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1. Basics
1. Dice
2. The Scale
2. Attributes
3. Skills
4. Aspects
5. Action Resolution
6. Combat
7. Classes
1. Fighter
2. Adept
3. Expert
4. Others!
8. Progression
Attributes
The attributes are the fundamental parts of a character. In many RPGs, they are Strength,
Constitution, Dexterity, Intelligence, Wisdom, and Charisma, or some equivalent. In many lighter
RPGs, they are Body, Mind, and Spiritor some such. The point being, attributes define your
character's general qualities, and can be defined as fundamental traits which are present in all standard
characters to some degree, being inherent instead of learned. They are harder to increase than the other
stats, and should be much fewer in number as well. From 3-8 is usually a good range.
Attributes range from -3 to +3. Each attribute should start at 0, and players should have half the
number of attributes free points to raise their attributes by.
Skills
Skills are learned abilities. These can be strictly defined by the GM or more freeform. Here we
will discuss two possibilities: Independent and Dependent Skills.
Independent skills are, as per the name, completely independent of an attribute. No one
especially likes a character who has an Agility of -3 but an Acrobatics of +3, though, so the general rule
for this is be reasonable.
Dependent skills are different. Dependent skills function in one of two ways:
--you gain a bonus for having high and a penalty for having low attributes.
--your skills can not be above the attribute level, plus one.
For the first, simply check the skill's difficulty level and the value of the governing attribute.
Easy
Normal
Hard
Very Hard
Easy
Easy
Normal
Hard
Easy
Easy
Normal
Hard
Easy
Normal
Hard
Very Hard
Easy
Normal
Hard
Very Hard
-1
Easy
Normal
Hard
Very Hard
-2
Normal
Hard
Very Hard
Very Hard
-3
Normal
Hard
Very Hard
Very Hard
Difficulty level refers to the skills' base value: -1 if Easy, -2 if Normal, -3 if Hard, and nonexistent if Very Hard (cannot perform actions related to that skill unless a level is spent to purchase it)
The second part is self-explanatory.
Action Resolution
All actions are resolved using a 2d6. All values are expressed as being between -4 and +4; 6-8
are 0, all numbers below 6 cover -4 through -1, and all numbers above 8 cover 1 through 4.
There are two types of actions: opposed and unopposed. Unopposed will be discussed first.
Unopposed action resolution (UAR) occurs whenever an action with a significant degree of uncertainty
is performed without another competing agent. UAR works as follows:
1. Roll the dice and determine the value.
2. Add skill or attribute bonus.
3. Add difficulty bonus.
4. Check final value.
Difficulty runs from -3 to +3, from hardest to easiest. Most actions are 0. The final value can
either fail succeed with consequences or succeed completely. All negative values are fail. 0 and
+1 are succeed with consequences, and +2 or above are succeed completely.
Opposed action resolution works similarly, except instead of difficulty, an opposing agent's skill
or attribute bonus is added.
Combat
Combat begins by rolling initiative, based on an attribute or skill. Everyone rolls a single d6 and
adds the relevant attribute or skill. Each combatant then plays in turn order based on that initiative.
Each player may attack or move or do any of those actions which they could reasonably do in
about 6 seconds of combat.
Attacks work as so: first, make an opposed action resolution, an aim stat vs. a dodge stat
weapon skills or agility or strength may be used for these. Afterwards, for the attacker, check a relevant
attack statpossibly strength for melee weapons, dexterity for ranged, etc.--and add it to the damage of
any weapons (see weapon chart below). Then, check the defender's defense statpossibly constitution
or equivalentand add it to the protectiveness of armor (which may change depending on weapon
type). Combine all values. The final number reveals the damage type, which has 5 levels: Scratched,
Hurt, Severe, Incapacitated, and Dying. Scratched is a value of 1 or 2; Hurt, 3 or 4; Severe, 5 or 6;
Incapacitated, 7 or 8; Dying is 9.
BLEED: Go from Incapacitated to Near-Death, or Coup de Grace a person with all wound spots
filled.
DAZE: Skip a target's turn in combat, or stun them for 6 seconds; only works on characters of
level 2 or below.
SENSE MAGIC: Detect obvious magic 60 ft around you.
HEAL SCRATCH: Erase a scratch by touching a character.
FLAME: Use your fingers as a match. Can't cause damage, but is useful for lighting torches or
candles.
FROST FINGER: Must aim using Perception vs. Agility. Shoots frost from finger. Successful
deals a scratch of damage. Works from any distance, but harder at longer distances.
GHOST SOUND: Create a somewhat quiet note of a single frequency, useful for distracting
non-sentient creatures temporarilytake -1 from Concentration checks for thirty seconds, but
just annoys sentient creatures.
GUIDANCE: An attack roll or easy skill check gets a +1.
MAGE HAND: Telekinesis on 5lb objects in 30ft for two minutes.
MESSAGE: Telepathy, 60ft, only two sentences, only one person.
PURIFY FOOD/WATER: Purify up to a gallon of dirty water or a cubic foot of contaminated
food per level. Only works on regular dirt, but not on poisons and similar.
SCRATCH: Cause a scratch on touch.
1st
Initiate Circle
ALTER FIRE (A): Modify fires within Melee range to grow bigger or smaller, up to 3ft wide to
candle size. Heat is not affected.
BLESS/CURSE (D): Same effect as (Heal) Scratch, but applies in a range of 60ft, only affects
allies/enemies, and can only be used on character not in melee combat. If cast on a character
who has not suffered any wounds when casting Bless, if the character sustains a scratch in the
next 36s/6 turns, scratch is ignored. Requires Holy Water or Unholy Water.
BURNING HANDS (A): Cast fire from your hands, affecting everyone in your field of view in
melee range. Gives a scratch for every caster level. Any flammable items have a chance to be
burned or destroyed; roll, fail destroys, succeed with consequences singes.
CHARM (A): Long range, character regards caster as a trusted friend, with a rosy view of his
actions. A hostile character gets a saving throw vs. Resolve or Intelligence, whichever is higher,
to resist. Cannot ask the target to do anything they wouldn't do for a good friend, and of course,
attacking breaks the charm.
COMMAND (D): Speak one word; if the target can understand it, they will do it. Characters
with an intelligence of +1 or higher may roll against Resolve/Intelligence to resist.
COMPREHEND/OBSCURE (A): Allows the caster to understand a creature or piece of text for
thirty seconds at -1 Spellcasting, and thirty seconds more every point afterwards. Opposite
obscures the text or person for an equal amount of time.
HEAL/HURT (D): On touch, heal a hurt or less wound. The opposite causes such a wound,
but requires a hit roll as if punching.
DANCING LIGHTS (A): Create 1-4 small lights which move at mental command for about 30
seconds at -2 and an extra 15 per point above that. Only can move within medium range.
DETECT EVIL/GOOD (D): Detect items and people who are evil or good along a beam 100ft
long.
ENLARGE/SHRINK (A): Causes an object or creature to grow or shrink a little bit at short
range. An unwilling person gets a saving throw vs. Might or Health.
ERASE (A): Gets rid of up to two pages of writing or ink in short range.
FEATHER FALL (A): Fall slowly and harmlessly for 10 ft; affects 200lbs+200lbs per point
above -1.
HOLD PORTAL (A): Locks doors in short range for about 6 seconds, plus 6 for every point
above -1.
JUMP (A): Jump 10ft up or 30ft forward. May be cast on touch.
LIGHT/DARKNESS (A/D): Create a big ball of light for 10 seconds.
MAGIC AURA (A): Makes a fake magic aura for a couple days. Can be detected as fake by a
smart magician on touching it.
MAGIC MISSILE (A): Medium range, no aim needed: Makes a scratch, two for level 1
spellcaster, three for level 2, four for level 3.
MENDING (D): Repairs an item. Cannot restore enchantments to broken magic items.
PROTECTION FROM EVIL/GOOD (D): Protects caster from good/evil persons/creatures and
all non-material creatures. Creature takes a -1 to attack the protected person, and cannot
physically touch them, though their weapons can.
PURIFY/CONTAMINATE, GREATER (D): May purify all drinks and water, even of poison.
Contaminate... contaminates it.
PUSH (A): Can push light objects or enemies of balance, giving them a penalty to hit if
Spellcasting is +1 or above.
REMOVE FEAR (D): Make someone not afraid, takes 24 seconds to cast.
RESIST COLD (D): Cold temperatures are felt as normal and magic cold is less effective.
SANCTUARY (D): Attackers perceive caster as harmless and not a target. May resist with
intelligence or resolve.
SHOCKING GRASP (A): Shocks character within melee range for a Hurt result. May use
conductive material.
SLEEP (A): Makes all in short range fall asleep for 30s, except creatures with intelligence
and/or resolve of +2 or higher.
SPIDER CLIMB (A): Recipient can crawl along walls and ceiling for 30ft every 6 seconds for 6
seconds each point above -2.
UNSEEN SERVANT (A): Can perform simple tasks for a minute.
VENTRILOQUISM (A): In short range, caster can make their voice seem to come from
somewhere else. Characters with an intelligence of +1 or above can make a saving throw.
2nd
3rd
4th
5th
WEAPON
Apprentice Circle
Journeyman Circle
Master Circle
Archcircle
Damage
None (not monk)
None (monk)
Knuckles/Thick boots
Small items
Dagger
Hatchet
Small Club
Big Club
Shortsword
Epe and Rapiers
Damage Type
-1
0
0
0
1
1
1
2
2
2
Crush (C)
C
C
Varies
Slashing/Piercing (S/P)
S/C
C
C
S
P
Broadsword/Longsword
One-Handed Axe
Spear
Bow and Arrow
Greatsword
Battleaxe
Crossbow
3
3
3
3
4
4
4
S
S/C
P
P
S
S/C
P
ARMOR
Padded
Hide
Leather
Breastplate
Scale
Mail
Brigandine
Plate
SLASH
0
1
3
2
3
4
3
4
PIERCE
1
2
2
3
3
3
3
4
CRUSH
1
1
2
2
2
2
4
3