2016 – Simple10 RPG Gold Editon Core Rules and Class Expansion
4 — S I M P L E 1 0
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Foreword It’s unprofessional unprofessiona l to say S I M P L E 1 0 started as a joke, but it’s the honest truth. A bunch of anonymous users on the internet started cracking jokes about cartoon characters inhabiting the roles of our favorite fantasy tabletop adventure archetypes, from the well-meaning but dunderheaded paladin to the mischievous but unexpectedly noble bard. Ten we got the idea we
could actually play this out ourselves like a real tabletop RPG, and we were faced with a mighty problem: how do we play on an anonymous anonymou s imageboard with a bare minimum of features? In the years since, sinc e, S I M P L E 1 0 R P G is the answer we worked together to create. You never need more than one die, and the rules are short, eas y to understand and... well, simple. It’s great for veterans like us who just wanted to cut loose, and it let our new friends jump into the action with us. At the heart of it, a tabletop RPG is about the party; not just the dramatic gures in our minds,
but the people we share that fanta sy with. So if you expected to see the classical elves, dwarves, and orcs, but turn these pages to nd strange
and unfamiliar faces greeting you, don’t fret. In S10, you’re not expected to follow an exacting canon or microscopic rules. What makes these characters come alive is the magic you bring to the table. And without the magic of friendship, none of this would have happened. Tis book, this project, the
artwork and the world we created for it; it’s all an adventure in itself, made possible by my friends. And I hope you, dear reader, have a few of your own. MoronSonOfBoron MoronSonOf Boron (MSOB) (MSOB)
— Simpe10 RPG Gd Edin Tem Created By DM
Testing & Support: BDN, Cheesy, Groves,
Writing: Writi ng: Sylt, Wf, Andelia, Nopony
Nasse-Setä, Gaius, Fidget
Art: Ar t: MSOB, Nappu, Maali, Ike
Special Thanks: Zulu, Sol, fallenPineapple
Layout: MSOB, Ethed ( print), Sion (web) E-mail:
[email protected]
T A B L E
O F
C O N T E N T S 2 2
C R o S S C l a S S
B A S I C S
B A R D
R O L L I N G
2 5
C L E R I C
7
A B O U T
8
T H I S
R P G
S T A N D A R D
R U L E S
2 7
K N I G H T
9
O P T I O N A L
R U L E S
3 0
M A G E
1 0
C H A R A C T E R C R E A T I O N
3 4
N E C R O M A N C E R
3 7
P A L A D I N
4 0
R O G U E
4 3
S H A M A N
4 6
T R A C K E R
4 9
W A R R I O R
5 2
T A L E N T
5 3
E Q U I P M E N T
5 6
C O M B A T
5 9
S K I L L
6 2
C L A S S
6 3
A L C H E M I S T
6 6
C H R O N O M A N C E R
6 9
C U L T I S T
7 2
M O N K
7 6
S M I T H
C O N C E P T
R A C E
H U M A N S
1 2
A E O N
1 3
C A P R A
1 4
D R A K I N
1 5
D R U D G E
1 6 1 7 1 8 2 0
H O R K T I E R S
M Y R M I D E X P A N S I O N
Z H I V U R C U S T O M
R A C E S
C L A S S
S K I L L S
&
Simple10 RPG is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License. (CC BY-SA 4.0). For details, please visit: http://creativecommons.org/licenses/by-sa/4.0/
6 — S I M P L E 1 0
4 T H
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About this RPG S I M P L E 1 0 is a simple roleplaying system for creating and playing epic fantasy adventures.
This document lays the groundwork for players and GMs who wish t o pick up and play their own setting within an hour. We’re not here to recreate any particular universe, and we’re not trying to reskin another highly complex RPG system. We just want you to have as much fun as we did.
These are not unbreakable rules. Change the rules as you need for your specic campaigns, and please share any ideas you have!
—
Bsics Pick race and class, roll a t en-sided die (d10). That’s all you need to know about S I M P L E 1 0 !
Chrcters t Gnce These are the basic traits of a character in S 1 0 R P G . N A M E Your identity. G E N D E R Boy or girl? R A C E Each race has unique racial skills. C L A S S Determines which skills you can take. Take a second class to become Multiclass. S K I L L S You get 6 points to spend on skills. S P E C I A L T A L E N T Typically a +2 bonus to one skill. H I T S / W O U N D S Nonlethal/lethal damage you can take. W E A P O N A N D / O R C A T A L Y S T How you attack or cast spells. C H A R A C T E R T R A I T S Details that make your character unique, like looks, gear,
and personality.
—
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4 T H
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Ring A single 10-sided 10 -sided die (d10) is used to resolve the success of all actions,from actions, from negotiating a conversation to landing a blow in combat. If you intend to play on a reasonably fast- paced chan-style chan -style imageboard that doesn’t have a dice function, you can use the last digit of your post number to simulate dice rolls. If you use post numbers, treat 0 as 10.
Stndrd Res These are the standard rules that every S I N G L E 1 0 RPG adventure should use. You can adjust it to your liking using the O P T I O N A L R U L E S provided in the next section, or modify them as you like to t your campaign and players’ needs. M I N I M U M Every roll must meet or exceed A U T O C R I T Some skills can autocrit. Any successful roll with an autocrit is treated as a a minimum value (or Min) to be counted as success. Normally, the minimum is 6+. Changes
critical success.
to circumstances can adjust Min up or down, usually determined by Skill Tiers; a dicult task could be 8+, while an easy one might be 3+. Some skills have special eects that require a specic Min. Remember that Min is noted as the minimum value followed by a + plus symbol.
ROLL
M O D I F I E R S In addition to
changes to Min, specic skills, talents, and other favorable conditions can add B O N U S E S to your roll; for example, a +1 bonus means a roll of 5 is treated as a result of 6. On the ipside, unfavorable conditions like injuries, distractions, distr actions,
unmodied ed roll of 1 or 10 always incurs C R I T An unmodi a critical result, creating dramatic and extreme changes to your circumstances. Some skills have increased critical range and can score a critical success on 9+, or even score a critical failure on 2 . Some skills have special eects that occur on a critical roll. Normally, criticals can only occur if the original origina l unmodied roll landed in the critica criticall range (see U N N A T U R A L C R I T S ).
and opposing forces can inict P E N A L T I E S , subtracting from your roll. Normally, even if the modiers change your result into a critical value, criticals occur only if the original u nmodied roll landed in critical range (see U N N A T U R A L penalty y is a C R I T S ). Remember that a bonus or penalt + plus or minus sy mbol followed followed by the modier. modier.
optin Res Game Masters can rebalance their campaigns using these optional rules. GMs can choose to add, remove, remove, or modify modif y them as needed.
Default allows adventure to
P A R T I A L R E S U L T For a more nuanced
progress more smoothly with fewer hindrances
game, the GM can rule that successes and fai failures lures
to the players. By defaulting to the Min value,
have varyi ng intensities based on their dierence
a player can automatically succeed at a task
to Min. For example, for a Min of 6+ a roll of 6
as though they had rolled the Min value. This
would mean only a partial success that had very
should only be used for situations where the
poor results, while a roll of 8 would be a solid
PCs are under no duress and are free to work on
success; in the same situation, a roll of 5 would
something for as long as they can (ex: exploring
incur a part ial fai lure that still accomplishes accomplishes the
a nonhostile city, crafting an item, picking a lock
goal at a bare minimum, a roll of 4 is a straight
in a secure location, etc). Players may also choose
failure, and a 2 would be an abysmal failure
to default to critical success, but getting these
without being critical to the point of backring
kinds of results should cost them an increased
on the PCs.
DEFAULT
amount of time and resources, and also requires the PCs to be under no duress whatsoever what soever..
UNNATURAL
CRIT
Unnatural crits
dramatically alter the diculty of a campaign,
SUPERCRIT
GMs can include dramatic
usually in the players’ favor. Roll modiers
eects for certain critical rolls. Roll modiers
applied to a roll count towards critical range; for
applied to a critical roll can amplify the eect
example, a roll of 7 with a +3 modier counts as
of the critical roll beyond what a regular critical
a critical roll of 10. An unmodied roll of 1 is still
roll would incur. Successive critical rolls can
a critical failure, and penalties can also pull rolls
also incur amplied eects. Note that these
down into critical failure ra nge.
work for both critical successes and failures.
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4 T H
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Chrcter Cretin Step 1: Crete Cncept
Think Thin k about what character you’d like to play. What
would he or she look like? What kind of peculiar quirks would he have? What are his beliefs? You can use the races and the class archetypes to help you with an idea. Fill in the name, gender and traits on your sheet.
Step 2: Chse yr Rce
The rst step to creating a character is usually
choosing their race. The races you can use depend on your game and it’s setting, Simple10 can work with just about any races imaginable. Below are some example races, and tools to making your own ones. You can choose any race and class combination. Every race has a racial skill.
Hmns Humans are a widespread race characterized by their love of building cities, dealing with politics and perhaps above all, waging war. Often even among themselves. Though their ways a re odd to many other races, none can deny that humans rule large parts of the world thanks to their technological achievements and high numbers. Some groups of other races have even adopted a more humanlike lifestyle in an eort to benet from living a mong humans in their kingdoms.
FICKLE
FORTUNE
Passive; when
you roll a critica l success, your rolls next tur turn n receive a +1 bonus.
1 2 — S I M P L E 1 0
aens Aeons or Aether Elementals, are sentient magic elementals that hunger for knowledge as much as most races hunger for food. Having no true bodies of their own, save for ickering concentration of magic, they build bodies for themselves out of clothing and armor to give themselves shape. This body is held together with their natural telekinesis.
M A G I C B O D Y Passive; an Aeon’s body counts as a catalyst for spellcasting.
T E L E K I N E S I S Spell; manipulate objects through sheer force of will. Complex tasks and heavier objects may require more focus.
Tis could also represent other highly magical
or telekinetic beings like elementals or psions.
4 T H
E D I T I O N
Cpr Energetic and nomadic, the goatlike Capra travel the world in search of adventure for the sake of it, and rarely settle down. They are nimble and quick, with appetites that belie their small stature. However a Capra can digest nearly anything, allowing them to survive easily even on long travels.
CAPRACRAFT
Passive; Min 1 for all
climbing and agility rolls, and can use anything as food, including nonfood items. Tis could also represent other agile races, like elves
or catfolk.
1 4 — S I M P L E 1 0
Drkin A proud oshot race of the mighty Dragons, Draki n resemble winged humanoids with scaly hides and powerful muscles.
Drakin see themselves as equals, or at least close relatives to Dragons, even if this view is rarely mutual. However this draconic heritage has left them with a deep sense of easily bruised pride, which can easily make them volatile.
F L I G H T The wings of a Drakin allow them to y up and across terrain, but maintaining such a body in ight can ti re out even the strongest Drakin before long. Tis could also represent other ying races, like harpies
or demons.
4 T H
E D I T I O N
Drdge Seen as a young race by some, Drudges are intelligent, cunning beasts with a culture born of pack mentality and natura l shamanism.
Their incredibly sharp senses make them masters of their surroundings and excellent hunters, uncontested apex predators of less civilized lands.
HEIGHTENED
SENSES
Passive; +1
to perceptionbased rolls (spotting, searching, listening, etc). Tis could also represent other races with sharp senses
like goblins or beastmen.
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Hrks Horks are the great children of the world's highest peaks. Towering above even the tallest members of other races, Horks are as hardy as they are immense. Their skin is rough, even rocklike at times, and their powerful arms make climbing easy.Some compare Horks to boulders while seemingly unmoving and uncaring, they will swiftly crush all before them if pushed too hard. Many young Horks have moved down from the ancestral mountains to embrace a human lifestyle over the traditions of older Horks.
S T O N E G U T S Instant; when going helpless, roll. On success you remain at 1 hit. Recharge 4. Tis could also represent other massive races like
ogres or minotaurs.
4 T H
E D I T I O N
Myrmid Protected by a mighty suit of natural armor,
T O U G H Passive; Myrmid take 1 additional
Mymids are near-unbreakable warriors that
hit before becoming helpless as well as 1 extra
strike awe into the hearts of all on a battleeld.
wound once they become helpless, for a total of 6 hits and 6 wounds without other modiers. They
However, this tough shell does not develeop until
can also lift, carry and move heavier objects
a young Myrmid cocoons itself, allowing the
than humans.
armor to grow as it takes the form of an adult. Before this, a myrmid is soft and vulnerable.
Tis could also represent other tough and sturdy
Myrmids are also few in numbers, lacking any
races like orcs or golems.
real lands of their own, so they are often reliant on the goodwill of other races to keep their young, and themselves, safe.
In exchange, Mymids often oer services as mercenaries and protectors, as an adult Myrmid is most at home on the eld of battle.
1 8 — S I M P L E 1 0
Zhivur Enigmatic beings from the far reaches of the world, Zhivur often appear entirely alien in mind and form to others. Slender, tall and faceless, the easiest way to tell two Zhivur apart are their body markings. Some theorize Zhivur may be related to fungi, but this may simply be born from the texture of their esh. Others say they are creatures twisted by millenia of demonic corruption, or that the came from space. However, none can conrm their suspicions as Zhivur rarely speak of the topic, and their minds are impossible to touch.
A L I E N
M I N D Passive; with impossible
to decipher thoughts: Zhivur are immune to mind control, domination, intimidation and suggestion. Tis could also represent other enigmatic or simply
stubborn races like angels or dwarves.
4 T H
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T H G I E H Y B N O S I R A P M O C E C A R
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4 T H
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Cstm Rces
Players and GMs should feel free to also create their own races when needed or desired. Using the rules above as a starting point, the following template can be used to easily add more races to your games. Remember to ask your GM before bringing a custom race to a game. R A C E N A M E The name of your Race. F L A V O U R T E X T The history, tenancies, and interesting points of your Race should
be detailed here. What makes you want to play this Race? What’s special about them? R A C I A L A B I L I T Y Pick an appropriate name that can be referenced in game easily.
List all tags below the name. Describe the skill completely, with all applicable aects.
— Step 3: Chse yr Css & Skis
A character’s class is the archetype for
their abilities and role in a world of high adventure. Characters start with six (6) Skill Points to spend on class skills. When using most skills, you must roll a dice to determine the result. Spellcaster classes begin play with a catalyst of some kind to channel their spells, such as a holy symbol, fetish, wand, or power crystal. A magical being’s body can count as a catalyst. At any point you would level up, you may refund a skill, unlearning it and gaining the skill points back to spend on something else. You get back all points spent into the skill: if bought any recharge mastery, or unorthodox for the skill, those points also are refunded.
Reding Ski Entries Skills are constructed in the following format: N A M E , T A G S , D E S C R I P T I O N . Skills have a name that identies them, tags for a shorthand understanding of common mechanics concerning their usage, and a description giving the purpose and appropriate usage for the skill.
Tgs A U T O M A T I C No roll is needed when you take this action; the skill works whenever you
activate it as though you had rolled MIN. This skill still takes up an action during your turn. I N S T A N T This skill requires an insta nt action to be used during your turn. This skill
still requires a roll. O N C E P E R This skill can be used once per given time period (a combat encounter, an
in-game day, or even once per game session). Skills that are listed as once per combat may be used outside of combat, recharging at GM’s discretion. P A S S I V E No action or roll is needed, this skill is always in eect. R A N G E D This skill can also target distant creatures and locations that might otherwise
be unreachable. R E C H A R G E # You must wait # combat turns after successfully activating this skill
before you can attempt to activate it again. A failed roll incurs a 1 turn recharge. Skills listed with recharge may be used outside of combat, recharging at GM’s discretion. R E Q U I R E S This skill requires some condition to be met, such as wielding a specic
weapon type. S P E L L This is a magic spell, and may be subject to special rules for spellcasting, such as
requiring a catalyst. W E A P O N This skill can use your weapon’s properties, such as roll modiers and the
ranged tag.
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Crss-Css Skis
These skills can be taken by any character, regardless of class. Cross-Class skills may not be suited for every class. C O S T :
DEFENSE
1
P O I N T
MASTERY
Passive; You
gain +1 hit of damage to become helpless (if you had 5 hits, you now take 6 h its, etc). Can only be taken once. MINION
RECHARGE
MASTERY
Passive;
Reduce the recharge of one skill you know by 1. The tota l Recharge can not fall below 1.
MASTERY
Passive; You
can control one additional minion. This skill can be taken multiple times to gain more
U N O R T H O D O X Switch the tag of one
of your skills to Spell, Weapon, Ranged or remove the tag entirely.
minions.
Brd Entertainers by trade, bards travel in search of new tales and new adventures to partake in. Most commonly armed with light weapons like rapiers or knives, as well as their musical instruments. C O S T :
1
P O I N T
CHALLENGER
Recharge:
3
after
eect ends. Raise an ally up to the greatest
challenge you face. The target's skill tier is increased to that of the highest tier enemy, or 2 higher if they were already that tier. Lasts 3 turns or until the target goes Helpless.
I N S P I R E You use song and performance
to enthrall a crowd or rally your allies. Combat : the entire party gains +1 to all rolls next turn, or +2 on a critical success; this bonus does not stack with repeated use. Critical failure replaces the bonus with a -1 penalty to all rolls next turn. Noncombat: you perform for a gathered audience, and can garner reputation, favors, and resources as the GM deems appropriate.
CHEAP
SHOT
Weapon, Recharge: 1.
MIMIC
SOUND
With
enough
Nobody expects a musical instrument to
creativity, any sound can be replicated. You
the head. Combat : 9+ renders the target
can mimic almost to perfection any sound
helpless. Noncombat : this skill is automatic you have heard, be it an orchestra playing or and renders the target helpless.
the growling of a wild beast. This ski ll cannot be used to imitate other sound-based skills
I M P R O V I S E Automatic Instant, Recharge
3. Tossing a solution together can be better than stopping to make a plan. Your next roll counts as 2 Tiers higher but cannot crit. C O S T :
2
P O I N T S
M U L L I G A N Instant, Recharge: 4. I was
or knowledge contrary to your claim may
just kidding. Here, let me take it seriously.
disprove you. Outlandish or ridiculous
Re-roll a non-critical failed roll.
statements can be seen through. This skill also applies to forgery of evidence and
FAST
M O V E S Instant, Recharge: 3.
documents.
Never keep an audience waiting. On success, makes one action next turn Instant.
T E R R I F Y Recharge: 2. Scary stories are
the oldest kind of stories. 8+ renders a group CON
A R T I S T Passive. Acting is just
of targets helpless.
professional lying. On success, whatever you say, no one thinks you are try ing to deceive them. Characters with evidence
C O S T :
3
P O I N T S
C H A O S Recharge: 8 after eect ends. Silly
H E R O I S M Recharge: 8. Blare out the
or just outright crazy music is perfect for
most amazing of heroic marches, and your
those moments when everyone just starts
allies will truly become heroes! For the next 3
hitting everyone. Roll 2d10, the party’s Skill
turns, every action by the party is calculated
Tier becomes the higher and the enemy’s
as if they were Heroic tier. If the party is
lower for 2 turns.
already Heroic tier, calculate the actions as if they were Legend tier.
2 4 — S I M P L E 1 0
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Mticss The following skills can be picked by anyone Multiclassing with a Bard as one of the two parent classes. Each costs 2 skill points.
COMMAND
Charismatic
leaders
and charming scoundrels alike are often surrounded by unlikely compatriots. On success, takes sentient creature as a Minion.
G L O R I F Y Instant, Recharge: 4. Few things
ignite the hearts of the weary like ery words of glory and hope. Boost a single ally’s next action to autocrit.
Grants one Minion slot. L U C K Y 7 Passive. Lucky number seven WORD
IN
YOUR
E A R Recharge:
3. The gift of the silver tongue can earn you friends even when they don’t realize it. On success, control a single target for one turn. Cannot be used to force target to hurt or kill itself, but can render the target Helpless outside combat. Unless aware of your abilities, the target will not realize what has happened once the duration ceases. Player characters can choose to roll a perception check to realize they have been mind-controlled.
never fails you, be it at cards, dice or the eld of battle. Rolling a 7, disregarding any and all modiers, counts as a natural crit.
Ceric Spellcaster. Clerics support their allies and crush the unworthy using the force of their spirit and a rm belief in causes greater than themselves. Though many Clerics draw their power from deity worship, an equal number are empowered by personal ideology. Often armed with blunt weapons like maces, staves or large holy icons. C O S T :
1
P O I N T
H E A L Spell, Ranged, Recharge: 1. Healing
B O L S T E R Automatic,
Spell,
Ranged,
magic helps regenerate tissue and ease pain. Recharge: 4 after eect has been used. Enhance Restores target’s hits to full and restores one
a target’s will to live, helping them keep
wound, or removes all status eects. Crit
ghting. The target’s next roll to recover
restores 2 wounds, crit fail deals a wound of
from helplessness is successful.
damage to the target. M E N D Spell . Don’t be such a baby, ribs
grow back. A target regenerates grievous injuries such as lost extremities, damaged vita l organs and interna l bleeding. Cannot be used in combat, nor restore hits or wounds. P E N I T E N C E Spell, Recharge: 2. Force
the enemy to face their wrongdoings. Reduce the target’s skill tier by 1. On crits, by 2. Does not stack past 2. I N U R E Spell, Ranged. Prevention is the
best medicine. Target is immune to a specic damage type (re, ice, poison, possessed etc) for a short time
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C O S T :
2
HEALING
4 T H
E D I T I O N
P O I N T S
BONDS
Spell,
Ranged, M I N D
R E A D E R Spell. The mind is
Recharge: 3. A special healing spell for times
like a fortress. Open ones are easy to enter.
of greater need. Chain of energy that heals
Discern the motives and thoughts of the
up to 3 allies to full hit s and restores 1 wound
target. Crit fail reveals your thoughts to the
on each one of them.
target instead.
WRATH
Spell,
Ranged,
Recharge:
2. S L O W Spell, Ranged, Recharge: 4 after
Blast away foes with a burst of divine fury.
eect ends. Binds a target to the limits of
Damage all nearby foes with a powerful
mortality, slowing it down. Target can only
blast, ensuring they cannot attack you on
counterattack only one target at a time, the
the next round; renders targets helpless on
one with the most tragic failure. Last for 2
9+ and can kill weak enemies on a crit.
turns.
C O S T :
3
PRAYER
P O I N T S
OF
HEALING
Spell, A U R A O F F A I T H Passive. Manifesting
Ranged, Recharge: 5. The greatest of healing your faith as a protective shell is the sign magic, that eats away at the caster as well.
of a truly remarkable cleric. Calculate
Fully heals the entire party, but renders the
counterattack damage as if you were two
caster Helpless.
skill tiers higher.
Mticss The following skills can be picked by anyone Multiclassing with a Cleric as one of the two parent classes. Each costs 2 skill points.
HEALING
H A M M E R Instant Spell. M A R T Y R Recharge: 4. The loss of self can
Mercy and fury are but two hands holding the
be the gain of others. This is but one reason
same weapon. Can direct your other action at
martyrs are so well loved.
an ally, healing them for as much as it would have damaged a foe, or damaging them on a failure.
Lift all helpless allies, you become helpless.
C H A R L A T A N Those who know how to
heal inevitably also know how to hurt. It is just a question of choice to do so. Your inoensive skills can be used as oensive ones when targeted at enemies (Heal deals hits, Mend re-opens old wounds, In-
L I F E B I N D Spell, Recharge: 1. For those
with a deep enough connection to life, a more grievous wound is just easier to heal. Target recovers from helplessness or is healed for one wound, with +1 bonus for each wound of damage on the target and the caster.
ure weakens against elements, etc). Doing so adds +2 to their recharge.
Knight Clad in armor and armed with both an iron will and an iron blade, knights excel at protecting others and themselves from harm. Knights are martial masters, able to wield every variety of weapon but most commonly armed with swords, axes, polearms, and shields. C O S T :
1
P O I N T
D E F E N D E R Passive. By
S L A M Recharge: 1. Damages the enemy
MARTIAL
via a crushing body slam. The more armor,
either rigorous drilling of blocks, parries
the heavier your slamming. Deals standard
and dodges, or just by putting on layers and
damage. Naturally Crits on 9+
layers of armor, you can take a few more hits than most. You gain +2 Hits (if you had 5, you
DARING
D E F E N S E S Passive. The
now have 7, etc), and Slam crits on 8+.
measure of a knight is the size of the things that hit him. You take half damage (rounding
S E N T R Y Passive. Those who are always
up) from enemies 2 or more Skill T iers above
prepared are never caught o guard, though
you.
they may be a little paranoid. First action taken in combat is Automatic.
GROUP
G U A R D Automatic, Recharge:
4. Take one for the team, even if it hurts. Take all damage for the entire party this t urn, at -1 damage per attack. If this renders you Helpless, any overkill damage is discarded.
2 8 — S I M P L E 1 0
C O S T :
2
4 T H
E D I T I O N
P O I N T S
Q U A K E Weapon, Recharge: 3. Shatter the
counter damage on a critfail when rolling for
earth along with your foes. Deals damage to
this skill.
all nearby enemies. P R O T E C T Automatic Instant, Recharge: 3 S U P P R E S S Weapon, Recharge: 1 after
after eect ends. Often seen as the most no-
letting go. Force a target down and keep
ble calling of a knight. Throw yourself in the
them there. Renders target helpless. After
path of danger to save your allies.
success, can keep taking automatic actions to keep the target pinned. If this action is not
Takes all damage for a target until the end
taken, the target gets up.
of next turn (2 turns total). Neither can be rendered helpless in that time, but the
C A U T I O U S S T R I K E Weapon, Re-
knight becomes helpless afterwards if the
charge 2, Requires shield. Strike with caution,
target would have become helpless during
avoiding unnecessary risks. You only suer
Protect’s duration.
C O S T :
3
P O I N T S
G U A R D I A N Recharge 5 after eect ends.
Stand proud and your allies will stand with you. Allies cannot become helpless for 3 turns. If the Knight becomes helpless during this time, the eect ends instantly.
C A V A L I E R Passive. A rider and steed are
a dominating sight on the battleeld. Pick three points of the following:
1 POINT:
2 POINTS:
J O U S T Passive. At the beginning of com- C R U S H Passive. Enemies you render help-
bat, pick an enemy. Until your rst failure, that
less lose 1 Skill Tier, does not stack.
enemy may only attack and counterattack you. H O R S E A R M O R D L C Passive. When
T A C T I C I A N Passive. Your elevated posi-
you absorb counterattack damage for some- tion lets you predict the exact time to strike. At one else through any means, it is reduced by 2. the start of combat, you may declare X number of turns. On turn X, you gain +X to your roll. C H A R G E Passive. You may treat any of
This does not stack with other bonuses.
your skills as though it had the Weapon tag. W A R S T O M P Passive. When you natu A N I M A L
HUSBANDRY
May be
rally crit, enemies don't counterattack this
picked multiple times. You gain an extra racial. turn.
Mticss The following skills can be picked by anyone Multiclassing with a Knight as one of the two parent classes. Each costs 2 skill points. B U S H I D O Passive. The code of faraway
J U G G E R N A U T Passive. There are few
lands guides you in battle. A critical failure
things that can make you fall, even fewer that
in combat causes you to take four hits in- can keep you down. Every time you successstead of instantly rendering you helpless.
fully stand up from helplessness, add +1 to all future attempts to get up. This bonus also ap-
V A N G U A R D Passive. Vanguards are ex- plies to anyone trying to help you up. Lasts
pected to take the worst of it so their weaker al- until combat ends. lies don’t have to. You and all allies ignore rst damage taken in combat, including critical fail- S H I E L D W A L L Recharge 4 after eect ends. ures. This does not negate non-damage eects.
Raises a ward that absorbs up to two failures or one critical failure.
3 0 — S I M P L E 1 0
4 T H
E D I T I O N
Mge Spellcaster. Magic is useful for everyday work, though some train to become devastatingly powerful mages instead. When forced to ght without magic, most mages rely on staves, daggers or heavier spellbooks for self-defense. C O S T :
A S T R A L
1
P O I N T
P R O J E C T I O N Spell. You
HOMING
MAGIC
Spell, Recharge:
project your spirit, leaving your physical 2 after eect ends. With a complex gesture, body behind as you send yourself to a distant location.
summon up a bunch of orbiting spells at your command. On success, summons a magical projectile, plus an additional one
While projecting, your body is unconscious
for every point you pass the roll by, to a
and immobile, and you are unaware of
maximum of 5 on a critical. The projectiles
anything that happens to it unless you are
follow you around, and any number of
in its vicinity. Your spirit is intangible and
them can be launched as an Instant action,
invisible, but can still be detected by magic
rolling separately for each. Benets from
or other spirits, and it cannot manipulate
Elementalist.
or pass through physical objects. Wherever your spirit travels, you can hear and see
S P E L L R E S O N A N C E Automatic Spell,
everything around you in the physical Recharge: 4. Experience is the greatest conworld. Returning to your physical body is an automatic action.
dence booster. You may cast a spell you know. Automatically, provided you have successfully cast it earlier in this combat. Normal spell
M A G I C B O L T Spell, Ranged, Recharge:
2. A volatile spell that hits harder than a sword blow, but can easily blow up in the caster’s face. Deals standard damage +1 one extra hit, but crit-fails on 2-. Benets from Elementalist.
recharge still applies.
E L E M E N T A L I S T Passive. Infuse your
spells with powers drawn from the elements. When you choose this skill, select an elemental type. The selected eect is applied all skills that can benet from Elementalist. This skill can be taken multiple times to gain or create additional elements: F I R E Targets rendered helpless by a re at -
tack require two successes to recover from helpless, and especially ammable targets take ongoing wounds. Fire spells can be used to warm and burn objects and the environment. I C E A target hit by ice grants an increased
crit range against it by 1 for the next turn (10 becomes 9+, etc); this ice eect does not stack with itself. Ice spells can be used to chill and freeze objects and the environment. L I G H T N I N G On a crit, target’s next at-
tack only deals up to 1 damage. Lightning can also be used to power up devices or electrify conductive materials. GMs and players may choose to create their own elemental eects as deemed appropriate for their characters and campaign settings.
3 2 — S I M P L E 1 0
C O S T :
2
4 T H
E D I T I O N
P O I N T S
E N E R G Y O R B Spell, Ranged, Recharge: 2.
S H I N I N G B E A M Spell, Ranged,
Gather a dangerous amount of energy into
Recharge: 3 Fire a beam of magic at your
an orb and hurl it. Large magical explosions
target, stri king it continuously. Maintaining
guaranteed. Damage multiple enemies
such a burst for longer than a moment
at range, but for each additional enemy,
can backre horribly though. Attack a
increase the crit fail range for this roll by +1.
single target multiple times with a single
Benets from Elementalist.
roll, increasing your chance to crit fail for each additional attack (3- for 3 attacks,
H A T M A G I C You can pull o amazing
5- for 5 attacks, etc) up to a maximum of 9
tricks out of your hat. Conjure anything
regardless of other modiers. Benets from
small enough to t through the hat out of it,
Elementalist.
regardless of length. Diculty Tier depends on the item Pulling out a generic object (e.g.: bouquet of owers) is equal to the caster, +2 tiers to pull out a specic object (e.g.: the key to this exact door), +4 tiers to pull out an object wider than the hat. Rolling too soon for the same object after failing will cause failure regardless of roll because the universe catches wise to your tricks. Enchanted items
T E L E P O R T Spell, Recharge: 2. Warp
yourself, a willing or helpless subject, or an unattended item within a medium range to an unoccupied destination within equal distance as an Automatic action. Warping a hostile target or carried item requires a roll 2 Skill Tiers above the target, or the caster in case of items.
can’t be pulled out.
C O S T :
3
P O I N T S
H A S T E Spell, Recharge: 4 after eect ends.
S H O U L D E R F A M I L I A R Passive.
Bend time for a short moment, allowing
Familiars come in many kinds and are a
allies to act as if with incredible speed.
common sight among mages. Many keep one
Next two turns, you and all al lies can use
at hand at all times to aid with casting, and
a second normal action in addition to
often end up treating it like a pet or even
your normal and inst ant action, excluding
a partner. Each turn you may cast one of
another Haste.
your Spells as Instant. Recharge applies as normal.
Mticss The following skills can be picked by anyone Multiclassing with a Mage as one of the two parent classes. Each costs 2 skill points. S I G H T B E Y O N D S I G H T Spell, Re- I L L U S I O N Spell, Recharge 6 after eect
charge 3. The greatest of seers can see even
ends. Warp the world around you for fun and
beyond reality by awakening their fourth eye
prot. Give the target delusions: distracts the
You can see beyond walls, barriers, illusions, target while they interact with the fake world. lies and the fourth wall. Can make one roll
The higher the roll, the more believable the
to tap into meta information and listen in on
illusion is, and the longer it lasts. Illusion is
out of character discussion.
broken when attacking.
F A I L S A F E Spell, Automatic Instant, Re- T H A U M A T U R G E Passive. +1 to all Spell
charge 2. Redirect a failed spell before it goes
rolls in combat. Outside combat, Spells be-
critical. Deals 1 damage to all enemies. Can
come Automatic.
only be cast when you fail to cast another spell, be it a normal or crit fail. Benets from Elementalist.
3 4 — S I M P L E 1 0
4 T H
E D I T I O N
Necrmncer Spellcaster. Everybody lives, not everybody truly dies. If death seems like too much to deal with, a necromancer is the one to call when you need to hug grandma one last time. Or when you need some zombies to take hits for you. Necromancers often favour symbolic weapons like scythes and sickles, though many also fall back on the more traditional staves and daggers. C O S T :
1
P O I N T
C O N T R O L Spell. All undead bow to a
N I G H T M A R E Spell, Lasts up to 3 turns.
good necromancer, even ones he did not
Bring forth localized darkness that envelops
make. Attempts to take control of a hostile
everything nearby. Things are harder to see
or neutral undead and turn it into a Minion.
in the dark, making it easier to hide, slip
Also used to take temporary control of a
past enemies and do other things. Inside
larger undead at recharge 2.
the darkness, inanimate objects and spooky shadows attack the targets, distracting (but
L I F E S T R E A M Spell, Recharge 1. Saps life
not harming) them. Allies count as one tier
from a target, leaving it a rotting husk. Deals
higher for attempts to sneak unseen, and
standard damage. A critical hit drains all the
enemies deal 1 less damage on counterattacks.
life in an enemy, killing it instantly and leaving a corpse for raising or other use. You may use
R A I S E D E A D Spell, Ranged. Raise the
the sapped life to restore 1 hit to one of your
dead to do your bidding. Raises the freshly
minions or party members on any success.
dead as a mindless undead Minion. Undead have double the Hits they had in life, but
C O M M U N E Spell. The dead are not silent,
no Wounds. As long as they have more than
if you know how to listen. Many of the dead,
one Hit remaining, any damage that would
however, are ornery and rude. Ask the dead
render them helpless instead leaves them
for aid. The better you roll, the more helpful
at 1 hit. Once an Undead loses all hits, it
they are. Crit fail summons a hostile undead.
crumbles to nothing. Crit fail summons a hostile undead. If no nearby corpses are available, the spell can still be cast with a crit fail range of 3-. Grants one Minion slot.
C O S T :
2
P O I N T S
B L O O D B O R N Spell, Recharge: 2. Who you
are is in your blood. Let some out and meet yourself face to face. Sacrice one Wound to summon an undead minion based on yourself. This minion does not count towards your maximum limit of Minions, has no skills and disappears when combat ends. E N F E E B L E Spell, Recharge: 1. Weakness is
the rst step towards death. Weakens a target. Once the target goes helpless, it permanently loses one skill tier. Lasts until the target dies or is magically cured. TRANSFIX
Spell.
Overpowers
an
opponent's mind with your gaze. Renders the target helpless as long as you successfully use this skill on them. All rolls after the rst success have Min 5+. On crit, you control the target as though it were a minion for the next turn. C O R P S E E X P L O S I O N Spell, Ranged.
Explodes a dead creature’s corpse. Deals damage to all nearby enemies on success. +1 to crit range per target corpse’s Skill Tier past 2. Corpses of Tier 1 and 0 things cannot crit. Exploded corpses cannot be resurrected, raised or communed with. Target reanimates as a hostile on crit fail.
3 6 — S I M P L E 1 0
C O S T :
3
4 T H
E D I T I O N
P O I N T S
R E S U R R E C T Spell . Brings one of the
to the Abomination; every time the corpse
dead back, good as new. Returns dead target
count doubles, it gains a new feature such
to life. Renders both you and the target
as increased size, increased Skill Tier,
helpless.
or additional hits. You can have only one Abomination at a time. If your Abomination
A B O M I N A T I O N Spell. The best way
is destroyed or defeated, you can resum mon
to have the strength of ten men is to stitch
it with a successful roll. Unaected by Pet
ten men together. You create an undead
Mastery.
companion. You can fuse additional corpses
Mticss The following skills can be picked by anyone Multiclassing with a Necromancer as one of the two parent classes. Each costs 2 skill points. S P I R I T U A L I S M Passive. Attuned to the
DEATH
spirits of all things around you, your powers
who have made killing a second nature can
extend beyond their usual limitations, Can
often bind the bodies of their victims without
MASTERY
Passive. Those
use Raise Dead and Commune on natural el- need for rituals. Any enemy killed by you reemental sources such as strong plants, large
turns to life as a weak minion. These minions
res or bodies of water as well as the shad- do not count against your maximum amount ows of people and creatures. Minions raised
of minions, but only have 3 hits and 1 wound.
this way can exhibit interesting elemental properties.
D E S P A I R Spell, Recharge: 1. The end is
coming, and you can make all before you see D R E A D O R D E R Recharge: 4. Lords of
it. It is happening and there is nothing they
armies of the dead can impart considerable
can do. Reduces the target's Skill Tier by 1.
power upon their minions when it benets
Stacks with itself, but resets to nothing the
them. On success, all of your minions may
moment you go Helpless. Nobody is particu-
use one of your skills this turn, or make an
larly scared of someone helpless.
additional attack.
Pdin Spellcaster. Paladins smite their foes with great power and spirit, fueled by inner re and a rm belief in their cause. Though many Paladins draw power from worshiping a deity, just as many choose a path of their own making. Most Paladins favor large weapons like greatswords, warhammers, battle axes or larger holy books tied to sticks. C O S T :
1
P O I N T
B L A S T Weapon, Recharge: 1. Your weapon
W O R D O F P O W E R Recharge: 1. Words
lands with explosive force against your most
of power compel the innocent and guilty alike.
hated foes. This attack autocrits a specic
In combat, forces an enemy to miss their next
type of foe, selected when the skill is learned. attack and renders them helpless on a crit. Hits all nearby targets on a crit.
Outside combat, can extract information on a success.
L E A P O F F A I T H Weapon, Recharge: 3.
In a feat of surprising agility and strength, you leap at any enemy target to deliver a quick blow, not giving them time to react. Calculate the attack as if you were Hero Tier, or Legend Tier if you were already Hero or higher. R E T A L I A T E Spell, Recharge 3 after eect
triggers. Avenge the wrongdoings of your foes by making them feel the pain they caused. After three turns, you deal out damage for every hit you lost during those three turns. Going Helpless before the end of the three turns causes the eect to release. Critfails don’t count toward the charge of this spell. SPELLBREAKER
Spell, Ranged, Re-
charge: 2. Put an end to the powers of foul enemy sorcerers. Nullify a spell or magic eect.
3 8 — S I M P L E 1 0
C O S T :
A L L
OR
2
4 T H
E D I T I O N
P O I N T S
NOTHING
Recharge: 1.
F E R V O R Automatic Instant, Recharge:
When all else fails, use your head. As a 2 after eect ends. Summon up your most weapon. Deals standard damage. Autocrits.
burning fury to fuel you on your journey to
All failures count as critical falures. Can be victory. Next two actions autocrit, but you used while helpless.
are helpless afterward.
S H A T T E R Weapon, Recharge: 2. Breaks
MASTER
the target's defenses (and arms), opening
paladins master strange and exotic weapons.
OF
A R M S Passive. Many
them up for attack. Deals standard damage Your weapon counts as two weapon types at and lowers crit limit against the target by 2
once.
for one round. Can be used against inanimate objects to break and damage them eciently.
C O S T :
3
P O I N T S
HEROIC
FORTITUDE
Automatic
S T AC K E D
O D D S Passive. It takes
Instant, Spell, Recharge 7 after eect ends.
the greatest of heroes to face any foe. Gain
When one’s path is truly just, nothing can
+1 damage per Skill Tier the enemy is above
hinder them. You cannot become helpless
or below you, starting at 2 tiers. Only aects
and take no wounds for 3 turns, then become
normal attacks.
helpless. If you would have become helpless during those 3 turns, you have a -1 penalty to recover.
Mticss The following skills can be picked by anyone Multiclassing with a Paladin as one of the two parent classes. Each costs 2 skill points. BLESSED
ARMS
Automatic Instant, D I V I N E C H A M P I O N Once per com-
Spell, Recharge: 4 after it ends. Empower the bat. Call for a partner from above or beyond weapons of your allies to strike hard and
and ght as one. A servant of your divine pa -
strike true. Caster or single ally gains +3 bo- trons appears as a 5/5 minion one Skill Tier nus to normal attacks. Each successful hit re- higher than you until combat ends. While it duces the bonus by 1 until it reaches 0, end- remains you and it both have a +2 bonus to ing the eect.
recover from helplessness.
A S C E N D Spell, Recharge: 3. Ascend into a
H E R O I C L E A D E R S H I P Passive. He-
higher state of being by divine right. Gain +2
roes are inspiring leaders capable of pushing
Skill Tiers, +1 damage and increase crit fail
others to greatness through their own ac-
range by 1. Stacks with itself, lasts until help- tions. When you roll a crit, all of your allies less. Starts on recharge.
(but not you) gain +1 to all rolls next turn. Autocrits apply.
4 0 — S I M P L E 1 0
4 T H
E D I T I O N
Rge Thieves, assassins and dwellers of shadow, rogues prefer to remain hidden and strike when least expected. They often prefer easy to hide weapons like dagger or knives, as well as throwing knives and hidden blades. C O S T :
1
P O I N T
D I S G U I S E Pretends to be someone else.
B A C K S T A B Weapon, Recharge: 1. Strikes
Roll against target’s Skill Tier to determine
the enemy from behind, where they are least
the success of your disguise.
protected. No counterattack damage except on critfail if used from Stealth. Crits on a 9+.
SLEIGHT
OF
HAND
Recharge: 1. Kills helpless targets.
Perform a minor trick with your hands. Whatever it is about hiding cards up your
R U P T U R E Weapon, Recharge 1. Strike the
sleeve or picking keys of unsuspecting vita ls with deadly precision. Deals standard guards, nobody will realize what you are
damage. On crit, deals a wound of damage to
doing, as long as you do it right.
the target instead of removing hits. Targets that would have been rendered helpless by
Out of sight, out of mind.
the blow are still rendered helpless as well,
Become hidden. Enemies cannot attack you
eectively dealing two wounds of damage.
STEALTH
until you reveal yourself. An attack used in stealth Autocrits. Can be used at MIN8 in combat.
C O S T :
2
P O I N T S
B L I N D Recharge: 1 after eect ends. Blind
S L E E P S E R U M Weapon, Recharge: 3.
an enemy with powdered glass, pocket sand
Hit your target with a weapon coated in a
or whatever is on hand. Temporarily blinds
sleeping concoction. Any unaware target is
an enemy, giving a +2 bonus to all rolls
knocked helpless in one hit. Targets actively
targeting it for 2 turns.
engaged in combat are reduced to Trivial for 1 turn. If successful, this doesn’t break stealth.
E S C A P E A R T I S T Automatic, Recharge:
3. At the end of the day, all locks and snares
M A S T E R T H I E F Passive. A true
career criminal. Thanks t o years of
are the same. Break free of all immobilizing
training, picking locks, cracking safes,
eects (grabs, roots, freeze traps, shackles
locating hidden loot, nding traps and
etc.) and also removes helplessness. Can be
smuggling items is a lot easier for you than
used while Helpless.
an untrained novice, lowering the skill tier of all such actions. Every once in a while you can roll to see if your instincts might oer a hint about something important nearby.
C O S T :
DANCE
3
OF
P O I N T S
BLADES
Weapon, V A N I S H Automatic Instant, Recharge: 2.
Recharge: 8. Once the rst blow is struck, the
Hiding in a ght is not easy, but you make
Dance of Blades cannot be stopped. The user
it look like it is. Treat as Stealth while out
will keep going until he can ght no more.
of combat. You become hidden as though you
Following a successful hit, keep rolling until
used Stealth and move behind a target. When
you go helpless from a critical miss or from you use a second action, treat it as though counterattack damage. This entire process only takes one turn, and always ends with you being helpless. All modiers only apply to the initial hit, including any eects that would normally stop you from going helpless.
using it while hidden.
4 2 — S I M P L E 1 0
4 T H
E D I T I O N
Mticss The following skills can be picked by anyone Multiclassing with a Rogue as one of the two parent classes. Each costs 2 skill points. R U S E Once per combat. Merely pretend- S H A D O W S L I P Recharge: 1. There are
ing to be incompetent is a simple yet eec- those whose skills at breaking and entering tive ruse, a perfect example of the trickster’s
are so incredible, they border on dark magic.
arsenal. Use this skill when you roll a critical Attempt to slip through the cracks of reality, failure, on success it is instead treated as a
walking past loosely hinged doors, thin walls,
critical success.
windows and other lesser obstacles without harming them or yourself. Has no eect on
MASTER
S T R I K E Instant, Recharge:
3. To a blademaster the greatest thrill of all is to go for those impossible strikes nobody expects - to gamble everything in one overcondent attack. Your next roll is a critical, success or fail. B R O T H E R H O O D Passive. Lordblades,
assassins, spooks, cleaners, whatever they are called in your homelands - they never work alone, and they never leave a mark alive. Summons a temporary assassin to ght alongside you until combat ends. This minion can be any class, has 5 points worth of skills, and has basic gear. Unaected by Minion Mastery.
barriers thicker than half a meter.
Shmn Spellcaster. While only mages wield spells and only the devout wield divine power, all can turn to the elements of nature itself for help. Often the tools of the shaman double as his weapons, including ritual knives, staves, heavy ornaments or small totem poles. C O S T :
1
P O I N T
E A R T H E N S T R I K E Spell, Recharge: 1.
A melee attack against a single enemy using an earth-covered limb. Standard damage. Crits on 8+ and crit fails on 3-.
R E T U R N T O E A R T H Spell; Recharge:
2. Bring things back to their natural state. Can return spirits to the afterlife, send unnatural creatures (demons, elementals, undead etc) back to their home plane. Only
CLIMATE
CONTROL
Spell. Take
control of the weather for your own needs.
weakens stronger spirits and creatures by -1 skill tier.
Through your deep connection with nature, you can change the climate in your local area, albeit for a short amount of time Attempting to summon major storms or other cataclysmic events may backre horribly. In most cases, using this indoors only aects the climate outside. NATURAL
REMEDY
Ranged,
Recharge: 1. Unpredictable but powerful. Might cure you, might kill you. Restore a target’s hits to full and restore one wound, or removes status eects. Crit on 9+ restores 2 wounds, but crit fai l on 2- deals a wound of damage.
CHILD
OF
G A I A Passive. You are
at home in nature, and get a home eld advantage. You gain a +1 bonus to rolls when ghting in natural environs (forests, natural caves, etc.)
4 4 — S I M P L E 1 0
C O S T :
2
4 T H
E D I T I O N
P O I N T S
E A R T H E N G R A S P Spell, Ranged, Re- S H A P E S H I F T Spell, recharge 4 after eect
charge: 1. Summon vines, stones, or quick- ends. Alter your body to take on a new form. sand to trap an enemy. Renders the target
Gain another racial until you go helpless.
Helpless. Large enemies may only be immobilized. Eect lasts until the enemy breaks A N I M A L S W A R M Spell, once per com bat. Summons a swarm of small animals and
free or is released.
bugs to attack everything nearby. Deals 1 hit M A S T E R Y Spell. Consort
of ongoing damage to a non-helpless target.
with beasts as if you were one of them. You
If the target becomes helpless, the swarm
can talk to and understand animals, and wild
moves to another standing target. The swarm
A N I M A L
animals obey your orders. For recharge 5 af- dissipates if it is somehow cast o, or cannot ter eect ends, you can instead summon an
nd a new target.
animal minion up to 1 Skill Tier above you that obeys your orders for 5 turns.
C O S T :
3
P O I N T S
M O M E N T O F P E A C E Spell, Recharge:
NATURE
ELEMENTAL
Automatic,
5. A thick fog descends over the battleeld. Recharge: 5 after eect ends. Your connection Combat ends and cannot be re-engaged for a
to the natural world is complete, allowing your
full turn, when the fog clears. No harm can be
body to reect the natural cycles. The trans-
caused or suered for this one turn. Resets
formation eect lasts for the next 3 turns, and
any “once per combat” skills.
you may perform any action that you normally can. You can choose 1 of 3 forms whenever you transform:
D E C A Y You burst into rot and fungus,
E A R T H You harden like stone, gaining +2
multiplying your physical attack damage by
hits and a +1 bonus to physical attacks.
1.5 rounded up and gaining +1 to intimidation. L I F E Young buds and sprouts ow from you,
passively healing an ally (but not yourself) for two hits or one wound each turn.
Mticss The following skills can be picked by anyone Multiclassing with a Shaman as one of the two parent classes. Each costs 2 skill points. H E X Passive. The powers of a witch doctor’s
O V E R G R O W T H Through rituals of
hexes should not be taken lightly, for they can
great mystery, Druids can grow almost any-
bring great misfortune to your enemy… or
thing almost anywhere. You seem to have a
you. Or the witch doctor. +1 to all successful
talent for nurturing just the right plant for
rolls, -1 to all failed rolls.
the job. On success, rapidly grow anything from edible fruit, to poisonous plants, to bio-
W I L D H U N T Passive. Wild men driven on
luminescent mushrooms, to climbable vines!
their eternal hunt, a hunter will not stop once it tastes blood. After rendering a foe helpless, V O O D O O D O L L Recharge: 3 after fail your next action becomes Automatic. Render- ing . Voodoo dolls, though crude, are increding another foe helpless with this action does
ibly eective tools in the right hands. Can
not grant a further automatic action.
forego other actions to force an enemy to attack its allies, stop ghting your party temporarily or use one of its skills on whatever target you desire as if it was your Minion.
4 6 — S I M P L E 1 0
4 T H
E D I T I O N
Trcker Trackers live o the land and love it. They know nature like the back of their forelimb, and can thrive in situations that would drive many others to giving up or endless whining. Trackers are masters of ranged weapons such as bows and crossbows, but often also carry survival tools like knives or axes. C O S T :
1
P O I N T
H A W K E Y E Instant. A good eye is vital
for trackers. See far into the distance, nd small details in a scene, see in dim light or nighttime, or examine an enemy to gain a +1
MARKSMAN
SHOT
Weapon,
Recharge: 3. One shot is all I need. Requires Ranged weapon. Autocrits. Benets from Trick Ammo.
bonus against it for your attack this turn. TRICK S U R V I V A L Survival in the wild is easy
with a bit of know-how. Attempts to spot or locate things gain a +3 bonus; create and forage for basic supplies like rope, bandages, tents, torches and low-quality meals.
AMMO
Instant
Automatic,
Recharge: 1. Since the dawn of projectile weapons, one has wondered what ELSE could they re. Adds an additional eect to a skill that can benet from it This eect can be any of the following, but they all share the same recharge:
CUSTOM
J O B Passive. This is my
boomstick. There are many like it, but this one is mine. Your weapon, regardless of type, also counts as Ranged, and your basic attacks benet from Trick Ammo.
S I L E N C E On hit, the enemy cannot cast a
K N O C K O U T On hit, the enemy is unable
spell next two turns.
to counterattack next turn, and is considered helpless, but does not lose a wound. He instantly
S P L I T Hits 2 targets at once.
and automatically gets up on the turn after that.
C O S T :
2
P O I N T S
Weapon, Recharge: 1.
R E P E A T I N G F I R E Weapon, Recharge 1
Shooting can be as natural as breathing once
after combo ends. Pew pew pew pew pew pew
you do it enough. Requires Ranged Weapon.
pew pew PING! Requires Ranged Weapon.
REFLEX
SHOT
This attack can be used while helpless. You gain +1 to your next Repeating Fire roll Otherwise, deals double damage as well as
for every successful Repeating Fire you land.
suers double counterattack damage.
This resets when you miss or crit. Benets from Trick Ammo.
TRAP
Place a trap on the ground and
wait for idiots to walk into it. Spend 1 turn;
N E R V E S O F S T E E L Passive. A good
starting next turn, rst enemy to attack is
hunter is always calm. Reduces all Recharges
helpless for 2 turns.
by 1, to a minimum of 1 .
4 8 — S I M P L E 1 0
C O S T :
3
4 T H
E D I T I O N
P O I N T S
B A R R A G E Ranged, Recharge: 5. The
M A R K E D F O R D E A T H Recharge: 4.
missing gear between infantry and artillery. Marks a target, revealing all its weak points. Hits all enemies within range, even if they All successful rolls against the target Autocrit are behind cover or not directly in your view. for 2 turns. On crit fail, you mark yourself, Benets from Trick Ammo.
and your next roll, if a fail, count as crit fail.
Mticss The following skills can be picked by anyone Multiclassing with a Tracker as one of the two parent classes. Each costs 2 skill points. W A R D A N C E Passive. It takes great skill
M O N S T E R H U N T E R The greatest of
to combine hunting, ritualistic dance and ac- hunters eventually move on to hunting, and curate shots, but those who master it don’t
nally capturing alive the mightiest of prey.
stop even when they mess up. Deals 1 hit of
Can trap one helpless, but still living, enemy
damage to your target enemy when taking
inside. An enemy inside the Portable Cage
counterattack hits.
cannot escape unless they are remarkably powerful. Enemies of a higher Skill Tier need
RICOCHET
STORM
Weapon, Re- to be wounded before they can be captured.
charge: 4. A good ranger carries an arrow for
The cage can be opened any time as an Au-
every enemy and a spare arrow for every sur- tomatic action, releasing whatever was inside vivor. Keep making basic until you fail. Every
at a desired location. Only one thing can be
success hits all nearby foes of equal or lower
inside the cage at a time. Things inside the
Skill Tier as your initial target. This entire
cage cannot be targeted by skills or attacks.
process only takes one turn. All modiers only apply to the initial hit.
S U P E R I O R S N A R E Ranged, Recharge
3 once eect ends. Rudimentary traps are
known to any tracker, but few specialize in more complex, unorthodox ones. On hit, the target’s skill tier becomes Trivial until someone fails an attack against it.
Wrrir Those who walk the path of the sword often walk it for life. The duration of said life tends to be directly related to their dedication to the path, as for many it is short and violent. For those with the right heart for it, it is instead long and far more violent. C O S T :
GREAT
1
P O I N T
C R U S H Weapon, Recharge: 1.
The bigger your weapon, the harder it hits. Requires Great Weapon. Deals standard damage and lowers the target’s Skill Tier as well as the crit threshold of actions against it
DUAL
DUEL
DASH
Weapon,
Recharge 1. Dual wielding only works in stories. Like this one! Requires Dual Weapons. Roll 2d10. Deal and take full damage from the higher, half (rounding up) from the lower.
by 1 for 1 turn. A R S E N A L Automatic, Instant, Recharge: 1. SHARPEN
Once per combat. Prepare
your weapon for battle. Give one ally (or self)
A wise warrior always carries several spares. Switch your weapon to another type.
+1 to their weapon Quality for he duration W E A P O N M A S T E R Y Passive. Make
of the battle.
the most out of your weapons. Enhances your weapon, depending on type. In addition to normal benets:
SINGLE
WEAPONS
Grant +1 Skill
S H I E L D S Give +1 Wound.
Tier to Weapon skills and attacks. t
R A N G E D W E A P O N S Don't require
G R E A T W E A P O N S Deal +1 damage.
line of sight.
D U A L W E A P O N S Deal 1 damage even
on a miss.
5 0 — S I M P L E 1 0
C O S T :
2
4 T H
E D I T I O N
P O I N T S
P A R R Y Instant, Weapon, recharge: 1. Slap
SINGULAR
aside an enemy attack and retaliate hard.
recharge: 2. A single weapon allows for greater
Your next attack against the target that last
control, permitting precise cuts along critical
damaged you will Autocrit.
PRECISION
Weapon,
points. Deals standard damage, with one hit applied each turn as the target bleeds. This
O V E R K I L L Passive. There is no kill like
eect can be applied multiple times on the
overkill. Any hits that go over the enemy's
same target.
remaining health when it goes Helpless are instead applied as a bonus to your next roll.
B A T T L E F O R G E D Passive. Forged in
battle, tempered in blood. Can keep making basic attacks and using weapon skills until rst failure after going Helpless, then fall Helpless normally.
C O S T :
RIP
AND
3
P O I N T S
T E A R Passive. Sometimes
M A S T E R W O R K Passive. Whether heir-
bloodlust can overpower reason. Other times
loom, battle trophy, or custom build, this
it can overpower a dozen enemies at once.
weapon is your best friend. Your [Master-
When you render an enemy Helpless, keep
work] weapon cannot permanently break or
rolling normal attacks against other remain- be separated from you. Take one weapon tag ing enemies until you fail or run out of en- free, then assign up to 3 of the following: emies to hit.
A N O T H E R
T A G (Single, great, dual, When
an
ranged, shield) - this can be taken multiple times. S T R U C K
enemy
is
CR IT IC AL LY
with this weapon, they stay
helpless for an extra round.
1 D a M a G E Ta K E N o N C o u N T E R S This Weapon also counts as a o C A T A +1 QUALITY WEAPON
L Y S T , and can apply elemental eects to its
basic attacks.
Mticss The following skills can be picked by anyone Multiclassing with a Warrior as one of the two parent classes. Each costs 2 skill points.
D U E L I S T S T R I K E Weapon, Recharge:
1. In a duel, the one who strikes rst, wins. Attack an increasingly specic point on the target, increasing crit limit as much as you wish, but crit fail limit an equal amount (ex. crits on a 8, crit fails on a 3). MARAUDER
Passive.
Marauders
overwhelm their foes with brutal might, making the most of every possible advantage. +1 to all bonuses to rolls. If your unmodied skill tier is higher than the target, it counts as one higher still. B E R S E R K B A S H Weapon, Recharge: 3.
Berserkers are masters of losing themselves to the ow combat, nding a rhythm and revolving their blades to it. Autocrits. A critical hit by any other skill or attack refreshes this ability immediately. F I R E H E A R T Passive. With hearts set
ablaze with the glory of battle, every success only helps the re rise. Upon recovering from Helplessness, you gain +1 to all rolls until you roll a success.
5 2 — S I M P L E 1 0
Step 4: Chse yr Tent
4 T H
E D I T I O N
Every character has a T A L E N T that represents
special training and focus or a natural ability that makes them incredibly good at some kind of action, activity, or ability. The typical talent is a +2 bonus to one of a character’s class skills; with the GM’s approval, players may create a talent bonus appropriate for the character they want to make. Here are some examples of the most common types of talents that might be chosen for a character:
+ 2 T O C L A S S S K I L L The standard
+ 1 H I T O R W O U N D A a single Wound
talent bonus, your character gains a +2 bonus
or Hit be taken to signify a particularly hardy
to the use of one class skill thanks to training
character.
or natural talent. +1 TO CRIT RANGE +1
TO
N ONCO MBAT
ACTIO N
This distinct
talent bonus reduces the critical success
Gain a +1 bonus to a specic kind of non- range for a specic action or class skill by 1. combat action - social interactions, feats of A skill that normally crits on 10 now crits on strength, agile and dextrous actions or tasks demanding memory and intellect.
9+, etc.
Step 5: Eqipment
The right equipment can be the dierence between success and
failure, life and death. Before you send your character out into the world, make sure to select weapons and other tools to give them the extra edge they’ll need. At creation, a starting character usually possess a few items and a weapon of a single type, and a catalyst if they are a spellcaster. Highly valuable items such as multi-type weapons, unique items, and other exotic or powerful tools are subject to GM approval.
Specsting Ctyst As described above, spellcaster classes such as the Mage and Shaman require a catalyst to help them channel their magical power into specic forms and eects. Without a catalyst, a character cannot cast skills with the spell tag. Spellcasters may choose a catalyst when rst created. Catalysts are not Weapons, but need to be switched in the same way one changes weapons to be used. A catalyst can be just about any kind of item, from a religious symbol to an item of great sentiment, or even a weapon or piece of armor, typically inscribed with magical runes and symbols. You must be touching your catalyst and have it visible and exposed to the target(s) for spellcasting to work.
Items nd Ts No adventurer would go on a quest without things like food rations, rope, camping supplies, personal items, and crafting tools. Choose a few items that are appropriate to your character’s interests and the dangers they expect to see. Use common sense when choosing items, and don’t try to cheat by carrying powerful items or too much stu. The GM may set limits or requirements on the type and amount of items you can carry.
5 4 — S I M P L E 1 0
4 T H
E D I T I O N
Wepn Types Weapons are divided into broad types that change how they perform and sometimes how they can be used for weapon skills. Most weapons have a single type. The number of weapons a character can carry is limited by the GM, but by default should be one. Switching weapons, vor between a weapon and a catalyst, is an automatic action that requires one tur n. D U A L W E A P O N S Dual weapons can
R A N G E D At the GM’s discretion, projec-
attack twice in a single turn using the Dual
tile and far-reaching weapons can hit distant
Wielding skill. Making a normal attack or at- targets that might otherwise be unreachable. tacking with only one of the weapons does not grant any bonuses or penalties.
S H I E L D Using a shield increases your
maximum Hits by 1. A shield counts as a D U A L W I E L D I N G Weapon; make two
weapon like any other, so it cannot be com-
rolls to attack twice; if either is a critical miss,
bined with other Weapon types - you have
both attacks miss.
nowhere to hold a pair of weapons or a large great weapon, nor do you have the freedom
GREAT
W E A P O N S Great weapons
of movement to utilize a single weapon to its
require strength and technique to wield, of- full extent. Paired shields grant no additional fering greater damage potential at increased
bonuses.
risk. Great weapons always count 9+ as a critical hit, and 2- as a critical miss. A great
S I N G L E Single weapons cover most basic
weapon user can also use the “Cleave” skill to
weapon types that don’t t into other catego-
attack many enemies at once.
ries. Their ease of use grants Min-1 for normal attack rolls (6+ by default, now 5+). Paired
C L E A V E Weapon; attack multiple targets
single weapons grant no additional bonuses.
within range that are close to each other. Every additional target increases the chance
U N A R M E D A character ghting with-
of a critical miss by 1 (attacking 2 targets crit
out a weapon cannot deal wounds of dam-
fails on 2-; attacking 5 targets crit fails on 5-;
age through normal attacks and cannot use
etc.)
weapon skills.
Wepn Qity Weapons of exceptional qualit y or condition add modiers to normal attack rolls. Skills with the weapon keyword as well as basic attacks apply weapon quality to their rolls. Certain skills can also boost or lower weapon quality.
+ 2 Epic or legendary, the result of magical endowment or divine power + 1 Fine or masterwork, a fortuitous creation or the product of expert craftsmen 0 Basic, the usual weapons used by most everyone
1 Poor or damaged, worn down and in dire need of maintenance 2 Worthless or useless, missing pieces and best abandoned if not melted down and remade
Speci Wepns Adventurers can come upon weapons with unique properties allowing dierent methods and means of attack. Special weapon properties do not apply to the use of skills unless otherwise noted. Obtaining things like these is always down to GM discretion. C A T A L Y S T W E A P O N S Some weap- S P E L L B O U N D
W E A P O N S Spell-
ons double as spellcasting catalysts and can
bound weapons have been built as conduits
be used to cast spells. Unless the weapon is
for a single kind of spell or skill. This can be
also spellbound (see below), it does not grant
a sta that shoots reballs, a ring that cures
the ability to cast any spells on its own. A
poison, a book that raises the dead etc. The
Catalyst Weapon allows the user to use Spells
bound spell is considered to have at least re-
and Weapon skills without needing to switch
charge 3.
weapons in between. U N I Q U E W E A P O N S A general term E L E M E N T A L W E A P O N S Elemental
for strange, quirky magical items possessing
weapons have been imbued with the power of
unique magical properties, wills of their own,
the elements. When a normal attack hits, the
personal codes of conduct and other oddities.
elemental weapon discharges magical en- The exact properties of such things left to ergy, converting the attack into a hit with an
the GM to create and describe, but can range
eect corresponding to the Mage’s Elemen- from bonuses against certain enemy types to talist eects. The GM may allow creation of or
attacking the wielder unless they slay some-
introduce dierent elements and elemental
one at least once a day.
eects as with the Elementalist skill.
5 6 — S I M P L E 1 0
4 T H
E D I T I O N
Cmbt Big adventure comes with tons of fun, often in the form of violent encounters with hostile NPCs. Combat is typically resolved through determining initiative, attacks and counterattacks, rendering opponents helpless, and ultimately killing your enemies.
Dmge nd Hepessness A character can take 5 H I T S before becoming helpless, and 5 W O U N D S before dying. Some skills and eects can grant your character additional hits or wounds.
H I T S A N D W O U N D S Hits are gen- ter becomes helpless, they take a wound of
erally
supercial
damage,
representing
damage. A helpless character must roll (usu-
wear-and-tear and exhaustion; they can be
ally Min 6+) to recover and continue ghting.
restored easily with the Heal spell, some kind An ally can also make the same roll for you, of healing action, over time or with a short
and if they are successful you recover as nor-
rest. Wounds are persistent injuries and deep
mal. When you recover, you restore full hits.
bodily damage; taking too many wounds will
Some skills or eects may help you recover,
kill a character. Wounds can be quickly re- or change the number of hits restored. stored using skills, but otherwise require signicant eort and time, maybe days, to be While helpless, a character is immobile and patched up.
cannot take many actions, and attacks against them incur wounds. Rolling a critical failure
A character usually must be helpless to begin
to recover from helplessness deals a wound
suering wounds, but some skills and eects
of damage to you, and each turn you remain
can bypass hits and deal wounds directly.
helpless the range for critical failure increases by 1, up to 4-, beyond which you automati-
H E L P L E S S N E S S A N D R E C O V E R Y cally take a wound for remaining helpless. If
A character with no hits remaining is helpless; you are reduced to 1 wound, you no longer some skills and eects can immediately ren- automatically take wounds unless attacked, der a character helpless. Whenever a charac- but you cannot roll to recover.
Seqence Cmbt Combat takes place in turns. Each turn, the players declare the action their characters will take, and all results are resolved simultaneously.
COMBAT
A C T I O N A character in
combat can perform up to two actions: a normal action such as using a skill, aiding a helpless ally recover, or making some complex maneuver; and an instant action such as using an instant skill. Automatic skills require
R O L L 5 1 Hit taken. R O L L 4 2 Hits. R O L L 3 3 Hits. R O L L 2 4 Hits. R O L L 1 Instantly helpless.
an action to be used, but don’t need a roll. Instant skills can be used with an instant action. Enemies rarely roll on their own. They are Passive skills and eects require no roll nor
instead assumed to roll the opposite of what
action, and grant their bonus at all times.
the attacking player rolled. Enemies that nobody attacked deal 1 Hit to a random player at
C O U N T E R A T T A C K Characters tak- the end of the turn each.
ing combat actions leave themselves open to counterattack from their target or other
Helpless enemies will stand up if an attack
threats; if their roll fails (5- by default), they
aimed at them misses. If more than one enemy
may be struck by a counterattack and take
is present, other enemies can forgo counter-
damage accordingly.
attacking in order to help their ally up instead.
Pets nd Minins Skills such as Raise Dead allow the player to take a pet or minion. Normally, a character can have up to one pet at a time; for one skill point, they can take the Pet Mastery skill to increase the number of pets they control by one (see C R o S S C l a S S S K I l l S ). C O N T R O L L I N G A N D R O L L I N G Characters can control their minions at the
same time they take other actions. Each minion rolls separately for its action. If the player chooses, they can use one roll to determine the results of all minions they control.
5 8 — S I M P L E 1 0
4 T H
E D I T I O N
Deing Dmge The very nature of s10 binds the act of dealing and receiving damage into a single action, depending on the die roll. So to mirror the counterattack damage, successful rolls are suggested as follows for opponents of an equal Skill Tier.
R O L L 6 1 Hit. R O L L 7 2 Hits. R O L L 8 3 Hits. R O L L 9 4 Hits. R O L L 1 0 Crits of any kind: 5 Hits.
If supercrits are used, you can go even further.
R O L L 10 Hits. CRIT+2 R O L L 15 Hits. CRIT+4
A standard Enemy has 5 Hits / 5 Wounds. Rendering them Helpless removes 1 Wound. In case you are playing with the Supercrit rule, instead, rendering them Helpless with overkill removes 2 Wounds. Ex. Rolling a 12 or 13 renders a standard enemy Helpless and takes them down to 3 Wounds. Attacking a Helpless enemy successfully removes 1 Wound. A crit on a Helpless enemy removes 2 Wounds.
Ski Tiers nd leeing Skill
Tiers
determine
a
character’s
general
prowess
in
and
out
of
battle.
For each Skill Tier you are above your target, the minimum of success is lowered by 1. For each Skill Tier you are below your target, the minimum of success increases by 1. Unless otherwise stated, this only aects the Minimum to hit, NOT the damage dealt. No matter how crazy skilled you are, barely scratching the enemy won’t cause them to suddenly burst into chunks of gore. Enemies (and even players) can temporarily change Skill Tier due to injury, intoxication, poisoning, a particularly heroic moment of inspiration, the power of love, etc. This only aects rolls, not Skill Points or other Skill Tier Bonuses. At most, a skill tier can only be halved or doubled (rounding down) unless otherwise stated by a skill or decreed by the GM.
TRIvIal (TIER 0)
Impaired, extremely weak or otherwise non-threatening opponents, children.
WEaK (TIER 1) BEGINNER (TIER 2)
Lesser creatures, heavily intoxicated ghters, civilians. Upstart adventurers, untrained combatants, basic thugs.
N o v I C E ( T I E R 3 ) Adventurers who have seen some action, militias, wild animals.
JouRNEYMaN (TIER 4)
Known adventurers, guardsmen, dangerous wild animals.
TRaINED (TIER 5)
Experienced adventurers, soldiers, elite bad guys
E X P E R T ( T I E R 6 ) Very experienced adventurers, specialists, evil lieutenants, big an imals.
M a S T E R ( T I E R 7 ) Adventurers at their peak, ocers, trainers, artisans, really big animals.
HERo (TIER 8)
Heroes of great stories both good and evil, mythical beasts.
E P I C ( T I E R 9 ) Warriors beyond peer, mighty wizards, the kings of monsters.
lEGEND (TIER 10)
Lesser gods, dragons, things you run away from really fast.
6 0 — S I M P L E 1 0
4 T H
E D I T I O N
Skill Tiers can also be applied outside combat situations to help dene the diculty of a task. EXAMPLES
Climbing a ladder is Trivial. Climbing a tree or rope is Beginner. Climbing a cli is Novice.
Blung a drunk is Trivial. Blung a guardsman is Trained. Blung a spy is Hero.
Climbing a brick wall is Trained. Climbing a smooth wall is Expert. Climbing a cloud is Legend.
Intimidating a child is Trivial. Intimidating a mugger is Trained. Intimidating an enemy warrior is Expert. Intimidating a dragon about
A slippery surface increases the Tier by 1.
to eat you alive is Legend.
Digging into loose dirt is Beginner. Digging into clay is Trained. Digging into rock is Master. Appropriate tools lower the Tier by 1 or 2.
leeing up In a long-running game, Skill Tiers can be used as a Leveling Up system. After enough of a feat (a big boss ght, an important story moment, etc.), each player can gain a Skill Tier. A basic adventurer should start at Beginner tier, with 6 SP and a Talent but no other Skill Tier bonuses. Adventurers starting below Beginner only get 4 SP and no Skill Tier bonuses until Beginner. Adventurers starting above Beginner get the appropriate amount of Skill Tier bonuses, as below. For each Skill Tier gained, the character gains 2 additional skill points to spend on whatever they like. Additionally, they may perform skill swaps (detailed under C L A S S L E S S S K I L L S ).
EXAMPLE OF SK ILL TIERS AFFECTING ROLL DAMAGE
PLAYER 2 TIER S
PLAYER AND TARG ET
TARGET 2 TIE RS
RESULT
a B o v E T a R G E T ( + 4 )
oN EQual TIERS (+6)
a B o v E P l a Y E R ( + 8 )
10
CRITICAL SUCCESS: 5 HITS
CRITICAL SUCCESS: 5 HITS
CRITICAL SUCCESS: 5 HITS
9
4 H I T S
4 HITS
4 HITS
8
3 HITS
3 HITS
MINIMUM FOR SUCCESS
7
2 HITS MINIMUM FOR SUCCESS: 1 HIT
FAILURE: 1 HIT COUNTER
6
2 HITS 1 HIT
5
1 HIT
4
MINIMUM FOR SUCCESS: 1 HIT
2 HITS COUNTER
2 HITS COUNTER
3
FAILURE: 3 HIT COUNTER
3 HITS COUNTER
3 HITS COUNTER
FAILURE: 1 HIT COUNTER
1 HIT COUNTER 1 HIT COUNTER
2
4 H I T S C O U N T E R
4 HITS COUNTER
4 H I T S C O U N T E R
1
CRITICAL FAILURE: HELPLESS
CRITICAL FAILURE: HELPLESS
CRITICAL FAILURE: HELPLESS
6 2 — S I M P L E 1 0
4 T H
E D I T I O N
appendix: Css Expnsin F O R E W O R D The following is a set of ve classes which have been crafted to t into the S I M P L E 1 0 system, but may not t into every game or setting, or may provide complex
options for experienced players. These classes may be used in your games individually, as a whole set of exciting options, or anything inbetween. Included in this document are a selection of multiclass skills that are meant to t with these classes.
achemist Spellcaster. While Smiths are toilers of the esh, Alchemists are toilers of the mind. Like their potables, Alchemists come in many avors, ranging from hermit mystics brewing unknown elixirs, to disciplined urban proto-scientists and their miracle cures. C O S T :
DISTILL
1
P O I N T
L I F E Spell, Recharge: 2. The A L C H E M I S T
FIRE
Spell,
Ranged,
saying goes ‘Life is hard’. This is incorrect. Recharge: 2. Alchemist Fire can catch onto Solids are hard. Life is a liquid. Create three
anything, even water, and produces virulent
Health Potions which you may distribute
smoke. Deals damage and lowers target’s
freely to nearby part y members, on a critical
Skill Tier by 1 for a turn. If this renders the
success, create four. Consuming a potion is
target Helpless, it needs two successful rolls
an Instant Automatic action that restores
to stand back up.
three hits. A character can only hold one Health Potion at a time.
LIGHTNING
GREASE
Passive.
Revitalizing and energizing, grease up once D R E A M W I N E Spell, Recharge: 2. Brewed
and you’re good to go forever. Long term side
from a mix of alcohol and mind-altering
eects may apply. When you successfully roll
chemicals, it is said to make you feel four-
to stand up from helplessness, you may take
dimensional. In combat, the crit range for
an additional standard action.
your next attack is increased by 2. Outside of combat, invoke prophetic visions. FIELD
K I T A good eld kit contains
tools for all sorts of work, including the kind those tools weren’t meant for. Forge a fake duplicate of an item with plaster or iron, melt items and incriminating bodies to nothing with powerful solvents, plate items with a thin layer of metal to make them seem dangerous or valuable, and so forth.
6 4 — S I M P L E 1 0
C O S T :
2
4 T H
E D I T I O N
P O I N T S
H o P S C o T C H Spell, Recharge: 2. A
E X P E R I M E N T A L A L C H E M Y Passive.
bouncy brew that sends you ying like a can - You get a little extra creative with ingredients nonball. Or cannon-person-shaped-object.
due to curiosity or sheer cheapness. Eects
Jump on top of an enemy, dealing damage, may vary. Wildly. Your Spellbound Alchemizand lower one remaining recharge by 1.
ing potions can also contain non-spell Skills. Your Cans of Whoopass last until the user
A C I D S P R A Y Spell, Recharge: 4. Not many
goes Helpless. Your Distill Life potions now
good things come from leaking acid. This is one
also grant one of the following eects to who-
of them. Deal damage to all enemies. All actions
ever drinks it for 1 turn, chosen when the po-
against aected enemies crit on 1 less next turn. tions are made: Can also be used outside combat to reduce the Skill Tier needed to break objects by 2.
1 REVOLVING
D R U M Passive. Good
MIN
To
S uCCEE D
WITH
A L L O T H E R S K I L L S .
work is rarely done fast. When it is, make the
1 RECHaRGE To all SKIllS.
most of it. When you critically hit, your next
+2 TO CRIT RANGE.
Alchemist skill is Instant.
C O S T :
3
CAN
W H O O P A S S Recharge: 5
OF
P O I N T S
SPELLB OUND
ALCH EMIZI NG
when all potions have been used. Crack open a Automatic, Spell. Bottle up some spells for a cold one, then crack open some heads. Cre- rainy day. Or any day, really. Create a special ates a sixpac of whoopass and passes one
potion bound with any one skill point spell
to everyone in the party. Consuming the
from any class. You may have up to three of
can grants +1 Skill Point, +1 Hit and +1 Skill
these at a time. Casting the spell consumes
Tier until they fall below half Hits (round- the potion. ing down). Consuming a potion is an Instant Automatic action. Allied characters can only have one Whoopass Potion at a time.
Mticss The following skills can be picked by anyone Multiclassing with Alchemist as one of the two parent classes. Each costs 2 skill points.
V I S I O N A R Y Passive. To see into the fu-
E X P E R I M E N T A L I S T Spell, Recharge:
ture, even slightly, is a power anyone would
1. Alchemy has countless applications, mak-
risk some experimental drinks for. When
ing it important to label your creations more
you make a basic attack, you may declare the
informatively than “drink me”. Grow or
target after seeing the roll result.
shrink an incapacitated, willing, or inanimate organic target with a potion. Skill Tiers,
P O E T Spell, Recharge: 1 after eect ends.
Hits and wounds are not changed by this
Not everyone is great at making friends and
eect, but the target will retain proportional
nding acceptance. Luckily, there are ways
weight to its new size.
to bottle love, aection and respect. Infatu ates the target, making it more willing to
B R E W M A S T E R Spell, Recharge 2 after
help you if out of combat, or forcing it to
eect ends. Building resistance to substances
deal any counterattack damage to other
over long.periods of use is normal. However,
party members (unless no valid alternatives
with a little aid, it is possible to build similar
remain) in combat. Lasts three turns.
resistance to physical pain as well. Target lingers at 1 Hit rather than going Helpless the next time it normally would fall Helpless.
6 6 — S I M P L E 1 0
4 T H
E D I T I O N
Chrnmncer Mythical magi who travel time the way you walk across a room, correcting inconsistencies, preventing disasters, or manipulating the future to their own benet. Disappointing many of those who study it, the reality of Chronomancy is more on the scale of minutes or days. C O S T :
1
P O I N T
U N D O Spell, Recharge: 2. Erase history,
REBOUND
Spell, Recharge: 3. What
or at least the last few seconds. Your Target
goes around comes around. The next time
jumps back to last turn, in the exact same you receive counterattack damage, add the conditions he was, both in terms of hits/
amount of hits you took as a bonus modier
wounds, position, and cooldowns.
to your next roll.
O U T S I D E T I M E Passive. Act outside
F R E E Z E F R A M E Spell, Lasts 4 turns,
the limits of time. Every time you are about Recharge: 2 after eect ends. Let’s slow things to go helpless, you may take one instant
down a little. You slow down the ow of time
action. Afterwards you take damage and go
for a given object, such as a small stream,
helpless as normal.
falling rocks, or opening gates. This makes some obstacles easier to traverse, (-2 to the
FUTURE
S T R I K E Spell, Recharge: 1.
You re into the future. This att ack will land on your target enemy 3 turns from now, but will autocrit. You have to call whether your roll will be even or odd. If you get it right, the wait time is only 2 turns.
skill challenge diculty), and others almost entirely immovable.
C O S T :
TIME
2
P O I N T S
CAPSULE
Spell, recharge: 3. E C H O E S
OF
T I M E Spell. If only I
Time is valuable, don’t waste yours. The Tar- could just see what happened here... Focusget is insulated from the time for a number of
ing, you can see and hear the past, even the
turns equal to how much your roll beats their
distant past, of the place you are currently
skill tier. This can work on allies, foes, and
standing in. This doesn’t allow you to interact
objects. While ‘bottled’ they cannot interact
or change things.
or be interacted with, and cannot take action. The target has no awareness of what happens
D O U B L E T I M E Spell, Automatic. The
during the time he is bottled.
clock doesn’t always tick at the same pace anymore. By channeling this spell, you can
E L S E W H E N Spell, Automatic. Let's meet
speed up or slow down the passing of hours:
again yesterday. Choose a place you have
however, you cannot do anything else while
been to in the last day, you or a willing ally can you channel this spell. return there at the cost of losing all you didn’t possess when you last were there. Memories are intact.
C O S T :
3
P O I N T S
X X I Passive. Storing movement like sand in
an hourglass. Every two turns, you gain an instant action. Said actions can all be spent in the same turn to take as many actions as you want. You start every encounter with two actions already stored. The stored actions fall to 0 at the end of each battle.
TEMPORAL
A N O M A LY
Passive.
Sets the Recharge of all your skills to 1 unless it was 5 or more. This eect can be given to an ally as automatic action, but doing so makes it stop aecting you until you take it back.
6 8 — S I M P L E 1 0
4 T H
E D I T I O N
Mticss The following skills can be picked by anyone Multiclassing with a Chronomancer as one of the two parent classes. Each costs 2 skill points. T I M E W A R D E N Passive. Every enemy
P A R A D O X Spell, Recharge: 3. Summons
you send helpless becomes a temporary min- a duplicate minion of yourself or the target ion. These minions count as 2 skill tiers be- that can hold physical objects and deal damlow yours and break free of your control on
age if they pick up weapons. This Minion has
the rst failure, but also suer counterattack
one hit and no wounds.
damage for them. E V E R L I V I N G Automatic, Once per gameD I S T O R T I O N I S T Recharge: 3 after play session. Returns to life in a safe place
eect triggers. The next time you would take
close to where you died. Cannot be used in
counterattack damage, you instead leave
combat, but will instead trigger when combat
an after image in your place and disappear,
ends.
making you impossible to detect until you act and making your next roll Autocrit.
Cultist Privy to truths beyond the minds of most, Cultists oft endure the label of fanatic or madman. But let them mock. They will see. They will ALL see, in the end! C O S T :
1
P O I N T
E V I L T W I N Recharge: 3 after duplicate
N A R R A T I V E M A D N E S S Recharge: 3.
vanishes. Creates a magical copy of the
Causes the target to talk endlessly but
target, which knows all the target’s skills and
renders them unable to lie. It may t ake some
has its memories. These copies are obviously
skill to pick out the useful info from the
fake, with a reversed color scheme and
unpunctuated torrent of words though. On
obvious magical aura, and they are prone to
a crit, the target can be easily guided to talk
being stubborn. As such, an Evil Twin is 2
about things relevant to what you want to
Skill Tiers below the caster just out of spite,
hear. Otherwise they just say what comes to
but acts as a Minion otherwise. If asked for
mind.
information, it may need coaxing before it becomes helpful.
G I F T O F C H A N G E Recharge: 3. The
target grows a new limb, which proceeds to The duplicate lasts until it is is killed or
attack them. They suer 1 Hit of damage each
dismissed as an Automatic action. On a crit,
turn until they elect to sacrice 1 Wound (or
the summoned Evil Twin is only 1 Tier below
5 hits) to cut it o, or fall Helpless. On a crit,
the caster and more helpful when spoken to.
the mutant limb lingers until removed, even persisting through Helplessness.
I R R A T I O N A L F E A R Recharge: 2 after
target reverts. The target sees all things as
U N R E A L B E I N G Recharge 2 once the
terrifyingly powerful foes, lowering its skill being disappears. Summons an image of an tier by 1, or 2 on a crit, until someone fails to
impossible creature from beyond the veil
hit it, proving they aren't that scary after all.
of sanity. This thing cannot interact with
Good for spooking people outside combat too.
the physical world, but you can see what it sees, speak through it and it looks very creepy. Dissipates if attacked or dismissed. Dismissing it is Instant and Automatic.
7 0 — S I M P L E 1 0
C O S T :
2
4 T H
E D I T I O N
P O I N T S
P S Y C H O U T Recharge: 3. Calls forth a
CURSED
I T E M Recharge: 5. Curses
distracting mental oddity in the eyes of a tar- an item with horrible misfortune. Weapons get. This oddity only exists in the eyes of the
cause glancing blows and shallow cuts. Ar-
caster and target, and will wholly distract the
mor ts poorly and restricts movement. And
target’s attention and, in combat, their weak- so forth. Anyone wearing or using a Cursed er counterattacks by 1. It cannot, however, Item suers from awful luck. All attacks ght back in any way or interact with people
against them Autocrit, all of their failed rolls
other than the target. It disappears when the
count as Critfails. They never win contests,
target goes Helpless.
forget their words at important moments, trip on their feet, and so forth. Eects last
S A N I T Y L O S S Recharge: 3. Twists the
until they remove the cursed item.
world of an enemy, showing their allies as
The cursing process is obvious and takes time
hungering beasts gathering on a fresh kill. to do, so it cannot be used in active combat. Aected target will lash out against allies if they try to help him out of helplessness. When the target gets up, one of its allies will
SEALED
P A C T Automatic Instant, Re-
charge 1 after the crit fail returns to haunt you.
fall Helpless instead (or suer 5 Hits). On crit, Sell your future fortune for some good luck the aected target also takes 1 immediate Hit
here and now. Gain an immediate natural crit
as it gets up.
on your other action this turn. Your next crit is a crit fail instead.
C O S T :
3
P O I N T S
P A R A N O I A Recharge: 3. The target is is
aicted with a gnawing paranoia. Lowers the
+1 SKILL TIER
crit limit of all actions against the target by 1
+1 HIT AND +1 WOUND
every turn until someone crits against them.
+1
This also works on out of combat actions.
A N D A T T A C K S
DAMAGE
TO
A LL
SKI LLS
+1 TO ALL ROLLS I N N E R D E M O N S Recharge: 5 after re-
1 CRIT lIMIT To all aCTIoNS
verting. Transform the target into the avatar
1 DaM aGE TaKEN f RoM all
of their inner darkness for up to 5 turns or until they fall Helpless. The target can pick 3 bonuses from the following list. Addition-
SOURCES
1 SKIl l TIER To all E NEMIES S T R U C K (does not stack with itself)
al bonuses cost 1 Wound each, taken upon reverting.
Mticss The following skills can be picked by anyone Multiclassing with a Cultist as one of the two parent classes. M A D S C I E N T I S T Recharge 2. Certain
P O S S E S S E D Passive. You are host to
kinds of modications to weapons and spell
powers from the unknown beyond. They lend
catalysts are forbidden for being simply too you their power, and oer a partner for condangerous. For all parties involved. Increases versing. All they ask in return is to feed on your an ally’s crit AND crit fail limit by 1. This can
sanity. The voices you hear have limited sen-
be stacked. Lasts for the duration of the bat- tience and can reveal strange facts about the tle, or until the target dismisses the eect
world if talked to. When you go Helpless, you
with an Instant Automatic action.
can keep using basic Attacks until your next failure, at which point you go Helpless as normal. This eect also ends if you are Healed. You also gain 1 Skill Tier for the duration.
7 2 — S I M P L E 1 0
4 T H
E D I T I O N
Z E A L O T Passive. Blind, fanatical devotion
O T H E R W O R L D E R In touch with the
to a single being can come o as attering or
beasts of the beyond, and monsters of the
creepy depending on presentation, but in ei- mortal realm, you are able to call upon the ther case it is an endless source of power to
most terrifying of aid in times of need.
the devotee. Pick one ally as your object of
Spell, Recharge 4 after monster is gone Sum-
obsessive worship. You can accurately locate
mons a Hero Tier monster as a Minion that
this target regardless of distance. If this ally
lasts until it misses an attack. If the caster is
falls Helpless in combat, you gain Autocrit
already Hero Tier, the monster is instead 2
against the enemy who caused it, until that
tiers above the caster.
enemy is Helpless or three successes against it if it cannot go Helpless.
Mnk A philosophy exists that regards one's body as the ultimate weapon. Monks embody this ideology in full, channeling themselves into feats of great power. T H E C H I P O O L Monks have a starting
PURCHASING
chi pool of 5, these Chi Points are used to
purchase additional chi points at a rate of 1
power many skills. You start combat with 4 chi
skill point for 2 chi points. These additional chi
points, Every success generates a Chi Point,
points are added to the pool and you will start
and every critical hit and miss generates an
combat with them. IE: spending one point to
additional Chi Point (A 10 will generate 2 chi,
buy chi points, will result in a maximum chi
a 6 will generate 1 chi, and a 1 will generate
pool of 7, and starting each combat with 6 / 7
1 chi)
chi points.
CHI
Players may
U S I N G C H I Chi is used to boost several
skills for an added eect.
C O S T :
1
P O I N T
L E G S W E E P Recharge 2. Sweep the leg
S T A N C E S Passive. Stances are the key to
and the rest will follow. You may use this abil-
martial arts. Learning when to be rm and
ity from helplessness. On success, target be- when to be exible is the dierence between comes helpless, and if you were helpless you
a master and a corpse. Switching stance is an
spring back to your feet.
Instant Automatic action. You get all Stances at once, no need to take this skill again.
Chi Boost: 2 chi – Using the momentum from bringing down one target, you may instantly
B E A R S T A N C E You may take incoming
make a standard attack on another target.
damage to your chi pool instead: each point of damage removing a Chi Point.
O P E N I N G P U N C H Instant, Recharge
C R A N E S T A N C E Each turn you gen-
1. The rst strike in a series of punches and
erate 1 Chi Point.
kicks. Generates one chi point on a failure,
CROSS
two chi points on a success, or three on a
less does not cause a wound of damage.
critical strike.
G R A S S H O P P E R S T A N C E You may
S T A N C E Self-inicted help-
spend a Chi Point in addition to normal costs, Chi boost: 1 chi point – Your chi generation is
to make any skill instant.
doubled this turn.
TIGER
S T A N C E You cannot benet
from weapon tags, but gain +2 to all normal B A L A N C E Passive. The scales of life and
death remain forever in balance. When you cause an enemy to go helpless, an ally of your choosing gets up automatically. W I S E F O R T U N E Instant, Recharge 5. I
got these quotes from ancient scrolls, not cookies. This turn, target becomes stunned for 3 turns, may not deal counterattack damage, and is counted as helpless for the purpose of skill text. Damaging the target breaks the stun. The target does not take damage from this skill. Chi Boost: for 3 Chi – Choose another target that gets stunned for 2 turns as well, counting as helpless, until damaged.
attacks.
7 4 — S I M P L E 1 0
C O S T :
BATTLE’S
2
4 T H
E D I T I O N
P O I N T S
F L O W Recharge 2. Adver- P H A S E A U R A Automatic. Consumes 1
sity is the parent of virtue. If there is a help- Chi for every turn it is active. The light of your less character around you, gain 1 hit. If there
soul shines on the outside. You emit an aura
is another non-helpless character around you, of light surrounding you that reveals the dark gain +1 to your next roll.
secrets and weakness of your enemies. You also become aware of any hidden and ethe-
Chi boost: for 2 Chi - Each helpless charac-
real creatures in the aura and can force them
ter grants you one hit, and each non-helpless
to be visible and corporeal. Enemies who are
character grants you +1 to your next roll.
near you in this light have their critical range attack lowered by 2 for your allies. Does not
D E A T H B L O W Recharge 3. The student
stack with other Phase Auras.
took ‘heart attack’ a little too literally. Deals an additional 5 damage on hit.
Chi boost – 1 additional Chi each turn it is active. All enemies take double damage.
Chi boost: for 4 Chi – If the opponent would go helpless from this attack, the remaining damage carries over into Wounds.
S E L F S A C R I F I C E Automatic, Recharge
2. Loss of self can be the gain of others. You distribute your max hits +2 to your allies as healing, but are rendered helpless. Chi boost: 1 point per hit – You may increase this healing further by spending chi points: an additional hit distributed per chi point spent.
C O S T :
3
P O I N T S
Q I R E V E R S A L Recharge 5. All dark has
M O U N TA I N S P R I N G S T Y L E
a little light, all light has a little dark. Invert-
Passive. Life ows as the spring / ever fresh,
ing them ultimately keeps things the same,
ever moving / rm on mountain stone. You
but with a moment of chaos in the middle.
regenerate a hit every turn you are not help-
Lifts all helpless combatants and renders all
less, and a wound every second turn you are
standing combatants helpless, friend, foe
not helpless. While helpless you count as
or self. Allied targets do not suer a wound
one skill tier higher.
from this. Chi Boost – 4 chi per use, one use per turn. Chi Boost – For 2 chi per target you may restore all hits and wounds to a target aected
You instantly regain up to 5 wounds, and remove any status eect on yourself.
by Qi Reversal.
Mticss The following skills can be picked by anyone Multiclassing with a Monk as one of the two parent classes. D R U N K E N M A S T E R Passive. The key
G O D H A N D Instant, Recharge 3. Ones
is to fall often but never to fall hard. Bounce
who have truly mastered the st can simply
back and outlast your opponent. When you
undo mistakes a rookie might make on the y.
get up from helplessness, you gain a tempo- Deals standard damage. Roll twice and pick rary +1 hit per time you've been helpless this
the result you prefer.
battle. You cannot be healed until these temporary hits have been spent, and they cannot
Chi Boost – 3 Chi points. You can roll 3 dice
be recovered via healing.
and pick the preferred result.
7 6 — S I M P L E 1 0
4 T H
E D I T I O N
W R E S T L E R Spell, Recharge 3. Not all
N I N J A Passive. Untouchable is better than
masters of the up close and personal st ght
invincible. When applied right, a little trickery
exchange punches and kicks. Grapples and
can go a long way in keeping you safe. Always
holds are unexpectedly powerful weapons
suer one less hit of counterattack damage.
in the right hands. Deals standard damage. Crits on 1 less for each time you have been helpless this ght. Chi Boost – 3 Chi points. Can be used from Helplessness.
Smith For some, work is never over. Things can be improved and remade, and Smiths, those endless inventors and innovators, are the ones to do it. C O S T :
1
P O I N T
A P P R A I S E Instant. A lot can be deter-
E N G I N E E R I N G An engineer is always
mined with just an eyeballed analysis.Roll
intrigued by the chance to learn. Your knowl-
above an enemy’s skill tier with this roll to
edge of the tech of the era is superb, you at-
determine the number of remaining hits and
tempt to understand, repair, and repurpose
wounds on them, their skill tier, and possi-
the tools of the day, or even reassemble bro-
bly their weaknesses. Out of combat, quickly
ken equipment, scraps into something usable.
determine value of objects, study artifacts to determine their age, size up others, etc.
Augmentations Passive Upgrade – You may automatically repair your own gear.
Augmentations Passive Upgrade – The skill gains the Automatic Tag and the Crit threshold against enemies you Appraise is lowered by 1.
A R M O R P A D D I N G Instant, Automat-
HOT
I R O N S Recharge 1. Spill molten
ic, Recharge 3. A couple of simple tricks can
metal on the enemy in a beautiful arch. Hit
make any armor more protective. And that
X targets with a critfail range of X-1. Outside
can save many lives. Prevents counterattack
combat, you can melt metal objects with it or
damage the next time you would get dam-
set things on re.
aged. Armor Padding fades when used.
Augmentations Passive Upgrade – Hit X targets with a critfail range of X-2 instead.
Augmentations Passive Upgrade: You can deploy the padding to an ally.
R U S T B I T E Recharge 2. Like frostbite, but
with more tetanus. Deals standard damage. On hit, lower the skill tier of the hit enemy by 1 for a turn. Augmentations passive upgrade: Lowers the skill tier for 2 turns. C O S T :
2
P O I N T S
F L Y I N G M I N I B O T S Recharge 1 after
C O M B A T C O N S T R U C T Passive. You
eect ends: eect lasts 5 rounds. Warning: May
build a 3/3 living armor minion, that can per-
make annoying buzzing sounds. Summons a
form basic tasks and functions, and as an au-
tiny ying contraption, plus an additional one
tomatic action, you may equip it as armor. This
for every point you pass the MIN roll. These
minion can not take actions while equipped,
contraptions have 1 hit and 1 wound, can not
and gets damaged in your place until it falls
wield weapons, and must work together to do
Helpless, causing it to become unequipped and
harder tasks such as lifting up a helpless target
count as a Minion again. If broken, this minion
(forgoing all minibot attack rolls for one lift-up
can be automatically rebuilt out of combat.
roll). Minibots don't count against your maximum minion slots. Out of combat your mini- Augmentations Passive Upgrade – When your bots may carry objects or creatures for you.
construct minion is equipped, you count as one tier higher.
Augmentations Passive Upgrade: You gain +1 for your basic attacks for every ying minibot around you. However each turn you use this bonus one of your minibots deactivates.
7 8 — S I M P L E 1 0
4 T H
E D I T I O N
E N H A N C E R Recharge 3
G A D G E T Makes a nifty device to aid with
MEMORY
a specic task. Once successfully built, the
after eect ends. That was the last time you
gadget provides +1 to a specic action for the
forgot where you put your keys. Bonuses to
owner. A gadget can be given to allies. Your
rolls last an additional turn. May target allies.
gadget gains an extra turn of use for every point your roll exceeded the min.
Augmentations Passive Upgrade – Whenever you target an ally with this skill, you auto-
Augmentations Passive Upgrade – Add two
matically receive it too.
turns to the roll.
C O S T :
3
P O I N T S
A U G M E N T A T I O N S Passive. Revolu-
UTILI TY
B E L T Automatic. You always
tionary technology right inside the body. You
come prepared. The same utility can not be used
have decided to upgrade yourself instead of
for 3 more turns. You gain the following Utilities:
building something to supplement your abili-
I N S T A N T C O F F E E Remove 1 turn of
ties. This ability unlocks passive bonuses for
recharge from the skill of an ally.
every other skill that you have taken.
B A N D A G E S Restore 3 hits to an ally. A D R E N A L I N E S H O T Give +1 to the
next roll of an ally. M E D K I T Help an ally up from helplessness. S T A B I L I Z E Save an ally that just lost
their last wound. This ally is out of combat, cannot act or be targeted, but survives until the end of the battle. Augmentations Passive Upgrade – Utility Belt can be used on more than one ally, for the price of +1 recharge time per additional ally.
Mticss The following skills can be picked by anyone Multiclassing with a Smith as one of the two parent classes. I R O N H E A R T Passive; Once per com- G R E N A D E Recharge 3. An explosive used
bat. When one has forged their body to be
to demolish buildings and foes alike. This
as strong as the iron it shapes, one has truly
skill ignores normal MIN rules instead fol-
transcended the limits of esh. When you
lowing its own table. This roll cannot benet
rst go down to 1 wound or less, you are in- from any modiers. stantly restored to 3 wounds. 1 explodes before you can throw it, damaging E R G O N O M I C G R I P Thanks to your yourself and your allies for 2 hits each.
custom grip, you can wield an extra weapon. 2-4 it is a dud and nothing happens. You can make two rolls to attack twice. If ei- 5-7 does 2 hits of damage to all enemies. ther is a critical miss, both miss. Neither of
8-9 does 3 hits of damage to all enemies.
your weapons need the Dual tag.
10 does 5 hits of damage to all enemies.
R O B O T I C A R M Passive. You have up-
graded a part of yourself. You may take one extra action, including a basic attack with a single weapon type (chosen when you pick this skill).