Ability Move Frequency
Adaptability Periodic: 3 turns
Endure Once per battle
Dark vision Always on
Spark of brilliance Always on
Bloodlust Once per battle
Trickery Always on
Charge Always on
Bellow of courage Once per battle
Stability Always on
Special Move: Level 0 Move Recovery Time
Defend n/a
Disable 1 turn
Air compression level 1 2 turns
Hit and run 1 turn
Heal level 1 1 turn
Drain level 1 2 turns
Fighter Moves Level 1 Move Recovery Time
Sweep 2 turns
Headbutt 1 turn
Strong strike 2 turns
Focus 1 turn
Gladiator: Uppercut 3 turns
Monk: Cleanse 4 turns
Rogue Moves Level 1 Move Recovery Time
Debilitate 1 turn
Sprint 1 turn
Blind 1 turn
Well aimed strike 2 turns
Bard: Charge of battle 2 turns
Thief: Slight of hand 2 turns
Magic Moves Level 1 Move Recovery Time
Inner magic 4 turns
Split focus 4 turns
Freeze 3 turns
Rock shot 3 turns
Mage: Fireball 3 turns
Druid: Animalistic assault 4 turns
Cleric: Aura of might 4 turns
Warlock: Blood strike 2 turns
Race Moves: Level 2 Move Recovery Time
Human
Sprint 1 turn
Focus 1 turn
Swim 2 turns
Climb 2 turns
Dwarf
Low-light vision n/a
Cripple 2 turns
Ancestral might 5 turns
Crafting level 1 n/a
Gnome
Tinkerer 2 turns
Adaptability Periodic: 3 turns
Forest lover n/a
Prank 3 turns
Blood Elf
Call of warfare n/a
The thrill of battle n/a
I'm not done yet 5 turns
I like it here n/a
Goblin
Feast 2 turns
Prank 3 turns
Dual strike 3 turns
Piggy back ride 3 turns
Orc
Feast 2 turns
Orc magic 2 turns
Dual strike 3 turns
I like it here n/a
Satyr
Shout of anger Once per battle
Back off 2 turns
Deep bass 3 turns
Song of the aware 5 turns
Centaur
The runner n/a
Sprint 1 turn
Superior focus n/a
Trample 3 turns
Utility Moves: Level 3 Move Recovery Time
Multilingual n/a
A friend to all n/a
Cultured n/a
Disappearing act n/a
Intimidating n/a
Silver tongue n/a
Bluff n/a
Superior memorization n/a
Student of history n/a
Trader n/a
Nature's kin n/a
Knowledge of creatures n/a
Training a weakness n/a
Street smart n/a
Extreme conditioning n/a
Déjà vu Once per day
Special Move: Level 4 Move Recovery Time
Counterattack n/a
Erratic stance Once per battle
Air compression level 2 2 turns
Mug n/a
Heal level 2 1 turn
Drain level 2 2 turns
Fighter Moves Level 6 Move Recovery Time
Gladiator:
Quick shield n/a
Superior counterattack n/a
Quick to defend n/a
Eye of the enemy 1 turn
Monk:
Multitasker n/a
Added bonus n/a
Out of the way 5 turns
Inner focus 5 turns
Rogue Moves Level 6 Move Recovery Time
Bard:
Song to the fallen Once per battle
Song to the standing Once per battle
Final farewell Once per battle
Lungs of steel 5 turns
Thief:
Rolling strike 1 turn
Gamble 1 turn
Quick escape 3 turns
Acrobat 1 turn
Magic Moves Level 6 Move Recovery Time
Cleric:
Group heal level 1 4 turns
Beam of light 1 turn
Shine the brightest 5 turns
By the divine 4 turns
Warlock:
Injection 3 turns
Dark art 4 turns
Land of the unholy 5 turns
Curse 5 turns
Description
Temporarily obtains an enviornment dependent ability after spending a certain amount of time in one type of area
Able to take one killing blow and survive per battle
Able to see in total darkness
5% chance of doubling damage after an attack connects
Character can take a full turn as soon as the first drop of blood is spilled
5% chance of avoiding any attack that is sure to connect
Character is able to perform a charge instead of an attack (moves 1 addiditional space and attacks), uses movement aswell as
When character's health falls below 25% it performs the move immediately, all allies in range become immune to pain for thr
Character is able to attack and move at the same time
Description
The character shields a near character, the enemies accuracy increases by 50%, but damage is reduced by half
A move that may cause an opponent to drop a held object (shield or weapon), it reduces movement speed by half and any da
The character compresses air through an instrument and sends a debilitating shockwave forward 3 spaces, arc is 30 degrees
(Character must move before using) The character attacks the enemy then immediately moves the distance prior to attacking
Character can heal up to 25% max health of a near ally
Attacks the enemy and drains a third of the health lost
Description
Using a weapon or the body, the fighter attempts to use the enemies height and weight to do proprtional damage (better for
25% damage, 50% chance to disorient an enemy, 25% to disorient the character using it
Deals double damage to one target
Next attack has 95% total accuracy
Using a weapon, the character swings upward in an arc, deals double damage, 25% to stun, 75% to move 1 space backwards
Rids the body of any ailment, heals health by 25%
Description
Attacks an enemy's arm for half damage, enemy deals only half damage on its next turn
Triples movement for one turn
(Accuracy is reduced by 20% to use this move and 40% on a one eyed enemy) Blinds one eye, reduces enemy's accuracy by 4
Increases accuracy by 20% and deals normal damage
Character allows all allies to charge on their next turn in place of movement
Steals from anyone in or out of battle, after using slight of Hand the character must check if they were caught: 40% -(2x chara
Description
Increases effect of magical move by double (character can make an additional move after using this move)
Allows the character to target an additional ally/enemy (character can make an additional move after using this move)
Stops all enemy's actions for 3-5 turns (single target), 25% damage
(Must be around rock to use) Launches a rock at the enemy, enemy: 100% to move one space away from the impact, 50% for
Shoots a ball of fire at one enemy, deals double damage, everything around the target takes 50% damage(including allies)
(Must be in animal form to use) Rushes an enemy and carries it 3 spaces, deals double damage and any character that is hit b
All allies deal 100% additional damage for all attacks for 2 turns
Sacrifices 25% of max health, deals 4x damage to one target in 4 spaces
Description
Triples movement for one turn
Next attack has 95% total accuracy
Character can swim and dive under water
Character can climb scalable objects
Character sees very well in dim areas
Strikes at the legs of a tall enemy, deals normal damage and enemy cannot move on its next turn
The character does an additional 50% damage for 3 turns
Character is able to craft tools outside of combat
Can repair armor with temporary materials, each repair degrades it's capabilities by 10% of its maximum
Temporarily obtains an enviornment dependent ability after spending a certain amount of time in one type of area
Magic damage is increased by the user's level + 1 when in a forested area
Distract an enemy attacking a near ally, 25% to miss, 50% to reduce damage by half, 25% enemy will miss entirely (can be use
Offense is increased by 50% when below 25% health
Each fallen ally gives the character a 20% increase in offence (before any multipliers)
Makes an additional move following an attack (this does not use a move)
The character can exchange movement for a basic attack (not a special)
Eat a dead enemy and recover 25% health (must be close to the corpse)
Distract an enemy attacking a near ally, 25% to miss, 50% to reduce damage by half, 25% enemy will miss entirely (can be use
Performs two basic attacks
Jumps on an enemy's back (enemy must face away) and attacks for 25% damage for every total turn until the enemy(stunne
Eat a dead enemy and recover 25% health (must be close to the corpse)
Throws an object or small creature at an enemy within 4 spaces, distracts enemies and causes them to attack the user, deals
Performs two basic attacks
The character can exchange movement for a basic attack (not a special)
Increases the user's damage by 3 x for 3 turns
Shouts at a near enemy and pushes them 5 spaces back, any ally can make a quick basic attack (50%) if it passes close to it, st
All character's within 3 spaces take normal damage and are pushed back one space
All allies gain 10% evasion for 3 turns from all attacks
Doubles movement
Triples movement for one turn
Adds 10% accuracy to attacks and 20% for basic attacks
Runs full movement in a straight line and attacks all enemies for 50% damage each
Description
Gain 1 new language
Increases charisma by 2 when speaking
Character knows the basic right and wrong actions of many races
Character is able to blend in with most crowds unnoticed
Character is able to use either Str or Con to intimidate as opposed to Chr for social actions, has limitations
Increases charisma by 5 when convincing a character against its better judgement
Increases intellegence by 5 when supplying an answer for a doubt
Character can recall seemingless useless details (when they occurred) and information at any time
Character's Int increases by 5 when recalling historical events
Character recieves better deals with merchants
Character Wis is increased by 5 when dealing with most things nature related
The character recieves a large amount of knowledge on animals and races (good for characters who use animals and animal t
Character recieves 1 point for a stat that is 3 or below
Character is able to find certain people in towns
If the character has a physical move that has only application with enviornmetal effect (sprinting, swimming, climbing, etc) th
Allows for the character to redo their last action or change the action taken (does not count as a move)
Description
After succesfully defending an ally the character makes a quick attack for half damage
When the character's helath drops below 50% the character increases physical evasion by 10%
The character compresses air through an instrument and sends a debilitating shockwave forward 6 spaces, arc is 60 degrees
Replaces the basic attack with mug, 10% chance to steal from opponent
Character can heal up to 50% max health of a near ally
Attacks the enemy and drains two thirds of the health lost
Description
Enemy's accuracy does not increase while defending a character
Counter attack's damage now deals normal damage
Defend reaches 1 additional space
Causes 1 enemy in 4 spaces to target the user for 3 turns (not a move)
Character can attack 4 times, targeting close enemies for 25% damage, replaces basic attack
Character gains 5% stunning to all attacks (special or basic)
Deals 25% damage to a near ally (moves next to target that is in range) and pushes them 1 square avoiding a sure hit by an op
All basic attacks gain 50% accuracy for 3 turns
Description
All allies that have fallen are revived at 10% health and go directly after the bard (turn order is altered)
All allies that have not fallen receive a 20% increace to defenses for each fallen ally until the end of battle
Deals 100% damage to each enemy times the amount of fallen allies + the user's remaining health - 1, cannot miss and reduc
Allows for the immediate use of a bard or sonic based move that is in recovery (not a move)
Rolls under a medium or larger enemy and strikes at their legs reducing movement by 75% for 2 turns and dealing 25% dama
Jumps over a close enemy and tries to attack their neck for 4 x damage, but reduces accuracy by 25%, if the user misses then
Can move 3 spaces if an enemy moves toward the user (must be near while still moving)
The user can jump 2 spaces while moving (at any time while moving, increases movement)
Description
Character can heal up to 25% max health of all allies
Deals normal light damage to a target within 5 spaces, double if undead
Targets an ally within 5 spaces, that ally now attracts all enemies in 4 spaces for 3 turns
1 ally within 4 spaces takes an immediate turn
Attacks an enemy next to the user for double damage, 50% to poision
Sacrifices 50% max health to deal 6 x damage to a close enemy, does not miss
Corrupts the ground for 4 spaces, anyone other than the user takes 10% damage per turn, heals the user 5% per turn, movem
1 target within 5 spaces takes 5% damage and has 5% to reduce movement to 1 every turn
type of area
es movement aswell as move
immune to pain for three turns
peed by half and any damage dealt will be reduced by 25%
aces, arc is 30 degrees
tance prior to attacking
onal damage (better for larger enemies)
ove 1 space backwards
enemy's accuracy by 40%, deals 25% damage
caught: 40% -(2x character's level)
using this move)
om the impact, 50% for one additional space, double damage
age(including allies)
y character that is hit by its additional movement is stunned and takes 50% damage
type of area
miss entirely (can be used any time, not a move)
miss entirely (can be used any time, not a move)
until the enemy(stunned, 50% to shake it) shakes it or the start of the character's next turn
o attack the user, deals damage based on what is thrown
f it passes close to it, stops the target if it his another character, dealing half damage to each
se animals and animal traits)
mming, climbing, etc) then it no longer requires a move to use
aces, arc is 60 degrees
iding a sure hit by an opponent (not a move, used after accuracy calculation)
cannot miss and reduces the user health to 1
and dealing 25% damage, moves 2 space from the target after attacking
if the user misses then the enemy can use a quick strike
ser 5% per turn, movement is reduced to 1 and evasion is reduced by 5%
Race Strength Dexterity Constitution Intelligence Wisdom Charisma
Human 1 1 1 1 1 1
Dwarf 2 -1 2 0 2 -1
Gnome -2 0 -2 3 0 0
Blood Elf 2 0 2 1 1 0
Goblin 0 3 0 1 0 1
Orc 2 1 2 0 0 -2
Satyr 0 0 0 2 2 3
Centaur 0 4 1 2 2 1
Special Ability: Level 0
Adaptability
Endure
Spark of brilliance
Bloodlust
Trickery
Charge
Bellow of courage
Stability
Description
...humans
short, mostly human creatures. live in caves, usually miners
tiny, humanoid creatures, living in green areas. generally smarter than most
warrior elves. the population is fond of war and bloodshed. sometimes use pain-centered magic
small, green creatures especially fond of mischief, money, and technology
fierce, combative people with grotesque features and greenish-brown skin. cannot use magic
half-goat, half-human people. generally just the lower half of them is goat-like, but males have horns. fur is usually shades of red. use sound-
half-horse, half-human people. master hunters, specializing in long-range weapons
shades of red. use sound-based magic
Class Strength Dexterity Constitution Intelligence Wisdom Charisma
Gladiator 1 0 1 0 0 0
Monk 0 1 1 0 0 0
Bard 0 0 0 0 0 2
Thief 0 2 0 0 0 0
Cleric 0 0 0 2 0 0
Warlock 1 0 0 0 0 1
Special Move: Level 0 Preferred Style
Defend Weapon and shield
Disable Body
Air compression level 1 Sound based combat and support
Hit and run Fast and unnoticed
Heal level 1 Healing and supportive
Drain level 1 Destructive and crippling
Description
A fighter devoted to attacking one opponent at a time and defending it's allies
The monk's focus is to have the proper move for every occasion and is the most supportive of the main fighting classes
A bard uses sound to provide both offensive and supportive capabilities and is effective at a variety of ranges
The thief is meant to provide lower offense, but avoid all possibilities in getting damaged, the survivalist
A cleric puts the team before itself and devotes itself to aiding others, whether it heals or provides enhancing magic it is neve
A warlock debilitates its opponents and strengthens itself, it is a strong survivalist, but tends to be the lone wolf when it come
n fighting classes
hancing magic it is never useless
lone wolf when it comes to combat
Class Special Move: Level 0 Level 1 Level 2 Level 3
Gladiator Defend 1 fighter move 1 Race move 1 Utility move
Monk Disable 1 fighter move 1 Race move 1 Utility move
Bard Air compression level 1 1 rogue move 1 Race move 1 Utility move
Thief Hit and run 1 rogue move 1 Race move 1 Utility move
Cleric Heal level 1 1 magic move 1 Race move 1 Utility move
Warlock Drain level 1 1 magic move 1 Race move 1 Utility move
Level 4 Level 5
Counterattack 5 Additional skill points
Erratic stance 5 Additional skill points
Air compression level 2 5 Additional skill points
Mug 5 Additional skill points
Heal level 2 5 Additional skill points
Drain level 2 5 Additional skill points
Race Initial Health Initial Movement Initial Perception Physical Evasion Magical Evasion
Human 11 6 2 1 1
Dwarf 12 5 1 -1 -1
Gnome 8 5 0 0 0
Blood Elf 12 6 1 0 0
Goblin 10 6 3 3 1
Orc 12 6 1 1 -2
Satyr 10 6 2 0 3
Centaur 11 7 6 4 1
Class Initial Health Initial Movement Initial Perception Physical Evasion Magical Evasion
Gladiator 1 0 0 0 0
Monk 1 1 0 1 0
Bard 0 0 0 0 2
Thief 0 2 0 2 0
Cleric 0 0 0 0 0
Warlock 0 0 0 0 1
Physical Defense Magical Defense
1 1
2 2
-2 0
2 1
0 0
2 0
0 2
1 2
Physical Defense Magical Defense
1 0
1 0
0 0
0 0
0 0
0 0
Character Creation
Steps
1: Race and Class
2: Stats part 1
3: Stats part 2
4: Stats part 3
4: Add Info.
Terms
Close
Near
Turn
Total turns
Attack
Basic attack
Move Recovery
Initial Perception
Pain
Move
Turn actions
Stun
Seduction
Getting Character stats
Health
Movement
Perception
Physical Evasion
Magical Evasion
Physical Defense
Magical Defense
Additional info
Levels
Levels (cont)
Attack Accuracy
Attack Damage
Total Damage
Directions
Choose Race and class based on how you wish to play your character
Solely using your character's race add up the points the race gives for the 6 stats, subtract the total from 20
Distribute the remaining stats as you choose to get to 20, but you can not add anymore than 6 additional points to 1 skill
Add the 2 points of the character's class to the stats, 22 points in total
Add Special Abilities, Offense, Defense and Supportive information to the character sheet
Description
8 squares surrounding the character
Within 2 squares of the character
One character's turn
A count of every character that has taken a turn since a certain event
An offensive move
A standard attack with no benfits or advantages
The turn recovery is how long a character waits before they can use a move again, ex: one turn-can use once, waits 1 turn, th
Dexterity + Wisdom
(Variable effects) Can cause stunning, reduced movement, reduced accuracy, or reduced attack, if ignored it prevents many a
An action in combat other than movement, usually classified as supportive, defensive, or offensive
(Symbolizes 1 minute of battle) A character can make one move, one movement, one item use (use a potion, switch a weapon, etc), and ab
Character deals only 75% of damage and is unable to move
Lasts for 3 turns
Add the initial health of the race + initial health of the class + total constitution + character's level
Add the initial movement of the race + initial movement of the class
Add the initial perception of the race + initial perception of the class + character's level
Physical evasion of race + physical evasion of class
Magical evasion of race + magical evasion of class
Physical defense of race + physical defense of class + character's level + equipment's physical defense
Magical defense of race + magical defense of class + character's level + equipment's magical defense
Prior available moves can be learned at a later level of the same level type, ex: level 1 and level 6 are class specific moves and
A move with a level attatched (heal level 2) cannot be learned until the move of the previous level has been learned
(Basic accuracy + Percentage die) - (opponent evasion + Percentage die)
(Character's damage + weapon die) * any multiplyers (such as double or half)
Attack Damage - opponent character's defense
nal points to 1 skill
e once, waits 1 turn, then can use again
ored it prevents many affects including eluding death temporarily
tch a weapon, etc), and about one minute of character conversation (DM's choice)
class specific moves and at level 6 a level 1 move can be learned
been learned
Name:
Race:
Class:
Physical Description:
Stats:
Strength:
Dexterity:
Constitution:
Intelligence:
Wisdom:
Charisma:
Movement:
Basic Attacks: Basic Accuracy: Damage calculation: Range:
Strike (Str) Str + level Str * 1.5 + level Weapon based
Strike (Dex) Dex * 1.5 + level Dex + level Weapon based
Body slam (Con) Con * 1.25 + level Con * 1.25 + level 1 space (next to user)
Magic orb (Int) Int + level Int * 1.5 + level 4 spaces
Magic orb (Wis) Wis * 1.5 + level Wis + level 4 spaces
Dominate (Chr) Chr * 1. 25 + level Chr * 1. 25 + level Near (2 spaces)
Health:
Physical Defense:
Physical Evasion:
Magical Defense:
Magical Evasion:
Special Abilities:
Offensive Moves: Move Description: Accuracy calculation Damage calculation:
Defensive Moves: Move Description: Accuracy calculation Condition/Result:
SupportiveMoves: Move Description: Accuracy calculation Condition/Result: