version 2.1
AT A GLANCE
* For tasks, a d6 roll higher than difficulty or an opponent’s roll is a success.
* Bonuses and penalties come from abilities, gear, difficulty, and hindrances.
* Luck points may be expended to re-roll d6 results or remove hindering condition points.
* Investigations allow players to ask the GM questions from a source or scene.
* Chases use dice rolls to measure changing distances between a pursuer and an evader.
* Combat involves opposes rolls to cause or avoid damage. Armor reduces damage.
* Damage reduces a target’s hit points. At 0 h.p., a target is defeated.
* Power points create minor, major, supreme, or ultimate supernatural effects.
ADVENTURE, MYSTERY, AND INTRIGUE
A role-playing game is a conversation where the Game Master (GM) describes an imagined world, players choose what their characters do, dice decide uncertain or dangerous outcomes, and the story shifts pace to focus on the moments that matter.
As a player, you make choices from your character’s point of view, often with limited information. Think about what the character knows, wants, fears, and hopes to change. “You” become the character.
SAFETY FIRST
Before and during the game, everyone agrees on what kind of story is fun, what content to avoid, and how to pause or redirect play if something becomes uncomfortable.
* Content Warnings: Before play, the GM warns players about likely intense themes, such as horror, violence, grief, betrayal, body horror, or cruelty.
* X-Card: Any player may tap or show an X-Card to pause play and remove or change uncomfortable content. It redirects the scene’s tone or topic, but does not undo dice rolls or character choices.
* Lines and Veils: A line is content that never appears in play. A veil is content that may exist in the story but happens offscreen. Players may add lines or veils before or during play.
STORIES AND CHARACTERS
Before play, the group agrees on the kind of story, the starting problem, and why the characters are involved.
A character is the person you play in the story. Each character has a few simple parts.
* Name: Who the character is.
* Level: A number rating a character’s overall capabilities.
* Abilities: The aptitudes, actions, skills, and situations where the character is most likely to succeed.
* Gear: The useful items, weapons, tools, clothing, and resources the character carries.
* Role-Playing Tips: Advice for how you can play the character, including what you want, how you act, where you shine, and what kinds of trouble suit you best.
* Hit Points: The amount of injury and trauma it takes to defeat a character.
* Power Points: The number of times a character may use supernatural or extraordinary abilities.
* Powers: A description of the types of supernatural effects the character can create.
Use these details to decide what your character tries, how they solve problems, and what makes them fun to play. The story moves forward as characters chase goals, face threats, find opportunities, make choices, and deal with the consequences.
LEVELS
A character’s Level determines ability bonus on task rolls, maximum hit points, and maximum power points.
For each Level, a character divides 5 points between hit points, luck points, and power points. It is possible to put all 5 points into one and none into the other two. For example, a Level 2 character may have 7 hit points, 0 luck points, and 3 power points, or 2 hit points, 1 luck point, and 7 power points, or 10 hit points and no luck or power points.
A character’s ability bonus increases at higher Levels:
* +1: Levels 1 to 3. Local figures stepping into danger. Potential heroes.
* +2: Levels 4 to 6. Known problem-solvers. Action heroes. Adventurers. Experts.
* +3: Levels 7 to 10: Movers and shakers. Known across the region. Master heroes.
* +4: Levels 11 to 17: Heroic living legends. Known across nations or history.
* +5: Levels 18 to 22: World shapers and saviors. Epic heroes. Superheroes.
* +6: Levels 23 to 27: Mythic figures. Demigods. Elite superheroes.
* +7: Levels 28 to 32: Beyond human experience. Cosmic powers.
EXAMPLE CHARACTER
ROBIN HOOD
11th century outlaw, leader of The Merry Men of Sherwood Forest, famed champion to the poor and infamous bane to the usurper Prince John, his corrupt sheriffs, and England’s greedy nobles.
* Level 8 (ability bonus +3)
* Abilities: Using all weapons, especially archery and swordplay, deadly accuracy, stealth, tracking, hunting, ambushes, disguise, leadership, charm, woodland survival, and outwitting corrupt authorities.
* Combat: Sword, dagger, or bow (8 damage, 16 on critical hit)
* Gear: Longbow, quiver of arrows, sword, dagger, green cloak, leather armor (light armor), hunting horn, rope, lockpicks, travel rations, and a pouch of stolen coins.
* Role-Playing Tips: Rob from the powerful and corrupt to protect those who cannot defend themselves. Treat loyalty, courage, generosity, and good humor as greater virtues than obedience to unjust laws. Humiliate tyrants whenever possible, but never abandon a companion or ignore the suffering of the poor.
* Hit Points: 25 (reduced by damage, heal 8 h.p. per 8 hours of rest)
* Luck Points: 5 (spend to re-roll d6s or remove 1 hindering condition point)
* Power Points: 0 (spend to create power effects)
* Powers: None.
TASKS AND RESULTS
If an action is possible and nothing important stands in the way, it happens.
If an action is risky, uncertain, or interesting if it fails, roll one six-sided die (1d6) and apply modifiers. Higher totals are better.
Most rolls use no more than one situation bonus, one situation penalty, one hindrance penalty, and one difficulty modifier.
The GM rolls one d6 die and adds the opposition’s ability modifier, if any. If the task is an action without direct opposition, the GM estimates the percentage chance of success or uses a difficulty description as modifier.
DIFFICULTY MODIFIER BY PERCENTAGE CHANCE OF SUCCESS
* GM roll -6: 84% to 100% (trivial)
* GM roll -4: 68% to 83% (very easy)
* GM roll -2: 51% to 67% (easy)
* GM roll +0: 34% to 50% (moderate)
* GM roll +2: 16% to 33% (hard)
* GM roll +4: 1% to 17% (very hard)
* GM roll +6: Less than 1% (extreme)
* GM roll +8: Less than 0.1% (nearly impossible)
TASK RESULTS: Compare both dice totals.
* Your roll is 3 or more higher: You get what you want, plus an extra benefit.
* Your roll is 1 or 2 higher: You get what you want.
* Rolls are tied: You get some of what you want, but only by paying a cost: extra time, lost resources, danger, or gaining 1 hindrance point.
* Your roll is 1 or 2 lower: You do not get what you want.
* Your roll is 3 or more lower: You do not get what you want, and something gets worse.
LUCK POINTS
Some character will have a number of luck points. Once per round, one Luck point may be expended to re-roll one d6 result or instantly remove one hindering condition point.
Expended luck points may be regained as rewards from GM for role playing, achieving story goals, or gaining a new Level.
FORTUNE/MISFORTUNE ROLLS
When the GM needs to choose who luck helps or hurts, each player in a scene rolls 1d6.
The highest roll brings a benefit, or the lowest roll brings a threat. Reroll ties until there is one clear result.
INVESTIGATIONS
Roll 1d6. Add +1 if a relevant ability, useful gear, help, or advantage applies. You may ask the GM one question about a scene, person, place, object, or event. On a roll of a 5, ask two questions. On a 6 or more, ask three questions.
* The GM answers truthfully, but only based on what this source could reveal.
* If a question cannot be answered from a source, the GM says so and gives a related clue instead.
* Good questions often ask about facts, changes, dangers, missing things, or leads to other clues.
* Usually, each source may be questioned once per day, and each scene may be investigated once.
CHASES
A chase starts with the pursuer and evader 6 units apart. A unit might mean a few paces in a crowd, or many kilometers or miles in outer space.
Each round, both sides roll 1d6 each.
* Subtract the pursuer’s roll from the distance.
* Add the evader’s roll to the distance.
Each side adds +1 if speed, terrain, vehicle, route, trick, or preparation gives them an edge. Apply only one chase bonus per side.
At 0 distance, the pursuer catches the evader.
At 12 distance, the evader escapes.
Whenever either side rolls a 1, they suffer a complication.
CONTROLLED HELPERS
You may directly control only one helper at a time. A controlled group counts as one helper: it takes one turn, makes one roll, and performs one main task each round.
If you gain a new helper, your old helper is released, dismissed, or becomes an ordinary NPC controlled by the GM.
Ordering your helper to attack or do something risky uses your action, unless an ability says otherwise.
MORALE
When NPCs lose their leader, half their group, or their reason to fight, roll 1d6.
* Weak morale flees on 4 or less.
* Normal morale flees on 3 or less.
* Strong morale flees on 2 or less.
* Mindless or fanatical enemies may not roll morale.
Instead of fleeing, some NPCs may instead surrender, bargain, or make a fighting retreat.
DESCRIBING THE WORLD
Time and distance are flexible. Use exact timing and ranges when danger, combat, chases, or hard choices make them matter. Otherwise, summarize events quickly and focus on what is important.
TIME
* Turn: One character’s actions and movement during a round.
* Round: About 6 seconds, used for combat, danger, chases, and quick decisions.
* Scene: One focused event in one place or around one problem, usually lasting 1 to 10 minutes.
* Travel: Moving from one place to another over hours or days.
* Downtime: Hours, days, or weeks spent resting, preparing, healing, training, or handling life between adventures.
* Montage: A quick summary of routine actions.
* Flashback: A look at an earlier event that matters now.
* Session: One gathering of play.
* Campaign: A series of sessions with the same characters, story, or world.
DISTANCE
* Touching: Direct physical contact.
* Close: Within a step and reach, about 2 meters or 6 feet.
* Nearby: Close enough to reach quickly, about 10 meters or 30 feet.
* Short: Within throwing range.
* Far: Within missile or spell range.
* Distant: Visible, but hard to reach quickly.
TURN ORDER
At the start of a round, the GM chooses the character or enemy in the most immediate danger to act first.
During a turn, a character may attempt two action and remain in one spot, one action and move up to 10 meters (30 feet), or take no actions and move up to 20 meters (60 feet).
After each turn, that player chooses who acts next: another character, an enemy, or a non-player character (NPC) on the GM’s side. Once everyone has acted once, the round ends and a new round begins.
COMBAT
As an action, a mobile attacker can make melee strikes at something about 2 meters (6 feet) away, roughly two paces and some reach. A ranged weapon can hit further targets.
The attacker and each target rolls a d6. If an attacker has a related combat ability, add that character’s ability modifier to the roll. If a target has defensive abilities, add its ability modifier to its roll.
ATTACK RESULTS: Compare both dice totals.
* Attacker’s roll is 3 or more higher: Target suffers a critical hit, either taking double damage or normal damage plus one hindering condition point (+1 stress, terror, or fatigue).
* Attacker’s roll is 1 or 2 higher: Target is hit a few times times and takes full damage.
* Rolls are tied: Attacker get a glancing blow and may cause half damage (at least 1), but only by paying a cost: losing a weapon, using up ammunition, or gaining 1 Fatigue or Stress hindering condition point.
* Target’s roll is higher: The attack does not cause any damage.
DAMAGE
A target loses hit points based on an attacker’s Level and the dice roll results. In terms of description, an attack with a dagger might be a dozen quick stabs, while a warrior with a large pole arm might deliver one terrible blow, both doing the same damage.
Look at an attacker’s abilities to gauge base damage. Double the damage on a critical hit.
* If the attacker has three or more abilities that related to the attack task, damage is equal to the d6 attack die roll plus the attacker’s Level.
* If the attacker has only one ability related to the attack, damage is equal the d6 attack roll plus half the character’s Level (at least 1).
* If the attacker has no related combat abilities, the attack only causes damage equal to the attack roll.
DEFENSE VALUES
Certain protections reduce damage caused to a target.
* No Armor: No change to damage taken from a hit.
* Light Armor: Subtract 1 damage from each hit.
* Medium Armor: Subtract 2 damage from each hit.
* Heavy Armor: Subtract 3 damage from each hit, but suffer -1 on climbing, swimming, and stealth tasks.
* Extreme Armor: Subtract a number given in the target’s description.
COMBAT EXAMPLE
A Level 4 fighter (ability +2) attempts to strike an enemy Level 2 mutant (ability +1). The fighter’s player rolls a 6 for a total of 8, and the GM rolls a 3 for a total of 4 for the mutant. The fighter hits and does 20 points of damage (6 for the roll, 4 for Level, and doubled for rolling 3 or more above the target’s roll), instantly defeating the mutant.
HIT POINTS
Hit points represent a character’s ability to endure injury, exhaustion, luck, and danger before being defeated. Damage reduces a character’s hit points. At 0 hit points, a character is defeated, depending on the situation: dead, unconscious, insane, immobilized, surrenders, or flees.
Every 8 hours of rest, bandages, medicine, surgery, healing aids, splints, or careful care restores a number of lost hit points equal to a character’s Level.
HINDERING CONDITIONS
A character may acquire hindrance points that build up to create greater problems over time.
Whenever facing a hindering condition, roll d6. On a result of 1 to 3, you gain a point. Add
When you have 3 to 5 points in any one condition or in multiple conditions, you suffer a -1 on all rolls. When all conditions are back below 3 points, this penalty ends.
When you reach 6 or more points in any one condition, you are defeated and suffer in one of the listed ways.
Each condition has a way to remove points through time, rest, or some type of action.
STRESS
Survival has a price. Make a Stress roll when a you face pressure, intimidation, helplessness, grief, gruesome violence, certain death, or something you desperately want to escape. Each failed check adds 1 Stress.
* 1 to 2 Stress: Shaken, tense, distracted, irritable, hesitant, or on edge
* 3 to 5 Stress: Poor focus, trembling, short temper, bad judgment, or emotional exhaustion
* 6 or more Stress: Collapse, break down, give up, lash out, freeze, or make a dangerous mistake
* Remove 1 Stress every 4 hours spent in safety, rest, warmth, food, companionship, comfort, or carousing.
TERROR
Some threats break courage. Make a Terror roll when you face monsters, intimidation, supernatural horror, gruesome violence, certain death, or something you desperately want to escape. Each failed check adds 1 Fear.
* 1 to 2 Terror: Uneasy, startled, nervous, hesitant, or on edge.
* 3 to 5 Terror: Panicked, trembling, intimidated, overwhelmed, or losing nerve.
* 6 or more Terror: Freeze, flee, surrender, hide, collapse, or act blindly to escape.
* Remove 1 Fear every 4 hours spent in safety, reassurance, companionship, sleep, prayer, or away from the source of terror.
FATIGUE
Exhaustion wears characters down. Make a Fatigue roll when you go without sleep, march too long, work too hard, lack food or water, suffer exposure, or push beyond your limits. Each failed check adds 1 Fatigue.
* 1 to 2 Fatigue: Tired, sore, slow, hungry, thirsty, or short of breath.
* 3 to 5 Fatigue: Weakness, heavy limbs, poor focus, slow reactions, or stumbling movement.
* 6 or more Fatigue: Collapse, fall unconscious, become unable to continue, surrender, or suffer a serious consequence from exhaustion.
* Remove 1 Fatigue every 4 hours spent sleeping, eating, drinking, warming up, cooling down, or resting in safety.
Add or subtract modifiers to Fatigue checks:
* -1 for going without water for half a day in harsh conditions, or 1 day in normal
* -2 for going without water or food for two days
* -3 for going without water for three days or without food for a week
* -5 for going without water for four or more days, or each week without food; gain 2 Fatigue each fail.
DISEASE
Sickness weakens the body. Make a Disease roll when a character is exposed to infection, plague, parasites, poison sickness, bad food, filthy wounds, toxic air, or unnatural illness. Each failed check adds 1 Disease.
* 1 to 2 Disease: Coughing, sweating, nausea, chills, weakness, or minor aches.
* 3 to 5 Disease: Fever, vomiting, dizziness, shaking, pain, confusion, or poor stamina.
* 6 or more Disease: Collapse, delirium, unconsciousness, organ failure, spreading infection, or death.
* At the end of each day, roll d6. On a 2 or less, conditions worsen and you gain another Disease point. On a 5 or more, you lose 1 Disease point. You gain a +1 bonus on this disease check if resting, receiving medicine, eating safe food, drinking clean water, being treated by a healer, or recovering in a clean place.
* More virulent diseases may impose a -1 modifier on the disease check.
POISON
Toxins turn the body against itself. Make a Poisoned roll when you are bitten or stung by a venomous creature, drink poison, inhale toxic gas, touch dangerous chemicals, suffer a poisoned wound, overdose on medicine, or are exposed to alchemical, magical, or alien toxins. Each failed check adds 1 Poisoned.
* 1 to 2 Poisoned: Nausea, sweating, dizziness, numbness, blurred vision, or a racing heart.
* 3 to 5 Poisoned: Vomiting, shaking, weakness, confusion, pain, slowed movement, or trouble breathing.
* 6 or more Poisoned: Collapse, convulse, fall unconscious, become paralyzed, suffer organ failure, or die.
* At the end of each hour, roll d6. On a 2 or less, conditions worsen and you gain another Poison point. On a 5 or more, you lose 1 Poison point. You gain a +1 bonus on this poison check when receiving antidotes, medicine, healing powers, clean water, fresh air, rest, or careful treatment.
* More toxic poisons may impose a -1 modifier on the poison check.
MADNESS
Truth can be horrible. Make a Madness roll when you witness eldritch horrors, read forbidden lore, suffer psychic attack, see reality break, or learn something the mind was not meant to know. Each failed check adds 1 Madness.
* 1 to 2 Madness: Uneasy, obsessed, distracted, sleepless, or troubled by strange thoughts
* 3 to 5 Madness: Hallucinations, paranoia, memory gaps, compulsions, or trouble telling what is real
* 6 or more Madness: Break from reality, flee screaming, become catatonic, obey a delusion, or commit a terrible act of certainty
* Remove 1 Madness every 24 hours spent in safety, professional care, confession, companionship, meditation, grounding rituals, or destroying the source of forbidden knowledge.
WANTED
Trouble follows a known face. Make a Wanted roll when you break laws, leaves witnesses, fail to hide evidence, cross authorities, collect bounties, escape custody, or become known to enemies. Each failed check adds 1 Wanted.
* 1 to 2 Wanted: Rumors, suspicious looks, wanted notices, questions, or minor attention
* 3 to 5 Wanted: Patrols, informants, bounty hunters, blocked travel, hostile officials, or public recognition
* 6 or more Wanted: Arrested, exposed, cornered, chased, banned, captured, or forced to flee
* Remove 1 Wanted after time spent lying low, changing appearance, bribing officials, clearing your name, destroying evidence, leaving the area, or letting attention fade.
DEBT
Obligations have teeth. Make a Debt roll when you borrow money, accept costly favors, make bargains, break promises, owe criminals or nobles, use blackmail, or call in help you cannot repay. Each failed check adds 1 Debt.
* 1 to 2 Debt: Awkward reminders, small demands, guilt, pressure, or strained trust
* 3 to 5 Debt: Threats, collectors, withheld aid, bad reputation, harsh terms, or dangerous obligations
* 6 or more Debt: Ruined, exposed, blackmailed, betrayed, stripped of property, or forced into service
* Remove 1 Debt after acts spent paying back favors, earning coin, doing work for creditors, negotiating terms, making restitution, or settling obligations.
DISHONOR
A stained name closes doors. Make a Dishonor roll when you break an oath, betray trust, act cowardly, violate customs, insult the wrong person, lose face, or get blamed for shameful deeds. Each failed check adds 1 Dishonor.
* 1 to 2 Dishonor: Gossip, cold looks, awkward silence, wounded pride, or doubts about your character
* 3 to 5 Dishonor: Lost trust, public shame, refused aid, angry kin, broken alliances, or demands for apology
* 6 or more Dishonor: Exiled, disgraced, challenged, abandoned, stripped of rank, or forced to make dangerous amends
* Remove 1 Dishonor after acts of apologizing, making restitution, proving loyalty, honoring customs, winning respect, accepting punishment, or performing a worthy deed.
CORRUPTION
Dark power leaves stains. Make a Corruption roll when you use dark magic, bargain with demons, handle cursed relics, commit cruel acts for power, enter tainted places, or let unnatural forces into your body or soul. Each failed check adds 1 Corruption.
* 1 to 2 Corruption: Strange dreams, cold skin, unsettling marks, cruel impulses, whispers, or minor mutations
* 3 to 5 Corruption: Warped flesh, dark cravings, sinister aura, loss of empathy, unstable powers, or supernatural attention
* 6 or more Corruption: Possessed, transformed, enslaved by darkness, turned monstrous, consumed by power, or lost to the corruption
* Remove 1 Corruption after acts of purification, confession, sacred care, destroying cursed objects, resisting temptation, receiving healing, or making sincere atonement.
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POWERS
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Powers let characters perform extraordinary feats, from combat tricks and psychic talents to magic, miracles, mutations, and other supernatural forces.
POWER SCALE
* 0 Power Points: Ordinary person, no supernatural power.
* 1 or 2 Power Points: Dabbler, sensitive, gifted novice, hedge talent, minor supernatural creature, or weak psychic.
* 2 Power Points: Apprentice, trained initiate, lesser creature, or capable psychic.
* 3 to 4 Power Points: Adept, full spellcaster, magical creature, practiced telepath, or dangerous occultist.
* 5 to 14 Power Points: Expert, elder magical creature, battle mage, supernatural champion.
* 15 to 24 Power Points: Master, high sorcerer, ancient supernatural creature, powerful oracle, or saint.
* 25 or more Power Points: Archmage, demigod, psychic master, or mythic being.
POWER POINTS
When you use a power, spend power points equal to an effect’s rating: Minor, Major, Supreme, or Ultimate. If a target of power is unwilling, make an opposed task roll. If the target wins or ties, the power fails to have an effect but the power points are still spent.
* Minor Power: Use 1 power point to affect one creature, object, or small area. Effects are instant or last minutes.
* Major Power: Use 7 power points to affect groups, buildings, or battlefields. Effects last hours.
* Supreme Power: Use 14 power points to affect castles, armies, or miles of terrain. Effects last days.
* Ultimate Power: Use 28 power points to permanently affect kingdoms or worlds.
OVERREACHING
A character may add 1 to 3 power points to an effect in exchange for taking an equal number of stress, fatigue, madness, or corruption hindering condition points.
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POWER ITEMS AND OTHER SOURCES
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Stored power works like extra power points, but only for the kind of power the source can support. Stored power does not recover on its own unless the item says so. Using the wrong kind of stored power may cause a hindering condition gaining fatigue or corruption points.
* A weak source stores 1 power point.
* A strong source stores 2 to 3 power points.
* A extraordinary source stores 4 to 6 power points.
* A legendary source stores 7 or power points, but is rare, dangerous, guarded, cursed, or unstable.
If a stored Power source is damaged, stolen, cursed, or overused, it may leak, explode, awaken, or attract enemies.
MAGICAL ITEMS
* Wand of Ash and Moonlight: Stores 2 power points for witchcraft, curses, illusions, or spirit magic.
* Saint’s Reliquary: Stores 3 power points for healing, blessings, protection, or wards against undead.
* Ring of the Third Star: Stores 1 power points for divination, dreams, or prophecy.
* Black Iron Athame: Stores 2 power points for curses, blood magic, bindings, or banishment.
* Dragonbone Staff: Stores 4 power points for fire, fear, command, or transformation.
* Mirror of Silver Smoke: Stores 2 power points for scrying, glamour, spirits, or distant communication.
* Cloak of the Night Road: Stores 3 power points for shadow, stealth, travel, or escape.
* Crown of the Hollow King: Stores 6 power points for command, necromancy, fear, or domination, but adds corruption when overused.
PSIONIC ITEMS
* Crystal Diadem: Stores 2 power points for telepathy, mind shields, or mental commands.
* Dream Lens: Stores 1 power points for reading emotions, visions, or dream contact.
* Neural Prayer Beads: Stores 2 power points for focus, memory, calm, or psychic defense.
* Thoughtknife: Stores 1 power points for psychic attacks or cutting through illusions.
* Mnemonic Coin: Stores 1 power points for recalling forgotten facts or reading memories.
* Brainwave Amplifier: Stores 3 power points for telepathy, clairvoyance, or psychic control, but risks glitch, stress, or madness points.
* Glass Skull of the Oracle: Stores 5 power points for prophecy, mind-reading, or speaking with dead minds.
CRYSTALS AND STONES
* Moonstone: Stores 1 power points for dreams, tides, illusions, or werewolf magic.
* Blood Ruby: Stores 2 power points for vampire gifts, healing through blood, hunger, or domination.
* Witch Quartz: Stores 1 power points for charms, wards, omens, or hedge magic.
* Star Sapphire: Stores 3 power points for prophecy, astral travel, or divine visions.
* Grave Opal: Stores 2 power points for ghosts, necromancy, curses, or speaking with the dead.
* Sunstone: Stores 2 power points for protection, courage, fire, or wards against undead.
* Black Diamond: Stores 4 power points for shadow, command, binding, or forbidden magic.
* Living Crystal: Stores 3 power points for psionics, mutation, healing, or strange science.
DRUGS, POTIONS, AND ELIXIRS
* Witch’s Cordial: Restores or stores 1 power points for healing, blessings, or folk magic.
* Dreamwine: Stores 1 power points for visions, prophecy, or dream travel, but may add madness points on overuse.
* Blood Elixir: Stores 2 power points for vampire gifts, healing, or physical enhancement.
* Ghost Dust: Stores 1 power points for invisibility, spirit-sight, or walking through haunted places.
* Star Lotus: Stores 3 power points for psionics, clairvoyance, or cosmic awareness.
* Berserker Root: Stores 2 power points for strength, transformation, rage, or endurance.
* Silverleaf Tea: Stores 1 power points for calm, protection, or resisting curses.
* Angel Milk: Stores 3 power points for healing, purity, blessings, or removing Corruption.
* Black Poppy Resin: Stores 2 power points for shadow, sleep, pain, or death magic, but may add debt, poisoned, or corruption hindering condition points.
PLACES AND NODES
* Ley Line Crossing: Stores or provides 2 power points for any magic used there.
* Stone Circle: Stores 3 power points for seasonal rites, wards, summoning, or prophecy.
* Haunted Crossroads: Stores 2 power points for ghosts, bargains, curses, or travel.
* Ancient Battlefield: Stores 3 power points for rage, fear, necromancy, courage, or ancestral spirits.
* Sacred Spring: Stores 2 power points for healing, purification, blessings, or visions.
* Vampire Crypt: Stores 3 power points for blood, shadow, command, mist, or undeath.
* Meteor Crater: Stores 4 power points for psionics, mutation, alien magic, or strange science.
* Dragon’s Grave: Stores 5 power points for fire, fear, treasure curses, or ancient memory.
* Dreaming Grove: Stores 3 power points for faerie magic, illusions, healing, or transformation.
* Dead God’s Shrine: Stores 6+ power points for miracles, corruption, prophecy, or reality-breaking feats.
TIMES OF YEAR AND CELESTIAL EVENTS
* Full Moon: Stores or grants 1 power points for dreams, beasts, tides, madness, or transformation.
* New Moon: Stores 1 power points for stealth, curses, secrets, or shadow magic.
* Solstice: Stores 3 power points for sun, darkness, rebirth, prophecy, or ancient rites.
* Equinox: Stores 2 power points for balance, healing, bargains, doors, or spirit crossings.
* Eclipse: Stores 4 power points for curses, transformation, prophecy, vampires, or forbidden magic.
* Comet Night: Stores 5 power points for mutation, psionics, prophecy, or cosmic forces.
* Witching Hour: Stores 1 power points for ghosts, curses, dreams, or secret magic.
* Saint’s Day: Stores 2 power points for healing, protection, blessings, or banishing evil.
* Blood Moon: Stores 4 power points for vampires, werewolves, rage, hunger, or monstrous transformation.
LIVING SOURCES
* Familiar: Stores 1 power points for witchcraft, scouting, omens, or minor curses.
* Bound Spirit: Stores 2 power points for haunting, prophecy, possession, or spirit magic.
* Ancestor Ghost: Stores 2 power points for protection, memory, honor, or family curses.
* Willing Blood Donor: Stores 1 power points for vampire healing, hunger, or domination.
* Sacred Beast: Stores 3 power points for nature magic, transformation, courage, or protection.
* Sleeping Giant: Stores 5 power points for earth, storms, strength, or ancient memory.
* Angel, Demon, or Faerie Patron: Stores or grants 3 or more power points, usually in exchange for debt, corruption, dishonor, or obligation.
WEIRD SCIENCE AND PSIONIC TECHNOLOGY
* Psi-Battery: Stores 2 power points for telepathy, telekinesis, clairvoyance, or mind shields.
* Ectoplasmic Capacitor: Stores 2 power points for ghosts, barriers, possession, or spirit weapons.
* Orgone Accumulator: Stores 1 power points for healing, emotion, vitality, or strange energy.
* Reality Tuning Fork: Stores 3 power points for portals, illusions, time slips, or dimensional effects.
* Alien Power Cell: Stores 4 power points for strange science, mutation, energy attacks, or impossible devices.
* Dream Recorder: Stores 1 power points for memory, prophecy, or communicating through dreams.
* Black Box Relic: Stores 6 power points for reality-breaking effects, but every use risks glitch, madness, or corruption.
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MAGIC POWERS
WIZARDRY (MAGIC-USERS)
* Minor Powers: Affect one creature, object, or small area. Combat tricks (as attack, bonus to attack, or bonus to defense), detection, protection, minor illusions, glamour disguises.
* Major Powers: Affect groups, buildings, or battlefields. Flight, transformation, walls, summoning, powerful illusions. Effects last hours.
* Supreme Powers: Affect castles, armies, or miles of terrain. Teleportation, planar travel, permanent magic, major reality alteration. Effects last days.
* Ultimate Powers (Archmagic): Affect kingdoms or worlds. Wish, Gate, permanent enchantments, legendary summoning, reality-changing magic.
MIRACLES (CLERICS)
* Minor Powers: Healing, blessings, protection, light, detection. Turn away skeletons and zombies.
* Major Powers: Serious healing, disease and poison removal, food, water, dispel magic. Turn away ghouls, shadows, and wights.
* Supreme Powers: Raise dead, commune, holy miracles, powerful restoration. Turn away wraiths, mummies; weaker undead destroyed.
* Ultimate Powers (Divine Intervention): Legendary miracles, repeated resurrection, regional blessings. Turn away vampires, liches; weaker undead destroyed.
NATURE MAGIC (DRUIDS)
* Minor Powers: Healing, animal friendship, entangle, weather sense, survival.
* Major Powers: Poison and disease cures, plant magic, insects, winds, woodland miracles. Wildshape into mammals, birds, reptiles, amphibians; multiple forms for travel, scouting, or combat.
* Supreme Powers: Weather control, walls of fire or thorns, summon nature, commune with nature. Wildshape into nearly any normal animal, from tiny creatures to great beasts, adapted to land, air, or water.
* Ultimate Powers (Archdruid): Great storms, earthquakes, powerful healing, regional nature magic. Wildshape into elemental forms (air, earth, fire, water).
WITCHCRAFT (WITCHES)
* Minor Powers: Minor hexes, charms, omens, simple potions, small illusions. Ordinary small animal with magical senses as a familiar.
* Major Powers: Serious curses, dream magic, spirit summoning, scrying, temporary transformation. Talking or supernatural familiar with minor powers.
* Supreme Powers: Bloodline curses, major transformation, powerful spirits, enchanted objects. Dangerous magical beast, ghost, demon, or faerie as familiar.
* Grand Witchcraft: Kingdom-wide curses, soul magic, fate alteration, immortality, legendary bargains. Immortal or legendary supernatural companion.
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PSIONIC POWERS
BIO-AWARENESS
* Minor Powers: Self-control and survival. Slow heartbeat, ignore pain, heighten senses, resist poison or disease, suppress hunger, hold breath, accelerate minor healing, and appear dead.
* Major Powers: Healing and adaptation. Mend serious wounds, cure disease, neutralize poison, enter suspended animation, increase physical ability, and adapt to hostile environments.
* Supreme Powers: Regeneration and bodily redesign. Regrow limbs, restore senses, survive mortal wounds, alter age, change species traits, rewrite heredity, and recover from apparent death.
* Ultimate Powers: Life and species transformation. Restore the dead, grant longevity, rebuild bodies from fragments, cure regional plagues, design new species, adapt populations to hostile worlds, alter generations, and create living constructs.
CLAIRVOYANCE / PRECOGNITION
* Minor Powers: Nearby secrets and immediate danger. See through walls, sense traps, detect hidden creatures, read emotional impressions, receive omens, observe nearby places without a line of sight, and ask simple questions about a scene.
* Major Powers: Distant places and recent history. Scry on known people, view recent events, predict likely outcomes, find missing objects, see through disguises, trace psychic impressions, and interpret prophetic dreams.
* Supreme Powers: Deep history and possible futures. Observe distant places, witness ancient events, identify true forms and names, see branching futures, locate magically hidden beings, and reveal the consequences of major choices.
* Ultimate Powers: World-spanning prophecy. View other planes, recover erased history, identify cosmic threats, reveal legendary weaknesses, conceal nations from divination, interpret world-changing prophecies, and perceive connections across ages.
PYROKINESIS / CRYOKINESIS
* Minor Powers: Self-control and survival. Regulate body temperature, resist heat or cold, ignite or extinguish small flames, chill objects, prevent frostbite or burns, and maintain comfort in harsh climates.
* Major Powers: Environmental manipulation. Create fire or ice, shape flames or frost, melt or freeze surfaces, generate heat waves or cold zones, and control moderate weather effects.
* Supreme Powers: Battlefield control. Summon infernos or blizzards, shape firestorms or glaciers, vaporize or freeze large areas, create barriers of flame or ice, and drastically alter local climates.
* Ultimate Powers: Elemental dominion. Ignite cities or freeze oceans, create volcanic eruptions or ice ages, reshape ecosystems through heat or cold, and permanently alter planetary climates.
TELEKINESIS
* Minor Powers: Small objects and brief force. Lift tools, open doors, retrieve items, trip enemies, deflect light projectiles, slow falls, and manipulate simple objects at a distance.
* Major Powers: People, vehicles, and rooms. Fly, throw creatures, form shields, catch falling allies, break doors, manipulate multiple tools, restrain enemies, and sweep areas with force.
* Supreme Powers: Ships, buildings, and battlefields. Lift massive objects, crush stone or metal, halt armies, tear apart structures, create major force barriers, redirect siege attacks, and form weapons or platforms from force.
* Ultimate Powers: Mountains and cities. Lift fortresses, divert rivers, stop avalanches, hold mountains together, redirect meteors, construct vast structures, create city-sized barriers, and reshape terrain through will alone.
TELEPATHY
* Minor Powers: Nearby minds. Read surface thoughts, sense emotions, send silent messages, share images or sensations, calm or unsettle one creature, and resist minor mental intrusion.
* Major Powers: Groups and deeper thoughts. Read recent memories, enter dreams, implant suggestions, suppress fear or pain, create false emotions, establish group communication, and shield several minds.
* Supreme Powers: Identity and domination. Rewrite memories, dominate actions, possess bodies, create false personalities, link crowds into mental networks, copy knowledge, and project the mind across great distances.
* Ultimate Powers: Collective consciousness. Influence armies or cities, preserve minds after death, transfer consciousness between bodies, erase someone from collective memory, create permanent hive minds, and reshape shared beliefs.
TELEPORTATION
* Minor Powers: Short-range movement. Blink across a room, escape restraints, swap places, retrieve nearby objects, cross small barriers, and prevent short falls.
* Major Powers: Buildings and miles. Teleport groups, open temporary portals, cross a city instantly, redirect attacks, banish enemies short distances, and create extradimensional storage.
* Supreme Powers: World and planar travel. Teleport across continents, create permanent circles, open gates between distant locations, summon creatures or objects, banish beings to other planes, and trap enemies in spatial mazes.
* Ultimate Powers: Cities and dimensions. Move armies or cities, create pocket dimensions, connect worlds permanently, seal planes, remove places from reality, collapse vast distances, and establish global portal networks.
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HORROR POWERS
VAMPIRES
* Minor Powers: Affect one creature or nearby shadows through predatory supernatural gifts. Heighten senses, see in darkness, climb walls, move silently, command vermin, entrance mortals, heal minor wounds by drinking blood, and assume a frightening aspect.
* Major Powers: Affect groups, buildings, and local hunting grounds. Transform into a bat, wolf, mist, or swarm; dominate several minds; move with supernatural speed; shrug off ordinary weapons; summon animals; create darkness; and heal serious wounds through blood.
* Supreme Powers: Affect cities, bloodlines, and powerful supernatural enemies. Command crowds, create vampire servants, survive destruction through hidden resting places, cross great distances as mist or shadow, spread ancient curses, manipulate memories, and assume monstrous war forms.
* Ultimate Powers: Rule blood, death, and night across kingdoms. Create entire vampire lineages, permanently enslave populations, cloak regions in supernatural darkness, return from apparent destruction, curse dynasties, control vast networks of descendants, and become an immortal avatar of hunger or undeath.
WEREWOLVES
* Minor Powers: Affect yourself and nearby creatures through bestial transformation. Heighten scent and hearing, grow claws or fangs, track prey, resist pain, heal minor wounds, run or leap like a wolf, frighten enemies, and partially transform.
* Major Powers: Affect groups, territories, and powerful foes. Assume full wolf or hybrid form, regenerate serious wounds, command packs, hunt without rest, tear through armor, move through wilderness unseen, call nearby wolves, and spread fear through a supernatural howl.
* Supreme Powers: Affect armies, regions, spirits, and ancient enemies. Become a gigantic war-beast, cross vast wilderness rapidly, survive terrible wounds, command supernatural packs, enter spirit realms, call storms or moonlight, curse enemies with lycanthropy, and defend entire territories.
* Ultimate Powers: Embody the primal force of moon, hunt, and wilderness. Create new werewolf bloodlines, command every beast across a kingdom, regenerate from near-total destruction, unleash world-shaking rage, permanently transform lands into wild domains, and become an immortal guardian or destroyer tied to the moon.
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MODERN MAGIC POWERS
URBAN SHAMANISM
* Minor Powers: Affect nearby streets, buildings, crowds, and city spirits. Sense danger through graffiti or traffic, speak with the spirit of a place, find hidden routes, calm crowds, call rats or pigeons, bless a doorway, and hide within urban noise.
* Major Powers: Affect neighborhoods, infrastructure, and local communities. Command streetlights, traffic, elevators, pipes, and trains; summon spirits of roads or abandoned buildings; travel through alleys; animate graffiti; protect a block; and curse a business or gang.
* Supreme Powers: Affect cities, populations, and vast systems. Awaken skyscrapers, redirect transit networks, command crowds, summon legendary urban spirits, seal districts, create citywide wards, transform neighborhoods, and travel instantly between spiritually linked streets.
* Ultimate Powers: Reshape civilization through the soul of the city. Awaken an entire metropolis, create a living city, permanently alter its culture or geography, bind powerful gods into infrastructure, make roads connect impossible places, and establish a new supernatural urban order.
TECHNOMANCY
* Minor Powers: Affect one nearby device, signal, or simple system. Diagnose machines, unlock electronics, alter recordings, communicate with computers, disrupt cameras, animate small devices, sense wireless signals, and create minor holograms.
* Major Powers: Affect networks, vehicles, buildings, and groups of machines. Control drones, breach secure systems, create artificial assistants, possess robots, manipulate digital identities, disable communications, transform devices, and travel through connected networks as data.
* Supreme Powers: Affect cities, armies, satellites, and global networks. Command automated infrastructure, create advanced artificial intelligence, seize fleets of machines, build bodies for digital minds, rewrite vast databases, create virtual worlds, and wage supernatural cyberwar.
* Ultimate Powers: Reshape worlds through information and machinery. Awaken global technology, merge physical and digital reality, create machine civilizations, permanently rewrite recorded history, transfer populations into synthetic bodies, control planetary networks, and build gateways through computation.
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FANTASY ROLES
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CLERIC
* Abilities: Non-edged weapons like maces, healing, protection, divine magic, divinations, fighting undead, resisting evil, religious knowledge, inspiring allies, and supporting groups.
* Gear: Mace or warhammer, shield, chain armor, holy symbol, prayer book, healing kit, holy water, incense, candles, and vestments.
* Role-Playing Tips: Promote how the faith rewards the faithful. Allow no heretic or infernal threat to survive. Protect, aid, and rescue innocents from peril.
* Hit Points: 3 per Level (reduced by damage, heal Level h.p. per 8 hours of rest)
* Luck Points: 0 (spend to re-roll d6s or remove 1 hindering condition point)
* Power Points: 2 per Level (spend to create power effects)
* Powers: Miracles.
FIGHTER
* Abilities: Using all weapons, armor, combat reflexes, endurance, strength, tactics, leadership, protecting allies, and surviving danger.
* Gear: Sword, spear, bow, shield, heavy armor, helmet, dagger, rope, whetstone, and military supplies.
* Role-Playing Tips: Pursue combat for glory’s sake, as battle tests self-worth. Never flinch before hardships, as pain is only weakness leaving the body. Face death before dishonor, treating your word with care, and keeping all promises.
* Hit Points: 4 or 5 per Level (reduced by damage, heal Level h.p. per 8 hours of rest)
* Luck Points: 1 or 0 per Level (spend to re-roll d6s or remove 1 hindering condition point)
* Power Points: 0 (spend to create power effects)
* Powers: None.
MAGIC-USER
* Abilities: Spellcasting, arcane knowledge, magical research, identifying enchantments, history, supernatural knowledge, and sage lore.
* Gear: Spellbook, wand or staff, dagger, component pouch, scroll case, ink and quills, candles, chalk, reference books, and arcane curiosities.
* Role-Playing Tips: Conceal arcane secrets from those who hinder knowledge or corrupt magical practices. Keep the ignorant safe and unaware of magic’s physical, mental, and spiritual dangers. Pursue and promote the discovery of new and old arcane lore.
* Hit Points: 2 per Level (reduced by damage, heal Level h.p. per 8 hours of rest)
* Luck Points: 0 (spend to re-roll d6s or remove 1 hindering condition point)
* Power Points: 3 per Level (spend to create power effects)
* Powers: Wizardry.
Magic-User Specializations…
* Abjurer: Protective magic, magical wards, banishing summoned creatures, breaking curses, dispelling magic, resisting spells, sealing portals, and defending allies.
* Enchanter: Charms, compulsions, influencing emotions, controlling behavior, inspiring loyalty, creating confusion, resisting mental magic, and negotiating with supernatural beings.
* Conjurer: Summoning creatures, creating objects, teleportation, opening portals, binding supernatural beings, calling elemental forces, banishing summoned creatures, and transporting allies.
* Necromancer: Death magic, creating and controlling undead, speaking with spirits, draining life, curses, preserving corpses, resisting death effects, and knowledge of funerary lore.
* Diviner: Divination, detecting magic, seeing distant places, reading omens, predicting danger, uncovering secrets, finding hidden objects, and interpreting dreams and prophecies.
* Evoker: Destructive magic, elemental attacks, magical force, creating light and darkness, controlling energy, affecting multiple targets, breaking obstacles, and protecting allies from their own spells.
* Illusionist: Illusions, invisibility, disguises, concealment, creating false sounds and images, inducing fear, confusing enemies, and controlling what others perceive.
* Transmuter: Transforming creatures and objects, altering size and shape, enhancing physical abilities, weakening materials, controlling movement, changing substances, shapeshifting, and creating temporary magical adaptations.
THIEF/ROGUE
* Abilities: Using daggers and light weapons, picking locks, finding traps, stealth, climbing, sneaking, scouting, stealing, disguises, deception, and surprise attacks.
* Gear: Daggers, short sword, shortbow, leather armor, lockpicks, climbing rope, grappling hook, disguise kit, dark clothing, and concealed pouches.
* Role-Playing Tips: Remember your only true family members are fellow thieves. Take what you can but never claim property you cannot hide. Keep the whereabouts of accomplices secret.
* Hit Points: 3 or 4 per Level (reduced by damage, heal Level h.p. per 8 hours of rest)
* Luck Points: 2 or 1 per Level (spend to re-roll d6s or remove 1 hindering condition point)
* Power Points: 0 (spend to create power effects)
* Powers: None.
ELF
* Abilities: Using all weapons, especially swords and archery, spellcasting, keen senses, wilderness travel, ancient lore, and resisting charm, sleep, and enchantment magic.
* Gear: Longsword, longbow, arrows, light armor, spellbook or wand, travel cloak, herbal supplies, rope, ancient map, and elven keepsake.
* Role-Playing Tips: Remember that beauty, magic, and memory outlast mortal kingdoms. Remember shorter-lived folk are impatient and trust slowly: dwarves with stone, halflings with hospitality, and humans only after they have proven they can keep a promise.
* Hit Points: 3 per Level (reduced by damage, heal Level h.p. per 8 hours of rest)
* Luck Points: 0 (spend to re-roll d6s or remove 1 hindering condition point)
* Power Points: 2 per Level (spend to create power effects)
* Powers: Wizardry.
DWARF
* Abilities: Using all weapons, especially battleaxes and warhammers, heavy armor, endurance, underground exploration, detecting stonework, finding traps, craftsmanship, and resisting magic.
* Gear: Battleaxe or warhammer, shield, heavy armor, helmet, mining pick, lantern, rope, hammer and spikes, smithing tools, and clan token.
* Role-Playing Tips: Remember that greed and glory lead to honor; moderation and mediocrity lead to shame. Put family before clan; clan before gold; gold before beer; and beer before all else. Kill giants before orcs; orcs before goblins; and goblins before men.
* Hit Points: 5 per Level (reduced by damage, heal Level h.p. per 8 hours of rest)
* Luck Points: 0 per Level (spend to re-roll d6s or remove 1 hindering condition point)
* Power Points: 0 (spend to create power effects)
* Powers: None.
HALFLING
* Abilities: Using all weapons, especially missile weapons, stealth, hiding, dodging, scouting, wilderness survival, courage, and resisting magic.
* Gear: Ssling or shortbow, stones or arrows, short sword, dagger, light armor, hooded cloak, cooking kit, rope, bedroll, and several hidden pockets.
* Role-Playing Tips: Value home, family, full cupboards, and a peaceful pipe above crowns or conquest. Share food freely, keep useful secrets quietly, and always know the quickest road home.
* Hit Points: 3 per Level (reduced by damage, heal Level h.p. per 8 hours of rest)
* Luck Points: 2 per Level (spend to re-roll d6s or remove 1 hindering condition point)
* Power Points: 0 (spend to create power effects)
* Powers: None.