Generic Cards
- Character Details (1 card per player)
- Movement or Skill (2 cards per player)
- Encore (1 cards per player)
- Closer to Death (2 per player, held by the GM)
- Health Card (the more the merrier, at least 10 per player)
- Energy Card (the more the merrier at least 6 per player)
- Temporary Health (2 cards per player)
- Temporary Energy (1 card per player)
- Forging (1 card per player)
- Intimidation (1 card per player)
- Medicine (1 card per player)
- A Night of Rest (1 cards per player)
- Short Rest (1 cards per player)
Rule Cards (print 1 each)
- Start of a New Campaign
- Spend your Points
- Your Deck, Your Character
- Discard Pile
- Destroyed Gear
- Returning a Card to Your GM
- Health and Energy
- Temporary Health and Energy
- Dying
- Stable
- Death Saving Throws
- Death
- Skill Checks
- Advantage and Disadvantage
- Opposing Rolls
- Critical Success and Failure
- Inspiration
- Meditate and Train
- Heal and Repair
- Remember to Eat, Sweety
- A Night of Rest
- Short Rest
- Character Creation
- Flaws
- Core Ability
- Zone Cards
- Combat
- Damage Roll
- Turn and Round
- Surprise Round
- Melee and Ranged Attacks
- Prepare to Act
- Reactions
- Attack and Defensive Roll
- Gear
- Craft
- Upgrade
- 1 Point Upgrade
- 2 Points Upgrade
- Forging your Gear
- With What Forge?
- Basic Spell
- Spellcasting
- Custom Spells
- Create a Custom Spell
- Scrolls
- Potions
- Death
- Legion Commander
Skills
Agility β Modifier: _______
Might β Modifier: _______
Arcane β Modifier: _______
Faith β Modifier: _______
Nature β Modifier: _______
Will β Modifier: _______
Deception β Modifier: _______
Forging β Modifier: _______
Intimidation β Modifier: _______
Intuition β Modifier: _______
Lore β Modifier: _______
Medicine β Modifier: _______
Perception β Modifier: _______
Performance β Modifier: _______
Persuasion β Modifier: _______
Sleight of Hand β Modifier: _______
Stealth β Modifier: _______
Gear Defects Lists
- Breakable β A fragile piece of equipment that can easily break under pressure, especially when things go wrong.
- Sought after β An item with a dark allure, attracting the attention of dangerous individuals with questionable intentions.
- Specialized β Sacrifices an advantageous property for a more focused (but less versatile) function.
- Wonky β A quirky piece of gear prone to unpredictable malfunctions, often leading to humorous or surprising outcomes.
- Heavy β A cumbersome piece of equipment that requires great mastery to wield effectively.
- Garish β A garish and intimidating piece of gear that attracts unwanted attention, either provoking enemies or causing social discomfort.
Weapons
- Dagger
- Walking Staff
- Short Sword
- Great Sword
- Wood Axe
- Battle Axe
- Pick Hammer
- War Hammer
- Studded Mace
- Spear
- Halberd
- Scimitar
- Barbed Whip
- Hidden Crossbow
- Long Bow
- Crossbow
- Musket
- Flint Pistol
Armors
Basic Spells
- Arcane Lock (1 pts) β A glyph used to permanently seal a door.
2. Darkvision (1 pts) β See through darkness.
3. Dream Spike (1 pts) β Stun an intelligent foe.
4. Fireblast (1 pts) β Explosive fire from the casterβs hands.
5. Ghost Blade (1 pts) β Spectral knifes launched against an enemy.
6. Healing Light (1 pts) β Heal a Creature.
7. Invisible Wall (1 pts) β A force field to keep the enemies at bay.
8. Mageβs Armor (1 pts) β Use your Arcane Modifier to defend against an Attack.
9. Minor Creation (1 pts) β Create a simple object.
10. Minor Metamorphosis (1 pts) β Target becomes a small creature
11. Sprint (1 pts) β Increase speed of a target.
12. Summon Vermin (1 pts) β A small creature comes to your aide.
13. Summonerβs Bane (1 pts) β Deal massive damages to a Summoned Creature
14. Vines (1 pts) β Call up vines that grab passers-through.
15. Waterbreath (1 pts) β Breathe underwater with ease.
16. Piercing Blade (2 pts) β Enchant a weapon, it deals more damage.
17. Stormcaller (2 pts) β Conjure a type of weather when outdoors.
18. Unseen Strength (2 pts) β Move small objects in your immediate area.
19. Vanish (2 pts) β Become invisible.
20. Angelβs Ascent (3 pts) β Magically fly a target with your will.
Spellβs Effects
- Adapt β Change a Creatureβs body.
- Area β Increase area of a spell.
- Banish β Destroy summoned creatures with ease.
- Create β Create an object from nothing imbued with a spell.
- Defense β Magically defend against incoming attacks
- Duration β The spell lasts longer.
- Dispel β Cancel other magic.
- Dominate β Force another creature to do your bidding.
- Harm β Add damage to your spell.
- Haste β Increase your speed.
- Hidden β Cast this spell without anyone noticing.
- Mend β Repair a piece of equipment.
- Illusion β Create fake imagery.
- Lasting β Your spell become permanent.
- Obscure β Magically hide objects or creatures.
- Passive β The Spell effect is always active on yourself.
- Psychokinesis β Use Might at a distance.
- Randomic β TODO.
- Ranged β The spell no longer require to touch the target.
- Restore β Heal yourself or an ally.
- Sensory β Enhance or manipulate a creature senses.
- Shapechange β Your body changes in that of an animal.
- Summon β Summon Creatures or Animate Objects to do your bidding.
- Telepathy β Read the minds, or indulge in a private conversation.
- Transmute β Manipulate an inanimate object to your will.
- Transport β Magically teleport a creature or an object.
- Ward β Block access of a specified creature, through a passage.
- Wither β Weaken another creature.
Limitations
- Binding Oath β You learned this spell as part of a deal.
- Cannot be customized β You cannot modify this spell anymore.
- Cannot be targeted β Spell always flies wild.
- Elemental anchor β This spell can only be conjured via a particular element.
- Eldrich bond β You and the target of the spell become temporarily connected.
- Exhausting β No magic can be used in the following round after cast.
- Cost material to cast β When cast, one item in your inventory is destroyed.
- Druidic β Cannot be cast if the caster wears or is touching any metal.
- Debilitating β After this spell is cast, you can only make one action on your next turn.
- Linked to physical object β The spell manifests with or through an object.
- Maddening β There is a chance of going temporarily crazy.
- Must be sustained β The spell is difficult to maintain and cast.
- Mana drain β Sacrifice another of your spells.
- Nullified by β Some type of enemies are unaffected.
- Only works on specific target type β Only a type of enemy is affected.
- Only works outdoors β Elemental forces are required to cast.
- Painful β Be careful when casting this spell, it will try to harm you.
- Rad speech β You need to shout when casting.
- Requires Contact β Cannot be cast on yourself, and you need to touch your target/s.
- Ritual β The spell is really difficult to cast.
- Sacrificial rite β The spell demands fresh blood.
- Symbiotic β A friendly caster needs to help you.
- Takes one turn to cast β Slower to cast.
- Temporal lock β This spell can only be cast at a specific time of day.
- Unstable β A wobbly, barely-contained magic.
- Uses infernal powers β Ancient forces might attack you if you use this spell.
- Veil of silence β Lose your voice.
- Infernal Magic table (print at least 2)
- Unstable Magic table (print at least 2)
Zones
Core Ability
- Artificer
- Alchemist
- Battlemaster
- Brutal Fighter
- Druid
- Detective
- Go Unnoticed
- Hero
- Lucky
- Master of the Forge
- Paragon of Faith
- Runic Caster
- Spellsinger
- Uncanny Shot
- Wizard Savant
Flaws
- Addict β You have a specific vice you cannot deny.
- Ascetic β You frown on possessions.
- Ancient β You are old!.
- Bad reputation β Youβve done thingsβ¦ terrible things, and people know about it.
- Crazy β When faced with a difficult choice, choose randomly.
- Disorganized β To you most things are difficult to find.
- Drunkard β You cannot renounce alcohol.
- Employed β You are paid or oath-sworn to a lord or employer.
- Greedy β Always tempted by treasure.
- Grudge β You have been wronged, and hold it against an individual or group, unjustly.
- Impetuous β You are impatient, leaping into situations without planning or reservation.
- Injured β A grievous wound to the hand, a scar on your eye.
- Just a Kid β Hey, Iβm just a kid!.
- Paranoid β You invent your own boogie men, and sew doubt among others.
- Phobia β Extreme fear of a common thing.
- Pursued β You have a nemesis out thereβ¦ somewhereβ¦ hunting you.
- Sickly β You were born frail, but that didnβt stop you from adventuring.
- Stubborn β Once you make up your mind it is really difficult to convince you otherwise.
- Timid β Youβd rather let others lead.
- Savior β Your spells are for others, never for you.
- Unlucky β You fail spectacularly more often than others.
- *Split Personality (+0 pts) β Your character personality changes when stressed out.
Items
- Rations
- Torches
- Climbing Gear
- Mining Kit
- Cold Weather Fur
- Diving Gear
- Lockpicks
- Sack of Bearings
- Flint and Steel
- Scribeβs Kit
- Craftsmanβs Tools
- Bandage Kit
- Oil Flask
- Rope
- Iron Chain
- Snare Kit
- Bear Trap
- Caltrops
- Blessed Water
- Horse
- Cart
- Wagon
- War Wagon
- Small Boat
- Mast Ship
- House
- Garrison
- Castle
- Fortress
Companions
Conditions
Optional Rules
- Safe Place
- With What Forge?
- Clear Commands
- Lost in Translation
- No Sleight of Hand
- Instant Speed
- Take a Risk
- 10 is All You Need
- Magic is the Price
- Energy is the Price
- Runes to Acquire
- Oops! All Runic Casters
- Runes are a Go!
- Its Nerf or Nothing
- Spellcasting Bonus