Strengthbonus: +1 per 2 points
Measures ability to exert physical force
Toughnessbonus: +1 per 2
Measures ability to withstand physical and mental strain
Dexteritybonus: +1 per 3
Measures prowess and nimbleness
Agilitybonus: +1 per 3
Measures quick reaction and speed
BrillianceMeasures ability of deduction and reasoning
Attunementbonus: 1 spell per 3
Measures magical talent
Spiritbonus: +2 per 3
Measures resistance to magic and outside change
orange stats contribute to
Offense Ratingblue stats contribute to
Defense Ratinggreen stat contributes to
Spell Soakchargen: roll 9d6
assign values to each stat in order
the last two can be substituted for any of the first six rolls
add total stat points and subtract from 24
if positive, add this many points to Karma pool
players can spend a Karma point to reroll any non-combat die roll or to retry a failed combat.
there are also some points in the adventure that they can use them to open beneficial Karma links otherwise unavailable
roll 1d10, add to 10
this is Vitality, measuring the player's well-being
if at any point Vitality hits zero, the adventure ends
players can spend 3 Karma to retry a battle
or, if the fatal blow was from a non-combat cause, they may set their Vitality back to 2 and continue as normal
if total Vitality is 12 or less after rolling, gain a Karma point
all players enter the adventure with a primary weapon
1 Scimitar (slash, +1OR)
2 Sai (pierce, blade breaker)
3 Mace (crushing, +1OR)
4 Glaive (slash, reach)
5 Pistol (pierce, bonus opener)
6 Focus Mitt (crushing, extra spell)
Blade BreakerOnce during combat, if an enemy rolls a 1, subtract two from their OR for the remainder of the combat.
ReachOnce during combat, you may add 2 to your DR against the enemy's attack that round. Unusable against enemies who have a weapon with Reach. Has non-combat uses.
Bonus OpenerWhen you go first, roll an additional attack in the first round of combat.
Extra SpellYou may cast an additional spell during combat
Players are also granted one Spell Chip upon entering
1 Skyspark
2 Terracrush
3 Bonechill
4 Rejuvenate
SkysparkAstra. Blasts the target with a bolt of lightning.
TerracrushLongiv. Batters the target with great boulders.
BonechillBlight. Ensnares the target in agonizing frost.
RejuvenateSoul. Restore Vitality equal to roll+4 to self. Ignore enemy attack this round.
casting spells provides a way to potentially turn the tide of a battle
attack spells make great finishers and can even the odds against a tough enemy
healing spells let you veto one attack and restore much-needed Vitality
there is a limit to the amount of spellslinging one can do
casting too much in succession causes Essence Heat
heat, if ignored, is a particularly potent way to destroy oneself
thus, players can only cast a spell once per combat, plus an additional cast per 3 Attunement
heat may or may not carry over into non-combat decisions
In combat:
subtract the enemy's DR from your OR
that is your Advantage
do the reverse to find the enemy's advantage
Each round, roll 2d8, the first goes to the fighter with the highest agility
combat result table

combat continues until one opponent reaches 0 Vitality
fleeing is handled on a case-by-case basis
when casting a spell, ignore enemy defense and roll 3d4 for damage
subtract enemy spell soak
you may be instructed to roll more d4s if the enemy is weak to a certain element
Vitality: 00
OR: 0
DR: 0
SS: 0
|00
|Strength |00
|Toughness |00
|Dexterity |00
|Agility |00
|Brilliance |00
|Attunement |00
|Spirit Weapon: #Ability:Spell Chips:#Inventory-
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00 Crowns
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