You are on page 1of 4

Action

Cautious Advance Dash Double Time Run Stand Up Dropping to Prone 5 / 10 Incidental Move

Speed
4 3 4 4 2 Trivial +1 / +2

Description
Move Pace (ft.) Move Pace (ft.); Free Strikes Move 2x Pace (ft.); Free Strikes Move 3x Pace (ft.); Avoidance 12; Free Strikes Free Strikes Free Strikes Before, during or after another Action

Action Roll: 2d10 (Action Dice) + Attribute Die + Skill Ranks + Modifiers Exploding Dice: Attribute Die is rerolled and added if maximum value is rolled. Critical Success: Action Dice result of 2 10s; Exploding Dice not required for TN. Critical Failure: Action Dice result of 2 1s. Die Bump / Penalty: Increase or Decrease Die by one step; d12 +2 through d4 -2 Passive Skill Value: 12 + Skill Ranks + Passive Attribute Value + Modifiers

Situation
Carrying Load Cooperation Exhausted Focused Light Conditions Bright Shadowy Darkness Tools None Makeshift -2 -6 -6 -3

Modifier
-1 / Bulk +2 / Assistant -2 +1 Action Die Drop lowest of 3 Action Dice Maximum of 3 assistants

* Quick Talent reduces movement cost by 1 (Minimum of 1)

Description

Action
Assist Ally Delay Ready a Weapon / Shield Sheath / Stow Weapon Pick up Object Use Skill Use Talent Use Magic Item

Speed
Weapon Speed 1 2 Weapon Speed 2 See skill See skill See skill Free Strikes

Description
Ally gains Prowess Passive Value to Avoidance or next melee attack Advance Clock 1 Tick; Interrupt Combine with Cautious Advance for free

Insight-based vision Action Rolls Insight-based vision Action Rolls

Resolve Action Roll: TN 10 + Damage Suffered

Action
None Trivial Simple Complex Demanding

Speed
* 1 2 4 7 Interruptible, Free Strikes

Failure: Push 1 Tick / 5 points of Damage (rounded down); Automatic Failure with Wound

Description
Reaction Combined with another Action Combined with another Action

Movement Ability Use Combat Maneuvers Skill Use Interruptible Actions If noted in Maneuver description Complex or Demanding Skill Actions

Standing up from prone, charging, dashing, running

Paradigm Concepts, Inc. (http://www.paradigmconcepts.com)

John Bellando (john_bellando@hotmail.com)

Situation
Tactical Edge Prone Concealment Standard

Modifier
+2 -3

Description
Higher ground, Multiple attackers, Prone Tactical Edge to Adjacent Enemies; Partial Cover vs. Ranged; Crawl 5 (Speed: 4) Stealth Action Skill Rolls with no modifiers Stealth Action Skill Rolls at +2; Tactical Edge Slightly obscured; Intervening creatures Halfway obscured; Firing into melee Nearly totally obscured; Standard Concealment

Initiative Roll: Roll 1d10 per Initiative Score and choose the lowest; Set Clock Surprise: Roll Initiative; Grant Tactical Edge; Enter combat when aware Attack Action: 2d10 + Prowess Die + Ranks + Modifiers Damage Roll (Stamina): Damage Dice + Attribute Die + Modifiers - Armor Rating

-6

Action
Basic Attack Guarded Attack

Description
Free Strikes (Ranged) Subtract Prowess Die; Add Prowess Passive Value to Avoidance until next Action Free Strike (Untrained) Free Strike (Untrained)

Total Cover Partial Standard Superior Light Conditions Bright Shadowy Darkness

Speed
Weapon Speed Weapon Speed

-2 -4 -6

Unarmed Attack Grab

3 (Unarmed Speed) 3 (Unarmed Speed)

-2 -5 Move at 1/2 Pace (ft.)

Action
Charge Disarm Feint Grapple Escape Pin Punish Reverse (While Pinned) Shove Trip Total Defense Two-Weapon Fighting Wild Assault Weapon Speed (3) +3 (2) +0 (4) 2 / +2 (2) +0 (3)

Speed (Recovery)
+3 (+2) +3 (2) +2 (2) Unarmed Speed

Description
Move 2x Pace (ft.); +2 Damage Roll; Avoidance 12; Free Strikes (Not target) Attack Roll -6 vs. Passive Melee; Free Strike Deceit (Pr) Attack Roll vs. Discipline; Basic Attack +4 Must be Grabbed Athletics (Mi) or Melee: (Unarmed) (Pr) Action Roll vs. Passive Melee: (Unarmed) (Mi) Melee: (Unarmed) (Pr) Action Roll vs. Passive Melee: (Unarmed) (Mi); Target Immobilized Damage with light balanced weapon, Unarmed Attack, or Natural Weapon Melee: (Unarmed) (Pr) Action Roll -6 vs. Passive Melee: (Unarmed) (Pr) Melee: (Unarmed) or Melee: (Unbalanced) Attack Roll vs. Fortitude; Push 5 and move; Free Strikes (Untrained) Melee Attack Roll vs. Fortitude, Passive Acrobatics (Qu), or Passive Athletics (Qu); Free Strikes Delay; Add Prowess Value to Avoidance Basic Attack -3 (2 Ticks); Basic Attack -4 Melee Attack Roll +2; Avoidance -3

Paradigm Concepts, Inc. (http://www.paradigmconcepts.com)

John Bellando (john_bellando@hotmail.com)

Condition
Physical Blinded Deafened Exhausted Flanked Helpless

Description

Reroll Action Roll: The Hero may reroll any Action Roll and abide by the new result. Boost Action Roll: The Hero may, before performing an Action Roll, add his Fate Score to the result. Increase Defense: The Hero may increase any one defense by his Fate Score for a single attack, after learning the result of the attack. Increase Pace: The Hero may increase Pace by 5 x Fate Score for 1 Action. End Strain, Recovery, or Push: The Hero may immediately end a period of Strain, Recovery, or Push. Weapon Trick: The Hero may access the Tricks of a weapon as if the Hero were trained in that weapon for one action only. Reduce Stamina Damage: The Hero may reduce Stamina damage suffered from a single source by an amount equal to his Fate score. Wound Penalties: The Hero may ignore any Wound penalties for the remainder of the scene. Any new Wounds suffered after this choice would apply as normal. Recovery Action Roll: The Hero can ignore a Recovery Action Roll result to recover Wounds damage; the Heros condition remains unchanged until the following day. Avoid Death: The Hero may elect to automatically succeed on an Action Check to avoid death due to being Vanquished by Wounds. Horror Check: The Hero may succeed on a Horror Check before rolling. Horror Result: The Hero may ignore any result that requires Fleeing, but suffers other penalties. Do the Impossible: The Hero may, at the Chroniclers discretion, break the rules in effect, do the impossible. Villains: A Villain may negate a Hero Point use. Paradigm Concepts, Inc. (http://www.paradigmconcepts.com)

Grant a Tactical Edge. Opponents have Total Concealment. Automatically fail all sound-based Perception Action Skill Rolls. Suffer a -2 penalty to all Action Rolls. Enemies on more than one side. Grant a Tactical Edge to all enemies. Avoidance of 11. Successful melee attacks against are Critical Successes. Attackers may withhold Wound damage to reduce its Stamina to 0.

Immobilized Prone

Cannot take move actions. Cannot perform Incidental Movement. Grant a Tactical Edge to adjacent enemies. Gain Cover against Ranged Attacks. Crawl 5 (Speed: 4). Attack Rolls suffer a -3 to hit (see specific weapons). Gain Recovery of 6. Grant a Tactical Edge to all enemies. May not perform Free Strikes.

Stunned Clock Push

Advance Clock by a number of Ticks equal to the duration of the Push. A character can only be subject to one Push effect at a time, though the longest such period will always apply. Duration of Ticks in which the character may not make a Combat Maneuver that has Recovery. Once the Master Clock matches the characters Clock, each Tick that passes reduces Recovery by 1. Duration of Ticks in which spells cannot be safely cast. Spells cast within Strain cause double the remaining Strain in Stamina damage. Once the Master Clock matches the characters Clock, each Tick that passes without casting a spell reduces Strain by 1. Push Clock by 3. Suffer a -2 to Discipline against fear-based attacks and Horror Checks. Shaken. Move away at highest safe speed. Avoid Free Strikes. Fight if cornered or trapped. Suffer a -2 penalty to Discipline and Combat Action Rolls or Action Rolls that require steady hands and calm focus.

Recovery

Strain

Fear Shaken Frightened

Terrified

Shaken. Frightened. Move away at highest speed without safety concerns. Avoid Free Strikes if possible. Fight using Wild Assault if cornered or trapped. Suffer a -2 penalty to Discipline and Combat Action Rolls. Cannot perform Action Rolls that require steady hands and calm focus.

John Bellando (john_bellando@hotmail.com)


Pantheon of Man

Althares: The patron god of sages, wisemen, and those who seek lost secrets and knowledge. Anshar: The goddess who looks after the destitute, the oppressed and the outcast, regardless of the reasons for their situation. Beltine: The Shrouded Goddess who minds the Cauldron and has dominion over the underworld and the dead. Cadic: The Dark Hand of Illiir is the patron god of thieves, spies and assassins as well as musicians, bards and artisan. Hurrian: The Reluctant Warrior who has domain over honorable combat as well as lightning and storm. Illiir: He is the Head of the Pantheon and serves as the patron deity of emperors, kings, lords and others in positions of power. Larissa: The Oracle of the Gods is also given to acts of hedonistic pleasures to cleanse visions of the future from her mind. Nier: The Left Hand of Illiir, this god is the embodiment of war and also stands in judgment of the souls of the dead. Neroth: The Death-Bringer rules within the earth and has dominion over disease as well as the body and minds of the dead. Saluw: She is the patron goddess of women and the caretaker of all things that grow upon or below the earth. Sarish: The god of oaths and arcane magic, he also claims as his dominion the summoning and binding of demons. Yarris: The god of the oceans to which many give prayers for safe passage through his domain.

Abessian Dominion: Recently gaining its freedom from the Coryani Empire with the help of the Yigites, this nation was formed by refugees from a southern Myrantian kingdom. The Free-States of Almeric: Made up of land from both Milandir and Coryan, this newly formed nation continues to suffer from constant internal warfare to find a strong leader. Altherian Republic: Ruled by a Council of Wisdom, the republic views itself as the most knowledgeable place in the world, and seeks to share their culture with the rest of the world. Blessed Lands: Claimed as a birthright by the Coryani, Elorii, Ssethregorans, and Khitani, this holy land has been the site of numerous and bloody wars trying to reclaim it. Theocracy Canceri: Despised by the rest of the world, the lands of Canceri are harsh and unforgiving and its people come from many places to be put into a rigid caste system. Coryani Empire: The inheritor of the greatness of the First Imperium, the Coryani Empire is forged from many now independent nations and is the seat of the Mother Church. Dwarven Enclaves: Each Enclave is as distinct as its people, reflecting the roles that each played in the downfall of the Dwarves from the roles as the celestial protectors. Elorii Nations: Made up of three separate nations, each trying to restore the Elemental Lords to life and preparing for the inevitable war with humanity that the Elorii await. Hinterlands: An amalgamation of tribes and cities, the Hinterlands geography varies between the open plains of the nomadic tribes to the commercial coastal city of Censure. League of Princes: Consisting of many small nations and at least five distinct races, the League functions through treaties, mutual obligations, and ancient obscure family duties. Kingdom of Milandir: A former Coryan province, Milandir was founded on the principles of honor and obligation and its people view themselves a beacon of righteousness. Pirate Isles: The Pirate Isles are a series of islands each claimed by a different group or organization but with a unifying credo of Stay out of my business! which has kept the peace. Ssethregoran Empire: Home to the varied reptilian ssethrics, Ssethregore has tried constantly to expand, often resulting in wars with the peoples of those lands. Unsealed Lands: Beyond the Godswall, these lands contain pockets of both human and infernal societies, each ruled by strict laws, rigid customs, fear or unyielding courage. Ymandragore, Isles of the Sorcerer-King: Ruled by the Sorcerer-King, the Isles are spoken of in hushed whispers by most, with tales of barbaric rituals and dark magic.

Dark Kin: These damned souls have the misfortune of bearing a recessive infernal bloodline that appears once every so many generations. While scorned by most people, the majority of darkkin simply try their best to make their way in the world, fighting against their infernal heritage or embracing the darkness within. Dwarf: Once the Celestial Giants, great beings who swore an oath to protect humanity, the dwarves are now cursed by Illiir to never gain entrance to the afterlife or the cycle of rebirth within the Cauldron. Each dwarven enclave has taken up a craft, striving to produce the "perfect item" to fulfill their bargain with Sarish to break the curse. Elorii: Created by Belisarda and the four Elemental Lords as the perfect servitor race for the Ssethregoran Empire, the Elorii eventually rose up in rebellion against their masters. Each Elorii traces their bloodline to one of their five creators, and many still harbor hatred for the humans, whose deities consumed their own Elemental Lords. Gnome: The result of the forbidden mating between a dwarf and human, gnomes are the most tragic and reviled race in the Known Lands. Gnomes are pitiful, twisted creatures, bearing deformities passed through their dwarven parents, but also tenacious, tough, clever, and prone to survival through choice. Human: Supplanting the grant Elorii empire, the humans came to the world in ancient times and have quickly become the dominant majority in almost all the Known Lands. Due to their short-lived nature, humans have a capacity to live in the moment, for the moment and attack each problem with zeal. Kio: An ancient and mysterious race, the Kio are said to have arrived in the Western Lands on flying islands. Almost entirely uniform in appearance with their grace and fair complexion, Kio are known for their patient consideration of all choices as well as their decisive actions once a course has been decided. Ssressen: Uses as slave masters or elite shock troops, this Ssethric sub-race consists of many different egg clutches, different in outlook but sharing the same matriarchic societal rules. While many of the clutches war with neighboring nations, several have broken with tradition and live either in uneasy peace or open alliance with other nations. Undir: A simple and open people, the Undir lead uncomplicated lives, taking from the land what they need to survive and rarely coveting possessions or power. Tales of their heritage as offspring of the Undine Nodala and a human hunter are given weight by the presence of their webbed fingers and toes. Val: Created by the fusing of a Valinors essence with that of a human family, each Val family owes is bloodline to one of the gods of man. Touched by divine essence, Val are the ruling nobility and protectors of humanity with powers granted by the gods through the generations.

Elorii Deities
Belisarda: The Life Mother is the last of the Elemental Lords of the Elorii and teachers her children patience and forgiveness.

Myrantian Deities
Tzizhet: The head of the Myrantian Pantheon and represents pure destructive power over life and death.

Ssressen Deities
Fire Dragon: The guardian to his people, the Ss'ressen, looking out for them while preferring to not interfere. Jeggal Sag: The Master of Beasts has insight into and power over the natural creatures of the wild, as well as drakes and their ilk. Kassegore: As head of the Old Ssethric Pantheon, he is the primal personification of the great cycle of creation and destruction. Yig: The Life Bringer balances Kassegore with her domain over creation, though she also personifies lust during mating season.

Paradigm Concepts, Inc. (http://www.paradigmconcepts.com)

John Bellando (john_bellando@hotmail.com)