Monday, September 28, 2015

Blank Character Sheet



NAME:

RACE (RANK):
COINS

REPUTATION

BASIC ATTRIBUTES
COMBAT ATTRIBUTES
DERIVED ATTRIBUTES
STRENGTH (STR)
BRAWL [BRW]
LEVEL [LVL]
AGILITY (AGI)
MELEE [MEL]
LIFEBLOOD [LFB]
MIND (MND)
RANGED [RNG]
ARCANE [ARC]
PERSONA (PRS)
MAGIC [MAG]
DIVINE [DIV]
SENSES (SEN)
DEFENSE [DEF]
HERO POINTS [HRP]
ARMOR & EQUIPPED ITEMS
Weapon/Shield


Weapon/Shield


Head Armor



Body Armor



Hands



Feet



Ring



Amulet



Protection

SKILLSETS (RANKS)












UNEQUIPPED INVENTORY & CONSUMABLES
















NOTES















Sunday, September 27, 2015

Rules v1.1


I. Actions

There are two main types of actions to take and if you understand these actions, then you know almost everything you need to know about the game. Those two main action types are attack actions and regular actions

Attack actions are any actions intended to cause damage to an enemy or a set of enemies, reducing their Lifeblood until they are unconscious (0 LB) or dead (-6 LB). 

Normal actions are all other actions that are not intended to cause damage.

Both main action types require the user to roll two six-sided die (hereafter indicated as “2D6”) in an attempt to roll a certain number or higher to achieve success. That number is called a target number.

The target number for any action always begins at 9 and then is increased or reduced based on the difficulty of the action, the distance from your target if attacking, your relevant attributes and/or skillset ranks. We’ll get into more detail about that later.

So when a target number is reduced, that’s a good thing because you will have a better chance of meeting or exceeding that number. And, when it’s increased, of course, that’s not so good, because you will have a harder time meeting or exceeding that number when you roll the dice. 

Now, no matter what the target number is, if you roll two 1’s (so a total of 2) on a 2D6 roll, that’s an critical failure. Not only did you fail to achieve what you wanted, but you ‘re also going to suffer some kind of negative consequence: your spell accidentally targeted the wrong person, for example. On the other hand, rolling 2 6's on a 2D6 roll is a critical success. Not only did you succeed, but you've gotten some other benefit from the action you were taking as well. For example, when picking a lock on a treasure chest, not only did you successfully open the chest, but you discovered a hidden compartment as well.

When you roll a critical failure, you may not use a Hero Point to re-roll any of the die. When you roll a success of any kind (but not critical), you may use a Hero Point to turn that success into a critical success. When you roll a critical success naturally (without re-rolling or using a Hero Point to get it), you may use a Hero Point to turn that critical success into an Heroic Success, increasing the extra benefits that you received from the critical success roll. 

1A. Normal Actions



NORMAL ACTIONS TARGET NUMBER TABLE
Target number begins at 9 and then…
Is increased (and sometimes reduced) by…
Is reduced by…
Difficulty of action (see difficulty table below)
Relevant Core Attribute (always)
Skillset or Race (when applicable)

NORMAL ACTION DIFFICULTY TABLE
Difficulty Level
Changes target number by…
Very Easy
-1
Normal
0
Moderate
+1
Tough
+2
Very Tough
+3
Ridiculous
+4

Normal actions are all actions which do not involve causing damage. When attempting to achieve something, you will roll 2D6 and attempt to meet or exceed the target number for the action. The target number begins at 9 and is then reduced by your score in the most fitting Core Attribute (Strength, Agility, Mind, Persona or Senses) and then, if you have a relevant Skillset or Race, that number is reduced further by your score in that category as well. The target number is then increased by the difficulty level as seen in the table above.

Sample normal actions:

A character is attempting to swim through a treacherous river. The target number begins at 9. The character has 2 Strength, so the target number is reduced by 2. It is now 7. The character also has the Athletics skillset, and a score of 1 in that category. The target number is reduced by 1. It is now 6. The gamemaster decides that this is a "tough" action, so 2 is added to the target number. It is now 8. The character must roll an 8 or better on 2D6 to complete the action successfully.

A character is attempting to leap off of a tall building and land without being harmed. The target number begins at 9. The character has 1 Agility, so the number is reduced to 8. The character also has the skillset Acrobatics and a score of 3 in that. So the number is reduced by 3 more, down to 5. The gamemaster determines that this is a "moderate" challenge, so 1 is added to the target number. The character must roll a 6 or better on 2D6 to complete the action successfully.

A character is attempting to decipher a document written in an ancient language. The target number begins at 9. The character has 3 Mind, so the number is reduced to 6. The character also has the skillset Cultures and a score of 2 in that, so the number is cut down to 4. The gamemaster determines that this is a "very tough" challenge, adding 3 to the target number and bringing it up to 7. The character must roll a 7 or better on 2D6 to complete the action successfully.

A character is attempting to persuade an unwilling city guard to allow the party entry into a city. The target number begins at 9. The character has 2 Persona, so the number is reduced to 7. The character has the skillset Charm and a score of 2 in that, so the number is reduced to 5. The gamemaster determines that this action has a "normal" level of difficulty, so nothing is added or subtracted from the target number. The character must roll a 5 or better on 2D6 to complete the action successfully.

A character is attempting to overhear a conversation through a closed door. The target number begins at 9. The character has 1 Senses, so the number is reduced to 8. The character has the skillset Enhanced Perception and a score of 1 in that, so the number is reduced to 7. The gamemaster determines that this action is "Very Easy" so the number is reduced again to 6. The character must roll a 6 or better on 2D6 to complete the action successfully. 

It is possible that no skillset or racial ability will be relevant when taking a normal action. That's fine. The character may still attempt to do it, but they will only have the target number reduced by their most relevant core attribute. 

1B. Attack Actions: Physical

Attack actions are actions that are taken to cause damage to an enemy. This is the only time when your combat attributes will be relevant. There are two main types of Attack actions: physical (further subdivided into brawling, melee or ranged) and magic (further subdivided into arcane or divine). 

If your attack is physical (that is to say, either unarmed (brawling) or done with a melee or ranged weapon), then you will have to roll to hit the enemy.


PHYSICAL ATTACK ACTIONS TARGET NUMBER TABLE (To Hit)
Target number begins at 9 and then…
Is increased (and sometimes reduced) by…
Is increased by…
Is reduced by…
Distance from opponent (see distance table below)
Enemy’s DEFENSE attribute
Your AGILITY attribute
Your relevant Combat type number (Brawl, Melee or Ranged)

ATTACK DISTANCE MODIFIER TABLE
Difficulty Level
Changes target number by…
Point Black
-1
Close
0
Moderate
+1
Far
+2
Very Far
+3
Extremely Distant
+4
  
To start off, your target number to hit an enemy with a physical attack is 9. That number is reduced by your Agility score and your score in the combat attribute that you're using (Brawl if unarmed, Melee if with a Melee weapon or Ranged if with a Ranged weapon). That target number is then increased by the enemy's score in their Defense combat attribute. The target number is also increased if you're attacking with a ranged weapon from a distance.



PHYSICAL DAMAGE TABLE
Damage is increased by…
Damage is reduced by…
Your STRENGTH attribute
Your enemy’s protection score (the combined ranking of their armor)
The damage done by your weapon

If you successfully hit an enemy with a physical attack, the damage you will do to their Lifeblood is determined by adding your Strength attribute to the damage done by your weapon (or simply d6, if unarmed). That number is reduced by the enemy's Protection score, which is determined by their armor.

Example of a physical attack:

Character A is unarmed and attacks character B. The target number to hit is 9. Character A has 3 agility, reducing the target number to 6. That target number is also reduced by character A's Brawl attribute which is 2, so the target number is now 4. The enemy's Defense attribute has a score of 3, meaning that the target number is increased to 7. Character A rolls 2D6 and must meet or exceed 7 to successfully make a hit.

Character A lands a hit. Now, that character's Strength (2) is added to it's weapon damage (d6). The d6 roll was a 3. The damage done to the enemy will be 5, but the enemy has 2 protection so that number is reduced to 3. The enemy loses 3 lifeblood.


1C. Attack Actions: Magical


Magical attacks do more reliable damage to enemies, but require the investment of an Arcane Mana point or a Divine Mana point.

Magical attacks function similarly to physical attacks, but there are differences.

The target number to make a hit is still 9, but is reduced by your character's score in the Magic combat attribute and the Mind core attribute (for Arcane magic attacks) or the Persona core attribute (for Divine magic attacks). Magic attacks can be done at a range, so there is an attack distance modifier on them just as there is for ranged physical attacks. As with physical attacks, an enemy's Defense core attribute score increases the target number to hit.


MAGICAL ATTACK ACTIONS TARGET NUMBER TABLE (To Hit)
Target number begins at 9 and then…
Is increased (and sometimes reduced) by…
Is increased by…
Is reduced by…
Distance from opponent (see distance table below)
Enemy’s DEFENSE attribute
Your MAGIC score
Your MIND attribute (for Arcane attacks) or PERSONA attribute (for Divine attacks)


MAGICAL ATTACK DISTANCE MODIFIER TABLE
Difficulty Level
Changes target number by…
Point Black
-1
Close
0
Moderate
+1
Far
+2
Very Far
+3
Extremely Distant
+4

As for damage:
MAGICAL DAMAGE TABLE
Damage is increased by…
Damage is reduced by…
Your MIND attribute (if Arcane) or PERSONA attribute (if Divine)
Your enemy’s protection score (the combined ranking of their armor)
Your MAGIC score

Magical damage is determined by adding a character's Mind or Persona core attribute score (Mind for Arcane or Persona for Divine) to a character's Magic combat attribute score. This means that magical attacks are more stable as long as you have high scores in Magic and in Mind or Persona, as they can do a sizable amount of damage without the randomness of a die roll.  Then reduce the enemy's protection from that number just the same as you do with physical attacks and you have the damage total.

A Spellbook (for Arcane), a Prayerbook (for Divine) or a Quarterstaff (for either) may add additional damage from magical attacks in the form of a die roll.

Additional Options for Magical attacks:

Magical attacks can include a skillset effect. Doing so requires 1 additional point of mana. Just choose one of your Arcane (if making an Arcane attack) or Divine (if making a Divine attack) skillsets. The target number to achieve this effect begins at 9, is reduced by your score in the skillset and increased by the difficulty level of the intended effect.

Magical attacks can be area effect attacks. Area effect is a replacement to the normal magical attack, and you can add a skillset effect on top of it in the same way you would with normal magical attacks. No enemy defense is subtracted from a hit roll for area effect attacks. Instead, there is both a distance modifier to hit and a difficulty modifier based on the size of the intended effect. If successful, determine damage as usual. Damage is split evenly among all within the area, ignores protection and is rounded down. Attacks of this kind may only be made when there are 3 or more enemies within a given area.

Example of a Magical attack:

Character A performs a magical attack against character B using Divine mana. Character A subtracts 1 Divine mana from the character sheet.

The target number to hit is 9. The character has a Persona score of 2 and a Magic score of 3, so the target number is reduced by 5. It is now 4. Character B has a defense of 2, increasing the required hit roll to 6. Character A must make a roll of at least 6 on 2D6 to successfully land an attack.

The hit was successful. Character A adds the Persona score of 2 to the Magic score of 3 for a total of 5 damage. Character A is not wielding a weapon that increases magical damage, so no further additions are made. Character B has 1 protection, so that number is reduced to 4. Character B loses 4 Lifeblood.


1D. Avoiding/Limiting Damage and Healing

Increasing your Defense core attribute will make it more difficult for enemies to successfully hit you.

Wearing more or heavier armors will improve your protection score, reducing the damage done to you when you do sustain a hit. 

After combat, you can use the "Shake off Wounds" Hero Point option to restore D6 Lifeblood.

During combat, there are several options to avoid taking damage. Even if the enemy makes a successful roll to hit, you can try the following---all of which require sacrificing your next turn, but give you a chance to avoid sustaining damage this turn.

1. Parry:  if you have a melee weapon you may defend against a melee weapon using a parry, if you have at least one unarmed hand you may defend against an unarmed attack using a parry. To try this, roll 2D6 with a target number of 9. If successful, ignore the enemy's hit and any other effects that would be generated by that hit. Parry attempts cannot be made against critical (6 and 6) rolls, though. If you are dual-wielding two one-handed weapons or you are unarmed, you may use a Hero Point to try a Parry without giving up your next turn.

2. Dodge: dodge can be used against any type of attack. To do this, roll 2D6 with a target number of 9. If successful, ignore the enemy's hit and any other effects that would be generated by that hit. Either way, skip your next turn. Unarmed characters get -2 to the target number of a dodge attempt. Characters with one unused hand get -1 to the target number of a dodge attempt.

3. Resist Magic: can only be used against Magic attacks. To do this, roll 2D6 with a target number of 9. If successful, ignore the enemy's hit and subtract an additional point of mana of that type from the enemy spellcaster. Either way, skip your next turn.

You may also Rest during combat to restore 1 Lifeblood or 1 mana of any type.

Healing potions can restore Lifeblood, mana potions can restore mana.

During combat, if you have -1 to -5 Lifeblood, you can use a Hero Point to change your Lifeblood to 0.

Resting for a decent period of time (outside of combat) can heal D4 Lifeblood. Resting in a good place (Inn, Guildhall, etc.) can restore even more than that. Resting also restores mana points.

Vitadonum (a Divine skillset) can be used to restore Lifeblood. Medicine (a normal skillset) can sometimes be used to do so.

1E. Life, Death and Unconsciousness

Characters die when they reach -6 (negative 6) or less Lifeblood. If a character dies, it can only be resurrected at the cost of 3 advancement points from other party members, or by some other extreme effort as determined by the gamemaster.

A character with 0 to -5 (negative 5) Lifeblood is considered unconscious. If protected, the character will eventually stabilize and survive. But while unconscious, they are incapable of any actions other than commanding their companion, if they have the companion skillset.


II. Character Creation Quickguide
1. Enter a name.

2. Select a Race from the list of races. Add the number (0) next to it for now. [Races can be found in Section III.]

3. Enter "25" into the Coins section. [See Section IV. for more information.]

4. Enter "0" into the Reputation section. [See Section V. for more information.]

5. Distribute 5 points among the Core Attributes. Do not start with more than 4 in any category. [Covered in Section VI.]

6. Distribute 5 points among the Combat Attributes. Do not start with more than 4 in any category. [Covered in Section VII.]

7. Enter "1" where it says Level.

8. Determine your Lifeblood. Do so by adding 12 to your Strength total. A character with 3 Strength, for example, has 15 Lifeblood.

9. Enter "5" where it says Hero Points. [Covered in Section VIII.]

10. Ignore the "Arcane" and "Divine" sections for now.

11. Choose 5 skillsets from the skillset list. [Covered in Section IX.]

12. For each skillset you selected from the "Arcane" category, add 1 to the Arcane section. This represents your Arcane mana total. For each skillset you selected from the "Divine" category, add 1 to the Divine section. This represents your Divine mana total. 

13. Distribute 5 points among these 5 skillsets, but do not start with more than 4 in any category.

14. Choose 1 weapon, 1 shield or 2 weapons from the weapons list and write them in your equipped weapons section. You may choose not to take any weapons or shields. [Covered in Section X.] You may prefer to go unarmed, or to only wield 1 single-handed weapon, keeping one hand free. These styles offer additional benefits. [Covered in Section XI.]




III. Races

Races function in much the same way that skillsets do. Each race has 1 or 2 racial abilities. You begin with a race of your choice and will assign 0 points to that race. When upgrading a character, you may increase the score for your racial abilities in the same way you increase other scores.
 
Althandur: the most common race of beings on this continent with physical appearances resembling that which we would call “human.” Well-travelled, cultured and adaptable, Althandur are respected by most races and can be found scattered throughout the realms, though they are most commonly found in larger cities and ports.

Racial ability:

Social Acceptance: this skillset includes a chance to increase reputation gains when gaining reputation, and decrease reputation loss when losing reputation. May also be used to try and change the reaction of a person or set of people when making first contact with a group or first arriving in a new land.

Cri: heavily concentrated towards the northwestern lands, but also commonly found in Althandur settlements, the Cri have exotic skin and hair colorings ranging from bronzes and golds to maroons and purples. Their legs are lengthy and oversized in comparison to their arms and their noses are prominent. But the most unusual physical feature of the Cri are the nascent wings that protrude ever so slightly out of their shoulderblades. They can’t fly really, but they can jump and glide quite a distance.

Racial ability:

Glide: this skillset includes the ability to traverse short distances through the air.

Glust: inhabiting the caves and small mountains of this world, the Glust are thin, short and fair-skinned creatures. They are most well known for their mechanical and engineering capabilities and for mining gems and precious metals.

Racial ability:

Ciohl Heritage: when rolling for Mechanics or Mining, you roll 3D6 and drop the lowest die result, or you may roll 2D6 and replace one result with your score in Glust.

Kapwristal: inhabiting the frozen lands of the south, some have settled as far north as the Lamic. The extreme cold does not bother them and their dealings with the monsters of the Underlands have made them perpetually alert and suspicious of ambushes. Most are hunters and ranged fighters.

Racial abilities:

Resist Cold: this skillset includes the ability to resist negative effects (and damage) from cold weather.

See Through Precipitation: this skillset includes the ability to see in difficult conditions (snow, fog, rain, etc.)

Mistkin: a strange case, as they are, in a sense, not a race at all. With great effort and concentration, a Mistkin can take the form of a gaseous mist or even take on the appearance and vocalization of any similarly sized being with which they are familiar. For this reason, they are deeply mistrusted and feared by the other races of this world and it is not unusual for a Mistkin to be confronted violently by onlookers if it is spotted while performing a shapechange.

Racial abilities:

Impersonate: this skillset includes the ability to copy the appearance and vocal chords of any humanoid creature known to the character. This effect is temporary, and requires the investment of 1 Lifeblood or 1 mana of any type to begin and 1 Lifeblood or 1 mana of any type to continue.

Mistchange: this skillset includes the ability to temporarily assume the form of mist, making the character impervious to detection and incapable of attacking, casting spells or being attacked (except by area effects). This requires the investment of 1 Lifeblood or 1 mana of any type to begin and 1 Lifeblood or 1 mana of any type to continue.

Oma: rarely found on the mainland continent, most of the Oma are united under the Oma dynasty which occupies the islands just to the northwest of the mainland. They have tails and fur and would most resemble small monkeys in size and shape, but there are no monkeys on the mainland continent. They tend to be friendly and playful, but are prone to rare, inexplicable fits of rage. Given their size, shape and tail, they tend to prefer light weapons or unarmed combat and practice tactics unknown to mainlanders including quite a bit of climbing, flipping and tumbling. So, monkey ninjas.

Racial ability:

Oma Heritage: when rolling for Acrobatics or Athletics, you may roll 3D6 and drop the lowest die result, or you may roll 2D6 and replace one of the results with your score in Oma.

Orrethian: tend to be short and stocky, with wild and unpredictable facial hair, even among the females. The Orrethian organize themselves in woodland villages. There was much amusement to be had when they first came into contact with settlements that had Althandur majorities, as the Orrethian tend to bear names that the Althandur had, for centuries, assigned to their household pets. Many Orrethian practice natural divine magics (think Druidry) and nearly all are vaguely familiar with lore as it pertains to the plants and animals of the forests.

Racial ability:

Village Heritage: when rolling for Herbalism or Terradonum, you may roll 3D6 and drop the lowest die result, or you may roll 2D6 and replace one of the results with your score in Orrethian. 

Quen’hal: humanoid but with sharp teeth and reptilian origins, Quen’hal are cunning but not necessarily dishonorable. Nevertheless, some races are suspicious of them. They primarily inhabit the marshlands along the Great River that occupies the central area of the continent and are natural swimmers.

Racial ability:

Aquatic: this skillset includes the ability to breath underwater for an extended period, to dive deep in water or to move at an accelerated rate through water.

Poisonous Fangs: this skillset includes the ability to introduce a poison into an enemy through a biting action. This poison temporarily reduces the enemy’s defensive capability.

Stonekin: extremely tall, stocky and composed more of stone than of flesh, Stonekin are slow but immensely powerful and resistant to some magical effects. Just what they are exactly is some matter of debate and certainly there are differences from one to the next. It is widely accepted, though, that their origins date back to the ancient world, when sorcerers crafted them out of rock to serve as guardians and laborers. Some warlocks would imprison the minds and souls of their enemies within these beings, binding them to their service with powerful magic. However, many Stonekin appear to have minds and souls of their own. While some Stonekin are entirely composed of stone, others are possessed of biological organs.

Racial ability:

Rumble: this skillset includes the ability to stomp the ground with your feet or smash it with a hand or weapon to cause it to shake and rupture, potentially knocking down or pushing back all those within the path of the effect.

Vasar: tall with thin frames and grayish skin and hair, the Vasar are a nomadic people that primarily inhabit the northeastern desert. Skilled merchants and traders, the Vasar can often be found driving caravans throughout the lands. Their lifestyle tends to make them highly resistant to the negative effects of extreme heat, but they’re often uncomfortable in the cold.

Racial abilities:

Resist Heat: this skillset includes the ability to resist the negative effects of extreme heat.

Investments: characters of this race begin each adventure with an additional amount of coins equal to 5 plus 5 times their score in Vasar.

Wrexial: wirey builds, yellow eyes and blueish, blotchy faces are common among the Wrexial, one of this land’s most feared and mistrusted races. They tend to be found in small racial enclaves scattered throughout the southeast. They possess an affinity for the occult and have been known to engage in Blood Magic, the practice of restoring their magical energy at the expense of their physical health.

Racial ability:

Blood Magic: may trade 3 Lifeblood points for X mana of any one kind, where X is your score in Wrexial plus 1. This is a free action, does not require the use of a major or minor turn in combat.

Hidden Reserves: may use the “Shake Off Wounds” Hero Point option after combat to restore mana of any one kind instead of Lifeblood. If so, Shake Off Wounds restores, X mana points of any one kind, where X is 1 plus the character’s score in Wrexial.
 




IV. Coins (and items in general)

Characters start with 25 coins (or more if of the Vasar race or if they take the Bargaining skillset) and can gain more by adventuring or by selling items (at 50% of their sale price) or through various other means.

Coins can be used to purchase items, when instructed.

Characters can often have many basic items (lantern, backpack, rations, canteen, lockpicks, etc.) for free, simply by asking for them, especially if those items are the kind that their character would be expected to carry, given their skillsets.

Weapons, armor, potions and various other items can only be earned by adventuring or bought with coin.

Weapons, armor and other items may break. If so, they can be fixed with a relevant skillset or repaired by craftsmen that you run into along the way.

Changing a weapon in combat requires the use of a major combat action. Armor cannot be changed during combat.

V. Reputation

Your reputation starts at 0. Heroic acts will increase your reputation, while villainous acts will decrease it. +10 is the highest reputation, -10 is the lowest. A high reputation will tend to increase your standing in the eyes of strangers, while a low reputation will do the opposite---and may even get a bounty put on your head. Bear in mind that even a character with a highly villainous reputation (-10) may find safe haven among those upon whose behalf the character has committed such acts, and even a legendary hero (+10) will be unwelcome in certain places. Additionally, some places may not have heard of your deeds one way or another, and this will cause them to have a more neutral outlook upon your character.


VI. Core Attributes

Characters begin with 5 points to distribute between the 5 basic attributes. However, they may not begin with more than 4 in any single attribute. 

They may reduce one of their attributes to -1 (negative one) to gain a 6th point, but again, not more than 4 in any single attribute.


Only one core attribute may be increased to 5, and only with an investment of 2 points.


Basic attributes are used both for attack actions *and* normal actions.


Strength: physical power and constitution. Increases physical damage in combat.


Agility: dexterity and grace. Increases chance to hit with physical attacks.


Mind: intellect and wisdom. Increases chance to hit and damage done with Arcane attacks.


Persona: willpower and charisma. Increases chance to hit and damage done with Divine attacks.


Senses: the measure of a character’s vision, hearing, smell, etc.


VII. Combat Attributes 



Characters begin with 5 points to distribute between the 5 combat attributes. However, they may not begin with more than 4 in any single attribute. 
They may reduce one of their attributes to -1 (negative one) to gain a 6th point, but again, not more than 4 in any single attribute.


Only one core attribute may be increased to 5, and only with an investment of 2 points.


Combat attributes are used only for attack actions. Each combat attribute increases the character’s chance to hit with attacks of that kind, with the exception of Defense which reduces an enemy’s chance to hit.


Brawl: unarmed attacks. Also adds +1 to your initiative rolls for each point.


Melee: close-ranged weapon attacks. For example, swords and maces.


Ranged: long-ranged weapon attacks. For example, bows and darts.


Magic: magic attacks.


Defense: reduces the chances of an enemy making a successful attack against the character.


VIII. Hero Points

Each character begins with 5 Hero Points which are replenished at the beginning of any adventure. Rarely a character may have a Hero Point restored to them for accomplishing a substantial feat or for exceptional roleplaying.


A single Hero Point may be used at any time to do any of the following:


Reroll: re-roll a single die and take the higher result. Only one re-roll may be used per action.
Twist of Fate: with gamemaster permission, introduce a slight plot twist. Minor twists only. This does not allow you to change major plot elements. But it might, for example, change a simple sword that you’ve recovered from an enemy into a slightly more powerful one. Or, you might recognize a face in a crowd in a time of need.
Critical Success: if you’ve already rolled a success but it is not a critical success, you may use 1 Hero Point to turn a success into a critical success.
Defy Death: if your Lifeblood is between -5 and 0, increase it to 1.
Heroic Success: if you’ve rolled a critical success, you may use 1 Hero Point to turn that into a Heroic Success for even greater benefits. You cannot gain a Heroic Success unless you achieved a Critical Success on your original dice roll.
Shake Off Wounds: restore D6 HP. Must be used immediately following combat.
Free Parry: if you’re using 2 melee weapons you may use a Hero Point to Parry once against another melee attack without sacrificing a turn. If you’re unarmed, you may use a Hero Point to Parry once against another brawl attack without sacrificing a turn.
Dual Wielding Attack: if you’re using 2 melee weapons of if you’re unarmed, you may use a Hero Point to gain a 2nd attack that round. You may choose a different target than you chose in your 1st attack. You must do this during your own turn.
 

IX. Skillsets 

Skillsets are used for normal actions. They may be used in combat, but they may not be used as attack actions. Thus, in general, skillsets cannot be used to cause damage directly. There are few exceptions, and when there are exceptions, they are noted below. Try not to think about fighting so much when choosing your skillsets. For the most part, that’s what your weapons and combat attributes are for.
 

A character begins with 5 skillsets and may distribute 5 points between those skillsets. The maximum number of points that can be invested in a skillset when first creating a character is 4. Skillsets can later be raised as high as 5.


Characters may learn up to 3 additional skillsets by increasing in level. 

9A. Regular Skillsets

These skillsets do not boost your Arcane or Divine mana, but they do not require the use of such mana either, making them usable more often.



Athletics: characters with the Athletics skillset are considered to have formal training in climbing, running, swimming, throwing and other athletic activities. They are competitive and possessed of high stamina and endurance. 

Bargaining: characters with the Bargaining skillset are shrewd investors, and begin each adventure with an additional amount of coins equal to 10 plus 10 times their score in Bargaining. This skillset is useful any time a character is interacting with a merchant or salesman of any kind, primarily as a means of gaining access to items that the merchant or salesman would not have otherwise parted with. Bargaining may also be used to try to get a better value when buying or selling goods, though some merchants are just too shrewd to be swayed in that way.

Charm: characters with the Charm skillset are affable, well-spoken, well-liked and persuasive. This skillset is highly useful for changing the opinions of others, for garnering cooperation or obtaining information when it would have been difficult to do so otherwise. But it is not useful for financial negotiations.

Companion: characters with the Companion skillset are followed in their adventures by a mercenary, squire, friend, family member, friendly animal or monster. This ally is not a hero like the character with this skillset is, for such heroes are tough to come by! So, the companion is not able to take attack actions in combat. But, a character may roll with this skillset (and their Persona score) to have the companion do things such as causing a diversion, delivering a message, acting as a representative in some respects, rescuing the character’s body if/when it falls unconscious and carrying basic items that may be of use. Further, the companion may have one additional minor ability which, with the gamemaster’s approval, may be designed by the player. For example, the companion might be a skilled cook. Or, if the companion was a bird, then obviously it would be able to fly!

Cultures: characters with the Cultures skillset can speak many languages and, as such, are useful as translators. They can read documents in other languages and interact with those from various backgrounds. Additionally, this skillset can be used to try and recall knowledge about the history, mythology, cultures, habits and customs of foreign lands. This information may be useful in approving the party’s reputation and reception in new lands.

Enhanced Perception: characters with the Enhanced Perception skillset are keenly aware of their surroundings. Functionally, this tends to be a bonus to the Senses attribute. The skillset improves the character’s vision, hearing, tactile sensation, senses of taste and of smell. The character may attempt to see in the dark, to hear whispers from a distance and so on.

Herbalism: characters with the Herbalism skillset can identify and collect herbs, plants and other vegetation. At the end of any adventure, Herbalists can choose any 2 collected items and choose to mix them into a potion. At the beginning of the next adventure, they will receive the potion that they have crafted. Over time, they will learn which combinations make which potions. The potency of the potion mixed in this way will be determined by adding the Herbalism skillset score to the Persona attribute and a 2D6 roll. The results are as follows.

HERBALISM RESULTS CHART
Persona + Herbalism + 2D6
RESULT
2-11
Simple Item
12-18
Advanced Item
19-22
Expert Item

Leadership: characters with the Leadership skillset can inspire confidence in allies and onlookers. In combat, this may take the form of a war cry. Outside of combat, a character might use the Leadership skill to sway neutral characters or reluctant allies to his side or devise battle plans, advise commanders and in many other ways. Characters that place a 5th point in this skillset can begin to organize a guildhall for the party. If a guildhall already exists, characters that place a 5th point in this skillset can expand it substantially.

Mechanics: characters with the Mechanics skillset can use, repair or destroy existing mechanical devices from the simple to the complex. They may pick locks, disarm traps, repair wagons, immobilize and reconfigure clockguards and perform other similar acts.

Medicine: characters with the Medicine skillset are natural, scientific healers. They cannot generally restore a character’s Lifeblood. However, they can attempt to treat ailments and diseases, given enough time. Additionally, they have two extra options when using a Hero Point to Shake Off Wounds. First, they may substitute their score in Medicine for the die roll. Second, they are capable of using their Hero Points to Shake Off Wounds on allies. 

Mining: characters with this skillset are qualified in navigating canyons, caves and mountains. They may identify gems and other precious metals and harvest them. Such materials may then be sold to merchants and salesmen.

Minor Telekinesis: characters with this skillset may move, shake and manipulate smaller objects from a distance.

Riding: characters with this skillset may purchase and ride steeds, primarily horses and animals of that kind. Characters with a mount are substantially faster in open terrain and an initial successful attack against such a character would dismount them rather than hurting them. This skillset can be used to command and call the steed. It may also be used to drive any kind of vehicle, whether animal-driven or not. 

Sailing: characters with the Sailing skillset can navigate seaships, both small and large. This skillset allows the character to attempt to perform any kind of activity that a sailor might conduct while at sea, including swimming, fishing and the operation of any weapons that a ship might hold. They are presumed to know of fellow sailors and thus are capable of booking safer, cheaper and/or faster passage across water. Characters that place a 5th point into this skillset are allowed to purchase a ship, but ships are expensive.

Smithing: characters with the Smithing skillset can repair weapons, armor and similar items with ease. Additionally, they can attempt to create 1 item at the end of each adventure which will be distributed to them at the start of their next adventure.  They must choose an item type: shield, sword, ring, amulet, etc. The quality of the item created will depend on their Strength attribute plus their Smithing skillset score plus a roll of 2D6.
 
SMITHING RESULTS CHART
Strength + Smithing + 2D6 roll
RESULT
2-9
Simple item
10-16
Advanced item
17-21
Expert Item
22
Legendary item

Stealth: characters with the Stealth skillset can hide, move quietly, breathe quietly, etc. The stealth skillset also includes the ability to move one’s hands quickly and quietly, meaning characters with this skillset are also capable of picking pockets and performing sleight of hand tricks.

Survivalism: characters with the Survivalism skillset can make small changes to their body temperature at will, making them resistant to extreme heat or cold. They are also keen hunters, gathers and foragers, capable of locating sustenance in harsh conditions.

Tracking: characters with the Tracking skillset are skilled in navigating by land. They are capable of identifying and following the tracks of enemies, beasts, monsters and so on. This skillset allows the character to recall important geographic information and identify the fastest and/or safest routes to a location.

Trapping: characters with the Trapping skillset are security and infiltration specialists. They (almost) always have simple pressure plate traps available and they know how and where to set them up. When stepped upon, these traps do D6 damage to the victim and this damage ignores protection. Characters with this skillset can also learn more advanced trap designs that have additional effects by finding them or buying them.

Vanquishing: characters with the Vanquishing skillset are familiar with the lore concerning creatures of great evil. This skillset can be used to learn or recall the weaknesses of such beings, to weaken them and cause them fear and so on. A character’s score in Vanquishing can be used in place of that character’s weapon roll when making physical attacks against such beings. It is the functional equivalent of the Divine skillset called Iustidonum, though somewhat less powerful because it does not require the investment of Divine Mana.

9B. Arcane Skillsets


Any time you use an Arcane skillset, it costs 1 Arcane mana. Therefore, these skillsets tend to be more powerful but you will run out of magical energy quickly if you aren’t careful! Each Arcane skillset chosen increases a character’s maximum Arcane mana by 1. 


Air Magic (Aeroturgy): this skillset features the temporary creation, elimination, manipulation and/or command of air and wind by Arcane means. 


Mind Magic (Cerebruturgy): this skillset features the temporary manipulation of the mind or emotional outlook of a target by Arcane means. 

Change Magic (Corputurgy): this skillset features the temporary manipulation of the size, shape or composition of an item or of the body of a target.


Water Magic (Hydroturgy): this skillset features the temporary creation, elimination, manipulation and/or command of water and ice by Arcane means. 

Stone Magic (Petraturgy): this skillset features the temporary creation, elimination, manipulation and/or command of rock and dirt by Arcane means.


Fire Magic (Pyroturgy): this skillset features the temporary creation, elimination, manipulation and/or command of fire and smoke by Arcane means.


Sense Magic (Sensuturgy): this skillset features the ability to manipulate the sensory input of onlookers via false sensations including visual and auditory hallucinations. 

Time Magic (Temporturgy): this skillset features (limited) control and manipulation of time and space. Also called Time Magic or Timeworks.

9C. Divine Skillsets

Any time you use a Divine skillset, it costs 1 Divine mana. Therefore, these skillsets tend to be more powerful but you will run out of magical energy quickly if you aren’t careful! Each Divine skillset chosen increases a character’s maximum Divine mana by 1. 


Shielding Magic (Auxidonum): this skillset features the use of Divine magic to detect the presence of a source of magic, to create stationary wards that punish or repel the use of magic of a kind of your choice, to create temporary energy barriers that slow or prohibit movement across an area or temporarily increase the magical resistance of a friendly target. 


Path Magic (Diridonum): this skillset features the use of Divine magic to obtain advice from supernatural forces, especially as it concerns the future, determining the best course of action, becoming aware of potential outcomes and so on.


Wisdom Magic (Discidonum): this skillset features the use of Divine magic to acquire knowledge. In contrast to Diridonum, Discidonum concerns that which already is, not that which will or might be.


Justice Magic (Iustidonum): this skillset features the use of Divine magic to learn about or recall knowledge of beings of great evil and to frighten, harass and command their removal, to free targets from possession and so on. A character’s score in Iustidonum can be used in place of that character’s weapon roll when making physical attacks against such beings.


Light Magic (Luxdonum): this skillset features the temporary creation, elimination, manipulation and/or command of light and darkness.


Death Magic (Mortedonum): this skillset features the ability to inflict diseases and ailments or diminish an enemy’s Lifeblood before combat if it is unaware of one’s presence.


Nature Magic (Terradonum): this skillset features the ability to manipulate the physical, mental and/or emotional states of pre-existing sentient animal life and to command, control, eliminate and/or manipulate pre-existing plantlife. Also called Nature Magic or Naturegifts.


Life Magic (Vitadonum): this skillset features the ability to heal diseases and ailments or restore Lifeblood. Also called Life Magic or Lifeworks.
 


 X. Weapons and Shields


10A. Weapons and Shields List

ONE HANDED MELEE WEAPONS (10/400/800 coins)
WEAPON NAME
DAMAGE/EFFECT
Axe
D10
Improved: 15% Pierce
Expert: 30% Pierce
Daggers (Also a Ranged weapon)
D8-1
Improved: 15% Swift
Expert: 30% Swift
Lance (Can only be used while mounted)
2D6
Improved: 2D6+2
Expert: 2D6+4
Mace
D10
Improved: 15% Stun
Expert: 30% Stun
Pick
D8
Improved: 15% Pierce or Stun
Expert: 30% Pierce or Stun
Sword
D10
Improved: 15% Critical
Expert: 30% Critical
Whip
D8
Improved: 15% Entangle or Critical
Expert: 30% Entangle or Critical

ONE HANDED RANGED WEAPONS (10/400/800 coins)
WEAPON NAME
DAMAGE/EFFECT
Bola
D8
Improved: 15% Entangle
Expert: 30% Entangle
Crossbow
D8
Improved: 15% Swift
Expert: 30% Swift
Daggers (Also a Melee weapon)
D8-1
Improved: 15% Swift
Expert: 30% Swift
Darts
D8
Improved: 15% Critical
Expert: 30% Critical
Sling
D8
Improved: 15% Stun
Expert: 30% Stun

TWO HANDED MELEE WEAPONS (20/800/1,600 coins)
WEAPON NAME
DAMAGE/EFFECT
Great Axe
D12
Improved: 20% Pierce
Expert: 40% Pierce
Great Sword
D12
Improved: 20% Critical
Expert: 40% Critical
Halberd
D10
Improved: 20% Pierce or Dismount
Expert: 40% Piercing or Dismount
Pickaxe
D10
Improved: 20% Pierce or Stun
Expert: 40% Pierce or Stun
Quarterstaff
D8, adds D4-2 (Min. 0) to Magical damage
Improved: adds D4-1 to Magical damage
Expert: adds D4 to Magical damage

TWO HANDED RANGED WEAPONS (20/800/1,600 coins)
WEAPON NAME
DAMAGE/EFFECT
Longbow
D10
Improved: 20% Pierce
Expert: 40% Pierce
Powderstick
D10
Improved: 20% Splash
Expert: 40% Splash
Shortbow
D8
Improved: 20% Pierce or Swift
Expert: 40% Pierce or Swift

TWO HANDED MAGICAL WEAPONS (20/800/1,600 coins)
WEAPON NAME
DAMAGE/EFFECT
Prayerbook
Adds D6-2 (Min. 0) to Divine Magical damage.
Improved: Adds D6-1 to Divine Magical damage.
Expert: Adds D6 to Divine Magical damage.
Spellbook
Adds D6-2 (Min. 0) to Arcane Magical damage.
Improved: Adds D6-1 to Arcane Magical damage.
Expert: Adds D6 to Arcane Magical damage.

SHIELDS (10/400/800 coins)
WEAPON NAME
DAMAGE/EFFECT
Heavy Shield
+2 Protection, +1 Lifeblood, +1 TN to Dodge, Spells cost +1 Mana
Improved: +2 Lifeblood
Expert: +3 Lifeblood
Light Shield
+1 Protection, +1 Lifeblood
Improved: +2 Lifeblood
Expert: +3 Lifeblood


 10B. Weapon Effects

Simply weapons only do damage. Improved and Expert level weapons add a chance to create a special effect when the hit is successful. This effect happens after a potential Dodge or Parry. This requires the roll of a D20. Each side on the D20 represents 5%, so a 5% chance would require a roll of 20, a 10% chance requires a roll of 19-20, a 15% chance requires a roll of 18-20 and so on.
 
Some items may grant a target the chance to resist these effects.


CRITICAL: the attack does +5 damage.


DISMOUNT: the nearest mounted enemy is dismounted. There is no need to use this against an already mounted enemy, as a successful hit dismounts someone anyway.


ENTANGLE: at the beginning of the enemy’s next turn, they are stunned unless they meet or exceed your D6 roll with their own D6 roll. This process continues during each of their turns until they meet or exceed your roll.


PIERCE: the attack ignores enemy’s Protection score.


SPLASH: the attack does 1 damage, ignoring Protection, to all other nearby enemies.


STUN: the enemy skips their next turn.


SWIFT: enables the character to attack once more with this weapon, immediately following the initial attack. Bonus attacks can target a different enemy, but bonus attacks do not roll for Swift.

XI. Fighting Styles

As a character, the first thing you’re going to want to decide when it comes to your weapons is your fighting style. Once that’s decided, then go ahead and select your weapons and/or shield. This is not a major decision right away, because you can adjust your equipped weapons and/or shield as you go along.
 
However, you should decide whether you’re more of a Brawl, Melee, Ranged or Magic fighter, because you do have to assign those combat attributes.


Anyway, as far as developing a fighting style, here are some things to keep in mind:


-No weapons at all: unarmed attacks only do D6 damage. They are the weakest types of attacks. However, there are a few benefits of being unarmed. For starters, your target number for Dodge attempts is reduced by 2 because you’re more lightly equipped. You can also move faster during the movement part of your turn. And, finally, you have the Free Parry and Dual Wielding attack Hero Point options.


-One one-handed weapon, no shields: you’ll gain the benefits of having a weapon equipped, and still get a 1 point reduction in your Dodge target number and a slight speed boost during your movement turn.


-One one-handed weapon and a shield: you’ll gain the benefits of having a weapon equipped, plus your shield will provide extra protection, meaning you’ll take less damage when you’re hit successfully.


-Two one-handed weapons of the same kind: you’ll gain the Free Parry Hero Point option if those weapons are melee weapons. You’ll gain the Dual Wielding Attack Hero Point option no matter what.


-One two-handed weapon: two-handed weapons are inconsistent, but can deal a lot more damage than most one-handed weapons!


XII. Armor & Other Equipment


HEAD ARMOR (40/800/1,600 coins)
NAME
DAMAGE/EFFECT
Brawler’s Cap
+1 Protection, unarmed attacks have +10% Stun
Improved: unarmed attacks have +20% Stun
Expert: unarmed attacks have +30% Stun
Heavy Helm
+2 Protection, +1 Lifeblood, +1 TN to Dodge, Spells cost +1 Mana
Improved: +2 Lifeblood
Expert: +3 Lifeblood
Light Helm
+1 Protection, +1 Lifeblood
Improved: +2 Lifeblood
Expert: +3 Lifeblood
Mage’s Circlet
+1 Protection, +1 Arcane Mana
Improved: +2 Arcane Mana
Expert: +3 Arcane Mana
Priest’s Circlet
+1 Protection, +1 Divine Mana
Improved: +2 Divine Mana
Expert: +3 Divine Mana
BODY ARMOR (40/800/1,600 coins)
NAME
DAMAGE/EFFECT
Brawler’s Spiked Armor
+1 Protection, unarmed attacks have +10% Pierce
Improved: unarmed attacks have +20% Pierce
Expert: unarmed attacks have +30% Pierce
Heavy Armor
+2 Protection, +1 Lifeblood, +1 TN to Dodge, Spells cost +1 Mana
Improved: +2 Lifeblood
Expert: +3 Lifeblood
Light Armor
+1 Protection, +1 Lifeblood
Improved: +2 Lifeblood
Expert: +3 Lifeblood
Mage’s Robe
+1 Protection, +1 Arcane Mana, +1 TN to Dodge
Improved: +2 Arcane Mana
Expert: +3 Arcane Mana
Priest’s Robe
+1 Protection, +1 Divine Mana, +1 TN to Dodge
Improved: +2 Divine Mana
Expert: +3 Divine Mana
AMULETS (10/275/500 coins)
NAME
DAMAGE/EFFECT
Amulet of Magic Resistance
-1 TN to Resist Magic
Improved: -2 TN to Resist Magic
Expert: -3 TN to Resist Magic
Amulet of Parrying Skill
-1 TN to Parry
Improved: -2 TN to Parry
Expert: -3 TN to Parry
Amulet of Vitality
+1 Lifeblood
Improved: +2 Lifeblood
Expert: +3 Lifeblood
Brawler’s Amulet
Unarmed attacks have +10% Swift
Improved: unarmed attacks have +20% Swift
Expert: unarmed attacks have +30% Swift
Hero’s Amulet
+10% chance to restore Hero Point after use.
Improved: +20% chance to restore Hero Point after use.
Expert: +30 chance to restore Hero Point after use.
Mage’s Amulet
+1 Arcane Mana
Improved: +2 Arcane Mana
Expert: +3 Arcane Mana
Priest’s Amulet
+1 Divine Mana
Improved: +2 Divine Mana
Expert: +3 Divine Mana
FOOTWEAR (15/350/750 coins)
NAME
DAMAGE/EFFECT
Boots
+1 Protection, +1 Lifeblood
Improved: +2 Lifeblood
Expert: +3 Lifeblood
Brawler’s Boots
+1 Protection, unarmed attacks have +10% Critical
Improved: unarmed attacks have +20% Critical
Expert: unarmed attacks have +30% Critical
Light Boots
+1 Protection, +1 to Initiative roll
Improved: +2 to Initiative roll
Expert: +3 to Initiative roll
HANDWEAR (15/350/750 coins)
NAME
DAMAGE/EFFECT
Brawler’s Mitts
+1 Protection, unarmed attacks have +10% Entangle
Improved: unarmed attacks have +20% Entangle
Expert: unarmed attacks have +30% Entangle
Heavy Gauntlets
+2 Protection, +1 Lifeblood, +1 TN to Dodge, Spells cost +1 Mana
Improved: +2 Lifeblood
Expert: +3 Lifeblood
Light Gauntlets
+1 Protection, +1 Lifeblood
Improved: +2 Lifeblood
Expert: +3 Lifeblood
Mage’s Gloves
+1 Protection, +1 Arcane Mana
Improved: +2 Arcane Mana
Expert: +3 Arcane Mana
Priest’s Gloves
+1 Protection, +1 Divine Mana
Improved: +2 Divine Mana
Expert: +3 Divine Mana
RINGS (15/350/750 coins)
WEAPON NAME
DAMAGE/EFFECT
Brawler’s Ring
Unarmed attacks have +10% Dismount.
Improved: unarmed attacks have +20% Dismount.
Expert: unarmed attacks have +30% Dismount.
Hero’s Ring
+10% chance to restore Hero Point after use.
Improved: +20% chance to restore Hero Point after use.
Expert: +30% chance to restore Hero Point after use.
Mage’s Ring
+1 Arcane Mana
Improved: +2 Arcane Mana
Expert: +3 Arcane Mana
Priest’s Ring
+1 Divine Mana
Improved: +2 Divine Mana
Expert: +3 Divine Mana
Ring of Vitality
+1 Lifeblood
Improved: +2 Lifeblood
Expert: +3 Lifeblood
 


XIII. Other Items



POTIONS & CONSUMABLES
NAME
DESCRIPTION
COST
Arcane Mana Potion
Restores d6 Arcane Mana.
1,000
Divine Mana Potion
Restores d6 Divine Mana.
1,000
Healing Potion
Restores d6 Lifeblood.
1,000
Hero Potion
Restores 1 Hero Point.
1,000
MOUNTS & ACCESSORIES
NAME
DESCRIPTION
COST
Horse Whistle
Roll with Persona score to call your horse from a distance.
200
Warhorse
May only be purchased or used by those with the Riding skillset. An armored horse mount.
1,000
BIG TICKET ITEMS
NAME
DESCRIPTION
COST
Alchemy Shop
Can only be purchased by a character with an Herbalism score of 5. If a Guildhall exists, it may be added on to that Guildhall. Identify the location either way. The Forge comes with an apprentice Herbalist who will make Herbalism rolls for each adventure in the same way the Master Herbalist does. The ingredients are random. These items are stored at the Alchemy Shop and may be picked up whenever the character travels to the location. At that time, the character must pay the apprentice 25 coins for each item retrieved in this way.
3,000
Barracks
Requires a Guildhall. Expands the size of the Guildhall to include a sleeping area and pay for a housekeeper. Housekeeper must be paid 5 coins for each character resting here. Prolonged rest here can restore d6+1 Lifeblood *and* d6+1 Mana of any one kind.
3,000
Cannons
Requires a Seaship. Equip a Clipper or Galleon with deadly cannons and a crew that can operate them. Crew must be paid 50 coins for each adventure.
1,500 (Clipper), 2,100 (Galleon)
Forge
Can only be purchased by a character with a Smithing score of 5. If a Guildhall exists, it may be added on to that Guildhall. Identify the location either way. The Forge comes with an apprentice Blacksmith who will make Smithing rolls for each adventure in the same way the Master Blacksmith does. These items are stored at the Forge and may be picked up whenever the character travels to the Forge. At that time, the character must pay the apprentice 25 coins for each item retrieved in this way.
3,000
Clipper (Seaship)
Requires a Sailing score of 5 to buy or operate. A small, fast naval vessel. Requires a light crew to operate. May be docked at port of your choice. Price includes docking and maintenance fees.
3,500
Galleon (Seaship)
Requires a Sailing score of 5 to buy or operate. A large warship. Requires a big crew to operate. May be docked at port of your choice. Price includes docking and maintenance fees.
5,000
Guildhall
May only be purchased by those with a Leadership of 5. Leadership score can never be reduced below 5 later. Identify the location of the Guildhall. The Guildhall is a large but single-room building that can provide safe haven for the party. Expansions may be added to produce additional effects.
6,000