FINAL FANTASY Battlemage[d10 category hp at most] Hp 4d10+2 usurptions Slayer Hp 4d8+leveld4+1 hipiffany Celestian Hp 6d6+#invoked cel.+1 usurption [all classes 1d20-1d6 3 times best # x lowest # hp roll other than 1 first 4 levels extra hp] Dervish Hp 3d12+/2d6 every other Cerrilien Hp 4d8+/4d6 every other Extricater Hp 3d10+3 usurptions [1d4 die a level may be re-rolled as well as 1d6 to more each die within 2 of highest #] [each traite modifier 1 level for exchange] Fortitude 6 levels for –2 hp,+4 checks(1 level,1 a day) Vertue 2 levels –1 talent,+1d10 any dc30 or greater check Brutality 4 levels for –1weaponing skill +1d6dmg Versatility 3 levels -4hp,+1d10 any dc25 or greater check Speed 5 levels –2 talents,speed will have level # extra Brainpower 4 levels –3 talents,+1d10 any dc30 or greater check (new class must be chosen if don’t take original scores,any roll 7-less may be rerolled] Battlemage/4d8/3d6/3d6/5d10/4d6/5d10,+1d8 any 1 roll Slayer/3d8/4d6/5d10/4d6/4d10/3d6,+1d6 any 1 class skill Celestian/4d6/3d10/3d6/3d10/4d6/4d8,+4 any traite Dervish/3d8/3d6/5d10/5d8/5d8/4d6,+1d10 any traite Cerrilien/4d10/3d10/3d8/3d10/4d6/3d6,+1d6 any traite Extricater/3d8/3d6/3d8/4d8/4d10/4d10,+5 any traite 2 skills first level any traite over 40 1d4 usurption ranks 1 usurption 1 skill every 4 levels(each extra 1 skill as well) stops at 24th level Skills * Defiance * 3d6 or more enemies,+5 attack,+30 damage any dire attack 20 or/- hp (10th level 4 players 2 simsecs to make move,20th 4 versatile related spells+10to dc) * Machining * 2 attempts to comprehend mechanism,+4 to any checks to operate non-driving etc equip. (5th level 3 turns extra for magic machines,10th level +1 to every traite when comprehend nature of magic machine used,15th 1d6 machines may be used as expert) * Treatchery * 3d6 extra defense enemies 4000 or more hp 1d4 times a day (5th level 2d4,10th level 2d6,20th level +4 any non combat defense checks dc25 or greater) * Containment * +4 enemies witheld in confinment type spells or magic item uses (5th level+4 confinment checks dc 30 or greater,10th level +5 dc 25 or greater) * Disenchantment * +5d10 hp recovery any spell of this type caste or magic item used (5th level +1d8 checks for disenchanting dc35 or greater,10th level +1d10 dc 30 etc) * Disguise * any ability check or situation to disguise +1d8 minutes (5th +1d10,10th +2d10 and +5 to any dc check) * Tracking * 1d4 tracked beasts +1d10 dc checks (7th level 1d6 personae and dc,10th +1d4 days any sentient life form) * Zeal * +1d8 any personae glamour checks (+1 speed rank every 4 levels past 10th) * Malignment * - 3d8 hp damge any duration disease,curse,or poisen etc ( 8th level+5 to use D,C,P etc,15th level –4d10 hp any first damage D,C,P etc) * Arcanist * +6 to use any magic stave,staff,wand etc (5th level+1d8 hp recovery a simsec,magic potions,spells etc,10th level +25ft any spell) USURPTIONS Endurance/+1d6hp every 4 levels/+5 hp recovery potions/+5 hp recovery 10 simsecs any recovery type/+10 dc checks for harsh enviornments/+30 hp when 1 form of attack is made on player/attack rec. +30 1d4 times a combat Finesse/2 weapon types +6 attack/1 metal type +6 attack/speed extra spells,items +10 to use etc/1 metal type +6 attack/dodge 1d4 times a combat/ Transithurgy/+2d6 dmg any ethereal spell/+3d6 dmg summoning spells/+3d6 dmg elemental spells/+4d6 dmg any 3 turn to cast spells Refined Action/any party rolled DC check +4/any multi attack of 3 or more +3d6 dmg/any 2 multi attacks +3d6 dmg/any stacked magic item use +1d4 minutes/ Talents Killing/any 1 enemy a combat +3d10 damage if at 100hp or less,10th level at 200 hp or less,15th level 1d4 enemies 400 hp or less Quickness/any speed related item etc uses or DC checks +6,any 3rd multi attack +3d8 dmg,any jumping check +10 ft Deftness/3d6 less dmg any enemy move DC 25 or less,thrown weapons +5 attack,disarm traps +1d6 any DC, Courage/any fear attempted type roller +4,4 or more days in a compound battle +5 hp recovery 1d10 simsecs,10 or more enemies at combat reg roller for taken 2 attack Arguent/+4 DC checks to heckle,40 or more beings in a public place +10 attack if pick a fight(1d4 turns),intimidate type spells items etc +1d4 minutes TIME 20 simsecs a minute ½ a minute for 4 player or enemy attacks(multi’s included) 2.25 simsecs a player turn appx. 5 Keleters a hour real time 20 hours a day and night entirety 7 days a week,4weeks month 10 months a year TINTAIN This score for each enemy killed is the way of making new levels,and realizing which battles to make these new levels(foes with # of Tintain)might be a good idea BM S Cel D Cer E 750ti. 1 to 4 4000ti. 5 to 8 2700ti. 9 to 12 5700ti. every 1000ti. 1 to 4 2500ti. 5 to 9 6000ti. 10 to 13 4600ti. every 1500ti. 1 to 5 750ti. 6 to 7 5500ti. 8 to 11 3500ti. every 650ti. 1 to 3 4000ti. 4 to 5 2700ti. 6 to 7 6000ti. every 1500ti. 1 to 3 850ti. 4 to 5 6500ti. 6 to 8 4200ti. every 1000ti. 1to2 3100 3 to 6 1500ti. 7 to 9 7000ti. every Skill,Usurption,Talent If players have 1d6 more than highest score for traite then +1d4 ranks(2nd highest party,or ½ die,1 die value) Using certain scenarios any extra may have one more rank every few levels This may entail ~boss character killed with x1d8 more hp than highgest in party ~refurbishing a land type campaign(rnd dc check against each player GM sets roller) ~ player may exchange 1d4x1d6x1d8 hp for 1 rank when 1 level Tintain made 1/c. ~every rank in a category made traded in for 1d4 new ranks(must have within 5 highest 1 traite) ~each player falls to wtihin 3d10 hp /c. that makes wthin 250 Tintian a new level(5 th or higher) Traites Modifiers In battle there are some ranging effects when foes have traites scores as well Fortitude~scorex1d4 versus enemy score x1d6 diffirence if won,can be used as less dmg by that type of enemy any time within 1 day 1 time a made roller Vertue~higher vertue will not fall to any spell for more ss. than one cast by themselves /1d10 more Vertue player within 5 highest vertue enemy,-4 any spells attempted by enemy untill any dmg incurred on that player Brutality~puncture,bludgeon,calamity and multi attacks of 3 or more if greater score than enemy may be attempted at a 20M attack Versatility~when players make an extra move(appx 4 ss. allowed,though attack turn 2.25 ss.) chance to use item or similar action + to check more than enemy score Speed~effects weapons with xdamage as noted(may be modified items to do this) ,it also inferrs abilty to run quickly as chasing etc. # greater than foe x 5d10 yards a ¼ Keleter,players with 20 or more natural speed may run for 5 Keleters and every 2 more 1d4 more Keleters elapsed 16 at most Brainpower~20 or more items with 1 use style durration +1d10 to use(3d10 at 3d10) when score higher than enemy difference # same spells that may be cast/c. over level of caster within own repetoire If each player has higher score than enemy each traite then 1 20M attack each is won no roller this is only true for natural scores [puncture 2d20dmg,bludgeonx3dmg(orig. 200/-),calamity –1d8bp/similar,-10 1attack] Special Spells,or Items Found These GM created helping features may be treasure for a type of foe or any other campiagn related discovery or issue,each will have a DC check related to a traite score as /# uses traite score over DC check,(#) not included only traite scores equel to DC,(#) included may use,1 time traite specific spells,items must have within 1d6 to use only greater traite score allowed to use this stacked with any other effect If these features can be purchased within a campiagn,there is no garuntee that the dc will be the level for use by the party,so item etc. pricing may be usually less than 1000 E Sustenence The players will need to have food and water 1 a day,which may be in strange supplemental Forms,that for 1 item usually is good for 1 month,liquids that heal count as water ~after 1 day,players fortitude as hours relats to/-10 hp ~2 days –40 hp ~3 days players have 15 hp ~4 days players at 1 hp Water only once this has begun 1d10 less hp dmg,at 4 days 1d4 extra hp for 1d4 days Money Electrums are the currency used most areas however ~Zinks are 5 to 1 E ~ancient coins are 4 to 1 E ~parhcment currency is 2 to 1 E ~Chinks are 3 to 1 E Merchants will trade for as much as 1000 E,within every 1d10 days Metal and Crystals Zinu,Zeilker,and Platinum are the weapon and armour metals used most often Zinu is a dull deep earth ore,that must be mined in great quantites to find pure streins It is harmfull to creatures of low Vertue especially,making +1d4 attacks Zeilker is a senitent silver that has a eery irradiance,and good slicing prowess It is harmfull with extra finnese attacks,or speed,5 ranks,or 35 speed +1d4 attack Platinum is a resiliant crafted metal that is more rare than the others It is harmfull to Lycenthropes especially,+1d4 attack (this applies to weapons only) Occasionaly alternate world or dimension metals with some extra’s are discovered,which players may purchase for x1d4 E of a similar weapon type,or have crafted from ore Energen crystal/ 1d6 ss. in battle ½ of player fortitiude in hp recovery Frail crystal/1d6 players real time 1 use 3d10 hp recovery Violithe crystal/any spell recovery hp used day as touched +3d20 recovery(1d6 players) Sechiate crystal/5 of these will compress in players hand and allow +1d8 attacks next 1d6 turns Turntithe crystal/when able to enter water,player may use to recover 100% hp 1 use Ketherzii crystal/this will allow 2 spells to combine ,taking 1 turn,next cast they will be cast together Gelder crystal/this makes a player able to fly for 1d10 Keleters,40 at most Green crystal/1d20 hp recovered when touch,as well as all traites to 100% Zeiuliuh crystal/4 of these thrown at enemies will cause calamity on 3d6 foes Fighting Crew Sometimes an overlorde or ‘seveiile priest’who’s changed their way will provide a crew of members of their sect as a crew to accomplish a battle sure to entail a substantial number of enemies,more than the party and a few hiree’s could take on,this takes 1 level of Tintain after first meeting,then a contract may follow 2d6 fighters 1/6 of E won 3d6 fighters 1/4 of E won 1 Battlemage party pays 1000E 1d4 Battlemages part pays 4000E 1 bizarre magic item included party owes 1d4 months service 1d10 fighters etc will fight 10 foes 3d10 clashs remaining will fight for 3d6 clashs,then attempt to move away after 2d6 clashes,the final combat will be foguht by all 6d6 at 6d6 determines # of Flankings fighters etc can make if won each of crew party included has 250 hp dmg they must score before a 20M attack may be attempted for each type of foe enemies 150 damage each at players before any mulit-attacks may be made Brainpower # more than foe(each) +1d6 spells each # that day Players winning 4 attacks sequentially,+10 next 1d6 attacks Enemies wining 5 attacks,not sequentially,+1d10 next 1d4 attacks Limited to 4 spellcasters and 5 weaponers on enemy leader Characters may make roll 1 attack and defense for 5 crew members Damage is rolled individualy Only 5 summonings may be made untill all attacks focused against leader The other plane gods may deem the battle an interest 4d10 at enemy 3d8 + # leader 1000 hp more than 1000 at which time enemy move dc made by a player will allow 150x1d4 hp recovery if the enemy wins 1d6 summed beasts will attack(at level of party summoning ) Learning a Culture Brainpower of 35 or higher Vertue of 35 or higher With 4 dc checks won of 40(any#) or more spent at a new place a player can substantiate the party’s goals,or find a special shope if information is attempted to be gathered,now +1d10 these players and regular players may now use their extra’s for traite modified dc Maliatech locke These will have 5 +1d6(10 at most),ml. +1 6+1d8,ml. +2 7+1d6 or +3,+4 etc starting at 10 1d6+# each number is set sequined by dm with a 1d10 or 1d12 players will use versatility x 1d4 to determine attempts each attempt starts at first # using 3d6(3 count as 1,2,or 3),or 1d12 unlocked when sequins made by player,only 1 player may attempt 5+1d6 days next try after 50 attempts,the # tried at current sequine x 50 can be taken by player as hp damage making a versatility trick that opens 1d4 sequins if at the 6th sequine or more after this exchange 1d6xplayer level x 1d8 for 1d4 more #’s won Trying Pass Cards etc. Other than Gm related alarms etc. this dmg will occur Only players with 35,30 bp,vrs,or vrs,bp may attempt 1d6x(the sum of 5d20) – players higher traite for this damage Often a way to use pass rather than wrong one,or wrong place will make 1d6 x 1d10 traite damage divyed as well as ~1st to 4th 5d8+# players in party x 1d4 dmg ~5th to 8th 100 –player’s bp or vrs x 1d4 dmg ~9th to 13th 1d6x1d6x1d6x1d6 dmg ~14th any 1d10x1d6x1d4x# below highest of any traite other than bp or vrs Detect and Disarm Traps The player with 25 or greater Versatility may try to find a trap this entails -5d6 each # x lowest #,4d10 then must roll that value miffed try –5 attack and defense any combats that day,+1 each failure,however +5 # attained - if lowest # is 4 or greater dc 2d20(2d8) the trap deals damage if encountered -if found it will do only ½ dmg,can move past safely,or may be disarmed Players with 25 or greater Versatility and Brainpower may try to disarm this entails - 1d20 d6 each separate die must be made with a d8 - when 5 or more d6 = number of attempts lost then trap does it’s damage - when 10 or more after 10 losses 1d20 may be added if this +previous score doesn’t reach the totall d6 # then trap dmg -player wins if does these rolls less than retainer # Regular Trap Roller 3d10 at trap 3d10,may be +1,2,3,4 If any party member at ½ hp or less then 1d10 added to trap Players fortitude xlowest d# roller trap dmg is the dmg the trap must do or ¼ Fortitude subtracted Traps that have 8d6 rather than 2d20 may be far less damaging,though any d4 +d damge will subdo Battle Each player has 1 turn for purpose of spells etc regular turns last 4 simsecs 3d10 is rolled against enemy 3d10 = failure Any score 20 or more than opponent allows 2 attacks that turn when turn ends player may choose to try to move away (dc enemy move check) if doesn’t enemies attack +10 Enemies will only strike at direct enemies,however after one clash(each takes turn) they will reach moved player,if players behind(at first combat front) have chance to attack that enemy +5 attack,only two players at a time may choose move One player may choose two attacks –5 second attack(no extra’s) but next player forgoes turn,or next clash Players as a party may choose to Flank,this takes their turn but next clash 1d8 extra attack,this may be done twice a combat If each player wins attack as group they may choose to run however must make dc check Players making a use/or similar option with attack take 4ss. which effects duration effects these actions must be available immediatley,rather than stowed etc. Enemies use 3d10 at 3d10 for spells etc,but may not be subject to # casts/day Party 1-5 level may make 1 on 3 or vice versa,the monsters will (move dc)be able to cast types of distance spells if yet combatant,players must win caster(reg spell #/+6 to make distance effect) party 6 and higher may make 1on 5,monsters 4 on 1 unless players sets,distance is same,players distance #/1d4 DC This shows the number that the GM uses as the value for any dice chosen,the dice may exceede the value or equel it depending on the difficulty inteded,(# shows how much less than the DC is neccesasry to win) Ex:20 (4) GM chooses 2d4,2d8,player rolls 17 that wins,or GM chooses 1d20 for roller = scores are failures Ex:26(5)1d4,3d6,1d10(lenient die),rolls 21,loses 1/- then check WEAPONS Dmg will add 1 original die per x4 cost every 5 player levels Speed any traite score over 35 x speed dmg 1 a combat(rolled at purchase) Multi extra dmg in multi attacks except 20M 20M when this attack roller is won extra dmg Extra this costs ½ price of weapon weapons dmg speed multi +20M witchsword 4d10 1d4 +10 5d10 Guillaive 1d6 - 5d8 Zinu dagger 5d6 1d8 Platinum dagger 2d10 1d6 Swiksail sword 6d8 Zeilker skiff Zinu skiff 3d20 +2d6 3d10 Electrums 450 600 250 extra 1-5lvlspells+3d6dmg +10dmg ghostforms +3d6dmg elements +2d20 4d6 360 1d10 +2d6 5d8 700 +100dmg 100%hp1/day 3d10 1d8 +1d20 4d10 500 6d6 1d4 +3d10 3d20 600 foe/-hp/+100dmg1d4/c. Vailiant Sword 5d10 1d4 +2d6 2d6 Reaver clasher 4d8 1d8 +3d20 Skeksi 3d10 Cutter Lightening 4d8 striker sword 1d4 1d6 +3d10 +2d10 4d6 1000 5d6 850 2d6 Thin sword 5d6 1d8 +2d10 Dagger staff 4d10 1d4 +2d6 2d6 +1d6 1d6 Zinu bow 2d6 1d6 800 2d10 +2d20 lycenthropes thrown+100dmg1/c. 3 attacks 20M wholly/un +50 dmg winged +50 dmg 900 +100 L dmg 1d4/c. 400 5/U.ranks +20 dmg 250 1 spell retained 550 3 arrows a turn Zeilker bow 3d6 1d8 +3d6 2d20 650 Trap Crossbow 2d8 1d4 +3d8 3d6 1000 4 arrows a turn Mazi mace 4d8 1d4 +4d8 4d10 750 +50 dmg 1d6/c. Doubleblade 6d6 sword 1d10 +6d6 6d6 [arrows cost 40 electrum per 50,1d4 lost a combat] 800 2 arrows a turn x2dmg 20M Weapons must be replaced every level within 10 creatures killed or 10 days Merchants will have 1d6 weapon types available Weapons unsused will be ok for that special combat and level in another plane etc. Armour Spells any spells cast + defense roll #attacks any more than 1 enemy attacking 100%hp when player has extra defense Extra +250 electrums Each armour ability rolled at purchase Armour spells Wild 1d6 Platinum 1d8 #attacks 100%hp 6 1d8 4 1d10 Sentient gown 1d10 - Electrums extra 250 foes-/bp 5 500 1d4 wholly/un 4 150 cast spells+4 1d4/c. Gruffy 1d4 5 1d6 150 -2#foe multi attacks1/c. Beast 1d8 7 1d10 450 2/day –50 dmg Blessed 1d12 1d6 700 ariel places/ 4 Skaveter 1d6 4 6 1d10 1000 duration/m.items +5 to use Exoskeletal 1d8 5 1d8 450 no puncture/bludgeon Dauntless 1d10 6 1d10 1000 ½ dmg 1/c. Bracketed 1d4 4 1d8 360 ½ dmg any missile1c./day Cordened 1d8 7 1d8 700 1 metal type ½ dmg 1c./day Pleathera 1d12 - 1d10 1000 +1 any extra armour item Armour must be replaced every 1d6 levels rolled at purchase Merchants will have 1d6 styles available RINGS Each ring has 3d10 uses Extra’s cost 100 E. more Merchants may have 1d4 rings Rings Emrald Diamond Luzuli Amythst Quartz Silver Zeilker Crystal ability extra 3 attacks/c. win 1d10hp rec stacked magic+1d6/m. detect evil 3d10hp recovery 100%hp-40dmg 2d4foes-10attck/d/c. +50 dmg +50 wholly/un +1d6 DC checks 1d10hp rec +3d10 dmg 2 attcks/turn +5 attack 1d10 hp rec VIALS Only some places carry(DC 36) Electrums 400 500 240 700 210 175 450 100 Effect shows what the vial does Duration iether accounts for #times effects works or actual time Level is the level that can be used at,then final level ok after that 1d20 will be available VIAL effect duration level Electrums Refresh/c. 50hp rec 1d8ss. 1,5,7,10 50 Refurbish/c. 150hp rec 1use 2,4,6,10 40 Mass Heal/c. 150hp rec/party 1d6ss. 5,6,8,10,12 60 Minor heal/c. 75hp rec 1d4ss. 1,2,4,6 25 Quick rec 200hp rec 1 use all 100 Fire air +50fire dmg 1d20ss. 3,4,5,7,13 75 Detect Evil DC’s +10 1 use 1,2,4,5,10,13,15 100 Detect trap DC’s+1d20 1 use all 150 Evoke Fear 1d4 enemies run 1 use 4,5,7,9,10,14 175 Recovery/reg 1d20 hp 1d10K 1,3,5,8,10 50 Fast Rec./reg 200 hp 1 use all 75 Cure P,D,C stops+25hp 1d10ss. all 100 Dispell stops d/spells 2d10ss. 1,4,6,8,13 125 REGULAR EQUIPMENT Ropes,minor comp,telephones,radios,tv,vehicles,tools,riding beasts,clothes,cosmetics,food,climbing gear,video games,writing material,pets,maps,shelter Will be met with a fair price for what the players have in Electrums after getting the other items first,and accordingly the prices are relative to actuality LANDS,REALMS,PLANES,DOMAINS These are usually noted by a form of ruler,and a series of intrinsic innuendo’s or natural land features(purple lakes,spikey monsters,dark sky,stupid evil ruler/or misty air,expansive abondened roads,600 story carbonite buildings,ghosts/etc) Often the party will need to find a way to leave once arriving,rather than difficulty getting there,these modifiers apply Different Planets /1d6x20 hp damage,1 U ,and 1 Talent no use for 1d6 days/ Change in weather /no extra dmg for weapons 1d6 days,and –1d20 hp/ Volatile area /2d10 of attacks first combat –10,3d10 DC checks(party)-5/ Under Earth /1d6 enemies first combat –15 dmg/c.,no armour use 1d6 battles/ Celestial /no magic item use 1d6 days,first 1 on party combat –1d10 each attack/ SPELLCASTING Every spell has 1 die type with its damage that player must roll more than against GM/or enemy to cast as 3d8 versus 2d10,this modifer is rolled 1 time each new level Players have a table for # of casts as follows 1st 4th 6th 7th 9th 11th 14th 3d6/day 5d6/day 4d8/day 4d10/day +5 +10 4d12/day 16th 20th +5 +10 Casters will reroll each new level,and there are some extra spells a day allowed They must cast 1 of each spell that can apply for that level or known level then can choose which spells Casting the same spell costs 20 hp,unless 4 caster’s turns untill tried After 1st clash failure to cast allows 1d6 to players next cast Casters may choose 2d6+lowest dmg die of 3 spells,those spells may be divyed # casts a combat the repetiore therefore then is allowed as the # retainer +1d6,any 1 and highest die rerolled for this # d20 is set as # other than damage,first # of magics,if then refer # effected -these are rerolled every 1d4 levels HIPIFFINY When a player has slayn 10 or more foes a battle BM/ 1d10 dmg extra next c. multi attacks S/ +level damage any attacks next c. Cel/ +1D6 minutes summoned beasts next c. D/ 3d10 of next foes no armour extra C/ 4d10 dmg extra 1d10 20M E/ 4 extra spells cast that day 5th level 1d4 added to this 10th level 1d8 added to this 15th level every class –20 dmg first 1d20 attacks 20th level 1d8 and –dmg BATTLEMAGE Casts spells that mostly do damage,can only use d6 weapons with no extra other than original die score,only uses cloth armour,may carry 10 magic items,can’t use Arguent, Defiant,or Treatchery `1 st Level Spells` Cast of Skak 3d6 dmg ,1 enemy each caster turn(different each time),can make new casts as well 4 turns every 2 levels,10th +1d20 dmg /costs 2 casts Fire Wall 5d10 dmg + difference of cast win 1d6 enemies not at current combat 5th level 5d6 dmg extra if 15 /cast win,10th level 4d20 dmg current combat foes as well Furry of Zelioth 1d10 whips of this immaterial dimension energy will slash 1 chosen enemy 5d10 dmg each and demon foes x1d4 dmg 7th level +40 dmg any foe 1000hp dmg,15th 1d20 whips Petals of Myrkr 3d6 petals of ferocious ambivilance will wound any wholly/un foe 1d10 a casting each is striken with petal totall 5d20 dmg 10th level x4 dmg 1 striken if 100%/player `2 nd level` Fire and Ice Blast 3d20+4d10 damage in iether form will blast 45 ft wounding 1d10 foes(must have free front) after 5 casts/c. +50 dmg next 1d4 casts Burms of Dispell Any enemy that casts a spell with the 25 ft square(chosen space) will lose that spell after,and suffer a – 10 defense roll 7th level 2 spells 8th level 1d12 foes within square –10 defense roll Skatching Methafayne 4d20 dmg on 1d6 foes if 10 or more of enemy party killed +1d6 damge a level after 7th Remove Cowel This creates a deluge of power that transfers any damage the current (1 only)enemy of caster is fighting to a DC score per 1d6’s to casters next spell `4 th level` Thunder Fight Party will attack with +5 and do +2d20 dmg,weapons only 10th level 1d4 enemy turns will be in calamity(-1d8 to think & -10 1 attack) Devious Paths 1d6 of next spells cast at party will lose their focus and do 2d6 less damage 7th level acid,dimension spells 5d6 less dmg,10th level 5d20 1 spell may be chosen ‘5 th level’ Corroding 1 weapon type will lose it’s damge value by 1 original die 5 attacks 9th level 1d6 machined 6d6 dmg,and their weapons Flack of Curse 1d6 traites will lose 1d10 1st casting,2nd 3d10 damge every traite/- player’s Fury of Briache A partial mettalic and earth mixture(must be cast on reg ground)will mix and 1d10 will inflict 3d10 damge each divyed Fury of Death If caster has 1d20x1d4 more hp than enemy ½ hp damage,2 rolls/wins /4 foes `9 th level` Spackles of Churning The dimension weave will send a counter gravity churning that can make a Party/6 float for 5d20x1d4 ft with sense of ease 25 ft a direction Crashs that Blind 5 enemies –1 for +1d4 minutes each effected will be blinded for 10simsecs 2 roll wins to cast,no extra’s any attack strikes at this time Trancers of Lithigur A serious sundering of slashing force will smack 1d6 enemies 3000/- hp 5d20x1d6 dmg 1/c.,14th level 2/c. `15 th level` Smarting Sunstrike This can be cast when a sun is visible and open to area,the beams will converge and 1d10 to 1d4 enemies each 6d10 dmg costs 2 casts Freeze Monster Any foe with claws as featured attack will be blasted by a freezing ray that requires 1 vial of element extra to cast 2d6 foes 3d10x2d10 dmg Mass Recovery When players each use a healing item in combat,next spell cast after this will transfer all dmg diveyd to party Plastering Poisens A series of poisen casts will effect 1d6 enemies 1 each party clash 4d10 for 1d10ss. doesn’t effect enmies with traite fortitude greater than caster Blast of Attacking This spell costs 3 casts doing 6d10 dmg x # -25 hp=1 to an enemy then enemy loses spell casting for 1d4 clashs Example enemy the attacks are set as appx. dmg incurred 1 st,<<<3/4,<<1/2,<1/4 Keshthiote Hp 500 # 1d10 fort 27 speed 27 bp 30 move dc 24(4) anti-magic /no item extra’s to cast,or recovery hp special /3d6 attacks with weapons no extra,3 on 1 attack This energy like sentinet form appears in swirls of thiote that can easily strike an enemy using special 3 on 1 power 1d4 times a combat while the ability to use a damaging attack for 20M also may occur,they live in sub terrain abondened structures,but rarely are noticed before they attack attack/thiote spray(3d10 dmg),calamity 1 a Keshthiote Tintain 200 each Goods 400 E,1 vial (2),3 energous crystals TeczaKeshthiote Hp 650 #1d6+1 br 26 speed 25 bp 31 move dc 28(6) anti-armour/+4 any platinum,or unwholly xtra weapons special/2 on 1 /- hp player 1d10 clashes The ruffened splatters of techy metals that swirls alive with their misty energy form,is often green from forging through underworld uncleanly places,while their thiote is still an off violet color,they are angered by any human because of enslavory and being used to lure or go on assasin missions in the tunnels attack/thiote spray(3d10+2d8),furry quip(2d8,1d10 acid 1d10ss.)<<< brakened smash(2d12,+10 if 2nd s./foe)<<,cast of skak(4 t.)< Tintain 420 each Goods 500E,400C,2000AC,4 rings(speed/bp) Special Shopes There are true needs for the luctritave ineraction of party with less trusted types,for iether side of course no dc garuntee wieghs the merit for players attempting purchase,as well as some magic help that can do the party ‘make it’ rather than ‘break it’. ~items set in dimension float or planar dispondency 1.corasanthe cloth 1d20 items,1/day, 300Ex1d6 2.snakeskin purse 4d6 items,1d4/day,450Ex1d6 3.ractech watch 3d6 items,4/day,250Ex1d8 4.sequined trinket 4d8 items,1d6/day,650Ex1d6 5.vial crafted 1d4 items,1d4/day,50Ex1d4 Wands,Staves,Staffs Wands can be used 1d6x1d6 times,retaining 1d6 spells ~level playerx3d10 E Staves can hold 5 healing items/or spells,for 5d6 days,and retain 1d4 spells ~#5d6 rolledx 1d4 rolled x1d4 E Staffs retain 10+1d6 spells,4 days,1d10 times ~ #’s effects +1d20 x1d6 E Soul Techzi’s 1.Thunder view/1d6 traps found/within 120x1d6 ft/1d10 uses 2.Raczi finder/any machine or ½ machine foe found/within 120x1d4 ft/1d12 uses 3.Zap wap/virtually teleport to place within sight/500x4d6 yds/1d6 uses 4.Clack yiuh/3d20 hp recovered every 1d10 Keleters no c./must have 50x1d6 hp to use/1d6 uses 5.Tanky shanky/2d10 any traite extra/5d10 minutes/4d4 uses If only 1 use is rolled 125 E,any more x1d4 Blatant Health Help The amount for having hp recovered by special priestesses is levelx1d4x1d6 ~poisened within last 1d4 days ,200E ~any other infused,D,C ,A etc,275E ~wholly/un dmg by 4000/+ hp foes,400E ~dmg by leader making trouble for that area free intial recovery Each recovery 75 E 1d10 allowed,specials 1d6/ each a player Maps,Hints 3d6 at 3d6 determines if available each 400E/1d4 of iether maps will be for 1 level only,hints will include recussive dmg or location usually Crystals 1d6 of regular crystal types each 275 E,1d4 available Hired Help 1d6 warriors will answer the call ~250 hp(5th and higher x1d4) ~5d6 dmg weapons(10th and higher 4d10) ~ must pay for food,or armour ~ 100 Tintain taken for each foe helped to kill ~10d6 days contract ends 450 E each Wards When players encounter a ‘black weave’ imbued field or similar vice ~each has a hp value that must be x2 lowest hp player ~the ward does damage as two attacks each turn of clash ~some may be more similar to a trap,these will have a dc of highest player bp(10) if lose then trap damge incurred,and ward remains for 2d20 Keleters ~party must make ¼ dmg with magics before weapons,these attacks will be –1d6 a ward If in an alternate realm wards will have at least 1 special property this may be ~alerts next ward,players lose 1st attack and defense ~1d6 maliatech locks beyond will have +5 with 1d6 digit values ~a gaurdian foe will have a special talent imbued for first 10 clashs(highest rank) ~traite damage 1d20 each player if one has 100/+ damage incurred ~player bp dc(10) or 1 form of energy spell can’t be cast for 1d10 battles ~calamity will occur on players (traite stays) for 2 attacks next combat Derrived Tintain Exchanges The use of Tintain exchanged for item use as with special items Is limited to # available from carry over to new level Players 5th and higher that lose 3 / 4 hp in one damage will lose all current level Tintain GM may choose within compound mazing to allow for current player levelx3 foes killed that have x2 hp of a player an extra 1d6 100Tintain awarded If player’s have used a rilo-skike within 10 miles that another rilo-skike or malia-tech lock must be won within a time they may exchange 500 Tintain each member for +1d10 for roller wins Losing or running from 4 battles sequentially = - 600 Tintain Finishing an icon search and use =+ 400 Tintain Reaching 0 for a traite = - 400 Tintain Being completely lost with 1d20 battles within 1d10 days =+ 200 Tintain Every gaurdian for an evil overlorde killed (20 or more) = + 200 Tintain Every rank for 2 extra’s = + 1000 Tintain 4 battles won with 5 or more enemies 7th level using no magic(nor items)= + 400 Tintain NPC within party ~they may never cast more spells a day than highest player # allowed ~all Tintain for kills applies ~no Tintain achieved for slaying and taking goods ~will roll a lowest player vertue(1d6) dc to realize leaving every few days ~leveler weapon damage and extra doesn’t have to apply to regular table ~players may try to discover traites,items,intentions,armour before joins the group Infiltration When a player attempts this they may be subkject to this(or as a group) 1.A good deal of Xeviust will be asked to join 2.No party inter contact without a dc check each time 3.Killing to join or for show will have no Tintain 4.All of the leaders battle spells,techniques etc can not be dicovered 5.When traveling 3d6 at 3d6 chance that a questionable goal must be reached secretly 6.Weapons or armour supplied will not have 1 used extra,which may lead to escue interaction 7.When trying to woo for a sexy trick spying,vertue and versatility will be factored by the GM Communications There are magi- comm stations occasionaly,however most real tech illiminated at This level,sometimes beings can transduct messages 1.this will cost 600 Xeviust for a 5d10 ss. conversation(GM uses players actuall attempt) 2.transducted messages may have a word said differently if it’s unknown 3.Using one in a established city may open a form of identity of player within the area 4.If players are concerned about private messages they must win 3 dc checks to avoid each use Purchasing Unknown Items This may occur from time to time,and repealing the damage that may be incurred for Mistaken use is a players fantasy that won’t happen 1.There are several days wait untill the blatant place to be used may be found 2.The worth of 1000 or more Xeviust may only mean 1 greater value 3. When asking about the item,a story may be totally wrong about how it was obtained 4.Killing the wrong type of foe with it,or revealing it in some instances my have whiplash effects Enchantment This has been procurred by a Celestial or similar other dimension or realm being and through dc checks may be discovered what type of weave is placed on the in question figure,item etc if the enchanted effect attacks instantly that does not mean it will continue to do so,or vice versa though usually offense first,and when a knowledge about the style reaches a reactive displacement then the chance to revoke enchantment is +3 dc checks 1.for example a partial machine enchanted by Celestien with no desire to let anyone past -after which Celestien,the reasons for the bluntness as the party aproached is apperant -cooling it with the wrong style will provoke a mid-guard reaction,getting closer attack -making discipline with Celestien bragging may affect it,though how it was enchanted will as well -using a cancell ss. poisen that was dicovered as 1d20 day release within the enchanted will allow the dc break enchantment at +3 -this may have been after a flying spell cast on all present tried to repeal a ‘solid ground’ premise the players found as reasonable for the dc break,which didn’t work at all SLAYER The fighting style with pure killing purity is the way to go for this class,they have any weapon other than use,and any armour,but can’t use more than 1 magic item a day,when rolling level d. for weapons 1d10 may be added to multi,20M,or extra,they may not have Courage,or Machining Advancement 1 weapon type every 4 levels 2d10x fortitude damage celestial foes 5th level 1d6 attacks a day may cause calamity on foes rerolled each level 6th level Badger foe causes current enemy to lose casting for next attack 1d4/day 10th level Badger 1d8/day 13th level 1d6 attack/c. puncture (2 wins+7 each)+2d20 damage 15th level Bludgeon x3 original damage 1/c. (must win attack by 10)not pre-ordained CELESTIEN This class has the focus of energy transformation,and summoning,which gets more powerfull each level,they may make special +100hp cast 1 day non combat,only staffs may be used which disallows any spell that /c. They can’t have Killing,Quickness,or Deftness Advancement 1d4 summons 1st,2nd 1d6 summons 3rd,4th 1d8 summons 5th,6th 1d10 summons every this is rerolled each day Energy Transformation 1st 1. 3d6 fire./ice straffs 3d20 damage 2d6 foes 2. 5d6 damage 1d10 enemies 1000hp or less 5 casters turns,reg turns allowed 3. 5d20 damage 1 enemy that 2 or more of party fighting 2nd 1. 10d10 damage energon flails on 1d6 non-sentient foes 2. 5d8+level damage 1d20 ss. any Celestien enemy 3. 3d10 hp recovery a different party member for 1d10 party clashs 4. 5 foes that guard an area specifically 5d20x1d4 damage 4th 1. 6d12 damage any element recussive enemy 2. 3d6+4d10+3d12 damage 1d4 Tiothe flakes enemies that suffered 150 or more previous dmg to casting 1 Tiothe each/10th level 1d10 Tiothes 3. 1d6 magic extra defense enemies with higher vertue than any party member x3 damage 1d4 of any player(or players) next attack win 4. 3d6x3d6 /and 1d6 traite damage for each next attack won 1 enemy (2) 7th level (4),10th level 5 enemies 7th 1. 1d20+vertue x cast extra won against any 1d10 foes with 1/- traite than caster 2. 3d10x1d4 dmg against any enemy with 500hp or less 3. 5d12x1d4 dmg against 1d6 enemies that have cast spells 4. 6d20 dmg against /5 foes that have been fire or ice dmg by caster 10th 1.1d10 acid scratchs doing 5d10 for 2d10ss. 1 or divy 2 enemies 2. 50 hp recovery any player attack win next 1d10 3.1d20xlevel enemies using platinum weapons (20 at most) 4. mists of confusion will cuase calamity on /4 foes 5. if 4 or more summons made next sumon first attack(if wins)x1d6 dmg 14 th 1. 5d8 poisen cast to a weapon any 1d10 attacks(must make two rolls) 2. machines with 4000 or more hp,100 hp dmg extra each of 1d10 next(if wins) 3.any class in party/foe will make 1d10 defenses – 10 4. 5 BM or E spells cast by party +5 attack,and x1d4 damage original score Summoning 1st only elemental 1 plane 2nd 3 types of =or less hp 3rd +4 to summon if 5 or more enemies killed 4th elementals now any plane 5th curing types 6th 400 more hp than player types now 10th 2 attacks per turn types 11th two rolls won to summon 50hp recovery summoned 1d6 damages 14th two 2nd level types 1 summons 16th 1 summon /c. may take 5 attacks in place of players no modifier 20th any foe with same spell as summoned 1d4 x2 dmg by that spell Summons 1.every –50(+3d10)Hp (re-roll new lvl)-1 retainer # 2.every 4/- any traites from caster as summoned –1 retainer # 3.-1 each summon power adv. cast before any previous adv. 4.6d6-6d6 # of times necessary to achieve 6 or more,this is retainer # for day 5.1d8,1d6,1d10 and retainer versus 4d10,difference each summoner failure will be added to attempt to summon or ½ and retainer number still used DERVISH When the world made cruelty they made Dervishs,they can use spells and any weapon that does d10 original dmg,but can’t have more than +4 any armour category,and they also have a defense that 1d4/a day can make +10 defense rolls(rerolled each day),they may not take any spell extra skills,talents or usurptions,however they can choose +10 casts a day for no weapon use 1st combat after this Advancement 1st 1d4 of purchased magic items +10 to use 1st try 2nd Bludgeoning 1d4 enemies/c. x1d4 dmg (rolled at each) 3rd any metal other than reg merchant as weapon type +4d10 dmg 1000/- hp foes 5th 1d6 players in party may make any DC check to flank +10 10th 1 weapon type now chosen +1d20 100%hp 14th any non standard weapon costing more than 2000E +5 attack 1/c. a day Spells BM E 1st 1 2nd 3 5th 2 8th 3 10th 1 15th 4 1 1 4 1 2 4 casts a day 4d4 3d6 5d4 5d6 8d4 6d6 Must cast 1 spell from current level,or known before others may be cast,no spell may be cast 2 turns sequentially,-40hp if 4 cast attempts sequentially fail CERILIEN The first attack can be motivating and that’s what this class can do,they also have 3d6 extra damage(set score) to a weapon type 1 chosen each level,when using magic defenses that stack +2d10 ss.,and using a moved player special attack they have +10 and +1d20 dmg,first attack they make /c. if won 4d4x level extra dmg Advancement 1st any type of enemy that has /- traite x1d4 dmg 1/day 2nd +5 damage any multi attacks each 3rd +1d20 defense at enemies that were poisened last 3d10ss. 5th first attack 3d6 now 10th weapons that do missile attacks +1d20 each ammo 1/c a day 14th 150 or more dmg 3 times sequentially same foe,next dmg +levelx2d4 20th any spell or recovery hp magi used will allow 150 hp recovery 1d4 days later rnd. EXTRICATER The fine crafts of machine destroying and dabbling into the arts of magi’s as well as some fighting prowess define this forte avante garde class,seriously,the furious spell like damages they do to machines,or non sentient foes is spell and sword typed,as well as using spells that do alternate trouble,for any form of enemy,the use of any sword is allowed however no die score extra,as well as 1d4 times a day(re-rolled each level)they can dispell 1d4 machine foes from combat for –25 hp(except 4000 hp or more) Spells 1st 1.3d10 damage any standard metal armoured foe/x1d8 3 stacks after 1st 2. 6d6 + mp to any gold trimmed machine/ 1d10 3. 1d6 Zioths will flash across any sentient enemy(20 at most) if a machine enemy is fighting with them 6d6x6d6 dmg each Ziothe,1d4/c.(re each level) 2nd 1.machines that have vertue 35 or more 3d20 dmg,2nd machine spell same foe 6d20 extra 2. making a wall of wild technical flurry,1d6 of party will have +1d10 defense next 3d10 machine attacks(as actioned)/1d4/a day 3.If using an anti-machine item 1d4 players will do +level damage next 1d10 attacks 4th 1.30x1d6 dmg to any foe that is partially mechanical if casts spell at player 2. using natural clouds in the sky(must be),then 2 rolls,sends a transithurgy and rain that deals 3d12 acid damge for 1d20ss. 1 type of machine enemy every 4 levels/partial,gold,silver,d10dmg sword,40/more vertue,mp,speed,fortitude 3. 3 forms of an element if each with 1000yds will transithurgy into a volatile attack entity of some type that will have 5 attacks,1 is 2 dmgs,each doing 4d10+4d20 dmg,-4 each attack,takes place after casters reg attacks types are/acid,air,sand,earth,water,nexus,ice,celestial 4. +1d20 damge 1d6 times sequentially on 1d6 machines with 2000/more hp 8th 1.10d12 hp can be transferred from a machine to party divy/ if foe 120hp/2 foes 9th,3 10th,1d8 14th 2. if using a recussive dmg weapon at machine,+5d20 extra dmg next machine spell 3.5d6x5d6 ripping energy from the very machines core will dmg it and dmg the next to it 4. Mists of mryker will create –1d20 on machine next attack of they miss the one before it for 1d10 attempts each /10 10th 1. any +5 or greater armoured machine 1 type damage every 2 levels lightening,Ziothe,acid,0 dimension /each 5d10+6d12+1d20 1 type a casting only/1d4 + known types effected 2. any other class player casting spell x1d6 dmg 1d4 times if machine of = or less hp that c. 3.10 fusing energy shields will fall over players,durring attacks by machines within 1d10 clashs preventing any non sword type dmg,1 use each 14th 1.10d10 damage after any temperature change of 10 degrees that day to machines if with 1 type with more hp than others for 1d10ss. 2. the limb removal spell does so for 1 enemy 1/day,machine or partial witch arm may be purely the nature of anger of party 3.any machines that have a spell like ability close to any class’s will suffer that much dmg as spell when cast 1d4/c.(re-rolled each level) 4. Fiice Fusion taking 2 of casters turns will create the same metal as foe, or recussive metal that makes wisping discs that fly from caster’s hands 1d6 each hand,5d20 each 1/c. Extricator 1.each combat 6d6x1d10=Hp that ½ machine foes can’t have mecha spell dmg 2.level 4-6 –2(d6 roll) 7-10(-4) 11-15(-5) 16 or higher(-6) Mosh pits 100hp more than party,3d6 moshings 100hp 1d6 days Disturbing the preist 500 less E paid to overlordes etc. Transvestite Attacked and killed pimp 260+1d10xplayer level hp Flustered imp +10 attacks demons when transformed Battalion general Lost foolish warriors at pubs lose armwrestling etc. 100 E won each Dearly Mater Brown Special Spells These may be obtained at –50 hp for each learned 1d5/c. 5 lvls known 1d10/c. Treatchery Thiote When caster makes 4 spells from same lvl won sequentially +6d10 dmg next 1d4 casts (-10 hp,bp must be more than any one foe) Weaves of Elitarde 1d6 spell damages at party (100 dmg at most) will be done to each different foe’s next cast (- hipiffany for that week,-25 hp 1st ,-15 every after,no summoning durring) Fetch of Olianzer Any spell that does the same exact dmg roll by enemy as next 4 by caster for 10 casts 100 dmg (-5 any 4 traites,players using same spell for # may make two attack attempts 3 rd and 4 th) Lake of Fear With water as used regent this spell will cause 1d6 enemies to roll to run next 1d4 turns®. (costs 1 day of water or 4 uses of vial etc,players using same regent water before/c. can’t use that) Creating Items with Formulation Styles As noted dc roller to use will usually set one factor As will using forms of empowerment for styles Skak\is a relayed multi ss. combination that will require each traite at 100% ,2nd etc. uses 1/c. 2d20 must exceede lowest traite score 1.# of enemies 2.3 of cs. 3.damage 4.to cast Petals\forge a sub-ionic material ‘black weave’ that focuses effects scattering several petals usually,1/2 hp,1d10 spells cast before 1.to cast 2.set damage 3.sequiter enemy x dmg Flack\disturbs natural living essence,usually doing traite dmg 1d6 traites no less than 10/- than foe 1.new dmg form 2.set damage 3.defense after Trancers\are a violent free form magi that usually attacks more powerfull foes iether no spells cast /day or –200 Tintain,and 5d10x1d4 hp 1.# enemies 2.multi cs. 3.traite imposed x dmg Mists\though sub-material like may be concentrated,and likely to sustain a anti-defense effect,1 liquid magi used at /c. or each of party 4/+ ranks 2 powers 1.# effective –‘s 2.# effected 3.new set dmg form Fiice\takes extra effort that transithurgely makes a metal empowered weapon 100% hp,- 50 to 100 150 Tintain,-101 to 250 400 Tintain,-401etc. 600 Tintain 1.x dmg 2.set x dmg 3. to cast 4. new form dmg No less than 1000 Xeviust if purchased,standard 1d4 uses,may have 1d8 or 1d10 more If alternate uses,or re-magifying may exist,this is limited to 1d20 Enemies which have died will not allow for this type of item obtained
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