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Set your Roll type: 2d6, 3d20 or 2d10
You can safely ignore these. They should be set automatically when you choose a dice type.
Decreased:
Normal:
Increased:
Change these numbers to adjust the difficulty.
Lower Margin:
Upper Margin:
Make sure these fields are not empty. If you're not sure, set them to 7, 9 for 2d6 or 10,15 for 3d10 and 3d20 rolling.
When you attempt something risky or opposed, roll 2d6 and total the results, adding one of your Attribute scores based on the action you’re taking. The GM will tell you some of the possible risks before you roll, so you can decide if it’s worth the chance or if you want to revise your action.
If you have an applicable Skill, you can’t Fail. A roll of 6 or less counts as a Fumble, which barely succeeds, and with a bigger compromise or complication than a Problem.
When you inflict damage, roll the dice listed for your weapon, and add any applicable bonuses to the result. If you are unarmed, you roll 1d6-2 damage.
When you suffer damage, reduce it by your armor score, and subtract the remainder from your current Health. When your Health drops to zero or below, roll+CON:
When you rest and consume a ration/waterskin, roll your Stamina dice and keep results equal to your Level to determine your current Health. If you are attended by someone trained in the healing arts, you roll an extra Stamina die. If you rest for a day where it is safe and comfortable, you roll an extra Stamina die.
Sometimes the GM will roll the Die of Fate to randomly determine the result of events beyond the characters’ control. Odd numbers are ill fortune, even numbers are good fortune (or, at least, nothing terrible). The Die of Fate might be rolled to establish the weather, indicate a random NPCs attitude, or to determine if a wandering monster appears. The GM may also roll the Die of Fate if the PCs take some action for which sheer chance is the only factor in the outcome.
When your roll results in either a Failure, Fumble, or Problem, you suffer the consequences of your actions. The severity will depend largely on the fiction – what you were trying to accomplish, what was opposing you, and what was happening nearby. What follows are some general examples of appropriate consequences.
Magic is a dangerous element, one not to be trifled with by the uninitiated.
Alchemy works similarly to spells, except that the magic is contained within a physical form, typically a potion or an object. Creating an alchemical object can be quite risky because of the various chemicals and explosive fumes involved, but using one is not inherently dangerous, and usually does not require a roll.
It costs 100C in caustic chemicals, herbs, and purified minerals, and requires a day to prepare. If you have an Alchemists Kit, then it only costs 25C and takes four hours.
Alchemists start with three magical formulas, and may learn more through research or experimentation. These formulas are built much like spells, picking one option from each of the following.
The Preparation is... (pick one)
The user will... (pick one)
The user can apply this balm three times, and will be able to breathe underwater for ten minutes.
The user drinks this foul potion once, and will able to breathe fire at an enemy, doing 2d6 damage.
Once the user drinks a vial of quicksilver, these bracers provide +1d6 damage to his melee attacks for one minute.
Spells are the most reliable way to harness the powers of Chaos – specific rituals and formulas that bind and form magical energies into very specific, distinct effects. Sorcery essentially allows you to perform actions that would otherwise be mundane if you had the correct training, tools or sufficient time, but instead you do it through arcane means.
Sorcerers start with three spells, and may learn more through their studies or adventures. Casting a spell is not always risky, but it depends on the situation and how long it takes for the effect to manifest. Each should have an appropriately arcane-sounding name, and choose one option from each of the following:
By drinking a dose of quicksilver, the Sorcerer can extend the duration of his spells by one rank (instant duration becomes concentration, concentration becomes an hour, etc.), or quickens the time it takes to cast by one rank.
Slowly cast, the caster holds out his hand as if he had a lamp, illuminating the area.
After a ritual, the caster gains the use of the Scout ability for one hour per 2 Health he has sacrificed.
With a quick touch of his hand, the caster inflicts 1d6 damage upon an enemy, as if he carried a sword.
Slowly cast, the caster can speak to people from afar with only the power of his mind.
Calling forth and binding a demon is often a quick route for Arcanists to gain great power. The act of summoning can be dangerous, depending on the circumstance, and requires that you know the name of the demon you wish to conjure, and one of the following:
Once summoned, you can converse with it and ask it questions, for demons possess many secrets unknown to mortals. You can also attempt to bind it. Binding is always risky, as the demon will try to take every advantage of unwary mortals, It requires a circle to be drawn in gold powder during an hour-long ritual, as well as one of the following:
When the demon is Bound, it can be summoned once a day to perform a single deed, typically answering questions or using baleful magic (as controlled by the GM) without any risk to the Summoner. Anything beyond that will require some very tricky negotiations, as the demon will do anything to twist your requests to its own evil desires. Summoners start with two bound demons.
Being able to directly harness the energies of magic makes a Wizard particularly powerful...but it comes with great risks. unlike Sorcery, channelling pure magic is limited only by the Wizard’s own ability to endure the power being gathered into his body.
Wizards have a Power score equal to their base Stamina +WIS. For example, a 1st Level Wizard with +2 WIS would start with 3 Power. When you direct magical energies into a coherent effect, you will spend Power to create the effect.
As a default, your magic will be slow (manifests the turn after it is cast), affects a single target within line of sight, and lasts for one minute. By adjusting these limitations, you can increase or decrease your available Power.
Each point of Power you end up spending can create one of the following effects:
You don’t want to spend all of your Power on effects, however, since it also determines how many dice you get to roll+INT when casting! If you are fortunate enough to roll more than 2d6, keep only the two highest results.
The success of wizardly magic is also different from normal, because of the terrible energies the caster is toying with:
The Warp is the manifestation of pure, unbridled Chaos. The more one plays with forces beyond their imagining, the more vulnerable they become to being corrupted by the demonic energies flowing through their bodies.
The most common ways of being exposed to the Warp are:
When you have been exposed to the Warp, roll+CON: