Skills

There are twelve skills, ranked from 1 (Below Average) to 8 (Paragon). Characters roll Xd10 on Skill Tests, where X is their Skill Rank.

Proficiencies

Proficiencies are optional sub-skills that improve the odds of success for related actions. Some are required for actions that need special training, such as to perform surgery (Medicine) or forge weapons (Blacksmithing).

Natural Talents

Natural Talents, acquired during character creation, grant a +1 skill modifier without affecting its rank or EXP cost. This is the only way to achieve the maximum skill rank of 8 (Paragon).

Skills are annotated with Natural Talents in parentheses, such as "Charisma: 4 (+1)"

Skill Distribution

Rank Name Distribution
1 Below Average 33%
2 Average 34%
3 Experienced 25%
4 Professional 6%
5 Expert 1%
6 Master 1 in 10,000
7 Savant 1 in 1 million
8 Paragon 1 in 1 billion

Skill & Proficiency List

Athletics

    • Gymnastics

    • Ride

    • Reaction

Body

    • Endurance

    • Fortitude

    • Strength

Charisma

    • Composure

    • Performing Arts

    • Sense Motive

    • Socialize

Combat

    • Defense

    • Martial Arts

    • Melee

Craft

    • Blacksmithing

    • Construction

    • Engineering

    • Handicraft

    • Visual Arts

Larceny

    • Criminal Lore

    • Disguise

    • Escape

    • Infiltrate

    • Sleight of Hand

Manipulate

    • Bluff

    • Guile

    • Persuade

Perception

    • Awareness

    • Investigate

Ranged

    • Archery

    • Casting

    • Firearms

    • Throwing

Stealth

    • Ambush

    • Conceal

    • Hide

    • Silent

Studies

    • Academics

    • Occult

    • Science

    • Social Studies

    • {Any Profession}

Wits

    • Logic

    • Streetwise

    • Survival

    • Tactics

    • Willpower

Skill Tests

Skill Tests use one of the twelve skills to determine the degree of success for an action. For example, jumping uses the Athletics skill.

When testing the success of an action roll Xd10, where X is the rank of the relevant skill.

Charlotte attempts a long jump using the Athletics skill. Her Athletics Rank is 4, so she rolls 4 dice (4d10).

Target Numbers

Each die that rolls the Target Number or better scores a hit, except for 10's which score two hits. Rolling a 1 subtracts a hit.

The Target Number is [7 - Proficiency Rank]. If the Skill Test isn't using a proficiency, the Target Number is 7.

Charlotte has a Gymnastics Proficiency at Rank 2. Gymnastics applies to jumping, so her Target Number for the Skill Test is 5.

Charlotte rolls [1, 4, 5, 9]. The "5" and "9" score +1 hit each, and the "1" subtracts a hit, for a final score of 1.

Botching

If the final score is negative, the character botched the action. This often results in bad consequences at the discretion of the GM.

Cipher, an unskilled burglar, attempts to pick a lock. He rolls [1, 1, 9]. The 1's each score a negative hit (for -2 hits), and the 9 gains +1 hit. The final score is -1 (a botch).

As a penalty for botching, a lockpick breaks.

Critical Successes

If two or more 10s were rolled on a successful action, the character critically succeeds. The GM can grant positive consequences that would naturally result from doing exceptionally well.

Koro, a military officer, is trying to motivate his squad against dire odds. He succeeds with a critical success.

The soldiers are so moved by Koro's speech that they raise their weapons in a war cry and vow to fight to the death if necessary.

Additional 10s result in even greater successes with greater results. Three 10s is considered an epic success, and four tens is a legendary success.

Challenge Ratings

Some actions present a higher Challenge Rating than others. Tracking an animal on dry terrain is harder than tracking an elephant through snow. The higher a Challenge Rating is, the higher the score needed to succeed at the task.

The GM determines the Challenge Ratings for every task and determines the measure of success based on the score.

Fredrick attempts to fire an arrow into the bullseye of a target from fifty meters. He makes a Ranged Skill Test and scores a four. The GM says Fredrick hit the target, but doesn't succeed at hitting the bullseye (which required a score of five).

Fredrick tries again and scores a 1. The GM says Fredrick's arrow misses the target completely.

On his third attempt, Fredrick scores a 5. The GM says he hits the bullseye.

Modifiers

Skill Tests often have modifiers. Advantages grant bonus dice, while disadvantages subtract penalty dice.

The GM has full discretion on what modifiers are applied, though the player is encouraged to remind the GM of any modifiers they feel may be relevant.

Galia attacks a large orc that fell to the ground. The orc is prone, so the GM grants a +1 bonus to the attack. The orc is a large target (and thus easier to hit than a normal-sized target), so the GM grants an additional +1 bonus.

Galia's attack gains a total of +2 bonus dice.

Example Challenges

Score Challenge
0 Shoot a giant, immobile object; such as the side of a house.
1 Shoot a non-moving human-sized target.
2 Shoot a moving game animal (e.g. deer).
3 Shoot a small game animal (e.g. racoon).
4 Shoot a small pumpkin as it rolls.
5 Hit a bullseye.
6 Split an arrow.
7 Split an arrow while running.
8 Split an arrow while back-flipping.

Contests

Contests occur when a Skill Test is actively contested by an opposing character, such as an attacker against a defender.

Both characters make their appropriate Skill Test, including any modifiers based on advantages or disadvantages. The highest score wins the test. Ties are won by the aggressor. If there is no "defender," the GM declares a result that one could expect from a tie.

Common Skill Modifiers

Mod The Character Is...
-1 Rushed, Distracted
+1 Cautious, Taking Extra Time
An Expert In A Tangential Field
Willing To Sacrifice Something
Already Prepared For The Action
+2 Already Familiar With The Exact Puzzle

Initiative Points

IP, or Initiative Points, are an abstraction of the character's ability to multitask and react during combat. IP is spent on actions such as aiming, attacking, stunting, or improving defense.

IP refreshes to the character's Initiative Score on the start of each combat round.

Rando's Initiative is 5, so he starts each combat round with 5 IP.

When a character runs out of IP to spend, their turn ends. A turn can be ended prematurely if desired.

Turn Order

When combat starts, all participants roll 1d6 and add their Initiative Rank to the score. Turn order proceeds from the highest score to lowest. When ties occur, players go before NPCs; or at discretion of the GM.

Rando rolls a 4 for his turn order, and adds his Initiative (5) for a score of 9.

Combat Stats

Combat Stat Calculation
Initiative (Athletics + Perception + Wits) / 2
Resolve (Wits + Charisma) / 2
Max. Health Athletics + Body + 2
Death Point 0 - (Body x 2)
Soak 0

All combat stats can change through the course of gameplay, such as when a skill improves or gear is equipped.

No character has soak by default; it can only be improved with armor or magic.

Health

HP, or Health Points, represent the character's current physical condition. When HP drops to 0, the character is incapacitated. If HP drops to the character's Death Point, they die.

HP cannot exceed the character's Maximum Health, which equals: Athletics + Body + 2.

Genevive's Athletics Rank is 4, and her Body Rank is 2, so she has a Maximum Health of 6.

Attacks & Damage

Standard attacks involve a Skill Test Contest between the attacker and defender. Ties go to the attacker.

On successful attack, the attacker rolls the damage of their weapon.

Genevive hits her opponent for 1d6+1 damage. She rolls a "4", dealing 5 damage.

Critical hits add +2 damage for every ten rolled after the first, or improve a gambit's effect.

Genevive rolls an Epic Success (3 tens) on her attack and hits. This adds +4 damage, for a total of 9 damage.

Soak & Pierce

Damage taken by the defender is reduced by their Soak rating. However, weapons with a "Pierce" rating reduce the defender's Soak (to a minimum of 0) before Soak is calculated.

The defender has Soak 2, but is reduced to 1 by Genevive's Pierce 1 weapon. Genevive dealt 7 damage, but the defender only takes 6.

Common Offensive Bonuses

Attackers receive bonus die to their attacks when their target is in a vulnerable state.

Mod The Target Is...
+1 Hindered: Slowed, Encumbered
Flanked: Attacked From Behind
Vulnerable: Prone, Low Ground
Demoralized: Intimidated, Afraid
Large Target
+2 Bound: Grappled, Tangled, Pinned
Disoriented: Dazed, Confused
Surrounded
Surprised
Terrified
+3 Blinded
+4 Immobile: Chained, Tied Up

Defensive Advantages

Defenders automatically raise their defense scores when in a strong defensive position.

Defense Defender Is...
+1 Partially Covered
At Medium Range
+2 In Full Cover
At Long Range

General Combat Actions

Type IP Description
Free Action 0 Vocal commands, ready weapon, observe the scene, quick gesture, other trivial actions.
Full Move 1 A full move means the distance covered during the round required running.
Hold Action 0 Pass to the next participants's turn without spending IP. Can act later in the round.
Overwatch 3 Identical to "Hold Action," but can interrupt someone's action. This interruption may disrupt the target's action and incur penalties against them.
Prepare 2 Ends your turn. Next round, you start with +2 IP.
Quick Test 2+ Perform a quick Skill Test; e.g. a wall-jump (athletics). IP varies at GM's discretion.

Defense Actions

Type IP Description
Defense 0 Defend with a Combat Skill Test (Defense Proficiency).
Evasion 3 Forfeit all attacks this round to gain +2 dice on defense actions. Can be used while fleeing.

Offensive Actions

Type IP Description
Aim 2 Gain +2 die to the follow-up attack or gambit. Usable only once per attack.
Attack 3 A standard Combat or Ranged attack.
Cleave 2 A melee attack only. One use per round, must already be engaged in melee combat. -2 dice penalty to the attack.

Stunts, Gambits, and Called Shots

Stunts and gambits may have status effects or other bonuses at the discretion of the GM (e.g. losing a leg, being disarmed, etc).

Gambit Type IP Description
Basic (+1) 3 Large-target Called Shot: Chest, Stomach, Hips, Legs, etc. Or a simple gambit such as tripping, shoving backward, etc. +1 Difficulty, +1 Damage
Adept (+2) 4 Medum-target Called Shot: Head, Shoulder, Upper or Lower Arm, etc. Or a difficult gambit such as disarming, an environment stunt, etc. +2 Difficulty, +2 Damage
Master (+3) 5 Small-target Called Shot: Neck, Hand, Foot, Knee, Elbow, etc. Or an epic gambit such as a weapon steal, pinning, a complicated stunt, etc. +3 Difficulty, +3 Damage
Legendary (+4) 6 Tiny-target Called Shot: Eye, Nose, Ears, etc. Or a legendary gambit of an incredible stunt. +4 Difficulty, +4 Damage

Melee Weapons

Weapon Type Damage Effects
Unarmed 1d4 +2 IP for the round, +1 die bonus to gambits & called shots
Makeshift Weapons 1d6-1 +1 IP for the round, +2 die bonus to gambits & stunts
Bludgeon 1d6 Parry (+1 die bonus when parrying), +2 die bonus for knockback gambits
Heavy Bludgeon 1d6+1 Requires Two Hands, -1 die penalty, +3 die bonus for knockback gambits
Small Blades 1d4+1 +1 IP for the round, +1 die bonus to gambits & called shots
Long Blades 1d4+2 Parry (+1 die bonus when parrying)
Heavy Blades 2d4 Pierce 1, Requires Two Hands, -1 die penalty
Impact Weapons 1d6 Pierce 2
Chopping Weapons 1d8 No bonus
Heavy Weapons 2d6-2 Pierce 2, Requires Two Hands, -2 die penalty
Pole Weapons 1d6 Pierce 2, Requires Two Hands, +2 die bonus vs. mounted units
Whips 1d3 Short Range, +1 die bonus to gambits
Exotic Weapons 2d6-1 -3 die penalty, 1's are -2 successes, 10's are +4 successes

Ranged Weapons

Weapon Type Damage Effects
Bow 1d6 Pierce 1
Crossbow 1d8+1 Pierce 3, costs 4 IP to reload
Heavy Crossbow 1d10+2 Pierce 5, Turret (stationary), costs 8 IP (or full turn) to reload
Thrown Blades 1d4 Short Range Only, +2 IP for the round
Thrown Poles 1d4+2 Short Range Only, Pierce 1
Thrown Binds N/A Short Range Only, +1 die bonus for gambits
Projectiles ? +2 IP for the round

Weapon Quality

Quality Effect
Poor Pierce -1, or -1 Damage if weapon cannot pierce
Standard No bonuses or penalties
Exceptional Pierce +1
Legendary Pierce +2, or +1 Damage, or +1 die bonus to attacks, or +1 IP for the round

Armor

Armor Soak Effects Examples
Light or Mixed 0 +1 die bonus to defense Leather armor, studded armor, etc.
Medium 1 Chain mail, ring armor, etc.
Heavy 2 -1 die penalty to defense Plate mail, scale mail, etc.
Superheavy 3 -2 die penalty to defense Extra thick plate mail, beast scale mail, etc.
Supernatural 4 -3 die penalty to defense Thick exoskeleton, alchemical battle suit, etc.

Shields

Shield Soak Effects
Light Shield 0 Parry (+1 die bonus when parrying)
Heavy Shield 1 Parry (+1 die bonus when parrying), -1 die penalty to offense

Armor Quality

Quality Effect
Poor -1 Soak (to minimum of 0) or -1 die penalty to combat
Standard No bonuses or penalties
Exceptional Can parry with the armor itself (+1 die bonus when parrying)
Legendary Soak +1, or automatic +1 defense

Spells

Mages, or those use magic, can cast spells they have learned. Each spell is marked with a keyword that categorizes its behaviors.

Keyword Specializations
Action The standard way of casting a spell, which is cast like a regular action.
Concentrate The spell is cast normally, then lasts while the mage maintains concentration on it. Distractions may end the spell, and casting other spells is not possible while concentrating.
Enchantment Once purchased, this spell is permanently active, unless the mage chooses to suppress the effects. Enchantments do not cost mana.

Enchantments can be acquired in many ways, including: magical tattoos, chakra alignments, and attunements. Practice is needed to use them, but even terrestrials (those without magic) can acquire them.

Learning Spells

All spells have custom EXP costs indicated in parentheses, such as (8) or (4/6). The first value is the purchase cost. A value to the right of the slash, if provided, is the EXP cost to permanently reduce the mana cost by 1.

"Illusion" costs (5/7) EXP and 2 mana to cast. Hector spends 5 EXP to learn it.

Later, Hector decides he wants to cast the spell for cheaper. He spends 7 EXP to improve the spell, which reduces the casting cost to 1 mana.

Upgrading Spells

Some spells have upgrades that permanently improve the spell without affecting the mana cost, representing the caster's superior training with that spell.

Upgrades are indicated by a "+" sign, and can be purchased with EXP after the spell is learned.

"Illusion" has two upgrades available: "+ Increased Size (3)" and "+ Mobile Illusion (5)". Hector spends 3 EXP to purchase "+ Increased Size (3)," which increases the maximum size of the illusions he can cast.

The "Increased Size" upgrade says it can be purchased up to three times. Hector purchases the upgrade again at a later time for an additional 3 EXP, once more increasing the maximum size of his illusion.

After purchasing all of the upgrades for the spell, Hector can now cast a very large illusion that can move.

Spells In Combat

Spells cast in combat use the "Ranged" skill to target opponents. Due to the variety of spells, the GM may prescribe side-effects and special behaviors.

Only one spell can be cast per combat round, though some spells may amplify an existing action; such as a spell designed to amplify a melee attack.

By default, spells cost 3 IP to cast. The GM, at his discretion, may modify this cost.

Mana

Mana is essence within one's body that can easily pass between dimensions. The mage can harness mana to cast spells, attune to magical assets, and use magic.

The Maximum Mana pool indicates the total Current Mana a mage can possess. After a character's primary sleep period, Current Mana resets to their Maximum Mana.

Mages must spend mana to activate spells, with the exception of Enchantments.

Hector has a Maximum Mana pool of 8. He activates "Osmosis," which costs 1 mana; reducing his Current Mana to 7. When Hector sleeps, his Current Mana resets to 8.

Mana Commitments

Mana can be "committed" to attune to a magical asset. Committed mana doesn't regenerate during the character's primary sleep. Instead, the mana remains bound to the magical connection they're sustaining.

Hector commits 1 mana to "Boots of Speed" and 2 mana to a Tiger familiar. When he sleeps, the 3 attuned mana won't regenerate. His mana restores to 5 (instead of 8).

A month later, Hector decides to remove his Boots of Speed attunement. When he sleeps that night, his mana restores to 6.

Shamans cast the most powerful form of magic: rituals. Rituals are not cast like normal spells, instead requiring preparation and careful consideration for the effects that will take place.

Rituals can last anywhere from a few minutes to several decades depending on how much power the shaman desires, and many rituals are performed in groups to reduce their duration.

Magical Domains

There are seven known magical domains, through which all forms magic should be possible. Rituals can combine any number of domains, and shamans must possess at least one rank in any domain they are casting a ritual with.

The Shaman Kit adds each magical domain as a skill, but which start at 0 and require magical training to learn (purchased with experience only). Natural Talents can be applied to magical domain skills during character creation.

Domain Affected Spheres
Chemis Matter, Light, Sound, Chemical Reactions, etc.
Divining Intuition, Extrasensory, Foresight, Prophecy, etc.
Essence Mana, Energy, Counter Magic, Spirits, Auras, Charkas, Chasms, etc.
Force Gravity, Magnetism, Kinetic Force, Friction, Psychokinesis, etc.
Psi Mind, Domination, Thought, Knowledge, Awareness, etc.
Tether Extra dimensional, Enchantments, Permanence, Alchemy, etc.
Vita Life, Body, Senses, Biology, Anatomy, Death, Regeneration, etc.

Designing a Ritual

Shamans design rituals with a broad purpose; e.g. "create a firestorm." The GM then decides the magical domains required.

Purchasing the ritual design costs 1 EXP per domain involved, and the shaman must possess at least one rank in every domain to learn it. Once learned, it can be used forever.

Kail (a shaman) wants to design a ritual that replicates the spell "fireball" across a large area, such as a battlefield.

The GM decides the ritual requires "Chemis" and "Force" for a total of 2 EXP to purchase.

Kail purchases the ritual and permanently learns how to cast it.

Performing Rituals

To perform a ritual, the lead shaman must make decisions that affect the dice pool used.

Step 1. Choose Base Duration

The base duration of the ritual determines how much energy can be collected and how powerful the ritual's potential can be.

Modifier Base Duration
-2 Dice Scene
-1 Die Long Scene
-- 1 Day
+1 Die 3 Days
+2 Dice 10 Days
+3 Dice Month
+4 Dice Season
+5 Dice Year
(more) +1 bonus at years: 3, 10, 30, 100...

Step 2. Add Participants

The final duration of the ritual is [base duration / number of valid participants]. Any shaman that possesses at least one rank in all of the domains the ritual is using can join as a shaman.

Each shaman can also instruct and manage up to [Wits Rank] trained participants for the ritual.

Kail (Wits 5) invites Merkar (another shaman, Wits 3) to join her ten day ritual. They can collectively train and manage eight additional participants (Wits 5 + Wits 3 = 8).

Since there are ten total participants (two shamans + eight practitioners) the ritual takes one tenth of the base duration (i.e. one day).

The shaman can perform the ritual by herself, in which case the final duration is the same as the base duration.

Step 3. Roll Result

The lead shaman rolls the ritual dice pool three times and takes the highest result. Spend another +25% casting time for a re-roll (can do multiple times).

The ritual's dice pool is equal to the lead shaman's lowest rank of all the domain skills used in the ritual, plus modifiers. Apply relevant modifiers, as shown below:

Modifier Circumstance
-1 Die Ritual is triggered by instructions rather than at completion.
-1 Die Ritual experiences interruptions or delays greater than a long scene.
-1 to -5
Dice
Ritual cast at a magically warded area.
+1 Die Ritual cast at an area conducive to rituals: magical chasms, energy node, leyline, etc.
+2 Die Ritual cast at a ritual chamber.
+3 Dice Ritual cast at a location built for magical rituals of its specific type.

Step 4. Determine Effect

Once the ritual is scored, apply effect modifiers until the score is 0. The GM may also assign modifiers that aren't reflected here.

Hits Targeted Area
-- Ritual targets an area of 10 meters.
-1 Ritual targets an area of 100 meters.
-2 Ritual targets an area of 1 kilometer.
-3 Ritual targets an area of 10 kilometers.
Hits Instructions
-1 Ritual can perceive its designated area and follow simple instructions (4 - 6 words).
-2 Ritual can perceive its designated area and follow advanced instructions.
Hits Spell Effect
-- Ritual mimics a standard spell, enchantment, or minor artifact's power.
-1 Ritual mimics the opposite effect of a standard spell, enchantment, or minor artifact's power.
?? Ritual is unique or otherwise outside of the standard bounds of magical casting. GM has discretion of cost.

If the ritual is replicating a sustained effect, such as a concentration spell or enchantment, it can have a duration.

Hits Ritual Duration
-- Ritual's effect is instant.
-1 Ritual lasts for a scene.
-2 Ritual lasts for a long scene.
-3 Ritual lasts for several days.
-4 Ritual lasts for several weeks.
-5 Ritual lasts for several months.

Spymaster Basics

A Spymaster is any character that has one or more "agents." An agent can represent multiple operatives, a dozen or so informants and contacts, a professional team of misfits, or a true master whose expertise is unmatched.

Agents can be assigned to missions, such as to gather intelligence or assist in a cover-up. Agents can be relieved of their missions at any time, which results in lost progress.

Agent Groups

Agents have three group sizes, in the following order, which correspond with the die roll they use: 1d6, 1d8, 1d10

Group Description
1d6 A small group of operatives, possibly 1.
1d8 A mid-sized group of operatives.
1d10 A large group of operatives, a network of informants or contacts, etc.

Agent Skill

Agents have skill levels that modify their rolls. Raising a skill takes [current skill level + 2] seasons of training.

Skill Description
-1 Team of misfits, unskilled group.
+0 Average team.
+1 A skilled and coordinated team.
+2 Profressional crew, highly coordinated.
+3 Elite, special operatives. Only available at 1d6 group size.

Splitting Agent Groups

Agents above rank "1d6" can split into two equally skilled agents of lesser size.

A "1d10" agent splits into two "1d8" agents. A "1d8+2" agent splits into two "1d6+2" agents.

Mission Basics

Agents can be assigned to missions; such as to gather intelligence, assist in a cover-up, reduce risk for other missions, etc. Missions are abstracted through several variables that the agent must compete against.

Missions Tests are the skill tests performed by agents. Agents roll [group size + skill level] and subtract the mission difficulty.

Positive values increase the total progress tally by its value. Negative values reduce the tally and cause a mission failure. If a mission fails, the mission runs a threat of botching.

Time Interval is the time between mission tests (e.g. 5 days, 2 weeks, etc). For single-purpose missions it is the total mission time required.

Difficulty represents the challenge that the agents face during their mission. Higher difficulty impedes progress, and can threaten to cause failures.

Rank Difficulty
1 Delays possible, but little threat of failure.
2 Low risk. Safe for skilled teams.
3 Standard risk.
4 Moderate risk. Trained operatives advised.
5 + High risk. Professionals advised.

Threat Rating is a percentile that represents the % chance of botching a mission if a mission test fails. A 20% chance is average, with 10% being low, and 30% being high.

Consequences represent what happens if a mission test botches. The first failure is often that opposing forces are made aware. This raises alarms, increases mission difficulty and threat rating, and increases the consequence of failure.

Worse consequences may involve agents dying, reducing in group size or skill, being captured and tortured for information, etc.

Progress tracks the current number of progress points and the "Milestone" score.

When the milestone is completed, progress resets to zero and a new milestone (or mission) is chosen. For single-instance missions, there is only one milestone.

Missions Completed

Mission Tokens

When an agent completes a milestone, a token may be earned. Each mission token represents favors, support, or benefits that a

Arthur has agents in Rattlehark, tasked with a mission of "support for rogue operations." They've accumulated 6 tokens in Rattlehark over several months while Arthur was away. Arthur and his crew are now back in Rattlehark with an infiltration job.

Before Arthur begins his mission, he cashes in 1 token to organize a getaway ferry at the port, 2 tokens for an insider to leave certain key doors unlocked at the building he's infiltrating, and 1 token for trained scouts to watch for disturbances and call out signals. Two tokens remain unspent for another day.

Mission Examples

Steal Government Intel at Ralek
Time Interval 3 Weeks
Difficulty 5 (High Risk)
Threat Rating 30% (Severe Consequences)
Progress 0 of 10
Agent Status 1d8+2, undercover, not suspected.
// infiltrate x // track down x //

Thetastones

A Beastmaster's Thetastone is her source of power. It determines her HR (Handler Rating) and is her primary attunement to her beasts. It is permanently imbued into the forehead with surgical implants and consumes committed mana.

Thetastone HR Mana
Mystic Stone 20 5
Mage Stone 25 6
Hunter Stone 30 7
Beast Stone 35 8

Beast Abilities

Unlike metahumans, beasts only use certain skills. In general they only rely on a few specific proficiencies, though other proficiencies can be acquired at GM discretion.

Skills Proficiencies
Athletics Attack
Body Defend
Combat Investigate
Perception Gymnastics
Ranged Move Silently
Stealth Hide
Wits

Beast Creation

Select a type of beast to create. Less powerful beasts are easier to control, but powerful beasts have more options available.

Pet Beast
Control Rating 5
Skill Ranks 3, 3, 3, 2, 2, 2, 1
Natural Traits +1, +1
Proficiencies 1, 1
Merit Ranks • 10 AP, 10 MP
Lesser Beast
Control Rating 15
Skill Ranks 4, 4, 3, 3, 3, 3, 2
Natural Traits +1, +1, +1
Proficiencies 2, 1
Merit Ranks
(Choose 1)
• 20 AP, 15 MP
• 15 AP, 20 MP
Minor Beast, Specialized
Control Rating 20
Skill Ranks 6, 4, 4, 3, 2, 2, 1
Natural Traits +2, +1
Proficiencies 3, 1
Merit Ranks
(Choose 1)
• 25 AP, 10 MP
• 10 AP, 25 MP
Beast, Specialized
Control Rating 25
Skill Ranks 6, 5, 5, 3, 2, 2, 1
Natural Traits +2, +2
Proficiencies 3, 3
Merit Ranks
(Choose 1)
• 25 AP, 15 MP
• 15 AP, 25 MP
Young Beast
Control Rating 10
Skill Ranks 3, 3, 3, 2, 2, 2, 1
Natural Traits +1, +1
Proficiencies 1, 1
Merit Ranks
(Choose 1)
• 15 AP, 15 MP
Minor Beast, General
Control Rating 20
Skill Ranks 5, 4, 4, 3, 3, 3, 2
Natural Traits +1, +1, +1, +1
Proficiencies 2, 2, 1, 1
Merit Ranks • 20 AP, 20 MP
Beast, General
Control Rating 25
Skill Ranks 5, 5, 4, 4, 3, 3, 3
Natural Traits +2, +1, +1, +1
Proficiencies 3, 2, 1, 1
Merit Ranks
(Choose 1)
• 25 AP, 15 MP
• 15 AP, 25 MP
Major Beast, General
Control Rating 30
Skill Ranks 6, 5, 5, 4, 3, 3, 3
Natural Traits +2, +2, +1, +1
Proficiencies 3, 2, 2, 1
Merit Ranks
(Choose 1)
• 25 AP, 20 MP
• 20 AP, 25 MP

Physical Traits

AP/MP Creature Traits
-- Cosmetic: Claws, Horns, Hide, Scales
1 Climb (sticky hands, claws, etc)
1 Swim + Water Mobility (fins, gills, etc)
2 Mount + Riding Mobility
2 Power Jump (e.g. three meter vertical)
2 25% faster than humans
3 50% faster than humans
4 Dig + Tunneling (slow, not for combat)
7 Flight + Air Mobility
Soak
AP/MP -- 1 3 6 9 12 15
Soak 0 1 2 3 4 5 6
Health & Size
AP/MP -- 2 4 6
HP x1 x1.5 x2 x3

Magical Resistances

The beast can acquire magical soak for any of the four magical resistances: Fire, Frost, Electric, and Mind.

It costs 1 MP per point of soak, or 5 MP for total immunity. Each type is purchased separately.

Magical Weaknesses

The beast can take magical weaknesses in Fire, Frost, Electric, and Mind. This rewards 2 MP for a -3 die penalty against a weakness of the chosen type. Up to two weaknesses can be purchased.

Attack Style

Attack Damage
AP -- 1 3 4 8 12
DMG 1d3 1d4 1d6 2d3 2d4 2d6
Damage Modifier
AP -- 2 4 7
Mod +0 +1 +2 +3
Attack Range
AP 0 4 6 8
Range Melee Short Medium Long
Max # of Targets
AP -- 4 6 6 10 12
Targets 1 2 3 1, 1 2, 2 3, 3
Cost Attack Type
-- Standard, Physical Attack
1 MP Enchanted Attack. Can damage spirits.
2 AP Piercing Attack (Pierce 2)
3 AP Piercing Attack (Pierce 3)
4 AP Piercing Attack (Pierce 4)
5 MP Elemental Attack: Fire, Frost, or Electric

Communication

Some beasts can interact with their handlers more effectively than others. Without proper adaptations, beasts may only respond to verbal commands.

MP Communication Style
-- Verbal Interaction; must physically speak to the beast to control it.
1 Sense Presence; must still verbally interact with the beast, but can sense where it currently is.
3 Telepathic Link; can communicate with the beast through a telepathic link.
5 Shared Perception; can share any perceptions with the beast while within a kilometer from its location.