Reforged Power
Reforged Power
Reforged Power
by JOHAN RONNLUND
2
So much have changed to version 2.0, so that going from Most of these modules has been tested or gone through it-
Reforged Power 1.2 to 2.0 might break thinks. So, if you erations over 20+ sessions. Some have not seen play at all
and your players are using some talents, spells or items, tough, “Inverse Resource Depletion” has not, as it is not
that work differently in this this version, ask them if they compatible with “Xd6’s as resources”. We have also not
want to keep the old or go with the new. It is your game tried “Talents require skills” as my campaigns started be-
and it is important that everyone stays happy. That is why fore it was thought out, but I have at least heard that is have
we play. been used by a lot of others.
On that note, while my players and NPCs have dabbled in
MODULAR APPROACH magic, most spells have not seen play. This is also true for
kin, professions and a lot of rank 4-5 talents.
One of the biggest changes that has been made is that most
rules (now called modules) can be swapped in or out with-
LOOSELY BASED ON CORE MATERIAL
out it breaking other rules (modules).
To give some insight on how they might impact play, I I have tried to base things in these booklets on core mate-
have for most of them added a section explaining “Why use rials, for example: Meteorite iron (page 139 BR), Meteorite
this module? Why not use it?”. I can’t foresee all benefits steel (66/72 BR), Fog spell (62 RP), Bend Reality (8 TSoQ),
and problems with them though, so take that with a grain Recall (35/178 RP), Vanish (23 RP), Pass Crack (139 RP),
of salt. Machine Soul (135 RP), Meld Flesh (205 RP), Redirecting
All modules begin with a checkbox sign “ ”, this is so Barrier (30 GG), plus many more.
that if you print and share the booklet with your players,
you can mark the boxes for the modules you use in play.
This product was created under license. Forbidden Lands and its logo, are trademarks of Fria Ligan AB.
This work contains material that is copyright Fria Ligan AB and/or other authors. Such material is used with permission
under the Community Content Agreement for Free League Workshop.
All other original material in this work is copyright 2023 by Johan Ronnlund and published under the Community Con-
tent Agreement for Free League Workshop.
There are images in this booklet that have been taken from old books that are out of copyright, a k a public domain.
Many things in these booklets have to varying degrees been inspired by other’s house rules and online posts. I have tried to
credit those who I remember, but I have probably unconsciously been inspired by many more. So, a big thanks to all you
that publicly share your ideas, and especially to: Klas Bas, Aquaintance, Röteborgaren, Bokvist, Robbie Ooal Gown,
Mattia, Rasmus, G.O. Thorsveen, Matt Kay, Maliloki, Spat, Addramyr, Currentpattern, Maldion, Graak, Konungr, Mi-
mir-ion, Wickermoon, Rymdhamster, Rcavalcanti, Joerg Sprave. Also big thanks to: DaydreamDaveyy , Stephan G, Dan-
iel R, Rickard W, Magnus Ros, Moinen, Karamazoff, Outside_Extension_66, Dizzyfugu, Zod, CuthbertSmilington and
Beftrast for having found typos, inconsistencies and/or other ideas for improvements!
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Requirement to learn a spell: If this is a rank 1 spell page 116 in the PHB, “you can also
in a magical path you do NOT know, you must at the same write your own spells under the
time spend xp to gain the talent. If you have a magical tal- watchful eye of your GM”). If so, I
ent, it can be no less than 1 rank below the spell’s rank. You advise to make new spells really weak
must also have a teacher, a grimoire with the spell, or per- until they been used a dozen or
form magical research, see below. maybe hundreds of times. Make new
spells unstable to put the power in
Requirement to learn a rank 2+ magical path: You
the GM’s hands, to be able to change
need to know at least 1 spell of the same rank. You must also
them if they start breaking the game.
have a teacher, a grimoire from the same discipline with a
spell of the rank you want to attain, or perform magical re- WHY NOT USE IT?
search, see below. If it ain’t broke, don’t fix it.
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Talked by the Ailanders, but it has become the most com- A language developed from a mix of Dwarf, Elven and later
mon secondary language among others. About 50% Alder- also Ravlandic. Orc males' speech difficulties have had a
landic with a mix of Asleni, Elven, Eori and Dwarven. So strong impact on its development. Has no written language
you may might understand some single words in overheard of their own, but literate orcs use the general alphabet.
conversations, when the languages shares similarities. Dialects: One per clan, in Ravenlands those would be
Dialects: Choose a region in the Ravenlands. Urhur, Roka and Visir. Plus one for the Viraga.
ALDERLANDIC EORI
The mother tongue of the Alderlanders. The humans of the This language is spoken by halflings and goblins, though in
Ravenland see it as a noble language and it is common that two distinctly different dialects. Those who speak Ravlandic
books are written in Alderlandic. Both the rust brothers and can recognize many words that have to do with cooking,
the snake church see it as their official language which have beekeeping and brewery. Uses the Alderlandic alphabet.
helped to preserve its status in the Ravenlands. Dialects: Goblin and Halfling.
Dialects: Rust speech (mostly spoken in the western Raven-
lands) and Old speech/Snake tongue (eastern Ravenlands). WOLF TOUNGE
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The old system heavily favored young characters over old, fa-
vored maxing all skills if you were using the point buy system in
the PHB (worth more XP), or having luck play a major factor
WHY USE THIS MODULE?
in the “total XP worth” of a character when rolling forth a
1. This makes the total XP cost stay
character in Legends and Adventurers. While all this is okey,
the same if a player begins with 4
I wanted an alternative system where two characters, even if
level 3 skills and buys 2 level 2 with
randomly rolled, and then each given the same amount of XP
XP, as one that begins with 6 level 2
during play, could be built to become exactly identical. Not that
skills and increases 4 of them to
you want to build them identical, but just not favoring lucky
level 3 with XP. However, note that
rolls as much. So, these rules are mostly for XP value con-
if you don’t use the “talents costs as
sistency, making a character be worth an equal amount of XP,
skills” module, beginning with a
regardless of the way they got to where they are. They also up-
rank 2 talent nets you +3 XP, so
date some Legends and Adventurers tables. maybe ban or compensate for that.
2. By keeping level 1 and 2 at the same
FLATTEN SKILL COST cost, you avoid having people create
bland new characters, where they
This changes the cost of skills during character creation
just put a single level in most skills.
and during play to be equal, and uses the same cost to gain
3. An anecdote: This makes an in-
level 1 and 2 skills.
creased level costs the sum of the
LEVEL/RANK +1 LEVEL TO SKILL TOTAL COST
previous two levels combined. This
1 5 XP 5 XP is the Fibonacci sequence and that
2 5 XP 10 XP converges towards the golden ratio.
3 10 XP 20 XP
4 15 XP 35 XP WHY NOT USE IT?
It is a major change, so you are fine with
5 25 XP 60 XP
different paths toward the same end re-
6 (if GM allows) 40 XP 100 XP
sult, can cost different amounts of XP or
Since the xp cost from 2 to 3 is more expensive, level 3 skills if you are not using the point buy system
now cost you a total of 4 skill points during character crea- in the PHB, you have good reasons to
tion. To keep you able to buy an equal amount of level 3 skip it. It also makes players level up their
skills, a Young PC can begin with +2 skill points, an Adult skills faster and that could be something
with +3 and an Old with +4. you don’t like.
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more than others. A Peddler or Minstrel 10. Reduce any attribute to 4, unless it is a key attrib-
will be locked out from much more, than ute of your kin or profession, then reduce it down
affect both more and generally better tal- 11. Increase or decrease (not both) your total amount
ents. Some talents become locked away of attribute points until they follow your age.
from classes you normally associate with 12. Place remaining skill points, paths and talents in
them, like Rogues having no a clear path accordance to the age, skill and path tables.
to excel with the poisoner talent. PCs You may only begin play with talents at level 1,
gain incentive to increase skills to exactly except for your starting path that can be level 2.
3, but likely never higher than that. You may only have a skill value of 2 to 3 if it is
in your profession, or 1 if it is not. Any skills
higher than this must be redistributed.
13. Note any bonus XP you start with, and from what
source. If you ever need to make a new character,
COMBINED ROLL/POINT BUY for instance because of death, these points do not
transfer over. Your new character can gain their
Characters are created using the point-buy system, but play-
own bonus XP by accepting their rolled backstory.
ers should still roll on the Legends & Adventurers tables to
14. Note any starting reputation from age. Also note
gain background ideas. Accepting these can instead net
down what you are famous for.
them some bonus XP. Follow these steps:
15. Note down any spells you know.
1. Roll for kin on the Legends & Adventurers table, 16. If you use the “Willpower from Empathy” mod-
if you accept gain 1 XP, otherwise select any kin ule, gain Willpower Points equal to your Empa-
you would like. thy. If you use the “Languages” module, select
2. Your GM might want to give you some more in- your known languages. If you use the “Readied
formation about your kin. Some information can items” module, note such items. Fill remaining
be given by reading your kin entry, see lore result fields, like appearance, relationships and so on.
1 to 3 in the Reforged Power Gamemaster’s book-
let.
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1 Path of Healing On player absence: Then they do not gain XP. But
allow them to gain +50% XP until they catch up. For exam-
2 Path of Shifting Shapes
ple, if your group gains 5XP per session and a player misses
3 Path of Sight
two sessions, they will be 10 XP behind, give out 7 and 8
4 Path of Ice (from the Bitter Reach)
XP per session until the catch up two sessions later.
5 Path of Nature (found in this booklet) On player death or new players: Make a new char-
6 Path of the Swarm (found in this booklet) acter and allow them to spend 50% of the groups XP imme-
D66 SORCERER TALENT diately. They then gain a +100% XP rate per session, until
they catch up. If they miss a session, you can reduce this to
11-14 Path of Blood
just +50% during the last two sessions before they catch up.
15-22 Path of Death
23-26 Path of Signs
31-34 Path of Stone
35-42 Path of the Elements (Bitter Reach)
WHY USE THIS MODULE?
43-46 Path of Magma (Bloodmarch)
1. There will be less competition to
51-54 Path of Mentalism (Bloodmarch)
find the perfect “dark secret”,
55-62 Path of Oneiromancy (Bloodmarch) “pride”, etc, to gain XP from. They
63-66 Path of Magnetism (Bloodmarch) will become more of a group effort.
2. Player death is often just bad luck
and it can feel a lot more fun, if you
actually can get back and will not
“forever” get left behind.
WHY USE THIS MODULE?
3. It can get a bit easier to track the XP
You want your players to be able to start
everyone should have from the GMs
with more paths and you use the Legends
perspective.
and Adventures tables.
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MANIPULATION BONUSES DO
NOT STACK, ADD TO REPUTATION
Only one of your items can give you a bonus to manipula-
PUSH OPPOSED ROLLS tion at the same time. The rest of any such items become
You are now allowed to push opposed resistance rolls. For a talking point, and are instead converted to bonus Reputa-
example, insight vs fear or magic “you fight the feeling as tion. If you lose these items, you simply loose that reputa-
if it was life and death, even though your mind burns”, en- tion. Since you partially have become famous just for "be-
durance vs poison “you bite or cut the wound (note that ing the guy in the golden armour", people might not really
this does not work in real life!)” or disease “you eat moldy connect the dots or forget about you if you lose it.
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1. It feels natural that smaller kin gain 2. It can be added to important non-
2. It feels natural that smaller kin them out and make encountering
weapons, as they lack mass for that. 3. There actually exists an NPC with a
rank 5 talent in the core material
(Bloodmarch, page 178).
WHY NOT USE IT?
You roleplay this in other ways or are just
fine with size having no implications. WHY NOT USE IT?
You are not using the “Talents costs as
skills” together with the “Flatten skill
costs” or the “Talents require skills”
module and feel that they therefor be-
KIN & PROFESSION SYNERGY come too cheap and easy to get. Rank 4-5
talents are also all homebrew and you
If a profession talent adds the same effect as a kin talent,
might not like them, or you worry they
you may treat the first Willpower Point spent as if two.
could make the PCs feel too epic.
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to decide what your Ent’s motivations will be and book. Are also Small, if you use the “Small Kin” module.
✥ RANK 5: As rank 4, but you may spend up to 3 then you may double any positive effects from us-
WP per attribute, each WP so spent grants a +1 ing alcohol and tobacco, you may also double the
bonus for a day or until you meditate again, what- potency of Narcotics. This has no effect on the
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UNBREAKABLE
The kin talent of Orcs. Rank 1 as in the Player´s Handbook. WHY USE THIS MODULE?
✥ RANK 2: You may spend Willpower Points to re- 1. Gives choice of kin some added fla-
duce x from fear effects. If you can make a roll to vor and uniqueness.
resist the fear effect, you can spend WP after see- 2. It can also give flavor to important
ing the result of that roll. NPCs, like “Paragons of their kin”.
✥ RANK 3: When you use rank 1 or 2 of this talent, 3. Gives some more options for play-
the first Willpower Point you spend, counts as ers, especially if you run longer cam-
two. paigns and will gain lots of XP.
✥ RANK 4: After using rank 1, gain an additional
d8 die to your next attack during the encounter. WHY NOT USE IT?
✥ RANK 5: The effect from rank 4 now effects all Kin choice should not be that important,
your attacks until the encounter ends. this also adds a lot of homebrew features,
some of which you might not like.
NOCTURNAL
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CHAMPION TALENTS a few rousing words and then gain a pool of Valor
points equal to the amount of Willpower Points
you choose to spend. These points will automati-
PATH OF FATE
cally be spent to negate any ability damage you
Rank 1-3 as in the The Bitter Reach. However, do note that suffer, on a “one point of Valor-for-one damage”
free actions no longer benefit from other talents, if you basis. At the end of the encounter, any remaining
use the “Free action limitation” module. valor points are lost. If this saves you from receiv-
✥ RANK 4: When you suffer a critical injury, you ing attribute damage caused by pushed rolls, such
may spend a Willpower Points to reduce the se- pushed dice does not give you any WP.
verity by 20 per WP, down to a minimum of 11. ✥ RANK 2: Your pool of Valor grants an equal
✥ RANK 5: Gain a WP whenever you suffer a criti- amount of bonus dice against fear to you and all
cal injury. your allies. This does not spend any Valor.
✥ RANK 3: You may spend Valor points before
PATH OF THE HOLY VOW making an attack with a melee weapon. If success-
Rank 1-3 as in the The Bitter Reach. ful the attack deals 1 + any number of spent Valor
✥ RANK 4: When using your holy vow, you may points extra damage.
roll your full amount of attribute dice, even if ✥ RANK 4: As rank 2, but as long as you have Valor,
they have been reduced. also add your reputation to the amount of bonus
✥ RANK 5: When using your holy vow, you may ig- dice you and your allies gain against fear.
nore up to half the rolled on an attribute dice ✥ RANK 5: When you set up a pool of Valor (see
when you push a roll, round up in your favor, rank 1), you may select any number of allies
they will then however not give you any WP. within near range. They will now also deplete the
Valor pool to negate received attribute damage. If
ENHANCED PATH OF PROTECTION this saves them from receiving attribute damage
caused by pushed rolls, such pushed dice does not
Addition to RANK 3: Both you and your ally can make ar-
give them any WP.
mor rolls to mitigate any received damage.
PATH OF PROTECTION
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PATH OF THE BODY (NEW PATH) ✥ RANK 5: If you wound with a ranged attack, you
can spend 1 Willpower Point to have it deal an au-
You practice an unorthodox close combat fighting style. tomatic critical injury. No effect on monsters.
✥ RANK 1: When you shove, grapple or break
free, you can spend Willpower Points which are PATH OF THE BEAST
automatically turned into extra x. You may even
Rank 1-3 as in the Player’s Handbook.
roll first and spend WP after you see how the roll
✥ (RANK 2: If the “Kin & profession synergy”
goes.
module is used, an orc can treat the 1:st WP as 2)
✥ RANK 2: You may spend 1 WP to roll your full
✥ RANK 4: Your animal always helps you when you
number of dice, even when damaged. The effect
are scouting, as long as it can alert you, you may
lasts a day or until you are broken.
spend Willpower Points for extra x on the scout-
✥ RANK 3: When rolling for endurance, you can
ing roll, after seeing the result.
spend Willpower Points which are automatically
✥ RANK 5: As rank 3, but your animal continues to
turned into extra x. You may even roll first and
fight until it is broken or you call it off.
spend WP after you see how the roll goes.
✥ RANK 4: If you are broken, you may immedi-
PATH OF THE FOREST
ately spend Willpower Points to not be able to
count as broken or unconscious, and keep your Rank 1-3 as in the Player’s Handbook.
full allotment of actions, for a number of rounds ✥ RANK 4: For 1 Willpower Point per Quarter Day,
equal to the WP spent. During these rounds, you you may treat difficult ground as if it was not.
roll your full number of attribute dice (even when ✥ RANK 5: You may spend Willpower Points to add
damaged) and may reduce any damage received by x to any skill roll, as long as you are outdoors in
1. It does not protect you from any critical inju- a forest. You may do this after seeing the results
ries, so those can still kill you. Each critical hit of the roll.
taken also reduces the duration by 1 round. It
doesn’t hinder you from pushing any rolls, but PATH OF THE STALKER (NEW PATH)
only gain WP from that reduce an attribute.
You are adept at stalking and eliminating your prey.
✥ RANK 5: You may spend Willpower Points to en-
hance your Strength or Agility by up to 3 points
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Rank 1-3 as in the Player’s Handbook. have ALL allies within short range, reduce the
next Attribute damage they take by 1, down to
zero. The effect lasts until the end of the
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taken any hostile actions and the target must be able to when it is about to be used, and when it is not to be used, it
clearly understand you (speak your language). It cannot be instead costs no WP, a drawn tool will then simply be the
used on Monsters. same piece every time you draw it… and if you later have no
✥ RANK 1: You may spend a Willpower Point to WP when you are in real need of it, you have simply lost it.
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PATH OF THE ARTISAN (NEW PATH) module is used, an orc can treat the 1:st WP as 2)
✥ RANK 4: When you are not with your mount,
You like to work with your items, not only buy and sell.
you may spend a Willpower Point to add a d12 to
✥ RANK 1: You can in just a few minutes and with any roll that would likely take you closer to being
barley any materials craft make-shift tools, weap- together again. It can be used against any obstacle
ons and armor. Select a type of item and each that gets in your way of returning, as long as there
Willpower Point spent, up to a maximum of is not a much simpler way of returning to it, like
three, gives it 1 item die or armor rating. These
taking a flee action.
items give a -2 penalty to manipulation if shown
✥ RANK 5: You can communicate (whistle/neigh)
openly and count as brittle. That means that
with your mount perfectly even on distant
they cannot be repaired and takes damage on any
range, that for others looks more like a telepathic
item die , i.e., even if an attack wasn’t pushed
bond. Have your animal do any action for 1 WP.
or armor wasn’t pierced. The action may be long and take time, like “get
✥ RANK 2: You can fix anything. When you make a the rope from the back of the wagon and wait for
crafting roll to repair a broken item, you may me on the west side of the building”.
spend Willpower Points to cover for any missing
talents required for the repair, or if you have all PATH OF THE KNIGHT
the required talents, then you can instead spend
Rank 1-3 as in the Player’s Handbook.
WP as extra x after looking at the result.
✥ (RANK 2: If the “Kin & profession synergy”
✥ RANK 3: Item care. Spend 1 WP and a Quarter
module is used, a halfling can treat the first WP
Day to make a weapon, item or armor
spent as if two)
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Rank 1-3 as in the Player’s Handbook. some kind and that you spend a WP and either 2D6 silver
✥ RANK 4: When you use rank 1 of this talent, it or succeed sleight of hand roll to steal the stuff you need.
You are a natural leader. To use these powers, your allies by using stilts (normal size object), assume the
✥ RANK 1: As a fast action, you may shout a com- ✥ RANK 5: If you use stilts as described in rank 4,
mand for something that can be taken as a fast you may, given enough time to prepare, assume
action. Up to an amount of party members equal the size of something larger that is not even hu-
to the Willpower Points spent, may immediately manoid, like a giant spider or an Ent.
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These talents can only be used if you are not wearing heavy Rank 1-3 as in the Player’s Handbook.
armor or holding any heavy weapons. ✥ RANK 4: You can also cast rank 4 spells from the
✥ RANK 1: If you can prepare for 15 minutes, you Symbolism discipline.
may spend a Willpower point to automatically ✥ RANK 5: You can also cast rank 5 spells from the
succeed a might roll. Symbolism discipline.
✥ RANK 2: You may spend WP to add an equal
amount of x to a sleight of hand roll. You may PATH OF STONE
do this after you look at the result of your die roll.
Rank 1-3 as in the Player’s Handbook.
✥ RANK 3: You are a master of distraction. You
✥ RANK 4: You can also cast rank 4 spells from the
may spend 1 WP per party member to exclude
Stone Song discipline.
them from a stealth roll. In the end, you or
✥ RANK 5: You can also cast rank 5 spells from the
someone in your party still have to make the roll.
Stone Song discipline.
✥ RANK 4: You may spend 1 WP to take a free
dodge, get up or flee action. You can use this a
maximum of once per round. SORCERER/DRUID TALENTS
✥ RANK 5: You may spend 1 WP to add + 1 x to any
The Bloodmarch introduces several new spell disciplines.
move roll. You may do this after you have looked
These can be learned by both sorcerers and druids, even
at the result of your die roll.
though they feel a bit more sorcery in nature, except for
maybe oneiromancy. They are all missing path names, so
here follows four possible path names for these schools. It
might be a good idea to disallow new magical disciplines
SORCERER TALENTS like these until they are found in game.
Rank 1-3 as in the Player’s Handbook. A magic path for Magma Song from the Bloodmarch.
✥ RANK 4: You can also cast rank 4 spells from the ✥ RANK 1-5: You can cast rank 1-5 spells from the
Blood Magic discipline. Magma Song discipline.
✥ RANK 5: You can also cast rank 5 spells from the
Blood Magic discipline. PATH OF MENTALISM
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Rank 1-3 are as described in the Player’s Handbook. tricks, like “Come”, “Sit”, “Play dead”, “Roll over”,
✥ RANK 4: If you hit the same target with two at- “Bark”, “Spin”, “Drop it”, “Beg”. The exact tricks it will
tacks one after another, first with your main know, will vary depending on the animal. These tricks can
weapon and then with your secondary, the sec- be taught even without the Animal Whisperer talent.
ondary attack deals +1 damage. Ride: You can mount/ride the animal and it then listens
If you have knife fighter rank 2, you may now to your commands. This training is included for non-pred-
stab with a knife or a dagger as a free action, atory animals like horses, when they are tamed. It cannot
once per round. be applied to animals that physically cannot be ridden.
✥ RANK 5: As rank4, but a “double hit” deal one War: You no longer need to make an animal handling
more damage (to a total of +2). roll to keep the animal from fleeing if it is wounded, there
is loud noises, heavy smell of blood, or general confusion
ANIMAL WHISPERER around it. This training is only necessary for “prey ani-
mals” and not for predators.
Animals respect you.
War II: You have applied even more training for extreme
✥ RANK 1: Gain a +1 modifier when you try to calm
or train an animal. You can train a tame animal situations, so that it ignores fear attacks, being surrounded
to one of the following roles. This is done just as by fire or hearing nearby powerful explosions.
when using animal handling to tame wild ani- Attack: You spend a fast action to have your animal at-
mals, although dogs will not roll for opposed tack a target once. If you have multiple trained animals,
strength. An animal can learn a maximum of one you must spend a slow action to direct them.
category plus one for each skill level in animal Guard: After giving the command, it will alert the owner
handling you have. (or wake them) to any presence of danger it perceives. It can
✥ RANK 2: You make sure your food double as also add a gear dice to a lookout’s scouting rolls.
snacks for animals. If you have the time to give Hunt: When hunting, you can replace the survival roll
out food, you may add any successes (x) from to find your prey with an animal handling roll, add one
your food resource die to the roll, adding any suc- gear die to represent the animal.
cesses, but also risk reducing your available food. Hunt II: You can send out the animal to hunt on its own.
If you use the “Xd6’s as resources” module, you Roll your animal handling for the initial hunt roll, add
may instead add up to 4d6 food resource dice to one gear dice to represent the animal. If you roll multiple
the roll. x, reroll on the hunting table until an animal it can hunt
✥ RANK 3: You can add a D8 Artifact Die when you is found. Any prey larger than your hunting animal will not
try to calm or train an animal. An animal can now be targeted, your hunting animal will then just return
learn up to a maximum of two categories plus one empty handed, but if it is smaller, it automatically suc-
for each skill level in animal handling you have. ceeds. If the initial roll fails, the hunting mishap can result
✥ RANK 4: You may use animal handling against in your animal returning wounded, or not at all.
unintelligent monsters. This is then always an op-
Track: By letting your animal sniff at something that be-
posed roll vs their Strength. If you use this to
longs to a target, it can track it by scent, following it up to
train a young monster, it can be intelligent, but
a number of days equal to your animal handling roll.
you need to reroll every time its Strength in-
Herd: Automatically succeed any rolls to heard animals.
creases with age – but only once per Strength in-
Assist: Can perfectly lead a blind target. You no longer
crease.
have to make scouting rolls when travelling in darkness.
✥ RANK 5: Replace the D8 die with a D12 die. An
animal can now learn up to maximum of three Skill training: You have repeatedly trained something so
categories plus one for each skill level in animal thoroughly, that the animal gains a +1 bonus to one skill
handling you have. and to your animal handling rolls when used. Can only
be picked once per skill.
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You know to some degree which plants and minerals affect Rank 1-3 are as described in the Player’s Handbook.
the human body. This talent, if used, replaces poisoner. It ✥ RANK 4: When you deal a critical injury with an
also switches poison making from crafting to healing. axe, treat your rank in executioner as if it was
✥ RANK 1-5: Same as for poisoner, but you can also two ranks higher.
use herbs to make narcotics, restorative salves and ✥ RANK 5: Replace the D8 die with a D10 die.
remedies for disease.
BACKSTABBER
Narcotics: Base Potency 2. Gain one Willpower Point up
to once per Quarter Day, but this cannot take your Will- Original idea: Rymdhamster
power Points above the Potency. If the “Intoxicated” mod- While some people think that killing people from behind is
ule is used, then you must succeed an endurance roll or disgraceful, you instead see it as effective.
gain the intoxicated condition. ✥ RANK 1: When you perform a sneak attack (see
Remedy for disease: Base Potency 4. Add bread to raw PHB, page 90), then if you use a light melee
materials, for mold extraction. Add potency dice to your weapon, you may use sleight of hand instead of
daily endurance roll made to resist ongoing disease. melee to perform it. If you do use sleight of
hand, the attack ignores your victim’s armor.
Restorative salve: Add honey to raw materials. Choose
✥ RANK 2: Your sleight of hand sneak attacks
two attributes upon creating this, heal 1 point of damage to
that inflicts at least one point of damage, makes
the first, but take one point of damage to the second. Can
your target unable to speak or run away during his
only be used once per Quarter Day and it takes a turn (15
upcoming round.
minutes) after it has been applied before it takes effect.
✥ RANK 3: Your sleight of hand sneak attacks
that inflicts at least one point of damage, also be-
ATHLETE
comes an opposed roll vs the targets endurance.
You are adept at running, jumping and acrobatics. If the roll isn’t successfully opposed (reduced to
✥ RANK 1: You get a +1 modification when you use zero x), the target is automatically broken and
move to reduce fall damage, jump, balance, slide, suffers a critical injury. Monsters are immune.
somersault, move in difficult terrain, retreat or ✥ RANK 4: If an enemy within short range has
flee. one or more of your allies within arm’s length:
Enemies adds this as a negative modifier when all your attacks against them deal +1 damage.
they try to retreat or flee, as long as you have ✥ RANK 5: Ranged weapons can now be used to
no other enemies at equal or closer range. make sleight of hand sneak attacks, as long as
✥ RANK 2: When you run twice, or retreat and they are used at a maximum of short range.
run, you may run one distance further.
If you successfully negate an attack by dodging BERSERKER
and remain standing, you may at the same time
You may Berserk a maximum of once per combat encoun-
retreat one zone, ignoring nearby enemies.
ter, other than that rank 1-5 works as described in the
✥ RANK 3: You can add a D8 Artifact Die when you
Player’s Handbook. Rank 5 also adds an additional benefit.
roll for move according to rank 1. Just like rank 1,
✥ Added to RANK 5: You can now restore one more
this bonus is added as negative dice for your ene-
point than available in the attribute. Any exces-
mies.
sive points are lost when the rage ends.
✥ RANK 4: Gain one free run action per turn, i.e.
usable once every 15-minutes.
BOWYER
✥ RANK 5: Replace the D8 die with a D12 die.
When calculating fall damage halve the height of Rank 1-3 are as described in the Player’s Handbook. The tal-
the fall, or if you suffer damage from being ent can be improved by implementing the “Bowyer: ex-
thrown, halve the damage. Round down. tended options”, the “Survey the lands” (as it adds more
37
headed counterparts, except that they become fragile; tak- ✥ RANK 4: You may headbutt, kick or pummel
ing damage from even on non-pushed rolls. For weap- your enemy as a free action. You may only make
ons that normally use no more than 1/2 iron to make, re- one such attack per round.
place all that metal with one unit of bone, for weapons that ✥ RANK 5: Replace the D8 die with a D10 die.
38
39
40
41
42
43
Use this version of the lucky talent, if you use the “Critical
injury modifier” module.
✥ RANK 1: When you take a critical injury, reduce
the result by 10.
✥ RANK 2: When you take a critical injury, reduce
the result by 10, to a total of -20.
✥ RANK 3: When you take a critical injury, reduce
the result by 10, to a total of -30.
✥ RANK 4: When you take a critical injury, reduce
the result by 10, to a total of -40.
✥ RANK 5: When you take a critical injury, reduce
the result by 10, to a total of -50.
LIGHTNING FAST
Rank 1-3 are as described in the Player’s Handbook. MASTER OF THE HUNT
✥ RANK 4: If you act before all enemies, you gain Rank 1-3 are as described in the Player’s Handbook.
an extra fast action during your first turn. ✥ RANK 4: You may turn excessive x on your ini-
This extra action does not count as a free ac- tial roll into additionally found animals. Extra x
tion, so regardless if you use the “Free action lim- on the second roll then makes you take them out.
itation” module, it will not affect it. ✥ RANK 5: Replace the +1 modifier with a d10 die.
✥ RANK 5: As rank4, but you gain both a fast and
a slow action.
44
You are good at clearing your thoughts by entering a calm You have done a lot of less clean jobs in your life. This has
state. turned you more resistant to bugs, smells and toxins.
✥ RANK 1: You can often find the time to take a 15 ✥ RANK 1: You get a +1 modification when you roll
minute break during each Quarter Day. Doing so endurance to resist poison or disease or when
recovers one point of Wits, unless recovery is hin- someone rolls healing to help you against them.
dered. ✥ RANK 2: Bad smells, like from certain monsters,
If you use the “Short breaks” module, then this no longer affect you.
is performed with your short break and doesn’t al- If you use the “Hygiene” module, then you do
low you to regain more than 1 point to each at- not need to roll any endurance vs virulence rating
tribute. from becoming broken while filthy.
✥ RANK 2: As rank 1, but you may also recover 1 ✥ RANK 3: You can add a D8 Artifact Die when you
point of Empathy. roll endurance to resist poison or disease or
✥ RANK 3: By constant periods of meditation, you when someone rolls healing to help you against
can focus yourself even if you are physically or them.
mentally taxed. You can go an extra day without ✥ RANK 4: You are immune to any limited ef-
becoming sleepy, hungry or thirsty. fect from poisons, and you automatically re-
✥ RANK 4: As rank 1, but you may also recover 1 sist/stop any full effects after a turn under
point of Strength and Agility. their effect. You never have to roll endurance
✥ RANK 5: During each rest you gain one Will- against becoming infected by a disease more than
power Point, as long as you are below your current once per Quarter Day.
Empathy. During the same rests you may cure ✥ RANK 5: Replace the D8 die with a D12 die.
yourself of any mental illnesses or addictions.
PACKRAT
MELEE CHARGE
Rank 1-3 are as described in the Player’s Handbook.
Rank 1-3 are as described in the Player’s Handbook. Note ✥ RANK 4: You can supervise and help your fellow
that this talent can be affected by the “Changed charge pre- travelers to pack. Increase all allied companions’
requisite”. and animals’ carry capacity as if they had a higher
✥ RANK 4: You may charge as a fast action. rank of packrat.
✥ RANK 5: Replace the D8 with a D10 die. ✥ RANK 5: As rank 4, but two ranks higher.
Change charge prerequisite to: Requires no standing enemy Rank 1-3 are as described in the Player’s Handbook, or if you
at arm’s length. Target enemy is located at one range use the “Pain resistant: alternative first ranks” module,
above melee weapon’s reach. then use rank 1-2 from there and only rank 3 from the
Player’s Handbook.
MOUNTAINEER ✥ RANK 4: Once per encounter, you immediately
gain one slow and one fast action at your full
Rank 1-3 are as described in the Bitter Reach.
amount of attribute dice when something breaks
✥ RANK 4: You can help your entire party when
you. These actions interrupt the initiative order.
climbing. If your roll succeeds, they all succeed.
You do not count as broken until after them, but
✥ RANK 5: Replace the D8 die with a D12 die.
any critical injuries take place before them.
✥ RANK 5: When broken in Strength or Agility,
you can roll endurance during your next round,
if successful recover that many attribute points.
45
An alternate version of the first ranks of the pain resistant You always had a knack for making things “disappear”.
talent. ✥ RANK 1: You get a +1 modification when you use
✥ RANK 1: Gain a +1 modifier to all Strength skill sleight of hand to steal things, hide things on
rolls when your Strength is damaged. your person or cheat when gambling.
✥ RANK 2: If your Strength is ever lowered to ex- ✥ RANK 2: You can make tiny items disappear from
actly zero (like taking 2 damage when having 2 your hands in front of an audience eyes. Add the
Strength), and does no overshoot (like taking 3 modifier to such performance rolls in order to
damage when having 2 Strength), you stay at 1 steal an audience attention.
Strength, and do not take a critical injury. ✥ RANK 3: You can add a D8 Artifact Die when you
use sleight of hand to steal things, hide things
PATHFINDER on your person or cheat when gambling.
✥ RANK 4: You can make small items disappear
Rank 1-3 are as described in the Player’s Handbook.
from your hands in front of an audience eyes.
✥ RANK 4: The paths you find are exceptionally
✥ RANK 5: Switch the D8 die to a D12 die.
good. As long as you continuously succeed to
lead the way, your party of adventurers may
POISONER
travel one extra hexagon this Quarter Day.
✥ RANK 5: Replace the D8 die with a D12 die. Rank 1-3 are as described in the Player’s Handbook. Note
that the “Book of beasts” added the ability to choose be-
PHYSICIAN tween making a craft and healing roll when making poi-
sons. Also note that if you use the “Apothecary” module,
You know how to use surgical tools and can diagnose peo-
then this talent has been replaced with that.
ple’s illnesses and tend to their wounds.
✥ RANK 4: Replace the D8 die with a D10 die.
✥ RANK 1: Your healing roll is modified by +1
✥ RANK 5: Replace the D10 die with a D12 die.
when you try to save someone’s life or when you
apply long term care.
POLYGLOT
You can replace a character’s endurance roll
against poison and disease with a roll you make You have had dealings with many different cultures. You
for healing. may learn exotic languages, for example: Ancient (still spo-
✥ RANK 2: You can add a D8 Artifact Die when you ken by some Giants and Trolls), Deep dwelver, Demonic,
try to save someone’s life or when you apply long Dragon speech, Whiner.
term care. ✥ RANK 1: Learn a language, or if you use the
Also, if you fail a healing: heal other roll, “Languages” module, gain +2 language points.
you get a second chance to make the roll if you ✥ RANK 2: Learn a language, or if you use the
spend 15-minutes to tend to the broken person. “Languages” module, gain +3 language points (to
✥ RANK 3: If someone suffers a permanent critical a total of +5).
injury, then a successful care roll will change it ✥ RANK 3: Learn two languages, or if you use the
from being permanent to healed. You must have “Languages” module, gain +4 language points (to
applied initial care within 15 minutes after the in- a total of +9).
jury was suffered for this to have any effect. ✥ RANK 4: Learn two languages, or if you use the
✥ RANK 4: Replace the D8 die with a D12 die. “Languages” module, gain +5 language points (to
✥ RANK 5: You automatically succeed any save a total of +14).
someone’s life and longtime care rolls. ✥ RANK 5: You have mastered all known languages.
You can even fairly quickly decipher unknown
and dead languages.
46
47
Metal ferrule: You can make masterwork versions of all skills. You can easily pass as completely sober
wooden melee weapons, like staffs and clubs, by adding a while intoxicated.
metal ferrule to them, counting them as metal headed ✥ RANK 5: Drinking alcohol up to once per Quar-
weapons. This adds 1/2 Iron, Smith and Forge to the re- ter Day gives you a point of Willpower Point, as
48
49
THREATENING
TANNER
Rank 1-3 are as described in the Player’s Handbook.
Rank 1-3 are as described in the Player’s Handbook. The tal-
✥ RANK 4: When you threaten someone, you can
ent can be improved by implementing the “Enhanced mas-
inflict 1 point of damage to Wits on your oppo-
terwork talents, but tougher repairs”, the “Tanner: Ex-
nent per x they failed to resist.
tended options” and the “Expanded monster resources and
✥ RANK 5: Replace the D8 die with a D10 die.
lore” modules.
✥ RANK 4: You can make ranged weapons with a
THROWING ARM
Weapon Bonus that is three points higher than
normal. This takes eight times as long and your Rank 1-3 are as described in the Player’s Handbook.
roll is modified by –6. ✥ RANK 4: Attacks with thrown weapons become
✥ RANK 5: You can make ranged weapons with a fast actions, and you can reload a sling with only
Weapon Bonus that is four points higher than one hand. Most melee weapons can now be
normal. This takes sixteen times as long and your thrown at near range as a slow action, they then
roll is modified by –8. also benefit from the bonus die from this talent.
✥ RANK 5: Replace the D8 die with a D10 die.
50
The throwing arm talent stacks with other weapon talents Original idea: Klas Bas
(like axe fighter) when you throw your weapons. You are adept at wrestling your opponents, using nothing
but your hands.
WANDERER ✥ RANK 1: You get a +1 modification when you take
a grapple, grapple attack or break free action.
1-3 are as described in the Player’s Handbook.
✥ RANK 2: Choke hold. You can choose to deal
✥ RANK 4: All your own and your party members
damage to your targets Agility instead of Strength
rolls for scouting and endurance while travel-
with your grapple attacks. This also hinders the
ing, receive a +1 modification.
target from speaking or screaming.
✥ RANK 5: Entering a (for you) previously unex-
✥ RANK 3: You can add a D8 Artifact Die when you
plored world map hexagon grants you 1 Will-
take a grapple, grapple attack or break free ac-
power Point.
tion.
WHIP FIGHTER
51
52
53
54
D66 TRAUMA LETHAL TIME LIMIT EFFECTS DURING HEALING HEALING TIME
12-13 Drop and roll No – You spend your entire next round rolling around. If –
you happened to be on fire, it will be stopped by this.
23 Burnt nasal cavity No – You lose all sense of smell and to some degree taste. D6
Higher quality food and drink have no effect on you.
24 Pyromania (Treat as a horror injury) Roll an extra torch or firewood resource die every D6
day, or burn something else up. You may roll in-
sight to try to ignore this for a day, but if you suc-
ceed, you must then also pay 1 Willpower Point.
32-33 Aching pain No – Penalty -1 to all rolls for Strength. Negate the effect D6
for a Quarter Day by using Alcohol or Narcotics.
34-35 Pyrophobia (Treat as a horror injury) Gain the critical horror injury 52: Lesser phobia 2D6
towards Fire.
55
36-41 Fused with armor No – Your body armor and clothes have melted onto your Until
otherwise relatively unharmed skin. You can try to removed
remove them by spending a Quarter Day and roll for
healing. On a success the armor is removed, but
also destroyed. Each person using healing can only
try once. The armor can never be repaired.
42 Severe cough No – Double all Agility damage you take. You can travel 2D6
one less Quarter Day before you need to roll for
Forced March.
44 Swelling torso No – You cannot wear any body armor, only very light fit- 2D6
ting clothes.
45 Restraining scars No – Penalty -1 to move rolls. If not healed in time, the 3D6
effect becomes permanent.
46 Singed corneas No – Same effect as for being in total darkness and light D6
also hurts your eyes (avoided with a blindfold over
your eyes).
51 Singed nerves No D6 days Each Strength inflicts damage, even if the rolls 2D6
aren’t pushed. You always roll your full amount of
Strength even if damaged. If not healed in time, the
effect becomes permanent.
52 Infected blistering Yes D6 days Roll against a disease with Virulence 9. Also suffer –
both “Swelling torso” and “Fluid loss” for D6 days.
53-54 Severe blistering Yes D6 days Your screams immediately inflict a 6D6 fear attack –
on all your allies within short range. Also suffer
both “Aching pain” and “Fluid loss” for 2D6 days.
55-56 Intense blistering Yes D6 days You fall unconscious for a Quarter Day. Also suffer –
both “Ugly blisters” and “Fluid loss” for 2D6 days.
61 Charred hand Yes, -1 D6 days Has to be amputated. Two-handed weapons cannot Permanent
be used.
62 Charred foot Yes, -1 D6 days Has to be amputated. To run becomes a slow action. Permanent
63 Disfiguration Yes, -2 D6 days Gain permanent “Ugly burns”, but the burnt nerves Permanent
grant you the talent Pain resistant at rank +1.
64 Seared body Yes, -2 D6 days Gain permanent “Restraining scars”, but the burnt Permanent
nerves grant you the talent Pain resistant at rank +1.
65 Cooked brain Yes – Make a helmet save (see PH page 105), on a failure –
you instantly die.
66 Burnt to a crisp Yes – You and all your non-magical, non-metal gear is de- –
stroyed. It will be nearly impossible to identify the
remains.
56
11 or Addiction Become Addicted to the first one of these you have used this day: Narcotics, Po- –
less tions, Alcohol or Tobacco. If you haven’t used them, you get off scot-free.
13 Trembling Penalty -1 to all rolls for Agility. Negate the effect for a Quarter Day by using D6
Alcohol or Narcotics.
14 Anxious Penalty -1 to all rolls for Wits. Negate the effect for a Quarter Day by using Alco- D6
hol or Narcotics.
15 Sullen Penalty -1 to all rolls for Empathy. Negate the effect for a Quarter Day by using D6
Alcohol or Narcotics.
16 Jumpy Whenever you are targeted by a fear attack, you drop anything in your hands. 2D6
21 Hair loss Some of your hair falls out. Gray/white hair tends to stick more. Take one Em- D6
pathy damage whenever you wake up from sleep. 1. If you’re already bold, then
this could instead be from nightmares of the event.
22 Hoarder You take 1 Empathy damage each time you must leave items behind. 2D6
23 Nightmares Make an insight roll every Quarter Day spent sleeping. Failure means that the D6
sleep doesn't count.
24 Prima donna You must lead the way then traveling or go first when exploring. If not, then 2D6
you split from the party to find your own way.
25 Nocturnal You can only sleep during the light part of the day. 2D6
26 Tunnel vision You are a forced to ignore one x when reacting to anyone except the target of 2D6
your last action. If anyone targets you with an ability that benefits from your
attention, you ignore one x from this action, like if someone you are not focus-
ing on targets you with healing or performance action, or with a fear attack.
32 Honorable Reduce your Cold-blooded talent two ranks. If it would go negative: You refuse 3D6
to perform a coup-de-grace or attack prone or disarmed targets, if an ally per-
forms a coup-de-grace (before you can stop it), you take 2 Empathy damage.
33 Foul mouth You spend all your Fast actions taunting your targets while in combat. This un- D6
fortunately occurs even if you are Broken, as long as you aren’t unconscious.
34 Full of doubt Whenever you fail a skill roll, mark that skill. It has a -2 penalty until you succeed 2D6
at using it. Remove any remaining marks when this heals.
35 Doomed You believe your time has come. Whenever you take a critical injury add 10 to the 2D6
result, up to a maximum of 66. Ignore all ranks of Lucky.
36 Savior complex Whenever you spend a whole day without exploring a new Hex or entering any 3D6
conflict (even if just a social one), you lose all your Willpower.
41 Post-combat You suffer a 6d6 fear attack as soon as an encounter that involved you drawing D6
shakes initiative ends.
42 Constant You automatically fail any stealth rolls and you and your party members suffer D6
mumbling a -2 penalty to scouting.
57
43 Blood aversion You take 1 Agility damage whenever you see a sufficient amount of blood, for 2D6
example from every Slash or Stab Critical Injury that is inflicted in your vicinity.
44 Explosive rage You take an equal amount of Empathy damage whenever you take Strength dam- 2D6
age. Whenever your Empathy goes to zero you keep on fighting, but as constantly
being taunted and you must push all rolls.
45 Vengeful You take 1 Empathy damage from each attack that inflicts damage upon your 3D6
allies. Whenever your Empathy goes to zero you keep on fighting, but as con-
stantly being taunted and you must push all rolls.
46 Panic attacks You take an equal amount of Agility damage whenever you take Wits or Empathy 2D6
damage.
51 Fascination You become fascinated by something related to what Broke you. The GM decides 4D6
what it is. You lose your fast actions whenever it is within your line of sight.
52 Lesser phobia You are terrified by something. You suffer one point of damage to Wits each turn 2D6
(15 minutes) within short range of the thing of your phobia. The GM can pick
the most suitable result or roll: 1. Darkness, 2: Fire, 3: Sharp objects, 4: Strangers,
5: Confined spaces, 6: Animals.
53 Major phobia You are terrified by something related to what Broke you. The GM decides what 2D6
it is. You suffer one point of damage to Wits each round within near range of
the object of your phobia.
54 Paranoia Each Wits and Empathy inflicts damage, even if the rolls aren’t pushed. 3D6
55 Superstitious You refuse to be voluntarily affected by magic or hold on to any magical items. 3D6
If someone you consider an ally, against your will, uses magic on you, they break
your Empathy.
56 Immortality You are immune to fear attacks, and always roll your full amount of attribute dice 2D6
delusion even if hurt, but you will no longer parry or dodge attacks.
61 Amnesia Remove access to character sheet. Player does not remember any information on D6
it, can use skills, but not talents. Access to talents can be regained if taught by a
teacher, this costs no XP. All are returned when the healing time ends.
62 Seizures When an attribute reaches zero all your attributes are set to zero. 2D6
63 Emotionless You do not gain Willpower from pushing yourself and are unaffected by any per- 2D6
formance rolls.
65 Catatonic You stare blankly into oblivion, and do not respond to any stimuli. D6
66 Heart attack Your heart stops, and you die of pure fright. –
58
Strength Strained muscle You must pay 1 Willpower to push a Strength roll. Treat as physical injury. D6
Agility Exhausted You must pay 1 Willpower to push an Agility roll. Treat as physical injury. D6
Wits Stressed out You must pay 1 Willpower to push a Wits roll. Treat as mental injury. D6
Empathy Disheartened You must pay 1 Willpower to push an Empathy roll. Treat as mental injury. D6
ADDICTED
If you for some reason become addicted to a substance.
WHY USE THIS MODULE?
Like from using the “New critical injuries – horror” mod-
Intentionally breaking yourself can un-
ule above, you gain the following condition.
der certain circumstances be straight
beneficial and while it probably still
NEW CONDITION: ADDICTED
should and could be with these rules, it at
least stops it from being abused as a gim- You feel an urge to use the substance every day.
mick character build. ✥ You use the substance each day if it is easily avail-
able, like in your inventory.
WHY NOT USE IT? ✥ If the substance isn’t available. You take 1 Empa-
You see no risk of it being abused by your thy damage and you cannot recover Empathy in
players, or do not care if they do, and anyway this day, except through magic.
then these rules might just add unneces- ✥ Roll insight after each day you fail to get the sub-
sary complications. stance. On a failure, you take another Empathy
damage. On a success, you may instead pay a Will-
power Point to get rid of the addicted condition.
✥ If your Empathy breaks while addicted, and the
resource isn’t available, you will go to lengths to
get the substance. If your party has not been sup-
COMBUSTIBLE MATERIALS portive that getting the substance is the number
one top priority, you will abandon them. The GM
Whenever a target is considered burning, it is considered as
has the final call to what happens.
if engulfed in a burning liquid. So, no immediate resources
are being spent to keep the fire going. Any opened container
of distilled alcohol, turpentine or viscid fire will however
ignite on a burning target. Any loaded firearm will dis-
charge. Any carried gunpowder will explode and deal 1 dam-
age per resource die to the target, ignoring armor.
59
60
61
WHY USE THIS MODULE? Mail (chainmail) is an exception. These items do not in-
crease in weight while not worn.
1. If you go from d6 to a d8 in arrows
it last less long than from d10 to d12.
If anything, it would make more STEALTH MODIFIERS
sense if it did the opposite, like I
would probably look harder to reuse You take a cumulative -1 penalty to stealth, if you have
my arrows, if I had very few left. The donned a heavy armor or are holding a large shield. You
same with food and water. take a further penalty for each negative move modifier your
2. High resource dice will be lost gear applies to you.
faster, but low will stay for longer, If both your hands are free or if you only hold tiny or
building more tension. light items, you instead gain a +1 stealth modifier.
BOLTS/QUARRELS
CROSSBOWS FROM PRONE
Crossbow ammunition differs from that of a bow. Cross-
bows bolts/quarrels only use half the amount of wood, and Crossbows can be fired from prone.
62
Bastard sword (1h Longsword) 1H +2 2 arm 18 s Tough*, Heavy, Edged, Pointed, Parrying
Maul/Heavy Warhammer 2H +1* 3 arm 22 s Tough*, Heavy, Blunt, Pick*, Hook, Shield-br.*
63
Shiv 0.5 s Uncom Tiny 1/4 Iron, 1/4 Leather Quarter Smith Forge
Sai/Parrying dagger 8s Uncom Light Iron, 1/2 Leather 2 days Smith Forge
Blowgun darts, iron 1s Rare Resource 1/3 Iron, Cloth resource roll Quarter Smith Forge
Blowgun darts, wooden 0.4 s Uncom Resource 1/3 Wood, Cloth resource roll Quarter Bowyer Knife
Bladed whip 6s Rare Light 1/2 Iron, Leather 1 day Tanner, Knife, Forge
Smith
64
Chained: Opponent suffer a -2 penalty to parry. other alternatives were readily avail-
able. The item bonus is now more
Lengthy: Lengthy weapons can only be used at their
based upon reach, as that is very im-
maximum reach. They also apply a -1 penalty to move.
portant in combat. In some cases, it
Loud: Will be heard by anyone within distant range. An-
is lower if the weapon also has an ac-
imals withing short range must succeed a might roll on
tual reach.
their own or an animal handling by a handler or they will
2. Weapons are balanced a little bit bet-
start fleeing, unless specially trained to ignore loud sounds.
ter against one another, like now
Misfire: A weapon with this attribute inflicts its base
you can use a short sword instead of
damage upon the wielder if the weapon breaks due to roll- a broad sword without it feeling like
ing , instead of dealing it to the target. A character that a super bad trade.
breaks from a misfire takes the slashing critical injury re- 3. Why does a sword not deal more
sult 15-16. damage than a dagger? Well, it does.
Pierce Armor: Target can only roll half armor rating. It hits more often, if parries better
High-velocity: Opponents can only parry if in melee. and it actually deals a tiny bit more
Opponents suffer a -2 penalty to dodge. damage as each extra weapon die will
Shield-breaker: You may as a fast attack target a shield translate to at least +1/6 points of
(use the strike option when using hidden combinations). damage. And in reality, a dagger
Each non-parried/non-dodged x cause 1 item damage. wound would be kind of equally bad.
These weapons also receive no penalty when used to break Daggers were just worse in combat
wooden objects, like doors. The GM can decide that other because of their limited reach.
stab or slash attacks deal halved damage against such in-
animate non-living objects. WHY NOT USE IT?
Pick: These may cause damage is if they were a pointed You are fine with the weapon balance as
stab, but the attack is still performed as a slash action. it is in the core rules, or have imple-
Tough: This item will soak the first damage it receives. mented other rules for this.
65
Distiller 7s Uncom Heavy Metal, Glass 2 days smith, Forge Used as a tool
Satchel 2s Uncom – 1 Leather 1 QD tanner, Needle & thread Can store bombs
Bullets 0.3 s Uncom Tiny A resource roll for lead 1 QD bowyer or smith, fire Resource(sling)
Sulfur 0.3 s Uncom Tiny Copper ore/Lead 1 QD inventor, smith, (Forge Raw material, keep
ore/Zinc ore or Silver ore to produce 12/QD) the metal from ore
Acid 3s Rare Light Iron ore, Sulfur 1 day inventor, Distiller, Fire Raw material
Concrete 3s Rare Normal Volcanic ash (Ashlands), 1 QD inventor, Fire, (Mill Raw material
1/2 Limestone and Kiln to produce
12/QD)
Explosives 8s Epic Tiny Acid, Saltpeter, Smelling 1 day inventor, Laboratory, Resource(to blast
salts, and a resource roll Distiller, Fire open locks)
for Oil
Liquor 5s Uncom Resource Mead/Wine/2 Beer/2 Ale 1 QD inventor, Distiller, Fire Resource/Material
Match cord 3s Rare Tiny 1/4 Cloth (linen), 1/2 1 QD inventor Resource(gun)
Saltpeter, 1/4 Limestone
Porcelain 3s Rare Normal 1/2 Clay, 1/4 Sand, 1/4 1 QD inventor, Kiln/Forge, Raw material
Flint (Mill to produce 12/QD)
Rubber 15 s Epic Resource 10 Vegetables, 10 Sulfur, 1 day inventor, Fire, Caul- Raw material
Limestone dron
Saltpeter 3s Rare Tiny – 1 day inventor, Distiller, Fire Barn (max 1 roll
per week)
Smelling salts 1s Uncom Tiny – 1 QD inventor, Distiller, Fire +2 heal other Agi
Viscid fire 10 s Epic Light Sulfur, 1/2 Turpentine, 1 QD inventor, Laboratory Raw material
1/4 Tallow, 2 Saltpeter,
resource roll for Lead
66
Arrows, Am- 3s Rare Resource Wooden arrows, 1/2 1 QD inventor, smith, Forge Resource(bow)
pule (empty) Glass
Arrows, Ex- 12 s Epic Light Wooden arrows, 1/2 Ex- 1 QD inventor Resource(bow)
plosive plosives, Detonators
Arrows, Fire 3s Rare Resource Iron arrows, 1/2 Match 1 turn inventor Resource(bow)
cord, 1/6 Oil
Arrows, Viscid 8s Epic Resource Iron arrows, 1/2 Viscid 1 turn inventor Resource(bow)
fire fire
Bombs, Smoke 6 s Epic Resource Pots, Saltpeter, Sulfur, 1 turn inventor Resource(thrown)
1/2 Honey
Bombs, Viscid 15 s Epic Resource Pots, Viscid fire 1 turn inventor Resource(thrown)
fire
Bombs, Explo- 12 s Epic Resource Pots (metal), Explosives, 1 turn inventor Resource(thrown)
sive Matchcord resource roll
Bombs, Flash- 12 s Epic Resource Pots, Acid, Saltpeter, 1 day inventor Resource(thrown)
bang Matchcord resource roll
Gunpowder & 4s Rare Tiny Bullets, Saltpeter, 1/4 1 turn inventor Resource(gun)
bullets Sulfur, and a resource
roll for Wax
Pistol 40 s Rare Light Iron, Wood 1 week inventor, smith, Forge Ranged weapon
Blunderbuss 60 s Rare Normal 2 Iron, Wood 2 weeks inventor, smith, Forge Ranged weapon
Arquebus 70 s Rare Heavy 3 Iron, Wood 2 weeks inventor, smith, Forge Ranged weapon
67
that can be prefilled with poisons or other substances. Dou- anything through the zone. If the targeted zone is flamma-
bles the targets armor rating. Will not poison a target if it ble then it will also ignite.
fails to deal any damage. If filled with acid, then the first Bomb, Fire: Can only be used if you have an accessible
point of damage will be dealt as acid damage and any non- fire within arm’s length when taking the draw or attack
natural armor rating will be reduced by 1. Poison/acid not action or must be fitted with detonators. Thrown against
included in price. 1 target. Deal 1 fire damage on a hit and roll a die against all
Arrows, Explosive: Front part of arrows shafts filled targets within arm’s reach, on a x they also take 1 fire dam-
with explosives that detonate if they hit something hard, age. All hit targets and any nearby flammable objects keeps
like bone at great speed. Loud and can frighten animals, taking one point of fire damage after each round until the
deals +1 damage, but doubles targets armor rating. fire is put out with a successful move roll (slow action). Ar-
mor helps against the initial damage only.
Arrows, Fire: Requires an easily accessible fire within
arm’s length. Take a -2 penalty to hit. Count the first Bomb, Viscid Fire: As the regular fire bomb, but deals 2
point of damage dealt as fire damage. An additionally rolled initial fire damage and rolls 2 dice against targets within
x can, instead of dealing extra damage, make a hit target arm’s length. All targets also take a -2 penalty to move
catch fire. This makes them take 1 damage after each round, rolls made to put the fire out.
unless snuffed out with a slow action and a successful move Bomb, Quicklime: Deals 2 Agility damage to the target
roll. and 1 Agility damage to all within arm’s length. Armor
Arrows, Viscid Fire: Requires an easily accessible fire has no effect, but damage is reduced with an endurance
within arm’s length or must be made with detonators. roll. The inhalation causes nausea and troubled breathing.
Take a -2 penalty to hit. Count the first point of damage A target that breaks from this also becomes blinded for a
dealt as if fire damage. A hit target will catch fire, making turn (15-minutes). The effect of this blindness is the same
them take 1 damage after each round, unless snuffed out as for being in total darkness (see PHB page 112). Deals no
with a slow action and a successful move roll. damage to undead and non-living objects, and will only deal
damage if a targets head is within the impact zone.
Bombs: These work just like thrown weapons, with
range near and no item bonus. They do not deal damage
Bomb, Explosive: Can only be used if you have an acces-
on a hit or from scoring extra hits, cannot be parried. Roll sible fire within arm’s length when taking the attack ac-
a resource die, to see if they are consumed from use. If you tion or must be fitted with detonators. Loud, may scare
use the “Add resource die to rolls” module, then a resource animals. Deals 4 damage to the target and roll an equal
die x will count as a hit. Bombs attached with detonators amount of damage dice vs all targets within near range
must not be thrown, they can also be buried and then works (dealing 1 damage per x). Armor rating protects as normal.
just like if they were mines. Roll a survival vs scouting Detonator: Made from distilling urine into phosphor or
roll whenever an enemy steps into such a zone to see if they by making a fulminating mercury/silver mixture. Explodes
detonate. when smashed. Can remove the need for match cord on
Bomb, Acid: Inflicts 1 damage to target every round, for things like explosives. As an inventor, you probably add
1d6 rounds, or until the victim is doused with a unit of wa- something to prime them just before throwing, to avoid
ter. Armor helps against the damage, but any damage unnecessary risk of detonation from tripping or so.
blocked by non-natural armor decreases the armor rating Distiller: An apparatus that is used to separate substances
by the same amount. Roll a die for every target within arm’s by selective boiling and condensation, also without the sub-
length, on a x they are also hit. stances ever coming in direct contact with the fire that is
Bomb, Smoke: Can only be used if you have an accessi- used to heat it up.
ble fire within arm’s length when taking the draw or at- Explosives: These could be in multiple forms, almost all
tack action or must be fitted with detonators. A 5-meter use nitric acid, made from sulfuric acid and saltpeter.
68
Flint arrows 1.2 s Uncom Resource Flint/Obsidian/Glass, 1 QD Bowyer (rank 2), Knife Arrow resource
Wood
Bone weapon 25% Rare Same Iron is replaced with Reduced Bowyer, Knife Add fragile
Bone, or Bone and Wood
Warbow x2 +1 category +1 cat Double +1 day Bowyer (rank 2), Knife Combined
Composite 40 s Rare Light Wood, Horn, Glue, 1/4 1 week Bowyer (rank 3) , Knife Ranged weapon
bow Leather, 1/4 Wax
69
Firewood 0.2 s Common Normal – 1 QD Forest, Axe, 3 per x For burning only
Lead 0.3 s Uncom Normal Lead ore 1 QD Smith, Fire, (Forge: x12) Raw material
Tin/Zink 5s Uncom Normal Tin/Zink Ore 1 QD Smith, Fire, (Forge: x12) Raw material
Bronze/Brass 3s Uncom Normal 1/5 Tin/Zink, 4/5 Copper 1 QD Smith, Fire, (Forge: x12) Raw material
Wrought iron 3s Uncom Normal Iron, Charcoal 1 QD smith (rank 2), Forge Raw material
Steel 10 s Rare Normal Wrought iron, Black coal 1 QD smith (rank 3), Forge Raw material
Crucible Steel 20 s Epic Normal 1/2 Iron, 3/4 Wrought 1 QD smith (rank 4), Forge Raw material
iron, Rare minerals, re-
source roll for Glass
Dwarven steel 30 s Epic Normal Steel, 2 Coke, 3 Rare 1 QD smith (rank 4), Forge Raw material
minerals
Scale, Metal Body 5 25 s Roll half rating vs stabs (full rating against arrows)
Mail Coif Head 2 6s Light, Roll half rating vs arrows and stabs
Light brigandine 30 s Uncommon Normal 2 Iron, 6 Cloth, 1 week smith, Forge, Needle &
a resource roll for Tin tailor thread
Heavy brigandine 45 s Uncommon Heavy 5 Iron, 3 Cloth, 1 week smith, Forge, Needle &
a resource roll for Tin tailor thread
Mail Coif 6s Common Light 1/2 Iron, Cloth 2 days Smith, Forge, Needle &
tailor thread
70
Firewood: Same as wood, although made out of wooden make it more stylish. This doubles the production time,
pieces or wood like pieces not fit to be used for crafting, but but can give a +1 bonus to manipulation.
is suitable for making a fire. You can find 3 units of fire- Weapons and armor can replace iron with silver. It can be
wood for every 2 units of normal wood you would find dur- master worked as long as the total bonus does not exceed
ing a Quarter Days work. half of what you normally can make, round down.
Charcoal: 1 unit can replace 2 units of wood when used Gold: Items crafted by replacing iron with gold uses twice
as fuel. Burns at a higher temperature then wood. the material and doubles the objects weight (unless the item
Black coal: 1 unit can replace 2 units of wood when used is tiny). It is very easy to use and gives +2 bonus to any
as fuel. Burns at a higher temperature then wood. Released crafting roll. It is too soft to be used in arms and armor.
gases make it unsuitable for cooking under open fire. Gold inlays (using 1/10 of metal used to craft) can be added
when crafting a weapon or armor. It can then give a +1 bo-
Coke: 1 unit can replace 3 units of wood when used as
nus to manipulation.
fuel. Burns at a higher temperature then charcoal and
black coal. Unsuitable for cooking under open fire. Iron: Often contains slag and high amounts of carbon. It
could be variants of pig iron, cast iron and low-quality
Copper: It is easy to use and gives +1 bonus to any craft-
wrought iron. The slag makes it easier to work with and
ing roll. It is too soft to be used in arms and armor. Not
lowers its melting point compared to other variants of
safe for food, milk or anything that is lightly acidic.
iron, but it breaks easily. It also rusts easily and can be dam-
Lead: It is very easy to work with and grants +2 bonus to
aged from prolonged exposure to moisture.
any crafting roll. It is however too soft to be used in tools,
Wrought iron: Considered this as high-quality wrought
arms and armor and quickly melts if left near a fire. Items
iron. It is made by repeatedly beating and folding a pig iron
made of lead tends to be heavier than those made of iron.
bloom, to force out the molten slag. This will however ox-
Tin/Zink: Used to make bronze/brass. Metals that tend
idize most of the carbon, making it weaker than steel. A
to suffer from prolonged moisture, like that in Brigandine
good smith will often reheat edges in something rich in
is often coated with a layer of tin to avoid rusting, as well
coal and hammer those, turning those parts into mild steel.
as drinking canteens made out of metal.
Weapons and armor can replace iron with wrought
Bronze/Brass: More expensive than iron and cannot
iron, this gives a -2 modifier to the craft roll, but a rank
match steel. Not safe for food, milk or anything that is
2+ smith halves the penalty. The item will gain +1 Weapon
lightly acidic. Looked down upon by the Rust church.
Bonus/Armor Rating. It can be further master worked as
Weapons and armor can replace iron with bronze/brass.
long as the total bonus does not exceed what you normally
It can be master worked as long as the total bonus does not
can make.
exceed half of what you normally can make, round down.
Steel: Made by re-adding carbon to wrought iron under
Silver: More expensive than iron and cannot match
intense heat.
steel. It is however easy work with and gives a +1 bonus to
Weapons and armor can replace iron with steel, this
any crafting roll. Silver inlays (using 1/10 of metal used
gives a -4 modifier to the craft roll, but a rank 3+ smith
to craft) can be added when crafting a weapon or armor, to
halves the penalty. The item will gain +2 Weapon Bo-
nus/Armor Rating. It can be further master worked as long
71
Cloth, Linen 2.5 s Uncom Normal 5 Flax 1 QD tailor (rank 4), (Tailor Raw material
Shop)
Cloth, Oil- 5s Uncom Normal 7 Flax, 1/2 Lead ore 1 QD tailor (rank 4) , (Tailor Raw material
cloth Shop)
Cloth, Silk 10 s Rare Light 1 Silk 1 QD tailor (rank 4) , (Tailor Raw material
Shop)
Cloth, Silk 7.5 s Rare Normal 1 Silk, 1/2 Wool 1 QD tailor (rank 4) , (Tailor Raw material
wool Shop)
Silk pupae 7.5 s Epic Normal – – Normally not found in Raw material, also
the Forbidden Lands meat
Clothes Body 1 2s Tiny, not stacking with armor, count as rags if damaged
72
Flax: Gained from the flax plant, you either harvest it for Cloth, Silk: This cloth has a high luster and is very ele-
the seed to make linseed oil, or for the flax fibers to make gant. It is soft, light, durable and strong, but not elastic. It
linen cloth. You cannot use it for both at the same time as keeps moisture out. Silk is made from silk worms and while
the fibers must be harvested before the seeds are ripe. They those could be kept inside silk farms and their eggs can hi-
can be planted and harvested on a field instead of grain. bernate there during winter, their food source made of
Cloth, Wool: A warm cloth with natural elasticity. Very mulberry tree leaves are very hard to grow in colder cli-
easy to spin and felt. Breathes, but is very warm. Repels wa- mates. The southern Harga region is likely the only place
ter to a degree. where silk farms have seen some degree of success in Raven-
Can be used to make good winter clothing: double time, land. Items made out of silk are considered water repellant.
double cloth used, and add a unit of feather for every unit Armor can replace cloth with silk, this gives a -4 mod-
of cloth. Increase weight category. ifier to the craft roll, but a rank 3+ tailor halves the pen-
Cloth, Linen: Linen is highly absorbent, so will wet alty. The item will gain +1 Armor Rating. It can be further
quickly in rain. This may soak the wearer, which could be master worked as long as the total bonus does not exceed
bad in cold weather, but it doesn’t cause any damage to the what you normally can make. It also adds a +1 bonus to ma-
fabric. It is very durable and strong with a high abrasion nipulation and its weight category is reduced one step.
resistance. It does however not stretch and can take damage Silk armors can also be made extra thick. Then double the
from folding. It has natural insect repellant qualities, re- used material and time to make. Do not decrease weight
sists dirt and stains and is good vs overheating. category, but gain another +1 to armor rating.
Armor can replace cloth from wool with linen cloth, Cloth, Silk wool: This is a mix of silk and wool. It keeps
this gives a -2 modifier to the craft roll, but a rank 2+ tai- the shine and luster of silk and the weight of wool. It can
lor halves the penalty. The item will gain +1 Armor Rat- make excellent winter clothing, just like wool.
ing. It can be further master worked as long as the total bo- Armor can replace cloth with silk wool, this gives a -2
nus does not exceed what you normally can make. modifier to the craft roll, but a rank 4+ tailor halves the
Cloth, Oilcloth: Oilcloth is made with linen, linseed oil penalty. The item will gain +1 Armor Rating. It can be fur-
and oxidized lead. It protects against wind, is water repel- ther master worked as long as the total bonus does not ex-
lant and cannot soak. ceed what you normally can make. It also adds a +1 bonus
to manipulation.
73
Buckskin 1.2 s Common Normal Pelt 1 QD tanner, fire, (Tannery) Raw material
Wax hardened 3s Uncom Normal Leather 1/2 Wax 1 QD tanner (rank 2), (Tan- Raw material
leather nery)
Glue hardened 3s Uncom Normal Leather, Glue 1 QD tanner (rank 2), (Tan- Raw material
leather nery)
Glass compo- 10 s Epic Normal Leather, Glue, 1/2 Glass 1 QD Tanner (rank 3), (Tan- Raw material
site leather nery)
Grease 2s Common Tiny Tallow or Blubber 1 QD tanner, Fire, Cauldron, Bonus vs cold
Knife
Varnish 6s Uncom Light Oil, Turpentine 1 QD tanner, Fire, Cauldron Raw material
Book, blank 10 s Uncom Light 50 Parchment, either 1/2 1 QD tanner, Needle & thread 100 pages
Wood or 1/2 Leather
Soap 0.5 s Common Tiny Resource roll for lime- 1 QD tanner, Fire Wash resource
stone and oil
Oil 1s Common Light 1/4 Tallow or 2 Flax 1 QD tanner, Fire Resource (oil lamp)
Layered/Studded/Lamel- Body 3 6s –
lar Leather
Scale armor, Body 4 15 s Roll half rating vs stabs, but not vs arrows
Hardened leather
Layered/Studded/La- Body Uncom Normal 4 Leather, 2 days tanner, Knife, needle &
mellar Leather Studs OR 1/2 Iron (smith) thread, hammer
or forge
Hardened leather Body Uncom Normal 4 Leather (hardened) 2 days tanner Knife, fire, nee-
dle & thread
Scale armor, Body Rare Normal 4 Leather (hardened) 1 week tanner Knife, fire, nee-
Hardened leather dle & thread
74
adds the step of tanning, which changes the leathers chem- worked as long as the total bonus does not exceed what you
ical composition, preventing it from spoiling. It is after normally can make. It should be protected from moisture.
that stretched and softened. Leather will to some degree Glass composite leather: This can be made kind of
absorb water, but will not be damaged by it. Leather can be like glue impregnated leather, but with a layer of crushed
hardened through baking. That makes it tougher but glass in between the flesh side of two leather sheets. You
stiffer. Baking is often superior to boiling leather, as that can minimize sensitivity to moisture with varnish.
causes the leather to react with the water, plasticizing it, Hardened leather armors can replace their leather with
which causes shrinkage and lowered toughness. class composite leather, this gives a -4 modifier to the
Heavy/Studded/Lamellar leather: Treat this as extra craft roll, but a rank 3+ tanner halves the penalty. The
layered leather held together with studs, it uses 4 instead of item will gain +2 Armor Rating. It can be further master
2 units of leather. Lamellar leather is made out of hard- worked as long as the total bonus does not exceed what you
ened strips of leather, but it uses similar stats. normally can make. It should be protected from moisture.
You may replace the 1/2 unit of iron with studs procured Buckskin: Instead of tanning, you can oil leather (the
from a smith. You can then replace the requirement of animal’s own brain contains enough oil for this) and smoke
smith and Forge with that of a hammer. it. The leather will absorb water, but will not be considera-
Rawhide: Rawhide is made by taking a skinned pelt, bly damaged by it. The leather can become very smooth,
soaking it in lime and water or urine, then fleshing and but will smell of smoke. It lacks the chemical composition
dehairing it (potash can help this process). Then finally dry- of regular leather and cannot be hardened.
ing it. Rawhide is tougher than leather, but very stiff. It is Leather armor or Studded leather armor can replace their
sensitive to moisture. If you spend a turn (15-minutes) in leather with buckskin, this gives a +2 modifier to the
rain, or a day in sweaty or high moisture conditions, roll craft roll, but the items will lose 1 point of armor rating.
armor rating/item dice and deal damage on each . Roll Fur: Made in a similar fashion to Buckskin. Leather ar-
no more than once per day. You can make it resistant to mor or Heavy/Studded leather armor can replace their
water (but not fully waterproof – so swimming in it will leather with fur, this makes the armor count as winter
still damage it), by adding 1/2 a unit of varnish per unit of clothing.
rawhide.
Hardened leather can be replaced with with rawhide.
Shields are especially good to make with rawhide as the
shrinking, stiffness and toughness together will better hold
it together, if used, gain a +2 bonus to such craft rolls. It
should be protected from moisture.
75
while undistilled alcohol can be treated as a water resource quire more than 6h of rest before
for avoiding thirst, it will not restore Agility. they could race another marathon.
5. You can take a short break during
Restore 1 Empathy: Roll a resource die for liquor*, or
site exploration.
rank 3 chef food/alcohol*.
Restore 1 Wits: Roll a resource die for tobacco.
WHY NOT USE IT?
Restore 1 Willpower: Roll a resource die for narcotics*.
The rules are fine as they are. It makes
Cannot restore Willpower above the Potency of the narcot-
minor attribute damage trivial, rests
ics, common narcotics might have a base potency of 2.
and talents that add rests becomes less
* You must succeed an endurance roll to avoid becoming valuable.
intoxicated, if you use the “Recreational drugs” module.
76
Ale, Poor Normal One week Common 0.5 s Grain chef Brewery
Beer, Poor Normal One month Uncom 1s Grain chef Oast house,
Brewery
Mead/Wine, Poor Light One year Common 1.5 s 1/4 Honey / 4 Vegetables chef Brewery
Beer, Good Normal One month Rare 2s Grain chef(rank 3) Oast house,
Brewery
Mead/Wine, Good Light One year Uncom 3s 1/4 Honey / 4 Vegetables chef(rank 3) Brewery
Tobacco Tiny One year Uncom 1.5 s Field(100 units per year) herbalist Oast house
Pipe, clay Tiny – Common 0.5 s A resource roll for Stone(clay) – Fire
* If you do not use inventor talent module, you may substitute this for another talent, like chef.
77
78
-1 to make camp, +1 forage for water. 3 You need to roll an extra water resource die
and hygiene die per day. Sleeping on bare
If positive heat, then Rain: -1 heat (does not
ground does not make you COLD.
stack). If items vulnerable to moisture is ex-
2 Sleeping on bare ground does not make
posed for at least 15 minutes, then once per
you COLD.
day, roll item dice to see if they are damaged
1 Roll ENDURANCE once every night to not be-
(each deals damage).
come COLD, unless you have a fire.
At zero or negative heat, then Snowfall: Add
±0 Roll ENDURANCE every Quarter Day to not
a -1 negative modifier to lead the way and
become COLD.
forced march rolls.
-1 Roll ENDURANCE every hour to not become
COLD.
TEMP MODIFIERS IN RAVENLAND
-2 Roll ENDURANCE every 15 minutes to not be-
Summer +2 come COLD.
Spring, Fall +1
Winter ±0
Mountains -1
79
✥ Roll resource dice for water, food and hygiene if KEEP WATCH (“LOOKOUT”)
that module is used. If you use the “Xd6’s as re- Roll scouting for each unexplored hex entered or around
sources” module, roll a die for each item that once per day (like 1d6 quarter days after the last event). Note
has a shelf-life of a week. that weather like fog may reduce the distance to when you
✥ Roll for weather. will notice any threat and the other way around.
✥ Players or GM could update any calendar. ✥ ±2 if Darkness and only one side has dark vision
✥ Check dates of critical injuries, etc.
80
✥ +1 if Plains or Forest
MAKE CAMP
✥ -1 if Mountains, Marshlands or Ruins
If no one keeps watch any fire will die out. Depending on Success: You find a prey, see page 153 in the Player’s
temperature, you might then have to roll against cold. Handbook. Then roll marksmanship (ranged weapon), or
✥ -1 per Strong Wind survival (traps) modified by that table. A success can give,
Failure: Roll for a mishap. pelts, meat, tallow, sinew and even bones if desperate.
Failure: Roll for a mishap. If you use the “Pushed long
REST time rolls” module, then you also suffer a mishap if you
Restore damage to attributes, you may also spend XP as push and that fails to add any more x.
long as you aren’t acquiring new talents or spells. If you
want to acquire a new skill this way, you have to have suc- FORAGE
cessfully used it during the session. ✥ +1 if Marshland or Forest
✥ -1 if Plains, Dark Forest or Quagmire
TRAIN ✥ -2 if Mountains or Ruins
If you have the XP and a teacher, you can learn a new tal- ✥ -1 if Spring (if not foraging for Water)
ent, a new skill, a new a magical path or an increase to a ✥ +1 if Autumn (if not foraging for Water)
magical path. Without a teacher, you need a Wits roll suc- ✥ -2 if Winter (if not foraging for Water)
cess to for a new talent. ✥ +1 if Raining/Snowing (if foraging for Water)
If you use the “Wits to learn magic” module, you may ✥ -2 if foraging Herbs (requires rank 2 Herbalist)
also try to learn spells. All rolls to learn magical paths or Success: 1 unit of vegetables per x, or any amount of
spells are made with a penalty equal to the rank you try to water if you foraged for water instead of vegetables.
attain. Failure: Roll for a mishap. If you use the “Pushed long
time rolls” module, then you also suffer a mishap if you
SLEEP push and that fails to add any more x.
Roll survival if you try to sleep without a finished camp.
All endurance rolls vs cold automatically fails while sleep-
FISH
ing on the ground at heat zero or lower. Also counts as Requires a lake or a river and fishing gear.
rest. Success: 1 unit of fish per x.
Push: You do get to sleep, but do not benefit from rest. Failure: Roll for a mishap. If you use the “Pushed long
time rolls” module, then you also suffer a mishap if you
CRAFT push and that fails to add any more x.
Things that take a full day to craft use two Quarter Days.
EXPLORE
REPAIR
Exploring an adventure site takes a Quarter Day.
You can attempt to repair up to three items in a Quarter
Day.
81
LAKE/OCEAN
When traveling the lands, you can survey for valuable fea-
tures of the terrain by spending a Quarter Day in the same Hunt ±0. Allows fishing. Requires boat or raft.
hex and making a scouting roll:
A failed roll: Nothing happens. You will automatically fail PLAINS
any further attempts to survey the same area for a week. Forage -1, Hunt +1.
On a success: Make a roll for a feature. The GM makes a
roll for a complication. You will find tracks or other signs FOREST
from any complication in time, unless otherwise stated in
Forage +1, Hunt +1.
the description of the complication. A complication will
-2 to construct Wind mills.
use/guard/have laid claims to the feature if there is any.
The tables for features and complications can be found in DARK FOREST
the Gamemaster’s booklet for Reforged Power.
Forage -1, Hunt ±0. Difficult terrain.
A pushed successful roll: Any complication spots the
-2 to construct Wind mills.
party before they spot it or any tracks of it. It can choose to
Constructing a field, garden or pasture stronghold loca-
ambush the party, or make itself known. A complication
tions requires warm weather and a failed roll creates an un-
that can call for aid within the Quarter Day, may do so,
controlled forest fire that destroys most other flammable
become larger or more organized.
things in the hex and can over time spread to adjacent hexes
Terrain: You may not survey the land while on an Ice Cap
depending on upcoming weather.
or Sea ice tile. Rivers and ocean tiles are automatically sur-
veyed when an adjacent hex is surveyed. It is however, rare
HILLS
to find any features in these terrain types.
Forage ±0, Hunt ±0.
+2 to construct Wind mills.
Ramparts or palisades receive an automatic +1 to defense
rating.
Double construction time to construct a field or garden
stronghold location.
Wells must be built as cisterns and these use 10 times the
materials and takes months instead of weeks to complete.
82
When constructing a stronghold location, you only need Counts as a free quarry for Stone (petrified wood).
half the amount of stone, as you can reuse old building Cannot hold the field, garden, fence or pasture strong-
Any found water will be undrinkable/poisonous. Hunt ±0. Very difficult terrain. Snowshoes/skis/sled/boat
83
ond stronghold, you add the full reputation bonus to that will reduce their status. Calculate this as “original hous-
stronghold, and no extra reputation to the first. ing” multiplied by “remaining space” split by “original
space”. Where space is equal to wood used plus half of
PLAYER REPUTATION stone used. For instance, a Fortress (1000 wood, 5000
stone), could contain ramparts (600 stone) and guard
Player characters add half of their most famous stronghold
tower (400 stone) in its construction cost. It will then
reputation to their own reputation score. If they own sev-
have 50 x (1000+4000/2)/(1000+5000/2) = 42 remaining
eral strongholds, they must halve it again for each extra
housing.
stronghold, i.e. a forth from their second, an eighth from
their third, and so on. Example: If you own two Strong-
holds, “Bergwall” at 9 reputation and “Slavesilk” at 7 repu- TYPES OF WORK FORCE
tation, they add a total of 9/2 + 7/4 = 4.5 + 1.75 = 6.25 repu-
There may be many things that drive people to work for
tation to the player characters, rounded down to +6.
you, so NPC workers are now grouped into different cate-
gories.
84
vide food and a housing. Note that a high-status resident, Player characters must occupy an amount of housing at
that uses several points of housing, likely has non-working least equal to the status of their highest status resident.
spouses, kids, etc, or even their own workers. So, the total So, if 4 PCs have no residents in their Stronghold, but
housing of a stronghold can somewhat represent the per- maybe some hirelings, they need a total of zero housing. If
manent adult population of it, when fully inhabited. they let a guard and a farmer move in (both common, so
status 1), they need at least 6 (2 x 1 for the NPCs, 4 x 1 for
Status: A worker has a status of 1 if they are common, and
the PCs), if a master builder also moves in, they now need
twice that for each reduction in supply (i.e. common = 1, un-
a total housing of at least 22 (2 x 1 for the common NPCs,
common = 2, rare = 4, epic = 8, legendary = 16). A master
1 x 4 for the master builder and now 4 x 4 for the PCs).
builder is an exception and has double that status, i.e.,
they have a status of 4 even though only uncommon.
SLAVES
Recruitment: When you recruit hirelings, you may at the
same time make a Reputation roll for your stronghold, for Slaves can be used for the work they are trained for or for
each x, one worker will want to become a permanent resi- untrained labor (jobs that cost at most 5 copper/day).
dent, as long as you fulfill their requirements. Either take Recruitment: At a slave market, they can be bought for
a -5 penalty to the roll, or pay an extra x for each rarity around 1d3 times their daily wage in copper times their
above common they are. Every 25 points worth of inhab- daily wage in copper again. So a baker would be 1d3 x 36 cop-
ited housing also makes your residents feel less important per, a master builder would be 1d3 x 4 gold. Could also be
and care less for each other, this adds a negative recruit- captured, but this could stain your reputation even more.
ment penalty. It is not that people don’t want to live there; Requirement: A slave must be kept in a Dungeon,
it is more that you need to sift through application looking guarded by a jailer. They require 1 unit of food and water
for more highly efficient candidates. per week, or they will become weak and work at a reduced
Requirement: For them to join you, you need to have free pace. Each assigned area of work, also require at least 1 jailer
living space equal to the status of the resident. This space or guard per up to 4 slaves, or they can escape.
85
Apiary* – 5 Wood, Bee swarm 1 QD 2 wax, 2 honey three times per year
Arena* +1 200 Stone, 200 Wood, 50 Sand, Training Grounds 2 weeks Spend coin for temp rep. +5 to recruit orcs.
Bakery – 200 Stone, 40 Wood, Fireplace 1 week Can turn 12 flour into food
Barn* – 300 Wood 2 days Winter lodging and hay for 12-48 animals
Bridge* +1 400 Stone/200 Wood, River, Builder 2 weeks Allows traversal over a river
Dairy* – 200 Stone, 40 Wood, Builder 1 week Can turn 12 milk into food
Dovecote +1 30 Wood, Pigeons 1 day A released dove will fly to its dovecote
Drawbridge* – 100 Wood, 20 Iron, Forge, Builder 1 week Can reduce enemy attack effectiveness
Fence* – 400 Stone or 100 Wood, See description 1-2 days Reduces need for herder/protects crops
Field – Plough*, (Gives 1d6 x 5 Stone)* 1 month 300 units of grain/flax* per year
Forge +1 400 Stone, 60 Iron, Fireplace, Builder 1 week Can craft metal items, turn 12 ore into bars
Garden – Plough*, (Gives 1d6 x 5 Stone)* 1 month 10 vegetables/herbs per spring/summer week
Guard Tower – 400 Stone/200 Wood, Builder 2 weeks +1 defense rating, +2 scouting
Hen house* – 30 Wood, 12 Hens 1 day 12 hens provide 1 food per day
Infirmary* – 400 Stone/200 Wood, Builder 2 days If staffed: healing successes, reduced deaths
Inn +1 500 Stone/250 Wood, Builder 1 week Can turn 12 meat/vegetables into food
Kennel* – 100 Wood, 12 Dogs 1 day Can aid hunters/herders. D6 born dogs/year
Kiln* – 200 Stone, Fireplace, Builder 2 days +2 pottery. Make bricks, charcoal, coke, tar.
Marketplace +1 60 Wood 1 week Market access. More can give supply dice*.
Mill – 10 Stone, 400 Wood, Builder 2 weeks Speed up flour and tannin making by x 12
Mine +1-3 60 Wood, Minable resource found, Builder 1 month 2 ore/QD/worker. Weekly risk for collapse.
Moat +1 Palisade/Ramp., Water, No Ditch/Secret t., Builder 1 month +1 defense rating, hinders enemy sappers
Oast house* – 200 Stone, 200 Wood, Seeds, Builder 1 week Fields can produce tobacco. Needed for beer
86
Palisade* – 20 Hide, 200 Wood/100 Wood & 100 Banewood 1 week As ramparts, but only +1 defense
Pigsty – 50 Wood, Pigs 1 day 2D6 piglets are born each year
Portcullis – 100 Iron, Ramparts, Forge, Builder 1 week +0/1 defense rating, can soak damage
Ramparts +1 600 Stone, No palisade, Builder 1 month +2 defense rating, can soak damage
Road* +0-X 500 Stone varies +1 speed, wagons can always travel
Root Cellar – 200 Stone, Builder 1 week Store meat/vegetables x10 longer
Salt Works* – 200 Stone, 10 Copper, Ocean, Builder 1 week QD: Spend 1 firewood to create 1 salt
Sawmill* +1 200 Stone, 200 Wood, 10 Iron, River, Builder 2 weeks Can turn 12 wood into planks
Secret tunnel* – 100 Stone/30 Wood, 0-20 Iron, No moat 1 week Should be kept a secret
Shelter (Barracks)* – 200 Wood, Builder 1 week Allows weekly hireling to resident roll
Slaughterhouse* – 200 Stone, 200 Wood, 5 Iron, Builder 2 days slaughter and hunters: +50% meat
Smokery* – 300 Stone, 20 Iron, Builder 1 week Chef: Can craft 12 cured food at a time
Stables – 400 Wood 2 days Stableboy: riding animal care & food
Still* +1 100 Wood, 10 Metal, 10 Glass, Forge, Inventor 2 weeks As distiller but can produce 12 units
Tailor Shop – 100 Wood, Builder 2 days +2 to craft cloth. Turn 12 cloth in QD.
Temple* +1 500 Stone, 200 Wood, Builder 1 month +5 recruitment. Heal wits/empathy
Theatre* +1 600 Wood, 50 Cloth, Minstrel or Performer 1 week QD: 1/month, reputation roll for WP
Toll house* – 200 Stone or 100 Wood, Bridge 2 days 10 copper x d6 per reputation per week
Torture Chambers* -1 50 Stone, 20 Wood, 5 Iron, Dungeon, Gallows 1 week Manipulation bonus vs prisoners
Town Hall* +X 200 Stone, 600 Wood, Dovecote, Marketplace, 1 month Seek workers from town 1/week, add
Builder non-stronghold reputation to rolls
Trophy Hall* – 400 Stone/200 Wood, Town hall, Trophy 1 weeks Trophies grant minus on event roll
Vault – 200 Stone, 100 Wood, 10 Iron, Builder 2 weeks Safely store valuables in stronghold
Warehouse* – 100 Stone, 200 Wood, Builder 1 week Use your/others markets to sell stuff
Workshop* – 200 Wood, Chisel, Knife, Hammer, Saw 2 days +2 to craft items of wood, bone, stone
* New/changed. Only available if their module is used.
87
Fall make an animal handling roll to harvest 2 capacity of all non-distilled alcohol.
honey and wax per x. A farmer can automatically ✥ REQUIREMENT: forge, the chef talent
succeed with 1x. If well kept, produces a new bee ✥ RAW MATERIALS: 150 wood, 10 copper bars.
✥ REPUTATION: +1 talent
✥ EFFECT: You may hold competitions, gain a +1 ✥ RAW MATERIALS: 400 stone or 200 wood
Reputation bonus for 1 week per 5 silver spent, up ✥ TOOLS: Saw and hammer (sledgehammer
to a maximum of +10. The Arena is also very ✥ and pickaxe if built of stone).
dents in your stronghold. ✥ EFFECT: PCs, NPCs, their animals and wagons,
can now traverse through two hexes separated by
BARN a river, as if the river weren’t there.
A building that can protect farm animals and to keep them DAIRY
warm and store hay during winter. Without a barn you
could have to butcher animals when winter comes. A building where you produce dairy products like butter,
✥ REQUIREMENT: pasture or sheepfold cheese, etc. from milk, mainly to avoid having it spoil too
✥ EFFECT: A PC or a farmer can spend 1 week ✥ TOOLS: Sledgehammer, pickaxe, saw, hammer
during summer to store hay for the winter in the ✥ TIME: 1 week
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89
GUARDTOWER
INN
If you have a rampart, your guard tower will normally con-
An Inn can also provide beds for weary travelers.
sist of multiple towers. This does not change the guard
tower’s effect, nor does it increase its cost or time to build,
KENNEL
as you can use parts of the ramparts during their construc-
tion. The dogs trained here can help out with any many tasks in
the stronghold.
HEN HOUSE ✥ REQUIREMENT: Up to a dozen dogs, which
must be bought or stolen separately
A roosting place for hens. It needs not be enclosed, as long
✥ RAW MATERIALS: 100 wood
as they are locked inside during night time. They can feed
✥ TOOLS: Saw and hammer
themselves, except during winter time, but a field provides
✥ TIME: 1 day
enough extra food to provide for one hen house during win-
✥ EFFECT: Your shepherds can herd four times
ter.
as many animals. Any death of a hunter can
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92
93
94
95
made to recruit people to become residents, but ture chamber will at least make people think twice before
only if they find this faith appealing. For a generic they double cross you.
temple this will apply to all, except perhaps Orcs. ✥ REQUIREMENT: dungeon and gallows
A temple dedicated to one god will also come ✥ RAW MATERIALS: 50 stone, 20 wood and 5
the Gamemasters booklet of Reforged Power. ✥ TOOLS: Sledgehammer, pickaxe, saw, hammer
✥ TIME: 1 week
THEATRE ✥ REPUTATION: -1.
✥ EFFECT: If staffed by a PC with the cold-
Most performers generally try their luck around market-
blooded talent or an executioner, it grants a +2
places, but a grander theatre building could attract a bigger
bonus to manipulation rolls vs prisoners.
audience. A theatre generally staffs itself with performers
that you do not have to pay for, they make their own living TOWN HALL
there, but you could yourself hire more/better performers
if you absolutely want to. Watching an actual show is free A town hall acts as the administrative building in your
for the PCs, as they own the building. stronghold. It is here you normally hold court.
✥ TOOLS: Saw, hammer, needle, thread ✥ RAW MATERIALS: 200 stone and 600 wood
✥ EFFECT: One per visit to your Stronghold in- ✥ REPUTATION: Pick the PC with highest repu-
between a journey, you may spend a Quarter Day tation. Add half of that reputation, that does not
here watching a performance. Roll the strong- come from strongholds, to this stronghold.
hold’s reputation dice, gain 1 Willpower per x. ✥ EFFECT: You can once per week make rolls to
recruit hirelings from your own stronghold.
96
Same as in the core game. A shooting range together with A warehouse allows to setup more goods for sale at once,
a training ground is required if you want to hire guards and can works as a loading point when sending out mer-
of higher rank. Note that such guards would be in less sup- chant wagons.
ply and will demand increased salary or status. ✥ REQUIREMENT: The builder talent
✥ RAW MATERIALS: 100 stone and 200 wood
TROPHY HALL ✥ TOOLS: Sledgehammer, pickaxe, saw, hammer
✥ TIME: 1 week
A place to display your might to the world. When people
✥ EFFECT: With this a PC or hawker assigned to
start to see what you are really are made of, they will hope-
sell goods in your stronghold can sell all types of
fully be less likely to start a fight.
goods at once, and not just those from a single
✥ REQUIREMENT: town hall and at least one
profession (see more under selling goods).
trophy, these would often be monster heads that
This can also work a hub for remote trade,
have gone through taxidermy by a tanner of rank
where you can send out hawkers and guards with
2 or higher (before spoiling)
horse driven wagons with goods, allowing trade
✥ RAW MATERIALS: 400 stone or 200 wood
rolls with other settlements (see more under sell-
✥ TOOLS: Saw and hammer (sledgehammer and
ing goods).
pickaxe if built of stone).
✥ TIME: 1 week
WELL/CISTERN (ADDED CISTERN)
✥ EFFECT: Trophies give your town a negative
modifier when rolling for events at the strong- Same functionality as described in the Player’s Handbook.
hold, see table below. More dangerous monsters If built in hills or mountains, it is called a cistern, and will
are more interesting, as well as diversity. So du- then be collecting rain water. A cistern requires 500 stone
plicate entries and very weak monsters do not and takes two months to construct.
count as a whole “trophy” on the table. Very dan-
gerous enemies that have strength values of 20+ WORKSHOP
can count as multiple entries. A trophy hall also
A good workspace with plenty of space for tools.
has a high chance of ad-hoc giving PCs reputation
✥ REQUIREMENT: –
for their monster kills, one way could be to just
✥ RAW MATERIALS: 200 Wood, a chisel, a
apply the penalty, but as a bonus, to the PCs.
knife, a hammer and a saw, which must be bought
TROPHIES PENALTY or stolen separately
✥ TOOLS: Saw and hammer
1-2 -1
✥ TIME: 2 days
3-5 -2
✥ EFFECT: Can be used by a PC, bowyer or car-
6-9 -3
penter and then grants a +2 modifier to craft
10-14 -4 items made out of wood, bone or stone. A bow-
15 or more -5 yer or carpenter counts as if they had +1 rank
when stationed here.
VAULT
97
Cured food Light Uncom 1.2 s 1 Fish/1 Meat, resource roll for Chef Fire
Salt and Fine wood
Honey Light Common 3s Torch (also produces Wax) Pain resistant Bee hive (2 units 3 times per year)
Wax Tiny Common 2s Harvested together with Honey, see row above
Milk: milk can count as a resource for either food or water, Wax: Mainly used to waterproof items or to make candles,
but only has a shelf-life of one day. A chef can turn one then just replace tallow with wax. Wax candles cost 3 s.
unit of milk into food during a Quarter Day, or you can Salt: Salt can be added on a one-to-one basis to stop an ed-
build a dairy to turn up to 12 per Quarter Day. ible item from going bad. That means you can add 1 unit of
Cured food: This counts as food, but is so salted and salt to a unit of meat to avoid having it spoil after a day.
smokey, that you need to use roll an extra resource die for To eat any salted food, you need to add a unit of water.
water when eaten. It will however last a month instead of a Oil: When used as lamp oil, you can roll a resource die every
week, and even longer if stored in a root cellar. hour of use when giving of torch light, or just spend a re-
Honey: Can be used as a food resource die. But can be source after a Quarter Day. Can be reduced to candle light
stored indefinitely (no shelf life). strength, then only roll a resource die every QD.
Bricks Light Uncom 0.7 s 1/2 Clay, 1/2 Sand – Kiln to produce 12 per QD
Tar Light Common 0.5 s 2 Sap from wood – (or from making charcoal/coke)
Cement Normal Rare 2s Volcanic ash or Clay, 1/2 Lime- Inventor Fire, Kiln and Mill to produce
stone (compounds) 12 per QD
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99
Willpower roll at a theatre. must also increase their salary and decrease their supply (i.e.
they will be harder to find). So as a tanner is uncommon,
PHYSICIAN a rank 2 tanner is rare. An increase in rank, doubles their
status, as per the Residents rules.
Can staff an infirmary. There a physician’s healing rolls
to save someone’s life from a critical injury or to provide TALENT SUPPLY SALARY
long time care, to halve the duration of a critical injury, Rank 1 Normal supply x1
succeed automatically, with one x. Rank 2 + 1 level of scarcity x2
Rank 3 + 2 levels of scarcity x4
PRIEST
Rank 4 + 3 levels of scarcity x8
This is for a general priest that wants to spread the words
Rank 5 Legendary x16
about the gods. They generally have a high lore skill and the
storyteller talent. They can staff a temple dedicated to all
gods.
100
Thugs 25/12* 4, for a +4 modifier size for both attackers and defenders is multiplied. The
same can happen for open combat, but will only happen if
Soldiers/Guards 20/10* 5, for a +5 modifier
both sides have reinforcement groups on their side, thus
Veterans 15/7* 6, for a +6 modifier
possibly canceling some reinforcement groups.
Elite unit 10/5* 7, for a +7 modifier
Elite warhorse 5 8, for a +8 modifier REINFORCEMENTS
cavalry
If you have reserve troops, as in you could not field all, be-
* The smaller amount is for defense rating of guards
cause of the given varied forces max modifier. You can, as
WEAPONS If one side inflicts more losses on the enemy, they may
choose one of the losses the enemy takes, except for their
Units should ideally have a 2-handed primary weapon, or a commander. Attackers can also choose from these two spe-
1-handed weapon and a shield. The main weapons should cial attacks, even if they are not pressing the attack:
deal 2 damage or have reach to not count as inadequate, ✥ PILLAGE: All easy to carry goods are looted
they must also cost at least 2 silver/hand used. They should from all accessible buildings. Unless a rampart,
also have a backup weapon like a short sword, mace or dag- palisade or portcullis has been totally breached,
ger. If you fail to adequately arm your troops, increase the stolen items will be completely limited to any
required unit size by 10% if they don’t have a backup buildings outside the walls.
weapon, by 30% if their primary weapon is inadequate and ✥ ARSON: A building is set on fire, make a list of
by 20% if one of their hands are free. At least 1 full unit all buildings in the stronghold and target one. If
should also be armed with bows or crossbows to not count you want to target a building inside a working
as having ammunition shortage, this can count as their rampart, palisade or portcullis, you will need both
only primary weapon, but that is dangerous as ammunition fire ammunition for your bows or siege weapons
shortage then can add another -1 modifier. and then draw/roll the targeted function at ran-
dom, from a list of all targets within the walls.
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102
MORALE EVENTS
AMMUNITION
As a PC that can push down a d3 attackers or not, will in
Each turn ammunition is spent by both sides in a conflict.
the end not really affect the combat. So, treat all minor vic-
Ammunition usage can be modified by combat scale. It is
tories or failures, as bonus morale to one side. If the PCs
advised to just calculate the number of rounds before am-
succeeds, they can add +1 rating to their next roll, if they
munition will go out before the combat commences.
fail, the enemies gets a small victory and can add a die to
✥ ARROWS/BOLTS: Both sides must spend at
their next roll.
least 20 units of arrows or 10 units of bolts per
turn or suffer from “ammunition shortage”, a -1
ARSON EVENT
penalty to your combat rating. In field combat,
If a building is set on fire within the walls, the next PC in arrows/bolts are only spent during the first turn
line for an event will happen to be the one nearest the fire, of combat.
and will be given a chance to help put it out. They can roll ✥ PORTCULLIS: A defender must spend 5 units
an endurance roll, or a performance roll if there are peo- of stone, boiling water, heated oil, etc, per turn,
ple around, to help put them out. Each X allows them to for the portcullis to yield its +1 bonus.
pick one of the following effects: ✥ MANTLETS: These loses their effectiveness
✥ FIRE CONTAINED: If the building is close to once the attacker has run out of arrows/bolts.
other buildings (like within city walls), then, at ✥ BOLT THROWER: Spend 1 unit of ballista
random, draw two other buildings in the vicinity. bolts per turn to receive a bonus from it.
Remove drawn buildings that contain no amount ✥ CATAPULT: Spend 1 unit of catapult ammo per
of wood. Then if this is not selected, remaining turn to receive a bonus from it.
buildings will be on fire during the next event. ✥ TREBUCHET: This is for a defensive trebu-
✥ CONTENT SAVED: You manage to save all the chet. For offensive use, see laying siege with a
valuable items in the building. trebuchet. Gives +1 bonus to the first defense roll
✥ BUILDING SAVED: If selected, then a building per type of deployed enemy siege weapon, as long
completely made out of non-burning materials is as you can spend 1 unit of trebuchet ammuni-
safe and a building made out of things like wood tion per bonus to the roll.
will just requires a Quarter Days of repairs before
it is working again. If not selected, a non-flamma- CALTROPS
ble building will require a Quarter Days of repairs
Usable in field combat. If your soldiers can throw out 1
before it is working again and a building out of
units of caltrops per soldier you field in combat, it will
wood or the like is completely destroyed. Any
have two effects, first your side will gain +1 to Combat
non-burning materials, like stone and iron, can
Rating as long as your opponent has deployed any cavalry
be reused when rebuilding it.
units. It also slows down any advances, so any effects that
This does not replace the normal event rolled per turn. A
only lasts during the first turn of combat, now also lasts
PC can however only participate in one event per turn. So,
during the second turn of combat.
if there are more fires ongoing then the number of PCs,
they are likely in serious trouble.
103
BATTERING RAM (HOW TO CONSTRUCT) ✥ AMMUNITION: 10 stones per turn. For arson
attacks, you can use 5 barrels with charcoal.
Battering rams are used to break down stone walls or ✥ EFFECT: +1 to Attack Rating as long as you have
wooden doors. They often consist of a metal headed ammunition and at last 3 stationed attackers.
wooden log suspended in the air by rope over a canopy made
with animal hides, often drenched in water, so it wouldn’t
be as easy for it to catch fire.
✥ REQUIREMENT: Builder
104
105
AT YOUR OWN STRONGHOLD hawker (new type of hireling) for more information.
106
107
05-06 Chaotic energies surge through your body opt to never throw any magic dice and/or
and electricity constantly crackle around this changes the rules too much from
you. Roll 3 more Base Dice when you cast how they were intended.
your next spell. If not, the effect will go away
by itself after 24 hours, but you cannot ben-
efit from SLEEP during the duration.
108
This puts a lot more utility power in the and “Draw” actions are listed.
2. As a grimoire likely uses up a hand,
hands of your spellcasters, so perhaps
you have probably traded away some
limit them by using the “Maximum
known spells” module, or add an xp sink, other utility, like a shield to be able
109
Place of an event (+1/+2/+3): You are in a location 1T: Duration: 1 Turn (15 minutes).
where an event took place that will have an everlasting ef- 1QD: Duration: Quarter Day.
fect on the lands. Like +1 could be that a village was saved 1D: 1 Day.
the land than a single village, often significantly affecting NEW: Added in this booklet.
500 or more lives, and +3 would have massive effect on an
entire map, like the vanishing of a powerful sovereign that
given time could have claimed the entire map region (like
the whole of the Forbidden Lands) if not the event had oc-
curred. A single event can only be used once to power an
artifact and must be used within a year of it occurring.
110
✥ Extend Magic (+, NEW): Improve range or du- your spells during a Quarter Day.
Stone: Some small stones move on their own, a stone Power Level used to extend magic, also increases the spells
effective rank. Cannot be used on rituals.
you hold starts to levitate or your appearance becomes a bit
stone like.
HOLD MAGIC
Elements: Create a breezing wind, a flame appears, water
swirl around you, or a rumbling can be heard from the ✥ RANK 2, Cast with another spell
ground. ✥ RANGE: Personal
Magma: Create a puff of sulfur smelling smoke, lava ✥ DURATION: Varies
jumps up in a trick, a small amount of water or stone be- ✥ INGREDIENT: Two tiny strings bound with a
112
113
115
GROETMYNDIG (Example Artifact) This spell makes you a part of your magic forever. When
Power Level: 3 (1, +2 from corruption) the ritual is performed you select one magical path (disci-
This old sword was made to shout out pline) you have reached maximum rank into. Your appear-
encouraging words in combat. It was in- ance then forever changes to look more like your own pow-
tended as a royal gift, however most ut- ers, this likely grants you an extra Reputation Point or two
tered sentences are void of intellect, like (only the first time the ritual is cast).
“Fight on!” and “Hold your hat!”. The Permanent boon: Each Quarter Day the first spell you
shouts are also often made at the most cast from the discipline you have transcended into costs
inappropriate times… so the gift was dis- you one less Willpower Point, down to zero.
carded. It grants 1d8 artifact item die in Healing: Your skin grows perfect and you start to radiate
combat (1 power level), and will roll a d8 a faint warm light. You gain a permanent -2 penalty to
+ its item dice to encourage whenever stealth and a +1 bonus to manipulation.
you or an ally in near range becomes Shapeshifting: You take on animal traits and cannot
broken in Wits/Empathy (ad-hoc 2 leave a half-shapeshifted appearance. Even your speech is
power levels). A d8 is added as a negative
partially affected. Take a permanent -2 penalty to manipu-
modifier to all manipulation and
lation and a +1 bonus to move.
stealth rolls for your party, even if
Sight: Seeing so much takes its toll on your body. Your
sheathed/tucked away, as it often shouts
eyes changes color and your skin and hair become pale.
out some generic “You wrong! And you
Take a permanent -2 penalty to endurance and gain per-
ugly, too!” or other fitting slurs at the
manent true sight.
worst times (2 points of corruption).
116
117
118
All targets, except you, within the radius or engaged with This ritual takes a Quarter Day and requires you to bury a
someone within the radius stops for a second to contem- corpse. The corpse will then be protected from ever rising
plate their actions. Spending all their upcoming actions for as an undead and for each Power Level, you receive two
one round to defend, negotiate or disengage only. If the back.
targets actions were stirred by emotions, those are now Players can produce mournful tears themselves for
gone and the targets can be reasoned with again. Gain a +1 friends or if they succeed an Empathy roll. A player behind
bonus to any manipulation roll taken during this time per an intentional death of the target, or one with the cold
Power Level. Any new hostile actions will end the effect. blooded talent, gains no roll. This roll cannot be pushed
No effect on monsters. (or the tears will at least not be mournful then).
INVIGORATE REJUVENATION
The target negates the next attribute damage they receive, This ritual takes a Quarter Day and requires a willing sub-
up to the Power Level. Any damage that is negated from ject. The target is restored 1 year of youth for every Power
pushed , also does not yield any WP. You may optionally Level. However, the target also loses any experience, skills
spend Power Levels to add additional targets. and talents accumulated over these years. They will retain
some memories from this period of time, but the memo-
ries will grow weaker and it will be almost impossible for
the subject to tell exactly when they happened.
If the target has been subjected to the Weight of Ages
spell, the spell will counter these years first, without any
negative side effects.
119
This ritual takes a Quarter Day and alleviates a permanent You permanently end all magical effects with a duration
critical injury. If you hold the stump to the area within a other than immediate inside the range. Must be cast with
turn (15 minutes) of it happening, this can then even re- a Power Level equal or greater than that of the ongoing ef-
verse death without any negative side effects. fects, or it simply fails to affect that magic. It will affect
If the stump is lost, to badly damaged or cannot be at- object with bound magic (see the bind magic spell), but it
tached within a turn, you can magically form a new limb. will not affect artifacts, unless you present a material cost
Even though it forms immediately, it takes a while to ad- at least equal to what would be needed to create it.
just to it and it will be effectively unusable for 2d6 days -1
per Power Level. This second usage cannot reverse death. RESTORATION
✥ RANK 5, RITUAL
TRANQUILITY
✥ RANGE: Arm’s Length
✥ RANK 4 ✥ DURATION: Immediate
✥ RANGE: Personal ✥ INGREDIENT: Special
✥ DURATION: 1 Quarter Day
✥ INGREDIENT: A unit of herbs You can restore permanently lost attribute points. To re-
store an attribute lost to create an artifact, you must as an
You increase your Empathy with the Power Level for a ingredient destroy an artifact of at least equal power. You
Quarter Day. can also restore an attribute lost to age, but it is then sadly
only restored for a week. You can also restore an attribute
HEALING TRANCE lost from other events, like through death. The spell only
needs 1 Power Level, but each restoration on a subject dou-
✥ RANK 4
ble the required Power Level to restore it a new.
✥ RANGE: Arm’s Length
✥ DURATION: Immediate
✥ INGREDIENT: Amulet (not consumed)
120
handling success (max Strength 2x Power Level). dling check against an animal with a Strength no higher
than 2x Power Level. No effect against monsters.
✥ Nature’s Watch (L, 1QD, NEW): Warn if some-
one intrudes in an area.
NATURE’S WATCH
RANK 2:
✥ Beastmaster (N, 1T): Command animal (max ✥ RANK 1
Strength 2x Power Level) for 15-minutes. ✥ RANGE: Long
✥ Bear’s Claw (A): Deal damage reduced by ar- ✥ DURATION: 1 Quarter Day
121
✥ RANK 3 You increase your Strength with the Power Level for a
✥ RANGE: Distant Quarter Day.
✥ DURATION: 1 Turn (15 minutes)
✥ INGREDIENT: A horn or whistle PRIMAL AGILITY
✥ RANK 4
You call animals within the map hex to your location and
✥ RANGE: Personal
you may specify what types of animals that should heed
✥ DURATION: 1 Quarter Day
your call. The nearest animals within the hex, with a com-
✥ INGREDIENT: Meat from an animal more ag-
bined Strength no higher that 2x Power Level will answer
ile than you
your call. They are called from within your current Hex
and it usually takes a turn (15 minutes) for them to arrive,
You increase your Agility with the Power Level for a QD.
but this could be shorter if they are nearby. You gain no
control of them after they arrive. The spell can also call
ANIMAL ANIMOSITY
swarms of insects.
✥ RANK 4
BAT’S CLAWS ✥ RANGE: Short
✥ DURATION: 1 Day
✥ RANK 3
✥ INGREDIENT: Hair from the target
✥ RANGE: Short
✥ DURATION: 1 Turn (15 minutes)
All animals in short range of the target becomes hostile
✥ INGREDIENT: Bat’s claw
towards it. Trained animal can be controlled, but will re-
quire an animal handling roll to not attack, or follow the
You can climb up and down any walls and ceilings as long
simplest biddings. Small animals might just warn or call
as the material can hold your weight and isn’t extremely
for others. This spell counts as a curse.
slippery. Lasts 1 Turn per Power Level.
Power Levels can be spent to double the duration.
WOLF’S NOSE
HIBERNATE
✥ RANK 3
✥ RANK 4, RITUAL
✥ RANGE: Personal
✥ RANGE: Personal
✥ DURATION: 1 Day
✥ DURATION: Immediate
✥ INGREDIENT: Wolf’s claw
✥ INGREDIENT: A cave (not consumed)
When you cast this spell, you can follow the sent any target
You fall into a deep sleep and enter a state of unawareness
has left for one day per Power Level. In order to track a
for the duration of the ritual, during which nothing can
target, you must be able to have smelled it, or something
awake you. Once the ritual ends, you gain a number of Will-
that belongs to it, or tracks it has made.
power Points equal to twice the Power Level and it also
counts as both rest and sleep. Hibernate must take at least
a Quarter Day to cast or it has no effect. It cannot be cast
more than once per day.
122
✥ RANK 5 ✥ RANK 5
✥ RANGE: Personal ✥ RANGE: Personal
✥ DURATION: Immediate ✥ DURATION: Immediate
✥ INGREDIENT: Hair from the target ✥ INGREDIENT: Parts from the beast in ques-
tion
You can shapeshift completely, and take the form of an-
other kin. Your attributes and skills are unaffected. At You can shapeshift completely, and take the form of a liv-
Power Level 2, you can assume the form a specific individ- ing, non-demon or undead monster of a type you have en-
ual, but this requires you to look directly at them from a countered. You cannot choose a monster with a Strength
short distance while you cast the spell. Even so, anyone higher than four times the Power Level. You gain the
who knows the person and sees you at near range can dis- Strength and Agility of the monster while you are in its
cover your ruse by rolling insight. Every extra Power form. You gain access to its monster attacks as your slow
Level beyond the first two modifies any roll to see through action, but can only take dodge or movement actions on
it by –1. Shifting back to your normal form requires that your fast actions. You also risk becoming the monster per-
you cast the spell again, at a Power Level of 1. manently. While in the form you cannot regain Empathy.
Each day you also take one Empathy damage. If your Em-
pathy reaches zero, you lose yourself permanently, all that
remains will be a raging beast. As long as your Empathy
remain, you can shift back to your normal form by casting
the spell again, at a Power Level of 1.
123
Level to your next attack. shoot attack before the end of your next round.
✥ True Path (P): Guide a choice to the wisest one. ✥ INGREDIENT: Herb infused tea
124
When you craft an item, you can make it break when a cer- You ask your possible future selves to lend you some power
tain event occurs. Like when “enemies pick up arms and backwards in time. Gain 2 WP for every Power Level. You
march towards our settlement” then the towns statue will must then in the future cast the spell again without gaining
fall over and break. You can use a maximum of 10 words to WP to send them back to your past self. You cannot cast
describe the action that triggers this. The spell ends as soon the spell again until the full dept in Power Levels has been
as it has been triggered. paid.
Extra Power Levels can be used to make the item do
something else then shatter. You can spend 1 Powel Level MIND FOCUS
to have the item be reusable, like a gong could make a sound
✥ RANK 4
instead of shatter, and then the portent spell could be recast
✥ RANGE: Personal
on it, without the need to craft the item anew. Another
✥ DURATION: 1 Quarter Day
Power Level could be spent to make an effect harder to
✥ INGREDIENT: Large body of water (not con-
fake/misinterpret, like making a stone statue bleed.
sumed)
GUIDE
You increase your Wits with the Power Level for a Quarter
✥ RANK 3 Day.
✥ RANGE: Arm’s Length
✥ DURATION: 1 turn (15 minutes) MOLD MEMORY
✥ INGREDIENT: Held grimoire (not consumed)
✥ RANK 4, RITUAL
✥ RANGE: Arm’s Length
You can use this spell to grant mental aid to your allies. Up
✥ DURATION: Permanent
to one ally per Power Level gains a +1 bonus die to a skill
✥ INGREDIENT: A pendulum
you select upon casting this spell for its duration. This
counts as if you help their rolls, and is therefore limited to
The victim must make an insight roll with a negative
the normal rules for helping others.
modification equal to the Power Level. If she fails, you
may alter any memories the victim has to your liking. The
TONGUES
victim will recall these changed memories as if they were
✥ RANK 3 real. If the memories are very strange or strongly contra-
✥ RANGE: Personal dictory, they will instead think of them as from a very real
✥ DURATION: 1 Quarter Day and believable dream.
✥ INGREDIENT: A tongue
BLOCK READING
You can understand and speak all languages, during one
✥ RANK 4
Quarter Day per Power Level. The spell does however not
✥ RANGE: Long
affect your ability to read or write.
✥ DURATION: 1 Week
✥ INGREDIENT: A small metal cube or sphere
125
126
Your target can walk on ice and loose snow as if it was hard ✥ RANK 3, RITUAL
ground and suffers no added penalty from climbing on ✥ RANGE: Current hex
sheer ice as long as the material can hold their weight. Each ✥ DURATION: 1 Day
Power Level can add one target or double the duration.
You rapidly drop the temperature of the hex you currently
ARROWS OF ICE are in. Summer, Spring and Fall temperatures drops to-
wards Winter temperature over the time of the ritual and
✥ RANK 1
then lasts for 24 hours. Each drop in temperature costs 1
✥ RANGE: Arm’s Length
Power Level. When the ritual ends, you gain a number of
✥ DURATION: Special
Willpower Points equal to twice the temperature differ-
ence. This ritual can never lower the temp below zero.
You create a batch of compact ice arrows or quarrels/bolts.
These count as a resource die of arrows of the wooden
ARMOR OF ICE
headed type, except that the arrows only last indefinitely in
sub-zero temperatures. They melt in a Quarter Day in ✥ RANK 3
Spring/Fall temperatures and within a turn (15 minutes) in ✥ RANGE: Personal
Summer temperatures. Extra Power Levels can either cre- ✥ DURATION: 1 Turn (15 minutes)
ate additional resource dice, or further harden the arrows,
causing them to count as metal headed arrows. The spell reinforces your armor with a hardened layer of
ice. This grants your armor a D8 Artifact Die, and your ar-
ZONE OF COLD mor rating also increases to a minimum of 6 during the
spell’s duration. Increasing the Power Level by one can up-
✥ RANK 2
grade the Artifact Die to a D10.
✥ RANGE: Long
✥ DURATION: 1 Day
CRYSTALIZE
The temperature within the range drops one step per Power ✥ RANK 4
Level. From Summer temperature, to Spring/Fall, to ✥ RANGE: Arm’s Length
Winter and even colder. If you enter Winter temperatures, ✥ DURATION: Permanent
the sudden temperature drop will form frost on all surfaces
as long as the air is not especially dry. If you further reduce A small object made of ice that you touch becomes unaf-
the temperature all non-running water in the area will fected by temperature and no longer feels cold, it feels more
freeze over a Turn (15 minutes). like if it was made out of crystal. The object changes to use
the same stats as an item made out of obsidian (volcanic
glass). Power Levels can be used to increase the size of the
CONDENSE WATER object that can be hardened, 2 for a normal size object and
3 for a large object.
✥ RANK 2
✥ RANGE: Near
✥ DURATION: Immediate
127
You can shape snow and ice with your hands. While handy You can raise a stronghold made of pure ice from the
for quickly making ice sculptures, this allows you to create ground. Power Level 1 can create a house, Power Level 4 a
a tunnel through ice at your walking speed. The ability to fort, Power Level 9 a Fortress, Power Level 16 a Castle and
mold snow and ice lasts 1 turn (15 minutes) per Power Power Level 25 a Palace. You can also create other things,
Level. that uses similar amounts of time and materials, see page
194 of the Player’s Handbook. So, you could for instance
WALL OF ICE for 4 Power Levels create ramparts. After picking a target
structure, not all Power Levels need to be added at once,
✥ RANK 4
you may add them up over multiple castings of the ritual.
✥ RANGE: Short
Also note that, while the effect of the citadel is permanent,
✥ DURATION: Permanent
it will, just as regular ice, over time, melt in most non-win-
ter temperatures.
A wall of ice grows up from the ground in the targeted area.
Any creatures standing in its way, may choose which side
BOREAL SLAVE
to stand on, but they will fall prone unless they succeed a
move roll with a penalty equal to the Power Level. Mon- ✥ RANK 5
sters do not fall prone. The walls will occupy a space 3 me- ✥ RANGE: Arm’s Length
ters heigh and 10 meters long, and can be slightly curved, ✥ DURATION: 1 Quarter Day
but no sharp corners. Any section of the ice will break
enough so that the one breaking it can step through, if it A cold target must succeed an endurance roll with a pen-
takes 2 damage per Power Level with an armor rating of 5. alty equal to the Power Level or become your thrall, fol-
Power Levels can also be used to double a dimension of the lowing your commands just as if they were a mindless un-
wall, so with 4 extra Power Levels, you can encircle your- dead. It matters not if they are human, undead or so on.
self within a 25-meter radius wall of ice. While the effect of This spell will immediately end if a thrall comes into con-
the wall is permanent, the wall will take damage from tact with fire or loses the cold condition.
warmer temperatures. Extreme temperature: 1/minute, Each additional Power Level also doubles the duration.
summer temperature: 1/turn, spring/autumn tempera-
ture: 1/Quarter Day.
ENCASE
✥ RANK 4
✥ RANGE: Short
✥ DURATION: 1 Turn (15 minutes)
128
✥ Vines (L, 1R, NEW): Shape rough/open terrain. per Power Level.
129
You animate the undergrowth in a large outdoors area, As long as you are standing next to a tree, you can as a reac-
turning the ground into rough terrain for your enemies, tion, use this spell instead of rolling for parry. The tree will
and if it was rough terrain, you can treat it as open for your parry the attack for you with an amount of x equal to the
allies. Your enemies have to roll move when they run into Power Level. This spell can block both projectiles and
such a zone. Failure means they managed to get into the monster attacks.
zone, but fall down. The effect lasts for 1 round per Power
Level. Added Power Levels can also give the vines thorns, FOG
causing any failed roll to roll against a paralyzing poison
✥ RANK 2
with a potency of 3 per such added Power Level.
✥ RANGE: Distant
✥ DURATION: One turn (15-minutes)
GLADE
✥ INGREDIENT: A white feather
✥ RANK 2
✥ RANGE: Near A fog drapes the outdoor areas around you. It is not very
✥ DURATION: Immediate thick at first, but after a turn (15-minutes), it heavily ob-
✥ INGREDIENT: A handful of moss scures vision and then lasts for 1 turn per Power Level.
Ranged attacks into a zone with fog are modified by -2 and
As long as you are in a hex mostly filled with green vegeta- can’t pass through the zone, at least not with any real
tion, you can roll for make camp without it taking a Quar- chance of hitting anything.
ter Day. The roll gains a +1 bonus per Power Level.
STRIDER
CALL LIGHTNING
✥ RANK 2
✥ RANK 2 ✥ RANGE: Short
✥ RANGE: Long ✥ DURATION: 1 Quarter Day
✥ DURATION: Immediate ✥ INGREDIENT: A unit of herbs
✥ INGREDIENT: A tiny metal rod
As long as you travel by foot, you and a party of up to 10
You call a bolt of lightning from the sky to strike the target, people, as long as they stay within short range of you, can
as long as you both are outdoors on a cloudy day. The light- travel one extra hex per Quarter Day, for one Quarter Day
ning strike is delayed 1d6 rounds unless it is raining, if so, per Power Level.
the attack is immediate. The GM makes any such roll in
secret. After any eventual delay, the main target of your at- VOICE OF THE FOREST
tack suffers damage equal to the Power Level. Also, roll for
✥ RANK 3
an attack against everyone within NEAR range of the main
✥ RANGE: Within same forest
target (in the same zone) with a number of Base Dice equal
✥ DURATION: Immediate
to the Power Level. If anyone loses at least half their
✥ INGREDIENT: A resource die of water
Strength from the damage, they also fall prone. Objects
130
BREAK WOOD
As long as there are living plants in your current hex, you
✥ RANK 3 can lend their powers. The spell causes all plants in the hex
✥ RANGE: Short to sprout and blossom. When the ritual ends gain twice the
✥ DURATION: Immediate Power Level in Willpower Points. The spell cannot be cast
✥ INGREDIENT: A piece of wood snapped by again in the same map hex for a month.
your fingers as you cast the spell
NATURE’S WEAPON
You can deal 1 item die of damage to any weapon with a
✥ RANK 4, RITUAL
wooden haft, destroy 1 resource die of arrows, deal 1 point
✥ RANGE: Personal
of damage to a plant being or deal 10 points of damage to
✥ DURATION: 1 Quarter Day
an inanimate wooden construction per Power Level. Ar-
✥ INGREDIENT: A tree (not consumed)
mor has no effect.
131
You may use an overturned tree, as a way of transport from Bountiful lands: The area grows rich with vegetables.
one hex in a forest to any other hex in the same forest. The Gain a bonus modifier to forage rolls. Cost: 1 per modifier.
door accepts up to one person to walk through per Power Forest growth: The area grows very rich with trees.
Level. Cost: 1 to increase the amount from none to sparse, to for-
est, to dark forest. It takes around 1 month for the forest to
ANIMATE TREE fully grow.
✥ RANK 5
Uncommon fauna: Select a type of herb, animal, mon-
✥ RANGE: Short ster or tree. These will to some degree start to inhabit the
✥ DURATION: 1 turn (15 minutes) hex, but will still be rare. Cost: 1 for natural types and 3 for
✥ INGREDIENT: Tiny wooden sculpture more fantastical or magical types. If the type if hostile, 1
point of the cost is reduced to corruption.
A targeted bush or tree unroots itself and starts fighting for Corrupted fauna: Animals and to some degree plants in
your side. Strength 6, Armor 2, 4 attack dice, damage 1. the area are extra hostile or fearful. This effect counts as 1
Power Level 1: Large shrubbery/Small tree. Power Level 2: point of corruption.
Moderately sized tree. Power Level 3: Huge tree. Each Dead lands: Hunting, fishing and foraging rolls suffer a
added Power Level (2 and 3) grants the tree +2 Strength, +2 -2 penalty. This effect counts as 1 point of corruption.
armor and +1 damage. When the effect ends, the targeted Haunted grounds: The dead do not tend to stay dead on
plant will try to root itself at its current location. If it can- these grounds. They rise as somewhat mindless undead.
not, it will fall over. This effect counts as 1 point of corruption.
WONDER
132
✥ Harass (S, 1T, NEW): Target must spend fast ac- and that they are available for use, i.e., these insects aren’t
fully occupied by fulfilling any other ongoing spell effect.
tion/actions or temporarily lose sight/breath.
A blanket of insects is created as a part of certain spell
✥ Infest (S, NEW): Target takes ongoing damage
effects, but see individual spell descriptions for more infor-
for PL rounds.
mation.
✥ Worm food (P, NEW): Possible source for food.
A maximum of one blanket of insects can exist within
✥ Hivemind (P, 1QD, NEW): Any blanket of insects a long range from one another, any more and they will just
follows you. Insects allows you to see in darkness. combine and count as the same blanket of insects, and
RANK 2: still all be consumed as one ingredient for a spell.
✥ Mouth Swarm (N, NEW): fear attack vs many. If a spell uses a blanket of insects as an ingredient, it is
✥ Elytra (P, 1T, NEW): Limited access to flight. completely used up to become a part of that spell. I.e., there
✥ Stink Bug Serenade (S, 1R, NEW): All in zone are no longer idling insects on the ground, walls, etc. To
must succeed endurance or take Agility damage. make it count as available, it is enough that you are in a
✥ Pheromones (N, 1QD, NEW): Insects will be less zone that is in line-of-sight where the blanket of insects
hostile. Manipulation bonus vs humanoids. was created or that it exists within a short range and noth-
ing hinders the insects from coming to you.
✥ Carapace (P, 1QD, NEW): Soaks the next
A blanket of insects will normally linger for a Quarter
Strength damage you would take with PL.
Day, but can be instantly destroyed by area of effects envi-
RANK 3:
ronmental damage, like from a dragon’s fire breath or from
✥ Insect Swarm (S, 1QD, NEW): Summon a
instantly freezing temperatures.
swarm and have it fight for you.
Using a blanket of insects is not optional, if it exists it
✥ Create Hive (A, NEW): Create a hive of insects
will be consumed as a spell ingredient.
that will attack those that disturbs it.
Sidenote: While this is referred as blanket of insects, it
✥ Brain Parasite (S, 1D, NEW): Spy, send sugges- is because they mostly consist of insects, but can include
tions and/or hinder targets actions. spiders, ticks, centipedes, millipedes, worms and more.
✥ Probe Area (P, 1d6+PL R, NEW): Scout up to
Power Level number of locations in advance. FIREFLIES
✥ Lord of Flies (P, 1QD, NEW): Gain damage dealt
✥ RANK 1
WP after duration, up to a maximum of 2x PL.
✥ RANGE: Long
RANK 4:
✥ DURATION: 1 turn
✥ Web (S, 1QD, NEW): Grapple target or lay a trap.
✥ Wasp Cannon (P, 1T, NEW): Summon a per- Create one swarm of fireflies per Power Level. They can
sonal ranged weapon. once per round, during your round, be directed to any point
✥ Consume (S, 1T, NEW): Remove corpses and within the range and will then dimly light up anything
heal. within near range of that location. Seeing into such zones
✥ Swarm Form (P, 1QD, NEW): Become the no longer counts as being in total darkness (see Player’s
swarm, gain damage resistances/vulnerabilities. handbook page 112). One swarm of fireflies is lost per turn.
RANK 5: Any one swarm of fireflies can at any-time, during your
✥ Insect Plague (D, 1T, NEW): Harass villages. round, be dismissed to create a blanket of insects.
133
✥ RANK 1 ✥ RANK 1
✥ RANGE: Short ✥ RANGE: Personal
✥ DURATION: 1 turn ✥ DURATION: 1 Quarter Day
Insects cling all over the targets body, entering orifices and During the duration, if there is any blanket of insects
so on. The target must each round choose to spend a fast available, it will grant you blindsight, allowing you to ig-
action to fend off the insects or act as if both blind and nore darkness up to short range. Any blanket of insects
holding their breath. If they choose to fend off the bugs, will now also follow you when you move.
they can make a move roll with a penalty equal to the Power The spell lasts a Quarter Day per Power Level, and during
Level. If they succeed the spell ends. The spell also ends if this time you also gain a bonus to scouting equaling the
the target takes any elemental damage, like damage from Power Level, as long as there are insects near whatever you
fire, cold, acid or lightning. could notice with the roll.
The spell is likely good at distracting a citizen or so, as This spell creates a blanket of insects upon casting it.
they might semi-panic after a while and cause a ruckus.
Non-living targets are immune, it only affects monsters MOUTH SWARM
for one round per Power Level, and if they act on multiple
✥ RANK 2
initiatives per round, they only have to spend a fast action
✥ RANGE: Near
on one of them.
✥ DURATION: Immediate
This spell can at any-time, during your round, be dis-
missed to create a blanket of insects.
You open your mouth and vomits forth a stream of insects.
This counts as a fear attack that deals Power Level damage
INFEST
to Wits, that can be split among any selected targets in the
✥ RANK 1 area. The spell has no effect on monsters.
✥ RANGE: Short This spell creates a blanket of insects upon casting it.
✥ DURATION: Immediate
ELYTRA
Insects starts to eat at the target from inside out. The target
✥ RANK 2
takes 1 Strength damage per round for Power Level rounds.
✥ RANGE: Personal
This spell does NOT create any blanket of insects.
✥ DURATION: 1 turn (15 minutes)
WORM FOOD
Insects form into buzzing wings around you, carrying you
✥ RANK 1 through the air. Using the spell, you can fly when you take
✥ RANGE: Personal the run action, with a Movement Rate of 1. You may spend
✥ DURATION: Immediate a slow action to be allowed to stay in the air until your next
round. You can fly for a total of 1 turn per Power Level.
Your swarm turns into edible pupae, mealworms, etc. The The insects are tiny and fragile, so getting hit causes them
spell creates one unit of mealworms per Power Level. You to disperse, ending the spell. They also cannot carry you, if
can either cook mealworms into food just like if they were you are over encumbered.
meat, or treat them as food just as they are. Anyone that This spell can at any-time, during your round, be dis-
eats them will then however take 1 Empathy damage, un- missed to create a blanket of insects. It will also create a
less they know Swarm Magic. The shelf-life of mealworms blanket of insects if it ends from you being hit, as long
is 1 week, and even longer if they are stored in a root cel- as you weren’t damaged by elemental damage, like fire,
lar, just like with regular food. cold, acid, lightning and so on.
This spell does NOT create any blanket of insects.
134
INSECT SWARM
A hideous smell envelops a target or an area, reaching a
near distance in all directions. Anyone not knowing ✥ RANK 3
Swarm Magic (or the “Muck Worker” talent, if that mod- ✥ RANGE: Short
ule is used), that ends their turn in the cloud must make an ✥ DURATION: 1 Quarter Day
endurance roll or take 1 Agility damage, if a target fails,
they automatically fail any follow-up endurance rolls You create an insect swarm. This acts as a creature that you
against the effect. A target that breaks falls to the ground in can control during your rounds, starting at your next. The
a vomiting frenzy. It lasts 1 round per Power Level. insect swarm has Strength equal to 2, Melee 2, Agility 4,
It can be set to follow a target if it moves, and you can Move 2. It deals 1 point of non-typical damage, ignoring
also redirect it as a free action during your own round. The all non-natural armor. It has no armor rating, but a single
spell has no effect on monsters. attack against the insect swarm can never deal more than 1
This spell can at any-time, during your round, be dis- point of damage. The only exception is elemental attacks,
missed to create a blanket of insects. like damage from fire, cold, acid or lightning, these instead
deal double damage.
PHEROMONES Any additional Power Levels will increase the insect
swarms Strength by 1.
✥ RANK 2
This spell can at any-time, during your round, be dis-
✥ RANGE: Near
missed to create a blanket of insects.
✥ DURATION: 1 Quarter Day
CREATE HIVE
You and up to one party member per added Power Level
will not be attacked by insects for the duration, unless you ✥ RANK 3
attack or provoke them first. Monstrous insects or Queens ✥ RANGE: Arm’s Length
can see through the pheromones, but this spell allows you ✥ DURATION: Permanent
to use animal handling to avoid having them see you as a
threat. If one insect attacks you, it can break the effect on After a day an insect hive will have formed on the spot you
others. designated when you cast the spell. The hive will be dis-
This spell can have limited effects on humanoids too, it turbed if anything moves within arm’s reach and then deal
grants a +1 bonus to manipulation per Power Level for the 1 Strength damage to all targets within a near zone. The
duration, but a bonus tip is to, at the same time, just maybe damage will be repeated if anyone stays in the zone. Only
avoid having insects crawling all around? natural armor (or something like a beekeeper’s suit) pro-
This spell does NOT create any blanket of insects. tects against the damage.
As long as a hive isn’t damaged itself, it will reset after a
CARAPACE turn (15 minutes). The effect is only permanent if the loca-
tion isn’t inhospitable to the hive and it can sustain it, i.e.
✥ RANK 2
the insects must be able to find some source for food and
✥ RANGE: Personal
there cannot be too many nearby competing/hostile hives.
✥ DURATION: 1 Quarter Day
This spell can be used to make a bee hive, see the “Apiary”
stronghold module, if it is used.
Insects form a protective barrier around you. Ignore the
An extra Power Level can be used to reduce the time it
next Power Levels of Strength damage you would receive.
takes to create the hive down to a turn (15 minutes).
This spell does NOT create any blanket of insects.
135
✥ RANK 3 ✥ RANK 3
✥ RANGE: Short ✥ RANGE: Personal
✥ DURATION: 1 Day ✥ DURATION: 1 Quarter Day
Target enemy must succeed an endurance roll, with a pen- After casting this spell, your insects will frenzy at the smell
alty equal to the Power Level, or become infected with a of blood. After a Quarter Day, gain twice the Power Level
brain parasite. During this time, you can read the targets in Willpower Points, but you cannot gain more Willpower
mind. You can also send suggestions to the target, if they Points then the total amount of Strength damage you have
align, they will just accept them. If they can be justified, dealt to living enemies during this Quarter Day.
the target will roll an insight roll to avoid it. If they go This spell creates a blanket of insects upon casting it.
against the nature of the target, they will be dismissed. You
can also interfere with any actions the target takes, making WEB
them roll at a -2 penalty.
✥ RANK 4
Each additional Power Level adds an extra day to the du-
✥ RANGE: Short
ration.
✥ DURATION: 1 Quarter Day or until resisted
This spell does NOT create any blanket of insects.
You are able to launch large bee stingers from your body.
You gain the ability to as a fast action, make a ranged at-
tack, within short range that rolls your marksmanship, a
D10 Artifact Die and 1 Item Die per Power Level. Weapon
Damage 1, stab wound.
This spell does NOT create any blanket of insects.
136
✥ RANK 4 ✥ RANK 5
✥ RANGE: Short ✥ RANGE: Distant
✥ DURATION: 1 turn ✥ DURATION: 1 turn
After 1 turn (15 minutes), insects will have completely de- This spell blankets the entire area, which can be a whole
voured any bodies, and all traces of blood and gore within settlement and more in aggressive insects for 1 turn per
the area of the spell. As long as there were remains to con- Power Level. Anyone in the area is subjected to the effects
sume, the insects gain enough energy to restore you of 1 of a Harass spell, except that they cannot end it with a suc-
point of Strength and Agility damage per Power Level cessful move roll, as new insects constantly reappear.
when the spell ends. Except for very vigilant guards, most people will try to
This spell creates a blanket of insects when it ends. hide in their homes, under blankets, etc. A settlement will
lose at least 50% of all crops and food resources per turn.
SWARM FORM The insects aren’t as aggressive around you. You and any-
one within a near range from you will be excepted from the
✥ RANK 4
effects of the Harass spell.
✥ RANGE: Personal
During the duration the entire covered area will count as
✥ DURATION: 1 Quarter Day
a blanket of insects. This is true even if a spell would
consume any blanket of insects. The insects will just in-
You become shape a buzzing shape of insects for a Quarter
stantly replenish and still count as a blanket of insects.
Day per Power Level. While the spell lasts any single attack
against you can never deal more than 1 point of damage.
GIANT INSECT
The only exception being elemental attacks, like damage
from fire, cold, acid or lightning, these instead deal double ✥ RANK 5
damage. ✥ RANGE: Arm’s Length
You can also turn into a cloud of insects at-will, as a fast ✥ DURATION: 1 Day
action, this however causes you to drop all your belongings,
armor, weapons, gear. In this disperse form you are very Creates an enlarged insect with 2 Strength per Power
hard to hurt, but area of effect damage, or things like cold, Level, that you may control. Use the stats for Insectoid
can hurt or kill you. You gain a movement of 2 per fast Workers, page 108-109. If the Strength is enough to have
action, and may fly, but cannot take other actions. it count as a Soldier or Queen, you may treat it as one.
You can reform as a slow action, as long as you are not This spell does NOT create any blanket of insects.
broken. If you become broken you, instead of taking a
critical injury, dissolves into a cloud of insects, as described
above. As long as any insects survive you may reform as
long as you are not broken when the spell ends (see Recov-
ery page 108 in the Player’s handbook), otherwise you dis-
appear forever.
This spell can at any-time, during your round, be dis-
missed. This spell will however NEVER create any blan-
ket of insects.
137
tions on a failed insight roll. only be attuned to one thing at a time. The duration is per-
manent as long as that something is near you, and lasts an
✥ Power Rune (A, CHANGED): Store Willpower
additional day while it is no longer near you. While in ef-
points, but each rune decays by 1 each day.
fect, you can cast the ritual again to locate the direction and
✥ Portal (RIT, N, 1QD): Open a portal to anywhere
distance of the object and a second Power Level lets you
in the world of demons. A new portal takes you
hear what the object would hear during the ritual. When
anywhere in the forbidden lands.
attuning to an object, each extra Power Level lets you dou-
✥ Serenity (N, MOVED): Perfectly succeed to ma-
ble the duration before the attunement ends.
nipulate.
✥ Vanish (PW, A, NEW): Remove target, tele-
ported randomly.
RANK 4:
✥ Improved Illusion (S, 1T, NEW): Illusion that
requires interaction to see through.
138
Your drain the will to stay awake from your targets. Each You can teleport yourself a short distance. At Power Level
Power Level causes 1 point of damage to Agility. You can 2 you can teleport a long distance and at Power Level 3 you
distribute the damage across as many opponents as you can teleport to a distant location. You always need com-
want. The targets may attempt to resist the effect by rolling plete line-of-sight to your target destination.
for insight – each x rolled negates 1 point of damage. On
a failed roll the targets also become sleepy. No effect IMPROVED ILLUSION
against monsters.
✥ RANK 4
✥ RANGE: Short
FALSIFY MAGIC
✥ DURATION: 1 turn
✥ RANK 2
✥ RANGE: Personal This spell works just like illusion, except that you only get
✥ DURATION: Immediate to roll for insight if someone interacts with the illusion.
On a failure it still tries to fool all your senses. Some inter-
You can make your magic look like something else, even to actions will be too hard to emulate correctly, for instance:
sense magic. This requires 1 extra Power Level that does You could during the first second think that you are stand-
not count toward the Power Level of the spell. falsify ing on an illusionary bridge, but would maybe start to ques-
magic does not count as an action in itself. To detect a fal- tion what happened when you suddenly lay bleeding on the
sified spell for what it really is, another magic user must ground below, without remembering falling. An illusion-
cast a sense magic spell one Power Level higher than your ary dragon’s breath could make you think and feel like if
combined Power Level of obscure magic + falsify magic. you were on fire, but you would in reality find yourself un-
harmed when the effect ends.
VANISH
RECALL
✥ RANK 3, POWER WORD
✥ RANGE: Arm’s Length ✥ RANK 4, RITUAL
✥ DURATION: Immediate ✥ RANGE: Arm’s Length
✥ DURATION: Special
You can teleport away an object you touch to a random lo-
cation within your current world map, quickly disposing You can cast this spell to bind yourself to a place you have
evidence or even as a way of escaping yourself. At Power a deep connection to, like your stronghold, or a place where
Level 1, you can teleport away 1 small object, at Power anyone you strongly care about lives. This requires you to
Level 2, you can teleport away multiple large objects, and inscribe any such area with a recall symbol. You can be
at Power Level 3 you can teleport away a humanoid you bound to multiple places, as long as you have a strong emo-
touch. An unwilling subject can try to resist being sucked tional connection to each one.
away. This then requires them to succeed a might roll. You can later recast this spell to be transport yourself to
one of your recall points, as long as the inscribed recall
symbol remains. You may transport one additional person
per Power Level.
139
✥ RANK 5 ✥ RANK 5
✥ RANGE: Short ✥ RANGE: Short
✥ DURATION: 1 Round ✥ DURATION: 1 Quarter Day
The victim is unable to move (including using the move The target immediately turns into an animal of your selec-
skill) for 1 round per Power Level. It can be used on a Mon- tion, between the size of a cat to that of a bear. Stats for
ster, but the spell will then break if someone approaches or animals can be found in the Gamemaster’s guide page 126-
attacks it. 127. Unless the target is willing, they get to roll insight to
resist with a penalty equal to the Power Level.
BEND REALITY The target loses access to any active use of their talents
while polymorphed, but they keep their mental attributes.
✥ RANK 5, RITUAL
Each Power Level doubles the duration, but you can al-
✥ RANGE: Arm’s Reach
ways cast it again to return a target to their original form.
✥ DURATION: Permanent
✥ INGREDIENT: See Epic Magic (Epic Magic
ingredients do not increase Power Level)
140
✥ Stonesmith (RIT): Create crude walls, bridges, The effect lasts for a turn at Power Level 1. At Power Level
2 it lasts for a Quarter Day and at Power Level 3 it lasts for
staircases, etc.
a week.
✥ Stone Storm (S): Deal Strength damage, re-
duced by armor. Requires loose stones.
STONE FIST
✥ Wither (N): Destroy 0.5m of stone per PL.
✥ RANK 1
✥ Open (A, NEW): Mechanically locked doors.
✥ RANGE: Arm’s Reach
✥ Pass Crack (P, 1T, NEW): Pass through small
✥ DURATION: 1 Turn (15 minutes)
spaces.
✥ INGREDIENT: A handful of stones
RANK 3:
✥ Earthquake (S): Tear down wall or deal
Your arms and fists attract a thick layer of rock. They now
Strength damage to one target.
count as blunt, parrying weapons (without any item dice)
✥ Iron Song (RIT): Deform metal objects or craft and as long as you use no weapons or tools, they grant a +2
metal weapons from raw materials. modifier to all melee and might rolls. Lasts One turn (15-
✥ Summon Golem (N, 1QD): For QD in cave or minutes) per Power Level.
mountain. Str 1+Power Level, Agi 1, Armor 2 +
PL. Or spend PLs to summon more golems. OPEN
✥ Petrify (A, NEW): Agility damage resisted by in-
✥ RANK 2
sight. A target that breaks turns to stone.
✥ RANGE: Arm’s Reach
✥ Mountains’ Blessing (P, NEW): Gain WP equal ✥ DURATION: Immediate
to 2x PL once per week while in/on a mountain. ✥ INGREDIENT: Key
RANK 4:
✥ Animate Weapon (A, 1T, NEW): Spend fast ac- A normal sized door you touch opens as if you had suc-
tions to make a now flying weapon attack. ceeded a might roll to push it open or a sleight of hand
✥ Earthen Pillar (L, NEW): Can force a target to roll to pick its lock. Either way, the action is very noisy and
climb/jump to get down. Can also crush, dealing not very delicate, triggering any traps. If a door cannot be
Strength damage. picked or would apply a penalty to a might roll, you must
✥ Machine Soul (A, 1T, NEW): Give a machine add one Power Level for each negative modifier. Each
function and power. added Power Level can also counter one level of the rein-
141
✥ RANK 2 ✥ RANK 4
✥ RANGE: Personal ✥ RANGE: Arm’s Reach
✥ DURATION: One turn (15-minutes) ✥ DURATION: One turn (15-minutes)
✥ INGREDIENT: Lump of clay ✥ INGREDIENT: Lyre
You can bend your body passing into small spaces just as if A weapon you touch becomes animated and floats in the
you were half of your regular height and width. Each added air. While animated you can spend fast actions to make it
Power Level extends the duration 1 turn. take any slow or fast action, it can also take the charge
action even if you do not have that talent. It uses your at-
PETRIFY tributes just as if you were holding it, but gains a Strength
score equal to twice the Power Level for mitigating dam-
✥ RANK 3
age. If its Strength breaks, the weapon does not break,
✥ RANGE: Arm’s Reach
simply your hold over it. It uses its item dice as its armor
✥ DURATION: Immediate
rating. If the weapon breaks from having no item dice, so
✥ INGREDIENT: Eye carved out of stone
does your hold over it. If the weapon is disarmed or shoved,
it drops to the ground and you must spend a fast action to
You can turn an object to stone. Leather can in this way be
reanimate it. If an enemy pick it up while it lies on the
turned to stone leather and ancient wood can in this way be
ground, the only fast action you can have it take is the
turned into stone wood. Dwarves often use the latter for
break free action.
making for very strong and age resistant bearings in their
most important mines. If used on a living subject it deals 1
EARTHEN PILLAR
Agility damage per Power Level, resisted with an insight
roll. A person dropping to zero Agility from this is perma- ✥ RANK 4
nently turned into stone. Monsters are immune. ✥ RANGE: Long
✥ DURATION: One round
MOUNTAINS’ BLESSING ✥ INGREDIENT: Horn
✥ RANK 3
You make a rock shoot up under the feet of a target, making
✥ RANGE: Personal
them stand on a pillar. They must succeed a move roll or
✥ DURATION: Immediate
fall prone. The pillar is 3 meters high per Power Level. If
✥ INGREDIENT: A cave or mine (not consumed)
the target hits a ceiling, it takes 1 damage per Power Level.
Armor will not reduce this damage. A target wanting to get
This spell requires you to be on a mountain hex. You then
down can either choose to jump or climb. A normal hu-
gain a number of Willpower Points equal to twice the
manoid can climb this pillar at a rate of 3 meters per suc-
Power Level.
cessful move roll, each such roll uses a fast action. Any
The spell can be cast a maximum of once per week per
created pillars are unstable and falls over or crumbles after
mountain range.
your next round.
142
rated by the impact and fires spreads. The resulting crater Raise land: You can turn a marshland or quagmire into
will contain 1 unit of meteorite iron, but never any elven plains, plains into hills, hills into mountains or mountains
rubies. The spell is rarely used by the dwarves, as some in- into high mountains. Cost: 1 per level.
cidents in the past caused the loss of too many dwarven Lower land: You can also lower land, although no
lives. known use of this has ever been recorded. Cost 1 per reduc-
tion of size: high mountains into mountains, mountains
REPURPOSE into hills, hills into plains, plains into marshland or quag-
mire, and marshland or quagmire into a shallow lake, a
✥ RANK 5, RITUAL
shallow lake into a deeper lake.
✥ RANGE: Arm’s Reach
✥ DURATION: Immediate
Unstable: The spell is unstable and some levels of the
✥ INGREDIENT: A unit of gold effect will be neutralized after 1: 1d6 Quarter days, 2: 2d6
days, 3: 2d6 weeks, 4: 2d6 months, 5: 2d6 years, 6: Never, it
This spell requires two artifacts. You then transfer all mag- is actually stable. The GM makes this roll in secret. Cost: 1
ical properties between the two items. If a magical effect corruption per unmade level of effect.
143
✥ Bind Demon (S, 1QD): Command demon for If you do not cast a spell within a round, the extra Power
Levels are lost.
Quarter Day on failed insight.
✥ Blood Bond (A): Transfer or steal attribute
BLOOD OATH
points (attribute damage) equal to Power Level
from same type of kin. Resist with insight. ✥ RANK 1, RITUAL
✥ Immolate (N): Deal Strength damage and burn. ✥ RANGE: Arm’s Length
✥ Repel (S, 1R, NEW): Target cannot get closer. all must then willingly accept the task.
The spell ends if the task is completed, the duration runs
✥ Call Demon (D, NEW): Call demons (max
out, or if the contract is destroyed. If no contract was writ-
Strength 4x Power Level) to your location.
ten, it instead ends if the one who cast the spell dies.
✥ Blood Vessel (RIT, P, NEW): Turn target into
your own personal Willpower battery.
✥ Break Flesh (A, NEW): Automatic critical re-
duced by endurance roll.
RANK 5:
144
You can manipulate the levels of fear hormones in the tar- You can meld two different beings’ substances together,
gets blood. This allows the target to ignores the first Wits creating a new amalgam being. This spell requires 1 unit of
damage taken due to fear for the duration. Additional mog per Power Level. The other ingredient (needle and
Power Levels can either affect more allies or increase the thread) only increases the Power Level. The target(s) must
amount of fear damage ignored. succeed an insight check to not go completely insane, and
even on a success it permanently loses a point of Empathy.
HAND OF BLOOD The new creature can have a combined attribute score no
higher than 4 times the Power Level.
✥ RANK 2
✥ RANGE: Short
BLOOD WARRIOR
✥ DURATION: 1 round
✥ INGREDIENT: Blood (required – does not ✥ RANK 3
count towards the total Power Level) ✥ RANGE: Short
✥ DURATION: 1 turn
You smear blood over your hand, and can from that form ✥ INGREDIENT: Target has face painting made
a hand print of blood floating in the air. This hand print out of blood (not consumed)
can then fly away and be directed at a distance. It takes your
full attention to control it, and it can only perform very You or one target within short range is bolstered. They
basic actions like: open a door, pick something up, or pull gain a +1 bonus per Power Level to all combat related rolls
a lever. The hand print vanishes if you move it outside the for 1 turn. During this time, they also roll their full
range. It lasts one round per Power Level and can carry an amount of attribute dice, even if they are damaged.
item taking up a maximum of 1 weight slot per Power
Level. If you need it to temporarily pull something heavy, REPEL
it has a might level of 0 and a Strength of 1 per Power
✥ RANK 4
Level. It will leave marks of blood on everything it touches.
✥ RANGE: Short
✥ DURATION: 1 Round
DARKVISION
✥ INGREDIENT: Something the target dislikes
✥ RANK 2 (not consumed)
✥ RANGE: Personal
✥ DURATION: 1 turn A victim with any kind of blood in their veins becomes un-
✥ INGREDIENT: Blood able to get closer to you for 1 round per Power Level. It can
be used on a Monster, but the spell will then break if some-
You gain the ability to see unhindered in darkness for one one approaches or attacks it.
turn per Power Level.
145
You call demons within the map hex to your location and You can enact an invisible barrier that diverts the path of
may if you want specify a specific demon. The nearest de- those that wants to pass it. They simply think, “no this di-
mon within the hex, with a combined Strength no higher rection is better” and naturally takes another way in either
that 4x Power Level will answer your call. They are called direction somewhat parallel to the barrier rather than pass-
from within your current Hex and it usually takes a turn ing through it. Not really noticing the change of direction.
(15 minutes) for them to arrive, but this could be shorter or If the barrier is obviously blocking the only path forward,
longer depending on how far away they are and their move- an insight roll is allowed to break the effect. A barrier can
ment speed. You gain no control of them after they arrive. be made to not affect certain creatures, or only affect cer-
tain kin. Each Power Level can create one barrier with a
BLOOD VESSEL length up to 10 kilometers, or double the duration.
✥ RANK 4, RITUAL
CLONE
✥ RANGE: Personal
✥ DURATION: 1 Week ✥ RANK 5, RITUAL
✥ INGREDIENT: A bucket of blood ✥ RANGE: Personal
✥ DURATION: 1 month
This can be cast as a ritual or as a spell. ✥ INGREDIENT: An existing clone body
As a ritual: Designate up to one target per Power Level
that participates in the ritual when you cast this spell to be- This spell creates a dormant clone body of yourself. If you
come your blood vessels. The targets need not be there will- ever would die in this realm, before the duration is up, your
ingly. consciousness will transfer to your clone and you will wake
As a spell: Gain a number of Willpower Points equal to up after a Quarter Day, with no physical critical injuries
twice the Power Level as long as one of your blood vessels and fully healed attributes. You keep any mental horror in-
are in the same hex on the map as you. This deals damage juries and must roll for one new from the traumatic expe-
to the vessel equal to the Power Level (slash wound). Each rience of death. You can have more than one clone of your-
vessel can be used a maximum of once per day. self, then the nearest will be used.
If you add a Power Level, you can wake up after just 1
BREAK FLESH turn, and at 2 or more Power Levels you will wake up in
your clone immediately.
✥ RANK 4
✥ RANGE: Arm’s Length
✥ DURATION: Immediate
✥ INGREDIENT: Doll
Separate flesh and bone with your mind alone. The target
must roll on the critical slash damage table with a ±0 mod-
ifier. Increase the modifier by +10 for each additional
Power Level. The target can on the other hand reduce the
modifier by rolling endurance, each x reduces the modi-
fier by 10. Monsters are mostly immune, but special cases
can be discussed with the GM.
146
✥ Ghoulish Glare (S): Deal Empathy damage to ✥ Bane (A, 1R, NEW): Ignore targets resistances,
living humanoid. immunities and lower targets armor rating.
✥ Speak to the Dead (N, 1T): Might not be coop- to the ground. Their heart beat becomes so faint so it is un-
detectable and they become cold. They can only slightly
erative. 15-minutess duration.
hear what is going on around them in a semi distorted way,
✥ Death’s Mercy (PW, A, NEW): Ranged coup de
and can wake up at will over 1d6 rounds or when the dura-
grace.
tion ends. Each Power Level also doubles the duration.
✥ Bane Blade (A, 1R, NEW): Target weapon ig-
The spell also pauses any effects of poison and critical ef-
nores targets resistances and immunities.
fects on any subject it effects.
RANK 3:
✥ Steal Life (RIT, N): Gain twice the Willpower by DEATH’S MERCY
killing all life near you.
✥ RANK 2, POWER WORD
✥ Terror (S): Deal Wits and Empathy damage to
✥ RANGE: Arm’s Length
living humanoid.
✥ DURATION: Immediate
✥ Weight of Ages (A): Age 10 years per Power
✥ INGREDIENT: An insect that you crush to its
Level. No effect on monsters or elves.
death
✥ Darkness (L, 1T, NEW): Hinders creation of
light. A broken creature within arm’s length is immediately
✥ Curse of Undeath (S, NEW): Target will rise as killed as if you performed a coup de grace. You do not suf-
undead after death. fer from any negative effects if you aren’t cold blooded.
RANK 4: Each added Power Level increases the spells range.
✥ Wraithform (P, 1R, NEW): Fly around as if you
were a ghost.
✥ Disintegrate (S, NEW): Deal Strength damage.
If broken, roll endurance or turn to dust.
147
✥ RANK 2 ✥ RANK 4
✥ RANGE: Arm’s Length ✥ RANGE: Personal
✥ DURATION: One round ✥ DURATION: 1 Round
✥ INGREDIENT: A dose of poison ✥ INGREDIENT: Ash from a cremated corpse
You enchant a weapon to be able to harm a certain type of You become incorporeal with the ability to fly at a move-
creature, ignoring its resistances and immunities. It has no ment rate of 1. During this time, you can move through
effect on the weapons ability to penetrate armor. Each walls and other solid objects. You cannot affect anything
added Power Level doubles the duration. physically while the spell lasts and you are immune to phys-
ical damage, but you can use and be affected by spells. You
DARKNESS become vulnerable to fire. You may end the spell at will. If
the spell ends while you are inside a solid object, you die. If
✥ RANK 3
you die while the spell is active, you are forever stuck in the
✥ RANGE: Long
form of a more or less mindless ghost.
✥ DURATION: One turn (15-minutes)
✥ INGREDIENT: A black piece of cloth
DISINTEGRATE
All light sources within long range stops to radiate light. ✥ RANK 4
However, nothing hinders light from outside the targeted ✥ RANGE: Short
area to shine in, and light can be reflected within the area, ✥ DURATION: Immediate
just not created. And while a fire may stop to radiate heat, ✥ INGREDIENT: Ash
it will still transfer the heat by conduction and convection.
A target within short range takes 1 Strength damage per
CURSE OF UNDEATH Power Level. If this a target is broken by this spell, they
must succeed an endurance roll or fall apart as ash.
✥ RANK 3
✥ RANGE: Short
CLOUD OF DEATH
✥ DURATION: Permanent
✥ INGREDIENT: A bone from an undead ✥ RANK 4
✥ RANGE: Long
You curse a creature to haunt the lands as a “restless dead” ✥ DURATION: One round per Power Level
a few weeks after its death. You gain no control over the ✥ INGREDIENT: Ground bones
undead, in fact it will most likely resent you for doing this.
It will usually be mentally stuck to the general area (about A sickly gray cloud envelops the area around the target,
long range) of where it did rise and will more or less lose reaching a short distance in all directions. Anyone ending
any ability to make long term memories, becoming de- their turn in the cloud takes 1 Strength damage. The cloud
mented and confused. Added Power Levels can increase the obscures vision, see zone feature: dark/foggy (Player’s
power of the undead as the raise the dead spell, or for 2 Handbook Page 88). It lasts 1 round per Power Level, but
added Power Levels raise the cursed being as a ghost. Each is dispersed after only one round if there are strong winds.
Power Level also negates the healing benefit of one rest or It does not follow the target if it moves away.
1 Power Level of magical healing. If the target receives
enough rest or healing to reduce this to zero, before they
die and rise as an undead, the curse will be broken.
148
✥ RANK 4
✥ RANGE: Arm’s Length
✥ DURATION: One turn (15-minutes)
✥ INGREDIENT: A piece of gold the size of a coin
DEATH’S EMBRACE
✥ RANK 5
✥ RANGE: Short
✥ DURATION: Immediate
✥ INGREDIENT: A heart
BANE
✥ RANK 5
✥ RANGE: Arm’s Length
✥ DURATION: Two rounds per Power Level
✥ INGREDIENT: A sculpture resembling the vic-
tim
The target loses all its resistances and immunities and its
armor rating is reduced by 1 for the duration. Power Levels
can be spent to double the armor rating reduction, instead
of increasing duration.
149
150
ELEMENTAL WALL
ELEMENTAL INFUSION
✥ RANK 4
✥ RANK 4
✥ RANGE: Short
✥ RANGE: Personal
✥ DURATION: One turn (15-minutes)
✥ DURATION: Immediate
✥ INGREDIENT: Fire, Earth, Wind, or Water
✥ INGREDIENT: Fire, Earth, Wind, or Water
✥ RANK 5
✥ RANGE: Short
✥ DURATION: One round per Power Level
✥ INGREDIENT: Fire, Earth, Wind, or Water
152
154
155
156
sisted by insight. You roll your full attribute dice even when they are dam-
RANK 3: aged.
You may push endurance rolls any number of repeated
✥ False Shape (P, 1T): Others think you look and
times, even if an effect says that you normally cannot push
speak like someone else. Roll insight minus extra
them even once.
PL to resist, or automatically resisted if touched.
If you are broken in Strength or Agility, you may on
✥ Fata Morgana (S, 1R): An illusion affecting all
your next round try to roll healing on yourself.
that can see it. insight minus extra PL to resist.
✥ Geas (N, 1D): Target must perform a quest. Roll COMPARTMENTALIZE MIND
insight minus PL to resist.
✥ RANK 1
✥ Break Mind (A, NEW): Cause automatic insan-
✥ RANGE: Personal
ity if insight roll fails.
✥ DURATION: 1 Quarter Day per Power Level
✥ Time Stop (P, NEW): Gain extra slow actions.
✥ INGREDIENT: An edged weapon
RANK 4:
✥ Meditate (P, 1T, NEW): Set WP to PL x2, but
You gain an extra slow action per round that only can be
not higher than Empathy.
used for mental tasks, like casting or concentrating on
✥ Body Swap (A, 1T, NEW): Swap bodies with an- magic.
other humanoid.
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✥ RANK 2 ✥ RANK 3
✥ RANGE: Near ✥ RANGE: Personal
✥ DURATION: Immediate ✥ DURATION: Immediate
✥ INGREDIENT: Smelling salts ✥ INGREDIENT: An hourglass
A target takes Power Level damage to Wits and Strength, Take an extra number of slow actions equal to 1 plus the
reduced by a roll for insight. Monsters are immune to the Power Level.
Wits damage. Despite the spells name, you are not really stopping time.
To yourself it looks like others are just moving really slow.
MIRROR IMAGES There is enough inertia in weapons and unaccustomedness
to moving at a different time rate, to not give you any ad-
✥ RANK 2, POWER WORD
ditional bonuses to your rolls, besides the extra actions.
✥ RANGE: Arm’s Length
✥ DURATION: 1 turn
MEDITATE
✥ INGREDIENT: A mirror or polished piece of
metal ✥ RANK 4
✥ RANGE: Personal
Anyone looking at you sees a blur of multiple copies of you ✥ DURATION: 1 turn
within arm’s reach of one another. When you are sub- ✥ INGREDIENT: A quiet place
jected to an attack, the target rolls insight, on a hit they
target you, but on a failure, they target one of your mirror You can mediate to attune to the world once per Quarter
images, which causes it to vanish, but hopefully at least Day. If you manage to mediate for a whole turn (15
saves you from that hit. Multiple attacks or area of effect minutes), you can set you Willpower Points to twice the
attacks can target several mirror images all at once. Power Level, but never higher than your Empathy.
You gain one mirror image per Power Level.
BODY SWAP
BREAK MIND
✥ RANK 4
✥ RANK 3 ✥ RANGE: Arm’s Length
✥ RANGE: Arm’s Length ✥ DURATION: 1 turn
✥ DURATION: 1 week ✥ INGREDIENT: One of your things and one of
✥ INGREDIENT: An insanity of your own (not the targets
consumed)
You swap bodies with another target for a turn per Power
The victim must make an insight roll with a negative Level and after that you both switch back. Each target gains
modification equal to the Power Level. If the roll fails, the the Strength, Agility and appearance of their new body, but
symbol makes the victim go partially insane for a week. keeps all other attributes, skills and talents. An unwilling
Come up with an insanity or pick one from the critical hor- target may resist by making a successful insight roll with
ror injury, except for catatonic or heart attack. Each added a penalty equal to the Power Level, but only as long as they
Power Level also doubles the duration. The spell has no ef- are conscious.
fect on monsters. The switch back only happens if both bodies are alive, if
they are not. The one that remains stays in their new form
forever. If so their Strength and Agility will move towards
their old values with one point per week.
You can only swap bodies with other living non-monster
kin.
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✥ DURATION: One round per Power Level ter a complete usage of the area, on a the opposite time
✥ INGREDIENT: A mirror or polished piece of effect happened instead. A “through time and space” effect
metal fumbles one of the following things, roll a d6. 1-2: A func-
tion and its occupants was left behind or appeared some-
This spell works just like fata morgana, except that you where else. 3-4: You appear 1d6 hexes of your intended lo-
only get to roll for insight if someone interacts with the cation. 5-6: You appear 1d3 months later in time than in-
tended. Count as 1 point of corruption.
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✥ Dream Travel (1QD, RIT): PL amount of people highest result. If you use the “Magic mishap modifiers”
module, then instead of rolling twice, just add +10 to the
can travel to previously visited location. But can-
result on the table.
not bring with them any bulky gear.
This spell is considered heretic by most oneiromancers.
✥ Sand Sleep (N, 1QD): All in range falls asleep,
It is only taught by renegade daydreamers.
cannot be awoken. insight minus PL to resist.
✥ Prophetic Dreams (N, RIT): Conjure or repair
QUICKENED DREAMS
non-magical item of moderate value. Recreate
lost body part, heal condition or resurrect some- ✥ RANK 1
one, but only if you have not slept since it hap- ✥ RANGE: Near
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CONTAGIOUS DREAMS
Must be cast on a sleeping target within range. They must
then succeed an insight roll with a penalty equal to the ✥ RANK 3, RITUAL
Power Level or you can completely dictate their actions for ✥ RANGE: Same hex
the duration of the spell, during which they may interact ✥ DURATION: One Quarter Day
with others and even throw themselves out of a cliff, if you
so want them to. You must instruct them what they should You can use it to deliver a message to anyone within the
do when you cast the spell. You gain no control of the tar- same hex as you that is also asleep. You can also turn the
get after it has been cast. dream into a nightmare; this makes the targets unable to
Lasts 1 turn per Power Level, after that they will awake, benefit from sleep during that Quarter Day, unless they
if they have not returned to their bed. If they did return to succeed an insight roll. If done over a period of days equal-
their bed in time, they will not remember that they were ing the targets Wits, they are likely to go insane, if so, you
sleepwalking. can roll on the horror injury table, for individual effects.
Extra Power Levels can extend the contagious dreams to
PROBE DREAM adjacent hexes.
✥ RANK 2
ENDLESS NIGHTMARE
✥ RANGE: Arm’s Reach
✥ DURATION: One turn (15 minutes) ✥ RANK 4
✥ RANGE: Arm’s Reach
Must be cast on a sleeping target within range. They must ✥ DURATION: Any
then succeed an insight roll with a penalty equal to the
Power Level or you can ask them up to Power Level ques- Must be cast on a sleeping target within range. They must
tions that they must answer truthfully, each question tak- then succeed an insight roll with a penalty equal to the
ing up 15 minutes of your time, as you probe their mind in Power Level or be left trapped in a nightmare for as long as
their dreams. Questions can also be exchanged for what-if you want. The spell will break if you die.
scenarios, like “If you would gain unattended access to our On the outside they will act as if catatonic, and will die if
vault, what would you do?” and test those scenarios thor- they don’t receive care.
oughly in the dream.
DREAM LINK
✥ RANK 3, RITUAL
✥ RANGE: Any
✥ DURATION: One Quarter Day
You can then enter the dreams of anyone you have encoun-
tered, as long as they too are sleeping. They are allowed to
make an insight roll with a negative modification equal to
161
It allows you to manifests a construction or beast from You make yourself dream a joyfully filling you with restor-
your dreams. This can either be a building, like a strong- ative energy. As long as this full Quarter Day isn’t dis-
hold function, as long as you know how to build it, or it turbed, gain Willpower Points to twice the Power Level.
can be a dream constructed beast. This spell cannot be quickened or daydreamed.
If it is a beast, it has Strength 3, Agility 3, Melee 2 and You can do this a maximum of once per day, and you can-
deals 1 point of blunt damage. It has no armor rating, but not use any other oneiromancy spells during the duration.
only takes half damage from physical attacks.
It must be directed by you, and you must be within short DREAM PALACE
range for it to take any actions. It can receive commands
✥ RANK 4
telepathically as free actions.
✥ RANGE: Arm’s Reach
It can gain one of the following things for each added
✥ DURATION: One Quarter Day
Power Level:
✥ IMAGINED STRENGTH: +2 Strength
Up to one willing target per Power Level falls into a coma
✥ IMAGINED ARMOR: 6 points of natural ar-
like sleep for one Quarter Day, during this time they are
mor rating.
free to spend days in a dreamworld. They may spend any
✥ IMAGINED DAMAGE: +1 damage, damage
amount of time here, resting, sleeping, training, healing
can change to be slash or stab if you want.
physical and mental injuries, that then also will heal in the
✥ IMAGINED SKILL: Any one skill is set to 4.
real world. The target may exit the dream palace at any time
✥ IMAGINED WINGS: +1 speed and can fly, as
at-will on their own. The only downside is that all time
long as it isn’t really carrying anything. Then it
spent here, will accelerate their aging. A year spent here will
can only slowly hover downwards.
age you as if you spent a year of your life in the real world
✥ IMAGINED CHARGE: +1 speed and a +2 bonus
too.
when taking the shove action. Can charge.
The dreams can be even further accelerated by added
✥ IMAGINED REGENERATION: Heals 1 point
Power Levels. Add +1 Power Level to have the comalike
of attribute damage per turn (15 minutes).
state only take up a turn, and +2 Power Levels to have it
✥ IMAGINED ATTACK SPEED: Can attack with
only take up a round of the targets’ actions. They still
fast actions.
slump down to the floor though, counting as both prone
✥ IMAGINED NIGHTMARE: Can make an 8
and disarmed when the spell ends.
die fear attack at a target at near range as a fast
action once per round. Monsters are immune.
The spell lasts for a day, until it is time to sleep again, at
which point any construction still in existence disappears.
162
163
Levels can return weapon, add hits or add targets. ing up to a unit of iron, into a standard dipole magnet.
164
A target carrying an item med out of iron is subjected to a You can temporarily reverse the gravity of a metal object
disarm attempt with one x per Power Level. you touch, caused by a repelling magnetic force between it
Any extra x than what was needed can be used to fling and the ground. A target carrying metal armor can be made
the weapon away a zone from arm’s length to near, short, to fly using the spell. If you target yourself, you can fly dur-
long or distant range. ing the duration. Any other target may try to avoid it by
If a item is flung, it can also be used to try to hit someone, fending of your touch with a dodge or parry. You can then
roll marksmanship, it has a base damage of 1 per zone it you can move/fly them with your actions, a target may try
could have been flung, but will then land near that target to negate this if there is anything to hold on to with a
on a miss or within arm’s reach on a hit. might roll. Each Power Level adds one round to the dura-
tion. A target left you use in the air, likely cannot move on
LAUNCH WEAPON their own and will fall to the ground when the duration
ends.
✥ RANK 2
✥ RANGE: Short
ARROW STORM
✥ DURATION: Immediate
✥ RANK 3
You throw away a held melee weapon containing iron to- ✥ RANGE: Personal
wards an opponent. It counts as a ranged x hit dealing 2 ✥ DURATION: One Quarter Day
damage. The target is allowed to parry or dodge the attack
as if it were a melee attack. Armor rating can also protect For the duration you can make one arrows fly out from a
against the damage. quiver in arm’s reach and float before you per Power Level
An extra Power Level can be used to have the weapon re- and hover slightly before you or above your head.
turn to your hand. Power Levels can also be spent to add Make a resource die roll for arrows and double the risk of
extra hit x, or to add targets the attack bounces to (and is depleting the resource per used arrow.
repeated against). The arrows can whenever you need them to, as a fast ac-
tion be launched towards any target within long range. It
FLING counts as two ranged hits (2x x) with a base damage of one.
The target is allowed to parry or dodge the attack as if it
✥ RANK 3, POWER WORD
were a ranged attack made from a bow. Armor rating can
✥ RANGE: Near
also protect against the damage.
✥ DURATION: Immediate
165
✥ RANK 3 ✥ RANK 4
✥ RANGE: Short ✥ RANGE: Personal
✥ DURATION: One turn ✥ DURATION: One Quarter Day
You can sense all metal objects in your vicinity for 1 turn You can hold an object in front of you with your mind
per Power Level. This could help you find hidden treasure, alone. The object must contain iron. You may use it just
and hidden levers, but you also gain the equivalent of dark like if you had another arm, but if doesn’t grant you any
vision towards any living beings within the given range extra actions. Lasts one Quarter Day per Power Level.
around you, as you can see the detect magnetic fields from
their blood. This also include non-living things carrying BLADE SPHERE
items made out of metal. Non-metal walls do not hinder
✥ RANK 4
you from sensing metal on their other side.
✥ RANGE: Arm’s Reach
✥ DURATION: One turn
TELEKINESIS
✥ RANK 4 Iron weapons scattered on the ground are lifted into the air
✥ RANGE: Near and circles menacingly around you in a tight formation.
✥ DURATION: One round For the duration, you gain one bonus point of Armor
Rating per Power Level and anyone ending their turn
This spell can lift a very large iron object and move it up to within arm’s reach from you suffers a melee attack with
a zone. The action is itself kind of slow, so it cannot really Power Level dice, that deals 2 damage, unless it is parried
be used to deal damage to other targets, unless they are im- or dodged. You can select the damage type, but it must be
mobilized. One of its uses could be to destroy a portcullis one the weapons normally can deal.
or metal door. This spell requires there to be at least one weapon on the
ground per Power Level.
FIXATE
ABSORB METAL
✥ RANK 4
✥ RANGE: Short ✥ RANK 5, POWER WORD
✥ DURATION: One round ✥ RANGE: Personal
✥ DURATION: Immediate
You fixate a piece of metal to a specific location, relevant
to the position of the ground of the earth. A target wearing As long as you hold any lumps of iron, or items containing
metal armor will be unable to make move rolls or take iron, in your hands, you can dissolve them into rust dust
move actions during the duration, but can still move with your mind. You then gain Willpower Points up to
around just enough to fight. twice the Power Level, but the Power Level will be capped
If you target a handheld object, it cannot be used to fight to one per unit of iron or per unit of iron that was used to
and the person using it will have to let go of it, if they want make the items.
to make any move rolls or take any move actions. If the Power Level is not high enough to fully dissolve all
As long as it is your turn, you may freely stop fixating on the iron in an object, it will still likely become damaged by
one item during the duration, to fixate on another. By the action, exactly how will be up to the GM to describe.
holding on to two metal object this could help you climb
an object, you might even use it to climb through air itself.
Lasts one round per Power Level.
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