| Difficulty | Modifier | Description |
|---|---|---|
| Standard | +0 | A task that an average character can accomplish without much trouble, unless in a hurry or stessed. |
| Challenging | -10 | A task easily accomplished by skilled characters, but tricky for novices or unskilled characters. |
| Hard | -20 | A task requiring dedication and effect even for skilled characters. |
| Very Hard | -30 | A task challenging even for a skilled character, possibly requiring some luck to be accomplished. |
| Extremely Hard | -40 | A task that might be out of reach for anybody short of a highly trained professional. |
| Heroic | -50 | Something really tough to accomplish even by the most skilled experts without aid or great luck. |
| Impossible | -70 | A task that's nearly impossible even for exceptionally skilled characters. |
| Roll | Outcome | |
|---|---|---|
| 4 or less | Critical Failure | You fail and additional either: put yourself in danger, break a piece of equipment, take twice as long, or grant your foes +20 to their enxt Roll against you. |
| 5-74 | Failure | You fail at what you were trying to do. |
| 75-99 | Partial Success | You either only partially accomplish what you were trying to do, or manage to do it but with a cost, complication, or trouble. |
| 100-174 | Success | You accomplish what you were trying to do. |
| 175 or more | Outstanding Success | You succeed and either: get a +20 bonus to your (or an ally's) next related Roll, gain additional information, or take less time than normally required. |
| Outcome | Effects |
|---|---|
| Outstanding Success | Grant a +20 bonus. |
| Success | Grant a +10 bonus. |
| Partial Success | Grant a +10 bonus, but also expose yourself to a complication, a cost, or trouble. |
| Failure | Grant no bonus. |
| Critical Failure | Grant no bonus, and expose yourself to trouble. |
| Defender Level | SR Bonus | Attack Level | SR Difficulty |
|---|---|---|---|
| 1 | 5 | 1 | 55 |
| 2 | 10 | 2 | 60 |
| 3 | 15 | 3 | 65 |
| 4 | 20 | 4 | 70 |
| 5 | 25 | 5 | 75 |
| 6 | 30 | 6 | 80 |
| 7 | 35 | 7 | 85 |
| 8 | 40 | 8 | 90 |
| 9 | 45 | 9 | 95 |
| 10 | 50 | 10 | 100 |
| 11 | 52 | 11 | 102 |
| 12 | 54 | 12 | 104 |
| 13 | 56 | 13 | 106 |
| 14 | 58 | 14 | 108 |
| 15 | 60 | 15 | 110 |
| 16 | 62 | 16 | 112 |
| 17 | 64 | 17 | 114 |
| 18 | 66 | 18 | 116 |
| 19 | 68 | 19 | 118 |
| 20 | 70 | 20 | 120 |
| 21+ | +1/level | 21+ | +1/level |
Drive is a measure of how strongly a character is motivated and how far they would push themself to get what they're after. It ranges from 0 to 5 and varies over time.
Drive starts at 1 and increases when:
This is a collective decision: any player can suggest any other player has earned a point of Drive, and the point is awarded if anybody else agrees.
| Drive Spent | Effect |
|---|---|
| 1 Drive | Get a special +10 bonus per Drive spent to all Skill, Attack, and Save Rolls for the duration of the current scene. |
| Re-roll any failed Roll, with a special +10 bonus. | |
| Re-roll a Critical Strike just suffered with its severity decreased by one level. | |
| Impose a -10 penalty per point of Drive spent on the Save Roll made to resist the effects of a spell. | |
| 5 Drive | Consider the result of any Open-Ended Attack, Skill, or Spell Roll as a natural 100. |
| Add a +20 bonus to a Critical Strike Roll. | |
| Ignore all penalties to actions form wounds and adverse Conditions. | |
| Double the Area of Effect, Tragets, Range, Duration, or Base Damage of a Spell. |
When you spend Drive, mark the number of points of Drive spent on your Heroic Path track. Each 10 points awards you a Milestone.
TKTK Milestone
| Range | Modifier |
|---|---|
| Touching | +30 |
| Up to 3 m | +10 |
| 4 to 15 m | +0 |
| 16 to 30 m | -10 |
| 31 to 90 m | -20 |
| More than 90 m | -30 |
| Roll | Save Difficulty | Outcome |
|---|---|---|
| up to 25 | — | Spell Failure: Roll on the Critical Spell Failure Table. |
| 26-50 | — |
If the Spell requires a Save Roll, the target automatically succeeds. Otherwise, choose the one that applies best:
|
| 51-80 | 50 |
Success If the Spell does not require a Save Rooll, it succeeds. If the Spell requries a Save Roll, targets of the Spell must make a Save Roll against the difficulty shown on the left. |
| 81-95 | 60 | |
| 96-105 | 65 | |
| 106-110 | 70 | |
| 111-120 | 75 | |
| 121-130 | 80 | |
| 131-135 | 85 | |
| 136-140 | 90 | |
| 141-145 | 95 | |
| 146-150 | 100 | |
| 151-155 | 105 |
Outstanding Success If the Spell does not require a Save Roll, it succeeds. If the Spell reuqires a Save Roll, targets of the Spell must make a Save Roll against the Difficulty shown on the left. Furthermore, choose one:
|
| 156-160 | 110 | |
| 161-165 | 120 | |
| 166-170 | 130 | |
| 171-175 | 140 | |
| 176+ | 150 |
| In a Safe Haven | -20 |
| In a Blighted Land or Darkland | +20 |
| Healing, Spirit-Related, or Light Spell | -20 |
| Natural, Elven, or Illusory Spell | -10 |
| Attack Spell | +20 |
| Evil Spell | +30 |
| Roll | Effects |
|---|---|
| 40 or less | Nothing: An inquisitive shadow passes over the caster, but soon its attention is drawn somewhere else. |
| 41-60 | Awareness: The Titan is aware of the caster's presence but unable to locate their current position. The next Spell the character casts within the next hour automatically results in a Magical Resonance Roll. |
| 61-80 | Attention: The GM chooses one:
|
| 81-90 | Pursuit: The GM chooses one:
|
| Maximum result for Spells of Weave 4 or lower. | |
| 91-100 | Assault: The GM chooses one:
|
| 101 or more | Lieutenant: The character has been found by a overwhelmingly powerful servant of the Titan, sent ot bring them over to its side or utterly destroy them. |
| +0 | Healing, information, and divination spells |
| +10 | Utility, personal, defensive, and Nature Magic spells |
| +20 | Enchantment Magic |
| +30 | Alteration Magic |
| +50 | Evil and Elemental Magic |
| 1d100 | Effects |
|---|---|
| 01-75 | The caster is Stunned. |
| 76-100 |
The caster is Stunned and chooses one:
|
| 101-125 |
The caster is Stunned and chooses one:
|
| 126-150 |
The caster is Stunned and chooses two:
|
| 151+ |
The caster is Stunned and chooses two:
|
TKTK overcasting
Encumbrance is determined by group consensus, with the GM having final say. Worn armor is not factored into encumbrance.
| Unencumbered | Clothes, a belt with a small pouch, a single weapon or two light weapons, and light traveling gear (a small 5 kg backpack or bag). |
| Lightly Encumbered | Clothes, a belt with a scabbard and a single heavy weapon or two light weapons, a small quiver with a few arrows, and some traveling gear (a 10 kg backpack or bag). |
| Encumbered | Clothes, a belt with a pouch, a heavy weapon or two light weapons, a heavy backpack with 1 week worth of rations, a bedroll, and various traveling equipment. |
| Heavily Encumbered | Clothes, several melee or missile weapons, a big and very heavy (25+ kg) backpack with 2 weeks of rations, a camping tent, and other encumbering traveling gear, special equipment like a rope and pulley, chains, heavy treasure (like a bag with a thousand coins). |
| Over Encumbered | The character is really overburdened, like dragging a sled with a big load (or pulling or carrying the body of a wounded companion). Generally this is now how the character runs around whilea dventuring, but more likely a particular condition the character can endure only for a short period. |
| Encumbrance Level | Effects |
|---|---|
| Unencumbered | No penalties. |
| Lightly Encumbered | The character suffers no penalties, but could be prevented from using certain Traits or abilities. |
| Encumbered | The character must reduce their Move Rate by one third (rounded down) and will be slowed down when traveling. |
| Heavily Encumbered | The character halves their Move Rate (rounded down), suffers a -20 penalty to all actions, and will be greatly slowed down when traveling. |
| Over Encumbered | The character moves at one-fourth their normal Move Rate (rounded down), cannot Sprint, attack, or travel, and won't be able to add their SWI to their Defense. |
Here's an outline of the overall process for dangerous journeys (we don't have to use this except when we want the journey to be the focus of the adventure):
| Encumbrance Level | Kilometers per Day of Travel | |||||
|---|---|---|---|---|---|---|
| Normal Terrain | Rough Terrain | Arduous Terrain | ||||
| By foot | Mounted | By foot | Mounted | By foot | Mounted | |
| Up to Lightly Encumbered | 50 | 95 | 30 | 40 | 15 | 8 |
| Encumbered | 30 | 65 | 15 | 25 | 8 | 8 |
| Heavily Encumbered | 15 | 30 | 8 | 15 | 3 | 0 |
| Over Encumbered | 0 | 0 | 0 | 0 | 0 | 0 |
| Vehicle | Speed (km/day) |
|---|---|
| Raft/Canoe | 30 |
| Boat | 40 |
| Small Ship | 110 |
| Large Ship | 90 |
| Warship | 180 |
| Roll | Winds | Speed Modifier |
|---|---|---|
| 1-33 | Unfavorable | ×0.75 |
| 34-66 | Normal | ×1 |
| 67-00 | Favorable | ×1.25 |
If the characters are uncertain of the location of either their destination or themselves, they will have to proceed more slowly, exploring their surroundings in search of clues or landmarks. This slower pace is called Pathfinding.
Pathfinding reduces your travel speed by half. Whenever Pathfinding characters attempt to cross a new terrain, they must make a Wandering Skill Roll to avoid losing their way.
Finding a hidden or unknown destination will also present a Hazard, in addition to any others on the journey.
TKTK pathfinding, hazards
Resolution:
TKTK weariness, starvation
TKTK extrem heat/cold, drowning and suffocation, MIA sidebar, visibility
| Group Size | Modifier |
|---|---|
| 2 or less | +20 |
| 3 to 4 | +0 |
| 5 to 7 | -20 |
| 8 or more | -40 |
| Terrain | Modifier |
|---|---|
| Normal terrain | +0 |
| Exposed terrain, offering little to no cover | -20 |
| Dangerous Areas, places like treacherous bogs or haunted ruins that are inherently dangerous | -30 |
| Darklands, under the direct influence of the Titan or its lieutenants | -50 |
Outcomes: On a success, the party can safely rest for one day, but will have to make another roll the next day. On a partial success, they will be able to rest, but will suffer a minor complication that may tax their resources or slow them down. On a Failure their rest will be interrupted according to a roll by the GM on the Camping Roll Failure Table.
| 1d100 | Event |
|---|---|
| 01-30 | The heroes can't get much sleep due to biting insects, foul smells, bad weather, or terrible nightmares. The ydon't gain Exhaustion, but do not gain any benefit from their rest. |
| 31-60 | An accident strikes the camp, threatening to the injure the heroes and/or damage their gear. Even if they manage to avoid harm, their camp is destroyed and they're unable to get any sleep for the rest of the night. |
| 61-90 | The heroes are ambushed by wild beasts or minions of evil halfway through their rest. |
| 91-100 | The spot chosen by the PCs is actually cursed or tainted. The heroes must flee or confront the terrible evil that haunts this place. They don't get any rest. |
TKTK explanation of safe havens, recovery bonuses, activities
| Area | Description | Difficulty |
|---|---|---|
| Free Lands | Populated areas whose inhabitants valiantly oppose the Titan | Hard (-20) |
| Wilderness | Large unclaimed or uninhabited areas, but free of the Titan's influence | Very Hard (-30) |
| Borderlands | Areas whose inhabitants neither directly oppose not ally with the Titan, or Free Lands that border Darklands or Blighted Lands | Extremely Hard (-40) |
| Blighted Lands | Areas where the Titan's influence is strong and palpable, or places forever accursed by terrible events in their past | Heroic (-50) |
| Darklands | Regions completely under the control of the Titan and its minions | Impossible (-70) |
| Roll Result | Outcome |
|---|---|
| Success | The character remembers a tale or legend describing the general location of a Safe Haven within 1d5 days of the party's position. The group can then find it using the Pathfinding rules. |
| Partial Success | As a Succes, but either the Safe Haven's inhabitants will be wary of the characters' motives, or the heroes will encounter an additional Hazard on their way. |
| Failure | The character got something wrong: they lead the party to either an unforeseen obstacle or to the ruins of a haven long fallen into disrepair or under the influence of evil forces. |
TKTK explain WL and starting WL
The costs of goods and services are rated with a Fare ranging from 0 to 5, like Wealth Level. When buying something's, compare your Wealth Level to the Fare according to the table below.
| WL > Fare | The character can afford buying the good. |
|---|---|
| WL = Fare | The character can afford buying the good, but their WL is reduced by one (to a minimum of 0). |
| WL < Fare | The character cannot afford that good on their own. They must have someone loan money to them or increase their Wealth first. |
Purchasing multiple of an item (double digits or so) increases the Fare by +1. Bulk purchases (in hundreds or thousands) increases the fare by +2 to +3.
Barter is also often possible, exchanging items of the same Fare for each other, or exchanging an item of a higher Fare for several lower-Fare items.
TKTK availability
Items can sometimes be acquired of unusually good or poor quality, modifying their Fare, and providing a bonus or penalty to some relevant bonuses.
| Quality | Fare | Item Modifier |
|---|---|---|
| Low Quality | -1 | -10 |
| Superior Quality | +1 | +5 |
| Masterwork | +2 | +15 |
| Weapons | CMB |
| Armors | DEF, or reduces Penalty |
| Tools | Skill Bonus |
TKTK increasing Wealth, treasure.
The combined Movement Penalty of your worn armor (reduced by your Armor Skill bonus, to a minimum of 0) applies as a penalty to the following skills:
The armor skill is never rolled, and does not have a stat which grants it a bonus.
Instead its Skill Bonus reduces your armor's Movement Penalty point for point, down to a minimum of zero.
TKTK rounds, round length
Each round in combat or other tactical situations is divided into a sequence of phases, the Tactical Round Sequence. There are nine different phases (though not all of them are always necessary):
The Assessment Phase is used to keep track of lasting effects (Spell Durations and ongoing Conditions tick down, Bleeding damage is applied, etc.). And characters that are confused, disoriented, or caught unaware get to make and Assessment Roll.
Each character's actions and intended targets are declared by their player. The GM declares NPC actions first, then players declare their characters' in any order.
In this Phase, characters move across the battlefield and perform other movement or positioning-involving maneuvers like sprinting, tumbling, or climbing. Movement is usually simultaneous, but if timing is important or movement might be interrupted by another action, use the Conflicting Action rules.
Two kinds of Spells can be resolved at this phase:
If ordering is important, spells cast by higher level casters resolve first. Ties are broken in favor of the higher total bonus on the Spell Casting Roll.
The first volley of missile weapons consists of:
Highest CMB goes first, ties mean the shots are simultaneous.
The second volley is any missile weapon reloaded in the current round or any other missile or thrown weapon that wasn't fired in Ranged Phase A.
Non-instantaneous improvised spells are resolved now.
Other actions not covered in a previous phase are resolved in this phase.
In a round, a character can do any of these combinations:
A character can hold a Readied Action indefinitely past its normal place in the Tactical Round Sequence until they want it to go off. If two or more characters have Readied Actions and want to let them off at the same time one against the other, then they are resolved as Conflicting Actions.
Multi-Round Actions are actions that last more than a single Round, like reloading a heavy crossbow, scaling a wall, or holding a door shut. They are treated as a sequence of consecutive Full Actions. If a character stops in the middle of a Multi-Round Action and wants to resume, they must start over from the beginning. Multi-Round Actions can not be combined with other actions except for Free Actions.
TKTK tactical movement, arduous terrain, obstacles
TKTK CMB/Attack stuff p. 199
A character can Parry, subtracting any number up to their total CMB from their CMB for the current round in order to add the same amount to their DEF against one or more incoming attacks, subject to these restrictions:
Characters attacked by an opponent with a melee attack are considered to be Engaged with that opponent. Engaged characters cannot take Movement Actions unless they Disengage or try to Run Away first.
Characters can Disengage from melee as a Full Action. While Disengaging, they can use their CMB to parry their opponent's attacks, but they cannot strike back. Characters who Disengage stop being Engaged at the end of the Other Actions Phase.
Characters may also opt to try simply Running Away as fast as possible. This is a Conflicting Action with the Athletics Skill:
Ranged attacks require line of sight to their target. They may also suffer a penalty or be impossible due to range.
Conditions are various effects that can influence your situation during fights or other adventures. Generally: different conditions can stack, but multiple instances of the same condition never stack.
| Modifier | Melee or Thrown | Missile |
|---|---|---|
| +0 | Brawl, hand weapons, short impact weapons, thrown daggers | Light crossbow |
| +10 | Short edged weapons, long impact weapons, one-handed axes, javelins | Short bow, sling |
| +20 | Long edged weapons | Heavy crossbow |
| +30 | Two-handed weapons, chain weapons | Composite bow |
| +50 | Polearms, net, whip | Longbow |
| 1d100 | Melee and Thrown Weapons | Missile Weapons |
|---|---|---|
| 01-75 | The character must make an Assessment Roll during the next Assessment Phase. | The character must make an Assessment Roll during the next Assessment Phase. |
| 76-100 | The character must make an Assessment Roll during the next Assessment Phase and chooses one:
|
The character must make an Assessment Roll during the next Assessment Phase and chooses one:
|
| 101-125 | The character must make an Assessment Roll during the next Assessment Phase and chooses two:
|
The character must make an Assessment Roll during the next Assessment Phase and chooses two:
|
| 126-150 | The character is Stunned and chooses two:
|
The character is Stunned and chooses two:
|
| 151+ | The character is Stunned and chooses two:
|
The character is Stunned and chooses three:
|
| Roll Result | Effects |
|---|---|
| Success | The bleeding stops. For Light Bleeding, the Bleeidng Condition is removed immediately. For more serious Bleeding, the condition remains until the patient spends a full day resting, but the wounds won't reopen. |
| Partial Success | As Success, but the GM can choose to have the patient do one of:
|
| Failure | The blood loss is temporarily stopped, but the wound isn't healed. The patient must find another way to heal it, or a more skilled healer. |
| Critical Failure | As Failure, and the GM can choose one of the Partial Success options. |
There are three severities of injury, based on the penalty they inflict (these apply to all Skill and Attack Rolls). Each injury is recorded and healed separately, but the penalties stack.
Characters whose penalties from Injuries reach a total above -100 become Incapacitated until their injuries are lowered to -100 or less.
| Roll Result | Effects |
|---|---|
| Success or Outstanding Success | The injury begins healing. For Minor Injuries, they will heal in half the normal time (usually a day). Serious Injuries will turn into a Minor Injury (with a -20 penalty) after 10 days of rest. Critical Injuries will become a Serious Injury (with a -50 penalty) after 20 days of rest. |
| Partial Success | The Injury begins to heal as for a Success, but as a Lingering Injury, taking one and a half times the normal time to recover. |
| Failure | The healer is not able to treat that specific injury. |
| Critical Failure | As a Failure, but the healer's ineptitude makes future treatment harder, turning the wound into a Lingering Injury. |
Outcomes: On a Success, the patient gets to make a new Save Roll against the poison or disease. If this Save Roll fails, the ailment persists, but they may continue making a new Save Roll each day until the character is either dead or healed. On a Partial Success, the patient still gets to make new Save Rolls, but suffers a -10 penalty to the Save Roll.
Soul Damage is a special type of damage deal by evil magic and the undead. Soul Damage inflicts not just a temporary reduction in HP, but a permanent penalty to the Body Skill, thus lowering your Total HPs, as well. Characters whose Total Hit Points are reduced to zero or less by Soul Damage become hollow lifeless husks, Incapacitated and Dying in 6 Rounds. Those who die to Soul Damage will rise as undead 1d10 days later unless proper precautions are taken.
TKTK healing herbs
TKTK searching for healing herbs