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SAGAS v0.9

The document outlines the Setting And Genre Agnostic System (SAGAS), a flexible tabletop role-playing game designed for storytelling in any setting. It includes guidance on character creation, gameplay mechanics, and worldbuilding techniques, emphasizing collaborative storytelling and player engagement. Key sections cover gameplay basics, character traits, and GM advice for creating immersive experiences.

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0% found this document useful (0 votes)
57 views69 pages

SAGAS v0.9

The document outlines the Setting And Genre Agnostic System (SAGAS), a flexible tabletop role-playing game designed for storytelling in any setting. It includes guidance on character creation, gameplay mechanics, and worldbuilding techniques, emphasizing collaborative storytelling and player engagement. Key sections cover gameplay basics, character traits, and GM advice for creating immersive experiences.

Uploaded by

mpfootprints
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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1

Setting And Genre Agnostic System v. 0.9.0

Credits:
Creator, Producer, Game Designer, Writer,
Marketer: Dennis “Okayest DM” Fleming
Editor: Andrew Barlass
Cover and Interior Art: Rookzer0
Layout Design: Arcus “Qedhup” Masmeyer
Project Manager: Angela Lammie
Alpha Testers: René Beauregard, Ariodne Winter,
Malcom Graves
Special Thanks: AJM Aldrian, Eric Hallman, and
the small army of playtesters that have shown
support and given feedback for this game.

Any reproduction of the material contained herein is


prohibited without the express written consent of Dennis
Fleming (aka Okayest DM).

Table of Contents
Cheat Sheet 2
Getting Started with SAGAS 3
How To Play 9
Character Creation 12
Traits 21
Struggles 25
Talents 28
Equipment 46
Monsters 52
Creating Your Own Monsters 62
Pre-Generated Characters 66
Glossary 68

1
Cheat Sheet
Difficulty scale Large/Colossal Creatures: Melee is the same Zone
1. Nearly impossible / Crits only or adjacent/1 Zone away. Close is 2 Zones away.
2. Extremely difficult / Final boss Mid is 3 Zones away. Long is 4 Zones away.
3. Very difficult / Boss
4. Difficult / Elite Combat Turn Order: Everyone makes a Reaction
5. Moderate / Normal enemy Check. PCs roll, while Monsters use their Reaction
6. Easy / Weak enemy stat. Turn order is lowest Reaction to highest
7. Very easy / Minions Reaction. PCs win ties against NPCs and Monsters.
8. Trivial / Weak minions If multiple PCs get the same reaction, the players
decide their order. If multiple NPCs/Monsters get
Making a Check (for players): the same reaction, the GM decides their order.
● GM determines difficulty 1-8 Player Character turn: One Move and one Action
● Determine which dice - Check your Character in any order. Remember the ABCDE of Actions:
sheet (Wounds, Struggles, Traits, Talents, Attack, Brace, Check, Dash, or Encourage.
Equipment). Use the highest die that “must” be Monster turn:
used. If no dice “must” be used, use the lowest One Move and one Action in any order. The Action
die that “may” be used. If nothing applies, use a can be Attack or Dash.
d12 for Attacks, and a d10 for everything else.
● Determine how many dice - Minimum 1 die. Rest: 1 hour/1 night/24 hours (decided at the
Add another die when: beginning of the game). Regain all Health and
○ You Boost for 3 Effort (+1 die) Effort; reduce 1 Wound severity.
○ Another PC uses Help for 2 of their Effort
(+1 die) (may happen before or after the Spending Effort:
roll) ● Boost: Spend 3 Effort to gain 1 die on any
○ You benefit from cover or being hidden (+1 Check you make. Can be done before or after
die) the roll, no Action required.
● Roll the dice - If the lowest result is equal to or ● Help: Spend 2 Effort, add 1 die to an ally’s
lower than the difficulty, it is a success. If it is Check. Can be done before or after the roll, no
higher than the difficulty, it is a failure and the Action required.
PC receives 1 Effort. Rolling a 1 is a crit and ● Combo: Spend 2 Effort, add 1 damage to an
deals 1 extra damage. Players win ties. ally’s Attack. Must be done before the roll, no
PC Damage: 1 for a hit, +1 for a crit; +1 for each Action required.
combo. ● Encourage Action: Use your Action to give your
Effort to another PC
Distance: Regaining Effort:
For Small/Medium Creatures Melee is the Same ● You regain 1 Effort on any failed Check. You
Zone. Close is Adjacent/1 Zone Away. Mid is 2 cannot have more Effort than your maximum
Zones Away. Long is 3 Zones away. allows.
● Refill your Effort pool when you Rest.

2
Getting Started with SAGAS
Thieves clad in leather and goggles ride up a Before starting a game with SAGAS, there are a
steam-powered zipline between two skyscrapers before couple of things to sort out with the group:
crashing through the windows of a penthouse.
Who will be the Game Master (GM) running the
Spies linked with hidden earpieces coordinate their way game? This will be the person running the world the
through a high-society party, hoping to find their target characters play in, as well as all the Monsters and
before the target finds them. non-player characters (NPCs) they meet and interact
with. Everyone else will get to play as a character in
Warriors encased in holographic armor charge toward a the world, individually referred to as “Player
dragon spewing hot ash and cinders. Characters (PCs),” and collectively referred to as “the
party.”
Terrified teenagers flee down an empty school hallway
from a living shadow giving chase. What kind of story will this game tell? What kind
of topics do you want the game to include? Talk to
A team of mice, holding needles for weapons and your group about the kinds of things you want to see
buttons for shields, prepare to jump onto the back of the in the game, as well as the topics which should be
Dreaded Housecat, the vilest of monsters in these lands. off-limits, and respect what makes other players
uncomfortable. There are many different safety tools
SAGAS (Setting And Genre Agnostic System) is a that can help with this discussion. One of the
flexible tabletop role-playing game built to help tell simplest ones to use is the “X” Card, created by John
any story, in any world, using any characters. Stavropoulos.

What kind of world will the game take place in?


If you have your own ideas, that’s great! If you’re
stumped, or just want some inspiration, you can use
the tables on page 8 to roll for some random
combinations to use or inspire you!

Who are the Player Characters in relation to the


world? Are they citizens of this land born and raised
here, so they are familiar with how the world works?
Are they explorers from a distant land discovering
concepts which are new and strange to them? Are
they a mix of both? Player Characters in SAGAS
aren’t just limited to what might be considered
“normal” kinds of creatures to play; your group could
play as a bunch of dragons in a world dominated by
humans, or as ghosts, or whatever you think might
be fun!

3
What is the goal of these characters within the quickly show the players how long they traveled and
world? This can show when the game will end: when how much of their resources were used before
the characters achieve their goal. Will this goal be something interesting happens, beginning a Scene.
straightforward and only take one or two game
sessions to complete? Will this goal have numerous GM Advice
smaller steps to reach it, making the game span
One of the most important things to ask your players
months or years?
before the game starts is what they’ll enjoy during
that game. Some of the most common things players
Things like the themes people are comfortable or not
want to do is to embody their characters by speaking
comfortable with should always be discussed as a
with their character’s voice, and to explore the world
group, but the others are flexible. If you have a
in which they’re playing. Whatever they might like
certain world and general story in mind, you can
about playing SAGAS, make sure each player has
build up the setting and adventure, and present it as
ample opportunity to do exactly what they enjoy in
an option for you to GM and your friends (or
your game. Adding more NPCs in scenes can help
strangers) to play! This also allows you to add more
give more opportunity for players to speak as their
unexpected things, like complex story twists! Just
characters, and adding more clues about the world
keep in mind that once the game starts, the story
and little rewards for things off the main path can
belongs to the whole group; you are telling a
encourage exploration.
collaborative tale which the players and GM all get to
influence!
Another very helpful piece of preparation you can do
for your game is to discuss with your players what
Scene and Summary
kind of story or game they want to play. Do they want
There are two types of play: Scene and Summary. In
to play a cozy, low-stakes game, or do they want their
Scene, the players describe exactly what their
actions to determine the fate of the entire world?
characters do, and the GM describes exactly what
What ratio of combat to roleplay do they want?
happens in the world, as it happens, much like a
scene in a movie. Combat is a type of Scene, where
One of the most difficult jobs as a GM is keeping the
everything is described blow-by-blow, and split into
players invested in the game, but there are easy ways
rounds and turns so that things are easier to track.
to accomplish this with SAGAS.

The other kind of non-combat play is Summary.


Begin by writing down the entire party’s Traits,
Instead of describing what happens in detail, the
Struggles, and Talents. Then, while you’re weaving
players and GM summarize the general things the
the story, set up opportunities for each player to use
characters do, or what is happening in the world. For
at least one of these things. Does a player have
example, a player could just tell the GM they want to
Sensitive Sight? Make the next room impossibly
go buy something in the market. You don’t need to
bright. Does someone have Control Water? Make
play through a scene of buying a length of rope if
some roaring house fires that need to be put out.
nothing interesting will happen; just summarize it to
Letting the players use their abilities to overcome
avoid boring roleplay. Another good use for summary
obstacles or develop challenges helps them feel like
is long travel times. As cool as traveling shots in
they are a part of the story, and that their actions
movies can be, playing out every detail of travel in a
have an impact on the world.
TTRPG might get a bit stale. Summary can be used to
4
Perhaps the most surefire way to keep your players next destination seem like the obvious choice by
invested in your game is to make their characters’ giving out new information about it either through
personal story part of the main plot or antagonist. an NPC or by telling the players what their characters
Maybe the main villainess is their mother, sister, or already know.
daughter. Or perhaps they personally know the
god-like entity trying to destroy the world. Some of When Sandboxing, there are two main options: You
the most famous stories not only connect a hero to can prepare several paths forward, setting up options
the villain, they keep that connection a secret until a for the players to choose from, or you can just make
climactic moment, creating some of the most iconic broad story strokes as a structure for you to follow,
moments. If you want to take this a step further, you then improvise and react to whatever the players
could base the entire main plot on the Player choose to do.
Characters’ backstories, making your SAGAS game as
collaborative as possible. Making a Setting
If you’re taking on the challenge of creating your
It is important to understand what your GM style is
own universe to bring your players through, it’s
so you can use the tools and techniques best suited
helpful to be aware of what worldbuilding style you
to you when running your game. One of the ways to
enjoy. Here are three different styles which you can
break down your style is Guided and Sandbox. Guided
use, break down, or mix together to create your
is when the GM leads the story, dropping
world:
breadcrumbs for the players to follow to the next
main plot point. Sandbox is when the players lead
Outside-In Worldbuilding
the story and the GM reacts to their decisions. Each
This is perhaps what most people think of when they
of these are very different ways to run a SAGAS
think of “worldbuilding.” You start with a big picture
game, but you can certainly mix the two together.
of the entire world: a map of continents, of stars and
Try both to see which you and your players enjoy
planets, of organizations vying for power, whichever
more!
fits your idea for a setting best. Once you have that
representation of the entire world, break it down into
When Guiding, you will need to prepare the events
smaller and smaller pieces. Where are the cities?
ahead of time. If you’re just starting out, this is
How are they governed? Which ones are at war? Then
probably the easier option. Drop hints to the players
even smaller: What are the shops in those cities?
indicating where they should go next. Mention the
Who runs them? What is the market and culture like?
next location many times, or spend more time than
Once you begin getting into smaller and smaller
usual describing something you want them to
pieces, focus on places the party will be. The
investigate. If the party doesn’t go the direction you
locations where they will spend the most time should
were planning, you may need to improvise until they
have the most detail.
do. Don’t be afraid of making up new things on the
spot! Some of the best moments come from a sudden
Inside-Out Worldbuilding
burst of inspiration in the middle of a game.
Just as the name suggests, inside-out is the opposite
of outside-in. Instead of starting with the entire
When Guiding, do not tell the party what to do or
world, start with the little details in the starting
where to go because this takes away the players’
location. What kind of forest is this? Is it healthy?
control of their own characters. Instead, make their
5
What’s the nearest settlement? Who lives there? PC. Build out the organizations and locations with
What are they like? As you develop details for the which the characters have connections. If you feel
players’ immediate surroundings, keep asking you need to change a player character’s backstory to
“why?” Why is the forest sick? Why is that fit better with something you want to add to the
settlement there? Why are its inhabitants scared? world, ALWAYS check with the player first. It’s their
The answers to these questions can help you build character, and they should have the final say in any
the world out, and keep all of it meaningfully changes to that character’s backstory.
connected. The more questions you ask about your
own world, the more the answers can lead to more Mixing Techniques
things that can have questions, and more answers to None of these worldbuilding styles is universally any
keep expanding the world! better than the others– different ones just tend to
work better for different people. Try them all in
Collaborative Worldbuilding pieces, mixing them together as you build your
This technique is somewhat different from the other setting. Maybe you start with a world map and the
two, in that it relies heavily on the others in your outside-in strategy, but switch to a collaborative
game who will be playing in the world. You can either style, then use the players’ backstories to pick a
have everyone at the table collaborate to come up starting location, switch to inside-out building, and
with the main bones of the world, or start with some create outwards from there. Play around,
of your own rough ideas: an organization or country experiment, and find out which style or mix of styles
or two, some biomes on the map, maybe a helps you most for creating your own unique setting.
mysterious world-changing event either soon,
recently, or in the ancient past. The players
(including you) can then collaboratively help to flesh
out more details, areas, goals, and events in the
world. Then, have the players build their characters
and backstories in a way that connects somehow to
at least one of the things from the world you’ve
started developing. Ask that they include some
people they have relationships with, or maybe an
organization they are or were a part of. The more
detail they can provide, the better. You can also use
the principles of inside-out worldbuilding to ask
them “why” for certain parts of their connections,
and use that to further flesh out aspects of the
world– aspects which their characters might not
know about. Finally, weave those backstories
together, connecting them where you can. Maybe
one character’s father was another character’s
hunting buddy. Maybe one of the characters who left
the organization was secretly connected to a
conspiracy within it, which is now bleeding out into
the rest of the world and causing strife for a different
6
Changing SAGAS Rules
Building an entire world is a daunting task, and can
This book is purposefully vague in certain areas to
certainly be intimidating the first time you do it. Feel
allow the options within to fit in any setting or genre,
free to watch some videos and read some articles
but you might want to build a setting that some
about worldbuilding as well, or even come back to
Traits, Equipment, or other things don’t quite fit
this section if you’re stuck. There are a ton of
into. It’s okay to modify the rules slightly to ensure
fantastic resources out there to help guide you
they make sense with your world, adding and
through worldbuilding in many different ways, and
removing things as needed.
most if not all can easily be applied to building your
world for SAGAS!
For example, if your world is entirely underwater,
perhaps the ground movement of all creatures can
Setting and Genre Tables
also be how fast they can swim. If you’re in a
There are hundreds of pre-existing settings to choose
gunslinging western where everyone knows how to
for your game. Books, shows, and movies already
fire a pistol, it wouldn’t make sense for firearms to be
have many great settings to choose from if you want
uncommon weapons, so in this world they can be
to play in a world you’re already familiar with. On the
common weapons that don’t require additional
other hand, exploring a new world can be one of the
training to use. If you’re playing as insects, or on a
best parts about playing SAGAS! If you’re making
planet with much lower gravity, it might make sense
your own setting, there are some tables on the next
to remove fall damage. Minor changes like this allow
page to help inspire you. Feel free to use all of them,
SAGAS to help tell stories in your world seamlessly.
use just some, roll on the tables, or pick from each
list!
Sometimes, working within the rules is also the
easiest way to move forward. For example, for the
underwater game, if everyone is playing as characters
that can breathe underwater, it might make sense to
just tell your players “everybody gets to start with
the Water Breathing trait for free.” If you do this, do
it in addition to their normal starting Traits, Talents,
and Equipment– don’t have it replace one of their
options. Players should still be able to fully
customize their characters while also getting the
Traits or Talents necessary to survive in the setting.

Alternatively, this can be a good way to tweak the


balance of the game slightly: if you give everyone a
certain piece of Equipment, in addition to their
normal starting Equipment, you boost the power of
the party slightly, so they should be able to take on
slightly bigger threats at a lower Character level.

7
World Building
Roll Event Timing World Size Tech Level

1 Power is Created/Discovered When a Prophecy is Fulfilled City Stone/Metal

2 Power is Depleted/Destroyed Soon Country Coal/Steam

3 Apocalypse Right Now Continent Electricity

4 Societies Discover Each Other Recently Planet Modern

5 Multiple at Different Times A Lifetime Ago Galaxy Near Future

6 Multiple Simultaneously Ancient History Inter-dimensional Distant Future

Game Building
Roll Genre Party Location Antagonists Quests/Goals

1 Adventure Explorers Bustling City Government Find an Item

2 Mystery Survivors Ruined City Invaders Destroy an Item

3 Political Heroes Sea Secret Organization Repair an Item

4 Romantic Villains Space Business Owner(s) Save a Person

5 War Test Subjects Underwater PC’s Family Destroy a Person

6 Survival Tiny Wilderness Zealots Convince a Person

Aesthetic
Roll Tone Sub-Genre 1 Sub-Genre 2 Power Source Punk

1 Horror Martial Arts Noir Magic Cyberpunk

2 Dark Mythology Slasher Science/ Technology Steampunk

3 Heroic Big Monsters Absurd Hyper-Advanced Tech Solarpunk

4 Comedic Secret Agents Gritty Natural Abilities Biopunk

5 Realistic Heist Paranormal Punk (next column) Dieselpunk

6 Cozy Supers Academia No Powers Atompunk

8
How To Play
What You Need Which dice
● This book 1. Does anything on your Character sheet say you
● 2 or more players (suggested size 4-7 players) “Must” use a certain die for this roll? If so, use
● One of these players is the Game Master the highest of those dice. If not, move to the next
● Character Sheets for each PC (found at the back step.
of this book) 2. Does anything on your Character sheet say you
● Dice: 12-sided (d12), 10-sided (d10), 8-sided (d8), “May” use a certain die for this roll? If so, use the
and 6-sided (d6), or a dice app lowest of those dice. If not, move to the next step.
● A place to meet (could be online) 3. Is this an Attack without a weapon? If so, use a
● About 2-4 hours to play d12. If not, use a d10.

Checks How Many Dice


Gameplay in SAGAS revolves around Checks. A Check All Checks use at least 1 die, but there are ways to
represents a Character’s chance of success in doing roll more:
something difficult. If a task is not difficult (such as +1 die when you spend 3 Effort to Boost your roll.
sitting in a chair, picking up a weapon), no Check is +1 die when an ally spends 2 of their Effort to Help
required– the action can automatically succeed. your action.
When a PC attempts to do something difficult, such +1 die when cover or being hidden gives a benefit to
as finding a hidden key, attacking an enemy, or lying, your action.
they should make a Check. The action must be
reasonable (for example, mundane human arms Once the type and number of dice has been
cannot be used to fly). The GM sets a difficulty from determined, the player rolls the dice. If multiple dice
1-8 with 1 being the most difficult, and 8 being are rolled, use the lowest result. If the result is equal
trivial. The GM can tell the players the difficulty if it to or lower than the difficulty, the PC succeeds. If the
is clear how difficult the task might be (such as lowest result is higher than the difficulty, the PC
jumping over a wide gap), but they may also want to fails, but receives 1 Effort.
keep it secret (such as hiding whether an enemy
believes their bluff or not). If the GM wants to keep Outside of combat, a failed Check represents the
the result of whether the roll is a success or failure a entirety of one or more attempts to complete the
secret as well, the player is awarded an Effort task. As a rule of thumb, PCs must wait about half an
regardless of if the roll was a success or not. Some hour before trying again, unless something
things, such as Monsters, already have stats showing meaningful changes the difficulty of the task. In the
the difficulty of doing certain actions to them (such meantime, other PCs can certainly make an attempt
as attacking them and avoiding their attacks). if they choose.

When the GM asks for a Check, the Player determines Willingly failing Checks
which dice and how many should be used for the Sometimes a PC may want to fail a Check. For
Check by checking their Character sheet. If nothing example, if they can’t move out of the way in time,
modifies the dice, use a d10. another PC can push them. Normally, shoving
someone would require a Contested Check
9
(explained later in this section), but if the shoved PC Contested Check against a PC does not award any
wants to be shoved, they can willingly fail and have Effort.
the effects of the shove be applied to them (in this NPCs are built like PCs instead of a Monsters. If a PC
case, moved to an adjacent Zone). Willingly failing fails a Contested Check against an NPC, the PC is
Checks does not award Effort. awarded 1 Effort. PCs win ties instead of re-rolling.

GM Guide: Setting Difficulty If two Monsters Attack each other, treat their stats
There are some Combat situations that don’t have like their rolls. The one with the lower number will
specific rules for them, like throwing another always win the Check. If the Checks are the same,
creature. In those scenarios, the GM should set a roll a d10 for each Monster. The one with the lower
difficulty for the players to roll against. number wins the Check. If the Monsters need to
make a contested Check, but don’t have the
Example 1: A nearby propane tank explodes necessary stats for the Check, the GM determines
mid-combat. The GM determines the explosion which succeeds based on the scenario.
would affect everyone in its Zone, including
Monsters. The GM sets a difficulty for avoiding the Effort
explosion. While PCs make a Check against the Effort symbolizes the short-term energy a PC has. A
difficulty, Monsters will compare their Defense stat PC at level 1 starts with a maximum of 2 Effort, but
to the difficulty instead of making a Check. can increase this as they level up. You can spend
Effort to give yourself or your allies benefits, or to
Example 2: A PC attempts to shove a giant spider. use certain Talents.
The spider does not have anything to roll against in
its stat block, so the GM determines a difficulty based Spending Effort On Yourself:
on the scenario (size of the spider compared to the ● Boost: By spending 3 Effort, you can Boost your
PC, the difficulty of the terrain, etc,) and the PC own Check and add 1 die to your roll. This does
makes the Check. not require an Action, and can be done after the
roll is made.
Example 3: A PC wants to drop a chandelier on the ○ Note: You won’t be able to use Boost until
vampire by cutting a rope. The GM has the player your maximum Effort reaches 3.
make a Melee Attack against the vampire. If it hits, ● Heal: There are certain Wounds that can be
the GM adds 1 extra damage to reward the player’s healed with your own Effort, like the Giant
creativity. Spider’s Wound: Web-Covered.
● Using Talents: Some Talents require Effort, like
Contested Checks Parry And Counter and Summon Vicious
Sometimes PCs or NPCs can find themselves in direct Creature.
contest with each other, like if one is lying to the ● Last Stand: The last way to spend Effort on
other, or they arm wrestle. In those scenarios, a yourself is to continue fighting after reaching 0
Contested Check is needed. Instead of the GM Health. See “Death/0 Health” in the Combat
choosing a difficulty, the players each make a Check. Chapter for more details.
The player that rolls lower on their Check succeeds,
and the player that rolls higher fails. If the results are
the same, both Checks are re-rolled. Failing a Spending Effort On Others:
10
● Help: You can spend 2 Effort to add 1 die to an Regaining Effort:
ally’s Check. You can do this at any time, and can ● Fail a Check: Regain 1 Effort (Does not apply to
Help even after the Check has been made. This contested Checks)
can represent something like your PC swooping ● Rest: Regain all Effort
in at the last moment to help just as the action is There are also some Traits and Talents that allow you
about to fail. to regain Effort, like Energy Thief.
● Combo: You can spend 2 Effort and add 1 damage
to an ally’s Attack. You can do this at any time,
but it must be declared before the roll is made.
● Encourage: As an Action, you can communicate
with a PC and give them some or all of your
Effort. Reminder: no PC can ever have more than
their maximum Effort.

11
Character Creation
Characters are built by mixing and matching Traits, How to Level Up:
Talents, and Struggles. These are the things which ● Increase your Maximum Health or Maximum
can affect which dice are rolled, and when, though by Effort by 1.
no means is the stop for what or who your character ● Spend 2 Rank points in Talents. A Rank Point can
is! A big part of creating a character is crafting their be used to learn a new Talent at Rank 1, or to
personality, how they act, interact, and react. increase one Talent’s Rank by 1.
IMPORTANT: Your Rank in any one Talent
Building a Character cannot be higher than your level.
You only need a few things to create your level 1
Character: Some Talents require more than 2 Ranks to receive
● 2 Maximum Health the next benefit. For those, you may need to spend a
● 2 Maximum Effort few Ranks without receiving a benefit so you can get
● 2 Traits (pg. 21) a powerful boost the next time you level up.
● 2 Struggles (pg. 25)
○ Optional: you may start with 3 Traits instead of Backstory
2. If you do, you must also start with 3 Every character comes from somewhere, so an
Struggles. important part of your character is their background.
● 2 Talents (pg. 28) all at Rank 1. To take a Powered Who has this character been before this adventure
Talent, GM permission is required. starts? You can come up with this using whatever
● 2 pieces of Common Equipment (pg. 48). method you'd like, but if you feel stuck, consider
○ Your GM may also allow Uncommon or Rare trying to answer some or all of these questions:
Equipment.
● Your size is Medium (2 capacity) unless you have ● Where did you get each of your Traits from?
a Trait, Talent, or Struggle that says otherwise. ● When did you gain your struggles? Did that event
● Backstory (optional) impact your character in any other ways?
● Player Characters get to also pick one of the ● Did your Struggles affect your upbringing in any
following: way?
○ +1 Maximum Health ● How did you learn your Talents? If you learned
○ +1 Maximum Effort them from another person, what kind of bond or
○ +1 Talent at Rank 1 relationship did your character have with them?
● Where did you get your Equipment?
Leveling Up
When to Level Up: When the GM allows it, all the While backstories are typically an important part of a
PCs level up at the same time. Normally this will be character, they aren’t actually required. It can be just
right after a major plot point, or after every 2-3 as fun to discover their story by playing the game
sessions. The GM may also choose to have the PCs instead of creating it beforehand. If all your previous
level up more often or less often, depending on how characters have had backstories, try playing a
quickly or slowly they want the story to progress. The character that starts without one; if you’ve never
maximum level is 10. played a character with a backstory before, give it a
shot and see how it feels!
12
Flavor you use it every round, you risk your players
Characters are more than just the words on the page: expecting the NPC to constantly do things for them,
They are the emotion you pour into them, the which can take that spotlight away.
experiences you live through them, and the aesthetic Don’t shy away from giving the players partial
you get to assign them. For each of your Traits, how control over the NPC, at least in combat. This can
does it change your look? For each of your Talents, help alleviate player boredom when it’s not their
what does it look like when you use it? Take Control turn, and help you too, since it’s one less decision
Fire for example: Is one of your hands a you need to make! The players can roleplay it as
flamethrower? Are you a masterful fire wizard? Do giving commands to the NPC, and them following, so
explosions erupt from your fists when you punch? it doesn’t have to break the immersion.
You get to choose what your Character looks like, and
what their abilities appear as when they are used. For higher-level NPCs, make sure to balance their
The rules in this book are purposefully vague in their Health with how much Health a PC would have. Since
aesthetic description so you can flavor your NPCs don’t use Effort, if you level up an NPC several
Character to be exactly what you want. times, it might seem logical to upgrade its Health
each level. However, this results in an NPC with
GM Guide: Creating NPCs much more Health than a PC would have at the same
These Character creation rules can be used to create level. To keep things balanced, give NPCs +1 Health
NPCs as well, though NPCs don’t have Effort, and can every 2 levels instead of every level.
use their Talents without spending Effort. NPCs can
also Help or Combo without Effort, but use this
sparingly.

When creating NPCs, keep in mind that it’s very easy


to accidentally move the spotlight away from player
characters and onto the NPC. To avoid this, think
about the kinds of actions, Talents, and Traits that
the NPC can have that helps the PCs shine, and the
players have more fun. For example, an NPC that is
good at doing combos can help the PCs keep the
spotlight, whereas an NPC that does its own cool
attacks separately from others might take that
spotlight away.

A good rule of thumb to follow is not allowing any


NPC to do any roll or action that would change the
outcome of the story, like striking the final blow on a
boss, or choosing which hallway to go down. If you
use NPCs in combat, limit them to using Help or
Combo maximum once per round, and only use it
when it would make sense for the character to do. If

13
Combat
With their backs to the wall, the two newly-discovered players to ask clarification questions each turn, like
spies pull out their silenced pistols and return fire while they may do in theatre of the mind. You can use
diving for cover. pre-made maps, which can look cool and inspire you
and your players, but don’t be afraid to just use a
As the dragon rears its head back, charging a new fiery simple hex map or grid with lines and symbols for
blast, the warriors bob and weave, slashing at the what you mean; this can work as a good hybrid
beast’s legs. between theatre of the mind and battle map!

The mouse plunges the makeshift sword into the cat’s Describing the Scene
back. The feline cries out in pain– success! The mice on Role-playing combat is not just rolling dice and
the ground rush forward to attack the underbelly, with dealing damage. What sets it apart is describing what
their button-shields up to block any descending claws. your Attack looks like when it happens. “I hit and
deal damage” isn’t quite as exciting as “I flip my
Combat is chaos, and it begins when two or more daggers around into a backwards grip as I leap off the
groups of Creatures begin fighting. Combat is pillar. I dangle for a moment, weightless in the air
organized into turns and rounds. A round is about 4 before plunging my blades into the Monster’s hide.”
seconds in the game’s world, and is made up of one Starting combat doesn’t mean ending the
turn for each Creature fighting. There are two ways role-playing!
to play through a combat scene in SAGAS: in the
theatre of the mind, where there is no map and the Starting Combat
players and GM imagine the scene as it plays out, or When Combat begins, all Characters make a Reaction
with a battle map, using miniatures and model Check, and all Monsters use their Reaction stat. The
terrain, or tokens with a virtual tabletop software. Combat turn order starts with the lowest Reaction,
then the next lowest, and so on. After the last turn
GM Guide: Theatre of the Mind ends, the round is complete and the next round
This type of combat benefits from a more narrative begins, using the same turn order as the previous
game style. It can make combat easier to run, and round. Each round during combat is about 4 seconds.
reduces prep work. It’s also really good for improv: a Rounds continue until the fighting stops. This could
player can ask if there are certain features or items in be when PCs defeat their enemies, the enemies
the location, and though you may not have originally successfully escape, the PCs are defeated, or
intended them to be there, you can add them in the something else interrupts the confrontation. If the
moment to make the fight more dynamic and fun! enemy appears defeated but there are still some
creatures hiding, combat stops, and resumes if the
GM Guide: Battle Map hidden creatures attack.
This type of combat enhances a tactical game style.
Having physical representations of each Character Optional: Instead of taking your turn, you may
and Monster can help players visualize the battlefield permanently increase your Reaction by as much as you
and make better tactical decisions. It also helps wish for that combat, delaying your whole turn. This
alleviate confusion around where exactly each does not allow you to interrupt another Creature’s turn.
Character is at any given time, reducing the need for You cannot increase your Reaction if you are going last.
14
GM note: An easy way to build tension right when
Combat starts is to ask everyone’s Reaction rolls,
starting from 1. “Did anybody get a 1? A 2? 3?...” The
longer the players stay silent, the more tense they
become.

Zones, Sizes and Ranges


In SAGAS, distance in combat is measured by Zones.
They can be squares, hexes, circles, vague borderless
areas, etc. Regardless of their shape, Zones are 3-4
inches on a map, and vary in game space size
depending on what a “normal” PC is. A Zone should
be able to comfortably fit 5 Medium creatures with Distance and Range
room to swing weapons. So, if the PCs are Small and Medium Creatures share the same range
human-sized, a Zone would be 15-20 ft across. If they and distance calculations, where Melee is within the
are mouse-sized, a Zone would only be 1-2 ft across. same Zone the Creature is in; Close is any Zone
Each Zone has a capacity of 10. adjacent to the one the Character is in; Mid is 2
Zones away; and Long is 3 Zones away.
There are 4 Creature sizes: Small Creatures take up 1 The range for Large and Colossal Creatures is 1
capacity, Medium Creatures take up 2 capacity, Large greater, so Melee is the adjacent Zone, Close is 2
Creatures fill almost the entire Zone, taking up 8 Zones away, and so on.
capacity, and Colossal Creatures fill multiple
adjacent Zones, but only take up 8 capacity in each. Melee Close Mid Long
Large and Colossal Creatures cannot move into a
Zone containing another Large/Colossal Creature. Small / Same Adjacent Within Within
Medium Zone Zone 2 Zones 3 Zones

When a Zone is filled over capacity, neither Large / Adjacent Within 2 Within Within
Medium nor Small Creatures in the Zone can Attack. Colossal Zone Zones 3 Zones 4 Zones
Instead, they must use their Action to Brace, Dash,
Encourage, make a Check to shove a Creature out of
the Zone, or make some other Check.

Optional: Sometimes a Zone might have a capacity less


than 10, such as a train car fully stocked with
equipment, a thin hallway, or a supply closet. These
spaces might not be able to fit a Large Creature or 5
Medium ones, so their maximum capacity might be less
than 10. Large Creatures cannot enter a Zone under 7
max capacity.

15
A Medium Creature and a Large Creature in adjacent Player Characters and NPCs
Zones are in Melee range of one another, and each
On their turn, a PC or NPC can take a Movement and
can Melee Attack the other. Two Large Creatures
Action in any order.
with one Zone between them are not in Melee range
with one another.
Movement
Moving around within a Zone doesn’t require an
Action or Movement, but you can only move to an
adjacent Zone using your Movement.

● When you Move during combat, the movement


may require a Check. The difficulty of the Check
depends on the situation and terrain through
which they are moving. For example:
○ Flat grass or pavement would not require a
Check, while a rocky slope or wet stairs might
have a Check of 7 or 8 because there’s a
chance you’ll slip or trip.
When the range of something goes beyond Long, it ○ Pushing through a dense crowd might be a 4
can be written instead with numbers for how many or 5.
Zones away it can reach. For example, if a Medium ○ Wading through a tar pit (which is nearly
Creature uses the Sharpshooter Talent to add +1 impossible) might be a 1 or 2.
range to a Weapon that has a normal range of Long,
that can be written as a range of 4. For a Large ● If your Check succeeds, you can move to an
creature, this would be a range of 5. adjacent Zone, unless your Traits, Talents, or
There are also some things with unique range Struggles either restrict your movement or allow
specifications that aren’t measured in Zones, like you to move further.
Create Storm which can have a range of 1 mile.
● On a failed Check, you get 1 Effort and do not
GM Note: Typically, non-Zone ranges are used outside move, ending your Movement. If you choose to
of combat, so there’s no need to worry about converting use your Action to Dash, you try again, re-rolling
these measurements to exact Zones. If anything like this the Check.
is used during combat, you can assume the range
includes the whole combat area. ● You can also interact with an object as part of
your Movement, as long as the interaction
doesn’t require a Check. For example, you can
push a button, but you can’t fix a control panel.

Note: Moving out of combat can require Checks too, like


when you’re moving through difficult terrain or running
as fast as you can.

16
Combat Actions Melee would apply to that attack, while Dodge
You can choose one Action to take on your turn. Ranged would not.
An easy way to remember what you can do is just
thinking “ABCDE” for “Attack, Brace, Check, Dash, or Brace
Encourage.” When you take the Brace Action, any damage you
take until the beginning of your next turn is removed
Interacting with simple objects, like pressing a from Effort instead of Health. You cannot regain
button, or readying an easily-accessible weapon, Effort while bracing. If you have 0 Effort, you cannot
doesn’t need to require an Action. It’s up to the GM take the Brace Action. An Attack that brings you to 0
to make the final ruling, but a good rule of thumb is Effort will end your Brace Action, but will not make
that if it doesn’t take a Check, and doesn’t take time, you lose Health, even if the damage of the damage
it shouldn’t take an Action. was greater than your remaining Effort.

Attack Check
To attack, make an Attack Check against the Just because combat started doesn’t mean you have
Monster’s Defense or the NPC’s Avoid Check. You to only fight! When you want to do something on
must be able to see something or otherwise sense its your turn that requires a Check, that will take your
exact location to Attack it. Action for that turn.

● Attacks by default use a d12. Dash


○ Weapon Training Talents can change which If you already used your movement this turn, you can
die you use. take the Dash Action and move again!
● If the Attack roll is less than or equal to the
Monster’s Defense or NPC’s Avoid Check, the Encourage
Attack hits and deals 1 damage to the target’s As an Action, you can communicate with a PC and
Health. give them some or all of your Effort. There is no
● If the Attack is above the Monster’s Defense or range limit as long as you are able to communicate.
NPC’s Avoid Check, the Attack misses and you get
1 Effort point from your failed Check. Holding Actions
● If you roll a 1 on any of the dice used for the Any Creature can hold their Action on their turn. To
Attack, you land a Critical Hit! Your attack deals 1 do so, the Player or GM spends the Action and
additional damage. declares a specific trigger. The Action is taken
immediately after the trigger. For Example, if a
Attacks can be made against any Creature within bandit only comes out from behind total cover to
range of the Attack, but the type of Attack depends shoot, then immediately returns to total cover, a PC
on the distance to the target, not the Attack’s can hold their Action to Attack the bandit the instant
maximum range. Therefore, an attack with a the bandit emerges from cover. The trigger could be
maximum range of Long targeting a creature in a anything the PC chooses, but the held Action only
Close Zone is considered a Close attack, and an lasts until the start of their next turn, or until it is
Attack that targets a Creature in Melee distance is triggered.
considered a Melee Attack, so Talents like Dodge

17
Other things to do in Combat Check against the Attack’s difficulty. On a success,
Help nothing happens to that creature. On a failure, the
You can Help another character with an Action they affected Creature loses 1 Health and applies any
take on their turn. Before or after they make the roll, Wounds from the attack at severity 1. If the Wound is
you can spend 2 Effort to add another die to their already applied, its severity increases by 1, even if a
Check. You cannot Help your own Check. You can higher severity doesn’t apply any additional effects.
only help once per Check, but multiple PCs can Help If the target is a PC, they also receive 1 Effort, as with
on a single Check. The range of Help is based on the any failed Check.
situation. For example: You cannot Help by handing
something off to someone 3 Zones away, but you Wounds
could shout advice at that distance, which can still Wounds are status effects that may hinder a PC. They
Help that Action. are usually applied when a Monster Attacks, but
there are some other scenarios that might also cause
Combo Wounds. The first time a Wound is applied, it has a
By spending 2 Effort before an ally’s Attack, you can severity of 1. When a Wound is applied again, its
pull off an epic team combo with them. If your ally’s severity increases. Wounds can usually be removed 1
Attack hits, the target suffers 1 additional point of severity level at a time by Resting. The higher
damage. If the Attack misses, no bonuses are given severity a Wound has, the longer it will take to heal.
from your combo.
Cover and Terrain
Player Note: Describing Combos Total Cover
When you Combo with another Character, remember to A Creature has total cover when their full body is
describe what you do to help your ally deal extra behind protection. While behind total cover from an
damage! It could be using Control Flame to light their enemy, a Creature cannot be targeted. Creatures
sword on fire, or grappling the Monster by the horns to cannot gain total cover by hiding behind other
expose their neck. These epic team attacks are some of Creatures.
the coolest parts of SAGAS.
Partial Cover
Monsters A Creature has partial cover when more than half of
On their turn, a Monster can Move and either Attack, their body is behind protection. If a Character
use an Ability, or Dash. These can be done in any benefits from partial cover, their Avoid Check gets +1
order. die. If a Monster benefits from partial cover, their
A Monster can move up to a number of Zones equal defense decreases by 1, to a minimum of 1. A Small
to its Move stat. A Monster can move across any Creature can gain partial cover by hiding behind a
terrain without making a Check, but it cannot swim Medium Creature in the same Zone and a Medium
or fly unless stated in its Move stat. Creature can gain partial cover by hiding behind a
Large Creature in the same Zone.
Monster Attacks
To Attack, the Monster targets a Creature, object, or
area as described in the Attack it is using. All
Creatures targeted by the attack must make an Avoid
18
GM Note: Cover might not always apply when the Last Stand: You have resigned yourself to death, and
player thinks it does. If an earth mage can send rocks are granted a severe power boost in your last
shooting up from anywhere, and can feel exactly where moments.
the PC is, hiding behind a wall won’t give the PC cover. ● You immediately gain 1 Effort.
● All your Attacks deal 1 extra damage.
Sneak Attacks ● All your Checks get 1 additional die.
If a Character benefits from being hidden, their ● You cannot be healed.
Attack gets +1 die. If a Monster benefits from being ● You can only gain Effort via the Encourage
hidden, the Monster’s Attack is reduced by 1 to a Action.
minimum of 1. ● You lose 1 Effort at the end of each of your turns.
● Any time you would lose Health, you lose that
Fall Damage amount of Effort instead.
When you land after falling, you take damage equal ● When you reach 0 Health and 0 Effort, you die.
to the number of full Zones you fell. Falling does not ● You cannot gain Health or Effort if you are dead.
require your Movement.

Death/0 Health
If you take damage that would make your Health
negative, it simply drops to 0 instead. When you drop
to 0 Health, you can choose to either fall
Unconscious or take a Last Stand. Keep in mind that
you also gain 1 Effort from failing the Avoid Check
for the Attack that brought you to 0 Health!

Unconscious: Your body shuts down as it tries to


survive a life-threatening injury.
● You cannot take turns or spend Effort.
● You automatically fail any Checks that require
movement or senses.
● You cannot gain Effort by failing Checks.
● Damage you take while unconscious reduces your
Effort instead of Health.
● If you reach 0 Health and 0 Effort, you die.
● You cannot gain Health or Effort if you are dead.
● If you regain any Health, you also regain
consciousness, and gain the Wound:
Life-Threatening Injury at Severity 3:
While you have this Wound, you cannot gain
Health by Resting.

19
Rest A full day of sleep or light activity, plus a night of
sleep.
Resting is the easiest way to restore both Health and
This is perhaps the most realistic Rest length, but it
Effort. When a Rest ends, each participating PC
makes for very slow healing. If players can only heal
restores all their Effort and Health, and the severity
when they remain in one place for a full day or more,
of 1 Wound of the PC’s choice is reduced by 1. If the
they need to be much more careful about how much
Severity of a Wound is reduced to 0, the Wound is
damage they take. Making Rest this long is a very
removed.
gritty style of play, and ideal for a survival or horror
Each Character must both sleep and consume
game where death is constantly at the door.
sustenance during the Rest, or they do not gain these
benefits.
Regardless of how much time a Rest takes, PCs are
The GM determines how long a Rest needs to be.
required to sleep for at least 6 hours total of each 24
Whatever their choice, this should remain consistent
hour period. If a PC gets less than that, they receive
throughout the game or campaign. Here are some
the Exhausted Wound, or its Severity increases by 1:
suggested Rest durations:
Severity 1 - Checks you make that are
unaffected by any Traits, Talents, or
One hour of sleep.
Equipment must use a d12.
This is the ideal Rest duration for a campaign with a
Severity 2 - All Checks must use a d10.
lot of combat, or if the players would rather not have
Severity 3 - All Checks must use a d12.
their Characters die. Health can be fully regenerated
Severity 4 - You fall unconscious for 24 hours
multiple times per day, and most Wounds will fully
and cannot be woken up by any means. At the
heal overnight.
end of that period, this Wound is fully
removed.
A night’s sleep.
This is perfect for games with multiple fights in one
day. While you regain all Health and Effort after a
night’s Rest, only one Wound would be healed
overnight. It may take several days to fully heal a
life-threatening injury.

20
Traits
A Trait is a permanent part of your Character– For example, the Keen Ears Trait in this book could
something that cannot be changed, improved, or be shown as “Cat Ears (Keen Sense: Hearing. Pg. 22)”
removed (except in extreme circumstances, such as on your Character sheet. The same can be done with
losing a limb). This could be a physical feature or a any Struggle, Talent, or Equipment.
natural ability you have just by being you. While
aesthetics like horns, a tail, or a metallic sheen are Traits with the [Special] tag aren’t commonly found
just physical features that don’t really need extra in humans in the real world. If you’re playing in a
rules, Traits give some sort of mechanical advantage more realistic setting, [Special] Traits require GM
like flight, night vision, or other enhanced abilities. permission.

Since SAGAS can be played in any setting, not all the List of Traits
Trait names might be appropriate for your Character.
Attractive
You can rename any Trait when you add it to your
Affects social interactions
Character sheet, but make a note of the original
People love being around you. It could be that you’re
name and page number so you can look it up later.
pretty, funny, or well-made. Checks you make to
convince someone to spend time with you may use a
d8.
You must also have the Prominent Struggle.

Big
Affects size
Due to your bulk, you cannot be forcibly moved by
anything smaller than you, and you can Attack when
your Zone is filled above capacity. You also take up 4
capacity in a Zone instead of 2.
You cannot have the Small Trait.

Climber [Special]
Affects climbing movement
Whether it’s your hooks, sticky feet, or just strong
fingers, you can move along vertical and
upside-down surfaces at your normal speed. You
must still make movement Checks as needed for
difficult surfaces.

21
Crafter’s Heritage Lucky
Affects crafting Affects all rolls
Whether it’s natural ability or just how you’re built, When you roll the highest possible number for a
you can use a specific set of Crafting Tools without Check (such as an 8 on a Check that used a d8), you
the required Talent. Checks you make using these can spend 2 Effort to succeed instead of fail.
tools may use a d8. This Trait can be taken multiple
times, choosing a different set of crafting tools each Night Vision [Special]
time. Affects vision
Darkness does not hinder your vision, and Checks
Energy Thief [Special] you make to see in the dark may use a d8.
Affects Effort
If you spend one hour socially engaged with a living Hungerless [Special]
Creature, you may choose to fully restore your Effort Affects downtime
pool. If the Creature is another PC, their Effort pool Whether because you’re a zombie, robot, or some
empties. other Creature that doesn’t require sustenance, you
do not require food nor water to survive. You can eat
Heat Resistance [Special] and drink to keep up appearances and benefit from
Affects Avoid fire/heat Checks (or suffer) the consumable’s effects.
You cannot receive Wounds from heat or flames, but
you can still take damage from them. In addition, Photosynthesis [Special]
Checks you make to avoid fire or heat may use a d8. Affects Wound recovery
Your skin cells can heal themselves in sunlight. If you
Heat Vision [Special] spend 4 hours in direct sunlight, you can reduce the
Affects vision severity of 1 Wound by 1. This ability does not
You can see surface temperatures. You can tell how restore Health.
hot or cold something within Close range is just by
looking at it. Darkness does not hinder your heat Power Affinity [Special]
vision. Affects Powered Talents
You have a natural ability to learn Powered Talents.
Heatless [Special] Each time you increase a Rank in a Talent with the
Affects stealth Power tag, it increases by 2 Ranks instead. If this
Your skin, surface, or entire body is cold to the touch. increases the Rank of a Power above your level, you
Sight or sensors relying on heat gain no benefits do not gain the benefit of that Rank until you reach
when trying to detect you. the appropriate level.
You must have the Power Attraction Struggle.
Keen Sense
Affects one: hearing, vision, touch, taste, smell.
Checks you make using the chosen sense may use a
d8. You can take this Trait multiple times, picking a
different sense each time.

22
Prehensile Tail [Special] Sure-Footed
Affects item interaction Affects movement
You can use your tail to grab things. This counts as You have an easier time moving through terrain than
an additional hand when wielding weapons or most. Checks you make to move on ground or climb
interacting with items. You cannot use your tail to may use a d8.
wield a shield.
Thick Skin
Rough Skin [Special] Affects Health
Affects Avoid Checks You can take more hits. You gain 1 additional
Your skin has a surface or texture that damages Maximum Health.
things that touch it. When you succeed on an Avoid
Check against a Melee Attack from a creature using Vocal Mimicry [Special]
its body to attack and not an item or equipment, the Affects vocal mimicry Checks
Attacker loses 1 Health. Your voice can accurately mimic sounds and other
You must also have the Rough Skin struggle. voices. You cannot use this ability to make noises
louder than shouting. When you use this ability to
Shadowy Statue assist in a Check, that Check may use a d8.
Affects stealth
You are able to remain completely still when hiding. Water Breathing [Special]
Checks you make to remain unseen while not moving Affects breathing
may use a d8. You can breathe water as though it were air. The GM
may require Checks for breathing dirty water.
Sleepless [Special]
Affects Rest Webbed Hands and Feet [Special]
You do not need sleep. To benefit from a Rest, you Affects swimming movement
must spend the necessary time doing light activity Your webbed appendages make you an excellent
like keeping watch or reading. swimmer. You can swim at your normal speed. You
must still make movement Checks if needed.
Small
Affects size Wings [Special]
Your size is Small, meaning you only take up 1 Zone Affects flying movement
capacity instead of 2. You have wings which allow you to fly at your normal
speed. You must still make movement Checks if
Soft-Footed needed.
Affects stealth
Your movement is naturally quiet. Checks you make
to remain unheard while moving may use a d8.

23
Creating Your Own Traits ● If you make a Trait that is more powerful than
other Traits, consider how the people and societies
● A Trait must be a static feature of the Character,
in the game’s world would react and develop,
not something that can be improved.
knowing such a trait exists.
● A Trait must give the PC a passive ability or allow a
d8 on Checks that benefit from the Trait.
● A Trait cannot have limited uses.
● A Trait must not allow Checks to be made with a
d6.

24
Struggles
We all have our struggles in life. Struggles are things IMPORTANT: Struggles take precedence over Traits,
that make certain Checks difficult or impossible. so be careful not to cancel out any of your Traits with
They can range from physical limitations to the Struggles you pick. For example, if you chose the
personality flaws. Night Vision Trait, don’t pick the Bad Sense (Eyes)
Struggle, or you won’t be able to benefit from Night
There are few [Special] Struggles. Just like [Special] Vision.
Traits, these require GM permission if you’re playing
in a realistic setting. List of Struggles
Anarchist
While each level 1 Character must start with at least
Affects social interactions
2 struggles, it is possible to remove a Struggle. To do
You have issues with authority. You must make a
this, work with your GM to show in-game how your
Check each time an authoritative figure (guard,
character develops or changes to overcome the
government official, etc.) gives you a command. This
struggle, and take Ranks in the Remove Struggle
Check must use a d12. If you succeed, you can choose
Talent to slowly clear the Struggle from your
whether to follow the command or not. If you fail,
Character sheet. Just keep in mind that doing this
you must resist the command given to you by that
should show your character developing within the
authority.
story, not just spending points on the Talent! The
You cannot have the Meek Struggle.
GM may prevent you from taking Ranks in the
Remove Struggle Talent if your character hasn’t
shown anything to warrant overcoming the Struggle. Arrogant
Affects planning
You always assume you will succeed, and cannot
make Checks to determine your chance of failure.
You also cannot know the difficulty of a Check before
you roll.

Bad Driver
Affects driving/piloting
Checks you make to operate vehicles must use a d12.

Bad Sense
Affects one: Hearing, Vision, Touch, Taste, Smell.
Checks you make that require the chosen sense must
use a d12. You can take this Struggle multiple times,
picking a different sense each time.

25
Bad Taste Defeatist
Affects fashion and stealth Affects repeated Checks
Your outfit always stands out in a bad way. Checks You cannot attempt to repeat a Check you have failed
you make to avoid being noticed in a crowd must use until 1 day passes. This does not apply to Attacks or
a d12. Checks you make that require a fashion sense Avoid Checks.
also must use a d12.
Hesitant
Can’t Swim Affects Reaction
Affects swimming movement Reaction Checks you make must use a d12.
While submerged or floating in water and not
holding something or touching ground, you cannot Hoarder
move and you sink one Zone each turn. If you are Affects trading
touching ground, you can attempt to move, but You cannot willingly trade or give away Equipment
Checks to do so must use a d12. unless you succeed on a Check to do so. You must use
a d12 for this Check. This does not prevent you from
Chatterbox trading money to gain Equipment.
Affects social interactions
You love talking and have difficulty finishing Impulsive Thief
thoughts out loud. When you make a Check that Affects required Actions
requires short communication, the Check must use a When you see something valuable and unguarded,
d12. If the Check fails, you provide additional you must make a Check. The Check must use a d12,
unnecessary information. and if you fail, you must attempt to take it.

Clumsy Insomnia
Affects Attacks Affects Rest
When you miss with a melee Attack, you hit an object When you Rest, you must make a Check. The Check
of the GM’s choice within melee distance that isn't must use a d12, and on a failure, you do not gain any
being worn or held. Examples: hit a fire extinguisher, benefits from the Rest.
covering the entire area in thick smoke, or an oil
lantern, setting the whole Zone on fire. Low Stamina
Affects endurance
Deep Sleeper Checks you make to continue a physical activity for a
Affects Rest long period of time must use a d12.
It is difficult to wake you up when you are Resting. To
wake you up in the middle of your Rest, a PC must
make a difficulty 5 Check to do so.

26
Meek Rough Skin [Special]
Affects social interactions Affects Equipment
You are intimidated by authority. You must make a You cannot wear armor, and you cannot remove
Check each time an authoritative figure (guard, clothes without destroying them.
government official, etc.) gives you a command. This
Check must use a d12. If you succeed, you can choose Sensitive Sense
whether to follow the command or not. If you fail, Affects one: Hearing, Vision, Touch, Taste, Smell.
you follow the command given to you by that While the chosen sense is overwhelmed (by a
authority. strobing light in the dark or dangerously pungent
Cannot have the Anarchist Struggle. smell, etc.), all Checks you make must use a d12. You
can take this Struggle multiple times, picking a
Miserly different sense each time.
Affects trading
While shopping or bartering for goods and services, Shy
you must select the lowest-costing option. Affects social interactions
Talking to people is difficult for you unless you know
Naive them well. If a Check is required when talking to
Affects general knowledge anyone that isn't a good friend, that Check must use
There are many things that are considered common a d12.
knowledge that you just don't know. Checks you
make to recall knowledge about the world must use a Creating Your Own Struggles
d12.
A Struggle must prevent the PC from making a
Check, doing an action, or state “must use a d12” for
Poor Memory a certain Check.
Affects memory
Checks you make to recall information from your
past must use a d12.

Power Attraction [Special]


Affects Avoid Power Checks
Avoid Checks you make against [Powered] Actions
and [Powered] Items must use a d12.

Prominent
Affects stealth
Everyone wants to bask in your glow, and your
significant presence in a room is sometimes a
drawback. Your Checks to escape or hide from people
must use a d12.

27
Talents
Talents are abilities that can be learned. Most can be Just like the [Special] tag for Traits and Struggles, the
improved as you level up. See the Character Creation [Power] tag is for Talents that don’t exist in the real
Chapter for more detail. world. They could be things like superpowers,
IMPORTANT: Your Rank in any one Talent cannot magical abilities, or cybernetic augmentations,
be higher than your level. depending on the setting. If you’re playing in a
realistic setting, Powers require GM permission.
If two Ranks of a Talent appear to contradict each
other, use the rules of higher Ranks over any lower Unless otherwise stated, a Power requires an Action
Ranks. to use in combat. All Powers that target another
For example, if a Talent requires a d12 at Rank 1, but Creature or object require the user to see the target.
allows a d10 for the same roll at Rank 2, once the All Attacks with Powers are Powered Attacks.
Character has Rank 2, they can ignore the d12
restriction from the lower Rank. Power Components
When you learn a Power for the first time, you must
To make them a bit easier to find, the Talents listed pick two of the three below requirements to use each
here are split up into two categories: combat and of your Powers. Once you pick the requirements, they
non-combat, and then two types: normal and cannot be changed without the GM’s permission:
Powered. These are not strict categories– many of
them can be used both in and out of combat. Each Speaking: You must speak certain words to cast each
section is ordered alphabetically. Power, like “Go-Go Flamethrower!” You may choose
what words are required for each Power.

Movement: You must move in a certain way to cast


each Power, like a certain hand gesture gesture or
martial arts movement. You may choose what
movement is required for each Power.

Object: You must hold a specific kind of object to use


each Power, like an enchanted stone or piece of
jewelry. You may choose which object is required for
each Power. This can be a single object for all Powers,
a different object for each one, or a mix of both.

28
Combat Talents Dodge Ranged
Affects Avoid Checks (Ranged)
Disarm
Rank 1: Ranged Attacks against you do not receive
Affects Attacks with Medium Weapons
benefits from the Attacker being hidden.
Rank 1: While wielding a Medium Weapon, you can
Rank 2: Avoid Checks you make against Ranged
use an Action to disarm a Creature in melee. This is
Attacks may use a d8.
considered an Attack, may use a d8, and deals no
Rank 3: When a Ranged Attack misses you, you can
damage to the target. If the Attack hits, the Creature
spend 2 Effort to redirect that Attack to target
releases what they are holding in one
another Creature within your Melee Range other
hand/appendage of your choice.
than the Attacker. If the new target is a Monster with
Rank 2: If the Attack hits, the Creature releases what
a Defense lower than this Attack, the Attack hits. If
they are holding in two hands/appendages of your
the new target is a Character, they must make an
choice.
Avoid Check against the Attack.
Rank 3: This Attack may use a d6.
Rank 4: n/a
Rank 4: If the Attack hits, the Creature releases
Rank 5: Avoid Checks you make against Ranged
everything they are holding.
Attacks may use a d6.
Rank 6: You may choose to redirect the Attack back
Dodge Melee
toward the Attacker.
Affects Avoid Checks (Melee)
Rank 1: Melee Attacks against you do not receive
benefits from the Attacker being hidden.
Dual Wielding
Rank 2: Avoid Checks you make against Melee
Affects Attacks
Attacks may use a d8.
Rank 1: Non-Attack Checks that benefit from
Rank 3: When a Melee Attack misses you, you can
wielding two Weapons (like flourishing the Weapons
spend 2 Effort to redirect that Attack to target
to show off or intimidate) may use a d8.
another Creature within your Melee Range other
Rank 2: While wielding two Weapons, Avoid Checks
than the Attacker. If the new target is a Monster with
you make against Melee Attacks may use a d8.
a Defense lower than this Attack, the Attack hits. If
Rank 3: Non-Attack Checks that benefit from
the new target is a Character, they must make an
wielding two Weapons may use a d6.
Avoid Check against the Attack.
Rank 4: If you Attack while wielding two Weapons,
Rank 4: n/a
you may make an Attack with each of them. The
Rank 5: Avoid Checks you make against Melee
second Attack must use a d12.
Attacks may use a d6.
Rank 5: n/a
Rank 6: You may choose to redirect the Attack back
Rank 6: The second Attack no longer has die
toward the Attacker.
restrictions from this Talent, and may use a d10.
Rank 7: While wielding two Weapons, Avoid Checks
you make against Melee Attacks may use a d6.
Rank 8: The second Attack no longer has die
restrictions from this Talent.

29
Fast Reflexes Grip
Affects Reaction Affects grabbing and gripping
Rank 1: You may use a d8 for non-combat Checks Rank 1: Checks you make to grab onto Characters,
that benefit from quick reaction time. Monsters, or objects may use a d8.
Rank 2: Your Reaction Checks to determine turn Rank 2: Checks you make to maintain a grip may use
order in combat may use a d8. a d8.
Rank 3: You may use a d6 for non-combat Checks Rank 3: Checks you make to grab onto Characters,
that benefit from quick reaction time. Monsters, or objects may use a d6.
Rank 4: Your Reaction Checks to determine turn Rank 4: Checks you make to maintain your grip may
order in combat may use a d8. use a d6.

Finishing Blow Natural Weapons


Affects Attacks Affects unarmed Attacks
Rank 1: If a Creature only has 1 Health remaining Rank 1: You can use parts of your body as weapons.
after you deal damage to it, the Creature dies. You may use a d10 for your unarmed Attacks.
Rank 2: If a Creature only has 1 Health remaining Rank 2: Checks you make that benefit from
after your ally deals damage using your Combo displaying your natural weapons (like showing them
damage, the Creature dies. off to intimitate) may use a d8.
Rank 3: If a Creature only has 2 Health remaining Rank 3: Your unarmed Attacks may use a d8.
after you deal damage to it, the Creature dies. Rank 4: Avoid Checks you make against Melee
Rank 4: If a Creature only has 2 Health remaining Attacks when not wielding a weapon may use a d8.
after your ally deals damage using your Combo Rank 5: Checks you make that benefit from
damage, the Creature dies. displaying your natural weapons may use a d6.
Rank 6: Your unarmed Attacks may use a d6.
Rank 7: Avoid Checks you make against Melee
Attacks when not wielding a weapon may use a d6.

Parry and Counter


Affects Avoid Checks
Rank 1: While wielding a Medium Weapon, if you
succeed on an Avoid Check against a Creature’s
Melee Attack, you may spend 3 Effort to immediately
make an Attack against the Creature.
Rank 2: While wielding a Medium Weapon, your
Avoid Checks against Melee Attacks may use a d8.
Rank 3: n/a
Rank 4: This Attack only requires 2 Effort.
Rank 5: While wielding a Medium Weapon, your
Avoid Checks against Melee Attacks may use a d6.

30
Sharpshooting Rank 3: Checks you make out of combat to move
Affects ranged Attacks short distances quickly may use a d6.
Rank 1: When wielding a projectile Weapon, you can Rank 4: Movement Checks you make in combat may
Attack Creatures 1 Zone beyond the Weapon's normal use a d8.
range. If you do, the Attack must use a d12. Rank 5: You can move up to 3 Zones with your Move
Rank 2: You do not have to see your targets to shoot or Dash.
at them within normal range. If you cannot see the Rank 6: Movement Checks you make in combat may
target, your attack must use a d12. use a d6.
Rank 3: You can Attack up to 2 Zones beyond the
projectile Weapon’s normal range. Tough
Rank 4: You do not have to see your targets to shoot Affects Health
at them within your Sharpshooting range. Rank 1: n/a
Rank 5: Your Attacks must use a d10 at Rank 2: Your maximum Health increases by 1.
Sharpshooting range. Rank 3: n/a
Rank 6: You can Attack up to 3 Zones beyond the Rank 4: Your maximum Health increases by 1.
projectile Weapon’s normal range. Rank 5: n/a
Rank 7: Your Attacks at Sharpshooting range no Rank 6: Your maximum Health increases by 1.
longer have die restrictions from this Talent. Rank 7: n/a
Rank 8: Your maximum Health increases by 1.
Shield Cover Rank 9: n/a
Affects Avoid Checks Rank 10: Your maximum Health increases by 1.
Rank 1: n/a
Rank 2: While wielding a shield, you can use your Weapon Training, Improvised
Action to use Shield Cover. If you do, all allies within Affects Attacks with non-weapon objects
Melee range may use a d8 on Avoid Checks until the Rank 1: Non-Weapon Objects that you can
start of your next turn. comfortably hold and lift are considered improvised
Rank 3: Out of combat, you can use Shield Cover Weapons for you. These improvised Weapons break
while moving, targeting only one creature. To do after one hit if they are not magic or made of a sturdy
this, you do not gain the shield’s benefits. material.
Rank 4: Out of combat, you can use Shield Cover Rank 2: Checks you make to find an improvised
while moving with no drawbacks. Weapon may use a d8.
Rank 5: Allies benefiting from your Shield Cover Rank 3: Your Attacks with improvised Weapons may
may use a d6 on Avoid Checks. use a d8.
Rank 4: Improvised Weapons you use do not break
Sprint when you hit something with them.
Affects movement Rank 5: Checks you make to find an improvised
Rank 1: Checks you make out of combat to move Weapon may use a d6.
short distances quickly may use a d8. Rank 6: Your Attacks with improvised Weapons may
Rank 2: When you Move or Dash in combat, you can use a d6.
move 2 Zones instead of 1.

31
Weapon Training, Melee Weapon Training, Thrown
Affects Attacks Affects Attacks
Rank 1: Your Attacks using Common Melee Weapons Rank 1: You can make Close-range Attacks with
may use a d10. Small Weapons by throwing them. If you have the
Rank 2: Your Attacks using Uncommon Melee Weapon Training that applies to the Weapon, the
Weapons may use a d10. Attack may use a d10.
Rank 3: Your Attacks using Melee Weapons may use Rank 2: You can throw non-weapon objects (like
a d8. explosives or grappling hooks) targeting a Zone
Rank 4: n/a within Mid Range without making a Check.
Rank 5: n/a Rank 3: Attacks you make by throwing a Weapon
Rank 6: Your Attacks using Melee Weapons may use may use a d8.
a d6. Rank 4: You can make Mid-range Attacks with Small
Weapons by throwing them.
Weapon Training, Projectile Rank 5: You can throw non-weapon objects
Affects Attacks targeting a Zone within Long Range without making
Rank 1: Your Attacks using Common projectile a Check.
Weapons may use a d10. Rank 6: Attacks you make by throwing a Weapon
Rank 2: Your Attacks using Uncommon projectile may use a d6.
Weapons may use a d10.
Rank 3: Your Attacks with projectile Weapons may Whip Finesse
use a d8. Affects Attacks with whips
Rank 4: n/a Rank 1: You can use a whip to pull objects within
Rank 5: n/a range into your grasp. (To use this talent, you must
Rank 6: Your Attacks with projectile Weapons may also have the necessary Weapon Training for the
use a d6. whip you use).
Rank 2: When you roll a Critical Hit on an Attack
Weapon Training, Rare with a whip, you can cause the target to drop one
Affects Attacks object it is holding.
This Talent can be taken multiple times, applying to
a different specific Rare Weapon each time. Whirlwind
Rank 1: n/a Affects Attacks with Medium Weapons
Rank 2: Your Attacks with this Weapon may use a Rank 1: n/a
d10. Rank 2: After using a Medium Weapon to make a
Melee Attack against an enemy, you can immediately
Attack another enemy within Melee range. This
second Attack must use a d12.
Rank 3: n/a
Rank 4: This second Attack no longer has die
restrictions from this Talent, and may use a d10.

32
Wrestling Crafting
Affects grabbing and gripping Affects crafting
Rank 1: When you are holding a Creature, you can This talent can be taken multiple times, applying to a
Attack them by squeezing vulnerable spots. This different craft each time (such as metal smithing,
Attack deals 1 damage, and must use a d10. carpentry, cooking, potion-making, electronics, etc.).
Rank 2: When you are holding a Creature your size Rank 1: Checks you make to craft using the tools of
or smaller, neither you nor the Creature can move. your trade may use a d8.
Rank 3: This Attack may use a d8. Rank 2: You can make Checks to craft without using
Rank 4: When you are holding a Creature that is the tools of your trade. These Checks must use a d12.
Large or smaller, neither you nor the Creature can Rank 3: Checks you make to craft using the tools of
move. your trade may use a d6.
Rank 5: n/a Rank 4: Crafting Checks for your chosen craft
Rank 6: This Attack may use a d6. without using the necessary tools may use a d10.
Rank 5: Crafting Checks for your chosen craft
Non-Combat Talents without using your chosen tools may use a d8.
Rank 6: You can craft without tools as easily as you
Analysis
can craft with them. All your Crafting Checks with
Affects interpreting data
your chosen craft may use a d6.
Rank 1: Checks you make to draw conclusions from
raw data (statistics, history, etc.) may use a d8.
Disease Healing
Rank 2: You can make Checks to draw conclusions
Affects identifying and treating diseases
from raw data while also doing a light activity. (such
Rank 1: Checks you make to identify diseases may
as reading a book while you keep watch).
use a d8.
Rank 3: Checks you make to draw conclusions from
Rank 2: Checks you make to treat diseases with the
raw data may use a d6.
appropriate tools may use a d8.
Rank 3: Checks you make to identify diseases may
Bodybuilding
use a d6.
Affects strength
Rank 4: Checks you make to treat diseases with the
Rank 1: Checks that benefit from looking strong may
appropriate tools may use a d6.
use a d8.
Rank 5: You do not require tools to treat a disease.
Rank 2: Checks that benefit from strength may use a
d8.
Driving
Rank 3: Checks that benefit from looking strong may
Affects driving
use a d6.
Rank 1: Checks you make to drive vehicles on flat
Rank 4: Checks that benefit from strength may use a
land may use a d8.
d6.
Rank 2: Checks you make to drive vehicles on
non-flat land may use a d8.
Rank 3: Checks you make to drive vehicles on flat
land may use a d6.
Rank 4: Checks you make to drive vehicles non-flat
land may use a d6.

33
Explosive Crafting Gambling
Affects crafting and disarming explosives Affects playing games of chance
Rank 1: You may craft Common Explosives. A Rank 1: Checks you make to succeed fairly at games
difficulty 6 Check is required to do so. If you fail, the of chance may use a d8.
explosive detonates in your Zone. If you don’t have Rank 2: Checks you make to successfully cheat at
tools, the Check must use a d12. games of chance (without being caught) may use a
Rank 2: Checks you make to disarm explosives may d8.
use a d8 if you have tools. Rank 3: Checks you make to succeed fairly at games
Rank 3: You may craft Uncommon Explosives if you of chance may use a d6.
have the tools necessary. A difficulty 5 Check is Rank 4: Checks you make to cheat at games of
required to do so. If you fail, the explosive detonates chance may use a d6.
in your Zone.
Rank 4: Checks you make to disarm explosives may Hacking
use a d6 if you have tools. Affects manipulating electronics
Rank 5: You may craft Rare Explosives if you have Rank 1: Checks you make using tools to bypass
the tools necessary. A difficulty 4 Check is required security devices may use a d8. Once security is
to do so. If you fail, the explosive detonates in your bypassed, you can control non-essentials connected
Zone. to the system (such as lights or doors).
Rank 6: Checks you make to disarm explosives Rank 2: Once security is bypassed, you can control
without tools may use a d8. essentials connected to the system (such as airlocks
Rank 7: Checks you make to disarm explosives or life support).
without tools may use a d6. Rank 3: Checks you make to bypass security may use
a d8 even without tools.
Field Medicine Rank 4: Checks you make to bypass security may use
Affects healing Wounds a d6 if you have the right tools.
Rank 1: At the cost of 2 Effort, You can spend 5 Rank 5: Checks you make to bypass security may use
minutes to attempt to reduce the severity of a Wound a d6 even without tools.
affecting a Creature other than yourself by 1. Using
this Talent requires a Check. The GM should assign
difficulty based on the Wound being healed.
Rank 2: Attempting this Check takes 1 minute.
Rank 3: This Check may use a d8.
Rank 4: You may attempt this Check on yourself, but
it must use a d12.
Rank 5: Attempting this Check costs 1 Effort.
Rank 6: This Check may use a d6.

34
Repair Lockpick
Affects fixing things Affects opening locks
This talent can be taken multiple times, applying to a Rank 1: Checks you make using tools to open locks
different speciality each time (such as military may use a d8.
equipment, vehicles, electronics, etc.). Rank 2: Checks you make to open locks may use a d8
Rank 1: Checks you make to repair an Unpowered even without tools.
object of your speciality using appropriate tools may Rank 3: Checks you make using tools to open locks
use a d8. may use a d6.
Rank 2: When you successfully repair an Unpowered Rank 4: Checks you make to open locks may use a d8
object of your speciality, you leave it in better even without tools.
condition than it was before it broke.
Rank 3: Checks you make to repair an Unpowered Recall
object of your speciality using appropriate tools may Affects recalling information
use a d6. This Talent can be taken multiple times, choosing a
Rank 4: Checks you make to repair an Unpowered different topic (such as Magical Creatures,
object of your speciality without using tools may use Chemistry, or History) each time.
a d8. Rank 1: Checks made to recall knowledge on this
Rank 5: Checks you make to repair an Unpowered topic may use a d8.
object of your speciality without using tools may use Rank 2: n/a
a d6. Rank 3: Checks made to recall knowledge on this
topic may use a d6.
Investigation
Affects searching Legalese
Rank 1: Checks you make to extract information Affects interacting with legal documents
from your surroundings (such as finding a book in a Rank 1: Checks you make to read legally binding
library or gathering clues from a crime scene) may documents may use a d8. If you fail, you miss a
use a d8. loophole.
Rank 2: Checks you make to extract information Rank 2: Checks you make to write legally binding
from a person (such as interrogation or tricking them documents may use a d8. If you fail, the document
into revealing something) may use a d8. may or may not have a loophole.
Rank 3: Checks you make to extract information Rank 3: Checks you make to read legally binding
from your surroundings may use a d6. documents may use a d6.
Rank 4: Checks you make to extract information Rank 4: Checks you make to write legally binding
from a person may use a d6. documents may use a d6.

35
Navigate Administration Pilot
Affects interacting with bureaucratic organizations. Affects piloting vehicles through air, water, space, or
Rank 1: Checks you make to obtain information or other non-land medium.
resources from an organization (whether legal or This Trait can be taken multiple times, picking a
illegal) may use a d8. different medium each time.
Rank 2: Checks you make to increase your standing Rank 1: Checks you make to pilot vehicles through
within an organization (whether legal or illegal) may this medium may use a d8.
use a d8. Rank 2: n/a
Rank 3: Checks you make to obtain information or Rank 3: Checks you make to pilot vehicles through
resources from an organization may use a d6. this medium may use a d6.
Rank 4: Checks you make to increase your standing
within an organization may use a d6. Sidekick
Affects Help and Combo Actions
Remove Struggle This Trait can be taken multiple times, choosing a
Removes one struggle different individual each time.
Rank 1: With the GM’s permission, choose one of Rank 1: It only costs you 1 Effort to Help this
your Character’s Struggles to work toward removing. individual with Checks.
You may spend 2 Effort to negate a Stuggle’s effect Rank 2: It only costs you 1 Effort to Combo with this
for one Check. individual's Attacks.
Rank 2: Negating the Struggle’s effect costs 1 Effort. Rank 3: This individual may add 1 additional extra
Rank 3: Remove the chosen Struggle entirely. die when you Help them.
Rank 4: This individual may add 1 additional extra
Travel damage when you Combo with them.
Affects navigation and survival in various mediums
(such as cities, wilderness, sea, or space). Sneak
This Trait can be taken multiple times, picking a Affects stealth
different medium each time. Rank 1: Checks you make to hide from view may use
Rank 1: Checks you make to survive in this medium a d8.
(such as finding food, finding/creating shelter, or Rank 2: Checks you make to move unnoticed may
safely interacting with locals) may use a d8. use a d8.
Rank 2: Checks made to navigate through this Rank 3: Checks you make to hide from view may use
medium may use a d8. a d6.
Rank 3: Checks you make to survive in this medium Rank 4: Checks you make to move unnoticed may
may use a d6. use a d6.
Rank 4: Checks made to navigate through this
medium may use a d6.

36
Conceal Translate Language
Affects hiding an object Affects languages you can use
Rank 1: Checks you make to hide an object in an This Trait can be taken multiple times, choosing a
environment may use a d8. new language each time. If you lack the necessary
Rank 2: Checks you make to hide an object on a biology for the language you choose, you can only
Creature (including yourself) may use a d8. take up to Rank 3 in this Talent for that language.
Rank 3: Checks you make to hide an object in an Rank 1: You can read and write basic ideas in this
environment may use a d6. language.
Rank 4: Checks you make to hide an object on a Rank 2: You can communicate basic ideas in this
Creature may use a d6. language.
Rank 3: You can read and write fluently in this
Sweet Talk language.
Affects social influence Rank 4: You can communicate fluently in this
Rank 1: Checks made to convince others that your language.
intentions are good may use a d8. Rank 5: Checks that benefit from using this
Rank 2: Checks you make to influence a large language (persuasion, lying, etc.) may use a d8.
population (spread rumors, sway public opinion, etc.) Rank 6: Checks that benefit from using this
may use a d8. language may use a d6.
Rank 3: Checks made to convince others that your
intentions are good may use a d6.
Rank 4: Checks you make to influence a large
population may use a d6.

37
Powered Combat Talents Control Fire [Power]
Causes flames to move
Blood Power [Power]
Rank 1: You can control the movement and shape of
Sacrifices Health for power beyond your limits.
flame up to your size in Melee range to move as you
Requirement: Must have at least 1 other Power.
will, or extinguish it. As long as you are controlling
Rank 1: When you use a Power, you can spend 1
the flame using this Power, it does not require a fuel
Health and 1 Effort to temporarily gain 1 additional
source. You cannot create flame using this Power at
Rank in that power for this use. This can temporarily
Rank 1. You can use this fire to do a Melee Attack,
give you Ranks above your Level. You cannot use this
which may use a d10.
Talent while Bracing.
Rank 2: As an Action, you can spend 1 Effort to
Rank 2: You can spend 2 Health and 1 Effort to gain
create up to the same amount of flame you are able
2 additional Ranks in that power for this use.
to control. You can use this flame to Attack
Rank 3: You can spend 3 Health and 1 Effort to gain
immediately, using the same Action.
3 additional Ranks in that power for this use.
Rank 3: You can control flame up to 5 times your
Rank 4: You can spend 4 Health and 1 Effort to gain
size.
4 additional Ranks in that power for this use.
Rank 4: Your Attacks with Control Fire may use a d8.
Rank 5: The Control/Attack range is increased to
Control Earth [Power]
Close. You no longer need to spend Effort to create
Causes dirt, stone, or sand to move.
fire using this Power.
Rank 1: You can cause earth (dirt, stone, clay, or
Rank 6: Your Attacks with Control Fire may use a d6.
sand) in Melee range to move as you will. The
Rank 7: You can control enough flame to fill a Zone.
amount of earth can be up to half your size. If you
You may Attack all creatures in a Zone instead of a
control stone in this way, you can use it to do a Melee
single target.
Attack. This Attack may use a d10. As an Action, you
Rank 8: The Control/Attack range is increased to
can use this Power to break up dirt and clay, but not
Mid.
stone.
Rank 9: You may Attack all creatures in 3
Rank 2: By spending 1 Effort, you can use this Power
consecutive Zones.
to break stone.
Rank 10: The Control/Attack range is increased to
Rank 3: You can move an amount of earth up to your
Long.
size. The Control/Attack range is increased to Close.
Rank 4: Your Attacks with Control Earth may use a
d8.
Rank 5: You can move an amount of earth up to
twice your size.
Rank 6: The Control/Attack range is increased to
Mid. You no longer need to spend Effort to break
stone using this Power.
Rank 7: Your Attacks with Control Earth may use a
d6.
Rank 8: You can move an amount of earth up to five
times your size.

38
Control Water [Power] Rank 4: This can target everything in one Zone, or
Causes water to move just a single target.
Rank 1: You can cause an amount up to your size of Rank 5: The range increases to Mid.
water in Melee range to move as you will. This water Rank 6: The wind can move Large Creatures and
can be liquid or solid ice, and you can freeze or melt objects.
it using an Action. You can use this water or ice to do Rank 7: Your Checks for Control Wind may use a d6.
a Melee Attack. This Attack may use a d10. Rank 8: The range increases to Long.
Rank 2: As an Action, you can spend 1 Effort to
create up to the same amount of water you can Create Weapon [Power]
control. You can use this water to Attack Creates an Unpowered Weapon instantly.
immediately, using the same Action. Rank 1: As an Action, you can create an Unpowered
Rank 3: You can control an amount of water up to 5 Weapon that disappears after 1 minute or once it
times your size. The Control/Attack range is leaves your hand.
increased to Close. Rank 2: n/a
Rank 4: Your Attacks with Control Water may use a Rank 3: The Weapon no longer disappears after 1
d8. minute, but still disappears if it leaves your hand.
Rank 5: You can control enough water to fill an Rank 4: n/a
entire Zone. Your Attacks with Control Water may Rank 5: If you hold your conjured Weapon for 24
target all creatures in a Zone. hours, it becomes permanent.
Rank 6: The Control/Attack range is increased to
Mid. You no longer need to spend Effort to create Detect Power [Power]
water using this Power. Senses Powers nearby
Rank 7: Your Attacks with Control Water may use a Rank 1: As an Action, you can attempt to sense
d6. whether there are any Powers being used within
Rank 8: You may Attack all creatures in 3 Melee range. This does not tell you where the Powers
consecutive Zones. are coming from, just whether or not Powers are
Rank 9: The Control/Attack range is increased to nearby.
Long. Rank 2: You can sense Powers within Close Range.
Rank 3: You can tell how many Power sources are
Control Wind [Power] within range.
Causes air to move. Rank 4: You can sense Powers within Mid Range.
Rank 1: You create a localized gust of wind in Melee Rank 5: You can tell the precise location of all Power
range of you. The wind is strong enough to move a sources you sense.
Small Creature or object to an adjacent Zone. To Rank 6: You can sense Powers within Long Range.
move a Creature, you must make a Check against its
Defense or Avoid Check. You may use a d8 for this
Check.
Rank 2: The wind can move Medium Creatures and
objects.
Rank 3: The range increases to Close.

39
Develop Trait [Power] Disrupt [Power]
Allows temporary use of a Trait you do not have Prevents special effect
Rank 1: Choose a Trait you do not have. Using an Rank 1: When a Creature within Melee range uses a
Action, you can spend 3 Effort and gain the benefits Powered Action, you may spend 2 Effort to attempt
of that trait for 1 hour. You can take this Power to prevent that Action. When you do, make a Check
multiple times, choosing a different trait each time. against that Action. If the targeted Action doesn’t
If you choose a Trait that requires a Struggle, you already have a difficulty or Check, the GM sets the
also gain that Struggle for the same duration. difficulty to disrupt it. You must use a d12 for this
Rank 2: This Action costs 1 Effort. Check. This does not require an Action.
Rank 3: The Trait becomes permanent. Rank 2: You can attempt to disrupt a Powered Action
Rank 4: You can turn the Trait on and off using an within Close range.
Action during combat. Rank 3: This Check no longer has die restrictions
from this Talent, and may use a d10.
Disable [Power] Rank 4: This Ability costs 1 Effort.
Removes a special effect Rank 5: You can attempt to disrupt a Powered Action
Rank 1: Using an Action, you may spend 2 Effort to within Mid range.
attempt to temporarily disable a Powered effect (like Rank 6: This Check may use a d8.
a ray shield or magically summoned Creature) within Rank 7: You can attempt to disrupt a Powered Action
Melee range. A successful Check disables the effect within Long Range.
for 1 minute. Make a Check against the Effect. If the Rank 8: This Check may use a d6.
targeted effect doesn’t already have a difficulty or Dodge Power [Power]
Check, the GM sets the difficulty to disable it. You Avoids Powered Attacks or abilities.
must use a d12 for this Check. The GM may Rank 1: Powered Attacks against you do not receive
determine that certain effects cannot be disabled in benefits from the Attacker being hidden.
this way. Rank 2: Avoid Checks you make against Powered
Rank 2: You can attempt to disable a Powered effect Attacks and abilities may use a d8.
within Close range. Rank 3: You can redirect Powered Attacks that miss
Rank 3: This Check no longer has die restrictions you. When a Powered Attack misses you, you can
from this Talent, and may use a d10. spend 2 Effort to redirect that Attack to target
Rank 4: A successful Check disables the effect for 1 another Creature other than the Attacker in your
hour. Melee Range. If the new target is a Monster with a
Rank 5: This Action costs 1 Effort. Defense lower than this Attack, the attack hits. If the
Rank 6: You can attempt to disable a Powered effect new target is a Character, they must make an Avoid
within Mid range. Check against the Attack.
Rank 7: This Check may use a d8. Rank 4: n/a
Rank 8: A successful Check disables the effect for 1 Rank 5: Avoid Checks you make against Powered
day. Attacks and abilities may use a d6.
Rank 9: You can attempt to disable a Powered effect
within Long Range.
Rank 10: This Check may use a d6.

40
Empower Weapon [Power] Rank 5: You can spend 2 Effort to energize the
Turns an Unpowered Weapon into a Powered one projectile.
Rank 1: By spending 8 hours, you can imbue an
Unpowered Weapon with a harmless effect (such as Force Field [Power]
glowing softly or a flower growing on things it slays). Blocks physical objects and Creatures from passing
Attacks with the Weapon are not considered Rank 1: As an Action, you can spend 2 Effort to
Powered. You can only Empower one weapon at a create a small Force Field around you that is just big
time. If you use this Talent on another Weapon, the enough to comfortably hold you. Nothing can pass
last weapon you Empowered loses the properties you through this Force Field, and it cannot be moved.
gave it. This effect lasts 1 round (4 seconds), and can be
Rank 2: The Weapon can be concealed, regardless of dispelled by you at any time without using an Action.
its size. Rank 2: This Action costs 1 Effort.
Rank 3: Attacks with this Weapon are considered Rank 3: The Force Field can enclose everything up to
Powered. Melee range.
Rank 4: By spending 50 hours, you can make a Rank 4: The Force Field can last up to 1 minute.
Weapon permanently Empowered. When you Rank 5: The Force Field can enclose everything up to
Empower another weapon, the permanently Close range.
Empowered Weapon does not lose the properties you Rank 6: The Force Field can last up to 10 minutes.
gave it. Rank 7: The Force Field can enclose everything up to
Rank 5: The wielder of your Empowered Weapons Mid range.
may use a d8 when Attacking with it.
Rank 6: Your Empowered Weapon deals 1 additional Heal [Power]
damage when it is used to Attack. Removes Wound / Restores Health.
Rank 1: As an Action, you can spend 2 Effort to
Energize Projectile [Power] restore 1 Health to a Creature within Melee range.
Adds damage to projectile Attacks Rank 2: You can Heal a Creature within Close Range.
Rank 1: When you make a projectile Attack, you can Rank 3: Instead of restoring 1 Health, you may
give the projectile (such as a bullet, arrow, etc.), a choose to reduce the severity of a Wound by 1.
harmless effect (such as the projectile leaving a Rank 4: You can Heal a Creature within Mid Range.
glowing trail, or exploding into glitter when it hits). Rank 5: When you reduce a Wound's severity by 1,
Using this Power does not make the Attack Powered. you also restore 1 Health to the wounded Creature.
Rank 2: n/a Rank 6: You can Heal a Creature within Long Range.
Rank 3: When you make a projectile Attack, you may Rank 7: Your Heal restores 2 Health instead of 1.
choose for it to be Powered. Rank 8: Your Heal can target either a single Creature
Rank 4: When you choose to make a projectile within Close Range, or all Creatures within Melee
Attack Powered, you can spend 3 Effort to energize range (including enemies).
the projectile . This does not require an Action.
When the energized projectile hits a target, it deals 1
extra damage. On a hit or a miss, the projectile is
destroyed once the Attack is made.

41
Infect [Power] Rank 6: You can grow or shrink within the limits of
Poisons a Creature with a living disease or curse your size category.
Rank 1: As an Action, you can spend 1 Effort to Rank 7: You can take on the complete form of a
attempt to infect a Creature within Melee range. This Creature, but you do not gain any of its abilities or
is considered an Attack, though it deals no damage. If stats.
the Attack was successful, the Creature becomes
infected, and on subsequent turns, you can use an Power Field [Power]
Action to deal 1 damage to it. This can be done at any Blocks effects from powers.
range. If you use your Action to do anything but Rank 1: As an Action, you can spend 2 Effort to
damage the infected, the infected Creature is no create a small Power Field around you. Powered
longer infected. Attacks cannot pass through this Power Field, but
Rank 2: The initial Attack deals 1 damage. physical objects and Creatures can. This effect lasts 1
Rank 3: This Attack may use a d8. round (4 seconds), and can be dispelled by you at any
Rank 4: The infected remains infected for 1 minute, time without using an Action.
even if you do not deal damage. If you attack another Rank 2: This Action costs 1 Effort.
target with Infect again, the infected Creature is no Rank 3: The Power Field can enclose everything up
longer infected. to Melee range.
Rank 5: The initial Attack can target a Creature Rank 4: The Power Field can last up to 2 rounds.
within Close Range. Rank 5: The Power Field can enclose everything up
Rank 6: This Attack may use a d6. to Close range.
Rank 7: The initial Attack can target up to 2 Rank 6: The Power Field can last up to 3 rounds.
Creatures, and you can have up to 2 Creatures Rank 7: The Power Field can enclose everything up
infected at once. to Mid range.
Rank 8: The initial Attack can target up to 3
Creatures, and you can have up to 3 Creatures Powered Deflection [Power]
infected at once. Negates damage of one Attack
Rank 1: When hit by an Attack, you can spend 2
Many Faces [Power] Effort to make the Attack miss you instead. This does
Changes your appearance not require an Action.
Rank 1: As an Action, you can spend 2 Effort to Rank 2: When a target within Melee range of you is
change your facial features as well as hair color and hit by an Attack, you can spend 2 Effort to make the
length. This change lasts for 1 hour. Changing back Attack miss that target.
to your original form does not cost Effort nor require Rank 3: When you use this Power, it causes the
an Action. Attack to miss every target of your choice within
Rank 2: This change lasts until you willingly change Melee range of you.
back to your original form.
Rank 3: You may change your bodily shape and color
but you must stay within the limits of your species.
Rank 4: This Action costs 1 Effort.
Rank 5: You may take on individual features of other
Creatures such as strange skin colors, horns, or a tail.

42
Summon Tough Creature [Power] Summon Fast Creature [Power]
Summons a high-defense creature Summons a fast Creature
Rank 1: As an Action, you can spend 2 Effort to Rank 1: As an Action, you can spend 2 Effort to
summon a Small Creature. The Creature is an NPC summon a Small Creature. The Creature is an NPC
that appears at a point you choose in Close range, that appears at a point you choose in Close range,
and takes its turn immediately after yours. It and takes its turn immediately after yours. It
disappears when it either reaches 0 Health, after 1 disappears when it either reaches 0 Health, after 1
minute, or if you summon another Creature, minute, or if you summon another Creature,
whichever comes first. The Creature follows your whichever comes first. The Creature follows your
commands, which can be up to 2 simple words like commands, which can be up to 2 simple words like
“defend me” or “follow her.” Giving the Creature a “defend me” or “follow her.” Giving the Creature a
command does not require an Action. The Creature command does not require an Action. The Creature
will not follow suicidal commands. At Rank 1, the will not follow suicidal commands. At Rank 1, the
Creature has 2 Health, must use a d12 for all Checks, Creature has 1 Health, must use a d12 for all Checks,
and has a movement of 1. It can swim and/or burrow, and has a movement of 2. It can swim and/or burrow,
but it cannot fly. The Creature cannot use Effort, and but it cannot fly. The Creature cannot use Effort, and
neither the Creature nor you gain Effort if it fails a neither the Creature nor you gain Effort if it fails a
roll. roll.
Protect - As an Action, the Tough Creature can Carry - When the Fast Creature moves, it can move
Protect a Creature or object within Melee range. one other Creature of the same size or smaller with
Until the beginning of your next turn, any attacks it. If the targeted Creature is an enemy, the Fast
that target the protected Creature or object Creature must first hit it with an Attack on the same
automatically hit the Tough Creature instead, as long turn.
as the Tough Creature is above 0 Health. Rank 2: The Creature may use a d10 for Avoid
Rank 2: The Creature may use a d10 for Avoid Checks.
Checks. Rank 3: The Creature may use a d10 for Attacks.
Rank 3: The Creature may use a d10 for Attacks. Rank 4: The Creature has a maximum Health of 2,
Rank 4: The Creature has a maximum Health of 3, and can be Medium.
and can be Medium. Rank 5: The Creature’s movement is 3.
Rank 5: The Creature may use a d8 for Avoid Checks. Rank 6: The Creature may use a d8 for Avoid Checks.
Rank 6: The Creature may use a d8 for Attacks. Rank 7: The Creature may use a d8 for Attacks.
Rank 7: The Creature has a maximum Health of 4, Rank 8: The Creature has a maximum Health of 3,
and can fly. and can fly.
Rank 8: The Creature may use a d6 for Avoid Checks. Rank 9: The Creature’s movement is 4.
Rank 9: The Creature may use a d6 for Attacks. Rank 10: The Creature may use a d6 for Avoid
Rank 10: The Creature has a maximum Health of 5, Checks.
and can be Large.

43
Summon Vicious Creature [Power]
Summons a high-attack creature
Rank 1: As an Action, you can spend 2 Effort to
summon a Small creature. The Creature is an NPC
that appears at a point you choose in Close range,
and takes its turn immediately after yours. It
disappears when it either reaches 0 Health, after 1
minute, or if you summon another Creature,
whichever comes first. The Creature follows your
commands, which can be up to 2 simple words like
“defend me” or “follow her.” Giving the Creature a
command does not require an Action. The Creature
will not follow suicidal commands. At Rank 1, the
Creature has 1 Health, must use a d12 for all Checks
except Attack, which may use a d10, and has a
movement of 1. It can swim and/or burrow, but it
cannot fly. The Creature cannot use Effort, and
neither the Creature nor you gain Effort if it fails a
roll.
Rampage - The Vicious Creature can Attack twice in
one turn. If it does, it loses 1 Health at the end of
that turn.
Rank 2: The Creature may use a d10 for Avoid Teleport, Minor [Power]
Checks. Teleports to a close location without making a Check
Rank 3: The Creature has a maximum Health of 2, Rank 1: By spending 2 Effort, you can use your
and can be Medium. Movement to teleport to an adjacent Zone you can
Rank 4: The Creature may use a d8 for Attacks. see.
Rank 5: The Creature may use a d8 for Avoid Checks. Rank 2: This Action costs 1 Effort.
Rank 6: The Creature has a maximum Health of 3. It Rank 3: You can teleport up to 2 Zones away.
either gains the ability to fly, or its Attack range Rank 4: You can bring one Creature you are touching
becomes Close, but not both. with you when you teleport.
Rank 7: The Creature may use a d6 for Attacks. Rank 5: This Action no longer costs Effort.
Rank 8: The Creature may use a d6 for Avoid Checks.
Rank 9: The Creature has a maximum Health of 4,
and can be Large.

44
Powered Non-Combat Talents Create Storm [Power]
Causes a storm
Create Illusion [Power]
Rank 1: n/a
Creates one harmless sensory effect
Rank 2: By taking 10 minutes, you can summon a
Rank 1: You can create an illusion up to half your
raging storm. The storm remains until you take any
size, and which fools one of the 5 senses (sight,
other Action, at which point it stops immediately and
smell, sound, taste, touch). This illusion cannot deal
dissipates. The storm must be appropriate for the
damage or block movement. If a Creature attempts to
biome (snowstorm for a cold biome, sandstorm for a
investigate the illusion, you must make a Check to
desert, hurricane for an ocean, etc.) and be centered
fool them. The illusion lasts until you dismiss it or
on a point within Long range. The storm fills 4
you use Create Illusion again.
adjacent Zones. Creatures and objects within the
Rank 2: The illusion can be up to your size.
storm lose 1 point of Health at the end of each
Rank 3: The illusion can use 2 of the 5 senses, and
minute they spend in the storm.
Checks made to fool creatures using this Talent may
Rank 3: n/a
use a d8.
Rank 4: The range increases to 100 Zones.
Rank 4: The illusion can be up to twice your size.
Rank 5: The storm fills 10 Zones.
Rank 5: The illusion can use 3 of the 5 senses.
Rank 6: Weak structures within the storm are
Rank 6: The illusion can fill up to a Zone, and
destroyed after 10 minutes.
Checks made to fool creatures using this Talent may
Rank 7: The range increases to 1,000 Zones.
use a d6.
Rank 8: The storm fills 100 Zones
Rank 7: The illusion can use 4 of the 5 senses.
Rank 8: The illusion can fill up to 5 Zones.
Potent Powers [Power]
Rank 9: The illusion can use all 5 senses.
Improves your ability to learn Powers.
Rank 10: The illusion can fill up to 50 Zones.
Rank 1: Checks you make to look powerful may use a
d8.
Rank 2: Your raw potential is noticeable to anyone
familiar with Powers.
Rank 3: Checks you make as part of a Power may use
a d8, including Attacks.
Rank 4: Checks you make to look powerful may use a
d6.
Rank 5: n/a
Rank 6: Checks you make as part of a Power may use
a d6, including Attacks.

45
Powered Repair [Power] Teleport, Major [Power]
Affects repairing Powered Equipment Teleport to a distant location
Rank 1: Checks you make to repair a Powered object Rank 1: n/a
may use a d8. Rank 2: By spending 3 Effort, you can teleport
Rank 2: When you successfully repair a Powered yourself to any place you have been in the past 24
object, you leave it in better condition than it was hours. To do so, you must succeed on a Check. The
before it broke. GM determines the difficulty of this Check based on
Rank 3: Checks you make to repair a Powered object the destination. If you fail the Check, the
may use a d6. teleportation fails. In some cases (like an escape), the
GM might determine that on a failed Check, you
Telepathy [Power] teleport to the wrong location.
Communicates remotely Rank 3: You can bring 2 other Creatures with you
Rank 1: You can mentally communicate with when you teleport. The other creatures must be
Creatures within Melee range that understand a touching you when you teleport, or they are left
language you also understand. If a Creature does not behind. The difficulty of the Check increases by 1 for
wish to communicate with you, you must make a each unwilling Creature you attempt to bring with
Check to force it to hear your message. you.
Rank 2: You can mentally communicate with Rank 4: You can teleport anywhere you have been in
Creatures within Close range. the last week.
Rank 3: You can mentally communicate with Rank 5: You can bring up to 4 other Creatures in
Creatures as long as they understand at least one Melee range with you.
language. They do not have to share a language with Rank 6: You can teleport anywhere you have ever
you. been.
Rank 4: You can mentally communicate with Rank 7: You can bring up to 6 other Creatures in
Creatures within Long range. Close range with you.
Rank 5: You can mentally communicate simple ideas
with Creatures that do not understand any language.
Rank 6: By spending 1 Effort, you can send a
telepathic message to a Creature you are familiar
with, regardless of your distance from them. The
message can include a single still image and up to 20
words.
Rank 7: By spending 3 Effort, you can send a
telepathic message to every creature within 1 mile.
The message can include a single still image and up
to 20 words.

46
Creating Your Own Talents ● No Ranks under 2 should allow a d8 be used to
Avoid, and no Ranks under 5 should allow a d6 to
● A Talent is something that can be learned and
be used to Avoid.
improved.
● No Ranks under 3 should allow a d6 to be used for
● If the Talent doesn't commonly exist in our world
any Check.
today or in the past, it should be categorized as a
● Nothing should deal more than 2 damage or add
Power.
more than 1 damage.
● Talents can require Effort to be spent.
● Talents can have multiple Ranks. If they do, higher
Ranks should improve the existing ability, not add
new ones.
● Talents should not “increase” or “decrease” the die
size. Instead, they should state “may use a
d6”,“may use a d8”, “may use a d10”, or “must use a
d12”.
● No Ranks under 3 should allow a d8 to be used to
Attack, and No Ranks under 6 should allow a d6 to
be used to Attack.

47
Equipment
Equipment refers to things that Characters can wear Powered: This denotes items and Weapons that
or hold and use to do certain actions, which can be aren’t common in the real world. These can be things
part of the Equipment’s description, but can also be that are associated with magic, sci-fi, the
things the Player comes up with; just keep in mind supernatural, etc. Attacks with Powered Weapons are
that the GM has final say for if the proposed action considered Powered Attacks. If a piece of Equipment
could actually work within the world of the game. is not Powered, it is considered Unpowered.

Weapons are Equipment that are used mainly for Common Weapons
attacking. Attacks by default use a d12, though
Medium Melee Weapon
Weapon Training Talents can change the die you use.
[Melee range]
There are 3 rarities of Weapons:
Medium Melee Weapons (such as swords,
● Common Weapons, which require only a little
battle-axes, and maces) are the most common melee
practice to use. They just need the first Rank of a
weapon on the battlefield.
Weapon Training Talent (either for Melee or
projectile) to use a d10 for their Attacks.
● Uncommon Weapons, which require a little Medium Projectile Weapon
training or practice to use. They need the second [Mid range] [Two-handed]
Rank of a Weapon Training Talent to use a d10 Medium projectile Weapons (such as rifles or
for their Attacks. shortbows) are the most common projectile weapon
● Rare Weapons, which require at least several days on the battlefield.
of training. Each individual Rare Weapon requires
2 Ranks in the Rare Weapon Training Talent in Small Melee Weapon
order to use a d10 for their Attacks, or to be able [Melee range]
to use smaller die from other Talents. Small Melee Weapons (such as knives or brass
knuckles) can be concealed by making a successful
Certain settings may change the training required for Check.
certain pieces of equipment. For example, a Long
Whip might be much more common and easier to use
in a Western setting than in an Urban Fantasy
setting. In situations like these, the GM can change
an equipment’s rarity.

Weapons also list their general bulk by using the


terms Small, Medium, or Heavy. Medium weapons
don’t have any special qualities on their own, but can
be used for Talents such as Whirlwind, or Parry and
Counter. Small weapons can be concealed. Heavy
weapons deal 1 additional damage, require two
hands to use, and may restrict the movement of the
Creature wielding them.
48
Uncommon Weapons
Automatic Pistol
[Close range]
Automatic pistols can be concealed by making a
successful Check. Attacks with this Weapon must use
a d12, but also target everything in a Zone (excluding
the wielder).

Heavy Machine Gun


[Long range] [Two-handed]
Attacks using a Heavy Machine Gun target
everything in a Zone and deal 1 additional damage
on a hit. A Heavy Machine Gun can only be used to
Attack up to once per round. You cannot Attack with
this weapon and Move on the same turn.

Heavy Melee Weapon


[Melee range] [Two-handed]
Shotgun
Deals 1 additional damage on a hit. Heavy Melee [Close range]

Weapons can only be used to Attack up to once per Shotguns require 2 hands to wield and can be used to

round. While wielding a Heavy Weapon, you cannot Attack targets in Close Range. Medium or smaller

move more than 1 Zone on your turn. targets hit with a Shotgun blast are forcibly moved
into an adjacent Zone directly away from the
Attacker.
Long Whip
[Close range]
The Long Whip must be wielded with only 1 hand
Small Projectile Weapon
and can be used to Attack a target within Close [Close range]

range. Attacks with this whip are considered Melee, Small projectile Weapons (such as pistols, slings,

regardless of distance from the target. hand crossbows, or blowguns) can be concealed by
making a successful Check.

Polearm
[Close range] [Heavy]
Submachine Gun
Polearms require 2 hands to wield and can be used to [Mid range] [Two-handed]

Attack a Creature in Close Range or Melee. Attacks Medium repeating projectile Weapons (such as a

with Polearms are considered Melee Attacks, sub-machine gun) cannot target Creatures in melee.

regardless of the distance from the target. While Attacks with this Weapon must use a d12, but also

wielding a Heavy Weapon, you cannot move more target everything in a Zone (except the wielder).

than 1 Zone on your turn.

49
Rare Weapons Other Equipment
Effigy of an Elder God Armor, Basic [Uncommon]
[Mid range] [Powered] While wearing this armor, Unpowered Attacks cannot
While holding this effigy, you can use an Action to deal more than 2 damage to you at a time.
summon a bolt of acid lightning to strike one enemy
within Mid range. This Attack may use a d8. If the Armor, Firefighter’s [Uncommon]
Attack hits, the enemy loses 2 Health. If the Attack While wearing this armor, fire or heat-based Attacks
misses, the bolt hits you instead, you lose 1 Health, or sources of damage cannot deal more than 1
and you receive the Indoctrinated Wound: damage to you at a time.
You cannot willingly let go of the Effigy and
you must use this Effigy as your action for the Armor, Legendary [Rare]
next 3 turns.
While wearing this armor, Powered and Unpowered
Attacks cannot deal more than 2 damage to you at a
Heavy Projectile Weapon time.
[Long range] [Two-handed]
Heavy projectile Weapons (such as sniper rifles) pack Armor, Powered [Uncommon]
a serious punch and shoot further than most other
While wearing this armor, Powered Attacks cannot
weapons, but they are clumsier to wield. They cannot
deal more than 2 damage to you at a time.
be fired 2 turns in a row, and cannot target Creatures
within Melee range. You cannot Attack with this
Climbing Gear [Common]
weapon and Move on the same turn.
When you use this Gear to climb, the Check to climb
may use a d8.
Laser Sword
[Melee range] [Powered]
Communication Device [Rarity Varies]
The Laser Sword requires at least 1 hand to wield,
This device allows communication over long
and can be used to Attack a Creature within Melee
distances with other devices of the same kind (such
range. This Medium Weapon can be concealed, and
as cell phones, voice crystals, hologram callers, etc.).
may use a d8 to Attack.
The rarity of this Equipment is determined by the
GM.
Serrated Chain Whip
[Melee range]
Crafting Tools [Rarity Varies]
When you hit a Creature with this Weapon, you may
These tools allow you to craft items using their
also prevent the Creature from moving until you
associated material (smithing tools for metal,
Attack with the Serrated Chain again as long as the
carpentry tools for wood, masonry tools for stone,
Creature is your size or smaller. The Creature can use
etc.). All Crafting Tools also require a Talent (like
its Action to escape, but loses 1 Health in doing so.
Crafting or Repair) to be used for their intended
purpose.
The rarity of this Equipment is determined by the GM.

50
Crowbar [Common] Grappling Hook [Powered, Uncommon]
Checks to open a door or container with a crowbar A large, multi-pronged hook tied to a rope. Checks
may use a d8. made to climb using a Grappling Hook may use a d8.

Explosive, Common [Common Weapon] Healing Device [Powered, Uncommon]


Common explosives do not require training to use. This one-use device can splint broken limbs, treat
They include hand grenades, molotov cocktails, burns, stitch lacerations, and stop bleeding quickly.
dynamite, etc. After being thrown (GM may require a You can apply this device to any Creature you can
Check for throwing), it explodes, requiring a touch, healing a Wound from them entirely and
difficulty 4 or higher Avoid Check for everything in removing all severity levels of that Wound. The
its Zone and dealing up to 2 damage. Requires device remains attached to the target for one day and
Explosive Crafting Rank 1 to craft. can’t be used again.

Explosive, Uncommon [Uncommon Healing Liquid [Powered, Uncommon]


Weapon] This one-use container of liquid can be administered
Uncommon explosives are semi-complex devices to one Creature (including yourself) within Melee
with timers or remote detonators. They include range as an Action. That Creature regains 1 Health.
briefcase bombs, sticky grenades, etc. These
explosives can have different effects, like releasing a Infinite Torch [Powered, Uncommon]
poison or just exploding. If it deals damage, it targets The Infinite Torch is a handheld light source that can
everything in Close Range, requiring an Avoid Check be turned on and off and never burns out.
of difficulty 3 or higher and deals up to 4 damage.
Requires Explosive Crafting Rank 3 to craft. Disarm Lock Repair Tools [Uncommon]
difficulty is 3 or higher. These tools allow you to repair, alter, or pick locks.

Explosive, Rare [Rare Weapon] Rope of Gripping [Powered, Rare]


Check Affected: Area Attack Lightweight and strong, Checks made using this
Rare Explosives are any explosives not covered by magical rope may use a d8. It tightens knots on its
Common or Uncommon. This could range from a own, and retains its friction even when wet.
poison gas grenade, to a small nuke, to a bomb that
only goes off under very specific conditions, like 1 Shield, Large [Uncommon]
minute after a password is spoken. Effects and the
Requires 1 hand. You cannot move on the same turn
Avoid difficulty of the explosion depend on the
you ready this shield. While this shield is readied,
individual device. If it deals damage, it targets
Avoid Checks you make may use a d6, but you cannot
everything in Mid Range, requiring an Avoid Check of
move. Readying and stowing a Shield must be done
difficulty 2 or higher and deals up to 6 damage.
on your turn, but does not require an Action.
Requires Explosive Crafting Rank 5 to craft. Disarm
difficulty is 2 or higher.

51
Shield, Small [Common] Creating Your Own Equipment
Requires 1 hand to wield. While you have a Small ● The Equipment must assist in some type of Check
Shield readied, Avoid Checks you make may use a d8, or allow a unique Check or Action that wouldn’t
but movement Checks you make must use a d12. normally be allowed (like looking behind you
Readying and stowing a Shield must be done on your without turning around, or healing without
turn, but does not require an Action Resting).
● The Equipment must be classified as Powered if it
Sledgehammer [Common] doesn’t commonly exist in our world today or in
Checks to break objects with a sledgehammer may the past.
use a d8. ● Unpowered Equipment cannot allow d6s to be used.
● If the equipment allows a d6, it should be Rare.
Tome of Eyes [Powered, Rare]
Text constantly fills this book to describe what is
happening around you real-time. Checks you make
related to vision while reading this book may use a
d6. If you read this book for more than 1 minute
straight, you lose 1 Health and receive the Blind
Wound:
You cannot make Checks that require vision.

52
Monsters
Welcome, Game Master, to the Monsters chapter! Hordes gain the following:
These are some tools you can use to create conflict in ● Size: Large or Colossal (The Horde should fill 1
the story, beings to pit the party against, denizens to Zone for about every 5 Health it has remaining)
be destroyed. ● Capacity: 10 (entirely fills its Zone(s))
● Trait: Overwhelming - Hordes can move into a
Monster Stats Zone when capacity wouldn’t normally allow, and
Each Monster has a Name, Size, Health, Defense, can still Attack when a Zone is over capacity.
Movement, and Attack. Some have multiple options Movement Checks for Creatures in the same Zone
to use for their Attack, but can only Attack once on as a Horde are difficulty 4.
their turn unless it is a special kind of Monster, like a ● -2 bonus to the Attacks
Boss or Horde. ● +1 Attack per turn
● +1 penalty to Defense
Monsters use stat blocks instead of Character sheets, ● +5 Health per Zone it fills
and they don’t roll dice with the things they do. Once you have made the Horde, use the Monster
Think of their stats like numbers that have already Level Calculator to determine how strong it is.
been rolled that the PC has to beat. If a 3-XR Android
Assassin attacks with its Attack 4 - Blade Arm, then Some tips for running Hordes:
the PC needs to roll a 4 or lower on their Avoid Large and Colossal Creatures (including Hordes) are
Check. in Melee with any Creature in an adjacent Zone, and
those Creatures are within Melee of the Large or
Some Monsters have special stats like Stealth 3 or Lie Colossal Creature.
3. These set a Check’s difficulty like any other Any non-horde Small or Medium Creature in a Zone
Monster stat. If the Monster is attempting to hide above capacity cannot Attack. Instead, they must
and a PC is attempting to find it, they would make a Brace, make a Check, Dash, or Encourage.
Check against the Monster’s Stealth stat.
Boss Monsters:
Some Monsters have a number associated with their To make a fight against a single Monster interesting,
range instead of a word. This number indicates how you can make that Monster a Boss. Boss Monsters are
far away the target can be. Ex: an attack with Range 4 designed to take on an entire party single-handedly,
can target a creature within 4 Zones of the Monster. and get extra Attacks to keep up with all the Attacks
the party gets. A Boss Monster should get at least
Horde Monster type half the number of Attacks per round the party has.
A Horde is a group of identical Medium or smaller For example, against a party of 4 PCs, the Boss
Monsters moving together in a tight pack. Instead of Monster should get 2 attacks on each of its turns.
the GM controlling each of these Monsters This makes the Monster significantly more powerful
individually, the Horde acts as 1 creature. You can than normal. Only solo Boss Monsters can gain extra
think of each individual Monster in a Horde as a attacks. If the Boss Monster has minions, it gains the
small portion of the Horde’s health, and each Attack extra attacks once its minions are all gone.
that hits the Horde taking out multiple individuals.

53
Some tips for running Boss Monsters: Monster List
The purpose of having multiple attacks is so the Boss
Android Assassin Lvl 7
can go toe-to-toe with the whole party. To do this
Size M | Health 3 | Defense 4 | Move 1 | Reaction 1 |
dramatically, try to have the Boss use their multiple
Stealth 2
attacks on a few different PCs each turn, rather than
➢ Attack 4, Range Melee: Blade Arm - Deals 3
focusing all their attacks on one PC (unless the Boss
damage.
Monster has a vendetta against that PC). Switching
Applies Wound: Targeted Lacerations - All
up what kind of attacks they do on their turn can also
Attacks must use a d10.
help to make things a bit more interesting! To make
Severity 2: All attacks must use a d12.
sure the Monster you make a Boss can last in a Boss
➢ Attack 5, Range Long [Powered]: Laser Rifle -
fight, you can also modify the Monster’s stats, like
Deals 2 damage.
their Health and Defense, following the directions at
➢ Attack 3, Range 10 Zones [Powered]: Steadied
the end of this chapter. Just remember that doing so
Laser Rifle - Deals 2 damage. Cannot target
can change the difficulty level of the Boss, so keep in
Creatures within Long Range.
mind the shape the party will be in when they face
Android Assassins are purpose-built to be deadly
your Boss.
without sticking out in a crowd. Their blade arms and
laser rifle retract so they can masquerade as normal,
harmless androids.

AquaBorg Lvl 5
Size M | Health 8 | Defense 4 | Move 1, Swim 2 |
Reaction 4
➢ Attack 5, Range Melee: Spear - Deals 2 damage.
➢ Ability: Mutate Sharks - As an Action, the
AquaBorg can touch a Shark within Melee Range
and force it to follow its commands for the next
minute. Issuing commands to these sharks does
not require an Action. Sharks under the
AquaBorg’s command receive a -1 to their Attacks
and Defense.

Bandit Lvl 1
Size M | Health 3 | Defense 6 | Move 1 | Reaction 4
➢ Attack 4, Range Melee: Medium Melee Weapon.
➢ Attack 6, Range Mid: Medium Projectile Weapon.

54
Bandit Chief Lvl 3 Deadrighten Lvl 7
Size M | Health 4 | Defense 5 | Move 1 | Reaction 5 Size M | Health 5 | Defense 4 | Move 1 | Reaction 6
➢ Attack 5, Range Melee: Medium Melee Weapon - ➢ Attack 4, Range Melee [Powered]: Cursed Sword
Deals 2 damage. Slash. Deals 2 damage.
➢ Attack 6, Range Long: Medium Projectile Applies Wound: Drightenbound - If the
Weapon. creature dies while it has this Wound, it
immediately rises (next turn) as a Skeleton
Banshee Lvl 4 Corpse allied with the Deadrighten.
Size M | Health 4 | Defense 6 | Move 2 | Reaction 5 ➢ Attack 4, Range Mid [Powered]: Bone Shard - The
➢ Trait: Incorporeal - Cannot be harmed by Deadrighten flings a shard of sharp bone at a
Unpowered Attacks. target. The bone can also originate from any
➢ Trait: Hover - This Creature moves across the Skeletons under the Deadrighten’s command.
ground without touching it, automatically ➢ Attack 5, Range Close [Powered]: Soul Drain
succeeding any Movement Checks. (cannot use two turns in a row) - The
➢ Attack 6, Range Melee: Ghostly Hand. Deadrighten drains the life force from nearby
➢ Attack 3, Range Close [Powered]: Banshee’s Wail creatures. If this attack successfully caused at
(cannot use 2 turns in a row) - This Attack targets least one living creature to lose at least 1 Health,
everything in Close range that can hear the the Deadrighten restores 1 of its own Health.
Banshee. This Attack deals 2 damage to any
Drightenbound creature.
Bruiser Lvl 4 ➢ Ability [Powered]: Raise Skeleton - As an Action,
the Deadrighten can target a corpse or skeleton
Size M | Health 8 | Defense 4 | Move 1 | Reaction 7
within Long Range with at least half its bones
➢ Attack 6, Range Melee: Great Melee Weapon.
intact, and raise it as a Skeleton Corpse under its
Deals 2 damage.
command.
➢ Attack 6, Range Mid: Medium Projectile Weapon.
Bruisers can take hits as well as dish them out.

Cannon Fodder Lvl 0


Size M | Health 3 | Defense 6 | Move 1 | Reaction 8
➢ Attack 6, Range Melee: Small Melee Weapon.
The bottom of the barrel, good for any group needing
expendable people.

Clone Slime: Lvl 0


Size S | Health 3 | Defense 6 | Move 1 | Reaction 5
➢ Trait: Copy Shape - The Clone Slime can change
its physical form to exactly match an object it can
see, but cannot exceed 2 feet in any dimension.
➢ Attack 7, Range Melee: Slime Slap.

55
Dragons Water Dragon (Large) Lvl 11
Size L | Health 14 | Defense 4 | Move 2, Fly 4, Swim 4 |
Plain Dragon (Large) Lvl 11
Reaction 4
Size L | Health 14 | Defense 4 | Move 2, Fly 4 |
➢ Trait: Water Breathing - This Creature can
Reaction 4
breathe underwater.
➢ Attack 4, Range Melee: Swipe - Deals 3 damage.
➢ Attack 4, Range Melee: Swipe - Deals 3 damage.
➢ Attack 5, Range Long [Powered]: Breath (cannot
➢ Attack 5, Range Long [Powered]: Freezing Breath
use 2 turns in a row) - Targets all Creatures in a
(cannot use 2 turns in a row) - Targets all
Zone.
Creatures in a Zone.
This dragon hasn’t gained any elemental affinity yet,
Applies Wound: Frostbite - You have no sense
and therefore just deals damage from its very bad
of touch.
breath-smell.
Severity 2 - You may either move or take an
Action on your turn, but not both.
Fire Dragon (Large) Lvl 11
Severity 3 - You lose the use of one hand. This
Size L | Health 14 | Defense 4 | Move 2, Fly 4 |
cannot be healed by Resting.
Reaction 4
Since water dragons primarily survive off fish and other
➢ Trait: Fire Immunity - Cannot lose Health from
aquatic life, they are often regarded positively by the
fire or heat.
folk that live around them, and can be followed to the
➢ Attack 4, Range Melee: Swipe - Deals 3 damage.
best fishing spots.
➢ Attack 5, Range Long [Powered]: Blazing Breath
(cannot use 2 turns in a row) - Targets all
Wind Dragon (Large) Lvl 11
Creatures in a Zone.
Size L | Health 14 | Defense 4 | Move 2, Fly 4 |
Applies Wound: Full-body Burn - You have no
Reaction 4
sense of touch. Your Avoid Checks vs. fire or
➢ Attack 4, Range Melee: Swipe - Deals 3 damage.
heat must use a d10.
➢ Attack 5, Range Long [Powered]: Razor Wind
Severity 2 - Your Avoid Checks vs. fire or heat
Breath (cannot use 2 turns in a row) - Targets all
must use a d12.
Creatures in a Zone. Pushes Targeted Medium or
Fire dragons don’t just use their fire breath to attack;
smaller Creature back 1 Zone.
they sometimes spew fire high into the air to
Wind dragons will compete with each other in long,
communicate with other fire dragons over long
complex aerial races, including dangerous stunts. In
distances. Depending on the size and shape, these can
more populated areas, this often involves swerving
be warnings to stay out of territory, or advertising to
closely between taller buildings, terrifying the locals.
find a mate.

56
Earth Dragon (Large) Lvl 11 Darkness Dragon (Large) Lvl 11
Size L | Health 14 | Defense 4 | Move 2, Fly 4 | Size L | Health 14 | Defense 4 | Move 2, Fly 4 |
Reaction 4 | Stealth 2 Reaction 4 | Stealth 1
➢ Attack 4, Range Melee: Swipe - Deals 3 damage. ➢ Trait: Dark Aura - This Creature is shrouded in an
➢ Attack 5, Range Long [Powered]: Gravel Spray aura of darkness. At any time (no Action
Breath (cannot use 2 turns in a row) - Targets all required), the Creature can change the darkness
Creatures in a Zone. of the aura to cover everything up to Long range.
Contrary to popular belief, earth dragons don’t actually Vision Checks made by creatures other than the
eat dirt. They do eat tree roots, which requires them to Darkness Dragon into or from within the aura
chew through dirt, which is packed and stored in sacs in must use a d12.
its throat to use later for their gravel spray breath. ➢ Attack 4, Range Melee: Swipe - Deals 3 damage.
➢ Attack 5, Range Long [Powered]: Shade Breath
Light Dragon (Large) Lvl 11 (cannot use 2 turns in a row) - Targets all
Size L | Health 14 | Defense 4 | Move 2, Fly 4 | Creatures in a Zone.
Reaction 4 Applies Wound: Shade Grapple - Movement
➢ Trait: Glowing Aura - This Creature glows with Checks must use a d12.
varying levels of brightness. At any time (no Severity 2 - You automatically fail movement
Action required), the Creature can change the Checks.
brightness of the glow to illuminate everything Severity 3 - You cannot move.
up to Long range (unless it is behind opaque Darkness Dragons rule the darkness itself, bending it to
cover). Vision Checks made to see anything in the their will. They create auras of shadow around them,
aura may use a d6. and can manipulate shade itself into a projectile
➢ Attack 4, Range Melee: Swipe - Deals 3 damage. weapon that grabs its target.
➢ Attack 5, Range Long [Powered]: Blinding Breath
(cannot use 2 turns in a row) - Targets all Life Dragon (Large) Lvl 11
Creatures in a Zone. Size L | Health 14 | Defense 4 | Move 2, Fly 4 |
Applies Wound: Blinded - All your Checks Reaction 4
requiring vision (excluding attacks) must use ➢ Attack 4, Range Melee: Swipe - Deals 3 damage.
a d12. ➢ Ability: Healing Aura (max 1 time per combat) -
Severity 2 - Your attacks requiring vision This Creature can use its Action to heal all living
must use a d12. Creatures (including itself) within Melee range
Severity 3 - All your Checks requiring vision for 1 Health.
automatically fail. The healing aura of the life dragon comes from its
Light dragons are easily the most beautiful dragons– if throat, much like the breath attacks of other dragons.
it lets you look at it without blinding you. For them, rather than the breath itself carrying the
effect, the life dragon hums and creates a melodic tune
which carries the healing vibrations all around it. The
song itself varies from dragon to dragon, but is always
hauntingly beautiful.

57
Dragons can be bumped up or down easily by using
Death Dragon (Large) Lvl 11 these preset options, but feel free to tweak the stats
Size L | Health 14 | Defense 4 | Move 2, Fly 4 | and abilities on your own to create a more unique
Reaction 4 dragon for your party to fight (or be friends with)!
➢ Attack 4, Range Melee: Swipe - Deals 3 damage. Start with Medium and then add or subtract the
➢ Ability: Death Aura (max 1 time per combat) - numbers shown for each step in size, making sure to
This Creature can use its Action to cause all add/subtract the things for each change in size, not
living Creatures (excluding itself, or other death skipping any of them.
dragons) within Melee range to lose 1 Health.
Death dragons are no natural creature– they are either Note: if you modify a Cyber Dragon to be anything
the result of some terrible magic or experiment gone smaller than Large size, it loses its “as well as
wrong, or the careful study and modification done by anything between the targeted Zone and the dragon”
the dragon itself in an attempt to gain immortality. text from its attack.

Cyber Dragon (Large) Lvl 11 Tiny (size S): Lvl 0


-12 Health | +2 Defense | -3 Fly Move, -1 Ground
Size L | Health 14 | Defense 3 | Move 2, Fly 4 |
Move | +1 Reaction
Reaction 4
Loses its Melee Attack | Breath Attack +2 and -1
➢ Attack 4, Range Melee: Swipe - Deals 3 damage.
damage
➢ Attack 5, Range Long [Powered]: Laser Cannon
Breath Attack no longer targets all Creatures in a
(cannot use 2 turns in a row) - Deals 2 damage,
Zone.
targets all Creatures in a Zone, as well as
anything between the targeted Zone and the
Small (size S): Lvl 2
dragon.
-9 Health | +1 Defense | -2 Fly Move, -1 Ground Move
A deadly combination of beast and steel, these cyber
| +1 Reaction
dragons are one of the most terrifying foes to deal with.
Melee Attack +2 and -2 damage | Breath Attack +1
and -1 damage
Breath Attack no longer targets all Creatures in a
Zone.

Medium (size M): Lvl 8


-5 Health | -1 Move (both) | +1 Reaction
Melee Attack +1 | -1 damage | Breath Attack +1

Large (size L): Lvl 11


This is the starting size for all dragons listed here.

Colossal (size C): Lvl 20


+6 Health | -1 Defense | +1 Fly Move
Melee Attack -1 | +1 damage | Breath Attack -1
Breath Attack now also targets Creatures in Zones
adjacent to the targeted Zone.
58
Elemancer Lvl 13 slippery (or muddy), forcing any Creature moving
Size M | Health 18 | Defense 4 | Move 2 | Reaction 4 into or out of that Zone to make a difficulty 4
➢ Trait: Elemental Form - At the start of each of the movement Check, or they fall and cannot move
Elemancer’s turns, it chooses one elemental form that turn.
to take. This does not take its Action. The forms ➢ Ability: Meteor Shower (can only use once per
are listed below. The Elemancer can only have battle/day) - Targets all Zones in Mid range
one form active at a time, and must choose it at except the Zone the Elemancer is in. The
the beginning of its turn. The Elemancer can use Elemancer combines all four elements into a
any of its Abilities and Attacks in any form. stormcloud of burning and electrically-charged
○ Form: Earth - The Elemancer’s flesh becomes magma that comes crashing down as rain at the
covered in a stony-armor. It takes at beginning of its next turn. Any Creatures in those
maximum 1 damage from any single attack. Zones take 4 damage.
Its move speed becomes 1. ○ GM note: let your players know which Zones are
○ Form: Fire - The Elemancer’s flesh sets targeted when this ability is cast, so they have a
ablaze. Any Creatures take 1 damage if they chance to move out of its range.
end their turn within Melee range of the
Elemancer, or if they use a Melee Attack The Elemancer is a master of the four base elements
against the Elemancer. It also gains immunity which make up all matter. In some cultures, this gives
from any fire-based damage. the Elemancer a demigod-like status. In others, the
○ Form: Air - The Elemancer’s body becomes Elemancer is considered a heretic, and a danger to all
translucent and blurry. It gains +1 move life. Who knows the true reasons the Elemancer has for
speed, and a fly speed of 3. It also gains -1 to taking decades to study and perfect the art?
its defense.
○ Form: Water - The Elemancer’s body becomes
liquid, dripping and reforming parts of itself.
Once per round, the Elemancer can
immediately attack a Creature that
successfully hits it with a projectile, flinging
that projectile back towards them. The Attack
is difficulty 4 with a range of Long.
➢ Attack 4, Range Melee [Powered]: Stone Fists -
Deals 2 damage.
➢ Attack 4, Range Long [Powered]: Fling Fire - Also
Targets all Zones between the Elemancer and the
targeted Zone.
➢ Ability: Wind Burst - Targets one Zone up to
Close range. All Creatures in the Zone must make
a difficulty 4 Check or be pushed 1 Zone in the
direction the Elemancer chooses.
➢ Ability: Slippery Ground - Targets one Zone
within Long range. The ground becomes wet and

59
Extraterrestrial Horror Lvl 9 Gesture moves to a new Zone, you also move
Size M | Health 6 | Defense 4 | Move 2 | Reaction 2 | to that same Zone. As an Action, you may
Stealth 2 attempt a difficulty 4 Check to remove this
➢ Attack 4, Range Melee: Impale - Deals 2 damage. Wound.
Applies Wound: Infested - If this Wound is Nobody is sure where Gestures come from, but most
not healed within 1 hour, another know to run when they hear the insane laughter they let
Extraterrestrial Horror is born from it, dealing out before feeding. It severs one of its victim’s hands
3 damage to you and removing this Wound. and attaches them to itself.
Severity 2: deals 5 damage.
Severity 3: deals 7 damage. Giant Spider Lvl 0
➢ Ability: Reveal - When a Creature sees the Size M | Health 3 | Defense 7 | Move 2, Climb 2 |
Horror’s full body for the first time, that Creature Reaction 6
must succeed on a difficulty 3 Check or receive ➢ Attack 6, Range Melee: Bite
the Wound: Frightened. Applies Wound: Light Poison - You lose 1
Frightened Creatures must use every Action Maximum Health when you receive this
to flee or hide from the object of their terror if Wound, and again every 24 hours. You gain
they can. At the end of each turn, the this back when the Wound is removed.
Frightened Creature can make another ➢ Attack 4, Range Mid: Web Shot - Deals 0 damage.
difficulty 3 Check to overcome their fear, Applies Wound: Web-covered - To move, you
removing this Wound. must succeed on a difficulty 4 Movement
Check. You can use an Action and 1 Effort to
Fuzzy Lvl 0 remove this Wound.
Size S | Health 1 | Defense 8 | Move 1 | Reaction 7
➢ Trait: Too Cute - Fuzzies have no natural Goblin Lvl 0
defenses, nor attacks, so they cannot take the Size S | Health 1 | Defense 7 | Move 1 | Reaction 6
Attack Action. ➢ Attack 7, Range Melee: Small Melee Weapon.
Fuzzies will often use their adorable looks to persuade
much more powerful creatures to protect them, Goblin Tactician Lvl 1
including large dragons and hydras.
Size S | Health 3 | Defense 6 | Move 1 | Reaction 6
➢ Attack 6, Range Melee: Small Melee Weapon
Gesture Lvl 6 Applies Wound: Lower Laceration -
Size M | Health 7 | Defense 5 | Move 1 | Reaction 7 | Movement Checks must use a d12.
Stealth 3 Severity 2: you can either move or take an
➢ Attack 4, Range Melee: Bite - Deals 2 damage. Action on your turn, but not both.
Applies Wound: Missing Hand - You cannot
use 2-handed equipment, or more than a Goblin Warrior Lvl 2
single 1-handed equipment at once. This
Size S | Health 3 | Defense 5 | Move 1 | Reaction 6
Wound cannot be healed by Resting.
➢ Attack 5, Range Melee: Medium Melee Weapon.
➢ Attack 4, Range Melee: Grasp
➢ Attack 6, Range Mid: Small Projectile Weapon.
Applies Wound: Grabbed - You must remain
in the same Zone as the Gesture. If the

60
Gorgon Lvl 6
Size M | Health 5 | Defense 4 | Move 2 | Reaction 3
➢ Attack 4, Range Melee: Medium Melee Weapon -
Deals 2 damage.
➢ Attack 5, Range Close [Powered]: Petrifying Gaze
Applies Wound: Petrified - You partially turn
to stone. You cannot use your Movement, and
your Attacks must use a d12.
Severity 2 - You are turned completely to
stone. At Severity 2, this Wound cannot be
removed by Resting.
Malfeasian Lvl 6
Guard Lvl 1 Size L | Health 10 | Defense 4 | Move 3 | Reaction 4
Size M | Health 3 | Defense 5 | Move 1 | Reaction 4 | ➢ Attack 5, Range Melee: Psychic Blast - Targets all
Detect 5 Creatures in Melee range other than itself. Deals
➢ Attack 6, Range Melee: Medium Melee Weapon. 2 damage.
Guards are hired to protect something, or someone. ➢ Attack 4, Range Long: Bow
Their loyalty often only goes as far as their pay… Applies Wound: Moderate Poison - You lose 2
Maximum Health when you receive this
Harvester Lvl 6 Wound, and again every 24 hours. You gain
Size L | Health 9 | Defense 4 | Move 1 | Reaction 5 this back when the Wound is removed.
➢ Trait: Hover - This Creature moves along the The Malfeasian is a legendary six-legged Creature
ground without touching it. known far and wide for its archery skills. In
➢ Attack 5, Range Melee: Tentacle Strike - Deals 2 mountainous terrain, it can easily pick off an entire
damage. squadron of elite soldiers by using its speed and
➢ Attack 6, Range Close [Powered]: Pulse (cannot accuracy far beyond what any caravan is equipped to
use 2 turns in a row) - Targets everything within handle.
Close range of the Harvester.
Harvesters gained their nickname for their habit of Mech Lvl 5
decimating farms for fuel or sustenance. Size L | Health 10 | Defense 4 | Move 1 | Reaction 7
➢ Attack 5, Range Melee: Punch.
Hydra Lvl 8 ➢ Attack 6, Range Long: Missile (cannot use two
Size L | Health 10 | Defense 5 | Move 1 | Reaction 4 turns in a row) - Targets every Creature in a Zone.
➢ Trait: Many Necks - The Hydra starts with 4 Deals 2 damage.
heads. If it suffers a Critical Hit, it loses a head. If
the Hydra loses its last head or is reduced to 0
Health, it dies.
➢ Attack 5, Range Melee: Bite - Deals 1 damage per
head remaining.

61
Mossblade Lvl 9 Minotaur Lvl 6
Size M | Health 8 | Defense 4 | Move 1 | Reaction 3 Size M | Health 8 | Defense 5 | Move 2 | Reaction 2
➢ Attack 4, Range Melee: Blade of Vines - Deals 2 ➢ Attack 4, Range Melee: Medium Melee Weapon -
damage. Deals 2 damage.
Applies Wound: Grassy Illusions. Checks Applies Wound: Fractured Arm - Your Attacks
made specifically to see must use a d12. must use a d10.
Severity 2: Checks that require sight must use Severity 2: Your Attacks must use a d12.
a d12.
➢ Attack 3, Range Close: Cold Vines - Frozen vines Ogre Lvl 5
grow out of the target's skin and bind them. Size L | Health 10 | Defense 7 | Move 1 | Reaction 6
Applies Wound: Vine Frozen. Movement ➢ Attack 5, Range Melee: Medium Melee Great
requires a difficulty 3 Check. Weapon - Deals 2 damage.
Severity 2: Movement requires a difficulty 1
Check. The Severity of this Wound can be Radioactive Golem Lvl 2
reduced by 1 if someone in Melee of the
Size M | Health 5 | Defense 4 | Move 1 | Reaction 7
target uses their Action to remove the vines
➢ Trait: Radioactive - Any PC that spends 1 minute
(no check required).
within melee of a radioactive golem gains the
➢ Attack 4, Range Long: Thrice Damned - Deals 2
Radiation Poisoning Wound:
damage. An ooze-covered corpse rises from the
Your Maximum Health decreases by 1 each
ground to attack the target.
time you Rest. If this decreases your
Maximum Health to 0, you die. This Wound
cannot be removed by Resting. If this Wound
is removed, you regain your normal Maximum
Health.
➢ Attack 6, Range Melee: Slam.

Shark Lvl 0
Size M | Health 3 | Defense 6 | Move 0, Swim 3 |
Reaction 5
➢ Attack 6, Range Melee: Bite.

Skeleton Corpse Lvl 0


Size M | Health 1 | Defense 5 | Move 1 | Reaction 8
➢ Attack 5, Range Melee: Scratch.
➢ Trait: Mindless - This Creature is immune to any
mental attack or effect.
➢ Struggle: Off-balance - This Creature uses 8 for
any Checks against falling or losing footing.
Awoken and puppetted with dark magic, or unethical
cybernetics, these are not so much creatures as just
autonomous weapons of their creator.
62
Space Hydra Lvl 3 Wisp Lvl 0
Size S | Health 4 | Defense 4 | Move 1, Spaceflight 2 | Size S | Health 1 | Defense 6 | Move 1 | Reaction 7
Reaction 7 ➢ Trait: Death Throes - When the Wisp reaches 0
➢ Attack 6, Range Melee: Scream - Targets Health it explodes, Attacking everything in melee
everyone in melee range of the Space Hydra. range except Whisps. If in a horde, this occurs
➢ Attack 4, Range Melee: Bite. once for each point of Health it loses.
A multi-headed worm-like creature that plagues ➢ Attack 6, Range Melee [Powered]: Electrical
spaceships. It feeds on flesh, and is attracted to the Surge.
exhaust of several different propulsion systems. Its
screams can only be heard once it’s attached to the Wolf Lvl 0
ship's hull, and by then it’s too late. Size M | Health 2 | Defense 7 | Move 2 | Reaction 5
➢ Attack 5, Range Melee: Bite.
Toy Soldier Lvl 0 (2 If a Horde)
Size S | Health 2 | Defense 6 | Move 1 | Reaction 7 Dire Wolf Lvl 4
➢ Attack 6, Range Close [Powered]: Face Beam - Size M | Health 4 | Defense 5 | Move 3 | Reaction 5
This Attack does not harm other Toy Soldiers. ➢ Attack 5, Range Melee: Bite - Deals 2 damage.
➢ Attack 3, Range Long [Powered]: Sacrificial Beam
- Deals 3 damage. Can only be used by a Toy Zombie Lvl 0
Soldier Horde. The Horde loses 1 Health when it Size M | Health 1 | Defense 7 | Move: 1 | Reaction 8
makes this Attack. This Attack targets everything ➢ Struggle: Slow - Can either Move once or Attack
in each Zone between the Toy Soldier and its once each turn, but not both.
target, except the Toy Soldier Horde. ➢ Attack 7, Range Melee: Scratch
These Toy Soldiers appear as playful and fun Applies Wound: Rot - Your maximum Health
constructs, until a group of them gets mad. They can is temporarily reduced by 1 per level of
combine their face beams into more powerful beam Severity of this Wound.
attacks, and are more than willing to sacrifice some of
their own in the process.

63
Creating Your Own Monsters
If you want SAGAS to remain math-lite, turn back making the first move. If you aren’t sure what
now! Creating a Monster can be complicated, and the Reaction should be, 6 is a good default.
most definitely requires some math to ensure your ○ 7-10 is extremely slow. Use this for Monsters
creation is mechanically balanced. The easiest way to that are unaware or unprepared.
create a Monster is to base it on an existing stat ● Move: How many Zones can it move in 1 turn?
block. Making a sea serpent? Just modify a dragon’s Different movement speeds like Swim or Fly
stats. should have their own move stat.

This is the minimum a Monster must have in its stat ● Attack: Each type of Attack must have a number
block: associated with it. This is the difficulty of the
● Name: a way to identify your Monster Avoid Check when a PC is Attacked with this
● Size: determined by largest dimension. ability. Almost all Attacks should be 4-6.
○ S: 10+ fit in 1 Zone. Something with an Attack of 1 or 2 would hit
○ M: 3-9 fit in 1 Zone. nearly every time.
○ L: 1-2 fit in 1 Zone. ● The Monster should only be able to Attack once
○ C: larger than 1 Zone. per turn, but that Attack can do more than 1
● Health: how many hits can this Monster take damage.
before it falls? ● If an attack is particularly powerful, consider
○ 1-2 Health is extremely fragile. adding to it “cannot use 2 turns in a row”
○ 4-6 Health is average. ● If the Monster is Large or Colossal, it might not
○ 8-12 Health is tanky. Use this for tough be worth determining the difference between
Monsters, or Characters with lots of resolve. close, mid, and long range attacks. Unless there’s
○ 20+ Health is very hard to defeat. This should a reason to shorten the Monster’s ranged attack,
be reserved for Large Monsters, and Bosses. it should be Long Range.
● Defense: how hard is it to hit?
○ 1 would be borderline impossible to hit. This Creating Your Own Wounds
should be reserved for extreme situations. ● The Wound must be part of a Monster’s Attack.
○ 2-3 would be extremely difficult to hit. This is ● Wounds should affect Actions or Checks the
good for well-armored or very nimble wounded PC is allowed to make.
enemies. ● Wounds can have levels of severity. Higher levels
○ 4-6 is easy to hit but still a fair chance of of severity should worsen the existing effect, not
missing. Good for standard enemies. add new ones.
○ 7-8 is difficult to miss. This is good for slow or ● Wounds should not increase the dice size.
vulnerable enemies. Instead, they should state “must use a d10” or
● Reaction: how ready for combat is this Monster? “must use a d12” for the Check.
○ 1-3 would be extremely fast. Use this for ● Wounds can limit the number of dice allowed on
Monsters that rely on getting the jump on certain Checks.
Characters. ● Check the Monsters above for examples of
○ 4-6 is average, though having a slightly lower Wounds.
Reaction can be fun for players who like
64
Monsters can have multiple Attack options, but GM Note: Loot!
should only be able to Attack once per turn. They can Sometimes when a Monster has better equipment
also have Traits like PCs can (as long as those traits than what the party currently has, the players might
don’t have anything to do with making Checks). Our try to loot that equipment from the Monster, like
suggestion is to play SAGAS a few times before armor from a bandit, or a laser cannon from a Cyber
creating your own Monsters so you can get a feel for Dragon. In that case, consider awarding the players
how powerful Monsters should be. with special equipment. Simple things like armor and
mundane weapons can be found in this book, but
Combat Difficulty Calculator more complicated things (like a Cyber Dragon’s laser
Total Party Levels + Number of Party Members = cannon) may require you to create a unique weapon.
Party Power If a weapon seems too powerful for a PC to have (or if
Total Monster Levels = Monster Power you’re not comfortable creating your own equipment
yet), you can rule that the equipment was destroyed
Monster Power should be equal to Party Power for a in the battle, or that the Party lacks the ability to
difficult combat where no PCs reach 0 Health. Keep properly recover or use the equipment.
in mind that this is an estimate. Combat difficulty
depends on more than just power and numbers. It GM note: How to Make and Run Satisfying Monsters
also depends on terrain, each side’s goal, and many ● If your players enjoy tactical decision making
other factors. more than roleplay, then a Monster with more
Instead of making more Monsters than PCs, consider Health and better defense is ideal, because more
using the Horde mechanic at the beginning of this Health means a longer fight, and shouldn’t have
chapter. as much damage output because it risks being too
Use this table to determine what level your Monster powerful for the party to handle.
is. Starting from 0, add levels based on your ● The reverse is also true; if your players want more
Monster’s Maximum Health, defense, average Attack, roleplay than combat, then a Monster with lower
and damage per Attack. Health is best, but needs more power to remain
Monsters have a minimum level of 0. challenging.
● The players should contend with new threats at
different points in the fight, like unique abilities
the enemy might have. This helps avoid static,
boring, stand-and-swing combat, where the best
tactical decision is the same every round.

65
Monster Level Calculator To determine the level of a Monster, start at 0, and
add or subtract from the level based on the Health,
Health Level Attack Level Defense, and other things like extra stats or
Traits/Struggles. Then, add the level of the Monster’s
1 -1.5 8 +0.5
highest level Attack, and also any levels from
2 -1 7 +1 Abilities the Monster has. The minimum level for a
Monster is 0, so if the Monster ends up with a
3 -0.5 6 +1.5
negative level, they are still considered level 0 when
4 0 5 +2 you finish. If you create a Monster with a level that
isn’t a whole number, round up.
5 +0.5 4 +2.5

6 +1 3 +3 Things to Keep in Mind for Attack Levels


● Only multiply the Damage level cost to the level
8 +1.5 2 +4
of the Attack (the number the PC must roll
10 +2 1 +6 against to Avoid it), and add/subtract all the
other things about that attack separately, like the
12 +2.5 Damage Level Wound and Range, afterwards.
14 +3 1 0 ● Wounds might add anywhere from +0.5 to +3 on
an attack, depending on how much damage the
16 +3.5 2 +Attack Wound does, any abilities it takes away from the
18 +4 3 +Attack(x2) PC, and how difficult it is to heal. Since Wounds
can be so varied, use your best judgment for
20 +4.5 4 +Attack(x3) assigning a difficulty to them.
● If you modify an Attack with “cannot use twice in
Each +2 Extra +0.5 5 +Attack(x4)
a row,” consider that -1 to the Attack’s level.
Defense Level 6 +Attack(x5)
Things to Keep in Mind for Monster Stats
8 -2 7 +Attack(x6)
● When you add special stats, like Stealth,
7 -1 8 +Attack(x7) depending on the number, they may not need to
add anything to the Monster level at all. If they
6 -0.5 Range Level
add actual difficulty to the Monster, consider it to
5 0 Melee -0.5 add +0.5 to its level.
● Struggles that affect general actions can give
4 +0.5 Close 0
them -0.5 to their level. Struggles that increase
3 +1 Mid +0.5 the damage Monsters take can be -1 instead.
● Reaction doesn’t affect level– just use this as a
2 +2 Long +1 way to spread out when the Monsters go versus
1 +4 Each +1 Extra +1 when the PCs get to go.
● Movement speed and size generally doesn’t need
to affect the Monster’s level, unless it’s extreme,
and affects how difficult the Monster is to fight.

66
Pre-Generated Characters
Cyben Lucinda “Chief” Ortiz
Traits: Shadowy Statue, Night Vision Traits: Heat Resistance, Keen Sense (Touch)
Struggles: Shy, Bad Sense (Taste) Struggles: Clumsy, Insomnia
Equipment: Small Projectile Weapon (Pistol), Equipment: Great Melee Weapon (Fire Axe),
Healing Device Crowbar
Level Health/Effort Talents Level Health/Effort Talents

1 2/2 Weapon Training, Uncommon 1 2/2 Bodybuilding 1


(Pistol) 1 Control Water 1
Create Weapon 1 Navigate Administration 1
Move Silently 1
2 3/2 Control Water 2
2 2/3 Weapon Training, Projectile 1 Weapon Training, Melee 1
Analyst 1
3 4/2 Weapon Training, Melee 3
3 2/4 Weapon Training, Projectile 3
4 4/3 Bodybuilding 3
4 3/4 Sprinter 1
Move Silently 2 5 5/3 Weapon Training, Melee 5

5 3/5 Weapon Training, Projectile 5 6 6/3 Control Water 4

6 3/6 Move Silently 3 7 6/4 Control Water 6


Energize Projectile 1
8 7/4 Create Storm 2
7 4/6 Energize Projectile 3
9 8/4 Create Storm 4
8 4/7 Sprinter 2
10 8/5 Create Storm 6
Energize Projectile 4

9 4/8 Energize Projectile 6

10 5/8 Analyst 3

67
Ekeko
Traits: Heat Vision, Heatless
Struggles: Arrogant, Anarchist
Equipment: Shotgun, Rope of Gripping
Level Health/Effort Talents

1 2/2 Weapon Training, Uncommon


(Shotgun) 1
Urban Survivalist 1
Journalist’s Instinct 1

2 2/3 Weapon Training, Projectile 1


Navigation, Land 1

3 3/3 Weapon Training, Projectile 3

4 3/4 Journalist’s Instinct 3

5 4/4 Weapon Training, Projectile 5

6 4/5 Fast Reflexes 2

7 5/5 Sharpshooting 1
Wild Survivalist 1

8 5/6 Sharpshooting 3

9 6/6 Sharpshooting 5

10 6/7 Sharpshooting 7

SAGAS Character sheets freely available on


DriveThruRPG.com
https://www.drivethrurpg.com/product/442843/SAG
AS-Beta-Playtest

68

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