Table of Contents

  • Introduction
  • Chapter 1: Character Creation
    • Attributes
    • Skills
    • Perks
      • Professions
      • Advantages
  • Chapter 2: Character Advancement
    • Leveling
    • Gaining Attribute Points
    • Gaining Skill Points
    • Unlocking Additional Perks
  • Chapter 3: Dramatic Systems
    • Skill Use & Challenges
    • Combat
      • Attacking & Hitting
      • Damage
      • Armor
      • Special Maneuvers
    • Health and Healing
    • Status Effects
  • Chapter 4: Magic
    • Wizardry
    • Sorcery
    • Mysticism
    • Specialist Hybrids
    • Priests
  • Chapter 5:   The Others
    • Bloodthralls
    • Children of Dagon
    • Giantkin
    • Lycanthropes
  • Credits

Introduction

So, you’re ready to take the step from hack n’ slash or soft RP, and combine them into a full-featured RP system for complex storytelling, dramatic systems, and GM’d scenes of wonder, wandering, and warfare? Look no further! Here, we’re going to present for you a system that is robust as it is elegant. The RotTV RPG System is based on a body of work including inspiration from Shadowrun, World of Darkness, D&D SAGA, and a host of new ideas from Probably Nothing Bad Games. All of these pieces have been brought together to create something that is extremely easy to learn in just minutes, but presents enough depth of gameplay to allow you to forge characters and stories that will remain interesting and relevant for years to come. This system uses no character classes, no complex calculations, and offers very few restrictions in how you can build your character, giving you the power to make characters that are interesting and meaningful to you, regardless of your character’s concept. Moreover, because of its simplicity, it’s no longer scary to be the GM. Anyone can pick up this system and use it to tell a story. We hope very much that you’ll take a peek between our pages, grab some d6’s and a pencil and paper, and join us on a journey of collaborative storytelling.

Adventure starts here!


Chapter One:  Character Creation

(Character Creation Plug & Description Paragraph:) Discuss character concepts. Explore thinking about who the character is over min/max.  Explore the importance of flaws, motivations, relations. Include brief descriptions of each race and a high-level overview of their culture, ideologies, etc.

Begin describing Attributes. Discuss the scale for attributes:  1= Cripple, 2= Average, 3= Extremely proficient, 4= Olympic Victor, 5= Nearly superhuman/demigod.

Discuss Willpower, Health Levels, and Spell Points.  Willpower is fully detailed. Health Levels are covered in greater detail in Chapter 3 under Combat.  Spell Points are covered in greater detail in Chapter 4 under Magic.

Begin describing Skills. Discuss variability in skill use. Discuss the scale for skills: 0= Unskilled, 1= Very basic knowledge, an apprentice 2= Fully trained; a journeyman, 3= Expert, 4= Master, 5= The absolute paragon in that skill.

Begin discussion and use for each attribute:

  • ATTRIBUTES
  • Physical:
    • Strength: Raw physical strength.
    • Dexterity: Speed & ease of movement, covering both full body movement and hand-eye coordination.
    • Stamina: Physical hardiness, including resistance to disease and physical trauma and how fast you can recover.
  • Social
    • Charisma: How you come across to others socially; how you conduct yourself in public when not actively interacting with others.
    • Manipulation: How easily you bend others to your will, either through persuasion or threats.
    • Appearance: Your level of attractiveness, not merely in physical beauty, but in how the character carries themselves and presents themselves to others. May be raised temporarily with clothing or other adornments.
  • Mental
    • Intelligence: Memory and raw brain power.
    • Perception:  Your ability to notice things and perceive the world around you, through all of your senses.
    • Wits: Quickness of thinking; measures how easily you make leaps of logic or intuition.
  • Willpower
    • Willpower is a measure of a character’s inner drive and competence at overcoming unfavorable odds. Unlike other Traits, Willpower has a permanent rating and a temporary “pool,” and unlike other attributes, it has no associated skills. Each time a point of Willpower is used, one die is taken away from your rating, until replenished at the end of the day, and your total Willpower is treated as being one lower than before.When a character has no Willpower remaining, they are drained, mentally, physically, and spiritually, and will have great difficulty doing anything, as they can no longer muster the mettle to undertake an action or cause.A character’s Willpower rating can also be used as the target number for some actions involved in breaking a character’s resolve.For the cost of 1 Willpower rating, a player can:
      – Gain 1 die for a roll, including non-magical skills for which the character is untrained.
      – Regain control from a negative status effect for 1 action.
      – Regain 2 spent spell points.
  • Health Levels
    • Health is a measure of your character’s physical well-being. Characters can never roll more dice for an action than double their current health level, and can never score more successes for an action than their current health level, minus one. This means that a character reduced to one or fewer health levels is effectively incapacitated and unable to take an action without expending Willpower.Dropping below 1 Health does not kill a character, unless the player chooses to allow Final Death, but negative health levels do increase the amount of healing needed to return them to consciousness, and will not exceed the negative value of their total health. (-8 in most cases.)Health automatically returns at a rate of 1 per hour outside of combat/hazard. Each success on a Medicine + Intelligence roll reduces the healing rate by ten minutes, for up to 4 hours.
  • Spell Points
    • Spell Points measure a character’s connection to the ether; the energies tying the world together. These spell points are used to empower and give form to the various magical spells casters are able to create, and each spellcasting practice utilizing spell points slightly differently. When a character has no more Spell Points remaining, or they lack the Spell Points necessary to cast a spell, they are unable to focus enough energy to perform that spell effect. Spell Points cannot go into the negative. Spell Points can be regained at a rate of 1 per 30 minutes spent in uninterrupted meditation, 1 per hour at rest or through the expenditure of Willpower, fueling their creations with the fire of their own bodies. 1 Willpower can be spent to generate 2 spell points, each.- Wizards spend 2 spell points per each spell level except where specified in the spell’s description and then roll for the spell effect(s). A lower level spell can always be cast as a higher level spell, which should add to the damage, range, or duration, as detailed in the spell description.- Sorcerers determine the size and power of each spell as they are cast. They can spend spell points based upon the desired effect, before rolling to determine if the spell is successful. When casting a spell, if the total Spell Point cost for a spell exceeds the dice pool to cast the spell, and the roll to cast the spell fails, the Sorcerer suffers a Backlash, as the gathered magical energy escapes containment and is unsuccessfully channeled or controlled. Each Backlash is determined by the magical paths used in the spell. For instance, a spell utilizing Aeromancy and Geomancy could swirl up a brief, intense dust devil that blinds and chokes the caster, and other characters too close by. A Backlash of Spectramancy might turn the caster into a blinding light show for the rest of the day, or even strike them blind temporarily. Spare a thought and a kind word for all of the the poor, over-eager sorcerers who reached too far with combine Pyromancy and Electromancy effects. Theirs was a fate, come too soon. A Backlash has 1 die of effect for every Spell Point expended in the casting, to a minimum of 1. The first die applies either one damage or ten minutes of duration to the Backlash. The second and third dice extend the effect of the spell by 1 meter, impacting all creatures friend or foe, in the radius. The fourth die increases damage or duration, and so on, until all spell points are accounted for.To determine the cost of a spell, spend:
      1 spell point to cast as a base
      +2 for each secondary spell school involved in the effect
      +1 for each turn of duration
      +1 for each additional target in the spell effect
      +1 for each additional effect die (damage, resistance, skill, etc)- Mystics determine the cost of their spells based upon the desired level of the effect. Their paths unlock spells progressively, which unlock new effects in that path, and then their spell points determine the size of the dice pool to carry out that effect, based on path or spell description.- Priests are able to use spell points to empower and shape their prayers, in essence offering up a part of creation to their deity as a kind of ethereal sacrifice. Each prayer will have its own specific effect and spell point cost in the spell description.

PRIMARY SKILLS

    • Skill Name (Default Attribute) – Note that any appropriate attribute can be used with a skill.
      • Un/Trained  – Can this skill be used without training
      • Description: – Details of how the skill is used and what activities it covers.
    • Academics (Intelligence)
      • Trained
      • This catch-all knowledge skill covers the character’s erudition in the “humanities:” literature, history, art, philosophy and other liberal sciences. A character with dots in Academics is literate, generally well-rounded in these fields, and at high levels may be considered an expert in one or more areas of study. Not only can this Knowledge impress at salons and other high-class functions, but it can also offer valuable clues to certain past – and future movements in the world stage.
    • Alchemy (Intelligence)
      • Trained
      • You are familiar with the writings of the the world’s renowned alchemists, and you also have some practical experience in creating alchemical formulae. You can interpret alchemical texts, and you understand the various symbols and ciphers used by the alchemists even when you find them in a non-alchemical context.
    • Alertness (Perception)
      • Untrained
      • This is your basic knack for noticing things that go on around you, even when you’re not actively looking for them.
        Alertness describes the attention you pay to the outside world, whether otherwise occupied or not. This Talent is typically
        paired with Perception, and is best used when sensing physical stimuli (as opposed to moods or clues).
    • Animal Ken (Wits)
      • Untrained
      • You can understand an animal’s behavior patterns. This Skill allows you to predict how an animal might react in a given situation, train a domesticated creature, or even try to calm or enrage animals.
    • Archery (Dexterity)
      • Trained
      • You know how to fire a bow, and may be able to do so with great proficiency. Modern bows can be very complicated gadgets (especially crossbows), and this Skill is essential if you hope to use them correctly.
    • Artillery (Intelligence)
      • Trained
      • You may operate, shoot, and manage artillery of all varieties – anything from an indirect crossbow fire to teams of trebuchets. Additionally, your knowledge of the weapons includes the ability to repair them.
    • Athletics (Dexterity)
      • Untrained
      • This Talent represents your basic athletic ability, as well as any training you might have had in sports or other rigorous
        activities. Athletics concerns all forms of running, jumping, swimming, sports and the like; however, it doesn’t
        cover basic motor actions such as lifting weights, nor does it govern athletic feats covered by another Ability (such as
        Melee).
    • Awareness (Perception)
      • Trained
      • Unlike Alertness, which measures a character’s sensitivity to mundane events, Awareness is a gut reaction to the presence of magic. Usually, only mages possess this particular Talent. Once attuned to the supernatural, such students of the arcane just get hunches, chills, or sudden flashes of inspiration. Magic calls to magic, and the character recognizes instinctively when something’s just not right in the area. Of course, knowing that something’s wrong doesn’t mean that the character knows what it is; that’s the province of proper knowledge. Awareness can be used deliberately if a spellcaster suspects that something is mystical, in order to determine a general impression of the item or creature.
    • Brawl (Strength)
      • Untrained
      • The Brawl Talent represents how well you fight in tooth-and-nail situations. This Talent represents skill in unarmed combat. Effective brawlers are coordinated, resistant to pain, quick, strong and mean; the willingness to do whatever it takes to hurt your opponent wins plenty of fights.
    • Common Sense (Wits)
      • Untrained
      • You have a significant amount of practical, everyday wisdom. This Talent represents your collection of generally useful knowledge, which can be called upon to seek guidance from your Storyteller if an action might violate practicality.
    • Cosmology (Intelligence)
      • Trained
      • Mages spend a great deal of time studying other worlds and dealing with spirits. The Cosmology Knowledge represents this sort of education. Of course, the ways of the Spirit World are diverse and strange, and there’s no way to guarantee that what works in one place or time will work again. Still, certain landmarks and traits are mostly reliable, and some spirits have a habit of meddling with mages more than others. From such benchmarks, the mage can make guesses about aspects of the universe and its denizens.
    • Crafts (Intelligence)
      • Trained
      • This Skill covers your ability to make or fix things with your hands. Crafts allows you to work in fields such as carpentry, leatherwork, or weaving. You can even create lasting works of art with this Skill, depending on the number of successes you achieve. It is encouraged to choose a specialty in a particular type of craft, even though you retain some skill in multiple fields.
    • Dodge (Dexterity)
      • Untrained
      • The first rule of self-preservation, this Talent covers your ability to avoid blows, missile fire or even charging rhinos. Dodge entails taking cover, ducking punches or any other methods of getting out of harm’s way.
    • Diplomacy (Charisma)
      • Untrained
      • You have the ability to deal with people of all types and creeds. Even when handling touchy subjects, you are able to get results without ruffling too many feathers. You are skilled at delicate negotiations and mediating disputes – getting along with others without overt manipulation and without letting your own aims fall to the wayside. This Ability involves a knowledge of the formal rules of give and-take, as well as the official cultural rules of conduct and politeness.
    • Disguise (Appearance)
      • Trained
      • You can conceal your appearance and even make yourself look like another specific person through the use of clothes and makeup.
    • Empathy (Perception)
      • Untrained
      • You understand the emotions of others, and can sympathize with, feign sympathy for, or play on such emotions as you see
        fit. You are an easy hand at discerning motive, and might be able to pick up on when someone’s lying to you. However, you
        may be so in tune with other people’s feelings that your own emotions are affected.
    • Expression (Charisma)
      • Untrained
      • This is your ability to get your point across clearly, whether through conversation, poetry or even a letter in the mail. Characters with high Expression can phrase their opinions or beliefs in a manner that cannot be ignored (even if their opinions are misinformed or worthless). They might also be talented actors, skilled at conveying moods or feigning emotion with every gesture. Additionally, this Talent represents your ability for poetry, creative writing or other literary art forms.
    • Enigmas (Wits)
      • Untrained
      • Mysteries are stock in trade for magic-workers. Some magicians make an especial study of puzzles, riddles and mysterious circumstances, though. When gut instincts fail and logic can’t offer a solution, the character with a broad knowledge of Enigmas sees clever solutions, hidden meanings and the motives behind such tricks. The Enigmas Knowledge can be used for figuring out the best way to approach a puzzle, the answer to a spirit’s riddle or even just the morning crossword.
    • Escapology (Dexterity)
      • Trained
      • You are skilled in various techniques that enable you to escape from bonds and restraints.
    • Etiquette (Manipulation)
      • Trained
      • You understand the nuances of proper behavior, in both high society and formal settings. It also covers a broad knowledge of “proper” behavior and customs, allowing the character to make someone feel welcome, lower their guard, or to avoid offending someone. This Skill can be used used during haggling, seduction, dancing, dinner etiquette and all forms of diplomacy.
    • Forgery (Wits)
      • Trained
      • This skill allows characters to forge documents. Two rolls are required: one to know what type of forms and signatures are necessary, and the other to actually sit down and forge the papers. The player is only able to roll as many dice on the second roll as the number of successes achieved on the first roll. It is very difficult to successfully forge documents.
    • Grapple (Strength)
      • Untrained
      • An attacker can try to grab a foe, hoping to either immobilize them and hold them in submission. If the attacker scores more successes than the opponent’s Strength, the victim is immobilized and held. In the next round, she can begin to inflict harm at a rate of one damage per turn until the opposing character breaks the grapple. Any character struck by this attack loses their remaining attacks for the current turn. Continuing to grapple during each turn after the first requires the combatants to make opposed Strength rolls. Whoever accumulates more successes may opt to immobilize the other. If both score the same number of successes, neither gains the upper hand this turn.
    • Haggling (Manipulation)
      • Untrained
      • You are skilled at bargaining and can reduce another’s price, or get some other concession, under most circumstances. Each net success you score reduces the price by five percent if you are buying, or increases the character’s offer by five percent if you are selling. Failure means the price does not budge and the other character may become angry.
    • Heavy Weapons (Strength)
      • Untrained
      • Where most melee weapons require a certain degree of finesse and dexterity to strike an accurate blow, Heavy Weapons are much more general, addressing those blows “to whom it may concern.” Heavy Weapons attack in wide, wild arcs, cleaving through groups of enemies. Instead of attacking a target, this skill allows the attacker to split their attack successes against any enemies in melee range.
    • Herbalism (Intelligence)
      • Trained
      • You have a working knowledge of herbs and their properties, medicinal and otherwise. You can find and prepare herbs, and know which herb or blend of herbs to use in any situation.
    • Impress (Appearance)
      • Untrained
      • Similar to Etiquette, this Skill involves being able to move within society in polite functions, but where Etiquette is a more codified series of accepted and expected behaviors, a character who can Impress knows how to fill the space, demand an audience, and present themselves in the best possible light. This skill can be used during seduction, dancing, distractions, and all forms of subterfuge.
    • Initiative (Wits)
      • Untrained
      • This Skill represents how quick your character is off the mark, and is the culmination of how alert they are to their surroundings, as well as the mental and physical reaction speed needed to adapt and respond to rapidly changes in those surroundings. This Talent is also used to bid for turn order in mass combat.
    • Interrogation (Wits)
      • Untrained
      • Interrogation can occur in a number of different situations. It is a form of questioning, not torture, though intimidation can certainly be employed. Interrogation is resisted by the target’s Willpower, requiring the interrogator to amass a number of successes equal to the target’s temporary Willpower rating. The defender rolls their Willpower pool in a contested roll.
    • Intimidation (Manipulation)
      • Untrained
      • Intimidation takes many forms, from outright threats and physical violence to mere force of personality. You know the right method for each occasion, and can be very… persuasive. When used against an unwilling target, every 3 successes in Intimidation reduce the target’s temporary Willpower by 1. The target can resist by rolling their temporary Willpower pool in a contested roll.
    • Investigation (Intelligence)
      • Trained
      • You’ve learned to notice details others might overlook, and might make an admirable detective. This Knowledge represents not only a good eye for detail, but also an ability to do research and follow leads.
    • Knowledge: Arcane Lore (Intelligence)
      • Trained
      • You have picked up knowledge about magic-related lore and magic effects. This lore gives an individual lore about the arcane, but does not impart the specific secrets to enable a person to create magical effects. This skill can be used after a successful Awareness roll in order to try and determine more specific details about the nature of a mystical effect.
    • Knowledge: Religion (Intelligence)
      • Trained
      • You have picked up general knowledge about gods, religious traditions and ceremonies, divine effects, holy symbols, and theology. This lore does not give specific knowledge of the mysteries or rituals of a specific faith, however, but can help to identify the general purposes of a ritual, holy day, altar, etc. This skill can be used after a successful Awareness roll in order to try and determine more specific details about the nature of a mystical effect.
    • Leadership (Charisma)
      • Untrained
      • You are an example to others and can inspire them to do what you want. Leadership has less to do with manipulating people’s desires than it does with presenting yourself as the sort of person they want to follow. This Talent is usually paired with Charisma rather than Manipulation. A good leader can attempt to inspire the people around them. After a brief, particularly rousing, speech, a leader can roll Charisma + Leadership, granting a temporary Willpower die to all friendly characters within hearing range for every 3 successes on this roll. These temporary bonus dice are lost at the end of the current scene.
    • Martial Arts (Dexterity)
      • Trained
      • The Martial Arts Talent represents practiced, skilled hand-to-hand combat that focuses more on finesse over strength. Effective martial artists are coordinated, hard to hit, quick, strong and disciplined; the focus to maintain one’s cool and deliver effective blows with minimal effort will get you out of the worst tangles with minimal injury. Whereas Brawlers will rely upon Strength to hammer away at an opponent, a Martial Artist will deliver swift, accurate blows with their Dexterity, making sure that they hit specifically in the areas that will hurt the most.
    • Medicine (Intelligence)
      • Trained
      • You have an understanding of how the human body works. This Ability entails knowledge of medicines, ailments, first-aid procedures, and diagnosis or treatment of disease. Medicine is of great use to those with an interest in repairing, damaging or reworking the human body.
    • Meditation (Intelligence)
      • Trained
      • You are able to enter a trance-like state at will, focusing your mind inward and dealing with a range of mental and physical problems. A successful Meditation roll is necessary to enter this state.While in a meditative state, a character can do no more than walk and short conversation consisting of only 2-3 words at most. During this time however, they can add their meditation dice to the resistance of mental effects. Additionally, every quarter hour spent meditating, the character can roll Willpower. Each success will restore 1 spell point, or 2 successes can restore a point of Willpower. If the meditation is interrupted and concentration is lost before each quarter hour is up, no benefits are gained for that period.
    • Melee (Dexterity)
      • Untrained
      • Melee covers your ability to use hand-to-hand weapons of all forms, from swords and clubs to esoteric martial-arts weapons.
    • Occult (Wits)
      • Trained
      • You are knowledgeable in occult areas such as mysticism, curses, magic, folklore and particularly vampire lore. Unlike most other Knowledges, Occult does not imply a command of hard, factual information; much of what you know may well be rumor, myth, speculation or hearsay. However, the secrets to be learned in this field are worth centuries of sifting legend from fact. High levels of Occult imply a deep understanding of folklore, as well as a good grounding in other aspects of the occult; at the very least, you can discern what is patently false.
    • Performance (Charisma)
      • Trained
      • The Performance Skill governs your ability to perform artistic endeavors such as singing, dancing, acting or playing a musical instrument. You are almost certainly specialized in one field, although a true virtuoso may be talented in many forms of performance. This Skill represents not only technical know-how, but the ability to work an audience and enrapture them with your show.
    • Restraint Use (Wits)
      • Trained
      • You are skilled in the use of ropes, chains, shackles and other tools to prevent a person from moving, escaping, etc. Not merely knowing how to tie knots or lock shackles, this skill covers being able to identify and effectively prevent an individual from moving or escaping.
    • Ride (Dexterity)
      • Trained
      • You are able to ride comfortably on a mount, and with practice, might be able to fight from horseback. You can also tell the rough value of a mount, are familiar with their tack, and can spot obvious ailments and defects.
    • Rituals (Intelligence)
      • Trained
      • This Knowledge does not impart specific rituals, magic, or religious processes, but rather, represents the necessary discipline, attention to detail, and handling of the specialized symbols and paraphernalia used in the conduct of ritualized practices.
    • Seduction (Appearance)
      • Untrained
      • You know how to lure, attract and command the attention of others in a sexual manner. By the way you hold yourself, how you look at someone and even by the tone of your voice, you are able to arouse and excite those upon whom you practice your wiles. Once you have fully seduced someone, they will be willing to do nearly anything for you.
    • Security (Wits)
      • Trained
      • This Skill entails familiarity with the tools and techniques for picking locks, deactivating traps, or even safecracking, as well as countless forms of breaking and entering. Security is useful not only for theft, but also for setting up “the unbeatable system” or deducing where a thief broke in.
    • Sense Motive (Wits)
      • Untrained
      • Where Empathy uses a familiarity with the micro-expressions and body language to determine if someone is telling the truth, Sense Motive is a skilled nose for BS and the keen wit to be able to sniff out the illogical nature of lies.
    • Sleight of Hand (Dexterity)
      • Trained
      • The quickness of your hands can deceive the eyes of others. You can perform magic tricks and other feats of legerdemain. Sleight of Hand is also useful of swiping small, palm-sized items without detection or picking the pockets of others.
    • Soak (Stamina)
      • Untrained
      • Soak represents a naturally tough character who is able to lean into and shrug off damage. This allows characters to resist a certain amount of physical punishment. When affected by physical damage, a character can roll their soak pool to reduce damage taken at a rate of 1 damage per 2 successes
    • Stealth (Dexterity)
      • Untrained
      • This Skill is the ability to avoid being detected, whether you’re hiding or moving at the time. Stealth is often tested against someone else’s Perception.
    • Style (Appearance)
      • Trained
      • You may not have been born good-looking, or possessed of a natural charm, but you know how to dress and make the most of your appearance. Even if you are not physically attractive, heads turn because of your dress sense and style. Note that this Talent only applies to people’s reactions to your appearance; once you get closer, it’s up to you.
    • Subterfuge (Manipulation)
      • Utrained
      • You know how to conceal your own motives and project what you like. Furthermore, you can root out other people’s motives, then use those motives against them. This Talent defines your talent for intrigue, secrets and double-dealing; mastery of Subterfuge can make you the ultimate seducer, or a brilliant spy.
    • Survival (Stamina)
      • Trained
      • Although survivors on a tropical island have little to fear from starvation and exposure, the wilderness can still be dangerous to an Exile. This Skill allows you to find shelter, navigate your way to civilization, track prey and represents specific knowledge about nature. When you use Stealth in the wilderness, you cannot roll more dice for your Stealth rating than you have in Survival.
    • Throwing  (Dexterity)
      • Untrained
      • You know how to accurately throw things in general and how to use various types of thrown weapons – anything from javelins and hatchets to orbs and knives.
    • Torture (Stamina)
      • Trained
      • Torture is the specific skill of being able to inflict non-lethal damage upon another person, creating pain rather than injuries. Damage done through torture tears down the victim’s Willpower, rather than Health.
    • Tracking (Perception)
      • Trained
      • Tracking allows you to follow physical evidence to find a target. Discovering footprints, broken twigs, blood trails or other physical signs leads the tracker right to the subject. Multiple successes provide extra information to help the tracker locate the target. Abnormal weather, poor tracking conditions and a shortage of time also adds to cracking difficulty. On a botch, your character not only loses the trail, but also destroys the physical signs of passage. The quarry can cover their tracks and oppose the tracker through a successful Wits + Survival roll.

 

PERKS

  • Characters can have 1-2 Mage, Priest, or Outsider perk, 1-2 Profession perks, and as many Advantage perks as they like.
  • If you choose NOT to take a Mage, Faithful, or Outsider perk, you may choose to take a third Professional perk.

 

MAGICAL PERKS

  • WIZARDRY: Wizardry is also known as “Static,” “Path,” or “Hedge” magic. It is the safest and fastest-casting of magic, but also the least flexible, relying on practiced, tried-and-true spells–miniature rituals–to execute a magical effect. These spells are grouped into eight specific categories of spellcasting:
    • Abjuration (Stamina)
      • Trained
      • Abjuration consists of spells that protect, block, or banish.
    • Conjuration (Manipulation)
      • Trained
      • Conjuration consists of spells that bring creatures or materials to the caster.
    • Divination (Percetion)
      • Trained
      • Divination consists of spells that reveal information.
    • Enchantment (Charisma)
      • Trained
      • Enchantment consist of spells that imbue the recipient with some property or grant the caster power over another being.
    • Evocation (Intelligence)
      • Trained
      • Evocation consists of spells that manipulate energy or create something from nothing.
    • Illusion (Manipulation)
      • Trained
      • Illusion consists of spells that alter perception or create false images.
    • Necromancy (Stamina)
      • Trained
      • Necromancy consists of spells that manipulate, create, or destroy life energy.
    • Transmutation (Wits)
      • Trained
      • Transmutation consists of spells that transform the recipient physically or change its properties in a more subtle way.
    • All grant:
      • Spell Points +10, Willpower +1
      • Health Level -1

 

  • SORCERY: Sorcery is wild, primordial magic. It is the least safe and prone to wild, uncontrolled surges of chaotic energy, but this also makes it the most flexible of magical practices. It also tends to be relatively slow, as primordial sorcerer must first tap into and focus on an amount of the world’s latent magical force, and then shape it into a spell effect with their will.:
    • Aeromancy (Dexterity)
      • Untrained
      • Aeromancy spells encompass elemental air and can create anything from a breeze to a gale. Aeromancers might shroud their enemies in clouds of choking vapor, call up cloaking patches of dense fog, fly above the trees, or encase themselves in a bubble of air to travel underwater.
    • Cryomancy (Stamina)
      • Untrained
      • Cryomancy spells manifest great cold and call into being quantities of ice. These spells can form ice walls, freeze rivers solid, and sear enemies with a wicked frostbite that stops them dead in their tracks.
    • Divination (Perception)
      • Untrained
      • Divination allows the spellcaster to attempt to gain information about the world around themselves. These spells may allow one to see magical auras, to note the presence of a trap, and even glimpses through time into the past or future. These spells are not flawless, however, and can often be tainted by the chaos that suffuses all facets of wild magic.
    • Electromancy (Wits)
      • Untrained
      • Electromancy spells can unleash the devastating power of the storm in the form of arcs of lightning, the annoying sting of a static spark, or the faint blue aura of lingering static to light the way in darkness.
    • Enhancement (Intelligence)
      • Untrained
      • Enchantment allows a sorcerer to imbue common objects with primordial energy. Examples include enchanted weapons, glowing crystals, immovable doors, or hardened armor.
    • Geomancy (Strength)
      • Untrained
      • Geomancers are able to compel the earth below their feet to do their bidding. Whether drawing great stone walls from the ground or turning the soil beneath and enemy’s feet to quicksand, the geomancer is able to use their primordial mastery to affect stone, dirt, metals, and even gems and crystals. No aspect of the geological world–including alloys like steel–can resist the Geomancer’s will.
    • Hydromancy (Manipulation)
      • Untrained
      • Hydromancy is the magical manipulation of water, allowing the manipulation of existing water such as creating swift, favorable currents under a ship, drawing water up through arid ground, or pushing a river’s water away, allowing explorers to cross a river on dry land. Strangely, ice and steam seem to resist the call of the Hydromancer, but within its liquid form, water is the ultimate tool of a creative sorcerer.
    • Pyromancy (Stamina)
      • Untrained
      • Pyromancy is among the most flashy and noticeable of sorceries, giving the spellcaster control over the shape and behavior of fire, from making a candle glow brighter and hotter than a bonfire, all the way to causing a simple flame to move, grow, or even explode into an all-consuming pyre.
    • Spectramancy (Wits)
      • Untrained
      • Spectramancy is the magic of controlling or manipulating light and color. Spectramancers can create light, alter the color of existing light, and otherwise manipulate luminescence. In addition to manipulating simple illumination, a skilled Spectramancer can create images and illusions. These phantasms are ultimately nothing but tricks of light and shadow, but they can easily fool the unsuspecting.
    • Summoning (Manipulation)
      • Untrained
      • Summoning is a school of magic related to transporting themselves and others through space. This is a powerful, time-consuming, and energy-intensive magic. Primordial sorcerers can combine the art of summoning with other schools of magic in order to draw magical creatures from other parts of the universe, creating elemental creatures, or even drawing great unknowable beings from the beyond.
    • Transmutation (Wits)
      • Untrained
      • Transmutation involves magically manipulating unliving matter. The degree of familiarity with this magic dictates how severe of a change they can manifest, with apprentices able to perhaps change one metal to another, but not into stone or glass, whereas a master of transmutation can use their familirity with other schools of sorcery to affect greater changes. For instance, one schooled in aeromancy, geomancy, and transmutation could turn a stone wall into fog, for as long as their transmutation permits the spell to last.
    • All grant:
      • Spell Points +10, Willpower +1
      • Health Level -1

 

  • MYSTICISM: Mysticism is the magic of the natural world. Where a Wizard practices rituals that are constant, rigid structures of magic, and a Sorcerer works to shape wild, chaotic magic into useful spell effects, the Mystic taps into the universal, collective energy of the living world, coaxing it into new forms, changing the natural properties of the world around them.:
    • Animism (Wits)
      • Trained
      • Animism is the magic of communication with all living things. By harnessing this energy, an animist can control the natural animals and plants of the world. Animism spells can be used to talk to animals, giving them commands, or even calming hostile creatures. Likewise, through this path, a Mystic can coax growth and specific behavior from plants, raising walls of brambles, entangling an opponent in vines, or setting a swarm of stinging insects upon a foe. Druids are the most widespread practitioners of this Mystic path.
    • Alteration (Stamina)
      • Trained
      • Alteration allows the Mystic to physically transform their bodies into the forms of other creatures. For example, they could assume the shape of another individual, change themselves into a horse, or even alter a specific part of their body, such as turning their fingernails into fierce claws, or adopting the sense of smell of a hunting dog.
    • Channeling (Intelligence)
      • Trained
      • Through sheer will, a Mystic practicing this path can use magical energies to adjust the physical attributes of themselves or another person.
    • Healing (Charisma)
      • Trained
      • Among the most potent of energies available to the Mystic is the ability to heal wounds, cure diseases, and otherwise combat the ills of the world. This path can never be used to cause harm.
    • Meditation (Manipulation)
      • Trained
      • Through sheer will, a Mystic practicing this path can use magical energies to adjust the mental attributes of themselves or another person.
    • Mentalism (Intelligence)
      • Trained
      • Mentalism is the path of the mind, communicating through mental speech, and touching the mind’s eye of a target. It is often referred to as telepathy. Apprentices of this path are able to do little more than send brief messages to others within their line of sight, while true masters of the path are able to read and alter thoughts and memories, even gaining control over another’s dreams. Mentalists are able to read the spiritual auras surrounding living, intelligent creatures, learning about their personalities, their good/evil alignments, their spellpower, or altered forms.
    • Necromancy (Stamina)
      • Trained
      • Necromantic Mystics deal in the very essence of life and death. They can wound their enemies, sap their life force, and even cause them to simply drop dead. By the same token, a NecroMystic is able to imbue a corpse with a kind of pseudo-life, forcing it to rise as a zombie or other forms of undead.
    • Sensitivity (Manipulation)
      • Trained
      • Through sheer will, a Mystic practicing this path can use magical energies to adjust the social attributes of themselves or another person.:
    • Spiritualism (Charisma)
      • Trained
      • Resembling Necromancy, Spiritualism allows the Mystic to view, commune with, and possibly even command incorporeal spirits. Whereas Necromancy deals with the likes of zombies, skeletons, and ghouls, Spiritualism instead deals with the likes of ghosts, spectres, or even living nature spirits.
    • All grant:
      • Spell Points +10, Willpower +1
      • Health Level -1

 

  • RELIGION: Religions include specific lore and knowledge regarding their gods, their mortal churches, and their preferred worships. This skill and knowing how to please (or appease!) one’s deity serves as the foundation for success in some rituals, prayers, and other mystic connections to the divine. This Knowledge represents the specific worship, rituals, holy days, and expectations that go along with the proper, faithful worship. Training in this religion allows the character to properly channel their faith in a way to please their chosen deity, increasing the chance of answered prayers, successful rituals, and fewer chances to incur their god’s wrath.
    • Crom (Intelligence)
      • Trained
      • Crom gives a man courage at birth, and the will and might to kill his enemies. It is useless to call upon him, as he is a gloomy, savage god who hates weaklings. He is more likely to send forth dooms and death from his great mountain.
      • Willpower +2, Soak +2
    • Derketo (Intelligence)
      • Trained
      • The dual nature of Derketo encourages her worshippers to walk the knife-blade between lust and death. Her northern cult, worshipped in Shem and Stygia, is worshipped via elaborate orgies that include bestiality and necrophilia. Her southern cult, worshipped in the Black Kingdoms, is focused primarly on sacrifice and death. Those who call upon her avatar will see that her dual nature is built into her very form.
      • Spell Points +5, Performance +1, Seduction +1
      • Health Level -1
    • Jhebbal Sag (Intelligence)
      • Trained
      • Jhebbal Sag is the Lord of the Beasts, as well as the god of animals, nature, and savagery. He rules over all animals and beasts, including men. Worshiping this god will assist in taming animals, making this process a lot easier.
      • Spell Points +5, Primal Fury +3, Soak +1, Survival +1
      • Willpower -1
    • Mitra (Intelligence)
      • Trained
      • Mitra is the chief god of the Hyborians, a stern yet benevolent god who requires no living sacrifices. Mitra worshippers are expected to lead a virtuous life by following the principles of truthfulness, honor, and trustworthiness, while abstaining from sorcery or mind-altering substances. Players who chose Mitra wish to represent truth and virtue in the world, while crushing those who dare to worship other gods.
      • Spell Points +5, Willpower +1, Etiquette +1, Medicine +1
    • Set (Intelligence)
      • Trained
      • Set, the old serpent, is the god of the Stygians. Set worship originated with the serpent-people who were driven from the world by King Kull of Valusia, but he rose once again among the ancient races of the south. Players who wish to partake in the ritual sacrifice of hearts, to learn the secrets of snakes and summon a giant serpent as their Avatar should choose Set. Set is the arch-enemy of Mitra.
      • Spell Points +5, Willpower +1, Awareness +1, Occult +1
    • Ymir (Intelligence)
      • Trained
      • Ymir is the lord of war and storms. Frost Giants are said to be the male children of Ymir, while his singular daughter, Atali, is said to haunt the battlefields of men, luring them to their death in the frozen wastes of the north. According to the Nordheimers, when a warrior falls in battle they go to Valhalla, the great feasting hall of Ymir, to dine and fight forever. When invoked, Ymir takes the form of a Frost Giant wielding an enormous axe and leaving a trail of frost in his wake.
      • Spell Points +5, Willpower +1, Melee +1, Soak +1
    • Yog (Intelligence)
      • Trained
      • Yog is the beastly, nightmarish god worshiped primarily by the cannibal tribes of the Darfari. Known as the Lord of Empty Abodes, Yog offers strength in battle and dominion over one’s enemies, and in return, Yoggite worshipers are expected to engage in ritualistic cannibalism. Followers of Yog are forbidden from eating any plant matter, and must eat only meat. If they fail to consume human flesh at least once per lunar cycle, they are considered unclean and shunned by their tribe and temple until they have purified themselves by killing and consuming a human.
      • Spell Points +5, Willpower +1, Brawl +1, Melee +1
      • Health Level -1

 

  • OUTSIDERS: Outsiders are rare non-human or enhanced-human characters. They have additional, sometimes complex rules, taxing limitations, and can be difficult to roleplay. Due to added complexities with their rules systems, these will be more fully detailed in an upcoming update.
    • Bloodthrall
      • Trained
      • Cursed by foul Chthonic magics long lost in the cataclysmic fall of Atlantic and Lemuria, there are lineages of cursed being, sustained by the blood and life-force of the living. Though few and far between, vampires hide in plain sight, masquerading as and feeding from humanity. Weakened under the sun and emboldened by the night sky, these penultimate predators are terror, personified.
      • Soak +2, Blood +10
      • Willpower -1
    • Child of Dagon
      • Trained
      • Dagon, husband of Derketo, widely worshiped in Zamoria and the Black Kingdoms. Known as the Dreaming God or the Sleeping Lord, Dagon is a terrible, Great Old One, presiding over kingdoms below the waves. Many of his minions have cross-mingles with humanity through profane rituals, creating humans with pale skin and a strong affinity for the ocean.
    • Giantkin
      • Trained
      • You are descended from Ymir’s stock, possessed of the heartiness and stature of the storm giants. Those rare individuals belonging to these bloodlines are marked by a robust constitution, short temper, and vast strength.
    • Lycanthrope
      • Trained
      • You are, or have been marked by, a Child of Jhebbal Sag. This blessed state grants a number of bonuses brought from your bestial dual nature, but also carries accursed limitations that get in the way of normal, mortal life.

 

  • PROFESSIONS: Professions represents your character’s training and skills prior to Exile, and since then, now that their lives have changed. This is how they make a living, representing months or years of specialization. You can take 1-2 Professions. If you take no magic, religious, or outsider perks, you may opt for a 3 Profession perk.
    • Apothecary
      • Intelligence +1, Herbalism +2, Alchemy +1, Medicine +1
      • Melee -2, Torture -2
    • Builder
      • Stamina +1, Crafts +3
      • Expression -2, Occult -2
    • Butler
      • Charisma +1, Etiquette +2, Leadership +1, Diplomacy +1
      • Athletics -2, Brawl -2
    • Clothier
      • Intelligence +1, Style +2, Crafts +1, Disguise +1
      • Cosmology -2, Alertness -2
    • Courtesan
      • Appearance +1, Seduction +2, Impress +1, Style +1
      • Heavy Weapons -2, Survival -2
    • Courtier
      • Manipulation +1, Diplomacy +2, Expression +1, Subterfuge +1
      • Survival -2, Tracking -2
    • Explorer
      • Perception +1, Survival +2, Athletics +1, Herbalism +1
      • Impress -2, Occult -2
    • Fishmonger
      • Wits +1, Survival +2, Haggling +1, Meditation +1
      • Alertness -2, Seduction -2
    • Hunter
      • Stamina +1, Tracking +2, Animal Ken +1, Archery +1
      • Empathy -2, Occult -2
    • Innkeeper
      • Charisma +1, Performance +2, Expression +1, Haggling +1
      • Intimidation -2, Survival -2
    • Jeweler
      • Perception +1, Crafts +2, Haggling +1, Style +1
      • Brawl -2, Survival -2
    • Merchant
      • Manipulation +1, Haggling +2, Etiquette +1, Impress +1
      • Athletics -2, Interrogation -2
    • Monk/Nun
      • Wits +1, Meditation +2, Academics +1, Enigmas +1
      • Impress -2, Style -2
    • Noble
      • Charisma +1, Diplomacy +2, Expression +1, Leadership +1
      • Enigmas -2, Security -2
    • Performer
      • Charisma +1, Performance +2, Athletics +1, Expression +1
      • Crafts -2, Haggling -2
    • Sailor
      • Dexterity +1, Athletics +2, Artillery +1, Restraint Use +1
      • Empathy -2, Ride -2
    • Sage
      • Wits +1, Occult +2, Academics +1, Enigmas +1
      • Etiquette -2, Expression -2
    • Scholar
      • Intelligence +1, Academics +2, Enigmas +1, Occult +1
      • Dodge -2, Melee -2
    • Soldier of Fortune
      • Strength +1, Melee +2, Initiative +1, Soak +1
      • Alchemy -2, Diplomacy -2
    • Smithy
      • Strength +1, Crafts +2, Haggling +1, Melee +1
      • Enigmas -2, Subterfuge -2
    • Thief
      • Dexterity +1, Stealth +2, Security +1, Slight of Hand +1
      • Heavy Weapons -2, Common Sense -2

 

  • ADVANTAGES
    • Acute Sense
      • Perception +1
    • Arcane Well
      • Spell Points +5
    • Bardic Gift
      • Expression +1, Performance +1
    • Bestial Fury (Lycanthropes only)
      • Primal Fury +3
    • Easy on the Eyes
      • Seduction +1, Style +2
    • Flirt
      • Impress +1, Subterfuge +1
    • Great Constitution
      • Health Level +1
    • Guard
      • Alertness +1, Melee +1
    • Iron Will
      • Willpower +2
    • Natural Leader
      • Leadership +1, Expression +1
    • Ranger
      • Animal Ken +1, Archery +1
    • Slaver
      • Haggling +1, Restraint Use +1
    • Thick Blood (Bloodthralls Only)
      • Blood +5
    • Torturer 
      • Restraint Use +1, Torture +1