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Concepts:

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.

Combat ranges determine how far each character is from eachother:


Range
Distance
Range Penalty (for Ranged Weapons/Spells)
Melee
up to 5ft
0
Short
5-20ft
-1
Medium
20-60ft
-2
Long
60-100ft
-3
Out of Range 100+
Cannot aim
Magic
Each spell cast requires an unopposed roll against some kind of magic statspellcasting skill,
maybe, or intelligenceto cast. The difficulty is determined by the spell, typically +1 for the easiest
and -3 for the hardest.
If the roll succeeds the spell is cast, though the target may be allowed to roll against a stat of
their own as a saving throw to reduce the effects.
There are three possible methods to handle spellcasting: memory-based, blood-magic, and
mana-based. Memory-based relies on a player choosing what spells to use each dayperhaps two or
three of each level of difficulty. If a player fails a spell, that spell cannot be used the rest of the day. If
the player succeeds with consequences, the spell is cast, but still cannot be used for the rest of the day.
If they player simply succeeds, the spell is cast and can be reused.
Mana-based relies on a method where each time magic is failed or succeeds with consequences,
the caster should mark down on a track much like the health track, a mana track, that they have taken
mental fatigue. How much mental fatigue should be based on the level of the spell; Level 1 spells
produce only minor mental fatigue, others more major fatigue. Fatigue should work like health; all
magical actions are at a -1 disadvantage with minor fatigue, -2 with moderate fatigue, -3 with major
fatigue, etc: as far as the actual track goes, it should follow as Dampened, Drained, Very Drained,
Manacausted, and Magically Incapacitated.
Blood-magic works like mana-based, except it drains directly from health, and is therefore
much much more dangerous. Spells should generally be more powerful or easier with blood-magic.
JEMN FANTASY Mhapir
Might
Health
Agility
Perception
Intellect
Resolve
Are the six attributes. Skills are as follows:
Animals (R)
Athletics (M)
Axe (M)
Blunt Weapons (M)
Concentrate (R)
Decipher (I)

Disable Device (I) H


Escape (A)
Forgery (I)
Gather Info (R)
Enchantment (P) H
Etiquette (R)
Intuition (P)
Heavy Blade (A)
Hide (A)
Knowledge (I)
Light Blade (A)
Marksman (P)
Medicine (I)
Move Silently (A)
Movement (A)
Polearm (A) H
Profession (I) E
Senses (P)
Simple Weapons (M) E
Sleight of Hand (A)
Spellcasting, Learned/Wizardry (I) VH
Intermediate Wizardry H
Advanced Wizardry H
Spellcasting, Innate/Sorcery (R) VH
Intermediate Sorcery H
Advanced Sorcery H
Spellcasting, Divine/Theurgy (R) H
Intermediate Theurgy
Advanced Theurgy
Streetwise (R)
Survival (P)
Skills may not exceed attribute+1. There are 40 free skill levels available. All skills start at -2 normally;
if marked with an E, they start at -1. If marked with an H, they start at -3; if marked with a VH, it takes
one skill level to reach -3; otherwise they are non-existent.
Notes on Magic
Learned Spellcasting, or Wizardry, functions as a memory-based magic. Innate Spellcasting,
Sorcery, functions as mana-based. Divine Spellcasting, Theurgy, functions also as memory-based. Each
spell has a level, known in-universe as circle, from 0th (The Cantrip Circle) to 5th (The Archcircle), a
classification of power and difficulty. All spells may also be cast as blood magic if the spell is fizzled
(Theurgy/Wizardry) or mana has been drained (Sorcery). 0-1 use Basic skills; 2-3, Intermediate; 45, Advanced. No skill may be higher than the skill below it-1, with the exception of when the
previous skill is +3, when the second skill may be +3.
0th
Cantrip Circle All spellcasters of Mediocre+ ability start with all these.
N.B.: Instead of preparing and listing specific cantrips, simply note down Cantrip. A players
can cast as many cantrips per day as their caster level. Difficulty is +2 (Very Easy)

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

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