Life Forms
Type |
Bonus 1 |
Bonus 2 |
Human |
Int |
Cha |
Dwarf |
Str |
CON |
Elf |
Dex |
Cha |
Tortle |
Con |
Magic Effort +1 |
Goblin |
Dex |
Gun Effort +1 |
Basic Loot
Item |
Effect |
bonus |
Adv pack |
Basic pack o' gear |
Miner Pack |
Pick. lantern, coal, chalk, etc |
Polar Pack |
fur lined, fire pot, fur mittens, snow googles, boots, poles |
Fisherman's bag |
swim fins, pole, line, hooks, etc |
Mender's box |
hammer, pliers, rivest, leather scrap, buckles, etc. |
Healer Case |
bandages, serums, etc. heal 1 HP on INT or WIS roll |
climbing gear |
crampons, hooks, 50' rope |
mixed armor |
leather gloves, armod, etc. |
+2 Defense |
heavy plate or chain armor |
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+4 Defense, All DEX rolls are HARD |
basic shield |
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+2 defense, can sacrifice shield to soak all of one attack's damage |
iron shield |
heavy, requires one hand, 2 inventory |
+3 defense |
traveler garb |
gives 2 extra inv spaces |
+1 defense |
sword and sheath |
battle axe |
spear kit |
can attack NEAR targets |
has reach |
bow and ammo |
attack rolls of nat 1 mean you run out of arrows |
crossbow |
crit on 19 or 20 |
warhammer |
on 5+ damage roll, destroys 1 pt of enemy defense |
5+ damage stuns enemy for one round |
great sword |
3 inv spaces |
always ULT dmg |
knife belt |
8 daggers |
weapon kit - mace |
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destroys 1 pt of enemy defense on each hit |
quarter staff |
maps |
roll int once per location to find cool details |
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Starting Abilities
Class |
Name |
Effect |
priest |
elemental |
nature or weather magic is EASY to cast |
priest |
healer |
any healing magic you cast does ultimate effort |
priest |
Monk |
Use WIS stat when making unarmed attacks |
Mage |
Spell Scholar |
If you find a written spell, you gain it as an extra spell |
Mage |
Wild Power |
On a max die roll, roll it again and add it |
Mage |
Dark Pact |
Sacrifice any amount of your HP to boost any 1 roll |
hunter |
Quick draw |
one a ranged roll of 15+, shoot again |
hunter |
Dead eye |
Spent full turn aiming, your next successful hit does max damage |
hunter |
trap expert |
you traps damage all victims near the trap when triggered |
warrior |
slayer |
if attacking enemy you already damaged, you do ultimate damage |
warrior |
defender |
allies within close range can use your Defense stat |
warrior |
pit fighter |
when you take damage, add that damage value to the next hit you deliver |
shadow |
assassin |
if target doesn't know you're there, you do max damage |
shadow |
thief |
stealth rolls are always EASY |
shadow |
scout |
When using WIS to seek out details or hidden truths, roll is Easy |
bard |
battle hymn |
provide music, roll CHA, reduce allies Target by 2 |
bard |
provoker |
insult one enemy, they can't help but duel with you |
bard |
thespian |
with a CHA roll, you convince people of your wild fibs. Their belief lasts 1d4 rounds per roll |
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Starting Loot
Class |
Item |
Bonus |
Warrior |
Weapon Gem - one weapon |
+2 to effort for weapon attached to |
Warrior |
Shield Glove |
Shields occupy no inventory space |
Warrior |
Battle Flag |
Once per round, ally gets one roll as EASY |
Hunter |
Crystal Scope |
Attach to one range weapon. Never roll HARD to hit with that ranged weapon |
Hunter |
Arcane Cartridge |
All shots from one weapon do ENERGY damage |
Hunter |
Trap Launcher |
Roll a ranged attack to place a trap anywhere on the map |
Mage |
Astral Grimoire |
Gain 3 INT spells immediaetly |
Mage |
Memory Ring |
Gain 3 Int spells, on any turn not casting a spell, roll 1d6, keep that die roll for later use on one future roll. Store up to 6d6 with this |
Mage |
Master's Skull |
Fill with blood to gain back 10hp. |
Priest |
Greenstaff |
Gain any 3 Wis spells. Lost staff magically returns in 1d4 rounds |
Priest |
Book of Truths |
Gain 5 Wis spells. If book is lost or destroyed, you lose those spells |
Priest |
Amber Beads |
Gain 1 Wis spell. Spell only fails on a Natural 1 |
Shadow |
Dagger Kit |
Three daggers that crit on 18+ |
Shadow |
spider claws |
move normally on any surface |
Shadow |
pocket cloak |
two options - treat all carried gear as Equpped, or add 10 equipped slots to inventory |
Bard |
Fine Instrument |
Battle hymn grands each ally 1d8 boost to any one roll |
Bard |
Heiloom |
Also do ULT damage with your main weapon |
Bard |
Reverse Cloak |
Your fibs now last 2d4 rounds |
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