Reforged Power

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FOR FORBIDDEN LANDS

Rule modules to expand or offer options for character progress, talents,


crafting, magic, exploration, running strongholds and much more.
This booklet is intended to be freely accessible to all players during play.

by JOHAN RONNLUND
2

Reforged Power– Player’s booklet


DESIGN NOTES

BREAKING CHANGES WHAT HAS BEEN TESTED?

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.

Reforged Power, version: 2.3

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!

Reforged Power– Player’s booklet


CONTENT
⬜ DISARMS COUNTS AS ATTACKS ............ 24
ATTRIBUTES ⬜ ADD RANKS TO KIN TALENTS ............... 24
⬜ WILLPOWER FROM EMPATHY ............. 10 ADAPTABLE ............................................................................. 24
INNER PEACE ......................................................................... 24
⬜ READIED ITEMS ......................................... 11
PSYCHIC POWER ..................................................................... 25
⬜ WITS TO LEARN MAGIC............................ 11 TRUE GRIT ................................................................................ 25
⬜ MAXIMUM KNOWN SPELLS ................... 12 HARD TO CATCH ..................................................................... 25
CURATOR OF MAGIC ............................................................. 12 HUNTING INSTINCTS .......................................................... 26
UNBREAKABLE ........................................................................ 26
⬜ HELP FROM OTHERS ................................ 12
NOCTURNAL ............................................................................ 26
⬜ LANGUAGES .................................................. 12
PROFESSION TALENTS ................................. 27
RAVLANDIC .............................................................................. 13
ALDERLANDIC ........................................................................ 13 CHAMPION TALENTS .................................... 27
ASLENI ....................................................................................... 13 PATH OF FATE .........................................................................27
ELVEN ........................................................................................ 13 PATH OF THE HOLY VOW ...................................................27
DWARVEN .................................................................................. 13 ENHANCED PATH OF PROTECTION..........................27
ORCISH ....................................................................................... 13 PATH OF PROTECTION ........................................................27
EORI............................................................................................. 13 PATH OF VALOR (NEW PATH) .......................................27
WOLF TOUNGE ........................................................................ 13 DRUID TALENTS ............................................. 27
SAURIAN ..................................................................................... 13 PATH OF ICE ............................................................................27
PATH OF HEALING ................................................................28
ADVANCEMENT PATH OF SHIFTING SHAPES ..............................................28
PATH OF SIGHT .......................................................................28
⬜ FLATTEN SKILL COST ............................. 14 PATH OF NATURE (NEW PATH)....................................28
⬜ AGE IS MORE WORTHWHILE ................. 15 PATH OF THE SWARM (NEW PATH) ...........................28
⬜ TALENTS COSTS AS SKILLS .................... 15 FIGHTER TALENTS ........................................ 28
⬜ TALENTS REQUIRE SKILLS .................... 15 PATH OF THE BLADE ............................................................28
PATH OF THE SHIELD .........................................................28
⬜ COMBINED ROLL/POINT BUY .............. 16
ALTERNATIVE: PATH OF THE ENEMY ....................28
⬜ ADAPTING TO INJURIES .......................... 17 OLD: PATH OF THE ENEMY ............................................... 29
⬜ MULTICLASSING ....................................... 17 PATH OF THE BODY (NEW PATH) ................................ 29
⬜ CAN ROLL A CHAMPION ......................... 18 HUNTER TALENTS ......................................... 29
PATH OF THE ARROW ........................................................... 29
⬜ CAN ROLL ALL PATH TALENTS ........... 19
PATH OF THE BEAST ............................................................. 29
⬜ XP AS A GROUP ............................................. 19 PATH OF THE FOREST .......................................................... 29
PATH OF THE STALKER (NEW PATH) ........................ 29
SKILLS MINSTREL TALENTS .................................... 30
⬜ ROLL AT A PERIOD’S END ...................... 20 PATH OF THE HYMN ............................................................ 30
PATH OF THE SONG .............................................................. 30
⬜ PUSHED LONG TIME ROLLS ................. 20 PATH OF THE WARCRY ......................................................... 30
⬜ PUSH OPPOSED ROLLS.............................. 21 PATH OF INFLUENCE (NEW PATH) ........................... 31
⬜ MANIPULATION BONUSES DO NOT MINSTREL INSTRUMENT FOCUS .............................. 31
STACK, ADD TO REPUTATION ...................... 21 PEDDLER TALENTS ........................................ 31
PATH OF MANY THINGS ...................................................... 31
TALENTS PATH OF WORDS ..................................................................... 31
ENHANCED: PATH OF TREASURE .............................. 32
⬜ FREE ACTION LIMITATION .................. 22 PATH OF TREASURE .............................................................. 32
⬜ D8 TO REPLACE +1 BONUS ....................... 22 PATH OF THE ARTISAN (NEW PATH) ......................... 32

⬜ SMALL KIN ................................................... 23 RIDER TALENTS ............................................... 32


PATH OF THE COMPANION ............................................... 32
⬜ KIN & PROFESSION SYNERGY ................ 23 PATH OF THE KNIGHT ......................................................... 32
⬜ TALENTS CAN RANK UP TO 5 .................. 23 PATH OF THE PLAINS .......................................................... 33
⬜ ENHANCED MASTERWORK TALENTS, PATH OF THE COMMANDER (NEW PATH) .............. 33

BUT TOUGHER REPAIRS ................................ 24 ROGUE TALENTS .............................................. 33


PATH OF THE FACE DISGUISE KIT ............................ 33
⬜ MULTIPLE CRAFT SUCCESSES ............. 24

Reforged Power– Player’s booklet


PATH OF THE FACE ................................................................ 33 LEADER................................................................................ 43
PATH OF THE KILLER .......................................................... 33 LIGHTNING FAST ................................................................. 44
PATH OF POISON..................................................................... 33 LOCKPICKER ........................................................................... 44
PATH OF THE BURGLAR (NEW PATH) ....................... 34 LUCKY (NOT USING CRITICAL INJURY MODIFIERS)44
SORCERER TALENTS ...................................... 34 LUCKY (USING CRITICAL INJURY MODIFIERS) ......... 44
PATH OF BLOOD..................................................................... 34 MASTER OF THE HUNT ...................................................... 44
PATH OF DEATH..................................................................... 34 MEDITATION.................................................................... 45
PATH OF THE ELEMENTS ................................................. 34 MELEE CHARGE.................................................................... 45
PATH OF SIGNS ....................................................................... 34 MELEE CHARGE: CHANGED PREREQUISITE ....... 45
PATH OF STONE ..................................................................... 34 MOUNTAINEER ..................................................................... 45
MUCK WORKER ................................................................ 45
SORCERER/DRUID TALENTS ...................... 34
PACKRAT ................................................................................... 45
PATH OF MAGMA ............................................................. 34
PAIN RESISTANT ................................................................... 45
PATH OF MENTALISM ................................................... 34
PAIN RESISTANT: ALTERNATIVE FIRST RANKS .. 46
PATH OF DREAMS ............................................................ 34
PATHFINDER .......................................................................... 46
PATH OF MAGNETISM ................................................... 34
PHYSICIAN ......................................................................... 46
GENERAL TALENTS ........................................ 35 PICKPOCKET ...................................................................... 46
ALCHEMIST .............................................................................35 POISONER ................................................................................ 46
ALCHEMIST: EXTENDED OPTIONS ...........................35 POLYGLOT ......................................................................... 46
AMBIDEXTERIOS ................................................................... 36 QUARTERMASTER................................................................. 47
ANIMAL WHISPERER ..................................................... 36 QUICKDRAW ............................................................................ 47
APOTHECARY ..................................................................... 37 SAILOR ...................................................................................... 47
ATHLETE ............................................................................ 37 SHARPSHOOTER .................................................................... 47
AXE FIGHTER .......................................................................... 37 SHARP TONGUE ..................................................................... 47
BACKSTABBER .................................................................... 37 SHIELD FIGHTER ................................................................. 47
BERSERKER .............................................................................. 37 SHIELD FIGHTER: HAMMER SHIELD .................... 47
BOWYER..................................................................................... 37 SIXTH SENSE .......................................................................... 47
BOWYER: EXTENDED OPTIONS .................................. 38 SMITH ....................................................................................... 47
BRAWLER .................................................................................. 38 SMITH: EXTENDED OPTIONS .................................... 47
BUILDER ................................................................................... 39 SOLID DRINKER .............................................................. 48
BUILDER: PROSPECTING BUILDERS ........................ 39 SPEAR FIGHTER ..................................................................... 48
CHEF .......................................................................................... 39 STAFF FIGHTER ............................................................... 48
CHEF: CHEFS CAN BREW ............................................... 39 STEADY FEET ......................................................................... 49
CHEF: COOKING WITHOUT CHEF ............................. 39 STORYTELLER ................................................................. 49
COLD BLOODED .................................................................... 39 SWORD FIGHTER................................................................... 49
DEFENDER ............................................................................. 40 TAILOR ..................................................................................... 49
DIRTY FIGHTING ............................................................ 40 TAILOR: EXTENDED OPTIONS ................................... 49
DIVER .................................................................................. 40 TANNER .................................................................................... 50
DUELIST ............................................................................. 40 TANNER: EXTENDED OPTIONS ................................. 50
DRAGONSLAYER ................................................................... 40 THREATENING ...................................................................... 50
EXECUTIONER (NOT USING MODIFIERS) ................... 41 THROWING ARM ................................................................... 50
EXECUTIONER (USING MODIFIERS).............................. 41 THROWING ARM: STACKING WEAPON BONUSES. 51
FAST FOOTWORK ................................................................... 41 WANDERER .............................................................................. 51
FAST SHOOTER ....................................................................... 41 WARMBLOODED .................................................................... 51
FAST SHOOTER: UNSUSTAINABLE SPRINT ............ 41 WHIP FIGHTER ................................................................. 51
FEARLESS ................................................................................. 41 WRESTLER .......................................................................... 51
FEARLESS: BY MIGHT .................................................... 41
FIRM GRIP ................................................................................ 41 COMBAT
FISHER ...................................................................................... 41
HAMMER FIGHTER .............................................................. 42 ⬜ MISSILE PARRY ........................................... 52
HARPOONER ............................................................................ 42 ⬜ EASE MONSTER IMMUNITIES .............. 52
HARPOONER: BLEED CAN STOP ................................. 42
⬜ CRITICAL INJURY MODIFIERS .............. 53
HERBALIST .............................................................................. 42
HEAVY WEAPON FIGHTER ........................................... 42 ⬜ HIGHTENED FALLING DAMAGE ......... 53
HORSEBACK FIGHTER ......................................................... 42 ⬜ DELAYED INITIATIVE ............................. 54
HORSEBACK FIGHTER: POLEARM BONUS .............. 42
⬜ CHANGED BROKEN STATUSES.............. 54
INCORRUPTIBLE ................................................................... 42
WHEN STRENGTH BREAKS ............................................... 54
INCORRUPTIBLE: IGNORE TAUNT ............................ 43
WHEN AGILITY BREAKS ..................................................... 54
INTUITIVE ......................................................................... 43
WHEN WITS BREAKS ............................................................ 54
INVENTOR .......................................................................... 43
WHEN EMPATHY BREAKS ................................................... 55
KNIFE FIGHTER ..................................................................... 43

Reforged Power– Player’s booklet


⬜ CRITICAL INJURIES – BURN....................55 STAYING IN A HEX................................................................. 81
MAKE CAMP ............................................................................. 81
⬜ NEW CRITICAL INJURIES – HORROR.. 57
REST ............................................................................................ 81
⬜ BREAKING YOURSELF .............................. 59 TRAIN ......................................................................................... 81
⬜ COMBUSTIBLE MATERIALS .................. 59 SLEEP ......................................................................................... 81
CRAFT ......................................................................................... 81
⬜ ADDICTED .................................................... 59
REPAIR ....................................................................................... 81
NEW CONDITION: ADDICTED .......................................... 59
SURVEY THE LANDS ............................................................. 81
HUNT .......................................................................................... 81
EQUIPMENT FORAGE ...................................................................................... 81
⬜ RESOURCE WEIGHT PER DIE ................ 60 FISH ............................................................................................ 81
EXPLORE ................................................................................... 81
⬜ REVISED RESOURCE WEIGHT............... 60
⬜ SURVEY THE LANDS ................................. 82
⬜ XD6’S AS RESOURCES ................................ 61
⬜ MORE TERRAIN FEATURES ................... 82
⬜ ADD RESOURCE DIE TO ROLLS ............ 61
NEXT TO RIVER OR LAKE (NOT OCEAN) .......................82
⬜ ARMOR REPAIR RESOURCES .................. 61 LAKE/OCEAN ...........................................................................82
⬜ INVERSE RESOURCE DEPLETION ....... 62 PLAINS .......................................................................................82
FOREST ......................................................................................82
⬜ EPIC SUPPLY ................................................ 62
DARK FOREST ..........................................................................82
⬜ BOLTS/QUARRELS ..................................... 62 HILLS .........................................................................................82
⬜ ARMOR WEIGHT......................................... 62 MOUNTAINS ............................................................................ 83
⬜ STEALTH MODIFIERS ............................. 62 MARCHLANDS ........................................................................ 83
QUAGMIRE ............................................................................... 83
⬜ BREAKABLE ARTIFACTS .......................... 62
RUINS ......................................................................................... 83
⬜ POLEARMS VS MOUNTED ...................... 62 ASHLANDS ................................................................................ 83
⬜ LIGHT WEAPONS FROM PRONE ........... 62 FIRELANDS .............................................................................. 83
CRIMSON FOREST ................................................................. 83
⬜ CROSSBOWS FROM PRONE ..................... 62
TUNDRA ..................................................................................... 83
⬜ MELEE WEAPON REBALANCE ...............63 ICE CAP ...................................................................................... 83
⬜ RANGED WEAPONS REBALANCE.......... 64 BENEATH THE ICE ................................................................ 83
NEW WEAPON CRAFTING ............................. 64 ICE FOREST .............................................................................. 83
SEA ICE ...................................................................................... 83
NEW WEAPON MODIFIERS .......................... 65
INVENTOR ITEMS........................................... 66 STRONGHOLDS
EXTENDED BOWYER ITEMS ....................... 69
⬜ STRONGHOLD REPUTATION................. 84
EXTENDED SMITH ITEMS .......................... 70
DUPLICATE STRONGHOLD FUNCTIONS ..................... 84
EXTENDED TAILOR ITEMS ......................... 72 PLAYER REPUTATION ......................................................... 84
EXTENDED TANNER ITEMS ....................... 74 ⬜ DWELLINGS GRANT HOUSING ............ 84
⬜ TYPES OF WORK FORCE ........................... 84
JOURNEYS HIRELINGS .............................................................................. 85
RESIDENTS .............................................................................. 85
⬜ SHORT BREAK .............................................. 76
PLAYER CHARACTERS .......................................................... 85
⬜ RECREATIONAL DRUGS .......................... 77 SLAVES ....................................................................................... 85
NEW CONDITION: INTOXICATED .................................. 77
STRONGHOLD FUNCTION OVERVIEW ... 86
⬜ HYGIENE DIE .............................................. 78
FUNCTIONS ....................................................... 88
NEW CONDITION: FILTHY ................................................ 78
APIARY ................................................................................. 88
⬜ FORCED MARCH MODIFIERS................ 78 ARENA.................................................................................. 88
⬜ VEHICLE SPEED......................................... 78 BARN .................................................................................... 88
⬜ ALTERNATIVE WEATHER ...................... 78 BAKERY ..................................................................................... 88
TEMP/HEAT ............................................................................ 79 BREWERY ............................................................................ 88
BRIDGE ................................................................................ 88
ALTERNATIVE WEATHER JOURNEYS ...... 80
DAIRY ................................................................................... 88
WEATHER ROLL ....................................................................80
DITCH .................................................................................. 89
EACH DAY .................................................................................80
DOVECOTE .............................................................................. 89
HIKING THOUGH HEXES ...................................................80
DRAWBRIDGE.................................................................... 89
FORCED MARCH ....................................................................80
DUNGEON ................................................................................ 89
LEAD THE WAY (“PATHFINDER”) ....................................80
FENCE ................................................................................. 89
HIKING IN DARKNESS .........................................................80
FIELD (SLIGHTLY CHANGED) .................................... 89
KEEP WATCH (“LOOKOUT”)................................................80

Reforged Power– Player’s booklet


FIREPLACE (SLIGHTLY CHANGED) .......................... 89 BREWER .............................................................................. 99
FORGE ........................................................................................ 89 FISHERMAN ...................................................................... 99
GALLOWS ................................................................................. 89 HAWKER.............................................................................. 99
GARDEN (SLIGHTLY CHANGED) ................................ 89 HERBALIST ...................................................................... 100
GRANARY .............................................................................90 HERDER ............................................................................ 100
GRAVEYARD .......................................................................90 INVENTOR ....................................................................... 100
GUARDTOWER ........................................................................90 PERFORMER .................................................................... 100
HEN HOUSE .......................................................................90 PHYSICIAN ....................................................................... 100
INFIRMARY ........................................................................90 PRIEST ............................................................................... 100
INN .............................................................................................90 SCRIBE ............................................................................... 100
KENNEL ..............................................................................90 STABLEBOY ...................................................................... 100
KILN ..................................................................................... 91 STEWARD .......................................................................... 100
LABORATORY .......................................................................... 91 ⬜ HIRELING MASTERY.............................. 100
LIBRARY (ADDED RESEARCH OPTION) .................... 91
BATTLES AT THE STRONGHOLD ............. 101
MARKETPLACE (EXTENDED) ...................................... 91
VARIED FORCES .............................................................. 101
MILL (EXTENDED USAGE) ........................................... 91
ARMOR ............................................................................... 101
MINE (NOW REQUIRES ORE VEIN) ........................... 91
WEAPONS .......................................................................... 101
MOAT (SLIGHTLY CHANGED) ..................................... 91
CAVALRY ............................................................................ 101
MONUMENT ...................................................................... 92
LARGE SCALE COMBAT ................................................ 101
OAST HOUSE ...................................................................... 92
REINFORCEMENTS ....................................................... 101
ORCHARD ............................................................................ 92
PRESSING ATTACKS ....................................................... 101
PALISADE ............................................................................ 92
DEFENSE RATING SUMMARY ......................................... 102
PASTURE (SLIGHTLY CHANGED) ............................... 92
ATTACK RATING SUMMARY ............................................. 102
PIER ....................................................................................... 92
FIELD COMBAT RATING SUMMARY ............................. 102
PIGSTY (ALTERED REQUIREMENTS) ........................ 93
DEFENDER LOSSESS .......................................................... 102
PORTCULLIS (REQUIRES AMMUNITION) ............... 93
ATTACKER LOSSESS ............................................................ 102
QUARRY (ROLL FOR TYPE OF QUARRY) .................... 93
FIELD COMBAT LOSSESS .................................................. 102
RAMPARTS (MULTILAYERED STRONGHOLDS) .... 93
FALL BACK ........................................................................ 102
ROAD ..................................................................................... 93
MORALE EVENTS ........................................................... 103
ROOT CELLAR (SLIGHTLY CHANGED) ....................94
ARSON EVENT ................................................................. 103
SALT WORKS ......................................................................94
LAYING SIEGE WITH A TREBUCHET ...................... 103
SAWMILL ............................................................................94
AMMUNITION ................................................................. 103
SCRIPTORIUM (EXPANDED USAGE) ..........................94
CALTROPS ......................................................................... 103
SECRET TUNNEL .............................................................94
STRONGHOLD REPAIR ................................................ 104
SHEEPFOLD (SLIGHTLY CHANGED) ........................94
SHELTER/BARRACKS ...................................................... 95 SIEGE EQUIPMENT IN DETAIL ............... 104
SHOOTING RANGE ................................................................ 95 BOLT THROWER ............................................................ 104
SHRINE (DEDICATED TO ONE GOD) ......................... 95 BATTERING RAM (HOW TO CONSTRUCT) ............. 104
SLAUGHTERHOUSE ........................................................ 95 MANTLETS ...................................................................... 104
SMOKERY ............................................................................ 95 LADDERS/GRAPPLING HOOKS (CONSTRUCT) ..... 104
STABLES (SLIGHTLY CHANGED)................................ 95 CATAPULT ........................................................................ 104
STILL.................................................................................... 95 SAPPER TEAM .................................................................. 105
TAILOR SHOP .......................................................................... 95 SIEGE TOWER .................................................................. 105
TANNERY .................................................................................. 95 TREBUCHET ..................................................................... 105
TEMPLE .............................................................................. 95 ⬜ SETTING UP A SHOP ................................ 106
THEATRE ............................................................................ 96 AT YOUR OWN STRONGHOLD .........................................106
TOLLHOUSE ...................................................................... 96 AT ANOTHER SETTLEMENT ...........................................106
TORTURE CHAMBERS .................................................... 96 CHANGING PRICES ..............................................................106
TOWN HALL ...................................................................... 96 FAST DEALS ...........................................................................106
TRAINING GROUNDS ........................................................... 97 MASTERWORK .......................................................................106
TROPHY HALL................................................................... 97 FOUND TREASURE .........................................................106
VAULT ........................................................................................ 97
STRONGHOLD MANAGEMENT ................ 107
WAREHOUSE ...................................................................... 97
MANAGE YOUR STRONGHOLD IN WEEKS ............107
WELL/CISTERN (ADDED CISTERN) .......................... 97
GAIN HIRELING RESOURCES IN ADVANCE .........107
WORKSHOP ......................................................................... 97
AVERAGE SALES FROM SHOPS ..................................107
STRONGHOLD RESOURCES ......................... 98
NEW CONSTRUCTION MATERIALS .......... 98 MAGIC
NEW TYPES OF HIRELINGS ......................... 99 ⬜ MAGIC MISHAP MODIFIERS ............... 108
ALCHEMIST / APOTHECARY ........................................ 99
BUTCHER ............................................................................ 99
MAGIC DICE TO ROLL ................................. 109

Reforged Power– Player’s booklet


⬜ SPELL INGREDIENT RESOURCE ........ 109 GUIDE ....................................................................................... 125
TONGUES ................................................................................ 125
⬜ NEW SPELLS.............................................. 109
BORROW POWER ................................................................... 125
⬜ HIGHER GRIMOIRE SPELLS ................ 109 MIND FOCUS ......................................................................... 125
⬜ SPELL ACTION ECONOMY ................... 109 MOLD MEMORY ................................................................... 125
BLOCK READING .................................................................. 125
EPIC MAGIC ......................................................110
LOCATE ................................................................................... 126
GENERAL SPELLS .......................................... 111 TIME SENDING .................................................................... 126
PASS MAGICAL RESILIENCE ............................................ 111
ICE AFFINITY .................................................. 126
PRESTIDIGITATION............................................................. 111
WINTER GRIP......................................................................... 127
MAGIC BEACON ..................................................................... 112
ARROWS OF ICE .................................................................... 127
EXTEND MAGIC .................................................................... 112
ZONE OF COLD ..................................................................... 127
HOLD MAGIC ......................................................................... 112
CONDENSE WATER ............................................................. 127
COPY MAGIC ........................................................................... 113
WINTER’S CALL .................................................................... 127
PREPARE MAGIC.................................................................... 113
ARMOR OF ICE ...................................................................... 127
STABILIZE SPELL ................................................................. 113
CRYSTALIZE ........................................................................... 127
STABILIZE MAGIC ZONE ................................................... 113
MOLD ICE ............................................................................... 128
MASS SPELL ........................................................................... 113
WALL OF ICE ......................................................................... 128
QUICKEN RITUAL ................................................................ 114
ENCASE .................................................................................... 128
CALL FAMILIAR .................................................................. 114
CITADEL OF ICE ................................................................... 128
LIVING SPELL ...................................................................... 114
BOREAL SLAVE ..................................................................... 128
UNEARTH MAGIC ................................................................ 114
CREATE ARTIFACT ............................................................... 115 NATURE ............................................................. 129
ABSORB MAGICAL RESIDUE ............................................. 116 PLANT GROWTH ................................................................... 129
TRANSCENDENCE................................................................ 116 PATHFINDER ......................................................................... 129
GOD SPELL ..............................................................................117 SENSE WEATHER ................................................................. 129
TRACELESSNESS .................................................................. 129
HEALING ........................................................... 118
VINES ....................................................................................... 130
PRESERVE ................................................................................118
GLADE ...................................................................................... 130
RINSE ........................................................................................118
CALL LIGHTNING ............................................................... 130
MEND SELF ............................................................................118
BLOCKING BRANCH ............................................................ 130
IMMUNITY.............................................................................. 119
FOG ............................................................................................ 130
CALM EMOTIONS ................................................................ 119
STRIDER .................................................................................. 130
INVIGORATE .......................................................................... 119
VOICE OF THE FOREST ...................................................... 130
LIFT CURSE ............................................................................ 119
NATURE’S WEAPON .............................................................. 131
RITE OF PASSAGE .................................................................. 119
BARK SKIN ................................................................................ 131
REJUVENATION .................................................................... 119
BREAK WOOD .......................................................................... 131
REGENERATION .................................................................. 120
MEND WOOD .......................................................................... 131
TRANQUILITY ....................................................................... 120
NATURE’S POWER ................................................................. 131
HEALING TRANCE .............................................................. 120
CHAIN LIGHTNING ............................................................. 131
PURGE MAGIC ....................................................................... 120
FOREST DOOR ....................................................................... 132
RESTORATION ...................................................................... 120
ANIMATE TREE .................................................................... 132
SHAPESHIFTING............................................. 121 WONDER ................................................................................. 132
BEFRIEND ANIMAL ............................................................. 121
SWARM MAGIC .................................................133
NATURE’S WATCH ................................................................ 121
FIREFLIES ............................................................................... 133
DOLPHIN’S DIVE .................................................................. 121
HARASS .................................................................................... 134
WINGED DESCENT .............................................................. 121
INFEST ..................................................................................... 134
CALL ANIMAL .......................................................................122
WORM FOOD .......................................................................... 134
BAT’S CLAWS ...........................................................................122
HIVEMIND ............................................................................. 134
WOLF’S NOSE .........................................................................122
MOUTH SWARM.................................................................... 134
PRIMAL STRENGTH.............................................................122
ELYTRA .................................................................................... 134
PRIMAL AGILITY ..................................................................122
STINK BUG SERENADE ........................................................135
ANIMAL ANIMOSITY ..........................................................122
PHEROMONES .......................................................................135
HIBERNATE ............................................................................122
CARAPACE ................................................................................135
HUMANOID FORM ............................................................... 123
INSECT SWARM .....................................................................135
MONSTROUS FORM ............................................................. 123
CREATE HIVE .........................................................................135
AWARENESS..................................................... 124 BRAIN PARASITE ................................................................... 136
TRUE STRIKE ......................................................................... 124 PROBE AREA ........................................................................... 136
RECALL MEMORY ............................................................... 124 LORD OF FLIES..................................................................... 136
COMPEL TRUTH .................................................................. 124 WEB ........................................................................................... 136
PORTENT ................................................................................. 125 WASP CANNON ...................................................................... 136

Reforged Power– Player’s booklet


CONSUME ................................................................................ 137 EARTHEN GRASP .................................................................. 151
SWARM FORM ........................................................................ 137 ELEMENTAL INFUSION ................................................... 151
INSECT PLAUGE .................................................................... 137 LIQUID FORM ....................................................................... 151
GIANT INSECT ....................................................................... 137 CONTROL ELEMENT ......................................................... 152
SYMBOLISM ..................................................... 138 MAGMA SONG ..................................................154
INSCRIBE ................................................................................. 138 HEARTH................................................................................... 154
ARCANE MARK ....................................................................... 138 FERTILE ASH ......................................................................... 154
SLEEP ........................................................................................ 139 MEND THE CRACKS ............................................................ 154
FALSIFY MAGIC ..................................................................... 139 MOLTEN ARMOR ................................................................. 155
VANISH ..................................................................................... 139 FIRESTORM............................................................................ 155
BLINK........................................................................................ 139 ABSORB LAVA ......................................................................... 155
IMPROVED ILLUSION ........................................................ 139 CALL MINERAL .................................................................... 155
RECALL .................................................................................... 139 GEYSER .................................................................................... 155
HOLD ....................................................................................... 140 MAGMA TUNNELING ......................................................... 156
BEND REALITY ..................................................................... 140 DRAGON BREATH ................................................................. 156
POLYMORPH ......................................................................... 140 VOLCANIC ERUPTION ........................................................ 156
STONE SONG ....................................................141 MOLTEN SEAT ...................................................................... 156
REINFORCE ........................................................................... 141 MENTALISM .................................................... 157
STONE FIST ........................................................................... 141 MENTALISM SPELL INGREDIENTS ....................... 157
OPEN ........................................................................................ 141 MIND OVER BODY ............................................................... 157
PASS CRACK ............................................................................ 142 COMPARTMENTALIZE MIND ......................................... 157
PETRIFY................................................................................... 142 MIND BLAST .......................................................................... 158
MOUNTAINS’ BLESSING ................................................... 142 MIRROR IMAGES .................................................................. 158
ANIMATE WEAPON ............................................................. 142 BREAK MIND.......................................................................... 158
EARTHEN PILLAR ............................................................... 142 TIME STOP .............................................................................. 158
MACHINE SOUL ................................................................... 143 MEDITATE.............................................................................. 158
CALL METEOR ..................................................................... 143 BODY SWAP ............................................................................. 158
REPURPOSE ............................................................................ 143 MIRROR CLONE ................................................................... 159
RAISE LAND ........................................................................... 143 MASS CONFUSION ............................................................... 159
BLOOD MAGIC ................................................ 144 IMPROVED FATA MORGANA ............................................ 159
BLOOD TAP ............................................................................. 144 MOLD TIME ........................................................................... 159
BLOOD OATH ........................................................................ 144 ONEIROMANCY.............................................. 160
HEROISM ................................................................................ 145 DAYDREAM .............................................................................160
HAND OF BLOOD ................................................................. 145 QUICKENED DREAMS ........................................................160
DARKVISION .......................................................................... 145 SLEEPWALKER ..................................................................... 161
MELD FLESH ........................................................................ 145 PROBE DREAM ...................................................................... 161
BLOOD WARRIOR ................................................................. 145 DREAM LINK ......................................................................... 161
REPEL ...................................................................................... 145 CONTAGIOUS DREAMS ...................................................... 161
CALL DEMON ....................................................................... 146 ENDLESS NIGHTMARE ..................................................... 161
BLOOD VESSEL .................................................................... 146 MANIFEST DREAM .............................................................. 162
BREAK FLESH ....................................................................... 146 MAGIC DREAM ...................................................................... 162
REDIRECTING BARRIER .................................................... 146 DREAM PALACE .................................................................... 162
CLONE ..................................................................................... 146 WISH ......................................................................................... 163
DEATH MAGIC ................................................ 147 SANDMAN ............................................................................... 163
FEIGN DEATH ....................................................................... 147 MAGNETISM ................................................... 164
DEATH’S MERCY .................................................................. 147 MAGNETIC MAP ...................................................................164
BANE BLADE.......................................................................... 148 MAGNETIZE ...........................................................................164
DARKNESS .............................................................................. 148 DEFECT METAL ...................................................................164
CURSE OF UNDEATH .......................................................... 148 DISARM .................................................................................... 165
WRAITHFORM ...................................................................... 148 LAUNCH WEAPON ............................................................... 165
DISINTEGRATE .................................................................... 148 FLING ....................................................................................... 165
CLOUD OF DEATH ............................................................... 148 MAGNETIC FLIGHT ............................................................ 165
POSSESS ................................................................................... 149 ARROW STORM ...................................................................... 165
DEATH’S EMBRACE ............................................................. 149 SENSE METAL ....................................................................... 166
BANE ......................................................................................... 149 TELEKINESIS ........................................................................ 166
ELEMENTAL MAGIC ................................... 150 FIXATE ..................................................................................... 166
FLAMING BLADE................................................................. 150 FLOATING SHIELD ............................................................. 166
WIND BLAST .......................................................................... 150 BLADE SPHERE ..................................................................... 166
ELEMENTAL SHIELD ........................................................ 151 ABSORB METAL .................................................................... 166
ELEMENTAL WALL ............................................................ 151 MOLD GRAVITY .................................................................... 167

Reforged Power– Player’s booklet


ATTRIBUTES

Out of the attributes, Strength is probably the best, as it works as


your hit points and also gives you your carry capacity. This makes
a high Strength a good choice for all kinds of adventurers. Wits WHY USE THIS MODULE?
is perhaps the next in line. It provides mental hit points against 1. Farming of Willpower can be consid-
fear attacks, but it really shines for its very good non-combat ered a metagame, but having a value,
skills. Agility only provides a bonus to its skills, and is primary that your WP move towards reduces
for tanking monsters (dodging) and ranged combat. It is also easy this metagame incentive.
and relatively safe to push in order to farm Willpower in com- 2. If WP move towards a value, it in-
bat. So even if you are slightly better at parrying, you might still centivizes its use instead of just
want to dodge and push that, if you have no other use for your hoarding it, and if players use it, they
Agility. If you push parry, you risk both your hit points, combat are more likely to have fun.
prowess and your item dice. Empathy is rated at the bottom. It 3. It gives more characters than “the
is the only attribute that comes with a downside, that it becomes face” of your adventuring party a rea-
harder to perform coup de grace. Some of its skills are very good, son to have a high Empathy.
but most often only one person in a party really needs them. So, it 4. It is not completely illogical to base
can be more or less useless for everyone else. Willpower on Empathy. As what is
Empathy damage? Stress is Wits
damage. So Empathy damage is
WILLPOWER FROM EMPATHY more like unhappiness with life
After every session, at the same time as you gain session XP, choices/events, and could be rage,
gain Willpower Points equal to your Empathy score and sadness and depression, and those are
then divide the sum by two, while making this calculation kind of the opposite to willpower.
your WP can temporarily be above 10, but 10 is otherwise 5. Why not a fixed value? By keeping
still the maximum amount of WP you can have. Your WP half of your gained WP into the next
is set to this value, round up if you are below your Empathy, session, those gained WP can still
otherwise round down. New characters begin play with WP feel like a boon instead of just a loss.
equal to their Empathy.
WHY NOT USE IT?
Note: You still gain WP the same way during play as in
It will make it more effortless to gain low
the regular rules.
amounts of WP and might reduce the
Example: A PC has 9 WP and 3 Empathy. When the ses-
amount of pushed rolls around the table.
sion ends, they update their WP to 9+3=12 and halve that to
Getting 10 WP to make a “perfect” magi-
6, giving them 6 WP for their next session.
cal item with bind magic will be harder.

10

Reforged Power– Player’s booklet


If taught by teacher: No rolls are needed, you can au-
READIED ITEMS
tomatically learn spells and ranks that they know, each tak-
Each character may have a number of readied items on ing a Quarter Day to learn.
themselves up to their Agility + sleight of hand. Readied If studied from a Grimoire: You must succeed a lore
items are items that PCs can draw as a fast action, without roll to learn sorcerous magic written within it or an insight
the need to rummage through their package. roll to learn druidic magic written within it. All rolls are
Heavy items use two readied item slots. If a container is made with a penalty equal to the rank you try to attain. Each
marked as readied, all resources inside it will count as read- attempt takes a Quarter Day.
ied, if they are of the same type. If researched from scratch: You must spend 1 silver
worth of ingredients (could be any ingredients that fits the
discipline, or herbs if none fit) and then succeed a Wits roll
with a penalty equal to the rank you try to attain.

WHY USE THIS MODULE?


1. Adds more usefulness to Agility, just
like Strength adds carry capacity.
2. Adds more usefulness to the sleight WHY USE THIS MODULE?
of hand skill. Without this, it is kind 1. Sorcerers and Druids have Wits as
of a “only one person in the group their key attribute, but have no use
should really have this” kind of skill. for it, related to their profession.
3. When your adventurer’s quick draw 2. Hording XP in wait for some
that antidote, you can avoid the ar- teacher, is not always fun. But hav-
gument if it isn’t really in the bot- ing teachers makes it much easier to
tom of the backpack or not. learn, especially spells, so that will
keep encouraging their use.
WHY NOT USE IT? 3. Instead of learning everything over-
You don’t need rules for everything. night, after you have found a
teacher, it forces you to spend time
to learn magic spells one at a time.
4. If you tend for your PCs to be able to
discover new magical spells, in al-
WITS TO LEARN MAGIC ready existing schools, this can ex-
You have to learn spells individually, but increasing magical plain why they don’t already know
path talents without a teacher no longer triples needed Ex- them. It even works if you want your
perience Points. PCs to make their own magic (see

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.

11

Reforged Power– Player’s booklet


MAXIMUM KNOWN SPELLS HELP FROM OTHERS
You should perhaps only consider using this module if you You can receive no more bonus dice than the lowest Empa-
add a lot of available spells to your magic users’ paths, like if thy of all the participants (you and all those that help you).
you are also using the “New spells” module. This means that if you have the help from three others
If you learn a spell, and this causes you to know more than and all have Empathy at three or above, you would be at a
your Wits +1 spells of the same rank in the path, then you +3 bonus, but if an orc with Empathy 2 also starts to help,
must erase your knowledge of another spell that fits these he will mess up the group dynamics and you only roll at +2.
criteria. You may learn up to half this number of spells one
rank above your path, these are the ones you can chance cast.
When counting your known spells, general spells count as
if belonging to ANY of your known paths, using up a known WHY USE THIS MODULE?
spell slot in that path, but a maximum of half a rank’s 1. Societies built on high Empathy, of-
known spells can be general spells. ten work better together.
You can exchange the knowledge of up to half of an ob- 2. Adds more usefulness to Empathy.
tained ranks’ known spells, for lower ranked spells.
WHY NOT USE IT?
CURATOR OF MAGIC It is a rule you will not be using much.
If you use the “Maximum known spells” module, a player
that learns a spell, that takes them over their limit can
choose to learn this talent, by spending the required XP, in-
stead of forgoing knowledge of a previously known spell. LANGUAGES
✥ Your Wits counts as if increased by the rank in this
Original idea: Klas Bas
talent when you calculate your maximum number
Gain 1 point of lingual knowledge per point of Empathy and
of known spells per rank in a magical path.
1 per skill level in lore (do not add Wits). If lore later on is
increased through xp, then gain another point.
Read/Write (1 point): If you spend 1 lingual point here,
you can read/write all languages you know.
WHY USE THIS MODULE?
Learn a dialect (1 point): You can speak 1 dialect of a
1. Adding new spells, also adds power to
language flawlessly and to a degree understand other dia-
spellcasters, this limits that.
lects. If two such parties really try to communicate, they
2. Sorcerers and Druids have Wits as
will understand each other. But if you only overhear a con-
their key attribute, but have no use
versation, you must succeed a lore roll to get the gist of it.
for it, related to their profession.
Fully master a language (2 points): Instead of learn-
3. If a caster would have 3 Wits, they
ing a second dialects from the same language, fully master
now on average would learn one less
all dialects of it. If you cannot or have not had any previous
spell/rank than before (on average
interactions with a dialect, you start to pick it up as soon as
there exists 3 spells/path/rank plus 2
you start interacting with it. Make Wits rolls one per Quar-
general spells/rank), but they would
ter Day, just as if you tried to learn a talent, it costs no XP.
gain greater options of choice.
Interactions with zero lingual points: If both parties
really try and interact for a long-time using hand gestures
WHY NOT USE IT?
and so on, they can often understand each other on a rudi-
You might have other ways to limit or add
mentary level even if they do not share any language.
cost to your spellcasters if you have many
Note: Other languages and dialects could be available if
extra spells available for them to learn.
you play in areas outside the Ravenlands.

12

Reforged Power– Player’s booklet


RAVLANDIC ORCISH

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

The language of the wolfmen. No connection to other lan-


ASLENI
guages. Sounds most like animal sounds for the uninitiated.
The mother tongue of the Aslene. A bumpy and short-cut Can be howled over long distances. No written language.
language that most listeners perceive as hard and effective.
Those who speak Ravlandic can recognize many words that SAURIAN
have to do with horses, horseback riding and nomadic life.
The language of the Saurian people. Have no connections
Uses an alphabet that is similar to the old English one.
to other languages. They only use the vowels a, u,and e, but
Dialects: One for each of the Aslene clans. Quardic and have their own consonants of which eight are throat clicks
Galdanic are the common ones in the Ravenlands. that are reminiscent of “g”, and six smacking sounds that
are close to “t”. Their speech most closely resembles long,
ELVEN rambling harangues of syllables.
The language of the elves. It is soft and melodic that most
listeners perceive as beautiful and singing. Those who speak
Ravlandic can recognize many words that have to do with
nature, magic and art. Uses soft rolling runes in writing.
WHY USE THIS MODULE?
Dialects: There are no dialects among the elves in the
1. If you feel that languages might add
Ravenlands, but it is instead hard to master. Increase the
something to your game.
cost to learn it by +1 point, you may learn a “broken version”
2. Adds more usefulness to Empathy.
for 1 point, and that will make you understand each other.

DWARVEN WHY NOT USE IT?


Languages are simply roleplayed when
The language of the dwarves. Often perceived as mushy and
needed? Or everyone could just under-
cruel with long sentences. Those who speak Ravlandic can
stand each other? Or you could use an-
recognize many words that have to do with mountains,
other system for this?
forging and mining. Uses angular runes in writing.
Dialects: One per clan. In the Ravenlands choose be-
tween: Belderranic, Meromannic, Canidic or Crombic.

13

Reforged Power– Player’s booklet


ADVANCEMENT

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.

14

Reforged Power– Player’s booklet


AGE IS MORE WORTHWHILE TALENTS REQUIRE SKILLS
Change the skill points gained from age to Young: 8, Adult: Original idea: Fenhorn
12, Old: 16, i.e. a bump of +2 per increased Age category. In order to increase a general talent to any rank, you first
Note that if you use the “flatten skill costs” module, you need to have the same level or higher in a skill associated
should also apply the skill point bonuses gained from that. with that talent. A list of what skills are associated with
what talents can be found below.
✥ MIGHT: brawler*, defender, (heavy weapon
fighter), melee charge*, pack rat*, shield
fighter*, threatening*, (wrestler*)
WHY USE THIS MODULE?
✥ ENDURANCE: berserker, (diver), lucky,
1. Making an older character just isn’t
(muck worker), pack rat*, pain resistant,
worth it in the core game.
(solid drinker), wanderer
2. As attributes never can be increased,
✥ MELEE: ambidextrous, axe fighter,
older persons should more likely be
brawler*, cold blooded, (duelist), firm grip,
buffed in the opposite direction, as
hammer fighter, knife fighter*, quickdraw*,
everyone can get the skills and tal-
shield fighter*, spear fighter, (staff
ents they want with some XP.
fighter), sword fighter, (whip fighter),
(wrestler*)
WHY NOT USE IT? ✥ CRAFTING: bowyer, builder, poisoner*,
You are not using the point buy system, smith, tailor, tanner
or you favor PCs to play as Young.
✥ STEALTH: knife fighter*
✥ SLEIGHT OF HAND: (backstabber), (dirty
fighting*), lockpicker, (pickpocket), quick-
TALENTS COSTS AS SKILLS draw*
✥ MOVE: (athletics), executioner*, fast foot-
Make talents follow the same cost as skills and their levels.
work, lightning fast, melee charge*, steady
feet
✥ MARKSMANSHIP: fast shooter, sharp-
shooter, throwing arm
WHY USE THIS MODULE?
✥ SCOUTING: sixth sense
1. It can to a higher degree make your
✥ LORE: (inventor), (polyglot), (storyteller)
PC’s favor increasing their skills in-
✥ SURVIVAL: fisher, herbalist*, master of
stead of just focusing on talents.
the hunt, pathfinder, quartermaster, sailor
2. If you also use the “flatten skill
✥ INSIGHT: executioner*. fearless, incor-
cost” module, talents costs don’t
ruptible, (intuitive), (meditation)
change much. From a total of 18 XP
for rank 3, to 20 XP for rank 3.
✥ MANIPULATION: sharp tongue*, threat-
ening*
WHY NOT USE IT?
✥ PERFORMANCE: (dirty fighting*), (leader),
You are fine with having your players in-
sharp tongue*
vest most of their XP in talents only, or
✥ HEALING: alchemist, (apothecary), chef,
you have enough other rules that pro-
herbalist*, (physician), poisoner*
motes spending XP on skills.
✥ ANIMAL HANDLING: (animal whisperer),
dragon slayer, horseback fighter

15

Reforged Power– Player’s booklet


* This talent is associated with multiple skills. You only 3. Roll for home region, you may accept it if you
need one of them. want to. You gain no bonus from accepting it.
(…) This is an optional talent module. 4. Roll for childhood, then if you want to place your
attributes and skills in accordance, gain +2 XP if
either attributes or skills are selected and +4 XP if
both are.
Note that skill levels and attributes can be low-
WHY USE THIS MODULE? ered later if they violate the point buy rules, but if
1. As PC’s often focuses more on in- they do, you keep any bonus XP from this step.
creasing talents then skills, this can 5. Roll for profession*. If accepted gain +1 XP.
force them to first spend XP on 6. Roll for profession talent*. If accepted: +1 XP.
skills in order to acquire said talents. 7. Roll for formative event. If the talent and skills
2. It feels natural that you need some are accepted, gain 1 XP and the listed starting gear
skill in order to specialize. in addition to those listed on your profession.
3. Might make PCs spend more xp on 8. Select age, roll one additional formative event
non-general talents. (step 7) for each age category above young. Reroll
duplicates.
WHY NOT USE IT? 9. Reduce any non-profession skill down to 1 and

Some professions will be affected much any profession skill down to 3.

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

a Fighter, that can start at 3 in skills that to 5, or 6 if it is both.

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.

16

Reforged Power– Player’s booklet


* Note that these tables may have changed, see the follow-
ing pages of this booklet.
MULTICLASSING
As long as you have at least 2 levels in each of another pro-
fession’s primary skills, you are eligible to learn that pro-
fession’s paths.
Note: If you are not using the “Flatten skill costs” or
WHY USE THIS MODULE?
“Talents costs as skills” modules, especially if you aren’t us-
This is simply a way to combine the point
ing any of them, this can be considered too harsh. Perhaps
buy system and the Legends & Adventur-
they only need a level of 2 in 2-3 of the skills and a 1 in the
ers tables. The bonus XP is not supposed
rest? This would make it possible to begin with multiclass
to be worth it, the Legends & Adventur-
eligibility in closely related professions, but I don’t see an-
ers tables are more used to give inspira-
ything game breaking in this.
tion, while using the point buy system.

WHY NOT USE IT?


You like the core alternatives just like
they are, don’t use the point buy system, WHY USE THIS MODULE?
or think this just complicates things. 1. It is possible to learn new profes-
sions in reality, so should perhaps be
possible in fantasy?
2. It makes class combinations that are
far away from each other harder to
ADAPTING TO INJURIES
multiclass into.
If you have to live with a crippling permanent critical in- 3. This system avoids XP sink talents
jury, you begin to adapt after 3d6 days have passed. After that are there to just eat away XP as
that gain +2 XP per session until you have gotten 10XP a penalty for mixing professions. As
(max once from “one arm is unusable” and once from “run buying into talents that do not add
becomes slow”), these can be spent on anything, but if anything directly distracts from fun.
your limb somehow is magically restored, the limb needs 4. It avoids any pay x2 XP systems, as
to be retrained to be fully usable, this then costs an equal those can make you feel that it is bet-
amount of XP as previously gained. ter to just reroll your character, like
if you for example want to abandon
your one starting path into rogue
and become a fighter with rank 3 tal-
ents. That can instead become a fun
WHY USE THIS MODULE?
journey.
1. It makes living with a permanent
5. Willpower points are a finite re-
critical injury more fun. It might be
source you now have to spread out
what tips you over from wanting to
over multiple talents, talents you
reroll your character to wanting to
need to buy, so it is hardly game
keep roleplaying it.
breaking to allow multiclassing.
2. Our brains tend to adapt to new lim-
itations over time, so it is not super
WHY NOT USE IT?
farfetched as a rule.
You don’t like the idea of multiclassing,
or you have other rules for that.
WHY NOT USE IT?
Old school punishing is the way to go!

17

Reforged Power– Player’s booklet


4 FOUND A RELIC. You found a thing that
CAN ROLL A CHAMPION sparked something within you. A path toward
Replace the professions table in the Legends and Adven- your destiny.
tures supplement with one adding the Champion profes- E Receive sleeping furs, a small tent and roll
sion, the so far only officially added profession. for a carried precious find with a D36, add 20
to the result.
D66 PROFESSION Move 1, Scouting 1, Lucky
11-14 Champion (from the Bitter Reach) 5 WITNESSED A MIRACLE. You saw it with your
15-22 Druid own eyes and it changed your life forever.
23-26 Fighter Perhaps someone survived a mortal disease
31-34 Hunter or perhaps a god appeared before you in a
dream. Since then, you have dedicated your
35-42 Minstrel
life to follow your chosen path.
43-46 Peddler
E Receive a heavy Warhammer and 2 doses
51-54 Rider
of antidote against lethal poison.
55-62 Rogue Healing 1, Insight 1, Incorruptible
63-66 Sorcerer 6 CHALLENGED A DEMON. You tell that story and
no one seems to believe you, but it truly hap-
Original idea: Mattia pened: You stood in front of it and survived. It
You must then also add a rollable formative event table for wasn’t really a fight, but you stood the ground
the Champion class. and, for some reason, it ran away.
E Receive a morningstar, a light shield and a
D6 FORMATIVE EVENT, CHAMPION holy symbol.
1 ENSLAVED. You spent almost a year enslaved. Melee 1, Lore 1, Fearless
They made you work day and night, treated
as a beast. You escaped on a stolen mount.
E Receive a mount (not warhorse).
Might 1, Endurance 1, Pain Resistant
2 CRUISADE. You partook in a warband with a WHY USE THIS MODULE?
goal to change things. It went badly, and al- You want your players to be able to play a
most everyone died, facing your enemies. Champion and you use the Legends and
E Receive a mace, an open helmet and gam- Adventures tables.
beson armor.
Melee 1, Endurance 1, Hammer Fighter WHY NOT USE IT?
3 BESIEGED. You defended an area under siege, You are fine with having your players not
and while your side in the end was victorious, be able to roll forth a Champion or you
the victory came at a hefty price. use other tables for that.
E Receive a broad sword, a large shield, a
chainmail and a crossbow + quiver with 1 unit
of bolts. All items have permanently lost 1 die.
Melee 1, Marksmanship 1, Defender

18

Reforged Power– Player’s booklet


CAN ROLL ALL PATH TALENTS XP AS A GROUP
You can replace the rollable profession talents tables in the If you have a somewhat consistent adventuring party, then
Legends and Adventures with these. Before you roll, ask treat the PC adventuring party as having a “gained XP”
your GM what paths from expansions and this booklet that value as a group.
are allowed. Perhaps expansions’ paths should be disallowed Whenever you would give out XP, instead apply it as the
until they first have been discovered in game? Then reroll groups total XP after you have split it by all attending party
if you roll an unallowed entry. I added the Bloodmarch dis- members. In the end the pool should increase with what
ciplines to sorcerers, even though druids can learn them, the average adventurer would gain, and that is also what
as I feel sorcerers would be more likely to have them. you give out to all attending adventurers.
It doesn’t matter if you use the XP questions from the
D8 NON-SPELLCASTER TALENT
PHB, if you have added you own questions like “did you
1-6 Same result as in the original table
learn any lore about the world? +1 XP”, or if you just apply
7-8 The new path for the profession a fixed XP rate, perhaps around 5 per session or so, just to
(see profession talents in this booklet) keep them more focused on the adventures and not get dis-
D6 DRUID TALENT tracted by some XP farming meta-gaming.

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.

WHY NOT USE IT?


WHY NOT USE IT?
You are fine with the XP system as it is,
You do not want these paths available at
or use other alternatives.
all, or at least not from the start.

19

Reforged Power– Player’s booklet


SKILLS

A good advice is probably to never have your players make a roll


if there aren’t any consequences to failing. Like just because you
say you are scouting, don’t make a roll. The GM will tell you if
an ambush or anything appears and will then tell you to roll, WHY USE THIS MODULE?
when there are consequences for failure. Making an armor and rolling in advance
Let’s say the adventurers are searching for traps, then first before you spend the week to make it
roll when they are about to trigger one... or maybe make them gives you meta-information, you would
automatically succeed if the trap is very easy to notice, if they are not have at that point in time.
searching for it. I would also make them roll just before trigger-
ing a trap, even if they had not said they were looking for traps, WHY NOT USE IT?
but without any bonus, or perhaps with a penalty, to the roll. You will need to keep more/better track
Searching in itself should just be a time penalty, like "sure, you of things. A fire and forget roll, and you
search thoroughly, but it doubles the time you spend in each room are done. That work fine!
and corridor, you now just hope that your torches will last".
Well, maybe make a player roll, even if there are no conse-
quences if you really want them to feel on edge, to add to the ten-
sion of a scene. Like where a success maybe only gives a "you hear
noises from behind what you can see, its coming closer, you are
being hunted". In that case, even on a failed roll, the players will
PUSHED LONG TIME ROLLS
start guessing that something is wrong. If you push rolls that take a long time to complete, like a
turn or more, there can also be mishaps if the push doesn’t
yield you more x. This commonly applies to: Forage,
ROLL AT A PERIOD’S END
Hunt, Fish, Craft, Repair and Tame Animal rolls. Exam-
When taking actions that take time to complete, make any ples:
rolls first when they can have any effect. For instance, ✥ Pushed craft roll to chop wood yields you no ad-
when applying long term care of critical injuries, first make ditional x: Your timber axe might now be bro-
the actual healing roll after half the duration of the criti- ken and require repair.
cal injury have passed. ✥ Pushed animal handling roll to tame an animal
fails: The animal becomes violent or afraid of you.
✥ Pushed move to climb something that takes 15
minutes or more to climb fails: You don’t just fail
to climb up the thing, you fall.

20

Reforged Power– Player’s booklet


WHY USE THIS MODULE? WHY USE THIS MODULE?
It adds a deterrence from pushing rolls 1. Pushing rolls can add to dramatic
where a failure often doesn’t come with moments.
any real consequences. As attribute dam- 2. Allowing player to push gives them
age in these cases often can just after- more agency.
wards be healed with rest. You otherwise 3. It can be used against your players.
run the risk that these rolls could be a way Important NPCs might get to push
to farm Willpower Points. for a chance to enhance a scene.

WHY NOT USE IT? WHY NOT USE IT?


You could be fine with just not allowing It might feel strange and that you are
such rolls to be pushed. Or you might al- gaming the system? It is good as is it.
low them to be pushed only in dramatic
situations. Or you might even consider
that this actually should be a good way
for PCs to farm Willpower Points.

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.

things, making your tummy ache”, scouting vs an ambush


“you get jumpy and paranoid and double check everything,
because you really think you heard something”, lore vs
something that just came up “you are flabbergasted that
WHY USE THIS MODULE?
you don’t recall more about this this, a minor brain melt-
There are multiple things that give this
down that makes you unsure of yourself, because this was
bonus in the core game and even more in
something you surely researched only a few years ago”.
these booklets. Making them stack is
probably too powerful. Making them not
do anything could feel boring.

WHY NOT USE IT?


You do not find that adding reputation is
a better solution.

21

Reforged Power– Player’s booklet


TALENTS

This chapter contains new talents and extra ranks to existing


talents and even some changes to talents. Mostly to increase PC
options.
D8 TO REPLACE +1 BONUS
Note that a lot of talents added here have ranks up to 5, these Whenever a talent adds a D8 Artifact Die to a roll, the D8
are only used if you are using the “Talents can rank up to 5” now replaces any previously added +1 modifier to the roll,
module, if not just ignore the rank 4 and 5 entries. if they would apply to the same thing.
Notice that this doesn’t affect the horseback fighter
talent, as the D8 is applied to mounted charge attacks and
FREE ACTION LIMITATION the +1 is applied to all mounted melee attacks.
Whenever you are allowed to make a free action (i.e. not
part of your standard slow and fast actions), you may not
benefit from any general talents – other than the effect, if
any, that allowed you to take the free action to begin with. WHY USE THIS MODULE?
1. A D8 is as likely to roll any X as ~2.9
D6, and if you count the double suc-
cess on an 8 as 2X, it is worth up to
3 times as much. While one might
WHY USE THIS MODULE? think that the increased cost of the
1. Talents that give free actions tends talent perfectly justifies this, other
to be more valuable than other tal- things you spend XP on get dimin-
ents, this reduces their value. ishing returns at higher level. Like
2. Makes PCs a little less superhuman. increasing a skill from +2 to +3 costs
a lot more, than from +1 to +2, but
WHY NOT USE IT? this is not the case with these tal-
You are fine with free actions being pow- ents.
erful or you feel that this just complicates 2. Makes especially combat-oriented
things. PCs slightly less powerful compared
to non-combat-oriented PCs.

WHY NOT USE IT?


You are fine with PCs giving a stronger
value to talents than skills.

22

Reforged Power– Player’s booklet


SMALL KIN TALENTS CAN RANK UP TO 5
Since Goblins and Halflings are so much smaller than hu- Talents can further be increased to rank 4 or 5. You can find
mans, they gain a permanent+1 modifier to stealth. They a lists for all rank 4-5 versions of all talents.
are also the only ones that can ride ponies and wolves.
The downside is that, longbows and all non-light 2-
handed melee weapons used by them now impose a -1 move
penalty. Heavy melee weapons can only be wielded using
both hands and the combination of 2-handed plus heavy WHY USE THIS MODULE?
melee cannot be used at all by them. 1. Good for longer campaigns, then
your PCs will probably never com-
plain that they might not have any-
thing to spend XP on. There will al-
WHY USE THIS MODULE? ways be things to strive for.

1. It feels natural that smaller kin gain 2. It can be added to important non-

a bonus modifier to stealth. monster NPCs to further flesh

2. It feels natural that smaller kin them out and make encountering

would have problems wielding larger them more truly epic.

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.

WHY USE THIS MODULE?


1. It is not more overpowered then if
you were a half-elf to begin with.
2. It in many cases make sense. Like
that an orc would choose to be a
path of the beast hunter.
3. The talents are otherwise wasted,
and that reduces fun.

WHY NOT USE IT?


This makes halfling better at being
knights, and that feels a bit strange.

23

Reforged Power– Player’s booklet


ENHANCED MASTERWORK MULTIPLE CRAFT SUCCESSES
TALENTS, BUT TOUGHER REPAIRS If you roll multiple craft successes, you can optionally have
made more identical items equaling the amount of x you
Crafting talents that at higher ranks allows you to add to rolled, as long as you have the materials for them all.
item quality, Item Bonus, Weapon Bonus or Armor Rating
by taking a negative modifier to the crafting roll (i.e. Bow-
yer, Smith, Tailor and Tanner), now gains talent modi- DISARMS COUNTS AS ATTACKS
fier/artifact dice at higher ranks.
There are some talents that affects “all attack rolls”. It is a
But any dice above what is normal for an item, magical
bit vague. Even a shove is listed as an attack (Player’s Hand-
or not, is added as a penalty when they are repaired.
book page 93). So, any offensive action, that makes you roll
✥ RANK 2: Gain a +1 modifier to applicable crafting
an “attack roll” with the weapon, like a disarm now also
and repair rolls.
counts as an attack.
✥ RANK 3: You can add a D8 Artifact Die to appli-
Note that you only can use a weapon to shove, if the
cable crafting and repair rolls. (Note that this re-
weapon actually has the hook feature.
places the +1 modifier if you use the “D8 to re-
place +1 bonus” module.)
✥ RANK 4: Replace the D8 with a D10 Artifact Die. ADD RANKS TO KIN TALENTS
✥ RANK 5: Replace the D10 with a D12 Artifact
Kin talents now have ranks. These can be increased just like
Die.
any other talent.
Note that you should ignore the rank 4 and 5 entries,
unless you also use the “Talents can rank up to 5” module.

WHY USE THIS MODULE? ADAPTABLE


1. The higher the rank of these craft- The kin talent of Humans. Rank 1 as in the Player´s Hand-
ing talents, the higher the XP cost book.
just to add an option that might be ✥ RANK 2: Spend 1 Willpower Point to gain or give
very hard to even use. That makes a D8 instead of a D6 when helping or being helped
them less worth to keep investing in. by others. Can only be applied once per roll.
2. A master smith would have a higher ✥ RANK 3: When you use rank 1 to use a different
chance of making a simple sword skill, add any dice from the replaced skill and
then an apprentice. choose which of the skills’ attribute to use.
3. A chipped masterwork axe made out ✥ RANK 4: You grant nearby allies a +1 bonus to
of dwarven steel probably would re- one skill you have 1 or more ranks in, but this does
quire more experience to repair, not let them surpass your level in the skill.
then a chipped crude bronze axe. ✥ RANK 5: Gain +1 to any one attribute, may not
exceed 6.
WHY NOT USE IT?
You like the crafting talents more as they INNER PEACE
are.
The kin talent of Elves. Rank 1 as in the Player´s Hand-
book. Whenever you meditate you may combine effects,
each costing you additional Willpower Points.
✥ RANK 2: You may spend 1 Willpower Point to al-
ter your appearance slightly when you meditate.
Small changes take up to a week to take effect and

24

Reforged Power– Player’s booklet


major changes can take months to apply. This Note that this talent cannot be used on an already
also allows you to, over one week’s time, heal any pushed roll, you are no Dwarf.
permanent critical injuries and/or move an at- ✥ RANK 3: At the end of a session, when you gain
tribute point to another attribute, as long as all xp, gain 1 Willpower Point if you are below your
attributes stay within the range of 2-5, with the Wits.
exception of Agility that can be within 2-6. ✥ RANK 4: When you are at 0 Willpower Points,
✥ RANK 3: When you meditate you feel a connec- you may spend up to one point of Wits per round
tion with the past, it may be the elf that sprung as if they were WP.
your gem shard, your own memories, or perhaps ✥ RANK 5: At the end of a session, when you gain
a deep connection to the ancients in the Stillmist. xp, gain 1 Willpower Point. Stacks with RANK 3.
For each WP, you may ask questions about a
place, a person or artifact. The GM will either TRUE GRIT
hand you a legend about it, a last known location,
The kin talent of Dwarves. Rank 1 as in the Player´s Hand-
or answer anything else about is history or origin.
book.
It is possible that something is so insignificant
✥ RANK 2: When you use rank 1, every Willpower
that you get no answer at all.
Point spent now allows you to push the roll two
✥ RANK 4: You may, for 1 WP, meditate to im-
more times, instead of only one.
prove yourself. Gain +1 to an attribute for a day or
✥ RANK 3: Gain a +1 modifier to any one skill.
until you meditate again, whatever comes first.
✥ RANK 4: You may spend 1 WP to either reduce
You now also know how to bury your ruby into
any non-self-inflicted damage you take by 1, or the
a tree to become an Ent. This process takes at least
Power Level of a spell targeting you by 1.
2d6 years and life as an Ent is slow to anyone but
✥ RANK 5: Improve the skill modifier from rank 3
you. As you take energy from the sun, you only
by one, to a total of +2.
heal, drink and gain nutrition by remaining
rooted. As long as you are not power gaming an HARD TO CATCH
Ent army, the GM might at this point allow you
to make a new character, and if so, you may help The kin talent of Halflings. Rank 1 as in the Player´s Hand-

to decide what your Ent’s motivations will be and book. Are also Small, if you use the “Small Kin” module.

why. ✥ RANK 2: If you use the “Short break” 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

ever comes first. intoxicated condition.


If you do not use the “Short break” module,
PSYCHIC POWER instead roleplay this to as once per Quarter Day
you can take a turn (15 minutes) to restore 1 Wits
The kin talent of Half-elves. Rank 1 as in the Player´s
and Empathy.
Handbook.
✥ RANK 3: Good fortune. Spend 1 Willpower Point
✥ RANK 2: You may spend 1 willpower to push any*
to reroll an attribute die showing a , or 2 WP
roll you make, though raw psychic power. If made
to reroll any other die that shows a , and has a
on a roll you normally could have just pushed,
detrimental effect on a .
you may reroll dice showing as on the initial
✥ RANK 4: As long as you have at least 2 WP, treat
roll.
all untrained skills as if they had a skill level of 1.
*: You can with this push any rolls that gain x
✥ RANK 5: As long as you have at least 3 WP, gain
on 6’s, and have no effect on 2-5. So, you are al-
a +1 bonus to all skills. This effect stacks with rank
lowed to push armor rating rolls, reputation
4.
rolls, Wits rolls made to learn talents, and so on.

25

Reforged Power– Player’s booklet


HUNTING INSTINCTS enemy, you may spend 1 WP to lure the ally into
their line of attack. You can then perform a free
The kin talent of Wolfkin. Rank 1 as in the Player´s Hand-
run action, even if the attacker was at arm’s
book.
length and, regardless if you do or not, the ally
✥ RANK 2: You may spend 1 willpower to ignore be-
then becomes the target of the attack.
coming cold. You may do this after you have seen
✥ RANK 3: You are used to a harsh life. Regain 1 at-
the result of any roll. If combined with Path of
tribute points in each attribute after each Quarter
the Forest rank 2, you instead become immune to
Day, as long as nothing hinders you from regain-
cold.
ing attribute points. If a critical injury can kill
✥ RANK 3: You may designate a whole group as
you, you first die after twice the listed time.
your prey. The whole group must be within line
✥ RANK 4: When you are in darkness, or in moon-
of sight, or have a scent to follow. Count this as
light, every time you spend one or more Will-
if you at the same time would have a designated
power Points to activate a talent or cast a spell,
prey of each individual target, but any attack bo-
the first WP counts as two.
nuses against them are halved, round down.
✥ RANK 5: When you are at 0 Willpower Points,
✥ RANK 4: You gain a bonus die to all rolls when
you may spend up to one attribute point per
you are outdoors in a forest or dark forest hex.
round as if they were a WP.
✥ RANK 5: You gain an additional bonus die against
your designated prey.

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

The kin talent of Goblins. As in the Player´s Handbook,


but with an addition to rank 1. Are also Small, if you use
the “Small Kin” module.
✥ Added to RANK 1: You take a -1 penalty to all
skills while in bright sunlight. This can be averted
with a hooded cloak or other headgear that gives
at least a -2 penalty to scouting. You may for free
add such a cloth item to your starting gear.
✥ RANK 2: When an enemy pick you as the target
for an attack, and the attack does not target one of
your allies within equal or closer range from said

26

Reforged Power– Player’s booklet


✥ RANK 5: When you use rank 3 and 4, the first
PROFESSION TALENTS Willpower Point you spend counts as two (or
Each profession has gotten a new path, except for druid’s three if you are a Half-elf).
that have gotten two. Sorcerers already got enough paths,
so they were left without any new. PATH OF VALOR (NEW PATH)
Note that you should ignore the rank 4 and 5 entries, Only by being the one that does the impossible, will you
unless you also use the “Talents can rank up to 5” module. honor your conviction.
✥ RANK 1: You may spend a fast action to shout out

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

Rank 1-3 as in the Bitter Reach, or change rank 3 according


to the “Enhanced Path of Protection” module if it is used.
DRUID TALENTS
✥ RANK 4: You may spend Willpower Points to
PATH OF ICE
protect your allies from harm. Enemies that start
their turn within your reach suffer a penalty to all Rank 1-3 as in the The Bitter Reach.
attacks against your allies equal to the amount of ✥ RANK 4-5: You can also cast rank 4-5 spells from
WP you spent. Lasts until the end of the encoun- the Ice affinity discipline.
ter or until you are broken whatever happens
first.

27

Reforged Power– Player’s booklet


PATH OF HEALING

Rank 1-3 as in the Player’s Handbook.


✥ RANK 4-5: You can also cast rank 4-5 spells from
the Healing discipline. FIGHTER TALENTS
PATH OF SHIFTING SHAPES PATH OF THE BLADE
Rank 1-3 as in the Player’s Handbook. Rank 1-3 as in the Player’s Handbook.
✥ RANK 4-5: You can also cast rank 4-5 spells from ✥ RANK 4: You may now combine multiple ranks
the Healing discipline. of path of the blade during the same action.
For 1 Willpower Point, you may for one action
PATH OF SIGHT count your melee weapon as if also being of an-
Rank 1-3 as in the Player’s Handbook. other type. This enables it to benefit from multi-
✥ RANK 4-5: You can also cast rank 4 spells from ple weapon talents at the same time.
the Healing discipline. ✥ RANK 5: When you count a weapon as an addi-
tional type, it automatically counts as if it was of
PATH OF NATURE (NEW PATH) all possible weapon types.

A new magic path for druids.


PATH OF THE SHIELD
✥ RANK 1-5: You can cast rank 1-5 spells from the
Nature discipline. Rank 1-3 as in the Player’s Handbook.
✥ RANK 4: You may spend a Willpower Point to be
PATH OF THE SWARM (NEW PATH) allowed to parry a monster attack.
✥ RANK 5: You may combine any two ranks from
A new magic path for druids.
this talent and doing so cost you 1 less WP.
✥ RANK 1-5: You can cast rank 1-5 spells from the
Vermin discipline.
ALTERNATIVE: PATH OF THE ENEMY

This an alternate version of path of the enemy, that don’t


depend on hidden combinations. It can be used if you don’t
intend to use the hidden combinations rules at all, or if you
WORSHIP OF SWARM DRUIDS?
don’t want to use it often.
The insect god Harm is noted to be wor-
✥ RANK 1: After an enemy has taken an action (like
shiped by certain druidic societies, and
moving or taking a swing action), you may spend
fits well. Harm is an incarnation of the
a Willpower Point to interrupt the turn order and
wild and untamed nature, as an unusually
immediately spend your fast and/or your slow ac-
capricious and incomprehensible aspect
tion. Do note that this will happen after the ac-
of the omnipresent Nightwalker. (Book
tion that the enemy took is concluded. This
of Beast page 127). These druids could
counts towards your actions in the round.
likely have originated from the elven jun-
✥ RANK 2: Whenever you parry an attack, you may
gles of Treuwen, sent out to make sure
spend 1 Willpower Point to be allowed to imme-
that dwarves or others do not upset the
diately make an attack against the opponent as a
balance of nature. Some may even have
fast reaction. Your opponent cannot dodge or
begun to worship “Eating wyrm”, an as-
parry this attack.
pect of the god Wyrm (The Bloodmarch,
✥ RANK 3: For 1 Willpower Point you may have
page 149).
the target be unable to parry or dodge one of your
attacks.

28

Reforged Power– Player’s booklet


✥ RANK 4: As per rank 1 but you may for an extra each for a turn (15-minutes). When the turn ends,
Willpower Point, act before the enemy. If they any damage taken will spill over to your regular
cannot act, like trying to make a melee attack after attributes, but will not reduce you below 1.
you have moved away, they lose their action.
✥ RANK 5: As per rank 4 but the actions aren’t used
up, and you may use them during your turn.

OLD: PATH OF THE ENEMY


HUNTER TALENTS
Only use this if you don’t replace the original path of the PATH OF THE ARROW
enemy with the “Alternative: Path of the Enemy” module.
Rank 1-3 as in the Player’s Handbook.
✥ RANK 4: As per rank 1 and you gain a free
✥ RANK 4: If you wound with a ranged attack, you
action directly after the hidden combina-
can spend Willpower Points, to add a shove or
tions takes place. The free action must be
disarm effect. Each WP adds 1 x towards the se-
taken from the fast action list.
lected effect. If the WP adds no effect because the
✥ RANK 5: As per rank 4 and your free ac-
target have some resistance to the effect, like the
tion can also be taken from the slow action
firm grip or steady feet talents, then you are
list.
also refunded the spent WP.

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

29

Reforged Power– Player’s booklet


✥ RANK 1: When rolling for stealth in a dark or ✥ RANK 4: You may as slow reaction add x to an
dimly lit environment, you may spend Willpower ally’s endurance roll. You must, if in combat,
Point which then is automatically turned into ex- spend the slow action before seeing the result of
tra x. You may even roll first and spend WP after the roll, but may spend the WP to add x to the
you see how the roll goes. result, on a one-for-one basis, after seeing the re-
(If the “Kin & Profession synergy” module is sult of the roll.
used, a goblin can treat the first WP as if two) ✥ RANK 5: As rank 2, but the hymn can make your
✥ RANK 2: As long as your zone has some available allies attribute go over their maximum by 1 point.
cover, you may once per round spend a Willpower Any attribute over their maximum disappears af-
Point to roll stealth vs scouting, with the same ter a Quarter Day (or when damaged).
distance penalties as a flee action. On a success
you have become hidden. Unless you do this reg- PATH OF THE SONG
ularly, your enemies will likely think that you ac-
Rank 1-3 as in the Player’s Handbook.
tually fled.
✥ RANK 4: As rank 3 but you deal a minimum of 1
If you attack from your hidden state while com-
damage to one target. You can now target Mon-
bat is ongoing, you are no longer hidden. Such an
sters, but can then only deal them 1 damage per
attack is treated as a sneak attack, so the targets
action.
cannot dodge or parry it, but you do not gain any
✥ RANK 5: You may as a sneak attack against tar-
bonus action.
gets at short range, sing a soft lullaby that deals
✥ RANK 3: You can spend Willpower Point to des-
1 damage to Wits to up to a number of targets
ignate a person or a creature as your prey. Your
equal to the number of Willpower Points spent,
prey must be within line of sight, or there must
they all also become sleepy. You may keep sing-
be a track to follow. In combat, all your attacks
ing by spending more Willpower during the fol-
against your prey get a +1 bonus per WP, until the
lowing turns. Any targets that are broken simply
creature is broken or until you choose to let your
falls asleep. The targets will not recall hearing the
prey go. You can follow your prey’s tracks for 1 day
song and will treat everything they see as if it was
per spent WP.
just a dream. If they however see anything hos-
(If the “Kin & profession synergy” module is
tile, like drawn weapons, or any one at arm’s
used, a wolfkin can treat the first WP as if two)
length, they will immediately snap out of the
✥ RANK 4: Whenever you dodge an attack, you
dream-state.
may spend 1 Willpower Point to add an x to the
Monsters takes no damage from this song, but
result, you may do this even after seeing the result
will ignore non-hostile actions while the song
of the roll.
lasts. Monsters will recall everything, as if it was
✥ RANK 5: You can spend 1 Willpower Point to re-
not a dream, as soon as the song ends.
main hidden after delivering a sneak attack. The
target must spend a slow action, rolling scouting PATH OF THE WARCRY
vs stealth in order to find you.
Rank 1-3 as in the Player’s Handbook.
✥ RANK 4: As rank 3, but all allies within the range
may freely swap initiative cards with any damaged
targets. If anyone who’s initiative is swapped al-
MINSTREL TALENTS ready have acted this round, all the swaps take ef-
fect first on the next round.
PATH OF THE HYMN ✥ RANK 5: You may spend 1 Willpower Point to

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

30

Reforged Power– Player’s booklet


encounter. If this saves anyone from receiving at-
tribute damage by pushing themselves, that
pushed die also do not return any WP.

PATH OF INFLUENCE (NEW PATH)


PEDDLER TALENTS
You are a very smooth talker. Your words are simply irre-
sistible. Path of influence only works if neither side has The GM should only allow a Peddler to create something

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.

improve the attitude of anyone towards yourself.


An attitude can only be changed once and by one
PATH OF MANY THINGS
step, using this power and cannot be used against Rank 1-3 as in the Player’s Handbook.
someone that is directly hostile, but the effect is ✥ RANK 4: You can now have one or more stashes
otherwise permanent. Attitude can change from (likely in wagons or stores). A stash takes up 25
dislike, to indifferent, to friendly. If your previ- units of weight, so you likely need a wagon or
ous actions are a cause for any dislike, a target can other location to store it. To gain one you also
resist this with an insight roll. need to visit to a trading post. Your first stash is
This is role-played. Someone who is friendly free, but if you need to regain one, you have to
wishes you well, and will help you, and can often spend a WP and 2D6 gold. You may from your
take small risks to do so. Someone who is dislikes stash pull heavy objects, shields, armors,
you wishes you ill, and can take small risks to do clothes, raw materials and tools, in addition to
harm to you. the options available from your knapsack.
✥ RANK 2: As rank 1, but can be directed towards ✥ RANK 5: When drawing an item, you may either
someone else or towards a group, and can now draw it as a masterwork item, with a +1 bonus, or
also lower the attitude and can even go from dis- double the value of your WP, so that each WP
like to openly hostile. counts as if worth 2 gold.
✥ RANK 3: As rank 2, but you can change the atti-
tude of a whole group at once. PATH OF WORDS
✥ RANK 4: You may plant a feeling of hopelessness
Rank 1-3 as in the Player’s Handbook. Note that this talent
by taking to someone. Spend any amount of WP,
previously was called “path of lies”, but was updated in
the target takes this as Empathy damage, resisted
later editions, if so, you might want to read through the
by an insight roll. If this breaks the target, they
official errata or get an updated pdf.
cannot choose to fight, they just want to be alone.
✥ RANK 4: If you are ever caught lying, you may
If they were already low in morale, they are likely
still convince the participants by spending a Will-
to commit suicide, otherwise they will ponder
power Point. If you are caught a second time, you
their options and recuperate after some rest.
must spend 2 WP to continue fooling your sub-
✥ RANK 5: As rank 3, but up to two WP can be
ject. If you are caught a third time, then 3 WP and
spent, moving the attitude up to two steps.
so on.
✥ RANK 5: You have such a natural understanding
MINSTREL INSTRUMENT FOCUS
of how things are told, so you for 1 WP can tell
If you are holding and playing an instrument with both apart what’s probably true or not in rumors and
hands, while using any Minstrel Talents, the first Will- legends, even if the one telling them to you is
power Point spent counts as two, or three if you are a Half- convinced of their truth.
elf.

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ENHANCED: PATH OF TREASURE temporarily toughened. A toughened object ig-
nores the first point of item damage it would take.
Added to RANK 3: When used, you also get a somewhat ac-
This temporary bonus only lasts until the item
curate estimation of the value of any treasure you have
takes damage, but you can then apply this item
found; artifacts are more or less priceless though.
care again.
✥ RANK 4: You can spend a WP before making a
PATH OF TREASURE
crafting roll to either halve the time it takes you
Rank 1-3 as in the Player’s Handbook, or change rank 3 ac- to craft an item, or craft carefully, so that any fail-
cording to the “Enhanced: Path of Treasure” module if ure won’t use up any raw materials.
used. This talent was called “path of gold” in earlier edi- ✥ RANK 5: Master care. As rank 3, but instead of
tions, rank 2 and 3 of the talent changed at the same time. applying toughened, you temporarily increase
✥ RANK 4: You can spend Willpower Points to in- the gear bonus/armor rating of an item by +1 un-
crease the value of something you sell by 25% per til it is damaged. Item care and master care does
WP spent. Treat this as percentage units, so if not stack.
you, let’s say, could sell somethings for 25% of its
value to someone not really in need of it, you can
sell it for 50% after spending one WP. You can
spend no more than 4 WP per sale.
✥ RANK 5: As long as someone recognizes you (a
RIDER TALENTS
roll for reputation), and they find that reputa-
Note that you should ignore the rank 4 and 5 entries, un-
tion more of a benefit for them, then a liability,
less you also use the “Talents can rank up to 5” module.
then they start to think that helping you out will
also benefit them in the long run. Each Will- PATH OF THE COMPANION
power Points spent gives you a 10-gold discount
Rank 1-3 as in the Player’s Handbook.
on any one service they provide.
✥ (RANK 2: If the “Kin & profession synergy”

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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Reforged Power– Player’s booklet


✥ RANK 4: Whenever you or your mount are dam-
aged by an attack, you may for one Willpower
Point redistribute some or all the damage between
the both of you. The new target is also allowed to
reduce the damage they receive by rolling armor.
ROGUE TALENTS
✥ RANK 5: You may spend the Strength or Agility
of your mount, instead of spending your own
PATH OF THE FACE DISGUISE KIT
Willpower points to power these talents. You may Path of the Face now requires a Disguise Kit. This is a nor-
do this up to once per round. mal weighted item, that you initially get for free. However,
if you lose it, you must get a new one before you can use
PATH OF THE PLAINS this talent again. This requires a visit to a trading post of

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.

affects all allies you are riding with.


✥ RANK 5: When riding, you may spend Willpower
PATH OF THE FACE
Points to add x to any skill roll, as long as you Rank 1-3 as in the Player’s Handbook, unless you use the
can justify why doing the skill while as one with “Disguise Kit” module, mentioned above.
your mount, would do you good. You may do this ✥ RANK 4: You may also apply rank 1 to anyone
after seeing the results of the roll. other than yourself, for 1 WP per person.
Does your GM only allow rank 3 impersona-
PATH OF THE COMMANDER (NEW PATH) tions of kin of your size? If so, then you may now,

You are a natural leader. To use these powers, your allies by using stilts (normal size object), assume the

have to be able to understand you. size of kins larger than yourself.

✥ 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.

take this action as a free action, temporarily


breaking the turn order. The party members with
PATH OF THE KILLER
lowest initiative acts first. Rank 1-3 as in the Player’s Handbook.
✥ RANK 2: As a fast reaction, you may make a per- ✥ RANK 4: You may spend a Willpower Point and
formance roll to reduce the effect of a fear attack, a Quarter Day to research a target, or a group of
on a one-x-for-one-x ratio. You may affect a equally trained units. All your attacks against this
number of allies within short range equal to the target deals +1 damage on a hit. You may only
amount of Willpower Points spent. If you are also have one target at any one time.
affected by the fear attack, you take any damage to ✥ RANK 5: As Rank 4, but you may have up to 12
Empathy instead of Wits. different targets at the same time.
✥ RANK 3: As per rank 1, but the command can be
for something that can be taken as a slow action. PATH OF POISON
✥ RANK 4: As per rank 3, but you may spend addi-
Rank 1-3 as in the Player’s Handbook.
tional WP to add an equal amount of bonus dice
✥ RANK 4: As rank 1-3, but add +3 to the potency.
to the actions taken.
✥ RANK 5: As rank 3-4, but your poisons now also
✥ RANK 5: As per rank 4, but when allies take the
remain on your weapons for an additional attack.
extra action, any skill roll associated with that ac-
This also applies to ammunition; treat it as if you
tion uses their full amount of attribute dice, even
had coated more than one.
if that attribute has been reduced by damage.

33

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PATH OF THE BURGLAR (NEW PATH) PATH OF SIGNS

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.

PATH OF BLOOD PATH OF MAGMA

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

A magic path for Mentalism from the Bloodmarch.


PATH OF DEATH
✥ RANK 1-5: You can cast rank 1-5 spells from the
Rank 1-3 as in the Player’s Handbook. Mentalism discipline.
✥ RANK 4: You can also cast rank 4 spells from the
Death Magic discipline. PATH OF DREAMS
✥ RANK 5: You can also cast rank 5 spells from the
A magic path for Oneiromancy from the Bloodmarch.
Death Magic discipline.
✥ RANK 1-5: You can cast rank 1-5 spells from the
Oneiromancy discipline.
PATH OF THE ELEMENTS

Rank 1-3 as in the Bitter Reach. PATH OF MAGNETISM


✥ RANK 4: You can also cast rank 4 spells from the
A magic path for Magnetism from the Bloodmarch.
Elemental discipline.
✥ RANK 1-5: You can cast rank 1-5 spells from the
✥ RANK 5: You can also cast rank 5 spells from the
Magnetism discipline.
Elemental discipline.

34

Reforged Power– Player’s booklet


Honey of Embers Blood from a monstrous ar-
GENERAL TALENTS
thropod (exoskeletal creatures,
All new talents are listed as modules, while old are just like insects) or group thereof
listed with what rank 4-5 can do, if you use the “Talents can
Elixir of Life Blood from a dragon (not
rank up to 5” module. They should otherwise be ignored.
drake) with 24+ Strength

ALCHEMIST Iron Juice Scales from a monster or pul-


verized stone from a construct
Rank 1-3 are as described in the Book of Beasts.
or group of constructs
✥ RANK 4: Replace the D8 die with a D10 die.
✥ RANK 5: Replace the D10 die with a D12 die. Healing Decoc- Blood from a monster with re-
tion generative powers
ALCHEMIST: EXTENDED OPTIONS Refreshing De- Slime from a mollusc monster

Changed ingredients to not be as specifically tied to a cer- coction


tain monster and added more potions. You now always need Calming Decoc- Blood from a monster made of
at least a monster or group that together has 12+ Strength tion different human/animal parts
to have enough ingredients unless something else is men- Intoxicating De- Acid from monster that has an
tioned. If you are missing 50% Strength, or have 50% in
coction acidic attack
excess, you can roll with a -1 penalty per 2 points missing,
Porridge of Venom from a monster with a
or a +1 bonus per 3 points in excess.
Prophecy poisonous attack
Instant Sobriety Ichor from an at-least partially
NAME OF NEEDS CAULDRON, WATER,
non-corporeal undead
POTION: HERBS AND LISTED ITEMS:
Everrun Sap from a monstrous plant
Drops of Heart of a humanoid with 18+
Neverdown Heart or hearts from mon-
Strength Strength
strous animals (like larger ver-
Elixir of Wisdom Teeth from a monster that can
sion of real life animals)
change physically or mentally
Cat’s Reflexes Teeth from a cat or snake-like
change it appearance
monster
Decoction of Essence from a demon or
Pain Numb Essence from a demon or
Cunning group of demons with 18+
group of demons
Strength
Dark Sight Ashes from the burnt bones of
Quick Nectar Feathers plucked from a mon-
intelligent undead
ster or monster swarm
Healing Water Blood from a monster with re- Instant Sobriety: Cures the intoxicated condition.
Only be available if you use the “Recreational drugs” mod-
generative powers
ule.
Longwalk Ground bones from ghouls or
Everrun: Gain 2 ranks in athlete for a Quarter Day.
more powerful undead
Only available if you use the “Athlete” talent module.
Quenching Swig Gall from a sea monster
Neverdown: Gain 2 ranks in berserker for a QD.
Bellyfull Gastric juices from a monster
Cat’s Reflexes: 2 ranks in lightning fast for a QD.
that can dissolve just about
Pain Numb: Gain 2 ranks in pain resistant for a QD.
anything
Dark Sight: Gain the ability to see in darkness for a QD,
but also a -2 penalty to scouting while in daylight. Ability
to see in darkness is lost for as long as anything blinds you.

35

Reforged Power– Player’s booklet


AMBIDEXTERIOS Tricks: You have taught your animal some basic party

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.

36

Reforged Power– Player’s booklet


APOTHECARY AXE FIGHTER

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

Reforged Power– Player’s booklet


materials), and the “Enhanced masterwork talents, but normally use more than 1/2 iron to make, replace each
tougher repairs” modules. unit of metal with one of wood and one of bone. So, a bone
✥ RANK 4: You can make ranged weapons with a sword would really be wooden, but with teeth or sharpened
Weapon Bonus that is three points higher than bone along its edge. Remove smith and Forge from re-
normal. This takes eight times as long and your quirements and reduce crafting time of weeks to days, and
roll is modified by –6. days or less to a QD.
✥ RANK 5: You can make ranged weapons with a Flint knapped weapons: These work as bone weapons,
Weapon Bonus that is four points higher than but replace bone with an equal amount of flint, obsidian
normal. This takes sixteen times as long and your or glass. Due to their incredible edge sharpness, they deal
roll is modified by –8. +1 damage.
War bow: These are made like other bows, but require
BOWYER: EXTENDED OPTIONS double the material and an extra day of work. They deal +1
This module adds more options to the bowyer talent. damage, but when you shoot, your rolled Agility dice can-
✥ ADDED TO RANK 2-5: The ability to make not exceed your current Strength and your marksmanship
weapons with a Weapon Bonus that is higher than level is capped to your level in might. Weight is doubled,
normal, extends to include arrows, wooden clubs from light to normal and normal to heavy.
and staffs. It also extends to any weapons made Composite Bow: Composite bows are made of sinew,
out of flint, obsidian, glass or bone. wood and horn. Only short bows can be made into compo-
✥ ADDED TO RANK 1: You can make melee weap- site bows. They gain +1 weapon die and increase their range
ons out of bone. one category. Add 1 unit of horn and 1 unit of glue to the
✥ ADDED TO RANK 2: You can make war bows, required crafting materials. Also increases the construction
and flint knapped arrows and weapons. time from 1 day to 1 week. Composite bows will take dam-
✥ ADDED TO RANK 3: You can make composite age from moisture, unless you waterproof them with 1/4
bows, composite crossbows and make rawhide unit of wax.
backings. Composite Crossbow: These slightly larger crossbows
✥ ADDED TO RANK 4: You may craft two bow- replace their metal limbs with composite layer of sinew,
yer items at the same time, provided you have the wood and horn. Replace all required iron with an equal
required materials. amount of horn, wood and glue. They aren’t really any
✥ ADDED TO RANK 5: You automatically suc- better than regular crossbows, but loses the smith and
ceed bowyer repair rolls. Forge requirements. These crossbows will take damage
from moisture, unless you waterproof them with 1/4 unit
Flint knapped arrows: These work just like iron head
of wax per used glue.
arrows. Remove 1/2 iron, smith and Forge from require-
Rawhide backing: You can make self-bows (non-com-
ments, but add 1 unit of flint, obsidian or glass to the
posite bows) less likely to break by backing them with a layer
requirements.
of rawhide if you are a rank 3+ bowyer.
Masterwork Arrows/Bolts: You can make masterwork
This uses 1/4 unit of rawhide, and grants a +1 crafting
arrows and bolt. These are made just like when you make
die. Such bows will now take damage from moisture, unless
weapons with a bonus amount of weapon dice, except that
you also waterproof them with 1/4 unit of wax.
masterwork arrows add this as a skill modifier when shoot-
ing. If you use the “Add resource die to rolls” module, add
BRAWLER
a resource die for wax, when crafting the ammunition.
Bone weapons: These weapons are like their metal Rank 1-3 are as described in the Player’s Handbook.

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

Reforged Power– Player’s booklet


CHEF

Rank 1-3 are as described in the Player’s Handbook. Rank 3


can however be affected by some modules, see below.
✥ ADDED TO RANK 3: If you use the “Short
break” module, the consumable restores 1 point
of Empathy during a short break, maximum
once per Quarter Day.
✥ RANK 4: You can now find the time to cook 1
unit of food while doing other things, once per
Quarter Day. If you use the “Short break” mod-
ule, then this is done during such a short break.
✥ RANK 5: You can make a feast when you cook.
People that participate, counts as resting (but not
sleeping), while eating and drinking during the
same Quarter Day as you cook, and while doing
this they all fully restore all attributes and may
raise their Willpower Points up to their Empathy.
A feast uses up 1 unit of produced food per partic-
ipant and also 1 unit of water or other beverage.

CHEF: CHEFS CAN BREW


BUILDER
The chef talent, makes you able to brew alcoholic bever-
Rank 1-3 are as described in the Player’s Handbook.
ages, like beer, ale, mead and wine. You cannot distill them
✥ RANK 4: Replace the D8 die with a D10 die.
into Liquor though. Rank 3 now also apples to brewed al-
You may supervise two simultaneous construc-
coholic beverages, so they are also considered masterwork,
tions. Any constructions you supervise may ben-
and also restore Empathy.
efit from your rank in builder.
✥ RANK 5: Replace the d10 die with a d12 die.
CHEF: COOKING WITHOUT CHEF
You may now supervise any number of simulta-
neous constructions. Any constructions you su- You can cook without the chef talent; this requires a fire
pervise may benefit from your rank in builder. and works just like when a rank 1 chef would make food,
except that these food resource dice cannot be stored – they
BUILDER: PROSPECTING BUILDERS are lost after a day. You can however try to share them with
multiple party members during that day.
Builders now also have a knack for knowing where to search
for valuable parts of the land, like a prospector of sorts, and
COLD BLOODED
can easier spot the weakest parts of a construction.
✥ Added to RANK 2-5: The gained +1 modification Rank 1-3 are as described in the Player’s Handbook.
and Artifact die also applies when you survey the ✥ RANK 4: Your coup de grace attacks doubles as
land and when you roll crafting rolls to mine, fear attacks against enemies within short range.
chop wood, or extract other resources from the Roll performance or manipulation, you may
land or if/when you would break any construc- distribute any rolled x as Wits damage amongst
tions and items. your targets. Animals and monsters are immune.
✥ RANK 5: Each coup de grace you perform grants
you a Willpower Point.

39

Reforged Power– Player’s booklet


DEFENDER dodge or parry the next action you take this
round.
Rank 1-3 are as described in the Player’s Handbook.
✥ RANK 4: You may use feint as a free action
If you use the “Free action limitation” module, your free
once per encounter (15-minutes).
actions no longer benefit from talents. This makes it extra
✥ RANK 5: As rank 4, but you may use each variant
important, to call out if you make a free parry or if you
of feint as a free action once per encounter (15-
spend a fast action. As only the fast actions will benefit
minutes). You cannot use more than one of these
from any bonus modifier or artifact die from this talent.
free feints per round.
Note that rank 3 counts as giving you infinite free action
parries, after you have used a fast action to parry in a
DIVER
round.
✥ RANK 4: If you use the “Cannot parry arrows” You are an adept swimmer.
module: You may now deflect projectiles with a ✥ RANK 1: You can swim as a fast instead of a slow
weapon as a parry. They are however treated as action (effectively doubling your swim speed) and
stab attacks (-2 penalty, or -4 without the parry- when you roll for endurance to stay afloat or to
ing attribute). And when you do not parry an at- hold your breath, you gain a +1 modifier.
tack, you may instead add any held shields item ✥ RANK 2: You can add a D8 Artifact Die when you
dice to your armor rating. roll for endurance to stay afloat or to hold your
If you do not use the “Cannot parry arrows” breath.
module: You no longer need to spend a fast ac- ✥ RANK 3: While wearing no metal armor, you
tion before you gain an unlimited number of free only need to roll for endurance every Quarter
parries per round. Day in water and you first need to roll for endur-
✥ RANK 5: You can add a D8 Artifact Die when you ance after a turn (15 minutes) while holding your
parry. If you use the “Free action limitation” breath.
module, then this also applies to free parries. ✥ RANK 4: While submerged in water, you can at
no penalty stab, parry, dodge and perform other
DIRTY FIGHTING actions the GM sees fit.
✥ RANK 5: Replace the D8 die with a D12 die.
You know every trick in the book.
✥ RANK 1: When you use the feint action, you
DUELIST
may instead of trading initiative cards, throw dust
in your opponents’ eyes as a sleight of hand roll. You excel at fighting with one hand free.
It counts as a piercing projectile attack for the ✥ RANK 1: Your attack rolls are modified by +1
purpose of parry/dodge and can only be parried when you use a one-handed weapon and have your
with a shield. On a success the target is blinded, other hand free.
as if in total darkness for 1 round per x. It cannot ✥ RANK 2: Your parry actions are also modified.
be used against monsters, unless under very spe- ✥ RANK 3: You can add a D8 Artifact Die when you
cial circumstances (up to the GM). attack or parry with a one-handed weapon and
✥ RANK 2: When you use the feint action, you have your other hand free.
may instead of trading initiative cards, have the ✥ RANK 4: Your disarm actions are also modified.
target lose all actions if you damage it with the ✥ RANK 5: Replace the D8 die with a D10 die.
next attack you take this round. Effect is reduced
by 1 action per rank of the pain resistant talent DRAGONSLAYER
and monsters are immune. Rank 1-3 are as described in the Player’s Handbook.
✥ RANK 3: You may now use the feint action ✥ RANK 4: Attacks against monsters deal 2 extra
within near range of your enemy. Also, when you points of damage, instead of 1.
use the feint action, you may instead of trading ✥ RANK 5: Replace the D8 die with a D10 die.
initiative cards, have the target be unable to

40

Reforged Power– Player’s booklet


EXECUTIONER (NOT USING CRITICAL INJURY MODIFIERS) If you do not use the “Add resource die to rolls”
module: When shooting at near range you may
Use this, as in the old version of the executioner talent,
add the resource dice x to your result, you then
if you do not run the “Critical injury modifier” module.
automatically lose an ammunition resource re-
✥ RANK 4: Your attacks deal +1 damage to non-
gardless of the die result. Cannot be used on weap-
monster opponents, as long as they are not im-
ons with reload.
mune to critical injuries.
✥ RANK 5: One per round, if you spend a slow ac-
✥ RANK 5: If you reduce an enemy’s Strength to
tion to shoot, you gain a free action to shoot.
zero, gain a Willpower Point.

EXECUTIONER (USING CRITICAL INJURY MODIFIERS) FAST SHOOTER: UNSUSTAINABLE SPRINT

Add this to RANK 2 of the fast shooter talent. Whenever


Use this version of the executioner talent, if you use the
used, when your round ends, you take 1 Agility damage if
“Critical injury modifier” module.
you have moved more than once during this round.
✥ RANK 1: When you deal a target a critical injury,
add +10 to the result.
FEARLESS
✥ RANK 2: When you deal a target a critical injury,
add another +10 to the result, to a total of +20. Rank 1-3 are as described in the Player’s Handbook.
✥ RANK 3: When you deal a target a critical injury, ✥ RANK 4: Once per encounter, when a monster
add another +10 to the result, to a total of +30. uses a fear attack, you gain a Willpower Point.
✥ RANK 4: When you deal a target a critical injury, ✥ RANK 5: Your allies within near range counts as
add another +10 to the result, to a total of +40. having a rank in fearless, one higher than they
✥ RANK 5: When you deal a target a critical injury, otherwise have.
add another +10 to the result, to a total of +50.
FEARLESS: BY MIGHT
FAST FOOTWORK
When you gain fearless, you may select to roll might in-
Rank 1-3 are as described in the Player’s Handbook. stead of insight to reduce fear damage.
If you use the “Free action limitation” module, your free
actions no longer benefit from talents. This makes it extra FIRM GRIP
important, to call out if you make a free dodge or if you
Rank 1-3 are as described in the Player’s Handbook.
spend a fast action. As only the fast actions will benefit
✥ RANK 4: You may hold a two-handed melee
from any bonus modifier or artifact die from this talent.
weapon in one hand, but opponents CAN disarm
✥ RANK 4: Ignore the -2 penalty to remain stand-
such a held weapon from you, if they roll 2 x.
ing when performing a dodge.
✥ RANK 5: You cannot be disarmed while holding
✥ RANK 5: You can add a D8 Artifact Die when you
a two-handed weapon in one hand.
dodge. If you use the “Free action limitation”
module, then this also applies to free dodges. FISHER

FAST SHOOTER Rank 1-3 are as described in the Player’s Handbook.


✥ RANK 4: You make sure your food doubles as
Using rank 2 can now come with a consequence. Rank 3 also
fish bait. You may add your food die to the roll,
applies to crossbows and rifles.
adding any successes, but also risk reducing your
✥ RANK 4: Reloading a crossbow/firearm is now a
available food.
fast action.
If you use the “Xd6’s as resources” module, you
If you use the “Add resource die to rolls” mod-
may instead add up to 4d6 food resource dice to
ule: When shooting at near range you may add up
the roll.
to three times the resource dice to your shot. Can-
✥ RANK 5: Replace the +1 modifier with a d10 die.
not be used on weapons with reload.

41

Reforged Power– Player’s booklet


HAMMER FIGHTER ✥ RANK 2: Opponents suffer a penalty to parry
your swing weapon attacks equal to the number
Now also applies to attacks with a spiked weapon. Rank 1-3
of hands you are holding it with.
are otherwise as described in the Player’s Handbook.
✥ RANK 3: Any non-natural armor of the target
✥ RANK 4: Halve the targets rolled amount of ar-
takes an extra automatic damage from your swing
mor, round down.
weapon attacks that deals the target damage.
✥ RANK 5: Replace the D8 die with a D10 die.
✥ RANK 4: Any item that parries your swing at-
tacks take 1 damage per rolled even on the ini-
HARPOONER
tial roll.
Rank 1 and 3 are as described in the Bitter Reach. Rank 2 ✥ RANK 5: If you break your opponent with a
can be affected by the “Harpoon bleed can stop” module swing weapon attack, you may directly afterwards
below. perform a free run action and then repeat the
✥ RANK 4: You may add your modifier from this swing weapon attack as a free action, a maxi-
talent to might vs might rolls, i.e., when you mum of once per round.
pull a prey and when a prey tries to break free.
✥ RANK 5: Replace the D8 die with a D10 die. HORSEBACK FIGHTER

Rank 1-3 are as described in the Player’s Handbook. Note


HARPOONER: BLEED CAN STOP
that this talent can be affected by the “Changed charge pre-
Added to rank 2 of the harpooner talent: A target stops requisite” and the “Polearm horseback fighter” modules.
bleeding if it manages to break free successfully (each at- Note that it is not affected by the “D8 to replace +1 bo-
tempt still dealing 1 damage, see BR page 223) or if you let nus” module, as the D8 from rank 3 and +1 modifier from
go. rank 2 have different requirements.
✥ RANK 4: mounted charge becomes a fast ac-
HERBALIST tion.
Rank 1 changed in accordance with the Book of Beast (also ✥ RANK 5: Replace the d8 die from mounted
noted below), rank 1-3 otherwise as described in the Player’s charge with a d10 die.
Handbook.
✥ Added to RANK 1: You can choose to forage for HORSEBACK FIGHTER: POLEARM BONUS
herbs instead of vegetables. If you do so, you do Added to RANK 3 of horseback fighter: You may fight
not add the +1 modifiers from this talent to the with a two-handed polearm in one-hand during a mounted
roll. charge.
✥ RANK 4: You can add a D8 Artifact Die when
you when you forage during journeys. You may INCORRUPTIBLE
now add any modifier/Artifact Die from this tal-
Rank 1 and 3 are as described in the Player’s Handbook.
ent when foraging for herbs.
Rank 1 can be affected by the “Incorruptible ignores taunt”
✥ RANK 5: Replace the D8 die with a D10 die.
module below.
✥ RANK 4: You may roll insight as a fast reaction
HEAVY WEAPON FIGHTER
to halve the Power Level you feel from a magical
You can put in more effort when you swing heavy weapons, effect, round down. You get no roll if you were
especially two-handed weapons. the source of the spell.
✥ RANK 1: You may roll might when you perform ✥ RANK 5: Rank 4 is now a free reaction once per
a swing weapon action. If so, replace the +1-dam- round. You now automatically succeed to resist
age bonus with the rolled result. Gain a +2 bonus all spells that can be resisted by rolling insight.
to the might roll if you used both hands.

42

Reforged Power– Player’s booklet


INCORRUPTIBLE: IGNORE TAUNT ✥ RANK 3: You can add a D8 Artifact Die to your
lore rolls, when crafting things with the inven-
Added to RANK 1 of the incorruptible talent: You are im-
tor requirement.
mune to the taunt action.
When making masterwork firearms, slingshots
and bullets, the Weapon Bonus can be two points
INTUITIVE
higher than normal. This takes four times as long
You can read people like others read books. and your roll is modified by –4.
✥ RANK 1: When you use insight to read people ✥ RANK 4: Replace the D8 Artifact Die with a D10
you can with extra x, get hints about that per- die, when making lore rolls to craft items with
son’s motivations, background, and things that the inventor requirement.
they are hiding. The GM should describe what When making masterwork firearms, slingshots
clues you spot that make you think this. and bullets, the Weapon Bonus can be three
✥ RANK 2: You get a +1 modification when you use points higher than normal. This takes eight times
insight to read people or when opposing manip- as long and your roll is modified by –6.
ulation. ✥ RANK 5: Replace the D10 Artifact Die with a D12
✥ RANK 3: People cannot roll insight to read you die, when making lore rolls to craft items with
(as rank 1). If they try to, you can lead them astray, the inventor requirement.
by giving them false/made up readings. When making masterwork firearms, slingshots
✥ RANK 4: You can add a D8 Artifact Die when you and bullets, the Weapon Bonus can be four points
use insight to read people or when opposing ma- higher than normal. This takes sixteen times as
nipulation. long and your roll is modified by –8.
✥ RANK 5: Switch the D8 die to a D12 die. When
you read people, you also discern their rank in this KNIFE FIGHTER
talent, if any.
Rank 1-3 are as described in the Player’s Handbook.
✥ RANK 4: You can take a -2 penalty to a knife/dag-
INVENTOR
ger attack to have it ignore the targets armor.
You try to understand the world in a proto-scientific form, ✥ RANK 5: Replace the D8 with a D10 die.
learning to bend the elements of the land into new forms,
by experimentation, research and studies. LEADER
✥ RANK 1: You can use a distiller or still and craft
You inspire those around you.
items with the inventor requirement, see Equip-
✥ RANK 1: You can make a performance roll once
ment chapter for a list of such items. As long as
per battle when you find yourself leading at least
no other talent requirements are listed, like
a unit of troops in said battle (see Battles at the
smith, roll lore instead of craft to make items.
Stronghold, in the PHB). For each x you can, a
✥ RANK 2: Gain a +1 bonus to lore rolls when
maximum of once per turn, either reroll a die for
crafting things with the inventor requirement.
your sides combat roll (that inflicts losses to the
You can make masterwork firearms, slingshots
enemies on a x), or roll twice on the events dur-
and bullets for slings and black powder guns with
ing combat table and pick the highest result.
a Weapon Bonus that is one points higher than
When you take the performance: heal other
normal. This takes twice as long and your roll is
action, you can ignore the no enemy at arm’s
modified by –2. If you use other metals when
length requirement.
making masterwork bullets, only replace half the
✥ RANK 2: When using performance during large-
lead, you still gain the full bonus from using the
scale battles or when performing heal other,
other metal.
you gain a +1 modifier to the roll.
You may use performance to heal other at
near distance and any performance: heal other

43

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roll now affects all allies broken in Wits or Empa- LOCKPICKER
thy within the range.
Rank 1-3 are as described in the Player’s Handbook.
✥ RANK 3: You can add a D8 Artifact Die when you
✥ RANK 4: You got a keen sense for mechanical
use performance during large-scale battles or
mechanisms. Whenever you or your party nor-
when performing heal other.
mally would trigger a non-magical trap, roll
✥ RANK 4: Performance: heal other is now a
scouting, including all bonuses from this talent.
fast action. Increase the range of performance:
If you succeed you will have noticed the trap be-
heal other to short. You may now as a reaction
fore it had a chance to trigger.
use performance: heal other when an ally is
✥ RANK 5: Replace the D8 die with a D12 die.
broken in Wits or Empathy. The action counts
towards your actions in the round, but breaks the
LUCKY (NOT USING CRITICAL INJURY MODIFIERS)
turn order. It will however not prevent any nega-
tive effects caused from being broken. Use this, as in the old version of the executioner talent,
✥ RANK 5: Replace the D8 with a D10 die. You may if you do not run the “Critical injury modifier” module.
once per encounter roll performance: heal ✥ RANK 4: You miraculously avoid permanent in-
other instead of a healing: heal other roll. juries; they heal in 3d6 days, or half that time on
a successful care roll.
✥ RANK 5: The first instant death attack you re-
ceive each gaming session, like for an example a
coup the grace attack, only counts as the critical
injury “punctured lung” (you still look dead un-
less very closely inspected).

LUCKY (USING CRITICAL INJURY MODIFIERS)

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.

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MEDITATION MUCK WORKER

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.

MELEE CHARGE: CHANGED CHARGE PREREQUISITE PAIN RESISTANT

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

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PAIN RESISTANT: ALTERNATIVE FIRST RANKS PICKPOCKET

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.

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QUARTERMASTER broken Empathy within short range are also af-
fected.
Rank 1-3 are as described in the Player’s Handbook.
✥ RANK 5: Replace the D8 die with a D10 die.
✥ RANK 4: On a successful make camp roll, it does
not take you a Quarter Day to find and setup,
SHIELD FIGHTER
more like 15 minutes, so the camp is considered
to be fully useable during this Quarter Day. Rank 1-3 are as described in the Player’s Handbook. Rank 2
✥ RANK 5: Replace the D8 die with a D12 die. For can be affected, if you use the “Shield hammer” module.
any excess X when rolling to make camp. You may ✥ RANK 4: You may slash with your shield once
exclude one slot of resources from spoiling (so per round as a free action.
food that spoils after a week, could now last an ex- ✥ RANK 5: Replace the D8 die with a D10 die.
tra day before doing so).
SHIELD FIGHTER: HAMMER SHIELD
QUICKDRAW
The slash attack you gain from shield fighter rank 2
1-3 are as described in the Player’s Handbook. stacks with the Hammer fighter talent.
✥ RANK 4: Enemies suffer a -1 penalty to parry and
dodge attacks you make. SIXTH SENSE
✥ RANK 5: Enemies with less Agility than you, Rank 1-3 are as described in the Player’s Handbook.
cannot parry or dodge your attacks. ✥ RANK 4: When you spot an ambush or sneak at-
tack, you do it in such a way, so that you may am-
SAILOR
bush or sneak attack the opponent.
Rank 1-3 are as described in the Player’s Handbook. ✥ RANK 5: Replace the D8 die with a D12 die.
✥ RANK 4: As long as you continuously succeed to
lead the way at sea, your party of adventurers SMITH
may travel up to two extra hexagons this Quarter Rank 1-3 are as described in the Player’s Handbook. The tal-
Day. ent can be improved by implementing the “Smith: ex-
✥ RANK 5: Replace the D8 die with a D12 die. tended options” and the “Enhanced masterwork talents,
but tougher repairs” modules.
SHARPSHOOTER
✥ RANK 4: You can make metal headed weapons
Rank 1-3 are as described in the Player’s Handbook. If you with a Weapon Bonus that is three points higher
use the “Inventor” talent module, all ranks of this talent than normal. This takes eight times as long and
also include black powder guns. your roll is modified by –6.
✥ RANK 4: You may shoot one range increment ✥ RANK 5: You can make metal headed weapons
over your weapon’s natural maximum, as a slow with a Weapon Bonus that is four points higher
action at no range penalty. Enemies get a +2 mod- than normal. This takes sixteen times as long and
ifier to dodge or parry such an attack. your roll is modified by –8.
✥ RANK 5: Replace the D8 die with a D10 die.
SMITH: EXTENDED OPTIONS
SHARP TONGUE
This module adds more options to the smith talent.
Rank 1-3 are as described in the Player’s Handbook. ✥ ADDED TO RANK 1: You can exchange iron for
✥ RANK 4: An opponent taunted by you, takes an other metals, see metal descriptions in the Equip-
additional -2 penalty to all actions that does not ment chapter for more information. You can
include you as its target. make weaker shields without leather. You can
If you use the “Alternative broken attributes” scrap metal items for their raw materials.
module or otherwise allows enemies with a bro-
ken Empathy to fight, then all enemies with a

47

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✥ ADDED TO RANK 2: You can make wrought
iron. You can add metal ferrules to masterwork
wooden melee weapons.
✥ ADDED TO RANK 3: You can make steel.
✥ ADDED TO RANK 4: You can make iron and
steel alloys, like dwarven steel and crucible steel.
If metals like meteorite iron can be found, you
could try to make alloys of that.
✥ ADDED TO RANK 5: You automatically suc-
ceed smithing repair rolls.

If you use the “Expanded raw materials” module, you can


also get a bonus to these craft rolls, by expending fuel.
Non-metal materials: If you want to replace any non-
metal material in an item, for example a wooden handle
with some found wood of a more exquisite quality or so,
your GM could add a +1 bonus dice to your crafting roll
per “rating” of that material, up to a maximum of +1 per
“level” of added masterwork you try to create. ✥ RANK 3: While intoxicated you count as having
Non-leather shields: You can make shields without two additional ranks in pain resistant. If you use
leather, removing all Leather and Tanner from the re- the “Alternative: Pain resistant” module, rank 1-
quirements. Such shields will however become fragile; tak- 2 now also applies to all attributes.
ing damage from even on non-pushed rolls. ✥ RANK 4: Being intoxicated do not reduce your

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

quirements. long as you have less WP than your Empathy.

Scrapping items: You can grind down items made out


SPEAR FIGHTER
of metal, regaining all its metal parts, or at least some of it,
if it is severely damaged. No crafting roll is necessary for Rank 1-3 are as described in the Player’s Handbook.
this. With the GMs approval, a masterwork weapon can be ✥ RANK 4: Interrupt attacks from rank 2, now only
grinded down in this way to gain “wrought iron”, “steel”, use a fast action.
and so on. The materials are still lost (not-recyclable) if you ✥ RANK 5: Replace the D8 die with a D10 die.
fail a craft roll while making an item though.
STAFF FIGHTER
SOLID DRINKER
You have mastered the defensive properties of the staff
The best part of life is ale and more ale. This talent requires
weapon. If you also have the hammer fighter talent, you
that you use the “Intoxicated” module and any version of
can only benefit from one at the same time.
the “Pain resistant” talent.
✥ RANK 1: Your attack and parry rolls are modified
✥ RANK 1: Being intoxicated only reduce your
by +1 when you use a staff.
skills by 1 point, i.e., rolls are reduced by -1 instead
✥ RANK 2: You may treat any extra successes you
of -2.
gain when you parry, shove and disarm as if they
✥ RANK 2: If you become intoxicated while al-
were from a damage dealing attack.
ready intoxicated, you do not automatically
✥ RANK 3: You can add a D8 Artifact Die when you
break your Agility.
use a staff to attack or parry.

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✥ RANK 4: Attacking with a staff is a fast action. extended options” and the “Enhanced masterwork talents,
✥ RANK 5: Replace the D8 die with a D10 die. but tougher repairs” modules.
✥ RANK 4: You can make clothes of masterful qual-
STEADY FEET ity, which can be sold at eight times the normal
price. Your roll is modified by –6.
1-3 are as described in the Player’s Handbook.
✥ RANK 5: You can make clothes worthy of the fin-
✥ RANK 4: Enemies need another x (for a total of
est emperors, which can be sold at sixteen times
2 x) to grapple, grab or swallow you.
the normal price. Your roll is modified by –8.
✥ RANK 5: Enemies need yet another x (for a total
of 3 x) to grapple, grab or swallow you.
TAILOR: EXTENDED OPTIONS
STORYTELLER This module adds more options to the tailor talent. See
the Equipment chapter for more information about added
Storytellers were assigned the task of retelling the tales of
items and materials.
old, so that history won’t be forgotten. If you use the
✥ ADDED TO RANK 1: You can now also make
“Monster Lore” module (see Gamemasters booklet), it also
cloth armor in the form of gambeson and padded
applies towards these rolls.
caps.
✥ RANK 1: You gain a +1 modification on lore
✥ ADDED TO RANK 2: You can make cloth armor
rolls made to remember details of historic per-
with an Armor Rating that is one point higher
sons, artifacts, monsters or locations.
than normal. This takes twice as long, and your
✥ RANK 2: You always have a fitting bawdy tale in
roll is modified by –2.
store. Add the modifier to any performance roll
You can now turn flax into cloth (linen), this
when you try to distract or reduce the hostility of
works just like rank 1 works for wool.
a situation, opposed by insight.
You have a knack for making things of art, like
✥ RANK 3: You can add a D8 Artifact Die when you
a painting (requires parchment and painter’s kit).
use lore to remember details of historic persons,
Worth 1d6 silver per x after a week’s work.
artifacts, monsters or locations.
Your skill with the needle also makes you know
✥ RANK 4: When travelling the lands, the GM
how to make good looking tattoos. A tattooed
should automatically supply you with at least one
arm can even suffice as a grimoire page for a spell,
legend, possibly more – but only as long as you do
as long as it isn’t covered up.
not have any uninvestigated legends about any
✥ ADDED TO RANK 3: You can make cloth armor
closer locations.
with an Armor Rating that is two points higher
✥ RANK 5: Replace the D8 die with a D12 die.
than normal. This takes four times as long, and

SWORD FIGHTER your roll is modified by –4.


You can turn silk into cloth (silk), this works
Rank 1-3 are as described in the Player’s Handbook. Note just like rank 1 works for wool.
that if you use the “Free action limitation” module, any You know how to make water repelling oil-
extra attacks from rank 2 and 4 counts as free actions, and cloth. You know how to start a fire by adding
as such they do not benefit from general talents. pieces of cloth/rags damped with linseed oil in a
✥ RANK 4: You can slash up to three enemies with container, you can with a successful crafting roll
your sword with a single action. make it self-combust into a fire after 1d6+1 hours,
✥ RANK 5: Replace the D8 die with a D10 die. you may move the result by 1 hour for every ex-
cessive rolled x.
TAILOR
✥ ADDED TO RANK 4: You can make cloth ar-
Rank 1-3 are as described in the Player’s Handbook. The tal- mor with an Armor Rating that is three points
ent can be improved by implementing the “Tailor: higher than normal. This takes eight times as
long, and your roll is modified by –6.

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You can combine silk and wool into cloth TANNER: EXTENDED OPTIONS
(silk wool), this works just like rank 1 works for
This module adds more options to the tanner talent. See
wool and you know how to extract and make
the Equipment chapter for more information about added
cloth (spider silk) from giant spiders without
items and materials.
the need for crafting rolls.
✥ ADDED TO RANK 1: You can now also turn
✥ ADDED TO RANK 5: You can make cloth armor
pelts into rawhide, buckskin and fur. You can
with an Armor Rating that is four points higher
make grease, glue, soap and varnish.
than normal. This takes sixteen times as long,
When making slings, you can treat your rank
and your roll is modified by –8.
in tanner, just as if you had been a bowyer.
You automatically succeed tailor repair rolls.
✥ ADDED TO RANK 2: You can make glue hard-
Beautiful clothes: When you take a penalty to make ened leather.
clothes more beautiful (see original tailor talent, rank 2+), You can use taxidermy to stuff and preserve
you may choose to either gain a bonus to stealth or ma- slain animals and monsters. Takes 1 day per
nipulation per -2 taken, up to a maximum of +2. Any bo- Strength of the creature or 1 week for a monster
nus above 2 will instead become a talking point and will be if you just keep the head. Worth 1d6 silver per
added to reputation when worn. Strength of the creature.
✥ ADDED TO RANK 3: You can make glass com-
posite leather.
You are good at coloring your leather, by taking
a -2 penalty to the craft roll, you can have your
leather armor gain a +1 bonus to either stealth
or manipulation.
✥ ADDED TO RANK 4: You are used to working
with materials gained from monsters, you only
need to spend half the amount of monster re-
sources when crafting leather items.
✥ ADDED TO RANK 5: You automatically suc-
ceed tanner repair rolls.

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.

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THROWING ARM: STACKING WEAPON BONUSES WRESTLER

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.

WARMBLOODED ✥ RANK 4: Your grapple attacks deal an extra


damage.
Rank 1-3 are as described in the Bitter Reach. ✥ RANK 5: Replace the D8 Artifact Die with a
✥ RANK 4: You can add a D8 Artifact Die when you D10 die.
and your companion rolls to avoid becoming
cold.
✥ RANK 5: Replace the D8 die with a D12 die.

WHIP FIGHTER

You have practiced for so long, so that a whip at this point


almost feels like an extension of yourself.
✥ RANK 1: Your attack rolls are modified by +1
when you fight with a whip.
✥ RANK 2: When taking a slow action to make a
move roll, you can apply this bonus to that roll,
as long as there is anything in reach you can make
the whip cling to.
✥ RANK 3: You can add a D8 Artifact Die when you
fight with a whip.
✥ RANK 4: You can perform a ranged grapple at-
tacks with a whip. You do not fall prone or drop
your whip, but you cannot use it for anything but
to maintain the grapple and are otherwise consid-
ered fully engaged as if in the grapple yourself.
✥ RANK 5: Replace the D8 Artifact Die with a D10
die.

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COMBAT

These modules are intended to expand or rebalance rules re-


garding combat and injuries.
EASE MONSTER IMMUNITIES
You can remove most immunities monsters have to Agil-
MISSILE PARRY
ity, Empathy and Wits damage, if you treat all these as
Ranged weapons counts as stab attacks when parrying. You damage dealt to Strength. The GM decides when they
can no longer parry these just by having a rank 2 parrying should and shouldn’t be immune.
weapon talent. You can still parry them with a shield, or Poisons: Some monsters are not completely immune to
dodge them. You can also parry them with a weapon, as poisons (up to the GM). Just roll the Potency dice and deal
long as the attacker is within your weapons reach (no rank 1 damage to Strength for every rolled x. Monsters never
2 parrying weapon talent is required for this). roll endurance or take ongoing damage from poisons.

WHY USE THIS MODULE? WHY USE THIS MODULE?


1. In the heat of combat, it can feel a 1. Even if poisons aren’t “lethal” to
bit superhuman to parry arrows, monsters they might still be detri-
bolts and sling stones with weapons. mental, like distracting or muddling
2. It reduces the power of parrying and this could be represented as arbi-
weapons, that already is on the plus trary “hit point” damage.
side and improves the usefulness of 2. It makes some classes, like rogue’s
shields. “Path of Poison” not worthless
when you are monster hunting.
WHY NOT USE IT? 3. It fixes broken spells like Parch (Bit-
Parrying projectiles is cool, and short ter Reach) and makes you able to use
swords, great swords and staffs should be others, like a “Stun” (Stone Song).
good at that if you have invested into the
rank 2 talents. WHY NOT USE IT?
It is fine that monsters should not be af-
fected by regular poisons or effects.

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CRITICAL INJURY MODIFIERS HIGHTENED FALLING DAMAGE
When you take a critical injury, roll on the table with a -10 If you fall and hit a hard surface, you take 0.5 damage per
modifier (treat 01-06 as if 11, i.e. no critical injury), but +10 fallen meter, round up. You can reduce the damage with
for every damage above what was needed to cause the criti- the result of a move roll and by a further 1 damage if you
cal effect. Some effects, like the talent Axe mastery, that spent a fast action to controllably jump down. You may
cause an effect on dealing damage, then treat “1 damage take a -2 penalty to land standing, but this only succeeds if
dealt after armor” as the -10 modifier. you avoid a critical injury. Metal armor offers no protec-
tion from falls, unless you also take damage from landing
MODIFIER CRIT FROM CRIT BY
on something sharp, like a trap filled with spears.
(RANGE) STAT DEPLETION DAMAGE DEALT
-10 (11-56) 0 1
±0 (11-66) “-1” 2
+10 (21-66) “-2” 3
WHY USE THIS MODULE?
+20 (31-66) “-3” 4
1. Fall damage is unrealistic in the
+30 (41-66) “-4” 5
original rules. If you hit a hard sur-
+40 (51-66) “-5” 6
face after a 9 meter fall, it will on av-
+50 (61-66) “-6” 7 erage result in 1 damage, then re-
Instant death “-7” 8 sisted by your non-metal armor.
Pushing down a bunch of villagers
with average Strength 3 from a 20
meter fall into concrete, would
make less than half of them roll for
WHY USE THIS MODULE? a critical injury, with a very low per-
1. Modifiers to critical injuries were centage of those being lethal. Most
added to reduce strange behavior would be able to just walk away.
from receiving very minor or very 2. You can now use move to lower fall
massive damage. An example would damage, making an agile person bet-
be that a 1000-meter fall would ter at withstanding a fall from a low
most often not be lethal. Going height and not just a strong charac-
strictly by the rules, then you only ter.
die if you roll a critical injury of 65+.
2. This new mechanic is shared with WHY NOT USE IT?
the “Magical mishap modifiers” You use other rules for fall damage, or
and the “Stronghold event modifi- PCs just don’t risk falling in your adven-
ers” modules. So, if the others are tures… or you are fine with falling not be-
used, it can be applied just to keep a ing very dangerous.
theme.

WHY NOT USE IT?


It’s too big a change from the core rules,
or you might like that critical injuries
should be very swingy.

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DELAYED INITIATIVE CHANGED BROKEN STATUSES
If used, this module replaces the rule that players freely can Here are alternative and more detailed rules for when bro-
trade their initiative cards with each other at the beginning ken in other attributes than Strength.
of new rounds, with this: You can delay your actions to an-
ytime later in the round, while still keeping your position WHEN STRENGTH BREAKS
in the initiative order for your next round. You can how-
✥ BROKEN BY OTHERS? Roll for a critical in-
ever not delay your initiative to act directly after one with
jury.
a lower initiative than yourself.
✥ BROKE YOURSELF? If you use the “Critical
Example: The initiative order is PC(1), NPC(2) and fi-
injuries – breaking yourself” module, gain the
nally PC(3). PC(1) wants to act after the NPC(2). NPC(2) can
“Strained muscles” injury, it can stack with itself,
choose to delay after PC(3) but has no other choice of delay.
otherwise do not gain a critical injury.
If so is done PC(3) must act first, then NPC(2) is forced to
✥ Drop to the ground.
act and finally PC(1) can act. During their next round the
✥ Drop any held items.
initiative order is restored (no cards were exchanged) and
✥ WHILE BROKEN: You can only crawl and the
PC(1) acts first again.
high levels of pain prevents communication.

WHEN AGILITY BREAKS

✥ BROKEN BY OTHERS? If you use the “Hy-


WHY USE THIS MODULE? giene” module, lose 1 Hygiene die, if not but you
1. This makes lower initiatives always still use the filthy condition, gain that. Other-
better than higher ones. Currently wise, no effect.
they can be worse, as if you act last ✥ BROKE YOURSELF? If you use the “Critical
you know how actions you will have injuries – breaking yourself” module, gain the
to use for parries and dodges, and “Exhausted” injury, it can stack with itself, oth-
charging in first can sometimes be erwise do not gain a critical injury.
bad (see “why not use it” below). ✥ Drop to the ground.
2. It makes the lightning fast talent ✥ Drop any held items.
and the feint action better. ✥ WHILE BROKEN: You can only crawl and as
you are unable to catch your breath, you are pre-

WHY NOT USE IT? vented from communicating.

It complicates initiative. A fast initiative


WHEN WITS BREAKS
also isn’t supposed to be better than a
slow initiative. You just trade the cer- ✥ BROKEN BY OTHERS? Roll for a critical hor-
tainty of how many actions you need to ror injury.
save for parrying and dodging (high initi- ✥ BROKE YOURSELF? If you use the “Critical
ative) with the possibility to act first (low injuries – breaking yourself” module, gain the
initiative). Going first could be bad, as “Stressed out” injury, it can stack with itself, oth-
running up to your enemies instead of erwise do not gain a critical injury.
them running to you, can disperse your ✥ Drop any held items.
team and waste actions from your party ✥ WHILE BROKEN: You can only retreat, flee
instead of from your enemies. So, with a or drop to the ground, and must choose to take at
low initiative “skipping your first round” least one of these actions each round. Fear, stress
should in many cases be your best option. or confusion prevents any coherent communica-
tion.

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WHEN EMPATHY BREAKS

✥ BROKEN BY OTHERS? Set your Willpower


Points to zero.
WHY USE THIS MODULE?
✥ BROKE YOURSELF? If you use the “Critical
1. It adds consequences from being
injuries – breaking yourself” module, gain the
broken in Agility and Empathy.
“Disheartened” injury, it can stack with itself,
2. It better defines what happens when
otherwise do not gain a critical injury.
you are broken.
✥ WHILE BROKEN– RAGING: You must either
try to attack every round, as if constantly taunted
WHY NOT USE IT?
(-2 modifier to all rolls), and also push all rolls OR
You don’t feel the need to expand these
withdraw.
rules or you use other rules for this.
✥ WHILE BROKEN – WITHDRAWING: You
angrily throw away at least one item, up to the
GM. The item might become lost OR roll item
dice, it is damaged on each . And then only re-
treat or flee. You are too angry, sad or in other
ways too emotional for any communication.

CRITICAL INJURIES – BURN


This table replaces the “Critical Injuries – Other” table, when you are broken by fire, acid or electric attacks.

D66 TRAUMA LETHAL TIME LIMIT EFFECTS DURING HEALING HEALING TIME

11 Red and itchy No – None –

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.

14-15 Loss of body hair No – Immediately take 2 Empathy damage. –

16-21 Gear on fire No – One piece of carried equipment (the GM decides –


which) takes an item damage or is lost to the fire.

22 Flailing in panic No – An ally within near range is set on fire. Taking 1 –


damage each round unless put out with a slow action
and a successful move roll.

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.

25 Fluid loss No – You consume twice the normal amount of water. D6

26-31 Ugly burns No – -2 to manipulation rolls, unless you try to intimi- D6


date your target, then you instead add +2.

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.

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D66 TRAUMA LETHAL TIME LIMIT EFFECTS DURING HEALING HEALING TIME

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.

43 Swelling skull No – You cannot wear any head gear. 2D6

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.

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NEW CRITICAL INJURIES – HORROR
This table replaces the “Critical Injuries – Horror” table in the Players Handbook.

D66 TRAUMA EFFECT DURING HEALING HEALING TIME

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.

12 Binge eating You consume twice the normal amount of food. D6

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.

31 Narcissistic You refuse to wear anything on your head. 3D6

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.

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D66 TRAUMA EFFECT DURING HEALING HEALING TIME

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.

64 Apathetic Lose 1 Willpower Point every Quarter Day. 2D6

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. –

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CRITICAL INJURIES – BREAKING YOURSELF
When you brake yourself in an attribute, you now take one of these critical injuries, in accordance to the attribute you break.
The effects stacks with themselves, so you could have to pay multiple Willpower Points in order to push a roll.

ATTRIBUTE TRAUMA EFFECT DURING HEALING HEALING TIME

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.

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EQUIPMENT

These modules are intended to expand or rebalance rules re-


garding resources, weapons and gear.
REVISED RESOURCE WEIGHT
This module, requires the “Resource weight per die” mod-
RESOURCE WEIGHT PER DIE
ule.
Each unit that can act as a resource die now has a weight, Food/Arrows/Torches/Wine/Mead: each unit has
use light as unless you use the “Revised resource weight” light weight.
module. These are not spent to make a resource die; they Water/Ale/Beer: has normal weight. A waterskin or
together make the resource die. 1 resource = 1d6, 2 resources clay jug can hold 2, then 2x normal. A barrel can hold 10,
= 1d8 (or 2d6 if you use the “Xd6’s as resources” module), then weight as 12, as a barrel itself is heavy.
10 resources = 1d12 + 6 resources, and so on. Note that raw
Sling bullets/Tobacco/Gunpowder & bullets: a sin-
materials are not resource dice, and thus they still weight
gle unit can be tiny, but every 5 units can be considered
as a normal item.
light.

WHY USE THIS MODULE?


WHY USE THIS MODULE?
If you bought 5 travel rations, and con-
1. Since a single die of water can last ~3-
verted that to one ration plus a d12 food
6 days, and you should drink at least
resource, the total weight is suddenly re-
2 liters per day, it gets heavy fast.
duced from 5 to 2. Now it will go from
Keeping hydrated and feed purely on
2.5 to 2.5, i.e., always stay the same and
ale/beer requires even more.
will at all times count as both light ob-
2. Since water is easier to get and store
jects and as resource dice.
than food, this keeps the resource
more relevant, as you might not
WHY NOT USE IT? want to carry around too much.
It changes a lot for little gain? Keeping
resource dice instead of tracking light ob-
WHY NOT USE IT?
jects, could be easier.
It complicates things for little value.

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XD6’S AS RESOURCES ADD RESOURCE DIE TO ROLLS
Resources dice now only consists of d6’s. During use roll 1 This module, requires the “Xd6’s as resources” module.
die, on a loose one die. A D6 resource die is now rolled with attacks that track
For items with around a week of shelf life, like field ra- ammunition. Use a different die color for these, like blue
tions, you must roll all dice once per day, where excess or something. You can also roll such a die when treating
indicate that some has spoiled. If you also used the re- items like resources, for example when using bandages to
source, it primarily counts as consumed and not spoiled. give extra dice to a healing roll.
If you stay at an inn, you do not need to roll daily resource On a you lose 1 stack of such ammunition, even if you
dice from spoilage. You can do some basic hygiene, enough did not push the roll. On a x you gain an extra hit, unless
to not lose dice and you can swap, store or refill food in an you use any special ammunition that might have other ef-
amount enough to not require a dice roll. fects on a x.
This module is not compatible with its alternative mod- Non-tracked improvised ammo, like using simple
ule “Inverse resource depletion”. stones as sling ammunition, do not add any ammunition
die.
Your starting dice changes. Use this conversion table:
STARTING DIE CONVERT TO
D6 1d6 resource die
WHY USE THIS MODULE?
D8 1d6 resource dice
It makes ammo easier to track, to just al-
D10 2d6 resource dice
ways roll a d6 ammunition die together
D12 3d6 resource dice with any ranged attack rolls.

WHY NOT USE IT?


You don’t use the “Xd6’s as resources”
module, or you don’t like that it will
WHY USE THIS MODULE?
make ranged attacks more powerful.
1. A lot of items have a shelf-life of a
week, and for items like you always
keep around, like food, that is very
hard to track. Replacing all this
tracking, with a roll one per day, re-
ARMOR REPAIR RESOURCES
moves a lot of this hassle. Requires the “Add resource die to rolls” module. When re-
2. Resources no longer lasts longer just pairing armor, you can risk 1 unit of materials to gain a re-
because you stack more of them. source die for the repair roll. If the resource die rolls a ,
the materials are lost, even if you did not push the roll. You
WHY NOT USE IT? can only gain this bonus if you could use the materials to
It is a major change, and you feel it isn’t create armor of equal quality. For example, you can risk
needed. some iron to repair a +2 chainmail only if you have rank 3
smith. If you have modules that allow for the use of steel
as a resource, you could use that as a rank 1 smith.
If you also use the "Enhanced masterwork talents, but
tougher repairs" module and allow for exotic materials, you
can reduce or cancel out an item's repair penalties by using
those materials. For instance, if you repair a +2 armor rat-
ing item; using wrought iron will reduce the repair pen-
alty by 1, while using steel will cancel it out entirely.

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should be slightly cheaper. Around 1 silver with iron heads,
INVERSE RESOURCE DEPLETION and around 5 copper with wooden heads.
When you roll a resource die, a d6 is only lost on a 1, a d8
stays the same, so only reduced on a 1-2, a d10 is reduced on ARMOR WEIGHT
a 1-3 and a d12 on a 1-4.
This module is not compatible with its alternative mod- Armor and all clothes increase their weight category by one
ule “Xd6’s as resources”. if they are not worn, from tiny → light → normal →
heavy → 2x heavy. If they have any negative modifiers to
move, the modifiers are now also added to their weight
when not worn.

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.

WHY NOT USE IT? BREAKABLE ARTIFACTS


You use other rules for this, or it isn’t
important or worth the change. An item becomes unusable if its item dice or armor rating
is reduced to zero. This means that you at that point no
longer can benefit from any artifact dice it might have.

EPIC SUPPLY POLEARMS VS MOUNTED


Sometimes in these rules there is noted an epic rarity. This Polearms ignore the -1 penalty to attack a mounted oppo-
is one step scarcer on a scale: common → uncommon → nent, and can also add their item bonus when attempting
rare → epic → legendary. to shove a mounted opponent.
If you want a rule for supply for epic items, treat a settle-
ment as having a one in a six chance of selling an epic item LIGHT WEAPONS FROM PRONE
at random (GM picks one), or if a specific item is requested,
there is instead a one in a six chance that they know of an- One-handed light or tiny melee weapons, can be used to
other settlement that should be able to get it. make attacks while prone at a -2 penalty.
Legendary items are more in the range of only one or so If you are subjected to a grapple attack you do not need
in the land, and if not encountered by chance, you will to drop these weapons. While they cannot be used until you
likely need to take on a quest to find one. break free, you can add their item dice to any break free
or grapple attack attempts.

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.

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Reforged Power– Player’s booklet


MELEE WEAPON REBALANCE
WEAPON GRIP BONUS DAMAGE RANGE COST FEATURES

Knuckledusters/(Gauntlet)* 1H +1 1 arm 1s Tiny, Blunt, Unarmed

Shiv* 1H +1 1 arm 0.5 s Tiny, Pointed

Knife 1H +1 2* arm 1s Light, Pointed

Dagger 1H +1 2* arm 2s Light, Edged, Pointed

Sai/Parrying dagger* 1H +1 2 arm 8s Light, Pointed, Parrying, Trapping

Shortsword 1H +1* 2* arm 6s Tough*, Edged, Pointed, Parrying

Swordbreaker* 1H +1 2 arm 14 s Tough, Edged, Pointed, Parrying, Trapping

Scimitar/Sabre 1H +1 2 arm 8s Tough*, Edged, Pointed, Parrying, Hook

Falchion/Cutlass 1H +2* 2 arm 4s Edged, Pointed

Broadsword/Armingsword 1H +2 2 arm 10 s Edged, Pointed, Parrying

Rapier* 1H +2 2 arm 20 s Tough, Edged, Pointed, Parrying

Bastard sword (1h Longsword) 1H +2 2 arm 18 s Tough*, Heavy, Edged, Pointed, Parrying

2h Longsword/Claymore* 2H +3 2 arm 25 s Heavy, Edged, Pointed, Parrying

Greatsword 2H +2 3 arm 40 s Tough*, Heavy, Edged, Pointed, Parrying

Handaxe 1H +1* 2 arm 2s Edged, Hook, Shield-breaker*

Battleaxe 1H +1* 2 arm 6s Tough*, Heavy, Edged, Hook, Shield-br.*

Two-handed axe 2H +2 3 arm 24 s Heavy, Edged, Hook, Shield-breaker*

Mace 1H +1* 2* arm 4s Tough*, Blunt, Shield-breaker*

Morningstar 1H +2 2 arm 8s Tough*, Blunt

Warhammer 1H +2* 2 arm 12 s Blunt, Pick*, Hook, Shield-breaker*

Maul/Heavy Warhammer 2H +1* 3 arm 22 s Tough*, Heavy, Blunt, Pick*, Hook, Shield-br.*

Flail 1H +2* 2 arm* 16 s Blunt, Chained*

Two-handed flail* 2H +2 2 near 20 s Tough*, Blunt, Chained

Wooden club 1H +1 1 arm 1s Blunt

Large wooden club 2H +1 2 arm 2s Heavy, Blunt

Staff 2H +1 1 near 1s Blunt, Parrying, Hook

Short spear 1H +1 2* near 2s Pointed, Polearm

Long spear 2H +2 2* near 4s Pointed, Polearm

Pike/Lance 2H +3* 2 near 12 s Heavy, Pointed, Polearm, Lengthy

Halberd/Bill 2H +3* 2 near 30 s Heavy, Pointed, Edged, Hook, Polearm

Trident 2H +1 2 near 6s Tough*, Pointed, Hook, Trapping*, Polearm

Whip* 1H +1 1 near 2s Light, Edged, Hook, Chained, x2 armor rating

Bladed whip* 1H +1 1 near 6s Light, Edged, Hook, Chained

* Notifies changes from core rules

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RANGED WEAPONS REBALANCE
WEAPON GRIP BONUS DAMAGE RANGE COST FEATURES

Rock 1H – 1 Near – Light, Blunt

Throwing knife 1H 1 1 Near 1s Light, Pointed, Melee

Throwing axe 1H 1 2 Near 2s Edged, Melee

Throwing spear 1H 1* 2* Short 2s Pointed, Melee

Sling 1H** 1 1 Short 1s Light, Blunt, Ready, Stones/bullets

Blowgun* 1H 2 1 Near 3s Light, Pointed, Ready, Blowgun darts

Short bow 2H 2 1 Short 6s Light, Pointed, Ready, Arrows

Longbow 2H 2 1 Long 12 s Tough*, Pointed, Ready, Arrows

Crossbow 2H 3* 2 Short 24 s Pointed, Load, Quarrels/bolts

Windlass crossbow 2H 3* 3 Long 40 s Heavy, Pointed, Load x2*, Quarrels/bolts

* Notifies changes from core rules, ** Note that load is a 2H action

NEW WEAPON CRAFTING


WEAPON PRICE SUPPLY WEIGHT RAW MATERIALS TIME TALENT TOOLS

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

Swordbreaker 14 s Rare Normal 2 Iron, 1/2 Leather 1 week Smith Forge

Rapier 20 s Rare Normal 2 Iron, 1/2 Leather 2 weeks Smith Forge

2h Longsword/Claymore 25 s Uncom Heavy 4 Iron, Leather 1 week Smith Forge

Two-handed flail 20 s Uncom Normal 2 Iron, 2 Wood 1 week Smith Forge

Blowgun 3s Uncom Light Wood, Glue 1 day Bowyer Knife, Fire

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

Whip 2s Uncom Light Leather Quarter Tanner Knife

Bladed whip 6s Rare Light 1/2 Iron, Leather 1 day Tanner, Knife, Forge
Smith

* Notifies changes from core rules

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NEW WEAPON MODIFIERS
These weapon modifiers are added from other modules,
like the weapon rebalance modules above. Simply ignore WHY USE THESE MODULES?
them, if you don’t use any other modules that mentions 1. Lethal weapons now generally deal 2
them. damage, 3 if they are on the 2-
Brittle/Fragile: Item takes damage on any item die , handed extreme end or 1 if they are
even if an attack wasn’t pushed or an armor wasn’t pierced. more improvised, i.e., not some-
If it is brittle, it also cannot be repaired. thing you would take to combat if

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.

It cannot soak damage through tough again until repaired


and the tough modifier is repaired in the same way as a
regular item die. To note if it has already been used, you
can apply a checkbox after the modifier, like: “tough [X]”.
Trapping: Opponent suffer a -2 penalty to parry disarm
attempts.

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INVENTOR ITEMS
These are the items that can be built by an inventor, if you use the Inventor talent module.

INVENTOR, COMMONLY USED TOOLS AND MATERIALS:


ITEM PRICE SUPPLY WEIGHT RAW MATERIALS TIME TALENT/TOOL EFFECT

Distiller 7s Uncom Heavy Metal, Glass 2 days smith, Forge Used as a tool

Pots (Ceramic) 1s Common Light 1 Stone (clay) 1 QD Fire Material

Pots (Metal) 2s Common Light 1 Metal 1 day smith, Forge Material

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

INVENTOR, CRAFTABLE RAW MATERIALS:


ITEM PRICE SUPPLY WEIGHT RAW MATERIALS TIME TALENT/TOOL EFFECT

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)

Detonators 4s Epic Tiny – 1 day inventor, Laboratory, Don’t have to lit


Distiller, Fire arrows/bombs

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

Perfume 10 s Rare Tiny Herbs, Liquor 1 QD inventor, Distiller, Fire Resource

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

Turpentine 3s Uncom Normal 5 Wood(Firewood) 1 QD inventor, Distiller, Fire Raw material

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

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INVENTOR, CRAFTABLE AMMUNITION RESOURCES:
ITEM PRICE SUPPLY WEIGHT RAW MATERIALS TIME TALENT/TOOL EFFECT

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, Fire 6s Rare Resource Pots,1/4Cloth,Turpentine 1 turn inventor Resource(thrown)

Bombs, Smoke 6 s Epic Resource Pots, Saltpeter, Sulfur, 1 turn inventor Resource(thrown)
1/2 Honey

Bombs, Quick- 3 s Rare Resource Pots, Limestone 1 QD inventor, Fire Resource(thrown)


lime

Bombs, Acid 5s Epic Resource Pots, Acid 1 turn inventor Resource(thrown)

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

INVENTOR, NEW RANGED WEAPONS:


ITEM PRICE SUPPLY WEIGHT RAW MATERIALS TIME TALENT/TOOL EFFECT

Slingshot 20 s Epic Light Rubber 1 QD bowyer Ranged weapon

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

INVENTOR, NEW WEAPON STATS:


WEAPON GRIP BONUS DAMAGE RANGE COST FEATURES

Slingshot 2H 1 1 short 30 s Light, Blunt, Ready, Stones/bullets, D8 Artifact die

Pistol 1H 2 2 near 40 s As Blunderbuss, but also Light and Pierce armor

Blunderbuss 2H 3 3 near 60 s Pointed, Load, High-velocity, Misfire, Loud, Ammu-


nition(gun powder & bullets), Requires lit match cord

Arquebus 2H 2 3 short 70 s As Blunderbuss, plus Heavy, Pierce armor and-1 move

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Acid: Most commonly sulfuric acid, also known as Vit- area (target and surrounding short zone) is enclosed in
riolic Acid. It is concentrated by boiling of excess water. smoke for 2d6 rounds. Ranged attacks into a zone with
Arrows, Ampule: These arrows have glass ampule heads smoke are modified by –2 and cannot, as a general rule, hit

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.

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A feasible explosive is ammonium nitrate. It uses ammonia Perfume: This is both a bit antiperspirant, germ reduc-
(can be made from urine) and is enhanced with a tiny bit of ing and can hide smell. Roll a resource die to gain a +1 bo-
oil. Explosives can be used to destroy locked doors. nus to manipulation for a Quarter Day or to increase hy-
Firearms: Firearms require you to first have a lit its giene if you use the “Hygiene” module.
match cord in order to use them. This burning cord is Rubber: Can be extracted from some vegetable roots. A
pressed into the firearm’s gunpowder hole as you pull the rank 2+ tanner can replace half the amount of leather
trigger. when making shoes by taking a -2 craft penalty, if so is
When making a masterwork firearm, you can exchange a done, the shoes will grant an extra +1 item bonus. Can also
+1 item bonus with a flintlock system, this makes a striking be used to make slingshots.
pin hit a frizzle and opens a hatch so that any gunpowder Saltpeter: Produced by distilling potash and calcium ni-
inside ignites. It removes the “requires lit match cord” trate from urine moistened straw and dung. This often re-
from the prerequisite, but the weapon cannot fire if wet. quires that you have access to a barn in active use or one
Add a resource roll for flint when crafting the weapon. that for a long time has been used by animals. You can then
When making a masterwork firearm, you can exchange a make one lore roll per week to extract one unit per rolled
+2 item bonus with a caplock system, this removes the “re- x.
quires lit match cord” and reduces the time a load action
Smelling salts: Can be used as a resource for a +2 bonus
takes (from slow to fast or from a fast to a free action).
to a heal other check made to heal Agility or to wake an
You have to add detonators and a resource roll for copper
unconscious person.
when making “gunpowder and bullets” for the weapon.
Turpentine: Can be used as lamp oil, but burns with a
Gunpowder: Burn fast or even explodes if in confined
strong odor. Can be used to produce varnish.
spaces. Does not work if moist. Ruined if immersed in wa-
Viscid Fire: This substance sticks to surfaces and is not
ter as the saltpeter then wash out.
easy to wash of even with soap. If ignited, it burns hot and
Liquor: See the “Recreational drugs” module for more
is very hard to extinguish.
uses.
Match cord: This can act as a very slow burning fuse.
When lit, roll a resource die each turn (15 minutes). It can
be tweaked or shortened to burn faster.

EXTENDED BOWYER ITEMS


These are the items that can be built by a bowyer, if you use the “Bowyer: extended options” talent module.

BOWYER, EXTENDED OPTIONS:


ITEM PRICE SUPPLY WEIGHT RAW MATERIALS TIME TALENT/TOOL EFFECT

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

BOWYER, NEW WEAPON STATS:


WEAPON GRIP BONUS DAMAGE RANGE COST FEATURES

Composite bow 2H 3 1 Long 40 s Light, Pointed, Ready, Arrows

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EXTENDED SMITH ITEMS
These are the items that can be built by a smith, if you use the “Smith: extended options” talent module.

EXTENED SMITH, NEW MATERIALS:


ITEM PRICE SUPPLY WEIGHT RAW MATERIALS TIME TALENT/TOOL EFFECT

Firewood 0.2 s Common Normal – 1 QD Forest, Axe, 3 per x For burning only

Charcoal 0.8 s Common Normal 4 Wood or 4 Firewood 1 QD Fire/Kiln +1 to smith rolls

Black coal 0.8 s Rare Normal – 1 QD Coal mine +1 to smith rolls

Coke 1.6 s Rare Normal 2 Black coal 1 QD Fire/Kiln +2 to smith rolls

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

Rare minerals 1.5 s Rare Tiny (Varies) – – 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

EXTENED SMITH, NEW ARMOR STATS:


ARMOR BODY PART ARMOR RATING COST FEATURES

Lamellar, Metal Body 4 15 s –

Scale, Metal Body 5 25 s Roll half rating vs stabs (full rating against arrows)

Light brigandine Body 5 30 s Also counts as winter clothing

Heavy brigandine Body 6 45 s Heavy

Half-plate Body 7 60 s Heavy, Modifies move by -1

Mail Coif Head 2 6s Light, Roll half rating vs arrows and stabs

EXTENED SMITH, NEW ARMOR CRAFTING:


ARMOR PRICE SUPPLY WEIGHT RAW MATERIALS TIME TALENT TOOLS

Lamellar, Metal 16 s Rare Normal 2 Iron 2 days smith Forge

Scale, Metal 20 s Rare Normal 2 Iron 1 week smith Forge

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

Half-plate 60 s Rare Heavy 6 Iron 2 weeks smith Forge

Mail Coif 6s Common Light 1/2 Iron, Cloth 2 days Smith, Forge, Needle &
tailor thread

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EXTENED SMITH, NEW ITEM CRAFTING:
ARMOR PRICE SUPPLY WEIGHT RAW MATERIALS TIME TALENT TOOLS

Caltrops 2s Uncommon Light 1/2 Iron 1 day smith Forge

Plough 20 s Common Heavy 5 Iron 1 week smith Forge

Ironcrow 3s Common Heavy 2 Iron 1 day smith Forge

Whetstone 1s Common Light 1 Stone 1 day – –

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

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as the total bonus does not exceed what you normally can Bonus/Armor Rating. It can be further master worked as
make. long as the total bonus does not exceed what you normally
Crucible Steel: A striped composite steel made in a cru- can make.
cible heated in a forge originally developed in the Drawn Caltrops: These can be scattered into a near zone. The
Lands, but at least known by some Aslene. The mix of com- zone then counts as rough terrain, and on a failed roll the
ponents lowers the melting point, allowing the ingredients target takes 1 damage, ignoring armor, but roll any item
to partially fuse. It mechanically works just like steel, but dice from boots as if it were armor rating. If damaged, any
can add a natural +1 bonus to manipulation due to its movement actions or move rolls count as a slow action for
beauty. a Day. A successful healing roll can negate this effect.
Dwarven Steel: Dwarves often add rare minerals to Plough: Farming tool. If using the “Field (slightly
their finest steels: chromium, molybdenum and nickel changed)” and “Garden (slightly changed)” modules, it is
among others. This makes the steel immune to rust and added as a requirement.
increases its toughness. The added toughness however Ironcrow: The medieval version of a crowbar. Can grant
makes it harder to work with. Considered heretic by the a +2 bonus to might rolls, made to bend open things.
Rust church, but unless you are an inventor or alchemist it Whetstone: Allows you to forgo the smith and Forge
would be very hard to tell it apart from regular steel. requirement when you want to repair a metal headed melee
Weapons and armor can replace iron with dwarven weapon that has taken a maximum of one point of item
steel, this gives a -6 modifier to the craft roll, but a rank damage.
4+ smith halves the penalty. The item will gain +3 Weapon

EXTENDED TAILOR ITEMS


These are the items that can be built by a tailor, if you use the “Tailor: extended options” talent module.

EXTENED TAILOR, NEW MATERIALS:


ITEM PRICE SUPPLY WEIGHT RAW MATERIALS TIME TALENT/TOOL EFFECT

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)

Flax 0.3 s Uncom Normal – – Field Raw material

Silk pupae 7.5 s Epic Normal – – Normally not found in Raw material, also
the Forbidden Lands meat

EXTENED TAILOR, NEW ARMOR STATS:


ARMOR BODY PART ARMOR RATING COST FEATURES

Rags Body – 0.5 s Tiny, -2 to manipulation

Clothes Body 1 2s Tiny, not stacking with armor, count as rags if damaged

Gambeson Body 3 8s Counts as winter clothing

Padded Cap Head 1 3s Tiny, Counts as winter clothing

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EXTENED TAILOR, NEW ARMOR CRAFTING:
ARMOR PRICE SUPPLY WEIGHT RAW MATERIALS TIME TALENT TOOLS

Gambeson 8s Common Normal 6 Cloth 2 days Tailor Needle, thread

Padded Cap 3s Common Tiny 2 Cloth 1 day Tailor Needle, thread

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.

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EXTENDED TANNER ITEMS
These are the items that can be built by a tanner, if you use the “Tanner: extended options” talent module.

EXTENED TANNER, NEW MATERIALS:


ITEM PRICE SUPPLY WEIGHT RAW MATERIALS TIME TALENT/TOOL EFFECT

Rawhide 1s Common Normal Pelt 1 QD tanner, (Tannery) Raw material

Buckskin 1.2 s Common Normal Pelt 1 QD tanner, fire, (Tannery) Raw material

Fur 2s Common Normal Pelt 1 QD tanner, (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

Glue 1s Common Tiny Pelt 1 QD tanner, Fire, Cauldron Raw material

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)

Horn 3s Uncom Normal Horned animal, Water 1 QD tanner Raw material

Studs 1.5 s Common Light 1/2 Iron 1 QD smith Raw material

EXTENED TANNER, NEW ARMOR STATS:


ARMOR BODY PART ARMOR RATING COST FEATURES

Layered/Studded/Lamel- Body 3 6s –
lar Leather

Hardened leather Body 4 6s -1 to move

Scale armor, Body 4 15 s Roll half rating vs stabs, but not vs arrows
Hardened leather

EXTENED TANNER, NEW ARMOR CRAFTING:


ARMOR PRICE SUPPLY WEIGHT RAW MATERIALS TIME TALENT TOOLS

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

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Tannin: A leather worker is considered to make their Wax hardened leather: By heating leather and wax and
own tannin as part of their work and it is not a resource you then putting the two together, you can fully saturate
need to keep track of. It is often made of finely crushed tree leather with wax. This will stiffen the leather and make it
bark and if needed it could be considered made from fire- more or less waterproof – making it good at containing liq-
wood. If you use the “Mill (extended usage)” module, and uids, like in waterskins. This avoids plasticizing, but the
dedicate a mill to help produce tannin (crushing spare tree wax will to a slight degree lower piercing resistance, so for
bark and so on), you can gain a +1 bonus to all tanner craft armor the end result will be similar to baking.
rolls. Glue hardened leather: Leather can become very hard
Grease: If smeared on your skin, it grants you a +2 bonus and tough by moistening it, heating it and impregnating it
to endurance vs cold weather, but smells really bad. If you with animal glue. As animal glue is soluble, it will however
use the “Hygiene” module, reduce your Hygiene die by 1. become sensitive to moisture unless varnished.
Glue: This is kept as granules or flakes. You apply it after Hardened leather armors can replace their leather with
it has been dissolved and heated in water. It has an indefi- glue-hardened leather, this gives a -2 modifier to the
nite shelf life as long as it is kept dry. craft roll, but a rank 2+ tanner halves the penalty. The
Leather: Regular leather is made just as rawhide, but item will gain +1 Armor Rating. It can be further master

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.

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JOURNEYS

These modules are intended to expand or rebalance rules re-


garding journeys, resting and travelling.

WHY USE THIS MODULE?


SHORT BREAK
1. You can still quickly regain your at-
Regular Quarter Day rests now only restore 1 attribute tributes. If you plan on resting, you
point to each attribute, but they can be combined with a can regain 4 in each attribute by:
short break during the same Quarter Day. first ending your current QD by tak-
Once per Quarter Day, and at any time during that Quar- ing a short break, then take your
ter Day, you may take a 15-minute short break. You may Quarter Day’s rest, take another
take this short break even if you perform some other ac- short break during said rest, and
tivity that uses up that whole Quarter Day, it will not affect then start the upcoming Quarter
that action. Day with another short break, all
During a short break, you may roll resource dice to re- at the cost of extra resource rolls.
store attributes, see below. No attribute can be restored by 2. It makes resources more important.
more than 1 point during a short break. 3. It makes strong characters generally
Restore 1 Strength: Roll a resource die for food or alco- require more food, etc.
hol* (beer, ale, mead, wine or liquor). Note that while al- 4. It can add some realism in that a
cohol can be used to restore strength in this way, you need person with limited physique can re-
to consume a full resource on purpose for it to have any cover fast from becoming ex-
effect on staving off hunger. hausted, as that happens fast, while
Restore 1 Agility: Roll a resource die for water. Note that an elite marathon runner would re-

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.

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RECREATIONAL DRUGS, NEW TRADE GOODS:

MATERIAL SIZE SHELF-LIFE SUPPLY PRICE CREATED FROM TALENT TOOLS

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

Ale, Good Normal One week Uncom 1s Grain chef(rank 3) 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

Liquor Tiny – Uncom 4s Mead/Wine/2 Ale/2 Beer inventor * Distiller or Still

Narcotics Tiny One year Rare 5+ s 2 Herbs poisoner Cauldron, fire

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.

NEW CONDITION: INTOXICATED


RECREATIONAL DRUGS
Whenever you use an alcohol or narcotics resource, you
If you don’t use the new stronghold functions modules, must successfully roll for endurance or become intoxi-
like that for “Brewery”, then you need some other kind of cated. You can also on purpose automatically become in-
brewery. These recreational drugs work well together with toxicated by just consuming a whole resource at once. If
the “Short break” module, but its not necessary. you become intoxicated while already intoxicated, your
Intoxicated: Whenever you roll a resource die to take break your Agility and begin to vomit uncontrollably. Be-
some sips from an alcoholic beverage or partake in some ing intoxicated has several effects:
narcotics, you must also succeed an endurance roll, or be- ✥ Each time you become intoxicated, take 1 Agil-
come intoxicated for a Quarter Day. You may on purpose ity damage.
roll extra resource dice, each die then requiring an extra x ✥ Take a -2 penalty to all skills.
on the endurance roll. Or you may consume a whole re- ✥ Always roll your full die pool, even if your attrib-
source die without rolling it, to automatically become in- utes have been reduced by damage.
toxicated. ✥ After a Quarter Day, remove intoxicated.
Beer/Ale/Mead/Wine: These resources can be used in-
stead of water to quench thirst. If it tastes good and not
poor, then it also restores Empathy, just like if a rank 3
chef had made food. Also read intoxicated above.
Note: If you use the intoxicated condi-
Liquor: Can be used as a resource die to restore Empathy, tion, it synergizes well with the “Solid
just like if a rank 3 chef had made food. If you use the “Add drinker” talent module. Also note that
resource die to rolls”, it can also be used as a resource die rolling your full dice pool while being in-
when performing a healing roll to save a life. Also read toxicated, actually means that you still
intoxicated above. roll all Agility dice, even though you did
Tobacco: No effect, unless you use the “Short break” take that damage. See it as you become
module. calmer, and can ignore when your body
Narcotics: Read intoxicated above. Otherwise, no ef- urges you to stop. You are likely still at a
fect, unless you use the “Short break” or the “Apothecary” loss though, since skills are reduced by 2.
talent module.

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HYGIENE DIE FORCED MARCH MODIFIERS
Original idea: Rasmus You can hike for 2 quarter days before needing to roll for
Roll your hygiene dice once per day. It can also be directly forced march, this is however modified by the following
lowered by very unhygienic actions. If it becomes zero, you table. Any continuously forced march is made at a cumula-
become filthy. tive -2 modifier.
You may regain you Hygiene die, up to a maximum of a
ITEM # OF HIKES BEFORE ROLL
d12 die (or 4d6 if you use the “Xd6’s as resources” module),
by taking the actions listed below. Prices are per page 180 in Drawn non-light weapon -1
the Player’s Handbook. In general, you cannot take the Drawn large shield -1
same hygiene restoring action again, until you have lost at Negative move items -1/point
least one hygiene die. Mounted* +1
Wash your clothes: +1 hygiene die. Add another +1-hy-
* This only applies to the rider, the mount can still not hike
giene dice if you use soap or if you pay 5 copper for a pro-
for more than 2 Quarter Days before you have to roll for
fessional washing. Wet clothes need a Quarter Day to hang
animal handling.
in the sun or by a fire in order to dry.
Take a bath: +1 hygiene die. If you do it during a sum-
mer or you pay 3 copper for a bath at an inn, you avoid be- VEHICLE SPEED
coming cold from taking it. Add another +1 hygiene dice
A cart or wagon: drawn by animals has a speed of 2 in nor-
if you use soap.
mal terrain and 0 in difficult terrain (it cannot enter those).
Haircut: +1 hygiene die. Includes beard trim. Costs 5 c.
Road: A well-maintained road can increase travel speed
Apply perfume: +1 hygiene die. Likely not available if
to 3 per Quarter Day, to all forms of travel.
you don’t use the “Inventor” module.
Rowing: Speed 2 per Quarter Day in a water hex, 1 if trav-
Sleep at an inn: No added hygiene dice, but the basic
eling a river upstream or 3 if traveling it downstream.
hygienic actions you may take there is enough to not have
Sailing: 3 per Quarter Day, can be affected by wind. Use
to roll your hygiene dice at the end of the day.
rowing speed in rivers.

NEW CONDITION: FILTHY

If you use the “Hygiene” module, then as soon as you lose


ALTERNATIVE WEATHER
all your Hygiene die, you become filthy. Otherwise, your Each morning, make a D6 roll on the weather table. Each
GM could perhaps give you the filthy condition from cer- weather effect combines with the last rolled effect. This
tain events. Like falling into a pile of manure? Or sleeping means each roll normally effects the weather for two days.
in the gutter after a too heavy night out? Being filthy has You can never feel too safe – a sudden change in the
several effects: weather may occur because of a mishap, a random encoun-
✥ You both smell and look awful. Take a -2 penalty ter or whenever the GM deems it appropriate.
to all manipulation rolls against targets that
aren’t filthy. DIE CONVERT TO
✥ You cannot help others or benefit from help 1-3 Sun/Moon/Stars: +1 to lead the way rolls,
from others. +1 to hiking in darkness rolls.
✥ Whenever you are broken, you must roll against If this replaces Rain, then during the first light
disease with a virulence rating of 4. quarter day: Fog: -2 to lead the way.
✥ As soon as you can wash yourself and your clothes 4 Clouds: +1 temp if also Sun/Moon/Stars.
(or in other way can regain a Hygiene die, if you
5 Strong winds: -1 heat if temp is 0 or less, -1 to
use the “Hygiene” module), you are no longer
make camp rolls, the weather changes more
filthy, but any contracted diseases stay.
quickly, roll next weather die after a Quarter

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Day. Tent Protects you/gear from rain.
+2 to MAKE CAMP
-1 to lead the way on sea, but add +1 speed if
you travel by sail. If you roll 2x Strong winds No blanket -1 to heat
while at sea you capsize on a mishap. Sleeping fur +1 to heat
6+ Risk for precipitation: +1 to rolls on the
weather table (stacks). Terrain affects actual HEAT EFFECT
risk of precipitation. On a mountain, next to a 4 Roll an extra water and a hygiene die every
coast line, it could be 100%, in a desert then no Quarter Day. Not having water makes you
more than a 16% chance of actual rain. both THIRSTY and SLEEPY. Sleeping on bare
On actual rain/snowfall: ground does not make you COLD.

-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

TEMP/HEAT WHY USE THIS MODULE?


This module was written before there was
Temp is the actual temperature, around temp x 10 ±5 de-
any official weather rules. It still holds
grees Celsius or temp x 20 +30 ±10 degrees Fahrenheit.
some advantages over the official ones.
Heat is instead what living warm-blooded beings will feel
1. A previous weather roll affects the
as the temperature. You should convert item bonuses vs
upcoming roll, making rain more
cold to half that amount of bonus heat.
likely follow rain, just like regular
CLOTHES weather.

Soaked wet -2 to heat. 2. There are some positive effects from


weather, making it not just bad for
Bare minimum -1 to heat.
the PCs to add weather rules.
Normal ±0 to heat.
Winter +1 to heat. (prev +2 bonus vs COLD)
WHY NOT USE IT?
Weather rules might complicate things
SLEEPING GEAR more than the value they give. Or you
Camp fire Up to +2. As long as you have some- simply use other rules for weather.
one STANDING GUARD the fire will not
go out.

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HIKING THOUGH HEXES
ALTERNATIVE WEATHER
You can hike 2 hexes per Quarter Day, 3 if on horseback.
JOURNEY ACTIVITIES Only 1 hex in Dark Forests, Mountains, Quagmires or Ru-
ins. Marshlands, Lakes and Rivers requires a boat or raft.
If you use the “Alternative weather” module, then these
QUARTER SUMMER SPRING/FALL WINTER
two pages represents an alternative view, from the perspec-
tive of Journey activities instead of keeping all the infor- Morning Light Light Dark
mation in the weather roll. The rules are the same as for Daytime Light Light Light
“Alternative weather” it is just presented in another way. Evening Light Dark Dark
Nighttime Dark Dark Dark
WEATHER ROLL

Roll 1d6, +1 per ongoing “Risk for rain/snowfall”. FORCED MARCH


DIE CONVERT TO
Rolls endurance if you hike for more than 2 ± the listed
1-3 Sun/Moon/Stars. If after rain, then during amount of Quarter days. The roll is made with a -1 penalty
next Quarter Day with light: Fog.
per Snowfall and -2 penalty for each previous forced march
4 Cloudy. +1 TEMP if also Sun/Moon/Stars. roll during the day. Boots can give bonuses to the roll.
5 Strong winds: -1 HEAT if TEMP is 0 or less (not ✥ -1 Drawn weapons (ignore if light)
stacking), roll next weather after a Quarter ✥ -1 Drawn large shield
Day. ✥ -1 per Negative move item
6+ Risk for rain/snowfall: Actual chance/risk ✥ +1 if Mounted (does not apply to the mount)
depending on terrain. Failure: 1 Agility damage and you are unable to hike until
At positive heat: -1 heat (does not stack). you rest.
Moisture can ruin sensitive items.
LEAD THE WAY (“PATHFINDER”)
HEAT EFFECT
One person rolls survival for each unexplored hex entered.
4 An extra water and hygiene die/Quarter
✥ +1 per Sun/Moon/Stars
Day. Not having water also makes you
✥ -2 if Darkness (unless night vision like a Goblin)
SLEEPY.
✥ -1 per Fog and -1 per Snowfall
3 An extra water and hygiene die once/day.
✥ -1 per Strong Wind on sea (x2 capsize on fail)
2 – Failure: Roll for a mishap.
1 ENDURANCE once per night or COLD
±0 ENDURANCE once every QD or COLD HIKING IN DARKNESS
-1 ENDURANCE once every hour or COLD Roll scouting for each unexplored hex entered during
-2 ENDURANCE once per 15 min or COLD night, unless you have night vision like a Goblin.
Standard heat is 1 ±1 for seasons, +1 for winter clothing. ✥ +1 per Sun/Moon/Stars
Failure: Take 1 Strength damage.
EACH DAY

✥ 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.

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STAYING IN A HEX HUNT

✥ +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.

SURVEY THE LANDS

Success: Roll for feature and encounter.


Failure: Cannot roll again in same hex for a week.
Push: Possibly ambushed if there is an encounter.

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SURVEY THE LANDS MORE TERRAIN FEATURES
The following terrain features are automatic and do not re-
quire any survey roll.

NEXT TO RIVER OR LAKE (NOT OCEAN)

Hunt ±0. Allows fishing.


You may forage water even on a failure, but then everyone
doing so must roll against a virulence rating 3 disease, un-
less boiled (requires cauldron and fire).
Next to river only: Allows construction of water mill.
Halve the construction time for the moat stronghold loca-
tion. Irrigation opportunities grants a +2 bonus to con-
struct the field and garden stronghold locations.

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.

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MOUNTAINS FIRELANDS

Forage -2, Hunt -1. Difficult terrain. Forage -2.


+2 to construct Quarry. Forage for water yields poisonous water.
Cannot hold the field, garden, fence or pasture strong- Cannot construct well or root cellar.
hold locations even though you can forage here. Any activities requiring digging is reduced to half speed
Ramparts or palisades receive an automatic +1 to defense and need to roll a/an extra Gear Die per week. Any , and
rating. the ground yields in a flow of semi-molten rock. Roll a Gear
Wells must be built as cisterns and these use 10 times the Die for each nearby worker. Another means that they
materials and takes months instead of weeks to complete. have become covered in semi molten rock. NPCs are auto-
matically killed by this. Player characters can instead roll
MARCHLANDS for a fire based Critical Injury.

Forage +1, Hunt -1. Allows fishing. Requires boat or raft.


CRIMSON FOREST
-1 to construct any stronghold location, except moat.
You may forage for purple shells, except during winter Forage +1, Hunt +1.
times, this is an endurance roll for diving at a -2 penalty Consuming anything edible or drinkable found comes
unless you have the Diver talent. If the temperature is kind with the risk of contracting Crimson Sickness.
of cold, like regular spring, fall temperatures, you also be-
come cold. For each success, roll another die, every x on TUNDRA
that yields a pearl (worth 2d6 silver) in addition to 1 unit of
Forage -1, Hunt +1.
meat. A mishap can results in a surprise crocodile attack.
Cannot hold the field, garden, fence or pasture strong-
hold locations even though you can forage here.
QUAGMIRE
If you use the “New quarry feature” module, then any
Forage -1, Hunt ±0. Difficult terrain. found sand resource is black sand (as per page 13 in the Bit-
-1 to construct any stronghold location, except moat. ter Reach). This cannot be used as normal sand, like to
A quarry can possibly yield peat instead of stone, see the make glass, but 4 units can be made into 1 unit of Iron on
“New quarry features” module. Peat is a light resource. It a successful crafting roll by a Smith. A quarry here also
can be used instead of wood when making something that have a high chance of finding peat.
burns.
If you are a tanner, you can make a survival roll to have ICE CAP
the Quagmire function as just as a root cellar and/or a
Hunt -1. Difficult terrain, unless snowshoes/skis/sled.
tannery. Do this just like if you were constructing the lo-
cations, but eschew the material costs. BENEATH THE ICE

RUINS Difficult terrain.

Forage -2, Hunt -1. Difficult terrain. ICE FOREST


-2 to construct the field stronghold location.
Counts as a free quarry for stone. Forage -1, Hunt ±0.

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-

blocks. hold locations even though you can forage here.

ASHLANDS SEA ICE

Any found water will be undrinkable/poisonous. Hunt ±0. Very difficult terrain. Snowshoes/skis/sled/boat

Cannot construct well. can partially help.

Can count as a free quarry for Volcanic ash.

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STRONGHOLDS

These modules are intended to expand or rebalance rules re-


garding strongholds, army combat and trade.
DWELLINGS GRANT HOUSING
The dwellings listed on page 194 in the Player’s handbook
STRONGHOLD REPUTATION
now have an effect on your Stronghold, in that they now
Buildings that grant reputation are no longer directly added allow residents to move in.
to the players reputation. Instead, a stronghold will have
BUILDING HOUSING REPUTATION
its own reputation score, that will tell if NPCs knows about
it. It will also be used for various rolls, like resident recruit- Cottage 2 -
ment and stronghold events. Tower 2 -
Stone house 4 -
DUPLICATE STRONGHOLD FUNCTIONS Farm 4 -
If you build a stronghold function again, it will only add Fort 10 -
half of its reputation to the stronghold, and if you add it Fortress 50 +1
again, it will only half of that half, and so on. So building 3 Castle 200 +3
Dungeons (1 + 0.5 + 0.25 rep) and 3 Forges (1 + 0.5 + 0.25
Palace 500 +5
rep), will add 3.5 reputation to the stronghold, rounded
down to 3. If you build a function again, but in another sec- A building can be built to include other functions, but this

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.

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HIRELINGS cannot be shared between buildings, i.e. a master builder
that uses 4 status cannot be fitted into two cottages each
These are your standard paid workers, and they follow the
with a housing of 2. All your residents also require an up-
core rules.
keep of 2 units of food and water per used housing per week.
Recruitment: You can hire them in villages, or if you have
Mistreatment: If residents are forcibly ousted from their
a Town Hall, you may be able to recruit them directly from
homes by the players, then add a negative recruitment pen-
your Stronghold. If you do not hire them from your
alty for 1d6 years, if they die (except from age) add a recruit-
Stronghold, you still need to pay them from day 1, even if
ment penalty for 1d6 months, if they are starving add a re-
the first days only include travelling.
cruitment penalty for 1d6 weeks. There are other ways to
Requirements: Hirelings are hired workers, providing
mistreat your residents, up to the GM to decide.
their own equipment. They sleep in tents, that they them-
Conscripted work: You can give residents work assign-
selves provide, or in hallways or so. They are only interested
ments up to one hex away from your Stronghold at no pen-
in the money they make, and can leave, according to the
alty, at two they will only work 1 QD/day. If you pay them
base rules, when no longer paid for. You may pay part of
like hirelings or setup additional housing to accommodate
their salary in food, around 1-2 units of food, into an equal
them, they are willing to work full days at longer distances.
reduction in silver, per week.
Defense: If you use the “Varied forces” module, then on
RESIDENTS a successful performance roll, all residents will form an
angry mob of half a person per status/housing in use in
Skip this section if you don’t use the “Housing” module.
the Stronghold. You must provide arms and armor.
If people believe in a better future within your Strong-
hold, some may be willing to permanently join your cause. PLAYER CHARACTERS
These residents will eschew their need for money, they will
make enough by the side to go around, as long as you pro- Skip this section if you don’t use the “Housing” module.

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.

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STRONGHOLD FUNCTION OVERVIEW
FUNCTION REP. MATERIAL AND REQUIREMENTS TIME EFFECT

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

Brewery* +1 150 Wood, 10 Copper, Chef 1 week Can craft 12 ale/beer/wine/mead

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

Ditch* – Palisade/Ramparts, No moat 2 weeks +1 defense rating first round of combat

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

Dungeon +1 50 Stone, 20 Iron 1 week Holds up to 4 prisoners, a jailer can guard.

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

Fireplace – 20 Stone 1 day If handyman*, then no cold or darkness

Forge +1 400 Stone, 60 Iron, Fireplace, Builder 1 week Can craft metal items, turn 12 ore into bars

Gallows +1 20 Wood 1 day -2 reputation to next event roll/execution

Garden – Plough*, (Gives 1d6 x 5 Stone)* 1 month 10 vegetables/herbs per spring/summer week

Granary* – 300 Wood, Builder 2 days Store grain/flour/flax/tobacco x10 longer

Graveyard* – 20 Stone 1 day Less likely that undead holds a grudge

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.

Laboratory +1 100 Wood, Alchemist/Poisoner/Inventor* 1 week +2 to alchemist/poisoner/inventor* rolls

Library +1 100 Wood, Books 1 week +2 to lore. Research advanced functions*

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

Monument* +1 250 Limestone/250 Marble/50 Bronze/Mountain 1 month –

Oast house* – 200 Stone, 200 Wood, Seeds, Builder 1 week Fields can produce tobacco. Needed for beer

Orchard* +1 Fruit trees 1 week 10 vegetables/herbs per summer/fall week

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FUNCTION REP. MATERIAL AND REQUIREMENTS TIME EFFECT

Palisade* – 20 Hide, 200 Wood/100 Wood & 100 Banewood 1 week As ramparts, but only +1 defense

Pasture – 20 Wood, Cows 1 day 1 milk/cow/day, 1d6 calves/year

Pier* – 20 Stone, 40 Wood, Adjacent water 1 day Fishermen. Sailboats, longboats

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

Quarry +0-2 – 1 day 2 res/worker/QD, up to 12 workers

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

Scriptorium +1 100 Wood, Ink, Feather, Builder 1 week +2 to write

Secret tunnel* – 100 Stone/30 Wood, 0-20 Iron, No moat 1 week Should be kept a secret

Sheepfold – 20 Wood, Sheep 1 day 2/year: 2 wool/sheep. 1d6 lambs/year

Shelter (Barracks)* – 200 Wood, Builder 1 week Allows weekly hireling to resident roll

Shooting Range – 20 Wood 1 day +1 marksmanship XP once/skill level

Shrine +1 80 Stone/80 Wood, Builder 1 week If your faith: +1 WP and threshold

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.

Tannery – 100 Wood 2 days Tanner+QD: turn 12 hides to leather

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

Training Grounds – 40 Wood 2 days +1 melee XP once/skill level

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

Well/Cistern – 50 Stone/500 Stone 2 w/m Free access to water

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.

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barn. A barn can fit and feed 12 large animals (like
cows) or 4 times as many small (like sheep). You
FUNCTIONS are allowed to mix different kind of animals; it
then supports up to 4 small animals for every
APIARY
large animal space not in use.
A box of wood made to be the home for a bee swarm.
✥ REQUIREMENT: garden, field or orchard if BAKERY
not on Plains. Also requires a bee swarm which
Same functionality as described in the Player’s Handbook.
must be bought (12 silver) or stolen separately
As with most jobs, a part of the baker’s job, will be to pro-
✥ RAW MATERIALS: 5 wood
vide their own firewood needed to bake.
✥ TOOLS: Saw and hammer
✥ TIME: 1 Quarter Day BREWERY
✥ EFFECT: A PC with the pain resistant talent
or a farmer can once per Spring, Summer and A brewery allows a Stronghold to speed up their production

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.

swarm during spring. ✥ TOOLS: Saw and hammer


✥ TIME: 1 week
ARENA ✥ REPUTATION: +1
✥ EFFECT: A PC with the chef talent or a brewer
A place to hold competitions. Be it with horses or with
can spend a Quarter Day here craft up to 12 in-
weapons. Even disputes in the forms of duels could take
stead of 1 unit of ale, beer, mead or wine.
place here.
✥ REQUIREMENT: training grounds BRIDGE
✥ RAW MATERIALS: 200 stone and 200 wood,
50 sand A wooden or stone bridge that allows travel from one side

✥ TOOLS: Sledgehammer, pickaxe, saw, hammer of a river to the other.

✥ TIME: 2 weeks ✥ REQUIREMENT: Adjacent river, The builder

✥ 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).

much liked by orcs, you gain a +5 bonus to repu- ✥ TIME: 2 weeks

tation rolls made to recruit orcs to become resi- ✥ REPUTATION: +1

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

✥ RAW MATERIALS: 300 wood fast.

✥ TOOLS: Saw and hammer ✥ REQUIREMENT: The builder talent

✥ TIME: 2 days ✥ RAW MATERIALS: 200 stone and 40 wood

✥ 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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✥ EFFECT: A PC or a farmer can spend a Quarter ✥ RAW MATERIALS: 400 stone or 100 wood
Day here to turn up to 12 units of milk into food ✥ TOOLS: Saw and hammer (sledgehammer
after a Quarter Days work. ✥ and pickaxe if built of stone).
✥ TIME: 1 day, or 2 days if made of stone
DITCH ✥ EFFECT: A field or garden will be protected
from animals like boars (a possible stronghold
A ditch is like a moat but without water. You are considered
event). A pasture or sheepfold will no longer re-
to have left a small bridging area, unless you construct a
quire a herder. If a pigsty is in a forest, a part of
drawbridge, at which time that will be replaced.
said forest could be fenced off to provide food, re-
✥ REQUIREMENT: ramparts or palisade
ducing the need for a herder. Big herd animals
✥ RAW MATERIALS: –
like cows require a larger area and will topple over
✥ TOOLS: Pickaxe and shovel
wooden fences, so they require one built out of
✥ TIME: 2 weeks
stone.
✥ EFFECT: Increases the Defense Rating of the
stronghold by +1 during the first round of com-
FIELD (SLIGHTLY CHANGED)
bat. Does not stack with a moat.
Requires a plough (heavy, made by smith, requires forge,
DOVECOTE 5 Iron and 1 week of time) and a hex that can be foraged.
You can choose to harvest flax instead of grain. When you
A way to justify ignoring the cost for transporting pigeons
complete it, gain 1d6 x 5 stone.
between your dovecote and those of allied towns, could be
to have it part of a service travelling peddlers perform “for
FIREPLACE (SLIGHTLY CHANGED)
free”, for being allowed to trade with your Stronghold.
A fireplace now requires a handyman to eliminate the ef-
DRAWBRIDGE fects or cold and darkness in the Stronghold. A part of
their job description (with help from other workers) will be
A bridge over a moat or ditch that can mechanically be low-
to provide enough firewood for this. If you have no
ered and raised from within the stronghold.
handyman, you will need to provide a unit of firewood
✥ REQUIREMENT: ramparts or palisade,
each day you want the fireplace to be working.
forge, the builder talent
In the Bitter Reach a handyman, even together with
✥ RAW MATERIALS: 100 wood and 20 iron
other workers will not be able to gather the required fuel,
✥ TOOLS: Saw and hammer
so you will need to have dedicated people for that.
✥ TIME: 1 week
✥ EFFECT: Lowers the effectiveness of enemy bat-
FORGE
tering rams or siege towers by 1.
Same functionality as described in the Player’s Handbook.
DUNGEON
GALLOWS
A dungeon can also be used to hold slaves. You may call it
a “slave pit” if you want, but it would be built and function Same functionality as described in the Player’s Handbook.
in the same way. An executioner must not kill its subject, he/she can instead
inflict a critical injury. It carries the same costs and has the
FENCE same game effects, except that the subject may survive the
ordeal.
A fence surrounds an area of land. It often not a function
in itself, it should mostly be seen as an extension of another
GARDEN (SLIGHTLY CHANGED)
function, i.e. a “garden” can become a “fenced garden”.
✥ REQUIREMENT: field, garden, pasture or Requires a plough (heavy, made by smith, requires forge,
sheepfold. Alternatively, if in a Forest, you can 5 Iron and 1 week of time) and a hex that can be foraged.
fence some forest for a pigsty Can be worked on by either by a farmer or a herbalist.

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Only a herbalist allows you to gain herbs from a garden. ✥ REQUIREMENT: A dozen chicken (cost 4
When you complete it, gain 1d6 x 5 stone. copper each) or hens (cost 8 copper each), which
must be bought or stolen separately
GRANARY ✥ RAW MATERIALS: 30 wood
✥ TOOLS: Saw and hammer
A dry place is devoid of moisture is the best place to store
✥ TIME: 1 day
some trade goods to keep them from spoiling.
✥ EFFECT: When filled with a dozen hens (up to
✥ REQUIREMENT: The builder talent
one can be a rooster), it proves 1 unit of food per
✥ RAW MATERIALS: 300 wood
day (in the form of eggs). If you have a rooster, up
✥ TOOLS: Saw and hammer
to two units of eggs can instead turned into two
✥ TIME: 2 days
dozen chickens, although that will take a season
✥ EFFECT: Allows grain, flour, flax, and to-
before they are ready for slaughter and will require
bacco to be stored ten times longer without spoil-
space equal to that of another hen house. Half of
ing.
these chickens will after the season also count as

GRAVEYARD hens, so will begin to provide eggs if not slaugh-


tered.
As soon as someone dies within or in the area outside your
stronghold, it might be time to think of a graveyard. INFIRMARY
✥ REQUIREMENT: –
A place to take care of the sick and injured.
✥ RAW MATERIALS: 20 stone
✥ REQUIREMENT: The builder talent
✥ TOOLS: Pickaxe and shovel
✥ RAW MATERIALS: 400 stone or 200 wood
✥ TIME: 1 day
✥ TOOLS: Saw and hammer (sledgehammer and
✥ EFFECT: A graveyard will maybe not lessen the
pickaxe if built of stone).
chance of restless dead, but it will at least lessen
✥ TIME: 2 days
the chance of them waking up feeling wronged, as
✥ EFFECT: A PC with the physician talent or a
more vengeful ghouls. Some have instead turned
physician that spends time here will automati-
to other methods, like cremation, as this can
cally succeed any healing rolls to save a life or for
lessen these problems… but if problem then oc-
long time care. An infirmary can reduce the losses
curs, they can often be far worse, as ghosts or
of life from combat, hunting and mining acci-
other spirits are much harder to get rid of.
dents by 50%.

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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instead be applied to a dog. D6 puppies are born roll, but instead always succeeds with one x. You
in the kennel each year. may select what to research if you have a hint,
from previously rolling multiple x. Players may
KILN also want to research something by describing it,
then make the lore roll at -3 or give a scribe a
A type of oven for processing materials that needs to be
50% chance of failing.
baked at very high temperatures.
✥ REQUIREMENT: fireplace, the builder tal-
MARKETPLACE (EXTENDED)
ent
✥ RAW MATERIALS: 200 stone You may build the marketplace an extra time, by extending
✥ TOOLS: Sledgehammer and pickaxe it, for each allied settlement upstream and downstream if
✥ TIME: 2 days you and they own a pier. You may also build it an extra time
✥ EFFECT: Grants a +2 to craft rolls involving for each allied settlement you are connected to via a road.
clay. A PC or quarry worker can here, per Quar- ✥ EFFECT: Each marketplace above the first al-
ter Day, turn 12 units of clay into 12 units of lows you to roll an extra supply die when checking
bricks or 12 units of wood/firewood into 3 units if any uncommon or rarer supplies are available
of charcoal plus 1 unit of tar or 12 units of for purchase.
black coal into 6 units of coke plus 1 unit of tar,
or 12 units of tree sap into 6 units of tar. You can MILL (EXTENDED USAGE)
have different kilns for different purposes, like
Can also be set up to crush gold ore or bark for tannin. It
those listed above, or you must spend a Quarter
takes a Quarter Day to set up the mill for another type of
Day cleaning it between different uses.
production. You can always do without a mill, but can then
only produce 1 unit instead of up to a dozen.
LABORATORY
✥ EFFECT: As long as a mill is set to crush bark for
An apothecary provides the lab environment to effectively tannin (do not keep track of these resources), your
craft poisons and potions. stronghold gains a +1 bonus to all craft and repair
✥ REQUIREMENT: The alchemist, apothe- rolls that requires the tanner talent.
cary, poisoner or inventor talent
✥ RAW MATERIALS: 100 wood MINE (NOW REQUIRES ORE VEIN)
✥ TOOLS: Saw and hammer
Can only be built if ore or another minable resource have
✥ TIME: Two days
been found, see survey the lands., if the “Survey the
✥ REPUTATION: +1
lands” module is used. Mines the resource found and not
✥ EFFECT: Gives a Gear Bonus of +2 to healing
always iron ore. Most mines grant a +1 reputation bonus,
rolls when using the alchemist, apothecary or
but a silver mine will grant a +2 bonus and a gold mine a +3.
the poisoner talents to craft. Gives a +2 bonus to
craft rolls when using the inventor talent to MOAT (SLIGHTLY CHANGED)
craft.
Requirements have changed and effects have been added,
LIBRARY (ADDED RESEARCH OPTION) see below. When constructed, you are considered to have
left a small bridging area, unless you construct a draw-
A new effect has been added to the library.
bridge, at which time that area will be replaced by more
✥ ADDED EFFECT: If staffed by a PC or a scribe
moat.
for a week, make a lore roll (without the +2 bo-
✥ REQUIREMENT: ramparts or palisade, adja-
nus from the library). If successful make one roll
cent river, ocean or lake, or constructed within
per x on the Advanced building research table in
Marshland or Quagmire, the builder talent
the Gamemaster booklet, read all rolled headlines
✥ ADDED EFFECT: Hinders construction of and
and select ONE of the results. A scribe doesn’t
destroys any existing secret tunnel functions.

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Hinders enemy sappers from attacking your ✥ EFFECT: During the Summer and Fall, you can
stronghold. harvest 10 units of vegetables per week from the
orchard. The work takes one Quarter Day and
MONUMENT can be carried out by a PC or a farmer.

This is either made of one or multiple sculptures, it doesn’t


PALISADE
affect the required material, time or reputation gain. If
made in mountains you can forgo the material require- A fortified woodwork, with parapets and sharpened poles.
ments by directly carving into the mountain face. Sometimes also called a stockade or gord. Barrels with wa-
✥ REQUIREMENT: – ter and wet hides (that could be hanged down on the outside
✥ RAW MATERIALS: 300 stone or 100 bronze, of the walls) offered some limited protection vs enemy fire
or none if made in Mountains. attacks.
✥ TOOLS: Hammer and chisel ✥ REQUIREMENT: –
✥ TIME: 1 month ✥ RAW MATERIALS: 20 hide, then either 200
✥ REPUTATION: +1 wood or 100 wood and 100 banewood.
✥ EFFECT: None, except the added reputation. ✥ TOOLS: Timber axe, pickaxe, saw, hammer
✥ TIME: 1 week
OAST HOUSE ✥ EFFECT: As Ramparts, but only offers a +1 bo-
nus to Defense Rating and can only be breached
A heated building that can be used for drying tobacco leaves
one. If the outmost walls are made out of bane-
or roasting hops. A small field with hops will be included.
wood, the Defense Rating remains at +1 even af-
✥ REQUIREMENT: A survival roll at -2 to find
ter the Palisade has been breached.
an initial source for hops trees and tobacco seeds,
otherwise these can be bought on the market for
PASTURE (SLIGHTLY CHANGED)
around 1d6 gold, uncommon supply.
✥ RAW MATERIALS: 200 stone and 300 wood Can only be created in a hex that can be foraged. A herder
✥ TOOLS: Sledgehammer, pickaxe, saw, hammer (a full-time job) is required to follow the cows when they
✥ TIME: 1 week grace. An alternative is to build a fence (see that function)
✥ EFFECT: Your fields can now produce tobacco around the area. Simply change the name of this function
instead of grain/flax. The oast house is also a to fenced pasture if so is done. As cows are large creatures,
prerequisite if you want to be able to produce beer any built fence needs to be made out of stone. Cows needs
in your stronghold. a barn filled with hay to survive during winter.
✥ EFFECT: Milking cows now gives milk and not
ORCHARD food. milk can count as a resource for both food
and water, but only lasts one day. A chef can turn
Similar to a garden, but made of different kind of fruit trees
one unit of milk into food during a Quarter Day,
instead of cultivated ground. An orchard typically provides
or you can build a dairy to turn up to 12 per Quar-
vegetables(fruit) later into fall than a garden.
ter Day.
✥ REQUIREMENT: You need to find fruit trees,
A worker may spend a Quarter Day here to make
either during a lucky survey the lands roll, or to
2 units of dry dung. Dry dung can be used as a
find and transport them to your stronghold from
wood resource when making things that burn,
other settlements (rare, 20 gold, 200 weight) and
like torches.
a hex that can be foraged.
✥ RAW MATERIALS: –
PIER
✥ TOOLS: Pickaxe and shovel
✥ TIME: 1 week A pier leads out from the shore into deeper water, allowing
✥ REPUTATION: +1 boats to stay in the water.
✥ REQUIREMENT: Adjacent river, lake or ocean

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✥ RAW MATERIALS: 20 stone and 40 wood crafted into 1 unit of bricks (light) during a quarter day, 12
✥ TOOLS: Saw and hammer can be constructed in a kiln. Bricks can replace stone and
✥ TIME: 1 day then grants a +1 bonus when crafting buildings. Price 3 cop-
✥ EFFECT: Can hire fishermen. Sailboats and per/unit of clay.
longboats can stay in the water for long periods of Black sand: This cannot be used as normal sand, like to
time, without one initial/final travel speed is re- make glass, but 4 units can be made into 1 unit of iron on
duced by 1 hex. Can allow for additional market- a successful crafting roll by a Smith. Common in the Bit-
places (see marketplace function). ter Reach, see page 13 of that book. Price 1 copper/unit of
black sand.
PIGSTY (ALTERED REQUIREMENTS) Peat: Peat is light and can replace wood when used for
Pigs in the pigsty will require food, while some can be burning. Price 1 copper/unit of peat.
gained from the population, some requirements have been Volcanic ash: Can be added to gardens and fields as a
added. You may not have more pigsties than the number of soil enricher. Increases next yield with twice the amount of
times you fulfill these requirements. The exception is a added ash, up to a 50% increase in yield. Price 1 copper/unit
Forest, those can support any number of pigs. A forest will in the Bloodlands.
however either require a herder at least once per week or
TERRAIN D6 ROLL:
have an area enclosed by the fence function.
✥ REQUIREMENT: garden, orchard or Forest. Plain, Ruins, 1-3: sand, 4: clay, 5-6: stone
Then up to a dozen pigs, which must be bought Marshlands
or stolen separately Tundra 1-2: black sand, 3-4: peat,
5-6: stone
PORTCULLIS (REQUIRES AMMUNITION) Forest, Dark forest, 1: sand, 2-4: clay, 5-6: stone
Crimson forest
The portcullis function includes murder holes and machic-
olations, that eases the means to throw stones, boiling wa- Quagmire 1: clay, 2-5: peat, 6: stone
ter, heated oil, lime, etc, at the attackers. If you do not Hills 1 clay, 2-6: stone
have any resources to throw on your attackers (spend 2 re- Mountains, Firelands 1-6: stone
sources per round of combat), the Defense Bonus from the Ashlands 1-4: volcanic ash, 5-6: stone
Portcullis is reduced to +0, but it can still be used to soak
Ice forest 1 black sand, 2-4 clay, 5-6:
one point of damage from the attackers. stone

QUARRY (ROLL FOR TYPE OF QUARRY) RAMPARTS (MULTILAYERED STRONGHOLDS)


You can build a quarry for a special resource you have You are now allowed to have several ramparts, each using
found for instance through a survey the lands roll. A twice the material and time as the previous layer. You gain
quarry mines the resource found, and not always stone. no Defense Bonuses for having more layers of ramparts
You can also make a quarry just digging into the ground. other than one during an attack, but if you lose, the enemy
If so, then roll on the table once per x during the con- will have to launch a new attack against the next layer, as
struction roll, modified by terrain, below, and pick one re- long as you haven’t surrendered that is. You may move
sult for the resource it gives. If you make a new quarry, ei- guards from one layer to another, they then do not provide
ther roll at -2 per type of quarry you already have in the any defense rating during a turn they are moved. Each extra
hex, or roll without penalty and create a new quarry of a layer also doubles the number of attackers and guards
type you already have. needed in order to gain Attack and Defense Rating.
Sand: replaces stone when making glass. Price 2 cop-
per/unit of sand. ROAD
Clay: replaces stone when making things out of clay.
While not made with dwarven quality and only slightly
Half a unit of clay can with half a unit of sand also be wider than a wagon can fit. These roads are at least far better

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than traveling without one. Road can also be contracted, waterwheel turns a pitman arm, turning rotating motion
then just pay 25 gold per hex, 40 if in difficult terrain, with into linear, drawing the sawblade back and forth.
an uncommon supply. ✥ REQUIREMENT: An adjacent river and the
✥ REQUIREMENT: – builder talent
✥ RAW MATERIALS: 500 stone ✥ RAW MATERIALS: 200 stone and 200 wood
✥ TOOLS: Shovel and pickaxe (x12) ✥ TOOLS: Shovel, pickaxe, saw and hammer
✥ TIME: 1 month if done by 12 quarry workers, 2 ✥ TIME: 2 weeks
months if in difficult terrain (1-2 years if done ✥ REPUTATION: +1
alone) ✥ EFFECT: A PC or lumberjack can turn 12 units
✥ REPUTATION: +1 for each fully connected set- of wood into planks, instead of just 1.
tlement (added to both settlements), as long as
they aren’t another one of your own strongholds, SCRIPTORIUM (EXPANDED USAGE)
stacks without diminishing returns.
The bonus is also added whenever you write, be it regular
✥ EFFECT: The entire hex is considered to have
books or forged letters. It has no effect on learning magic.
roads. +1 to travel speed if you only follow hexes
with roads. Also allows wagons to travel through SECRET TUNNEL
difficult terrain. Roads only crosses rivers if there
exists a bridge (a separate function). A tunnel that leads under your castle. It includes optionally
locked grates, placed so that it can be attacked down into
ROOT CELLAR (SLIGHTLY CHANGED) from the stronghold, to hinder enemies from having a too
easy route inside, if found out.
A root cellar now only stores thing that should be stored in
✥ REQUIREMENT: Cannot be combined with a
cold (but slightly damp) environments. For items that need
moat
a dry environment, use a granary.
✥ RAW MATERIALS: 100 stone or 30 wood, and
food/field rations/ale (normal shelf-life of 1 week),
optionally 20 iron for a locked grate
cured food/beer/mead/wine (normal shelf-life 1
✥ TOOLS: Shovel, pickaxe, saw, hammer
month), can also be stored here to prolong the time before
✥ TIME: 1 week
they spoil.
✥ EFFECT: Allows escaping for a castle attack and
sneaking out or in if sieged. This could however
SALT WORKS
require a stealth roll opposed by the opponents
While not nearly as profitable as a salt mine, a salt work scouting. It should be kept a secret, if found out
could be the means to an end for a poor costal farmer, as it could be destroyed by enemy sappers, damaging
salt is often easy to trade. It is made by filtering salt water your ramparts in the process. It should likely also
and continually cooking the brine until only salt remains. have a locked grate, or if found out, enemies
✥ REQUIREMENT: Adjacent Ocean hex, the could use it to bypass a portcullis.
builder talent
✥ RAW MATERIALS: 200 stone and 10 copper SHEEPFOLD (SLIGHTLY CHANGED)
✥ TOOLS: Sledgehammer and pickaxe
Can only be created in a hex that can be foraged. A herder
✥ TIME: 1 week
(a full-time job) is required to follow the sheep when they
✥ EFFECT: A PC or NPC that spends a Quarter
grace. An alternative is to build a fence (see that function)
Day here can spend 1 unit of firewood or regular
around the area. Simply change the name of this function
wood to gain 1 unit of salt.
to fenced sheepfold if so is done. A fence made out of
wood is enough. Sheep needs a barn filled with hay to sur-
SAWMILL
vive during winter.
A sawmill helps greatly when producing planks, and can
even be built to cut limestone and marble into blocks. A

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SHELTER/BARRACKS ✥ RAW MATERIALS: 300 Stone, 20 Iron
✥ TOOLS: Sledgehammer, pickaxe, saw, hammer
Erecting a shelter is a good way to show that you care
✥ TIME: 1 week
about your hirelings. They will here have an easier way to
✥ EFFECT: A PC with the chef talent, or an inn-
take care of their hygiene and will not have to resort to liv-
keeper can during a quarter day make 12 units of
ing in tents or sleeping on the ground in hallways or where
cured food from 12 units of fish/meat and one
ever there is space. The shelter building is often called
unit of salt and exotic wood.
barracks if used for troops.
✥ REQUIREMENT: The builder talent
STABLES (SLIGHTLY CHANGED)
✥ RAW MATERIALS: 200 wood
✥ TOOLS: Saw and hammer A stable can host up to 12 horses, but needs a stable boy to
✥ TIME: 1 week tend to them and to acquire hay for the winter. If you have
✥ EFFECT: As long as your hirelings can sleep in your own stable boy, d6 foals can be born here each year.
the shelter every night, you are allowed to make
a recruitment roll every week, to turn hirelings STILL
into residents. A still is like a much larger version of a distiller and was
often used to make liquor from non-distilled alcoholic
SHOOTING RANGE
beverages.
Same as in the core game. A shooting range together with ✥ REQUIREMENT: forge, the inventor talent.
a training ground is required if you want to hire guards If you do not use the inventor talent then al-
of higher rank. Note that such guards would be in less sup- chemist could be used instead, or if that one is
ply and will demand an increased salary or status. not used, then chef.
✥ RAW MATERIALS: 100 wood, 10 metal, and
SHRINE (DEDICATED TO ONE GOD) 10 glass
✥ TOOLS: Saw and hammer
A shine will have to match one of the gods a PC sees as
✥ TIME: 2 weeks
most important to them, for it to have any effect. You can
✥ REPUTATION: +1
build multiple shrines to different gods. It could also be
✥ EFFECT: Works as a distiller, but when used for
called a “grove” and be dedicated to nature, etc.
a Quarter Day by a PC with the alchemist talent
or by an alchemist or brewer, it can process up
SLAUGHTERHOUSE
to 12 units instead of 1.
A place to better take care of the meat when you butcher
animals. TAILOR SHOP
✥ REQUIREMENT: The builder talent
Same functionality as described in the Player’s Handbook.
✥ RAW MATERIALS: 200 stone, 200 wood and
5 iron
TANNERY
✥ TOOLS: Sledgehammer, pickaxe, saw, hammer
✥ TIME: 2 days Same functionality as described in the Player’s Handbook.
✥ EFFECT: If staffed by a PC or butcher your A tannery is always placed outside any city walls, as they
stronghold will yield a +50% bonus to meat pro- tend to smell rather badly.
duced (round down), from hunting and butchered
livestock. TEMPLE

A temple is like a greater shrine, but requires a priest to per-


SMOKERY
form the daily sermons. You can only have one temple, but
A chef can craft multiple units of cured food at a time here. you may have several shrines, as long as they don’t com-
✥ REQUIREMENT: The builder talent pletely oppose any god the temple is dedicated to. Note that

95

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a dedicated temple will over time convert your residents to A Minstrel feels extra inspired here; they may
its faith. add an extra free Willpower when using their
✥ REQUIREMENT: The builder talent paths in here.
✥ RAW MATERIALS: 500 stone and 200 wood.
✥ TOOLS: Sledgehammer, pickaxe, saw, hammer TOLLHOUSE
✥ TIME: 1 month
A house that takes a fee from those that wish to pass a river
✥ REPUTATION: +1
using your bridge.
✥ EFFECT: A generic temple is dedicated to all
✥ REQUIREMENT: Bridge
gods, but temples can also be dedicated to one
✥ RAW MATERIALS: 200 stone or 100 wood
god. A temple needs to be staffed by a priest to
✥ TOOLS: Saw and hammer (sledgehammer and
provide any bonuses.
pickaxe if built of stone).
If you use the “Short breaks” module, then a
✥ TIME: 2 days
temple allows any short breaks in the Strong-
✥ EFFECT: Each week a PC or guard is stationed
hold to automatically restore 1 point of Wits and
here, roll Xd6, equal to the stronghold’s reputa-
Empathy without any need for tobacco or alco-
tion, take the sum x10 in gained copper coins. In-
hol. This is true even if this isn’t your primary
come is split with each functional bridge within a
faith, as long as you do not despise the entity. If
day’s travel, if there are any.
you do not use the “Short breaks” module, then
instead allow a 15-minute visit per session to re- TORTURE CHAMBERS
store your Wits and Empathy as if you had rested.
A temple yields a +5 bonus to Reputation rolls While not super useful for extracting information, a tor-

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

with specific benefits, Read more about this in iron

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.

✥ REQUIREMENT: A minstrel or performer ✥ REQUIREMENT: dovecote, marketplace,

✥ RAW MATERIALS: 600 wood and 50 cloth the builder talent

✥ TOOLS: Saw, hammer, needle, thread ✥ RAW MATERIALS: 200 stone and 600 wood

✥ TIME: 1 month ✥ TOOLS: Sledgehammer, pickaxe, saw, hammer

✥ REPUTATION: +1 ✥ TIME: 1 month

✥ 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.

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TRAINING GROUNDS WAREHOUSE

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

Same functionality as described in the Player’s Handbook.


A steward can also be given access to the vault.

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STRONGHOLD RESOURCES
New modules in this or the GM booklet can produce these. If you do not use any such modules, then these raw materials
are likely not available, but that will be up to your GM to decide.

MATERIAL SIZE SUPPLY PRICE CREATED FROM TALENT TOOLS

Milk Normal Common 0.2 s – – Cow (Pasture)

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

Salt Light Common 0.3 s – – Salt mine/Salt works

Oil Light Common 1s 1/4 Tallow or 2 Flax Tanner Fire

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.

NEW CONSTRUCTION MATERIALS


New modules in this or the GM booklet can produce these. If you do not use any such modules, then these raw materials
are likely not available, but that will be up to your GM to decide.

MATERIAL SIZE SUPPLY PRICE CREATED FROM TALENT TOOLS

Bone Normal Uncom 0.1 s – – –

Bricks Light Uncom 0.7 s 1/2 Clay, 1/2 Sand – Kiln to produce 12 per QD

Planks Light Uncom 0.7 s Wood – Sawmill to produce 12 per QD

Nails Normal Common 3s Iron Smith Forge

Tar Light Common 0.5 s 2 Sap from wood – (or from making charcoal/coke)

Limestone Normal Uncom 1s – – Quarry (Limestone)

Marble Normal Rare 1.5 s – – Quarry (Marble)

Cement Normal Rare 2s Volcanic ash or Clay, 1/2 Lime- Inventor Fire, Kiln and Mill to produce
stone (compounds) 12 per QD

Mortar Normal Rare 1s 1/4 Concrete, 3/4 Sand – –

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Luxury resource: If building is constructed with luxury
NEW TYPES OF HIRELINGS
resources it increases its housing by 50%. If you use the
“Stronghold reputation” module, it can also grant half a HIRELING SALARY SUPPLY
point of reputation to that kind of building.
Alchemist/Apothecary 1 silver Uncommon
Stone: Regular construction material. A common type is
Butcher 5 copper Common
granite.
Brewer 12 copper Uncommon
Wood: Regular construction material. If used in the Bitter
Fisherman 4 copper Common
Reach, it counts as a luxury material.
Hawker 6 copper Common
Bone: Half a unit of bone and half a unit of hide can re-
place a unit of wood when making functions in the Bitter Herbalist 6 copper Common
Reach. Herder 3 copper Common
Petrified wood: Can replace stone when constructing a Inventor 2 silver Rare
function. Performer 4 copper Common
Bricks: Can replace stone when constructing a function, Physician 1 silver Uncommon
then grants a +1 bonus to the roll. Priest 1 silver Uncommon
Planks: Can replace wood when constructing a function Scribe 8 copper Uncommon
or object that requires a saw, then grants a +1 bonus to the Stableboy 3 copper Common
roll.
Steward 2 silver Rare
Nails: Spend one unit per 20 wood when constructing a
function or an object that requires a saw, to gain a +1 bonus ALCHEMIST / APOTHECARY
to the roll. This stacks with other material bonuses.
They can craft potions, or if you use the “Apothecary” tal-
Tar: Byproduct when making charcoal or coal in a kiln, or
ent module, then also poisons, antidotes and elixirs. See
can be made from harvested tree sap in a similar process.
the talents for more information. An alchemist’s/apoth-
Spend one unit per 20 wood when constructing a house,
ecary’s crafting rolls succeed automatically, with one x.
boat, or something similarly waterproof to gain a +1 bonus
to the roll. Also make a resource roll for tar whenever you
BUTCHER
need to repair a boat. Can be used as a fire resource. When
used to make torches gain a +2 bonus to the craft roll. Can They can staff the slaughterhouse. Increasing the meat
replace wax to waterproof wood and stoneware. output from the city.

Limestone: Can replace stone when constructing a func-


BREWER
tion, then gives a +1 bonus to the roll.
Marble: Can replace stone when constructing a function, Can staff a brewery or a still.
then gives a +1 bonus to the roll. Also counts as a luxury
resource. FISHERMAN
Cement: Can replace stone when constructing a func- Produces one unit of fish per Quarter Day’s work in a lake
tion, then gives a +2 bonus to the roll. or ocean hex. If you have a pier and provide boats, their
Mortar: Spend one unit per 20 stone, or replacement re- output increases to 2 units of fish per Quarter Day’s work.
source for stone, when constructing a function, to gain a
+1 bonus to the roll. This stacks with other material bo- HAWKER
nuses.
A hawker can spend a Quarter Day every day to yield you a
weekly roll to try to sell the goods produced by one profes-
sion. So, in a week they could sell the goods produced by
two different professions. You don’t need a hawker for this
though, the right profession works equally well. As in a

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baker that spends a Quarter Day every day selling its goods, A specialist priest (see hireling mastery), is often a druid
allows a weekly roll to sell bread, etc. or a sorcerer. They can staff a temple dedicated to all gods
If you own a warehouse, then a hawker can spend a whole or to a specific god.
day’s work there to allow to a weekly roll to sell ALL your
types of items. SCRIBE

They can staff a library to do weekly research into new


HERBALIST
stronghold functionality, automatically succeeding such
Can staff a garden, that location can then optionally pro- rolls with one x. A scribe can also help you copy books in
duce herbs instead of vegetables. a scriptorium, automatically succeeding any lore rolls to
do so with one x.
HERDER
STABLEBOY
Can take care of 12 large or 48 small animals of the same
type, by making sure they don’t run away and by providing A stableboy tends to horses, grooms them, feeds them and
protection when they grace. A kennel can increase a provides hay for them. They normally make their living by
herder’s capacity and a fence can reduce the need of herders. being paid by visitors, if so, you don’t need to hire them.
However, if your stables are for your own horses, you must
INVENTOR hire a stableboy to take care of them. In this case your sta-
ble also provide 1d6 foals per year.
An inventor’s crafting rolls succeed automatically, with
one x. They can make the items noted under the inventor
STEWARD
talent. With a still they can distill 12 times the amount in
a Quarter Day. They can extract 1 unit of saltpeter per A steward can take care of the administrative while you are
week form a pasture with a barn. gone. They have access to the treasury and can pay your
hirelings while you are gone, if you didn’t pay them enough
PERFORMER in advance. They do their best to understand your will, and
will try to enforce that in case of events.
These are normally not paid, they will wander into your
marketplace and try to make a living on their own, the same
is true if you build a theatre. You can however actually hire HIRELING MASTERY
them at a theatre to boost its effectiveness, each hired per-
former, up to a maximum of 5, grants a +1 modifier to the If you want to hire a craftsman with extra talent ranks, you

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.

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CAVALRY
BATTLES AT THE STRONGHOLD
Cavalry can only be used in open field combat. If at least
VARIED FORCES one unit of soldiers have access to riding horses, you could
gain the “some fast or flying forces”. If you have access to
If you field units of different veterancy, average the max
warhorses, such troops also counts as if a higher level of
unit deployed from each fielded unit, calculate from units
veterancy. Horse armor is called barding, and costs as
that will be in reserve too, if you have any. This becomes a
much to make as humanoid armor, average your horses ar-
fixed value and will not change over the course of the battle.
mor with your own when calculating armor.
Bonus Strength is very important in battle, extra strong op-
ponents can count as having a higher veterancy by default. LARGE SCALE COMBAT
VETERANCY UNIT SIZE MAX UNITS DEPLOYED If you attack a very big stronghold, for example with mul-
Angry mob 30/15* 3, for a +3 modifier tiple layers of ramparts and palisades, the required group

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

ARMOR soon as a unit is lost, make a performance roll (this is done


by the commander in charge), with a -1 modifier per dam-
Calculate average armor rating for your troops. A gambe- aged/lost asset. On a success you may deploy a new unit,
son + open helmet is 5. A mail + chain coif is 8, but only 4 and be given back your attack/defense modifier. But on a
vs stabs, so averaging 6. failure, you also gain -1 rating from bad morale (negating
Any deviation up or down from 5, grants a ±10% modi- the bonus). As soon as your bad morale equals the number
fier to the group size of a force, up to -50%, after that it of max units deployed, your forces will flee or surrender.
only changes by -5% per extra point of armor. Round up to
the nearest whole number. PRESSING ATTACKS

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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DEFENSE RATING SUMMARY Caltrops +1 if opposing cavalry
CIRCUMSTANCE MODIFIER Hungry/Diseased/etc -1 per condition

PCs take part in the defense +1 Flanking fronts +1

Each unit of guards +1 (see varied forces)


DEFENDER LOSSESS
Ramparts/Palisade +2/+1, sappers can
damage A defender can choose from these losses:

Portcullis +1* ✥ GUARDS: One unit of guards are broken.


✥ RAMPARTS DAMAGED: From +2 to +1.
Guard tower +1
✥ PALISADE/DAMAGED RAMPARTS ARE
Moat/Ditch +1/+1 first turn only
BREACHED: Raw materials remains.
Drawbridge – ✥ PORTCULLIS DESTROYED: Raw materials
Bolt thrower +1* remain.
Trebuchet +X* first turn only ✥ (NEW) BOLT THROWER DESTROYED:
Hungry/Diseased/etc -1 per condition Can only be selected if the enemy has flying
Ammunition/shortage 0*/-1 units or a catapult. 1d3 guards are broken.
✥ (NEW) PILLAGE: Can only be selected by at-
* As long as there is enough ammunition
tackers.
ATTACK RATING SUMMARY ✥ (NEW) ARSON: Can only be selected by attack-
ers.
CIRCUMSTANCE MODIFIER
Led by a commander +1 ATTACKER LOSSESS
Each unit of attackers +1 (see varied forces) An attacker can choose from these losses:
Ladders/grappling hooks +1 ✥ ATTACKERS: One unit of attackers are bro-
Siege tower/ +2/+1 if Drawbridge ken.
Battering ram +1/+0 if Drawbridge ✥ COMMANDER: Broken. Cannot be selected by
Monsters in their force +1/monster a pressed attack.
✥ MONSTER: A monster is defeated.
Some attackers can fly +1
✥ BATTERING RAMS AND SIEGE TOWERS:
Mantlets +1*
Can only be selected by the defenders if they have
Sapper team –, disabled by a moat
fire munitions. Each attack only yields one dam-
Catapult/Trebuchet +1* age, so a siege tower can be picked twice.
Hungry/Diseased/etc -1 per condition
Ammunition/shortage 0*/-1 FIELD COMBAT LOSSESS
* As long as there is enough ammunition A force can choose from these losses:
✥ ATTACKERS: One unit of attackers are bro-
FIELD COMBAT RATING SUMMARY
ken.
CIRCUMSTANCE MODIFIER ✥ COMMANDER: Can only be selected if no
more than one group of attackers remain.
Led by PCs or a commander +1
✥ MONSTER: A monster is defeated.
Each unit of soldiers/cavalry +1 (see varied forces)
Each monster on your side +1 FALL BACK
Some fast or flying forces +1 if terrain allows it
If an attacker wants to disengage or a defender wants to
Ranged weapons +1* first turn only
move away from a breached outer wall to a fresh inner wall,
Siege weapons +1 first turn only they can call a fall back. A fall back automatically succeeds

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with no rolls, if you are faster than your opponent, like LAYING SIEGE WITH A TREBUCHET
mounted on horses.
An enemy trebuchet can fire on a Stronghold safe from the
✥ FALL BACK: Make a normal attack and defense
range of the defenders, so without triggering combat. Un-
roll, but do not roll for any units retreating from
less the enemy counterattacks in open field combat, or sur-
battle. If you have reserve forces or forces falling
renders, they Stronghold will suffer 1d6 damaged buildings
back that are faster than the opponent, they can
per Quarter Day, using 200 units of stone. Select ram-
aid the fallback, so those can still add to the roll,
parts/palisade or draw randomly. If using fire munitions,
up to your maximum of units deployed.
it instead starts 1d6 arson events each Quarter Day.

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.

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STRONGHOLD REPAIR ✥ RAW MATERIALS: 20 wood, 2 iron and 5
hides
To repair a location, you have to spend the time it took to
✥ TOOLS: Forge, Saw and hammer
create it, but reduce years to months, months to weeks,
✥ TIME: 2 days
weeks to days, days to Quarter Days and Quarter Days to
✥ EFFECT: +1 to Attack Rating as long as your op-
hours. You also need to succeed a crafting roll, if it fails,
ponent does not have a drawbridge. Does not
the building cannot be saved. Resources like wood then
stack with the bonus from a siege tower.
become firewood. You can salvage stone and iron. You
then need to rebuild the location as from scratch. Note
MANTLETS
that if you fail a construction roll, all resources are lost.
To repair a location, you must have full access to it, so a Portable wooden walls, often used by the offenders’ cross-
rampart/palisade could likely be impossible to repair dur- bowmen and the like, to take cover from enemy projectiles.
ing a siege. ✥ REQUIREMENT: Builder
✥ RAW MATERIALS: 100 wood
✥ TOOLS: Saw and hammer
SIEGE EQUIPMENT IN DETAIL ✥ TIME: 2 days
✥ EFFECT: +1 to Attack Rating as long as you are
BOLT THROWER
not out of ammunition.
This weapon kind of looks like a gigantic crossbow placed
on a pivoting rest on top of a tower. The limbs are powered LADDERS/GRAPPLING HOOKS (HOW TO CONSTRUCT)
by the torsion of a twisted rope. It is considered specialized These can help your units climb walls and buildings.
knowledge and must be researched from a library. ✥ REQUIREMENT: –
✥ REQUIREMENT: “Torsion weapon” research ✥ RAW MATERIALS: 80 wood or 20 grappling
(made at a library), Builder hooks and 20 rope
✥ RAW MATERIALS: Guard tower (consumed), ✥ TOOLS: Saw and hammer
50 wood and 2 rope ✥ TIME: 1 day / –
✥ TOOLS: Saw and hammer ✥ EFFECT: +1 to Attack Rating.
✥ TIME: 1 week
✥ AMMUNITION: 1 unit of ballista bolts per CATAPULT
turn. These are 10 times as expensive as regular
A wooden frame, with a tension powered arm ending in a
arrows and takes a week to make.
bucket, that slings stones towards enemy fortifications. It
✥ EFFECT: +1 to Defense Rating as long as you
can’t reach too far, so must be used in reach of enemy coun-
have at last 3 guards stationed here and remain-
terfire.
ing ammunition. A bolt thrower could be used in
✥ REQUIREMENT: “Torsion weapon” research
regular combat, it would then use 1 item die, 1
(made at a library), Builder
ammunition die and deal 5 damage on a hit. It
✥ RAW MATERIALS: 100 wood and 5 rope
counts as a monster attack and thus cannot be
✥ TOOLS: Saw and hammer
parried. It takes 2d6 rounds to reload.
✥ TIME: 1 week

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

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✥ TOOLS: Saw and hammer
SAPPER TEAM ✥ TIME: 2 weeks
✥ EFFECT: +2 to Attack Rating or +1 if your oppo-
You dig a tunnel supported with wood under the enemy for-
nent has a drawbridge. Does not stack with the
tification, then fill it with straw and other burnable mate-
bonus from a battering ram.
rial and as it collapses, so does parts of the enemy’s walls.
✥ REQUIREMENT: You must be in Siege during
TREBUCHET
the construction time. Enemy cannot have a
moat A sling-based catapult that is driven by a heavy counter
✥ RAW MATERIALS: 25 wood. weight.
✥ TOOLS: Shovel, pickaxe, saw, hammer ✥ REQUIREMENT: “Trebuchet” research (made
✥ TIME: 1 week at a library), Builder
✥ EFFECT: Damages the defenders’ ramparts or ✥ RAW MATERIALS: 200 wood, 50 stone, 10
palisade, usually just before the combat begins. leather, 10 iron
✥ TOOLS: Saw and hammer
SIEGE TOWER ✥ TIME: 2 weeks
✥ AMMUNITION: Same as a catapult.
A large tower on wheels. It can work as an access point over
✥ REPUTATION: +1
the enemy walls, if they do not have a drawbridge. But even
✥ EFFECT: Works like a catapult, but can be used
if they do, the height makes it suitable to shoot at the de-
from a siege. If a defender has a trebuchet, they
fenders from. Usually covered in wet hides to prevent fire.
can spend 1d6 units of fire munitions to destroy
✥ REQUIREMENT: Builder
an enemy trebuchet before it can be setup.
✥ RAW MATERIALS: 250 wood and 20 hide

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CHANGING PRICES
SETTING UP A SHOP
If you are fine with selling for half the amount of coin,
Before you sell items, you must categorize them. move two categories towards an everyday item, 70% of the
✥ EVERYDAY ITEMS: These are items everyone price moves one category. If you would go “below” the eve-
has, but you don’t necessarily need to buy them ryday category, instead triple your sales per week. If you
often. Like clothes or a knife. want to sell at double the price, more two categories to-
Sell up to 1 unit for every rolled x. wards luxury. A 40% price increase moves it one category.
✥ SPECIALIZED ITEMS: These are items that If you surpass the luxury category, increase the needed x
some common professions need to have access to by the same amount. Lowering prices can affect other sales
everyday. Like swords and chainmail. negatively, like if you sell iron headed arrows without low-
Sell up to 1 unit for every 2 rolled x. ering the price of wooden headed arrows, the sales of
✥ LUXURY ITEMS: These are items that for wooden header arrows could drop with the same amount as
some might be nice to have, but are not really the increase in sold iron headed arrows.
necessary for anyone in a settlement. Like a set of
full plate armor or a two-handed sword. FAST DEALS
Sell up to 1 unit for every 3 rolled x.
If you need to sell things fast, during a Quarter Day instead
✥ CONSUMABLES ITEM: Is the item used up,
of a week, you can do so for 25% of the item’s value and you
like food, raw materials, or arrows? Then when
may move one category toward a consumable item. If you
making a roll, sell up to 10 (or 3d6) units per X if
are not in your own Stronghold, then you can do this with-
it is an everyday item, 3 (or 1d6) per x if it is a
out a marketplace, and then you also don’t need a wagon
specialized item or 1/x if it is a luxury item.
or warehouse to sell from multiple categories at once, se

AT YOUR OWN STRONGHOLD hawker (new type of hireling) for more information.

After a week, make a Reputation roll, using your Strong- MASTERWORK


holds reputation, regardless if it is a PC or a hawker that
Masterwork items are more expensive, but do note that
does the selling. See hawker for more information.
they also are rarer and can be considered too high qual-
ity/too luxurious, if you want to sell, so each level of mas-
AT ANOTHER SETTLEMENT
terwork will require an additional x on the roll.
Requires that the remote settlement has a marketplace.
MASTERWORK PRICE MASTERWORK PRICE
After a week, make a manipulation roll. As long as you
have a wagon, it can act as a warehouse, allowing you to +0 x1 +3 x25
sell from multiple item categories at once. A hawker auto- +1 x3 +4 x80
matically succeeds these rolls with 1 x, but gains an extra +2 x10 +5 x240
x per increased mastery, so it can be more profitable to
+1/+2 to manipulation can multiply the price x2/x4.
send out more experienced sellers.
Modifiers like a lighter than normal item can double price
✥ NOT PRODUCED: It the item normally cannot
be procured in the local settlement; the rarity is
FOUND TREASURE
reduced by one category (luxury → specialized
→ everyday → consumable). If you succeed a manipulation roll, you may try to sell
✥ ACCEPTING TRADE: If you do not sell for your found treasure (see Gamemaster’s Guide page 186-
coin, but want to trade for an item the settlement 193), these can be sold as “fast deals” at 100% price. Roll the
easily can produce in excess, the rarity is reduced listed dice, if the PCs aren’t good at estimating their value
by one category (luxury → specialized → every- the GM might roll these in secret. The GM then tells them
day → consumable). what they can be sold for, if your players are not happy with
the price, they can try again in another settlement or try
again in the same settlement after a week of time.

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The hunter provides 2 meat per day, that unfortunately
STRONGHOLD MANAGEMENT also will spoil each day unless you build a root cellar, and
Here follows some optional rules to quicken and ease the 2 pelt per day. That totals to 14 pelts per week.
running of a Stronghold. We setup what the tanner ideally will do each week. He will
spend 7 Quarter Days per week to gain a weekly sell rolls for
MANAGE YOUR STRONGHOLD IN WEEKS tanner items for the Stronghold (see hawker for more in-
Since Stronghold events occur every week. It is simper if formation under “New types of hirelings”). With his spare
all your hirelings measure time in weeks instead of days. time, we set him to make 10 leather in one QD, a great
When you hire a hireling, you may hire them for up to 1-7 fur using 2 pelts in a QD, boots for 2 leather in 2 QDs,
days, or for any number of weeks. a waterskin using 1 leather in a QD, a sleeping fur us-
It can be a good idea to pay them for more than a week in ing 2 pelts in a QD, and finally a small tent for 1
advance, if you will be gone for more than a week and don’t leather in a QD.
have a steward to run things while you are gone, but these That uses all his time and leaves 6 unused leather.
investments can then be lost if a Stronghold event kills or Selling these yields using the “Setting up a shop” module:
scares your hirelings away. ✥ Leather: These are specialized items + consuma-
ble items. To be able to sell 6 per week, we need to
GAIN HIRELING RESOURCES IN ADVANCE lower the price to 70%. 6 x 12 x 0.7 = 50 copper.
When a week begins, immediately gain the resources your ✥ Great fur: Specialized item. To be able to sell one
hireling would produce over that week. This should be done per week, we must lower price to 70%. 30 x 0.7 =
at the same time as you pay them. It makes keeping count 21 copper.
of resources much easier. ✥ Boots: Everyday item. Sell for 30 copper.
If you need to actually use all these resources over the ✥ Waterskin: Specialized item. To be able to sell one
week, well then all of them might not be available at once. per week, we must lower price to 70%. 30 x 0.7 =
But if you construct things that takes the entire week to 21 copper.
build, like a house, it is ok to empty the storage in advance, ✥ Sleeping fur: Specialized item. To be able to sell
as the materials will be there when you finish. one per week, we must lower price to 70%. 30 x
0.7 = 21 copper.
AVERAGE SALES FROM SHOPS ✥ Small tent. Specialized item. To be able to sell
one per week, we must lower price to 70%. 20 x
As long as your shops set up a stock, ideally around three
0.7 = 14 copper.
times the amount they sell per week, but you don’t need to
The total sales become: 50+21+30+21+21+14 = 157 copper.
be exact, then they are allowed to average their sales over
That makes for a profit of 157 – 84 = 73 copper per week.
each week into a fixed amount, to ease stronghold manage-
ment. Note that during the first week, the tanner will not sell an-
Each 6 dice of Stronghold reputation will simply provide ything. He will use the first week and all the pelts that be-
1x toward weekly sales, round down. If you are some come available during it to set up a stock in his tannery.
points short or in excess, you can modify the demand to a If you had a Stronghold Reputation of 2, you would have
multiple of 6, by lowering or increasing the sale prices with to lower prices by 20%, to gain the same number of cus-
5% per missing/excessive point. tomers as if you had a Reputation of 6. This would change
the profit to 157*0,8 – 84 = 41 copper per week.
Example:
You hire a hunter and a tanner and have a tannery. Note that you cannot just hire another tanner and hunter
You have a Stronghold reputation of 6. to double the profit. Your Stronghold will still only sell the
same number of items per week. They will just compete for
Their salary per week becomes: 84 copper coins
the same number of customers. The only way to increase
That is (6 for a tanner per day +6 for a hunter per day) x7.
sales is to increase the Strongholds Reputation, or by mak-
ing them sell different items.

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MAGIC

These modules are intended to expand or rebalance rules re-


garding magic.

MAGIC MISHAP MODIFIERS


WHY USE THIS MODULE?
When these occur, you roll on the mishap table with a 10- 1. This reduces the risk of dying from
digit modifier, depending on the amount of you rolled. a single mishap die. Which can
New results have been added if you roll 01-06. be seen as good, as rolling dice then
is no longer to be completely dis-
ROLLED MODIFIER (ROLLABLE RANGE) couraged, and rolling dice is a cen-
tral mechanic of the game, so hav-
1 -10 (01-56)
ing a goal of never rolling dice then
2 ±0 (11-66)
reduces fun?
3 +10 (22-66)
2. At the same time, it increases the
More +10 per rolled risk of instantly dying if you roll 6 or
more magic dice, making it riskier
NEW MAGIC MISHAP RESULTS to go all out.
01-02 Willpower drain. Lose 1d3 Willpower Points 3. This new mechanic is shared with
before the spell is cast. If you do not have the “Critical injury modifiers” and
enough WP left for the spell, it simply fails the “Stronghold event modifiers”
and costs you no WP. modules. So, if the others are used,
it can be applied just to keep a
03-04 The spell drains you magic capabilities.
Treat all your magical talents as if they were theme.

one rank lower for 1d6 days. Talents re-


duced to zero, still allows you to CHANCE WHY NOT USE IT?
CAST spells at rank 1. The risks are good as they are, you should

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.

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MAGIC DICE TO ROLL HIGHER GRIMOIRE SPELLS
Follows rules in the books. Chart only here to help. You may write down any spells you know into a grimoire,
even spells of a higher rank. Using a grimoire only reduces
TALENT SPELL RANK
your magic dice to roll by one, and no longer reduces spell
RANK 1 2 3 4 5
rank, so you still cannot cast higher ranked magic without
1 1 1+ - - - chance casting it into a mishap.
2 0 1 1+ - -
3 -1 0 1 1+ -
SPELL ACTION ECONOMY
4 -2 -1 0 1 1+
5 -3 -2 -1 0 1 These are the actions you might want to take while casting
magic in combat.
Also note:
✥ Fast action: Draw your grimoire. As long as it is
✥ +1 die for each additional WP you spend.
easily accessible.
✥ -1 die (or more exactly -1 spell rank, but that is al-
✥ Fast action: Draw forth an ingredient. As long
most the same) if cast from a grimoire.
as it is easily accessible.
✥ Reducing number of dice from rank is optional.
✥ Ingredients do not affect amount of spell dice. ✥ Free action: Use your grimoire. Requires that
you hold it with at least one hand.
✥ Slow action: Cast the spell. Power words only
SPELL INGREDIENT RESOURCE need a fast action.
To not keep too much count on spell ingredients, especially
hard to count ingredients like “clay”, you can treat them as
a resource die. See this as a whimsical part of magic, some-
times almost no “clay” is used up, but suddenly your entire
WHY USE THIS MODULE?
pockets contents will also be gone! You’re GM might even
1. Casting a spell from a grimoire as a
allow some expensive ingredients like a spyglass, count as a
free action, might be a correct way
resource die and then often not be consumed.
to interpret the rules? The original
Swedish version reads as you need to
NEW SPELLS “draw” your grimoire, while the
English is translated to “ready”. An-
Spellcasters may access/learn any spells noted as “New” in
other thing pointing to this is that
the following chapters.
“Safe cast from grimoire” isn’t
listed as an available action in the
Player’s Handbook, page 86-87,

WARNING! only the “Cast spell”, “Power word”

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

like the curator of magic talent (see the to use it in combat.

module above) in order to learn these


“new” spells, or just do not allow free ac- WHY NOT USE IT?
cess to them. Maybe just as rewards from Flipping and reading takes time, so a gri-
very rare to find grimoires or so. moire should be readied before each use.

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Sacrifice (+1/+2, most often corrupted): You sacri-
EPIC MAGIC
fice someone to create the item. If the target is unwilling,
This is a new classification of spells and rituals that use im- this counts as a corrupted ingredient. If the sacrifice is par-
mense powers that leave some a permanent change upon ticularly large like a large group of individuals, it counts as
the world. if two likely corrupted ingredients. If you sacrifice yourself,
Epic spell ingredients do not increase power level, instead you count as a level 2 ingredient without adding corrup-
you are required to add these ingredients for each Power tion. No one sacrificed to create a Epic spell can be resur-
Level of the spell you want to cast. Each category of ingre- rected, at least not without first revering the effect of the
dients may only be used once per spell, unless otherwise spell.
noted. Impure motives/Conflicted emotions (+1, cor-
Some ingredients count as corrupted ingredient, i.e. they rupted): You or someone helping you are doing this for
count as an ingredient, but they also adds an equal level of power, or are stressed, or afflicted by any other emotions
corruption to the resulting spell. See individual spell de- that are sucked into the casting of the spell. Circumstances
scriptions for the actual corruption drawbacks. like if a monster was hunted just to gain a powerful artifact
Attribute loss (+1): Permanently reduce one of your at- heart will count as an impure action.
tributes by 1. For each attribute you have already lost to age,
you may do this once for free.
Monster heart (+X): The heart or object closest resem-
bling a heart from a monster with 10+ Strength. The object
must be used within 1 week, or the effect is lost. Can add
one ingredient level per 10 points of Strength. SPELL LIST ACRONYMS
Life goal (+1): A strong emotion that this will fulfill or P: Range: Personal
will be the hallmark of someone’s goals in life. Even if the A: Range: arm’s length
person gains a new life goal, this effect is spent. N: Range: near
Elven ruby (+1/+2): If it is an item, you can let a willing S: Range: short
elven ruby (likely your own, killing your body) empower it L: Range: long
for as long as it remains attached. It can then only empower D: Range: distant
permanent effects. This counts as two ingredient levels.
PW: power word
You may also use elven ruby dust (make a resource roll if a
RIT: ritual
whole ruby is consumed), that counts as a single ingredient
RE: Can be used as a reactive action.
level, and the dust will be destroyed.
+: Combine with another spell.
Spellcaster help (+1): You have the help of more spell-
EPIC: Epic magic
casters, summarize the highest ranks of magic of all mem-
bers, it needs to be 13 or higher. 1R: Duration: 1 Round

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.

from doom, +2 could be something of more importance to 1W: 1 Week.

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.

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RANK 5:
GENERAL SPELLS ✥ Create Artifact (RIT, EPIC, A, NEW): Imbue
RANK 1: crafted item with great power at a steep cost.
✥ Magical Seal (A, QD): Decrease Power Level of ✥ Absorb Magical Residue (P, NEW): Regain
spells. WP spent in the area.
✥ Sense Magic (S): Know what kind of magic is ✥ Transcendence (RIT, P, NEW): Alter yourself
used and counter obscure magic. permanently to become more like your magic.
✥ Pass Magical Resilience (P, QD, NEW): Ig- RANK 6:
nore up to Power Level # of spell resilience. ✥ God spell (+, NEW): Increased potency of spells.
✥ Prestidigitation (PW, NEW): Show off a minor
trick, that could grant a PL bonus to a skill. PASS MAGICAL RESILIENCE
✥ Magic Beacon (N, 1QD, NEW): Adds 1 PL and 1 ✥ RANK 1
Magic Die to spells cast on target. ✥ RANGE: Personal
RANK 2: ✥ DURATION: Quarter Day
✥ Dispel Magic (PW, S): Used as a reaction to ✥ INGREDIENT: Piece of obsidian or glass
counter a spell being cast.
✥ Obscure Magic (+): Combined with other You may ignore up to Power Level amount of spell resili-
magic to make it unnoticeable. ence (like that gained from the Magical Seal spell) against

✥ Extend Magic (+, NEW): Improve range or du- your spells during a Quarter Day.

ration of another spell. Also increases its rank.


PRESTIDIGITATION
✥ Hold Magic (+, NEW): Improve range or dura-
tion of another spell. Also increases its rank. ✥ RANK 1, Power Word
✥ Copy Magic (S, NEW): Improve range or dura- ✥ RANGE: Personal

tion of another spell. Also increases its rank. ✥ DURATION: Immediate

RANK 3: ✥ INGREDIENT: A handful of sand

✥ Bind Magic (A, RIT): Binds magic to an object.


You perform a minor trick. The trick can give a bonus equal
✥ Transfer (A): Steal or transfer Willpower points.
to the Power Level to a skill roll you perform during the
✥ Stabilize Spell (PW, NEW): Next spell cast in an
turn, if it is deemed likely it could be helpful. For instance,
area rolls less magical dice.
a booming voice might give a bonus to intimidate. You can
✥ Stabilize Magic Zone (RIT, S, NEW): Reduces also perform a weaker version that don’t cost you any Will-
severity of mishaps in a personal space. power Points, as long as it also doesn’t provide you any tan-
✥ Prepare Magic (P, 1D, NEW): Pre-prepare a spell gible in game bonuses. I.e., as long as you don’t cool a cup
to become a power word. of water to try to use it to resist overheating or so, you can
RANK 4: do it at no cost. What prestidigitation actually can do de-
✥ Mass Spell (+, NEW): Your spells may target pends on what magical disciplines you know. You may do
more people. more things than those listed below, as long as they fit the
✥ Quicken Ritual (NEW): Ritual only takes 1 theme and your GM approves of their use.
Turn. Healing: Soothe pain, instill calmness or radiate friend-
✥ Living Spell (RIT, 1W, +, NEW): A spell lingers in liness.
an area as a semi-permanent effect. Shapeshifting: Sound like an animal, have birds sing
✥ Unearth Magic (RIT, P, NEW): Learn magic for you or shift into a-half animal like appearance.
from magical imprint of a dead spell caster. Sight: Create some dancing lights, your eyes go com-
✥ Call Familiar (RIT, P, NEW): Gain a permanent pletely white or a spot on your forehead start to glow.
magical companion. Ice: Chill a beverage or create a small rain of snowflakes.
111

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Nature: Make a sprout grow, a flower bloom, or your ap- EXTEND MAGIC
pearance take on some plant features. ✥ RANK 2, Cast with another spell
Swarm: Have a small number of insects appear, or some ✥ RANGE: Personal
insects perform a simple trick, like forming into a shape. ✥ DURATION: Immediate
Blood: You visibly bleed, your eyes glow red, or you radi- ✥ INGREDIENT: Hourglass (extend duration) or
ate heat. Spyglass (extend range), not consumed
Death: You temporarily take on some undead appear-
ance, your touch is cold, a stench of decay appears, or light You can extend the power of a spell. Every Power Level
around you dims. spent increased the range of a spell that have a range of at
Signs: You gain a booming voice, or a floating message least arm’s length, or doubles the duration of a spell that
appears. has a duration longer than immediate. However, every

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

comes heated, or a stone temporarily glows in a red hue. knot

Mentalism: An imaginary sound or voice behind the tar-


You can concentrate to hold on to the fleeting power of an-
get, or they might see you for something you are not for a
other spell. This increases the duration of a spell, but can
split second.
require a varying amount of concentration and if you take
Oneiromancy: A lullaby-like tune appears in the air or
any attribute damage, you must make an endurance roll
you or a willing target that is not hindered from sleeping
or the spell immediately fails. You cannot concentrate on
falls asleep.
more than one spell at a time by using hold magic. It does
Magnetism: Iron objects starts to rattle, or an iron ob-
not hinder you from casting other spells, but it hinders you
ject you hold starts to levitate.
from casting rituals. Any additional Power Levels grants
bonus dice to any endurance rolls made to keep your con-
MAGIC BEACON
centration.
✥ RANK 1 From Rounds: You increase a spells duration from
✥ RANGE: Near Rounds to Turns, but you must now spend a slow action
✥ DURATION: 1 Quarter Day each round to keep concentration.
✥ INGREDIENT: Large gemstone worth at least From Turns: You increase a spells duration from Turns
2 gold (not consumed) to Quarter Days, but then you must spend a fast action
each round to keep concentration.
All spells cast on the target for 1 Quarter Day per Power
From Quarter Days: You increase a spells duration
Level will be cast at an extra Power Level and an extra
from Quarter Days to until you go to sleep, but then you
magic die.
must spend a free action each round to keep concentra-
tion.

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COPY MAGIC The next spell or rituals that is cast while in a near distance
from your current location rolls Power Level less magical
✥ RANK 2
dice. The magic fades if not used within a Quarter Day.
✥ RANGE: Short
✥ DURATION: 1 Day
STABILIZE MAGIC ZONE
✥ INGREDIENT: A lump of coal
✥ RANK 3, RITUAL
As long as you successfully observe the use of magic over a ✥ RANGE: Short (targets the entire zone)
maximum of a short distance, you can on your following ✥ DURATION: 1 year
round copy the magical signature of that spell, as long as ✥ INGREDIENT: None, but see below.
the Power Level of your Copy Magic equals the rank of the
spell. When you cast the spell, the GM will tell you the You try to stabilize the magic in a zone, causing all magical
minimum Power Level you need. You can at this time mishaps from one path of magic to be affected in the same
abort the spell, but it will then still cost you your action. way as rank 1 of the lucky talent would affect a critical in-
You gain knowledge of the spell for a day per Power Level. jury. Before casting this ritual, you must have prepared a
During this time, you count as being one rank higher in its suitable location:
corresponding magical discipline, but only for casting this For sorcerous magic it requires you to have a structure
spell. If you want to spend xp to learn the spells discipline where you can inscribe and inlay at least the floors with
during these days, then the spell knowledge will count as a runes, pentagrams or other symbols. This takes 1 week of
teacher of a rank one less than that of the spell, minimum work, requires a successful crafting roll and various min-
1. erals worth at least 10 gold.
If you ever fulfill all criteria’s for permanently knowing For druidic magic, it requires setting up a circle of
the spell, during its duration, you can choose to learn it stones in a groove or other suitable place in the nature.
permanently. This takes 1 week and requires a crafting roll and hewn
Copy Magic cannot be used to copy monster abilities, natural stone with a combined weight of at least 250 units.
even if they are spell like. Every Power Level can stabilize one path of magic, but
it must be a path you know. You do not need to make new
PREPARE MAGIC crafting rolls to recast this spell, as long as the location
has not been damaged. If it is, its effects immediately end.
✥ RANK 3
✥ RANGE: Personal
MASS SPELL
✥ DURATION: 1 Day
✥ INGREDIENT: Parchment ✥ RANK 4, Cast with another spell
✥ RANGE: Personal
You prepare a specific spell you know, so that the next time ✥ DURATION: Immediate
you use it, you can use it as a power word. You cannot pre- ✥ INGREDIENT: Twice the ingredients of the
pare rituals in advance. You can add 1 Power Level to other spell
make it last for the session (or until used), or 2 Power Lev-
els to make it simply last until used. A spell with a range of at least arm’s length, is now split
into a Power Level number of simultaneous casts, each at
STABILIZE SPELL different targets. No target (or area, if it targets an area) can
be affected more than once. This also means that your
✥ RANK 3, POWER WORD
main targets will not count as being a nearby other main
✥ RANGE: Near (targets the entire zone)
targets, if that would/could make them be affected twice.
✥ DURATION: Varies
The total Power Level of the spell is split by the number of
✥ INGREDIENT: Iron ring (not consumed)
targets, round up.

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QUICKEN RITUAL LIVING SPELL

✥ RANK 4 ✥ RANK 4, RITUAL, Cast with another spell


✥ RANGE: Personal ✥ RANGE: Near
✥ DURATION: Immediate ✥ DURATION: 1 week
✥ INGREDIENT: None ✥ INGREDIENT: Parchment where the spell is
inscribed
This spell is cast together with a ritual. It reduces the time
to cast a ritual from a Quarter Day to a Turn (15 minutes). Cast together with another spell, that is not a ritual or
Casting a Quickened Ritual is taxing, so you cannot do it that has a duration of a week or more. That spell now tar-
more than once per Quarter Day. gets a zone.
If it had a duration, it now targets everyone within the
CALL FAMILIAR new area as long as they stay within. If a target leaves the
zone, any effects bestowed upon them by the spell, imme-
✥ RANK 4, RITUAL
diately ends.
✥ RANGE: Personal
If it was an immediate effect, is now cast up to once per
✥ DURATION: Immediate
turn to the first one entering the zone. Any positive effects
✥ INGREDIENT: A unit of food
the spell had will be reverted when you leave the zone,
while any detrimental effects will stay.
An animal, bird, reptile, demon, undead, tiny dragon, or
The spell can no longer differentiate friends from foes,
extra-large insect is called forth and becomes bound to you
but the original spellcaster may render the spell inactive at
as your familiar. They cannot talk, and will not fight for
will when entering within near range.
you. You can however use them as the source point for your
You can increase the zone size to short or long for 1 to
spells and command them. They can communicate two-
2 additional Power Levels, respectively. You may mold the
word sentences telepathically, this is enough to grant you a
target area somewhat, like “only target the city walls”.
+1 modifier to scouting as long as they are nearby. You can
You can increase the duration to a month or a year for 2
also spend a turn (15 minutes), to enter a trance and com-
to 4 additional power levels, respectively. Regardless of this
pletely take over their body and senses. During this, others
a living spell will also begin to fade out upon the spell-
cannot wake you up.
casters death.
A familiar sustain themselves on spirit energy and require
Living spells are by nature very unpredictable, so the GM
no food, but can eat and that can increase their mood. If
is allowed to tweak and alter the spell somewhat.
they die, they are not gone for good, they will return if you
recast this ritual at the same Power Level.
UNEARTH MAGIC
You can have a maximum of one familiar, and must be
without one for 1d6 weeks before you can get a new. ✥ RANK 4, RITUAL
The animal can a maximum total Strength and Agility of ✥ RANGE: Personal
5 + 1 per Power Level. You can use the Gamemasters Guide ✥ DURATION: Immediate
page 126 to 127 to see some stats for common animals. You ✥ INGREDIENT: Skull of a spell caster (needed,
may also add power levels to make it more intelligent, mak- does not add to Power Level)
ing it more communicative, like adding a word to each sen-
tence per Power Level. You can add two power levels to This ritual allows you to read the magical energy imprint
have it gain some basic utility, like a weak fire breath, just from the skull taken from a spell casters body. This allows
enough to light your campfire. you to use that spellcasters stats as if they were a teacher for
the duration of the ritual, the skull then crumbles to dust.
The spellcaster need not have been on good terms with you,
you are not actually contacting the dead, merely reading
years of magical imprints. You may read what you can learn
from using this ritual, before you begin it. You need to cast
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this at a Power Level at least equaling the rank of the path Permanent magic: The item constantly affects the
or a spell you want the teacher to have access to. owner with a magical effect, but only as long as the item is
wielded/worn. Cost: Equal to the amount of Power Levels
CREATE ARTIFACT required to make the spell last for 1 day + 0.5 per rank of the
✥ RANK 5, RITUAL, EPIC MAGIC spell above rank 1. Is the spell circumstantial, i.e. more un-
✥ RANGE: Arm’s Length likely then likely to benefit you during a week? Cost modi-
✥ DURATION: Permanent fier: x0.5, round down.
✥ INGREDIENT: See Epic Magic (Epic Magic Magic on usage: The item casts a spell on the target of
ingredients do not increase Power Level) its use on a successful roll. It provides the Willpower Points
needed, without any risk of magical mishap. On any on
This is an Epic Spell, see the description for those in this the initial roll, you are (also) targeted by the same or a re-
booklet. Each Power Level requires an ingredient. versed effect (it should be detrimental). If you have any
This ritual must be cast at the same time as the artifact is magical resistances or immunities to the effect the item
created, most often through a crafting roll with an added will instead try to dispel those on a Power Level per Power
-1 penalty per Power Level. If the roll is failed, the item Level basis. Cost per magical rank: 1. Cost per Power Level:
shatters and the artifact is not created. If the roll is pushed 1. Minimum total level of artifact: 3.
the artifact will be corrupted. A magical mishap will also Limited magic: The item can use magic a limited
corrupt it. amount of time and then breaks. Costs and works as daily
After determining the total Power Level. The resulting magic, but can be used multiple times per day. Cost modi-
artifact can have several effects with a total cost up to the fiers: x0.25 for 3 charges, x0.5 for it to roll a die on use, first
Power Level. Even though the players may wish for what break after rolling a , x0.75 for 10 charges.
the artifact should do, the GM has the final say and may Regenerating: The artifact cannot be repaired. It in-
tweak or corrupt any and particularly breaking combina- stead regenerates 1 item die every day, even if it is broken,
tions. All the listed effects are only examples, use your im- as long as all the pieces are held together in place. Cost: 1.
agination to come up with more. Minimum total level of artifact: 3.
FOR EACH POWER LEVEL: Indestructible: The artifact cannot lose item dice. It
Artifact die: Added with item dice of a chosen skill or as can only be destroyed via a reversal of this spell, including
armor. Can be added to a sub-skill, like only when using new ingredients or by other specific means. Cost: 2. Mini-
endurance to resist poison, this increases the die by 1 cat- mum total level of artifact: 6.
egory. If enhancing a sub-usage and still keeping a bonus Light source: The artifact can be used as a torch; you can
when not using that sub-usage, it increases cost by 1. Cost: turn on and off the light at will. Cost: 1. Minimum total
1 (D8), 2 (D10), 3 (D12). Minimum total Power Level of level of artifact: 2.
item: 2 (D8), 4 (D10), 8 (D12). Shapeshifting: The artifact can either switch between
Magical access: Grants access to a spell you know as if different forms or sizes. Cost: 1. Minimum total level of
cast by a grimoire with a set Power Level and magical rank artifact: 3.
(extra levels reduce magical dice and risk of mishap). It still Returning: The artifact can be bound to a target as a
costs Willpower to use. Cost: 0.5 per magical rank. Cost Quarter Day ritual. This target can call it to their hand as a
modifier: +0.5 for variable Power Level. Cost modifier: -0.5 free action. Cost: 1. Minimum total level of artifact: 3.
for it to be usable only once per Quarter Day, down to a
FOR EACH POINT OF CORRUPTION:
minimum of 0.5.
Corrupt life: Select the most appropriate of the follow-
Daily magic: The item can cast a spell once per day and
ing: On kill, successful usage, or on a on the initial roll:
provides the Willpower Points needed, without any risk of
take 1 attribute damage. The type of damage is determined
magical mishap. Cost per magical rank: 0.5. D8, count
on creation, but is often Empathy damage. On a on the
amount of x, as Power Level per usage costs: 0.5. D10
initial roll count as 2 points of corruption, the others as 1
costs 1, D12 cost 1.5, or cost 3 per +2 fixed Power Levels.
point of corruption.

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Magic backlash: Casts a negative spell on the user with ABSORB MAGICAL RESIDUE
no risk for magical mishap. The effect of the spell can be ✥ RANK 5
somewhat delayed (usually about 15 minutes). It ignores ✥ RANGE: Personal
any magical resistances or immunities. This effect counts ✥ DURATION: Immediate
as 0.5 points of corruption per Power Level. ✥ INGREDIENT: A broom
Sow emotions: The item calls for attention. You must
fail an insight roll and spend 1 WP to part from it. Others This spell must be cast within long range from an area
near it will on feeling its power want to steal it on a failed where multiple magical spells have been cast. For each
insight roll. This effect counts as 1 point of corruption. Power Level, you receive two Willpower Points back. But
Skill reduction: The artifact reduces a skill, even when you cannot regain more WP than the total amount that has
not actively held. This often come with added effects. Like been spent in the area. As soon as anyone uses this spell, it
a skill reduction to animal handling can also make nearby will consume all magical residue in the area, including any
animals uneasy, cause nearby dogs to bark, other animals magical residue from this spell itself. In fact, the spell ef-
avoid or attack the user and so on. A skill reduction to fect lingers a whole day, making no that no magical residue
sleight of hand, may cause the user to always need to will linger in the area. This will however not restore any
make such a roll when drawing an item, and so forth. Re- more WP.
duce the skills with a D8 Artifact Die, or whatever Artifact
Die the item already has. This effect counts as 1 point of TRANSCENDENCE
corruption or 2 if it affects multiple skills.
✥ RANK 5, RITUAL
✥ RANGE: Personal
✥ DURATION: Permanent
✥ INGREDIENT: None

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).

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Ice: Your skin turns into a light blue hue and you radiate Mentalism: No one can really describe your appearance
an aura of cold around you. From now on you take double after looking at you. Your reputation counts as halved.
damage from fire, but become immune to cold. Oneiromancy: Half your mind, constantly sleeps,
Nature: Your appearance takes on some plant features while the other half stays awake. As long as nothing forces
and your skin looks like bark. From now on you take double you to sleep, you no longer have to spend time to sleep and
damage from fire, but gain a point of natural armor. at almost all times count as both being awake and as if sleep-
Swarm: You partially turn into a swarm of tiny insects. ing. This makes you kind of aloof though, so you suffer a -
Take a permanent -2 penalty to manipulation, but treat it 2 penalty to lore rolls.
as a bonus when you try to intimidate someone. You take Magnetism: Your skin turns into a hair thin layer of
double damage from fire, but half damage from physical iron. You gain a permanent -2 penalty to move, but gain a
attacks. point of natural armor.
Blood: Your eyes glow red and you gain night vision. Sun
light now hurts your eyes, -2 penalty to scouting. Blood GOD SPELL
Bond no longer needs to be from the same type of kin, but ✥ RANK 6, Cast with another spell
you need to use it once per session or go hungry. This hun- ✥ RANGE: Varies
ger will only go away from successfully using the Blood ✥ DURATION: Varies
Bond spell. ✥ INGREDIENT: Heart of a Strength 10+ being
Death: You look partially undead and your touch be-
comes cold. Take a permanent -2 penalty to manipulation, This is cast in conjunction with another non-epic spell or
but treat it as a bonus when you try to intimidate someone. ritual. That spell or ritual then: takes twice the time to cast
You are affected by the Purge Undead spell, but take only and its range or radius is increased one step if it had one.
half damage from physical attacks. The spell also either triples its Power Level or it affects up
Signs: Your entire skin becomes filled with living tattoos to 5 times its normal number of targeted creatures. Each
of symbols and magical writings. As long as you do not use additional WP beyond the first doubles the number of tar-
anything but light body armor that do not cover your gets or further increases the spells range or radius. Note
limbs, you always count as having both a symbol and a gri- that the minimum Power Level of this spell is 2, one for
moire ready for a spell you are about to cast. If you carry the god spell effect and one for the original spell effect.
more armor then this, then you can no longer active your God spells can leave permanent marks on the land, this is
permanent boon (reducing WP cost of first spell per QD). up to the GM to decide. Like plants may not grow or snow
Stone: Your skin turns into a very thin layer of stone. immediately melt on the spot where a “god spell fireball”
You gain a permanent -2 penalty to move, but gain a point landed, and so on.
of natural armor.
Elements: You take on the appearance of the last ele-
ment you used. This also slightly affects your personality,
and the confusion from that gives you a permanent -2 pen-
alty to insight. As long as you stay in fire mode, you can
ignore the detrimental effects of being thirsty. Water can
ignore cold, earth can ignore hungry and air can ignore
sleepless.
Magma: Your skin turns into a thin layer of molten
rock. You no longer need to drink water and are immune to
the thirsty condition, but you must wear metal armor and
use metal gloves or any flammable materials you wear will
over time combust. Take a -2 penalty to sleight of hand,
but gains one point of natural armor.

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PRESERVE
HEALING
✥ RANK 1
Note that the “Weathermaster” spell have been moved to ✥ RANGE: Arm’s Length
Path of Nature and “Serenity” have moved to Symbolism. ✥ DURATION: 1 Week
✥ INGREDIENT: A resource roll for salt
RANK 1:
✥ Cleanse Spirit (A): Heal Wits or Empathy of An amount of material up to the size of a heavy item is pre-
other. vented from spoiling for a week. For an additional Power
✥ Healing Hands (A): Heal Strength or Agility of Level, you may target a humanoid in size and for 3 WP you
other. can target a whole wagon load. If the spell targets a living
✥ Natures Cure (A): Cure disease or poison. subject, they can if they want to, succumb into a deep sleep
✥ Preserve (A, 1W, NEW): Prevent things from while the spell lasts. If so the spell halts, but does no nul-

spoiling. lify, any effects from conditions (hunger, thirst, cold,


etc.), critical injuries, bleeding, poison and disease. The tar-
✥ Rinse (A, NEW): Restore target hygiene or make
get can still die from coup de grace or other instant death
something safer to consume.
critical injuries if attacked during the duration. The spell
RANK 2:
can be recast at a Power Level of 1 to end the effect.
✥ Banish Demon (N): Deals damage to true de-
mons.
RINSE
✥ Mend Wounds (A): Heals a critical injury.
✥ RANK 1
✥ Purge Undead (N): Deals damage to undead.
✥ RANGE: Arm’s Length
✥ Mend Self (P, NEW): Heal all your attributes by
✥ DURATION: Immediate
1 after a Quarter Day, PL speeds up healing.
✥ INGREDIENT: A lit torch (not consumed)
✥ Immunity (A, 1QD, NEW): Become immune or
partially immune to poisons and diseases. The touched source, up to a humanoid in size, becomes
RANK 3: cleaner. If it would inflict poison or disease from consump-
✥ Resurrection (A): Restores a deceased to life. tion, that potency is lowered by 3 per Power Level. If the
✥ Calm Emotions (N, NEW): Stops hostilities. “Hygiene” module or the filthy condition is used, a
✥ Invigorate (S, 1QD, NEW): Bonus hp. touched being is no longer filthy and may restore 1 hy-
✥ Lift Curse (A, RIT, NEW): Dispel curses on a one giene die per Power Level. It has no effect against ongoing
PL per PL basis. poisons or diseases.

✥ Rite of passage (A, RIT, NEW): Burial that hin-


MEND SELF
ders undeath and grants WP.
RANK 4: ✥ RANK 2
✥ Regeneration (A, RIT, NEW): Restore lost ✥ RANGE: Personal
limbs. ✥ DURATION: Varies
✥ Rejuvenation (A, RIT, NEW): Restore 1 year per ✥ INGREDIENT: A resource roll for drinkable

Power Level. water.

✥ Tranquility (P, 1QD, NEW): Increase Empathy.


You heal 1 point of Strength, Agility, Wits and Empathy
✥ Healing trance (A, NEW): Like a short break.
when this Quarter Days ends. You may spend additional
RANK 5:
Power Levels to speed up the progress. At one additional
✥ Purge Magic (S, NEW): Undo magic in effect.
Power Level, you heal after a turn (15 minutes) and at two
✥ Restoration (A, RIT, NEW): Restore perma- additional Power Levels you heal immediately.
nently lost attributes, with some limitations.

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IMMUNITY LIFT CURSE

✥ RANK 2 ✥ RANK 3, RITUAL


✥ RANGE: Arm’s Length ✥ RANGE: Near
✥ DURATION: 1 Quarter Day ✥ DURATION: Immediate
✥ INGREDIENT: Fang from a snake. ✥ INGREDIENT: Something from who or what-
ever that cast the curse
The target reduces the potency of all poison and disease suf-
fered during the upcoming Quarter Day by 3 per Power You dispel all curses affecting one or a group of targets on
Level. You can also spend Power Levels to add another tar- a 1 Power Level per Power Level basis. When you begin
get to the spell. It does not affect any poisons or diseases casting the ritual you will also know the exact Power Levels
that the target may have already contracted, before the spell affecting each targets and what kind of curses are involved
was cast. and any effects they might have.

CALM EMOTIONS RITE OF PASSAGE

✥ RANK 3 ✥ RANK 3, RITUAL


✥ RANGE: Near ✥ RANGE: Arm’s Length
✥ DURATION: Immediate ✥ DURATION: Permanent
✥ INGREDIENT: Herbs thrown into the air ✥ INGREDIENT: Mournful tears

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

✥ RANK 3 ✥ RANK 4, RITUAL


✥ RANGE: Arm’s Length ✥ RANGE: Arm’s Length
✥ DURATION: 1 Quarter Day ✥ DURATION: Immediate
✥ INGREDIENT: A light unit of food. ✥ INGREDIENT: A unit of spring water

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.

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REGENERATION PURGE MAGIC

✥ RANK 4, RITUAL ✥ RANK 5


✥ RANGE: Arm’s Length ✥ RANGE: Short
✥ DURATION: Immediate ✥ DURATION: Immediate
✥ INGREDIENT: Peat tar ✥ INGREDIENT: None, but see below.

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)

This spell targets 1 willing subject per Power Level. Each


such target falls into a deep sleep for 15-minutes and when
they wake up, they restore 1 point to all attributes, and also
gain 1 Willpower Point if their WP is below their Empathy.
No target can be affected by healing trance more than once
per Quarter Day, and if you use the “Short break” module,
this counts as a short break.

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BEFRIEND ANIMAL
SHAPESHIFTING
✥ RANK 1
RANK 1: ✥ RANGE: Short
✥ Animal Speech (N, 1T): Ask animals questions. ✥ DURATION: Immediate
✥ Cat’s Paw (P): Automatic sneak successes. ✥ INGREDIENT: Food preferred by the animal
✥ Hawk’s Eye (D, 1T): See details at any range.
✥ Befriend Animal (S, NEW): Automatic animal You can use this spell instead of making an animal han-

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

mor. ✥ INGREDIENT: A tame animal (not consumed)

✥ Deer’s Dash (PW, P): A run action with bonus


You will be alerted if anyone trespasses within an area, even
movement.
while you sleep, as long as there are animals and insects in
✥ Dolphin’s Dive (S, 1T, NEW): You or ally succeed
the area that can observe the intruder. If anyone enters roll
swim checks and can hold breath for longer.
animal handling as your scout roll, and also add one au-
✥ Winged Descent (S, PW, RE, 1T, NEW): Reduce
tomatic x. You may give some basic criteria, like only
damage from falls for 15 minutes. warn me if the size is at least that of a wolf. Extra Power
RANK 3: Levels can be used to increase range or double the duration.
✥ Animal Form (P): Shapeshift to animal (max
Strength 2x Power Level). DOLPHIN’S DIVE
✥ Primal Soul (L, 1T): Affect the mood of multiple
✥ RANK 2
targets.
✥ RANGE: Short
✥ Call Animal (D, 1T, NEW): Call animals (max ✥ DURATION: 1 Hour
Strength 2x Power Level) to your location. ✥ INGREDIENT: A fish
✥ Bat’s Claws (S, 1T, NEW): You can climb on
ceilings and walls. You, or one ally per Power Level, automatically succeed
✥ Wolf’s Nose (P, 1D, NEW): Track targets. any swim actions for 1 hour as long as you are not wearing
RANK 4: metal armor. All affected can also hold their breath for up
✥ Primal Strength (P, 1QD, NEW): Increase to 15 minutes on a successful endurance check. Power
Strength. Levels can be spent to double the duration, but you still
✥ Primal Agility (P, 1QD, NEW) Increase Agility. cannot hold your breath during the duration for more than
15 minutes at a time.
✥ Animal Animosity (S, 1D, NEW): Animals be-
come unfriendly towards target.
WINGED DESCENT
✥ Hibernate (P, RIT, NEW): Regain WP.
RANK 5: ✥ RANK 2, POWER WORD, REACTION
✥ Humanoid Form (P, NEW): Take the form of ✥ RANGE: Short

another kin or person. ✥ DURATION: 1 Turn (15 minutes)


✥ INGREDIENT: Cloak/mantle on target (not
✥ Monstrous Form (P, NEW): Turn into monster
consumed)
(max Strength 4x Power Level).

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You can use this spell as a reaction when someone falls. PRIMAL STRENGTH
You, or one ally per Power Level, clothes extends and
✥ RANK 4
forms into wings when falling and while you don’t have the
✥ RANGE: Personal
Strength to fly, all fall damage will be negated on a success-
✥ DURATION: 1 Quarter Day
ful move roll at -2, +4 per added Power Level.
✥ INGREDIENT: Meat from an animal stronger
than you
CALL ANIMAL

✥ 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.

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HUMANOID FORM MONSTROUS FORM

✥ 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.

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TRUE STRIKE
AWARENESS
✥ RANK 1, POWER WORD
RANK 1: ✥ RANGE: Personal
✥ Lightbringer (N, 1T): Illuminate within range. ✥ DURATION: 1 round
✥ True Sight (D, 1R): See details, through dark- ✥ INGREDIENT: A tuning fork
ness, smoke, fog, disguises and shapeshifts.
✥ Words on the Wind (D, 1T): Hear at range. You can use this spell to foresee your next attack. Add 3 dice
✥ True Strike (P, 1R, NEW): 2 bonus dice per Power per Power Level to the next slash, stab, punch/kick or

Level to your next attack. shoot attack before the end of your next round.

✥ Recall Memory (A, 1T, NEW): Perfect recall of


RECALL MEMORY
last day/week/month/year/life.
RANK 2: ✥ RANK 1
✥ Farsight (L, 1T): See the world as if you were a ✥ RANGE: Arm’s Length
super-fast invisible flying ghost. ✥ DURATION: 1 turn (15 minutes)

✥ True Path (P): Guide a choice to the wisest one. ✥ INGREDIENT: Herb infused tea

✥ Visions of the Past (S, 1T): Watch events in the


You can use this spell to allow yourself or someone in range
past.
to get a perfect recall of its memories from the past day for
✥ Compel Truth (A, 1T, NEW): Cannot lie, but can
15 minutes. The ability to recall into the past is increased
be evasive.
with additional Power Levels from a day, to a week, to a
✥ Portent (A, RIT, NEW): Something happens to
month, to a year, and finally to more. Any brough up or
an item you craft when an event triggers. discussed memories are retained when the spell ends, up to
RANK 3: the characters normal capability of remembering things,
✥ Divination (N, RIT, 1T): Get vague visions of the but any details not openly discussed will no longer be acces-
future. sible.
✥ Intuition (P): Answer yes/no/maybe to any ques-
tion. COMPEL TRUTH
✥ Telepathy (N, 1T): Read or send thoughts. Deal ✥ RANK 2
damage to Wits or Empathy. ✥ RANGE: Arm’s Length
✥ Guide (A, 1T, NEW): Bonus to skills. ✥ DURATION: 1 turn (15 minutes)
✥ Tongues (P, 1QD, NEW): Understand and speak ✥ INGREDIENT: Hallucinogenic poison
all languages.
RANK 4: You can use this ritual to make a subject unable to speak a
✥ Borrow Power (PW, P, NEW): Gain twice the lie for a turn (15 minutes). The subject can still choose to
WP. Has to be repaid. be quiet or be evasive as long as she is not telling a lie. If
✥ Mind Focus (P, 1QD, NEW): Increase your Wits. the subject succeeds an insight check with a -2 penalty per
added Power Level (the GM makes a hidden roll), she is
✥ Mold Memory (A, RIT, NEW): Alter victims’
unaffected by the spell and you will not know.
memories.
✥ Block reading (S, 1QD, NEW): Blocks magic
scrying.
RANK 5:
✥ Locate (P, NEW): Find person or object.
✥ Time Sending (P, NEW): Alter actions of past
self.

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PORTENT BORROW POWER

✥ RANK 2, RITUAL ✥ RANK 4, POWER WORD


✥ RANGE: Arm’s Reach ✥ RANGE: Personal
✥ DURATION: Permanent ✥ DURATION: Immediate
✥ INGREDIENT: The crafted item takes at least 2 ✥ INGREDIENT: An hourglass (item is not con-
days to build (item is not consumed) sumed if you borrow Willpower Points)

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

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This spell prevents any magic from seeing, hearing or sens-
ing anything withing short range from an object you cast
ICE AFFINITY
the spell on for a Week. Each extra Power Level can either RANK 1:
double the duration or increase the range. ✥ Cold Snap (S, 1T): All in near range must roll
vs cold.
LOCATE
✥ Frost Walker (P, 1QD): Immunity to cold.
✥ RANK 5 ✥ Shield of Ice (P, 1T): Creates an artifact die shield
✥ RANGE: Personal only usable by you for 15 minutes.
✥ DURATION: Immediate ✥ Winter Grip (A, NEW): Walk/climb on
✥ INGREDIENT: A magnifying glass
snow/ice.
✥ Arrows of Ice (A, NEW): Creates semi-tempo-
You can get the current hex of anyone object or person as
rary arrow resource dice.
long as they are within 2 hexes from your current location.
RANK 2:
Each extra Power Level doubles this range. If you are in
✥ Heart of Ice (N): Deal Wits damage and cold.
the same hex as the thing you are trying to locate, extra
Power Levels can instead reveal the direction to it, and/or ✥ Snow Cave (N, 1QD): Shelters from cold and
give you a feeling of the actual distance to it. storms. Adds a bonus to make camp.
✥ Sword of Ice (A, 1T): Creates an artifact die
TIME SENDING sword only usable by you for 15 minutes.
✥ Zone of Cold (S, 1T, NEW): Lower temp.
✥ RANK 5
✥ RANGE: Personal ✥ Condense Water (N, NEW): Create water.
✥ DURATION: Immediate RANK 3:
✥ INGREDIENT: An hourglass ✥ Blizzard (N, 1T): A storm that can deals Agility
damage, cold and knockdown on a failed might
You can send a message to your past self. It could be “last roll.
time we were in town, buy a hatchet and put it at the back ✥ Icicle Spray (S): Deal Strength damage and
of the wagon”, then you could look at the back of the wagon cold.
and it would be there, or the message could be “put an order ✥ Ice Breath (N): Power Level x2 dice vs might,
to the town smith to produce a new suit of armor”. There on success: target is frozen solid for 15 minutes +
are some caveats. First, your past self must have had cold.
enough time over to have been able to perform the action ✥ Winter’s Call (RIT, 1D, NEW): Lowers temp to-
and, second, the task cannot alter what you know already wards zero and gives WP.
has happened. So, if you already looked for a hatchet on
✥ Armor of Ice (P, 1T, NEW): Adds an artifact die
your wagon and found none, or already asked the smith to
and armor to you for 15 minutes.
buy a non-existing suit of armor, the spell fails. You will
RANK 4:
also automatically fail to cast the spell to warn someone
✥ Wall of Ice (S, NEW): Creates a wall of ice.
that could stop a fire, after such a fire already has taken
✥ Crystalize (A, NEW): Transforms ice to crystal.
place. Power Levels are needed to increase the time into the
past you can contact yourself from a day, to a week, to a ✥ Mold Ice (P, 1T, NEW): Tunnel through ice.
year. Two extra Power Levels are needed for improbable ✥ Encase (S, NEW): Imprisons target in ice.
tasks, complex task or everything that would require a skill RANK 5:
roll. Like specifically asking the Smith to tell you that no ✥ Citadel of Ice (S, RIT, NEW): Create buildings of
armor exists when you come to ask for it, unless you also ice.
give a specific code word. ✥ Boreal Slave (A, 1T, NEW): Take control of
cold targets.

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WINTER GRIP restoring 1 resource die of water per Power Level. The spell
requires double the Power Level if you are in a desert area,
✥ RANK 1
where you normally cannot forage for water.
✥ RANGE: Arm’s Length
✥ DURATION: 1 Quarter Day
WINTER’S CALL

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

By manipulating the temperature, you are able to condense


water vapor in the air, and make it fill nearby containers,

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MOLD ICE CITADEL OF ICE

✥ RANK 4 ✥ RANK 5, RITUAL


✥ RANGE: Personal ✥ RANGE: Short
✥ DURATION: 1 Turn (15 minutes) ✥ DURATION: Permanent

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)

Target must succeed a might roll with a penalty equal to


the spell level, or they will be completely incased in ice. The
ice can be broken if dealt 5 points of damage, until then the
target is rendered cold, unconscious and without the need
to breathe. All death effects, like from blood loss, are tem-
porarily halted. Lasts 1 turn per Power Level.

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PLANT GROWTH
NATURE
✥ RANK 1, RITUAL
Original idea: Klas Bas ✥ RANGE: Short
The Weathermaster spell has been moved to this new path ✥ DURATION: Immediate
of magic. ✥ INGREDIENT: A resource die of water

RANK 1: You stimulate and quicken plant growth in a small area.


✥ Plant Growth (S, NEW): Yields vegetables. This can yield you Power Level units of vegetables, as
✥ Pathfinder (S, 1D, NEW): lead the way x. long as the land can produce editable plants, or speed up the
✥ Sense Weather (P, NEW): Sense weather rolls. natural progress of vegetation growth in the area by 1 year

✥ Vines (L, 1R, NEW): Shape rough/open terrain. per Power Level.

✥ Tracelessness (S, 1D, NEW): +2 stealth, no


PATHFINDER
one can track you.
RANK 2: ✥ RANK 1
✥ Glade (N, NEW): Make a +PL create camp roll. ✥ RANGE: Personal

✥ Blocking Branch (PW, RE, P, NEW): parry x. ✥ DURATION: 1 Day


✥ INGREDIENT: Ash
✥ Fog (D, 1T, NEW): Zones become foggy after 1T.
✥ Call Lightning (L, NEW): Strength damage and
You become to a higher degree aware of all the surrounding
roll damage vs all within short range. Stun those
vegetation, enabling you to better navigate through it.
that loose at least half Strength. Vulnerable ob-
Gain an automatic x to the next lead the way rolls on
jects catch fire.
land, up to a maximum number of rolls equal to the Power
✥ Strider (N, 1QD, NEW): Become faster when ex-
Level.
ploring the lands at foot.
RANK 3: SENSE WEATHER
✥ Weathermaster (D, QD): Change the weather.
✥ RANK 1
✥ Voice of the Forest (NEW): Communicate
✥ RANGE: Personal
short messages within a forest.
✥ DURATION: Varies
✥ Break Wood (S, NEW): Damage wooden items. ✥ INGREDIENT: A tree (not consumed)
✥ Mend Wood (A, NEW): Repair wooden objects.
✥ Bark skin (P, 1D, NEW): PL natural armor. You can predict the result of the upcoming weather rolls to
RANK 4: an amount equal to the Power Level. This prediction is not
✥ Nature’s Power (RIT, NEW): Gain WP. perfect, events can alter the predicted weather and so can
✥ Nature’s Weapon (P, RIT, NEW): Create staff, supernatural effects. If any of this happens any further pre-

club or heavy club. dicted weather rolls are invalidated.

✥ Chain Lightning (S, NEW): Split Strength dam-


TRACELESSNESS
age. Stun those that loose at least half Strength.
Vulnerable objects catch fire. ✥ RANK 1
✥ Forest Door (1T, NEW): Immediate transport ✥ RANGE: Short
within forest. ✥ DURATION: 1 Day
RANK 5: ✥ INGREDIENT: A handful of dry leaves

✥ Animate Tree (S, 1T, NEW): Turn trees into sol-


diers. Wherever you go, the land around you absorbs your tracks
and masks your scent. It also reduces sounds from sneaking
✥ Wonder (RIT, NEW, EPIC): Alter nature.

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Reforged Power– Player’s booklet


and therefor grants a +2 modifier to stealth rolls, as long vulnerable to fire catches fire. Only metal armor will pro-
as you are outdoors. Affects one ally per Power Level. tect against the damage.

VINES BLOCKING BRANCH

✥ RANK 1 ✥ RANK 2, POWER WORD, REACTION


✥ RANGE: Long ✥ RANGE: Personal
✥ DURATION: 1 Round ✥ DURATION: Immediate
✥ INGREDIENT: A handful of seeds ✥ INGREDIENT: A branch from a tree

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

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You can send a short message (about 10 words) to a person NATURE’S POWER
within the same forest by whispering it to a tree. The recip-
✥ RANK 4, RITUAL
ient will hear the message from a tree close to them and can
✥ RANGE: Personal
for 1 round send a message back. Each Power Level can add
✥ DURATION: Immediate
a recipient.
✥ INGREDIENT: Sunlight or rain

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.

A staff, club or heavy club grows forth with a Gear Bonus


MEND WOOD
equal to the Power Level, up to a maximum of +3. The
✥ RANK 3 weapon’s other stats are according to the weapon’s table.
✥ RANGE: Arm’s Length After a Quarter Day, the weapons gear bonus is reduced to
✥ DURATION: Immediate that of a regular staff, club or heavy club. If grown from
✥ INGREDIENT: A living plant any special tree with wood that can grant higher than nor-
mal weapon bonuses (if any such modules are used), then
By holding pieces of a wooden object together, you can such extra bonuses can be permanently retained.
mend it restoring 1 item die or attribute damage per Power
Level. If an item is not fully made out of wood, it can only CHAIN LIGHTNING
restore a single missing point. This spell can then not re-
✥ RANK 4
store such an object again until it is damaged anew.
✥ RANGE: Varies
✥ DURATION: Immediate
BARK SKIN
✥ INGREDIENT: A light metal rod
✥ RANK 3
✥ RANGE: Personal You call forth a stream of lightning from your hands, strik-
✥ DURATION: 1 Day ing a person in short range, then possibly jumping from
✥ INGREDIENT: Bark from a tree target to target, each within short range from one an-
other. Split up to Power Level damage amongst your se-
Emulating the shell of a tree, you cover your skin with a lected targets, as evenly as you can. If anyone loses at least
layer of bark. You receive a natural Armor Rating equal to half their Strength from the damage, they also fall prone.
the Power Level, but suffer a -2 penalty to manipulation Objects vulnerable to fire catches fire. Only metal armor
until the spell’s effects end. will protect against the damage.

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FOREST DOOR any other weather phenomenon. Cost: 1 unless the phe-
nomenon is more unusual, like thunder storms, in that
✥ RANK 4, RITUAL
case increase the cost to 2.
✥ RANGE: Special
Teeming with life: The area is teeming with life. Gain a
✥ DURATION: 1 turn (15 minutes)
✥ INGREDIENT: Wooden staff bonus modifier to fishing or hunting rolls. Cost: 1 per
modifier.

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

✥ RANK 5, RITUAL, EPIC MAGIC


✥ RANGE: Current Hex
✥ DURATION: Permanent
✥ INGREDIENT: See Epic Magic (Epic Magic
ingredients do not increase Power Level)

This is an Epic Spell, see the description for those in this


booklet. Each Power Level requires an ingredient.
This ritual permanently alters the ecosystem in the cur-
rent map hex you stand in. A wonder can from time to time
occur naturally as long as some of the ingredient pre-con-
ditions can be met.
Temperature change: The area becomes warmer or
colder than usually. This could mean that Spring/Fall
would counts as Summer or Winter and so on. Cost: 2 per
temperature change.
Strange weather: The area becomes almost constantly
shrouded in fog, or suffers constant rain, strong winds or

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Blanket of Insects All Swarm magic spells use a blan-
SWARM MAGIC
ket of insects as their ingredient. It is not needed, but if
Original idea: Robbie Ooal Gown it is available, it increases the Power Level by one.
RANK 1: A blanket of insects just means that there are a lot of
✥ Fireflies (L, 1T, NEW): Light source. insects covering the ground, walls, etc., in the nearby areas,

✥ 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.

✥ Giant insect (A, 1D, NEW): 2 Str/PL Insectoid.

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HARASS HIVEMIND

✥ 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.

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STINK BUG SERENADE The spell depletes at double rate, if possible, if it takes
damage from fire, cold, acid or lightning.
✥ RANK 2
This spell can at any-time, during your round, be dis-
✥ RANGE: Short
missed to create a blanket of insects.
✥ DURATION: One round per Power Level

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.

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BRAIN PARASITE LORD OF FLIES

✥ 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.

This spell can be dodged. If so, the target rolls to dodge


PROBE AREA
with a negative modification equal to the Power Level. If
✥ RANK 3 the target fails to dodge, it becomes grappled by the web,
✥ RANGE: Personal dropping all held items and falling to the ground. A caught
✥ DURATION: 1d6+ rounds target must break free from the webs, the webs then
count as having a melee skill equal to twice the Power
You send your insects out to scout the area. They will re- Level. The webs can also be made to target an area, and
turn after 1d6 rounds + 1 round per Power Level and give then the victim becomes the first one that passes through
you as a detailed description as insects can, of one unex- during its duration, if so, they get to roll scouting to no-
plored location in an adventure site per Power Level. You tice it before they get stuck, but do not get any dodge roll.
can give some initial directions, like try to explore to the They succeed automatically if they saw you when you cast
east, but it then up to the GM to select what locations they the spell. The spell will at maximum make a monster una-
find. On a dead end they might return sooner and can fly ble to move, if it.
past you to continue to explore in other directions. Insects This spell does NOT create any blanket of insects.
will not use words for manmade things, so if there is a
wooden door in a large cave with hungry lizards, the insects WASP CANNON
will describe a “that something coldblooded on the floor of
✥ RANK 4
a large cave of stone was eating them and that further ex-
✥ RANGE: Personal
ploration was hindered by a something made out of wood”.
✥ DURATION: 1 turn
This spell creates a blanket of insects when it ends.

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.

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CONSUME INSECT PLAUGE

✥ 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.

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✥ Blink (PW, S, NEW): Teleport short/long/ dis-
SYMBOLISM
tant.
The serenity spell has moved from Healing to Symbol- ✥ Hold (S, 1R, NEW): Target cannot approach you.
ism. It now uses a rune as an ingredient, just like all other ✥ Recall (RIT, A, NEW): Mark/return to a home.
Symbolism spells. RANK 5:
✥ Bend Reality (RIT, EPIC, A, NEW): Manipulate
RANK 1:
extradimensional space.
✥ Entice (S): Run to location on failed insight ✥ Polymorph (S, 1QD, NEW): Target permanently
roll.
turns into an animal.
✥ Horrify (S): Deal Wits damage.
✥ Paralyze (S): Target loses fast/slow/both/free INSCRIBE
actions.
✥ RANK 1
✥ Inscribe (A, 1T, NEW): Write a page or 5 sym-
✥ RANGE: Arm’s Length
bols. ✥ DURATION: One turn (15-minutes)
✥ Arcane Mark (A, RIT, NEW): Locate or hear
from object. You use this spell to be able to write symbols or text onto
RANK 2: any surface you touch straight from your mind. 1 page or
✥ Blind (S, 1QD): Quarter Day blindness on failed up to 5 magical symbols can be inscribed per turn. If used
insight. on skin, it becomes a tattoo. Each limb, can count as two
✥ Illusion (S, 1T): Believes something is there or grimoire pages or hold up to 10 symbols, but you cannot
not there on failed insight. actively use them if/while they are covered by cloth or ar-
✥ Mind Trick (PW, S): Make an enemy forget what mor. Added Power Levels can be used to be used to add a
they were supposed to do out of combat. color, be able to erase symbols/text or double the duration.

✥ Sleep (L, NEW): Distribute Agility damage re-


ARCANE MARK
sisted by insight. On a failure also become
sleepy. ✥ RANK 1, RITUAL
✥ Falsify Magic (NEW): Makes magic seem like ✥ RANGE: Arm’s Length
something else. ✥ DURATION: Special
RANK 3:
✥ Puppeteer (N, 1R): Control one round of ac- You can use this ritual to attune to something, but you can

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.

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SLEEP BLINK

✥ RANK 2 ✥ RANK 4, POWER WORD


✥ RANGE: Long ✥ RANGE: Short
✥ DURATION: Immediate ✥ DURATION: Immediate

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.

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HOLD POLYMORPH

✥ 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)

This is an Epic Spell, see the description for those in this


booklet. Each Power Level requires an ingredient.
This ritual permanently alters reality at the location.
Extradimensional size: You can fit a larger space
within a small one. Objects in the enlarged space do not add
weight to the smaller space. Cost: 1 per final area size
(Arm’s Length, Near, Short, Long, Distant).
Portable space: The door to this altered reality is not
bound to an area, and can be moved. Cost: 2.
Distant passage: An extra non-adjacent entry point
from anywhere in the world leads to this altered reality.
Cost: 2.
Supernatural effect: The altered reality can have su-
pernatural sun light, flowing lava, etc. Cost: 1 per effect.
Gloom: The altered reality causes 1 Empathy damage
every Quarter Day you stay in the area. Cost: 1 point of Cor-
ruption.
Demonic influence: The altered reality is infected by
mog and partially living. The area can change appearance,
and those inside or things left within can over time be in-
fected by demonic influence. Cost: 1 point of Corruption.

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RANK 5:
STONE SONG ✥ Raise Land (A, EPIC, NEW): Change land in hex.
RANK 1: ✥ Repurpose (A, RIT, NEW): Transfer an artifacts
✥ Dust from the Deep (N, 1R): Successfully flee in magic.
cave or mountains.
✥ Stun (S): Deal Agility damage resisted by in- REINFORCE
sight. Can be spread out to multiple targets. ✥ RANK 1
✥ Voice of the Mountain (RIT, QD): Ask a moun- ✥ RANGE: Arm’s Reach
tain or cave about history or current activity. ✥ DURATION: 1 Turn (15 minutes)
✥ Reinforce (A, 1T, NEW): Walls or doors becomes ✥ INGREDIENT: Chunk of iron
harder to break through.
✥ Stone Fist (A, 1T, NEW): +2 melee, might and You reinforce a wall or door with the toughness of the
gain parrying while unarmed. earth. A door cannot longer be opened or picked during the
RANK 2: duration, and the targeted object doubles its armor rating.

✥ 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-

✥ Call Meteor (RIT, NEW): A meteor strikes a hex. force spell.

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PASS CRACK ANIMATE WEAPON

✥ 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.

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MACHINE SOUL The spell is kind of treated as forbidden knowledge by the
dwarves, as if it would ever be used on an important dwa-
✥ RANK 4
rven artifact, then that would be heresy of the first degree.
✥ RANGE: Arm’s Reach
But, on the other hand, dwarves have been known to turn
✥ DURATION: One Quarter Day
a blind eye when it has been used to steal magics from an-
✥ INGREDIENT: Harp
cient elven artifacts, as long as it isn’t used too openly.

You imbue a machine-like object with the power of an en-


RAISE LAND
gine. Making it able to spin cogs and perform different ac-
tions when drawing levers. The machine gains a Strength ✥ RANK 5, RITUAL
of 1, with a +2 bonus per extra Power Level. It can operate ✥ RANGE: Arm’s Reach
for one Quarter Day, but Power Levels can also be used to ✥ DURATION: Immediate
double the duration. ✥ INGREDIENT: See Epic Magic (Epic Magic
ingredients do not increase Power Level)
CALL METEOR
This is an Epic Spell, see the description for those in this
✥ RANK 4, RITUAL
booklet. Each Power Level requires an ingredient.
✥ RANGE: Special
This ritual permanently raises the land at the entire tar-
✥ DURATION: Immediate
geted hex of land. It requires double the Power Level if
✥ INGREDIENT: Drum
there is an inhabited settlement, dungeon or the like, in the
area. Any objects and people in the hex will then also be tar-
This spell calls a meteor from the skies to strike a target
geted as if by the Earthquake spell of an equal Power Level.
hex. It is however very imprecise and at first ignores your
If made at sea, coastal areas will instead be affected by a
directions, falling towards a random hex, 1d6 hexes away
Flood Wave, see page 24 in the Bitter Reach.
from you in a random direction. Each Power Level then
Raise sea floor: You can turn a sea floor into a marsh-
refocuses the meteor moving it one hex closer to the target
hex. A random area in the target hex is then utterly oblite- land or quagmire. Cost 1 if next to a shore, or 2 if out at sea.

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.

would make no sense if transferred to the new object, it just


cannot be transferred and either stays, as long as it would
not make that item more powerful than before, or is lost.
The spell requires two additional Power Levels for each
bonus item die the highest of the two items has. It can
never be used to stack multiple Artifact Dice on one item.

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✥ Redirecting Barrier (D, 1QD, NEW): Redirect
BLOOD MAGIC
those moving through an area.
RANK 1: ✥ Clone (RITUAL, NEW): Transfer to clone on
✥ Firewalker (P, QD): Immunity to heat, fire and death.
cold.
✥ Stir the Blood (S, 1T): Strong emotions (like BLOOD TAP
lust, fear or rage). Cannot be used in combat. ✥ RANK 1, POWER WORD
✥ Blood Tap (PW, P, NEW): Take Strength dam- ✥ RANGE: Personal
age and add Power Levels to next spell you cast. ✥ DURATION: One round
✥ Blood Oath (A, NEW): Contract someone to do ✥ INGREDIENT: Dagger (not consumed)
something, penalized while not doing it.
✥ Heroism (S, 1QD, NEW): Resists 1 damage from You can drain your own blood to power your magic. Suffer
fear per WP. Strength damage equal to the Power Level. Add these
RANK 2: Power Levels to the next spell you cast within one round.

✥ 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

Requires successful slow move roll to put out. ✥ DURATION: 1 year


✥ INGREDIENT: Contract written during the rit-
✥ Hand of blood (S, 1R, NEW): Like short range
ual (not consumed)
telekinesis.
✥ Darkvision (P, 1T, NEW): Ignore darkness.
You bind a subject to do something for you. The target
RANK 3:
must accept it though, or the spell fails. So, it is generally
✥ Blood Channeling (P, 1R): Gain twice the Will-
used as part of a deal. If the target does not make any pro-
power for your next round only.
gress after a predetermined amount of time, usually a day,
✥ Blood Curse (RIT, 1QD): Deal damage to any at- if no other time is set, or if they do something that undoes
tribute. 1 damage is dealt per Quarter Day. any progress towards the instruction, like traveling in the
✥ Bind Soul (RIT, A): Capture target’s soul. Re- wrong direction, they suffer a -2 modifier to all their ac-
maining body becomes empty. tions. This negative modifier then stays until they have
✥ Meld Flesh (RIT, A, NEW): Join two beings into made more progress than previously achieved. If some-
a new. thing out of their control undoes any progress, this effect
✥ Blood Warrior (S, 1T, NEW): Boost combat is not triggered. It only depends on if they themselves work
prowess. toward achieving the goal or not. Power Levels can be used
RANK 4: to both double the duration and to add additional targets,

✥ 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:

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HEROISM MELD FLESH

✥ RANK 1 ✥ RANK 3, RITUAL


✥ RANGE: Short ✥ RANGE: Arm’s Length
✥ DURATION: 1 Quarter Day ✥ DURATION: Permanent
✥ INGREDIENT: Alcoholic beverage ✥ INGREDIENT: Needle and thread

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.

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CALL DEMON REDIRECTING BARRIER

✥ RANK 4 ✥ RANK 5, RITUAL


✥ RANGE: Distant ✥ RANGE: Distant
✥ DURATION: Varies ✥ DURATION: 1 Quarter Day
✥ INGREDIENT: Sacrifice ✥ INGREDIENT: A crushed brain

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.

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✥ Cloud of Death (L, 1R, NEW): foggy area, short
DEATH MAGIC
range around target that deals end of turn
RANK 1: Strength damage.
✥ Befoul (N): Poison food. Potency 3x Power ✥ Possess (A, 1T, NEW): Enter undead, uncon-
Level. scious or soulless body with up to 4x Strength per
✥ Chill of the Grave (A, 1R): Victim becomes Power Level.
cold and takes damage to both Strength and Wits RANK 5:
every round. ✥ Death’s Embrace (S, NEW): Target rolls en-
✥ Contaminate (A): Target suffers from a disease durance with Power Level penalty or become
with Potency 3x Power Level. broken in Strength.

✥ Ghoulish Glare (S): Deal Empathy damage to ✥ Bane (A, 1R, NEW): Ignore targets resistances,
living humanoid. immunities and lower targets armor rating.

✥ Feign Death (A, 1T): Target will pass as dead.


FEIGN DEATH
RANK 2:
✥ Hand of Doom (N): Deal Strength damage to ✥ RANK 1
living humanoid. ✥ RANGE: Arm’s Length
✥ Raise the Dead (RIT, N, 1QD): Strength as in ✥ DURATION: 1 turn
life, Agility -1. Each Power Level can: increase ✥ INGREDIENT: Something from the dead
amount, Strength, retain intelligence (Wits and
Empathy both at -1), or double duration. You or up to one willing target per Power Level falls limp

✥ 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.

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BANE BLADE WRAITHFORM

✥ 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.

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POSSESS

✥ RANK 4
✥ RANGE: Arm’s Length
✥ DURATION: One turn (15-minutes)
✥ INGREDIENT: A piece of gold the size of a coin

You take complete control over an undead, unconscious or


soulless body. You control this body as if it was your own.
You do not gain any knowledge of the target, and retain
your own skills. You use your Wits and Empathy while in
the possessed body, but use the target’s Strength and Agil-
ity. The target can have a maximum Strength of 4 per
Power Level. Power Levels can also be used to double the
duration. While the spell lasts, your own body is rendered
unconscious.

DEATH’S EMBRACE

✥ RANK 5
✥ RANGE: Short
✥ DURATION: Immediate
✥ INGREDIENT: A heart

The victim must make an endurance roll with a negative


modification equal to the Power Level. If the roll fails, the
target Strength is broken. Target suffers a non-typical crit-
ical injury, but will die after a turn unless healed. The spell
has no effect on monsters.

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.

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✥ Summon Elemental (N, 1T): Lasts 15-minutes.
ELEMENTAL MAGIC
Must remain within short range. Dispelled if
RANK 1: you are broken. Can only have one. Spell can al-
✥ Combustion (N): 1 damage or drop held item or ternatively be used to deal Strength damage to an
make an 2x PL dice attack dealing fire damage and existing elemental.
burn. Succeed a slow move roll to put it out. ✥ Elemental Wall (S, 1T, NEW): Creates different
✥ Sunder (A): Items lose Power Level gear bonus. kinds of walls depending on the chosen element.
Objects suffer 10x Power Level damage. ✥ Earthen Grasp (S, 1T, NEW): Grapple target.
✥ Suffocate (N, 1R): Deal Strength damage over ✥ Elemental Infusion (P, NEW): Your Willpower
Power Level rounds. Target cannot talk or Points are set to twice the Power Level.
scream. RANK 5:
✥ Water Breathing (A, 1T): 15 minutes per Power ✥ Liquid Form (P, 1T, NEW): Squeeze through
Level. Power Level can add more targets. cracks, reduce damage taken and gain reach, but
✥ Flaming Blade (A, 1T, NEW): A weapon deals ex- lose all armor rating.
tra fire damage, but is damaged in the process. ✥ Control Element (S, 1R, NEW): Fully control an
RANK 2: element.
✥ Heat of the Moment (N): Instill blind berserker
rage, attacking everyone on failed insight. FLAMING BLADE
✥ Rock Storm (S): Deal Strength damage resisted ✥ RANK 1
with armor. ✥ RANGE: Arm’s Length
✥ Flight (A, 1R): Fly for 1 round/Power Level. ✥ DURATION: One turn (15-minutes)
Power Level can add more targets. ✥ INGREDIENT: Fire
✥ Parch (A): Deal Agility damage and inflict
thirst. You enchant a melee weapon to deal 1 extra point of fire
damage per attack. The weapon itself takes 1 item damage
✥ Wind Blast (L, NEW): Shove attack at 2x Power
per round if it is wooden. If its head is made of metal, but
Level against target and all within near range.
haft is wooden, it is considered destroyed after 1 Turn. If it
RANK 3:
is completely made of metal, it loses 1 item die after 1 Turn.
✥ Fireball (L): Deal Strength damage. All within
All item dice lost to this effect is considered irreparable.
near range, suffer Power Level base dice. Anyone
damaged starts to burn. Requires successful slow
WIND BLAST
move roll to put out.
✥ Stoneskin (P, 1T): 2x Power Level Armor rating ✥ RANK 2

for 15-minutes. ✥ RANGE: Long


✥ DURATION: Immediate
✥ Tornado (S): Deal Strength damage, can be dis-
✥ INGREDIENT: Wind
tributed. All in zone must succeed a might roll,
or fall.
A sudden gust of wind hits around the target. This counts
✥ Flood Wave (S): Deal Strength damage, can be
as a shove attack against the target, and everyone within
distributed. All targets are knocked down and if
near range of it, with a number of Base Dice equal to three
snow is used, then also becomes cold.
times the Power Level. Monsters are immune.
✥ Elemental Shield (A, 2R, NEW): Ignore dam-
age, burn enemies, make them fall or deflect pro-
jectiles, depending on the chosen element.
RANK 4:

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ELEMENTAL SHIELD Level. Passing though it counts as rough terrain with a -1
penalty to the move roll per Power Level.
✥ RANK 3
✥ RANGE: Arm’s Length
EARTHEN GRASP
✥ DURATION: 2 Rounds per Power Level
✥ INGREDIENT: Fire, Earth, Wind, or Water ✥ RANK 4
✥ RANGE: Short
The chosen element forms and swirls around you. ✥ DURATION: One turn (15-minutes)
Earth: Ignore the first Strength damage you take from ✥ INGREDIENT: Earth
every physical attack.
Fire: Anyone that ends their turn within arm’s length On ground made of dirt, sand or stone, arms made from
the very same earth rises up to grasp your target, who must
distance takes 1 fire damage and also catches fire. The fire
succeed a might roll with a negative modification equal to
cannot be extinguished while they remain in range.
the Power Level or become grappled, dropping all held
Water: All movement to within arm’s length from
items and falling to the ground. A caught target must
you counts as rough terrain for all but you and those move
break free from the hands, the hands then counts as hav-
rolls also suffer a -2 modifier.
ing a melee skill equal to twice the Power Level. A victim
Wind: All ranged attacks against you suffer a -4 modi-
that has not broken free after a turn is dragged under and
fier.
swallowed by the ground.

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

You raise the elements to form a wall in the targeted area.


You channel the powers of the elements. Set your current
Any creatures standing in its way, may choose which side
Willpower Points to twice the Power Level, but the Power
to stand on, but they will fall prone unless they succeed a
Level is capped to one per present element ingredient.
move roll with a penalty equal to the Power Level. Mon-
Each element can lend their powers to you a maximum
sters do not fall prone. The walls will occupy a space up to
of once per day.
3 meters heigh and up to 10 meters long, and can be slightly
curved, but no sharp corners. Power Levels can be used to
LIQUID FORM
empower the wall, se descriptions below, or they can be
used to double a dimension of the wall, so with 4 extra ✥ RANK 5
Power Levels, you can encircle yourself within a 25-meter ✥ RANGE: Personal
radius wall. When the spell ends the wall crumbles away and ✥ DURATION: One turn (15-minutes)
only traces of it will remain. ✥ INGREDIENT: Water

Earth: Can take 2 Strength damage +2 per Power Level


Your body takes a more liquid form during the duration.
damage, with a natural armor rating of 8.
During this time, you can squeeze through any cracks and
Fire: Deal 2 dice per Power Level fire damage to anyone
will take a maximum of 1 Strength damage from any edged
that crosses it. Anyone that takes damage also catches fire.
or pointed attack. All your melee weapon attacks gain near
Water: All attacks through it, suffers a penalty equal to
reach. You sadly have no armor rating while in this form.
the Power Level. Passing though it counts as rough terrain
with a -1 penalty to the move roll per Power Level.
Wind: All ranged attacks from one side of the wall, spec-
ified upon casting it, suffers a penalty equal to the Power
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CONTROL ELEMENT

✥ RANK 5
✥ RANGE: Short
✥ DURATION: One round per Power Level
✥ INGREDIENT: Fire, Earth, Wind, or Water

You can fully control the chosen element within short


range. This control follows your movement. When this
spell ends, so does any ongoing effects from “free spells”
you have cast while you controlled the elements.
Earth: You can tunnel though stone or raise the earth
at a rate of 1 meter per round. You can as a free action use
a Power Level 1 earth spell each round, even if you do not
know it, this costs no extra WP and rolls no magical dice.
Fire: You can quench fires, fill the area with fire, shape
the forms of fires or alter their colors. You can have every-
one start burning and be unable to quench the flames as
long as they remain in the area. You can as a free action
use a Power Level 1 fire spell each round, even if you do not
know it, this costs no extra WP and rolls no magical dice.
Water: You can raise the water level (as long as there is
a source), lower, split or shape it. You can have it slush
around, forcing move rolls to avoid falling or being pushed.
You can as a free action use a Power Level 1 water spell
each round, even if you do not know it, this costs no extra
WP and rolls no magical dice.
Wind: You take complete control of the wind in the
area. Allowing people to jump twice as far, halving fall
damage, making both land and air count as rough terrain,
and adding -2 negative modifiers to all ranged attacks. You
can as a free action use a Power Level 1 air spell each
round, even if you do not know it, this costs no extra WP
and rolls no magical dice.

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✥ Dragon Breath (N, NEW): Damage and ignite
MAGMA SONG
targets within near range.
RANK 1: RANK 5:
✥ Combustion (N): 1 damage or drop held item or ✥ Volcanic Eruption (L, 1T, NEW): Destroy and
make an 2x PL dice attack dealing fire damage and burn a stronghold or other obstacle.
burn. Succeed a slow move roll to put it out. ✥ Molten Seat (EPIC, NEW): Create an under-
✥ Fire’s Friend (P, 1T): Immunity to fire to PL ground stronghold.
number of targets. Does not protect equipment.
✥ Mold Stone (S, 1T): Mold stone/iron into HEARTH
shapes (crafting roll) or create 10 stone balls. ✥ RANK 1
✥ Hearth (A, 1QD, NEW): Works as a fireplace. ✥ RANGE: Arm’s Length
✥ Fertile Ash (S, 1QD, RIT, NEW): Yields vegeta- ✥ DURATION: One Quarter Day
bles. ✥ INGREDIENT: Lava stone
RANK 2:
✥ Fire Memory (N): Melt a cubic meter of stone As long as you are on solid ground not made out of sand-
into lava. Does not affect marble/limestone. stone, limestone or marble, you can call forth a small kind
of smokeless lava vent, no bigger than a camp fire. It will
✥ Water Memory (S): Heat or freeze water. Can
provide all the benefits of a camp fire and will warm you, if
explode containers (PL damage withing arm’s
you are cold over the duration.
length), make slippery surfaces (move roll),
Lasts for 1 Quarter Day per Power Level.
shatter locks.
✥ Steam Flight (P, 1R): Fly 1m up or 1 zone verti-
FERTILE ASH
cally or deal 1 damage within arm’s length per
round, while spell and water source lasts. ✥ RANK 1, RITUAL
✥ Mend the Cracks (A, 1T, NEW): Mend stone ✥ RANGE: Short

objects. ✥ DURATION: One Quarter Day


✥ INGREDIENT: Volcanic Ash
✥ Molten armor (P, 1T, NEW): Connect with you
and receive damage.
As long as the ground where you stands can support plant
RANK 3:
life, it will after the duration spring to full life, immedi-
✥ Magma Cascade (S): Target an existing stone
ately delivering 1 unit of vegetables per Power Level.
or throw one with marksmanship. Everyone
Lasts for 1 Quarter Day per Power Level.
within arm’s length suffers 1 damage per PL.
✥ Firewall (S, 1T): 1 damage/PL if you pass it. MEND THE CRACKS
✥ Summon Fire Wyrm (L, 1R): After 1 turn, a fire
✥ RANK 2
wyrm of 6x PL Strength appears and attacks.
✥ RANGE: Arm’s Length
✥ Firestorm (L, 1T, NEW): Illuminate and ignite
✥ DURATION: One turn (15 minutes)
targets in a short area while outdoors.
✥ INGREDIENT: A lava stone
✥ Absorb lava (P, 1QD, RIT, NEW): Gain 2 PL
WP.
You heat up and can fully repair an object made out of stone
RANK 4:
over a turn (15 minutes). The Power Level determines what
✥ Call mineral (A, RIT, NEW): Gain 1d6 silver size of object you can repair. 1: light, 2: normal, 3: heavy, 4:
coins worth of any metal raw materials. something the size of a door, 5: a wall. The item will glow
✥ Geyser (S, NEW): Damage and trip targets. red hot and partially melt wherever you touch it over the
✥ Magma Tunneling (S, NEW): Shape the flow of duration.
lava to make your own paths.

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MOLTEN ARMOR As long as there is lava around, you can absorb some of its
power. Gain a number of Willpower Points equal to twice
✥ RANK 2
the Power Level. While performing the ritual, you are
✥ RANGE: Personal
completely immune to fire damage and when you are done,
✥ DURATION: 1 turn
any existing lava within long range will harden and cool.
✥ INGREDIENT: Any fire within arm’s reach
If this cools a more or less permanent lava flow, the effect
only lasts for a Quarter Day.
You heat up your own armor, as long as it is made out of
iron or stone. Anyone that hits you with a natural weapon,
CALL MINERAL
or grabs you during the effect immediately suffers 1 fire
damage. ✥ RANK 4, RITUAL
While you will be immune to the heat and fire caused by ✥ RANGE: Arm’s Length
this spell. Most things you carry will not, so any backpacks, ✥ DURATION: Immediate
belts, pouches or satchels will over the duration likely burn ✥ INGREDIENT: You are in a volcano or fire land
up. hex (not consumed)
Each Power Level doubles the duration.
As long as you are on solid ground not made out of sand-
FIRESTORM stone, limestone or marble, you can call out to the ground
and units of metal then bubbles up from the ground.
✥ RANK 3
1d6 silver coin worth of raw metal materials are brough
✥ RANGE: Long
forth. Each additional Power Level adds a multiplier to the
✥ DURATION: Immediate (light lasts 1 turn)
worth of the found metal according to the following list.
✥ INGREDIENT: Volcanic Ash
PL 1: x1, PL 2: x3, PL 3: x6, PL 4: x10, PL 5: x15, PL 6:
x21, PL 7: x28, PL 8: x36, PL 9: x45, PL 10: x55. It cannot
Can only be cast in the outdoors. Burning volcanic cinders
be cast at more than Power Level 10. Round down any
starts to single down from the sky, targeting anything
found metal to whole units.
within long range from a designated point within range.
Anything within the area becomes illuminated for a turn
GEYSER
(15 minutes). Roll a die per Power Level for all human sized
objects in the area, if the cinders can land on flammables ✥ RANK 4
like distilled alcohol, gunpowder or so, they catch fire/ex- ✥ RANGE: Short
plode on any rolled x, and if they are not easily flammable, ✥ DURATION: Immediate
then they can instead be brushed of with a slow action, that ✥ INGREDIENT: A pinch of sulfur
is enough to avoid having the smoldering cinders deal any
continuous damage. The spell will likely also start random As long as you are on solid ground not made out of sand-
fires in the area. One random building/function per Power stone, limestone or marble, a geyser can sprout forth from
Level catches fire. If you use the “Arson event” module un- under a target.
der the Stronghold section, that can be used for inspiration The target takes 1 point of damage per Power Level and
for the fires. each Power Level also counts as a shove x towards trip-
ping the target.
ABSORB LAVA Anyone within arm’s length rolls a d6 per Power Level,
each x counts as a Power Level as per above.
✥ RANK 3, RITUAL
✥ RANGE: Personal
✥ DURATION: Quarter Day
✥ INGREDIENT: Large lava flow (not consumed)

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MAGMA TUNNELING MOLTEN SEAT

✥ RANK 4 ✥ RANK 5, RITUAL, EPIC SPELL


✥ RANGE: Short ✥ RANGE: Near
✥ DURATION: Varies ✥ DURATION: Permanent
✥ INGREDIENT: You are underground ✥ INGREDIENT: See Epic Magic (Epic Magic
ingredients do not increase Power Level)
You can form and direct any flows of lava and magma.
Making it tunnel through a bedrock at a rate of 1 meter per This is an Epic Spell, see the description for those in this
round, or 100 meters per turn, or 2500 meters per Quarter booklet. Each Power Level requires an ingredient.
Day. This ritual can be used to make a permanent underground
At Power Level 1 it lasts for 1 round. At Power Level 2 it stronghold within a mountain hex.
lasts a turn (15 minutes). At Power Level 3 it lasts a Quarter Zone: You create a large open zone that can house build-
Day. And finally at Power Level 4 it lasts a whole day. ings. It will be made stable and have a normal temperature,
despite if there are any nearby lava, and will protect it from
DRAGON BREATH natural events, like lava, earthquakes and so on. Cost 1 per
✥ RANK 4 area of space that can fit up to 2000 stone or 1000 wood of
✥ RANGE: Near buildings.
✥ DURATION: Immediate Lava moat: Lava provides a moat for the location, and
✥ INGREDIENT: Dust make from ground stone adds an extra defense rating. It also provides illumination
(required, does not add to Power Level) and works like a fireplace for the stronghold. Cost 1.
Raise buildings: Stone buildings in your zones are par-
You blow a handful of ground stone dust, that immediately tially preconstructed. You will need to succeed craft rolls
turns into a breath of roaring inferno. Roll 4 dice per Power during this ritual to have them operational at once, but if
Level to all those within near range. You may choose to you fail, you will at least still have their raw materials in
avoid targets, as long as you at the same time also avoid an- stone. Gain buildings for up to 2000 stone per zone. Cost:
yone within arm’s length of such a target. Any hit target 2.
takes 1 fire damage per rolled x and catches fire. A burning Earthquakes: Roll a d6 each week, on a a person in
target takes 1 damage per round, unless they manage to ex- the stronghold is injured and a random function in the
tinguish themselves with a slow action and a successful stronghold partially breaks. The function can be repaired
move roll. on a successful crafting roll and a Quarter Day of work.
The person is broken and suffers a critical injury rolled on
VOLCANIC ERUPTION the blunt force table. Can be taken as 1 point of corruption.
✥ RANK 5 Foul smoke: The area is filled with bad smelling gas. A
✥ RANGE: Long chosen attribute will not heal naturally while in the area.
✥ DURATION: 1 turn Can be taken as 1 point of corruption.
✥ INGREDIENT: A handful of crushed lava stones Infested: The area has attracted demons or some other
pest. Roll for weekly stronghold events twice, if the second
As long as the target area is not standing on ground made result is higher, and it can be caused by the pest, take it. Can
out of sandstone, limestone or marble, then after 1 turn, a be taken as 2 points of corruption.
volcanic vent erupts and swallows a building or wall in a
fiery inferno. Each added Power Level can be used to fur-
ther destroy adjacent stronghold functions. Each Power
Level will also start a random fire. If you use the “Arson
event” module under the Stronghold section, that can be
used for inspiration for the fires.

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✥ Mirror Clone (P, 1QD, NEW): Split yourself into
MENTALISM
multiple temporary clones that all can act.
RANK 1: ✥ Mass Confusion (S, 1R, NEW): Break Wits for
✥ Mental Strength (N, 1T): One person per PL be- the duration for PL targets if they fail insight.
comes immune to non-magical Wits, Empathy RANK 5:
and fear. Against magical attack, they can make ✥ Mold Time (N, RIT, EPIC, NEW): Alter the flow
an insight roll with a PL bonus to resist it. of time or move through time and space.
✥ Wordplay (N): Words that can mean two things ✥ Improved Fata Morgana (S, 1R, NEW): As
do that, and that becomes what happens. fata morgana, but you can only resist if touched.
✥ Traceless (P, 1H): One person per PL is per-
ceived as having another appearance, smell, etc. MENTALISM SPELL INGREDIENTS
✥ Mind over Body (P, 1QD, NEW): Roll full attrib- These ingredients can be added to the mentalism spells that
utes, repeatedly push endurance, recover from are missing ingredients in the Bloodmarch book.
broken state. ✥ MENTAL STRENGTH: A gemstone
✥ Compartmentalize Mind (P, 1QD, NEW): Gain ✥ WORDPLAY: None, as it would have no effect
extra slow action for magical use. ✥ TRACELESS: A masquerade mask
RANK 2: ✥ CONFUSION: A pendulum
✥ Confusion (S, 1R): Break Wits if target fails in- ✥ AMNESIA: A handful of sand
sight minus PL for duration only, then recovers.
✥ Amnesia (S): One target per PL cannot remem- MIND OVER BODY
ber last turn. Roll insight minus PL to resist. ✥ RANK 1
✥ Truth Sense (N, 1T): Each PL reveals something ✥ RANGE: Personal
significant about the truth, when someone is ly- ✥ DURATION: One Quarter Day
ing, there is an illusion or similar. ✥ INGREDIENT: Gemstone (not consumed)
✥ Mirror Image (A, 1T, PW, NEW): Trick enemies
to waste attacks on spaces next to you. Your mind tells your body to overcome its limitations for
✥ Mind Blast (N, NEW): Str and Wits damage re- one Quarter Day per Power Level.

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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MIND BLAST TIME STOP

✥ 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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MIRROR CLONE illusion. On a failure it still tries to fool all your senses.
Some interactions will be too hard to emulate correctly, for
✥ RANK 4
instance: You could during the first second think that you
✥ RANGE: Personal
are standing on an illusionary bridge, but would start to
✥ DURATION: 1 Quarter Day
question what happened when you suddenly lay bleeding on
✥ INGREDIENT: A mirror or polished piece of
the ground below, without remembering falling. You could
metal
also think and feel like if you were on fire, but you would in
reality find yourself unharmed when the effect ends.
Multiple versions of yourself steps out of your own body,
one extra version per Power Level. You are now not one but
MOLD TIME
many and do not differentiate yourself from your clones,
i.e., you are now a clone yourself. Each version keeps your ✥ RANK 5, RITUAL, EPIC SPELL
skills and talents. Attributes are divided by the number of ✥ RANGE: Near
clones, round up, i.e, a Strength of 4 shared by 3 clones ✥ DURATION: Permanent
equals 2 Strength per clone. Willpower Points are shared ✥ INGREDIENT: See Epic Magic (Epic Magic
between all clones. ingredients do not increase Power Level)
Gear is copied to all clones, but what affects one clone af-
fects all. So, if one depletes a potion, it is gone for all. If This is an Epic Spell, see the description for those in this
one damages their equipment, it is damaged for all. If one booklet. Each Power Level requires an ingredient.
depletes a stack of arrows, it is depleted for all. This ritual can be used to a permanently alter time within
All clones get a full set of actions per round. If the attrib- a location or move a location through time and space.
ute of any clone depletes, the clone vanishes, unless it is the Quicken time: A Quarter Day spent here only takes 3h
last one. When the spell ends, you take the place of one ran- in the “real” world. This is can be good for crafting, sleep-
dom clone any other remaining clone vanishes. Keep the ing and many other things. Hirelings require increased sal-
lowered attribute values of the remaining clone, but it can aries and use more food from this though. Cost 3 for a
now be healed back up to your original attribute scores. stronghold location or similar sized building. Cost +1 for
each extra stronghold locations or similar sized building.
MASS CONFUSION Slow time: A Quarter Day spent here takes two Quarter
✥ RANK 4 Days in the “real” world. This is can be good for a root
✥ RANGE: Short cellar, as it keeps goods fresh for longer. Cost 2 for a
✥ DURATION: One round per Power Level stronghold location or similar sized building. Cost +1 for
✥ INGREDIENT: Same as for the confusion spell each extra 2 stronghold locations or similar sized buildings.
Through time and space: The location can be shifted
Target up one plus Power Level persons within the range. forward in time and change location to another hex on the
The victims then must make an insight roll to resist the map. Cost 2 for up to 5 locations or similarly sized build-
spell, or be affected just as the confusion spell. ings, each added Power Level doubles the amount of loca-
tions or buildings affected. Transport stronghold up to 10
IMPROVED FATA MORGANA hexes. Added Power Levels can each double this. The
transport is instant.
✥ RANK 5
✥ RANGE: Short
Unpredictable: A slowed or quickened area roll a d6, af-

✥ 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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✥ Contagious dreams (1QD, RIT, NEW): Manip-
ONEIROMANCY
ulate everyone’s dreams within a hex.
All oneiromancy rituals require you to sleep, while those RANK 4:
that are not rituals can be cast while awake. ✥ Endless Nightmare (A, NEW): A sleeping tar-
Oneiromancy spells with listed ingredients require them get that fails insight minus PL are trapped in a
and does not increase the spells Power Level. nightmare forever.
✥ Magic Dream (P, 1QD, RIT, NEW): Gain 2x WP
RANK 1: if you sleep relaxingly and undisturbed.
✥ Premonition (P, 1D, RIT): After a skill roll fails, ✥ Dream Palace (A, 1QD, NEW): Spend days in a
you can choose to instead take another action. dreamworld without it really taking up your time.
✥ Nightmares (N): Deal PL Wits damage. 2 PL ✥ Manifest Dream (L, 1D, RIT, NEW): Create a
can add a target. Targets become sleepless. house, stronghold function or magical beast.
✥ Restorative Sleep (P, 1D, RIT): One attribute or RANK 5:
skill per Power Level gains a +1 bonus. ✥ Wish (P, RIT, NEW): Wish for something, any-
✥ Daydream (P, +, NEW): Cast an oneiromancy thing major and it will be misinterpreted.
spell without the need of a sleep. ✥ Sandman (P, RIT, NEW): Create a duplicate that
✥ Quickened Dreams (N, 1T, NEW): Skip sleep. you can control while meditating.
RANK 2:
✥ Dream Visit (1T, RIT): Spy (or with extra PL) DAYDREAM
communicate with people at places you have vis- ✥ RANK 1, Cast with another spell
ited. ✥ RANGE: Personal
✥ Mara (P, 1QD, RIT): Mara haunts target and you ✥ DURATION: Immediate
can see through its eyes during your dream.
✥ Lullaby (S, 1QD): All in range falls asleep after 1 Cast this spell together with another oneiromancy ritual,
turn. Roll insight minus PL to resist. that spell is no longer a RITUAL and can be cast with 15
✥ Sleepwalker (A, 1T, NEW): Dictate targets ac- minutes of “daydreaming”, while you are awake. Day-
tions as you make them sleepwalk. dreaming is dangerous and always comes at a high risk: Roll
✥ Probe Dream (N, 1T, NEW): Target must answer a minimum of one Magic Die per level of the spell.
truthfully to given questions in dream. Unless the Daydream is heightened to Power Level 2,
RANK 3: then any rolled mishap is rolled twice and you take the

✥ 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

pened. ✥ DURATION: 1 turn


✥ INGREDIENT: A dream catcher
✥ Dream Link (1QD, RIT, NEW): Visit dreams, dis-
cern locations, deliver nightmares, contact mas-
Up to one target per Power Level only needs a one turn (15
ters.
minute) power nap, to have it counts as the required sleep
for the day, or to remove the sleepless condition.

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This sleep does not count as rest and cannot be used to, the Power Level to shake you out if they want to. During
at the same time, perform any other oneiromancy magic. the dream you can discern their location in the world. You
This spell is considered heretic by most oneiromancers. may also communicate to the recipient, but they can
It is only taught by renegade daydreamers. choose to ignore you if they do not want this. You can also
turn the dream into a nightmare; this makes the target un-
SLEEPWALKER able to benefit from sleep during that Quarter Day. If done
over a period of days equaling the targets Wits, they are
✥ RANK 2
likely to go insane, if so, you can roll on the horror injury
✥ RANGE: Arm’s Reach
table, to see the effect.
✥ DURATION: One turn (15 minutes)

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
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MANIFEST DREAM MAGIC DREAM

✥ RANK 4, RITUAL ✥ RANK 4, RITUAL


✥ RANGE: Short ✥ RANGE: Personal
✥ DURATION: The day after a night’s sleep ✥ DURATION: One Quarter Day

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.

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WISH SANDMAN

✥ RANK 5, RITUAL ✥ RANK 5, RITUAL


✥ RANGE: Personal ✥ RANGE: Personal
✥ DURATION: Varies ✥ DURATION: Permanent
✥ INGREDIENT: A wishbone snapped in half or a ✥ INGREDIENT: 4x Strength units of sand
non-indestructible artifact
This spell creates a copy of yourself, copying your appear-
You then wish for some of the following things. If you re- ance perfectly, but not your heat or smell.
peatedly wish for the same thing the wish will get cor- Your consciousness is then transferred to the sandman
rupted. and will for as long as you remain sleeping, which you can
Monetary wealth: Gain 1 gold per Power Level. If used indefinitely. Your need for food and water are also sup-
ever again, it will instead set your wealth to 1 gold per pressed while in sandman form.
Power Level or steal the coins from your allies. The sandman will look exactly like yourself and uses your
A spell effect: One or more spells are performed within attribute scores, but its physical attributes will be separated
long range of your current location. Requires an extra from your own, i.e., if one take of you takes damage, the
Power Level equal to the rank of the spell. If it is ever used other will not. It can perfectly mimic clothes, items and
again for the same spell, it will add an automatic magical armor, but underneath the surface there will be just sand.
mishap. It can also wear actual arms and armor. If it is not using
An attribute, skill or talent: Gain Power Level additional the real things, it will count as having no armor rating and
points to a skill or talent for a day, up a maximum of 5. If its attacks will count as if unarmed, despite any chosen ap-
it is used ever again for the same thing, it will instead of pearance of having them.
adding to the value set the value to the Power Level for the The sandman only takes half physical damage. It is im-
day. If it is a magical path talent, you gain access to one mune to poison, disease, and non-magical fear effects. It is
spell in it per Power Level, during the day. immune to elemental damage like cold, acid, fire or light-
If an artifact can be sacrificed while making a wish, you ning… unless it is magical damage. The sandman is vulner-
can wish for greater things. Note however that such a wish able to that and takes double damage from magical attacks.
will backfire if you ask for too much. This is up to the GM If a sandman takes damage its sandy appearance under-
to determine, but they should tell you the likelihood of it neath will be revealed. If its Strength is depleted it will
backfiring. Think of the potential use of the artifact, vs the crumble to a pile of sand and you will immediately snap
potential use of your wish, which of them has a higher po- back to your real body. It will heal from rest actions and
tential for more having more impact on the world? A more from magical healing, but it cannot consume anything.
potent artifact can therefore power a more potent wish. You can sleep and cast oneiromancy rituals while in sand-
It is possible to wish for other things without any sacri- man form to have it count as sleep for you both. Any onei-
fice, but these wishes almost always backfire, at least if they romancy spells will then originate from the sandman form.
are not significantly weaker than anything noted above. You can end the spell at will, the sandman will then freeze
You cannot make any overly complicated wishes either, as like a statue in its place. You can recast the spell to enter
everything tends to become a bit muddy and less exact in any of your existing sandmen, regardless of its distance, in-
dreams. stead of creating a new one. This eschews the ingredient re-
quirement.

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✥ Floating Shield (P, 1QD, NEW): Works just as if
MAGNETISM
you had an extra arm.
RANK 1: ✥ Blade Sphere (A, 1T, NEW): Weapons circle
✥ Path of Iron (N, 1QD): Follow the trace of a per- around you, creating a defensive barrier.
son carrying something of iron. Not in water. RANK 5:
✥ Iron Will (N, 1T): Manipulate iron objects, ✥ Absorb metal (P, PW, NEW): Destroy iron to
lock/unlock item without a key, make a sword regain WP.
stick in its sheath or to a shield. PL 1 for light ✥ Mold Gravity (N, RIT, EPIC, NEW): Make some-
items, PL for normal, PL 3 for heavy. thing float in thin air permanently.
✥ Stanch Blood (A): Succeed to save a life.
✥ Magnetic Map (P, 1S, NEW): Gain a bonus to MAGNETIC MAP
survival or lead the way for a session. ✥ RANK 1
✥ Magnetize (A, RITUAL, NEW): Create a perma- ✥ RANGE: Personal
nent magnet. ✥ DURATION: One session
RANK 2:
✥ Attract (S, 1R): Metal weapons gain +PL to hit. You can perfectly sense the magnetic fields of the land and
PLs can also extend duration. build an internal map using it. Gain a +1 bonus per Power
✥ Repel (A, 1T): Targets metal armor repels metal Level to survival when you lead the way or in otherwise
weapon attacks, -PL to hit. PL also extends dura- navigate, like a maze or so for a session.
tion.
MAGNETIZE
✥ Deflect Metal (P, PW, RE, NEW): Power Level
parry any metal weapon attack. ✥ RANK 1, RITUAL
✥ Disarm (N, PW, NEW): Power Level disarm vs a ✥ RANGE: Arm’s Reach
metal item. ✥ DURATION: Permanent
✥ Launch Weapon (S, NEW): Deal 2 damage re-
sisted by armor, unless they dodge or parry. Power You can permanently turn a unit of iron, or object contain-

Levels can return weapon, add hits or add targets. ing up to a unit of iron, into a standard dipole magnet.

RANK 3: Additional Power Levels can either affect more units of


iron, or make them into a strong magnet, requiring a
✥ Bloodshock (N, 1QD): Target loses conscious-
might roll to remove any object that it attaches to.
ness, cannot be awoken. wits minus PL to resist.
Can also add additional targets for 2PL/target.
DEFLECT METAL
✥ Fling (N, PW, NEW): Power Level shove vs a
metal armor opponent. ✥ RANK 2, POWER WORD, REACTION

✥ Magnetic Flight (A, 1R, NEW): Make yourself or ✥ RANGE: Personal

target fly. You control those actions. ✥ DURATION: Immediate

✥ Arrow storm (P, 1QD, NEW): Make PL arrows


If you are attacked by an iron weapon, you can as a reaction,
fly in front of you. Can later on be launched as
use this spell instead of rolling for parry. This spell will in-
fast action up to long range.
stead count as your parry, with an amount of x equal to
✥ Sense Metal (S, 1T, NEW): Sense metal objects
the Power Level. This spell can block both projectiles and
within the range.
monster attacks, as long as they are made of metal.
RANK 4:
✥ Telekinesis (N, 1R, NEW): Move large heavy
metal objects.
✥ Fixate (N, 1R, NEW): An object cannot be moved.

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DISARM MAGNETIC FLIGHT

✥ RANK 2, POWER WORD ✥ RANK 3


✥ RANGE: Near ✥ RANGE: Arm’s Length
✥ DURATION: Immediate ✥ DURATION: One round

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

A target wearing iron armor is subjected to a shove attempt


with one x per Power Level.
Any extra x than what was needed can be used to fling
the target away a zone. They can also be flung into a large
object like a wall, and if that lowers the number of zones
they move though, then they take 1 blunt damage for each
such reduction in amount of zones not flung through. Ar-
mor does not protect against this damage.

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SENSE METAL FLOATING SHIELD

✥ 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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MOLD GRAVITY

✥ RANK 5, RITUAL, EPIC SPELL


✥ RANGE: Near
✥ DURATION: Permanent
✥ INGREDIENT: See Epic Magic (Epic Magic
ingredients do not increase Power Level)

This is an Epic Spell, see the description for those in this


booklet. Each Power Level requires an ingredient.
This ritual can be used to a permanently give a magnetic
effect to an area.
Fixate: Works like the fixate spell, but becomes perma-
nent. You may either fixate up to a heavy object for 1 Power
Level, or fixate a something as large and heavy as a wagon
for 2, a house for 4, or an entire settlement for 6. As these
objects might not be of iron, you can instead have the spell
magnetize the ground they stand on and fixate that instead,
this costs no extra Power Levels. During the ritual, you can
move the fixated object anywhere within-the rituals line-
of-sight.
Controlled: You can have the one in use of an object be
able to control a fixated object. Either being allowed to
move it at a slow speed (1 hex per Quarter Day) or turn it
off and on. Cost: +2 Power Levels, add another +1 per in-
crease in move speed.
Drifting: The item will not really be fixated, but will
slightly drift. Count as 1 point of corruption.
Reversed Gravity: The item will not really be fixated, it
will just be repelled away from the ground, just like if it had
a negative mass. Unless secured or at all times controlled,
it will fly off into space. Count as up to 2 points of corrup-
tion.
Unstable: The effect is not so permanent Roll a 1d6, it
only lasts for this long. 1: 2d6 days, 2: 2d6 weeks, 3: 2d6
months, 4: 2d6 years, 5-6: Never, it is actually stable. The
GM makes this roll in secret. Count as 1 point of corrup-
tion.

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