target may make a Mental save to resist; on a failure, they simply…"},{"id":"arts/unworthy-rabble","type":"Art","name":"Unworthy Rabble","excerpt":"Unworthy Rabble: Commit Effort for the day as an On Turn action. For the rest of the scene, when using your favored weapon, reroll any failed hit roll against foes with one hit die. At eighth level, this ability applies to foes with two hit dice."},{"id":"arts/vital-furnace","type":"Art","name":"Vital Furnace","excerpt":"Vital Furnace: Your tremendous life energy can be used to instantly regenerate any non-mortal wound you have received. Commit Effort for the day as an Instant action to negate the damage from an injury you just received that did not reduce you to zero hit points. Aside from this…"},{"id":"arts/vowed-arts","type":"Art","name":"Vowed Arts","excerpt":"Vowed Effort is based on the skill they chose to represent their order’s main focus of study, whether Exert, Know, Magic, Pray, or some more esoteric skill.\n\nTheir maximum Vowed Effort is equal to this skill level plus their best attribute modifier, whatever it may be, to a…"},{"id":"arts/war-curse","type":"Art","name":"War Curse","excerpt":"War Curse: As a Main Action, curse a visible enemy. They suffer a -2 penalty to hit rolls, damage rolls, and Shock damage for the rest of the scene. If they miss an attack with a raw to-hit die roll less than the Wise’s Magic skill, they accidentally hurt themselves for normal…"},{"id":"arts/ward-allies","type":"Art","name":"Ward Allies","excerpt":"Ward Allies: Commit Effort for the day as an Instant action to omit up to six allies from the effects of an area-effect spell you cast, allowing them to avoid any damage or other negative effect that would be directly produced by the spell. This does not protect them from…"},{"id":"arts/ward-ally","type":"Art","name":"Ward Ally","excerpt":"Ward Ally: As an Instant action, Commit Effort for the scene when an ally within thirty feet is affected by a spell; you are affected by the spell in place of your ally. If you are both in the same area of effect, the spell hits you twice. Any defenses or arts you have against…"},{"id":"arts/warform","type":"Art","name":"Warform","excerpt":"Warform: You gain a flat +2 bonus to all melee hit rolls in this shape and can use your form hit bonus even in a humanoid body. This shape is blatantly martial in appearance, however, and cannot pass as anything harmless or wholly human."},{"id":"arts/weeping-wounds","type":"Art","name":"Weeping Wounds","excerpt":"Weeping Wounds: Once per round, Commit Effort for the scene as an Instant action when a visible enemy takes damage. They must make a Physical save or suffer 1d6 damage per round for one round per level. They cannot heal or regenerate any hit point damage during this effect. This…"},{"id":"arts/weight-of-sin","type":"Art","name":"Weight of Sin","excerpt":"Weight of Sin: As a Main Action, Commit Effort for the day and target a visible foe. They must make a Physical save or lose their Move action for 1d6 rounds plus your level."},{"id":"arts/whirling-evasion","type":"Art","name":"Whirling Evasion","excerpt":"Whirling Evasion: Your base Armor Class becomes equal to 13 plus half your level, rounded up. This AC can be modified by small shields and your Dexterity modifier, but not by armor or large shields."},{"id":"arts/wisdom-of-fin-and-scale","type":"Art","name":"Wisdom of Fin and Scale","excerpt":"Wisdom of Fin and Scale: This shape can breathe water, swim at double your usual Move rate, and is impervious to any normal climatic extreme of cold or undersea pressure. It can see up to sixty feet while underwater even in the absence of normal light."},{"id":"arts/wise-arts","type":"Art","name":"Wise Arts","excerpt":"1.5.19.1 Wise Arts"},{"id":"arts/witchfinder","type":"Art","name":"Witchfinder","excerpt":"Witchfinder: As a Main Action, Commit Effort for the scene. For the rest of the scene, you gain the benefits of the Apprehend the Arcane Form spell, except for the spell’s dark-vision ability."},{"id":"arts/wizard-s-grandeur","type":"Art","name":"Wizard’s Grandeur","excerpt":"Wizard’s Grandeur: Commit Effort as an On Turn action. As long as it remains Committed, you will not become dirty, sweaty, stained, or rumpled regardless of the circumstances. Noxious substances will slide off you without staining and you will remain comfortable regardless of…"},{"id":"arts/words-of-mercy","type":"Art","name":"Words of Mercy","excerpt":"Words of Mercy: Commit Effort for the day as an Instant action to reroll any failed social skill check related to maintaining peace, granting help, or encouraging virtuous acts of compassion, mercy, or truthfulness. This art can be used only once on any given skill check."},{"id":"arts/wrath-of-the-most-high","type":"Art","name":"Wrath of the Most High","excerpt":"Wrath of the Most High: Commit Effort for the scene as a Main Action while you rebuke a visible target. The first time the target takes damage before the end of the next round, it suffers automatic additional damage equal to 1d8 plus your level."},{"id":"attributes/charisma","type":"Attribute","name":"Charisma","excerpt":"commanding, charming, attracting attention, and being taken seriously."},{"id":"attributes/constitution","type":"Attribute","name":"Constitution","excerpt":"hardiness, enduring injury, and tolerating large amounts of magical healing."},{"id":"attributes/dexterity","type":"Attribute","name":"Dexterity","excerpt":"speed, evasion, manual dexterity, reaction time, and combat initiative."},{"id":"attributes/intelligence","type":"Attribute","name":"Intelligence","excerpt":"memory, reasoning, technical skills, and general education."},{"id":"attributes/strength","type":"Attribute","name":"Strength","excerpt":"physical prowess, melee combat, carrying gear, and brute force."},{"id":"attributes/wisdom","type":"Attribute","name":"Wisdom","excerpt":"noticing things, making judgments, reading situations, and intuition."},{"id":"backgrounds/artisan","type":"Background","name":"Artisan","excerpt":"| d6 | Growth | d8 | Learning |\n| --- | --- | --- | --- |\n| 1 | +1 Any Stat | 1 | Connect |\n| 2 | +2 Physical | 2 | Convince |\n| 3 | +2 Physical | 3 | Craft |\n| 4 | +2 Mental | 4 | Craft |\n| 5 | Exert | 5 | Exert |\n| 6 | Any Skill | 6 | Know |\n|  |  | 7 | Notice |\n|  |  | 8 |…"},{"id":"backgrounds/barbarian","type":"Background","name":"Barbarian","excerpt":"| d6 | Growth | d8 | Learning |\n| --- | --- | --- | --- |\n| 1 | +1 Any Stat | 1 | Any Combat |\n| 2 | +2 Physical | 2 | Connect |\n| 3 | +2 Physical | 3 | Exert |\n| 4 | +2 Mental | 4 | Lead |\n| 5 | Exert | 5 | Notice |\n| 6 | Any Skill | 6 | Punch |\n|  |  | 7 | Sneak |\n|  |  | 8 |…"},{"id":"classes/accursed","type":"Class","name":"Accursed","excerpt":"The Accursed are those men and women who have made pacts with otherworldly beings, intentionally or otherwise, and gained powers from that bond."},{"id":"classes/adventurer","type":"Class","name":"Adventurer","excerpt":"Not every hero is perfectly reflected by one of the three main classes, even with the wide latitude of concepts each one allows. For those heroes that straddle the roles, there remains the class of Adventurer.\n\nAn Adventurer picks two classes to reflect their own particular…"},{"id":"classes/bard","type":"Class","name":"Bard","excerpt":"Bards are those who have an uncanny ability to move others through the power of their performance."},{"id":"classes/beastmaster","type":"Class","name":"Beastmaster","excerpt":"Beastmasters are those PCs with an unnatural ability to control and influence animals. For some, these abilities are the fruit of rigorous magical study, while others obtain them from cultural practices, a feral upbringing, or natural aptitude."},{"id":"classes/blood-priest","type":"Class","name":"Blood Priest","excerpt":"As the devotee of a sanguinary god, a blood priest has magical powers for strengthening and supporting their allies."},{"id":"classes/duelist","type":"Class","name":"Duelist","excerpt":"Some warriors indulge in unique training methods that draw on arcane forces to enhance their speed and agility."},{"id":"classes/elementalist","type":"Class","name":"Elementalist","excerpt":"Elementalists are spellcasting Mages who focus on the manipulation of the material world around them. While they are capable of using High Magic, their specialist spells focus chiefly on wielding the classical elements of fire, air, water, and earth."},{"id":"classes/expert","type":"Class","name":"Expert","excerpt":"Your hero is an expert at some useful skill. Thieves, diplomats, healers, scholars, explorers, artisans, and other such heroes should pick the Expert class if they wish to focus on developing their special skills and performing tremendous feats of mastery with them. Experts gain…"},{"id":"classes/healer","type":"Class","name":"Healer","excerpt":"The Healer is a partial Mage class that does not use spells. Instead, they gain specific arts that allow them to mend wounds, cure illnesses, and otherwise sustain their allies."},{"id":"classes/high-mage","type":"Class","name":"High Mage","excerpt":"High Mages represent the default spellcaster in most campaigns. Their spells tend to be generalist in nature rather than focusing on particular specific themes, but their arts make them extremely skilled at manipulating and augmenting the magics they use."},{"id":"classes/invoker","type":"Class","name":"Invoker","excerpt":"The Invoker is an optional spellcasting Mage class that allows a caster to gain flexibility in casting weaker spells. In exchange, an Invoker sacrifices arts and finds more powerful spells to be more draining to cast."},{"id":"classes/mage","type":"Class","name":"Mage","excerpt":"The Mage class is a general header under which all heroes with fundamentally supernatural powers or spellcasting ability are place. Once this class is chosen, the PC must choose a specific arcane tradition to follow; one is a High Mage, or a Vowed, or an Elementalist, for…"},{"id":"classes/mageslayer","type":"Class","name":"Mageslayer","excerpt":"Mageslayers are those specialist combatants who trade a more general proficiency in battle for certain special arts that make them exceptionally lethal against spellcasters."},{"id":"classes/necromancer","type":"Class","name":"Necromancer","excerpt":"Necromancers are those spellcasting Mages who deal with the energies of life and death."},{"id":"classes/skinshifter","type":"Class","name":"Skinshifter","excerpt":"The Skinshifter is a partial Mage class that grants the user shapeshifting abilities, whether to adopt the form of beasts or configurations of their own devising."},{"id":"classes/thought-noble","type":"Class","name":"Thought Noble","excerpt":"This partial Mage class allows a PC to subtly manipulate the thoughts of others and control their own mind and body’s operation. Thought Noble Benefits\n\nA Thought Noble exists only as a partial Mage class, to be taken by an Adventurer alongside another partial class. A Partial…"},{"id":"classes/vowed","type":"Class","name":"Vowed","excerpt":"Adepts of fist and bodily discipline, the Vowed are a partial Mage class dedicated to unarmed combat, physical training, and mental discipline."},{"id":"classes/warrior","type":"Class","name":"Warrior","excerpt":"The Warrior is a hero born to the blade, a man or woman gifted with a superb capacity for physical violence. Savage barbarians, hardened mercenaries, courageous young farm boys, and ordinary laborers who just happen to have an undiscovered capacity for massive bloodshed all…"},{"id":"classes/wise","type":"Class","name":"Wise","excerpt":"Some low-magic settings have a particular place for concepts that aren’t exactly magical, but have some special place in society. Whether a mundane priest of the dominant faith, a feared forest warlock, or a sacred oracle of the gods, these Wise have a special role to…"},{"id":"equipment/arrows-20","type":"Equipment","name":"Arrows, 20","excerpt":"Arrows, 20 | 2 sp | 1"},{"id":"equipment/artisan-s-equipment","type":"Equipment","name":"Artisan’s Equipment","excerpt":"Artisan’s Equipment | 50 sp | 5"},{"id":"equipment/axe-hand","type":"Equipment","name":"Axe, Hand","excerpt":"Axe, Hand | 1d6 | 1/AC 15 | Str/Dex | 10/30 | T | 10 sp | 1"},{"id":"equipment/axe-war","type":"Equipment","name":"Axe, War","excerpt":"Axe, War | 1d10 | 3/AC 15 | Str | - | 2H | 50 sp | 2"},{"id":"equipment/backpack","type":"Equipment","name":"Backpack","excerpt":"Backpack | 2 sp | 1§"},{"id":"equipment/bard-of-small-repute","type":"Equipment","name":"Bard of Small Repute","excerpt":"Bard of Small Repute | 2 sp"},{"id":"equipment/blackjack","type":"Equipment","name":"Blackjack","excerpt":"Blackjack | 1d4 | None | Str/Dex | - | S, LL | 1 sp | 1"},{"id":"equipment/boots","type":"Equipment","name":"Boots","excerpt":"Boots | 2 sp | 1§"},{"id":"equipment/bow-large","type":"Equipment","name":"Bow, Large","excerpt":"Bow, Large | 1d8 | None | Dex | 100/600 | 2H, R, PM | 20 sp | 2"},{"id":"equipment/bow-small","type":"Equipment","name":"Bow, Small","excerpt":"Bow, Small | 1d6 | None | Dex | 50/300 | 2H, R, PM | 20 sp | 1"},{"id":"equipment/bribe-to-overlook-a-capital-crime","type":"Equipment","name":"Bribe to overlook a capital crime","excerpt":"Bribe to overlook a capital crime | 10,000 sp"},{"id":"equipment/bribe-to-overlook-a-major-crime","type":"Equipment","name":"Bribe to overlook a major crime","excerpt":"Bribe to overlook a major crime | 500 sp"},{"id":"equipment/bribe-to-overlook-a-minor-crime","type":"Equipment","name":"Bribe to overlook a minor crime","excerpt":"Bribe to overlook a minor crime | 10 sp"},{"id":"equipment/buff-coat","type":"Equipment","name":"Buff Coat","excerpt":"Buff Coat | 12 | 50 sp | 0"},{"id":"equipment/candle","type":"Equipment","name":"Candle","excerpt":"Candle | 1 cp | *"},{"id":"equipment/carriage-travel-per-mile","type":"Equipment","name":"Carriage travel, per mile","excerpt":"Carriage travel, per mile | 2 cp"},{"id":"equipment/cart-one-horse","type":"Equipment","name":"Cart, one-horse","excerpt":"Cart, one-horse | 50 sp | N/A"},{"id":"equipment/casting-a-minor-spell","type":"Equipment","name":"Casting a minor spell","excerpt":"Casting a minor spell | 250 sp*"},{"id":"equipment/chicken","type":"Equipment","name":"Chicken","excerpt":"Chicken | 5 cp"},{"id":"equipment/claw-blades","type":"Equipment","name":"Claw Blades","excerpt":"Claw Blades | 1d6 | 2/AC 13 | Str/Dex | - | S | 10 sp | 1"},{"id":"equipment/clothes-common","type":"Equipment","name":"Clothes, common","excerpt":"Clothes, common | 25 sp | 1§"},{"id":"equipment/clothes-fine","type":"Equipment","name":"Clothes, fine","excerpt":"Clothes, fine | 100 sp | 1§"},{"id":"equipment/clothes-noble","type":"Equipment","name":"Clothes, noble","excerpt":"Clothes, noble | 500 sp | 2§"},{"id":"equipment/club","type":"Equipment","name":"Club","excerpt":"Club | 1d4 | None | Str/Dex | 10/30 | T, LL | - | 1"},{"id":"equipment/club-great","type":"Equipment","name":"Club, Great","excerpt":"Club, Great | 1d10 | 2/AC 15 | Str | - | 2H | 1 sp | 2"},{"id":"equipment/common-lifestyle-per-week","type":"Equipment","name":"Common lifestyle, per week","excerpt":"Common lifestyle, per week | 20 sp"},{"id":"equipment/common-prostitute","type":"Equipment","name":"Common Prostitute","excerpt":"Common Prostitute | 2 sp"},{"id":"equipment/cooking-utensils","type":"Equipment","name":"Cooking utensils","excerpt":"Cooking utensils | 4 sp | 1"},{"id":"equipment/cow","type":"Equipment","name":"Cow","excerpt":"Cow | 10 sp"},{"id":"equipment/criminal-tools","type":"Equipment","name":"Criminal Tools","excerpt":"Criminal Tools | 100 sp | 3"},{"id":"equipment/crossbow","type":"Equipment","name":"Crossbow","excerpt":"Crossbow | 1d10 | None | Dex | 100/300 | 2H, SR, PM | 10 sp | 1"},{"id":"equipment/crowbar","type":"Equipment","name":"Crowbar","excerpt":"Crowbar | 4 sp | 1"},{"id":"equipment/cuirass-and-greaves","type":"Equipment","name":"Cuirass and Greaves","excerpt":"Cuirass and Greaves | 15 | 250 sp | 2"},{"id":"equipment/dagger","type":"Equipment","name":"Dagger","excerpt":"Dagger | 1d4 | 1/AC 15 | Str/Dex | 30/60 | S, T, PM | 3 sp | 1"},{"id":"equipment/dog-working","type":"Equipment","name":"Dog, working","excerpt":"Dog, working | 20 sp"},{"id":"equipment/dragoman-or-skilled-interpreter","type":"Equipment","name":"Dragoman or Skilled Interpreter","excerpt":"Dragoman or Skilled Interpreter | 10 sp"},{"id":"equipment/dungeoneering-kit","type":"Equipment","name":"Dungeoneering Kit","excerpt":"Dungeoneering Kit | 200 sp | 6"},{"id":"equipment/elite-courtesan","type":"Equipment","name":"Elite Courtesan","excerpt":"Elite Courtesan | 100 sp"},{"id":"equipment/farmer","type":"Equipment","name":"Farmer","excerpt":"Farmer | 1 sp"},{"id":"equipment/firewood-one-night-s-fire","type":"Equipment","name":"Firewood, one night's fire","excerpt":"Firewood, one night's fire | 2 cp | 4"},{"id":"equipment/flask-metal-one-pint","type":"Equipment","name":"Flask, metal, one pint","excerpt":"Flask, metal, one pint | 3 sp | 1"},{"id":"equipment/grand-plate","type":"Equipment","name":"Grand Plate","excerpt":"Grand Plate | 16 | 2,000 sp | 3"},{"id":"equipment/grappling-hook","type":"Equipment","name":"Grappling hook","excerpt":"Grappling hook | 5 sp | 1"},{"id":"equipment/great-armor","type":"Equipment","name":"Great Armor","excerpt":"Great Armor | 19 | 2,000 sp | 3"},{"id":"equipment/guard-ordinary","type":"Equipment","name":"Guard, ordinary","excerpt":"Guard, ordinary | 2 sp"},{"id":"equipment/guard-sergeant-for-every-ten-guards","type":"Equipment","name":"Guard, sergeant, for every ten guards","excerpt":"Guard, sergeant, for every ten guards | 10 sp"},{"id":"equipment/halberd","type":"Equipment","name":"Halberd","excerpt":"Halberd | 1d10 | 2/AC 15 | Str | - | 2H, L | 50 sp | 2"},{"id":"equipment/hammer-great","type":"Equipment","name":"Hammer, Great","excerpt":"Hammer, Great | 1d10 | 2/AC 18 | Str | - | 2H | 50 sp | 2"},{"id":"equipment/hammer-or-small-tool","type":"Equipment","name":"Hammer or small tool","excerpt":"Hammer or small tool | 2 sp | 1"},{"id":"equipment/hammer-war","type":"Equipment","name":"Hammer, War","excerpt":"Hammer, War | 1d8 | 1/AC 18 | Str | - |  | 30 sp | 1"},{"id":"equipment/healer-s-pouch","type":"Equipment","name":"Healer's pouch","excerpt":"Healer's pouch | 5 sp | 1"},{"id":"equipment/hire-someone-for-a-major-crime","type":"Equipment","name":"Hire someone for a major crime","excerpt":"Hire someone for a major crime | 1,000 sp"},{"id":"equipment/hire-someone-for-a-minor-crime","type":"Equipment","name":"Hire someone for a minor crime","excerpt":"Hire someone for a minor crime | 50 sp"},{"id":"equipment/hire-someone-for-an-infamous-crime","type":"Equipment","name":"Hire someone for an infamous crime","excerpt":"Hire someone for an infamous crime | 25,000 sp"},{"id":"equipment/horse-battle-trained","type":"Equipment","name":"Horse, battle-trained","excerpt":"Horse, battle-trained | 2,000 sp"},{"id":"equipment/horse-draft","type":"Equipment","name":"Horse, draft","excerpt":"Horse, draft | 150 sp"},{"id":"equipment/horse-riding","type":"Equipment","name":"Horse, riding","excerpt":"Horse, riding | 200 sp"},{"id":"equipment/hurlant-bolts-20","type":"Equipment","name":"Hurlant bolts, 20","excerpt":"Hurlant bolts, 20 | 20 sp | 1"},{"id":"equipment/hurlant-great","type":"Equipment","name":"Hurlant, Great","excerpt":"Hurlant, Great | 3d10 | None | Dex | 600/2,400 | FX, SS, AP | 10,000 sp | 15"},{"id":"equipment/hurlant-hand","type":"Equipment","name":"Hurlant, Hand","excerpt":"Hurlant, Hand | 1d12 | None | Dex | 30/60 | SS, AP | 1,000 sp | 1"},{"id":"equipment/hurlant-long","type":"Equipment","name":"Hurlant, Long","excerpt":"Hurlant, Long | 2d8 | None | Dex | 200/600 | 2H, SS, AP, PM | 4,000 sp | 2"},{"id":"equipment/impoverished-lifestyle-per-week","type":"Equipment","name":"Impoverished lifestyle, per week","excerpt":"Impoverished lifestyle, per week | 5 sp"},{"id":"equipment/iron-spikes-10","type":"Equipment","name":"Iron spikes, 10","excerpt":"Iron spikes, 10 | 1 sp | 1"},{"id":"equipment/lantern","type":"Equipment","name":"Lantern","excerpt":"Lantern | 10 sp | 1"},{"id":"equipment/large-shield","type":"Equipment","name":"Large Shield","excerpt":"Large Shield | 14 | 10 sp | 1"},{"id":"equipment/lawyer-or-pleader","type":"Equipment","name":"Lawyer or Pleader","excerpt":"Lawyer or Pleader | 10 sp"},{"id":"equipment/lifting-a-curse-or-undoing-magic","type":"Equipment","name":"Lifting a curse or undoing magic","excerpt":"Lifting a curse or undoing magic | 1,000 sp*"},{"id":"equipment/linothorax","type":"Equipment","name":"Linothorax","excerpt":"Linothorax | 13 | 20 sp | 1"},{"id":"equipment/mace","type":"Equipment","name":"Mace","excerpt":"Mace | 1d6 | 1/AC 18 | Str | - | LL | 15 sp | 1"},{"id":"equipment/mage-of-minor-abilities","type":"Equipment","name":"Mage of Minor Abilities","excerpt":"Mage of Minor Abilities | 200 sp"},{"id":"equipment/magical-curing-of-a-disease","type":"Equipment","name":"Magical curing of a disease","excerpt":"Magical curing of a disease | 500 sp*"},{"id":"equipment/magical-healing-of-wounds","type":"Equipment","name":"Magical healing of wounds","excerpt":"Magical healing of wounds | 10 sp/hp*"},{"id":"equipment/mail-hauberk","type":"Equipment","name":"Mail Hauberk","excerpt":"Mail Hauberk | 16 | 750 sp | 2"},{"id":"equipment/mail-shirt","type":"Equipment","name":"Mail Shirt","excerpt":"Mail Shirt | 14 | 250 sp | 1"},{"id":"equipment/merchant-ship","type":"Equipment","name":"Merchant ship","excerpt":"Merchant ship | 5,000 sp"},{"id":"equipment/mirror-hand","type":"Equipment","name":"Mirror, hand","excerpt":"Mirror, hand | 10 sp | *"},{"id":"equipment/mule","type":"Equipment","name":"Mule","excerpt":"Mule | 30 sp"},{"id":"equipment/mundane-physician","type":"Equipment","name":"Mundane Physician","excerpt":"Mundane Physician | 10 sp"},{"id":"equipment/navigator","type":"Equipment","name":"Navigator","excerpt":"Navigator | 5 sp"},{"id":"equipment/no-armor","type":"Equipment","name":"No Armor","excerpt":"No Armor | 10 | None | N/A"},{"id":"equipment/noble-courtier-outfit","type":"Equipment","name":"Noble Courtier Outfit","excerpt":"Noble Courtier Outfit | 1,000 sp | 2"},{"id":"equipment/noble-lifestyle-per-week","type":"Equipment","name":"Noble lifestyle, per week","excerpt":"Noble lifestyle, per week | 1,000 sp"},{"id":"equipment/oil-one-pint","type":"Equipment","name":"Oil, one pint","excerpt":"Oil, one pint | 1 sp | 1#"},{"id":"equipment/ox-plow-trained","type":"Equipment","name":"Ox, plow-trained","excerpt":"Ox, plow-trained | 15 sp"},{"id":"equipment/paper-10-sheets","type":"Equipment","name":"Paper, 10 sheets","excerpt":"Paper, 10 sheets | 1 sp | *"},{"id":"equipment/performer-s-implements","type":"Equipment","name":"Performer’s Implements","excerpt":"Performer’s Implements | 100 sp | 3"},{"id":"equipment/pieced-armor","type":"Equipment","name":"Pieced Armor","excerpt":"Pieced Armor | 14 | 100 sp | 2"},{"id":"equipment/pig","type":"Equipment","name":"Pig","excerpt":"Pig | 3 sp"},{"id":"equipment/pike","type":"Equipment","name":"Pike","excerpt":"Pike | 1d8 | 1/AC 18 | Str | - | 2H, L | 10 sp | 2"},{"id":"equipment/plate-armor","type":"Equipment","name":"Plate Armor","excerpt":"Plate Armor | 17 | 1,000 sp | 2"},{"id":"equipment/porter-only-for-relatively-safe-roads","type":"Equipment","name":"Porter only for relatively safe roads","excerpt":"Porter only for relatively safe roads | 1 sp"},{"id":"equipment/porter-willing-to-go-into-the-wilds","type":"Equipment","name":"Porter willing to go into the wilds","excerpt":"Porter willing to go into the wilds | 5 sp"},{"id":"equipment/rations-one-week","type":"Equipment","name":"Rations, one week","excerpt":"Rations, one week | 5 sp | 4"},{"id":"equipment/rich-lifestyle-per-week","type":"Equipment","name":"Rich lifestyle, per week","excerpt":"Rich lifestyle, per week | 200 sp"},{"id":"equipment/river-ferry-per-passenger","type":"Equipment","name":"River ferry, per passenger","excerpt":"River ferry, per passenger | 5 cp"},{"id":"equipment/rope-50","type":"Equipment","name":"Rope, 50'","excerpt":"Rope, 50' | 2 sp | 2"},{"id":"equipment/rowboat","type":"Equipment","name":"Rowboat","excerpt":"Rowboat | 30 sp"},{"id":"equipment/sack","type":"Equipment","name":"Sack","excerpt":"Sack | 1 sp | 1"},{"id":"equipment/sage-per-question-answered","type":"Equipment","name":"Sage, per question answered","excerpt":"Sage, per question answered | 200 sp"},{"id":"equipment/sailor","type":"Equipment","name":"Sailor","excerpt":"Sailor | 1 sp"},{"id":"equipment/scaled-armor","type":"Equipment","name":"Scaled Armor","excerpt":"Scaled Armor | 16 | 500 sp | 3"},{"id":"equipment/scribe-or-clerk","type":"Equipment","name":"Scribe or Clerk","excerpt":"Scribe or Clerk | 3 sp"},{"id":"equipment/sheep-or-goat","type":"Equipment","name":"Sheep or goat","excerpt":"Sheep or goat | 5 sp"},{"id":"equipment/shield-bash-large","type":"Equipment","name":"Shield Bash, Large","excerpt":"Shield Bash, Large | 1d6 | 1/AC 13 | Str | - | LL | - | -"},{"id":"equipment/shield-bash-small","type":"Equipment","name":"Shield Bash, Small","excerpt":"Shield Bash, Small | 1d4 | None | Str/Dex | - | LL | - | -"},{"id":"equipment/ship-passage-per-expected-day","type":"Equipment","name":"Ship passage, per expected day","excerpt":"Ship passage, per expected day | 2 sp"},{"id":"equipment/shovel-pick-or-similar-tool","type":"Equipment","name":"Shovel, pick, or similar tool","excerpt":"Shovel, pick, or similar tool | 4 sp | 2"},{"id":"equipment/skilled-artisan","type":"Equipment","name":"Skilled Artisan","excerpt":"Skilled Artisan | 5 sp"},{"id":"equipment/small-fishing-boat","type":"Equipment","name":"Small fishing boat","excerpt":"Small fishing boat | 200 sp"},{"id":"equipment/small-shield","type":"Equipment","name":"Small Shield","excerpt":"Small Shield | 13 | 20 sp | 1"},{"id":"equipment/spear-heavy","type":"Equipment","name":"Spear, Heavy","excerpt":"Spear, Heavy | 1d10 | 2/AC 15 | Str | - | 2H | 10 sp | 2"},{"id":"equipment/spear-light","type":"Equipment","name":"Spear, Light","excerpt":"Spear, Light | 1d6 | 2/AC 13 | Str/Dex | 30/60 | T | 5 sp | 1"},{"id":"equipment/staff","type":"Equipment","name":"Staff","excerpt":"Staff | 1d6 | 1/AC 13 | Str/Dex | - | 2H, LL | 1 sp | 1"},{"id":"equipment/stiletto","type":"Equipment","name":"Stiletto","excerpt":"Stiletto | 1d4 | 1/AC 18 | Dex | - | S, PM | 10 sp | 1"},{"id":"equipment/sword-great","type":"Equipment","name":"Sword, Great","excerpt":"Sword, Great | 1d12 | 2/AC 15 | Str | - | 2H | 250 sp | 2"},{"id":"equipment/sword-long","type":"Equipment","name":"Sword, Long","excerpt":"Sword, Long | 1d8 | 2/AC 13 | Str/Dex | - |  | 100 sp | 1"},{"id":"equipment/sword-short","type":"Equipment","name":"Sword, Short","excerpt":"Sword, Short | 1d6 | 2/AC 15 | Str/Dex | - |  | 10 sp | 1"},{"id":"equipment/throwing-blade","type":"Equipment","name":"Throwing Blade","excerpt":"Throwing Blade | 1d4 | None | Dex | 30/60 | S, T, N | 3 sp | 1"},{"id":"equipment/tinder-box","type":"Equipment","name":"Tinder box","excerpt":"Tinder box | 1 sp | *"},{"id":"equipment/torch","type":"Equipment","name":"Torch","excerpt":"Torch | 2 cp | 1#"},{"id":"equipment/unarmed-attack","type":"Equipment","name":"Unarmed Attack","excerpt":"Unarmed Attack | 1d2+Skill | None | Str/Dex | - | LL | - | -"},{"id":"equipment/unskilled-laborer","type":"Equipment","name":"Unskilled Laborer","excerpt":"Unskilled Laborer | 1 sp"},{"id":"equipment/veteran-sellsword","type":"Equipment","name":"Veteran Sellsword","excerpt":"Veteran Sellsword | 10 sp"},{"id":"equipment/war-galleon","type":"Equipment","name":"War galleon","excerpt":"War galleon | 50,000 sp"},{"id":"equipment/war-robe","type":"Equipment","name":"War Robe","excerpt":"War Robe | 14 | 50 sp | 3"},{"id":"equipment/war-shirt","type":"Equipment","name":"War Shirt","excerpt":"War Shirt | 11 | 5 sp | 0"},{"id":"equipment/waterskin-one-gallon","type":"Equipment","name":"Waterskin, one gallon","excerpt":"Waterskin, one gallon | 1 sp | 1"},{"id":"equipment/wilderness-guide","type":"Equipment","name":"Wilderness Guide","excerpt":"Wilderness Guide | 10 sp"},{"id":"equipment/wilderness-travel-gear","type":"Equipment","name":"Wilderness Travel Gear","excerpt":"Wilderness Travel Gear | 100 sp | 5"},{"id":"equipment/writing-kit","type":"Equipment","name":"Writing kit","excerpt":"Writing kit | 3 sp | 1"},{"id":"faction-actions/attack","type":"FactionAction","name":"Attack","excerpt":"The faction nominates one or more Assets to attack the enemy in their locations. In each location, the defender chooses which of the Assets present will meet the Attack; thus, if a unit of Infantry attacks in a location where there is an enemy Base of Influence, Informers, and…"},{"id":"faction-actions/create-asset","type":"FactionAction","name":"Create Asset","excerpt":"The faction buys one Asset at a location where they have a Base of Influence. They must have the minimum attribute and Magic ratings necessary to buy the Asset and must pay the listed cost in Treasure to build it. A faction can create only one Asset per turn.\n\nA faction can have…"},{"id":"faction-actions/expand-influence","type":"FactionAction","name":"Expand Influence","excerpt":"The faction seeks to establish a new base of operations in a location. The faction must have at least one Asset there already to make this attempt, and must spend 1 Treasure for each hit point the new Base of Influence is to have. Thus, to create a new Base of Influence with a…"},{"id":"faction-actions/hide-asset","type":"FactionAction","name":"Hide Asset","excerpt":"An action available only to factions with a Cunning score of 3 or better, this action allows the faction to give one owned Asset the Stealth quality for every 2 Treasure they spend. Assets currently in a location with another faction’s Base of Influence can’t be hidden. If the…"},{"id":"faction-actions/move-asset","type":"FactionAction","name":"Move Asset","excerpt":"One or more Assets are moved up to one turn’s worth of movement each. The receiving location must not have the ability and inclination to forbid the Asset from operating there. Subtle and Stealthed Assets ignore this limit.\n\nIf an asset loses the Subtle or Stealth qualities…"},{"id":"faction-actions/repair-asset","type":"FactionAction","name":"Repair Asset","excerpt":"The faction spends 1 Treasure on each Asset they wish to repair, fixing half their relevant attribute value in lost hit points, rounded up. Thus, fixing a Force Asset would heal half the faction’s Force attribute, rounded up. Additional healing can be applied to an Asset in this…"},{"id":"faction-actions/sell-asset","type":"FactionAction","name":"Sell Asset","excerpt":"The faction voluntarily decommissions an Asset, salvaging it for what it’s worth. The Asset is lost and the faction gains half its purchase cost in Treasure, rounded down. If the Asset is damaged when it is sold, however, no Treasure is gained."},{"id":"faction-assets/ancient-mechanisms","type":"FactionAsset","name":"Ancient Mechanisms","excerpt":"Ancient Mechanisms | 8 | 4 | Medium | None | None | Special"},{"id":"faction-assets/ancient-workshop","type":"FactionAsset","name":"Ancient Workshop","excerpt":"Ancient Workshop | 25 | 16 | Medium | None | None | "},{"id":"faction-assets/apocalypse-engine","type":"FactionAsset","name":"Apocalypse Engine","excerpt":"Apocalypse Engine | 35 | 20 | Medium | F v. F/3d10+4 damage | None | "},{"id":"faction-assets/arcane-laboratory","type":"FactionAsset","name":"Arcane Laboratory","excerpt":"Arcane Laboratory | 6 | 4 | None | None | None | Special"},{"id":"faction-assets/armed-guards","type":"FactionAsset","name":"Armed Guards","excerpt":"Armed Guards | 1 | 3 | None | W v. F/1d3 damage | 1d4 damage | "},{"id":"faction-assets/bewitching-charmer","type":"FactionAsset","name":"Bewitching Charmer","excerpt":"Bewitching Charmer | 6 | 4 | Low | C v. C/Special | None | Subtle, Special"},{"id":"faction-assets/blackmail","type":"FactionAsset","name":"Blackmail","excerpt":"Blackmail | 4 | 4 | None | C v. C/1d4 damage | None | Subtle, Special"},{"id":"faction-assets/brilliant-general","type":"FactionAsset","name":"Brilliant General","excerpt":"Brilliant General | 25 | 8 | None | C v. F/1d8 damage | None | Subtle, Special"},{"id":"faction-assets/caravan","type":"FactionAsset","name":"Caravan","excerpt":"Caravan | 5 | 4 | None | W v. W/1d4 damage | None | Action"},{"id":"faction-assets/cavalry","type":"FactionAsset","name":"Cavalry","excerpt":"Cavalry | 8 | 12 | None | F v. F/2d6 damage | 1d4 damage | "},{"id":"faction-assets/cooperative-businesses","type":"FactionAsset","name":"Cooperative Businesses","excerpt":"Cooperative Businesses | 1 | 2 | None | W v. W/1d4-1 damage | None | Subtle, Special"},{"id":"faction-assets/court-patronage","type":"FactionAsset","name":"Court Patronage","excerpt":"Court Patronage | 8 | 8 | None | C v. C/1d6 damage | 1d6 damage | Subtle, Special"},{"id":"faction-assets/covert-transport","type":"FactionAsset","name":"Covert Transport","excerpt":"Covert Transport | 8 | 4 | None | None | None | Subtle, Special"},{"id":"faction-assets/cryptomancers","type":"FactionAsset","name":"Cryptomancers","excerpt":"Cryptomancers | 14 | 6 | Low | C v. C/Special | None | Subtle"},{"id":"faction-assets/dancing-girls","type":"FactionAsset","name":"Dancing Girls","excerpt":"Dancing Girls | 4 | 3 | None | C v. W/2d4 damage | None | Subtle, Special"},{"id":"faction-assets/demonic-slayer","type":"FactionAsset","name":"Demonic Slayer","excerpt":"Demonic Slayer | 12 | 4 | High | C v. C/2d6+2 damage | None | Subtle, Special"},{"id":"faction-assets/dragomans","type":"FactionAsset","name":"Dragomans","excerpt":"Dragomans | 4 | 4 | None | None | 1d4 damage | Subtle, Special"},{"id":"faction-assets/economic-disruption","type":"FactionAsset","name":"Economic Disruption","excerpt":"Economic Disruption | 25 | 10 | None | W v. W/2d6 damage | None | Subtle, Action"},{"id":"faction-assets/enchanted-elites","type":"FactionAsset","name":"Enchanted Elites","excerpt":"Enchanted Elites | 8 | 6 | Medium | F v. F/1d10 damage | 1d6 damage | Subtle"},{"id":"faction-assets/expert-treachery","type":"FactionAsset","name":"Expert Treachery","excerpt":"Expert Treachery | 10 | 5 | None | C v. C/Special | None | Subtle"},{"id":"faction-assets/farmers","type":"FactionAsset","name":"Farmers","excerpt":"Farmers | 2 | 4 | None | None | 1d4 damage | Action"},{"id":"faction-assets/fearful-intimidation","type":"FactionAsset","name":"Fearful Intimidation","excerpt":"Fearful Intimidation | 2 | 4 | None | None | 1d4 damage | "},{"id":"faction-assets/fortification-program","type":"FactionAsset","name":"Fortification Program","excerpt":"Fortification Program | 20 | 18 | None | None | 2d6 damage | Action"},{"id":"faction-assets/free-company","type":"FactionAsset","name":"Free Company","excerpt":"Free Company | 8 | 6 | None | W v. F/2d4+2 damage | 1d6 damage | Action, Special"},{"id":"faction-assets/front-merchant","type":"FactionAsset","name":"Front Merchant","excerpt":"Front Merchant | 2 | 3 | None | W v. W/1d4 damage | 1d4-1 damage | Subtle"},{"id":"faction-assets/golden-prosperity","type":"FactionAsset","name":"Golden Prosperity","excerpt":"Golden Prosperity | 40 | 30 | Medium | None | 2d10 damage | "},{"id":"faction-assets/guerrilla-populace","type":"FactionAsset","name":"Guerrilla Populace","excerpt":"Guerrilla Populace | 6 | 4 | None | F v. F/1d4+1 damage | None | "},{"id":"faction-assets/healers","type":"FactionAsset","name":"Healers","excerpt":"Healers | 12 | 8 | None | None | None | Action"},{"id":"faction-assets/hired-friends","type":"FactionAsset","name":"Hired Friends","excerpt":"Hired Friends | 4 | 4 | None | C v. C/1d6 damage | None | Subtle, Special"},{"id":"faction-assets/hired-legion","type":"FactionAsset","name":"Hired Legion","excerpt":"Hired Legion | 30 | 20 | None | W v. F/2d10+4 damage | 2d10 damage | Action"},{"id":"faction-assets/idealistic-thugs","type":"FactionAsset","name":"Idealistic Thugs","excerpt":"Idealistic Thugs | 8 | 12 | None | C v. F/1d6 damage | 1d6 damage | Subtle"},{"id":"faction-assets/infantry","type":"FactionAsset","name":"Infantry","excerpt":"Infantry | 6 | 6 | None | F v. F/1d8 damage | 1d6 damage | "},{"id":"faction-assets/informers","type":"FactionAsset","name":"Informers","excerpt":"Informers | 2 | 3 | None | C v. C/Special | None | Subtle, Special"},{"id":"faction-assets/interrupted-logistics","type":"FactionAsset","name":"Interrupted Logistics","excerpt":"Interrupted Logistics | 20 | 10 | None | None | None | Subtle, Special"},{"id":"faction-assets/invincible-legion","type":"FactionAsset","name":"Invincible Legion","excerpt":"Invincible Legion | 40 | 30 | None | F v. F/2d10+4 damage | 2d10+4 damage | Special"},{"id":"faction-assets/just-as-planned","type":"FactionAsset","name":"Just As Planned","excerpt":"Just As Planned | 40 | 15 | None | None | 1d10 damage | Subtle, Special"},{"id":"faction-assets/knights","type":"FactionAsset","name":"Knights","excerpt":"Knights | 18 | 16 | None | F v. F/2d8 damage | 2d6 damage | "},{"id":"faction-assets/lead-or-silver","type":"FactionAsset","name":"Lead or Silver","excerpt":"Lead or Silver | 20 | 10 | None | W v. W/2d10 damage | 2d8 damage | "},{"id":"faction-assets/local-guard","type":"FactionAsset","name":"Local Guard","excerpt":"Local Guard | 3 | 4 | None | F v. F/1d3+1 damage | 1d4+1 damage | "},{"id":"faction-assets/mad-genius","type":"FactionAsset","name":"Mad Genius","excerpt":"Mad Genius | 6 | 2 | None | W v. C/1d6 damage | None | Action"},{"id":"faction-assets/magical-logistics","type":"FactionAsset","name":"Magical Logistics","excerpt":"Magical Logistics | 14 | 6 | Medium | None | None | Special"},{"id":"faction-assets/manufactory","type":"FactionAsset","name":"Manufactory","excerpt":"Manufactory | 8 | 4 | None | None | 1d4 damage | Action"},{"id":"faction-assets/merchant-prince","type":"FactionAsset","name":"Merchant Prince","excerpt":"Merchant Prince | 20 | 10 | None | W v. W/2d8 damage | 1d8 damage | Action"},{"id":"faction-assets/military-roads","type":"FactionAsset","name":"Military Roads","excerpt":"Military Roads | 10 | 10 | None | None | None | Action"},{"id":"faction-assets/military-transport","type":"FactionAsset","name":"Military Transport","excerpt":"Military Transport | 4 | 6 | None | None | None | Action"},{"id":"faction-assets/mindbenders","type":"FactionAsset","name":"Mindbenders","excerpt":"Mindbenders | 20 | 10 | Medium | None | 2d8 damage | Subtle"},{"id":"faction-assets/monopoly","type":"FactionAsset","name":"Monopoly","excerpt":"Monopoly | 8 | 12 | None | W v. W/1d6 damage | 1d6 damage | Action"},{"id":"faction-assets/occult-countermeasures","type":"FactionAsset","name":"Occult Countermeasures","excerpt":"Occult Countermeasures | 10 | 8 | Low | W v. C/2d10 damage | 1d10 damage | Special"},{"id":"faction-assets/occult-infiltrators","type":"FactionAsset","name":"Occult Infiltrators","excerpt":"Occult Infiltrators | 6 | 4 | Medium | C v. C/2d6 damage | None | Subtle, Special"},{"id":"faction-assets/omniscient-seers","type":"FactionAsset","name":"Omniscient Seers","excerpt":"Omniscient Seers | 30 | 10 | High | None | 1d8 damage | Subtle, Special"},{"id":"faction-assets/organization-moles","type":"FactionAsset","name":"Organization Moles","excerpt":"Organization Moles | 8 | 10 | None | C v. C/2d6 damage | None | Subtle"},{"id":"faction-assets/petty-seers","type":"FactionAsset","name":"Petty Seers","excerpt":"Petty Seers | 2 | 2 | Medium | None | 1d6 damage | Subtle"},{"id":"faction-assets/pleaders","type":"FactionAsset","name":"Pleaders","excerpt":"Pleaders | 6 | 4 | None | C v. W/2d4 damage | 1d6 damage | Special"},{"id":"faction-assets/popular-movement","type":"FactionAsset","name":"Popular Movement","excerpt":"Popular Movement | 25 | 16 | None | C v. C/2d6 damage | 1d6 damage | Subtle, Special"},{"id":"faction-assets/prophet","type":"FactionAsset","name":"Prophet","excerpt":"Prophet | 20 | 10 | None | C v. C/2d8 damage | 1d8 damage | Subtle"},{"id":"faction-assets/purity-rites","type":"FactionAsset","name":"Purity Rites","excerpt":"Purity Rites | 20 | 10 | Low | None | 2d8+2 damage | Special"},{"id":"faction-assets/reserve-corps","type":"FactionAsset","name":"Reserve Corps","excerpt":"Reserve Corps | 4 | 4 | None | F v. F/1d6 damage | 1d6 damage | "},{"id":"faction-assets/saboteurs","type":"FactionAsset","name":"Saboteurs","excerpt":"Saboteurs | 5 | 6 | None | C v. W/2d4 damage | None | Subtle, Special"},{"id":"faction-assets/scouts","type":"FactionAsset","name":"Scouts","excerpt":"Scouts | 5 | 5 | None | F v. F/2d4 damage | 1d4+1 damage | Subtle"},{"id":"faction-assets/seditionists","type":"FactionAsset","name":"Seditionists","excerpt":"Seditionists | 12 | 8 | None | Special | None | Subtle"},{"id":"faction-assets/shapeshifters","type":"FactionAsset","name":"Shapeshifters","excerpt":"Shapeshifters | 14 | 8 | Medium | C v. C/2d6 damage | None | Subtle, Special"},{"id":"faction-assets/siege-experts","type":"FactionAsset","name":"Siege Experts","excerpt":"Siege Experts | 10 | 8 | None | F v. W/1d6 damage | 1d6 damage | "},{"id":"faction-assets/smugglers","type":"FactionAsset","name":"Smugglers","excerpt":"Smugglers | 2 | 4 | None | C v. W/1d4 damage | None | Subtle, Action"},{"id":"faction-assets/smuggling-fleet","type":"FactionAsset","name":"Smuggling Fleet","excerpt":"Smuggling Fleet | 12 | 6 | None | W v. F/2d6 damage | None | Subtle, Action"},{"id":"faction-assets/spymaster","type":"FactionAsset","name":"Spymaster","excerpt":"Spymaster | 8 | 4 | None | C v. C/1d6 damage | 2d6 damage | Subtle"},{"id":"faction-assets/summoned-hunter","type":"FactionAsset","name":"Summoned Hunter","excerpt":"Summoned Hunter | 4 | 4 | Medium | C v. F/1d6 damage | None | Subtle"},{"id":"faction-assets/supply-interruption","type":"FactionAsset","name":"Supply Interruption","excerpt":"Supply Interruption | 10 | 8 | None | C v. W/1d6 damage | None | Subtle, Action"},{"id":"faction-assets/temple-fanatics","type":"FactionAsset","name":"Temple Fanatics","excerpt":"Temple Fanatics | 4 | 6 | None | F v. F/2d6 damage | 2d6 damage | Special"},{"id":"faction-assets/thugs","type":"FactionAsset","name":"Thugs","excerpt":"Thugs | 2 | 1 | None | F v. C/1d6 damage | None | Subtle"},{"id":"faction-assets/trade-company","type":"FactionAsset","name":"Trade Company","excerpt":"Trade Company | 15 | 10 | None | W v. W/2d6 damage | 1d6 damage | Action"},{"id":"faction-assets/transport-network","type":"FactionAsset","name":"Transport Network","excerpt":"Transport Network | 15 | 5 | None | W v. W/1d12 damage | None | Action"},{"id":"faction-assets/underground-roads","type":"FactionAsset","name":"Underground Roads","excerpt":"Underground Roads | 18 | 15 | None | None | None | Subtle, Special"},{"id":"faction-assets/useful-idiots","type":"FactionAsset","name":"Useful Idiots","excerpt":"Useful Idiots | 1 | 2 | None | None | None | Subtle, Special"},{"id":"faction-assets/usurers","type":"FactionAsset","name":"Usurers","excerpt":"Usurers | 12 | 8 | None | W v. W/1d10 damage | None | Action"},{"id":"faction-assets/vanguard-unit","type":"FactionAsset","name":"Vanguard Unit","excerpt":"Vanguard Unit | 10 | 10 | None | None | 1d6 damage | Action"},{"id":"faction-assets/vigilant-agents","type":"FactionAsset","name":"Vigilant Agents","excerpt":"Vigilant Agents | 12 | 8 | None | None | 1d4 damage | Subtle, Special"},{"id":"faction-assets/war-fleet","type":"FactionAsset","name":"War Fleet","excerpt":"War Fleet | 12 | 8 | None | F v. F/2d6 damage | 1d8 damage | Action"},{"id":"faction-assets/war-machines","type":"FactionAsset","name":"War Machines","excerpt":"War Machines | 25 | 14 | Medium | F v. F/2d10+4 damage | 1d10 damage | "},{"id":"faction-assets/warshaped","type":"FactionAsset","name":"Warshaped","excerpt":"Warshaped | 30 | 16 | High | F v. F/2d8+2 damage | 2d8 damage | Subtle"},{"id":"faction-assets/witch-hunters","type":"FactionAsset","name":"Witch Hunters","excerpt":"Witch Hunters | 6 | 4 | Low | C v. C/1d4+1 damage | 1d6 damage | "},{"id":"faction-assets/worker-mob","type":"FactionAsset","name":"Worker Mob","excerpt":"Worker Mob | 4 | 6 | None | W v. F/1d4+1 damage | 1d4 damage | "},{"id":"faction-goals/blood-the-enemy","type":"FactionGoal","name":"Blood the Enemy","excerpt":"Inflict a number of hit points of damage on enemy faction assets or bases equal to your faction’s total Force, Cunning, and Wealth ratings. Difficulty 2."},{"id":"faction-goals/destroy-the-foe","type":"FactionGoal","name":"Destroy the Foe","excerpt":"Destroy a rival faction. Difficulty equal to 2 plus the average of the faction’s Force, Cunning, and Wealth ratings."},{"id":"faction-goals/eliminate-target","type":"FactionGoal","name":"Eliminate Target","excerpt":"Choose an undamaged rival Asset. If you destroy it within three turns, succeed at a Difficulty 1 goal. If you fail, pick a new goal without suffering the usual turn of paralysis."},{"id":"faction-goals/expand-influence","type":"FactionGoal","name":"Expand Influence","excerpt":"Plant a Base of Influence at a new location. Difficulty 1, +1 if a rival contests it."},{"id":"faction-goals/inside-enemy-territory","type":"FactionGoal","name":"Inside Enemy Territory","excerpt":"Have a number of Stealthed assets in locations where there is a rival Base of Influence equal to your Cunning score. Units that are already Stealthed in locations when this goal is adopted don’t count. Difficulty 2."},{"id":"faction-goals/invincible-valor","type":"FactionGoal","name":"Invincible Valor","excerpt":"Destroy a Force asset with a minimum purchase rating higher than your faction’s Force rating. Difficulty 2."},{"id":"faction-goals/peaceable-kingdom","type":"FactionGoal","name":"Peaceable Kingdom","excerpt":"Don’t take an Attack action for four turns. Difficulty 1."},{"id":"faction-goals/root-out-the-enemy","type":"FactionGoal","name":"Root Out the Enemy","excerpt":"Destroy a Base of Influence of a rival faction in a specific location. Difficulty equal to half the average of the current ruling faction’s Force, Cunning, and Wealth ratings, rounded up."},{"id":"faction-goals/sphere-dominance","type":"FactionGoal","name":"Sphere Dominance","excerpt":"Choose Wealth, Force, or Cunning. Destroy a number of rival assets of that kind equal to your score in that attribute. Difficulty of 1 per 2 destroyed, rounded up."},{"id":"faction-goals/wealth-of-kingdoms","type":"FactionGoal","name":"Wealth of Kingdoms","excerpt":"Spend Treasure equal to four times your faction’s Wealth rating on bribes and influence. This money is effectively lost, but the goal is then considered accomplished. The faction’s Wealth rating must increase before this goal can be selected again. Difficulty 2."},{"id":"faction-tags/antimagical","type":"FactionTag","name":"Antimagical","excerpt":"Assets that require Medium or higher Magic to purchase roll all attribute checks twice against this faction during an Attack and take the worst roll."},{"id":"faction-tags/concealed","type":"FactionTag","name":"Concealed","excerpt":"All Assets the faction purchases enter play with the Stealth quality."},{"id":"faction-tags/imperialist","type":"FactionTag","name":"Imperialist","excerpt":"The faction quickly expands its Bases of Influence. Once per turn, it can use the Expand Influence action as a special ability instead of it taking a full action."},{"id":"faction-tags/innovative","type":"FactionTag","name":"Innovative","excerpt":"The faction can purchase Assets as if their attribute ratings were two points higher than they are. Only two such over-complex Assets may be owned at any one time."},{"id":"faction-tags/machiavellian","type":"FactionTag","name":"Machiavellian","excerpt":"The faction is diabolically cunning. It rolls an extra die for all Cunning attribute checks. Its Cunning must always be its highest attribute."},{"id":"faction-tags/martial","type":"FactionTag","name":"Martial","excerpt":"The faction is profoundly devoted to war. It rolls an extra die for all Force attribute checks. Force must always be its highest attribute."},{"id":"faction-tags/massive","type":"FactionTag","name":"Massive","excerpt":"The faction is an empire, major kingdom, or other huge organizational edifice. It automatically wins attribute checks if its attribute is more than twice as big as the opposing side’s attribute, unless the other side is also Massive."},{"id":"faction-tags/mobile","type":"FactionTag","name":"Mobile","excerpt":"The faction is exceptionally fast or mobile. Its faction turn movement range is twice what another faction would have in the same situation."},{"id":"faction-tags/populist","type":"FactionTag","name":"Populist","excerpt":"The faction has widespread popular support. Assets that cost 5 Treasure or less to buy cost one point less, to a minimum of 1."},{"id":"faction-tags/rich","type":"FactionTag","name":"Rich","excerpt":"The faction is rich or possessed of mercantile skill. It rolls an extra die for all Wealth attribute checks. Wealth must always be its highest attribute."},{"id":"foci/alert","type":"Focus","name":"Alert","excerpt":"You are keenly aware of your surroundings and virtually impossible to take unaware.\n\nLevel 1: Gain Notice as a bonus skill. You cannot be surprised, nor can others use the Execution Attack option on you. If the GM rolls initiative by sides, you can add a +1 bonus to your side’s…"},{"id":"foci/armored-magic","type":"Focus","name":"Armored Magic","excerpt":"Usable only by Mage heroes who would otherwise be prevented from casting spells or using arts while armored, this Focus reflects special training in channeling magic through the hindering materials of conventional armor.\n\nLevel 1: You can cast spells or use arts while wearing…"},{"id":"foci/armsmaster","type":"Focus","name":"Armsmaster","excerpt":"You have an unusual competence with thrown weapons and melee attacks. This Focus’ benefits do not apply to unarmed attacks or nonthrown projectile weapons. This Focus’ bonuses also don’t stack with Deadeye or other Foci that add a skill’s level to your damage or Shock.\n\nLevel 1:…"},{"id":"foci/artisan","type":"Focus","name":"Artisan","excerpt":"You have remarkable gifts as a crafter and can often improvise techniques even in fields unrelated to your usual background. You are able to create mods for equipment even if you are not an Expert. Level 1: Gain Craft as a bonus skill. Your Craft skill is treated as one level…"},{"id":"foci/assassin","type":"Focus","name":"Assassin","excerpt":"You are practiced at sudden murder, and have certain advantages in carrying out an Execution Attack.\n\nLevel 1: Gain Sneak as a bonus skill. You can conceal an object no larger than a knife from anything less invasive than a strip search. You can draw or produce this object as an…"},{"id":"foci/authority","type":"Focus","name":"Authority","excerpt":"You have an uncanny kind of charisma about you, one that makes others instinctively follow your instructions and further your causes. At level 1, this is a knack of charm and personal magnetism, while level 2 might suggest latent magical powers or an ancient bloodline of…"},{"id":"foci/close-combatant","type":"Focus","name":"Close Combatant","excerpt":"You’ve had all too much practice at close-in fighting and desperate struggles with drawn blades. You’re extremely skilled at avoiding injury in melee combat, and at level 2 you can dodge through a melee scrum without fear of being knifed in passing.\n\nLevel 1: Gain any combat…"},{"id":"foci/connected","type":"Focus","name":"Connected","excerpt":"You’re remarkably gifted at making friends and forging ties with the people around you. Wherever you go, you always seem to know somebody useful to your ends.\n\nLevel 1: Gain Connect as a bonus skill. If you’ve spent at least a week in a not-entirely-hostile location, you’ll have…"},{"id":"foci/cultured","type":"Focus","name":"Cultured","excerpt":"Through wide travel, careful observation, or extensive study, you’ve obtained a wide experience of the cultures of your region and an ability to navigate their customs, laws, and languages. You know what to do and say to impress others with the reasonableness of your wishes.…"},{"id":"foci/deadeye","type":"Focus","name":"Deadeye","excerpt":"You have a gift with ranged weapons. While this talent most commonly applies to bows, it is also applicable to thrown weapons or other ranged weapons that can be used with the Shoot skill. For thrown weapons, you can’t use the benefits of the Armsmaster Focus at the same time as…"},{"id":"foci/dealmaker","type":"Focus","name":"Dealmaker","excerpt":"You have an uncanny ability to sniff out traders and find good deals, licit or otherwise. Even those who might not normally be disposed to bargain with you can sometimes be persuaded to pause and negotiate, if you have something they want.\n\nLevel 1: Gain Trade as a bonus skill.…"},{"id":"foci/developed-attribute","type":"Focus","name":"Developed Attribute","excerpt":"Your hero has a remarkable degree of development to one or more of their attributes. This may be derived from an eldritch bloodline, native brilliance, or sheer, stubborn determination. This Focus cannot be taken by heroes with the Mage or Partial Mage classes. Level 1: Choose…"},{"id":"foci/die-hard","type":"Focus","name":"Die Hard","excerpt":"You are surprisingly hard to kill. You can survive injuries or bear up under stresses that would incapacitate a less determined hero. Level 1: You gain an extra 2 maximum hit points per level. This bonus applies retroactively if you take this Focus after first level. You…"},{"id":"foci/diplomatic-grace","type":"Focus","name":"Diplomatic Grace","excerpt":"Your skill at personal negotiations is enormous and uncanny. Some might even think it supernatural in nature.\n\nLevel 1: Gain Convince as a bonus skill. You speak all the languages common to your region of the world and can learn new ones to a workable level in a week, becoming…"},{"id":"foci/gifted-chirurgeon","type":"Focus","name":"Gifted Chirurgeon","excerpt":"You have an unusual gift for saving Mortally Wounded allies and quickening the natural recovery of the wounded in your care.\n\nLevel 1: Gain Heal as a bonus skill. You may attempt to stabilize one Mortally Wounded adjacent person per round as an On Turn action. When rolling Heal…"},{"id":"foci/henchkeeper","type":"Focus","name":"Henchkeeper","excerpt":"You have a distinct knack for picking up lost souls who willingly do your bidding. You might induce them with promises of money, power, excitement, sex, or some other prize that you may or may not eventually grant. A henchman obtained with this Focus will serve in loyal fashion…"},{"id":"foci/impervious-defense","type":"Focus","name":"Impervious Defense","excerpt":"Whether through uncanny reflexes, remarkable luck, supernatural heritage, or magical talent, you have natural defenses equivalent to high-quality armor. The benefits of this Focus don’t stack with armor, though Dexterity or shield modifiers apply.\n\nLevel 1: You have an innate…"},{"id":"foci/impostor","type":"Focus","name":"Impostor","excerpt":"You are exceedingly skilled at presenting yourself as something you are not, including disguises, voice mimicry, and lightning-fast wardrobe changes. Some impostors rely on the acting skills of Perform, while others lean more to the nefarious tricks of Sneak.\n\nLevel 1: Gain…"},{"id":"foci/lucky","type":"Focus","name":"Lucky","excerpt":"Some fund of remarkable luck has preserved your life at least once in the past, and continues to give you an edge in otherwise hopeless situations. This luck does not favor the already-blessed; this Focus can only be taken by a PC with at least one attribute modifier of -1 or…"},{"id":"foci/nullifier","type":"Focus","name":"Nullifier","excerpt":"Something about your hero interferes with easy use of magic on them. It may be a strangely powerful birth blessing, a particular supernatural bloodline, or simple occult incompatibility. This Focus cannot be taken by Mages or Partial Mages.\n\nLevel 1: You and all allies within…"},{"id":"foci/poisoner","type":"Focus","name":"Poisoner","excerpt":"You are a skilled poisoner, capable of compounding toxins out of readily-available flora and minerals. It takes an hour to brew a poison, and you can keep as many doses fresh as you have levels. Blade venoms take a Main Action to apply and last for ten minutes or until a hit or…"},{"id":"foci/polymath","type":"Focus","name":"Polymath","excerpt":"You have a passing acquaintance with a vast variety of practical skills and pastimes, and can make a modest attempt at almost any exercise of skill or artisanry. Note that the phantom skill levels granted by this Focus don’t stack with normal skill levels or give a skill…"},{"id":"foci/rider","type":"Focus","name":"Rider","excerpt":"Anyone with any level of Ride skill can fight competently on horseback or keep their mount healthy. You have an almost supernatural bond with your steeds, however, and can push them beyond normal limits. Level 1: Gain Ride as a bonus skill. Your steeds all count as Morale 12 in…"},{"id":"foci/shocking-assault","type":"Focus","name":"Shocking Assault","excerpt":"You’re extremely dangerous to enemies around you. The ferocity of your melee attacks stresses and distracts enemies even when your blows don’t draw blood.\n\nLevel 1: Gain Punch or Stab as a bonus skill. The Shock damage of your weapon treats all targets as if they were AC 10,…"},{"id":"foci/sniper-s-eye","type":"Focus","name":"Sniper’s Eye","excerpt":"You are an expert at placing a thrown knife or arrow on an unsuspecting target. These special benefits only apply when making an Execution Attack with a bow, hurlant, or thrown weapon. Level 1: Gain Shoot as a bonus skill. When making a skill check for a ranged Execution Attack…"},{"id":"foci/special-origin","type":"Focus","name":"Special Origin","excerpt":"Heroes in this game are assumed to be human, or close enough as to make no real difference. PCs who want to belong to some more exotic species or demihuman kind can pick the origin Focus appropriate to their chosen species, such as those given in the bestiary chapter for…"},{"id":"foci/specialist","type":"Focus","name":"Specialist","excerpt":"You are remarkably talented at a particular skill. Whether a marvelous cat burglar, a famed athlete, a brilliant scholar, or some other savant, your expertise is extremely reliable. You may take this Focus more than once for different skills.\n\nLevel 1: Gain any skill as a bonus,…"},{"id":"foci/spirit-familiar","type":"Focus","name":"Spirit Familiar","excerpt":"You have a minor spirit, devil, construct, magical beast, or other creature as a devoted companion. While its abilities are limited, it is absolutely loyal to you.\n\nLevel 1: Choose a form for your familiar no smaller than a cat nor larger than a human. It has the traits and…"},{"id":"foci/trapmaster","type":"Focus","name":"Trapmaster","excerpt":"You have uncommon expertise in handling traps and snares, both mundane ones and the magical perils sometimes found in dungeons or the lairs of sorcerers. You know how to improvise traps with materials you easily carry.\n\nLevel 1: Gain Notice as a bonus skill. Once per scene,…"},{"id":"foci/unarmed-combatant","type":"Focus","name":"Unarmed Combatant","excerpt":"Your empty hands are more dangerous than swords in the grip of the less gifted. Your unarmed attacks are counted as melee weapons when it comes to binding up opponents wielding bows and similar ranged long arms, though you need at least one hand free to do so.\n\nLevel 1: Gain…"},{"id":"foci/unique-gift","type":"Focus","name":"Unique Gift","excerpt":"Your hero has some unusual ability or magical knack that can’t be adequately described by an existing Focus. This choice is a catchall meant to represent a special power that’s in some way worth a Focus pick.\n\nThe exact effect of the ability should be defined by the player and…"},{"id":"foci/valiant-defender","type":"Focus","name":"Valiant Defender","excerpt":"You are a bodyguard, shieldbearer, or other gifted defender of others, accustomed to the roil of bloody battle and desperate struggle. You have an exceptional ability to shield your allies from the attacks of those who would slay them.\n\nLevel 1: Gain Stab or Punch as a bonus…"},{"id":"foci/well-met","type":"Focus","name":"Well Met","excerpt":"You have a striking ability to charm and pacify people and creatures you’ve just met. Once they get to know you, however, their opinions are more likely to be based on experience; this Focus works only once on a target.\n\nLevel 1: Reaction rolls made by those the party meets are…"},{"id":"foci/whirlwind-assault","type":"Focus","name":"Whirlwind Assault","excerpt":"You are a frenzy of bloody havoc in melee combat, and can hack down numerous lesser foes in close combat… assuming you survive being surrounded.\n\nLevel 1: Gain Stab as a bonus skill. Once per scene, as an On Turn action, apply your Shock damage to all foes within melee range,…"},{"id":"foci/xenoblooded","type":"Focus","name":"Xenoblooded","excerpt":"You have been both blessed and cursed by some exotic supernatural or alien bloodline.\n\nLevel 1: Choose one set of benefits from the list below to reflect your alien heritage. Other gifts may exist.\n\n- You are immune to heat damage and can breathe and see through smoke without…"},{"id":"foes/apex-predator","type":"Foe","name":"Apex Predator","excerpt":"Apex Predator | 6 | 13 | +6 x2 | 1d8 | 2/13 | 40' | 8 | 6 | +2 | 12+"},{"id":"foes/automaton-humanlike","type":"Foe","name":"Automaton, Humanlike","excerpt":"Automaton, Humanlike | 2 | 13 | +2 | Wpn | Wpn | 30' | 12 | 3 | +1 | 14+"},{"id":"foes/automaton-laborer","type":"Foe","name":"Automaton, Laborer","excerpt":"Automaton, Laborer | 2 | 15 | +2 | 1d6 | 1/13 | 30' | 12 | 3 | +1 | 14+"},{"id":"foes/automaton-military","type":"Foe","name":"Automaton, Military","excerpt":"Automaton, Military | 4 | 18 | +5 | 1d10+2 | 4/15 | 30' | 12 | 3 | +1 | 13+"},{"id":"foes/automaton-warbot","type":"Foe","name":"Automaton, Warbot","excerpt":"Automaton, Warbot | 10 | 20 | +12 x3 | 1d12+5 | 7/- | 40' | 12 | 2 | +2 | 10+"},{"id":"foes/barbarian-fighter","type":"Foe","name":"Barbarian Fighter","excerpt":"Barbarian Fighter | 1 | 13a | +2 | Wpn+1 | Wpn+1 | 30' | 8 | 5 | +1 | 15+"},{"id":"foes/barbarian-warlord","type":"Foe","name":"Barbarian Warlord","excerpt":"Barbarian Warlord | 8 | 16a | +10 x2 | Wpn+4 | Wpn+4/- | 30' | 10 | 3 | +2 | 11+"},{"id":"foes/elephantine-grazer","type":"Foe","name":"Elephantine Grazer","excerpt":"Elephantine Grazer | 6 | 13 | +5 | 2d8 | None | 40' | 7 | 6 | +1 | 12+"},{"id":"foes/elites-or-special-guards","type":"Foe","name":"Elites or Special Guards","excerpt":"Elites or Special Guards | 3 | 18a | +4 | Wpn+2 | Wpn+2 | 30' | 10 | 2 | +2 | 14+"},{"id":"foes/famous-arch-mage","type":"Foe","name":"Famous Arch-Mage","excerpt":"Famous Arch-Mage | 10 | 13 | +2 | Wpn | Wpn | 30' | 9 | 2 | +3 | 10+"},{"id":"foes/great-warrior-king","type":"Foe","name":"Great Warrior King","excerpt":"Great Warrior King | 12 | 18a | +14 x2 | Wpn+5 | Wpn+5/- | 30' | 10 | 1 | +3 | 9+"},{"id":"foes/herd-beast","type":"Foe","name":"Herd Beast","excerpt":"Herd Beast | 2 | 11 | +2 | 1d4 | None | 40' | 7 | 6 | +1 | 14+"},{"id":"foes/knight-or-minor-hero","type":"Foe","name":"Knight or Minor Hero","excerpt":"Knight or Minor Hero | 4 | 18a | +6 | Wpn+2 | Wpn+2 | 30' | 10 | 1 | +2 | 13+"},{"id":"foes/large-solitary-predator","type":"Foe","name":"Large Solitary Predator","excerpt":"Large Solitary Predator | 5 | 13 | +6 | 1d8 | 2/13 | 30' | 8 | 6 | +1 | 13+"},{"id":"foes/legendary-god-titan","type":"Foe","name":"Legendary God-Titan","excerpt":"Legendary God-Titan | 20 | 22 | +20 x3 | 2d10+5 | 10/- | 40' | 10 | 3 | +3 | 2+"},{"id":"foes/major-hero","type":"Foe","name":"Major Hero","excerpt":"Major Hero | 10 | 18a | +12 x2 | Wpn+5 | Wpn+5/- | 30' | 10 | 2 | +3 | 10+"},{"id":"foes/master-wizard","type":"Foe","name":"Master Wizard","excerpt":"Master Wizard | 8 | 13 | +1 | Wpn | Wpn | 30' | 9 | 3 | +2 | 11+"},{"id":"foes/mighty-general","type":"Foe","name":"Mighty General","excerpt":"Mighty General | 8 | 18a | +10 | Wpn+4 | Wpn+4/- | 30' | 10 | 1 | +3 | 11+"},{"id":"foes/peaceful-human","type":"Foe","name":"Peaceful Human","excerpt":"Peaceful Human | 1 | 10 | +0 | Wpn | Wpn | 30' | 7 | 5 | +1 | 15+"},{"id":"foes/petty-mage","type":"Foe","name":"Petty Mage","excerpt":"Petty Mage | 2 | 10 | +1 | Wpn | Wpn | 30' | 8 | 4 | +1 | 14+"},{"id":"foes/predator-hellbeast","type":"Foe","name":"Predator, Hellbeast","excerpt":"Predator, Hellbeast | 10 | 18 | +12 x4 | 1d10+5 | 6/- | 60' | 11 | 4 | +3 | 10+"},{"id":"foes/predator-hulking","type":"Foe","name":"Predator, Hulking","excerpt":"Predator, Hulking | 10 | 15 | +12 x2 | 2d6+3 | 6/15 | 30' | 10 | 4 | +1 | 10+"},{"id":"foes/predator-large-vicious","type":"Foe","name":"Predator, Large Vicious","excerpt":"Predator, Large Vicious | 6 | 13 | +7 x2 | 2d6 | 2/15 | 40' | 9 | 5 | +2 | 13+"},{"id":"foes/predator-small-vicious","type":"Foe","name":"Predator, Small Vicious","excerpt":"Predator, Small Vicious | 1 | 14 | +1 | 1d4 | 1/13 | 30' | 7 | 5 | +1 | 15+"},{"id":"foes/skilled-sorcerer","type":"Foe","name":"Skilled Sorcerer","excerpt":"Skilled Sorcerer | 5 | 10 | +1 | Wpn | Wpn | 30' | 9 | 4 | +2 | 13+"},{"id":"foes/skilled-veteran","type":"Foe","name":"Skilled Veteran","excerpt":"Skilled Veteran | 2 | 15a | +3 | Wpn+1 | Wpn+1 | 30' | 9 | 2 | +1 | 14+"},{"id":"foes/slime-or-ooze","type":"Foe","name":"Slime or ooze","excerpt":"Slime or ooze | 6 | 10 | +6 x2 | 1d8 | 1/- | 20' | 12 | 5 | +1 | 12+"},{"id":"foes/small-pack-predator","type":"Foe","name":"Small Pack Predator","excerpt":"Small Pack Predator | 1 | 12 | +2 | 1d4 | 1/13 | 40' | 7 | 6 | +1 | 15+"},{"id":"foes/terrible-warbeast","type":"Foe","name":"Terrible Warbeast","excerpt":"Terrible Warbeast | 8 | 15 | +10 x2 | 2d6+4 | 7/15 | 40' | 9 | 4 | +2 | 11+"},{"id":"foes/thug-or-militia","type":"Foe","name":"Thug or Militia","excerpt":"Thug or Militia | 1 | 13a | +1 | Wpn | Wpn | 30' | 8 | 4 | +1 | 15+"},{"id":"foes/tribal-shaman","type":"Foe","name":"Tribal Shaman","excerpt":"Tribal Shaman | 4 | 10 | +3 | Wpn+1 | Wpn+1 | 30' | 9 | 4 | +1 | 13+"},{"id":"foes/unnatural-swarm","type":"Foe","name":"Unnatural Swarm","excerpt":"Unnatural Swarm | 4 | 10 | +6 x3 | 1d6 | 1/- | 30' | 10 | 5 | +1 | 13+"},{"id":"foes/veteran-soldier","type":"Foe","name":"Veteran Soldier","excerpt":"Veteran Soldier | 1 | 13a | +2 | Wpn+1 | Wpn+1 | 30' | 8 | 3 | +1 | 15+"},{"id":"foes/vicious-large-herbivore","type":"Foe","name":"Vicious Large Herbivore","excerpt":"Vicious Large Herbivore | 4 | 13 | +5 | 1d10 | 1/13 | 40' | 9 | 6 | +1 | 13+"},{"id":"foes/warrior-baron","type":"Foe","name":"Warrior Baron","excerpt":"Warrior Baron | 6 | 18a | +8 | Wpn+3 | Wpn+3 | 30' | 9 | 1 | +2 | 12+"},{"id":"project-rules/achieving-the-goal","type":"ProjectRule","name":"Achieving the Goal","excerpt":"Once the PCs have piled up enough Renown and lowered the difficulty enough to actually make it feasible to achieve the goal, they need to take the final steps necessary to complete the work. For a minor goal, this might be a simple matter of describing how they take care of the…"},{"id":"project-rules/decreasing-difficulty","type":"ProjectRule","name":"Decreasing Difficulty","excerpt":"Adventurers who have a dream bigger than their available Renown have several options for bringing it about more rapidly. The party can use some or all of these techniques for making their ambition more feasible, and the GM might well insist on at least some of them before the…"},{"id":"project-rules/determining-the-opposition","type":"ProjectRule","name":"Determining the Opposition","excerpt":"Once you have decided on the difficulty and the scope, you now need to identify the most significant people or power bases that would be opposed to this change. In some cases, there may be no one opposed to the alteration; turning a steppe oasis into a trading post might not…"},{"id":"project-rules/determining-the-project-difficulty","type":"ProjectRule","name":"Determining the Project Difficulty","excerpt":"To find out how much Renown is needed to achieve a project, the GM must determine its difficulty. This total difficulty is a product of the intensity of the change, the scope it affects, and the powers that are opposed to it.\n\nFirst, decide whether the change is plausible,…"},{"id":"project-rules/determining-the-project-scope","type":"ProjectRule","name":"Determining the Project Scope","excerpt":"Once the change’s probability is decided, the GM must identify how wide the scope of the change may be. The more land and the more people the change affects, the harder it will be to bring it about.\n\nA village-sized change is the smallest scale, affecting only a single hamlet or…"},{"id":"project-rules/magical-projects","type":"ProjectRule","name":"Magical Projects","excerpt":"Some projects are flatly impossible in nature, such as changing humans into some new humanoid species or creating a magical effect that covers an entire region. These efforts are a step beyond ordinary impossibility, as they often require measures entirely beyond the physical…"},{"id":"project-rules/major-projects-and-existing-factions","type":"ProjectRule","name":"Major Projects and Existing Factions","excerpt":"Players are likely to end up with goals or ambitions that directly involve them with local factions or potentially touch on Assets or other resources significant to faction powers. This is normal, and it’s not difficult to integrate the two systems when they happen to touch.\n\nAs…"},{"id":"project-rules/player-run-factions-and-major-projects","type":"ProjectRule","name":"Player-Run Factions and Major Projects","excerpt":"PCs who have the friendship or control of factions can leverage them to assist in their grand plans. A faction can assist on a project only once per faction turn, and this help counts as its action for the turn.\n\nWhen a faction helps, it spends one point of Treasure and…"},{"id":"project-rules/renown","type":"ProjectRule","name":"Renown","excerpt":"The basic currency of major projects is called Renown, and it’s measured in points much like experience points. PCs gain Renown for succeeding at adventures, building ties with the world, and generally behaving in a way to attract interest and respect from those around them. PCs…"},{"id":"rules/1-0-0-character-creation","type":"Rule","name":"1.0.0 Character Creation","excerpt":"1.0.0 Character Creation"},{"id":"rules/1-1-0-attributes","type":"Rule","name":"1.1.0 Attributes","excerpt":"A character has six attributes ranging from 3 to 18, reflecting a range from the minimum viable capacity for a playable character to the maximum normal human level.\n\nThree of these attributes are physical.\n\nStrength, reflecting physical prowess, melee combat, carrying gear, and…"},{"id":"rules/1-1-1-generating-attributes","type":"Rule","name":"1.1.1 Generating Attributes","excerpt":"To generate their six attributes, the player rolls 3d6 in order, once for each attribute. At any point before section 1.5.0 in character creation the player may substitute a score of 14 for one rolled score.\n\nOptionally, a player may choose to assign their stats from the…"},{"id":"rules/1-1-2-attribute-modifiers","type":"Rule","name":"1.1.2 Attribute Modifiers","excerpt":"Each attribute has a modifier, usually ranging from -2 to +2. This modifier is added to skill checks, attack rolls, damage rolls, Shock damage, and the relevant saving throw targets.\n\nAn attribute score of 3 has a modifier of -2. A score of 4-7 has a modifier of -1. A score of…"},{"id":"rules/1-2-0-skills","type":"Rule","name":"1.2.0 Skills","excerpt":"A character’s skills are the PC’s learned abilities. A newly-created character starts with a few relevant skills and may acquire more as they advance in level. NPCs do not have individual skills, instead relying on their combat stat line’s skill bonus when relevant. See section…"},{"id":"rules/1-2-1-skill-level","type":"Rule","name":"Skill Level","excerpt":"| Level | Description |\n| --- | --- |\n|Level-0|Basic competence in the skill, such as an ordinary<br>practitioner would have|\n|Level-1|An experienced professional in the skill, clearly<br>better than most|\n|Level-2|Veteran expert, one respected even by those with<br>considerable…"},{"id":"rules/1-2-1-skill-levels","type":"Rule","name":"1.2.1 Skill Levels","excerpt":"Skills are rated on a scale between level-0 and level-4. A character must reach a certain minimum experience level to develop a skill to level-2 or beyond."},{"id":"rules/1-2-2-gaining-skills-in-character-creation","type":"Rule","name":"1.2.2 Gaining Skills in Character Creation","excerpt":"Characters gain skills from their Backgrounds as described in the section below and from a single free pick in section 1.7.4. Some Foci also grant particular skills. The first time a skill is picked or given, a character obtains it at level-0. The second time it is picked or…"},{"id":"rules/1-2-3-the-skill-list","type":"Rule","name":"1.2.3 The Skill List","excerpt":"The following skills are standard to most fantasy campaigns. GMs may add or subtract from this list for specialized settings. Some skills may overlap at points in their application; the character may use either skill at their discretion.\n\nAdminister: Keep an organization running…"},{"id":"rules/1-3-0-backgrounds","type":"Rule","name":"1.3.0 Backgrounds","excerpt":"Every character has a Background, a past reflecting their career before they took up adventuring. A background may be chosen from the list below or a new one made up with GM permission."},{"id":"rules/1-3-1-background-skills","type":"Rule","name":"1.3.1 Background Skills","excerpt":"When a Background is chosen, a PC immediately gets its free skill at level-0. At that point, the player decides whether to gain further skills randomly or to pick specific choices.\n\nIf they choose randomly, they may make three rolls divided between the Growth and Learning tables…"},{"id":"rules/1-3-2-new-backgrounds","type":"Rule","name":"1.3.2 New Backgrounds","excerpt":"To create a new background, the player describes it to the GM and picks an existing background table that best fits the concept. Assuming the GM approves it, they may then roll or pick as usual. If no existing background table fits, they may make a new one with the GM’s…"},{"id":"rules/1-3-3-artisan-craft","type":"Rule","name":"Artisan (Craft)","excerpt":"| d6 | Growth | d8 | Learning |\n| --- | --- | --- | --- |\n| 1 | +1 Any Stat | 1 | Connect |\n| 2 | +2 Physical | 2 | Convince |\n| 3 | +2 Physical | 3 | Craft |\n| 4 | +2 Mental | 4 | Craft |\n| 5 | Exert | 5 | Exert |\n| 6 | Any Skill | 6 | Know |\n|  |  | 7 | Notice |\n|  |  | 8 |…"},{"id":"rules/1-3-3-barbarian-survive","type":"Rule","name":"Barbarian (Survive)","excerpt":"| d6 | Growth | d8 | Learning |\n| --- | --- | --- | --- |\n| 1 | +1 Any Stat | 1 | Any Combat |\n| 2 | +2 Physical | 2 | Connect |\n| 3 | +2 Physical | 3 | Exert |\n| 4 | +2 Mental | 4 | Lead |\n| 5 | Exert | 5 | Notice |\n| 6 | Any Skill | 6 | Punch |\n|  |  | 7 | Sneak |\n|  |  | 8 |…"},{"id":"rules/1-3-3-example-backgrounds","type":"Rule","name":"1.3.3 Example Backgrounds","excerpt":"The two following backgrounds are examples of those possible for a player, with others to be created as the designer thinks appropriate for their setting. The free granted skill is listed after each background’s name."},{"id":"rules/1-4-0-classes","type":"Rule","name":"1.4.0 Classes","excerpt":"PCs are uncommon in that each of them has a class. A class represents the particular skills, abilities, or talents that make the PC a viable adventurer. NPCs do not normally have classes, though they may have special abilities or powers of their own."},{"id":"rules/1-4-1-the-three-base-classes","type":"Rule","name":"1.4.1 The Three Base Classes","excerpt":"The three base classes are Expert, Mage, and Warrior. Each of these base classes has its own hit die, attack progression, and Focus advancement. PCs use the tables for the class they choose."},{"id":"rules/1-4-2-full-and-partial-classes","type":"Rule","name":"1.4.2 Full and Partial Classes","excerpt":"There are two kinds of classes: Full classes and Partial classes. A PC may choose to pick a single Full class, committing completely to that class’ profession, or they may choose to become an Adventurer and pick two Partial classes instead, mixing their abilities.\n\nThe Warrior,…"},{"id":"rules/1-4-3-the-adventurer-class","type":"Rule","name":"1.4.3 The Adventurer Class","excerpt":"The Adventurer is a special class that allows the PC to take two Partial classes and mix them together. These may be Partial-only classes, such as a Healer/Vowed, or they may be Partial versions of Warrior, Expert, or Mage classes, such as a Partial Expert/Thought Noble. A…"},{"id":"rules/1-4-4-1-committing-effort","type":"Rule","name":"1.4.4.1 Committing Effort","excerpt":"Most class powers require that Effort be Committed. Committing Effort is done as part of activating a power, and ties up the Effort for a varying amount of time depending on the ability used.\n\nSome powers Commit Effort for the duration. This means the Effort remains Committed as…"},{"id":"rules/1-4-4-classes-and-effort","type":"Rule","name":"1.4.4 Classes and Effort","excerpt":"Some classes have special abilities that are fueled with magical power, inner focus, or some other reserve of energy. This capacity is measured in points of Effort, a resource the PC can commit to activate their abilities.\n\nEvery class that uses Effort has its own unique pool:…"},{"id":"rules/1-5-0-the-class-list","type":"Rule","name":"1.5.0 The Class List","excerpt":"The classes that follow are flavor-stripped versions of those found in Worlds Without Number and its supplement, The Atlas of the Latter Earth. While mainstays such as the Warrior, the Expert, or the High Mage are appropriate to almost any fantasy setting, others may not fit…"},{"id":"rules/1-5-1-partial-expert","type":"Rule","name":"Partial Expert","excerpt":"A Partial Expert is treated just as a full Expert, including gaining the benefits of the Quick Learner ability. They do not have the Masterful Expertise ability, however, as they lack the versatility of a full Expert."},{"id":"rules/1-5-1-partial-expert-partial-mage","type":"Rule","name":"Partial Expert/Partial Mage","excerpt":"|Level|Hit Dice|Attack Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6|+0|1 Expert +<br>1 Any|\n|2|2d6|+1|+1 Any|\n|3|3d6|+1||\n|4|4d6|+2||\n|5|5d6|+2|+1 Any|\n|6|6d6|+3||\n|7|7d6|+3|+1 Any|\n|8|8d6|+4||\n|9|9d6|+4||\n|10|10d6|+5|+1 Any|"},{"id":"rules/1-5-1-partial-expert-partial-warrior","type":"Rule","name":"Partial Expert/Partial Warrior","excerpt":"|Level|Hit Dice|Attack Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6+2|+1|1 Expert +<br>1 Warrior +<br>1 Any|\n|2|2d6+4|+2|+1 Any|\n|3|3d6+6|+2||\n|4|4d6+8|+3||\n|5|5d6+10|+4|+1 Any|\n|6|6d6+12|+5||\n|7|7d6+14|+5|+1 Any|\n|8|8d6+16|+6||\n|9|9d6+18|+6||\n|10|10d6+20|+7|+1 Any|"},{"id":"rules/1-5-1-partial-mage","type":"Rule","name":"Partial Mage","excerpt":"A Partial Mage is treated as a Mage, and gains the Arcane Tradition ability, allowing them to pick a magical tradition for their powers. That tradition’s abilities will be more limited for Partial Mages, however, as described under each of the paths.\n\nIt’s even possible for a PC…"},{"id":"rules/1-5-1-partial-mage-partial-warrior","type":"Rule","name":"Partial Mage/Partial Warrior","excerpt":"|Level|Hit Dice|Attack Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6+2|+1|1 Warrior +<br>1 Any|\n|2|2d6+4|+2|+1 Any|\n|3|3d6+6|+2||\n|4|4d6+8|+3||\n|5|5d6+10|+4|+1 Any|\n|6|6d6+12|+5||\n|7|7d6+14|+5|+1 Any|\n|8|8d6+16|+6||\n|9|9d6+18|+6||\n|10|10d6+20|+7|+1 Any|"},{"id":"rules/1-5-1-partial-warrior","type":"Rule","name":"Partial Warrior","excerpt":"A Partial Warrior gains certain of the benefits of a full Warrior, including the improved hit die and a somewhat improved attack bonus. They do not have the Veteran’s Luck special ability or the Killing Blow power, however, and must trust to their own talents to land blows and…"},{"id":"rules/1-5-1-the-adventurer","type":"Rule","name":"1.5.1 The Adventurer","excerpt":"Not every hero is perfectly reflected by one of the three main classes, even with the wide latitude of concepts each one allows. For those heroes that straddle the roles, there remains the class of Adventurer.\n\nAn Adventurer picks two classes to reflect their own particular…"},{"id":"rules/1-5-10-1-full-high-mage","type":"Rule","name":"Full High Mage","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6-1|+0|1 Any|\n|2|2d6-2|+0|+1 Any|\n|3|3d6-3|+0||\n|4|4d6-4|+0||\n|5|5d6-5|+1|+1 Any|\n|6|6d6-6|+1||\n|7|7d6-7|+1|+1 Any|\n|8|8d6-8|+1||\n|9|9d6-9|+1||\n|10|10d6-10|+2|+1 Any|"},{"id":"rules/1-5-10-1-full-high-mage-arts-and-spells","type":"Rule","name":"Full High Mage Arts and Spells","excerpt":"|Level|Max<br>Level|Spells<br>Cast|Spells<br>Pre-<br>pared|Arts Gained|\n|---|---|---|---|---|\n|1|1|1|3|Any Two|\n|2|1|1|3|Any One|\n|3|2|2|4||\n|4|2|2|5|Any One|\n|5|3|3|6||\n|6|3|3|7|Any One|\n|7|4|4|8||\n|8|4|4|9|Any One|\n|9|5|5|10||\n|10|5|6|12|Any One|"},{"id":"rules/1-5-10-1-high-mage-arts","type":"Rule","name":"1.5.10.1 High Mage Arts","excerpt":"High Mage Effort is calculated as usual, with each PC’s maximum being equal to one plus their Magic skill level plus the better of their Intelligence or Charisma modifiers. Partial High Mages have a score one point lower than this, albeit not less than one.\n\nArcane Lexicon:…"},{"id":"rules/1-5-10-1-partial-expert-high-mage","type":"Rule","name":"Partial Expert/High Mage","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6|+0|1 Expert<br>+1 Any|\n|2|2d6|+1|+1 Any|\n|3|3d6|+1||\n|4|4d6|+2||\n|5|5d6|+2|+1 Any|\n|6|6d6|+3||\n|7|7d6|+3|+1 Any|\n|8|8d6|+4||\n|9|9d6|+4||\n|10|10d6|+5|+1 Any|"},{"id":"rules/1-5-10-1-partial-high-mage-arts-and-spells","type":"Rule","name":"Partial High Mage Arts and Spells","excerpt":"|Level|Max<br>Level|Spells<br>Cast|Spells<br>Pre-<br>pared|Arts Gained|\n|---|---|---|---|---|\n|1|1|1|2|Any One|\n|2|1|1|3|Any One|\n|3|1|1|3|Any One|\n|4|1|2|4||\n|5|2|2|5||\n|6|2|3|6|Any One|\n|7|2|3|7||\n|8|2|3|7||\n|9|3|4|8|Any One|\n|10|3|4|9||\n\nPsychic Conversion: Once per day as an…"},{"id":"rules/1-5-10-1-partial-other-mage-high-mage","type":"Rule","name":"Partial Other Mage/High Mage","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6-1|+0|1 Any|\n|2|2d6-2|+0|+1 Any|\n|3|3d6-3|+0||\n|4|4d6-4|+0||\n|5|5d6-5|+1|+1 Any|\n|6|6d6-6|+1||\n|7|7d6-7|+1|+1 Any|\n|8|8d6-8|+1||\n|9|9d6-9|+1||\n|10|10d6-10|+2|+1 Any|"},{"id":"rules/1-5-10-1-partial-warrior-high-mage","type":"Rule","name":"Partial Warrior/High Mage","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6+2|+1|1 Warrior<br>+1 Any|\n|2|2d6+4|+2|+1 Any|\n|3|3d6+6|+2||\n|4|4d6+8|+3||\n|5|5d6+10|+4|+1 Any|\n|6|6d6+12|+5||\n|7|7d6+14|+5|+1 Any|\n|8|8d6+16|+6||\n|9|9d6+18|+6||\n|10|10d6+20|+7|+1 Any|"},{"id":"rules/1-5-10-high-mage-benefits","type":"Rule","name":"High Mage Benefits","excerpt":"All High Mages gain Magic as a bonus skill, acquiring it at level-0, or level-1 if was already level-0. Every High Mage is well-educated in the principles of magic as understood by the sorcerers of this world.\n\nHigh Mages can prepare and cast High Magic spells, and have a number…"},{"id":"rules/1-5-10-the-high-mage","type":"Rule","name":"1.5.10 The High Mage","excerpt":"High Mages represent the default spellcaster in most campaigns. Their spells tend to be generalist in nature rather than focusing on particular specific themes, but their arts make them extremely skilled at manipulating and augmenting the magics they use."},{"id":"rules/1-5-11-focus-traditional-education","type":"Rule","name":"Focus: Traditional Education","excerpt":"Your Invoker has received a great deal of education in a specialist arcane spellcasting tradition such as High Magic arts, Elementalism or Necromancy. Only Invokers can take this Focus, and it can only be taken once.\n\nLevel 1: You may learn and prepare spells of your chosen…"},{"id":"rules/1-5-11-full-invoker","type":"Rule","name":"Full Invoker","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6-1|+0|1 Any|\n|2|2d6-2|+0|+1 Any|\n|3|3d6-3|+0||\n|4|4d6-4|+0||\n|5|5d6-5|+1|+1 Any|\n|6|6d6-6|+1||\n|7|7d6-7|+1|+1 Any|\n|8|8d6-8|+1||\n|9|9d6-9|+1||\n|10|10d6-10|+2|+1 Any|"},{"id":"rules/1-5-11-full-invoker-spells","type":"Rule","name":"Full Invoker Spells","excerpt":"|Level|Max<br>Spell<br>Level|Spell<br>Points|Spells<br>Prepared|\n|---|---|---|---|\n|1|1|1 + Int Mod|2 + Int Mod|\n|2|1|3 + Int Mod|3 + Int Mod|\n|3|2|4 + Int Mod|4 + Int Mod|\n|4|2|5 + Int Mod|4 + Int Mod|\n|5|3|6 + Int Mod|5 + Int Mod|\n|6|3|7 + Int Mod|6 + Int Mod|\n|7|4|8 + Int…"},{"id":"rules/1-5-11-invoker-benefits","type":"Rule","name":"Invoker Benefits","excerpt":"All Invokers gain Magic as a bonus skill, acquiring it at level-0, or level-1 if was already level-0. Their arcane versatility requires a thorough grounding in theory.\n\nInvokers can learn and prepare spells of the High Magic tradition, and have the same limits on casting in…"},{"id":"rules/1-5-11-partial-invoker-hit-dice-and-attack-bonuses","type":"Rule","name":"Partial Invoker Hit Dice and Attack Bonuses","excerpt":"Partial Invokers use the High Mage partial-class tables for hit dice and attack bonuses when blending with other classes."},{"id":"rules/1-5-11-partial-invoker-spells","type":"Rule","name":"Partial Invoker Spells","excerpt":"|Level|Max<br>Spell<br>Level|Spell<br>Points|Spells<br>Prepared|\n|---|---|---|---|\n|1|1|1 + Int Mod|1 + Int Mod|\n|2|1|1 + Int Mod|3 + Int Mod|\n|3|1|2 + Int Mod|3 + Int Mod|\n|4|1|2 + Int Mod|4 + Int Mod|\n|5|2|3 + Int Mod|4 + Int Mod|\n|6|2|3 + Int Mod|5 + Int Mod|\n|7|2|4 + Int…"},{"id":"rules/1-5-11-the-invoker","type":"Rule","name":"1.5.11 The Invoker","excerpt":"The Invoker is an optional spellcasting Mage class that allows a caster to gain flexibility in casting weaker spells. In exchange, an Invoker sacrifices arts and finds more powerful spells to be more draining to cast."},{"id":"rules/1-5-12-class-ability-arcane-tradition","type":"Rule","name":"Class Ability: Arcane Tradition","excerpt":"The Mage may pick one magical tradition to represent their occult powers, as listed in this section. This tradition may give them a number of additional benefits and restrictions."},{"id":"rules/1-5-12-the-mage","type":"Rule","name":"1.5.12 The Mage","excerpt":"The Mage class is a general header under which all heroes with fundamentally supernatural powers or spellcasting ability are place. Once this class is chosen, the PC must choose a specific arcane tradition to follow; one is a High Mage, or a Vowed, or an Elementalist, for…"},{"id":"rules/1-5-13-1-mageslayer-art-progression","type":"Rule","name":"Mageslayer Art Progression","excerpt":"|Level|Arts Gained at This Level|\n|---|---|\n|1|Antimage, Magebane|\n|2|Witchfinder, Spellshield|\n|3|Disrupt Sorcery|\n|4|Know Your Prey|\n|5|Share the Pain|\n|6|Dispel Enchantment|\n|7|Ward Ally|\n|8|Immaculate Body|\n|9|Immaculate Mind|\n|10|Absolute Negation|\n\nThe next attack you make…"},{"id":"rules/1-5-13-1-mageslayer-arts","type":"Rule","name":"1.5.13.1 Mageslayer Arts","excerpt":"A Mageslayer has an Effort score equal to their Magic skill level plus their highest attribute modifier among Intelligence and Constitution, to a minimum of one point. Mageslayer arts may be used in or out of armor, and require no free hands, incantations, or other overt…"},{"id":"rules/1-5-13-1-partial-expert-mageslayer","type":"Rule","name":"Partial Expert/Mageslayer","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6|+1|1 Expert<br>+1 Any|\n|2|2d6|+2|+1 Any|\n|3|3d6|+2||\n|4|4d6|+3||\n|5|5d6|+4|+1 Any|\n|6|6d6|+5||\n|7|7d6|+5|+1 Any|\n|8|8d6|+6||\n|9|9d6|+6||\n|10|10d6|+7|+1 Any|"},{"id":"rules/1-5-13-1-partial-warrior-mageslayer","type":"Rule","name":"Partial Warrior/Mageslayer","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6+2|+1|1 Warrior<br>+1 Any|\n|2|2d6+4|+2|+1 Any|\n|3|3d6+6|+2||\n|4|4d6+8|+3||\n|5|5d6+10|+4|+1 Any|\n|6|6d6+12|+5||\n|7|7d6+14|+5|+1 Any|\n|8|8d6+16|+6||\n|9|9d6+18|+6||\n|10|10d6+20|+7|+1 Any|"},{"id":"rules/1-5-13-benefits-of-the-mageslayer","type":"Rule","name":"Benefits of the Mageslayer","excerpt":"The Mageslayer is a partial Warrior class that must be joined with a second partial class by an Adventurer. As no Mage class is allowed to pair with this profession, this usually means a Partial Warrior/ Mageslayer or Partial Expert/Mageslayer.\n\nUnlike the normal Partial Warrior…"},{"id":"rules/1-5-13-spellcasters-and-spells","type":"Rule","name":"Spellcasters and Spells","excerpt":"Many of these arts refer to “casters” and “spells”. Each of these terms has a specific definition for Mageslayers.\n\nA “spell” is learned power that a creature casts with the usual spellcasting rules or an art used by a Mage class. Magical effects created by portable magic items…"},{"id":"rules/1-5-13-the-mageslayer","type":"Rule","name":"1.5.13 The Mageslayer","excerpt":"Mageslayers are those specialist combatants who trade a more general proficiency in battle for certain special arts that make them exceptionally lethal against spellcasters."},{"id":"rules/1-5-14-1-full-necromancer","type":"Rule","name":"Full Necromancer","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6-1|+0|1 Any|\n|2|2d6-2|+0|+1 Any|\n|3|3d6-3|+0||\n|4|4d6-4|+0||\n|5|5d6-5|+1|+1 Any|\n|6|6d6-6|+1||\n|7|7d6-7|+1|+1 Any|\n|8|8d6-8|+1||\n|9|9d6-9|+1||\n|10|10d6-10|+2|+1 Any|"},{"id":"rules/1-5-14-1-full-necromancer-arts-and-spells","type":"Rule","name":"Full Necromancer Arts and Spells","excerpt":"|Level|Max<br>Level|Spells<br>Cast|Spells<br>Pre-<br>pared|Arts Gained|\n|---|---|---|---|---|\n|1|1|1|3|Any Two|\n|2|1|1|3|Any One|\n|3|2|2|4||\n|4|2|2|5|Any One|\n|5|3|3|6||\n|6|3|3|7|Any One|\n|7|4|4|8||\n|8|4|4|9|Any One|\n|9|5|5|10||\n|10|5|6|12|Any One|"},{"id":"rules/1-5-14-1-necromancer-arts","type":"Rule","name":"1.5.14.1 Necromancer Arts","excerpt":"Necromancer Effort is calculated as usual, with each PC’s maximum being equal to one plus their Magic skill level plus the better of their Intelligence or Charisma modifiers. Partial Necromancers have a score one point lower than this, albeit not less than one.\n\nBonetalker: You…"},{"id":"rules/1-5-14-1-partial-necromancer-arts-and-spells","type":"Rule","name":"Partial Necromancer Arts and Spells","excerpt":"|Level|Max<br>Level|Spells<br>Cast|Spells<br>Pre-<br>pared|Arts Gained|\n|---|---|---|---|---|\n|1|1|1|2|Any One|\n|2|1|1|3|Any One|\n|3|1|1|3|Any One|\n|4|1|2|4||\n|5|2|2|5||\n|6|2|3|6|Any One|\n|7|2|3|7||\n|8|2|3|7||\n|9|3|4|8|Any One|\n|10|3|4|9||\n\nKeeper of the Gate: At your…"},{"id":"rules/1-5-14-1-partial-other-mage-necromancer","type":"Rule","name":"Partial Other Mage/Necromancer","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6-1|+0|1 Any|\n|2|2d6-2|+0|+1 Any|\n|3|3d6-3|+0||\n|4|4d6-4|+0||\n|5|5d6-5|+1|+1 Any|\n|6|6d6-6|+1||\n|7|7d6-7|+1|+1 Any|\n|8|8d6-8|+1||\n|9|9d6-9|+1||\n|10|10d6-10|+2|+1 Any|"},{"id":"rules/1-5-14-1-partial-warrior-necromancer","type":"Rule","name":"Partial Warrior/Necromancer","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6+2|+1|1 Warrior<br>+1 Any|\n|2|2d6+4|+2|+1 Any|\n|3|3d6+6|+2||\n|4|4d6+8|+3||\n|5|5d6+10|+4|+1 Any|\n|6|6d6+12|+5||\n|7|7d6+14|+5|+1 Any|\n|8|8d6+16|+6||\n|9|9d6+18|+6||\n|10|10d6+20|+7|+1 Any|"},{"id":"rules/1-5-14-necromancer-benefits","type":"Rule","name":"Necromancer Benefits","excerpt":"All Necromancers gain Magic as a bonus skill, acquiring it at level-0, or level-1 if was already level-0.\n\nNecromancers can prepare and cast High Magic spells in addition to the spells specific to Necromancers. Some of the latter are given on the following pages, but others…"},{"id":"rules/1-5-14-the-necromancer","type":"Rule","name":"1.5.14 The Necromancer","excerpt":"Necromancers are those spellcasting Mages who deal with the energies of life and death."},{"id":"rules/1-5-15-1-other-skinshifter-arts","type":"Rule","name":"Other Skinshifter Arts","excerpt":"Eyes of the Hawk: This shape has remarkably acute senses. You can scent trails and objects like a dog, hear very faint noises, see objects clearly enough to identify faces at a thousand feet of distance, and see clearly in anything short of complete darkness. You gain a +2 bonus…"},{"id":"rules/1-5-15-1-partial-expert-skinshifter","type":"Rule","name":"Partial Expert/Skinshifter","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6|+0|1 Expert<br>+1 Any|\n|2|2d6|+1|+1 Any|\n|3|3d6|+1||\n|4|4d6|+2||\n|5|5d6|+2|+1 Any|\n|6|6d6|+3||\n|7|7d6|+3|+1 Any|\n|8|8d6|+4||\n|9|9d6|+4||\n|10|10d6|+5|+1 Any|"},{"id":"rules/1-5-15-1-partial-other-mage-skinshifter","type":"Rule","name":"Partial Other Mage/Skinshifter","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6-1|+0|1 Any|\n|2|2d6-2|+0|+1 Any|\n|3|3d6-3|+0||\n|4|4d6-4|+0||\n|5|5d6-5|+1|+1 Any|\n|6|6d6-6|+1||\n|7|7d6-7|+1|+1 Any|\n|8|8d6-8|+1||\n|9|9d6-9|+1||\n|10|10d6-10|+2|+1 Any|"},{"id":"rules/1-5-15-1-partial-warrior-skinshifter","type":"Rule","name":"Partial Warrior/Skinshifter","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6+2|+1|1 Warrior<br>+1 Any|\n|2|2d6+4|+2|+1 Any|\n|3|3d6+6|+2||\n|4|4d6+8|+3||\n|5|5d6+10|+4|+1 Any|\n|6|6d6+12|+5||\n|7|7d6+14|+5|+1 Any|\n|8|8d6+16|+6||\n|9|9d6+18|+6||\n|10|10d6+20|+7|+1 Any|"},{"id":"rules/1-5-15-1-skinshifter-arts","type":"Rule","name":"1.5.15.1 Skinshifter Arts","excerpt":"Skinshifter Effort is based on Survive, and is equal to the PC’s Survive skill level plus the highest of their Constitution or Charisma modifiers, to a minimum of one point. All Skinshifters begin play with the Change Form art and one more of their choice. Additional arts are…"},{"id":"rules/1-5-15-1-skinshifter-arts-and-form-bonus","type":"Rule","name":"Skinshifter Arts and Form Bonus","excerpt":"|Level|Form<br>Bonus|Arts Gained|\n|---|---|---|\n|1|+1|Change Form and Any One|\n|2|+1|Any One|\n|3|+2||\n|4|+2|Any One|\n|5|+3|Any One|\n|6|+3|Any One|\n|7|+4||\n|8|+4|Any One|\n|9|+5||\n|10|+6|Any One|\n\nSculptor’s Beauty: You’ve developed a refined aesthetic sense that can directly…"},{"id":"rules/1-5-15-skinshifter-benefits","type":"Rule","name":"Skinshifter Benefits","excerpt":"- Skinshifter is a partial Mage class, meant to be taken by an Adventurer in conjunction with another partial class. A Partial Warrior/ Skinshifter might be a shapeshifting assassin or feral savage warrior, while a Partial Expert/Skinshifter could be an undetectable impostor or…"},{"id":"rules/1-5-15-skinshifter-forms","type":"Rule","name":"Skinshifter Forms","excerpt":"The arts of a Skinshifter revolve around improving or adjusting their alternate forms. These alternate forms have a few basic rules that apply to all their permutations.\n\nA Skinshifter can master one alternate form per character level. A Skinshifter who wants to change a form…"},{"id":"rules/1-5-15-the-skinshifter","type":"Rule","name":"1.5.15 The Skinshifter","excerpt":"The Skinshifter is a partial Mage class that grants the user shapeshifting abilities, whether to adopt the form of beasts or configurations of their own devising."},{"id":"rules/1-5-16-1-other-thought-noble-arts","type":"Rule","name":"Other Thought Noble Arts","excerpt":"Block Memory: Target a visible living creature and Commit Effort for the day as a Main Action while specifying a particular event or situation that didn’t extend longer than a scene. The target gets a Mental saving throw; on a failure, they simply cannot remember the event and…"},{"id":"rules/1-5-16-1-partial-expert-thought-noble","type":"Rule","name":"Partial Expert/Thought Noble","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6|+0|1 Expert<br>+1 Any|\n|2|2d6|+1|+1 Any|\n|3|3d6|+1||\n|4|4d6|+2||\n|5|5d6|+2|+1 Any|\n|6|6d6|+3||\n|7|7d6|+3|+1 Any|\n|8|8d6|+4||\n|9|9d6|+4||\n|10|10d6|+5|+1 Any|"},{"id":"rules/1-5-16-1-partial-other-mage-thought-noble","type":"Rule","name":"Partial Other Mage/Thought Noble","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6-1|+0|1 Any|\n|2|2d6-2|+0|+1 Any|\n|3|3d6-3|+0||\n|4|4d6-4|+0||\n|5|5d6-5|+1|+1 Any|\n|6|6d6-6|+1||\n|7|7d6-7|+1|+1 Any|\n|8|8d6-8|+1||\n|9|9d6-9|+1||\n|10|10d6-10|+2|+1 Any|"},{"id":"rules/1-5-16-1-partial-warrior-thought-noble","type":"Rule","name":"Partial Warrior/Thought Noble","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6+2|+1|1 Warrior<br>+1 Any|\n|2|2d6+4|+2|+1 Any|\n|3|3d6+6|+2||\n|4|4d6+8|+3||\n|5|5d6+10|+4|+1 Any|\n|6|6d6+12|+5||\n|7|7d6+14|+5|+1 Any|\n|8|8d6+16|+6||\n|9|9d6+18|+6||\n|10|10d6+20|+7|+1 Any|\n\nFar Speech: Commit…"},{"id":"rules/1-5-16-1-thought-noble-arts","type":"Rule","name":"1.5.16.1 Thought Noble Arts","excerpt":"Thought Noble Effort is calculated with Notice rather than Magic, with each PC’s maximum being equal to their Notice skill level plus the better of their Intelligence or Wisdom modifiers, to a minimum of one point.\n\nAll Thought Nobles are trained in the Open Mind art, but may…"},{"id":"rules/1-5-16-1-thought-noble-arts-2","type":"Rule","name":"Thought Noble Arts","excerpt":"|Level|Arts|\n|---|---|\n|1|Open Mind and Any One|\n|2|Any One|\n|3|Any One|\n|4|Any One|\n|5|Any One|\n|6|Any One|\n|7|Any One|\n|8|Any One|\n|9|Any One|\n|10|Any One|\n\nRead Intent: As an Instant action, Commit Effort for the scene and target a visible living creature. It gets a Mental…"},{"id":"rules/1-5-16-the-thought-noble","type":"Rule","name":"1.5.16 The Thought Noble","excerpt":"This partial Mage class allows a PC to subtly manipulate the thoughts of others and control their own mind and body’s operation. Thought Noble Benefits\n\nA Thought Noble exists only as a partial Mage class, to be taken by an Adventurer alongside another partial class. A Partial…"},{"id":"rules/1-5-17-1-other-vowed-arts","type":"Rule","name":"Other Vowed Arts","excerpt":"Brutal Counter: Commit Effort for the scene as an Instant action after resolving an enemy melee attack against you, whether it hits or misses. You may make a free physical attack against your assailant, using either a normal attack or some other offensive ability that takes no…"},{"id":"rules/1-5-17-1-partial-expert-vowed","type":"Rule","name":"Partial Expert/Vowed","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6|+0|1 Expert<br>+1 Any|\n|2|2d6|+1|+1 Any|\n|3|3d6|+1||\n|4|4d6|+2||\n|5|5d6|+2|+1 Any|\n|6|6d6|+3||\n|7|7d6|+3|+1 Any|\n|8|8d6|+4||\n|9|9d6|+4||\n|10|10d6|+5|+1 Any|"},{"id":"rules/1-5-17-1-partial-other-mage-vowed","type":"Rule","name":"Partial Other Mage/Vowed","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6|+0|1 Any|\n|2|2d6|+0|+1 Any|\n|3|3d6|+0||\n|4|4d6|+0||\n|5|5d6|+1|+1 Any|\n|6|6d6|+1||\n|7|7d6|+1|+1 Any|\n|8|8d6|+1||\n|9|9d6|+1||\n|10|10d6|+2|+1 Any|"},{"id":"rules/1-5-17-1-partial-warrior-vowed","type":"Rule","name":"Partial Warrior/Vowed","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6+2|+1|1 Warrior<br>+1 Any|\n|2|2d6+4|+2|+1 Any|\n|3|3d6+6|+2||\n|4|4d6+8|+3||\n|5|5d6+10|+4|+1 Any|\n|6|6d6+12|+5||\n|7|7d6+14|+5|+1 Any|\n|8|8d6+16|+6||\n|9|9d6+18|+6||\n|10|10d6+20|+7|+1 Any|\n\nFaultless Awareness:…"},{"id":"rules/1-5-17-1-vowed-arts","type":"Rule","name":"1.5.17.1 Vowed Arts","excerpt":"Vowed Effort is based on the skill they chose to represent their order’s main focus of study, whether Exert, Know, Magic, Pray, or some more esoteric skill.\n\nTheir maximum Vowed Effort is equal to this skill level plus their best attribute modifier, whatever it may be, to a…"},{"id":"rules/1-5-17-the-vowed","type":"Rule","name":"1.5.17 The Vowed","excerpt":"Adepts of fist and bodily discipline, the Vowed are a partial Mage class dedicated to unarmed combat, physical training, and mental discipline."},{"id":"rules/1-5-17-vowed-benefits","type":"Rule","name":"Vowed Benefits","excerpt":"The Vowed class exists only as a partial Mage class, to be taken by an Adventurer along with another partial class. Thus, a Partial Warrior/Partial Vowed might be a hardened temple warrior-monk, a Partial Expert/Partial Vowed might be a sage teacher of religious or philosophical…"},{"id":"rules/1-5-18-class-ability-killing-blow","type":"Rule","name":"Class Ability: Killing Blow","excerpt":"Whenever a Warrior inflicts damage with any attack, spell, or special ability they may add half their character level, rounded up, to the damage done. This damage is also added to any Shock they may inflict.\n\nCombined with Foci meant to improve Shock attacks such as Armsmaster,…"},{"id":"rules/1-5-18-class-ability-veteran-s-luck","type":"Rule","name":"Class Ability: Veteran’s Luck","excerpt":"Once per scene, as an Instant action, the Warrior may turn a missed attack they have made into a hit. Alternately, they may turn a successful attack against them into a miss, also as an Instant action. This ability is particularly lethal when used with the Make a Snap Attack…"},{"id":"rules/1-5-18-full-warrior","type":"Rule","name":"Full Warrior","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6+2|+1|1 Any +<br>1 Warrior|\n|2|2d6+4|+2|+1 Any|\n|3|3d6+6|+3||\n|4|4d6+8|+4||\n|5|5d6+10|+5|+1 Any|\n|6|6d6+12|+6||\n|7|7d6+14|+7|+1 Any|\n|8|8d6+16|+8||\n|9|9d6+18|+9||\n|10|10d6+20|+10|+1 Any|"},{"id":"rules/1-5-18-partial-mage-partial-warrior","type":"Rule","name":"Partial Mage/Partial Warrior","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6+2|+1|1 Any +<br>1 Warrior|\n|2|2d6+4|+2|+1 Any|\n|3|3d6+6|+2||\n|4|4d6+8|+3||\n|5|5d6+10|+4|+1 Any|\n|6|6d6+12|+5||\n|7|7d6+14|+5|+1 Any|\n|8|8d6+16|+6||\n|9|9d6+18|+6||\n|10|10d6+20|+7|+1 Any|"},{"id":"rules/1-5-18-partial-warrior-partial-expert","type":"Rule","name":"Partial Warrior/Partial Expert","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6+2|+1|1 Warrior<br>+1 Expert<br>+1 Any|\n|2|2d6+4|+2|+1 Any|\n|3|3d6+6|+2||\n|4|4d6+8|+3||\n|5|5d6+10|+4|+1 Any|\n|6|6d6+12|+5||\n|7|7d6+14|+5|+1 Any|\n|8|8d6+16|+6||\n|9|9d6+18|+6||\n|10|10d6+20|+7|+1 Any|"},{"id":"rules/1-5-18-the-warrior","type":"Rule","name":"1.5.18 The Warrior","excerpt":"The Warrior is a hero born to the blade, a man or woman gifted with a superb capacity for physical violence. Savage barbarians, hardened mercenaries, courageous young farm boys, and ordinary laborers who just happen to have an undiscovered capacity for massive bloodshed all…"},{"id":"rules/1-5-19-1-curses-and-blessings","type":"Rule","name":"Curses and Blessings","excerpt":"The bringing of fortune or ill fate is not a trivial thing. A given creature can be cursed or blessed by one of these arts only once a day.\n\nAuspicious Undertaking: As a Main Action, bless a particular plan or undertaking currently sought by the target. During the plan’s…"},{"id":"rules/1-5-19-1-divination-arts","type":"Rule","name":"Divination Arts","excerpt":"Compel Truth: The diviner compels a person to drink a particular brew, participate in a specific ritual, or otherwise undergo a scenelong ordeal. Afterwards, the diviner may ask the target a single question and the GM secretly rolls a Cha/Magic skill check against a difficulty…"},{"id":"rules/1-5-19-1-example-art-progressions-for-different-types-of-wise","type":"Rule","name":"Example Art Progressions for Different Types of Wise","excerpt":"| Level | Mundane Priest | Witch | Seer | Esoteric |\n|---|---|---|---|---|\n|1|Holy Sanctity|Dread Awe|Erudite or Folk-Friend|Any Art|\n|2|Dread Awe or Folk-Friend|Any Curse or Blessing|Any Divination||\n|3||||Any Art|\n|4|Skilled or Erudite|Healer or Any Curse or Blessing|Any…"},{"id":"rules/1-5-19-1-general-arts","type":"Rule","name":"General Arts","excerpt":"Dread Awe: Your kind are figures of fear and mistrust. Gain a +1 bonus on all skill checks related to intimidation or threat. You can spend a Main Action cursing your foes in battle; those who hear suffer a -1 penalty to their next Morale check. You can do this only once per…"},{"id":"rules/1-5-19-1-partial-expert-wise","type":"Rule","name":"Partial Expert/Wise","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6|+0|1 Expert<br>+1 Any|\n|2|2d6|+1|+1 Any|\n|3|3d6|+1||\n|4|4d6|+2||\n|5|5d6|+2|+1 Any|\n|6|6d6|+3||\n|7|7d6|+3|+1 Any|\n|8|8d6|+4||\n|9|9d6|+4||\n|10|10d6|+5|+1 Any|"},{"id":"rules/1-5-19-1-partial-mage-wise","type":"Rule","name":"Partial Mage/Wise","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6|+0|1 Any|\n|2|2d6|+0|+1 Any|\n|3|3d6|+0||\n|4|4d6|+0||\n|5|5d6|+1|+1 Any|\n|6|6d6|+1||\n|7|7d6|+1|+1 Any|\n|8|8d6|+1||\n|9|9d6|+1||\n|10|10d6|+2|+1 Any|"},{"id":"rules/1-5-19-1-partial-warrior-wise","type":"Rule","name":"Partial Warrior/Wise","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6+2|+1|1 Warrior<br>+1 Any|\n|2|2d6+4|+2|+1 Any|\n|3|3d6+6|+2||\n|4|4d6+8|+3||\n|5|5d6+10|+4|+1 Any|\n|6|6d6+12|+5||\n|7|7d6+14|+5|+1 Any|\n|8|8d6+16|+6||\n|9|9d6+18|+6||\n|10|10d6+20|+7|+1 Any|"},{"id":"rules/1-5-19-1-wise-arts","type":"Rule","name":"1.5.19.1 Wise Arts","excerpt":"1.5.19.1 Wise Arts"},{"id":"rules/1-5-19-benefits-of-the-wise","type":"Rule","name":"Benefits of the Wise","excerpt":"The Wise is a partial Expert class that must be taken by an Adventurer with another partial class. It’s generally suited for low-magic campaigns, but strictly mundane versions of it may pass muster for a no-magic setting.\n\nWhile the Wise count as a partial Expert class for other…"},{"id":"rules/1-5-19-the-wise","type":"Rule","name":"1.5.19 The Wise","excerpt":"Some low-magic settings have a particular place for concepts that aren’t exactly magical, but have some special place in society. Whether a mundane priest of the dominant faith, a feared forest warlock, or a sacred oracle of the gods, these Wise have a special role to…"},{"id":"rules/1-5-2-1-accursed-arts","type":"Rule","name":"1.5.2.1 Accursed Arts","excerpt":"An Accursed has an Effort score equal to their Magic skill level plus their Intelligence or Charisma modifier, to a minimum of one point. Every Accursed gains either Accursed Bolt or Accursed Blade as a starting art, plus one more of their choice. Accursed arts may be used in or…"},{"id":"rules/1-5-2-1-partial-expert-accursed","type":"Rule","name":"Partial Expert/Accursed","excerpt":"|Level|Hit Dice|Attack Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6|+0|1 Expert<br>+1 Any|\n|2|2d6|+1|+1 Any|\n|3|3d6|+1||\n|4|4d6|+2||\n|5|5d6|+2|+1 Any|\n|6|6d6|+3||\n|7|7d6|+3|+1 Any|\n|8|8d6|+4||\n|9|9d6|+4||\n|10|10d6|+5|+1 Any|"},{"id":"rules/1-5-2-1-partial-mage-accursed","type":"Rule","name":"Partial Mage/Accursed","excerpt":"|Level|Hit Dice|Attack Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6-1|+0|1 Any|\n|2|2d6-2|+0|+1 Any|\n|3|3d6-3|+0||\n|4|4d6-4|+0||\n|5|5d6-5|+1|+1 Any|\n|6|6d6-6|+1||\n|7|7d6-7|+1|+1 Any|\n|8|8d6-8|+1||\n|9|9d6-9|+1||\n|10|10d6-10|+2|+1 Any|"},{"id":"rules/1-5-2-1-partial-warrior-accursed","type":"Rule","name":"Partial Warrior/Accursed","excerpt":"|Level|Hit Dice|Attack Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6+2|+1|1 Warrior<br>+1 Any|\n|2|2d6+4|+2|+1 Any|\n|3|3d6+6|+2||\n|4|4d6+8|+3||\n|5|5d6+10|+4|+1 Any|\n|6|6d6+12|+5||\n|7|7d6+14|+5|+1 Any|\n|8|8d6+16|+6||\n|9|9d6+18|+6||\n|10|10d6+20|+7|+1 Any|\n\na Main Action, focus on a…"},{"id":"rules/1-5-2-benefits-of-the-accursed","type":"Rule","name":"Benefits of the Accursed","excerpt":"The Accursed is a partial Mage class that must be joined with a second partial class by an Adventurer. A Partial Warrior/Accursed might be a grim demonic warrior, a Partial Expert/Accursed might be a sinister tempter, while a Partial Mage/Accursed could be a sorcerer willing to…"},{"id":"rules/1-5-2-the-accursed","type":"Rule","name":"1.5.2 The Accursed","excerpt":"The Accursed are those men and women who have made pacts with otherworldly beings, intentionally or otherwise, and gained powers from that bond."},{"id":"rules/1-5-3-1-bard-art-progression","type":"Rule","name":"Bard Art Progression","excerpt":"|Level|Arts Gained at This Level|\n|---|---|\n|1|A Thousand Tongues and Any One|\n|2|Any One|\n|3||\n|4|Any One|\n|5||\n|6|Any One|\n|7||\n|8|Any One|\n|9||\n|10|Any One|"},{"id":"rules/1-5-3-1-bard-arts","type":"Rule","name":"1.5.3.1 Bard Arts","excerpt":"A Bard has an Effort score equal to their Perform skill level plus their Charisma modifier, to a minimum of one point. Bard arts may be used in or out of armor, and do not count as magical effects for the purposes of abilities that counter or detect magic. Unless specified…"},{"id":"rules/1-5-3-1-partial-expert-bard","type":"Rule","name":"Partial Expert/Bard","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6|+0|1 Expert<br>+1 Any|\n|2|2d6|+1|+1 Any|\n|3|3d6|+1||\n|4|4d6|+2||\n|5|5d6|+2|+1 Any|\n|6|6d6|+3||\n|7|7d6|+3|+1 Any|\n|8|8d6|+4||\n|9|9d6|+4||\n|10|10d6|+5|+1 Any|"},{"id":"rules/1-5-3-1-partial-mage-bard","type":"Rule","name":"Partial Mage/Bard","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6|+0|1 Any|\n|2|2d6|+1|+1 Any|\n|3|3d6|+1||\n|4|4d6|+2||\n|5|5d6|+2|+1 Any|\n|6|6d6|+3||\n|7|7d6|+3|+1 Any|\n|8|8d6|+4||\n|9|9d6|+4||\n|10|10d6|+5|+1 Any|"},{"id":"rules/1-5-3-1-partial-warrior-bard","type":"Rule","name":"Partial Warrior/Bard","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6+2|+1|1 Warrior<br>+1 Any|\n|2|2d6+4|+2|+1 Any|\n|3|3d6+6|+2||\n|4|4d6+8|+3||\n|5|5d6+10|+4|+1 Any|\n|6|6d6+12|+5||\n|7|7d6+14|+5|+1 Any|\n|8|8d6+16|+6||\n|9|9d6+18|+6||\n|10|10d6+20|+7|+1 Any|\n\nKeen Senses: This art…"},{"id":"rules/1-5-3-benefits-of-the-bard","type":"Rule","name":"Benefits of the Bard","excerpt":"The Bard is a partial Expert class that must be joined with a second partial class by an Adventurer. A Partial Warrior/Bard might be a martial skald, a Partial Expert/Bard might be a light-fingered troubadour, while a Partial Mage/Bard might mix true magic in with their artful…"},{"id":"rules/1-5-3-the-bard","type":"Rule","name":"1.5.3 The Bard","excerpt":"Bards are those who have an uncanny ability to move others through the power of their performance."},{"id":"rules/1-5-4-1-beastmaster-arts","type":"Rule","name":"1.5.4.1 Beastmaster Arts","excerpt":"Beastmaster Effort is calculated with Survive, and is equal to the PC’s Survive skill level plus the higher of their Wisdom or Charisma modifiers, to a minimum of one point. All Beastmasters start play with the Bind Companion art and one more of their choosing. They learn…"},{"id":"rules/1-5-4-1-other-beastmaster-arts","type":"Rule","name":"Other Beastmaster Arts","excerpt":"Beast Ward: Commit Effort as an On Turn action. So long as the Effort remains Committed, the Beastmaster will not be attacked by unintelligent beasts unless the beast is commanded to do so by its master, the beast is starving, or the Beastmaster or their allies performs some…"},{"id":"rules/1-5-4-1-partial-beastmaster","type":"Rule","name":"Partial Beastmaster","excerpt":"|Level|Arts Gained|\n|---|---|\n|1|Bind Companion and Any One|\n|2|Any One|\n|3||\n|4|Any One|\n|5|Any One|\n|6|Any One|\n|7||\n|8|Any One|\n|9||\n|10|Any One|\n\nSavage Senses: Commit Effort for the scene as an On Turn action. For the remainder of the scene you are capable of seeing clearly…"},{"id":"rules/1-5-4-beastmaster-benefits","type":"Rule","name":"Beastmaster Benefits","excerpt":"The Beastmaster exists only as a partial Mage class, meant to be taken by an Adventurer along with another partial class. A Partial Warrior/Beastmaster may be a savage barbarian or wood-wise ranger, while a Partial Expert/Beastmaster might be a masterful hunter or…"},{"id":"rules/1-5-4-beastmaster-companions","type":"Rule","name":"Beastmaster Companions","excerpt":"Many Beastmaster arts apply to the PC’s animal companion. There are a few basic guidelines for such companions that a GM should keep in mind during play.\n\nA companion animal cannot have a number of hit dice greater than the Beastmaster’s level plus one. Thus a 2 hit die wolf is…"},{"id":"rules/1-5-4-partial-mage-beastmaster","type":"Rule","name":"Partial Mage/Beastmaster","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6-1|+0|1 Any|\n|2|2d6-2|+0|+1 Any|\n|3|3d6-3|+0||\n|4|4d6-4|+0||\n|5|5d6-5|+1|+1 Any|\n|6|6d6-6|+1||\n|7|7d6-7|+1|+1 Any|\n|8|8d6-8|+1||\n|9|9d6-9|+1||\n|10|10d6-10|+2|+1 Any|"},{"id":"rules/1-5-4-partial-warrior-beastmaster","type":"Rule","name":"Partial Warrior/Beastmaster","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6+2|+1|1 Warrior<br>+1 Any|\n|2|2d6+4|+2|+1 Any|\n|3|3d6+6|+2||\n|4|4d6+8|+3||\n|5|5d6+10|+4|+1 Any|\n|6|6d6+12|+5||\n|7|7d6+14|+5|+1 Any|\n|8|8d6+16|+6||\n|9|9d6+18|+6||\n|10|10d6+20|+7|+1 Any|"},{"id":"rules/1-5-4-the-beastmaster","type":"Rule","name":"1.5.4 The Beastmaster","excerpt":"Beastmasters are those PCs with an unnatural ability to control and influence animals. For some, these abilities are the fruit of rigorous magical study, while others obtain them from cultural practices, a feral upbringing, or natural aptitude."},{"id":"rules/1-5-4-the-chosen-friend","type":"Rule","name":"The Chosen Friend","excerpt":"Some Beastmasters form a lifelong bond with a single dear companion. If a PC chooses this option, they can only ever Bind one companion, but it gains the benefit of the Shared Vitality and Mind Call arts automatically. So long as the Beastmaster lives, this chosen friend cannot…"},{"id":"rules/1-5-5-1-blood-priest-arts","type":"Rule","name":"1.5.5.1 Blood Priest Arts","excerpt":"Blood Priest Effort is calculated with Pray, with their total maximum Effort being equal to their Pray skill plus the higher of their Wisdom or Charisma modifiers, to a minimum of one point.\n\nAt first level, the Blood Priest may choose two of the following miracles to master,…"},{"id":"rules/1-5-5-1-blood-priest-arts-2","type":"Rule","name":"Blood Priest Arts","excerpt":"|Level|Arts Gained|\n|---|---|\n|1|Any Two|\n|2|Any One|\n|3||\n|4|Any One|\n|5|Any One|\n|6|Any One|\n|7||\n|8|Any One|\n|9||\n|10|Any One|"},{"id":"rules/1-5-5-1-partial-mage-blood-priest","type":"Rule","name":"Partial Mage/Blood Priest","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6-1|+0|1 Any|\n|2|2d6-2|+0|+1 Any|\n|3|3d6-3|+0||\n|4|4d6-4|+0||\n|5|5d6-5|+1|+1 Any|\n|6|6d6-6|+1||\n|7|7d6-7|+1|+1 Any|\n|8|8d6-8|+1||\n|9|9d6-9|+1||\n|10|10d6-10|+2|+1 Any|"},{"id":"rules/1-5-5-1-partial-warrior-blood-priest","type":"Rule","name":"Partial Warrior/Blood Priest","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6+2|+1|1 Warrior<br>+1 Any|\n|2|2d6+4|+2|+1 Any|\n|3|3d6+6|+2||\n|4|4d6+8|+3||\n|5|5d6+10|+4|+1 Any|\n|6|6d6+12|+5||\n|7|7d6+14|+5|+1 Any|\n|8|8d6+16|+6||\n|9|9d6+18|+6||\n|10|10d6+20|+7|+1 Any|\n\nStrain to the target,…"},{"id":"rules/1-5-5-blood-priest-benefits","type":"Rule","name":"Blood Priest Benefits","excerpt":"The Blood Priest exists only as a partial Mage class, to be taken by an Adventurer alongside another partial class. A Partial Warrior/ Blood Priest might be a crusader for their god, wielding steel and terror against the evils of this world. A Partial Expert/Blood Priest might…"},{"id":"rules/1-5-5-the-blood-priest","type":"Rule","name":"1.5.5 The Blood Priest","excerpt":"As the devotee of a sanguinary god, a blood priest has magical powers for strengthening and supporting their allies."},{"id":"rules/1-5-6-1-duelist-arts","type":"Rule","name":"1.5.6.1 Duelist Arts","excerpt":"Duelist Effort is based on Stab, and is equal to the PC’s Stab skill plus the highest of their Dexterity or Intelligence modifiers, to a minimum of one point. All Duelists begin with the Favored Weapon art and one more of their choice. Additional arts are learned as the PC…"},{"id":"rules/1-5-6-1-other-duelist-arts","type":"Rule","name":"Other Duelist Arts","excerpt":"Blood for Blood: Commit Effort for the scene as an Instant action when an enemy hits you with a physical attack. If you attack that enemy with your favored weapon before the end of the next round, the first blow hits automatically and can do no less damage than was done to you,…"},{"id":"rules/1-5-6-1-partial-expert-duelist","type":"Rule","name":"Partial Expert/Duelist","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6|+0|1 Expert<br>+1 Any|\n|2|2d6|+1|+1 Any|\n|3|3d6|+1||\n|4|4d6|+2||\n|5|5d6|+2|+1 Any|\n|6|6d6|+3||\n|7|7d6|+3|+1 Any|\n|8|8d6|+4||\n|9|9d6|+4||\n|10|10d6|+5|+1 Any|"},{"id":"rules/1-5-6-1-partial-mage-duelist","type":"Rule","name":"Partial Mage/Duelist","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6-1|+0|1 Any|\n|2|2d6-2|+0|+1 Any|\n|3|3d6-3|+0||\n|4|4d6-4|+0||\n|5|5d6-5|+1|+1 Any|\n|6|6d6-6|+1||\n|7|7d6-7|+1|+1 Any|\n|8|8d6-8|+1||\n|9|9d6-9|+1||\n|10|10d6-10|+2|+1 Any|"},{"id":"rules/1-5-6-1-partial-warrior-duelist","type":"Rule","name":"Partial Warrior/Duelist","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6|+1|1 Warrior<br>+1 Any|\n|2|2d6|+2|+1 Any|\n|3|3d6|+2||\n|4|4d6|+3||\n|5|5d6|+4|+1 Any|\n|6|6d6|+5||\n|7|7d6|+5|+1 Any|\n|8|8d6|+6||\n|9|9d6|+6||\n|10|10d6|+7|+1 Any|\n\nCrushing Superiority: Your favored weapon gains…"},{"id":"rules/1-5-6-duelist-benefits","type":"Rule","name":"Duelist Benefits","excerpt":"The Duelist is a partial Mage class, meant to be taken by an Adventurer in conjunction with another partial class. Partial Warrior/ Duelist is the most common pairing, for a skilled light-armor combatant with high mobility and a number of useful combat techniques. Partial…"},{"id":"rules/1-5-6-the-duelist","type":"Rule","name":"1.5.6 The Duelist","excerpt":"Some warriors indulge in unique training methods that draw on arcane forces to enhance their speed and agility."},{"id":"rules/1-5-6-the-flaw-of-fragility","type":"Rule","name":"The Flaw of Fragility","excerpt":"While the canons of the duelist make for an excellent one-on-one combatant, their practitioners spend much less time at raw physical conditioning than their more traditional warrior peers. The techniques they use are swift and lethal, but they aren’t as generally applicable to…"},{"id":"rules/1-5-7-1-elementalist-arts","type":"Rule","name":"1.5.7.1 Elementalist Arts","excerpt":"Elementalist Effort is calculated as usual, with each PC’s maximum being equal to one plus their Magic skill level plus the better of their Intelligence or Charisma modifiers. Partial Elementalists have a score one point lower than this, albeit not less than one.\n\nElemental…"},{"id":"rules/1-5-7-1-full-elementalist-arts-and-spells","type":"Rule","name":"Full Elementalist Arts and Spells","excerpt":"|Level|Max<br>Level|Spells<br>Cast|Spells<br>Prepared|Arts Gained|\n|---|---|---|---|---|\n|1|1|1|3|Elemental Resilience,<br>Elemental Sparks, and Any<br>One|\n|2|1|1|3|Any One|\n|3|2|2|4||\n|4|2|2|5|Any One|\n|5|3|3|6||\n|6|3|3|7|Any One|\n|7|4|4|8||\n|8|4|4|9|Any…"},{"id":"rules/1-5-7-1-other-elementalist-arts","type":"Rule","name":"Other Elementalist Arts","excerpt":"Beckoned Deluge: Commit Effort for the scene as a Main Action to conjure a considerable amount of water at a visible point within fifty feet per caster level. This water is sufficient to drench one 10-foot cube of matter per character level, making non-magical bowstrings…"},{"id":"rules/1-5-7-1-partial-elementalist-arts-and-spells","type":"Rule","name":"Partial Elementalist Arts and Spells","excerpt":"|Level|Max<br>Level|Spells<br>Cast|Spells<br>Prepared|Arts Gained|\n|---|---|---|---|---|\n|1|1|1|2|Elemental Resilience,<br>Elemental Sparks, and Any<br>One|\n|2|1|1|3||\n|3|1|1|3|Any One|\n|4|1|2|4||\n|5|2|2|5||\n|6|2|3|6|Any One|\n|7|2|3|7||\n|8|2|3|7||\n|9|3|4|8|Any…"},{"id":"rules/1-5-7-1-partial-expert-elementalist","type":"Rule","name":"Partial Expert/Elementalist","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6|+0|1 Expert<br>+1 Any|\n|2|2d6|+1|+1 Any|\n|3|3d6|+1||\n|4|4d6|+2||\n|5|5d6|+2|+1 Any|\n|6|6d6|+3||\n|7|7d6|+3|+1 Any|\n|8|8d6|+4||\n|9|9d6|+4||\n|10|10d6|+5|+1 Any|"},{"id":"rules/1-5-7-1-partial-other-mage-elementalist","type":"Rule","name":"Partial Other Mage/Elementalist","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6-1|+0|1 Any|\n|2|2d6-2|+0|+1 Any|\n|3|3d6-3|+0||\n|4|4d6-4|+0||\n|5|5d6-5|+1|+1 Any|\n|6|6d6-6|+1||\n|7|7d6-7|+1|+1 Any|\n|8|8d6-8|+1||\n|9|9d6-9|+1||\n|10|10d6-10|+2|+1 Any|"},{"id":"rules/1-5-7-1-partial-warrior-elementalist","type":"Rule","name":"Partial Warrior/Elementalist","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6+2|+1|1 Warrior<br>+1 Any|\n|2|2d6+4|+2|+1 Any|\n|3|3d6+6|+2||\n|4|4d6+8|+3||\n|5|5d6+10|+4|+1 Any|\n|6|6d6+12|+5||\n|7|7d6+14|+5|+1 Any|\n|8|8d6+16|+6||\n|9|9d6+18|+6||\n|10|10d6+20|+7|+1 Any|"},{"id":"rules/1-5-7-elementalist-benefits","type":"Rule","name":"Elementalist Benefits","excerpt":"All Elementalists gain Magic as a bonus skill, acquiring it at level-0, or level-1 if was already level-0.\n\nElementalists can prepare and cast High Magic spells in addition to the spells specific to Elementalists. As usual for spellcasters, Elementalists can’t cast spells or use…"},{"id":"rules/1-5-7-the-elementalist","type":"Rule","name":"1.5.7 The Elementalist","excerpt":"Elementalists are spellcasting Mages who focus on the manipulation of the material world around them. While they are capable of using High Magic, their specialist spells focus chiefly on wielding the classical elements of fire, air, water, and earth."},{"id":"rules/1-5-8-class-ability-masterful-expertise","type":"Rule","name":"Class Ability: Masterful Expertise","excerpt":"Once per scene, a Full Expert may reroll any non-combat skill check as an Instant action. This allows the Expert to make a roll and then immediately use this ability if the resulting total isn’t good enough to succeed. In cases where it matters, the better of the two rolls may…"},{"id":"rules/1-5-8-class-ability-quick-learner","type":"Rule","name":"Class Ability: Quick Learner","excerpt":"When you advance a character level, you gain an extra skill point which may only be spent on gaining or improving non-combat skills or raising attributes. You may save this point to spend later if you wish.\n\nPartial Experts do receive this ability."},{"id":"rules/1-5-8-full-expert","type":"Rule","name":"Full Expert","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6|+0|1 Expert<br>+1 Any|\n|2|2d6|+1|+1 Any|\n|3|3d6|+1||\n|4|4d6|+2||\n|5|5d6|+2|+1 Any|\n|6|6d6|+3||\n|7|7d6|+3|+1 Any|\n|8|8d6|+4||\n|9|9d6|+4||\n|10|10d6|+5|+1 Any|"},{"id":"rules/1-5-8-partial-mage-partial-expert","type":"Rule","name":"Partial Mage/Partial Expert","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6|+0|1 Expert<br>+1 Any|\n|2|2d6|+1|+1 Any|\n|3|3d6|+1||\n|4|4d6|+2||\n|5|5d6|+2|+1 Any|\n|6|6d6|+3||\n|7|7d6|+3|+1 Any|\n|8|8d6|+4||\n|9|9d6|+4||\n|10|10d6|+5|+1 Any|"},{"id":"rules/1-5-8-partial-warrior-partial-expert","type":"Rule","name":"Partial Warrior/Partial Expert","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6+2|+1|1 Warrior<br>+1 Expert<br>+1 Any|\n|2|2d6+4|+2|+1 Any|\n|3|3d6+6|+2||\n|4|4d6+8|+3||\n|5|5d6+10|+4|+1 Any|\n|6|6d6+12|+5||\n|7|7d6+14|+5|+1 Any|\n|8|8d6+16|+6||\n|9|9d6+18|+6||\n|10|10d6+20|+7|+1 Any|"},{"id":"rules/1-5-8-the-expert","type":"Rule","name":"1.5.8 The Expert","excerpt":"Your hero is an expert at some useful skill. Thieves, diplomats, healers, scholars, explorers, artisans, and other such heroes should pick the Expert class if they wish to focus on developing their special skills and performing tremendous feats of mastery with them. Experts gain…"},{"id":"rules/1-5-9-1-healer-arts","type":"Rule","name":"1.5.9.1 Healer Arts","excerpt":"Healer Effort is calculated with Heal rather than Magic, with each PC’s maximum being equal to their Heal skill level plus the better of their Intelligence or Charisma modifiers, to a minimum of one point.\n\nAll Healers are trained in the Healing Touch art, but may develop other…"},{"id":"rules/1-5-9-1-healer-arts-2","type":"Rule","name":"Healer Arts","excerpt":"|Level|Arts Gained|\n|---|---|\n|1|Healing Touch and Any One|\n|2|Any One|\n|3||\n|4|Any One|\n|5|Any One|\n|6|Any One|\n|7||\n|8|Any One|\n|9||\n|10|Any One|"},{"id":"rules/1-5-9-1-other-healer-arts","type":"Rule","name":"Other Healer Arts","excerpt":"Empowered Healer: Your Healing Touch becomes more powerful, adding your level to any healing.\n\nFacile Healer: Your Healing Touch ability is improved;, and you no longer need to Commit Effort to activate it.\n\nFar Healer: Your Healing Touch ability is improved, and may be used on…"},{"id":"rules/1-5-9-1-partial-expert-healer","type":"Rule","name":"Partial Expert/Healer","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6|+0|1 Expert<br>+1 Any|\n|2|2d6|+1|+1 Any|\n|3|3d6|+1||\n|4|4d6|+2||\n|5|5d6|+2|+1 Any|\n|6|6d6|+3||\n|7|7d6|+3|+1 Any|\n|8|8d6|+4||\n|9|9d6|+4||\n|10|10d6|+5|+1 Any|"},{"id":"rules/1-5-9-1-partial-mage-healer","type":"Rule","name":"Partial Mage/Healer","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6-1|+0|1 Any|\n|2|2d6-2|+0|+1 Any|\n|3|3d6-3|+0||\n|4|4d6-4|+0||\n|5|5d6-5|+1|+1 Any|\n|6|6d6-6|+1||\n|7|7d6-7|+1|+1 Any|\n|8|8d6-8|+1||\n|9|9d6-9|+1||\n|10|10d6-10|+2|+1 Any|"},{"id":"rules/1-5-9-1-partial-warrior-healer","type":"Rule","name":"Partial Warrior/Healer","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6+2|+1|1 Warrior<br>+1 Any|\n|2|2d6+4|+2|+1 Any|\n|3|3d6+6|+2||\n|4|4d6+8|+3||\n|5|5d6+10|+4|+1 Any|\n|6|6d6+12|+5||\n|7|7d6+14|+5|+1 Any|\n|8|8d6+16|+6||\n|9|9d6+18|+6||\n|10|10d6+20|+7|+1 Any|\n\nPurge Ailment: Commit…"},{"id":"rules/1-5-9-healer-benefits","type":"Rule","name":"Healer Benefits","excerpt":"The Healer class exists only as a partial Mage class, to be taken by an Adventurer along with another partial class. Thus, a Partial Warrior/Partial Healer might be a grizzled combat medic, a Partial Expert/Partial Healer might be an erudite physician gifted in both mundane and…"},{"id":"rules/1-5-9-the-healer","type":"Rule","name":"1.5.9 The Healer","excerpt":"The Healer is a partial Mage class that does not use spells. Instead, they gain specific arts that allow them to mend wounds, cure illnesses, and otherwise sustain their allies."},{"id":"rules/1-6-0-foci","type":"Rule","name":"1.6.0 Foci","excerpt":"Foci are special talents that a PC can possess. They aren’t as powerful as Edges, but a PC will develop more of them over time. Any PC can select any Focus, barring a few with specific requirements; they do not need to fit the class they selected. So long as the player can…"},{"id":"rules/1-6-1-alert","type":"Rule","name":"Alert","excerpt":"You are keenly aware of your surroundings and virtually impossible to take unaware.\n\nLevel 1: Gain Notice as a bonus skill. You cannot be surprised, nor can others use the Execution Attack option on you. If the GM rolls initiative by sides, you can add a +1 bonus to your side’s…"},{"id":"rules/1-6-1-armored-magic","type":"Rule","name":"Armored Magic","excerpt":"Usable only by Mage heroes who would otherwise be prevented from casting spells or using arts while armored, this Focus reflects special training in channeling magic through the hindering materials of conventional armor.\n\nLevel 1: You can cast spells or use arts while wearing…"},{"id":"rules/1-6-1-armsmaster","type":"Rule","name":"Armsmaster","excerpt":"You have an unusual competence with thrown weapons and melee attacks. This Focus’ benefits do not apply to unarmed attacks or nonthrown projectile weapons. This Focus’ bonuses also don’t stack with Deadeye or other Foci that add a skill’s level to your damage or Shock.\n\nLevel 1:…"},{"id":"rules/1-6-1-artisan","type":"Rule","name":"Artisan","excerpt":"You have remarkable gifts as a crafter and can often improvise techniques even in fields unrelated to your usual background. You are able to create mods for equipment even if you are not an Expert. Level 1: Gain Craft as a bonus skill. Your Craft skill is treated as one level…"},{"id":"rules/1-6-1-assassin","type":"Rule","name":"Assassin","excerpt":"You are practiced at sudden murder, and have certain advantages in carrying out an Execution Attack.\n\nLevel 1: Gain Sneak as a bonus skill. You can conceal an object no larger than a knife from anything less invasive than a strip search. You can draw or produce this object as an…"},{"id":"rules/1-6-1-authority","type":"Rule","name":"Authority","excerpt":"You have an uncanny kind of charisma about you, one that makes others instinctively follow your instructions and further your causes. At level 1, this is a knack of charm and personal magnetism, while level 2 might suggest latent magical powers or an ancient bloodline of…"},{"id":"rules/1-6-1-close-combatant","type":"Rule","name":"Close Combatant","excerpt":"You’ve had all too much practice at close-in fighting and desperate struggles with drawn blades. You’re extremely skilled at avoiding injury in melee combat, and at level 2 you can dodge through a melee scrum without fear of being knifed in passing.\n\nLevel 1: Gain any combat…"},{"id":"rules/1-6-1-connected","type":"Rule","name":"Connected","excerpt":"You’re remarkably gifted at making friends and forging ties with the people around you. Wherever you go, you always seem to know somebody useful to your ends.\n\nLevel 1: Gain Connect as a bonus skill. If you’ve spent at least a week in a not-entirely-hostile location, you’ll have…"},{"id":"rules/1-6-1-cultured","type":"Rule","name":"Cultured","excerpt":"Through wide travel, careful observation, or extensive study, you’ve obtained a wide experience of the cultures of your region and an ability to navigate their customs, laws, and languages. You know what to do and say to impress others with the reasonableness of your wishes.…"},{"id":"rules/1-6-1-deadeye","type":"Rule","name":"Deadeye","excerpt":"You have a gift with ranged weapons. While this talent most commonly applies to bows, it is also applicable to thrown weapons or other ranged weapons that can be used with the Shoot skill. For thrown weapons, you can’t use the benefits of the Armsmaster Focus at the same time as…"},{"id":"rules/1-6-1-dealmaker","type":"Rule","name":"Dealmaker","excerpt":"You have an uncanny ability to sniff out traders and find good deals, licit or otherwise. Even those who might not normally be disposed to bargain with you can sometimes be persuaded to pause and negotiate, if you have something they want.\n\nLevel 1: Gain Trade as a bonus skill.…"},{"id":"rules/1-6-1-developed-attribute","type":"Rule","name":"Developed Attribute","excerpt":"Your hero has a remarkable degree of development to one or more of their attributes. This may be derived from an eldritch bloodline, native brilliance, or sheer, stubborn determination. This Focus cannot be taken by heroes with the Mage or Partial Mage classes. Level 1: Choose…"},{"id":"rules/1-6-1-die-hard","type":"Rule","name":"Die Hard","excerpt":"You are surprisingly hard to kill. You can survive injuries or bear up under stresses that would incapacitate a less determined hero. Level 1: You gain an extra 2 maximum hit points per level. This bonus applies retroactively if you take this Focus after first level. You…"},{"id":"rules/1-6-1-diplomatic-grace","type":"Rule","name":"Diplomatic Grace","excerpt":"Your skill at personal negotiations is enormous and uncanny. Some might even think it supernatural in nature.\n\nLevel 1: Gain Convince as a bonus skill. You speak all the languages common to your region of the world and can learn new ones to a workable level in a week, becoming…"},{"id":"rules/1-6-1-focus-list","type":"Rule","name":"1.6.1 Focus List","excerpt":"The Foci below are common to most fantasy settings. Others might be added to support particular campaigns."},{"id":"rules/1-6-1-gifted-chirurgeon","type":"Rule","name":"Gifted Chirurgeon","excerpt":"You have an unusual gift for saving Mortally Wounded allies and quickening the natural recovery of the wounded in your care.\n\nLevel 1: Gain Heal as a bonus skill. You may attempt to stabilize one Mortally Wounded adjacent person per round as an On Turn action. When rolling Heal…"},{"id":"rules/1-6-1-henchkeeper","type":"Rule","name":"Henchkeeper","excerpt":"You have a distinct knack for picking up lost souls who willingly do your bidding. You might induce them with promises of money, power, excitement, sex, or some other prize that you may or may not eventually grant. A henchman obtained with this Focus will serve in loyal fashion…"},{"id":"rules/1-6-1-impervious-defense","type":"Rule","name":"Impervious Defense","excerpt":"Whether through uncanny reflexes, remarkable luck, supernatural heritage, or magical talent, you have natural defenses equivalent to high-quality armor. The benefits of this Focus don’t stack with armor, though Dexterity or shield modifiers apply.\n\nLevel 1: You have an innate…"},{"id":"rules/1-6-1-impostor","type":"Rule","name":"Impostor","excerpt":"You are exceedingly skilled at presenting yourself as something you are not, including disguises, voice mimicry, and lightning-fast wardrobe changes. Some impostors rely on the acting skills of Perform, while others lean more to the nefarious tricks of Sneak.\n\nLevel 1: Gain…"},{"id":"rules/1-6-1-lucky","type":"Rule","name":"Lucky","excerpt":"Some fund of remarkable luck has preserved your life at least once in the past, and continues to give you an edge in otherwise hopeless situations. This luck does not favor the already-blessed; this Focus can only be taken by a PC with at least one attribute modifier of -1 or…"},{"id":"rules/1-6-1-nullifier","type":"Rule","name":"Nullifier","excerpt":"Something about your hero interferes with easy use of magic on them. It may be a strangely powerful birth blessing, a particular supernatural bloodline, or simple occult incompatibility. This Focus cannot be taken by Mages or Partial Mages.\n\nLevel 1: You and all allies within…"},{"id":"rules/1-6-1-poisoner","type":"Rule","name":"Poisoner","excerpt":"You are a skilled poisoner, capable of compounding toxins out of readily-available flora and minerals. It takes an hour to brew a poison, and you can keep as many doses fresh as you have levels. Blade venoms take a Main Action to apply and last for ten minutes or until a hit or…"},{"id":"rules/1-6-1-polymath","type":"Rule","name":"Polymath","excerpt":"You have a passing acquaintance with a vast variety of practical skills and pastimes, and can make a modest attempt at almost any exercise of skill or artisanry. Note that the phantom skill levels granted by this Focus don’t stack with normal skill levels or give a skill…"},{"id":"rules/1-6-1-rider","type":"Rule","name":"Rider","excerpt":"Anyone with any level of Ride skill can fight competently on horseback or keep their mount healthy. You have an almost supernatural bond with your steeds, however, and can push them beyond normal limits. Level 1: Gain Ride as a bonus skill. Your steeds all count as Morale 12 in…"},{"id":"rules/1-6-1-shocking-assault","type":"Rule","name":"Shocking Assault","excerpt":"You’re extremely dangerous to enemies around you. The ferocity of your melee attacks stresses and distracts enemies even when your blows don’t draw blood.\n\nLevel 1: Gain Punch or Stab as a bonus skill. The Shock damage of your weapon treats all targets as if they were AC 10,…"},{"id":"rules/1-6-1-sniper-s-eye","type":"Rule","name":"Sniper’s Eye","excerpt":"You are an expert at placing a thrown knife or arrow on an unsuspecting target. These special benefits only apply when making an Execution Attack with a bow, hurlant, or thrown weapon. Level 1: Gain Shoot as a bonus skill. When making a skill check for a ranged Execution Attack…"},{"id":"rules/1-6-1-special-origin","type":"Rule","name":"Special Origin","excerpt":"Heroes in this game are assumed to be human, or close enough as to make no real difference. PCs who want to belong to some more exotic species or demihuman kind can pick the origin Focus appropriate to their chosen species, such as those given in the bestiary chapter for…"},{"id":"rules/1-6-1-specialist","type":"Rule","name":"Specialist","excerpt":"You are remarkably talented at a particular skill. Whether a marvelous cat burglar, a famed athlete, a brilliant scholar, or some other savant, your expertise is extremely reliable. You may take this Focus more than once for different skills.\n\nLevel 1: Gain any skill as a bonus,…"},{"id":"rules/1-6-1-spirit-familiar","type":"Rule","name":"Spirit Familiar","excerpt":"You have a minor spirit, devil, construct, magical beast, or other creature as a devoted companion. While its abilities are limited, it is absolutely loyal to you.\n\nLevel 1: Choose a form for your familiar no smaller than a cat nor larger than a human. It has the traits and…"},{"id":"rules/1-6-1-trapmaster","type":"Rule","name":"Trapmaster","excerpt":"You have uncommon expertise in handling traps and snares, both mundane ones and the magical perils sometimes found in dungeons or the lairs of sorcerers. You know how to improvise traps with materials you easily carry.\n\nLevel 1: Gain Notice as a bonus skill. Once per scene,…"},{"id":"rules/1-6-1-unarmed-combatant","type":"Rule","name":"Unarmed Combatant","excerpt":"Your empty hands are more dangerous than swords in the grip of the less gifted. Your unarmed attacks are counted as melee weapons when it comes to binding up opponents wielding bows and similar ranged long arms, though you need at least one hand free to do so.\n\nLevel 1: Gain…"},{"id":"rules/1-6-1-unique-gift","type":"Rule","name":"Unique Gift","excerpt":"Your hero has some unusual ability or magical knack that can’t be adequately described by an existing Focus. This choice is a catchall meant to represent a special power that’s in some way worth a Focus pick.\n\nThe exact effect of the ability should be defined by the player and…"},{"id":"rules/1-6-1-valiant-defender","type":"Rule","name":"Valiant Defender","excerpt":"You are a bodyguard, shieldbearer, or other gifted defender of others, accustomed to the roil of bloody battle and desperate struggle. You have an exceptional ability to shield your allies from the attacks of those who would slay them.\n\nLevel 1: Gain Stab or Punch as a bonus…"},{"id":"rules/1-6-1-well-met","type":"Rule","name":"Well Met","excerpt":"You have a striking ability to charm and pacify people and creatures you’ve just met. Once they get to know you, however, their opinions are more likely to be based on experience; this Focus works only once on a target.\n\nLevel 1: Reaction rolls made by those the party meets are…"},{"id":"rules/1-6-1-whirlwind-assault","type":"Rule","name":"Whirlwind Assault","excerpt":"You are a frenzy of bloody havoc in melee combat, and can hack down numerous lesser foes in close combat… assuming you survive being surrounded.\n\nLevel 1: Gain Stab as a bonus skill. Once per scene, as an On Turn action, apply your Shock damage to all foes within melee range,…"},{"id":"rules/1-6-1-xenoblooded","type":"Rule","name":"Xenoblooded","excerpt":"You have been both blessed and cursed by some exotic supernatural or alien bloodline.\n\nLevel 1: Choose one set of benefits from the list below to reflect your alien heritage. Other gifts may exist.\n\n- You are immune to heat damage and can breathe and see through smoke without…"},{"id":"rules/1-7-0-final-character-creation-steps","type":"Rule","name":"1.7.0 Final Character Creation Steps","excerpt":"The player now records their character’s final statistics and chooses their name and current goal."},{"id":"rules/1-7-1-record-maximum-hit-points","type":"Rule","name":"1.7.1 Record Maximum Hit Points","excerpt":"Your character’s hit points measure their distance from defeat or death. If your character is reduced to zero hit points, they are either dying or incapacitated based on the nature of the injury.\n\nA new character rolls the hit die for their class, adding their Constitution…"},{"id":"rules/1-7-2-record-attack-bonus","type":"Rule","name":"1.7.2 Record Attack Bonus","excerpt":"Your character has a certain degree of basic combat competence based on their class. This bonus increases as you advance in character levels and is added to your attack roll.\n\nA new character’s attack bonus is usually +0, though Full Warriors start with a +1 base attack bonus."},{"id":"rules/1-7-3-record-saving-throws","type":"Rule","name":"1.7.3 Record Saving Throws","excerpt":"When faced with unusual dangers such as fireball explosions, toxic darts, pit traps, or magical curses, the character may need to make a saving throw to resist or mitigate the peril. Saving throws are rolled on a d20 and are explained in the rules section.\n\nPhysical saving…"},{"id":"rules/1-7-4-pick-a-free-skill","type":"Rule","name":"1.7.4 Pick a Free Skill","excerpt":"Your character has developed some side interest that may be unrelated to your background or class. You can pick any one skill of your choice. This skill pick is gained at level-0, or level-1 if it’s already level-0. You cannot pick a skill that is already at level-1."},{"id":"rules/1-7-5-mages-choose-starting-spells","type":"Rule","name":"1.7.5 Mages Choose Starting Spells","excerpt":"Spellcasting full Mages begin play knowing four first-level spells and partial Mages begin play knowing two. Adventurers with two partial spellcasting Mage classes, such as a partial Necromancer/partial High Mage know four. These spells may be chosen from any spell list…"},{"id":"rules/1-7-6-choose-starting-languages","type":"Rule","name":"1.7.6 Choose Starting Languages","excerpt":"Your PC begins play speaking the lingua franca of the campaign’s current city along with their native tongue if it happens to be different. They also have fluency in additional languages based on their Know or Connect skills. Either skill at level-0 grants one extra language, or…"},{"id":"rules/1-7-7-choose-starting-gear","type":"Rule","name":"1.7.7 Choose Starting Gear","excerpt":"You can either pick a starting equipment package provided by your GM, or roll 3d6 x 10 to find out your starting silver pieces to spend on gear or keep in your pocket. The starting packages will generally give you more equipment than the random roll would, but items can be…"},{"id":"rules/1-7-8-record-weapon-and-armor-statistics","type":"Rule","name":"1.7.8 Record Weapon and Armor Statistics","excerpt":"Now that you know what kind of weaponry or armor your hero has, take a moment to record the total hit bonus for your weaponry. This is equal to your base attack bonus plus your relevant Stab, Shoot, or Punch skill, and the relevant attribute modifier for the weapon given on the…"},{"id":"rules/1-7-9-choose-a-name-and-goal","type":"Rule","name":"1.7.9 Choose a Name and Goal","excerpt":"As final step, the player should pick a name and initial goal for the PC. This goal can be anything so long as it gives a compelling reason for the PC to be seeking perilous adventure and associating with suspicious fellows. The player must make up a good reason for the PC to be…"},{"id":"rules/2-0-0-the-rules-of-the-game","type":"Rule","name":"2.0.0 The Rules of the Game","excerpt":"This section summarizes the rules of the game. They are intended to be functional for the average play group with typical needs; individual GMs may find it useful to alter them based on the specific interests or makeup of their own player group."},{"id":"rules/2-1-0-scenes-rounds-and-mission-time","type":"Rule","name":"2.1.0 Scenes, Rounds, and Mission Time","excerpt":"During play, three special measures of time are used: scenes, rounds, and mission time."},{"id":"rules/2-1-1-scenes","type":"Rule","name":"2.1.1 Scenes","excerpt":"A scene is a time measurement used to determine how often certain abilities or actions can be taken. Some powers can be triggered only so many times per scene, while some special abilities only work once per scene.\n\nA scene is one particular fight, event, activity, or effort…"},{"id":"rules/2-1-2-rounds","type":"Rule","name":"2.1.2 Rounds","excerpt":"Combat is made up of rounds, each one lasting approximately six seconds. A single combat may involve multiple rounds of action. A round begins with the actions of the side that wins initiative and ends after the actions of the side that lost initiative."},{"id":"rules/2-1-3-turns","type":"Rule","name":"2.1.3 Turns","excerpt":"Sometimes it’s important to track the time of a more complex operation, like exploring a dungeon or navigating the trackless depths of some ancient ruin. In such cases, the turn is a common measure of time. Each turn lasts ten minutes and is equivalent to one scene for those…"},{"id":"rules/2-10-0-falling-and-other-hazards","type":"Rule","name":"2.10.0 Falling and Other Hazards","excerpt":"Some perils occur with some regularity for adventurers. A few of the most common are detailed here.\n\nFalling: Most creatures will take 1d6 damage per 10 full feet they fall, up to 20d6 maximum. Spikes or other hazardous terrain at the bottom will add at least 1d6 to the total. A…"},{"id":"rules/2-11-0-overland-travel","type":"Rule","name":"2.11.0 Overland Travel","excerpt":"PCs can generally travel for ten hours a day in most seasons, the rest being absorbed in rest, camp construction, and incidental activities. For each hour of travel they can cross as many miles of a given terrain as listed in the table. This travel presumes that the PCs are…"},{"id":"rules/2-11-1-sea-travel","type":"Rule","name":"2.11.1 Sea Travel","excerpt":"A ship can usually manage about six miles an hour of travel when under sail, and can sail around the clock if far from coasts and other perils. Oar-powered galleys average the same speed, but are heedless of the winds. An ordinary crew can only row for eight hours a day,…"},{"id":"rules/2-12-0-wilderness-exploration-and-expeditions","type":"Rule","name":"2.12.0 Wilderness Exploration and Expeditions","excerpt":"These rules assume the PCs are exploring or venturing through a hexmapped wilderness area, one without safe waystations or reliable maps."},{"id":"rules/2-12-1-exploring-a-hex","type":"Rule","name":"2.12.1 Exploring a Hex","excerpt":"To lightly explore a standard six-mile hex for points of interest takes a full day of scouting. If the terrain is especially rugged or concealing, such as a range of mountains or trackless swamp, this time is doubled or tripled.\n\nThis much time is sufficient to find most major…"},{"id":"rules/2-12-2-supplies-for-an-expedition","type":"Rule","name":"2.12.2 Supplies for an Expedition","excerpt":"When venturing into the untamed wilderness, a group is going to need certain supplies. Fire, water, shelter, and food are the four most critical. In some places, some of these supplies may be easily acquired along the way, such as fresh water from a river the PCs are following,…"},{"id":"rules/2-12-2-supply-encumbrances","type":"Rule","name":"Supply Encumbrances","excerpt":"|Type|Enc|\n|---|---|\n|One day of food or water|1|\n|One week of carefully-packed food|4|\n|One night’s load of fire fuel|4|\n|One day’s fodder for a horse or large beast|4|\n|One day’s fodder for a mule or small beast|2|\n|Daily water for a large beast|8|\n|Daily water for a small…"},{"id":"rules/2-12-3-pack-animal-and-porter-loads","type":"Rule","name":"Pack Animal and Porter Loads","excerpt":"|Type|Enc|\n|---|---|\n|Riding horse or warhorse, with laden rider|5|\n|Riding horse or warhorse, pack only|20|\n|Heavy pack horse|30|\n|Mule or donkey|15|\n|Professional porter|12|\n|Two porters carrying a shared litter|30|"},{"id":"rules/2-12-3-pack-animals-and-porters","type":"Rule","name":"2.12.3 Pack Animals and Porters","excerpt":"Pack beasts can carry a certain amount of items of encumbrance, assuming they’re packed carefully. Professional porters are also common hires for adventurers, though they generally refuse to enter dangerous ruins.\n\nMost beasts can survive on nightly browse and brief water stops…"},{"id":"rules/2-12-4-situations-that-cause-privation","type":"Rule","name":"Situations That Cause Privation","excerpt":"|Circumstance|Sys. Str.|\n|---|---|\n|First day without enough food*|+0|\n|Consecutive day without food|+1|\n|First day without enough water|+2|\n|Consecutive day without water|+3|\n|Night without adequate shelter or fire*|+0|\n|Harsh night without shelter or fire|+1|\n\n* No System…"},{"id":"rules/2-12-4-starving-thirsting-and-freezing","type":"Rule","name":"2.12.4 Starving, Thirsting, and Freezing","excerpt":"If the PCs don’t have enough food, water, warmth, or shelter, bad things will start to happen. Each day without these necessities will apply the following penalties.\n\nSystem Strain is gained. If this would put the PC over their maximum, they must make a Physical save or die by…"},{"id":"rules/2-12-5-foraging","type":"Rule","name":"2.12.5 Foraging","excerpt":"PCs who find themselves low on supplies or lacking a particular resource can take time to forage the surrounding terrain. It’s assumed the group sticks together during this process, sacrificing efficiency for security. They can split up if desired, but each group then risks…"},{"id":"rules/2-12-5-foraging-2","type":"Rule","name":"Foraging","excerpt":"| Type of Foraged Terrain | Difficulty |\n| --- | ---: |\n| Woodlands or areas of heavy vegetation | 8 |\n| Mountains, scrublands, savannas | 9 |\n| Deserts, badlands, or normal barrens | 12 |\n| Grim wastes or barely human-survivable lands | 14 |\n| A full day foraging rather than a…"},{"id":"rules/2-12-6-wandering-encounter-checks","type":"Rule","name":"Wandering Encounter Checks","excerpt":"|Type of Terrain|Chance|\n|---|---|\n|Dangerous wilderness area|1 in 6|\n|Area of civil unrest or heavy banditry|1 in 6|\n|Ordinary trade road|1 in 8|\n|Well-policed trade road|1 in 10|\n|Borderlands or rural back country|1 in 8|\n|Ordinary wilderness|1 in 8|"},{"id":"rules/2-12-6-wandering-encounters","type":"Rule","name":"2.12.6 Wandering Encounters","excerpt":"PCs risk encountering trouble in their expeditions. Every so often, a Wandering Encounter check die should be rolled by the GM, with example probabilities on the table below. If the GM rolls a 1, something comes up. A GM should roll an encounter check…\n\n- Once per day of travel…"},{"id":"rules/2-13-0-dungeon-exploration","type":"Rule","name":"2.13.0 Dungeon Exploration","excerpt":"These rules are meant for tracking adventures in a dangerous site where perils could spring up at any moment. They’re not meant for casual exploration of some bosky glade or city street, and in such cases the PC actions can just be followed scene-by-scene as usual. It’s…"},{"id":"rules/2-13-1-the-order-of-play","type":"Rule","name":"2.13.1 The Order of Play","excerpt":"At the start of each turn after the party enters the site:\n\n- Roll a secret Wandering Encounter check if necessary. On a 1, the encounter will happen at some appropriate moment this turn.\n\n- The PCs decide what they want to do this turn, be it move into a new room, carefully…"},{"id":"rules/2-13-2-example-time-costs-in-turns","type":"Rule","name":"Example Time Costs in Turns","excerpt":"|Activity|Turns|\n|---|---|\n|Move from one room of interest to another|1|\n|Pick a lock or disarm a trap|1|\n|Get in a fight with something|1|\n|Perform first aid and looting after a fight|1|\n|Search a room carefully|1|\n|Jury-rig something or work a device|1|\n|Time a torch lasts…"},{"id":"rules/2-13-2-timekeeping-in-the-dungeon","type":"Rule","name":"2.13.2 Timekeeping in the Dungeon","excerpt":"Once the heroes intrude on a ruin, dungeon, corrupt noble’s mansion, or other dangerous site the GM starts tracking time in turns. Each turn counts as about ten minutes or one scene. Members of the party can generally do one significant thing per turn. Different party members…"},{"id":"rules/2-13-3-movement-and-fleeing","type":"Rule","name":"2.13.3 Movement and Fleeing","excerpt":"In simple diagrammatic ruins consisting of points of interest, movement from one point to another takes one turn. Otherwise, travel is at the rate of 120’ per turn, reflecting the party sneaking, listening, mapping, and carefully examining their surroundings as they go.\n\nIf…"},{"id":"rules/2-13-4-encounters-and-surprise","type":"Rule","name":"2.13.4 Encounters and Surprise","excerpt":"Usually, PCs are sufficiently alert when exploring a site to avoid any chance of surprise, barring a set ambush. If they burst in on the natives suddenly, however, the locals might be too stunned to act for a round. If the GM thinks this is possible, give it X-out-of-6 odds. If…"},{"id":"rules/2-13-5-wandering-encounter-checks-in-the-dungeon","type":"Rule","name":"2.13.5 Wandering Encounter Checks in the Dungeon","excerpt":"Every so many turns, a GM should roll 1d6 to check for a Wandering Encounter. On a 1, the PCs will run into one at some point during the turn. The frequency of the check will depend on how vigorously alert and organized the site’s inhabitants are.\n\nThe actual contents of the…"},{"id":"rules/2-13-5-when-to-roll-an-encounter-check","type":"Rule","name":"When to Roll an Encounter Check","excerpt":"|Type of Location|Turns|\n|---|---|\n|Alerted site with organized defenders|Every 1|\n|Unalert site with organized defenders|Every 2|\n|Site with no organized or active defense|Every 3|\n|Site with very few mobile inhabitants|Every 4|\n|Abandoned or disused nook in a site|Every…"},{"id":"rules/2-2-0-saving-throws","type":"Rule","name":"2.2.0 Saving Throws","excerpt":"Saving throws are rolled to resist some unusual danger or chance hazard. To make a saving throw, a person rolls 1d20 and tries to get equal or higher than their saving throw target. Sometimes a save might have bonuses or penalties applied to the roll, but a natural roll of 1 on…"},{"id":"rules/2-2-1-npc-saving-throws","type":"Rule","name":"2.2.1 NPC Saving Throws","excerpt":"NPCs have a single saving throw target equal to 15 minus half their rounded-down hit dice. Thus, an NPC with 3 HD would have a saving throw target of 14+ for any particular hazard. The GM may modify this in special circumstances, but it’s usually not worth tracking more closely."},{"id":"rules/2-3-0-skill-checks","type":"Rule","name":"2.3.0 Skill Checks","excerpt":"Most characters are skilled, competent men and women who are perfectly capable of carrying out the ordinary duties of their role. Sometimes, however, they are faced with a situation or challenge beyond the usual scope of their role and the GM calls for a skill check.\n\nTo make a…"},{"id":"rules/2-3-1-skill-check-difficulties","type":"Rule","name":"2.3.1 Skill Check Difficulties","excerpt":"The following difficulties ratings reflect common challenges.\n\n|Difficulty|Skill Check|\n|---|---|\n|6|A relatively simple task that is still more than the PC<br>would usually be expected to manage in their regular<br>background. Anything easier than this isn’t worth a<br>skill…"},{"id":"rules/2-3-2-npc-skill-checks","type":"Rule","name":"2.3.2 NPC Skill Checks","excerpt":"When an NPC needs to make a skill check, they roll 2d6 and add their listed skill modifier if their action is something they ought reasonably to be good at. If it isn’t, they roll at +0, or even at -1 if it seems like something they’d be particularly bad at doing. If the NPC is…"},{"id":"rules/2-3-3-aiding-a-skill-check","type":"Rule","name":"2.3.3 Aiding a Skill Check","excerpt":"To aid a comrade’s skill check, a player explains what their PC is doing to help. If the GM agrees that it’s plausible, they may roll a relevant skill and attribute modifier against the same difficulty as the check they are aiding. If they succeed, their ally gains a +1 on their…"},{"id":"rules/2-3-4-opposed-skill-checks","type":"Rule","name":"2.3.4 Opposed Skill Checks","excerpt":"When skills oppose each other, each participant makes a skill check and the winner is the one who rolls higher. In cases of ties, the PC wins. Thus, a PC trying to sneak past a guard might roll 2d6 plus their Dex/Sneak against the guard’s 2d6 plus their skill modifier. If the…"},{"id":"rules/2-4-0-combat","type":"Rule","name":"2.4.0 Combat","excerpt":"Violence is inevitable in most fantasy campaigns. The rules below handle its most common manifestations."},{"id":"rules/2-4-1-the-combat-sequence","type":"Rule","name":"2.4.1 The Combat Sequence","excerpt":"When combat begins, the fight progresses in the following sequence. The sections below explain each step in the process.\n\nFirst, each participating side rolls for initiative. The side that rolled highest acts first.\n\nSecond, each member of a side gets to take their actions.…"},{"id":"rules/2-4-2-1-individual-initiative","type":"Rule","name":"2.4.2.1 Individual Initiative","excerpt":"As an optional rule, the GM may use individual initiative. In this case, each combatant rolls 1d8 individually, adding their Dexterity modifier, and acting in order from highest to lowest with PCs winning ties. This leaves a group less likely to be caught flat-footed by enemies,…"},{"id":"rules/2-4-2-2-surprise","type":"Rule","name":"2.4.2.2 Surprise","excerpt":"If a group is caught entirely unawares they may suffer surprise, automatically granting their enemies a full free round of action before initiative can be rolled. The GM decides when surprise applies, possibly calling for an opposed Dex/Sneak skill check versus the target’s…"},{"id":"rules/2-4-2-3-automatic-initiative-powers","type":"Rule","name":"2.4.2.3 Automatic Initiative Powers","excerpt":"A PC with certain Foci or abilities may be immune to surprise or gain automatic initiative. In such cases they automatically act first during a combat round, even if the rest of their side is slower. If multiple combatants have these powers, they roll initiative normally amongst…"},{"id":"rules/2-4-2-combat-initiative","type":"Rule","name":"2.4.2 Combat Initiative","excerpt":"When combat begins, each side involved in it rolls initiative, rolling 1d8 and adding their group’s best Dexterity modifier. NPCs usually add nothing. The groups then act in order from highest to lowest rolls, with PC sides winning ties. When the slowest group has acted, the…"},{"id":"rules/2-4-3-combat-action-types","type":"Rule","name":"2.4.3 Combat Action Types","excerpt":"Attacks, movement, spellcasting, and other combat activities all require one of the following four types of actions.\n\nMain actions are a character’s primary action during a combat round, such as attacking an enemy, applying first aid to a downed ally, casting a spell,…"},{"id":"rules/2-4-4-common-combat-actions","type":"Rule","name":"2.4.4 Common Combat Actions","excerpt":"The actions listed below are merely some of the most common taken in combat.\n\nMake a Melee Attack (Main Action): Attack a target in melee range with an unarmed attack or melee weapon. Such weapons use either the Punch or the Stab skill, depending on the type of attack. Make a…"},{"id":"rules/2-4-5-1-npc-attack-rolls","type":"Rule","name":"2.4.5.1 NPC Attack Rolls","excerpt":"NPCs usually do not have attribute modifiers or skill levels. Instead, the attack bonus of a trained NPC combatant is usually equal to their hit dice, often with an additional bonus to reflect particularly good training or talent."},{"id":"rules/2-4-5-2-attack-roll-modifiers","type":"Rule","name":"2.4.5.2 Attack Roll Modifiers","excerpt":"Some common situations can modify an attack roll, granting a bonus or penalty. GMs may add others depending on the situation.\n\n|Situation|Mod|\n|---|---|\n|Shooting at a distant prone foe|-2|\n|Attacking an adjacent prone foe|+2|\n|Melee attacking while prone|-4|\n|Your target is…"},{"id":"rules/2-4-5-combat-attack-rolls","type":"Rule","name":"2.4.5 Combat Attack Rolls","excerpt":"When an assailant makes an attack, they roll 1d20 and add their base attack bonus, the weapon’s relevant attribute modifier, and their relevant combat skill level. If they lack even level-0 in the appropriate combat skill, they apply a -2 penalty to the roll. If the total is…"},{"id":"rules/2-4-6-1-non-lethal-damage","type":"Rule","name":"2.4.6.1 Non-Lethal Damage","excerpt":"You may attack non-lethally with an appropriate weapon or unarmed attack. Your attacks will only incapacitate the target if you reduce them to zero hit points."},{"id":"rules/2-4-6-2-punch-weapon-damage","type":"Rule","name":"2.4.6.2 Punch Weapon Damage","excerpt":"If you are making a purely unarmed attack you may add your Punch skill to the damage. You may not add the skill to the damage done by artificial weaponry that uses the Punch skill."},{"id":"rules/2-4-6-3-trauma","type":"Rule","name":"2.4.6.3 Trauma","excerpt":"Trauma Dice are optional in the typical fantasy setting of this game, though GMs may choose to use them if they wish to further increase the peril of combat. Statistics for weapon Trauma Dice and armor Trauma Target improvements are given in the Cities Without Number SRD.\n\nIf…"},{"id":"rules/2-4-6-4-shock","type":"Rule","name":"2.4.6.4 Shock","excerpt":"Some melee weapons inflict Shock on a missed attack roll. This damage reflects the inevitable harm a poorly-armored combatant suffers when engaging in armed combat. Shock for a weapon is recorded as a point value and target Armor Class, such as “Shock 2/15”. If the wielder…"},{"id":"rules/2-4-6-damage-and-shock","type":"Rule","name":"2.4.6 Damage and Shock","excerpt":"If an attack hits, it inflicts hit point damage equal to the weapon’s damage die plus the weapon’s relevant attribute modifier. Special weapon mods or abilities may increase this damage."},{"id":"rules/2-4-7-1-shoving-and-grappling","type":"Rule","name":"2.4.7.1 Shoving and Grappling","excerpt":"To shove a target the attacker must make a successful melee attack. This attack does no damage, but forces an opposed Str/Exert or Str/ Punch skill check. If the attacker wins, the target is shoved back up to 3 meters or knocked prone at the attacker’s discretion.\n\nTo grapple,…"},{"id":"rules/2-4-7-2-dual-wielding-weapons","type":"Rule","name":"2.4.7.2 Dual-Wielding Weapons","excerpt":"Some attackers prefer to use two weapons at once. PCs who wish to do so must have at least level-1 in the relevant weapon skills, such as Stab-1 and Shoot-1 for dual-wielding a knife and hand crossbow.\n\nWhen making an attack while dual-wielding, the attacker chooses which weapon…"},{"id":"rules/2-4-7-3-execution-attacks","type":"Rule","name":"2.4.7.3 Execution Attacks","excerpt":"A target that is entirely unsuspecting of danger is subject to execution attacks. A subject that is expecting danger or alert to potential harm cannot be targeted by an execution attack.\n\nA ranged execution attack requires one full minute of aiming, waiting, and adjusting on the…"},{"id":"rules/2-4-7-special-combat-maneuvers","type":"Rule","name":"2.4.7 Special Combat Maneuvers","excerpt":"There are certain special maneuvers or activities that commonly arise in combat."},{"id":"rules/2-5-0-injury-healing-and-system-strain","type":"Rule","name":"2.5.0 Injury, Healing, and System Strain","excerpt":"Injury is almost inevitable in an adventurer’s career. Some forms of it can be longer-lasting than others."},{"id":"rules/2-5-1-1-npcs-and-mortal-injury","type":"Rule","name":"2.5.1.1 NPCs and Mortal Injury","excerpt":"NPCs who aren’t important enough to merit a name usually die instantly when reduced to zero hit points."},{"id":"rules/2-5-1-2-catastrophic-damage","type":"Rule","name":"2.5.1.2 Catastrophic Damage","excerpt":"Targets reduced to zero hit points by some injury or cause that could not be reasonably survivable are instantly killed. An arrow hole might be patched; a direct hit with a house-sized boulder or a plunge off a thousand-foot precipice is less survivable. What counts as “not…"},{"id":"rules/2-5-1-3-non-lethal-incapacitation","type":"Rule","name":"2.5.1.3 Non-Lethal Incapacitation","excerpt":"If a target is brought to zero hit points by a non-lethal attack, they are incapacitated for ten minutes before regaining 1 hit point. They do not become Frail."},{"id":"rules/2-5-1-mortal-injury-and-stabilization","type":"Rule","name":"2.5.1 Mortal Injury and Stabilization","excerpt":"When a PC is reduced to zero hit points by a lethal attack, they are Mortally Injured. They will die at the end of the sixth round after their incapacitation unless stabilized by an ally or some special ability. A Mortally Wounded character is helpless, and can take no actions…"},{"id":"rules/2-5-2-system-strain","type":"Rule","name":"2.5.2 System Strain","excerpt":"Magical forms of healing or use of powerful augmenting magic can take a toll on a user’s physiology. Their System Strain total reflects the total amount of stress their body has undergone.\n\nA healthy character normally starts at zero System Strain and has their Constitution…"},{"id":"rules/2-5-3-natural-healing","type":"Rule","name":"2.5.3 Natural Healing","excerpt":"A wounded creature can recover hit points by getting a good night’s rest and adequate food. Provided they are warm, fed, and comfortable, they regain hit points each morning equal to their experience level, or equal to their hit dice if they are NPCs. Characters suffering some…"},{"id":"rules/2-5-4-first-aid","type":"Rule","name":"2.5.4 First Aid","excerpt":"Healers can patch up victims in a hurry, albeit at a cost to their physical resilience. By spending one minute patching up an ally with a healer’s kit, a healer can heal 1d6 points of damage plus their Heal skill. If they lack any Heal skill at all, they restore 1d6-1 points.…"},{"id":"rules/2-5-5-poisons-and-diseases","type":"Rule","name":"2.5.5 Poisons and Diseases","excerpt":"Most toxins force a victim to make a Physical saving throw to resist their effects or mitigate their harm. Weak perils might grant as much as a +4 to the saving throw, while dire threats might apply a -4 penalty.\n\nIf the save is failed, the poison or disease takes hold. Most…"},{"id":"rules/2-6-0-chases-and-pursuit","type":"Rule","name":"2.6.0 Chases and Pursuit","excerpt":"Adventurers have a habit of chasing after others and being chased in turn. The specific rules used vary depending on whether it’s a foot chase or mounted pursuit."},{"id":"rules/2-6-1-foot-chases","type":"Rule","name":"2.6.1 Foot Chases","excerpt":"The group member in the fleeing party with the best Dex/Exert or Con/Exert total rolls a skill check. Their result is the fleeing group’s pace, as they help and encourage the slower members.\n\nOther fleeing group members then hinder pursuit in whatever ways they think are…"},{"id":"rules/2-6-2-mounted-chases","type":"Rule","name":"2.6.2 Mounted Chases","excerpt":"For mounted or vehicular chases, the fleeing rider makes a Ride skill check, usually modified by Dexterity. This is the fleeing mount’s pace.\n\nEach pursuer then makes its own Dex/Ride skill check to catch up with the quarry, modified by the table below. Any of them who don’t…"},{"id":"rules/2-7-0-character-advancement","type":"Rule","name":"2.7.0 Character Advancement","excerpt":"Characters accumulate experience points through successful adventure completion or other activities appropriate to the campaign’s focus. By default, PCs gain three experience points for an average successful mission. When enough experience points have been accumulated, they…"},{"id":"rules/2-7-0-experience-point-requirements","type":"Rule","name":"Experience Point Requirements","excerpt":"|Level|Fast|Slow|\n|---|---|---|\n|1|0|0|\n|2|3|6|\n|3|6|15|\n|4|12|24|\n|5|18|36|\n|6|27|51|\n|7|39|69|\n|8|54|87|\n|9|72|105|\n|10|93|139|"},{"id":"rules/2-7-1-1-additional-hit-points","type":"Rule","name":"2.7.1.1 Additional Hit Points","excerpt":"To determine their new maximum hit points, they roll their hit die for each level they now possess, adding their Constitution modifier to each die, and a further +2 if they have the Die Hard Focus. No individual die can be reduced below 1 point, even with a Constitution penalty.…"},{"id":"rules/2-7-1-2-improved-saving-throw","type":"Rule","name":"2.7.1.2 Improved Saving Throw","excerpt":"Their saving throw scores decrease by one, making it easier to succeed on saving throws by rolling equal or over it. As a first level character has saving throw scores of 15, reaching second level would lower them to 14, modified by their appropriate attributes."},{"id":"rules/2-7-1-3-improved-attack-bonus","type":"Rule","name":"2.7.1.3 Improved Attack Bonus","excerpt":"A PC’s base attack bonus improves according to their level and their chosen class."},{"id":"rules/2-7-1-4-gaining-and-spending-skill-points","type":"Rule","name":"2.7.1.4 Gaining and Spending Skill Points","excerpt":"A PC who advances a level gains three skill points they can spend on improving their skills or save to spend later. Experts and Partial Experts with the Quick Learner class ability gain an extra bonus skill point to spend, giving them four points each time they advance.\n\nSkills…"},{"id":"rules/2-7-1-5-improving-attributes","type":"Rule","name":"2.7.1.5 Improving Attributes","excerpt":"A PC may optionally choose to use their new skill points to improve their attribute scores.\n\nThe first time a PC improves an attribute, it costs 1 skill point and adds +1 to an attribute of their choice. The second improvement to their attributes costs 2 skill points, the third…"},{"id":"rules/2-7-1-6-choosing-a-new-focus","type":"Rule","name":"2.7.1.6 Choosing a new Focus","excerpt":"Finally, the PC might be eligible to pick an additional level in a Focus. At levels 2, 5, 7, and 10 a PC can add a level to an existing Focus or pick up the first level in a new Focus.\n\nIf this is the first level they’ve taken in the Focus, they might be granted a skill as a…"},{"id":"rules/2-7-1-7-learning-new-spells-and-arts","type":"Rule","name":"2.7.1.7 Learning New Spells and Arts","excerpt":"Mage characters capable of spellcasting learn new spells when they advance a level. High Mages and Full Invokers learn two new High Magic spells they are capable of casting. All other spellcasting mages learn one spell they can cast, either from High Magic or their own…"},{"id":"rules/2-7-1-advancement-benefits","type":"Rule","name":"2.7.1 Advancement Benefits","excerpt":"Whenever a character advances a level, they obtain certain benefits."},{"id":"rules/2-8-0-crafting-and-modifying-gear","type":"Rule","name":"2.8.0 Crafting and Modifying Gear","excerpt":"Any Expert or Partial Expert PC with at least Craft-1 skill, or any PC with the Artisan Focus, can modify equipment with ancient salvage. Their crafting background does not need to precisely match the gear they’re modifying; the basic principles of using ancient salvage are the…"},{"id":"rules/2-8-1-crafting-gear","type":"Rule","name":"2.8.1 Crafting Gear","excerpt":"An artisan requires a workshop that could plausibly build the gear in question. This may be nothing more than a sharp knife for a simple device, or a full-fledged alchemy lab for others. They also require a plausible source of parts for the device. This is usually a given if in…"},{"id":"rules/2-8-2-modifying-gear","type":"Rule","name":"2.8.2 Modifying Gear","excerpt":"Crafted or purchased gear can be modified by a skilled artisan. Crafting mods also requires a minimum Fix skill. Without this skill level the tech cannot install the mod or maintain it afterwards.\n\nCrafting and installing mods has a cost in silver and sometimes in arcane…"},{"id":"rules/2-8-3-maintaining-mods","type":"Rule","name":"2.8.3 Maintaining Mods","excerpt":"Mods normally require maintenance to keep functioning correctly, and a given artisan can maintain only so many mods at once. An artisan can only maintain mods they have the requisite skill levels to build.\n\nAn artisan’s maximum maintenance score is equal to the total of their…"},{"id":"rules/2-8-4-example-modifications","type":"Rule","name":"2.8.4 Example Modifications","excerpt":"The mods listed here are merely some of the possibilities for using ancient salvage or large amounts of costly mundane materials. These mods are almost never available on the open market due to the rarity of usable salvage and the difficulty of maintaining the gear. Acquiring…"},{"id":"rules/2-9-0-encumbrance","type":"Rule","name":"2.9.0 Encumbrance","excerpt":"Gear has encumbrance, measured in points, as example in the table below. The more awkward or bulky the object, the greater the encumbrance. The GM adjudicates ambiguous objects.\n\n|Gear|Encumbrance|\n|---|---|\n|Portable in a small pocket|0 (Any reasonable number can be…"},{"id":"rules/2-9-1-bundled-gear","type":"Rule","name":"2.9.1 Bundled Gear","excerpt":"Small, regularly-shaped objects such as oil flasks, potion bottles, rations, and torches can be wrapped into bundles for easier portability. Three such items can be tied into a bundle that only counts as one item of encumbrance. Breaking into this bundle takes an extra Main…"},{"id":"rules/2-9-2-bulk-weights","type":"Rule","name":"2.9.2 Bulk Weights","excerpt":"Sometimes the PCs need to transport bulk amounts of goods that are measured in pounds. When it’s necessary to convert these weights into encumbrance points, a GM can just assume that fifty pounds is worth about ten points of encumbrance to a PC hauling a pack out on their…"},{"id":"rules/2-9-3-games-without-encumbrance","type":"Rule","name":"2.9.3 Games Without Encumbrance","excerpt":"Not all groups like to track encumbrance or deal with the logistics of an adventuring expedition. If the GM so elects, then PCs can carry and Ready whatever amount of gear the GM thinks is reasonable. In such cases the GM should check over character sheets before each adventure…"},{"id":"rules/3-0-0-equipment-armor-and-weapons","type":"Rule","name":"3.0.0 Equipment, Armor, and Weapons","excerpt":"This section provides a selection of example gear appropriate to most fantasy campaigns. The GM is naturally expected to add other items that might suit their particular world."},{"id":"rules/3-1-0-money-and-currency","type":"Rule","name":"3.1.0 Money and Currency","excerpt":"The game assumes copper, silver, and gold coins in general circulation, with ten coppers to a silver and ten silvers to a gold piece. Silver is the base currency; one silver piece is a typical laborer’s daily wage."},{"id":"rules/3-2-0-adventuring-gear","type":"Rule","name":"3.2.0 Adventuring Gear","excerpt":"3.2.0 Adventuring Gear"},{"id":"rules/3-2-0-adventuring-gear-2","type":"Rule","name":"Adventuring Gear","excerpt":"|Item|Cost|Enc|\n|---|---|---|\n|Arrows, 20|2 sp|1|\n|Backpack|2 sp|1§|\n|Boots|2 sp|1§|\n|Candle|1 cp|*|\n|Cart, one-horse|50 sp|N/A|\n|Clothes, common|25 sp|1§|\n|Clothes, fine|100 sp|1§|\n|Clothes, noble|500 sp|2§|\n|Cooking utensils|4 sp|1|\n|Crowbar|4 sp|1|\n|Firewood, one night's…"},{"id":"rules/3-2-0-beasts-and-transport","type":"Rule","name":"Beasts and Transport","excerpt":"|Item|Cost|\n|---|---|\n|Horse, riding|200 sp|\n|Horse, draft|150 sp|\n|Horse, battle-trained|2,000 sp|\n|Mule|30 sp|\n|Cow|10 sp|\n|Ox, plow-trained|15 sp|\n|Chicken|5 cp|\n|Pig|3 sp|\n|Dog, working|20 sp|\n|Sheep or goat|5 sp|\n|River ferry, per passenger|5 cp|\n|Ship passage, per expected…"},{"id":"rules/3-2-0-hirelings-and-day-labor","type":"Rule","name":"Hirelings and Day Labor","excerpt":"|Item|Cost/day|\n|---|---|\n|Bard of Small Repute|2 sp|\n|Common Prostitute|2 sp|\n|Dragoman or Skilled Interpreter|10 sp|\n|Elite Courtesan|100 sp|\n|Farmer|1 sp|\n|Guard, ordinary|2 sp|\n|Guard, sergeant, for every ten guards|10 sp|\n|Lawyer or Pleader|10 sp|\n|Mage of Minor…"},{"id":"rules/3-2-0-hirelings-and-services","type":"Rule","name":"3.2.0 Hirelings and Services","excerpt":"The party may find it useful to employ temporary labor in their adventures, either for extra warm bodies in combat or for the special talents they possess.\n\nAdventuring hirelings will demand at least a half-share of treasure in addition to their daily pay and will undertake no…"},{"id":"rules/3-2-1-gear-bundles","type":"Rule","name":"3.2.1 Gear Bundles","excerpt":"Depending on the tastes of the group, some parties might enjoy tracking every torch and carefully weighing their resource expenditures on perilous expeditions. Others prefer to gloss over the details. The “gear bundle” options below cover all the non-weapon, non-armor gear…"},{"id":"rules/3-2-1-gear-bundles-2","type":"Rule","name":"Gear Bundles","excerpt":"|Item|Cost|Enc|\n|---|---|---|\n|Artisan’s Equipment|50 sp|5|\n|Criminal Tools|100 sp|3|\n|Dungeoneering Kit|200 sp|6|\n|Noble Courtier Outfit|1,000 sp|2|\n|Performer’s Implements|100 sp|3|\n|Wilderness Travel Gear|100 sp|5|"},{"id":"rules/3-2-1-services-and-living-expenses","type":"Rule","name":"3.2.1 Services and Living Expenses","excerpt":"Heroes who are sufficiently established as to have their own homes or businesses can live comfortably on their own resources. Other PCs, however, must pay for their keep when not out adventuring.\n\nImpoverished lifestyle costs cover only the bare minimum of food and a mostly-dry…"},{"id":"rules/3-2-1-services-and-living-expenses-2","type":"Rule","name":"Services and Living Expenses","excerpt":"|Item|Cost|\n|---|---|\n|Impoverished lifestyle, per week|5 sp|\n|Common lifestyle, per week|20 sp|\n|Rich lifestyle, per week|200 sp|\n|Noble lifestyle, per week|1,000 sp|\n|Magical healing of wounds|10 sp/hp*|\n|Magical curing of a disease|500 sp*|\n|Lifting a curse or undoing…"},{"id":"rules/3-3-0-armor","type":"Rule","name":"3.3.0 Armor","excerpt":"While some martial adepts or tradition-bound sorcerers shun armor, most adventurers find it necessary to put something solid between them and their enemies.\n\nArmor must be worn as a Readied item, counting against the hero’s encumbrance limit. Each type of armor grants a…"},{"id":"rules/3-3-1-light-medium-and-heavy-armor","type":"Rule","name":"3.3.1 Light, Medium, and Heavy Armor","excerpt":"Light armor may be decidedly heavy, but it is loose and flexible enough to offer minimal hindrance to the wearer’s actions. Some varieties are also discreet enough to be worn politely in common society. Medium armor is significantly noisier and more overt; it cannot be worn…"},{"id":"rules/3-3-2-shields","type":"Rule","name":"3.3.2 Shields","excerpt":"Shields come in two general varieties. Small ones, often made of costlier metal, can be strapped to the wearer’s arm and allow them to hold and manipulate objects with that hand, albeit not wield a weapon with it. Larger shields are of cheaper wood and require a good grip.\n\nA…"},{"id":"rules/3-3-3-armor","type":"Rule","name":"Armor","excerpt":"|Light Armors|AC|Cost|Enc|\n|---|---|---|---|\n|No Armor|10|None|N/A|\n|War Shirt|11|5 sp|0|\n|Buff Coat|12|50 sp|0|\n|Linothorax|13|20 sp|1|\n|War Robe|14|50 sp|3|\n|Pieced Armor|14|100 sp|2|\n|Medium Armors||||\n|Mail Shirt|14|250 sp|1|\n|Cuirass and Greaves|15|250 sp|2|\n|Scaled…"},{"id":"rules/3-3-3-types-of-armor","type":"Rule","name":"3.3.3 Types of Armor","excerpt":"War shirts are nothing more than blessed shirts, lucky cloaks, auspicious warpaint, or whatever tokens of martial victory are favored by the poor and humble of a given culture. While they may look like nothing but normal clothing, their war-luck is still sufficient to interfere…"},{"id":"rules/3-4-0-weapons","type":"Rule","name":"3.4.0 Weapons","excerpt":"The tools of a bloody trade are familiar to most adventurers. While some Vowed or trained pugilists might scorn the use of material weapons, most sentient combatants must rely on something better than their natural gifts."},{"id":"rules/3-4-1-weapon-statistics","type":"Rule","name":"3.4.1 Weapon Statistics","excerpt":"Each of the weapons on the following page has a listed damage it inflicts on a successful hit, an amount of Shock inflicted on a miss to targets with an AC equal or less than that given, and a particular attribute relevant to the weapon’s use. That attribute’s modifier is…"},{"id":"rules/3-4-2-types-of-weapons","type":"Rule","name":"3.4.2 Types of Weapons","excerpt":"Axes given here are those fashioned for war; lighter and more agile than their working cousins, though still capable of hacking through a door or hewing a cable if needed. War axes are big enough to demand two hands for their use.\n\nBlackjacks include not only obvious weapons…"},{"id":"rules/3-4-3-weapon-traits","type":"Rule","name":"3.4.3 Weapon Traits","excerpt":"2H: Two Handed. The weapon requires two hands to use in combat. Ranged two-handed weapons cannot be fired effectively while an enemy is within melee range.\n\nAP: Armor Piercing. This weapon ignores non-magical hides, armor and shields for purposes of its hit rolls.\n\nFX: Fixed.…"},{"id":"rules/4-0-0-magic-and-spellcasting","type":"Rule","name":"4.0.0 Magic and Spellcasting","excerpt":"High Mages, Necromancers, Elementalists, and Invokers are all capable of casting spells. In addition, NPC wizards may also have access to spellcasting, though NPCs seldom have classes as PCs do. This section of the rules describes such sorcerous matters."},{"id":"rules/4-1-0-spells-and-arts","type":"Rule","name":"4.1.0 Spells and Arts","excerpt":"Magical invocations are known conventionally as spells, each one ranked in power from level one, the relatively weakest, to level five, the most potent.\n\nThe common corpus of ancient spells is known as High Magic. These spells are the common heritage of all spellcasting mages,…"},{"id":"rules/4-10-0-creating-magic-items","type":"Rule","name":"4.10.0 Creating Magic Items","excerpt":"All permanent magical items are difficult to make. Even if the item is nothing more than a tankard that keeps its contents perpetually chilled, making that tankard is every bit as difficult as forging an enchanted sword. As a consequence, very few sorcerers bother to make petty…"},{"id":"rules/4-2-0-preparing-and-casting-spells","type":"Rule","name":"4.2.0 Preparing and Casting Spells","excerpt":"Each spellcaster must first learn a spell before they can cast it. They may be taught by a mage who already knows the spell, even if they’re from a different tradition, or they must find a grimoire laying out the fine details of the incantation. Specialist spells specific to a…"},{"id":"rules/4-2-1-learning-a-spell","type":"Rule","name":"4.2.1 Learning a Spell","excerpt":"Learning a spell requires one week per spell level, less one week per level of the learner’s Magic skill, down to a minimum of one day. At the end of this time the student will either have mastered the contents of a written copy of the spell or created such a copy from their…"},{"id":"rules/4-2-2-preparing-a-spell","type":"Rule","name":"4.2.2 Preparing a Spell","excerpt":"Once the spellbook is prepared, the mage must perform the necessary attunements and propitiations to prepare the spell for casting. The number of spells a mage can prepare at once varies with their experience level, from as few as two or three at first level to as many as twelve…"},{"id":"rules/4-2-3-casting-prepared-spells","type":"Rule","name":"4.2.3 Casting Prepared Spells","excerpt":"Once a set of spells is prepared, the mage may then cast them at their leisure. Casting a spell usually requires a Main Action and at least one free hand, along with vocalizations at least as loud as clear normal conversation. The arcane gesticulations and vocal incantations are…"},{"id":"rules/4-2-4-creatures-targets-and-visibility","type":"Rule","name":"4.2.4 Creatures, Targets, and Visibility","excerpt":"Many spells or powers specify particular targets or creatures, or require that a target be visible. For purposes of these spells, “creature” means any animate entity, whether living, undead, or synthetic. Plants do not qualify as creatures unless they’re some sort of plant…"},{"id":"rules/4-3-0-dual-partial-spellcasters","type":"Rule","name":"4.3.0 Dual Partial Spellcasters","excerpt":"Adventurers who take two different Partial Mage spellcaster classes use the table below to determine how many spells they can prepare and cast each day. A dual Partial Mage can prepare and cast spells from either of their traditions. PCs who pick one spellcaster partial and one…"},{"id":"rules/4-3-0-pcs-with-dual-spellcasting-traditions","type":"Rule","name":"PCs with Dual Spellcasting Traditions","excerpt":"|Level|Max<br>Level|Spells<br>Cast|Spells<br>Prepared|Arts Gained|\n|---|---|---|---|---|\n|1|1|1|3|As per both partial classes, gaining each level’s art picks as usual.|\n|2|1|1|4||\n|3|1|2|5||\n|4|2|2|6||\n|5|2|2|8||\n|6|2|3|9||\n|7|3|3|10||\n|8|3|4|12||\n|9|3|4|13||\n|10|4|5|15||"},{"id":"rules/4-4-0-high-magic-spells","type":"Rule","name":"4.4.0 High Magic Spells","excerpt":"Any spellcaster can learn and cast High Magic spells, albeit High Mages tend to have the arts best suited for enhancing and manipulating these sorceries."},{"id":"rules/4-5-0-elementalist-spells","type":"Rule","name":"4.5.0 Elementalist Spells","excerpt":"Only Full or Partial Elementalists can learn or cast these spells."},{"id":"rules/4-6-0-necromancer-spells","type":"Rule","name":"4.6.0 Necromancer Spells","excerpt":"Only Full and Partial Necromancers have the necessary background to learn or cast these spells."},{"id":"rules/4-7-0-developing-new-spells","type":"Rule","name":"4.7.0 Developing New Spells","excerpt":"To research a new spell, the wizard’s player first writes up the spell they want to develop. The GM then judges its appropriateness for the campaign. If it passes, an appropriate level is assigned to the spell and the PC can begin the research process. Researching a spell…"},{"id":"rules/4-7-1-preparing-to-develop-a-spell","type":"Rule","name":"4.7.1 Preparing To Develop a Spell","excerpt":"The laboratory must be established in a secure, serviceable room or building. A lab sufficient for researching a level 1 or 2 spell can fit into a room, one for a 3rd level spell can fit into a house, one for a 4th level spell can fit into a wizard’s tower, and a lab suitable…"},{"id":"rules/4-7-1-spell-research","type":"Rule","name":"Spell Research","excerpt":"|Spell<br>Level|Lab<br>Cost|Materials<br>Cost|Time<br>Needed|\n|---|---|---|---|\n|1|50,000 sp|25,000 sp|1 month|\n|2|125,000 sp|50,000 sp|2 months|\n|3|250,000 sp|100,000 sp|4 months|\n|4|500,000 sp|200,000 sp|8 months|\n|5|1,000,000 sp|400,000 sp|2 years|"},{"id":"rules/4-7-2-the-development-skill-check","type":"Rule","name":"4.7.2 The Development Skill Check","excerpt":"Once the lab is established, the raw materials gathered, and the necessary time taken, the mage makes an Int/Magic skill check against a difficulty equal to 10 plus the spell level. If they have apprentices to assist them, they can add +1 to their skill check. Specialist mages…"},{"id":"rules/4-8-0-building-magical-workings","type":"Rule","name":"4.8.0 Building Magical Workings","excerpt":"In the jargon of wizards, a Working is any stationary, persistent magical effect or structure, such a magical ever-flowering spring, an array of heatless eternal lamps, or a persistent curse that blights all within its reach. Unlike a conventional magical item, a Working cannot…"},{"id":"rules/4-8-1-designing-the-working","type":"Rule","name":"4.8.1 Designing the Working","excerpt":"To create the Working, the architect must first be a spellcaster of at least 6th level, whether a full Mage or a Partial Mage. Mage classes that do not cast spells cannot normally create Workings, as their magic is insufficiently flexible. Less-accomplished spellcasters also…"},{"id":"rules/4-8-1-magical-working-costs","type":"Rule","name":"Magical Working Costs","excerpt":"|Degree|Difficulty<br>Points|Area<br>Affected|Difficulty<br>Multiplier|\n|---|---|---|---|\n|Trivial|1-4|Room|x1|\n|Minor|4-8|Building|x4|\n|Major|8-16|Village|x16|\n|Great|16-32|City|x64|\n|Supreme|33-64*|Region|x256|\n\n* Only demi-divine wizards can make these.\n\nThe architect must…"},{"id":"rules/4-8-2-building-the-working","type":"Rule","name":"4.8.2 Building the Working","excerpt":"If the Working is designed properly and enough help is had, it can be constructed at a cost of 1,000 silver pieces per point of difficulty and a time cost of one month, plus one week per five points of difficulty or fraction thereof. If the cost is doubled, the work can be done…"},{"id":"rules/4-9-0-magic-items-and-enchanted-treasures","type":"Rule","name":"4.9.0 Magic Items and Enchanted Treasures","excerpt":"Statting out specific magic items is left as an exercise for the reader. Certain particular types of items do exist, however."},{"id":"rules/4-9-1-designing-the-item","type":"Rule","name":"4.9.1 Designing the Item","excerpt":"To build a magic item, the player first describes what it is that the item is supposed to do. It’s up to the GM to decide whether or not the item fits with their campaign and is an acceptable introduction.\n\nFor item designs, it’s recommended that the GM be careful not to allow…"},{"id":"rules/4-9-1-scrolls","type":"Rule","name":"4.9.1 Scrolls","excerpt":"Some scrolls, tablets, or other objects can be imbued with one or more spells by wizards who craft them. Each spell in a scroll can be used only once. A user must grasp the item firmly and spend a Main Action, wasting the spell if they are struck or otherwise disturbed during…"},{"id":"rules/4-9-2-creating-the-item","type":"Rule","name":"4.9.2 Creating the Item","excerpt":"If the creator is capable, the coin is at hand, and any adventuring components have been fetched, the mage can attempt to make the item. They spend the time given on the adjacent table and then make an Int/Magic skill check against the appropriate difficulty. If they’re making a…"},{"id":"rules/4-9-2-magic-item-creation-costs","type":"Rule","name":"Magic Item Creation Costs","excerpt":"| Type of Item | Creation Difficulty | Creation Cost in SP | Creation Time |\n| --- | ---: | ---: | ---: |\n| A single-use item, such as a potion or scroll | 8-10 | 250-2,500 | 1 week |\n| A multi-use item that still contains limited charges, such as a wand | 9-11 | 5,000-25,000 |…"},{"id":"rules/4-9-2-potions","type":"Rule","name":"4.9.2 Potions","excerpt":"Some magical effects can be contained in an ounce or two of liquid, oil, incense, or other consumable substance. Using a potion requires that it be Readied and a Main Action be used to consume it.\n\nApprehending the Arcane Form can give a one-sentence description of the potion’s…"},{"id":"rules/4-9-3-magic-weapons-and-armor","type":"Rule","name":"4.9.3 Magic Weapons and Armor","excerpt":"Magical weapons and armor have a bonus, usually +1, but sometimes as great as +3. This bonus adds directly to the hit roll, damage roll, and Shock of weapons, while it adds to the base Armor Class of armor. Some weapons and armor have additional special abilities.\n\nMagical…"},{"id":"rules/4-9-4-magical-devices","type":"Rule","name":"4.9.4 Magical Devices","excerpt":"Enchanted wands, magic boots, ensorceled cloaks, and other devices of magic are rare, but do exist. These items usually require a Main Action to trigger any active abilities they grant, while passive benefits are automatically granted to the wielder.\n\nMost magical devices are…"},{"id":"rules/5-0-0-monsters-and-foes","type":"Rule","name":"5.0.0 Monsters and Foes","excerpt":"The following page includes a list of example stat lines for various kinds of people and creatures. These are not universal truths for every being in the campaign setting, but they’re good baselines for what to expect from a given creature. As a first step in building a creature…"},{"id":"rules/5-1-0-monster-and-npc-statistics","type":"Rule","name":"5.1.0 Monster and NPC Statistics","excerpt":"The table of example stat lines has several columns, each one listing a particular statistic for the creature.\n\nHit dice are a measure of the creature’s general power, not unlike a level rating for PCs. For each hit die a creature has, it rolls 1d8 for its hit points. Most…"},{"id":"rules/5-1-1-normal-animals","type":"Rule","name":"Normal Animals","excerpt":"| Type | HD | AC | Atk. | Dmg. | Shock | Move | ML | Inst. | Skill | Save |\n|---|---|---|---|---|---|---|---|---|---|---|\n|Small Pack Predator|1|12|+2|1d4|1/13|40'|7|6|+1|15+|\n|Large Solitary Predator|5|13|+6|1d8|2/13|30'|8|6|+1|13+|\n|Apex Predator|6|13|+6…"},{"id":"rules/5-1-1-normal-humans","type":"Rule","name":"Normal Humans","excerpt":"| Type | HD | AC | Atk. | Dmg. | Shock | Move | ML | Inst. | Skill | Save |\n|---|---|---|---|---|---|---|---|---|---|---|\n|Peaceful Human|1|10|+0|Wpn|Wpn|30'|7|5|+1|15+|\n|Thug or Militia|1|13a|+1|Wpn|Wpn|30'|8|4|+1|15+|\n|Barbarian…"},{"id":"rules/5-1-1-powerful-foes","type":"Rule","name":"5.1.1 Powerful Foes","excerpt":"These statistics are only a bare framework for most ordinary creatures. An entity of special power, such as a heroic knight or monstrous beast, should likely have at least one special ability related to their skills or nature. Potent enemies without a significant number of…"},{"id":"rules/5-1-1-spellcasters","type":"Rule","name":"Spellcasters","excerpt":"| Type | HD | AC | Atk. | Dmg. | Shock | Move | ML | Inst. | Skill | Save |\n|---|---|---|---|---|---|---|---|---|---|---|\n|Petty Mage|2|10|+1|Wpn|Wpn|30'|8|4|+1|14+|\n|Tribal Shaman|4|10|+3|Wpn+1|Wpn+1|30'|9|4|+1|13+|\n|Skilled Sorcerer|5|10|+1|Wpn|Wpn|30'|9|4|+2|13+|\n|Master…"},{"id":"rules/5-1-1-unnatural-entities","type":"Rule","name":"Unnatural Entities","excerpt":"| Type | HD | AC | Atk. | Dmg. | Shock | Move | ML | Inst. | Skill | Save |\n|---|---|---|---|---|---|---|---|---|---|---|\n|Automaton, Humanlike|2|13|+2|Wpn|Wpn|30'|12|3|+1|14+|\n|Automaton, Laborer|2|15|+2|1d6|1/13|30'|12|3|+1|14+|\n|Automaton,…"},{"id":"rules/5-2-0-reaction-rolls-and-parleying","type":"Rule","name":"5.2.0 Reaction Rolls and Parleying","excerpt":"These rules do not encourage constant combat encounters. Heroes are fragile, foes are dangerous, and almost every fight runs some risk of downing at least one PC. GMs or players who arrange their games as a curated sequence of battles are going to rapidly run out of luck.\n\nGMs…"},{"id":"rules/5-2-1-making-a-reaction-roll","type":"Rule","name":"5.2.1 Making a Reaction Roll","excerpt":"To make a reaction roll, roll 2d6 and compare it to the adjacent table. If a PC is in a position to greet the targets, add their Charisma modifier to the roll.\n\nThe higher the reaction roll, the friendlier and more helpful the NPCs will be. This doesn’t mean that goblin raiders…"},{"id":"rules/5-2-2-peaceful-encounter-reactions","type":"Rule","name":"5.2.2 Peaceful Encounter Reactions","excerpt":"Suppose a GM’s just rolled a 12 for the PCs’ roadside encounter with a band of zealous blood cultists. The GM knows that the cultists are vicious but have no pressing reason to immediately attack the PCs, so what does “friendly” mean in such a situation? If you find yourself…"},{"id":"rules/5-3-0-morale-checks-and-fleeing","type":"Rule","name":"5.3.0 Morale Checks and Fleeing","excerpt":"Sometimes, however, combat is inevitable. The raiders swoop down on the heroes, the savage beast pounces, or the vile necromancer runs out of small talk. Even after blades are drawn, however, the hostile NPCs might come to think better of their choices when they fail a Morale…"},{"id":"rules/5-3-1-making-a-morale-check","type":"Rule","name":"5.3.1 Making a Morale Check","excerpt":"A Morale check is made by rolling 2d6 and comparing it to the creature’s Morale score. If the roll is greater than the score, the creature loses heart and will seek to flee or stop the battle. PCs never make Morale checks and will fight on until they decide to flee.\n\nA Morale…"},{"id":"rules/5-3-1-the-importance-of-morale","type":"Rule","name":"The Importance of Morale","excerpt":"It’s very important that GMs keep Morale checks in mind and use them regularly during combat. Only truly abnormal creatures such as mindless undead, unthinking vermin, or command-bound automatons will fight relentlessly onward regardless of the situation. If every goblin warrior…"},{"id":"rules/5-3-2-fleeing-and-escape","type":"Rule","name":"5.3.2 Fleeing and Escape","excerpt":"Whether from a failed Morale check or the PCs deciding on a prudent retreat, sometimes a side decamps the field. If pursued, the rules for chases and pursuit given in the rules section of this document can be used to judge the likelihood of success.\n\nGMs should be charitable…"},{"id":"rules/5-4-0-instinct-checks","type":"Rule","name":"5.4.0 Instinct Checks","excerpt":"Very few creatures are capable of engaging in desperate, life-ordeath struggles without losing some amount of their rationality. Terror, fury, excruciating pain, and situational blindness can sometimes make a combatant do something genuinely stupid, even if they would never have…"},{"id":"rules/5-4-1-making-an-instinct-check","type":"Rule","name":"5.4.1 Making an Instinct Check","excerpt":"Whenever an Instinct check is triggered, the GM rolls a 1d10. If the number rolled is equal or less than a combatant’s Instinct score, measured from 1 to 10, they do something impulsive, short-sighted, instinctual, or otherwise less-than-tactically-sound. Instinct checks are…"},{"id":"rules/5-4-2-when-to-make-an-instinct-check","type":"Rule","name":"5.4.2 When to Make an Instinct Check","excerpt":"As a general guide, a GM might make an Instinct check for a creature whenever any of the situations below are applicable, or any time the GM thinks the creature might be confused or indecisive.\n\n- The second round of combat for mobs and undisciplined fighters. The creature could…"},{"id":"rules/5-4-3-assigning-instinct-scores","type":"Rule","name":"5.4.3 Assigning Instinct Scores","excerpt":"For non-sentient beasts, a creature’s Instinct score should usually be about 5. Such beasts act largely by instinct in a fight - often very violent instincts.\n\nFor non-combatant sentients and those unfamiliar with battle, Instinct should be 5 to 7. They are extremely likely to…"},{"id":"rules/6-0-0-factions","type":"Rule","name":"6.0.0 Factions","excerpt":"Factions have several statistics to define their overall qualities. Weak or small factions tend to have low ratings even in their main focus, while kingdoms and major institutions may have a good rating even in their less important traits, simply because they have so many…"},{"id":"rules/6-1-0-faction-statistics","type":"Rule","name":"6.1.0 Faction Statistics","excerpt":"Cunning is measured from 1 to 8 and indicates the faction’s general guile, skill at subterfuge, and subtlety. Low Cunning means the faction is straightforward or unaccustomed to dealing with trickery, while high Cunning is for Machiavellian schemers and secretive…"},{"id":"rules/6-10-0-wealth-assets","type":"Rule","name":"6.10.0 Wealth Assets","excerpt":"Ancient Mechanisms: Some useful magical mechanism from ages past has been refitted to be useful in local industry. Whenever an Asset in the same location must roll to make a profit, such as Farmers or Manufactory, the faction may roll the die twice and take the better…"},{"id":"rules/6-2-0-the-faction-turn","type":"Rule","name":"6.2.0 The Faction Turn","excerpt":"Every month or so, the GM should run a faction turn. This turn may take place more often during times of intense activity, or less often if the campaign world is quiet. In general, a faction turn after every adventure is a good average, assuming the PCs don’t have backto-back…"},{"id":"rules/6-3-0-asset-locations-and-movement","type":"Rule","name":"6.3.0 Asset Locations and Movement","excerpt":"Every Asset has a location on the campaign map. This location may not be where all the elements of the Asset are located. It might simply be the headquarters of an organization, or the spot where the most active and important members of it are currently working. However it’s…"},{"id":"rules/6-4-0-attribute-checks","type":"Rule","name":"6.4.0 Attribute Checks","excerpt":"Some actions, such as Attack, require an attribute check between factions, such as Force versus Cunning, or Wealth versus Force. Other special Asset abilities sometimes call for attribute checks as well.\n\nTo make this check, the attacker and defender both roll 1d10 and add their…"},{"id":"rules/6-5-0-faction-tags","type":"Rule","name":"6.5.0 Faction Tags","excerpt":"These are merely some possibilities. The GM may devise others to suit their needs.\n\n\n\nAntimagical: Assets that require Medium or higher Magic to purchase roll all attribute checks twice against this faction during an Attack and take the worst roll.\n\n\n\nConcealed: All Assets the…"},{"id":"rules/6-6-0-faction-turn-actions","type":"Rule","name":"6.6.0 Faction Turn Actions","excerpt":"Attack: The faction nominates one or more Assets to attack the enemy in their locations. In each location, the defender chooses which of the Assets present will meet the Attack; thus, if a unit of Infantry attacks in a location where there is an enemy Base of Influence,…"},{"id":"rules/6-7-0-creating-factions","type":"Rule","name":"6.7.0 Creating Factions","excerpt":"A given campaign should generally not have more than six active factions at any one time, and three or four are generally more manageable. If there are more extant factions than this, then simply run turns for the three or four most active or relevant ones.\n\nTo create a faction,…"},{"id":"rules/6-7-0-example-faction-goals","type":"Rule","name":"Example Faction Goals","excerpt":"The difficulty of a faction goal is the number of experience points earned on a successful completion of it.\n\n\n\nBlood the Enemy: Inflict a number of hit points of damage on enemy faction assets or bases equal to your faction’s total Force, Cunning, and Wealth ratings. Difficulty…"},{"id":"rules/6-8-0-cunning-assets","type":"Rule","name":"6.8.0 Cunning Assets","excerpt":"Bewitching Charmer: When the Bewitching Charmer succeeds in an Attack, the targeted Asset is unable to leave the same location as the Bewitching Charmer until the latter Asset moves or is destroyed. Bewitching Charmers are immune to Counterattack.\n\n\n\nBlackmail: When a Blackmail…"},{"id":"rules/6-9-0-force-assets","type":"Rule","name":"6.9.0 Force Assets","excerpt":"Apocalypse Engine: One of a number of hideously powerful ancient super-weapons unearthed from some lost armory, an Apocalypse Engine rains some eldritch horror down on a targeted enemy Asset. \n\nBrilliant General: A leader for the ages is in service with the faction. Whenever the…"},{"id":"rules/7-0-0-major-projects","type":"Rule","name":"7.0.0 Major Projects","excerpt":"In any campaign, there will likely arise some occasion when the PCs take it into their heads to accomplish some great change in the world. Perhaps they want to abolish slavery in a country, or institute a new government in a howling wilderness, or crush the economic power of a…"},{"id":"rules/7-1-0-renown","type":"Rule","name":"7.1.0 Renown","excerpt":"The basic currency of major projects is called Renown, and it’s measured in points much like experience points. PCs gain Renown for succeeding at adventures, building ties with the world, and generally behaving in a way to attract interest and respect from those around them. PCs…"},{"id":"rules/7-2-0-determining-the-project-difficulty","type":"Rule","name":"7.2.0 Determining the Project Difficulty","excerpt":"To find out how much Renown is needed to achieve a project, the GM must determine its difficulty. This total difficulty is a product of the intensity of the change, the scope it affects, and the powers that are opposed to it.\n\nFirst, decide whether the change is plausible,…"},{"id":"rules/7-3-0-determining-the-project-scope","type":"Rule","name":"7.3.0 Determining the Project Scope","excerpt":"Once the change’s probability is decided, the GM must identify how wide the scope of the change may be. The more land and the more people the change affects, the harder it will be to bring it about.\n\nA village-sized change is the smallest scale, affecting only a single hamlet or…"},{"id":"rules/7-4-0-determining-the-opposition","type":"Rule","name":"7.4.0 Determining the Opposition","excerpt":"Once you have decided on the difficulty and the scope, you now need to identify the most significant people or power bases that would be opposed to this change. In some cases, there may be no one opposed to the alteration; turning a steppe oasis into a trading post might not…"},{"id":"rules/7-5-0-decreasing-difficulty","type":"Rule","name":"7.5.0 Decreasing Difficulty","excerpt":"Adventurers who have a dream bigger than their available Renown have several options for bringing it about more rapidly. The party can use some or all of these techniques for making their ambition more feasible, and the GM might well insist on at least some of them before the…"},{"id":"rules/7-6-0-achieving-the-goal","type":"Rule","name":"7.6.0 Achieving the Goal","excerpt":"Once the PCs have piled up enough Renown and lowered the difficulty enough to actually make it feasible to achieve the goal, they need to take the final steps necessary to complete the work. For a minor goal, this might be a simple matter of describing how they take care of the…"},{"id":"rules/7-7-0-magical-projects","type":"Rule","name":"7.7.0 Magical Projects","excerpt":"Some projects are flatly impossible in nature, such as changing humans into some new humanoid species or creating a magical effect that covers an entire region. These efforts are a step beyond ordinary impossibility, as they often require measures entirely beyond the physical…"},{"id":"rules/7-8-0-major-projects-and-existing-factions","type":"Rule","name":"7.8.0 Major Projects and Existing Factions","excerpt":"Players are likely to end up with goals or ambitions that directly involve them with local factions or potentially touch on Assets or other resources significant to faction powers. This is normal, and it’s not difficult to integrate the two systems when they happen to touch.\n\nAs…"},{"id":"rules/7-9-0-player-run-factions-and-major-projects","type":"Rule","name":"7.9.0 Player-Run Factions and Major Projects","excerpt":"PCs who have the friendship or control of factions can leverage them to assist in their grand plans. A faction can assist on a project only once per faction turn, and this help counts as its action for the turn.\n\nWhen a faction helps, it spends one point of Treasure and…"},{"id":"skills/administer","type":"Skill","name":"Administer","excerpt":"Administer: Keep an organization running smoothly, scribe things well, plan out logistics, identify incompetent or treacherous workers, analyze records or archives, or otherwise do things that an executive or middle-manager would need to do."},{"id":"skills/connect","type":"Skill","name":"Connect","excerpt":"Connect: Find or know people who are useful to your purposes, make friendships or social acquaintances, know who to talk to get favors or services, and call on the help or resources of organizations you belong to. Connect covers your PC’s ability to find the people you need,…"},{"id":"skills/convince","type":"Skill","name":"Convince","excerpt":"Convince: Persuade a listener that something you are saying is true. Naturally, the more implausible the claim or more emotionally repugnant it is to them, the more difficult it is to persuade them. Furthermore, how they act on their newfound conviction is up to them and their…"},{"id":"skills/craft","type":"Skill","name":"Craft","excerpt":"Craft: Craft or repair goods and technology appropriate to the PC’s background and society. The Craft skill can be used for a wide range of artisan pursuits, though a GM is within their rights to keep the PC from building complex things that are too far away from their past…"},{"id":"skills/exert","type":"Skill","name":"Exert","excerpt":"Exert: Run, swim, climb, jump, labor for long periods, throw things, or otherwise exert your physical strength, stamina, and coordination. Even a PC with poor physical attributes might have a good Exert skill reflecting athletic training and expertise in making the most of their…"},{"id":"skills/heal","type":"Skill","name":"Heal","excerpt":"Heal: Treat wounds, cure diseases, neutralize poisons, diagnose psychological health issues, and otherwise tend to the wounds of body and mind. The Heal skill cannot cure lost hit points directly, but it’s a vital skill in stabilizing Mortally Wounded allies or ensuring clean…"},{"id":"skills/know","type":"Skill","name":"Know","excerpt":"Know: Know matters of history, geography, natural science, zoology, and other academic fields appropriate to a sage or scholar. While some sages might specialize in particular fields, most learned men and women in this age have a broad range of understanding, and will rarely be…"},{"id":"skills/lead","type":"Skill","name":"Lead","excerpt":"Lead: Inspire others to follow your lead and believe in your plans and goals. Manage subordinates and keep them focused, loyal, and motivated in the face of danger or failure. A successful leader will keep their subordinate’s faith and confidence even when reason might make the…"},{"id":"skills/magic","type":"Skill","name":"Magic","excerpt":"Magic: Cast or analyze magic and know things about famous mages or notable magical events. Classes that can’t cast spells obtain only intellectual and scholarly benefits from this skill."},{"id":"skills/notice","type":"Skill","name":"Notice","excerpt":"Notice: Notice small details, impending ambushes, hidden features, or concealed objects. Detect subtle smells, sounds, or other sensory input. Notice cannot be used simply to detect a lie, but keen attention can often discern a subject’s emotional state."},{"id":"skills/perform","type":"Skill","name":"Perform","excerpt":"Perform: Sing, act, dance, orate, or otherwise perform impressively for an audience. Compose music, plays, writings, or other works of performance art. Most performers will have a particular field they excel at, though polymaths might exist if the PC’s background is appropriate…"},{"id":"skills/pray","type":"Skill","name":"Pray","excerpt":"Pray: Perform the clerical rites of your religion, and be familiar with the gods, demons, and taboos of major and minor faiths, and identify iconography and persons of religious importance. Pray also helps you know the state of local faiths and the important persons in their…"},{"id":"skills/punch","type":"Skill","name":"Punch","excerpt":"Punch: Fight unarmed or with natural body weaponry. Punch, kick, grapple, or otherwise brawl without the benefit of man-made tools. This mode of fighting is inefficient at best without some special Focus to improve it, but it’s reliably non-lethal."},{"id":"skills/ride","type":"Skill","name":"Ride","excerpt":"Ride: Ride an animal, drive a cart or carriage, or otherwise deal with land transportation. This skill also includes competence at mount care and tending, basic cart or carriage repair, judging good horseflesh, and other skills appropriate to a beast-rider of whatever society…"},{"id":"skills/sail","type":"Skill","name":"Sail","excerpt":"Sail: Sail or repair a ship, build small craft, navigate by the stars, read sea weather, manage sailors, and otherwise conduct the business of a professional mariner. This skill may apply to more esoteric means of vehicular travel in some societies."},{"id":"skills/shoot","type":"Skill","name":"Shoot","excerpt":"Shoot: Fire a bow or crossbow or throw a hurled weapon. Maintain ranged weaponry and fletch arrows."},{"id":"skills/sneak","type":"Skill","name":"Sneak","excerpt":"Sneak: Move silently, hide in shadows, avoid notice, pick pockets, disguise yourself, pick locks, defeat traps, or otherwise overcome security measures."},{"id":"skills/stab","type":"Skill","name":"Stab","excerpt":"Stab: Fight with melee weapons or throw a hurled weapon. Maintain and identify weaponry."},{"id":"skills/survive","type":"Skill","name":"Survive","excerpt":"Survive: Hunt, fish, navigate by the stars, mitigate environmental hazards, identify plants and wildlife, and craft basic survival tools and shelter. A PC’s Survive skill is most pertinent to the environments in their background, but the basic principles can be applied in all…"},{"id":"skills/trade","type":"Skill","name":"Trade","excerpt":"Trade: Buy and sell at a profit, identify the worth of goods or treasures, deal with merchants and traders, find black-market goods and services, and know laws regarding smuggling and contraband."},{"id":"skills/work","type":"Skill","name":"Work","excerpt":"Work: This skill is a catch-all for any profession that might not otherwise merit its own skill, such as a painter, lawyer, farmer, or herdsman. The precise skill it represents will vary with the PC’s background."},{"id":"sources/wwn-srd-v1","type":"Source","name":"Worlds Without Number System Reference Document","excerpt":"The source document is the repository's SRD.md file."},{"id":"spells/abdication-of-temporal-presence","type":"Spell","name":"Abdication of Temporal Presence","excerpt":"The caster and up to one visible ally per caster level briefly step outside of the conventional flow of time, the rest of the world freezing around them. These subjects can take 1d4+1 free rounds of actions, but they cannot physically affect the world or move any object they…"},{"id":"spells/adopt-the-simulacular-visage","type":"Spell","name":"Adopt the Simulacular Visage","excerpt":"A brief incantation transforms one visible, willing target per caster level into a perfect simulacrum of any humanoid creature the caster has seen before, whether a specific individual or a general type. No special abilities are granted by this transformation, but the target…"},{"id":"spells/apprehending-the-arcane-form","type":"Spell","name":"Apprehending the Arcane Form","excerpt":"The mage opens up their mind to the presence of occult energies. For fifteen minutes per character level, they are capable of seeing active magical effects, curses, enchantments, or other dweomers as colored auras or patterns of light. They may identify magical items and get a…"},{"id":"spells/aqueous-harmony","type":"Spell","name":"Aqueous Harmony","excerpt":"The elementalist and up to a dozen allies are charmed with powers of water-breathing, a tolerance for the pressure and cold of the deeps, and the ability to see through water as if it were well-lit air. Ensorceled beings may move freely while in the water at their usual movement…"},{"id":"spells/augment-mortal-vitality","type":"Spell","name":"Augment Mortal Vitality","excerpt":"The necromancer may refine and enhance the natural flow of vitality within a willing visible target. For the rest of the scene, all Physical saving throws they make gain a bonus equal to the necromancer’s Magic skill and they automatically stabilize when Mortally Wounded. Once…"},{"id":"spells/banishment-to-the-black-glass-labyrinth","type":"Spell","name":"Banishment to the Black Glass Labyrinth","excerpt":"Aimed at a visible point within three hundred feet, the spell affects all creatures except the caster within a ten-foot radius of the target, translating them into a lightless extradimensional maze of endlessly tall obsidian walls. The maze is infinite, featureless, and empty.…"},{"id":"spells/boneshaper","type":"Spell","name":"Boneshaper","excerpt":"The clay of flesh and bone run obediently to the will of the necromancer. Whether living or undead, a willing or helpless victim under the effects of this spell can be reshaped into any roughly-equivalent form with an hour’s work. Limbs can be added or removed and existing…"},{"id":"spells/boreal-wings","type":"Spell","name":"Boreal Wings","excerpt":"The elementalist chooses a visible ally within one hundred feet; the target becomes capable of swift and easy aerial travel, flying at twice their usual movement rate. If the spell ends or is dispelled while aloft, the target descends gently to the earth. This spell lasts for…"},{"id":"spells/calcifying-scourge","type":"Spell","name":"Calcifying Scourge","excerpt":"A visible target within one hundred feet must make a Physical saving throw or be turned to stone. Any size of living creature may be so transmuted, though inanimate objects larger than a cart cannot. Objects being held or worn by someone else get a Physical saving throw made by…"},{"id":"spells/calculation-of-the-evoked-servitor","type":"Spell","name":"Calculation of the Evoked Servitor","excerpt":"This spell conjures up an intelligent familiar for the caster, one with one hit point per caster level, an AC of 14, a ground movement rate of 30’ per action, saving throws the same as the caster, a +0 skill modifier, and no effective attack. The familiar always adopts the same…"},{"id":"spells/calculation-of-the-phantasmal-eidolon","type":"Spell","name":"Calculation of the Phantasmal Eidolon","excerpt":"The caster conjures up a semi-real phantasmal creature in any shape or appearance they desire, provided it is no larger than an ox. The servitor is as intelligent as a human and will obey the caster with fearless and suicidal devotion, having 4 effective hit dice, 20 hit points,…"},{"id":"spells/call-of-the-tomb","type":"Spell","name":"Call of the Tomb","excerpt":"The necromancer invokes the inescapable urge for self-dissolution within the substance of all that exists, amplifying the weight of their own mortality. All enemy creatures within forty feet are affected. Targets can make a Physical saving throw to resist, in which case the…"},{"id":"spells/casting-forth-the-inner-eye","type":"Spell","name":"Casting Forth the Inner Eye","excerpt":"A pool of water, mirror, open flame, polished crystal, or other luminous or reflective surface is used to peer at a distant location. The location must either be within one hundred feet per caster level or be a location the caster has physically occupied before. The caster…"},{"id":"spells/cognitive-supersession-of-the-inferior-orders","type":"Spell","name":"Cognitive Supersession of the Inferior Orders","excerpt":"The mage targets a visible, normal, non-magical animal or insect, obtaining temporary control of the beast and the ability to share its senses. The animal gains a telepathic bond with the caster, obeying any non-suicidal command and allowing the mage to perceive everything it…"},{"id":"spells/command-the-dead","type":"Spell","name":"Command the Dead","excerpt":"The necromancer exerts their will over a number of hit dice worth of undead equal to twice their character level. These undead must be visible and within one hundred feet of the caster. Undead get a Mental saving throw to resist this binding, at a penalty equal to the caster’s…"},{"id":"spells/compel-flesh","type":"Spell","name":"Compel Flesh","excerpt":"A visible living creature or physically-bodied undead within 100 feet is ensorceled by this spell, their flesh and bones becoming temporarily enthralled to the caster’s will. The target becomes paralyzed unless commanded by the caster as an On Turn action; once given a command,…"},{"id":"spells/conjunct-the-vital-viscera","type":"Spell","name":"Conjunct the Vital Viscera","excerpt":"The caster renders the forms and life energy of up to one visible subject per caster level into something plastic and transferable. Hit points, poisons, and diseases can be transferred from one creature to another, if both are willing or helplessly bound, healing up to the…"},{"id":"spells/conjunction-of-the-inexorable-step","type":"Spell","name":"Conjunction of the Inexorable Step","excerpt":"A visible target within a hundred feet is immediately teleported to any visible, solid resting point within a half-mile, provided the target point has enough room to accept them and it is not a position of imminent physical peril. Unattended objects can be translocated by the…"},{"id":"spells/contingent-excision-of-arcana","type":"Spell","name":"Contingent Excision of Arcana","excerpt":"The caster sets up a triggered resonance of dispelling magic which may later be invoked as an Instant action. Until the next dawn, the mage may negate magic as if with an **_Extirpate Arcana_** spell as an Instant action. Once this negation is triggered, the spell ends."},{"id":"spells/damnation-of-the-sense","type":"Spell","name":"Damnation of the Sense","excerpt":"The caster targets a visible creature within two hundred feet. The target gets a Mental saving throw to resist; on a failure, one sense of the caster’s choice is entirely under the caster’s control for the rest of the scene, while a success leaves them bound only for the next…"},{"id":"spells/decree-of-ligneous-dissolution","type":"Spell","name":"Decree of Ligneous Dissolution","excerpt":"Wood, linen, cotton, rope, and other plant- or fungus-derived matter is annihilated by a wave of entropic force that washes through an area near the caster. The mage targets a point within one hundred feet per caster level and designates a number of contiguous 10-foot cubes…"},{"id":"spells/decree-of-lithic-dissolution","type":"Spell","name":"Decree of Lithic Dissolution","excerpt":"Stone, earth, sod, sand, or other largely mineral material is reduced to a faint spray of fine dust by this sorcery, though metal and enchanted objects are unaffected. The caster nominates up to one contiguous 10-foot cube per caster level in a visible area within one hundred…"},{"id":"spells/deluge-of-hell","type":"Spell","name":"Deluge of Hell","excerpt":"The caster unleashes a consuming destruction on a visible point within three thousand feet. A torrent of eldritch ruin rains down from the heavens on everything within up to a two hundred foot radius per caster level, inflicting 1d8 damage per caster level with a Physical save…"},{"id":"spells/disjunctive-temporal-reversion","type":"Spell","name":"Disjunctive Temporal Reversion","excerpt":"The caster may invoke this spell as an Instant action on any single creature within one hundred feet. Time is rolled back slightly, allowing them to replay their current round of action as if it never occurred, though all involved retain a memory of what originally happened.…"},{"id":"spells/elemental-favor","type":"Spell","name":"Elemental Favor","excerpt":"The elementalist makes a direct appeal to a non-magical mass of earth, stone, water, flame, or air no larger than a ten-foot cube. At the end of the round, the mass will move or reshape itself within that space as the elementalist requests, maintaining its new form until the end…"},{"id":"spells/elemental-guardian","type":"Spell","name":"Elemental Guardian","excerpt":"The elementalist imbues a human-sized mass of earth, water, fire, or air with a crude awareness and an eagerness to defend them. Whatever the substance used, it now has 4 HD, AC 15, a Move of 40’/action, a +1 skill bonus, saves of 13+, Instinct 0, Morale 12, and a melee attack…"},{"id":"spells/elemental-spy","type":"Spell","name":"Elemental Spy","excerpt":"The elementalist enchants a stone, ounce of liquid, flame no smaller than a candleflame, or a particular plume of smoke or incense. For one day per level, so long as the charmed object is not destroyed, dispersed, or consumed, they can as a Main Action see and listen to anything…"},{"id":"spells/elemental-vallation","type":"Spell","name":"Elemental Vallation","excerpt":"A wall of a chosen churning elemental force can be called up by the elementalist. The barrier is ten feet long per character level, with a height of ten feet and a thickness of one foot. The barrier must rest on solid ground but may be bent or shaped as desired so long as no…"},{"id":"spells/enfeebling-wave","type":"Spell","name":"Enfeebling Wave","excerpt":"A wash of debilitating force erupts in a 20-foot radius at a visible point within one hundred feet. All living creatures within the area must make a Physical saving throw or for the rest of the scene their movement rate is halved and they must make all attack and damage rolls…"},{"id":"spells/everlasting","type":"Spell","name":"Everlasting","excerpt":"The spell may be triggered as an Instant action by the caster, imparting a burst of unquenchable life force to all allied creatures within 50 feet. For the next five rounds, no affected ally can be reduced below 1 hit point, regardless of the damage inflicted upon them. At the…"},{"id":"spells/evert-the-inwardness","type":"Spell","name":"Evert the Inwardness","excerpt":"A single visible target is selected, whereupon whatever contents that target may possess are extracted and placed in the caster’s hands. If used on a cabinet, backpack, pocket, or other such container it can be no larger than an armoire, and the caster can choose whether or not…"},{"id":"spells/exhalation-of-congelating-cold","type":"Spell","name":"Exhalation of Congelating Cold","excerpt":"The caster invokes a gust of deepest winter on a point within one hundred feet per level, freezing everything in a radius up to ten feet per caster level. All liquids freeze solid down to a depth of two feet and all living creatures not impervious to arctic cold must suffer 1d6…"},{"id":"spells/extirpate-arcana","type":"Spell","name":"Extirpate Arcana","excerpt":"The caster sweeps away all unwanted magical effects and enchantments within a twenty-foot radius, centered on any visible point within one hundred feet per level. If the magical effect was cast by a creature with equal or fewer hit dice or levels, the effect is negated…"},{"id":"spells/festering-curse","type":"Spell","name":"Festering Curse","excerpt":"The qualities of a corpse are forced upon a visible living target. The subject begins to rot, fester, and decay in whatever ways the necromancer thinks appropriate. Food tastes like ashes, water does not quench thirst, and their body is numb to all physical pleasures. They…"},{"id":"spells/final-death","type":"Spell","name":"Final Death","excerpt":"The necromancer curses one visible target per level. For the rest of the scene, these targets cannot recover or gain hit points and will die instantly if Mortally Wounded. After each failed instance of healing, a target can make a Physical save to throw off the spell."},{"id":"spells/flame-scrying","type":"Spell","name":"Flame Scrying","excerpt":"The elementalist becomes aware of the approximate locations of all open flames within thirty feet per caster level. They may choose one of those flames as a focus for the scrying, allowing them to see and hear everything around the flame as if they were present. The spell’s…"},{"id":"spells/flame-without-end","type":"Spell","name":"Flame Without End","excerpt":"A sample of flame no larger than the caster is made effectively eternal. It no longer consumes the object it burns, though it can still be used to burn or heat other things, and it resists all extinguishing save being buried or wholly immersed in water. The elementalist can…"},{"id":"spells/foresightful-apprehension","type":"Spell","name":"Foresightful Apprehension","excerpt":"The caster probes the near currents of fate to discern the likely immediate outcome of an action. The caster describes a particular action they or a comrade intend to presently undertake, whereupon the GM tells them what is most likely to happen in consequence within the first…"},{"id":"spells/forgetting-the-grave","type":"Spell","name":"Forgetting the Grave","excerpt":"A necromancer can temporarily suspend the mortality of a willing target within sight. For one round per Necromancer level, the creature simply cannot die, no matter how drastic their injuries. Those reduced to zero hit points lose their Move action each turn but can continue to…"},{"id":"spells/fury-of-the-elements","type":"Spell","name":"Fury of the Elements","excerpt":"A combination of molten rock, searing pyroclastic winds, and superheated steam erupts forth to ravage a chosen target point within two hundred feet per caster level. The cataclysmic ruin smites everything within thirty feet of the target point for 10d6 damage, destroying all…"},{"id":"spells/imperceptible-cerebral-divulgence","type":"Spell","name":"Imperceptible Cerebral Divulgence","excerpt":"The mage focuses on a visible living creature within 100 feet per caster level. For the rest of the scene, they immediately receive an impression of the target’s surface thoughts and interests, understanding them regardless of any lack of a shared language. The caster may ask…"},{"id":"spells/ineluctable-shackles-of-volition","type":"Spell","name":"Ineluctable Shackles of Volition","excerpt":"The mage targets a visible living creature within 100 feet. The subject must immediately make a Mental saving throw at a penalty equal to the caster’s Magic skill or become enthralled to the caster’s will. Such victims will obey any physical commands issued by the caster,…"},{"id":"spells/invocation-of-the-invincible-citadel","type":"Spell","name":"Invocation of the Invincible Citadel","excerpt":"The caster hurls up a magical shield that is impervious to almost all hostile powers. Unlike most sorceries, this spell can be cast as an Instant action, and immediately creates a transparent bubble of force around the caster with up to a twenty-foot radius. Entities and forces…"},{"id":"spells/like-the-stones","type":"Spell","name":"Like the Stones","excerpt":"The elementalist charges their physical shape with the qualities of a chosen element for the rest of the scene. In all cases, they need not breathe and become immune to poisons and diseases not already present in them. If stone, they automatically stabilize at zero hit points…"},{"id":"spells/mantle-of-disjecting-dissection","type":"Spell","name":"Mantle of Disjecting Dissection","excerpt":"A visible willing creature within thirty feet is surrounded by a whirl of razor-sharp energy shards. Anyone who attempt to touch the target or make a melee attack against them must make an Evasion saving throw or suffer 1d6 damage plus the caster’s level before resolving their…"},{"id":"spells/merge-souls","type":"Spell","name":"Merge Souls","excerpt":"By molding the plasmic stuff of life force, the necromancer can create a bond between two willing or helpless targets. These subjects must be close enough for the necromancer to touch; thereafter, for as long as the spell is in effect, the two creatures pool their hit points.…"},{"id":"spells/obnubilation-of-the-will","type":"Spell","name":"Obnubilation of the Will","excerpt":"This spell can only be applied to a helpless or restrained living victim, who gets a Mental saving throw to resist it and be forever after immune to its effects. On a failure, the target becomes hopelessly subject to the caster via a series of psychic fetters, obediently…"},{"id":"spells/open-the-high-road","type":"Spell","name":"Open the High Road","excerpt":"The caster carves open a metadimensional gate between their present location and a preset target point. Attuning the target point requires an hour of effort, after which this spell will open an opaque portal to it from a distance of up to one hundred miles per caster level. The…"},{"id":"spells/pact-of-stone-and-sea","type":"Spell","name":"Pact of Stone and Sea","excerpt":"The elementalist chooses earth, water, fire, or wind when casting this spell and selects a visible target to be affected. For the rest of the scene, the target is immune to injury caused by mundane manifestations of that substance; stone weapons don’t harm them, water doesn’t…"},{"id":"spells/phantasmal-mimesis","type":"Spell","name":"Phantasmal Mimesis","excerpt":"The mage creates a phantasmal seeming at a visible location within 100 feet per caster level. The illusion can occupy a number of 10-foot cubes equal to the caster’s level and can include visual, audible, olfactory, and even tactile elements. If onlookers have no reason to…"},{"id":"spells/phobic-storm","type":"Spell","name":"Phobic Storm","excerpt":"A wave of numbing terror sweeps over all enemies of the caster within forty feet. They must immediately make a Morale check at a -1 penalty, with failure causing flight. Those who succeed at the check suffer one point of damage per caster level from demoralization and despair,…"},{"id":"spells/pierce-the-pallid-gate","type":"Spell","name":"Pierce the Pallid Gate","excerpt":"The caster opens a short-ranged spatial rift between two points within one hundred feet per level, provided they can see or have physically occupied both points at some prior time and provided the two points are at least twenty feet apart. The rift forms a gateway that connects…"},{"id":"spells/prudentially-transient-abnegation-of-life","type":"Spell","name":"Prudentially Transient Abnegation of Life","excerpt":"This spell may be cast as an Instant action, even if another spell has been cast the same round, and targets either the caster or a willing visible target. It can only be used in immediate response to an injury that reduces the target to zero hit points. When it does, the target…"},{"id":"spells/query-the-skull","type":"Spell","name":"Query the Skull","excerpt":"This spell requires a corpse with largely-intact organs of communication. The corpse cannot have been dead for more than one day per caster level. Once sorceled, the corpse will answer up to one question per caster level, with the caster understanding the answers regardless of…"},{"id":"spells/raise-corpse","type":"Spell","name":"Raise Corpse","excerpt":"The necromancer targets a mostly-intact skeleton or corpse, imbuing it with a semblance of life. Whatever the creature’s attributes were in life, it now has 1 HD, an AC of 13, a Move of 30’/round, a +0 skill bonus, saves of 15+, a +1/1d6 unarmed melee attack, Instinct 0, and a…"},{"id":"spells/raise-grave-knight","type":"Spell","name":"Raise Grave Knight","excerpt":"The corpse used for this spell must be of a relatively powerful creature with at least four hit dice or levels. The result is much like that of the Raise Corpse spell, but this undead servitor is much stronger, with 4 HD, AC 15, a Move of 40’/action, a +1 skill bonus, saves of…"},{"id":"spells/resounding-temporal-echo","type":"Spell","name":"Resounding Temporal Echo","excerpt":"The caster imbues one visible ally per caster level with a burst of tremendous speed as their localized time begins to flow more rapidly. For 1d4+1 rounds, all subjects get an extra Main Action during their turn. This Main Action may not be used to cast spells or use arts. This…"},{"id":"spells/scorn-the-fetters-of-earth","type":"Spell","name":"Scorn the Fetters of Earth","excerpt":"The caster and up to one visible ally per caster level are briefly granted the ability to move in three dimensions, being able to walk and run upward into the air as easily as along flat ground. For the rest of the scene, those affected can move in such a way, remaining…"},{"id":"spells/sigil-of-aeolian-auctoritas","type":"Spell","name":"Sigil of Aeolian Auctoritas","excerpt":"A fierce gust of wind may be conjured in a line a hundred feet long and thirty feet wide. All creatures of man-size or smaller must make Physical saves or be bowled over and blown back thirty feet, losing their next round’s Main Action and suffering 1d6 damage. Light wooden…"},{"id":"spells/smite-the-dead","type":"Spell","name":"Smite the Dead","excerpt":"The necromancer conjures a blast of dispelling force at a point within one hundred feet per caster level, affecting an area up to 20 feet in radius. All hostile undead within that area immediately suffer 1d10 damage per caster level. Undead with hit dice equal or less than the…"},{"id":"spells/terrible-liveliness","type":"Spell","name":"Terrible Liveliness","excerpt":"A necromancer can give an undead creature the semblance of a healthy, normal living being with this spell. The target appears as it did in life, at any point in its lifespan that the necromancer so desires, and is capable of performing all normal human activities that its…"},{"id":"spells/the-burrower-below","type":"Spell","name":"The Burrower Below","excerpt":"A passage is carved through natural stone or earth, forming a tunnel up to twenty feet long per caster level and up to ten feet wide and tall. The caster can cause the earth to compress and pack itself so as to stabilize the tunnel even in very sandy or burdened soil, or they…"},{"id":"spells/the-coruscating-coffin","type":"Spell","name":"The Coruscating Coffin","excerpt":"A thaumic discharge is focused on a single visible creature within one hundred feet per caster level, wreathing them in a lethal mantle of crackling energy. The target suffers 1d8 damage per caster level, with a Physical save for half. NPC targets with only 1 hit die will…"},{"id":"spells/the-dazzling-prismatic-hemicycle","type":"Spell","name":"The Dazzling Prismatic Hemicycle","excerpt":"A blinding fan of impossible colors cascades over all targets in front of the caster in an area equal to a cone a hundred feet long and a hundred feet wide at the end. Each creature within that area must make a Physical saving throw; those who fail roll 1d6. On a 1, they are…"},{"id":"spells/the-earth-as-clay","type":"Spell","name":"The Earth as Clay","excerpt":"The caster molds the soil and stone of the land around them, raising hills, digging trenches, or forming simple structures out of extruded bedrock. Once cast, the mage may psychically mold the terrain within three hundred feet per caster level, shifting it slowly over the course…"},{"id":"spells/the-excellent-transpicuous-transformation","type":"Spell","name":"The Excellent Transpicuous Transformation","excerpt":"The mage chooses up to one visible willing target per caster level provided they are within 100 feet, though afterwards the targets can separate freely. The targets and all they wear or carry become perfectly transparent. Missile attacks against invisible foes are largely…"},{"id":"spells/the-glass-chimes-of-the-bamboo-terrace","type":"Spell","name":"The Glass Chimes of the Bamboo Terrace","excerpt":"This spell calls forth a floating set of colored glass chimes. The caster alone may strike them, producing sounds of great subtlety and penetration. The caster may allow anyone in the desired range to hear the music, or may make it inaudible to anyone save specific targets…"},{"id":"spells/the-grinding-geas","type":"Spell","name":"The Grinding Geas","excerpt":"A single visible living creature is struck with a grim geas, forcing it to comply with a particular command or else suffer a progressively-worse affliction. The caster may lay one single-sentence command on the target that is neither suicidal, indefinitely imprecise, nor likely…"},{"id":"spells/the-howl-of-light","type":"Spell","name":"The Howl of Light","excerpt":"A flattened disc of tremendous heat, sound, and shock is triggered at a visible point within fifty feet per caster level, erupting in a twenty-foot radius eight feet in height. Everything within the area suffers 1d8 damage from flame, concussion, and sonic shock per caster…"},{"id":"spells/the-inexorable-imputation","type":"Spell","name":"The Inexorable Imputation","excerpt":"The caster makes a single one-sentence statement as part of casting this spell, a process which is subtle enough to appear as no more than ordinary conversation. All who hear the caster speak within a forty-foot radius must make a Mental saving throw or come to immediately…"},{"id":"spells/the-jade-palanquin-of-the-faceless-god","type":"Spell","name":"The Jade Palanquin of the Faceless God","excerpt":"This spell calls forth a floating palanquin of ornately-carved green stone. A slim three-foot-tall statue of a faceless entity stands at the center of the platform, while four slender pillars rise at the corners, the roof and sides being draped by metallic golden cloth. The…"},{"id":"spells/the-long-amber-moment","type":"Spell","name":"The Long Amber Moment","excerpt":"This spell may be cast as an On Turn spell, provided no other has been cast this round, and targets a single willing or helpless creature the caster is touching. The subject is shifted out of the flow of conventional time, freezing and being limned in a pale sepia light. They…"},{"id":"spells/the-ochre-sigil-of-juxtaposition","type":"Spell","name":"The Ochre Sigil of Juxtaposition","excerpt":"This spell is cast in two parts, each of which must be cast separately within a mile of each other, though such paired use counts as only a single spell slot. The first casting inscribes a palm-sized seal of ruddy brown radiance on the ground beneath the caster. The second…"},{"id":"spells/the-torment-of-tumefaction","type":"Spell","name":"The Torment of Tumefaction","excerpt":"A single visible living creature is smote with a hideous curse of torment. Boils erupt all over their body, blood weeps from their orifices, tumors engorge their flesh, and all of their hair falls out almost instantaneously. If they perform any vigorous physical action save…"},{"id":"spells/the-verdant-vallation","type":"Spell","name":"The Verdant Vallation","excerpt":"A vast wall of thick, heavy vines and other plant life blooms from a visible point within one hundred feet per caster level. The wall is up to twenty feet high and three feet thick and runs for as much as twenty feet in width per caster level. The vine wall can be shaped as the…"},{"id":"spells/the-wind-of-the-final-repose","type":"Spell","name":"The Wind of the Final Repose","excerpt":"The mage designates a visible point within two hundred feet. A silent, invisible burst of soporific influence erupts from that point, targeting all living creatures within a twenty-foot radius. All such targets with 4 or fewer hit dice within that area fall unconscious…"},{"id":"spells/touch-of-elucidating-intangibility","type":"Spell","name":"Touch of Elucidating Intangibility","excerpt":"The caster touches a solid non-magical barrier when casting this spell. A 10 foot cube of the barrier then becomes perfectly transparent on the caster’s side, allowing them to see and hear whatever lies on the other side as if it were well-lit and visible. Optionally, the caster…"},{"id":"spells/tremors-of-the-depths","type":"Spell","name":"Tremors of the Depths","excerpt":"The elementalist calls up a deep, rolling tremor from within the earth, centering it on a visible point and affecting all structures in a radius of up to five hundred feet. This spell’s effects build slowly, requiring five minutes to fully manifest, but they can successfully…"},{"id":"spells/vallation-of-specified-exclusion","type":"Spell","name":"Vallation of Specified Exclusion","excerpt":"The caster must form some sort of line as part of this spell’s invocation, either with dropped powders or a trace drawn in the dirt or a more permanent inlay into a floor. In extremis, the caster can make such a line as part of a Move action, tracing it out or scattering powder…"},{"id":"spells/velocitous-imbuement","type":"Spell","name":"Velocitous Imbuement","excerpt":"Unlike most spells, this one may be cast as a simple On Turn action, targeting up to one visible willing creature per caster level within one hundred feet. Enchanted creatures become incredibly fleet of foot, doubling their usual ground movement rate and becoming capable of…"},{"id":"spells/visitation-of-the-clement-clime","type":"Spell","name":"Visitation of the Clement Clime","excerpt":"The caster and up to three visible allies per caster level are shielded from the excesses of hostile elemental energies, becoming immune to mundane extremes of heat and cold and natural acids or electrical discharges. Against magical harm of this nature, they automatically take…"},{"id":"spells/wardpact-invocation","type":"Spell","name":"Wardpact Invocation","excerpt":"This spell may be cast in two different forms. If it targets a creature within 200 feet, the target becomes partially immune to physical weapons; any weapon hit on them requires the attacker make a successful Physical save or the hit is negated. This effect lasts for one round…"},{"id":"spells/wind-walking","type":"Spell","name":"Wind Walking","excerpt":"A visible target creature and their possessions are briefly transformed into a misty, insubstantial cloud. Only sources of harm that could conceivably disrupt a cloud of mist can harm them, and until the spell’s end they may pass freely into any area that a vapor could reach.…"},{"id":"tables/1-2-1-skill-level","type":"Table","name":"Skill Level","excerpt":"| Level | Description |\n| --- | --- |\n|Level-0|Basic competence in the skill, such as an ordinary<br>practitioner would have|\n|Level-1|An experienced professional in the skill, clearly<br>better than most|\n|Level-2|Veteran expert, one respected even by those with<br>considerable…"},{"id":"tables/1-3-3-artisan-craft","type":"Table","name":"Artisan (Craft)","excerpt":"| d6 | Growth | d8 | Learning |\n| --- | --- | --- | --- |\n| 1 | +1 Any Stat | 1 | Connect |\n| 2 | +2 Physical | 2 | Convince |\n| 3 | +2 Physical | 3 | Craft |\n| 4 | +2 Mental | 4 | Craft |\n| 5 | Exert | 5 | Exert |\n| 6 | Any Skill | 6 | Know |\n|  |  | 7 | Notice |\n|  |  | 8 |…"},{"id":"tables/1-3-3-barbarian-survive","type":"Table","name":"Barbarian (Survive)","excerpt":"| d6 | Growth | d8 | Learning |\n| --- | --- | --- | --- |\n| 1 | +1 Any Stat | 1 | Any Combat |\n| 2 | +2 Physical | 2 | Connect |\n| 3 | +2 Physical | 3 | Exert |\n| 4 | +2 Mental | 4 | Lead |\n| 5 | Exert | 5 | Notice |\n| 6 | Any Skill | 6 | Punch |\n|  |  | 7 | Sneak |\n|  |  | 8 |…"},{"id":"tables/1-5-1-partial-expert-partial-mage","type":"Table","name":"Partial Expert/Partial Mage","excerpt":"|Level|Hit Dice|Attack Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6|+0|1 Expert +<br>1 Any|\n|2|2d6|+1|+1 Any|\n|3|3d6|+1||\n|4|4d6|+2||\n|5|5d6|+2|+1 Any|\n|6|6d6|+3||\n|7|7d6|+3|+1 Any|\n|8|8d6|+4||\n|9|9d6|+4||\n|10|10d6|+5|+1 Any|"},{"id":"tables/1-5-1-partial-expert-partial-warrior","type":"Table","name":"Partial Expert/Partial Warrior","excerpt":"|Level|Hit Dice|Attack Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6+2|+1|1 Expert +<br>1 Warrior +<br>1 Any|\n|2|2d6+4|+2|+1 Any|\n|3|3d6+6|+2||\n|4|4d6+8|+3||\n|5|5d6+10|+4|+1 Any|\n|6|6d6+12|+5||\n|7|7d6+14|+5|+1 Any|\n|8|8d6+16|+6||\n|9|9d6+18|+6||\n|10|10d6+20|+7|+1 Any|"},{"id":"tables/1-5-1-partial-mage-partial-warrior","type":"Table","name":"Partial Mage/Partial Warrior","excerpt":"|Level|Hit Dice|Attack Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6+2|+1|1 Warrior +<br>1 Any|\n|2|2d6+4|+2|+1 Any|\n|3|3d6+6|+2||\n|4|4d6+8|+3||\n|5|5d6+10|+4|+1 Any|\n|6|6d6+12|+5||\n|7|7d6+14|+5|+1 Any|\n|8|8d6+16|+6||\n|9|9d6+18|+6||\n|10|10d6+20|+7|+1 Any|"},{"id":"tables/1-5-10-1-full-high-mage","type":"Table","name":"Full High Mage","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6-1|+0|1 Any|\n|2|2d6-2|+0|+1 Any|\n|3|3d6-3|+0||\n|4|4d6-4|+0||\n|5|5d6-5|+1|+1 Any|\n|6|6d6-6|+1||\n|7|7d6-7|+1|+1 Any|\n|8|8d6-8|+1||\n|9|9d6-9|+1||\n|10|10d6-10|+2|+1 Any|"},{"id":"tables/1-5-10-1-full-high-mage-arts-and-spells","type":"Table","name":"Full High Mage Arts and Spells","excerpt":"|Level|Max<br>Level|Spells<br>Cast|Spells<br>Pre-<br>pared|Arts Gained|\n|---|---|---|---|---|\n|1|1|1|3|Any Two|\n|2|1|1|3|Any One|\n|3|2|2|4||\n|4|2|2|5|Any One|\n|5|3|3|6||\n|6|3|3|7|Any One|\n|7|4|4|8||\n|8|4|4|9|Any One|\n|9|5|5|10||\n|10|5|6|12|Any One|"},{"id":"tables/1-5-10-1-partial-expert-high-mage","type":"Table","name":"Partial Expert/High Mage","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6|+0|1 Expert<br>+1 Any|\n|2|2d6|+1|+1 Any|\n|3|3d6|+1||\n|4|4d6|+2||\n|5|5d6|+2|+1 Any|\n|6|6d6|+3||\n|7|7d6|+3|+1 Any|\n|8|8d6|+4||\n|9|9d6|+4||\n|10|10d6|+5|+1 Any|"},{"id":"tables/1-5-10-1-partial-high-mage-arts-and-spells","type":"Table","name":"Partial High Mage Arts and Spells","excerpt":"|Level|Max<br>Level|Spells<br>Cast|Spells<br>Pre-<br>pared|Arts Gained|\n|---|---|---|---|---|\n|1|1|1|2|Any One|\n|2|1|1|3|Any One|\n|3|1|1|3|Any One|\n|4|1|2|4||\n|5|2|2|5||\n|6|2|3|6|Any One|\n|7|2|3|7||\n|8|2|3|7||\n|9|3|4|8|Any One|\n|10|3|4|9||\n\nPsychic Conversion: Once per day as an…"},{"id":"tables/1-5-10-1-partial-other-mage-high-mage","type":"Table","name":"Partial Other Mage/High Mage","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6-1|+0|1 Any|\n|2|2d6-2|+0|+1 Any|\n|3|3d6-3|+0||\n|4|4d6-4|+0||\n|5|5d6-5|+1|+1 Any|\n|6|6d6-6|+1||\n|7|7d6-7|+1|+1 Any|\n|8|8d6-8|+1||\n|9|9d6-9|+1||\n|10|10d6-10|+2|+1 Any|"},{"id":"tables/1-5-10-1-partial-warrior-high-mage","type":"Table","name":"Partial Warrior/High Mage","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6+2|+1|1 Warrior<br>+1 Any|\n|2|2d6+4|+2|+1 Any|\n|3|3d6+6|+2||\n|4|4d6+8|+3||\n|5|5d6+10|+4|+1 Any|\n|6|6d6+12|+5||\n|7|7d6+14|+5|+1 Any|\n|8|8d6+16|+6||\n|9|9d6+18|+6||\n|10|10d6+20|+7|+1 Any|"},{"id":"tables/1-5-11-full-invoker","type":"Table","name":"Full Invoker","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6-1|+0|1 Any|\n|2|2d6-2|+0|+1 Any|\n|3|3d6-3|+0||\n|4|4d6-4|+0||\n|5|5d6-5|+1|+1 Any|\n|6|6d6-6|+1||\n|7|7d6-7|+1|+1 Any|\n|8|8d6-8|+1||\n|9|9d6-9|+1||\n|10|10d6-10|+2|+1 Any|"},{"id":"tables/1-5-11-full-invoker-spells","type":"Table","name":"Full Invoker Spells","excerpt":"|Level|Max<br>Spell<br>Level|Spell<br>Points|Spells<br>Prepared|\n|---|---|---|---|\n|1|1|1 + Int Mod|2 + Int Mod|\n|2|1|3 + Int Mod|3 + Int Mod|\n|3|2|4 + Int Mod|4 + Int Mod|\n|4|2|5 + Int Mod|4 + Int Mod|\n|5|3|6 + Int Mod|5 + Int Mod|\n|6|3|7 + Int Mod|6 + Int Mod|\n|7|4|8 + Int…"},{"id":"tables/1-5-11-partial-invoker-spells","type":"Table","name":"Partial Invoker Spells","excerpt":"|Level|Max<br>Spell<br>Level|Spell<br>Points|Spells<br>Prepared|\n|---|---|---|---|\n|1|1|1 + Int Mod|1 + Int Mod|\n|2|1|1 + Int Mod|3 + Int Mod|\n|3|1|2 + Int Mod|3 + Int Mod|\n|4|1|2 + Int Mod|4 + Int Mod|\n|5|2|3 + Int Mod|4 + Int Mod|\n|6|2|3 + Int Mod|5 + Int Mod|\n|7|2|4 + Int…"},{"id":"tables/1-5-13-1-mageslayer-art-progression","type":"Table","name":"Mageslayer Art Progression","excerpt":"|Level|Arts Gained at This Level|\n|---|---|\n|1|Antimage, Magebane|\n|2|Witchfinder, Spellshield|\n|3|Disrupt Sorcery|\n|4|Know Your Prey|\n|5|Share the Pain|\n|6|Dispel Enchantment|\n|7|Ward Ally|\n|8|Immaculate Body|\n|9|Immaculate Mind|\n|10|Absolute Negation|\n\nThe next attack you make…"},{"id":"tables/1-5-13-1-partial-expert-mageslayer","type":"Table","name":"Partial Expert/Mageslayer","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6|+1|1 Expert<br>+1 Any|\n|2|2d6|+2|+1 Any|\n|3|3d6|+2||\n|4|4d6|+3||\n|5|5d6|+4|+1 Any|\n|6|6d6|+5||\n|7|7d6|+5|+1 Any|\n|8|8d6|+6||\n|9|9d6|+6||\n|10|10d6|+7|+1 Any|"},{"id":"tables/1-5-13-1-partial-warrior-mageslayer","type":"Table","name":"Partial Warrior/Mageslayer","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6+2|+1|1 Warrior<br>+1 Any|\n|2|2d6+4|+2|+1 Any|\n|3|3d6+6|+2||\n|4|4d6+8|+3||\n|5|5d6+10|+4|+1 Any|\n|6|6d6+12|+5||\n|7|7d6+14|+5|+1 Any|\n|8|8d6+16|+6||\n|9|9d6+18|+6||\n|10|10d6+20|+7|+1 Any|"},{"id":"tables/1-5-14-1-full-necromancer","type":"Table","name":"Full Necromancer","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6-1|+0|1 Any|\n|2|2d6-2|+0|+1 Any|\n|3|3d6-3|+0||\n|4|4d6-4|+0||\n|5|5d6-5|+1|+1 Any|\n|6|6d6-6|+1||\n|7|7d6-7|+1|+1 Any|\n|8|8d6-8|+1||\n|9|9d6-9|+1||\n|10|10d6-10|+2|+1 Any|"},{"id":"tables/1-5-14-1-full-necromancer-arts-and-spells","type":"Table","name":"Full Necromancer Arts and Spells","excerpt":"|Level|Max<br>Level|Spells<br>Cast|Spells<br>Pre-<br>pared|Arts Gained|\n|---|---|---|---|---|\n|1|1|1|3|Any Two|\n|2|1|1|3|Any One|\n|3|2|2|4||\n|4|2|2|5|Any One|\n|5|3|3|6||\n|6|3|3|7|Any One|\n|7|4|4|8||\n|8|4|4|9|Any One|\n|9|5|5|10||\n|10|5|6|12|Any One|"},{"id":"tables/1-5-14-1-partial-necromancer-arts-and-spells","type":"Table","name":"Partial Necromancer Arts and Spells","excerpt":"|Level|Max Level|Spells Cast|Spells Pre- pared|Arts Gained|\n|---|---|---|---|---|\n|1|1|1|2|Any One|\n|2|1|1|3|Any One|\n|3|1|1|3|Any One|\n|4|1|2|4||\n|5|2|2|5||\n|6|2|3|6|Any One|\n|7|2|3|7||\n|8|2|3|7||\n|9|3|4|8|Any One|\n|10|3|4|9||"},{"id":"tables/1-5-14-1-partial-necromancer-arts-and-spells-2","type":"Table","name":"Partial Necromancer Arts and Spells","excerpt":"|Level|Hit Dice|Attack Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6|+0|1 Expert +1 Any|\n|2|2d6|+1|+1 Any|\n|3|3d6|+1||\n|4|4d6|+2||\n|5|5d6|+2|+1 Any|\n|6|6d6|+3||\n|7|7d6|+3|+1 Any|\n|8|8d6|+4||\n|9|9d6|+4||\n|10|10d6|+5|+1 Any|"},{"id":"tables/1-5-14-1-partial-other-mage-necromancer","type":"Table","name":"Partial Other Mage/Necromancer","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6-1|+0|1 Any|\n|2|2d6-2|+0|+1 Any|\n|3|3d6-3|+0||\n|4|4d6-4|+0||\n|5|5d6-5|+1|+1 Any|\n|6|6d6-6|+1||\n|7|7d6-7|+1|+1 Any|\n|8|8d6-8|+1||\n|9|9d6-9|+1||\n|10|10d6-10|+2|+1 Any|"},{"id":"tables/1-5-14-1-partial-warrior-necromancer","type":"Table","name":"Partial Warrior/Necromancer","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6+2|+1|1 Warrior<br>+1 Any|\n|2|2d6+4|+2|+1 Any|\n|3|3d6+6|+2||\n|4|4d6+8|+3||\n|5|5d6+10|+4|+1 Any|\n|6|6d6+12|+5||\n|7|7d6+14|+5|+1 Any|\n|8|8d6+16|+6||\n|9|9d6+18|+6||\n|10|10d6+20|+7|+1 Any|"},{"id":"tables/1-5-15-1-partial-expert-skinshifter","type":"Table","name":"Partial Expert/Skinshifter","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6|+0|1 Expert<br>+1 Any|\n|2|2d6|+1|+1 Any|\n|3|3d6|+1||\n|4|4d6|+2||\n|5|5d6|+2|+1 Any|\n|6|6d6|+3||\n|7|7d6|+3|+1 Any|\n|8|8d6|+4||\n|9|9d6|+4||\n|10|10d6|+5|+1 Any|"},{"id":"tables/1-5-15-1-partial-other-mage-skinshifter","type":"Table","name":"Partial Other Mage/Skinshifter","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6-1|+0|1 Any|\n|2|2d6-2|+0|+1 Any|\n|3|3d6-3|+0||\n|4|4d6-4|+0||\n|5|5d6-5|+1|+1 Any|\n|6|6d6-6|+1||\n|7|7d6-7|+1|+1 Any|\n|8|8d6-8|+1||\n|9|9d6-9|+1||\n|10|10d6-10|+2|+1 Any|"},{"id":"tables/1-5-15-1-partial-warrior-skinshifter","type":"Table","name":"Partial Warrior/Skinshifter","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6+2|+1|1 Warrior<br>+1 Any|\n|2|2d6+4|+2|+1 Any|\n|3|3d6+6|+2||\n|4|4d6+8|+3||\n|5|5d6+10|+4|+1 Any|\n|6|6d6+12|+5||\n|7|7d6+14|+5|+1 Any|\n|8|8d6+16|+6||\n|9|9d6+18|+6||\n|10|10d6+20|+7|+1 Any|"},{"id":"tables/1-5-15-1-skinshifter-arts-and-form-bonus","type":"Table","name":"Skinshifter Arts and Form Bonus","excerpt":"|Level|Form<br>Bonus|Arts Gained|\n|---|---|---|\n|1|+1|Change Form and Any One|\n|2|+1|Any One|\n|3|+2||\n|4|+2|Any One|\n|5|+3|Any One|\n|6|+3|Any One|\n|7|+4||\n|8|+4|Any One|\n|9|+5||\n|10|+6|Any One|\n\nSculptor’s Beauty: You’ve developed a refined aesthetic sense that can directly…"},{"id":"tables/1-5-16-1-partial-expert-thought-noble","type":"Table","name":"Partial Expert/Thought Noble","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6|+0|1 Expert<br>+1 Any|\n|2|2d6|+1|+1 Any|\n|3|3d6|+1||\n|4|4d6|+2||\n|5|5d6|+2|+1 Any|\n|6|6d6|+3||\n|7|7d6|+3|+1 Any|\n|8|8d6|+4||\n|9|9d6|+4||\n|10|10d6|+5|+1 Any|"},{"id":"tables/1-5-16-1-partial-other-mage-thought-noble","type":"Table","name":"Partial Other Mage/Thought Noble","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6-1|+0|1 Any|\n|2|2d6-2|+0|+1 Any|\n|3|3d6-3|+0||\n|4|4d6-4|+0||\n|5|5d6-5|+1|+1 Any|\n|6|6d6-6|+1||\n|7|7d6-7|+1|+1 Any|\n|8|8d6-8|+1||\n|9|9d6-9|+1||\n|10|10d6-10|+2|+1 Any|"},{"id":"tables/1-5-16-1-partial-warrior-thought-noble","type":"Table","name":"Partial Warrior/Thought Noble","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6+2|+1|1 Warrior<br>+1 Any|\n|2|2d6+4|+2|+1 Any|\n|3|3d6+6|+2||\n|4|4d6+8|+3||\n|5|5d6+10|+4|+1 Any|\n|6|6d6+12|+5||\n|7|7d6+14|+5|+1 Any|\n|8|8d6+16|+6||\n|9|9d6+18|+6||\n|10|10d6+20|+7|+1 Any|\n\nFar Speech: Commit…"},{"id":"tables/1-5-16-1-thought-noble-arts","type":"Table","name":"Thought Noble Arts","excerpt":"|Level|Arts|\n|---|---|\n|1|Open Mind and Any One|\n|2|Any One|\n|3|Any One|\n|4|Any One|\n|5|Any One|\n|6|Any One|\n|7|Any One|\n|8|Any One|\n|9|Any One|\n|10|Any One|\n\nRead Intent: As an Instant action, Commit Effort for the scene and target a visible living creature. It gets a Mental…"},{"id":"tables/1-5-17-1-partial-expert-vowed","type":"Table","name":"Partial Expert/Vowed","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6|+0|1 Expert<br>+1 Any|\n|2|2d6|+1|+1 Any|\n|3|3d6|+1||\n|4|4d6|+2||\n|5|5d6|+2|+1 Any|\n|6|6d6|+3||\n|7|7d6|+3|+1 Any|\n|8|8d6|+4||\n|9|9d6|+4||\n|10|10d6|+5|+1 Any|"},{"id":"tables/1-5-17-1-partial-other-mage-vowed","type":"Table","name":"Partial Other Mage/Vowed","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6|+0|1 Any|\n|2|2d6|+0|+1 Any|\n|3|3d6|+0||\n|4|4d6|+0||\n|5|5d6|+1|+1 Any|\n|6|6d6|+1||\n|7|7d6|+1|+1 Any|\n|8|8d6|+1||\n|9|9d6|+1||\n|10|10d6|+2|+1 Any|"},{"id":"tables/1-5-17-1-partial-warrior-vowed","type":"Table","name":"Partial Warrior/Vowed","excerpt":"|Level|Hit Dice|Attack Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6+2|+1|1 Warrior +1 Any|\n|2|2d6+4|+2|+1 Any|\n|3|3d6+6|+2||\n|4|4d6+8|+3||\n|5|5d6+10|+4|+1 Any|\n|6|6d6+12|+5||\n|7|7d6+14|+5|+1 Any|\n|8|8d6+16|+6||\n|9|9d6+18|+6||\n|10|10d6+20|+7|+1 Any|"},{"id":"tables/1-5-17-1-partial-warrior-vowed-2","type":"Table","name":"Partial Warrior/Vowed","excerpt":"|Level|Punch Hit Bonus|Punch Damage|Punch Shock|Arts Gained|\n|---|---|---|---|---|\n|1|+0|1d6|1/15|Martial Style, Unarmed Might, Unarmed Defense, and Any One|\n|2|+1|1d6|2/15|Any One|\n|3|+1|1d8|2/15||\n|4|+2|1d8|2/15|Any One|\n|5|+2|1d10|2/15|Any One|\n|6|+3|1d10|3/15|Any…"},{"id":"tables/1-5-18-full-warrior","type":"Table","name":"Full Warrior","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6+2|+1|1 Any +<br>1 Warrior|\n|2|2d6+4|+2|+1 Any|\n|3|3d6+6|+3||\n|4|4d6+8|+4||\n|5|5d6+10|+5|+1 Any|\n|6|6d6+12|+6||\n|7|7d6+14|+7|+1 Any|\n|8|8d6+16|+8||\n|9|9d6+18|+9||\n|10|10d6+20|+10|+1 Any|"},{"id":"tables/1-5-18-partial-mage-partial-warrior","type":"Table","name":"Partial Mage/Partial Warrior","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6+2|+1|1 Any +<br>1 Warrior|\n|2|2d6+4|+2|+1 Any|\n|3|3d6+6|+2||\n|4|4d6+8|+3||\n|5|5d6+10|+4|+1 Any|\n|6|6d6+12|+5||\n|7|7d6+14|+5|+1 Any|\n|8|8d6+16|+6||\n|9|9d6+18|+6||\n|10|10d6+20|+7|+1 Any|"},{"id":"tables/1-5-18-partial-warrior-partial-expert","type":"Table","name":"Partial Warrior/Partial Expert","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6+2|+1|1 Warrior<br>+1 Expert<br>+1 Any|\n|2|2d6+4|+2|+1 Any|\n|3|3d6+6|+2||\n|4|4d6+8|+3||\n|5|5d6+10|+4|+1 Any|\n|6|6d6+12|+5||\n|7|7d6+14|+5|+1 Any|\n|8|8d6+16|+6||\n|9|9d6+18|+6||\n|10|10d6+20|+7|+1 Any|"},{"id":"tables/1-5-19-1-example-art-progressions-for-different-types-of-wise","type":"Table","name":"Example Art Progressions for Different Types of Wise","excerpt":"| Level | Mundane Priest | Witch | Seer | Esoteric |\n|---|---|---|---|---|\n|1|Holy Sanctity|Dread Awe|Erudite or Folk-Friend|Any Art|\n|2|Dread Awe or Folk-Friend|Any Curse or Blessing|Any Divination||\n|3||||Any Art|\n|4|Skilled or Erudite|Healer or Any Curse or Blessing|Any…"},{"id":"tables/1-5-19-1-partial-expert-wise","type":"Table","name":"Partial Expert/Wise","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6|+0|1 Expert<br>+1 Any|\n|2|2d6|+1|+1 Any|\n|3|3d6|+1||\n|4|4d6|+2||\n|5|5d6|+2|+1 Any|\n|6|6d6|+3||\n|7|7d6|+3|+1 Any|\n|8|8d6|+4||\n|9|9d6|+4||\n|10|10d6|+5|+1 Any|"},{"id":"tables/1-5-19-1-partial-mage-wise","type":"Table","name":"Partial Mage/Wise","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6|+0|1 Any|\n|2|2d6|+0|+1 Any|\n|3|3d6|+0||\n|4|4d6|+0||\n|5|5d6|+1|+1 Any|\n|6|6d6|+1||\n|7|7d6|+1|+1 Any|\n|8|8d6|+1||\n|9|9d6|+1||\n|10|10d6|+2|+1 Any|"},{"id":"tables/1-5-19-1-partial-warrior-wise","type":"Table","name":"Partial Warrior/Wise","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6+2|+1|1 Warrior<br>+1 Any|\n|2|2d6+4|+2|+1 Any|\n|3|3d6+6|+2||\n|4|4d6+8|+3||\n|5|5d6+10|+4|+1 Any|\n|6|6d6+12|+5||\n|7|7d6+14|+5|+1 Any|\n|8|8d6+16|+6||\n|9|9d6+18|+6||\n|10|10d6+20|+7|+1 Any|"},{"id":"tables/1-5-2-1-partial-expert-accursed","type":"Table","name":"Partial Expert/Accursed","excerpt":"|Level|Hit Dice|Attack Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6|+0|1 Expert<br>+1 Any|\n|2|2d6|+1|+1 Any|\n|3|3d6|+1||\n|4|4d6|+2||\n|5|5d6|+2|+1 Any|\n|6|6d6|+3||\n|7|7d6|+3|+1 Any|\n|8|8d6|+4||\n|9|9d6|+4||\n|10|10d6|+5|+1 Any|"},{"id":"tables/1-5-2-1-partial-mage-accursed","type":"Table","name":"Partial Mage/Accursed","excerpt":"|Level|Hit Dice|Attack Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6-1|+0|1 Any|\n|2|2d6-2|+0|+1 Any|\n|3|3d6-3|+0||\n|4|4d6-4|+0||\n|5|5d6-5|+1|+1 Any|\n|6|6d6-6|+1||\n|7|7d6-7|+1|+1 Any|\n|8|8d6-8|+1||\n|9|9d6-9|+1||\n|10|10d6-10|+2|+1 Any|"},{"id":"tables/1-5-2-1-partial-warrior-accursed","type":"Table","name":"Partial Warrior/Accursed","excerpt":"|Level|Hit Dice|Attack Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6+2|+1|1 Warrior<br>+1 Any|\n|2|2d6+4|+2|+1 Any|\n|3|3d6+6|+2||\n|4|4d6+8|+3||\n|5|5d6+10|+4|+1 Any|\n|6|6d6+12|+5||\n|7|7d6+14|+5|+1 Any|\n|8|8d6+16|+6||\n|9|9d6+18|+6||\n|10|10d6+20|+7|+1 Any|\n\na Main Action, focus on a…"},{"id":"tables/1-5-3-1-bard-art-progression","type":"Table","name":"Bard Art Progression","excerpt":"|Level|Arts Gained at This Level|\n|---|---|\n|1|A Thousand Tongues and Any One|\n|2|Any One|\n|3||\n|4|Any One|\n|5||\n|6|Any One|\n|7||\n|8|Any One|\n|9||\n|10|Any One|"},{"id":"tables/1-5-3-1-partial-expert-bard","type":"Table","name":"Partial Expert/Bard","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6|+0|1 Expert<br>+1 Any|\n|2|2d6|+1|+1 Any|\n|3|3d6|+1||\n|4|4d6|+2||\n|5|5d6|+2|+1 Any|\n|6|6d6|+3||\n|7|7d6|+3|+1 Any|\n|8|8d6|+4||\n|9|9d6|+4||\n|10|10d6|+5|+1 Any|"},{"id":"tables/1-5-3-1-partial-mage-bard","type":"Table","name":"Partial Mage/Bard","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6|+0|1 Any|\n|2|2d6|+1|+1 Any|\n|3|3d6|+1||\n|4|4d6|+2||\n|5|5d6|+2|+1 Any|\n|6|6d6|+3||\n|7|7d6|+3|+1 Any|\n|8|8d6|+4||\n|9|9d6|+4||\n|10|10d6|+5|+1 Any|"},{"id":"tables/1-5-3-1-partial-warrior-bard","type":"Table","name":"Partial Warrior/Bard","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6+2|+1|1 Warrior<br>+1 Any|\n|2|2d6+4|+2|+1 Any|\n|3|3d6+6|+2||\n|4|4d6+8|+3||\n|5|5d6+10|+4|+1 Any|\n|6|6d6+12|+5||\n|7|7d6+14|+5|+1 Any|\n|8|8d6+16|+6||\n|9|9d6+18|+6||\n|10|10d6+20|+7|+1 Any|\n\nKeen Senses: This art…"},{"id":"tables/1-5-4-1-partial-beastmaster","type":"Table","name":"Partial Beastmaster","excerpt":"|Level|Arts Gained|\n|---|---|\n|1|Bind Companion and Any One|\n|2|Any One|\n|3||\n|4|Any One|\n|5|Any One|\n|6|Any One|\n|7||\n|8|Any One|\n|9||\n|10|Any One|\n\nSavage Senses: Commit Effort for the scene as an On Turn action. For the remainder of the scene you are capable of seeing clearly…"},{"id":"tables/1-5-4-partial-mage-beastmaster","type":"Table","name":"Partial Mage/Beastmaster","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6-1|+0|1 Any|\n|2|2d6-2|+0|+1 Any|\n|3|3d6-3|+0||\n|4|4d6-4|+0||\n|5|5d6-5|+1|+1 Any|\n|6|6d6-6|+1||\n|7|7d6-7|+1|+1 Any|\n|8|8d6-8|+1||\n|9|9d6-9|+1||\n|10|10d6-10|+2|+1 Any|"},{"id":"tables/1-5-4-partial-warrior-beastmaster","type":"Table","name":"Partial Warrior/Beastmaster","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6+2|+1|1 Warrior<br>+1 Any|\n|2|2d6+4|+2|+1 Any|\n|3|3d6+6|+2||\n|4|4d6+8|+3||\n|5|5d6+10|+4|+1 Any|\n|6|6d6+12|+5||\n|7|7d6+14|+5|+1 Any|\n|8|8d6+16|+6||\n|9|9d6+18|+6||\n|10|10d6+20|+7|+1 Any|"},{"id":"tables/1-5-4-the-chosen-friend","type":"Table","name":"The Chosen Friend","excerpt":"Some Beastmasters form a lifelong bond with a single dear companion. If a PC chooses this option, they can only ever Bind one companion, but it gains the benefit of the Shared Vitality and Mind Call arts automatically. So long as the Beastmaster lives, this chosen friend cannot…"},{"id":"tables/1-5-5-1-blood-priest-arts","type":"Table","name":"1.5.5.1 Blood Priest Arts","excerpt":"Blood Priest Effort is calculated with Pray, with their total maximum Effort being equal to their Pray skill plus the higher of their Wisdom or Charisma modifiers, to a minimum of one point.\n\nAt first level, the Blood Priest may choose two of the following miracles to master,…"},{"id":"tables/1-5-5-1-blood-priest-arts-2","type":"Table","name":"Blood Priest Arts","excerpt":"|Level|Arts Gained|\n|---|---|\n|1|Any Two|\n|2|Any One|\n|3||\n|4|Any One|\n|5|Any One|\n|6|Any One|\n|7||\n|8|Any One|\n|9||\n|10|Any One|"},{"id":"tables/1-5-5-1-partial-mage-blood-priest","type":"Table","name":"Partial Mage/Blood Priest","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6-1|+0|1 Any|\n|2|2d6-2|+0|+1 Any|\n|3|3d6-3|+0||\n|4|4d6-4|+0||\n|5|5d6-5|+1|+1 Any|\n|6|6d6-6|+1||\n|7|7d6-7|+1|+1 Any|\n|8|8d6-8|+1||\n|9|9d6-9|+1||\n|10|10d6-10|+2|+1 Any|"},{"id":"tables/1-5-5-1-partial-warrior-blood-priest","type":"Table","name":"Partial Warrior/Blood Priest","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6+2|+1|1 Warrior<br>+1 Any|\n|2|2d6+4|+2|+1 Any|\n|3|3d6+6|+2||\n|4|4d6+8|+3||\n|5|5d6+10|+4|+1 Any|\n|6|6d6+12|+5||\n|7|7d6+14|+5|+1 Any|\n|8|8d6+16|+6||\n|9|9d6+18|+6||\n|10|10d6+20|+7|+1 Any|\n\nStrain to the target,…"},{"id":"tables/1-5-6-1-partial-expert-duelist","type":"Table","name":"Partial Expert/Duelist","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6|+0|1 Expert<br>+1 Any|\n|2|2d6|+1|+1 Any|\n|3|3d6|+1||\n|4|4d6|+2||\n|5|5d6|+2|+1 Any|\n|6|6d6|+3||\n|7|7d6|+3|+1 Any|\n|8|8d6|+4||\n|9|9d6|+4||\n|10|10d6|+5|+1 Any|"},{"id":"tables/1-5-6-1-partial-mage-duelist","type":"Table","name":"Partial Mage/Duelist","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6-1|+0|1 Any|\n|2|2d6-2|+0|+1 Any|\n|3|3d6-3|+0||\n|4|4d6-4|+0||\n|5|5d6-5|+1|+1 Any|\n|6|6d6-6|+1||\n|7|7d6-7|+1|+1 Any|\n|8|8d6-8|+1||\n|9|9d6-9|+1||\n|10|10d6-10|+2|+1 Any|"},{"id":"tables/1-5-6-1-partial-warrior-duelist","type":"Table","name":"Partial Warrior/Duelist","excerpt":"|Level|Hit Dice|Attack Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6|+1|1 Warrior +1 Any|\n|2|2d6|+2|+1 Any|\n|3|3d6|+2||\n|4|4d6|+3||\n|5|5d6|+4|+1 Any|\n|6|6d6|+5||\n|7|7d6|+5|+1 Any|\n|8|8d6|+6||\n|9|9d6|+6||\n|10|10d6|+7|+1 Any|"},{"id":"tables/1-5-6-1-partial-warrior-duelist-2","type":"Table","name":"Partial Warrior/Duelist","excerpt":"|Level|Favored Weapon Bonus|Arts Gained|\n|---|---|---|\n|1|+1|Favored Weapon and Any One|\n|2|+1|Any One|\n|3|+2||\n|4|+2|Any One|\n|5|+3|Any One|\n|6|+3|Any One|\n|7|+4||\n|8|+4|Any One|\n|9|+5||\n|10|+5|Any One|"},{"id":"tables/1-5-7-1-full-elementalist-arts-and-spells","type":"Table","name":"Full Elementalist Arts and Spells","excerpt":"|Level|Max<br>Level|Spells<br>Cast|Spells<br>Prepared|Arts Gained|\n|---|---|---|---|---|\n|1|1|1|3|Elemental Resilience,<br>Elemental Sparks, and Any<br>One|\n|2|1|1|3|Any One|\n|3|2|2|4||\n|4|2|2|5|Any One|\n|5|3|3|6||\n|6|3|3|7|Any One|\n|7|4|4|8||\n|8|4|4|9|Any…"},{"id":"tables/1-5-7-1-other-elementalist-arts","type":"Table","name":"Other Elementalist Arts","excerpt":"Beckoned Deluge: Commit Effort for the scene as a Main Action to conjure a considerable amount of water at a visible point within fifty feet per caster level. This water is sufficient to drench one 10-foot cube of matter per character level, making non-magical bowstrings…"},{"id":"tables/1-5-7-1-partial-elementalist-arts-and-spells","type":"Table","name":"Partial Elementalist Arts and Spells","excerpt":"|Level|Max<br>Level|Spells<br>Cast|Spells<br>Prepared|Arts Gained|\n|---|---|---|---|---|\n|1|1|1|2|Elemental Resilience,<br>Elemental Sparks, and Any<br>One|\n|2|1|1|3||\n|3|1|1|3|Any One|\n|4|1|2|4||\n|5|2|2|5||\n|6|2|3|6|Any One|\n|7|2|3|7||\n|8|2|3|7||\n|9|3|4|8|Any…"},{"id":"tables/1-5-7-1-partial-expert-elementalist","type":"Table","name":"Partial Expert/Elementalist","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6|+0|1 Expert<br>+1 Any|\n|2|2d6|+1|+1 Any|\n|3|3d6|+1||\n|4|4d6|+2||\n|5|5d6|+2|+1 Any|\n|6|6d6|+3||\n|7|7d6|+3|+1 Any|\n|8|8d6|+4||\n|9|9d6|+4||\n|10|10d6|+5|+1 Any|"},{"id":"tables/1-5-7-1-partial-other-mage-elementalist","type":"Table","name":"Partial Other Mage/Elementalist","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6-1|+0|1 Any|\n|2|2d6-2|+0|+1 Any|\n|3|3d6-3|+0||\n|4|4d6-4|+0||\n|5|5d6-5|+1|+1 Any|\n|6|6d6-6|+1||\n|7|7d6-7|+1|+1 Any|\n|8|8d6-8|+1||\n|9|9d6-9|+1||\n|10|10d6-10|+2|+1 Any|"},{"id":"tables/1-5-7-1-partial-warrior-elementalist","type":"Table","name":"Partial Warrior/Elementalist","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6+2|+1|1 Warrior<br>+1 Any|\n|2|2d6+4|+2|+1 Any|\n|3|3d6+6|+2||\n|4|4d6+8|+3||\n|5|5d6+10|+4|+1 Any|\n|6|6d6+12|+5||\n|7|7d6+14|+5|+1 Any|\n|8|8d6+16|+6||\n|9|9d6+18|+6||\n|10|10d6+20|+7|+1 Any|"},{"id":"tables/1-5-8-full-expert","type":"Table","name":"Full Expert","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6|+0|1 Expert<br>+1 Any|\n|2|2d6|+1|+1 Any|\n|3|3d6|+1||\n|4|4d6|+2||\n|5|5d6|+2|+1 Any|\n|6|6d6|+3||\n|7|7d6|+3|+1 Any|\n|8|8d6|+4||\n|9|9d6|+4||\n|10|10d6|+5|+1 Any|"},{"id":"tables/1-5-8-partial-mage-partial-expert","type":"Table","name":"Partial Mage/Partial Expert","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6|+0|1 Expert<br>+1 Any|\n|2|2d6|+1|+1 Any|\n|3|3d6|+1||\n|4|4d6|+2||\n|5|5d6|+2|+1 Any|\n|6|6d6|+3||\n|7|7d6|+3|+1 Any|\n|8|8d6|+4||\n|9|9d6|+4||\n|10|10d6|+5|+1 Any|"},{"id":"tables/1-5-8-partial-warrior-partial-expert","type":"Table","name":"Partial Warrior/Partial Expert","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6+2|+1|1 Warrior<br>+1 Expert<br>+1 Any|\n|2|2d6+4|+2|+1 Any|\n|3|3d6+6|+2||\n|4|4d6+8|+3||\n|5|5d6+10|+4|+1 Any|\n|6|6d6+12|+5||\n|7|7d6+14|+5|+1 Any|\n|8|8d6+16|+6||\n|9|9d6+18|+6||\n|10|10d6+20|+7|+1 Any|"},{"id":"tables/1-5-9-1-healer-arts","type":"Table","name":"Healer Arts","excerpt":"|Level|Arts Gained|\n|---|---|\n|1|Healing Touch and Any One|\n|2|Any One|\n|3||\n|4|Any One|\n|5|Any One|\n|6|Any One|\n|7||\n|8|Any One|\n|9||\n|10|Any One|"},{"id":"tables/1-5-9-1-partial-expert-healer","type":"Table","name":"Partial Expert/Healer","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6|+0|1 Expert<br>+1 Any|\n|2|2d6|+1|+1 Any|\n|3|3d6|+1||\n|4|4d6|+2||\n|5|5d6|+2|+1 Any|\n|6|6d6|+3||\n|7|7d6|+3|+1 Any|\n|8|8d6|+4||\n|9|9d6|+4||\n|10|10d6|+5|+1 Any|"},{"id":"tables/1-5-9-1-partial-mage-healer","type":"Table","name":"Partial Mage/Healer","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6-1|+0|1 Any|\n|2|2d6-2|+0|+1 Any|\n|3|3d6-3|+0||\n|4|4d6-4|+0||\n|5|5d6-5|+1|+1 Any|\n|6|6d6-6|+1||\n|7|7d6-7|+1|+1 Any|\n|8|8d6-8|+1||\n|9|9d6-9|+1||\n|10|10d6-10|+2|+1 Any|"},{"id":"tables/1-5-9-1-partial-warrior-healer","type":"Table","name":"Partial Warrior/Healer","excerpt":"|Level|Hit Dice|Attack<br>Bonus|Focus Picks|\n|---|---|---|---|\n|1|1d6+2|+1|1 Warrior<br>+1 Any|\n|2|2d6+4|+2|+1 Any|\n|3|3d6+6|+2||\n|4|4d6+8|+3||\n|5|5d6+10|+4|+1 Any|\n|6|6d6+12|+5||\n|7|7d6+14|+5|+1 Any|\n|8|8d6+16|+6||\n|9|9d6+18|+6||\n|10|10d6+20|+7|+1 Any|\n\nPurge Ailment: Commit…"},{"id":"tables/2-11-1-sea-travel","type":"Table","name":"2.11.1 Sea Travel","excerpt":"A ship can usually manage about six miles an hour of travel when under sail, and can sail around the clock if far from coasts and other perils. Oar-powered galleys average the same speed, but are heedless of the winds. An ordinary crew can only row for eight hours a day,…"},{"id":"tables/2-12-2-supply-encumbrances","type":"Table","name":"Supply Encumbrances","excerpt":"|Type|Enc|\n|---|---|\n|One day of food or water|1|\n|One week of carefully-packed food|4|\n|One night’s load of fire fuel|4|\n|One day’s fodder for a horse or large beast|4|\n|One day’s fodder for a mule or small beast|2|\n|Daily water for a large beast|8|\n|Daily water for a small…"},{"id":"tables/2-12-3-pack-animal-and-porter-loads","type":"Table","name":"Pack Animal and Porter Loads","excerpt":"|Type|Enc|\n|---|---|\n|Riding horse or warhorse, with laden rider|5|\n|Riding horse or warhorse, pack only|20|\n|Heavy pack horse|30|\n|Mule or donkey|15|\n|Professional porter|12|\n|Two porters carrying a shared litter|30|"},{"id":"tables/2-12-4-situations-that-cause-privation","type":"Table","name":"Situations That Cause Privation","excerpt":"|Circumstance|Sys. Str.|\n|---|---|\n|First day without enough food*|+0|\n|Consecutive day without food|+1|\n|First day without enough water|+2|\n|Consecutive day without water|+3|\n|Night without adequate shelter or fire*|+0|\n|Harsh night without shelter or fire|+1|\n\n* No System…"},{"id":"tables/2-12-5-foraging","type":"Table","name":"Foraging","excerpt":"| Type of Foraged Terrain | Difficulty |\n| --- | ---: |\n| Woodlands or areas of heavy vegetation | 8 |\n| Mountains, scrublands, savannas | 9 |\n| Deserts, badlands, or normal barrens | 12 |\n| Grim wastes or barely human-survivable lands | 14 |\n| A full day foraging rather than a…"},{"id":"tables/2-12-6-wandering-encounter-checks","type":"Table","name":"Wandering Encounter Checks","excerpt":"|Type of Terrain|Chance|\n|---|---|\n|Dangerous wilderness area|1 in 6|\n|Area of civil unrest or heavy banditry|1 in 6|\n|Ordinary trade road|1 in 8|\n|Well-policed trade road|1 in 10|\n|Borderlands or rural back country|1 in 8|\n|Ordinary wilderness|1 in 8|"},{"id":"tables/2-13-2-example-time-costs-in-turns","type":"Table","name":"Example Time Costs in Turns","excerpt":"|Activity|Turns|\n|---|---|\n|Move from one room of interest to another|1|\n|Pick a lock or disarm a trap|1|\n|Get in a fight with something|1|\n|Perform first aid and looting after a fight|1|\n|Search a room carefully|1|\n|Jury-rig something or work a device|1|\n|Time a torch lasts…"},{"id":"tables/2-13-5-when-to-roll-an-encounter-check","type":"Table","name":"When to Roll an Encounter Check","excerpt":"|Type of Location|Turns|\n|---|---|\n|Alerted site with organized defenders|Every 1|\n|Unalert site with organized defenders|Every 2|\n|Site with no organized or active defense|Every 3|\n|Site with very few mobile inhabitants|Every 4|\n|Abandoned or disused nook in a site|Every…"},{"id":"tables/2-3-1-skill-check-difficulties","type":"Table","name":"2.3.1 Skill Check Difficulties","excerpt":"The following difficulties ratings reflect common challenges.\n\n|Difficulty|Skill Check|\n|---|---|\n|6|A relatively simple task that is still more than the PC<br>would usually be expected to manage in their regular<br>background. Anything easier than this isn’t worth a<br>skill…"},{"id":"tables/2-4-5-2-attack-roll-modifiers","type":"Table","name":"2.4.5.2 Attack Roll Modifiers","excerpt":"Some common situations can modify an attack roll, granting a bonus or penalty. GMs may add others depending on the situation.\n\n|Situation|Mod|\n|---|---|\n|Shooting at a distant prone foe|-2|\n|Attacking an adjacent prone foe|+2|\n|Melee attacking while prone|-4|\n|Your target is…"},{"id":"tables/2-6-1-foot-chases","type":"Table","name":"2.6.1 Foot Chases","excerpt":"The group member in the fleeing party with the best Dex/Exert or Con/Exert total rolls a skill check. Their result is the fleeing group’s pace, as they help and encourage the slower members.\n\nOther fleeing group members then hinder pursuit in whatever ways they think are…"},{"id":"tables/2-6-2-mounted-chases","type":"Table","name":"2.6.2 Mounted Chases","excerpt":"For mounted or vehicular chases, the fleeing rider makes a Ride skill check, usually modified by Dexterity. This is the fleeing mount’s pace.\n\nEach pursuer then makes its own Dex/Ride skill check to catch up with the quarry, modified by the table below. Any of them who don’t…"},{"id":"tables/2-7-0-experience-point-requirements","type":"Table","name":"Experience Point Requirements","excerpt":"|Level|Fast|Slow|\n|---|---|---|\n|1|0|0|\n|2|3|6|\n|3|6|15|\n|4|12|24|\n|5|18|36|\n|6|27|51|\n|7|39|69|\n|8|54|87|\n|9|72|105|\n|10|93|139|"},{"id":"tables/2-7-1-4-gaining-and-spending-skill-points","type":"Table","name":"2.7.1.4 Gaining and Spending Skill Points","excerpt":"A PC who advances a level gains three skill points they can spend on improving their skills or save to spend later. Experts and Partial Experts with the Quick Learner class ability gain an extra bonus skill point to spend, giving them four points each time they advance.\n\nSkills…"},{"id":"tables/2-9-0-encumbrance","type":"Table","name":"2.9.0 Encumbrance","excerpt":"Gear has encumbrance, measured in points, as example in the table below. The more awkward or bulky the object, the greater the encumbrance. The GM adjudicates ambiguous objects.\n\n|Gear|Encumbrance|\n|---|---|\n|Portable in a small pocket|0 (Any reasonable number can be…"},{"id":"tables/3-2-0-adventuring-gear","type":"Table","name":"Adventuring Gear","excerpt":"|Item|Cost|Enc|\n|---|---|---|\n|Arrows, 20|2 sp|1|\n|Backpack|2 sp|1§|\n|Boots|2 sp|1§|\n|Candle|1 cp|*|\n|Cart, one-horse|50 sp|N/A|\n|Clothes, common|25 sp|1§|\n|Clothes, fine|100 sp|1§|\n|Clothes, noble|500 sp|2§|\n|Cooking utensils|4 sp|1|\n|Crowbar|4 sp|1|\n|Firewood, one night's…"},{"id":"tables/3-2-0-beasts-and-transport","type":"Table","name":"Beasts and Transport","excerpt":"|Item|Cost|\n|---|---|\n|Horse, riding|200 sp|\n|Horse, draft|150 sp|\n|Horse, battle-trained|2,000 sp|\n|Mule|30 sp|\n|Cow|10 sp|\n|Ox, plow-trained|15 sp|\n|Chicken|5 cp|\n|Pig|3 sp|\n|Dog, working|20 sp|\n|Sheep or goat|5 sp|\n|River ferry, per passenger|5 cp|\n|Ship passage, per expected…"},{"id":"tables/3-2-0-hirelings-and-day-labor","type":"Table","name":"Hirelings and Day Labor","excerpt":"|Item|Cost/day|\n|---|---|\n|Bard of Small Repute|2 sp|\n|Common Prostitute|2 sp|\n|Dragoman or Skilled Interpreter|10 sp|\n|Elite Courtesan|100 sp|\n|Farmer|1 sp|\n|Guard, ordinary|2 sp|\n|Guard, sergeant, for every ten guards|10 sp|\n|Lawyer or Pleader|10 sp|\n|Mage of Minor…"},{"id":"tables/3-2-1-gear-bundles","type":"Table","name":"Gear Bundles","excerpt":"|Item|Cost|Enc|\n|---|---|---|\n|Artisan’s Equipment|50 sp|5|\n|Criminal Tools|100 sp|3|\n|Dungeoneering Kit|200 sp|6|\n|Noble Courtier Outfit|1,000 sp|2|\n|Performer’s Implements|100 sp|3|\n|Wilderness Travel Gear|100 sp|5|"},{"id":"tables/3-2-1-services-and-living-expenses","type":"Table","name":"Services and Living Expenses","excerpt":"|Item|Cost|\n|---|---|\n|Impoverished lifestyle, per week|5 sp|\n|Common lifestyle, per week|20 sp|\n|Rich lifestyle, per week|200 sp|\n|Noble lifestyle, per week|1,000 sp|\n|Magical healing of wounds|10 sp/hp*|\n|Magical curing of a disease|500 sp*|\n|Lifting a curse or undoing…"},{"id":"tables/3-3-3-armor","type":"Table","name":"Armor","excerpt":"|Light Armors|AC|Cost|Enc|\n|---|---|---|---|\n|No Armor|10|None|N/A|\n|War Shirt|11|5 sp|0|\n|Buff Coat|12|50 sp|0|\n|Linothorax|13|20 sp|1|\n|War Robe|14|50 sp|3|\n|Pieced Armor|14|100 sp|2|\n|Medium Armors||||\n|Mail Shirt|14|250 sp|1|\n|Cuirass and Greaves|15|250 sp|2|\n|Scaled…"},{"id":"tables/3-4-2-types-of-weapons","type":"Table","name":"3.4.2 Types of Weapons","excerpt":"Axes given here are those fashioned for war; lighter and more agile than their working cousins, though still capable of hacking through a door or hewing a cable if needed. War axes are big enough to demand two hands for their use.\n\nBlackjacks include not only obvious weapons…"},{"id":"tables/4-3-0-pcs-with-dual-spellcasting-traditions","type":"Table","name":"PCs with Dual Spellcasting Traditions","excerpt":"|Level|Max<br>Level|Spells<br>Cast|Spells<br>Prepared|Arts Gained|\n|---|---|---|---|---|\n|1|1|1|3|As per both partial classes, gaining each level’s art picks as usual.|\n|2|1|1|4||\n|3|1|2|5||\n|4|2|2|6||\n|5|2|2|8||\n|6|2|3|9||\n|7|3|3|10||\n|8|3|4|12||\n|9|3|4|13||\n|10|4|5|15||"},{"id":"tables/4-7-1-spell-research","type":"Table","name":"Spell Research","excerpt":"|Spell<br>Level|Lab<br>Cost|Materials<br>Cost|Time<br>Needed|\n|---|---|---|---|\n|1|50,000 sp|25,000 sp|1 month|\n|2|125,000 sp|50,000 sp|2 months|\n|3|250,000 sp|100,000 sp|4 months|\n|4|500,000 sp|200,000 sp|8 months|\n|5|1,000,000 sp|400,000 sp|2 years|"},{"id":"tables/4-7-2-the-development-skill-check","type":"Table","name":"4.7.2 The Development Skill Check","excerpt":"Once the lab is established, the raw materials gathered, and the necessary time taken, the mage makes an Int/Magic skill check against a difficulty equal to 10 plus the spell level. If they have apprentices to assist them, they can add +1 to their skill check. Specialist mages…"},{"id":"tables/4-8-1-magical-working-costs","type":"Table","name":"Magical Working Costs","excerpt":"|Degree|Difficulty<br>Points|Area<br>Affected|Difficulty<br>Multiplier|\n|---|---|---|---|\n|Trivial|1-4|Room|x1|\n|Minor|4-8|Building|x4|\n|Major|8-16|Village|x16|\n|Great|16-32|City|x64|\n|Supreme|33-64*|Region|x256|\n\n* Only demi-divine wizards can make these.\n\nThe architect must…"},{"id":"tables/4-9-2-magic-item-creation-costs","type":"Table","name":"Magic Item Creation Costs","excerpt":"| Type of Item | Creation Difficulty | Creation Cost in SP | Creation Time |\n| --- | ---: | ---: | ---: |\n| A single-use item, such as a potion or scroll | 8-10 | 250-2,500 | 1 week |\n| A multi-use item that still contains limited charges, such as a wand | 9-11 | 5,000-25,000 |…"},{"id":"tables/5-1-1-normal-animals","type":"Table","name":"Normal Animals","excerpt":"| Type | HD | AC | Atk. | Dmg. | Shock | Move | ML | Inst. | Skill | Save |\n|---|---|---|---|---|---|---|---|---|---|---|\n|Small Pack Predator|1|12|+2|1d4|1/13|40'|7|6|+1|15+|\n|Large Solitary Predator|5|13|+6|1d8|2/13|30'|8|6|+1|13+|\n|Apex Predator|6|13|+6…"},{"id":"tables/5-1-1-normal-humans","type":"Table","name":"Normal Humans","excerpt":"| Type | HD | AC | Atk. | Dmg. | Shock | Move | ML | Inst. | Skill | Save |\n|---|---|---|---|---|---|---|---|---|---|---|\n|Peaceful Human|1|10|+0|Wpn|Wpn|30'|7|5|+1|15+|\n|Thug or Militia|1|13a|+1|Wpn|Wpn|30'|8|4|+1|15+|\n|Barbarian…"},{"id":"tables/5-1-1-spellcasters","type":"Table","name":"Spellcasters","excerpt":"| Type | HD | AC | Atk. | Dmg. | Shock | Move | ML | Inst. | Skill | Save |\n|---|---|---|---|---|---|---|---|---|---|---|\n|Petty Mage|2|10|+1|Wpn|Wpn|30'|8|4|+1|14+|\n|Tribal Shaman|4|10|+3|Wpn+1|Wpn+1|30'|9|4|+1|13+|\n|Skilled Sorcerer|5|10|+1|Wpn|Wpn|30'|9|4|+2|13+|\n|Master…"},{"id":"tables/5-1-1-unnatural-entities","type":"Table","name":"Unnatural Entities","excerpt":"| Type | HD | AC | Atk. | Dmg. | Shock | Move | ML | Inst. | Skill | Save |\n|---|---|---|---|---|---|---|---|---|---|---|\n|Automaton, Humanlike|2|13|+2|Wpn|Wpn|30'|12|3|+1|14+|\n|Automaton, Laborer|2|15|+2|1d6|1/13|30'|12|3|+1|14+|\n|Automaton,…"},{"id":"tables/5-2-2-peaceful-encounter-reactions","type":"Table","name":"5.2.2 Peaceful Encounter Reactions","excerpt":"Suppose a GM’s just rolled a 12 for the PCs’ roadside encounter with a band of zealous blood cultists. The GM knows that the cultists are vicious but have no pressing reason to immediately attack the PCs, so what does “friendly” mean in such a situation? If you find yourself…"},{"id":"tables/6-10-0-wealth-assets","type":"Table","name":"6.10.0 Wealth Assets","excerpt":"Ancient Mechanisms: Some useful magical mechanism from ages past has been refitted to be useful in local industry. Whenever an Asset in the same location must roll to make a profit, such as Farmers or Manufactory, the faction may roll the die twice and take the better…"},{"id":"tables/6-7-0-creating-factions","type":"Table","name":"6.7.0 Creating Factions","excerpt":"A given campaign should generally not have more than six active factions at any one time, and three or four are generally more manageable. If there are more extant factions than this, then simply run turns for the three or four most active or relevant ones.\n\nTo create a faction,…"},{"id":"tables/6-8-0-cunning-assets","type":"Table","name":"6.8.0 Cunning Assets","excerpt":"Bewitching Charmer: When the Bewitching Charmer succeeds in an Attack, the targeted Asset is unable to leave the same location as the Bewitching Charmer until the latter Asset moves or is destroyed. Bewitching Charmers are immune to Counterattack.\n\n\n\nBlackmail: When a Blackmail…"},{"id":"tables/6-9-0-force-assets","type":"Table","name":"6.9.0 Force Assets","excerpt":"Apocalypse Engine: One of a number of hideously powerful ancient super-weapons unearthed from some lost armory, an Apocalypse Engine rains some eldritch horror down on a targeted enemy Asset. \n\nBrilliant General: A leader for the ages is in service with the faction. Whenever the…"},{"id":"tables/7-3-0-determining-the-project-scope","type":"Table","name":"7.3.0 Determining the Project Scope","excerpt":"Once the change’s probability is decided, the GM must identify how wide the scope of the change may be. The more land and the more people the change affects, the harder it will be to bring it about.\n\nA village-sized change is the smallest scale, affecting only a single hamlet or…"},{"id":"tables/7-5-0-decreasing-difficulty","type":"Table","name":"7.5.0 Decreasing Difficulty","excerpt":"Adventurers who have a dream bigger than their available Renown have several options for bringing it about more rapidly. The party can use some or all of these techniques for making their ambition more feasible, and the GM might well insist on at least some of them before the…"},{"id":"weapon-traits/2h","type":"WeaponTrait","name":"2H","excerpt":"Two Handed. The weapon requires two hands to use in combat. Ranged two-handed weapons cannot be fired effectively while an enemy is within melee range."},{"id":"weapon-traits/ap","type":"WeaponTrait","name":"AP","excerpt":"Armor Piercing. This weapon ignores non-magical hides, armor and shields for purposes of its hit rolls."},{"id":"weapon-traits/fx","type":"WeaponTrait","name":"FX","excerpt":"Fixed. The weapon is too heavy and clumsy to use without a fixed position and at least five minutes to entrench it."},{"id":"weapon-traits/l","type":"WeaponTrait","name":"L","excerpt":"Long. The weapon is unusually long, allowing melee attacks to be made at targets up to 10 feet distant, even if an ally is in the way. Even so, the wielder still needs to be within five feet of a foe to count as being in melee with them for purposes of forcing Fighting…"},{"id":"weapon-traits/ll","type":"WeaponTrait","name":"LL","excerpt":"Less Lethal. Foes brought to zero hit points by this weapon can always be left alive at the wielder’s discretion."},{"id":"weapon-traits/n","type":"WeaponTrait","name":"N","excerpt":"Numerous. Five of these count as only one Readied item."},{"id":"weapon-traits/pm","type":"WeaponTrait","name":"PM","excerpt":"Precisely Murderous. When used for an Execution Attack, the weapon applies an additional -1 penalty to the Physical save and does double damage even if it succeeds."},{"id":"weapon-traits/r","type":"WeaponTrait","name":"R","excerpt":"Reload. The weapon takes a Move action to reload. If the user has at least Shoot-1 skill, they can reload as an On Turn action instead."},{"id":"weapon-traits/s","type":"WeaponTrait","name":"S","excerpt":"Subtle. Can be easily hidden in clothing or jewelry."},{"id":"weapon-traits/sr","type":"WeaponTrait","name":"SR","excerpt":"Slow Reload. It takes a Main Action to reload this weapon."},{"id":"weapon-traits/ss","type":"WeaponTrait","name":"SS","excerpt":"Single Shot. This weapon takes ten rounds to reload, and the reloading effort is spoiled if an enemy melees the wielder."},{"id":"weapon-traits/t","type":"WeaponTrait","name":"T","excerpt":"Throwable. While the weapon can be used in melee, it may be thrown out to the listed range as well, albeit it does no Shock in that case. Throwing a weapon while in melee applies a -4 penalty to the hit roll."},{"id":"wwn-system-data","type":"WWNSystemData","name":"","excerpt":""}],"index":{"000":[140,253,284,286,294,296,297,301,302,303,309,317,323,324,332,366,552,652,848,857,861,863,867,871,888,893,896,898,937,1138,1140,1141,1142,1143,1145,1148,1159],"024":[553,936],"10":[13,14,16,19,23,85,110,131,140,161,245,253,255,262,266,271,273,278,288,301,305,306,307,308,314,318,320,322,327,331,353,356,359,365,370,375,397,399,413,417,422,423,425,427,429,430,434,435,441,446,449,454,483,487,501,504,520,522,524,525,526,528,530,531,533,534,535,536,537,540,542,544,546,547,562,583,584,586,589,590,591,592,593,594,595,596,597,599,600,603,607,609,610,614,615,617,618,619,622,623,624,625,626,627,632,633,634,636,639,640,641,647,648,649,652,653,655,656,657,662,663,664,667,669,670,671,674,675,676,679,680,682,683,684,685,686,691,692,693,698,699,700,701,702,703,708,709,710,713,715,716,717,723,727,742,745,764,765,772,783,785,792,798,818,820,826,835,841,848,849,856,857,858,863,864,867,871,872,875,882,889,891,898,905,907,908,917,922,927,930,931,970,984,985,1011,1013,1032,1040,1050,1051,1052,1053,1054,1055,1056,1057,1058,1059,1060,1061,1062,1063,1064,1065,1066,1067,1068,1069,1070,1071,1072,1073,1074,1075,1076,1077,1078,1079,1080,1081,1082,1083,1084,1085,1086,1087,1088,1089,1090,1091,1092,1093,1094,1095,1096,1097,1098,1099,1100,1101,1102,1103,1104,1105,1106,1107,1108,1109,1110,1111,1112,1113,1114,1115,1116,1117,1118,1119,1120,1121,1127,1130,1134,1136,1137,1138,1139,1141,1142,1143,1144,1146,1148,1150,1151,1152,1154,1156,1157,1163],"100":[251,264,272,273,280,328,329,358,371,856,858,861,867,871,888,979,1004,1005,1013,1029,1137,1139,1140,1142,1143,1145],"105":[835,1134],"10d6":[19,583,584,586,589,592,594,595,599,609,610,614,617,618,619,623,624,625,632,633,634,639,640,641,647,648,649,655,656,657,662,663,664,669,670,671,679,680,682,683,685,686,691,692,693,699,701,702,703,708,709,710,715,716,717,1003,1050,1051,1052,1053,1055,1057,1058,1059,1063,1064,1065,1068,1069,1070,1071,1072,1073,1075,1076,1077,1079,1080,1081,1083,1084,1085,1087,1088,1089,1090,1091,1092,1094,1095,1096,1098,1099,1100,1101,1103,1104,1105,1106,1107,1110,1112,1113,1114,1115,1116,1117,1119,1120,1121],"11":[70,368,522,527,532,533,536,544,562,598,599,600,601,602,603,604,652,773,774,849,867,898,904,905,907,908,911,1059,1060,1061,1122,1136,1142,1148,1149,1150,1151,1152,1153],"12":[19,25,34,75,121,256,389,395,407,410,426,439,443,453,455,456,501,503,516,517,518,519,520,523,526,531,536,537,542,543,550,562,584,586,590,595,605,606,610,615,616,619,625,634,641,647,648,649,652,657,664,671,680,683,686,698,703,710,717,742,744,772,775,776,777,778,779,780,781,782,783,784,785,786,798,835,849,867,882,898,903,904,905,908,911,922,928,930,931,989,1014,1018,1019,1051,1052,1054,1058,1064,1066,1070,1073,1077,1081,1083,1084,1085,1089,1092,1096,1099,1101,1104,1109,1114,1117,1121,1123,1124,1125,1126,1127,1130,1134,1136,1142,1144,1148,1149,1150,1152,1153,1154,1155,1156,1157],"120":[515,756,791],"125":[888,1145],"13":[68,120,151,193,202,209,262,310,346,352,354,355,358,516,517,518,519,523,525,528,529,532,538,539,540,543,546,547,549,563,607,608,609,610,611,612,613,622,642,675,693,787,788,789,790,791,792,793,794,816,864,866,867,871,882,903,904,905,907,908,974,989,1018,1019,1062,1063,1064,1128,1129,1142,1143,1144,1149,1150,1151,1152],"139":[835,1134],"13a":[521,545,548,905,1150],"14":[95,307,316,329,367,393,420,440,457,517,518,524,526,527,535,539,541,552,562,563,584,586,595,610,614,615,616,617,618,619,620,621,622,625,634,641,647,648,649,657,664,671,680,686,703,710,717,784,796,798,837,864,866,867,898,903,904,905,907,908,930,931,937,973,1051,1052,1058,1064,1065,1066,1067,1068,1069,1070,1073,1077,1081,1083,1084,1085,1089,1092,1096,1099,1104,1114,1117,1121,1126,1130,1142,1148,1149,1150,1151,1152,1156,1157,1159],"15":[3,4,8,19,245,246,267,275,276,289,301,311,326,353,357,359,415,449,450,451,497,510,518,519,521,534,537,538,539,543,544,545,548,622,623,624,625,626,627,628,629,630,641,661,683,738,751,760,779,780,796,816,835,837,857,867,871,882,903,904,905,908,922,928,930,974,989,1018,1019,1071,1072,1073,1074,1082,1101,1124,1134,1138,1142,1143,1144,1149,1150,1152,1154,1155,1156],"150":[298,857,1138],"15a":[541,905,1150],"16":[284,315,343,381,416,433,458,552,553,584,586,595,610,619,625,631,632,633,634,635,636,637,641,647,648,649,657,664,671,680,686,703,710,717,795,867,891,892,922,928,930,931,936,937,1051,1052,1058,1064,1070,1073,1075,1076,1077,1078,1081,1083,1084,1085,1089,1092,1096,1099,1104,1114,1117,1121,1142,1147,1154,1155,1156,1157,1159],"16a":[522,905,1150],"17":[332,563,638,639,640,641,642,643,644,867,1079,1080,1081,1082,1142],"18":[127,290,292,311,331,356,402,416,451,519,536,561,563,570,584,586,595,610,619,625,634,641,645,646,647,648,649,650,657,664,671,680,686,700,703,710,717,835,871,908,930,931,989,1051,1052,1058,1064,1070,1073,1077,1081,1083,1084,1085,1089,1092,1096,1099,1104,1111,1114,1117,1121,1134,1143,1152,1156,1157],"18a":[524,526,528,531,533,550,905,1150],"19":[211,286,651,652,653,654,655,656,657,658,659,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