Preface

Dear reader,

Thank you for supporting Setting Off!

Work on this book began in early 2023, when various developments shook the Pen & Paper community. I had been pondering the thought of creating my own game for a while, and said developments gave me the push I needed. The basic idea for the yet nameless project was to create a settingless game, which was as simple as possible and as complex as necessary. I wanted to keep playing the same type of games I did previously, without having to bend existing games to my needs. While I enjoyed homebrew, the amount of additional work I had to put into my games was becoming astronomical.

Initially, I expected the book to be about 150 pages long. I was working on it by myself for several months, before contacting artists I worked with previously. Their ideas and talent is what truly brought it to life, and I am blessed to have been working with them.

It is only thanks to the support of my partner and friends that I managed to complete this book and tell my story. Setting Off! is meant to help you and your friends tell your own story.

I hope you will find this book as useful as I. May it bring joy to your table.

Tim Leiner
Game Designer

1. Introduction

A group of adventurers set out on a journey – that is the essence of most Pen & Paper games. The adventures they embark on vary from table to table, but they all consist of two halves: exploration and encounters. Exploration involves interacting with the environment around you, while encounters involve interacting with other characters you meet in the world, such as monsters, merchants and patrons.

When playing Setting Off!, one player takes on the role of game master or Guide and the other players create Player Characters (PCs). The Guide lays out the world around the PCs and fills it with life. They portray any Non-Player Characters (NPCs), whether enemies or allies, and settle any disputes regarding the rules. The PCs are the central figures of the story, and interact with the world laid out by the Guide.

A game session usually begins with the Guide creating a situation for the PCs to react to. They could describe the environment, attack the PCs, or engage them in conversation. The players react according to their character’s personality. This back and forth progresses the story.

Example:

The game begins with the Guide describing how the PCs arrive in a new city. They elaborate the sights, sounds and smells the PCs perceive. Then, the PCs react: they could be curious about a building the Guide described or investigate an unusual sound they heard. Depending on their decision, the Guide describes what they discover.

What This Is

Setting Off! is a Pen & Paper, or Tabletop Role-Playing Game. It is a setting-agnostic rulebook that does not include a setting of its own. Instead, it is designed to be used with any fantasy, sci-fi or horror setting. Its comprehensive rules cover every aspect of role-playing games, and include a plethora of items, creatures and more. The game’s character creation is flexible and skill-based, with over 400 skills to choose from.

What This Is Not

The game is neither rules light nor rules heavy. Its extensive rules cover almost everything, but you choose what to focus on. Mechanically, Setting Off! is as simple as possible, as complex as necessary.

Who This Is For

If you want simple rules for any situation, which are not tailored to a specific setting, this game is for you. Its D20 system is fast-paced and allows you to focus on what matters. Its modular, skill-based character creation is perfect if you enjoy having many player character options, without relying on predefined classes or races.

Who This Is Not For

If you have difficulties imagining how rules are represented in a game, you might need some time to get used to Setting Off!. For example, if you want to play a character that combines martial and magical skills, you can do so. However, you have to pick the skills yourself – there is no premade class. This allows for creative freedom, but can be overwhelming at first. Furthermore, if you have an issue with equal representation, this book is not for you. Its illustrations and writing features queer and diverse characters.

1.1. Dice

Whenever the outcome of an action is unclear, the Guide can ask for a dice roll to decide it. Setting Off! uses a twenty-sided die (D20), with 1 being the best and 20 the worst result. A dice roll is always related to one of the eight Attributes.

A Standard Roll is the default type of dice roll used in most circumstances. Roll a D20 and compare the dice roll to the relevant Attribute score. If the dice roll is below the Attribute score, it succeeds.

Example:

The knight Samia tries to kick down a door. She must succeed on a Strength roll. Her Strength score is 12, and she rolls a 10 on the D20. Since 10 is below 12, she succeeds. If she had rolled a 12 or above, she would have failed.

Optional Rule: Criticals
A dice roll of 20 is an automatic failure, and a dice roll of 1 is an automatic success. At the Guide’s discretion, numerals double after rolling a 1. For example, the damage of an attack or the regained Health of a healing spell.

A Complex Roll is used to quantify the success of an activity. Roll a D20 and subtract the dice roll from the relevant Attribute score. The higher the roll’s result, the more successful the activity is. Analog to Standard Rolls, a result of 0 or less is considered a failure.

Guide Advice
You can use complex rolls for contests between several characters, such as races. Each character involved in the contest makes a complex roll, and the character with the highest result succeeds. If several characters are tied, they repeat the complex roll among themselves.

Succeeding on a roll means the character’s action has the intended result within the game’s limitations. A character who succeeds on a roll to attack with their weapon hits the intended target and deals the attack’s damage. Failing on a roll means the character’s action does not have the intended result. Unless stated otherwise, the action has no result at all and does not change the state of the game. A character who fails on a roll to attack with their weapon misses the target. A failed attack does not result in negative consequences, such as losing balance or hitting an ally. A character can always choose to fail a dice roll without rolling.

Guide Advice
When determining whether a dice roll is necessary, ask yourself if…(1) the action is difficult enough to warrant a dice roll.(2) you are prepared for the roll succeeding.(3) you are prepared for the roll failing.
If an action is trivial or impossible, a character should not roll on it.

A roll can have Advantage or Disadvantage. If the roll has Advantage, an additional D20 is rolled and the better result is picked. If it has Disadvantage, an additional D20 is rolled and the worse result is picked. Advantage and Disadvantage are cumulative, and cancel each other out. Both are caused by skills, conditions, items and other factors determined by the Guide.

Example:

The scout Cael tries to climb a steep cliff. The Guide imposes Disadvantage on their roll because of how steep it is. Cael would have to roll two D20 on their Agility roll to climb the cliff, picking the worse result. If it were raining, the Guide could impose Disadvantage again, forcing Cael to roll three D20 and pick the worst result. If Cael had climbing gear, they would have Advantage on the roll, canceling one Disadvantage.

Player Advice
If you want your character to do something that requires a roll, such as casting a spell, announce your intention before rolling. This ensures clarity and gives your Guide the opportunity to think ahead.

1.2. Safety Tools

Safety tools are a number of helpful concepts in the Pen & Paper community. While they are not necessary to start playing, they ensure everybody involved in the game has fun. Safety tools help to run your game smoothly.

If none of the safety tools presented hereafter work for your group, take a look online. There are a multitude of safety tools at your disposal.

Session Zero

As the name suggests, a session zero is held before the first game session. Whether they are new to Pen & Paper games or not, every player has certain expectations, and a session zero ensures everyone is on the same page. It’s especially important for longer campaigns. The non-exhaustive list below gives you examples of what to discuss in a session zero. 

  1. The Guide gives an overview of the setting. They might describe what the world is like, what the geography of the setting looks like, the importance of magic and technology, and what their inspirations were.
  2. The Guide introduces their story. Whether it is linear or nonlinear, and to what extent the players are able to influence it. They might also suggest what rating (family friendly, mature, etc) they expect the gameplay to be.
  3. Every player states their game focus. Whether they are combat-, role-play- or exploration-oriented.
  4. The Guide explains their rules, for instance what character options are allowed. In conversation with their players, they may decide on house rules: unofficial rules which deviate from the book’s content.
  5. Every player should discuss scheduling. Finding a date can be a grueling task, so everyone should clarify their availability.

Other expectations to discuss include whether eating or using phones is welcome during the session and whether player versus player actions are allowed. It’s also important to clarify to what extent everyone should stay in-character, meaning whether it’s alright to break character and have off-topic discussions.

Lines and Veils

Lines and Veils can be established privately or during session zero.

Lines denote topics a player does not want to have in a session. They are hard limits which shouldn’t be mentioned or addressed by anyone.

Veils denote topics a player is comfortable to have in a session, but does not want them to be described in detail or acted out. They are soft limits which should be skipped, like a scene fading to black.

When discussing lines and veils, consider the following topics: aggression, blood, body horror, gore, harm to animals, harm to children, mental health, pregnancy, romance, torture and sex. You can find consent checklists online.

We do not condone any form of oppression, be it racism, sexism, ableism, homophobia or transphobia, and, should you wish to include them in your game, highly suggest you discuss it with your players in advance.

X-Card

The X-Card is a safety tool which allows players to veto subjects they want to avoid. Essentially, players have an index card with an X drawn on it. Whenever something makes them uncomfortable in any way, they either lift or tap the card. When they do, whatever was x-carded is edited out of the game, no questions asked.

2. Playing the Game

While playing the game, PCs are faced with a variety of situations. Whether they are exploring ancient ruins, fighting a terrible creature, or creating wondrous items, each situation needs to be handled differently. Rules exist as a common denominator, so both the Guide and the players know how to handle these situations.

Player Advice
Like any game, Setting Off! should be fun. The rules are meant as a framework to help you. They are not set in stone, and should be adapted to your game’s needs. If a specific rule causes you distress, talk to your co-players about changing or abolishing it.

This chapter covers the core rules, which ensure your game runs smoothly.

2.1. Attributes

Attributes are simplified character traits, which represent a character’s strengths and weaknesses. They are their most important statistics, and are relevant for dice rolls and a variety of other mechanics.

Each of the 8 Attributes has a derived statistic tied to it. For example, a character’s maximum Health is equal to their Vitality score. Attribute scores range from 1 to 20.

AttributeDerived Statistic
VitalityHealth
StrengthLoad
AgilitySpeed
InstinctInitiative
MemoryEssence
CreativityEssence
PresenceEssence
LuckChance

Whenever an Attribute changes permanently, for example by leveling up, any derived statistic (Health, Load, Speed, Initiative, Essence or Chance) changes as well. If an Attribute changes temporarily, for example through a Skill, the derived statistic is unaffected.

2.2. Actions

Any character has access to certain Actions, which they can use to interact with their environment and each other. During encounters, characters can take up to 3 actions on their turn.

Attack
You make a single attack. If you succeed on a Strength roll, one target within your weapon’s range takes your weapon’s damage.
Defend
You adopt a defensive stance. If you succeed on a Vitality roll, attacks against you have Disadvantage until the beginning of your next turn.
Move
You move a number of spaces up to your Speed. You need to make an Agility roll to sneak, climb, swim and jump.
Grab
You grab an adjacent character or object. If you succeed on a Strength roll, you lift them until the end of your turn, throw them or push them.
Interact
You interact with an object. This includes but is not limited to unsheathing weapons, using consumables and opening locks.
Search
You survey your surroundings. If you succeed on an Instinct roll, sneaking characters and hidden objects around you are revealed until the beginning of your next turn.
Guide Advice
Outside of encounters, if a character takes an action and somebody assists them in a meaningful way, consider giving them Advantage on the action’s roll.

2.3. Conditions

Conditions are negative effects characters can suffer. They can be used to depict a variety of situations. For example, in addition to Disadvantage on rolls, a grappled character is Immobilized, a prone character is Slowed and a scared character is Staggered. The Injured condition is cumulative and becomes increasingly dangerous as it stacks.

ConditionEffect
SlowedYour Speed halves.If you are Slowed from two different effects, you are Immobilized.
ImmobilizedYou are unable to move.
StaggeredYou are unable to take the same Action repeatedly on your turn.If you are Staggered from two different effects, you are Stunned.
StunnedYou are unable to take Actions.
WeakenedYou are unable to regain Health.
BurningYou take 4 elemental damage at the end of each of your turns.You can stop this condition as an Action.
Injured(X)You take X raw damage at the end of each of your turns.You can remove one stack of this condition as an Action.
DyingYou take 1 raw damage whenever you take an Action. Any damage you take reduces your maximum Health. You die when your maximum Health is 0.
Optional Rule: Exhaustion
PCs become increasingly exhausted the more damage they take. A PCs Attributes are reduced by the same amount their maximum Health is reduced.

2.4. Movement

A character’s Speed is equal to their Agility score and determines their pace. It represents how many spaces a character can move when they take the Move action. For example, a character with a Speed of 10 can move up to 10 spaces in a single action. They cannot move through the space of characters of the same size. They have to end their movement on an empty space and all of their leftover movement expires.

As part of the Move action, any character can sneak, climb or swim with a successful Agility roll. They are Slowed while doing so, moving at half their Speed. If a character starts sneaking while other characters see them, they need to break line of sight by moving behind an object before they are considered hidden.

Some characters are able to fly, burrow or phase. A flying character can move freely through the air and falls to the ground if they are Immobilized mid-air. A burrowing character can move freely through the ground and leaves a tunnel behind them. A phasing character can choose to move through solid materials with a thickness of up to 1 space.

Player Advice
Distances are measured in spaces, from edge to edge. Each space represents roughly one square meter or yard. For example, if an attack has a range of 3, there can be up to 3 spaces between the attacker and their target. If an attack has a range of 0, the characters must be adjacent.

Characters can jump as part of their Move action. They can jump a number of spaces equal to one tenth of their Speed. At the Guide’s discretion, a character can make a complex Agility roll to increase their jump distance.

Example:

The warrior Mathis is outside a castle with a trench and a wall. He has a Speed of 9. On his turn, he takes the Move action three times, allowing him to move up to 3 x 9 = 27 spaces. He moves 10 spaces before reaching the trench covering 2 spaces. He succeeds on the Agility roll to jump over the trench, moving another 3 spaces before he reaches the wall. The wall is 5 spaces high. Since Mathis is Slowed while climbing, he needs twice as much movement to climb the wall. He has moved a total of 10 + 2 + 3 + 10 = 25 spaces once he is atop the wall. He could move another 2 spaces or let his remaining movement expire.

Whether voluntarily or not, whenever a character falls from great heights they risk injury. A character can fall 1 space without any issue. If a character falls more than 1 space, they take 1 physical damage for each space. A character can make a complex Agility roll to reduce the damage by the roll’s result. If a character takes any damage from falling, they go prone. While prone on the ground, characters are Slowed and have Disadvantage on rolls. Getting up or down requires an action.

Guide Advice
When PCs try to climb a mountain or swim through a storm, consider dividing the trek into several sections to add tension. The PC has to roll for each section individually. Their maximum Health is reduced by 2 each time they fail, and face dire consequences if they fail twice in a row. For example, their rope could snap or they could be hit by a wave.

2.4.1. Grabbing

Apart from moving themselves, characters can forcefully move other characters and objects.

When a character takes the Grab action and succeeds on a Strength roll, they can…

  • Lift an adjacent character or object, carrying their target until the end of their turn. They can lift up to 10 times their Load, but are Slowed while lifting more than their Load.
  • Throw an adjacent character or object with a weight below your Load. They move up to 10 spaces in a direction of your choice.
  • Push an adjacent character or object with a weight up to 10 times their Load. They move 1 space away from you.

At the Guide’s discretion, a character can make a complex Strength roll to increase the weight they can lift, throw or push.

2.4.2. Mounts & Vehicles

Depending on the game, characters can have access to a variety of mounts and vehicles. They are available for purchase, rent or board, depending on infrastructure.

A character can get on or off an adjacent mount as an action. While mounted, the rider is Immobilized, moves with the mount and has Disadvantage on attacks. If an effect makes the rider fall prone, they automatically get off the mount and move to an empty space adjacent to it.

Guide Advice
Mechanically, riding and grappling work similarly. Imagine the rider being grappled by the mount. The rider has Disadvantage on attacks because of their limited mobility.

During mounted combat, the mount’s turn is simultaneous to the rider’s turn. The rider can take an action to rein their mount in with an Instinct roll. On a success, they control their mount’s turn. On a failure, or if they decide not to take an action to rein their mount in, the Guide controls the mount’s turn. By default, an uncontrolled mount moves away from danger.

Similar to mounts, a character can get in or out of an adjacent vehicle as an action. The vehicle’s driver can take the Interact action to move the vehicle up to its Speed. When moving the vehicle, it can make a 90° turn once per round. Afterwards, it can only move in a straight line. Outside of the Interact action, a driver can only take actions at the Guide’s discretion.

Example:

Cael is driving a carriage. On their turn, they take the Interact action three times to steer it. During one of the three actions, Cael can make a turn of up to 90°. If they need to turn a second time, they need to wait for their next turn. If they had the Maneuver I Skill, they could make additional turns.

Generally, a character on a mount or in a vehicle occupies the same space as it.

SpeedKMH/MPHAcquisition CostRent per dayFare
Horse1282.000 Coins40 Coins
Griffin141020.000 Coins400 Coins
Cart64400 Coins4 Coins
Sled96600 Coins6 Coins
Carriage965.000 Coins50 Coins5 Coins
Small oared ship64 (2 knots)8.000 Coins80 Coins8 Coins
Large oared ship96 (3 knots)40.000 Coins800 Coins8 Coins
Small sailing ship64 (2 knots)*10.000 Coins100 Coins10 Coins
Large sailing ship96 (3 knots)*50.000 Coins1.000 Coins10 Coins
Small modern ship9060 (30 knots)20.000 Coins200 Coins20 Coins
Large modern ship6040 (20 knots)100.000 Coins2.000 Coins20 Coins
Motorbike1501005.000 Coins50 Coins
Car1501008.000 Coins80 Coins8 Coins
Train150100100.000 Coins10 Coins
Aircraft1.5001.000200.000 Coins100 Coins
Spacecraft15.00010.000500.000 Coins1.000 Coins
Mecha6040200.000 Coins

*A sailing ship’s speed doubles if it has tailwind (if it travels into the wind’s direction), and halves if it has headwind (if it travels in the opposite direction of the wind).2.4.3. Travel

Either during or between adventures, characters often travel long distances. On foot, they can travel a number of kilometers/miles per hour equal to half their Speed score.

A character can travel for up to 8 hours a day, interrupted by regular breaks. For example, a character with a Speed of 10 travels at a pace of 5 kilometers/miles per hour, so they can travel up to 40 kilometers/miles per day. If they continue traveling after 8 hours, they have to make a Vitality roll as if they did not rest. On a failure, their maximum Health is reduced by 2.

Optional Rule: Overland Travel
If your game involves long journeys and you want to avoid playing it day by day, consider using this rule. You have to determine the number of days the journey would take by dividing the overall distance by the distance the PCs can travel per day.
Then, ask your players what preparations they would like to take. You can subtract one day for each preparatory step, such as having enough rations, buying maps, bringing tents or hiring a guide. Additionally, if a PC wants to scout ahead while they travel, they can make a complex Instinct roll, subtracting a number of days equal to the roll’s result.
Finally, roll once for each day of travel remaining to determine how eventful the day is. The table below gives examples of events. You can flesh some of them out in advance.
Dice – Roll Event
1 – They discover a reward as they happen on an abandoned cart, ruined building, ancient tomb, shipwreck or something similar.
2 – They find a shortcut, such as a secret path, bridge or portal. If they use it, their travel time decreases by one day.
3-6 – They encounter friendly characters, such as merchants or adventurers.
7-14 – The day is uneventful.
15-18 – They encounter hostile characters, such as bandits, wild animals or supernatural creatures.
19 – Their route is blocked by a landslide, broken bridge, flooded area or something similar. Unless they overcome it, their travel time increases by one day.
20 – They get lost. They have to find their way back before continuing the journey.

2.5. Exploration

Whether they are delving into caves, exploring ruins or traversing forests, characters are faced with a variety of hazards. They typically relate to the time of day, weather and terrain, and can impede or harm characters.

By default, characters face no hazards during daytime, clear weather and even terrain. If the time were to change to nighttime, for example, characters would face the Darkness hazard.

In some circumstances, for example while diving or moving through gas, characters need to hold their breath. They can hold their breath for a number of turns equal to their Vitality score. At the Guide’s discretion, they can make a complex Vitality roll to increase the time they can hold it. A character starts suffocating if they run out of breath in a non-viable environment. While suffocating, they are Injured(1) at the end of each turn and are unable to take an action to remove the condition until they are able to breathe again.

HazardEffect
Cold/HeatEach hour, characters must make a Vitality roll. On a failure, their maximum Health is reduced by 2.
DarknessCharacters are Staggered as long as they are in darkness.
Extreme Cold/HeatCharacters who end their turn in extreme cold or heat must make a Vitality roll. On a failure, their maximum Health is reduced by 2.
Fire/LavaCharacters who end their turn in fire start Burning.
FogCharacters can only see adjacent spaces.
GasCharacters who end their turn breathless in gas must make a Vitality roll. On a failure, they start suffocating.
Mud/IceCharacters who move through mud or ice must make an Agility roll. On a failure, their movement ends and they fall prone.
Outer SpaceCharacters who end their turn in outer space must make a Vitality roll. On a failure, their maximum Health is reduced by 2. Characters who move in outer space must make an Agility roll. On a failure, they are pushed 10 spaces in the direction they moved.
Quicksand /WhirlpoolCharacters who move through it must make an Agility roll. On a failure, they are pulled 10 spaces down. While in it, they are Slowed and start suffocating.
RainEach hour, characters can contract a common cold.
Sandstorm /SnowstormCharacters can only see adjacent spaces. Each hour, they must make a Vitality roll. On a failure, their maximum Health is reduced by 2.
WindFlying characters who end their turn in strong winds must make an Agility roll. On a failure, they immediately fall to the ground.
ThunderstormEach hour, characters can contract a common cold and characters with metal objects must make a Luck roll. On a failure, they are struck by lightning and take 4 elemental damage.

2.6. Conversation

From allies to enemies, any game is inhabited by a variety of characters. Usually, PCs have a goal in mind when they interact with NPCs: they want to trade, learn new information, or gain an advantage. An NPC’s willingness to assist the PCs is defined by their Stance.

The Stance, as shown in the table below, defines how an NPC acts towards the PCs. The Stance is the same for each PC, unless they hold a particular PC in especially high or low esteem, as would be the case for a lover or rival, respectively. The initial Stance of most NPCs towards the PCs is neutral. PCs do not automatically know an NPCs Stance.

StanceDice RollDescription
Hostile1-2They are barely willing to talk to the PCs and only work with them if forced to.
Unfriendly3-6They only help the PCs as long as it is to their own benefit.
Neutral7-13They help the PCs as long as it does not inconvenience them.
Friendly14-18They are willing to go out of their way to lend the PCs assistance.
Loyal19-20They are willing to risk their own life for the PCs.
Guide Advice
When role-playing conversations, consider the intention behind your player’s words. Whether they use active voice, passive voice, or have a background in acting should not influence their character’s success.

During a conversation, an NPC’s Stance can change depending on the PC’s words and actions. Essentially, catering to an NPC’s wants and needs increases their Stance and vice versa. A PC could offer gifts and compliments, or mention shared friends and interests.

Guide Advice
If you ask for a Presence roll at the end of a conversation, consider that the roll should only determine the extent to which an NPC helps within their Stance. If the PC’s approach is sensible, it would not make sense for the NPC to deny any help because of a bad roll.

Example:

The knight Samia tries to gain the help of the city guard. The captain of the guard does not know Samia and has a neutral Stance towards her. If Samia’s player made a Presence roll at this time, the captain would only provide a little help on a success and none on a failure. Instead, Samia explains her situation to the captain and appears sympathetic, changing the captain’s Stance to friendly. Now, the captain offers their full assistance on a successful Presence roll, and a little help on a failure.

Optional Rule: Public Speech
When a PC tries to sway a crowd, they can make a complex Presence roll. Depending on the result, they change the Stances of several people at once. For example, a result of 10 would move half the crowd, whereas a result of 20 would move the entire crowd.

2.6.1. Romance

Romantic encounters and relationships are a part of many role-playing games, but are entirely optional to include in your own games. As explained in the Safety Tools section, it is important to discuss whether or not to incorporate romance into your game with your group. Every player should consent to it, and there should be clear boundaries. 

Each player might have a different definition of romance and so there is no standard way to implement it in a game. Because of this, both the Guide and players should think about what they are comfortable with and define their boundaries together. The table below shows examples of boundaries.

YesNo
NPC romances and mixed romancesPC romances
Flirting with X’s characterFlirting with Y’s character
Polyamory between charactersInfidelity storylines

Including romance can have a number of positive effects. It can be a source of character development, as well as a bonding experience for the players. Additionally, it can provide levity in an otherwise darker campaign, giving your players a varied gameplay experience and their characters motivation.

Essentially, there are three types of romances:

  • NPC romance – A romance between two NPCs, usually included by the Guide for story reasons.
  • PC romance – A romance between two PCs. We suggest a Guide shouldn’t insert themselves into a PC romance, and let it develop organically.
  • Mixed romance – A romance between a player and NPC, which can be initiated by either a player or the Guide.

We urge you not to project your own feelings when romancing somebody in Pen & Paper games.

Guide Advice
If you want to ease your players into romance, you can include it in a PC’s backstory. A previously established romance is an easy starting point and gives you the option to have the PC’s partner appear at any point in the campaign.
Should one of your players pursue a mixed romance, carefully consider when to have them roll, if at all. If they show genuine interest, act appropriately, and the NPC returns their interest, it might be better to forgo a roll.

2.7. Combat

Whenever things get heated – whether by throwing punches, dueling, or fleeing from a rampaging ogre – a combat encounter starts. It is divided into rounds that cover an in-game period of six seconds, with one minute having 10 rounds. During each round, characters take turns to describe what they are doing.

Turn Order

Characters take turns based on their Initiative, from highest to lowest. A character’s Initiative is equal to their Instinct score. If several characters have the same Initiative, they can decide who takes their turn first. If a character suddenly initiates combat, such as by ambushing an enemy or sneaking up on them, they can immediately take a single action before beginning the turn order.

Optional Rule: Rolled Initiative
At the beginning of an encounter, every character makes a complex Initiative roll. They take turns based on the roll’s result, from  highest to lowest.

Actions

On their turn, a character can take up to three actions. They can take the same action repeatedly. They can choose to hold one action until a certain trigger occurs, such as holding the Attack action until an enemy moves into their weapon’s range. As soon as the trigger is met, they immediately take the held action, interrupting the current turn.

Player Advice
You do not need to spend an action to speak. Your character can say a few words on their turn, as many as they would be able to say within a few seconds.

Attacks

Striking somebody with a weapon is called an attack. Whenever a character takes the Attack action, they make a single attack. If they succeed on a Strength roll, one target within their weapon’s range takes their weapon’s damage. Each time they take the Attack action on their turn, consecutive Attack actions have Disadvantage.

When trying to knock somebody out, a character can make a non-lethal attack. They take the Attack action as usual, but instead of a standard Strength roll, they make a complex Strength roll. Then, they compare the complex Strength roll’s result to the target’s current Health. If the target’s current Health is below the roll’s result, the target falls unconscious.

When attempting to hit a specific area, a character can make a targeted attack. They take the Attack action and make a Strength roll with Disadvantage. If the attack succeeds, it has an additional effect matching the targeted area and the player’s intentions. The table below shows examples of targeted attacks.

TargetEffect
HeadThe target is Staggered until the end of its next turn.The target cannot see until the end of its next turn.
TorsoThe target is pushed 1 space away from you.The target is pulled 1 space towards you.
ArmsThe target drops 1 item it is holding.The target has Disadvantage on attacks until the end of its next turn.
LegsThe target is Slowed until the end of its next turn.The target falls prone.

Since some weapons are easier to handle in confined spaces than others, when a character attacks with a weapon, a number of adjacent spaces equal to the weapon’s range need to be empty. If less spaces are empty, the character has Disadvantage on attacks. For example, a character with a spear needs 2 empty adjacent spaces, whereas a character with a dagger needs none. At the Guide’s discretion, a character can have Disadvantage on attacks in other confined spaces, such as corridors or underwater.

Guide Advice
When using maps as visual aids, they should have a grid with each space representing roughly one square meter or yard.

Damage

Any damage a character takes reduces their current Health. Damage is divided into four types, depending on its source: physical, mental, elemental and raw. For example, elemental damage is caused by natural effects, such as fire, lightning or poison. The damage type is relevant for certain features or items, such as armor decreasing physical damage. Raw damage cannot be decreased by any means.

2.7.1. Single Combat

Most combat encounters include a handful of combatants. Sometimes, however, a PC can find themselves facing a foe by themselves.

Single combat can happen when a character…

  • Fights in a duel.
  • Contends in an arena.
  • Breaks away from the remaining PCs.

Whenever a character takes the Attack action, the combatants clash. Both make a complex Strength roll instead of a standard Strength roll, and the attack only succeeds if the attacker rolls higher than their opponent. If the attacker rolls lower than their opponent, they are blocked, parried or otherwise outmaneuvered, since both combatants are solely focused on each other.

Duels in particular are a cinematic encounter between two characters, whether they are restoring their honor or avenging someone. It is usually preceded by a challenge, such as taunting the other duelist or slapping them with a glove. Depending on the code of honor, the duelists agree on a location, their weapons and the conditions. Typically, they fight until either duelist gets hit (first blood), is reduced to 0 Health (second blood) or dies.

2.7.2. Naval Combat

An encounter at sea can quickly become fatal for either side. Whether it’s a shoot-out with pirates or a battle against a sea creature, the ship itself becomes a vital part of the encounter.

The key statistics of a ship are its Health and Speed, as shown in the table below. In order to damage a ship, an attack must actively target the hull. Whether an attack is effective against a ship is at the Guide’s discretion. Under most circumstances, a ship is not outright destroyed when its Health falls to 0. Instead it begins to sink, which takes roughly an hour.

Ship TypeSmall oared shipLarge oared shipSmall sailing shipLarge sailing shipSmall modern shipLarge modern ship
Health20-30100-20020-30100-20040-60200-300
Speed464*6*6040

*A sailing ship’s speed doubles if it has tailwind (if it travels into the wind’s direction), and halves if it has headwind (if it travels in the opposite direction of the wind).

Ship Actions

Roles vary greatly between ships, particularly between military and pirate vessels. They include the captain, first mate, quartermaster, navigator, boatswain, carpenter, gunner, powder monkey, cook, deckhand and more. Depending on their role, characters have access to special actions.

Steer
The ship moves a number of spaces up to its Speed. This action is typically available to the captain or navigator.
Repair
The ship regains 10 Health. This action is typically available to the carpenter or boatswain.
Fire
You attack with one of the ship’s cannons. This action is typically available to the gunner.
Load
An adjacent cannon immediately reloads as if you took 10 actions to reload it. This action is typically available to the powder monkey.

2.7.3. Battles

Battles involve hundreds of combatants and add a sense of scale to your game. They can show your players the extent of a conflict or lead to the game’s grand finale.

When playing a battle, it is divided into smaller combat encounters called Skirmishes. Each skirmish is a pivotal moment of the battle, and has a specific goal, such as holding or infiltrating a position, defending or destroying siege engines, protecting or defeating characters, or delivering an object somewhere.

Depending on whether the PCs succeed on a skirmish’s goal, the battle can progress differently. For example, if the PCs successfully infiltrate the enemy lines, they could get a chance to destroy the enemy’s catapults. If they failed to infiltrate the enemy’s lines, their allies could be decimated by the catapults, forcing them to defend a position to give their allies enough time to regroup.

By default, a battle is won if PCs succeed on the majority of skirmishes. Alternatively, the battle can be won if a specific skirmish succeeds.

Battle Actions

Once per skirmish, a character can take a special action to request support by their allies.

Infantry
An allied infantry unit joins the skirmish.
Cavalry
An allied cavalry unit prevents enemy units from joining the skirmish.
Artillery
An allied artillery unit makes a single attack with a siege weapon.

2.8. Magic

Magic defines many settings. It is that which does not exist in our world, the inexplicable going beyond our understanding. Whether magic is omnipresent or so rare most people consider it a fairy tale depends on the setting.

PCs usually come into contact with magic in the form of magic items or spells. Generally, anything caused by spending Essence is considered a magical effect.

Guide Advice
Magic can be vastly different depending on your game. You can generally distinguish between a soft magic system and a hard magic system. Soft magic does not follow set rules and is unpredictable. It has a sense of wonder to it, and characters are often less familiar with it. Hard magic follows a strict pattern and is predictable – casting a spell in a certain way leads to a certain result. In a hard magic system, magic is more akin to science.
Choosing a magic system influences what magic is able to do in your game. In the rules as written, it is unable to solve everything. For example, healing magic is not able to regrow missing limbs or cure birth defects, but it might be able to do so in a soft magic system.
Similarly, in a sci-fi setting without magic, you can use spellcasting skills to simulate advanced technology, such as the Illusion Skilltrees for holograms or the Pyromancy Skilltree for pyrotechnics.

2.8.1. Spellcasting

Whenever a character bends the world around them, either by manipulating arcane patterns or invoking the power of a deity, they cast a spell. Before casting any spell, a character must acquire the Spellcaster Skill from the Metamagic Skilltree.

Spellcaster (tier 1, 1 Skill Point)
You can use the Cast action. Choose whether Memory, Creativity or Presence is your Spellcasting Attribute. Your Essence is equal to your Spellcasting Attribute score.

Cast
Action – You either begin or finish casting a spell. When you begin casting a spell, you choose which spell to cast, spend its Essence cost and hold it until you finish casting it. When you finish casting a spell, you choose the spell’s target and make a Spellcasting Attribute roll. On a successful roll, the spell takes effect. You can only hold one spell at a time, and a spell fails if you take damage while holding it.

Each spell is a skill of its own. When casting a spell, a character needs to hold a focus in one hand. A focus is a magic item made to channel magical energy, and can be a wand, staff, gem, holy symbol, instrument or something similar. A spellcaster can always target themselves with spells, and can end an active spell at any time, no action required.

Player Advice
Most spellcasters cannot cast spells without a focus. Taking away their focus makes them much less dangerous.

Casting a spell is a visible action: the spellcaster might grasp their holy symbol and recant a small prayer, or they might point their wand at the spell’s target. What gestures or formulas a character uses depends on their tradition. If they want to cast a spell without anybody noticing, they can make an Agility roll to do so unobtrusively.

Guide Advice
Magic can be divided into different traditions. Arcane spellcasters, such as wizards, and divine spellcasters, such as clerics, are the most common traditions. Depending on your setting, you can limit Spellcasting Skilltrees to certain traditions. For example, the Restoration Skilltree might only be available to divine spellcasters.

A spell with a (+) in its description can be channeled by other characters to increase its effect. While a spellcaster is holding a spell, other characters who see the spellcaster can take an action to spend 1 Essence and channel the spell. The number in front of the (+) doubles for each character who channels the spell.

Example:

The mage Gurdeep has one remaining action on his turn. He begins casting the Magic Blast spell and holds it until he finishes casting it. On her turn, Samia takes an action to spend 1 Essence and channel with Gurdeep. On his next turn, Gurdeep finishes casting the Magic Blast spell, and the spell’s radius doubles, as stated in the spell’s description.

2.8.2. Spells

SpellRangeCostChanneled
Aeromancy
Air Manipulation10X
Control SoundSelf1
Slow Fall01
Fly03
Control WeatherSelf5
Antimagic
Erase10X
Transfer10X
Dispel10X
Suppress102
CopySelf4
Aquamancy
Water Manipulation10X
Control CurrentSelf3
Water Breathing01
Water Walk01
FloodSelf4
Chronomancy
Accelerate102
Deteriorate103
Decelerate102
Restore103
Time StopSelf5
Creation
Minor Creation101
Magic Hand102
Major Creation103
Magic Clone104
Magnum Opus105
Destruction
Magic Zap101
Magic Blast103
Magic Bolt103
Magic Ray104
Disintegrate104
Divination
MessageSelf2
Magic SightSelf2
ScrySelf3
Life SightSelf3
Mind Read102
Enchantment
Appraise01
Enchant0X
Disenchant0X
Enhance02
Geomancy
Earth Manipulation10X
EarthquakeSelf4
Stone Skin02
Delve02
Petrify05
Illusion
Projection101
Disguise02
Hallucination102
Invisibility02
Mirage103
Lumancy
Light101
Darkness101
RevealSelf2
CloakSelf4
BlindSelf2
Malediction
Forbidding Curse104
Luckless Curse102
Debilitating Curse103
Restless Curse102
Death Curse104
Manipulation
Pacify102
Control104
Charm102
Sleep104
Puppeteer108
Necromancy
Death Rattle102
Death Counsel01
Control Undead105
Destroy Undead104
Raise Undead05
Protection
Second Chance02
Elemental Armor02
Link03
Mental Armor02
Invulnerability05
Pyromancy
Fire Manipulation10X
Melt102
Fire ShieldSelf2
Flicker03
DragonfireSelf5
Restoration
Mend103
Cure102
Mass Mend10X
Regenerate103
Resurrection08
Sanguimancy
Bloodletting103
Erupt101
Drain101
Blood Transfusion102
Summoning
Minor Call104
Bind06
Major Call106
Banish102
Technomancy
ScrambleSelf2
Electric SightSelf1
PulseSelf4
Connect103
Theurgy
AscensionSelf3
Transformation
Animate01
ConvertSelf3
Transmute02
ShapeshiftSelf4
Transposition
Blink01
SendSelf2
Switch02
ApportSelf2
Portal05
Weapon Magic
Seeking StrikeSelf1
Precision Boon102
Felling StrikeSelfX
Damage Boon102
Parting StrikeSelfX

2.9. Death

In a world filled with danger, death is an ever-present threat. While NPCs usually die once their current Health is reduced to 0, PCs are sturdier. Once their current Health drops to 0, they are at death’s door.

A PC with a current Health of 0…

  • is Dying. They take 1 raw damage whenever they take an Action. Any damage they take reduces their maximum Health. They die when their maximum Health is 0.
  • falls prone. While prone on the ground, they are Slowed and have Disadvantage on rolls. Getting up or down requires an action.
Guide Advice
Communicate to your players whether their characters can die at any time, only during crucial moments in the story, or not at all. While the focus of some games might be survival, others focus on building relationships and succeeding together. Depending on what kind of game a player is looking for, they might not take their character’s death lightly.

Example:

The party is fighting a manticore. Samia has 8 current Health and 19 maximum Health. She takes 12 elemental damage from the creature’s poison, reducing her Health from 8 to 0. She falls prone and is Dying. On her turn, she takes one action to get up and one action to move away from the manticore. She takes 2 raw damage, reducing her maximum Health to 17. Once she regains Health, she is no longer Dying, though the reduction to her maximum Health persists.

Optional Rule: Carry Over
When your current Health is reduced to 0, any damage exceeding your current Health immediately reduces your maximum Health. In the above example, Samia’s maximum Health would be reduced by 4.

2.10. Resting

When characters are injured or exhausted, they can take a rest. By default a character’s rest duration is 8 hours. Characters must spend a number of hours equal to their rest duration doing light activities, such as sleeping, reading, keeping watch, maintaining equipment, cooking, telling stories or keeping their hands occupied. If a rest is interrupted for less than an hour, it can be continued once the interruption ends.

After a rest, a character regains 2 current Health, 2 maximum Health, 2 Essence and 2 Chance.

Every day a character goes without resting or eating, they must make a Vitality roll after the day. On a failure, their maximum Health is reduced by 2.

Player Advice
A PC with a low rest duration can end up with additional time on their hands, while their allies are still resting. They can pursue extracurricular activities, such as crafting, or begin a second rest, regaining resources more quickly than their allies.

2.11. Working

Some characters pursue professions from their life before becoming an adventurer, or simply enjoy a sense of normality between risking their lives. Setting Off! works with the assumption 1/10/200 Coins is the average hourly/daily/monthly wage. Depending on the exact nature  of the profession, a character might earn slightly above or below that amount. If a profession relies on a specific ability, the Guide can ask for a complex roll to determine the character’s success. For example, if they work as a performer, they could make a complex Creativity roll.

In addition to earning money, working can have additional benefits. Working in a bar might get you free lodging or meals. Naturally, you build connections to co-workers or patrons, which might be useful down the line.

The table below contains examples of professions depending on your game’s time period.

Time PeriodProfessions
HistoricArmorer, Baker, Barrister, Blacksmith, Builder, Butcher, Carpenter, Cobbler, Cook, Farmer, Fisher, Goldsmith, Guard, Jester, Locksmith, Merchant, Messenger, Miller, Painter, Performer, Researcher, Stonemason, Sword Instructor, Tailor, Tanner, Tavern Keeper, Tax Collector, Teacher, Weaver, Winemaker, Woodcutter
ModernBartender, Clerk, Construction Worker, Janitor, Laborer, Lawyer, Manager, Mechanic, Nurse, Photographer, Police officer, Reporter, Salesperson, Secretary, Teacher, Waiter
FuturisticDesigner, Influencer, Robotics Engineer, Software Developer, Space Explorer, Private Security, Station Security, Station Admin, Dock Worker, Pilot, Spaceship Dealer, Junkyard Worker, Starship Engineer, Decorator, Asteroid Miner

2.12. Gathering

Many situations require a character to collect materials, whether for cooking, crafting or selling. While these tasks rarely require any special training, their success depends on a number of factors, such as time, availability and experience.

In general, the materials a character gathers should be worth roughly 1/10/200 Coins per hour/day/month spent gathering. The Guide can ask for a complex roll to determine the character’s success. For example, they could ask for an Instinct roll to determine how many mushrooms a character can spot in a forest. Consult the table below for reference.

ResultEffect
below 0Failed to find any materials, or only materials of poor quality.
1-5A tiny amount of materials worth 1/10/200 Coins per hour/day/month.
6-10A small amount of materials worth 2/20/400 Coins per hour/day/month.
11-15A decent amount of materials worth 3/30/600 Coins per hour/day/month.
16-20A large amount of materials worth 4/40/800 Coins per hour/day/month.
above 20A huge amount of materials worth 5/50/1.000 Coins per hour/day/month.

2.13. Crafting

Characters can craft almost any object imaginable, from arrows to buildings. In order to craft an object, characters need the Tools of the Trade Skill with the appropriate tools. To craft magic items, they need the Artificer Skill.

To craft an object, look up its price. The price determines the required materials, the crafting time and the crafting difficulty.

  • A character needs materials worth half the object’s price. At the Guide’s discretion, some materials cannot be bought and must be gathered or acquired otherwise.
  • For each increment of 100 Coins, rounded up, the crafting time equals 1 work day. When crafting consumable items it is possible to craft several in a single day, for example 20 ammunition worth 5 Coins each.
  • At the end of the crafting time, the character makes a complex Creativity roll. The roll’s result needs to be 1 for each increment of 100 Coins, rounded up. On a success, the object is crafted, on a failure, the object is not crafted and the materials are lost.

Example:

The mage Gurdeep wants to craft a magic item worth 300 Coins. He needs the Artificer skill and materials worth 150 Coins. It takes him 3 work days. At the end of the crafting time, he makes a complex Creativity roll. His Creativity is 17, and he rolls a 10 on the D20. The result of the roll is 17 – 10 = 7. He succeeds, since the result needs to be 3 or higher. If he had rolled a 15 or above, he would have failed.

For objects worth more than 1000 Coins, several complex Creativity rolls are necessary. After 10 work days, a character makes a roll with a required result of 10. If the roll succeeds, part of the object is finished and the process repeats with the object’s remaining value. If the roll fails, the materials used for that part are lost, but the crafter does not lose any previous parts.

Example:

The mage Gurdeep wants to craft a magic item worth 1500 Coins. After 10 work days, he makes a complex Creativity roll. His Creativity is 17, and he rolls a 5 on the D20. The result of the roll is 17 – 5 = 12. He succeeds, since the result needs to be 10 or higher. After 5 more work days, he makes another complex Creativity roll. He rolls a 15 on the D20. The result of the roll is 17 – 15 = 2. He fails, since the result needed to be 5 or higher. He loses materials worth 250 Coins, but can repeat the roll after acquiring new materials and working for another 5 days.

At the Guide’s discretion, when crafting a magic item, you can choose a different form than the one in the item’s description.

Optional Rule: Recipes
In addition to the above requirements, a character needs to acquire a recipe of the item they want to craft. Recipes are blueprints of a specific item and can be used repeatedly to craft it. They can be any kind of storage medium, such as handwritings, recordings or discs. Recipes can be found while adventuring, purchased from merchants or taught by crafters.

2.13.1. Modifications

Both armor and weapons can be altered by adding Modifications to them. Modifications are custom alterations, special techniques or rare materials used to improve items and give them additional effects. At the Guide’s discretion, a character needs materials to add a Modification.

To add a Modification to an item, a character needs the Artisan I Skill and the Tools of the Trade Skill necessary to craft the item. Adding a Modification takes one work day, and the character makes a Creativity roll at the end of the day. If they succeed on the roll, the Modification is added to the item. If they fail, the Modification is not added and any materials used for the Modification are destroyed.

Guide Advice
Outside of PCs, only the most skilled crafters are able to create modifications. They could offer Modifications to the PCs as a reward for gathering resources or for helping them. Alternatively, a PC can come across rare materials during their adventure, which they use to modify their equipment.
ModificationTypeEffectCoins
FittedArmorThe armor’s Agility and Speed penalty decreases by 1.1.000
HollowedArmorThe armor’s weight decreases by 2, to a minimum of 1.1.000
IsolatedArmorThe armor decreases elemental damage by the same amount it decreases physical damage.1.000
SpikedArmorWhenever an adjacent character attacks the wearer, they take 1 physical damage.600
StrappedArmorThe wearer can don and doff the armor as an action.600
ExtendedWeaponThe weapon’s range increases by 1.1.000
SecuredWeaponThe wearer cannot be disarmed involuntarily.300
ShortenedWeaponThe wearer no longer has Disadvantage on attacks in confined spaces.600
ThinnedWeaponThe weapon’s weight decreases by 1, to a minimum of 1.600

2.14. Housing

PCs can own a variety of properties where they can relax. Such properties are called Hubs.

Guide Advice
PCs can come into possession of a hub through various means. They can purchase it, build it, conquer it or receive it as a reward from a patron. Depending on the session, consider giving the PCs a hub from the start.

Hubs can be anything: an estate, fortress, tavern, tower or an entire settlement. Each hub has a Health and Space statistic. Similar to characters, a hub’s Health represents the damage it takes to destroy. The Space represents empty areas within the hub, which can be filled by the PCs.

The default hub has 200 Health, a Space of 2 and costs 10.000 Coins. It could be an empty apartment, cabin, or something of similar size.

Characters can purchase upgrades from the table below to expand their hub.

UpgradeEffectCost
AnnexThe hub’s Space increases by 2. The hub is expanded by building an annex, an upper floor, a basement or something similar.10.000 Coins
DefensesA siege weapon is installed in the hub. The hub is defended by a catapult, ballista, or something similar.10.000 Coins
FortificationsThe hub’s Health increases by 200. The hub is protected by a wall, moat, magical barrier, or something similar.10.000 Coins
FactoryThe hub generates 200 Coins per month, and another 200 Coins if the hub includes a store.  A space within the hub is made into a factory, including an employee who manufactures or refines goods.1.000 Coins-1 Space
GarrisonCharacters can hire an employee, such as a guard, servant or messenger, and the hub spends 200 Coins per month. A space within the hub houses the employee.1.000 Coins-1 Space
LodgingsCharacters who rest in the hub regain one additional Health and Essence. A space within the hub is turned into a private area for the PCs.1.000 Coins-1 Space
StoreCharacters can buy and sell items in the store and the hub generates 100 Coins per month. A space within the hub is converted into a store, including an employee who runs it.1.000 Coins-1 Space
WorkshopCharacters have Advantage on Creativity rolls to craft items in the workshop. A space within the hub is furnished with a workshop.1.000 Coins-1 Space
Optional Rule: Leveling Hubs
Whenever the PCs level up, their hub levels up as well. They can choose an upgrade for free, without spending Coins or Space.

3. Narrating the Game

This chapter covers the basics of being a Guide, or game master, and how to create your own content.

The Guide’s role varies from game to game and session to session. In general, the Guide can be…

  • The same person throughout several sessions.
  • Several alternating people each session.
  • Nobody, in the case of a game-master-less session.

The Guide is not the antagonist of the players. While you control hostile NPCs, it is not your goal to defeat the PCs. Instead, you drive the story forward by describing the environment, controlling Non-Player-Characters (NPCs) and solving disputes regarding the rules.

Especially in regards to solving disputes, you should consider your player’s opinions, their feelings, and common sense. Setting Off! works with the assumption that many things follow the same laws in game and in reality. If something is not explained in detail, use common sense to determine what would be reasonable. For example, while it is never stated in the rules, most characters need to eat, drink and breathe to survive.

Rules & Rulings
Rules are made by the game designers and written in the book. They act as a common ground for all players. Rulings are made by you. They fill the gaps between the rules and can disregard or adapt existing rules.
Rules and rulings are equally important, so we suggest you write down your rulings. This sets a precedent and ensures transparency between you and your players.

3.1. Creating Adventures

Creating your own adventures can be a colossal task. It combines the PCs, the NPCs and everything in-between into a unique story. It becomes less daunting if you divide it into three phases:

  • Coming up with an idea
  • Preparing the session
  • Running the session
One-Shots & Campaigns
Whenever you get together to play Pen & Paper, you play a session. It can extend over several hours and be interrupted by small breaks. During a session, you play an adventure – an umbrella term for the mission, quest or goal the PCs pursue while playing.
A one-shot is an adventure played in a single session. A campaign is an adventure played over several sessions – anything from a short-lived to a year-long campaign is possible.

3.1.1. Coming up with an Idea

At the core of an adventure idea is a problem the PCs need to solve. As the Guide, you come up with the problem, not necessarily its solution. For example, an enemy force could be advancing towards the town the PCs are in. The PCs could choose to defend the town, evacuate its civilians, or discover the reason behind the attack and potentially stop it. 

You need to make sure the players can solve the problem, however, by providing the necessary information and tools. In the above example, the townspeople could help the PCs, or the enemy force could camp outside of town, giving the PCs time to act. If the townspeople were useless and the enemies were at the town’s doorstep, the PCs would have no room for action.

When developing your idea, make sure to include tasks for each PC. They should be tailored to their strengths, so each PC can take the spotlight. Overall, an adventure should make the players feel like only they can solve it.

Additional ideas for adventures include…

  • hunting a specific beast
  • retrieving an artifact
  • committing a heist
  • solving a murder
  • stopping a dangerous monster

An adventure usually begins with a call to action, called a hook. It is what pulls the PCs into the adventure and gives them a motivation to see it through. The hook should not only entice the PCs, but the players themselves – it needs to create a sense of urgency making the players want to play the game.

The hook is either subjective or objective.

  • A subjective hook caters to the PCs specifically. It can include a threat to the PCs or somebody close to them, a chance to enact vengeance or justice, or relate to a PC’s backstory.
  • An objective hook is desirable by anyone. It can be a material or immaterial reward, such as Coins, items or knowledge.

In the aforementioned example, the hook could be subjective, if the town is a PC’s home, or objective, if the town offers a reward for anybody who stops the attack.

3.1.2. Preparing the Session

Once you have your idea, you prepare the session. This can be one of the most enjoyable or most stressful tasks for any Guide. Depending on your playstyle, you might prepare entire worlds months in advance, or write down a few notes minutes before a game begins. 

Preparation can be done on different levels:

  • Content: Essentially, the ideas making up your world. Characters, places and objects and how they interact with each other.
  • Visuals: Pictures and props for your players. You can prepare pictures of your content or create props of key objects, such as letters or puzzles.
  • Sounds: Ambient music for various encounters. You can pick background music and experiment with voices for NPCs.
Battlemaps
A particular example of visuals are battlemaps. They can be 2D prints or 3D environments carefully crafted from various materials. Battlemaps can be a great asset when running encounters, especially if the environment is complex, such as a city or cave system. No matter what kind of battlemaps you use, it should have a visible grid on it, either square or hexagonal, with each space on the grid representing roughly one square meter or yard.

The key to good preparation is knowing yourself and your players. If you are good at improvisation, you might not require as much content as other Guides. On the flip side, having a lot of notes might help you be more confident. Should you prefer to invest more time into preparation, we suggest you keep your content modular.

Guide Advice
We suggest you prepare at least the following:A short, chronological list of events that likely occur during the session.A contingency plan if your players do not follow those events.A list of NPC and place names, in case you need to improvise.

Prepare the kind of content both your players and their characters are interested in. If one of your players enjoys combat, make sure to give them a challenge. If another player dislikes combat, think about how you can make a combat encounter more engaging to them. You can add alternative objectives to an encounter, such as helping civilians.

To cater to your players, think about what type of player they are. The non-exhaustive list below gives you examples of player types. Your players can be a combination of those types.

  • The Actor focuses on the roleplaying aspect of Pen & Paper. They enjoy acting situations out and being in-character.
  • The Casual wants to have a good time. They enjoy the game’s social aspect, and are more interested in playing with their friends, rather than playing Pen & Paper specifically.
  • The Completionist wants to explore every nook and cranny. They enjoy finding treasure and hidden secrets.
  • The Optimizer is interested in power. They enjoy creating, improving and using their character to the utmost.
  • The Storyteller is most interested in the story itself. They enjoy worldbuilding, make characters with rich backstories and like it if their choices have consequences.
  • The Strategist is a planner. They enjoy overcoming challenges and puzzles through preparation and foresight.

Combat encounters in particular warrant additional care. When choosing enemies for the PCs to face, the sum of the enemies’ Level should be equal to the sum of the PCs’ Level. If an encounter should be particularly easy or hard, the enemies’ Level can be lower or higher respectively. For example, if your party consists of 4 Level 1 characters, their enemies’ Level should be 4 – a single mimic or four wolves.

Optional Rule: Minions
If your encounter includes a boss and a large number of weaker characters, consider giving each weaker character 1 Health. This saves you the trouble of tracking the weaker character’s Health, and is more rewarding for your players.

As described in the Safety Tools section, a session zero helps you meet your player’s expectations.

3.1.3. Running the Session

Once you and your players have gathered, you should give everyone time to settle down, ready their character sheet and dice. As soon as everyone is ready, you can start.

Whenever the PCs enter a new environment, make sure to describe it without getting stuck on details. While the exact placement of each building and tree might not matter, trivial things like the weather or time of day can be crucial in setting the scene. Similarly, if they meet a new NPC, their origin, gender expression and age are usually the most notable features.

Throughout a session, it is important for you and your players to give each other enough time to react and listen to each other. If you notice your player’s attention slipping, you can take a short break or resume the session on another day.

Open & Hidden Rolls
As the Guide, you can choose to roll out in the open or hide your rolls from your players. Open rolls are transparent and build tension in the moment, whereas hidden rolls allow you to fudge rolls and build narrative tension. Hidden rolls are typically made behind a game master screen.
Fudging, or cheating, on rolls can be helpful if you are a new Guide who does not accidentally want to kill the PCs. However, fudging rolls is controversial, since your players might feel like they have no agency if they find out you are cheating.

If you are running a campaign over several sessions, you or one of your players can begin each session with a recap of the previous session. This signals your players that the session is about to begin, and ensures everyone remembers where you left off. Having your players volunteer to recap the session incentivizes them to take notes and allows you to check what they found the most important during the previous session.

Just like your players, you should also take notes of any improvised NPC names, place names, or plans the PCs want to pursue in the future. You can check your notes before each session to make sure you are prepared.

Railroading
During longer campaigns, you might feel like your players are going off the tracks. Forcing them back on the proverbial tracks is called railroading, and can give your players the feeling they have no agency over the story. To prevent this, it is important for you to have a clear idea of what can happen during your campaign and what has to happen. Prepare your campaign so the PCs are incentivized to stay on course during the important moments and go off track another time.
Generally, we suggest you tell your players that you have not prepared something and would prefer them to return to the story, instead of inventing a MacGuffin to force them back.

3.2. Creating NPCs

The key to making a game come to life are memorable Non-Player Characters (NPCs), whether allies or enemies. What makes a good NPC is subjective, and there is no single right way to create them. Below are examples of personality traits, physical traits and roles for you to choose from. Note that you do not need to decide every single detail for every NPC.

Personality Traits

An NPCs personality can be divided into five traits, which manifest in various ways. You can pick one of the following selection of personality traits.

  • Open: adventurous, empathic, tolerant
  • Conscientious: ambitious, dutiful, orderly, self-disciplined
  • Sociable: assertive, positive, sociable, warm
  • Agreeable: compliant, modest, straightforward, trusting
  • Neurotic: angry, anxious, depressed, impulsive, self-conscious

Physical Traits

When introducing a character to your players, you can describe their origin, gender expression and apparent age first, before mentioning any outstanding physical traits.

  • Origin: human, smallfolk, elf, orc, beastfolk, merfolk, android, cambion
  • Gender expression: butch, femme, manly, effeminate, androgynous
  • Build: athletic, lanky, plump, slender, stocky
  • Height: tiny, short, average, tall, towering
  • Complexion: dark, tan, fair, light, pale
  • Hair: long, short, flat, bouncy, curly, wavy, bald
  • Other: face shape, nose shape, eye color, scars

Roles

Every NPC the players interact with fills a specific role. These include:

  • Allies: assist the PCs
  • Enemies: oppose the PCs
  • Rivals: compete with the PCs
  • Patrons: ask the PCs for help
  • Mentors: convey skills and information
  • Merchants: trade with the PCs
  • Leaders: lead factions or countries
  • Civilians: fulfill no specific need

Additionally, for central NPCs, you can develop the following aspects.

Their History

Even though a character’s past rarely comes up, each NPC has a story of their own. Understanding what caused an NPC and the PC’s paths to cross can give you a better idea of their character. To get your players more interested in an NPC, you can intertwine their stories. They could be somebody from the PC’s past, or hail from the same area.

Their Assets

Depending on their station, a character might have access to varying assets. These can be material assets, such as rare items, real estate or troops, or immaterial assets, such as contacts or information. They might be willing to share or trade their assets, especially if the PCs are in need of something they have.

Their Needs

A character’s needs are often obvious to the party. A merchant wants their coin and a patron their help. However, some characters might be driven by less apparent desires: they might need a certain item the PCs have in their possession, or need to get closer to them for other reasons.

Their Voice

Depending on whether you are comfortable with it or not, you can give an NPC a unique voice to make them stand out. For example, you can change your speech’s pitch or timing. Be mindful when using real world accents. Using accents of cultures you are unfamiliar with might cause harm.

Guide Advice
When creating NPCs, a quality over quantity approach ensures your players are more invested in your NPCs, rather than becoming bored by them. Consider which roles are paramount, and whether a single NPC can fulfill several at once. For example, instead of creating a different merchant in each city, you can create a traveling merchant who appears regularly. At the same time, they could become the PC’s patron, asking for their help in return for a discount, thus filling two roles at once.

3.3. Rewards

Not every PC is selfless enough to risk their lives simply to do good. Whenever the PCs accomplish a major step along their journey, such as finishing a quest or completing the exploration of a dungeon, they are eligible for a reward.

3.3.1. Material Rewards

A driving force for many adventurers is the prospect of wealth. Since adventuring is a dangerous profession, it is comparatively lucrative. The table below shows an amount of Coins one PC could receive in a single day of adventuring.

Level1-34-67-910
Coins100200400800

For example, a party of four level 1 PCs who defeat a harpy that’s been attacking merchants might receive 4 x 100 = 400 Coins.

It is assumed a PC risks injury or worse to warrant the above reward. If this is not the case, for example if they accept a long-term contract as bodyguard or sellsword, the pay is accordingly less.

To decide on non-monetary rewards, such as magic items, simply calculate the Coin reward and pick items worth a comparable amount. In the above example, the party could receive four health potions, worth 4 x 100 = 400 Coins.

If the PCs explore a dungeon or defeat an especially dangerous creature, they might find the motherlode of adventurers: a treasure hoard. Treasure hoards can take different forms, such as vaults, display cases, or treasure chests. They are worth more Coins than a PC would normally make and include items such as weapons, armor, jewelry or magic items.

HoardSmallMediumLargeMassive
Coins1.0005.00020.000100.000

The amount of magic items you hand out to the PCs plays a big part in setting the tone of your session. In a high fantasy setting, a level 10 character could have half a dozen magic items, whereas the same character might have but a single magic item in a low fantasy setting.

Cursed Items
An item with a detrimental effect is a cursed item. It could be created by a demonic entity, tainted after spending a prolonged time in a specific place, cursed by a deity after its wielder sinned against them, infected with a virus or made from radioactive material.
When using cursed items, consider their purpose. They could be powerful tools tempting the PCs into using them against their better judgment, or the PCs could try to rid an item of its curse by undergoing a particular ritual or quest. Casting Dispel on a cursed item does not remove its curse, but suppresses it.
Examples of curses include…a curse of avarice, stopping the wielder from spending Coins.a curse of gluttony, forcing the wielder to eat twice as much food.a curse of greed, rendering the wielder unable to part with the cursed item.a curse of lust, stopping the wielder from wearing armor.a curse of pride, preventing the wielder from hiding.a curse of sloth, doubling the wielder’s rest duration.a curse of wrath, preventing the wielder from making non-lethal attacks.

3.3.2. Immaterial Rewards

Not every character the PCs interact with can or wants to give them a material reward. Whether they are a beggar or a divine being, immaterial rewards can be just as gratifying as Coins.

Most immaterial rewards can be divided into favors and features. Favors include a character introducing the PCs to a third party or helping them in battle. Features could entail one or all party members undergoing special training or receiving a mystical blessing. Ideas for features include:

  • An increase to the player’s statistics.
  • Learning a Skill without spending Skill Points.
  • Access to a Skill they would usually not be able to acquire.
Pacts
A particular case of immaterial rewards are pacts. A PC can willingly or unwillingly enter a pact with a supernatural being, thepatron. The PC effectively becomes their vassal. Each pact is unique and includes obligations for both parties. In a way, a pact is similar to a Bind spell on a cosmic scale.
Obligations for the patron might include:Offering knowledge to the vassal.Offering supernatural powers to the vassal.Protecting the vassal.Refraining from certain actions, such as attacking a certain area.
Obligations for the vassal might include:Collecting information or items for the patron.Spreading the patron’s reputation or faith.Sacrificing something to the patron.

3.4. Worldbuilding

Your adventures can play in an existing world, whether from your favorite franchise or another Pen & Paper role-playing-game, or in a world of your own making. In this chapter you can find useful resources for worldbuilding.

Guide Advice
Let yourself be inspired by your favorite media. Creativity does not exist in a void, and most media borrow ideas from history, folklore or other media themselves.

When creating your world, keep the majority of content modular. While a country’s capital and ruler might be established, you do not need to set the location of every single village within the country. This allows you to prepare a single village and use it as soon as necessary.

We suggest you do not spend too much time worldbuilding before your first session. More often than not, you discover what your players are interested in while playing, and can develop your world accordingly.

Collaborative Worldbuilding
Instead of creating a world by yourself, you can actively seek ideas and feedback from your players. This is called collaborative worldbuilding, and can be helpful when you are stuck or want to share the process of worldbuilding with your players. For example, when your players create a PC, you can let them come up with their hometown, including its name, customs and inhabitants. On a grander scale, you can let them create their own country if their character is a foreigner.

The World

The first thing you should establish when creating a world is its genre. This sets the mood for the entire world, and is a great starting point to get ideas. The genre typically defines the world’s level of technology and magic. Genres include urban, heroic, low, high and dark fantasy, realism, horror, and sword and sorcery.

Once you have decided on a genre, you name your world, which sets it apart from other worlds. Then, you determine its rough make-up: what makes it unique and what is its environment. We suggest changing a single aspect of your world that stands out to your players, such as a different sky. Its sun could be a different color, it could have several moons, or a planetary ring.

To get a rough idea of what your world looks like, you can map it out. Having a map of your world is a great asset to keep track of the landmasses, countries and so on. You do not need to name every single country at this point, and if you do not want to draw a map, you can find map-making tools online.

History

While it’s not necessary to have a fully fleshed out history, it’s useful to define a few key moments of your world’s history. Examples include the founding of an empire, a revelation by a deity, a great catastrophe or war. Anything that has shaped your world in a way still impacting people to this day.

Additionally, you can consider your world’s origin. Did it come into existence through natural means, like a big bang, or was it created through divine intervention? Who are its first people, and how did magic come to exist, if it does?

Culture

Especially if you plan to run a game that spans several countries, it’s recommended to define their culture. Cultures aren’t necessarily equal to countries. While countries have clean-cut borders, cultures rarely do. They blend, creating a unique hodgepodge wherever two countries meet. Consider its member’s values, faith, food, art, clothing and customs.

Generally, we suggest being careful when it comes to implementing tropes and stereotypes. Make sure you understand their origin before using them.

Languages

Just like in our world, languages develop wherever cultures do. It is unusual for cultures to have more than one language, and consequently, countries to have more than a handful of languages.

When building your world, think about which cultures it includes. If there’s a large kingdom with a long history, it is likely most of its inhabitants speak the same language, whether humans, elves or smallfolk. It is unlikely that a species has an exclusive language, unless they are extremely secluded. Even if there is an isolationist elven nation, an elf from the other side of the world might not speak the same elvish language.

Consider including a sign language for non-verbal communication, as well as a thieves’ cant used by beggars and thieves. If you want to avoid language barriers, having a universal language spoken by most cultures, likely as a second language, can be helpful.

Countries

Depending on your genre, countries can play a more or less important role. There could be small, splintered countries that constantly wage war, globe spanning empires or large stretches of wildlands.

Consider the following non-exhaustive table when creating countries.

CountryFormRuler
DuchyMonarchyDuke/Duchess
EmpireMonarchyEmperor/Empress
Free CityOligarchyMerchants, Corporations
Holy StateTheocracyDeity, Pope/Papess
Kingdom/QueendomMonarchyKing/Queen
RepublicCommunistGeneral Secretary
RepublicDemocracyParliament

Factions

In most circumstances, people tend to come together in various organizations. Having factions in your game is both helpful to your players and yourself. A faction typically represents something, whether it’s a church, a criminal organization or a knightly order. Adding them to your game helps you set the tone of your game and is a great way to get your players invested in your world. At the same time, your players are able to easily identify allies and enemies based on their allegiance.

In a campaign, we suggest having around three factions the players can interact with, whether they are allied, neutral or opposed to the PCs. It is advisable not to flood your players with factions – if you want them to be memorable, your players need to have the opportunity to get to know them.

Locations

Finally, you can create specific locations within your world, such as cities, castles, dungeons, monuments and similar landmarks. Locations are more or less hospitable to the PCs: they move freely within a city, but are attacked in a dungeon. When you start building your world, we suggest you concentrate on one hospitable and one inhospitable location related to the session.

GUARDS Method
You can check whether your city is complete by including each letter of the GUARDS method:Government Building, such as town halls, castles or other authorities.Underworld Activities, such as fences, thieves guilds or other illegal operations.Altars, such as shrines, cathedrals or similar places that offer shelter.Resources, such as trade districts, stores or other marketplaces.Defenses, such as city guards or armies.Social Hubs, such as entertainment districts or tavern.

3.5. Homebrew

While creating your own adventures, you might want to use creatures, items or entire skilltrees not present in the game.

3.5.1. Homebrewing Characters

The monsters presented in Setting Off! cover a variety of real world creatures rooted in mythology. However, you might want to create your own, unique creature as an antagonist to your PCs, or to surprise more seasoned players with an unfamiliar creature.

Guide Advice
Instead of creating a character from scratch, many character statistics can be repurposed for similar creatures. For example, a griffin’s statistics can be used for a hippogriff or enfield.
Additionally, you can change a creature’s type to give it an entirely different flavor, particularly with the Construct and Undead type. For example, by changing an Animal’s type to Construct, you can use it as a clockwork creature.

Once you have an idea for a character, you pick their Size, Type and Level. Their Size can be small, medium, large or massive. A small character occupies less than a space, a medium character a single space, a large character four spaces and a massive character more than four spaces.

Your character’s Type can be Animal, Construct, Immortal, Monster, Mortal, Plant or Undead. Depending on their Type, you should adapt their statistics. Animals typically have the Fight or Flight feature and low Memory, Constructs have Immunities and low Creativity and Undead have Immunities and low Luck. You can reference characters of the same Type for similarities.

For an average challenge, your character’s Level should be equal to the sum of the PCs’ Level. For example, if your party consists of 4 Level 2 characters, your character’s Level should be 4 x 2 = 8 if you intend the character to face the PCs alone.

Statistics

The below table helps you determine the statistics of a character depending on its Level. Note that a character who is below average in a specific area might be above average in another. For example, a character whose Health is lower than suggested in the table could deal more damage. Similarly, if a character has a particular weakness, such as being especially slow, it might be more dangerous than comparable characters.

The damage per turn column gives you suggestions for the damage a character could deal to a single opponent. This does not include attacks with an area of effect. However, the damage usually is not the result of a single attack – be aware of how much damage each PC can take, so as to not accidentally kill them.

LevelHealthDamage per TurnAttribute PointsHighest Attribute
01038014
11268015
21478115
31688215
418108316
826128717
1235149118
1643169518
2052189919
24602210319
28692610719
32773011120
36863511520
40954011920

The formula to determine a NPC’s Health is: (2 x Level) + Vitality

Features

Once you’ve established your character’s statistics, you can adjust their features. They define how they behave in combat. The table below lists recurring features.

FeatureEffect
ArmorAny physical damage the character takes decreases by 1/2/3.
BurrowingThe character is able to burrow.
ClimberThe character is not Slowed while climbing.
DarkvisionThe character ignores Darkness.
Element of SurpriseWhile sneaking, the character has Advantage on rolls related to hostile actions.
FlyingThe character is able to fly.
Fight or FlightWhile not at their maximum Health, the character’s Strength, Agility and damage dealt increase by 1.
ImmunitiesThe character ignores the effects of ailments, conditions and/or damage types.
In PassingThe character can take actions while moving, continuing their movement after the action.
LightThe character emits light in a radius of 5 spaces.
PhasingThe character is able to phase.
Scent of BloodThe character deals 1 additional damage to Injured characters.
SprintThe first time the character takes the Move action on their turn, their Speed doubles until the end of their turn.
SwimmerThe character is not Slowed while swimming.

Actions

An action can be anything your character can conceivably do. A great starting point is to see what actions NPCs of the same Level can do. Additionally, you can pick actions from player character creation. The most common actions include:

ActionEffect
BlockAttacks against the character have Disadvantage and physical damage they take decreases by 1 until the beginning of their next turn.
Cast (Ability)The character casts one of the following spells: Magic Bolt, Magic Blast, …
GrappleIf the character succeeds on a Strength roll, they grapple an adjacent character. The target is Immobilized, moves with the character and has Disadvantage on rolls. The target can make a Strength roll as an action, ending the grapple on a success.
InjectMelee attack, 0 range, X physical damage. The character can spend 2 Essence. If they do, the target is affected by the character’s venom.
SlamMelee attack, 0 range, X physical damage.
SlashMelee attack, 0 range, X physical damage, the target is Injured(1).
Sneak AttackWhile sneaking, the character makes a single attack. Instead of a standard Strength roll, they make a complex Agility roll. The attack’s damage increases by the roll’s result.
ThrowIf the character succeeds on a Strength roll, they can throw an adjacent character or object up to 10 spaces.
TransformThe character spends 4 Essence. If they succeed on a Creativity roll, they transform into an object of their size or smaller. While transformed, they have Advantage on Agility rolls to sneak. They can revert to their original form, no action required.

3.5.2. Homebrewing Items

Creating both mundane and magical items can help make your game more unique and surprise players already familiar with the official items.

Any item has a name, effect, weight and price. The weight of most items presented in Setting Off! is equal to 1, unless its weight is exceedingly high or a matter of balance, as is the case for armor and weapons.

The price essentially represents the item’s availability and the amount of work involved in its creation. Furthermore, if your item replicates the effect of a Skill, it should cost 500 to 1.000 Coins for each Skill Point it costs.

The item’s effect can be anything you want. When deciding its effect, consider the following:

  • It should be mechanically diverse. If a weapon would use the same weapon profile as an existing one, you can simply rename it.
  • The effect should allow the PC to do something they are unable to do or make them better at something they are already able to do, without infringing on the other PCs abilities. There is little overlap between skills, spells and items, and creating a new item should not make a feature of another PC obsolete.
  • Ask yourself if a PC is able to abuse the effect in a way that makes the game less fun for yourself or the other players, and if you are prepared for it.
Guide Advice
If your setting does not include magic items, consider creating technology with similar effects, or vice versa.

3.5.3. Homebrewing Skilltrees

Whether to give your players more options during character creation or to reward them as described in the Immaterial Rewards section, new skills can be a great addition to your game.

When creating your own Skilltrees, keep the following in mind:

  • A Skilltree is always tied to one of the eight Attributes.
  • There should be two Skills per tier, for a total of eight Skills.
  • A Skill’s Skill Point cost ranges from one to three.
  • The Skill Point cost depends on the Skill’s versatility and effectiveness.
Guide Advice
Setting Off! uses the following design rules.Numbers are always rounded up.Recurring damage, such as from Injured, happens at the end of the target’s turn.Effects influencing a character actively, such as increasing the damage they deal, last until the end of their next turn.Effects influencing a character reactively, such as decreasing the damage they take, last until the beginning of their next turn.
Similarly, the game uses the following style rules.Game terms are capitalized.Conditions are italicized.Keywords are boldfaced and colored blue.

4. Player Character Creation

Except for the Guide, every player creates a Player Character (PC) which they portray in the game – like an actor in an improvised play. This character has their own personality which informs how the player interacts with the world. The following chapter walks you through player character creation.

Follow these steps:

  • Allocate 80 Attribute Points to your Attributes.
  • Choose one Origin Feature.
  • Distribute 10 Skill Points among the various Skilltrees.
  • Pick items worth up to 1.000 Coins.

By default, a PC’s Rest Duration is 8 hours, their Size is Medium and their Type is Mortal.

4.1. Attributes

When creating a character of 1st level, distribute 80 Attribute Points among the eight Attributes. During character creation, each Attribute score must range from 5 to 15. Whenever a character gains a level, they can increase one Attribute by 1, up to a maximum of 20.

Guide Advice
Characters with 80 Attribute Points, and consequently an average of 10 in each Attribute, are considered the norm. If the PCs are meant to be exceptionally gifted, consider increasing the available Attribute Points.

A character’s appearance or personality can reflect their Attribute scores. While it is not mandatory, consider the following examples.

AttributeLow Attribute ScoreHigh Attribute Score
Vitalityailing; coldhealthy; good complexion
Strengthpuny; smallmuscular; large
Agilitystiff; slowflexible; fast
Instinctbad vision; distractedobservant; skittish
Memorycloistered; forgetfulprudent; knowledgeable
Creativityrigid; orderlycalloused hands; eccentric
Presenceinsecure; bad postureconfident; good posture
Luckanxious; carefulrelaxed; careless

4.1.1. Vitality

Vitality is a character’s toughness.

You make a Vitality roll when…

  • defending yourself.
  • dealing with hazards, such as cold or warm weather.
  • resisting ailments, such as poisons and diseases.

Vitality Skilltrees include…

  • Constitution
  • Defense
  • Endurance
  • Willpower
Health determines how much damage a character can take. Their Health is equal to their Vitality score. Unless specified as current or maximum Health, ‘Health’ is used for the statistic in general. A character regains 2 current Health and 2 maximum Health whenever they rest.

4.1.2. Strength

Strength is a character’s martial prowess.

You make a Strength roll when…

  • attacking with melee weapons.
  • attacking with ranged weapons.
  • lifting, throwing or pushing characters and objects.

Strength Skilltrees include…

  • Brawling
  • Heavy Infantry
  • Light Infantry
  • Skirmishing
  • Weaponry
Load determines how much a character can carry and lift. Their Load is equal to their Strength score. A character can carry items with a weight up to their Load and lift items or characters with a weight up to 10 times their Load. If they exceed their Load, they are Slowed.

4.1.3. Agility

Agility is a character’s mobility.

You make an Agility roll when…

  • overcoming obstacles by jumping, climbing or swimming.
  • sneaking around.
  • doing dexterous tasks.

Agility Skilltrees include…

  • Mobility
  • Stealth
  • Thievery
  • Tricks
Speed determines how fast a character moves. Their Speed is equal to their Agility score.

4.1.4. Instinct

Instinct is a character’s intuition.

You make an Instinct roll when…

  • using any of your senses.
  • judging the intentions of others.
  • interacting with animals.
  • gathering materials.

Instinct Skilltrees include…

  • Awareness
  • Handling
  • Piloting
  • Reflexes
  • Survival
Initiative determines how quickly a character acts during encounters. Their Initiative is equal to their Instinct score.

4.1.5. Memory

Memory is a character’s knowledge.

You make a Memory roll when…

  • gleaning information related to any field of knowledge, such as biology, geography, history, law, magic or religion.
  • remembering details.
  • interacting with machines.

Memory Skilltrees include…

  • Engineering
  • Knowledge
  • Medicine
  • Psionics
Essence is spent whenever a character casts a spell or uses certain magic items. Their Essence can be equal to their Memory score, if they choose so when acquiring the Spellcaster skill. They regain 2 Essence whenever they rest.

4.1.6. Creativity

Creativity is a character’s craft.

You make a Creativity roll when…

  • crafting items.
  • cooking.
  • performing, whether drawing, singing, dancing or playing instruments.

Creativity Skilltrees include…

  • Alchemy
  • Artistry
  • Cooking
  • Crafting
  • Smithing
Essence is spent whenever a character casts a spell or uses certain magic items. Their Essence can be equal to their Creativity score, if they choose so when acquiring the Spellcaster skill. They regain 2 Essence whenever they rest.

4.1.7. Presence

Presence is a character’s charisma.

You make a Presence roll when…

  • persuading others.
  • deceiving others.
  • intimidating others.

Presence Skilltrees include…

  • Commanding
  • Commerce
  • Manipulation
  • Persuasion
Essence is spent whenever a character casts a spell or uses certain magic items. Their Essence can be equal to their Presence score, if they choose so when acquiring the Spellcaster skill. They regain 2 Essence whenever they rest.

4.1.8. Luck

Luck is a character’s fortune.

You make a Luck roll when…

  • looting.
  • gambling.
  • determining circumstances outside of the player’s purview.

Luck Skilltrees include…

  • Adventuring
  • Gambling
  • Fortune
  • Misfortune
Chance is spent to succeed rolls in retrospect. A character’s Chance is equal to their Luck score. After a dice roll, a character can spend any amount of Chance to decrease the dice roll by an equal amount, potentially turning a failure into a success. They regain 2 Chance whenever they rest.

4.2. Origins

A character’s Origin determines their ancestry and upbringing. Choose one of the Origin Features from the following table to represent it.

FeatureEffect
GiftedYou are especially tough, fast, or similarly gifted.Your choice of Health, Speed, Initiative, Essence or Chance increases by 2.
PrivilegedYou have been born into privilege.Your credit increases by 500 Coins.
SturdyYou are larger or stronger than others, enabling you to carry and lift more.Your Load increases by 4. When you choose this feature, you can change your Size to Large.
VersatileYou have been raised with a broad set of skills.You gain one additional Skill Point.
AcidicYou can spew acid, fire, or something similar.Your acid is a ranged weapon with 10 range, 2 elemental damage and 1 reload.
AquaticYou absorb oxygen through your skin or filter water through your gills.You can breathe both air and water and you are not Slowed while swimming.
ArborealYou have adhesive pads, muscular legs or something similar.Your jump distance doubles and you are not Slowed while climbing.
BioluminescentThrough chemical reactions, your body is able to produce light.You can voluntarily emit light in a radius of 5 spaces.
ChangingYou can control the cells in your skin that contain pigments.You can voluntarily change your hair, eye and skin color.
FeatureEffect
CompactYou have a petite, amorphous, or similarly mobile stature.You can move through characters of your own size. When you choose this feature, you can change your Size to Small.
ExtrasensoryYou have vibratory sensation, echolocation, or a similar sense.You are aware of everything in a radius of 5 spaces.
Natural ArmorYou have thick skin, scales or something similar.Any physical damage you take decreases by 1. This effect does not stack with armor.
Natural WeaponsYou have horns, claws, or something similar.The damage of your unarmed Attacks increases to 2.
NocturnalYou are able to see at night and under similar lighting conditions.You ignore Darkness.
PoisonousYour body produces toxins.If an adjacent character deals damage to you, they take 1 elemental damage.
RegenerativeYou have a healing factor, repair protocols or similar regenerative abilities.If you took damage during the last round, you regain 1 Health at the end of your turn.
RuggedYou are used to extreme weather conditions.You ignore the effects of Cold/Heat and extreme Cold/Heat.
Self-sufficientYou rely on electricity, solar power or a similar energy source.You do not need to drink or eat.
SleeplessYou have a fast metabolism, requiring less sleep than your peers.Your Rest Duration decreases by 2 hours.
TailedYou have a prehensile tail.You can use it to hold and interact with objects.
Optional Rule: Weakness
At the Guide’s discretion, you can choose a feature from the following table to choose an additional Origin Feature.
Feature – Effect
Destitute – You are born into poverty or come from an altruistic society. Your credit decreases by 1.000 Coins. You have clothes.
Dormant – You have a slow metabolism, requiring more sleep than your peers. Your Rest Duration increases by 4 hours.
Frail – You are smaller and weaker than others, unable to carry or lift much. Your Load decreases by 8, to a minimum of 1. When you choose this feature, you can change your Size to Small.
Grounded – You physically cannot get off the ground. You are unable to jump.
Inept – You are notoriously fragile, slow, or similarly inept. Your choice of Health, Speed, Initiative, Essence or Chance decreases by 4.
Sinking – You physically cannot stay afloat in water. You are unable to swim.

4.2.1. Example Species

The following are ideas for species you can include in your games and which feature suits them.

Humans

Humans are, by name, the most stereotypical humanoid there is. What sets them apart is the ability to emotionally connect with everything and their adaptability. Whether it’s an animal or a bauble others would perceive as worthless, humans have the uncanny ability to bond with anything.

Suggested Feature: Versatility

Player Advice
When playing a human, put emphasis on other aspects of their character. Because of our familiarity with humans, it is especially important to make them stand out by defining their culture, the environment they grew up in, or specific events in their past.

Smallfolk

As the name suggests, smallfolk stand out because of their height: their compact frame can be a boon and bane. They fit into narrow spaces and can squeeze past obstacles others can’t, but have less reach than most characters.

Their physique can be just as varied as that of humans. Traditionally, dwarves are stocky, while gnomes are slender. Many smallfolk have exaggerated features, such as large noses or ears.

Suggested Feature: Compact

Player Advice
When playing a smallfolk character, keep their size in mind. This does not only influence what they can reach or where they can go, but also changes their perspective. A wild animal has the capacity to be much more threatening to them.

Elves

Most people know elves from children’s stories. They have slender frames and pointed ears, which can be more or less pronounced depending on the elf. They are fey creatures and often associated with magic.

Thanks to their slow metabolism, they are especially long-lived, with some elves being rumored to live for centuries. Consequently, they require more sleep than most characters, and many elven cultures are comparatively lax. Their sense of time is stretched, so many take their time when maneuvering life.

Suggested Feature: Gifted (Essence)

Player Advice
When playing an elf, consider how their longevity impacts their life. They could be particularly carefree, or, on the contrary, be worried about the long-term consequences of their actions.

Orcs

Orcs are slightly taller than most characters, and have prominent tusks. They grow their entire life, and are a source of pride or shame, depending on the culture. Their skin color varies depending on the source material, but usually ranges between gray, green or blue.

Similarly to elves, many people know orcs from children’s stories, though they are less romanticized than elves. In many ways, they are the polar-opposite of them.

Suggested Feature: Sleepless

Player Advice
Because of their metabolism, an orc could be restless, preferring to get things done rather than dallying around. Their tusks could be a focal point of their appearance. They can be adorned with jewelry, grow rampant into different directions, or be chipped from constant fighting.

Beastfolk

Beastfolk include any character with animalistic traits. They can have subtle features such as cat ears, goat horns or bovine hooves, while they appear otherwise human. They can also combine features from various animals. Meanwhile, some beastfolk are much more animalistic, with fur or scales covering their entire bodies and heads that strongly resemble those of animals.

A beastfolk’s senses are superior to those of other characters, whether they have sharp eyes or sensitive ears.

Suggested Feature: Gifted (Initiative) or Tailed

Player Advice
When playing a beastfolk, consider how their senses impact their daily lives. A sensitive nose might prevent you from eating or drinking certain food, whereas sensitive ears might cause you to be uncomfortable in crowded places. Additionally, your non-human features could impact your daily routine. For example, you might need to clean your hooves regularly or trim your horns.

Merfolk

Merfolk have features adapted to life near or under water. They can have webbed hands and feet, gills, flat noses, large eyes or diminutive ears to withstand the cold temperatures underwater.

Biologically, the fact Merfolk can breathe air and water gives them an advantage over many other characters.

Suggested Feature: Aquatic or Extrasensory

Player Advice
When playing a merfolk, think about what it means to be able to spend prolonged periods of time underwater. Like an astronaut, they could sometimes forget things do not float outside of water, resulting in them suddenly dropping whatever they are holding. Even if your merfolk were not born underwater, they might have spent a formative time there.

Androids

Androids are artificial beings who have gained consciousness. They are usually crafted by engineers, created through magic, or relics of a lost civilization.

Biologically, androids have little in common with other mortals. Their bodies are self-sustaining and resilient. Most androids rely on a power source to function, similar to a heart. Their appearance depends on their make. They could be constructed from metal, wood, or synthetic materials. Consequently, with the exception of the area surrounding their power source, they are cold to the touch.

Suggested Feature: Self-sufficient or Natural Armor

Player Advice
Since androids do not require food, most of them are disinterested in it. However, some of them are especially curious about it and try to sample as many dishes as possible.

Cambions

Cambions are mortals marked by an immortal, such as an angel or devil. They hold a place of significance in many cultures, either being venerated as chosen people or shunned as ill omens. Most commonly, they are the descendants of ancient bloodlines, the children of unions between mortals and immortals, or the result of a supernatural pact.

Cambions still resemble their original species, but have a number of features that betray their nature, such as halos, horns or tails. For example, a cambion born to dwarvish parents has horns and a tail, but has retained their small frame and general appearance.

Suggested Feature: Gifted (Essence) or Natural Weapons

Player Advice
Depending on their nature, a cambion gravitates towards the supernatural. If they grew up in a non-cambion society, they might be unaware of their ancestry and wish to find out more about it.

4.2.2. Example Cultures

The following are ideas for cultures you can include in your games and which Origin Features suit them.

CultureDescriptionFeature
AgrarianThe culture is centered around producing and maintaining crops.Sturdy
FeudalA militaristic culture where a lord grants land to their vassals.Versatile
ForagerHunter-gatherers who survive by collecting naturally occurring resources.Gifted (Initiative)
MontaneA culture whose people have acclimated to living in hills and mountains.Gifted (Health)
NomadicA culture whose people do not continually live in the same place, but move cyclically or periodically.Gifted (Speed)
UrbaniteA culture based around a city, its maintenance and its supply.Privileged
SubterraneanA culture whose people live underground, having adapted to the lack of sunlight.Nocturnal
Guide Advice
In games where the majority of characters are from the same species, for example human, and other species are uncommon, it is recommended to distinguish characters based on their culture.

4.3. Skilltrees

Skills represent the abilities PCs have acquired through training. They are organized into Skilltrees, which represent a specific area of expertise tied to one of the eight Attributes. When learning a new Skill, PCs need to fulfill the following requirements:

  • Skill Point Cost: Each Skill requires you to spend a certain number of Skill Points, indicated next to the Skill’s name.
  • Attribute Score: The attribute tied to the Skilltree needs to meet a certain number, as shown in the table below.
Tier1234
Required Attribute Score10131619

Example:

Mathis’ player wants to acquire the Weapon Training I Skill from the Weaponry Skilltree. Weaponry is a Strength Skilltree, and the Weapon Training I Skill is tier 1. Mathis needs to have a Strength score of at least 10 and he needs to spend 1 Skill Point to acquire the Skill.

At first level, a PC has 10 Skill Points they can spend on Skills. They do not need to be from the same Skilltree, as long as the character fulfills each Skill’s requirements. Any unspent Skill Points remain for later use. Whenever a PC gains a level, they gain 5 additional Skill Points and can acquire any number of Skills whose requirements they meet.

Many skills reference other game mechanics. Consider reading the Playing the Game section before reading this section.

Optional Rule: Required Tier
When learning a new Skill, a character needs to have at least one Skill from the Skilltree’s previous tier.

Constitution (Vitality Skilltree)

Your resilience against damage, poisons and diseases heightens.

Lesser Health (tier 1, 2 Skill Points)
Your maximum Health increases by 2.
Mithridatism (tier 1, 1 Skill Point)
You ignore the effect ofWeakened.
Lung Volume (tier 2, 1 Skill Point)
The time you can hold your breath doubles.
Resilience I (tier 2, 3 Skill Points)
Any elemental damage you take decreases by 1.
Fast Healing (tier 3, 3 Skill Points)
Whenever you complete a rest, you regain one additional Health.
Immune Response (tier 3, 1 Skill Point)
You have Advantage on Vitality rolls related to ailments.
Greater Health (tier 4, 3 Skill Points)
Your maximum Health increases by 1 for each Skill you have acquired from this Skilltree.
Resilience II (tier 4, 2 Skill Points)
Any elemental damage you take decreases by 2. This Skill requires the Resilience I Skill.

Defense (Vitality Skilltree)

You use your armor and shield to protect yourself and others.

Armor Training (tier 1, 1 Skill Point)
The Agility and Speed penalty from wearing armor decreases by 2.
Brace (tier 1, 1 Skill Point)
While under the effect of the Defend action, you cannot be moved against your will.
Cover (tier 2, 2 Skill Points)
Action – You create cover on an adjacent space. Cover is a medium object with 10 Health, which can be used to break line of sight or block spaces. If you use this Skill, any previous cover created by you is destroyed.
Counter I (tier 2, 2 Skill Points)
While under the effect of the Defend action, if a character misses you with an attack, you can end the effect to make a single attack against them.
Obstacle (tier 3, 1 Skill Point)
Enemies cannot move through your space independent of their size.
Bulwark (tier 3, 1 Skill Point)
You have Advantage on Vitality rolls when you take the Defend action.
Armor Mastery (tier 4, 1 Skill Point)
The Agility and Speed penalty from wearing armor decreases by 2, for a total of 4. This Skill requires the Armor Training Skill.
Counter II (tier 4, 1 Skill Point)
While under the effect of the Defend action, if a character misses you with an attack, you can make a single attack against them. This Skill requires the Counter I Skill.

Endurance (Vitality Skilltree)

You survive otherwise lethal attacks and stay in the fight.

Flesh Wound (tier 1, 2 Skill Points)
Once per rest, when you take physical, elemental or mental damage, you can reduce it to 0.
Retribution I (tier 1, 2 Skill Points)
When your current Health is reduced to 0, you can immediately take one additional action.
Death Defiance I (tier 2, 2 Skill Points)
Whenever your maximum Health is reduced, it cannot be reduced by more than 8.
Last Stand (tier 2, 2 Skill Points)
When your current Health is reduced to 0, you no longer fall prone.
Perk Up (tier 3, 2 Skill Points)
Whenever you complete a rest, you regain one additional maximum Health.
Cornered (tier 3, 2 Skill Points)
While your maximum Health is reduced, any damage you deal increases by 1.
Death Defiance II (tier 4, 1 Skill Point)
Whenever your maximum Health is reduced, it cannot be reduced by more than 6. This Skill requires the Death Defiance I Skill.
Retribution II (tier 4, 1 Skill Point)
When your current Health is reduced to 0, you can immediately take one additional turn, instead of one additional action. This Skill requires the Retribution I Skill.

Willpower (Vitality Skilltree)

You can block out distractions through sheer force of will.

Nightowl (tier 1, 2 Skill Points)
Your Rest Duration decreases by 2 hours.
Bandage I (tier 1, 2 Skill Points)
When you take an action to remove one stack of the Injured condition, you remove two stacks.
Determination I (tier 2, 3 Skill Points)
Any mental damage you take decreases by 1.
Brush Off (tier 2, 2 Skill Points)
Once per rest, you can ignore the effects of all conditions until the end of your turn. You do not take damage from the Burning or Injured condition if you use this Skill.
Abstinence (tier 3, 1 Skill Point)
You have Advantage on Vitality rolls related to not resting or eating.
Rejuvenation (tier 3, 2 Skill Points)
Whenever a condition you suffer from ends, you regain 1 Health.
Determination II (tier 4, 2 Skill Points)
Any mental damage you take decreases by 2. This Skill requires the Determination I Skill.
Bandage II (tier 4, 1 Skill Point)
When you take an action to remove one stack of the Injured condition, you remove all stacks. This Skill requires the Bandage I Skill.

Brawling (Strength Skilltree)

You learn martial arts to control your enemies.

Steel Fists (tier 1, 2 Skill Points)
The damage of your unarmed and brass knuckle attacks increases by 1.
Grapple (tier 1, 2 Skill Points)
When you take the Grab action to lift a character, they are lifted until they make a Strength roll as an action, freeing themselves on a success. While lifted, they are Immobilized, move with you and have Disadvantage on rolls.
Knockback (tier 2, 1 Skill Point)
When you throw or push a character, you can choose to move with them.
Takedown (tier 2, 2 Skill Points)
Grab action – While lifting a character, you can either throw them twice your usual distance or deal double your unarmed or brass knuckle damage to them. If they take any damage from this action, they fall prone.
Collision (tier 3, 2 Skill Points)
When you throw or push a character against an object, you can choose to deal 2 physical damage to them.
Chokehold (tier 3, 2 Skill Points)
When you take the Grab action to lift a character, you can choose to start suffocating them. They are unable to take a breath until they free themselves.
Palm Strikes (tier 4, 2 Skill Point)
Your unarmed and brass knuckle attacks deal raw damage instead of physical damage.
Spin (tier 4, 2 Skill Points)
The distance you can throw or push targets doubles.

Heavy Infantry (Strength Skilltree)

You specialize in consistent attacks and wearing heavy equipment.

Lesser Load (tier 1, 2 Skill Points)
Your Load increases by 4.
Multiattack I (tier 1, 2 Skill Points)
You no longer have Disadvantage from consecutive Attack actions on your second Attack action.
Lifter (tier 2, 2 Skill Points)
You are no longer Slowed while lifting more than your Load.
Wide Attack I (tier 2, 3 Skill Points)
Attack action – You make an attack against several characters. If you succeed on a Strength roll, three targets within your melee weapon’s range take its damage or two targets within your ranged weapon’s range take its damage.
Flurry (tier 3, 2 Skill Points)
Each time you attack on your turn, the damage of consecutive attacks increases by 1.
Multiattack II (tier 3, 2 Skill Points)
You no longer have Disadvantage from consecutive Attack actions on your second and third Attack action. This Skill requires the Multiattack I Skill.
Greater Load (tier 4, 3 Skill Points)
Your maximum Load increases by 2 for each Skill you have acquired from this Skilltree.
Wide Attack II (tier 4, 1 Skill Point)
Attack action – You make an attack against several characters. If you Succeed on a Strength roll, five targets within your melee weapon’s range take its damage or three targets within your ranged weapon’s range take its damage. This Skill requires the Wide Attack I Skill.

Light Infantry (Strength Skilltree)

You specialize in precise and deadly attacks.

Pack Tactics (tier 1, 2 Skill Points)
You have Advantage on attacks if an ally is adjacent to your target.
Frenzy I (tier 1, 2 Skill Points)
Action – You enter or leave a frenzy. While in a frenzy, damage you take from weapons and deal with weapons increases by 1.
Target Practice I (tier 2, 2 Skill Points)
Numerals in the effect of targeted attacks increase by 1. Effects that last until the end of the target’s next turn last for two turns.
Reckless Attack (tier 2, 2 Skill Points)
Attack action – You take 2 raw damage and make a single attack. The attack’s damage increases by an amount equal to your missing Health.
Pinpoint (tier 3, 3 Skill Points)
You have Advantage on targeted attacks. By default, this cancels out the Disadvantage on targeted attacks.
Bloodbath (tier 3, 2 Skill Points)
Whenever you kill a character with an attack, you regain 2 Health.
Target Practice II (tier 4, 1 Skill Point)
Numerals in the effect of targeted attacks increase by 1, for a total of 2. Effects that last until the end of the target’s next turn last for three turns. This Skill requires the Target Practice I Skill.
Frenzy II (tier 4, 1 Skill Point)
Action – You enter or leave a frenzy. While in a frenzy, damage you take from weapons and deal with weapons increases by 2. This Skill requires the Frenzy I Skill.

Skirmishing (Strength Skilltree)

You specialize in hit and run tactics.

Lunge I (tier 1, 2 Skill Points)
The first time you take the Attack action on your turn, you can move up to 5 spaces.
Reach (tier 1, 2 Skill Points)
The range of your melee attacks increases by 1 and the range of your ranged attacks doubles.
Jump Attack (tier 2, 2 Skill Points)
Attack action – Immediately after falling, you make a single attack. The attack’s damage increases by 1 for each space you fell.
Aim I (tier 2, 2 Skill Points)
Action – The damage of your next attack increases by 2. This effect ends if you take the Move action.
High Ground (tier 3, 2 Skill Points)
You have Advantage on attacks if you are above your target.
Sweet Spot (tier 3, 2 Skill Points)
If your target is at the furthest space of your weapon’s range, your attack’s damage increases by 1.
Lunge II (tier 4, 1 Skill Point)
Each time you take the Attack action on your turn, you can move up to 5 spaces. This Skill requires the Lunge I Skill.
Aim II (tier 4, 1 Skill Point)
Action – The damage of your next attack increases by 4. This effect ends if you take the Move action. This Skill requires the Aim I Skill.

Weaponry (Strength Skilltree)

You master different types of weapons, including improvised and dual weapons.

Weapon Training (tier 1, 1 Skill Point)
Choose one weapon group. When using weapons from the chosen group, you benefit from its feature.You can choose this skill repeatedly.
Quick Draw (tier 1, 1 Skill Point)
Pulling your weapon no longer requires an action.
Dual-Wielding I (tier 2, 2 Skill Points)
While your current Load is below half your maximum Load, you make a separate attack with each one-handed weapon you wield when you take the Attack action for the first time on your turn.
Break Attack (tier 2, 2 Skill Points)
Attack action – You make a single melee attack. The attack’s damage doubles. Your weapon breaks after the attack.
Weapon Mastery (tier 3, 3 Skill Points)
You benefit from any weapon’s feature. This Skill requires the Weapon Training Skill, and its Skill Point cost decreases by 1 for each Weapon Training Skill you have acquired.
Improvisationalist (tier 3, 1 Skill Point)
You no longer have Disadvantage on attacks with improvised weapons.
Dual-Wielding II (tier 4, 2 Skill Point)
While your current Load is below half your maximum Load, you make a separate attack with each one-handed weapon you wield whenever you take the Attack action. This Skill requires the Dual-Wielding I Skill.
Quick Change (tier 4, 1 Skill Point)
Changing weapons no longer requires an action.

Mobility (Agility Skilltree)

You are an expert at maneuvering, whether running, swimming, climbing or jumping.

Lesser Speed (tier 1, 2 Skill Points)
Your Speed increases by 2.
Wall Jump (tier 1, 1 Skill Point)
You can jump off of vertical surfaces, doubling your jump distance while adjacent to them.
Swimmer (tier 2, 1 Skill Point)
You are not Slowed while swimming.
Climber (tier 2, 1 Skill Point)
You are not Slowed while climbing.
In Passing (tier 3, 2 Skill Points)
When you take the Move action, you can take actions while moving, continuing your movement after the action.
Cushion (tier 3, 1 Skill Point)
You have Advantage on Agility rolls to reduce fall damage.
Greater Speed (tier 4, 3 Skill Points)
Your maximum Speed increases by 1 for each Skill you have acquired from this Skilltree.
Jumper (tier 4, 1 Skill Point)
Your jump distance doubles.

Stealth (Agility Skilltree)

You become an expert at hiding and staying hidden.

Sneak Attack (tier 1, 3 Skill Points)
Attack Action – While sneaking, you make a single attack. Instead of a standard Strength roll, make a complex Agility roll. The attack’s damage increases by the roll’s result.
Survey (tier 1, 2 Skill Points)
Taking the Search action while sneaking does not reveal yourself.
Covert I (tier 2, 2 Skill Points)
Taking the Attack action does not reveal yourself if you fail the attack’s roll.
Tiptoe (tier 2, 1 Skill Point)
You are not Slowed while sneaking.
Element of Surprise (tier 3, 2 Skill Points)
While sneaking, you have Advantage  on rolls related to hostile actions.
Unheard (tier 3, 1 Skill Point)
You have Advantage on Agility rolls related to sneaking.
Covert II (tier 4, 1 Skill Point)
Taking the Attack action does not reveal yourself. This Skill requires the Covert I Skill.
Vanish (tier 4, 2 Skill Points)
You can sneak behind characters to break line of sight.
Player Advice
If you start sneaking while other characters see you, you need to break line of sight by moving behind an object before you take actions like sneak attack.

Thievery (Agility Skilltree)

You specialize in picking locks and picking pockets.

Pick (tier 1, 1 Skill Point)
Interact action – You try to pick an adjacent lock. On a successful Agility roll, the lock opens.
Sleight of Hand (tier 1, 2 Skill Points)
Taking the Interact action while sneaking does not reveal yourself.
Lightweight I (tier 2, 2 Skill Points)
While your current Load is below half your maximum Load, your Agility and Speed increase by 1.
Steal (tier 2, 1 Skill Point)
When an adjacent character drops something they are holding, for example because of a targeted attack, you can immediately take it.
Locksmith (tier 3, 1 Skill Point)
You have Advantage on Agility rolls related to picking locks.
Thief (tier 3, 1 Skill Point)
You have Advantage on Agility rolls related to pickpocketing characters.
Lightweight II (tier 4, 2 Skill Points)
While your current Load is below half your maximum Load, your Agility and Speed increase by 1, for a total of 2. This Skill requires the Lightweight I Skill.
Suss Out (tier 4, 2 Skill Points)
When you start pickpocketing a character, you immediately know everything they are carrying.

Tricks (Agility Skilltree)

You use consumables such as traps to their utmost.

Hit The Dirt I (tier 1, 2 Skill Points)
While prone on the ground, ranged attacks have Disadvantage against you.
Defuse (tier 1, 1 Skill Point)
Interact action – You try to disable an adjacent trap. On a successful Agility roll, the trap is disabled, on a failed roll the trap is triggered.
Quick Hands (tier 2, 2 Skill Points)
The first time you take the Interact action on your turn, for example to use a consumable, does not require an action.
Failsafe (tier 2, 1 Skill Point)
Your traps are not destroyed if no character suffers the trap’s effect.
Kip Up (tier 3, 2 Skill Points)
Getting up or down to the ground no longer requires an action.
Trapper (tier 3, 1 Skill Point)
You have Advantage on Agility rolls related to traps.
Hit The Dirt II (tier 4, 1 Skill Point)
While prone on the ground, you cannot be targeted by ranged attacks. This Skill requires the Hit The Dirt I Skill.
Demolition (tier 4, 2 Skill Points)
Any numeral, such as damage, in your trap’s effect doubles.

Awareness (Instinct Skilltree)

You excel at spotting characters, objects and lies.

Quick Search (tier 1, 2 Skill Points)
The first time you take the Search action on your turn does not require an action.
Lie Detector I (tier 1, 1 Skill Point)
You learn to spot liars. You can tell when a character is lying to you, not what they are lying about. At the Guide’s discretion, you need to make an Instinct roll to spot them.
Eye for Detail I (tier 2, 1 Skill Point)
The Search action reveals more, notably illusions.
Lip Reader (tier 2, 1 Skill Point)
You can read the lips of any character you can see, as long as you have a common language.
Seeker (tier 3, 1 Skill Point)
You have Advantage on Instinct rolls when you take the Search action.
Profiler (tier 3, 1 Skill Point)
You have Advantage on Instinct rolls related to recognizing lies.
Eye for Detail II (tier 4, 1 Skill Point)
The Search action reveals more, notably invisible characters and objects. This Skill requires the Eye for Detail I Skill.
Lie Detector II (tier 4, 1 Skill Point)
You learn to spot lies. You can tell what a character is lying about. At the Guide’s discretion, you need to make an Instinct roll to spot them. This Skill requires the Lie Detector I Skill.
Player Advice
Illusions are indistinguishable from reality by sight and scent. They can only be revealed by touch. The Eye for Detail I Skill allows PCs to spot inconsistencies in illusions. Once a PC reveals an illusion, it becomes translucent to them.

Handling (Instinct Skilltree)

You specialize in handling animals, whether as mounts or companions.

Trainer (tier 1, 1 Skill Point)
You learn to train Animals as mounts. At the Guide’s discretion, you need to make an Instinct roll to train them.
Beast Speech (tier 1, 2 Skill Points)
You can communicate simple ideas to animals.
Dragoon (tier 2, 2 Skill Points)
You no longer have Disadvantage on attacks while mounted.
Companion (tier 2, 2 Skill Points)
You bond with a small, Level 0 Animal. It becomes your companion. You can only have one companion at a time, and you can revive or replace your companion during a rest. During encounters, you can take an action to control your companions’ next turn.
Bonding (tier 3, 1 Skill Point)
You have Advantage on Instinct rolls to control your mount during encounters.
Menagerie (tier 3, 2 Skill Points)
You can have one additional companion.You can choose this Skill repeatedly. This Skill requires the Companion Skill.
Non Threatening (tier 4, 2 Skill Points)
Animals have Disadvantage on hostile actions against you. If you take a hostile action against them, this effect ends until the end of a rest.
Evolution (tier 4, 2 Skill Points)
The Size of your companions can be one Size larger and their Level can be 1 higher. You can choose this Skill repeatedly. This Skill requires the Companion Skill.

Piloting (Instinct Skilltree)

You learn how to steer and navigate vehicles.

Permit (tier 1, 1 Skill Point)
Choose one group of vehicles: ground, sea, air or space. You learn to drive vehicles of the chosen group.You can choose this skill repeatedly.
Mapper (tier 1, 1 Skill Point)
You learn to create maps. At the Guide’s discretion, you need to make an Instinct roll to create them.
Maneuver I (tier 2, 1 Skill Point)
While moving a vehicle, you can make a 90° turn twice per round.
Inner Compass I (tier 2, 1 Skill Point)
You always know the exact lay of the land in a radius of 100 spaces.
Maverick (tier 3, 1 Skill Point)
You have Advantage on Instinct rolls related to driving vehicles.
Navigator (tier 3, 1 Skill Point)
You have Advantage on Instinct rolls related to navigation.
Maneuver II (tier 4, 1 Skill Point)
While moving a vehicle, you can make a 90° turn three times per round. This Skill requires the Maneuver I Skill.
Inner Compass II (tier 4, 1 Skill Point)
You always know the exact lay of the land in a radius of 1.000 spaces. This Skill requires the Inner Compass I Skill.

Reflexes (Instinct Skilltree)

You specialize in ambushing your enemies and adapting to new situations.

Lesser Initiative (tier 1, 2 Skill Points)
Your Initiative increases by 2.
Adrenaline Surge I (tier 1, 1 Skill Point)
Once per rest, you can take an additional action immediately after another character finishes their turn.
Headstart (tier 2, 2 Skill Points)
At the beginning of an encounter, you can immediately move a distance up to your Speed, no action required.
Ambusher (tier 2, 2 Skill Points)
If you initiate combat, you can take a turn before beginning the turn order, instead of an action.
Prepared (tier 3, 2 Skill Points)
If you are playing with the optional rule: Rolled Initiative, you have Advantage on Initiative rolls.
At the Ready (tier 3, 2 Skill Points)
You can hold any number of actions, instead of one.
Greater Initiative (tier 4, 3 Skill Points)
Your Initiative increases by 1 for each Skill you have acquired from this Skilltree.
Adrenaline Surge II (tier 4, 1 Skill Point)
Once per rest, you can take an additional turn immediately after a character finishes their turn, instead of an action. This Skill requires the Adrenaline Surge I Skill.

Survival (Instinct Skilltree)

You become an expert at tracking your enemies and exploiting their weaknesses.

Analysis I (tier 1, 2 Skill Points)
Search action – Choose one character you can see. If you succeed on an Instinct roll, you learn their habitat, behavior, weaknesses and rewards.
Off The Land (tier 1, 1 Skill Point)
During a rest, you get one ration, as long as you are in a natural environment.
Tracker (tier 2, 1 Skill Point)
Choose one character Type: Animal, Construct, Immortal, Monster, Mortal, Plant or Undead. You have Advantage on Instinct rolls related to the chosen creature type. You can choose this Skill repeatedly.
Hidden Corners (tier 2, 1 Skill Point)
You can always make an Instinct roll to gather any material, even if the material does not naturally occur in your current environment.
Analysis II (tier 3, 1 Skill Point)
Search action – Choose one character you can see. If you succeed on an Instinct roll, you learn their habitat, behavior, weaknesses, rewards and statistics. This Skill requires the Analysis I Skill.
Gatherer (tier 3, 1 Skill Point)
You have Advantage on Instinct rolls related to gathering.
Hunter (tier 4, 2 Skill Points)
Your attacks deal 1 additional damage against the character Types chosen from the Tracker Skill. This Skill requires the Tracker Skill.
Farmer (tier 4, 1 Skill Point)
Whenever you gather material, you get twice the amount.

Engineering (Memory Skilltree)

You specialize in using, repairing and manipulating devices.

Repair (tier 1, 1 Skill Point)
Interact action – Make a complex Memory roll. An adjacent Construct or electronic device regains Health equal to the roll’s result. A Construct can only benefit from this feature once per rest.
Hacker (tier 1, 1 Skill Point)
You learn to hack into electronic devices. At the Guide’s discretion, you need to make a Memory roll to bypass security.
Overwrite (tier 2, 2 Skill Points)
Interact action – Choose an adjacent Construct. If you succeed on a Memory roll, you control the Construct’s next turn.
Metal Detector I (tier 2, 1 Skill Point)
You always know whether an object you can see is an electronic device.
Overload (tier 3, 2 Skill Points)
Interact action – Make a complex Memory roll. An adjacent Construct or electronic device takes raw damage equal to the roll’s result.
False Data (tier 3, 1 Skill Point)
You learn to manipulate files. At the Guide’s discretion, you need to make a Memory roll to create false documents, images, or something similar.
Remote Control (tier 4, 2 Skill Points)
You can use electronic devices from up to 10 spaces away. This applies to the Repair, Overwrite and Overload actions.
Metal Detector II (tier 4, 1 Skill Point)
You always know whether an object you can see is an electronic device and you know its function. You can, for example, identify a character’s installed cyberware. This Skill requires the Metal Detector I Skill.

Knowledge (Memory Skilltree)

You excel at learning information and languages.

Academic Training (tier 1, 1 Skill Point)
Choose an academic discipline, such as botany, geography, history, law, magic, politics, religion or zoology. You have Advantage on Memory rolls related to the chosen discipline.You can choose this skill repeatedly.
Linguist (tier 1, 1 Skill Point)
You learn one language of your choice.You can choose this skill repeatedly.
Encyclopedia (tier 2, 1 Skill Point)
You always know where to find a specific piece of knowledge.
Encryption (tier 2, 1 Skill Point)
You learn to encrypt messages. At the Guide’s discretion, you need to make a Memory roll to create your own cipher.
Academic Mastery (tier 3, 3 Skill Points)
You have Advantage on Memory rolls related to any academic discipline. This Skill requires the Academic Training Skill, and its Skill Point cost decreases by 1 for each Academic Training Skill you have acquired.
Non-Verbal (tier 3, 1 Skill Point)
You can communicate with people without a shared language.
Perfect Memory (tier 4, 2 Skill Points)
You can perfectly recall anything you have seen or heard.
Decryption (tier 4, 1 Skill Point)
You learn to decrypt messages. At the Guide’s discretion, you need to make a Memory roll if you do not have the relevant cipher.

Medicine (Memory Skilltree)

You are trained to care for the injured and the sick.

Care I (tier 1, 2 Skill Points)
If you use a Medkit, the target regains twice as much Health.
Nurse (tier 1, 1 Skill Point)
You learn to cure diseases. At the Guide’s discretion, you need to make a Memory roll to do so.
Miracle Worker (tier 2, 1 Skill Point)
Once per rest, you can use a Medkit as an action, instead of taking one minute to use it.
Resuscitate I (tier 2, 2 Skill Points)
Action – Choose an adjacent, Dying character. If you succeed on a Memory roll, they regain 1 current Health.
Therapy (tier 3, 2 Skill Points)
If you use a Medkit, the target regains an equal amount of maximum Health.
Triage (tier 3, 2 Skill Points)
You always know the current Health of characters you can see.
Care II (tier 4, 1 Skill Point)
If you use a Medkit, the target regains three times as much Health. This Skill requires the Care I Skill.
Resuscitate II (tier 4, 1 Skill Point)
Action – Choose an adjacent character who is either Dying or died within the last minute. If you succeed on a Memory roll, they regain 1 current Health and 1 maximum Health. This Skill requires the Resuscitate I Skill.

Psionics (Memory Skilltree)

You use your mind to communicate with others and move them from afar.

Telepathy (tier 1, 2 Skill Points)
Action – Choose a character you can see. If you succeed on a Memory roll, you can communicate telepathically with them. This effect ends after 1 hour, if you take the action again or if you end it willingly, no action required.
Telekinesis (tier 1, 2 Skill Points)
Grab Action – Choose an object you can see. Its weight must be below your Load. If you succeed on a Memory roll, you throw it up to 10 spaces.
Hotline (tier 2, 2 Skill Points)
The effect of the Telepathy action no longer ends after 1 hour, allowing you to communicate telepathically with your target indefinitely. This Skill requires the Telepathy Skill.
Grip Strength (tier 2, 2 Skill Points)
When using the Telekinesis action, your target’s weight can be up to 10 times your Load. This Skill requires the Telekinesis Skill.
Telepathic Noise (tier 3, 2 Skill Points)
Whenever you take the Telepathy action, you can choose to deal 2 mental damage to your target. This Skill requires the Telepathy Skill.
Telekinetic Shove (tier 3, 2 Skill Points)
You can use the Telekinesis action on characters. This Skill requires the Telekinesis Skill.
Telepathic Network (tier 4, 2 Skill Points)
The effect of Telepathy no longer ends if you take the action again, allowing you to communicate with several characters at once. They can communicate with each other. This Skill requires the Telepathy Skill.
Telekinetic Hold (tier 4, 2 Skill Points)
When using the Telekinesis action, you can choose to anchor your target until the beginning of your next turn. If the target is a character, they are Immobilized while anchored. Characters can make a Strength roll as an action, freeing the target on a success. This Skill requires the Telekinesis Skill.

Alchemy (Creativity Skilltree)

You specialize in creating and using potions and poisons.

Infusion I (tier 1, 2 Skill Points)
Interact action – Choose a character within 10 spaces. You throw a poison or potion at them, and they are affected as if they drank it.
Concoction I (tier 1, 1 Skill Point)
During a rest, you can create a consumable item worth up to 100 Coins, without spending time or materials. The item lasts until your next rest.
Mixologist I (tier 2, 2 Skill Points)
The duration of consumable items you craft doubles.
Potency (tier 2, 1 Skill Point)
Characters have Disadvantage on Vitality rolls against consumable items you craft.
Infusion II (tier 3, 1 Skill Point)
Interact action – Choose a character within 10 spaces. You throw a poison or potion at them. They and every adjacent character are affected as if they drank it. This Skill requires the Infusion I Skill.
Concoction II (tier 3, 1 Skill Point)
During a rest, you can create a consumable item worth up to 500 Coins, without spending time or materials. The item lasts until your next rest. This Skill requires the Concoction I Skill.
Mixologist II tier 4, 1 Skill Point)
Any numeral in the description of consumable items you craft doubles. This Skill requires the Mixologist I Skill.
Toxicologist (tier 4, 2 Skill Points)
The damage of consumable items you craft doubles.
Player Advice
To be able to craft poison or potion, you need to acquire the Tools of the Trade Skill for alchemist’s tools.

Artistry (Creativity Skilltree)

You learn to sing, dance and play instruments to the delight of others.

Entertainer (tier 1, 1 Skill Point)
You learn either one type of performance, such as acting, singing, dancing or painting, or one type of instrument, such as brass, percussion, string, woodwind or electronic instruments.You can choose this skill repeatedly.
Crowd Control I (tier 1, 1 Skill Point)
If you succeed on a Creativity roll to perform or play an instrument, you have Advantage on non-hostile actions against characters who saw or heard you.
Patron of the Art I (tier 2, 2 Skill Points)
A character becomes your patron. Their Stance changes to friendly and cannot be reduced. At the Guide’s discretion, your patron can lend you their assistance, coins or items.
Inspire I (tier 2, 2 Skill Points)
Action – Choose a character within 10 spaces. If you succeed on a Creativity roll, until the end of their next turn, they have Advantage on their first roll.
Master of the Art (tier 3, 1 Skill Point)
You have Advantage on Creativity rolls to perform and play instruments.
Crowd Control II (tier 3, 1 Skill Point)
If you succeed on a Creativity roll to perform or play an instrument, you and your allies have Advantage on non-hostile actions against characters who saw or heard you. This Skill requires the Crowd Control I Skill.
Patron of the Art II (tier 4, 1 Skill Point)
Your patron’s Stance increases to loyal and cannot be reduced. This Skill requires the Patron of the Art I Skill.
Inspire II (tier 4, 1 Skill Point)
Action – Choose a character within 10 spaces. If you succeed on a Creativity roll, until the end of their next turn, they have Advantage on all rolls. This Skill requires the Inspire I Skill.

Cooking (Creativity Skilltree)

You support and strengthen your allies with your cooking.

Gourmand I (tier 1, 2 Skill Points)
If you prepare a meal during a rest, any character eating it regains 1 additional Health, maximum Health, Essence and Chance after the rest.
Larder Chef (tier 1, 1 Skill Point)
Food you are carrying does not expire.
Cookout (tier 2, 3 Skill Points)
Once per rest, you can prepare a meal over the duration of 1 hour.  Every character who partakes of it gains the benefits of a rest.
Glutton I (tier 2, 2 Skill Points)
You can prepare monster dishes out of slain creatures. You make a Creativity roll as per the usual crafting rules. When a character eats the dish, they gain one of the creature’s actions for 24 hours. A character can only benefit from a single monster dish at a time.
Head Chef (tier 3, 1 Skill Point)
You have Advantage on Creativity rolls related to cooking.
Quartermaster (tier 3, 1 Skill Point)
Your rations last twice as long. For example, one ration lasts you two days, or one ration can feed two people for one day.
Gourmand II (tier 4, 2 Skill Points)
If you prepare a meal during a rest, any character eating it regains 1 additional Health, maximum Health, Essence and Chance after the rest, for a total of 2. This Skill requires the Gourmand I Skill.
Glutton II (tier 4, 1 Skill Point)
A character affected by Glutton gains one of the creature’s actions or features for 24 hours. This Skill requires the Glutton I Skill.
Player Advice
To be able to prepare a meal, you need to acquire the Tools of the Trade Skill for cook’s tools.

Crafting (Creativity Skilltree)

You learn a craft of your choice.

Tools of the Trade (tier 1, 1 Skill Point)
You learn to use one artisan’s tool of your choice, such as alchemist’s tools, cook’s tools or smith’s tools.You can choose this skill repeatedly.
Scavenger (tier 1, 1 Skill Point)
When crafting a non-consumable item, you can ignore the required materials. If you do, the item is destroyed after one use.
Handmade (tier 2, 1 Skill Point)
You can sell items you crafted for the next higher price stage.
Measure Twice (tier 2, 1 Skill Point)
When crafting an item, materials are not lost if you fail the item’s complex Creativity roll.
Efficiency (tier 3, 2 Skill Points)
Your crafting time halves.
Crafter (tier 3, 1 Skill Point)
You have Advantage on Creativity rolls related to crafting.
Master of the Trade (tier 4, 3 Skill Points)
You learn to use all artisan’s tools. This Skill requires the Tools of the Trade Skill, and its Skill Point cost decreases by 1 for each Tools of the Trade Skill you have acquired.
Masterwork (tier 4, 2 Skill Points)
You learn to craft a masterwork. At the Guide’s discretion, you can craft an item that is an improvement of an item described in the rules.

Smithing (Creativity Skilltree)

You create, maintain and improve weapons and armor.

Outfitter (tier 1, 1 Skill Point)
You learn to adjust weapons and armor to characters that were not intended to wear them. At the Guide’s discretion, you need to make a Creativity roll to do so.
Maintenance I (tier 1, 2 Skill Points)
During a rest, you can choose to maintain your party’s weapons or their armor, increasing the weapon’s damage or the armor’s damage reduction by 1 the first time it is used. For example, heavy armor would decrease physical damage by 4 instead of 3.
Dismantle I (tier 2, 2 Skill Points)
Action – Choose an adjacent character. Until the beginning of your next turn, they lose the Armor feature.
Artisan I (tier 2, 2 Skill Points)
You can add one Modification to items.
Assessment (tier 3, 1 Skill Point)
You always know the properties of non-magical objects you see. For example, you know how much damage weapons deal or how much damage armor decreases.
Maintenance II (tier 3, 1 Skill Point)
During a rest, you can choose to maintain your party’s weapons or their armor, doubling the weapon’s damage or the armor’s damage reduction the first time it is used. This Skill requires the Maintenance I Skill.
Dismantle II (tier 4, 1 Skill Point)
Action – Choose an adjacent character. For 1 minute, they lose the Armor feature. This Skill requires the Dismantle I action.
Artisan II (tier 4, 2 Skill Points)
You can add two Modifications to items. This Skill requires the Artisan I Skill.
Player Advice
To be able to craft weapons and armor, you need to acquire the Tools of the Trade Skill for smith’s tools.

Commanding (Presence Skilltree)

Your presence pushes your allies to greater heights.

Command I (tier 1, 3 Skill Points)
Action – Choose an ally within 10 spaces. If you succeed on a Presence roll, they can immediately take the Attack or Move action.
Taunt I (tier 1, 2 Skill Points)
Action – Choose a character within 10 spaces. If you succeed on a Presence roll, until the end of their next turn, their next hostile action must target you.
Strategy Meeting I (tier 2, 2 Skill Points)
During a rest, you can swap one of your derived statistics’ scores (Health, Load, Speed, Initiative, Essence, Chance) with an ally’s score. This effect lasts until your next rest.
Lead By Example (tier 2, 1 Skill Point)
Once per rest, when you take an action, you can choose to give allies within 10 spaces Advantage on rolls related to that action until the beginning of your next turn.
Command II (tier 3, 1 Skill Point)
Action – Choose an ally within 10 spaces. If you succeed on a Presence roll, they can immediately take any action of your choice. This Skill requires the Command I Skill.
Taunt II (tier 3, 1 Skill Point)
Action – Choose a character within 10 spaces. If you succeed on a Presence roll, until the end of their next turn, their hostile actions must target you. This Skill requires the Taunt I Skill.
Strategy Meeting II (tier 4, 1 Skill Point)
During a rest, you can either swap one of your derived statistics’ scores with an ally’s score, or change an ally’s score to your score. This effect lasts until your next rest. This Skill requires the Strategy Meeting I Skill.
All Out (tier 4, 2 Skill Points)
Once per rest, when you take the  Command or Taunt action, you can target any number of characters in range.

Commerce (Presence Skilltree)

You learn how to haggle and trade.

Buyer (tier 1, 2 Skill Points)
You can buy items for the next lower price stage. If you choose this Skill during character creation, it applies when picking your starting gear.
Seller (tier 1, 2 Skill Points)
You can sell items for the next higher price stage.
Network (tier 2, 1 Skill Point)
You always know where to buy specific objects.
Fence (tier 2, 1 Skill Point)
You always know where to sell specific objects.
Delivery (tier 3, 1 Skill Point)
Whenever you buy or sell an object, you can have it delivered anywhere for free. At the Guide’s discretion, the delivery can take time.
Merchant (tier 3, 1 Skill Point)
You have advantage on Presence rolls related to commerce.
Tab (tier 4, 1 Skill Point)
Whenever you buy an object, you can choose to pay it later. You can only have one unpaid object per merchant.
Pawn (tier 4, 1 Skill Point)
You can rebuy items at any time for the same price you sold them.

Deception (Presence Skilltree)

You deceive and manipulate others to your own advantage.

Gossip I (tier 1, 2 Skill Points)
Once per rest, you can change a character’s Stance towards someone other than you by one. For example from neutral to unfriendly or friendly.
Voice Actor (tier 1, 1 Skill Point)
You learn to copy the mannerism and voice of other characters. At the Guide’s discretion, you need to make a Presence roll to do so.
Machiavellian (tier 2, 2 Skill Points)
You have Advantage on Presence rolls if you are lying.
Distant Effect I (tier 2, 1 Skill Point)
Action – You throw your voice to a space within 10 spaces. Until the end of your turn, characters hear anything you say from the chosen space.
Face Value (tier 3, 1 Skill Point)
You always know whether your lies are believed or not.
Impostor (tier 3, 1 Skill Point)
You learn to fake Skills you have not acquired. At the Guide’s discretion, you need to make a Presence roll to do so.
Gossip II (tier 4, 1 Skill Point)
Once per rest, you can change a character’s Stance towards someone other than you by two. For example from neutral to hostile or loyal. This Skill requires the Gossip I Skill.
Distant Effect II (tier 4, 1 Skill Point)
Action – You throw your voice to a space within 100 spaces. Until the end of your turn, characters hear anything you say from the chosen space. This Skill requires the Distant Effect I Skill.

Persuasion (Presence Skilltree)

You always know what to say and when to say it.

Flattery I (tier 1, 2 Skill Points)
Once per rest, you can improve a character’s Stance towards you by one. For example, you can improve their Stance from neutral to friendly.
All In the Past I (tier 1, 2 Skill Points)
After a rest, the Stance of any character with an unfriendly Stance towards you improves to neutral.
Wordsmith (tier 2, 2 Skill Points)
You have Advantage on Presence rolls if you are truthful.
Connections (tier 2, 2 Skill Points)
Once per rest, when a character is introduced, you can choose to be acquainted with them.
Judge of Character (tier 3, 1 Skill Point)
You always know the Stance of a character you can see, unless the character’s appearance is changed by magic.
Diplomat (tier 3, 2 Skill Points)
Mortals have Disadvantage on hostile actions against you. If you take a hostile action, this effect ends until the end of a rest.
Flattery II (tier 4, 1 Skill Point)
Once per rest, you can improve a character’s Stance towards you by two. For example, you can improve their Stance from neutral to loyal. This Skill requires the Flattery I Skill.
All In the Past II (tier 4, 1 Skill Point)
After a rest, the Stance of any character with a hostile or unfriendly Stance towards you improves to unfriendly or neutral, respectively. This Skill requires the All In the Past I Skill.

Adventuring (Luck Skilltree)

You are prepared for any eventuality, always carrying whatever is needed.

Jack of All Trades (tier 1, 2 Skill Points)
Choose an Attribute. For Skilltree requirements, the chosen Attribute’s score is considered equal to your Luck score.You can choose this skill repeatedly.
Torchbearer I (tier 1, 2 Skill Points)
The radius in which light sources you carry emit light doubles, from 5 to 10 spaces.
Hauler I (tier 2, 2 Skill Points)
A bag you carry can hold double the weight, up to 40 for regular bags.
Dipped Lights (tier 2, 1 Skill Point)
Light sources you carry do not automatically reveal you.
Retcon (tier 3, 2 Skill Points)
Once per rest, you can buy one item wherever you are. You either bought it retroactively or have an opportunity to buy it on the spot.
Torchbearer II (tier 3, 1 Skill Point)
The radius in which light sources you carry emit light triples, from 5 to 15 spaces. This Skill requires the Torchbearer I Skill.
Hauler II (tier 4, 1 Skill Point)
A bag you carry can hold three times the weight, up to 60 for regular bags. This Skill requires the Hauler I Skill.
Revelation (tier 4, 2 Skill Points)
Light sources you carry automatically reveal enemies.

Gambling (Luck Skilltree)

What others consider luck, you consider skill.

Money Trail (tier 1, 1 Skill Point)
You always know where to find gambling houses, race tracks and similar businesses.
Ace I (tier 1, 2 Skill Points)
The threshold of having an automatic success on a roll increases by 1. This makes a dice roll of 1 an automatic success by default, or a dice roll of 1 to 2 when playing with the Optional Rule: Criticals.
Wager (tier 2, 1 Skill Point)
Before you make a roll, you can spend 1 Chance to say a number between 1 and 20. If the roll’s result is equal to the number you said, you regain all your Chance. 
All Or Nothing (tier 2, 2 Skill Points)
Before you make a roll, you can choose to double your threshold of having an automatic success. If the roll is not an automatic success, you lose all your Chance. You cannot use this Skill if you have no Chance.
Gambler (tier 3, 1 Skill Point)
You have Advantage on Luck rolls related to games of chance.
Safe Bet (tier 3, 1 Skill Point)
You always know the odds of any roll. At your request, the Guide has to tell you the parameters of a dice roll before or after making it.
Loaded Dice (tier 4, 1 Skill Point)
Once per rest, after a dice roll, you can choose to flip the dice to the opposite side. Keep in mind that the sum of opposite sides on a D20 is always 21.
Ace II (tier 4, 2 Skill Points)
The threshold of having an automatic success on a roll increases by 1, for a total of 2. This makes a dice roll of 1 to 2 an automatic success by default, or a dice roll of 1 to 3 when playing with the Optional Rule: Criticals. This Skill requires the Ace I Skill.

Fortune (Luck Skilltree)

You have a knack for everything, succeeding even in the face of adversity.

Lesser Chance (tier 1, 2 Skill Points)
Your maximum Chance increases by 2.
Lucky Find (tier 1, 2 Skill Points)
Once per rest, you can make a complex Luck roll. You find an amount of Coins equal to the roll’s result.
Mascot (tier 2, 3 Skill Points)
After an adjacent ally makes a dice roll, you can spend any amount of Chance to decrease the dice roll by an equal amount, potentially making the roll succeed.
Against All Odds (tier 2, 2 Skill Points)
When you make a roll without Disadvantage, you can spend one Chance to make it with Advantage.
Good Graces (tier 3, 3 Skill Points)
Whenever you complete a rest, you regain one additional Chance.
Gold Digger (tier 3, 2 Skill Points)
Whenever you find Coins, for example in treasure hoards or from your Lucky Find Skill, you get twice the amount.
Greater Chance (tier 4, 3 Skill Points)
Your maximum Chance increases by 1 for each Skill you have acquired from this Skilltree.
Make the Cut (tier 4, 2 Skill Points)
Whenever you roll a 1, you regain all your Chance.

Misfortune (Luck Skilltree)

You bring bad luck to your enemies, causing them to fail more easily.

Tragedy (tier 1, 3 Skill Points)
After a character makes a dice roll as part of a hostile action against you, you can spend any amount of Chance to increase the dice roll by an equal amount, potentially making the roll fail.
Jinx (tier 1, 2 Skill Points)
Action – Make a complex Luck roll. An adjacent character loses Chance equal to the roll’s result.
Silver Lining I (tier 2, 2 Skill Points)
Whenever you fail a dice roll, you regain 2 Chance.
Even The Odds (tier 2, 2 Skill Points)
When you make a roll with Disadvantage, you can spend one Chance to no longer have Disadvantage.
Tragicomedy (tier 3, 2 Skill Points)
Once per rest, when a character misses an attack against you, you can choose to make the attack hit the character themselves.
Black Cat (tier 3, 2 Skill Points)
Characters of your choice are unable to spend Chance while they are adjacent to you.
Silver Lining II (tier 4, 1 Skill Point)
Whenever you fail a dice roll, you regain 2 Chance, for a total of 4. This Skill requires the Silver Lining I Skill.
Cut your Losses (tier 4, 2 Skill Points)
Whenever you roll a 20, you regain all your Chance.

4.4. Spellcasting Skilltrees

The following skilltrees include special skills called Spells. Spells are unique actions that expend Essence to create magical effects. More information regarding spells can be gleaned from the Spellcasting section.

Before learning any other spellcasting skills, a character must acquire the Spellcaster Skill from the Metamagic Skilltree on the following page.

Player Advice
When creating a spellcaster, consider how you want them to behave in combat. A spellcaster who focuses on magic has few options without Essence. If you want to avoid this, you could either combine it with Skilltrees matching your Spellcasting Attribute or Strength Skilltrees.

Metamagic (Spellcasting Skilltree)

You learn to cast spells and increase your Essence reserve.

Spellcaster (tier 1, 1 Skill Point)
You can use the Cast action. Choose whether Memory, Creativity or Presence is your Spellcasting Attribute. Your Essence is equal to your Spellcasting Attribute score.

Cast
Action – You either begin or finish casting a spell. When you begin casting a spell, you choose which spell to cast, spend its Essence cost and hold it until you finish casting it. When you finish casting a spell, you choose the spell’s target and make a Spellcasting Attribute roll. On a successful roll, the spell takes effect. You can only hold one spell at a time, and a spell fails if you take damage while holding it.
Lesser Essence (tier 2, 2 Skill Points)
Your maximum Essence increases by 2.
Prodigy (tier 2, 2 Skill Points)
You do not need a focus when casting spells.
Meditation (tier 3, 3 Skill Points)
Whenever you complete a rest, you regain one additional Essence.
Ritual Magic (tier 3, 2 Skill Points)
You can cast a spell over the period of one minute, instead of two actions. If you do, its cost halves.
Greater Essence (tier 4, 3 Skill Points)
Your maximum Essence increases by 1 for each Skill you have acquired from this Skilltree.
Wild Magic (tier 4, 2 Skill Points)
You can cast a spell as a single action instead of two. If you do, its cost doubles.

Aeromancy (Spellcasting Skilltree)

You manipulate air and stagger your enemies with lightning.

Air Manipulation (tier 1, 1 Skill Point)
Cast Action – You can create, destroy, or otherwise manipulate air in a number of empty spaces equal to the Essence spent when casting this spell (+).
Element: Air (tier 1, 1 Skill Point)
Whenever you deal damage with a Destruction spell, the spell’s targets are pushed 3 spaces away from you. Your spells can only benefit from one Element Skill at a time.
Range: 10Cost: X Essence
Control Sound (tier 2, 1 Skill Point)
Cast Action – For one minute, you can choose to amplify, muffle or mute the sound in a radius of 10 (+) spaces around you.
Slow Fall (tier 2, 1 Skill Point)
Cast Action – Choose a character in range. For 24 hours, they do not take fall damage.
Range: SelfCost: 1 EssenceRange: 0Cost: 1 Essence
Air Mastery (tier 3, 1 Skill Point)
When casting Air Manipulation, you can create, destroy or otherwise manipulate matter associated with air, such as clouds, lightning or electricity.
Fly (tier 3, 2 Skill Points)
Cast Action – Choose a character in range. For 1 hour, they can fly. They can move freely through the air and fall to the ground if they are Immobilized mid-air. When the spell ends, they slowly descend to the ground.
Range: 0Cost: 3 Essence
Control Weather (tier 4, 1 Skill Point)
Cast Action – For 1 hour, you change the weather to clear, cloudy, Rain, Wind or Thunderstorm.
Distant Spells (tier 4, 2 Skill Points)
The range of your spells doubles.
Range: SelfCost: 5 Essence

Anti Magic (Spellcasting Skilltree)

You prevent and dispel enemy magic.

Erase (tier 1, 2 Skill Points)
Cast Action – Choose a character in range. They lose Essence equal to twice the Essence spent when casting this spell (+).
Transfer (tier 1, 1 Skill Point)
Cast Action – Choose a character in range. They regain Essence equal to the amount spent when casting this spell (+).
Range: 10Cost: X EssenceRange: 10Cost: X Essence
Dispel (tier 2, 2 Skill Points)
Cast Action – Choose one magical effect in range. If the Essence spent when casting this spell (+) is above the Essence expended for the effect, it ends.
Suppress (tier 2, 2 Skill Points)
Cast Action – Choose a character in range. Until the end of their next turn, they cannot spend Essence.
Range: 10Cost: X EssenceRange: 10Cost: 2 Essence
Immutable (tier 3, 1 Skill Point)
Your Essence cannot be reduced involuntarily.
Magic Resistance (tier 3, 2 Skill Points)
If a spell targets you, you can choose to impose Disadvantage on it.
Copy (tier 4, 2 Skill Points)
Cast Action – You immediately take an action a character within 10 spaces took within the last minute. You do not need to fulfill any of the actions requirements.
Counterspell (tier 4, 2 Skill Points)
If a spell targeting you fails, you can immediately cast it, no action or Essence required.
Range: SelfCost: 4 Essence

Aquamancy (Spellcasting Skilltree)

You manipulate water and freeze your enemies.

Water Manipulation (tier 1, 1 Skill Point)
Cast Action – You can create, destroy, or otherwise manipulate water in a number of empty spaces equal to the Essence spent when casting this spell (+).
Element: Water (tier 1, 1 Skill Point)
Whenever you deal damage with a Destruction spell, the spell’s targets are Slowed for 1 minute. Your spells can only benefit from one Element Skill at a time.
Range: 10Cost: X Essence
Control Current (tier 2, 1 Skill Point)
Cast Action – For 1 hour, you control the water currents in a radius of 100 spaces. At the end of your turn, characters and objects in the water move 10 (+) spaces in a direction of your choice.
Water Breathing (tier 2, 1 Skill Point)
Cast Action – Choose a character in range. For 24 hours, they can breathe both air and water.
Range: SelfCost: 3 EssenceRange: 0Cost: 1 Essence
Water Mastery (tier 3, 1 Skill Point)
When casting Water Manipulation, you can create, destroy or otherwise manipulate matter associated with water, such as fog, snow or ice.
Water Walk (tier 3, 1 Skill Point)
Cast Action – Choose a character in range. For 24 hours, they are able to walk on liquid surfaces. If they are underwater, they are immediately ejected to the surface.
Range: 0Cost: 1 Essence
Flood (tier 4, 1 Skill Point)
Cast Action – For 1 hour, a radius of 100 spaces around you is filled with water. During that time, you can breathe both air and water.
Frugal Spell (tier 4, 2 Skill Points)
If a spell you hold fails, for example because you take damage or because you fail the Spellcasting Ability roll, you regain the Essence spent when casting it.
Range: SelfCost: 4 Essence

Chronomancy (Spellcasting Skilltree)

You speed up and slow down others.

Accelerate (tier 1, 1 Skill Point)
Cast Action – Choose a character in range. For 1 hour, their Speed doubles.
Deteriorate (tier 1, 2 Skill Points)
Cast Action – Choose an object in range. Its age increases by up to 1.000 years.Examples include accelerating the growth of plants or breaking wood.
Range: 10Cost: 2 EssenceRange: 10Cost: 3 Essence
Decelerate (tier 2, 1 Skill Point)
Cast Action – Choose a character in range. For 1 hour, their Speed halves.
Restore (tier 2, 2 Skill Points)
Cast Action – Choose an object in range. Its age decreases by up to 1.000 years.Examples include restoring a broken blade or bridge.
Range: 10Cost: 2 EssenceRange: 10Cost: 3 Essence
Shuffle (tier 3, 1 Skill Point)
When casting Accelerate or Decelerate, you can choose to double or halve the target’s Initiative respectively. Their position in the turn order is changed accordingly.
Ageless (tier 3, 1 Skill Point)
You no longer age.
Time Stop (tier 4, 2 Skill Points)
Cast Action – For one minute, time stands still. Nobody except you can take actions. This effect ends as soon as you take a hostile action.
Delayed Spell (tier 4, 2 Skill Points)
When casting a spell that targets a single character, you can choose to cast it on a space instead. The spell targets the first character who moves onto the space.
Range: SelfCost: 5 Essence

Creation (Spellcasting Skilltree)

You create any imaginable item out of thin air.

Minor Creation (tier 1, 1 Skill Point)
Cast Action – Choose an empty space in range. For 1 hour, you create one (+) medium object, such as a meal, on it. You can only have one Minor Creation spell at a time.
Magic Hand (tier 1, 1 Skill Point)
Cast Action – For 1 hour, you create a flying, magical hand in range. You can take the Move and Interact action from the hand’s space. You can only have one magic hand at a time and it is destroyed once it takes damage.
Range: 10Cost: 1 EssenceRange: 10Cost: 2 Essence
Major Creation (tier 2, 1 Skill Point)
Cast Action – Choose an empty space in range. For 1 hour, you create one (+) large object, such as a ballista, on it. You can only have one Major Creation spell at a time.
Magic Clone (tier 2, 1 Skill Point)
Cast Action – For 1 hour, you create a magical clone of yourself in range. You can take any action from the clone’s space. You can only have one magic clone at a time and it is destroyed once it takes damage.
Range: 10Cost: 3 EssenceRange: 10Cost: 4 Essence
Multiple Creation (tier 3, 1 Skill Point)
You can have several copies of each Creation spell at once.
Lasting Creation (tier 3, 1 Skill Point)
When casting a Creation spell, the spell lasts for 24 hours instead of one.
Magnum Opus (tier 4, 2 Skill Points)
Cast Action – Choose an empty space in range. For 1 hour, you create one (+) massive object, such as a building, on it. You can only have one Magnum Opus spell at a time.
Lasting Spell (tier 4, 2 Skill Points)
When casting a spell with a duration of 1 hour or more, its duration doubles.
Range: 10Cost: 5 Essence

Destruction (Spellcasting Skilltree)

You annihilate your enemies with a magical barrage.

Magic Zap (tier 1, 2 Skill Points)
Cast Action – Choose a character in range. They take 4 (+) elemental damage. This spell does not require a Spellcasting Attribute roll and always hits.
Magic Blast (tier 1, 2 Skill Points)
Cast Action – Choose a space in range. Every character in a radius of 1 (+) space of it takes 6 elemental damage.
Range: 10Cost: 1 EssenceRange: 10Cost: 3 Essence
Magic Bolt (tier 2, 2 Skill Points)
Cast Action – Choose a character in range. They take 10 (+) elemental damage.
Magic Ray (tier 2, 2 Skill Points)
Cast Action – Every character in a line from you takes 6 (+) elemental damage.
Range: 10Cost: 3 EssenceRange: 10Cost: 4 Essence
Unlimited Power (tier 3, 1 Skill Point)
Your Destruction spells deal raw damage instead of elemental damage.
Dedication (tier 3, 2 Skill Points)
If you wield only a focus, your spell’s damage increases by 1.
Disintegrate (tier 4, 2 Skill Points)
Cast Action – Instead of a standard Spellcasting Attribute roll, you make a complex Spellcasting Attribute roll when you cast this spell. Choose a character in range. They take elemental damage equal to twice the roll’s result. If the target’s Health is reduced to 0, they turn to dust.
Directed Spell (tier 4, 2 Skill Points)
When casting a spell that targets several characters, you can choose to exclude characters from the spell’s effect.
Range: 10Cost: 4 Essence

Divination (Spellcasting Skilltree)

You observe and communicate with others from afar.

Message (tier 1, 1 Skill Point)
Cast Action – Choose a character you have met. For one minute, you can send them spoken and visual messages, no matter your distance. The target perceives the messages in their mind.
Magic Sight (tier 1, 1 Skill Point)
Cast Action – For 24 hours, you can see the magic of spells, spellcasters, magic items and magical effects. It manifests as a glow whose intensity depends on the magic’s Essence. You can see the glow through darkness and solid materials with a thickness of up to 1 space.
Range: SelfCost: 2 EssenceRange: SelfCost: 2 Essence
Scry (tier 2, 1 Skill Point)
Cast Action – Choose a character you have met. For one minute, you can see the target and their surroundings, no matter your distance. You can choose to see it in your mind’s eye or on an adjacent surface, such as a mirror or water.
Life Sight (tier 2, 1 Skill Point)
Cast Action – Choose one character Type. For 24 hours, characters of the chosen Type have a glow to them. You can see the glow through darkness and solid materials with a thickness of up to 1 space.
Range: SelfCost: 3 EssenceRange: SelfCost: 3 Essence
Dreamwalk (tier 3, 1 Skill Point)
When casting Message or Scry on an unconscious or sleeping character, you enter their consciousness to communicate with them.
Clairvoyance (tier 3, 1 Skill Point)
When casting Message or Scry, you do not need to have met the target if you have some of their blood, hair, or something similar.
Mind Read (tier 4, 1 Skill Point)
Cast Action – Choose a character in range. For one minute, you can hear their thoughts, feel their emotions or see what they are thinking, depending on the character’s consciousness.
Communion (tier 4, 2 Skill Points)
Once per rest, you can ask one binary question while meditating or praying. The Guide has to answer truthfully with ‘yes’ or ‘no’, unless it’s unclear.
Range: 10Cost: 2 Essence

Enchantment (Spellcasting Skilltree)

You create and manipulate magic items.

Appraise (tier 1, 1 Skill Point)
Cast Action – Choose one magic item in range. You learn its effect.
Artificer (tier 1, 2 Skill Points)
You are able to craft magic items.
Range: 0Cost: 1 Essence
Enchant (tier 2, 1 Skill Point)
Cast Action – Choose one non-magical object in range. For 24 hours, it gains the effect of a magic item worth up to 1.000 times the Essence you spent when casting this spell (+).
Disenchant (tier 2, 1 Skill Point)
Cast Action – Choose one magic item in range. For 24 hours, if it is worth up to 1.000 times the Essence you spent when casting this spell (+), it loses its effect.
Range: 0Cost: X EssenceRange: 0Cost: X Essence
Hoarder (tier 3, 1 Skill Point)
When casting Enchant or Disenchant, the magic item can be worth twice as much.
Treasure Sense (tier 3, 1 Skill Point)
You always know whether an object is magical or not when you see it.
Enhance (tier 4, 1 Skill Point)
Cast Action – Choose one magic item in range. For 24 hours, any numeral in its effect doubles, except Essence a character has to spend to use the magic item. For example, a Ring of Health increases Health by 4, instead of 2.
Permanent Spell (tier 4, 2 Skill Points)
When casting a spell, you can choose to make it last indefinitely. You must spend at least 1 Essence and while the spell lasts, your maximum Essence is reduced by the spell’s Essence cost.
Range: 0Cost: 2 Essence

Geomancy (Spellcasting Skilltree)

You manipulate earth and toss your enemies around.

Earth Manipulation (tier 1, 1 Skill Point)
Cast Action – You can create, destroy, or otherwise manipulate earth in a number of empty spaces equal to the Essence spent when casting this spell (+).
Element: Earth (tier 1, 1 Skill Point)
Whenever you deal damage with a Destruction spell, the spell’s targets are Staggered until the end of their next turn. Your spells can only benefit from one Element Skill at a time.
Range: 10Cost: X Essence
Earthquake (tier 2, 2 Skill Points)
Cast Action – Every character within 100 spaces is Staggered until the end of their next turn. Every structure within 100 spaces takes 100 physical damage.
Stone Skin (tier 2, 2 Skill Points)
Cast Action – Choose a character in range. For 24 hours, any physical damage they take decreases by 1 (+).
Range: SelfCost: 4 EssenceRange: 0Cost: 2 Essence
Earth Mastery (tier 3, 1 Skill Point)
When casting Earth Manipulation, you can create, destroy or otherwise manipulate matter associated with earth, such as metal, stone or sand.
Delve (tier 3, 2 Skill Points)
Cast Action – Choose a character in range. For 1 hour, they can burrow. They can move freely through the ground and leave a tunnel behind them.
Range: 0Cost: 2 Essence
Petrify (tier 4, 2 Skill Points)
Cast Action – Choose a character in range. They are Staggered until the end of their next turn. If they are Staggered from a different effect until the end of their next turn, they transform into an object, as they are permanently turned to stone.
Patient Spell (tier 4, 2 Skill Points)
If you hold a spell for at least one round, it is treated as if one additional character channeled with you.
Range: 0Cost: 5 Essence

Illusion (Spellcasting Skilltree)

You craft illusions of places and people.

Projection (tier 1, 1 Skill Point)
Cast Action – Choose a space in range. For 1 hour, you create a static illusion in a radius of 1 (+) space around it.
Disguise (tier 1, 1 Skill Point)
Cast Action – Choose a character in range. For 1 hour, you create an illusion that changes their appearance to that of another character.
Range: 10Cost: 1 EssenceRange: 0Cost: 2 Essence
Hallucination (tier 2, 1 Skill Point)
Cast Action – Choose a character in range. For 1 minute, you create an animated illusion only they can see.
Invisibility (tier 2, 2 Skill Points)
Cast Action – Choose a character in range. For 1 hour, they become invisible and count as sneaking.
Range: 10Cost: 2 EssenceRange: 0Cost: 2 Essence
Moving Illusion (tier 3, 1 Skill Point)
When casting Projection or Mirage, you can target yourself instead of a space. The spell’s effect moves with you.
Mass Illusion (tier 3, 1 Skill Point)
When casting Disguise or Invisibility, you can choose several targets. The spell’s cost increases by 1 for each additional target.
Mirage (tier 4, 2 Skill Points)
Cast Action – Choose a space in range. For 1 hour, you create an animated illusion in a radius of 10 (+) spaces around it.
Elevated Spell (tier 4, 2 Skill Points)
When casting a spell targeting a space, the space can be mid-air.
Range: 10Cost: 3 Essence

Lumancy (Spellcasting Skilltree)

You control both light and darkness.

Light (tier 1, 1 Skill Point)
Cast Action – Choose a space in range. For 1 hour, you create a magical light source, which illuminates everything in a radius of 10 spaces (+). You can move it up to 10 spaces as an action.
Darkness (tier 1, 1 Skill Point)
Cast Action – Choose a space in range. For 1 hour, you create magical darkness in a radius of 10 spaces (+) around the chosen space. Characters who end their turn in Darkness are Staggered.
Range: 10Cost: 1 EssenceRange: 10Cost: 1 Essence
Reveal (tier 2, 1 Skill Point)
Cast Action – For 1 hour, characters and objects in a 10 spaces radius around you are revealed, whether they are sneaking, hidden or invisible.
Cloak (tier 2, 1 Skill Point)
Cast Action – For 24 hours, you ignore the effects of Darkness and you count as sneaking while in Darkness.
Range: SelfCost: 2 EssenceRange: SelfCost: 4 Essence
Sun Blessing (tier 3, 1 Skill Point)
Once per rest, when you cast the Reveal spell, you immediately cast the Light spell, no action required.
Moon Blessing (tier 3, 1 Skill Point)
Once per rest, when you cast the Cloak spell, you immediately cast the Darkness spell, no action required.
Blind (tier 4, 2 Skill Points)
Cast Action – For 1 minute, characters in a radius of 10 spaces (+) around you cannot see.
Altered Spell (tier 4, 2 Skill Points)
When casting a spell with an area of effect, such as a radius, you can choose to double or half the area of effect.
Range: SelfCost: 2 Essence

Malediction (Spellcasting Skilltree)

You curse others, stopping them in their tracks.

Forbidding Curse (tier 1, 2 Skill Points)
Cast Action – Choose a character in range. For one week, they are unable to take an action of your choice, unless they have to take the action out of self preservation. For example, they are unable to take the Attack action unless they are attacked first.
Luckless Curse (tier 1, 2 Skill Points)
Cast Action – Choose a character in range. For one week, they are unable to spend Chance.
Range: 10Cost: 4 EssenceRange: 10Cost: 2 Essence
Debilitating Curse (tier 2, 2 Skill Points)
Cast Action – Choose a character in range. For one week, they have Disadvantage on rolls.
Restless Curse (tier 2, 2 Skill Points)
Cast Action – Choose a character in range. For one week, they are unable to benefit from resting.
Range: 10Cost: 3 EssenceRange: 10Cost: 2 Essence
Neverending (tier 3, 1 Skill Point)
Whenever a Malediction spell ends, you can spend its Essence Cost to extend its duration by one week, no action required.
Paraphernalia (tier 3, 1 Skill Point)
When casting a Malediction spell, you do not need to see the target and the spell’s range becomes unlimited if you have some of the target’s blood, hair, or something similar.
Death Curse (tier 4, 2 Skill Points)
Cast Action – Choose a character in range. For one week, the next time the target takes damage, the damage doubles and this spell ends.
Personal Spell (tier 4, 2 Skill Points)
When casting a spell, you have Advantage on the Spellcasting Ability roll if you have some of the target’s blood, hair, or something similar.
Range: 10Cost: 4 Essence

Manipulation (Spellcasting Skilltree)

You control the feelings and actions of others.

Pacify (tier 1, 1 Skill Point)
Cast Action – Choose a character in range. For 1 hour, their emotions, whether anger, disgust, fear, happiness, sadness or surprise, are calmed.
Control (tier 1, 2 Skill Points)
Cast Action – Choose a character in range. You control 1 (+) action on their next turn.
Range: 10Cost: 2 EssenceRange: 10Cost: 4 Essence
Charm (tier 2, 1 Skill Point)
Cast Action – Choose a character in range. For 1 hour, you can change their Stance towards you.
Sleep (tier 2, 2 Skill Points)
Cast Action – Choose a character in range. They fall asleep.
Range: 10Cost: 2 EssenceRange: 10Cost: 4 Essence
Mood Swing (tier 3, 1 Skill Point)
When casting Pacify and Charm, you can repeatedly change the target’s emotions and Stance during the spell’s duration, respectively.
Deprogram (tier 3, 1 Skill Point)
When casting Manipulation spells, the target is not aware of the spell’s effect.
Puppeteer (tier 4, 2 Skill Points)
Cast Action – Choose a character in range. For 1 hour, you control them. While you control them, you are asleep.
Subtle Spell (tier 4, 2 Skill Points)
You have Advantage on Agility rolls related to casting spells without anybody noticing.
Range: 10Cost: 8 Essence
Player Advice
This skilltree gives access to features able to alter or restrict a character’s will, without their consent. Only use it if every player in your session is comfortable with this.

Necromancy (Spellcasting Skilltree)

You create, control and destroy the undead.

Death Rattle (tier 1, 2 Skill Points)
Cast Action – Choose either a corpse or an Undead under your control in range. Every character in a radius of 1 space of it takes 12 (+) physical damage.
Death Counsel (tier 1, 1 Skill Point)
Cast Action – Choose a corpse in range. You ask them one question, which they can answer with the knowledge they had in life.
Range: 10Cost: 2 EssenceRange: 0Cost: 1 Essence
Control Undead (tier 2, 2 Skill Points)
Cast Action – Choose an Undead in range with a Level below your own. For 24 hours, you control them. During this time, they do nothing unless you take an action to control their next turn.
Destroy Undead (tier 2, 2 Skill Points)
Cast Action – Choose an Undead in range. They take 20 (+) raw damage.
Range: 10Cost: 5 EssenceRange: 10Cost: 4 Essence
Minion Master (tier 3, 1 Skill Point)
If you take an action to control the next turn of an Undead under your control, you control the next turn of all Undead under your control.
Among the Dead (tier 3, 1 Skill Point)
Undead have Disadvantage on hostile actions against you. If you take a hostile action against them, this effect ends until the end of a rest.
Raise Undead (tier 4, 2 Skill Points)
Cast Action – Choose an Animal, Mortal or Monster corpse in range. Their type changes to Undead and they regain all of their Health. They are under no obligation to follow your orders.
Extended Spell (tier 4, 2 Skill Points)
When casting a spell on a target already affected by the same spell, its duration is extended by the spell’s duration.
Range: 0Cost: 5 Essence

Protection (Spellcasting Skilltree)

You reduce and reflect damage.

Second Chance (tier 1, 2 Skill Points)
Cast Action – Choose a character in range. For 24 hours, if damage would reduce their current Health to 0, the damage is instead reduced to 0 and this spell ends.
Elemental Armor (tier 1, 1 Skill Point)
Cast Action – Choose a character in range. For 24 hours, any elemental damage they take decreases by 1 (+).
Range: 0Cost: 2 EssenceRange: 0Cost: 2 Essence
Link (tier 2, 1 Skill Point)
Cast Action – Choose a character in range. For 24 hours, whenever you or your target takes damage, the damage halves and you both take it.
Mental Armor (tier 2, 1 Skill Point)
Cast Action – Choose a character in range. For 24 hours, any mental damage they take decreases by 1 (+).
Range: 0Cost: 3 EssenceRange: 0Cost: 2 Essence
Feedback (tier 3, 1 Skill Point)
Whenever your Protection spells reduce damage caused by a character, that character takes an equal amount of mental damage.
Panoply (tier 3, 1 Skill Point)
When casting Elemental Armor or Mental Armor, if the target wears armor, the effect increases by the amount the armor reduces physical damage.
Invulnerability (tier 4, 2 Skill Points)
Cast Action – Choose a character in range. Until the beginning of your next turn, any physical, elemental and mental damage they take is reduced to 0.
Continuous Spell (tier 4, 2 Skill Points)
Your spells do not fail if you take damage while holding them.
Range: 0Cost: 5 Essence

Pyromancy (Spellcasting Skilltree)

You manipulate fire and burn your enemies.

Fire Manipulation (tier 1, 1 Skill Point)
Cast Action – You can start, snuff, or otherwise manipulate fire in a number of empty spaces equal to the Essence spent when casting this spell (+).
Element: Fire (tier 1, 1 Skill Point)
Whenever you deal damage with a Destruction spell, the spell’s targets start Burning. Your spells can only benefit from one Element Skill at a time.
Range: 10Cost: X Essence
Melt (tier 2, 2 Skill Points)
Cast Action – Choose an object in range. It takes 20 (+) elemental damage. If a character wields the object at the end of their turn, they start Burning.
Fire Shield (tier 2, 2 Skill Points)
Cast Action – For 1 minute, whenever an adjacent character deals damage to you, they take 4 elemental damage and start Burning.
Range: 10Cost: 2 EssenceRange: SelfCost: 2 Essence
Fire Mastery (tier 3, 1 Skill Point)
When casting Fire Manipulation, you can create, destroy or otherwise manipulate matter associated with fire, such as smoke, magma or lava.
Flicker (tier 3, 2 Skill Points)
Cast Action – Choose a character in range. For 1 hour, they can phase. They can choose to move through solid materials with a thickness of up to 1 space. They have to end their movement on an empty space.
Range: 0Cost: 3 Essence
Dragonfire (tier 4, 2 Skill Points)
Cast Action – Every character in a cone of 10 spaces emanating from you takes 10 (+) elemental damage and starts Burning.
Cauterize (tier 4, 1 Skill Point)
If a character is Burning, you can stop the condition as an action from up to 10 spaces away.
Range: SelfCost: 5 Essence

Restoration (Spellcasting Skilltree)

You heal others and cure them of afflictions.

Mend (tier 1, 2 Skill Points)
Cast Action – Choose a character in range. They regain 10 (+) Health.
Cure (tier 1, 1 Skill Point)
Cast Action – Choose a character in range. Every ailment affecting them ends.
Range: 10Cost: 3 EssenceRange: 10Cost: 2 Essence
Mass Mend (tier 2, 2 Skill Points)
Cast Action – Every character in range regains Health equal to the Essence spent when casting this spell (+).
Regenerate (tier 2, 2 Skill Points)
Cast Action – Choose a character in range. For 1 minute, they regain 3 (+) Health at the end of their turn.
Range: 10Cost: X EssenceRange: 10Cost: 3 Essence
Shelter (tier 3, 1 Skill Point)
Whenever you cast a Restoration spell, you can choose to pull the targets up to 10 spaces towards you.
Staunch (tier 3, 1 Skill Point)
Whenever you cast a Restoration spell, you remove one stack of Injured from targets.
Resurrection (tier 4, 2 Skill Points)
Cast Action – Choose a corpse in range. They are resurrected and regain all of their Health.
Soothe (tier 4, 2 Skill Points)
Once per rest, when you cast a Restoration spell, targets regain an equal amount of maximum Health.
Range: 0Cost: 8 Essence

Sanguimancy (Spellcasting Skilltree)

You control the blood of your enemies.

Bloodletting (tier 1, 2 Skill Points)
Cast Action – Choose a character in range. They take 8 physical damage and are Injured(2) (+).
Blood Magic (tier 1, 3 Skill Points)
When taking the Cast action, you can spend Health instead of Essence. For example, when casting a spell with a cost of 2 Essence, you can spend 2 Essence, 2 Health, or 1 of each. You cannot spend Health on a spell that restores your Health.
Range: 10Cost: 3 Essence
Erupt (tier 2, 2 Skill Points)
Cast Action – Choose an Injured character in range. They take physical damage equal to double their Injured stacks.
Drain (tier 2, 2 Skill Points)
Cast Action – Choose an Injured character in range. You regain Health equal to double their Injured stacks.
Range: 10Cost: 1 EssenceRange: 10Cost: 1 Essence
Blood Poisoning (tier 3, 1 Skill Point)
While a character is Injured by you, they are Weakened.
Harvest (tier 3, 2 Skill Points)
Whenever you kill a character with a spell, you regain 2 Health.
Blood Transfusion (tier 4, 2 Skill Points)
Cast Action – Choose an Injured character in range. Every character in a radius of 10 spaces gains an equal amount of Injured stacks.
Hemorrhage (tier 4, 2 Skill Points)
Whenever you cause Injured, you cause one additional stack.
Range: 10Cost: 2 Essence

Summoning (Spellcasting Skilltree)

You summon and bind creatures from the beyond.

Minor Call (tier 1, 2 Skill Points)
Cast Action – Choose a Level 0 (+) Immortal. They appear on an empty space in range. You control their next turn. They disappear when their current Health is reduced to 0 or at the end of their next turn.
Bind (tier 1, 2 Skill Points)
Cast Action – Choose a willing non-mortal character. You form a binding contract with them and they become your familiar. The contract should include obligations for both sides, which they are unable to break.You can only have one familiar at a time. You can recast this spell to revive your familiar or end the contract.
Range: 10Cost: 4 EssenceRange: 0Cost: 6 Essence
Major Call (tier 2, 2 Skill Points)
Cast Action – Choose a Level 0 (+) Immortal. They appear on an empty space in range. You do not control them. They disappear when their current Health is reduced to 0.
Banish (tier 2, 2 Skill Points)
Cast Action – Choose a Level 0 (+) Immortal in range. If they are not in their native world, they are returned to it and immediately disappear.
Range: 10Cost: 6 EssenceRange: 10Cost: 2 Essence
Personal Summons (tier 3, 1 Skill Point)
When casting Minor Call or Major Call, you can summon a specific Immortal by name.
Third Eye (tier 3, 1 Skill Point)
You can choose to use your familiar’s senses instead of your own. Changing between your own perception and your familiar’s perception does not require an action.
Higher Summons (tier 4, 2 Skill Points)
When casting Minor Call, Major Call or Banish, the Level of the Immortal can be 5 Levels higher.
Conduit (tier 4, 2 Skill Points)
The first time you channel a spell on your turn does not require an action.

Technomancy (Spellcasting Skilltree)

You understand machines better than people.

Scramble (tier 1, 1 Skill Point)
Cast Action – For 1 hour, electronic devices in a radius of 10 (+) spaces are not operational.
Electric Sight (tier 1, 1 Skill Point)
Cast Action – For 24 hours, you can see the electronic devices, power lines and power supplies. It manifests as a glow whose intensity depends on the energy. You can see the glow through darkness and solid materials with a thickness of up to 1 space.
Range: SelfCost: 2 EssenceRange: SelfCost: 1 Essence
Pulse (tier 2, 2 Skill Points)
Cast Action – Every Construct and electronic device in a radius of 10 (+) spaces takes 12 elemental damage. Constructs are Staggered until the end of their next turn.
Connect (tier 2, 1 Skill Point)
Cast Action – Choose an electronic device in range. For 1 hour, you can manipulate the device and any devices in the same network. During this time, you are asleep.
Range: SelfCost: 4 EssenceRange: 10Cost: 3 Essence
Recharge (tier 3, 1 Skill Point)
When casting Scramble or Pulse, you regain Essence equal to the Constructs and electronic devices affected.
Port (tier 3, 1 Skill Point)
When casting Electric Sight or Connect, you can see and target Constructs, respectively.
Malware (tier 4, 1 Skill Point)
When casting Technomancy spells, you can choose to install malware on the affected electronic devices. Until it is removed, you are alerted whenever the device is used.
Machine Ghost (tier 4, 2 Skill Points)
When casting spells, you do not need to see the target and the spell’s range becomes unlimited if a network connects you to them.
Player Advice
Many spells can be adapted to fit futuristic settings. Consider flavoring the Restoration Skilltree with nanites or the Illusion Skilltree with holograms.

Theurgy (Spellcasting Skilltree)

You transform into a higher being.

Ascension (tier 1, 2 Skill Points)
Cast Action – For 1 minute, you transform. While transformed, you gain one statistic, such as an Attribute score, feature or action, of another character. You decide the character and statistic when you acquire this Skill. For example, an angel’s Cast action, a devil’s Tempt action, a dragon’s Exhale action or an outer god’s Incomprehensible feature.
Range: SelfCost: 3 Essence
Olympian (tier 2, 1 Skill Point)
While transformed with Ascension, you gain an additional statistic of the same character, for a total of 2. You decide the statistic when you acquire this Skill.
Earthly Transformations (tier 2, 1 Skill Point)
When casting Ascension, you can choose different statistics of the same character each time you cast it.
Titan (tier 3, 1 Skill Point)
While transformed with Ascension, you gain an additional statistic of the same character, for a total of 3. You decide the statistic when you acquire this Skill.
Imitation (tier 3, 1 Skill Point)
When casting Ascension, you can choose to change your Size to the character’s Size.
Primordial (tier 4, 1 Skill Point)
While transformed with Ascension, you gain an additional statistic of the same character, for a total of 4. You decide the statistic when you acquire this Skill.
Big Bad Evil Guy (tier 4, 2 Skill Points)
When casting Ascension, you gain the Boss feature.

Transformation (Spellcasting Skilltree)

You change the forms of both characters and objects.

Animate (tier 1, 2 Skill Points)
Cast Action – Choose a small object in range. For 24 hours, it transforms into a Construct you control. During this time, it does nothing unless you take an action to give it an order. It reverts to its original form once it takes damage.
Convert (tier 1, 1 Skill Point)
Cast Action – For 24 hours, you transform into an object of your size. While transformed, you are Stunned but aware of your surroundings. You revert to your original form once you take damage.
Range: 0Cost: 1 EssenceRange: SelfCost: 3 Essence
Transmute (tier 2, 2 Skill Points)
Cast Action – Choose a small object in range. It transforms into a different material of your choice. You cannot change the object’s state of matter when changing materials.
Shapeshift (tier 2, 2 Skill Points)
Cast Action – For 24 hours, you transform into a Level 0 (+) Animal. While transformed, your statistics become that of the Animal. You revert to your original form once your current Health is reduced to 0.
Range: 0Cost: 2 EssenceRange: SelfCost: 4 Essence
Master of Function (tier 3, 1 Skill Point)
When casting Animate or Transmute, you can choose objects of any size. The spell’s cost increases by 1 for each size above small.
Master of Form (tier 3, 1 Skill Point)
The range of Convert and Shapeshift increases to 10 spaces.
Walking Fortress (tier 4, 1 Skill Point)
When casting Animate, constructs no longer revert to objects once they take damage. Their Health depends on their material and size.
Apex Predator (tier 4, 1 Skill Point)
When casting Shapeshift, the Level of the Animal can be 5 Levels higher.

Transposition (Spellcasting Skilltree)

You bend space to teleport yourself and others.

Blink (tier 1, 1 Skill Point)
Cast Action – A character in range is teleported to an empty space within 100 spaces.
Send (tier 1, 1 Skill Point)
Cast Action – An object you are holding is teleported to a place you have visited before, no matter the distance.
Range: 0Cost: 1 EssenceRange: SelfCost: 2 Essence
Switch (tier 2, 1 Skill Point)
Cast Action – A character in range is teleported to a space within 100 spaces. Any character or object on it teleports to their space.
Apport (tier 2, 1 Skill Point)
Cast Action – Choose an object you have held before. The object is teleported to you.Examples include armor, a weapon or a coin pouch.
Range: 0Cost: 2 EssenceRange: SelfCost: 2 Essence
Public Transport (tier 3, 1 Skill Point)
When casting Blink or Switch, characters can channel with you. They teleport to an adjacent space.
Bulk Order (tier 3, 1 Skill Point)
When casting Send or Apport, you can choose several targets. The spell’s cost increases by 1 for each additional target.
Portal (tier 4, 2 Skill Points)
Cast Action – Choose a space in range. For 1 minute, you open a portal between the chosen space and a place you have visited before.
Remote Spell (tier 4, 2 Skill Points)
When casting a spell, you can cast it from the position of an ally you can see.
Range: 0Cost: 5 Essence

Weapon Magic (Spellcasting Skilltree)

You increase the precision and damage of weapons.

Seeking Strike (tier 1, 2 Skill Points)
Cast Action – For one minute, the target’s next attack automatically hits. They do not need to see the target, as long as it is in their weapon’s range.
Precision Boon (tier 1, 2 Skill Points)
Cast Action – Choose a weapon in range. For one minute, its wielder has Advantage on attacks with it.
Range: SelfCost: 1 EssenceRange: 10Cost: 2 Essence
Felling Strike (tier 2, 2 Skill Points)
Cast Action – For one minute, the target’s next attack deals additional damage, equal to twice the Essence spent when casting this spell (+). The damage type is the same as their weapon’s damage.
Damage Boon (tier 2, 2 Skill Points)
Cast Action – Choose a weapon in range. For one minute, it deals 1 (+) additional elemental damage.
Range: SelfCost: X EssenceRange: 10Cost: 2 Essence
Shared Strike (tier 3, 1 Skill Point)
The range of Seeking Strike, Felling Strike and Parting Strike increases to 10 spaces.
Shared Boon (tier 3, 1 Skill Point)
When casting Damage Boon or Range Boon, you can choose several targets. If you do, the spell’s cost increases by 1 for each additional target.
Parting Strike (tier 4, 2 Skill Points)
Cast Action – For one minute, the target’s next attack can target X characters in their weapon’s range.
Spellblade (tier 4, 3 Skill Points)
When you make an attack, you can make a Spellcasting Attribute roll instead of a Strength roll.
Range: SelfCost: X Essence

4.5. Starting Gear

When creating your character, you have 1.000 Coins. Below are some items which cover basic adventuring needs. You can keep any unspent Coins.

ItemEffectWeightCoins
BagA backpack, satchel, or similar bag. It can hold a weight of up to 20. Anything inside it does not count towards your current Load.160
BottleA receptacle such as a tumbler, canteen or waterskin.120
ClothesA simple set of clothes.160
DaggerA one-handed weapon with 2 damage and 0 range.1100
FuelOils, batteries or similar fuels. Necessary for powering light sources and other devices.15
FocusAn object necessary for casting spells. There are several types of foci, including: a staff, wand, orb, instrument, pipe.1300
Health PotionYou regain 4 Health when you imbibe the potion as an action.1100
Light armorAny physical damage you take decreases by 1. Your Agility and Speed decreases by 3.6300
Light sourceA lantern, lamp or similar light source. It emits light in a radius of 5 spaces for up to 8 hours before it needs to be refueled.1100
PaperAn empty piece of paper, parchment, or something similar.15
PocketknifeA foldable knife.120
RationPrepped food that feeds one character for a day.110
RopeA sturdy rope of 40 meters or yards.110
Sleeping BagA sleeping bag for a single person.140
Writing implementsA set of pencils, erasers, quills and inks.120

4.6. Levelling Up

A PC starts at level 1, with a total of 80 Attribute Points and 10 Skill Points. At the Guide’s discretion, they level up whenever they have reached a notable milestone in their adventuring career. Examples of such milestones include:

  • Overcoming a difficult challenge
  • Finishing a story arc
  • Studying under a teacher

The Guide decides whether every member of a party levels up at the same time or individually. Whenever a PC gains a level, they can spend 1 Attribute Point and gain 5 Skill Points. They can then learn new Skills if they meet the necessary requirements. Any unspent Skill Points can be spent the next time the character levels up. A PC cannot exceed level 10, and none of their Attributes can exceed 20 before applying modifiers.

Optional Rule: Demigod
A PC can exceed level 10. Before they do, they should overcome a special challenge, such as gaining the patronage of a deity or defeating a legendary beast. At the Guide’s discretion, their Type changes to Immortal.

4.7. Characterization

Once a player has decided on their character’s Origin, spent their Attribute and Skill Points, and picked their gear, they are ready to play. However, a character without a personality is unfinished. While the mechanical side of the character is complete, the emotional side is still missing. The character’s past, their experiences, strengths and weaknesses and their opinions are all part of their Characterization. As a player, you can either decide these during play, or determine them in advance.

Background

Every character has a past that shaped them into the person they are. When creating a character, think about what they did before they became an adventurer and what set them on their current path.

Their background should work for both yourself and your Guide. Consider your character’s place in the world your Guide has described. Did they partake in a recent war? Have they just finished their studies at an arcane university?

Think about the reason they decided to become an adventurer and what their motivations are. Maybe they always harbored the wish to explore the world, are in need of money, or circumstances forced them into it. Additionally, you can think about their home, family, friends and rivals.

Player Advice
Characters with a peaceful backstory can be just as nuanced as those who have endured hardships. They could have grown up on a farm, sending regular updates about their adventures to their proud parents. Think about the kind of character you enjoy playing with your group and the dynamics you want to have with the other players. Remember – everyone is a main character.

Should you be unsure about your character’s background, talk to your Guide. If you are playing a campaign, they might have ideas about how to fit you into it.

Background Ideas:

  • Alumni of a martial or magical academy
  • Child of a famous adventurer
  • Civilian with a regular profession
  • Convict, either innocent or guilty
  • Heir of a wizard family
  • Member of a clergy
  • Member of a militia
  • Noble, either new or old money
  • Petty criminal
  • Recluse living by themselves
  • Squire who wants to become a knight
  • Street urchin

Depending on the game, a character might have a Pact with an immortal being. As described in the “Pacts” section, you can work with your Guide to develop an agreement with such a being, forming the basis of your character’s background.

Player Advice
Consider filling out the following when creating a character:
My name is ____________________.
I grew up in ____________________.
My family consists of ____________________.
They work(ed) as ____________________.
My childhood was ____________________.
I spent my time ____________________.
The most memorable event in my childhood was ____________________.
I always thought I would become ____________________.
I decided to become an adventurer because ____________________.
So far, my adventuring career has been ____________________.
My most prized possession is ____________________.

Morals

It can be useful to decide on your character’s morals. What values are especially important to them? Think about their opinion regarding family, friendship, honor, law, as well as their view of the government and religion.

Depending on the setting you are playing in, religion might be an important factor. If deities are real, does your character follow one god in particular, or do they merely acknowledge their existence? Your character could possibly be a heretic, who denies the divinity of the gods and is in conflict with their followers.

Additionally, if you are playing a session involving combat, deciding on your character’s morals regarding life and death can give them additional depth. Have they killed sentient creatures in the past, or is that a line they haven’t crossed yet? Taking somebody’s life, even if they are subjectively evil, can be a driving force behind a story.

Strengths & Weaknesses

Based on your character’s Attributes and Skills, you can develop areas they excel in. Within their party, they can occupy a certain role, with their allies relying on them to fill it. At the same time, they can be lacking in other areas, requiring those allies to fill that gap.

Developing strengths and weaknesses for your character can help you bond with the other members of your party. Weaknesses in particular give your character room to grow, which in return helps progress the story. For instance, they might be afraid of darkness or unable to swim.

StrengthsWeaknesses
Adaptable
Brave
Confident
Empathic
Funny
Honest
Humble
Kind
Loyal
Patient
Aimless
Arrogant
Egocentric
Greedy
Impulsive
Indecisive
Naive
Overthinking
Stubborn
Vain

Disabilities

Whether at birth, before play or during play, it is possible for a character to be disabled. Consider giving the player the opportunity to compensate for the character’s disability instead of giving them a penalty.

For example, while a character who loses an arm in combat might suffer some ill effects at first, they could either commission a prosthesis or develop a unique fighting style to make up for the loss, becoming an even better fighter in the process. Even though weapons use the properties “One-Handed” and “Two-Handed”, it is not necessary for them to have two hands.

Generally, we discourage PCs from permanently having ill effects from disabilities. In roleplaying games, realism is no excuse to discriminate against anybody.

5. Items

Objects are inanimate materials, from pebbles to buildings. As opposed to characters, who have a variety of statistics, objects only have Health. They cannot take any actions and are unaffected by conditions. Items are a subcategory of objects which can be used by characters, such as a piece of equipment or a potion. They have an effect, weight and price.

Weight

The weight of items is relevant to determine what a character can carry and lift. It is roughly equivalent to kilograms, and can be doubled to get an equivalent weight in pounds. For the sake of simplicity, mundane items listed hereafter have a weight of 1. In reality, some items might be a bit lighter or heavier.

Example:

Mathis has a maximum Load of 17. He carries light armor, a pike, a health potion and a bag. His current Load is 6 + 4 + 1 +1 = 12. Any item he carries in his bag does not count towards his current Load. He could carry an additional weight of 5 before reaching his maximum Load.

Carrying, Lifting and Wielding

Anything a character has on their person is carried by them. They can carry items with a weight up to their Load. They can exceed their Load for a short time, lifting items or characters with a weight up to 10 times their Load. If they exceed their Load, they are Slowed.

Player Advice
If your character needs to carry a lot, they can use a bag. Anything inside it does not count towards their current Load, but they need to take the Interact action to fetch an item out of their bag before using it. In the above example, Mathis’ Load is 12, no matter what is inside his bag.

Whenever a character carries an item with their hands, they wield it. For example, a character could wield any of the following:

  • A one-handed weapon and a shield
  • Two one-handed weapons
  • A two-handed weapon
  • A one-handed weapon and a focus
  • A one-handed weapon and a light source
  • A focus and a light source

Price

An item’s price is measured in Coins. Each item has a default price, with five price stages below it. Characters have to pay the default price when buying an item, and receive Coins equal to the leftmost price below the default when selling an item. Apart from selling items, the five additional prices correspond to the five Stances a character can have, and can be used to determine prices when haggling.

Example:

Samia wants to buy a new sword. The sword has a price of 50 / 150 / 200 / 250 / 400 Coins. By default, she would have to pay 200 Coins for it. Samia is acquainted with the swordsmith, who has a friendly Stance towards her. He offers her the sword for 150 Coins. Additionally, Samia successfully haggles with him, decreasing the price to 50 Coins. If the swordsmith were loyal to Samia, he might even consider gifting her the sword. If Samia decides to sell the sword in the future, she would receive 50 Coins by default.

Coins do not refer to a specific coinage – instead, it can be any kind of currency. It is assumed that PCs always exchange their Coins so they have little to carry. An especially wealthy character might have millions worth of Coins, but instead of carrying bags of cash, they have promissory notes, checks, or digital currency.

Item Health

Most items can be destroyed by dealing damage to them. In general, items have to be the immediate target of an attack to be destroyed. For example, an armor is only destroyed when attacking it directly, not when attacking the character wielding it. The table below shows suggestions for how much health different items have depending on their size and material.

MaterialSmallMediumLargeMassive
Fabric1 (a shirt)5 (a curtain)10 (a tent)50 (a ship’s sail)
Wood5 (a shield)10 (a wooden door)20 (a trebuchet)100 (a ship’s hull)
Stone10 (a rock)20 (a stone statue)50 (a bridge)200 (a cottage)
Metal20 (a sword)50 (a suit of armor)100 (a portcullis)500 (a vault door)

5.1. Armor

Going out on adventures can be dangerous, which is why many adventurers opt to wear armor. Any character can do so, but unless they have the Armor Training skill, their Agility and Speed is greatly reduced.

Armor Types

Most armor can be assigned to one of three types: light armor, usually made of cloth, such as a gambeson, medium armor, made of a combination of cloth, leather and metal, such as a brigandine, or heavy armor, made entirely of metal and padding, such as plate armor.

ItemEffectWeightCoins
Light armorAny physical damage you take decreases by 1. Your Agility and Speed decreases by 3.6300
75 / 225 / 300 / 375 / 600
Medium armorAny physical damage you take decreases by 2. Your Agility and Speed decreases by 6.121.000
250 / 750 / 1.000 / 1.250 / 2.000
Heavy armorAny physical damage you take decreases by 3. Your Agility and Speed decreases by 9.183.000
750 / 2.250 / 3.000 / 3.750 / 6.000

Donning and Doffing

Properly donning and doffing armor is a lengthy process, which takes between 10 and 60 minutes, depending on the type of armor and how much assistance a character has.

5.2. Weapons

Most adventurers rely on weapons to defend themselves in combat. They include a variety of tools to inflict damage, notably unarmed attacks and shields.

Weapon have the following parameters:

  • Range – The maximum distance between the attacker and their target.
  • Damage – The physical damage dealt to the attack’s target.
  • Hands – A parameter which indicates whether a weapon occupies one or two hands.
  • Weight – The weapon’s weight, which goes towards the wielder’s Load.
  • Price – The asking price of the weapon.
  • Reload – A parameter exclusive to ranged weapons. After each attack, a character must take a number of actions equal to the reload parameter before being able to attack again. For example, bows need a single action to reload and a catapult needs 30 actions, but can be reloaded by several characters.

Weapons are sorted into weapon groups, such as blunt weapons, edged weapons or pointed weapons. Each weapon group has a unique feature in its description, which sets it apart from other weapon groups. To use a weapon group’s feature, a character needs to acquire the Weapon Training Skill. A character without the Weapon Training Skill can use weapons, but does not benefit from their feature. For example, a character who acquired the Weapon Training Skill for the hammers weapon group ignores armor when attacking with hammers.

Mundane objects used as weapons are called improvised weapons. Their parameters mirror those of the listed weapons. For example, a table leg or bottle could have the parameters of a Club. Attacks with improvised weapons have Disadvantage.

Player Advice
Some weapons are typically wielded with two hands, but could be wielded with one if necessary. At the Guide’s discretion, they use the parameters of an appropriate weapon. For example, a longsword could use the parameters of a sword while wielding it one-handed.

5.2.1. Melee Weapons

Blunt Weapons
Weapon Training Feature – Your attack’s target is Staggered.
WeaponRangeDamageHandsWeightCoins
Unarmed01one
Brass Knuckle02one150
15 / 40 / 50 / 60 / 100
Club12one250
15 / 40 / 50 / 60 / 100
Quarterstaff23two2100
25 / 75 / 100 / 125 / 200
Hammers
Weapon Training Feature – Your attack’s damage cannot be decreased by armor.
WeaponRangeDamageHandsWeightCoins
Mace03one1200
50 / 150 / 200 / 250 / 400
Battlehammer13one2200
50 / 150 / 200 / 250 / 400
Greathammer25two3300
75 / 225 / 300 / 375 / 600
Edged Weapons
Weapon Training Feature – Your attack’s target is Injured(1).
WeaponRangeDamageHandsWeightCoins
Sickle02one1100
25 / 75 / 100 / 125 / 200
Sword13one2200
50 / 150 / 200 / 250 / 400
Longsword14two2200
50 / 150 / 200 / 250 / 400
Greatsword25two3300
75 / 225 / 300 / 375 / 600
Scythe34two3300
75 / 225 / 300 / 375 / 600
Pointed Weapons
Weapon Training Feature – You ignore Disadvantage from targeted attacks.
WeaponRangeDamageHandsWeightCoins
Dagger02one1100
25 / 75 / 100 / 125 / 200
Rapier13one1200
50 / 150 / 200 / 250 / 400
Spear22one2100
25 / 75 / 100 / 125 / 200
Lance32one3100
25 / 75 / 100 / 125 / 200
Pike34two4300
75 / 225 / 300 / 375 / 600
Chain Weapons
Weapon Training Feature – You ignore Disadvantage from the Defend action.
WeaponRangeDamageHandsWeightCoins
Whip32one1100
25 / 75 / 100 / 125 / 200
Flail23one2200
50 / 150 / 200 / 250 / 400
Meteor34two2300
75 / 225 / 300 / 375 / 600
Axes
Weapon Training Feature – Your attack’s damage doubles against objects.
WeaponRangeDamageHandsWeightCoins
Battleaxe13one1200
50 / 150 / 200 / 250 / 400
Greataxe25two3300
75 / 225 / 300 / 375 / 600
Poleaxe34two3300
75 / 225 / 300 / 375 / 600
Defensive Weapons
Weapon Training Feature – While under the effect of the Defend action, any physical damage you take decreases by 1.
WeaponRangeDamageHandsWeightCoins
Parrying Dagger02one1200
50 / 150 / 200 / 250 / 400
Small Shield01one150
15 / 40 / 50 / 60 / 100
Large Shield02one2100
25 / 75 / 100 / 125 / 200
Dueling Shield04two3300
75 / 225 / 300 / 375 / 600

5.2.2. Ranged Weapons

Bows
Weapon Training Feature – You ignore Disadvantage from targeted attacks.
WeaponRangeDamageReloadHandsWeightCoins
Shortbow2031two1200
50 / 150 / 200 / 250 / 400
Longbow4041two2300
75 / 225 / 300 / 375 / 600
Compound Bow6051two3400
100 / 300 / 400 / 500 / 800
Crossbows
Weapon Training Feature – Your attack’s damage cannot be decreased by armor.
WeaponRangeDamageReloadHandsWeightCoins
Light Crossbow6062two4300
75 / 225 / 300 / 375 / 600
Heavy Crossbow60103two8400
100 / 300 / 400 / 500 / 800
Repeating Firearms
Weapon Training Feature – Your attack’s target is Injured(1).
WeaponRangeDamageReloadHandsWeightCoins
Repeating Pistol4020one1400
100 / 300 / 400 / 500 / 800
Shotgun2040two2500
125 / 375 / 500 / 625 / 1.000
Repeating Rifle6040two4600
150 / 450 / 600 / 750 / 1.200
Single-Shot Firearms
Weapon Training Feature – Every character in a line from you takes the attack’s damage.
WeaponRangeDamageReloadHandsWeightCoins
Single-Shot Pistol4042one1200
50 / 150 / 200 / 250 / 400
Blunderbuss2062two2300
75 / 225 / 300 / 375 / 600
Single-Shot Rifle6062two4400
100 / 300 / 400 / 500 / 800
Guide Advice
Repeating firearms, especially in modern settings, have exceedingly large magazines. They have 0 reload because they will not need to be swapped during most encounters.
Sling Weapons
Weapon Training Feature – Your attack’s target is Staggered.
WeaponRangeDamageReloadHandsWeightCoins
Sling4021one1100
25 / 75 / 100 / 125 / 200
Slingshot4031two1100
25 / 75 / 100 / 125 / 200
Staff Sling6031two2200
50 / 150 / 200 / 250 / 400
Thrown Weapons
Weapon Training Feature – Your reload decreases by 1.
WeaponRangeDamageReloadHandsWeightCoins
Dart1011one110
3 / 8 / 10 / 13 / 20
Throwing Knife1021one150
15 / 40 / 50 / 60 / 100
Javelin2031one2100
25 / 75 / 100 / 125 / 200
Siege Weapons
Weapon Training Feature – Your attack’s damage doubles against objects.
WeaponRangeDamageReloadHandsWeightCoins
Catapult1001230two2.00010.000
2.500 / 7.500 / 10.000 / 12.500 / 20.000
Ballista2001230two50010.000
2.500 / 7.500 / 10.000 / 12.500 / 20.000
Trebuchet40016120two20.00015.000
3.750 / 11.250 / 15.000 / 18.750 / 30.000
Cannon10002060two5.00020.000
5.000 / 15.000 / 20.000 / 25.000 / 40.000
ItemEffectWeightCoins
AmmunitionNecessary when firing most ranged weapons. There are several types of ammunition, including: arrows, bolts, bullets.15
1 / 3 / 5 / 7 / 10
Ammunition PouchAn ammunition pouch, quiver, or something similar. It can hold up to 20 ammunition. Ammunition inside it does not count towards your current Load.120
5 / 15 / 20 / 25 / 40

5.3. Mundane Items

ItemEffectWeightCoins
Ammunition PouchAn ammunition pouch, quiver, or something similar. It can hold up to 20 ammunition. Ammunition inside it does not count towards your current Load.20
5 / 15 / 20 / 25 / 40
Artisan’s ToolsA set of tools for various professions, such as alchemists, brewers, calligraphers, carpenters, carvers, cooks, glassblowers, leatherworkers, masons, potters, smiths, tinkers and tailors.1100
25 / 75 / 100 / 125 / 200
BagA backpack, satchel, or similar bag. It can hold a weight of up to 20. Anything inside it does not count towards your current Load.160
15 / 45 / 60 / 75 / 120
Beauty ProductsA set of cosmetics and personal care products.160
15 / 45 / 60 / 75 / 120
BlanketA swath of cloth large enough to cover one person.120
5 / 15 / 20 / 25 / 40
BookAn empty note- or sketchbook.140
10 / 30 /40 / 50 / 80
BottleA receptacle such as a tumbler, canteen or waterskin.120
5 / 15 / 20 / 25 / 40
CameraA device for recording visual images.1200
50 / 150 / 200 / 250 / 400
Climbing GearA harness and additional gear for climbing.1100
25 / 75 / 100 / 125 / 200
ClothesA simple set of clothes.160
15 / 45 / 60 / 75 / 120
ItemEffectWeightCoins
CompassAn instrument which shows the direction of magnetic north.160
15 / 45 / 60 / 75 / 120
CrowbarA metal bar with a curved and flattened end.120
5 / 15 / 20 / 25 / 40
CutleryA set of knives, forks and spoons.120
5 / 15 / 20 / 25 / 40
DiceA set of playing dice.110
3 / 8 / 10 / 13 / 20
DinnerwareVarious plates and bowls.140
10 / 30 /40 / 50 / 80
FineryA fine set of clothes.1200
50 / 150 / 200 / 250 / 400
Grappling HookAn iron claw attached to a rope.160
15 / 45 / 60 / 75 / 120
HammerA tool with a heavy metal head.120
5 / 15 / 20 / 25 / 40
HatchetA small axe with a short handle.120
5 / 15 / 20 / 25 / 40
HourglassA timing device which typically measures one hour.1100
25 / 75 / 100 / 125 / 200
InstrumentA musical instrument such as a violin, guitar or flute.1100
25 / 75 / 100 / 125 / 200
Light SourceA lantern, lamp or similar light source. It emits light in a radius of 5 spaces for up to 8 hours before it needs to be refueled.1100
25 / 75 / 100 / 125 / 200
Lock PicksA set of tools to open locks.160
15 / 45 / 60 / 75 / 120
Magnifying GlassA lens that enlarges images.120
5 / 15 / 20 / 25 / 40
ManaclesA pair of manacles with a matching set of keys.120
5 / 15 / 20 / 25 / 40
MapA map of a city, country or planet.1100
25 / 75 / 100 / 125 / 200
ItemEffectWeightCoins
MirrorA handheld mirror with a reflective surface.160
15 / 45 / 60 / 75 / 120
Mobile PhoneA device with access to a network, such as the internet.1200
50 / 150 / 200 / 250 / 400
PadlockA lock with a matching set of keys.120
5 / 15 / 20 / 25 / 40
Painting SuppliesA set of brushes and paints.160
15 / 45 / 60 / 75 / 120
PaperAn empty piece of paper, parchment, or something similar.15
1 / 3 / 5 / 7 / 10
PerfumeA bottle of essential oils.160
15 / 45 / 60 / 75 / 120
PocketknifeA foldable knife.120
5 / 15 / 20 / 25 / 40
PouchA small receptacle for coins.110
3 / 8 / 10 / 13 / 20
PickaxeA tool with a pointed steel bar.120
5 / 15 / 20 / 25 / 40
PitonsA set of pegs which can be driven into surfaces.120
5 / 15 / 20 / 25 / 40
Playing CardsA set of playing cards.110
3 / 8 / 10 / 13 / 20
RopeA sturdy rope of 40 meters or yards.110
3 / 8 / 10 / 13 / 20
SaddleA seat fastened to a mount.1100
25 / 75 / 100 / 125 / 200
SawA tool with a serrated blade.120
5 / 15 / 20 / 25 / 40
ItemEffectWeightCoins
Sleeping BagA sleeping bag for a single person.140
10 / 30 /40 / 50 / 80
Space SuitYou ignore the effects of Outer Space.1500
125 / 375 / 500 / 625 / 1.000
SpyglassA small telescope.160
15 / 45 / 60 / 75 / 120
TentA portable shelter which can accommodate two people.1100
25 / 75 / 100 / 125 / 200
TinderboxA box containing tinder, flint and steel to kindle fires.110
3 / 8 / 10 / 13 / 20
VialA glass receptacle for liquids.110
3 / 8 / 10 / 13 / 20
WatchA timing device which gives the exact time of day.1100
25 / 75 / 100 / 125 / 200
Writing ImplementsA set of pencils, erasers, quills and inks.120
5 / 15 / 20 / 25 / 40

5.4. Consumables

Consumables are oils, poisons, potions, traps and similar items, which are consumed after using them.

ItemEffectWeightCoins
AlcoholYou can drink the alcohol over the period of one minute. Then, you make a Vitality roll. On a failure, your maximum Health is reduced by 1.15
1 / 3 / 5 / 7 / 10
FuelOils, batteries or similar fuels. Necessary for powering light sources and other devices.15
1 / 3 / 5 / 7 / 10
MedkitYou can consume the Medkit over the period of one minute. Then, an adjacent character regains 4 Health.140
10 / 30 /40 / 50 / 80
RationA ration can be consumed as part of a rest to avoid going hungry.110
3 / 8 / 10 / 13 / 20
SoapYou can use soap over the period of one minute to regain 1 maximum Health.120
5 / 15 / 20 / 25 / 40
TorchEmits light in a radius of 5 spaces for up to 8 hours.110
3 / 8 / 10 / 13 / 20

5.4.1. Potions

Potions can be imbibed as an action. They have helpful effects as specified in the potion’s description.

ItemEffectWeightCoins
AmbrosiaYou immediately gain the benefits of a rest.1500
125 / 375 / 500 / 625 / 1.000
AntitoxinAny poison you are suffering from ends.1100
25 / 75 / 100 / 125 / 200
Chance PotionYou regain 4 Chance.1100
25 / 75 / 100 / 125 / 200
Elixir of LifeYour physical age decreases by 1d20 years.12.000
500 / 1.500 / 2.000 / 2.500 / 4.000
Essence PotionYou regain 4 Essence.1100
25 / 75 / 100 / 125 / 200
Health PotionYou regain 4 Health.1100
25 / 75 / 100 / 125 / 200
PanaceaAny ailment or magical effect you are suffering from ends.11.000
250 / 750 / 1.000 / 1.250 / 2.000
Potion of BreathFor 24 hours, you can breathe both air and water.1100
25 / 75 / 100 / 125 / 200
Potion of ChangeFor 24 hours, you transform into a Mortal character of your size. It can be a made-up or existing character.1200
50 / 150 / 200 / 250 / 400
Potion of NightFor 24 hours, you ignore Darkness.1100
25 / 75 / 100 / 125 / 200
Potion of SightFor 24 hours, you can see invisible characters and objects.1200
50 / 150 / 200 / 250 / 400
Truth SerumFor 24 hours, you are unable to tell lies.1200
50 / 150 / 200 / 250 / 400

5.4.2. Poisons

Poisons can be applied as an action. Their harmful effect is triggered as soon as the poison comes into contact with a character.

ItemEffectWeightCoins
Giant Snake VenomA venom which deals 4 elemental damage.1100
25 / 75 / 100 / 125 / 200
Manticore VenomA venom which deals 12 elemental damage.1500
125 / 375 / 500 / 625 / 1.000
Snake VenomA venom which deals 1 elemental damage.110
3 / 8 / 10 / 13 / 20
ToxinA toxin which stuns its victim.1100
25 / 75 / 100 / 125 / 200

5.4.3. Weapon Oils

Weapon oils can be applied to a melee weapon as an action. It grants the weapon an additional effect as specified in the weapon oil’s description.

ItemEffectWeightCoins
Antimagic OilFor 1 hour, attacks with the coated weapon cause the target to be unable to spend Essence until the end of their next turn.160
15 / 45 / 60 / 75 / 120
Burning OilFor 1 hour, attacks with the coated weapon cause the target to start Burning.160
15 / 45 / 60 / 75 / 120
Freezing OilFor 1 hour, attacks with the coated weapon cause the target to be Slowed until the end of their next turn.160
15 / 45 / 60 / 75 / 120
Slaying OilFor 1 hour, your next attack with the coated weapon deals double damage and the oil’s effect ends.1100
25 / 75 / 100 / 125 / 200

5.4.4. Ammunition

Ammunition is necessary when firing ranged weapons, with the exception of thrown weapons. Depending on the ranged weapon, they can be arrows, bolts, bullets or something similar.

ItemEffectWeightCoins
AmmunitionThe default type of ammunition.15
1 / 3 / 5 / 7 / 10
Armor Piercing AmmunitionThe damage from attacks with this ammunition cannot be decreased by armor.120
5 / 15 / 20 / 25 / 40
Incendiary AmmunitionAttacks with this ammunition cause the target to start Burning.120
5 / 15 / 20 / 25 / 40
Rubber AmmunitionYou have Advantage on non-lethal attacks with this ammunition.110
3 / 8 / 10 / 13 / 20
Tracer AmmunitionAttacks with this ammunition reveal the target.110
3 / 8 / 10 / 13 / 20

5.4.5. Traps

Traps can be placed on an adjacent space in one minute. A character needs to make an Agility roll to place them. If they succeed, the trap is set. If they fail, the trap is destroyed without any effect. Once a character occupies a trap’s space, they trigger the trap’s effect, as specified in its description. Every trap has 5 Health.

ItemEffectWeightCoins
Claw TrapThe character who triggered the trap takes 6 physical damage and is Slowed while the trap is attached to them.1100
25 / 75 / 100 / 125 / 200
Explosive TrapEvery character in a radius of 1 space of the trap takes 6 elemental damage. The trap is destroyed.1100
25 / 75 / 100 / 125 / 200
Net TrapThe character who triggered the trap is Immobilized and has Disadvantage on rolls while the trap is attached to them.160
15 / 45 / 60 / 75 / 120
Pit TrapThe character who triggered the trap falls 4 spaces into a pit.160
15 / 45 / 60 / 75 / 120
Shock TrapThe character who triggered the trap takes 6 elemental damage and is Staggered until the end of their turn. The trap is destroyed.1100
25 / 75 / 100 / 125 / 200
Wire TrapThe character who triggered the trap falls prone.160
15 / 45 / 60 / 75 / 120

5.4.6. Thrown Items

Using the Grab action, characters can use thrown items for various effects. By default, they can be thrown up to 10 spaces and can target characters, objects or empty spaces.

ItemEffectWeightCoins
CaltropsFor one minute, a radius of 1 space around the target is filled with caltrops. Every character who moves through the caltrops is Injured(1).120
5 / 15 / 20 / 25 / 40
Frag GrenadeEvery character in a radius of 1 space of the target takes 4 physical damage and is Injured(1).140
10 / 30 /40 / 50 / 80
Incendiary GrenadeEvery character in a radius of 1 space of the target takes 4 elemental damage and starts Burning.140
10 / 30 /40 / 50 / 80
NetEvery character in a radius of 1 space of the target is Immobilized and has Disadvantage on rolls while the net is attached to them. The net has 5 Health.140
10 / 30 /40 / 50 / 80
Smoke GrenadeFor one minute, a radius of 1 space around the target is filled with Darkness.120
5 / 15 / 20 / 25 / 40
Stun GrenadeEvery character in a radius of 1 space of the target is Staggered.120
5 / 15 / 20 / 25 / 40

5.5. Cyberware

Cyberware is hardware implanted in the human body. Depending on the setting you are playing in, it could be commonplace or non-existent.

Cyberware can only be installed or removed by a specialist, such as a surgeon or engineer. The process can be more or less complicated, and takes at least an hour. Once installed, the weight of cyberware counts towards a character’s current Load, as if they were carrying it.

ItemEffectWeightCoins
Artificial LimbsYou have an additional pair of arms which you can use to hold and interact with objects.11.000
250 / 750 / 1.000 / 1.250 / 2.000
Bionic LungsThe time you can hold your breath doubles.1600
150 / 450 / 600 / 750 / 1.200
Biorhythm BoosterYour Rest Duration decreases by 2 hours.11.000
250 / 750 / 1.000 / 1.250 / 2.000
Chameleon ImplantDuring a rest, you can change your hair, eye and skin color.1600
150 / 450 / 600 / 750 / 1.200

Illustration of various cyberware (quarter page)

ItemEffectWeightCoins
DroneDuring a rest, you can create a drone. As an action, you can control your drone’s next turn.12.000
500 / 1.500 / 2.000 / 2.500 / 4.000
Immune BoosterYou have Advantage on Vitality rolls related to ailments.1600
150 / 450 / 600 / 750 / 1.200
InterfaceYou have access to a wireless network, such as the internet, which you can see in your mind’s eye. Your type changes to Construct.11.000
250 / 750 / 1.000 / 1.250 / 2.000
Mage EyesYou can see traces of magic, such as from magic items or spells. It manifests as a glow whose intensity depends on the magic’s strength. You can see the glow through darkness and solid materials with a thickness of up to 1 space.12.000
500 / 1.500 / 2.000 / 2.500 / 4.000
Neural PortYou can connect to electronic devices, such as mechs.12.000
500 / 1.500 / 2.000 / 2.500 / 4.000
ProjectorYou can create a holographic image of your mind’s eye on an adjacent space.1600
150 / 450 / 600 / 750 / 1.200
ProsthesisAn artificial eye, arm, hand, leg or foot.1300
75 / 225 / 300 / 375 / 600
RecorderEverything you perceive is saved on a storage medium, such as a chip, stick or disc.1600
150 / 450 / 600 / 750 / 1.200
Reinforced GripThe distance you can throw or push targets doubles.11.000
250 / 750 / 1.000 / 1.250 / 2.000
ItemEffectWeightCoins
Reinforced OrgansChoose an Attribute. If it has a score below 10, its score becomes 10.12.000
500 / 1.500 / 2.000 / 2.500 / 4.000
Reinforced TendonsYour jump distance doubles.11.000
250 / 750 / 1.000 / 1.250 / 2.000
Secondary OrgansOnce per rest, when you take physical, elemental or mental damage, you can reduce it to 0.11.000
250 / 750 / 1.000 / 1.250 / 2.000
Sonar ImplantYou are aware of everything in a radius of 5 spaces.12.000
500 / 1.500 / 2.000 / 2.500 / 4.000
Subdermal ArmorAny physical damage you take decreases by 1. This effect does not stack with armor.11.000
250 / 750 / 1.000 / 1.250 / 2.000
Subdermal PocketA hidden compartment in your body, which can hold a weight of 1. Anything inside it does not count towards your current Load.1600
150 / 450 / 600 / 750 / 1.200
Weapon ImplantA weapon of your choice is built into your body. As an action, you can extend or retract it from it. You cannot be disarmed while using the weapon.Depends on the weapon1.000
250 / 750 / 1.000 / 1.250 / 2.000

5.6. Magic Items

Magic items are enchanted objects with a permanent effect. While every magic item has a price, its availability depends on the setting you are playing in. They could be sold in almost every city, or be relics from a lost civilization, only found in hidden corners of the world.

Before using a magic item, a character needs to know its properties. They can either use the Appraisal skill or have an expert identify it for them.

ItemEffectWeightCoins
Aegis RingWhenever you take physical damage, you can spend any amount of Essence. You reduce the damage by an equal amount.12.000
500 / 1.500 / 2.000 / 2.500 / 4.000
Arcane CoreAs an action, you can either spend Essence to charge the core or regain Essence to discharge it. The core can hold up to 4 Essence.15.000
1.250 / 3.750 / 5.000 / 6.250 / 10.000
Ballistic GlovesThe range of your ranged attacks doubles.12.000
500 / 1.500 / 2.000 / 2.500 / 4.000
ItemEffectWeightCoins
Bottomless BagAn enchanted bag that can hold a weight of up to 100. Anything inside it does not count towards your current Load.12.000
500 / 1.500 / 2.000 / 2.500 / 4.000
Changing ClothesAs an action, you can transform the clothes into any outfit. Its color, material and composition can change. If a single piece is removed, it immediately transforms back.1600
150 / 450 / 600 / 750 / 1.200
DrudensteinAny mental damage you take decreases by 1.12.000
500 / 1.500 / 2.000 / 2.500 / 4.000
Endless FlaskWhatever non-magical liquid is filled into the flask refills whenever the lid is closed, as long as at least a drop remains.1600
150 / 450 / 600 / 750 / 1.200
EverlightIt emits light in a radius of 5 spaces. As an action, it can be lighted or snuffed magically.1600
150 / 450 / 600 / 750 / 1.200
Flying CarpetYou can fly.110.000
2.500 / 7.500 / 10.000 / 12.500 / 20.000
FocusAn object held in one hand to cast spells. There are several types of foci, including: a staff, wand, orb, instrument, pipe.1300
75 / 225 / 300 / 375 / 600
Ghost GlassesAs an action, you can spend 2 Essence. For 1 hour, you can see through solid materials with a thickness of up to 1 space.12.000
500 / 1.500 / 2.000 / 2.500 / 4.000
Greater Argus GlassesYour initiative increases by 4.15.000
1.250 / 3.750 / 5.000 / 6.250 / 10.000
Greater Atlas GlovesYour Load increases by 8.05.000
1.250 / 3.750 / 5.000 / 6.250 / 10.000
Greater Lucky CharmYour Chance increases by 4.15.000
1.250 / 3.750 / 5.000 / 6.250 / 10.000
ItemEffectWeightCoins
Greater Mage RobesYour Essence increases by 4.15.000
1.250 / 3.750 / 5.000 / 6.250 / 10.000
Greater Racing BootsYour Speed increases by 4.15.000
1.250 / 3.750 / 5.000 / 6.250 / 10.000
Greater Ring of HealthYour maximum Health increases by 4.15.000
1.250 / 3.750 / 5.000 / 6.250 / 10.000
Lesser Argus GlassesYour initiative increases by 2.11.000
250 / 750 / 1.000 / 1.250 / 2.000
Lesser Atlas GlovesYour Load increases by 4.01.000
250 / 750 / 1.000 / 1.250 / 2.000
Lesser Lucky CharmYour Chance increases by 2.11.000
250 / 750 / 1.000 / 1.250 / 2.000
Lesser Mage RobesYour Essence increases by 2.11.000
250 / 750 / 1.000 / 1.250 / 2.000
Lesser Racing BootsYour Speed increases by 2.11.000
250 / 750 / 1.000 / 1.250 / 2.000
ItemEffectWeightCoins
Lesser Ring of HealthYour maximum Health increases by 2.11.000
250 / 750 / 1.000 / 1.250 / 2.000
Returning KnifeA throwing knife. After attacking with it, it teleports back to you.1600
150 / 450 / 600 / 750 / 1.200
Reverse KeyAs an action, you can spend 1 Essence to lock an object, such as a door or a chest, within 10 spaces.12.000
500 / 1.500 / 2.000 / 2.500 / 4.000
Ring of LegionsAny spell you cast is treated as if one additional character channeled with you.15.000
1.250 / 3.750 / 5.000 / 6.250 / 10.000
See-Through SuitIf you become invisible, everything you carry becomes invisible too.1300
75 / 225 / 300 / 375 / 600
Spell CuttersAs an action, you can spend 2 Essence to end a spell within 10 spaces.11.000
250 / 750 / 1.000 / 1.250 / 2.000
Spell ScrollAs an action, a character can cast the spell inscribed on the spell scroll, following the rules for spellcasting. The spell scroll acts as a focus for that spell. After using it, the spell scroll is destroyed.1100 per Skill Tier
25 / 75 / 100 / 125 / 200

5.6.1. Artifacts

Artifacts are unique magic items which cannot be crafted. They are one of a kind, each with its distinct properties and history. The artifacts described hereafter serve as examples and can be used as the focal points of entire campaigns.

ItemEffectWeight
The Black BladeA longsword made from a single piece of black metal. Its hilt and blade meld into each other, as if it was grown instead of forged. In a campaign, the Black Blade could be a reward for the PCs. However, it has a will of its own, and its goals might not align with its wielder.The Black Blade is a longsword. Whenever its wielder deals damage with it, they regain an equal amount of current Health.2
ItemEffectWeight
The Blood of SaintsA vial engraved with foreign creatures. A scarlet liquid gently sways inside. In a campaign, the vial could contain the blood of a demon, deity or similar entity. The PCs could seek it to prevent it from falling into the wrong hands, reclaim it as a sacred relic, use its power for themselves or attempt to revive the entity.As an action, a character can imbibe the vial’s content. They immediately gain 5 Level and qualify for the Optional Rule: Demigod.1
ItemEffectWeight
The Sealing StoneA fist-sized gemstone. Its black surface is opaque, seemingly absorbing any light. In a campaign, the PCs could obtain the stone and use it to imprison or protect somebody. Alternatively, it could already hold a powerful entity, which the PCs either want to release or keep inside.As an action, a character within 10 spaces is trapped within the stone or a trapped character is released to an adjacent space. The stone can hold one character.1

5.7. Expenses

In most settings, PCs have to cover daily expenses, such as food and lodgings. The Guide decides whether they are negligible or need to be paid. Below you can find a rough overview of the most common expenses.

Generally, renting something costs a fraction of its acquisition cost, depending on the duration and risk involved. For example, renting a room for a day costs less than one percent of buying one, whereas renting a horse costs proportionally more, since the horse could easily be stolen. If you need to quickly decide the rent of something, one to five percent per day is reasonable.

ExpenseCost (per day)
A meal…
of low quality1 Coin
of average quality5 Coins
of high quality50 Coins
Lodgings…
of low quality5 Coins
of average quality25 Coins
of high quality250 Coins
A rented…
horse40 Coins
car80 Coins
Horse feed1 Coin

6. Appendix

The appendix covers additional resources for playing the game, including poisons, diseases and a wide variety of creatures – both allies and enemies.

Many resources are kept vague on purpose. For example, the toxin can be used for paralyzing agents by plants or creatures, and the archer can be an elvish ranger or orcish infantry.

6.1. Rules Overview

Standard Roll – Roll a D20 and compare the dice roll to the relevant Attribute score. If the dice roll is below the Attribute score, it succeeds.

Complex Roll – Roll a D20 and subtract the dice roll from the relevant Attribute score. The higher the result, the more successful the activity is.

A character…

  • cannot move through the space of characters of the same size.
  • is Slowed while sneaking, climbing and swimming.
  • can hold their breath for a number of turns equal to their Vitality score.
  • is Slowed and has Disadvantage on rolls while prone.
  • is Immobilized and has Disadvantage on attacks while mounted.
  • is Immobilized and has Disadvantage on rolls while grappled.
  • can jump a number of spaces equal to one tenth of their Speed.
  • takes 1 physical damage for each space they fall and goes prone after falling.
  • can lift up to 10 times their Load and is Slowed while exceeding their Load.
  • can throw targets with a weight up to their Load 10 spaces, exceeding their Load 1 space.
  • is prone and Dying when their current Health is reduced to 0.
  • dies once their maximum Health is 0.
  • regains 2 current Health, 2 maximum Health, 2 Essence and 2 Chance after a rest.

Checklist for New Characters

  • You allocated 80 Attribute Points to your Attributes.
    • Each Attribute score must range from 5 to 15.
  • You chose one Origin Feature.
  • You distributed 10 Skill Points among the various Skilltrees.
    • You need the Weapon Training Skill to use a weapon’s feature.
    • You need the Spellcaster Skill before learning any other spellcasting Skill.
  • You picked items worth up to 1.000 Coins.
    • You should buy clothes.
    • You should buy a bag.
    • You should buy a focus if you want to cast spells.
    • You have a penalty on Agility and Speed if you wear armor.
    • You cannot exceed your Load with the items you are carrying.

6.2. Ailments

Ailments are harmful poisons and diseases. Whenever a character comes into contact with an ailment, they have to make a Vitality roll. On a success, they do not suffer the ailment’s effect. On a failure, they do. An ailment’s effect ends prematurely if they receive proper treatment, as specified in the ailment’s description.

Poisons are chemicals which can be lethal to living organisms. Depending on the poison, they can be delivered through contact, inhalation or ingestion. Contact poisons can be applied to weapons using the Interact action, causing the next successful attack to deliver the poison.

Diseases are caused by infection or failure of health and can barely impact a person, like a cold does, or be as damning as a plague. While suffering a disease’s effect, character can spread the disease to others.

AilmentEffectTreatment
VenomA contact poison produced by certain creatures. Until the end of your next turn, you are Weakened. At the end of your next turn, you take elemental damage equal to the creature’s Level.Antitoxin,Cure Spell
ToxinA contact and ingestion poison produced by plants. Until the end of your next turn, you are Stunned. At the end of your next turn, you have to make a Vitality roll. On a success, the ailment ends. On a failure, the effect repeats.Antitoxin,Cure Spell
Food PoisoningAn ingestion poison caused by consuming indigestible food. For one day, you are Weakened. After one day, you have to make a Vitality roll. On a success, the ailment ends. On a failure, the effect repeats.Antitoxin,Cure Spell
Metal PoisoningA contact, inhalation and ingestion poison caused by heavy metals. For one day, you are Weakened. After one day, you take 4 elemental damage and you have to make a Vitality roll. On a success, the ailment ends. On a failure, the effect repeats.Antitoxin,Cure Spell
AilmentEffectTreatment
Common ColdYou have been out in the cold or close to infected characters, making you cough and sneeze. For one week, you gain no benefits from resting.Nurse Skill,Cure Spell
PlagueYou have been bitten by an infected animal or you have been close to infected characters, making you feverish and progressively weaker. For one week, you gain no benefit from resting. At the end of each day, your maximum Health is reduced by 2.Nurse Skill,Cure Spell
LycanthropyYou have been bitten by lycanthrope, causing you to become more animalistic. Unless treated, you permanently turn into a werewolf during the next full moon and the ailment ends. Your type changes to Monster and you gain the features and actions of a werewolf. At the Guide’s discretion, you lose control of your actions.Wolfsbane,Cure Spell
VampirismYou have been bitten by a vampire, causing you to develop a craving for blood. Unless treated, you permanently turn into a vampire once you drink a Mortal’s blood. Your type changes to Undead and you gain the features and actions of a vampire. At your Guide’s discretion, you can make a Memory roll to stop yourself from drinking blood and you lose control of your actions as a vampire.Death of the responsible vampire,Cure Spell

Glossary

TermMeaning
ActionAny activity done by a character.
AdvantageRolling an additional D20 on a dice roll and picking the better result.
AdventureA mission, quest or goal the PCs pursue while playing Pen & Paper.
AllyA character who is friendly or loyal towards you.
AttackThe action of using a weapon to deal damage.
AttributeThe eight statistics tied to a character – Vitality, Strength, Agility, Instinct, Memory, Creativity, Presence and Luck.
Attribute ScoreThe numeral of an Attribute.
Attribute Score RequirementThe number an Attribute Score needs to meet in order to learn a new Skill.
BattlemapA visual representation of the PC’s environment.
BreathA character can hold their breath for a number of turns equal to their Vitality score.
BurrowBeing able to move freely through the ground, leaving a tunnel behind.
CampaignAn adventure played over several sessions.
CarryAnything a character has on their person.
CastThe action of beginning or finishing a spell.
ChanceA resource spent to succeed rolls in retrospect.
ChannelThe action of spending 1 Essence to enhance the spell of an ally you can see.
CharacterSomething animate; either player or non-player controlled.
ClimbVertical movement; characters are Slowed while climbing.
Complex RollA type of dice roll used to quantify success.
ConditionA recurring state a character can be under – Slowed, Immobilized, Staggered, Stunned, Weakened, Burning, Injured and Dying.
Confined SpaceAn area where not enough spaces are empty to attack properly.
Cursed ItemsItems with a detrimental effect.
DamageAny reduction to a character’s Health; physical, mental, elemental and raw damage.
DefendThe action of adopting a defensive stance.
DisadvantageRolling an additional D20 on a dice roll and picking the worse result.
EffectA change other than damage.
EncounterPCs interacting with other characters. They can be divided into social encounters and combat encounters.
EnemyA character who is unfriendly or hostile towards you.
EssenceA resource spent whenever a character casts a spell or uses a magic item.
ExplorationPCs interacting with the environment.
FallIf a character falls more than 1 space, they take 1 physical damage for each space.
FeatureAn effect gained by a skill, item, or other source.
FlyBeing able to move freely through the air.
FocusAn object held in one hand to cast spells.
GrabThe action of lifting, throwing or pushing an adjacent character or object.
GuideThe player who describes the world around the PCs and portrays any NPC; the Game Master.
HazardChanges related to the time of day, weather and terrain, which can impede or harm characters.
HealthA resource spent whenever a character takes damage.
Hostile actionAn action that deals damage or has a detrimental effect.
HubProperty owned by the PCs.
Improvised WeaponA mundane object used as a weapon.
InitiativeThe statistic used to determine the turn order.
ItemAn object which can be used by characters.
Item HealthA representation of an object’s durability.
JumpA character can jump one tenth of their Speed.
LevelA measurement of a character’s experience, ranging from 1 to 10 for PCs and 0 to 40 for NPCs.
LoadA statistic which determines how much a character can carry and lift.
MountA character used for transportation.
Non-Lethal AttackAn attack used to knock somebody out.
NPCA Non-Player Character controlled by the Guide.
NumeralA symbol denoting a number, for example 1.
ObjectSomething inanimate; whether a piece of equipment to a building.
Once per restA feature a character can use once. They can use it again once they complete a rest.
One-ShotAn adventure played in a single session.
Origin FeatureA feature representing a character’s ancestry and upbringing.
PCA Player Character controlled by a player.
PhaseBeing able to move through solid materials with a thickness of up to 1 space.
PriceAn item’s worth measured in Coins.
Price StagePrices corresponding to the five Stances a character can have.
ProneBeing on the ground; a prone character is Slowed and has Disadvantage on rolls.
PullAn effect that moves a target towards the effect’s source.
PushAn effect that moves a target away from the effect’s source.
Rest DurationThe time a character spends to regain resources.
RoundA time measurement for combat encounters.
SessionA single get-together to play Pen & Paper.
SkillA feature acquired with Skill Points when creating your character or leveling up.
Skill Point CostThe amount of Skill Points a character needs to spend to learn a specific Skill.
SkilltreeA group of Skills tied to one of the eight Attributes.
SizeA character’s dimensions, which can be small, medium, large or massive.
SneakMoving silently; a character is Slowed while sneaking.
SpaceDistances are measured in spaces, each representing one square meter or yard.
SpeedThe statistic used to determine a character’s pace.
SpellA Skill which spends Essence.
SpellcasterA character with the Spellcaster Skill.
StanceA representation of the relation an NPC has towards the PCs.
Standard RollThe default dice roll used in Setting Off!.
StatisticsThe entirety of a character’s Attributes, Skills, and other rules.
SwimAquatic movement; a character is Slowed while swimming.
TargetA character, object or space of your choice.
Targeted AttackAn Attack action with an additional effect matching the targeted area. The attack’s Strength roll has Disadvantage.
ThrowAn effect that moves a target in any direction.
TurnThe portion of a round dedicated to a single character.
Turn OrderThe sequence in which characters take their turn.
Treasure HoardA reward consisting of weapons, armor, jewelry, magic items and coins.
TypeA subdivision of characters; a character can be an Animal, Construct, Immortal, Monster, Mortal, Plant or Undead.
VehicleAn object used for transportation.
WeightA representation of an object’s mass, equivalent to one kilogram or two pounds.
WieldCarrying an item by hand.

Credits

Game Design
Tim Leiner @the_gileshan

Graphic Design
Ella Lim @lostwaysclub

Illustrations
Alexandre Fernando @m_maf_f
Alyssa Nicole @lalalyssh
Pénélope Clark @pen.lilixeesketche
Aaron Brechenmacher @F0XFIRE
Jonah Walker @galacticjonah
Axel Defois @adragonswinging
John Tan @fluctuating
Loren Hontanilla @_solelle
Hades Sánchez @_liconte

Writing
Tim Leiner @the_gileshan
Robin Walker @valsundo

Special Thanks
Anna Landin @annalandin.bsky.social
Danja Karenko
Evelyne Pfeiffer-Leiner
Fabian Bührmann @blindtoastchan
Jasmin Köppen @touko_chaan
Juho Karenko
Ray “Reizor” Cox @uselrei1500
Tara Neff @teffstuff
Tessa Lübke @blackmelodie
Toni @DasOnkeelchen
Victorian Toni Gumprecht @oriottero

Setting Off! is a registered trademark and copyright © 2025 by Tim Leiner. Setting Off! is licensed under CC BY-SA 4.0. To view a copy of this license, visit https://creativecommons.org/licenses/bysa/4.0/

Tim Leiner
Plauer Landstraße 24G
14772 Brandenburg an der Havel
settingoffpnp.com

First edition (2026).